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. 
   
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  www.wizards.com/d20. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP7-03 
   
   
   
   
  Against The Dying Of The 
  Light 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.1 
   
  by Rene’ Alfonso 
  Reviewers: Principality of Ulek Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: X 
   
   
   
  In a moment of weakness, his life would change forever. Cast out by both god and country, he has 
  labored under the burden of his guilt, haunted by the innocent blood that stains his hands. What will be 
  the cost to pay for his redemption and will he walk the dark path to penance alone? A Principality of Ulek 
  regional adventure for APLs 6-12. 
  Note: This adventure will be of special interest to PCs who have played “Legacy of Blood,“ or those PCs 
  with a religious inclination, particularly worshippers of Lydia. 
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional 
  adventure, 
  set 
  in 
  the 
  Sheldomar 
  Valley.  
  Characters native to the Sheldomar Valley pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp 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 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  This adventure centers around the quest for 
  redemption by the former cleric of Lydia named 
  Eliazar Lightbringer who appeared as a central 
  character in the ULP4-08 scenario entitled 
  “Legacy of Blood”. The story picks up almost two 
  years after his excommunication from the Church 
  of Lydia and his banishment from the Principality 
  of Ulek.  
  With what little belongings he was allowed to 
  keep, Eliazar made his lonely voyage out of the 
  Principality of Ulek and attempted to hide his 
  shame in the shadow of anonymity. Changing his 
  name to Quincy Tillman, he ended up in Keoland 
  where he used his skills as an accomplished 
  gardener to earn an honest and humble living. Still 
  unable to quell the demons of his past he traveled 
  to the Duchy of Ulek where he once again worked 
  odd jobs here and there to eek out a living. 
  Despite his best efforts to leave the past behind 
  him, he could not escape it. Every so often he 
  would see a wandering cleric of Lydia and the old 
  memories would resurface and torment his 
  conscience.  
  # 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 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 3 
  One day, while wandering through a town in the 
  Duchy of Ulek called Amberdale he saw the 
  beginning construction of a small temple to be 
  dedicated to Lydia, his former deity. A pair of 
  clerics, one older and more experienced than the 
  other named Amereen, were collecting money for 
  the church when Amereen recognized him for his 
  true self. As hard as Eliazar tried to deny his true 
  identity, Amereen eventually got him to admit who 
  he really was. Unable to bear the weight of his 
  guilt any further, he broke down and poured his 
  heart to Amereen, castigating himself for his poor 
  wisdom and the suffering he caused others. After 
  listening to his confession, Amereen urged him to 
  pray to Lydia for divine forgiveness and if he was 
  worthy of a second chance, he would receive it.  
  That night, as he slept, Lydia came to him in his 
  dreams and offered him a chance for atonement. 
  She made it clear however this was his one and 
  only opportunity and it would test his mind, body, 
  spirit, and faith unlike ever before. She revealed to 
  him that the cult of Nerull was embarking on a 
  horrible plan to spread powerful and almost 
  incurable diseases through the water supply of the 
  Principality of Ulek through the use of a recently 
  discovered shrine to the dark god of death. She 
  also revealed that in order to destroy the shrine, 
  he would have to discover a sacred and potent 
  magical item called the Chalice of Radiance. His 
  atonement would come if he could prevent the plot 
  from coming to fruition, thus saving countless lives 
  to balance out the ones his foolhardy actions cost 
  years ago. Now officially under the effects of an 
  atonement spell, Eliazar resolved to travel back to 
  the Principality of Ulek to face his destiny once 
  and for all.  
  Upon first returning to the Principality of Ulek, 
  Eliazar sought out the help of an old friend named 
  Tavila Nightshade that lived near Sunflower Cove 
  (from the Principality of Ulek scenario “Flesh and 
  Mettle”). Though Tavila was a worshipper of Wee 
  Jas, she shared Eliazar’s loathing of undead 
  because she saw undead as perversions of the 
  study of the process of death and a torturous 
  experience to the soul. Pooling their knowledge 
  and with her divination magic, Eliazar was able to 
  root out an undercover Nerull agent working in the 
  area. Though unable to cast magic, Eliazars many 
  years of martial prowess and with the use of most 
  of his remaining magical items, he was able to put 
  the Nerullite down and pry the information from 
  him before the villain died. 
  During his journey to meet up with his former 
  mentor and head of the church of Lydia in 
  Havenhill, Eliazar was captured while trying to 
  defend a small caravan of merchants from an 
  assault by a band of Pomarj agents in the 
  Disputed Territories. He had put the lives of the 
  innocent in jeopardy once before but this time, he 
  was determined to do all he could to save them. 
  Once captured, the Pomarj agents bound him in 
  chains along with the others from the merchant 
  caravan they captured and began a forced march 
  towards a small outpost they had within the 
  southwest portion of the Grumel province. 
  A chance encounter between the PCs and the 
  Pomarj agents with their captives while the PCs 
  are guarding a shipment of medical supplies 
  headed towards Havenhill draws them into the 
  Eliazars plight. With the fate of one mans 
  redemption and the lives of many unsuspecting 
  victims of the Nerullites plot hanging in the 
  balance, the time has come for Eliazar to prove 
  whether or not his soul is worth saving. 
  ADVENTURE SUMMARY 
  PCs begin the scenario traveling along the road 
  with a shipment of medical supplies for the war 
  effort. Their point of origin was Thunderstrike with 
  a stop over at Fort Stonewall before heading for 
  their final destination of Havenhill.  
  In Encounter One, the PCs run into the Pomarj 
  slavers that are transporting the captives of the 
  merchant caravan they assaulted. In addition, 
  Eliazar is amongst the captives, having tried 
  valiantly to defend the merchants from attack. The 
  captives are chained by their hands and feet and 
  wearing blindfolds over their eyes. After the battle 
  has ended and the captives are freed, Eliazar will 
  rush over to the sack holding the personal items 
  taken from him, particularly the rough map 
  showing the location of the Nerullite shrine. PCs 
  that have played “Legacy of Blood” or worshippers 
  of Lydia will get a chance to recognize Eliazar for 
  who he is. If confronted with knowledge of his true 
  identity he will tell affirm his identity to them but 
  NOT about his mission for atonement. In any 
  case, once he finds out that the PCs are headed 
  for Havenhill, he asks if he may accompany them 
  for added protection and to ensure the safety of 
  the merchants.  
  In Encounter Two, Eliazar either goes straight to 
  Marrain on his own accord or is taken there by the 
  PCs. Coincidentally, the temple of Lydia is where 
  the PCs are supposed to drop off the medical 
  supplies and they can authenticate Eliazar’s 
  claims there. Marrain is surprised to see Eliazar 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 4 
  and takes him into a private room to discuss the 
  reasons for his return to the Principality of Ulek. A 
  short argument ensues which the PCs may or may 
  not hear parts of before Marrain and Eliazar come 
  forward with the matter of Eliazar’s atonement. It is 
  obvious that she is upset that he wants to go 
  about it alone but grudgingly acknowledges that it 
  is his right to request it as such. At this point 
  Marrain also hands Eliazar the Chalice of 
  Radiance and tells him that obviously there are 
  other parties aware of his situation that want him 
  to succeed. She received the Chalice if Radiance 
  from an anonymous source. The PCs are 
  instructed by Marrain to distribute the medical 
  supplies to various locations within Havenhill. 
  Once they are done, they may rest for the night 
  and return the next morning for payment. 
  Meanwhile, Eliazar, with the help of Marrain, 
  prepares himself for the continuation of his quest 
  for atonement and goes over the ritual of 
  sanctification involved in the use of the Chalice of 
  Radiance.  
  In Encounter Three the PCs return the next 
  morning to pick up their payment. They learn that 
  Eliazar has already left the temple via a 
  teleportation spell from one of the clerics with the 
  Travel domain and that Marrain is not present. A 
  note however leads them to the house of 
  Maximillian Worthington, a half-vampire who has a 
  personal stake in Eliazar’s success. Through his 
  many contacts within the Web, including an 
  acolyte cleric within the temple of Lydia itself, 
  Maximillian learned that Eliazar left the temple 
  without any assistance in his quest for atonement. 
  In this, both he and Marrain share an equal 
  disappointment. After a lengthy conversation 
  between the two, Marrain and Maximillian have 
  decided that Eliazar’s pride will be his undoing. 
  She also reveals that based on divinations she 
  cast without Eliazar’s knowledge that alone, he will 
  fail but she does reveal that at a pivotal point in his 
  quest he must accomplish something arduous and 
  harrowing with no help from others if he is to 
  successfully redeem himself. Maximillian reveals 
  that he is the person who delivered the Chalice of 
  Radiance to the temple of Lydia. He does his best 
  to hide his true nature and revels nothing about 
  the reason why he is helping. Members of the 
  Web and worshippers of Celestian however know 
  his true nature but it is something that is not 
  generally discussed. A hat of disguise helps him 
  hide certain aspects of his appearance but he has 
  revealed his true nature to Marrain already in 
  order to gain her trust. 
  In Encounter Four the PCs are teleported to the 
  drop off point where Eliazar was left. While on his 
  trail, they come across an area underground with 
  several dead dire rats on the ground. Each has 
  apparently been bludgeoned to death not long 
  ago. If the PCs have achieve the proper skill 
  checks, they can learn several things from the 
  scene including that the blood present is not all 
  form the dire rats, one of the rats has a small 
  piece of yellow cloth stuck between its teeth, and 
  the presence of human-sized tracks leading away 
  from the scene.  
  In Encounter Five, the PCs come face to face with 
  a behir or pair of behirs (depending on APL) which 
  are native to the caverns. The mongrelfolk are 
  unaware of the behirs presence but do know that 
  some terrible monsters dwell within certain parts 
  of the caverns. Since finding one of their own was 
  dead and horribly scorched they have barred all 
  travel into that area of the cavern ever since. The 
  Nerullites passed through using spells or the imp 
  Sidion while he was invisible to tell the coast was 
  clear. While scouting the caverns for food, Kylelos 
  and other mongrelfolk came across a wounded 
  Eliazar stumbling around in a feverish daze. While 
  tending to his wounds, the behir attacked them 
  after following Eliazar’s scent. Acting quickly, 
  Kylelos tossed a fireball bead from Eliazar’s 
  necklace at the behir. The force of the explosion 
  caused a cave in which sealed the passage, 
  separating the behir and the mongrelfolk from 
  each other. The cave-in also sealed further 
  passage to both the mongrelfolk lair and Nerullite 
  shrine. The behir attack the PCs at the spot of the 
  cave in since they are already on heightened alert. 
  In 
  Encounter 
  Six 
  the 
  PCs 
  encounter 
  the 
  mongrelfolk society living underground. Their 
  leaders, a ranger/scout type mongrelfolk named 
  Kyelos the Crafty and a female adept named 
  Hobblefoot inquire as to why the PCs are there. 
  Once the PCs reveal the situation involving 
  Eliazar, Hobblefoot divulges that Eliazar is present 
  but he is very sick. Hobblefoot also explains that 
  Eliazar is considered a miracle worker because he 
  possesses the power of “the magic cup” which he 
  used to cure over 20 ailing mongrelfolk who were 
  stricken with a terrible disease and were on the 
  verge of death. Sadly, it appears that Eliazar was 
  also infected with the disease after being attacked 
  by a rat swarm but managed to perform the 
  healing on the mongrelfolk before collapsing in a 
  state of almost complete debilitation. Eliazar is 
  strong enough to speak and explains the powers 
  of the Chalice of Radiance and its general use.  
  Currently the Chalice is devoid of charges and he 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 5 
  must rest and gather his strength to perform the 
  ritual of sanctification and recharge it. A small 
  shrine to Celestian and Meriadar exists within the 
  mongrelfolk lair which will serve as a proper 
  conduit.  
  In Encounter Seven the PCs are woken up by a 
  pair of mongrelfolk children who rush out of 
  Eliazars room in fear. Overcome by their curiosity 
  at “the man with the magic cup,“ they were 
  unprepared for what they saw. The ghost of 
  Analia, Eliazar’s former fiancé who had been 
  turned into a vampire and destroyed by Eliazar 
  years ago was hovering over him. As it turns out, 
  when she was destroyed, her many years of being 
  linked to the Gem of Heart and Blood for feeding 
  purposes had an unexpected side effect. Rather 
  than have her corporeal and spiritual essence 
  destroyed when she was blasted to ashes by the 
  globe of sunlight, only her body was destroyed 
  and her spirit was cleansed of all evil taint from 
  having 
  been 
  a 
  vampire. Curiously enough 
  however, her fate is linked to Eliazars and the 
  unfinished business which still binds her to the 
  world of the living rests on the successful 
  atonement of Eliazar. Because of his hatred of 
  undead and the trauma he would experience if 
  she were to reveal herself to him, Analia simply 
  follows him, watching him from the Ethereal Plane 
  and manifests only when he is sleeping.  
  The next day, Eliazar, who is for the most part 
  cured but still a bit weakened ( consider him 
  fatigued ) explains that he has been attempting to 
  recharge the Chalice but it is taking longer than 
  expected. He asks if any of the PCs are willing to 
  channel turning attempts into the Chalice to help 
  recharge it or a fragment of their life essence. 
  Eliazar explains that the completion of the ritual 
  will take more time and that the PCs should scout 
  out the caverns ahead to see if any Nerullites are 
  going after the shrine as well.   
  In Encounter Eight, the PCs come face to face 
  with the Nerullites who are filling barrels full of the 
  contaminated water that surrounds the submerged 
  shrine. The battle should be brutal and the 
  Nerullites are well prepared, thanks to some prior 
  divinations and the use of the commune ability by 
  the familiar imp Sidion. The Nerullites have 
  managed to reactivate the magical enchantment 
  which prevents scrying into the shrine area from 
  the outside. If the PCs are able to defeat the 
  Nerullites then Eliazar, Hobblefoot, and Kyelos 
  show up with the Chalice of Radiance fully 
  charged. At this point, Eliazar removes his armor 
  and weapons and proceeds to dive into the fetid, 
  disease-ridden pool with only the Chalice in one 
  hand and his holy symbol in the other.  
  The greatest test of restraint for the PCs will come 
  at this point. The reekmurk which has been 
  slumbering and submerged at the bottom of the 
  pool will recoil from the light of the Chalice. Once 
  Eliazar drops the Chalice and tries to swim to the 
  surface, the reekmurk will attack him and start 
  devouring him. Three separate boxed texts will 
  describe the brutality of the scene in detail but 
  under NO CIRCUMSTANCES are they supposed 
  to interfere if Eliazar is to attain his atonement. 
  The power of the Chalice will eventually destroy 
  the submerged shrine and the light emanating 
  from it will slay the reekmurk as well but not before 
  it has done horrific damage to Eliazar. As Eliazar 
  drags his mutilated body from the now clean pool 
  of water, Analia will sense his dying spirit and 
  inhabit his body to give him the strength to survive 
  the trip back to the temple of Lydia in Havenhill. If 
  the PCs interfere and help him against the 
  reekmurk, they will inadvertently cause him to fail 
  him atonement and certain repercussions will 
  come from this.  
  Unable to enter the consecrated area of the 
  temple of Lydia due to her undead status, Analia 
  will release herself from Eliazars body and fade 
  back into the Ethereal Plane. If Eliazar has 
  successfully gained atonement, Marrain will be 
  able to cast a regenerate spell on him which will 
  heal most of his wounds. One of his legs will 
  remain slightly injured, requiring him to walk with a 
  noticeable limp; it serves as a reminder by Lydia 
  that while he has proven himself worthy, the 
  echoes of his actions upon the world still resonate 
  and not all will greet him with kindness or 
  understanding. Analia will have her final rest at 
  last.  
  If the PCs interfered and ruined his quest for 
  atonement, Eliazar will die as soon as Analia 
  leaves his body. Analia will wail in grief before 
  fading back into the Ethereal Plane. All attempts 
  by Marrain, ranging from raise dead to regenerate 
  will fail to either heal his body or restore him to life.  
  In Encounter Nine, the PCs are called to 
  Maximillian's home two days after Eliazars return 
  to the temple of Lydia and ONLY if he has 
  successfully atoned. At that point Maximillian will 
  reveal the full truth behind his actions to the PCs 
  (except for his membership in the Web) and offer 
  his eternal thanks and friendship to Eliazar for 
  destroying the vampire Caleb many years ago. 
  Eliazar will accept Marrain, the PCs, Eliazar, and 
  Maximillian will share in a small feast and 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 6 
  celebration within the temple of Lydia for their 
  heroic efforts.  
   
  PREPARATION FOR PLAY 
  Before play begins, the DM should check for each 
  PC for certain information. First of all, make a note 
  of what particular deity the PC worships, paying 
  particular attention as to whether any of them are 
  adherents to the faith of Lydia or Celestian. 
  Secondly, check the metaorg membership of each 
  PC and make a note of any PC that in a member 
  of the Web of Church Hegemony, the latter of 
  which specifically tied to Lydia or Celestian. The 
  DM should check the PCs for any unusual curses 
  or special magic items that might have a 
  significant impact on the game. If any do exist then 
  make note of it or resolve it when the time comes. 
  Lastly, check to see if any of the PCs present 
  played ULP 4-08 “Legacy of Blood” and make note 
  of it.  
  INTRODUCTION 
  The scenario begins with the PCs traveling down 
  the road, headed towards Havenhill with a 
  shipment of medical supplies. The day is sunny 
  and nearly cloudless. PCs can make introductions 
  at this time for purposes of the start of the 
  scenario, it is assumed they have been hired as a 
  group and have been traveling together for a bit of 
  time. 
  Transporting a shipment of medical supplies 
  from Fort Stonewall to Havenhill won’t make 
  for a daring tale to tell your children but it is a 
  necessary task nonetheless. With news of the 
  successful offensive in Prinzfeld to root out 
  and quash the remaining Pomarj forces in that 
  province, word has it that the battle for the 
  Disputed Territories is shifting in a more 
  southerly direction. The provinces of Grumel 
  and Deerfield are beginning to see more of the 
  brutality of the war and the number of dead or 
  wounded has increased significantly. No doubt 
  the medical supplies you carry will aid the war 
  effort and save the lives of many a brave 
  soldier. There is not a day that passes that you 
  do not pray for a quick and decisive victory 
  against the Pomarj but common sense tells 
  you otherwise. How can one reason with 
  animals driven only to pillage and plunder? 
  How can one expect a starving dog to loosen 
  his grip on its last bone without trying to bite 
  your hand off for trying to take it from him?   
  ENCOUNTER 1: ON THE 
  ROAD AGAIN 
  This encounter occurs when the PCs are about 
  two hours away from Havenhill. The terrain 
  consists of sparse low growing grass, not enough 
  to cast an effective entangle or similar spell. The 
  Pomarjians are in the process of force marching 
  their captives to their encampment. Unless the 
  PCs have taken any special precautions to scout 
  ahead of them without being noticed, proceed with 
  the following boxed text. Note: aside from very 
  minor hilly slopes, there are no large rock 
  formations of tall grass to hide behind. The terrain 
  favors open and visible combat between both 
  sides. For purposes of Listen or Spot checks, the 
  starting distance between the PCs and the 
  Pomarjians is 120 feet, which equates to a -11 to 
  all Spot checks to discern specifics. A Listen 
  check DC 30 allows PCs to hear orders being 
  barked out.  
  At the distance of 120 ft. a Spot check DC 30 
  allows them to see the following:  
  Rising over a slight sloping section of the 
  roadway, in the distance you catch sight of a 
  cluster of people shuffling along in a slow and 
  awkward fashion. Other figures around them 
  seem to be prodding them on to move more 
  quickly. As one of the people pressed closely 
  against the others stumbles, one of the figures 
  around 
  them 
  reacts 
  angrily 
  and 
  pulls 
  something from his side. The clear snap of a 
  whip reverberates through the air as the figure 
  struck spasms in agony.  
  When he PCs get within 60 ft. allow them another 
  Spot check DC 20, counting the -5 penalty due to 
  distance.  
  Drawing closer to the scene you are able to 
  discern 
  the 
  following. 
  Several 
  humanoid 
  beings bearing the heraldry of a bloody claw 
  stand around a row of people that are 
  blindfolded and chained by their hands and 
  feet. Ranging from middle-aged human men to 
  young girls barely in their teenage years, all of 
  the captives show signs of being lashed 
  repeatedly. Strips of bloodied and shredded 
  clothing flutter aimlessly in the soft breeze and 
  there is a wince of pain with every step they 
  take. Turning in your direction, what can no 
  doubt be the leader scowls and roars in 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 7 
  defiance as his companions unsheathe their 
  weapons and move to engage you in battle. 
   
  Conditions: It is currently a little past noon. 
  Please do not forget the terrain conditions  
   
  Creatures: Allow the PCs to make a 
  Knowledge: Religion check DC 15 to notice that 
  the holy symbol carried by Yetrig is that of the orc 
  god Gruumsh. Also allow the PCs a Knowledge: 
  Local roll DC 15 to learn that the bloody claw 
  heraldic symbol is that of the Blood Raker tribe of 
  Pomarjians, notorious slavers that prey heavily on 
  those traveling through the Disputed Territories. 
  They rarely stay in one place for too long, 
  preferring to keep moving every so often to keep 
  their enemies guessing.  
  APL 6 (EL 7) 
  Ruthgrik & Draflar, half-orc Bbn2/Ftr 2 (x2); 
  hp 41 (53 when raging); see Appendix One 
  Yetrig Blood-fist, orc Clr4; hp 28; see 
  Appendix One 
  APL 8 (EL 9) 
  Ruthgrik & Draflar, half-orc Bbn3/Ftr 3 (x2); 
  hp 61 (79 when raging); see Appendix Two 
  Yetrig Blood-fist, orc Clr6; hp 42; see 
  Appendix Two 
  APL 10 (EL 11) 
  Ruthgrik & Draflar, half-orc Bbn3/Ftr 3 (x2); 
  hp 71 (84 when raging); see Appendix Three 
  Yetrig Blood-fist, orc Clr7; hp 49; see 
  Appendix Three 
  Ugrof Mudmurk, goblin Wiz 7: hp 35 (false 
  life included); see Appendix Three 
  APL 12 (EL 13) 
  Ruthgrik & Draflar, half-orc Bbn4/Ftr 5 (x2); 
  hp 93 (120 when raging); see Appendix Four 
  Yetrig Blood-fist, orc Clr9; hp 63; see 
  Appendix Four 
  Ugrof Mudmurk, goblin Wiz 9: hp 42 (false 
  life included); see Appendix Four 
   
  Tactics: These are the general tactics that the 
  combatants will use. However, depending of the 
  circumstances and the flow of combat, the DM 
  may alter them accordingly if a better course of 
  action exists or an opportunity presents itself.  
   
  APL 6: Ruthgrik and Draflar are on opposite 
  sides of the row of captives. Including Eliazar, 
  there are 10 captives in total; 7 adults and a young 
  teenage boy and girl. Ruthgrik and Tetrig will rage 
  and drink a potion of haste as they charge up to 
  the PCs. Yetrig is not a fool; he will use his long 
  range spells such as hold person and spiritual 
  weapon to attack the PCs. The spiritual weapon 
  spell will harass spellcasters, hoping to disrupt 
  their spells and the hold person is reserved for the 
  toughest looking PC fighter-type. If the PCs draw 
  in closer, Yetrig will attempt sound burst, 
  command, or wave of grief before engaging in 
  combat himself. He will try to make use of the 
  captive as human shields to inhibit some of the 
  spellcasting choices that the PCs may have.  
   
   
  APL 8: Ruthgrik and Draflar are on opposite 
  sides of the row of captives. Including Eliazar, 
  there are 10 captives in total; 7 adults and a young 
  teenage boy and girl. Ruthgrik and Tetrig will rage 
  and drink a potion of either haste or fly ( DMs 
  choice of what is preferable ) as they charge up to 
  the PCs. Yetrig is not a fool; he will use his long 
  range spells such as hold person and spiritual 
  weapon to attack the PCs. The spiritual weapon 
  and blindness/deafness spells will harass or 
  neutralize spellcasters, hoping to disrupt their 
  spells and the hold person is reserved for the 
  toughest looking PC fighter-type. If the PCs draw 
  in closer, Yetrig will attempt sound burst, 
  command, or wave of grief before engaging in 
  combat himself. He will try to make use of the 
  captive as human shields to inhibit some of the 
  spellcasting choices that the PCs may have. 
  Visible spell effects can be removed with his dispel 
  magic spell and invisible targets can be dealt with 
  by invisibility purge. Buffs are an option but ONLY 
  if it is strategically sound to do so.  
   
   
  APL 10: Ruthgrik and Draflar are on opposite 
  sides of the row of captives. Including Eliazar, 
  there are 10 captives in total; 7 adults and a young 
  teenage boy and girl. Ruthgrik and Tetrig will rage 
  and drink a potion of either haste, fly, or enlarge ( 
  DMs choice of what is preferable ) as they charge 
  up to the PCs. Yetrig is not a fool; he will use his 
  long range spells such as hold person, spiritual 
  weapon, sound lance, and unholy blight to attack 
  the 
  PCs. 
  The 
  spiritual 
  weapon 
  or 
  blindness/deafness spells will harass or neutralize 
  spellcasters, hoping to disrupt their spells and the 
  hold person is reserved for the toughest looking 
  PC fighter-type. If the PCs draw in closer, Yetrig 
  will attempt sound burst, command, or wave of 
  grief before engaging in combat himself. He will try 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 8 
  to make use of the captive as human shields to 
  inhibit some of the spellcasting choices that the 
  PCs may have. Visible spell effects can be 
  removed with his dispel magic spell and invisible 
  targets can be dealt with by invisibility purge. Buffs 
  are an option but ONLY if it is strategically sound 
  to do so. Ugrof will make ample use of his wand of 
  seeking ray and blast PCs with a fireball from a 
  distance. He is also extremely paranoid and many 
  of his spells allow him to instantly shift his own 
  position and that of his allies of the battlefield. 
  Ugrof has a vulture-like mentality when it comes to 
  combat; he enjoys picking off the weak before the 
  strong. Spells like ray of enfeeblement, lesser 
  sonic orb, scorching ray, and power word: sicken 
  are reserved for close range combat. Haste is an 
  option depending on the position of his allies and if 
  he thinks he’s a breath away from dying, he will 
  dimension door to escape. At this APL, certain 
  buffs are still up from their combat with the 
  caravan. Treat the spells still up at half duration 
  and adjust the stats accordingly.  
   
  APL 12: As per APL 10 tactics but with at this 
  APL, Ugrof has access to solid fog and will use 
  that spell to stifle PC movement and visibility. This 
  may allow him to buff his allies or set up for 
  recurring damage spells. Yetrig pours on the 
  damage as well, including the use of his javelin of 
  chain lightning on a preferably non-armored 
  spellcaster. At this APL, certain buffs are still up 
  from their combat with the caravan. Treat the 
  spells still up at half duration and adjust the stats 
  accordingly.  
   
  Development: If any PCs cast spells or take 
  actions that show a deliberate disregard for the 
  lives of the captives that lead to any of their 
  deaths, that PC’s alignment shifts to evil and 
  he/she is IMMEDIATELY removed from play and 
  placed under the DMs control.  
  If the PCs are defeated, the Pomarj kidnappers 
  are spooked by the encounter and make a hasty 
  retreat for their camp, leaving the captives behind 
  since they would only slow them down. They do 
  not bother to take the time to coupe de grace any 
  fallen PCs or take any of their belongings. If this 
  occurs, read the following boxed text:  
  Not all good deeds go rewarded and all the 
  courage and effort you could muster was not 
  enough. The feel of the hard earth on your 
  backs and blinding light of the sun stinging 
  your eyes accentuate your defeat. Even 
  through the haze of pain wracking your body 
  you can make out the footsteps of your foes 
  making a hasty retreat. Perhaps the only thing 
  that soothes your wounded pride is the sight 
  of the captives huddled together in a mass, 
  overcome with fear and uncertainty. No doubt 
  trying to keep their captives in tow would have 
  slowed them down unnecessarily.    
  If the PCs are victorious, read the following boxed 
  text. If the PCs wish to open the shackles quickly 
  they can fins the master key on the body of the orc 
  leader or they can make a Open Locks check DC 
  30 (equal to standard manacles)  
  Combat was certainly not what you expected 
  from a simple delivery of medical supplies but 
  they don’t call it the Disputed Territories for 
  nothing. The captives, all of them blindfolded 
  and huddled together in fear and uncertainty 
  struggle helplessly to loosen their shackles. 
  The 
  younger 
  ones 
  of 
  the 
  group 
  sob 
  uncontrollably even as others try to quell their 
  terror.  
  As you begin removing the blindfolds and 
  shackles from the captives they hug you 
  vigorously in gratitude. The brutality of their 
  former captors is horrific; vicious, bleeding 
  scars from repeated lashings stretch all across 
  their backs. One of them, an elderly human 
  male with a short white grizzled beard goes to 
  each of them and attempts to administer 
  standard medical treatment. His curative 
  knowledge is obvious and he performs his 
  duties with calm resolve. Seeing that the 
  youngest of the injured is favoring her left arm, 
  he tears a piece of his shirt off and creates a 
  makeshift tourniquet. The young girl looks up 
  at him and smiles, passing her small hand 
  across his face.  
  The man administering the first aid is Eliazar 
  Lightbringer, a fallen cleric of Lydia and chief NPC 
  in ULP 4-08 “Legacy of Blood”. While he 
  possesses none of his spell ability to heal, his 
  knowledge of basic healing measures is still 
  fundamentally strong. Any PC who has played 
  “Legacy of Blood”, is a worshipper of Lydia can 
  make a Wisdom check DC 12 to pick up on this.  
  Once Eliazar is done, if no one stops him or 
  catches on to who he really is, he will venture forth 
  to where the stolen goods are on the large mule-
  driven cart and start to sort out his belongings, 
  especially the crude map to the Nerullite shrine. If 
  PCs attempt to stop him or question him, he 
  simply tells them that he is retrieving his 
  belongings (completely true). PCs who search 
  through the items first will find Eliazar’s private 
  journal which details his emotional struggle and 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 9 
  deep desire to atone for his sins. They also find a 
  crude map that has on markings on them. A 
  Knowledge: Religion check DC 15 identifies one 
  of the markings as that of Nerull and an identical 
  Knowledge: Religion check identifies the holy 
  symbol, a spray of colors bursting forth from an 
  open hand, as that of the goddess Lydia. Lastly, 
  his notes make vague reference to a magical cup 
  of some kind.  
  Eliazar will try to avoid revealing too much his true 
  identity is revealed, going so far as to use his fake 
  name “Quincy Tillman” and claims to be a retired 
  adventurer looking for a job, preferably as a 
  gardener or healer. He answers questions in short 
  but accurate answers and is extremely friendly or 
  helpful. If any PC can rationalize any REAL reason 
  to suspect falsehood, have them roll a Sense 
  Motive check vs. Eliazars Bluff check.  
  If Eliazar is not discovered, read the following 
  boxed text.  
  After gathering his belongings, the elderly 
  human 
  man 
  who 
  had 
  provided 
  medical 
  assistance turns to you and says, “Looks like 
  fortune does indeed favor the bold. Had you 
  not come along, I shudder to think of what 
  terrible fate may have befallen us. My name is 
  Quincy Tillman.”  
  Pausing to wipe the beads of sweat from his 
  brow, he says, “ I was headed towards 
  Havenhill to see a dear friend of mine named 
  Marrain from the church of Lydia when I saw 
  these poor people under attack. Although my 
  better adventuring days are behind me and 
  these old bones don’t move the way they used 
  to, I could not stand by and do nothing. I was 
  able to take one of them down with a well 
  placed stab of my shortspear before the rest of 
  them struck me down. I don’t know where you 
  are headed but it seems to me that you are 
  very adept at handling yourselves and these 
  people need to get somewhere safe. Can you 
  assist us? “ 
  As the PCs speak to him, Eliazar is eyeing each of 
  them, looking for holy symbols and heraldry that 
  helps ease any lingering doubts as to whether he 
  can trust the PCs.  
  Once the PCs mention that they are on their way 
  to Havenhill to see Marrain in the temple of Lydia 
  as is he, Eliazar is elated but still keeps the truth to 
  himself.  
  If the PCs are able to discern the truth about him, 
  Eliazar reluctantly recounts the story to the PCs as 
  follows: 
  Unable to hide his shame any longer, Eliazar 
  pulls you aside and begins to speak to you in a 
  hushed tone and wavering voice. 
  “Two years  ago, I made a terrible mistake, one 
  that has haunted me every moment of my life 
  since. My name is Eliazar Lightbringer and I 
  was once a cleric of Lydia and a sworn 
  destroyer of the undead. Back in my younger 
  days I was engaged to a beautiful woman 
  named Analia Tolson. Mere months away from 
  marriage, she was attacked and taken by a 
  vampire named Caleb, nicknamed the Scourge 
  of Dawn. Caleb despised me because I had 
  lead a sizable group of fellow adherents of my 
  faith upon a crusade to liberate those who had 
  fallen prey to his charms and to destroy the 
  spawn that he had created. Taking Analia was 
  an act of rage and desperation. For days I 
  searched for clues to her whereabouts until I 
  tracked her to the home of one of Caleb's 
  charmed human thralls. As I battled my way 
  into the house, I came face to face with Caleb 
  and though I nearly perished, I was able to 
  destroy 
  him 
  permanently. 
  However, 
  his 
  vengeance carried on beyond his destruction 
  when I learned that he had turned my beloved 
  Analia into a vampire. As she lay sleeping I 
  struggled madly between my religious tenets 
  which demanded her destruction and the love 
  that made my heart pound in my chest like a 
  war drum and begged for mercy. Finally, as 
  she began to open her eyes, I plunged a 
  wooden stake into her heart. Her permanent 
  destruction would require the severing of her 
  head but when it counted most, my will 
  faltered. Rather than destroy her, I hid her 
  body inside a magical casket and within a 
  cavern while I sought a cure to reverse her 
  condition. Lacking the divine insight to cast 
  such powerful magic, I instead turned to an 
  item called the Gem of Heart and Blood. I was 
  able to use it to artificially feed her and prevent 
  her from awakening. “  
  Slamming his fist to the ground and thrusting 
  his hands into the air in supplication, he says, 
  “My foolishness cost the lives of several 
  innocent people and in the end, Analia was 
  awakened. At first, she did not realize what she 
  had become but as she took in the scent of the 
  blood from the previous battle around her, her 
  vampiric evil took hold. Realizing that she had 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 10 
  become a monster, I destroyed her. My actions 
  caused me to be excommunicated from the 
  Church of Lydia and banished from the 
  Principality of Ulek until I was put upon a quest 
  for atonement. Lydia came to me in a dream 
  and offered me one last hope. I must see 
  Marrain and speak to her so that she knows 
  why 
  I 
  have 
  returned. 
  Under 
  any 
  other 
  circumstance I would be taken to prison 
  immediately for the remainder of my life. I 
  know what I did was wrong but I will not rest 
  until I have redeemed myself. Either I atone for 
  my sins or I perish trying. I will accept nothing 
  else and neither will the blessed Lydia. “  
  Certain PCs may want to take precautions such as 
  putting manacles on Eliazar or depriving him of his 
  weapons. Eliazar will not resist, although the 
  merchants who he helped defend will be visibly 
  offended by such treatment. If the PCs question 
  him about the map of the Nerullite shrine, the 
  magical cup, or the exact nature of his quest fro 
  atonement, he remains tight-lipped other than to 
  say, “ By the tenets of my faith and those of 
  almost any faith, even and surprisingly those 
  of evil, the nature of an atonement quest is 
  generally a private matter. Also, the person 
  under the quest for atonement can choose to 
  go about it alone so as to not endanger others 
  and prove his worth. I choose to take this 
  burden upon myself. This choice is generally 
  respected. “  
  The rest of the trip is uneventful and Eliazar 
  spends his time quietly reading his prayer book. 
  He is cordial but attempts to keep to himself.  
  ENCOUNTER 2: ECHOES OF 
  FAITH 
  When the PCs arrive at Havenhill, the merchants 
  leave to deliver their account of what happened to 
  the soldiers of the Royal army that are stationed in 
  the city. PCs may wish to authenticate Eliazar’s 
  claims with the local military who verify them as 
  truthful and direct them to the Temple of Lydia. 
  Eliazar offers to escort the PCs to the Temple of 
  Lydia which he knows very well, having served in 
  it for many years. As the PCs are nearing the 
  temple, 
  read 
  the 
  following 
  boxed 
  text, 
  interchanging the name Eliazar with Quincy in 
  case he has managed to keep his true identity 
  secret.  
  Eliazar’s/Quincy’s pace is slow and deliberate 
  and he stares at the many buildings and 
  people around him with a sense of awe. One 
  would almost imagine he was taking in their 
  presence the way a man takes in the fragrance 
  of an expensive perfume on a woman. Then 
  the weight of nostalgia falls upon him like an 
  anvil dropping from the heavens.  
  Standing 
  before 
  the 
  temple 
  of 
  Lydia, 
  Eliazar/Quincy drops to his knees and begins 
  offering endless praise to the goddess. A 
  young acolyte priestess standing near the 
  doors that are decorated with the symbol of a 
  beautiful woman whose body is wrapped in a 
  sheath of radiance sees this and rushes into 
  the temple. Moments later, she returns with a 
  middle-aged half-elven woman at her side. As 
  Eliazar/Quincy goes to stand his gaze meets 
  that of the elderly woman. As he stands in 
  stunned silence upon the steps of the temple, 
  the elderly woman says, “The time has come 
  to prove your worth Eliazar. Are you prepared 
  face what is to come? “  
  Eliazar stares at her for a moment and says, “It 
  is time for me to walk the path of redemption 
  Marrain. I pledge my life to the task and 
  willingly forfeit it forevermore should I fail. “  
  “Come then and enter the hallowed halls of the 
  bright lady once more. Bring your friends with 
  you. We have much to discuss, even more 
  than you know.“, she says.  
  At this point the PCs can leave the medical 
  supplies in the care of some Lydian lay 
  worshippers. If any of the PCs are still injured, 
  their wounds are healed at no charge, although a 
  small donation would be the respectful thing to do.  
  Marrain will ask the PCs to recount their story of 
  what happened. During this time Marrain will also 
  be trying to detect any evil auras emanating from 
  the PCs. If any exist, she will ask for an 
  explanation. Once inside, continue with the 
  following boxed text:  
  Marrain gestures for you and Eliazar to be 
  seated around a large opulent table with the 
  holy symbol of Lydia painted at its center. 
  Moments later, young scribes bring plates of 
  fruit and a glass of juice for each of you.  
  Once seated, she says, “We will speak of the 
  specifics of your atonement quest later in 
  private Eliazar. I was under the impression that 
  the matter was a private one but I believe this 
  item proves otherwise.”  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 11 
  With that Marrain reaches under the table and 
  pulls out an exquisitely carved chalice made of 
  solid gold and decorated with tiger amethyst 
  stones. Eliazar’s eyes widen as he stammers 
  incoherently 
  with 
  his 
  words. 
  Finally 
  he 
  mutters, “But…but...that is the fabled Chalice 
  of Radiance. It was lost so many years ago, 
  thought destroyed even by minions of the red 
  dragon Hellfang. Have you…”  
  PCs can make either a Knowledge: Religion or 
  Knowledge: Arcana check DC 25 to learn that 
  the Chalice of Radiance is a powerful healing item 
  of near artifact magical power. They know that is 
  has the ability to act as a receptacle for divine 
  energy and convert it into several functions.  
  “Verified 
  it’s 
  authenticity? 
  “, 
  interrupts 
  Marrain. “Of course. Remember dear Eliazar, I 
  taught you most of what you know. This is also 
  the Chalice that you will need to succeed in 
  your quest. It arrived to the temple this 
  morning at dawn with a note that read “ All 
  debts 
  must 
  be repaid, even those not 
  immediately apparent. Tonight I will explain its 
  function in detail to you as well as teach you 
  the ritual of sanctification. Without this ritual, 
  the power of the Chalice cannot be manifested 
  as necessary. Tomorrow when you leave with 
  the others to the….”  
  Eliazar stands from his chair and stares 
  forward, avoiding direct eye contact with 
  Marrain as he says, “No. I will do this alone. 
  They are my sins. It is my penance. You know 
  by the tenets of our faith I have this right. If 
  any more lives suffer then I will make sure it is 
  only mine. “  
  Marrain snaps to her feet in frustration and 
  grabs the golden chalice. She turns to you 
  each and says, “ Pardon me a moment while I 
  speak to Eliazar in private. With that, she 
  motions Eliazar to follow her into a small side 
  chamber and closes the door.  
  Any PCs who wish to eavesdrop can do so if they 
  wish, possibly catching bits and pieces of the 
  conversation by listening at the door. The Listen 
  DC is 25 ( base 15, +10 for listening through a 
  reinforced wooden door ). Otherwise, listening 
  from the table is a DC 30. PCs who succeed on 
  this check pick up the following phrases:  
  “The lord of death cannot be stopped alone.” 
  “What you want and what my divinations say 
  are two different things. “ 
  “Old age has only made you more stubborn.”  
  “Who will cure you if you fall?”  
  “You play into the hands of the reaper. His 
  scythe will have no pity upon you. “  
  “Just show me the way and I’ll do it myself.” 
  “I did not end your god-daughters suffering 
  when I had the chance and look at the pain it 
  has wrought. “ 
  After about 5 minutes, Eliazar and Marrain come 
  out of the room. Marrain looks somewhat upset 
  but her long tenure as cleric and diplomatic skills 
  allow her to regain her composure quickly. 
  “Very well then Eliazar.”, says Marrain as if 
  resigned to some misfortune. “If you choose to 
  walk the path alone, I must respect your 
  wishes. Let it be known before all who are 
  present that I believe you are making a terrible 
  mistake. They say that pride comes before the 
  fall. I pray to Lydia that it makes a rare 
  exception of you. I will have your personal 
  quarters prepared and after you have rested a 
  bit, I will teach you what you need to know.” 
  As Marrain leads out of the temple, she turns 
  to you and says, “Please deliver the medical 
  supplies to the specified locations within the 
  city. When you are done, I have reserved 
  rooms for you at the Serenading Swan Inn and 
  Tavern not far from here. Come back tomorrow 
  morning and you will get paid. If you have any 
  questions, feel free to ask them now that we 
  can speak more openly. “  
  At this time PCs may ask any questions they feel 
  she may be able to answer. If they ask any 
  questions she does not know the answer to, 
  simply state she does not know. If they ask 
  questions not on this list, answer as best you can 
  without giving away unnecessary information.  
  1) What is the Chalice of Radiance and what 
  does it do? “Several things actually. It is 
  a receptacle for divine energy, able to 
  receive such energy and convert it into 
  several functions primarily associated 
  with healing. It’s most specific and 
  powerful ability is that it can destroy 
  itself but in doing so it also destroys 
  focal points of extremely powerful evil, 
  profane, or negative energy. While 
  charged, it glows as per the light spell 
  but with a golden radiance.”  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 12 
  2) How does it function? “Unfortunately, 
  that is a secret of our faith as it was 
  created by a priestess of Lydia who 
  long ago achieved the highest level of 
  contemplative and ascended. It is said 
  that before she did so, she was given a 
  glimpse of the true face of the goddess 
  Lydia and was graced with a spark of 
  divine knowledge. She created the 
  Chalice and then disappeared. The 
  Chalice was taken from us several 
  years later by a Pomarjian horde. When 
  we sought to retrieve it, many of our 
  faithful fell in battle to the great red 
  wyrm Hellfang but not before slaying 
  him. It was our belief that the Chalice 
  was 
  destroyed 
  by 
  his 
  surviving 
  followers in an act of spite. Apparently 
  that is not the case.” 
  3) Are you sure we can’t help Eliazar 
  somehow? “I will speak to him tonight 
  and try to reason with him. Regrettably 
  he is right. The choice to accept help is 
  his own. In all the divinations I cast to 
  Lydia the answer was the same; As 
  one unto the reapers blades but only 
  one into the reapers blight. “  
  4) Who sent you the Chalice? “I am not 
  sure. I am still amazed that an item of 
  such power and importance to our faith 
  is with us once more. Nonetheless I 
  will look into it.” 
  If the PCs attempt to scry on Maximillian their 
  attempts fail. Maximillian is currently having an 
  extended private meeting with fellow high ranking 
  agents of the Spyder and the room they are in is 
  riddled with several enchantments made to thwart 
  all manner of unwanted intrusion.  
  At this time, PCs make any purchases allowed as 
  per the rules in the LGCS before heading to the 
  Serenading Swan Inn and Tavern for the night.  
  ENCOUNTER 3: GIFT FROM 
  A STRANGER 
  The next morning after breakfast if the PCs safely 
  delivered the medical supplies to Havenhill and 
  distributed them throughout the city then they 
  should head over to the temple of Lydia to receive 
  their payment. Upon their arrival to the temple, 
  read the following boxed text.  
  With a warm meal in your bellies and after a 
  good nights sleep you head to the temple of 
  Lydia to receive payment. Meeting you at the 
  doorstep is the same young acolyte priestess 
  from the previous day. She informs you that 
  Marrain received a letter early that morning 
  and rushed off unexpectedly, so quickly in fact 
  that she skipped her early morning prayer 
  session which is rather unusual for a cleric of 
  her station. 
  What occurred is as follows. Marrain received a 
  letter from Maximillian who revealed to her that he 
  was the one who sent the Chalice of radiance to 
  her so she could give it to Eliazar. In the same 
  note are the directions to his home as well as a 
  promise to explain everything in detail to her. PCs 
  are given Player Handout One entitled “The 
  Invitation”. The acolyte suggests that the PCs go 
  to the house in question to inquire about payment 
  and to see what it is that may have called 
  Marrain’s attention away so suddenly. 
  As the PCs reach Maximillian’s house, allow them 
  to make any skill checks or cast whatever spells 
  they wish to. Many of them will be expecting a 
  combat and if so, let them jump to conclusions. 
  Paranoia is not without its drawbacks. Once they 
  have done so, proceed with boxed text.  
  The house before you is small but elegant and 
  clearly inspired by elven architectural design. 
  There is a short stairwell leading up to the 
  door that is carved out of oak and crafted to 
  resemble numerous celestial beings gliding 
  through 
  the 
  night 
  sky 
  with 
  stars 
  and 
  constellations behind them and the moon 
  shining brightly. A fresh coat of varnish 
  protects it against the ravages of the elements 
  and makes it shimmer in the morning light.  
  If PCs cast detect magic they will pick up magical 
  emanations on the wooden archway. If studied for 
  all three rounds, the emanations are between low 
  and medium strength and come from the 
  divination and transmutation school of magic. The 
  divination magic is a detect evil spell cast at 
  10nth level on anyone that steps through the door 
  and the transmutation magic is from the unguent 
  of timelessness that is covering the wooden 
  archway. Once the PCs enter the house, continue 
  with the following boxed text. If they decide to 
  enter through extraordinary means ( teleport, 
  dimension door, gaseous form through the floor, 
  etc. ) adapt the boxed text as best you can.  
  A human female dressed in servants attire 
  answers the door and leads you to the living 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 13 
  room. Seated in a long burgundy couch with 
  satin upholstery is Marrain sipping tea while 
  engaged in conversation with a handsome 
  human male with long black lustrous hair half 
  way down his back that is tied with a red 
  ribbon. He wears a white silk shirt with ruffled 
  sleeves and expensive black pants that fit tight 
  to the legs. His ice blue eyes dart playfully 
  while conversing with Marrain in a smooth and 
  refined voice. As one they turn to your group 
  and the man gestures you to take seat at the 
  table provided. A small box sits at its center 
  decorated 
  with 
  songbirds 
  and 
  dancing 
  maidens.  
  “Splendid then.”, says the male as he rises to 
  his feet. “My name is Maximillian Worthington 
  and you have already met the lovely Marrain. It 
  is a pleasure to have you in my home. I have 
  refreshments for you if you would like.”  
  The servant brings you each a glass of red 
  wine and brings one to Maximillian and 
  Marrain as well.“ Marrain”, he says, “I think it 
  is best that you take the lead. “ 
  “Very well then”, says Marrain. “The matter of 
  payment can be resolved quickly enough but 
  the matter of Eliazar is far more important. This 
  morning he was teleported to the location 
  where he was to begin his atonement quest. 
  Throughout the night as I taught him the ritual 
  of sanctification I tried to talk some sense into 
  him but it was to no avail.”  
  “It was I who provided Marrain with the Chalice 
  of Radiance.”, says Maximillian as he takes a 
  sip of wine. “How I acquired it is of no 
  consequence. Both myself and Marrain have 
  agreed that it is with and where it belongs. For 
  my own personal and private reasons I greatly 
  desire that Eliazar succeed in his atonement. 
  Though once misguided by lost love and 
  suffering I firmly believe that he is a good man. 
  I owe him a debt that I feel honor-bound to 
  repay. So please consider what we are going 
  to ask of you.”  
  Marrain paces back and forth a few times and 
  then stops as she says, “I cannot allow him to 
  do this alone. My divinations were clear and 
  this morning after he left, I cast them again and 
  the results spelled even more doom for him 
  than before. I can take you to where his 
  journey began and will pay you double of what 
  you have already earned if you help him. Save 
  him in spite of himself and his stubborn guilt-
  ridden pride and pay heed to the final 
  divination which said “all but one unto the 
  reapers blades but only one into the reapers 
  blight.”  
  “Will you help us?”, she asks.  
  Give the PCs time to consider what has been said 
  and allow them to voice whatever suspicions they 
  have. Unless the PCs are somehow masking their 
  alignment or have some form of evil aura on them, 
  the detect evil effect at the door has given 
  Maximillian a certain level of comfort. At this time, 
  if there are any members of The Web metaorg 
  take them aside and give them the following facts 
  about Maximillian.. It is assumed they are aware of 
  all of this but have been ordered by Spyder to 
  keep them secret. 
  1) Maximillian is indeed a half-vampire but 
  still a trusted member of the Web.  
  2) Maximillian is also a Hunter of the Dead 
  and has advised Spyder many times on 
  the best methods to hunt and destroy 
  undead. 
  3) Maximillian does indeed owe Eliazar a 
  favor and he acquired the Chalice of 
  Radiance 
  from 
  a 
  cleric 
  of 
  Pelor 
  adventurer and through a third party. 
  4) Maximillian worships the god Celestian 
  whose worshippers took him in as a 
  young child without prejudice and 
  tended to his sickly mother during her 
  final years. 
  Worshippers of the god Celestian are aware only 
  of point #4. PCs may make a Knowledge: 
  Religion check DC 20 to realize that not only is 
  the holy symbol at his side that of Celestian the 
  Far-Wanderer but the marking on it suggests that 
  he is a member of a specialized order of undead 
  hunters.  
  To hide his pale skin and vampiric fangs, 
  Maximillian is making use of a hat of disguise. The 
  hat assumes the form of the red ribbon on his hair. 
  If any of the PCs are able to use magical means to 
  determine his true form, Marrain will intervene if 
  the situation threatens to get hostile and members 
  of The Web are expected to defend Maximillian as 
  well. In any case, Marrain and Maximillian will 
  attempt 
  diplomacy 
  to 
  diffuse 
  the 
  situation. 
  Maximillian will reveal his status as a hunter of the 
  dead and rationalize his interest in the affair in that 
  manner so that he does not have to discuss the 
  vampire Caleb, his deceased mother, or his direct 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 14 
  connection 
  to 
  Eliazar. 
  DM 
  NOTE: THERE 
  SHOULD BE NO FIGHTING HERE.  
  Before or after the PCs make their decision, allow 
  them to ask questions. Some of the questions with 
  their possible answers are listed below. As usual, 
  improvise 
  and 
  use 
  common 
  sense 
  when 
  answering questions that are not listed.  
  1) How did you become a half-vampire? 
  “Certainly not by choice. We don’t 
  choose how we are born. We are 
  simply born. “  
  2) Are you undead? “If you mean whether I 
  am devoid of a pulse or heartbeat then 
  the answer is no. I must however sate 
  myself with blood every so often to 
  prevent my hunger from becoming 
  ravenous. Fortunately the blood of 
  animals, as unsavory as it is, suffices. I 
  have never once tasted the blood of 
  humanoids nor do I intend to.“ 
  3) How did you acquire the Chalice of 
  Radiance? “Through a third party who 
  bartered for it on my behalf. Their 
  identity is not important.“  
  4) Why should we trust you? “I have the 
  backing of the Church of Celestian, 
  Marrain will vouch for me, and I believe 
  everyone 
  who 
  honestly 
  seeks 
  redemption deserves a chance to gain 
  it. Perfection is for the gods and even 
  they often make questionable choices. 
  5) Will you pay us as well? “If it is that 
  important then I can promise that if you 
  succeed 
  you 
  will 
  appreciate 
  my 
  generosity.”  
  6) Can either of you tell us the nature of 
  Eliazar’s quest for atonement now that we 
  are going to help him? < Marrain speaks > 
  “Very well then. It deals with the 
  destruction of a plague mound; a 
  powerful Nerullite shrine that acts as a 
  focus point of profane energy and 
  proliferation of diseases which are far 
  stronger than normal.”  
  If the PCs agree to help, Marrain and 
  Maximillian both pool their resources and 
  provide PCs with the following disposable 
  goods at no cost to them. In addition, Marrain 
  provides them with the name and note of 
  reference that will buy them a teleportation to 
  the mouth of the cavern where Eliazar went to.  
  APLs 6 & 8: tanglefoot bag, potion of cure 
  moderate wounds (x2), antitoxins (x2), potion 
  of delay poison, potion of remove disease 
  APL 10 & 12: tangle foot bags (x2), potion of 
  cure serious wounds (x2), antitoxins (x3), 
  potion of neutralize poison, potion of remove 
  disease (x2) 
  As the PCs are leaving, Maximillian says the 
  following: 
  “I have one last favor to ask of you. Do not 
  speak of my involvement in this to Eliazar 
  until you have returned. When I tell him the 
  truth, he will understand why I am so 
  ardent in his defense. “  
  With that, Maximillian and Marrain both bid 
  you farewell and good luck. As the door 
  closes slowly behind him you hear Eliazar 
  say, “Music box, the Ballad of Love Eternal 
  by Destiny D’vyne.” You make your leave 
  with the haunting sound of a lovely female 
  voice trailing behind you.  
  ENCOUNTER 4: DEAD RATS 
  DO TELL TALES 
  Once the PCs arrive at the mouth of the cave, 
  allow them to make a Survival check DC 15 ( 
  they must also have the Track feat ) to pick up 
  several tracks leading into the cave. At APL 6, the 
  PCs pick up 5 Medium-sized tracks and one set of 
  large tracks. At APL 8 & 10, the PCs pick up 4 
  Medium-sized tracks and two large sets of tracks. 
  At APL 12, the PCs pick up 5 Medium tracks and 
  two large sets of tracks. Also, unless the PCs 
  provide their own light source, darkvision, or some 
  other special means of seeing in the dark, they are 
  blind. As soon as they enter the cave, read the 
  following boxed text.  
  The air within the passageway is cold and 
  humid. Patches of green and purple moss 
  grow in abundance across the stone walls in 
  contrast to their dull gray surface. Scuttling 
  noises can be heard echoing through the 
  cavernous expanse, perhaps of small insects 
  or cave lizards crawling along the stone 
  walls… or perhaps something else.  
  A Knowledge: Dungeoneering check DC 15 
  check identifies the mosses as edible but foul 
  tasting varieties of plant life. The passageway 
  before them is 15 feet wide with a 20 foot 
  moderately flat ceiling. If the PCs make a Survival 
  check DC 15 ( they must have the Track feat ) the 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 15 
  PCs can continue to follow the tracks. After about 
  a half hour of walking, they come across the 
  remains of the disease-infested dire rat swarm 
  that attacked and infested Eliazar with the 
  enhanced filth fever disease. At this time read 
  them the following boxed text:  
  Traveling further, you reach a section of the 
  cavern which opens up into a rough circle 
  about 20 ft. in diameter. Scattered across the 
  floor is the gruesome sight of several large 
  dead feral-looking rats lying mangled before 
  you in small pools of dried blood. Upon closer 
  inspection the rats appear to have been killed 
  by either massive blunt trauma to the head or 
  deep stab wounds. A strange green ichor 
  coats the lining of their lips and interior of their 
  mouths.  
  PCs who investigate the scene can discern 
  several clues as to what occurred. Any PCs a 
  Search check DC 20 will discover a tiny sliver of 
  yellow cloth stuck between the teeth of one of the 
  rats. Allow them to remember that it was common 
  for all devout worshippers of Lydia to wear yellow 
  clothing. If the PCs make a Knowledge: Nature 
  rolls DC 10, they can pick up on the fact that 
  these are dire rats rather than standard rats and 
  that dire rats do not run in swarms as often as 
  their more mundane kind. PCs can also make a 
  Heal check DC 15 to realize that not all of the 
  blood present belongs to the dire rats. If the Heal 
  check made 25 or more, they also realize that the 
  green ichor coating the lips of the rats is the 
  residue of some terrible disease, considerably 
  stronger than that which they normally carry. 
  Fortunately, the disease still requires a living host 
  to carry or else it dies and it can only be delivered 
  by infection through injury ( for now ). The 
  specifics of the disease are listed below: 
  Hyper filth fever: Injury, Fortitude save ( DC 19, 
  incubation period: instant; 1d3+1 Con and 
  1d3+1Dex. Once the original save is failed the 
  victim must make additional saves every 24 hours 
  thereafter or lose an ability points as per above. 
  Once they make a successful save, they have 
  managed to halt the diseases progress and can 
  recover provided they rest themselves properly. 
  Once they are done inspecting the scene, they 
  may continue deeper into the cavern, following the 
  tracks if they have successfully picked them up.  
  ENCOUNTER 5: A 
  SHOCKING DEVELOPMENT  
  About another hour of traveling through the 
  tunnels, the PCs come near the lair of either one 
  or two behirs (depending on APL). The behirs are 
  almost in a constant state of hunger and so much 
  recent travel through their “territory” has made 
  them agitated. They are so large that they require 
  a great deal of sustenance to sate their appetites.  
  When the PCs start closing in on this area of the 
  cavern, allow them to make another Track check 
  for the behir(s). PCs must make a Survival check 
  DC 10 to pick up the behir tracks (the DC is low 
  because the behirs body weight and large number 
  of legs create a lot more tracks than normal. A 
  similar check with a DC 15 picks up the additional 
  humanoid tracks that belong to the mongrelfolks. If 
  the PCs Survival / Track check is at least 20 
  then they also realize that the tracks belong to a 
  very large reptilian creature. The height from floor 
  to ceiling is 25 ft.  
  After about another hour of travel the 20 ft 
  wide tunnel leads you to a somewhat circular 
  area similar but larger than the previous. 
  Straight ahead of you is a large pile of rubble 
  barring further passage deeper into the cavern. 
  The walls surrounding the rubble show small 
  visible cracks and are dark and discolored. 
  Tiny bits of partially burnt cave moss dot the 
  base of the rubble as well.  
  PCs can male a Spellcraft check DC 23 to 
  discern that the rubble and cave in was caused by 
  the impact of a fireball spell, although the impact 
  point cannot be seen since it is on the other side 
  of the rubble. In total, the rubble pile is 
  approximately 5 ft. wide and is slightly taller than 
  the height of the blocked passageway. It would 
  take a single person up to 2 hours to clear the 
  rubble to get through the other side but this time 
  can be reduced by 15 minutes per extra person 
  helping out beyond the first. Certain spells can 
  allow the PCs to circumnavigate or destroy the pile 
  of rubble; adjudicate these as you feel is 
  appropriate.  
  One round after the PCs reach the rubble pile, the 
  behir(s) will catch their scent and rush to attack 
  them. If there are more than one behir then they 
  will come from different directions. Proceed with 
  the following boxed text at this point and adjust in 
  relation to whether there are one or two behirs.  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 16 
  At first the only warning which serves as a 
  prelude 
  of 
  its/their 
  approach 
  is/are 
  the 
  increasing 
  sound 
  of 
  its/their 
  thunderous 
  footsteps. Small fragments of loosened stone 
  shake off the wall and as it/they move/moves 
  closer, the very air itself reverberates with 
  its/their furious roar. Its/their powerful blue-
  scaled bodies is/are an amalgamation of 
  serpent and dragon. Six short, stout legs with 
  claws honed to absolute precision support 
  its/their enormous body/bodies, giving it/them 
  an uncanny sense of balance and stability 
  even 
  as 
  its/their 
  razor-toothed 
  maw(s) 
  lunges/lunge at you with unbridled savagery. 
  Your choice is simple; act quickly or die. 
  APL 6/ EL 8 
  Behir: hp 100; see Appendix 1. 
  APL 8/ EL 10 
  Behir (x2): hp 100 each; see Appendix 2. 
  APL 10/ EL 12 
  Advanced behir (x2), hp 234; see Appendix 3 
  APL 12/ EL 14 
  Advanced behir (x2), hp 325; see Appendix 4 
   
  Tactics: These are the general tactics that the 
  combatants will use. However, depending of the 
  circumstances and the flow of combat, the DM 
  may alter them accordingly if a better course of 
  action exists or an opportunity presents itself. 
  APLs 6 & 8: The behir(s) will go after the first PC 
  to get in its way. If there is more than one PC to 
  choose from, it is smart enough to know that the 
  PCs that are not wearing “the shiny stuff” tend to 
  be easier to chew on and digest. If it succeeds 
  with its bite attack and the victim is lightly armed, it 
  will start to grapple as a free action immediately. If 
  it wins the grapple and the victim is heavily armed 
  or 
  somewhat 
  intimidating 
  looking 
  (DMs 
  adjudication), as per its description, the behir will 
  begin to constrict and deliver its six rake attacks at 
  the same time. If the victim is less intimidating 
  (Small size for example) and is not armed or very 
  lightly armed, the behir will attempt to swallow 
  whole the victim and let its stomach deal its 
  digestive damage. It will try to blast as many 
  people as it can get with its breath weapon or hit 
  anyone that looks extremely wounded, including 
  those which it has grappled and constricted.  
  APLs 10 & 12: The strategy is the same as above 
  except that at APL 10, the behir can use their 
  breath weapons as a free action. Thus is one or 
  several 
  PCs 
  are 
  severely 
  hurt, 
  they 
  can 
  conceivable bite, win a grapple check, then 
  automatically constrict, deliver its rend attacks, 
  and use its breath weapon all in the same round. 
  Do not forget its Snatch feat. Since the behirs are 
  immune to electricity, they do not care about 
  hitting each other with their breath weapons. At 
  APL 12, if any grappled PC proves to be 
  particularly troublesome and it does not wish to 
  swallow them whole, the behir can use its Fling 
  Enemy feat to launch the victim away from it and 
  deliver damage to it and anything interposing itself 
  in the way. 
  If the PCs are defeated, whichever ones are left 
  behind are dragged to the behirs lair and eaten. 
  Luckily there is enough biological material left from 
  the body for a resurrection but not a raise dead. 
  The PCs items must that are not dropped must 
  make the appropriate saves to survive digestion 
  and be disgorged. If defeated, read the following 
  boxed text. 
  Brute force and bestial rage prevail as you find 
  yourself at the behirs mercy or lack of it. If you 
  were lucky enough to escape then you have a 
  grand tale to tell at the local inn and tavern. If 
  not then in all likelihood you will end up as just 
  another meal for the great beast/beasts that 
  rule this place with claw and tooth.  
  If the PCs have prevailed then read the following 
  boxed text. 
  Proving that sound tactics and true mettle can 
  overcome even the mightiest of foes, the behir 
  have fallen to your combined efforts. If this is 
  the worst that you will face then you certainly 
  seem up to the task.  
  If the PCs desire to track the behir back to their lair 
  they may do so easily. Once within the behirs lair, 
  describe their surroundings as follows.  
  Even a blind man could track the deep grooves 
  dug into the hard earth from the behir(s) back 
  to its/their lair. Contained within it are the 
  remains of the monsters many victims who 
  proved too slow, too foolish, or too weak to 
  escape. All in all, though certainly not on par 
  to the sizable wealth found in a dragons hoard, 
  the spoils of victory you have earned are 
  nonetheless impressive.  
  Several items present have the name “Sir 
  Sebastian Wilmont” with the heraldic crest of 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 17 
  Keoland. A Knowledge: History or bardic 
  knowledge check DC 20 will reveal that Sir 
  Sebastian Wilmont was a noted dragon hunter 
  who came to the Principality of Ulek seeking the 
  whereabouts of a purported magical ax said to 
  especially useful for fighting dragons. PCs whose 
  home region is Keoland receive a +2 bonus to 
  these rolls.  
  ENCOUNTER 6: FOR THE 
  GREATER GOOD 
  Once the PCs are able to get past the pile of 
  rubble, they come to a fork in the tunnels. As they 
  are deciding which way to turn, allow them to 
  make a Spot and Listen check versus the Hide 
  and Move Silently checks of Kylelos the Crafty and 
  a trio of generic mongrelfolk that are with him. If 
  the PCs succeed then they are not surprised by 
  the mongrelfolk who are trying to get near them 
  undetected. If they fail all of these rolls then the 
  mongrelfolk are using their intimate knowledge of 
  the natural surroundings, skills, and the shadows 
  to surprise the PCs. In any case, the mongrelfolk 
  are inoffensive unless attacked first and even 
  then, they will attempt to incapacitate the PCs with 
  nonlethal damage or simply contain them.  
  If the mongrelfolk are detected: 
  Standing at the point of the tunnels where it 
  forks in opposite directions you ponder which 
  way to go. Perhaps however, that choice has 
  been made for you. Trying their best but failing 
  to escape your notice, four cloaked beings 
  move towards you slowly, crouching behind 
  stones and sliding in and out of the shadows. 
  They pause roughly 20 ft. away from you and 
  simply observe you with not a hint of intended 
  malice.  
  If the mongrelfolk are not detected: 
  Standing at the point of the tunnels where it 
  forks in opposite directions you ponder which 
  way to go. All of a sudden, from out of the 
  shadows come four cloaked beings poised 
  with shortbows and ready to shoot you at a 
  moments notice. Roughly 20 ft from you, they 
  maintain a readied stance even as one of them 
  lowers his bow and steps to the front of the 
  group. Pushing back the hood of his cloak to 
  reveal 
  his 
  hideous 
  face 
  resembling 
  a 
  menagerie 
  of 
  less 
  than 
  ideal 
  humanoid 
  features combined he speaks with an oddly 
  fluctuating voice and says, “Why have so 
  many of you come to this forgotten place? 
  Since we have nothing to offer and nothing 
  worth taking you must have come to cleanse 
  or embrace the dark scab that plagues my 
  people? So which is it? “  
  Allow PCs to make a Knowledge: Arcana check 
  DC 11 to discern that these creatures are 
  mongrelfolk, 
  a 
  generally 
  inoffensive, 
  often 
  scavenging race of creatures who are reviled for 
  their horrid appearance. Traditionally, these 
  creatures are somewhat cowardly and attack only 
  in self-defense or when times are desperate such 
  as in lack of food. If the PCs mention something to 
  the effect that they have come to help destroy the 
  Nerullite shrine then the mongrelfolk become less 
  tense but still cautious. If the PCs mention Eliazar 
  and/or the Chalice of Radiance then Kylelos offers 
  to escort you to the mongrelfolk lair but demands 
  that the PCs weapons be peace-tied. Aside from 
  foolish belligerence, there is no reason for the PCs 
  to fight the mongrelfolk. Doing so constitutes an 
  evil act and if a PC slays a mongrelfolk that PC 
  immediately gains an evil alignment and is 
  removed from play.  
  Once the PCs arrive at the mongrelfolk lair, they 
  realize how difficult life is for them. The lone bright 
  spot in what has been a difficult past week is 
  Eliazars arrival and his use of the Chalice of 
  Radiance to save the lives of several mongrelfolk.  
  The level of despair and poverty before you is 
  appalling, almost as bad as the Greutam mere 
  moments are its siege. For the most part the 
  mongrelfolk look malnourished and wear bits 
  of poorly stitched rags as clothing. Mothers 
  hold their children tight to their bodies and try 
  to comfort them with love even as they cry for 
  something to eat. Stares of fear, curiosity, and 
  hopelessness 
  accentuate 
  their 
  endured 
  suffering.  
  A female mongrelfolk with a slight limping gait 
  on her left side comes over and speaks to the  
  mongrelfolk which lead you here. After a few 
  moments she says, “Greetings outlanders. My 
  name is Hobblefoot and the one who brought 
  you here is Kylelos. Ah, no doubt you have 
  come for the noble elder with the magic cup 
  that works the great miracles. Well he is 
  resting now. We found him this morning while 
  searching for some cavern moss to eat. We are 
  suffering a food shortage now which has 
  forced us to venture beyond our normal 
  territory. When we found him he was in a 
  feverish state with many rat bites and soiled 
  wounds on him. He was as many of our kind 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 18 
  were once. Most died of the sickness and 
  many more would have had the elder not used 
  the magic cup to cleanse the sickness from 
  them. Even as the sickness ravaged his body, 
  he 
  pressed 
  on, 
  collapsing 
  into 
  unconsciousness only after the last of us was 
  healed. My herbal remedies have not cured 
  him but have restored a small bit of his 
  strength. He is in our sanctum that holds the 
  shrine to our patron deities Meriadar and 
  Celestian. If you wish to speak to him you 
  may.” 
  If the PCs wish to offer any help, even something 
  to help improve the mongrelfolks standard of living 
  they may do so. It can be as simple as some food, 
  extra clothing, magic items or spells. If they do, the 
  gods of Meriadar and Celestian shine upon them. 
  For the remainder of the scenario, the PCs receive 
  a +1 sacred bonus to all saving throws. Once the 
  PCs are in the sanctum read the following boxed 
  text:  
  Lying on a makeshift bed of thick furs and a 
  worn blanket is Eliazar. His face is pale and 
  mild spasms wrack his body every few 
  seconds. Clutched in his left hand is the 
  Chalice of Radiance and in the right hand his 
  holy symbol of Lydia. He turns his feeble gaze 
  towards you and says, “She was right. I 
  haven’t the strength to do it alone. My pride 
  will may be my undoing.”  
  If the PCs give Eliazar one of the remove disease 
  potions or cast the spell then he is healed of the 
  hyper filth fever but remains fatigued until further 
  rest. After speaking to Eliazar for a while the PCs 
  learn the following:  
  1) In order to heal all the mongrelfolk that 
  were ill, Eliazar had to expend every 
  single 
  charge 
  with 
  the 
  Chalice 
  of 
  Radiance. With all 20 charges expended, 
  he will need to perform the ritual of 
  sanctification once more on the chalice 
  and use the shrine of Meriadar and 
  Celestian to do so.  
  2) Because he is using a shrine of a deity 
  other than Lydia and his inexperience with 
  the ritual, he is sure that he can perform it 
  properly but the ritual and the recharging 
  of the Chalice will take longer than normal.  
  3) Once the Chalice undergoes the ritual, it 
  can absorb charges either by channeling 
  divine energy from the shrine. It can also 
  convert one turn attempt directed at it into 
  a charge. 
  4) The disease that is affecting/affected him 
  and some of the mongrelfolk is an 
  advanced form of filth fever. He describes 
  the symptoms, lack of incubation period, 
  etc. of the disease as per its previous 
  description.  
  5) The disease has so far proven to be 
  carried only by creatures that already 
  transmit disease, by injury caused by such 
  creatures, and cannot survive without a 
  living host. However, he feels that this 
  disease is in its early stages and will soon 
  mutate to become transmitted by proximity 
  rather than injury or mere contact.  
  6) The mongrelfolk have been devastated by 
  the disease. It has weakened or killed 
  most of their skilled food gatherers or 
  healers. Also, the mongrelfolk have no 
  established practice of clerical or druidic 
  worship. 
  The 
  closest 
  they 
  have 
  to 
  something like this is adepts, Ewith 
  Hobblefoot being the most experienced. 
  7) The mongrelfolks previous leader, a 
  venerable female named Adaran died a 
  days ago, unable to withstand the 
  disease. Her death has placed the 
  leadership of the mongrelfolk in the hands 
  of Hobblefoot and Kylelos. 
  8) Eliazar has not seen any Nerullites within 
  the caverns but the mongrelfolk claim that 
  many of their trained cave lizards refuse to 
  go near the place where the shrine is said 
  to be. That can only spell trouble.  
  If the PCs ask Eliazar to help him with the ritual he 
  refuses. Rather than that, Eliazar suggest that the 
  PCs rest for the night and prepare to scout out the 
  tunnel ways leading up to where he believes the 
  shrine is. He explains that the ritual will take him 
  most of the night and he will get very little sleep. 
  Clearly he and the mongrelfolk believe that the 
  PCs are the best hope for a positive resolution to 
  the situation. Eventually Eliazar will begin to show 
  signs of increased fatigue. At this time read the 
  following boxed text.  
  As Eliazar speaks, he struggles to keep his 
  eyes open and focused. Clearly the disease 
  has taken a greater toll on him than imagined. 
  “Forgive me but I am still very tired and these 
  old bones and muscles ache for a bit of rest. 
  Tomorrow morning we will speak further.“ 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 19 
  With that, Eliazar lays his head down and in 
  mere seconds is soundly asleep.  
  “Come with me.”, says Hobblefoot. “He will 
  need all his strength to walk the path laid 
  before him.”  
  Closing the door behind Eliazar, Hobblefoot 
  leads you back into the central portion of their 
  lair and says, “It shames me that I cannot offer 
  you a warm bed or decent food. All we have 
  are bundles of rags and some cave moss 
  stew.”  
  The remainder of the night is quite educational. 
  Hobblefoot and Kylelos explain in detail the 
  lifestyle and beliefs of their people and the faith of 
  Meriadar as well as how they were embraced by 
  Celestian. In turn, the PCs are queried at length 
  about what life is like above the surface. All in all 
  the 
  mongrelfolk, 
  despite 
  their 
  unsettling 
  appearance, are gracious and honorable hosts. 
  The children in particular listen as if mystified by 
  the stories of daring adventure and unusual 
  creatures 
  encountered 
  by 
  the 
  PCs 
  while 
  adventuring. They have very little but still try to 
  give something to the PCs as a token of respect.   
  ENCOUNTER 7: SHE 
  WATCHES IN SILENCE 
  While Eliazar is alone and sleeping in the shrine 
  chamber, the ghost of his beloved fiancée’ Analia 
  manifest itself and hovers over him. Bound to his 
  fate, she has followed him without his knowledge 
  and in many respects has endured his suffering as 
  well. She fears revealing herself because she 
  thinks that the shock will traumatize Eliazar away 
  from the path of atonement and also because he 
  still regards undead with great enmity.  
  Eliazar’s arrival and his ability to heal with the 
  Chalice of Radiance has created quite a stir. In 
  particular it has captured the attention of a pair of 
  young mongrelfolk children named Sanja and 
  Jirak. Sanja and Jirak make the mistake of 
  sneaking into the shrine chamber in the hopes of 
  seeing the “magic cup” close up. Unfortunately 
  they walk in on Analia hovering over Eliazar which 
  scare the blazes out of them and causes her to 
  return to the Ethereal Plane.  
  A couple of hours pass and your time with the 
  mongrelfolk has been both pleasant and 
  enlightening. Perhaps never in your life have 
  you seen a race of people surviving with so 
  very little. You learn that sometimes father go 
  two or three days with nothing but water in 
  order to allow their children to eat at least one 
  half decent meal a day. You learn that the 
  children’s toys consist of multi-colored cavern 
  pebbles, carved sticks, and shaven animal 
  bones. 
  The 
  warriors’ 
  weapons 
  are 
  predominantly clubs, crudely made saps, 
  stone daggers, and slings. In spite of this, you 
  get the sense that the sheer instinct to survive 
  burns fierce in these gentle people and that 
  alone makes them worthy of your respect.  
  Suddenly, from the corner of your eye you see 
  two small mongrelfolk children rush out of 
  Eliazars room. They tremble noticeably, their 
  eyes dart back and forth manically, and their 
  faces are pale and horror-stricken.  
  Ask the PCs what they want to do at this point. 
  Also, give them an Intelligence check to realize 
  that the door to the chamber closed by itself rather 
  than either of the two children pushing it closed. 
  This is the work of Analia using her telekinesis 
  ability to shut the door. As soon as it shuts, she 
  goes back into the Ethereal Plane.  
  If approach the children, the fear in their eyes and 
  body has almost rendered them in a state of shock 
  that will last for about 10 minutes. PCs can make a 
  Diplomacy check DC 10 + APL to cut this time 
  down to half and if a mongrelfolk helps them, they 
  get a +4 Circumstance bonus. Once the children 
  snap back to coherence read the following boxed 
  text.  
  Gentle 
  prodding, 
  soft 
  words, 
  and 
  calm 
  assurance help bring the children out of their 
  frightened stupor. One of them, identified as 
  Sanjar, says, “She… she.. was beautiful but I 
  could see right through her.”  
  If the PCs ask the mongrelfolk what they saw, 
  summarize the earlier description of Analia 
  hovering over Eliazar. They do add that when she 
  realized that they had noticed her, she glided 
  towards them and put her fingers on her lips as if 
  to tell them to hush and tell no one what they had 
  seen. She had blonde hair and blue eyes. 
  Although they were very frightened, they do admit 
  that she did not make any hostile overtures and 
  her eyes seemed burdened with sadness.  
  If the PCs enter the chamber, Eliazar is still in a 
  deep sleep. Kylelos reminds the PCs of Eliazar’s 
  need for rest and advises them that if they wish to 
  investigate the matter, do so quietly. Once they 
  do, read the following boxed text.  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 20 
  You enter the chamber as silently as possible. 
  Everything seems in order except for a small 
  momentary 
  tapping 
  noise 
  of 
  something 
  striking the floor. Looking in that direction you 
  see a piece of white chalk broken in half on the 
  ground. Written on the wall in Common are the 
  words, “My fate is bound by his redemption. 
  Speak not of this else risk what can never be 
  regained.” Just as soon as you have read the 
  words, they blur and become illegible. 
  If the PCs cast a detect undead spell, the 
  lingering aura is strong due to Analia’s power level 
  plus her emotional connection to Eliazar. If the 
  PCs cast a detect magic spell, the only magic 
  they pick up is the shrine, the necklace of fireballs, 
  and the Chalice of Radiance. Normally, undead 
  cannot approach anyone carrying the Chalice of 
  Radiance so closely without feeling pain but since 
  it is devoid of charges it does not affect Analia in 
  this manner at this time. For game purposes the 
  PCs SHOULD NOT be allowed or have any 
  reason to attempt to turn or rebuke her. Analia has 
  no hostile intentions towards them, rather she 
  wants them to help Eliazar succeed.  
  The PCs can make as many Diplomacy or 
  Intimidate checks as they want but Analia does not 
  manifest anymore for the rest of the night 
  regardless of whether Eliazar is alone or not. At 
  this time ask the players if they are going to reveal 
  this to him when he awakens.  
  Once Eliazar wakes up, if the PCs tell him what 
  happened 
  he 
  is 
  shocked 
  but 
  continues 
  preparations for the sanctification of the Chalice of 
  Radiance. Hobblefoot lends a hand in the process 
  since she is familiar with the shrine and more 
  attuned to it than Eliazar. In the meantime Eliazar 
  gives the PCs a copy where the shrine should be 
  and tells them that as soon as the Chalice is fully 
  powered, he will meet them there as well.  
  ENCOUNTER 8: DARK 
  SHRINES AND DARKER 
  DEEDS 
  If the PCs attempt to scry on the location of the 
  shrine they are out of luck. One of the first things 
  that the Nerullites did when they arrived was 
  reactivate the enchantments that prevent scrying 
  attempts from outside of the area into it. 
  Furthermore, because the shrine is an unnaturally 
  powerful focal point of profane and evil energy, 
  spells such as find the path are scrambled as well.  
  Added to this is the fact that when the Nerullites 
  reactivated the shrine, they also reactivated the 
  unhallow spell that is bound to it. The unhallow 
  spell is at 15th level caster and has an invisibility 
  purge spell attached to it (also at 15th level 
  caster) that affects only the PCs but not any of the 
  NPCs. Please take this into account when 
  adjudicating spell effects.  
  There is a 20 foot long by 15 ft. wide and 15 ft. 
  high tunnel leading up to the double doors of 
  rectangular shrine room. The door is made of iron 
  and is locked. A successful Open Locks skill 
  check DC 30 (consider the mechanism to open 
  the doors a Good quality mundane lock) unlocks 
  the door.  
  General description of the room for the DM: 
  The room is 90 ft. long by 70 feet wide with a 25 ft. 
  ceiling. All of the walls and ceiling are smooth and 
  flat. Towards the very back of the room and 15 ft. 
  off the ground there are two small perches 10 ft. 
  wide with a small defensive wall 5 ft. high that 
  allows someone of Medium size to crouch and 
  hide (or sniper shot with the bow as Nextor will). 
  These “alcoves” are spaced 20 feet apart from 
  one another; imagine a crows nest if you will. The 
  defensive wall provides soft cover (+4 AC) to the 
  person within it and full cover when the person 
  crouches behind it). At the center of the room is 
  the disease-ridden pool muck and mire. It is 15 ft. 
  in radius and the thick layer of muck on its surface 
  and the murky water do not allow clear vision 
  through it. Creatures within the pool (aside from 
  having to deal with the contagious nature of the 
  water) are treated as if being in a fog cloud for 
  purposes of visual acuity. The cesspool is 30 ft. 
  deep and the actual shrine itself is at the very 
  bottom. The shrine appears as a 5 ft by 5 ft. dark 
  grey skull with its mouth open. The shrine also has 
  a perpetual create water effect going which stops 
  only when the cesspool is completely full. Once 
  the water is generated, the magic of the shrine 
  then magically contaminates it. The unhallow spell 
  is centered on the shrine and extends outward, 
  beyond the surface of the water.  
  For purposes of game balance (and not have to 
  add a +1 EL modifier due to its use as a weapon) 
  there are three VERY IMPORTANT rules that 
  must be followed. The first is that none of the 
  NPCs will attempt to toss any PCs into the 
  cesspool or drown then in it unless the PCs 
  attempt to do so first. Secondly, the reekmurk 
  which is at the bottom of the cesspool near the 
  shrine is currently in a dormant state and will NOT 
  attack PCs unless they attack it with a spell or 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 21 
  effect that creates sunlight or somehow expose it 
  to sunlight. PCs somehow immersing themselves 
  in the cesspool are subject to the same hyper filth 
  fever effects detailed earlier due to the heavy 
  concentration of plague and the proximity to the 
  shrine itself. Lastly, the shrine is empowered by 
  the will of Nerull himself thus it has the following 
  special properties:  
  1) The shrine has an SR of 25.  
  2) If the is somehow destroyed or altered by 
  massive physical damage (Ex: stone 
  shape, 
  disintegrate, 
  etc.) 
  unless 
  its 
  remains are completely removed from the 
  pool and scattered, it will reconstitute itself 
  in 10 rounds.  
  Flying above the door and invisible at all times at 
  APL 8 and beyond is the imp Sidion. His job is to 
  watch the PCs and prevent any spellcasting with 
  his poisoned darts, elixir of fire breathing, or use 
  his spell-like abilities on them. He refrains from 
  physical combat unless absolutely necessary or if 
  he is going to deliver a touch spell on behalf of 
  Seyra.  
  The NPC villains have also strategically placed the 
  blast disks in their possession both near the door 
  and around the cesspool. The DM is free to 
  adjudicate their placement wherever he/she feels 
  they will have the maximum effect. The blast disks 
  are buried under a soft layer of dirt to allow them 
  to be unseen but still detonate as per the item.  
  Tactics: These are the general tactics that the 
  combatants will use. However, depending of the 
  circumstances and the flow of combat, the DM 
  may alter them accordingly if a better course of 
  action exists or an opportunity presents itself. DO 
  NOT FORGET THE UNHALLOW SPELL WITH 
  THE INVISIBILITY PURGE TIED TO IT.  
  APL 6: Seyra is at behind the cesspool and there 
  are several barrels next to her which they have 
  been using to collect samples of the disease. She 
  has also used her disguise skills to attempt to 
  appear as a lich (which in her advancing condition 
  of dread necromancer is not too hard). Bloodhorn 
  remains within charging distance of the door and 
  the plaguewalkers are within their standard 
  movement speed in distance to the door but at 
  opposite sides. Nextor remains hidden in an 
  alcove and readies to fire his arrows at the PCs 
  from his hiding space. Bloodhorn rages and goes 
  after the most powerful looking fighter-type, as do 
  the plague-walkers. Nextor will go after any 
  dwarven PC relentlessly unless ordered not to and 
  he will focus his firepower on any PC that makes 
  an attempt to close in on the cesspool. Seyra 
  focuses on spellcasters first and then the very 
  weakened or damaged PCs secondly. She loathes 
  to enter into melee combat but will do so if needed 
  or if she is fairly certain she can slay a PC.  
  APL 8: Seyra is at behind the cesspool and there 
  are several barrels next to her which they have 
  been using to collect samples of the disease. She 
  has also used her disguise skills to attempt to 
  appear as a lich (which in her advancing condition 
  of dread necromancer is not too hard). Bloodhorn 
  and Ichor remain within charging distance of the 
  door but at opposite sides. Nextor remains hidden 
  in an alcove and readies to fire his arrows at the 
  PCs from his hiding space. Bloodhorn rages and 
  goes after the most powerful looking fighter-type, 
  as does Ichor. Nextor will go after any dwarven PC 
  relentlessly unless ordered not to and he will focus 
  his firepower on any PC that makes an attempt to 
  close in on the cesspool. Seyra focuses on 
  spellcasters first and then the very weakened or 
  damaged PCs secondly. She loathes to enter into 
  melee combat but will do so if needed or if she is 
  fairly certain she can slay a PC. Tythrex opens up 
  with Evard's Black Tentacles if the PCs are cluster 
  near the door and follows up with a direct damage 
  spells to those captured and a solid fog spell to 
  those that escape. He is terrified of melee combat 
  and unless he is on the verge of death, he will 
  avoid it. Sidion flies above the door or follows PCs 
  attempting to disrupt spellcasting or debilitate with 
  poison attacks.  
  APL 10: Seyra is at behind the cesspool and there 
  are several barrels next to her which they have 
  been using to collect samples of the disease. She 
  has also used her disguise skills to attempt to 
  appear as a lich (which in her advancing condition 
  of dread necromancer is not too hard). Bloodhorn 
  and Ichor remain within charging distance of the 
  door but at opposite sides. Nextor remains hidden 
  in an alcove and readies to fire his arrows at the 
  PCs from his hiding space. At this APL he will 
  leave the alcove if necessary since he can now 
  fire his bow in melee combat without drawing 
  attacks of opportunity. Bloodhorn rages and goes 
  after the most powerful looking fighter-type, as 
  does Ichor (Ichor how uses an ogre body so he 
  has reach). Nextor will go after any dwarven PC 
  relentlessly unless ordered not to and he will focus 
  his firepower on any PC that makes an attempt to 
  close in on the cesspool. Seyra focuses on 
  spellcasters first and then the very weakened or 
  damaged PCs secondly. She loathes to enter into 
  melee combat but will do so if needed or if she is 
  fairly certain she can slay a PC. Tythrex opens up 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 22 
  with Evard’s Black Tentacles if the PCs are cluster 
  near the door and follows up with a direct damage 
  spells to those captured and a solid fog spell to 
  those that escape. He is terrified of melee combat 
  and unless he is on the verge of death, he will 
  avoid it. Sidion flies above the door or follows PCs 
  attempting to disrupt spellcasting or debilitate with 
  poison attacks.  
  APL 10: Seyra is at behind the cesspool and there 
  are several barrels next to her which they have 
  been using to collect samples of the disease. She 
  has also used her disguise skills to attempt to 
  appear as a lich (which in her advancing condition 
  of dread necromancer is not too hard). Bloodhorn 
  and Ichor remain within charging distance of the 
  door but at opposite sides. Nextor remains hidden 
  in an alcove and readies to fire his arrows at the 
  PCs from his hiding space. At this APL he will 
  leave the alcove if necessary since he can now 
  fire his bow in melee combat without drawing 
  attacks of opportunity. Bloodhorn rages and goes 
  after the most powerful looking fighter-type, as 
  does Ichor (Ichor how uses an ogre body so he 
  has reach). Nextor will go after any dwarven PC 
  relentlessly unless ordered not to and he will focus 
  his firepower on any PC that makes an attempt to 
  close in on the cesspool. Seyra focuses on 
  spellcasters first and then the very weakened or 
  damaged PCs secondly. She loathes to enter into 
  melee combat but will do so if needed or if she is 
  fairly certain she can slay a PC. Tythrex opens up 
  with Evard’s Black Tentacles if the PCs are cluster 
  near the door and follows up with a direct damage 
  spells to those captured and a solid fog spell to 
  those that escape. He is terrified of melee combat 
  and unless he is on the verge of death, he will 
  avoid it. Sidion flies above the door or follows PCs 
  attempting to disrupt spellcasting or debilitate with 
  poison attacks. Cadavrose the Gluttonous is there 
  to supplement Seyra’s ability to control and 
  manipulate undead as well as provide melee 
  support for the villains. He stands in front of the 
  pool and charges forward to attack.  
  As the PCs near the door, read the following 
  boxed text. 
  The 15 x 15 x 15 ft hallway before you is a 
  terrifying side. The walls depict all manner of 
  ritualistic sacrifices and inhuman torture. A 
  gaunt, 
  black-robed 
  humanoid 
  carrying 
  a 
  serrated scythe looks on merrily as the victims 
  are skinned, disemboweled, and burned alive. 
  Each of black double doors before you each 
  have the same wicked looking serrated scythe 
  engraved in them along with a skull with 
  glowing green eyes that seem to stare out at 
  you menacingly. Only the dim light of fading 
  torches illuminates the path of dread before 
  you. Within moments their light will die and 
  once it does, you wonder if the same fate will 
  hold true for you as you tread upon the abode 
  of the reaper. 
  At this point ask the PCs if they wish to make any 
  special preparations before they open the door 
  and/or enter the shrine chamber. Keep in mind the 
  spell effects that are up on behalf of the NPCs. 
  Also, at APL 8 and above with Sidion available, his 
  use of the commune spell has allowed the NPCs 
  a limited awareness that they might be in for a 
  confrontation so they are better prepared than at 
  APL 6. Once they are done, proceed with the 
  following boxed text, amending it accordingly if 
  they use alternative means of entering the 
  Nerullite shrine room.  
  As the large black iron doors before you open, 
  the face of evil is revealed. Standing towards 
  the back of a fetid and foul-smelling pool of 
  mired water is a gaunt humanoid figure in 
  black robes holding a blood-encrusted sickle 
  in her right hand. Shaking her open hand at 
  you violently in fury at your intrusion, flakes of 
  skin appear to shake off and flutter slowly to 
  the ground. Her voice is cold and grating, as 
  she says, “As I expected from this nation of 
  pathetic weaklings. Very well. If you come 
  offering your souls so willingly to the reaper, 
  we will make your agony seem eternal as we 
  slowly wrench them from your bodies.” 
  With an unspoken command the minions of 
  the death mistress turn their attention towards 
  you and the battle is joined. While some 
  choose the path of steel and claw, others fill 
  the air with the sounds of dark utterances and 
  foul magic.  
  APL 6 (EL 9) 
  Seyra Souldrinker, Female human Dread 
  Necromancer 5; hp 39; see Appendix One 
  Bloodhorn, Male minotaur Bbn1; hp 66; see 
  Appendix One 
  Nextor 
  Nightfang, 
  Male 
  tiefling 
  Rgr2/Ftr2/Rog1; hp 36; see Appendix One 
  Plaguewalkers (x2), Medium-sized undead; 
  hp 66 each; see Appendix One 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 23 
  APL 8 (EL 9) 
  Seyra Souldrinker, Female human Dread 
  Necromancer 7; hp 55; see Appendix Two 
  Bloodhorn, Male minotaur Bbn2; hp 78; see 
  Appendix Two 
  Nextor 
  Nightfang, 
  Male 
  tiefling 
  Rgr2/Ftr2/Rog2; hp 41; see Appendix Two 
  Tythrex Darkstone, Male human Wiz 7; hp 
  40; see Appendix Two 
  Ichor, Large advanced bonedrinker; hp 122; 
  see Appendix Two 
  Sidion, Quasit (Tiny outsider); hp 23; see 
  Appendix Two 
  APL 10 (EL 11) 
  Seyra Souldrinker, Female human Dread 
  Necromancer 9; hp 68; see Appendix Three 
  Bloodhorn, Male minotaur Bbn2/Ftr2; hp 99; 
  see Appendix Three 
  Nextor 
  Nightfang, 
  Male 
  tiefling 
  Rgr2/Ftr2/Rog2/Order of the Bow Initiate2; 
  hp 56; see Appendix Three 
  Tythrex Darkstone, Male human Wiz 9; hp 
  49; see Appendix Three 
  Ichor, Large advanced bonedrinker; hp 175; 
  see Appendix Three 
  Sidion, Imp (Tiny outsider); hp 29; see 
  Appendix Three 
  APL 12 (EL 13) 
  Seyra Souldrinker, Female human Dread 
  Necromancer 11; hp 82; see Appendix Four 
  Bloodhorn, 
  Male 
  minotaur 
  Bbn2/Ftr2/Scout2  (with hooded pupil 
  template); hp 140; see Appendix Four 
  Nextor 
  Nightfang, 
  Male 
  tiefling 
  Rgr2/Ftr2/Rog2/Order of the Bow Initiate4; 
  hp 70; see Appendix Four 
  Tythrex 
  Darkstone, 
  Male 
  human 
  Wiz 
  9/Geometer 2; hp 49; see Appendix Four 
  Ichor, Large advanced undead; hp 175; see 
  Appendix Three 
  Sidion, Imp (Tiny outsider); hp 35; see 
  Appendix Four 
  Cadavrose the Gluttonous, advanced male 
  Rot Reaver; hp 150; see Appendix Four 
  If the PCs are defeated, then Eliazar is slain 
  when he attempts to destroy the shrine and 
  the Chalice of Radiance is also destroyed. 
  Since Kylelos and Hobblefoot accompany 
  Eliazar to the Nerullite shrine, Kylelos is also 
  slain in order to give Hobblefoot sufficient time 
  to flee the scene. Because the spread of 
  disease is not sufficiently halted, the Black 
  Moss 
  mongrelfolk 
  clan 
  is 
  eventually 
  exterminated by the effects of the disease and 
  the subterranean creatures that hunt them 
  down 
  as 
  the 
  few 
  remaining 
  healthy 
  mongrelfolk flee in search of a new home. 
  Through great effort the shrine is eventually 
  destroyed but not before the Nerullites escape 
  with enough barrels of plague-infested water 
  to begin to experiment on altering and 
  intensifying its level of contagion. The exact 
  effects of this will be dealt with in future 
  scenarios. Read the following boxed text if the 
  PCS are defeated. 
  You 
  struggle 
  to 
  stand 
  against 
  the 
  onslaught or viciousness and virulence 
  that assaults you but it is to no avail. Your 
  foes have broken you and you can hear 
  them celebrating their victory as you fade 
  into unconsciousness. The last thing you 
  feel is a pale sickly hand pulling your head 
  up from the ground and say, “You would 
  make a fine addition to the legion of the 
  unloving but I answer to a higher purpose 
  on this day. Make no mistake however 
  when my plan comes to fruition you will 
  serve the will of the reaper. I promise you 
  that.” 
  Slain or disabled PCs are left alone. Seyra is 
  alarmed that her plan has been uncovered 
  and cannot be certain that others will not 
  follow. She orders her minions to gather the 
  barrels of contagion and flees the shrine as 
  quickly as possible.  
  At this point continue to Conclusion A.  
  If the PCs defeat the Nerullites then what 
  happens next will depend on whether the PCs 
  understand the meaning behind the earlier 
  divinations and allow Eliazar to walk the path 
  of atonement with NO FURTHER HELP until 
  AFTER the shrine is destroyed. Continue with 
  the following boxed text. 
  Your will to live and persevere even in the face 
  of those who worship the lord of death has 
  prevailed. As you take a moment to care to the 
  wounded and get your bearings the sound of 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 24 
  wild chattering fills the tunnels behind you. Its 
  volume grows louder and louder and then 
  through the darkness you see hundreds of 
  glowing red eyes tumbling over one another. 
  The advance is frenzied to the point of 
  madness. 
  Just as the swarming mass of creatures is 
  about to flow through the door, a massive 
  blast of fire detonates at the center of the 
  writhing mass. You feel the heat of the 
  explosion as it brushes your face and bits and 
  pieces of charred dire rat parts bounce at your 
  feet.  
  Coming through the darkness you see Eliazar, 
  Hobblefoot, and Kylelos. In one hand Eliazar 
  carries the Chalice of Radiance, now glowing 
  vibrantly and in the other his holy symbol of 
  Lydia.  
  “That was my last bead of fireballs from my 
  necklace but it served its purpose well.”, says 
  Eliazar as he steps over the charred body 
  parts. Looking at each of you, he says, “You 
  have done as much as can be asked of you but 
  now it is my time. My quest for atonement 
  stands before me. That foul creation has seen 
  its last day. By my hand and the will of my 
  goddess it shall be destroyed. “  
  With that Eliazar begins to remove his armor 
  and drops his weapons to the ground. 
  Surprised by this, Hobblefoot says, “But 
  Eliazar, how can you enter such a terrible 
  place with no means to defend yourself. You 
  will need..” 
  Before she can finish her sentence Eliazar 
  embraces her and says, “I have my faith. If it is 
  strong enough then it will carry me through. 
  Once again I reiterate to all of you that 
  whatever happens to me, no matter how 
  terrible, you cannot interfere. If you do, all I 
  have done will go to ruin. Swear this to me. 
  Swear it in the name of that which you most 
  love…”  
  Give the PCs a chance to react to this before 
  continuing. Remind them of the divinations given 
  to them earlier. Regardless, short of knocking him 
  unconscious and binding him, nothing will stop 
  Eliazar from going into the cesspool. Once the 
  PCs have been given a chance to speak, continue 
  as follows:  
  Eliazar walks to the cesspool with purpose in 
  his stride. Though the stench is nauseating, he 
  barely flinches. Looking back at each of you 
  one last time he raises his holy symbol in the 
  air and screams, “In the name of Lydia and as 
  penance for those who have suffered in my 
  name let this scab be undone!!!” With that, 
  Eliazar leaps head first into the cesspool.  
  At this point, the reekmurk awakens as it reacts to 
  the light radiating from the chalice which eats 
  away at its body like acid. If immediately goes to 
  attack Eliazar beneath the murk and unseen by 
  the PCs. 
  Moments pass and then suddenly, the black 
  waters 
  erupt 
  in 
  turbulence. 
  Somewhere 
  beneath its surface a blazing light struggles to 
  break through the mass of filth and plague. For 
  an instant a large ebon mass of living goo 
  rises before you with Eliazar firmly in its grip. 
  As 
  it 
  envelopes 
  him, its merest touch 
  dissolves the flesh from his body and his cries 
  of sheer agony numb you to the depths of your 
  very soul. Clutched in his withering left hand is 
  his holy symbol but the chalice is nowhere to 
  be seen. The living mass of ebon goo twists 
  awkwardly as it tries to escape the growing 
  brilliance that burns away its mass like fire. As 
  quickly as it emerged from the dark depths it 
  plunges back into it as Eliazar pummels away 
  at it in a futile effort to escape.  
  Ask all the PCs if they are going to interfere in any 
  way. If at any time they interfere, proceed with the 
  combat against the reekmurk and then once the 
  PCs are done, skip the next to the boxed text 
  entitled “Failure”. If they do not interfere then 
  continue with the following boxed text. 
  As the murky waters begin to turn from black 
  to gray, it roils and churns furiously as the 
  brilliance glows brighter with every passing 
  second. Suddenly, Eliazar’s badly mutilated 
  form bursts from the water as he attempts to 
  claw his way to freedom. The flesh on his 
  fingers is almost eaten to the bone. Once again 
  the ebon goo rises out of the water, it’s badly 
  burned form flailing with mindless rage and 
  pain as it slams down upon Eliazar, dragging 
  him kicking and screaming back into the water. 
  It is only after he has been pulled beneath the 
  murky depths that you notice one of his 
  bloody fingers lying about a foot outside of the 
  edge of the cesspool.  
  Ask all the PCs if they are going to interfere in any 
  way. If at any time they interfere, proceed with the 
  combat against the reekmurk and then once the 
  PCs are done, skip the next to the boxed text 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 25 
  entitled “Failure”. If they do not interfere then 
  continue with the following boxed text. 
  By now the color of the water has gone from a 
  stagnant black to a light gray and the brilliance 
  of the light flows beyond the waters surface. 
  The 
  earth 
  around 
  the 
  cesspool 
  shakes 
  violently and cracks before your eyes. The 
  ebon goo, with Eliazar still in its grasp rises 
  once more and sways weakly as the light sears 
  it away piece by piece. It curls its ravaged form 
  around Eliazar defiantly one last time before 
  plunging below the water again but before you 
  notice that Eliazars left foot is completely 
  missing, as is his right eye, and several 
  fingers. In spite of this, the holy symbol of 
  Lydia is still locked in his grip as he drives it 
  unmercifully 
  into 
  the 
  creature’s 
  bulbous 
  undulating form. 
  Ask all the PCs if they are going to interfere in any 
  way. If at any time they interfere, proceed with the 
  combat against the reekmurk and then once the 
  PCs are done, skip the next to the boxed text 
  entitled “Failure”. If they do not interfere then 
  proceed with the boxed text entitled “Success”. 
  Round one the reekmurk losses 40% of its hit 
  points from the radiance. Round two it loses 
  another 40 % of its hit points. Round three it loses 
  its last 20% remaining hit points. After three 
  rounds the Chalice of Radiance is destroyed but it 
  permanently consumes the shrine in the process 
  and turns the previous stagnant disease-ridden 
  mire into pristine clean and clear water with the 
  same properties as holy water for the next 24 
  hours.  
  Failure 
  Unable to bear the horror and suffering 
  occurring before you, you engage the creature 
  with tenacious resolve. Your efforts, along with 
  the beams of light that sear away chunks from 
  the ebon goo combine in destroying it. With 
  his 
  last 
  remaining 
  strength, 
  Eliazar’s 
  disfigured form miraculously drags itself 
  slowly out of the pool. He looks at you with his 
  one still good eye and says, “You should have 
  listened..” as life fades from his body. 
  At that moment, the radiant incorporeal form of 
  a beautiful woman with blonde hair and blue 
  eyes appears before you. Spectral tears of 
  overwhelming sorrow stream down her face as 
  she screams out “Damn your imprudence!!!” 
  several times before fading out of existence. 
  If the PCs got “Failure” then all efforts to raise 
  Eliazar from the dead, heal, or regenerate his 
  wounds will automatically fail. Quite literally, 
  without atonement, Eliazar has lost the will to live 
  and the fate of his soul is unknown. What should 
  be rather obvious is that the PCs should have held 
  back no matter how bad it looked. Whoever said 
  being a hero was easy? If it eases their 
  conscience a bit, inform them that the Nerullite 
  shrine is destroyed.  
  Hobblefoot and Kylelos are saddened that Eliazar 
  has died but seeing that the shrine is destroyed 
  helps to ease their suffering a bit. She asks 
  Kylelos and a group of six generic mongrelfolk to 
  escort the PCs with Eliazars body near the 
  entrance of the cavern. She bids you farewell and 
  tells you that you are honored guests of hers 
  whenever you wish to return.  
  Success 
  You have withstood the horror and suffering 
  occurring 
  before 
  you 
  without 
  interfering 
  though doing so was extremely difficult. . With 
  his 
  last 
  remaining 
  strength, 
  Eliazar’s 
  disfigured form miraculously drags itself 
  slowly out of the pool. He looks at you with his 
  one still good eye and gives you a twisted, 
  pain-wracked smile as he says, “I can feel her 
  light within my heart once more. She has 
  forgiven me. I am at peace.” as life fades from 
  his body. 
  At that moment, the radiant incorporeal form of 
  a beautiful woman with blonde hair and blue 
  eyes appears before you. Spectral tears of 
  overwhelming sorrow stream down her face 
  but even beyond the tears her eyes reflect love 
  and pride for Eliazar. She levitates slowly 
  towards him and merges herself with him. 
  Eliazar’s body convulses for a moment. As he 
  raises to meet your gaze once more, you are 
  caught off guard when he speaks in a clearly 
  female voice and says, ”Quickly. You must get 
  him to the temple of Lydia. I can anchor his 
  soul to his body for only so long.” 
  Essentially what has happened in this “Success” 
  scenario, Eliazar has succeeded in his atonement 
  but the horrific damage to his body is devastating. 
  To complicate matters, his wounds are so bad that 
  normal cure spells and even a heal spell will not 
  function on him. Only a regenerate spell cast at 
  least at 17th level will work, something Marrain can 
  do using her karma bead. Analia sensed that the 
  wounds were too grievous for Eliazar to survive 
  without help so she entered his body and helped 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 26 
  anchor his soul to his body due to the deep 
  spiritual and emotional connection she has with 
  him.  
  Hobblefoot will administer as many curative spells 
  as she has available to help the party and asks 
  Kylelos and a group of six generic mongrelfolk to 
  escort the PCs and Eliazar near the entrance of 
  the cavern. She bids you farewell and tells you 
  that you are honored guests of hers whenever you 
  wish to return.  
  ENCOUNTER 9: TRUTHS 
  UNFURLED AND DEBTS 
  REPAID 
  If the PCs failed to save Eliazar then read the 
  following boxed text. 
  Your return to the temple of Lydia is not an 
  easy one. When you arrive, word of your 
  failure and Eliazar’s death casts a somber 
  shadow upon all of those within the temple. 
  When you ask for Marrain you are once again 
  given directions to Maximillian’s home. A few 
  clergy rush over and take Eliazars body from 
  you and wrap in a large yellow cloth and carry 
  it away. 
  Upon arrival to Maximillian’s home your 
  explanation of what transpired moves Marrain 
  to tears. As he listens to your story, 
  Maximillian lowers his head and places both 
  his hands with open palms on his forehead, 
  with his elbows on the table in front of him. He 
  shakes his head is disbelief and sorrow, 
  clenching his fists when you describe the 
  more terrifying portions of Eliazars final battle.  
  When you have finished speaking, Maximillian 
  rises from his seat and says, “I had hoped to 
  reveal my true nature to Eliazar in person and 
  thank him for what he unknowingly did for me 
  so long ago that I felt honor bound to repay.” 
  With that, Maximillian removes the red ribbon 
  from his hair and upon doing so, his 
  appearance changes. His skin is now more 
  pale than before and the vampiric fangs within 
  his mouth are now easily distinguishable.  
  “First, let me put your fears at ease. I am not a 
  vampire...well at least not entirely.”, he says. 
  “Many years ago my mother was attacked by a 
  vampire named Caleb, the Scourge of Dawn. 
  During the attack my father was slain by 
  several vampire spawn created by Caleb. The 
  pleasure of biting my mother and bleeding her 
  dry was not enough for him. He also longed for 
  pleasures of a carnal variety. He raped my 
  mother even as he was killing her. She would 
  have died were it not for a wandering group of 
  Celestian clergy and lay worshippers who 
  heard her cries for help. The Celestian 
  worshippers were able to destroy the vampire 
  spawn but Caleb got away. The Celestian 
  worshippers were able to save my mother but 
  after that day, she was but a shadow of her 
  former self. I was born from that horrific union 
  but the worshippers of Celestian, well known 
  for their tolerance, took me in and treated me 
  with dignity and love. At the age of eight, I held 
  my mothers hand upon her death bed even as 
  she told me that I was the only good thing that 
  that monster Caleb had ever done in his life. I 
  swore that night that I would avenge her and 
  destroy everything that Caleb and his undead 
  horrors stood for. I spent much of my later 
  years learning how to be a hunter of the 
  undead, longing for the day of retribution. 
  Shortly after I finished my training and began 
  tracking Caleb down I learned that Eliazar had 
  destroyed him utterly, though I did not learn 
  until later at what terrible cost. Still, Eliazar did 
  what I had longed a lifetime to do; avenge my 
  mothers tormented life. Since that day I have 
  been watching him and manipulating certain 
  events in his favor. Acquiring the Chalice of 
  Radiance was the most difficult but well worth 
  the cost. I am aware of what he did that earned 
  him his punishment but surely now, even in 
  light of his death, you can see that his was 
  worthy of redemption.”  
  Marrain looks at each of you and says, “You 
  should have been wiser in your actions but I 
  sympathize with you. It is almost impossible 
  for good people to stand by and see such 
  suffering without acting. With heavy heart I 
  must tell you that Eliazar is gone and cannot 
  return to us. This was his one and only 
  chance.” 
  If the PCs gained the “Success” result then read 
  the following boxed text. 
  Your return to the temple of Lydia is not an 
  easy one. It is only through the will of the 
  ghost of Analia which now inhabits his body 
  that he is barely clinging to life. As you near 
  the temple, Analia’s ghostly form exits his 
  body abruptly and says, “Though I not evil, the 
  grounds of that temple are specially warded 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 27 
  against undead.  I cannot tread upon it without 
  destroying myself.” 
  Looking down upon his ravaged form one last 
  time, Analia says, “You will live to see a few 
  more days my love. When your time has 
  ended, we will walk in the light of Lydia 
  together for eternity.” and fades away.  
  Upon seeing you, the temple of Lydia burst 
  into activity. Several clergy and pious templars 
  rush to help you carry the body in as Marrain 
  runs frantically out of the prayer room and 
  says, “Quickly, take him to my private sanctum 
  and prepare the bandages and ointments. He 
  has but moments to live.” As the door to the 
  private sanctum closes behind you, you can 
  only wonder as to what the fate of Eliazar will 
  be. 
  The next day you return to the temple of Lydia 
  but are once again redirected to Maximillian’s 
  home. Seated at the table with Maximillian is 
  Marrain and amazingly enough Eliazar. A 
  cursory glance at him reveals that his body 
  seems perfectly healed, except for his left foot 
  which appears slightly twisted. Noticing this, 
  Eliazar looks at you and says, “A small price to 
  pay for what I have regained. Perhaps it is 
  Lydia’s way of reminding me of the path I must 
  follow.” 
  “Maximillian”, says Marrain, “it is time to 
  reveal the truth. I can only tolerate the shadow 
  of duplicity for only so long.”  
  With that, Maximillian removes the red ribbon 
  from his hair and upon doing so, his 
  appearance changes. His skin is now more 
  pale than before and the vampiric fangs within 
  his mouth are now easily distinguishable.  
  Upon seeing this, Eliazar jumps quickly to his 
  feet and begins casting a spell as his hands 
  start to glow brightly. Seeing this, Marrain 
  stops him and says, ”Listen to what he has to 
  say.” With that, Eliazar ceases casting, albeit 
  reluctantly his stare seems to burn itself into 
  Maximillian. 
  “First, let me put your fears at ease. I am not a 
  vampire...well at least not entirely.”, he says. 
  “Many years ago my mother was attacked by a 
  vampire named Caleb, the Scourge of Dawn. 
  During the attack my father was slain by 
  several vampire spawn created by Caleb. The 
  pleasure of biting my mother and bleeding her 
  dry was not enough for him. He also longed for 
  pleasures of a carnal variety. He raped my 
  mother even as he was killing her. She would 
  have died were it not for a wandering group of 
  Celestian clergy and lay worshippers who 
  heard her cries for help. The Celestian 
  worshippers were able to destroy the vampire 
  spawn but Caleb got away. The Celestian 
  worshippers were able to save my mother but 
  after that day, she was but a shadow of her 
  former self. I was born from that horrific union 
  but the worshippers of Celestian, well known 
  for their tolerance, took me in and treated me 
  with dignity and love. At the age of eight, I held 
  my mothers hand upon her death bed even as 
  she told me that I was the only good thing that 
  that monster Caleb had ever done in his life. I 
  swore that night that I would avenge her and 
  destroy everything that Caleb and his undead 
  horrors stood for. I spent much of my later 
  years learning how to be a hunter of the 
  undead, longing for the day of retribution.”  
  Falling to his knees before Eliazar, Maximillian 
  struggles with his words as he says,” I haven’t 
  enough words of praise to thank you for 
  avenging my mother’s tormented life and 
  destroying that monster. You are a good man 
  Eliazar who has made mistakes in his life but 
  you had enough courage to face up to what 
  you did and bear the consequences of your 
  actions. You have redeemed yourself and 
  proven what I knew all along; your soul was 
  worthy of penance. I was the one who acquired 
  the Chalice of Radiance for you. I have 
  watched and safeguarded you from the 
  shadows since the day you were sent away.”  
  As Maximillian rises to his feet, he extends his 
  hand to Eliazar and asks, “May I have the 
  honor of shaking the hand of the bravest man I 
  know?”  
  Eliazar stands in stunned silence for a moment 
  then says, “Then let the past that binds us also 
  bind 
  us 
  as 
  friends.”, 
  as 
  he 
  shakes 
  Maximillian’s hand. The sight of this brings a 
  smile to Marrain's face.  
  CONCLUSION 
  If Eliazar perishes as a result of the PCs 
  interference then proceed with Conclusion A. If the 
  PCs witnessed the successful atonement of 
  Eliazar then proceed to Conclusion B.  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 28 
  CONCLUSION A: THE DYING OF THE 
  LIGHT 
  A light drizzle falls upon you as you follow 
  alongside the funeral procession with several 
  of the faithful of Lydia walking with you. Some 
  hold aloft the casket containing Eliazars body 
  and all struggle with the heavy sorrow that 
  burdens their hearts. Perhaps appropriately 
  enough, the sun has failed to penetrate 
  through the gloomy clouds hanging overhead. 
  A bard recounts the story of Eliazar’s final 
  moments, rekindling a sense of angst within 
  you. Several of the Lydian clergy lay yellow 
  roses upon his casket and while you cannot 
  see the source, you could swear you heard 
  faint feminine lamentations being carried in the 
  wind. As Marrain finishes her heartfelt eulogy 
  the last to leave a flower on Eliazar’s casket is 
  Maximillian. Even in death it seems that 
  Eliazar’s legacy lives on for the good of the 
  world.  
  CONCLUSION B: THE LIGHT 
  PREVAILS 
  The following day each of you is invited to a 
  celebratory feast within the temple of Lydia in 
  Eliazar’s honor. Seated at the head of the table 
  is Marrain with Eliazar to her left and 
  Maximillian to her right. It is a high-spirited and 
  jovial affair that lasts late into the evening 
  highlighted by Maximillian showing off his 
  excellent dancing skills to Marrain and the 
  more attractive ladies present. At one point 
  you notice that Eliazar is no longer there. 
  When you ask for him, Marrain walks with you 
  to the doorway of the temple.  
  Standing a few feet beyond the consecrated 
  ground is Eliazar. Floating in front of him is the 
  ghostly form of his former beloved Analia. Her 
  smile is warm and prideful and you can tell 
  that some invisible force gently strokes 
  Eliazars hair as they speak.  
  “Forgive me my love”, says, Eliazar. “I could 
  not save you from a terrible fate and my 
  foolishness only prolonged your suffering.”  
  With that, Analia draws closer to him until her 
  lips almost touch his and says, “But in the end 
  you set me free. Because of you we now both 
  walk within the light and every new day holds 
  more promise than before. When your days 
  upon the world draw to a close I will be waiting 
  for you.”  
  As Analia fades away, Eliazar turns and begins 
  his slow shuffling ascent back into the temple. 
  His head held high he gleams with newfound 
  joy, the joy of redemption and rediscovered 
  faith.  
  CAMPAIGN 
  CONSEQUENCES 
  If the PCs failed to stop the Nerullites from gaining 
  samples of plague-infested water then the 
  Nerullites are able to successfully experiment 
  upon it. The Black Moss mongrelfolk clan is 
  decimated. Rumors of renewed plague begin 
  spreading through the Principality of Ulek, pushing 
  those capable of curing such maladies harder than 
  ever. 
  Whether 
  the 
  disease 
  is 
  successfully 
  contained or not will be decided in future 
  scenarios. The ghost of Analia, now forced to walk 
  the mortal realm in tormented angst haunts the 
  PCs periodically but more out of sorrow than spite. 
  If the PCs and Eliazar were successful in 
  destroying then Eliazar regained his clerical 
  abilities and Analia is freed to move on into the 
  afterlife. The Black Moss mongrelfolk clan is able 
  to endure and survive as well. Maximillian and 
  Eliazar forge a strong yet unexpected friendship. 
  The potential threat of widespread disease is 
  ended for now and the Nerullite shrine is 
  permanently destroyed.  
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeating the Pomarjian slavers and free the 
  captives 
   
  APL 6: 150 xp. 
   
  APL 8: 200 xp. 
   
  APL 10: 250 xp. 
   
  APL 12: 300 xp. 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 29 
  Encounter Five 
  Defeating the behir 
   
  APL 6: 250 xp. 
   
  APL 8: 275 xp. 
   
  APL 10: 315 xp. 
   
  APL 12: 350 xp. 
  Encounter Eight 
  Defeating Seyra and her minions 
   
  APL 6: 300 xp. 
   
  APL 8: 350 xp. 
   
  APL 10: 385 xp. 
   
  APL 12: 425 xp. 
   
  Succeeding in helping Eliazar gain atonement 
   
  APL 6: 100 xp. 
   
  APL 8: 150 xp 
   
  APL 10: 200 XP 
   
  APL 12: 250 XP 
  Interfering which leads to Eliazar failing to gain  
  atonement 
   
  APL 6: -100 xp. 
   
  APL 8: -150 xp 
   
  APL 10: -200 XP 
   
  APL 12: -250 XP 
  Discretionary Roleplaying Award 
   
  APL 6: 100 xp. 
   
  APL 8: 150 xp 
   
  APL 10: 200 XP 
   
  APL 12: 250 XP 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  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. 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 30 
  Encounter One: 
  APL 6: L: MW falchions (x2) (375 gp), MW 
  throwing axes (x2) (308 gp), composite longbows 
  (+4 Str) (x2) (500 gp), 40 arrows (1 gp), chain 
  shirts (x2) (100 gp), MW spear (151 gp), light 
  mace (2.5 gp), 10 bolts (5 silver), light crossbow 
  (17 gp) C: 150 gp, M: Potion of haste (x2) (125 
  gp), potion of cure serious wounds (x2) (125 gp), 
  potion of bulls strength (x2) (50 gp), potion of 
  bears endurance (25 gp), potion of cure moderate 
  wounds (25 gp), scroll: healing lorecall- 4th lvl (16 
  gp), chain shirt +1 (104 gp). 
  APL 8: L: MW falchions (x2) (375 gp), MW 
  throwing axes (x2) (308 gp), composite longbows 
  (+4 Str) (x2) (500 gp), 40 arrows (1 gp), chain 
  shirts (x2) (100 gp), MW spear (151 gp), light 
  mace (2.5 gp), 10 bolts (5 silver), light crossbow 
  (17 gp) C: 150 gp, M: Potion of haste (x2) (125 
  gp), potion of cure serious wounds (x2) (125 gp), 
  potion of bulls strength (x2) (50 gp), potion of fly 
  (x2) (125 gp), potion of enlarge (x2) (41 gp), bead 
  of force (250 gp), potion of bears endurance (25 
  gp), potion of cure moderate wounds (25 gp), 
  scroll: healing lorecall- 6th lvl (16 gp), chain shirt 
  +1 (104 gp) 
  APL 10: L: MW throwing axe (x2) (308 gp), 40 
  arrows (1gp), Composite longbow (+4 Str.) (x2) 
  (500 gp), MW spear (151 gp), light mace (2.5 gp), 
  20 bolts (1 gp), MW dagger (151 gp), light 
  crossbow (17 gp), club (0 gp) C: 400 gp, M: 
  Falchion +1 (x2) (395 gp), chain shirt +1 (x3) (312 
  gp), potion of haste (x2) (125 gp), potion of cure 
  serious wound (x2) (125 gp), potion of bulls 
  strength (x2) (50 gp), potion of fly (x2) (125 gp), 
  potion of enlarge (x2) (41gp), Heward's Handy 
  Haversack (x2) (333 gp), bead of force (250 gp), 
  Quaal's feather token (41 gp), scroll: healing 
  lorecall- 6th lvl (25 gp), potion of cure serious 
  wounds (62 gp), periapt of wisdom +2 (333 gp), 
  potion of bears endurance (25 gp), wand of 
  seeking ray: 3rd lvl (375 gp), bracers of armor +1 
  (83 gp), potion of invisibility (12 gp), headband of 
  intellect +2 (333 gp), spellbook (443 gp) 
  APL 12: L: MW throwing axe (x2) (308 gp), 40 
  arrows (1gp), Composite longbow (+4 Str.) (x2) 
  (500 gp), light mace (2.5 gp), 20 bolts (1 gp), MW 
  dagger (151 gp), light crossbow (17 gp), club (0 
  gp) C: 400 gp, M: Falchion +1 (x2) (395 gp), chain 
  shirt +1 (x3) (312 gp), potion of haste (x2) (125 
  gp), potion of cure serious wound (x3) (187 gp), 
  gauntlets of ogre power (x2) (666 gp), potion of fly 
  (x2) (125 gp), Heward's Handy Haversack (x2) 
  (333 gp), spear +1 (191 gp), bead of force (250 
  gp), Quaal’s feather token (41 gp), javelin of chain 
  lightning (500 gp), scroll: healing lorecall- 6th lvl 
  (25 gp), potion of cure moderate wounds (25 gp), 
  periapt of wisdom +2 (333 gp), potion of bears 
  endurance (25 gp), potion of heroism (62 gp), 
  potion of neutralize poison (62 gp), wand of 
  seeking ray: 3rd lvl (375 gp), bracers of armor +2 
  (333 gp), potion of invisibility (12 gp), headband of 
  intellect +2 (333 gp), scroll: spiritwall- 9th lvl (93 
  gp), spellbook (741 gp) 
  Encounter Five: 
  APL 6: L: Longsword (7 gp), gnome hook hammer 
  (10 gp), dwarven war axe (15 gp), chain mail (75 
  gp), signature crest (RS) (25 gp), heavy steel 
  shield (10 gp) C: 300 gp M:  dragonhide fullplate 
  (275 gp), adamantium longsword (276 gp), 
  sovereign glue (200 gp), badge of valor (83 gp) 
  APL 8: L: Longsword (7 gp), gnome hook hammer 
  (10 gp), dwarven war axe (15 gp), chain mail (75 
  gp), signature crest (RS) (25 gp), heavy steel 
  shield (10 gp) C: 500 gp M: dragonhide fullplate 
  +1 (358 gp), adamantium longsword +1 (443 gp), 
  boots of big stepping (933 gp), Heward's fortifying 
  bedroll (250 gp) 
  APL 10: L: Longsword (7 gp), gnome hook 
  hammer (10 gp), dwarven war axe (15 gp), chain 
  mail (75 gp), signature crest (RS) (25 gp), heavy 
  steel shield (10 gp) C: 800 gp M: Dragonhide 
  fullplate +2 (608 gp), adamantium longsword +1, 
  dragonbane (692 gp), electric eel elixir (170 gp), 
  boots of speed (1000 gp) 
  APL 12: L: Longsword (7 gp), gnome hook 
  hammer (10 gp), dwarven war axe (15 gp), chain 
  mail (75 gp), signature crest (RS) (25 gp), heavy 
  steel shield (10 gp) C: 1000 gp M: Stormrider 
  boots (1,500 gp), dragonhide fullplate +2, medium 
  fortification (2,358), adamantium longsword +1, 
  dragonbane, defending (1,526 gp)  
  Encounter Eight: 
  APL 6: L: MW sickle (153 gp), MW dagger (151 
  gp), MW light crossbow (167 gp), 10 bolts (5 sp), 2 
  vials of large scorpion venom (200 gp), chain shirt 
  (50 gp), disguise kit (25 gp), large MW great axe 
  (160 gp), large MW throwing axe (154 gp), large 
  javelins (x5) (2.5 gp), MW shortsword (155 gp), 
  MW daggers (x2) (302 gp), MW mighty composite 
  shortbow (+1 Str) (250 gp), 20 arrows (.5 gp), C: 
  65 gp, M: blast disks (x2) (150 gp), scroll: 
  blindness/deafness – 5th lvl (31 gp), scroll: spectral 
  hand – 5th lvl (20 gp), potion of cure moderate 
  wounds (x3) (75 gp), potion of protection vs. good 
  (4 gp), potion of barkskin +3 (50 gp), breastplate 
  +1 (112 gp), brooch of shielding (125 gp), potion 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 31 
  of bears endurance (25 gp), mithril chain shirt +1 
  (175 gp), potion of haste (63 gp) 
  APL 8: L: MW sickle (153 gp), MW dagger (151 
  gp), MW light crossbow (167 gp), 20 bolts (5 sp), 2 
  vials of large scorpion poison (200 gp), disguise kit 
  (25 gp), MW large great axe (160 gp), MW 
  throwing axe (154 gp), large javelins (x5) (2.5 gp), 
  MW shortsword (155 gp), MW daggers (x2) (302 
  gp), MW mighty composite shortbow (+1 Str) (250 
  gp), 20 arrows (5 sp), dagger (1 gp), light 
  crossbow (17 gp), MW quarterstaff (150 gp), small 
  MW darts (x10) (150 gp), salvo poison (50 gp), 
  thunderstones (x2) (30 gp), tanglefoot bags (x2) 
  (50 gp), alchemists fire (x2) (20 gp) C: 180 gp, M: 
  blast 
  disks 
  (x3) 
  (225 
  gp), 
  scroll: 
  blindness/deafness – 7th lvl (43 gp), scroll: spectral 
  hand – 7th lvl (x2) (58 gp), potion of cure moderate 
  wounds (x4) (100 gp), potion of protection vs. 
  good (4 gp), potion of barkskin +3 (50 gp), cloak of 
  charisma +2 (333 gp), breastplate +1 (112 gp), 
  brooch of shielding (125 gp), potion of bears 
  endurance (25 gp), vest of resistance +1 (83 gp), 
  mithril chain shirt +1 (175 gp), potion of haste (63 
  gp), oil of greater magic weapon +2 (100 gp), 
  bracers of armor +2 (333 gp), scroll: enervation – 
  7th lvl (58 gp), elixir of fire breathing (91 gp) 
  APL 10: L: MW sickle (153 gp), MW dagger (151 
  gp), MW light crossbow (167 gp), 20 bolts (5 sp), 2 
  vials of large scorpion poison (200 gp), disguise kit 
  (25 gp), MW throwing axe (154 gp), large javelins 
  (x5) (2.5 gp), MW shortsword (155 gp), MW 
  daggers (x2) (302 gp), MW mighty composite 
  shortbow (+1 Str) (250 gp), 20 arrows (5 sp), 
  dagger (1 gp), light crossbow (17 gp), MW 
  quarterstaff (150 gp), small MW darts (x10) (150 
  gp), salvo poison (50 gp), thunderstones (x2) (30 
  gp), tanglefoot bags (x2) (50 gp), alchemists fire 
  (x2) (20 gp) C: 180 gp, M: blast disks (x3) (225 
  gp), scroll: blindness/deafness – 9th lvl (56 gp), 
  scroll: spectral hand – 9th lvl (58 gp), potion of cure 
  moderate wounds (x4) (100 gp), potion of 
  protection vs. good (4 gp), potion of barkskin +3 
  (50 gp), cloak of charisma +2 (333 gp), metamagic 
  rod: empower (lesser) (750 gp) breastplate +1 
  (112 gp), large great axe +1 (193 gp), brooch of 
  shielding (125 gp), potion of bears endurance (25 
  gp), vest of resistance +1 (83 gp), javelin of 
  lightning (125 gp), dust of disappearance (291 gp), 
  mithril chain shirt +1 (175 gp), potion of haste (63 
  gp), oil of greater magic weapon +2 (100 gp), 
  lesser arrow of slaying: dwarf (190 gp), gloves of 
  dexterity +2 (333 gp), bracers of armor +2 (333 
  gp), scroll: enervation – 9th lvl (75 gp), wand of 
  spectral hand -3rd lvl (375 gp), elixir of fire 
  breathing (91 gp) 
  APL 12: L: MW sickle (153 gp), MW dagger (151 
  gp), MW light crossbow (167 gp), 20 bolts (5 sp), 2 
  vials of large scorpion poison (200 gp), disguise kit 
  (25 gp), MW throwing axe (154 gp), large javelins 
  (x5) (2.5 gp), MW shortsword (155 gp), MW 
  daggers (x2) (302 gp), MW mighty composite 
  shortbow (+1 Str) (250 gp), 20 MW arrows (150 
  gp), dagger (1 gp), light crossbow (17 gp), MW 
  quarterstaff (150 gp), small MW darts (x10) (150 
  gp), salvo poison (50 gp), thunderstones (x2) (30 
  gp), tanglefoot bags (x2) (50 gp), alchemists fire 
  (x2) (20 gp) C: 360 gp, M: blast disks (x4) (300 gp), 
  scroll: blindness/deafness – 9th lvl (56 gp), scroll: 
  spectral hand – 9th lvl (58 gp), potion of cure 
  moderate wounds (x3) (75 gp), potion of protection 
  vs. good (4 gp), potion of barkskin +3 (50 gp), cloak 
  of charisma +2 (333 gp), metamagic rod: empower 
  (lesser) (750 gp) hand of glory (666 gp), mask of 
  the skull (1,833 gp), breastplate +1 (112 gp), large 
  great axe +1, fury (693 gp), brooch of shielding 
  (125 gp), potion of cure serious wounds (62 gp), 
  potion of bears endurance (25 gp), vest of 
  resistance +1 (x3) (249 gp), greater javelin of 
  lightning (250 gp), gauntlets of ogre power (333 
  gp), cape of the mountebank (840 gp), dust of 
  disappearance (291 gp), mithril chain shirt +1 (175 
  gp), potion of haste (63 gp), oil of greater magic 
  weapon +2 (x3) (300 gp), lesser arrow of slaying: 
  dwarf (190 gp), gloves of dexterity +2 (333 gp), 
  lesser bracers of archery (416 gp), oil of flame 
  arrow (62 gp), bracers of armor +2 (333 gp), scroll: 
  enervation – 11th lvl (91 gp), wand of spectral hand 
  – 4th lvl (500 gp), spell sight spectacles (288 gp), 
  pearl of power lvl 3 (750 gp), scroll: glyph of 
  warding- 6th lvl (37 gp), elixir of fire breathing (91 
  gp), large hand axe +1 (x2) (384 gp), oil of keen 
  edge (x2) (125 gp), potion of barkskin +5 (83 gp), 
  ring of protection +1 (166 gp) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 3,367 gp, C: 615 gp, M: 1,044 gp – 
  Total: 5,026 gp (900 gp). 
  APL 8: L: 3,784 gp, C: 830 gp, M: 4,848 gp – 
  Total: 9,462 gp (1,300 gp). 
  APL 10: L: 3,149 gp, C: 1,380 gp, M: 10,098 
  gp – Total: 14,627 gp (2,300 gp). 
  APL 12: L: 3,300 gp, C: 1,760 gp, M: 22,141 
  gp – Total: 27,201 gp (3,300 gp). 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 32 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Favor of the Church of Lydia 
  Your efforts to help Eliazar attain his atonement 
  and bravery against the insidious Cult of Nerull 
  has earned you friends within the Church of Lydia. 
  PCs with this favor receive a +2 Circumstance 
  bonus to all Charisma-based skills and ability 
  checks with worshippers of the Church of Lydia. 
  Furthermore, the clergy of Lydia volunteers to 
  teach you special prayer techniques, allowing you 
  access (Frequency: Regional) to the following 
  spells: protection from negative energy (SC), 
  positive energy aura (SC), bolt of glory (SC), 
  lucent lance (SC), radiant assault (SC), and 
  spawn screen (LB). PCs also gain access 
  (Frequency: Regional) to one of the following 
  feats; Enduring Life, Empower Turning, and 
  Sacred Vitality. PCs gain access (Frequency: 
  Regional) to the following magical items; Staff of 
  Liberation (A&E), Sword of Zeal (A&E), and Wand 
  of Grace – 7th lvl caster (SC). Lastly, Marrain 
  herself offers to train the PC in her specialized 
  clerical abilities, granting that PC access to the 
  Master of Radiance prestige class.  
  Gratitude of the Ostracized 
  By ending the threat of the plague that has been 
  killing the Black Moss mongrelfolk, you have 
  ensured at the very least a tenuous chance for 
  their continued survival. PCs receive a +2 
  Circumstance bonus to all Charisma-based skills 
  and 
  ability 
  checks 
  with 
  the 
  Black 
  Moss 
  mongrelfolk tribe. They also receive access 
  (Frequency: Regional) to the following magical 
  items; Bands of Fortune (CS), Figurines of 
  Wondrous Power; Goats (DMG), and Wand of 
  Sonic Weapon- 5th lvl (SC). Through special 
  training from the stealthier mongrelfolk, you gain 
  access to the following tricks from Complete 
  Scoundrel; Nimble Stand & Quick Escape. 
  Haunted by Failure 
  With Eliazars death, all chance for Analia to move 
  on peacefully into the afterlife seems lost. 
  Unfortunately, the burden of her sorrow becomes 
  your burden as well. At the beginning of the next 
  10 scenarios, she comes to you with her terrible 
  lamentations, filling your hearts with grief and 
  regret. This translates to beginning the next 10 
  scenarios as if under the effects of a bane spell 
  (no save) at 15th level caster. The effect can be 
  dispelled or removed by a remove curse or similar 
  magic but every time she comes to haunt you, it is 
  renewed. After the 10 scenarios, Analia moves on 
  with her grief somewhere else and the haunting 
  ends.  
  Favor of the Web 
  For helping a member of the Web, Spyder and 
  Maximillian combine their resources as follows for 
  the PCs. PCs gain access (Frequency: Regional) 
  to the following magic items; Rod of Ropes (CS), 
  Cloak of Comfort +2 (CM), and Lens of Detection 
  (DMG). Maximillian also volunteers to teach the 
  PCs special undead combat spells. PCs gains 
  access (Frequency: Regional) to the following 
  spells; ghost touch armor (LM), guiding light (SC), 
  and shroud of undeath (SC). Lastly, PCs gain a +2 
  Circumstance bonus to all Charisma-based skills 
  and ability checks when interacting with members 
  of the Web.  
  Strange Stone 
  Once you realized the cesspool was completely 
  cleansed, you felt compelled to search the bottom 
  of its depths. In doing so, you discovered a 
  strange slab of stone with an engraving of a sickly 
  black tree whose fruits were shaped like beating 
  hearts. It radiates a faint necromantic aura very 
  different than anything you have encountered 
  before. Sure it’s not important. It’s just a strange 
  stone after all.  
  Only one PC at the table can get this item and 
  ONLY if they specifically say they are searching 
  the bottom of the pool. It has no cost whatsoever, 
  at least none that seems readily apparent.  
  Tythrex Darkstones Spellbook 
  Ugrof Mudmurks Spellbook 
  Item Access 
  APL 6: 
  • 
  Dragonhide fullplate (Adventure; DMG) 
  • 
  Adamantium longsword (Adventure; DMG) 
  • 
  Boots of Springing & Striding (Adventure; 
  DMG) 
  • 
  Sovereign Glue (Adventure; DMG) 
  • 
  Blast Disk (Adventure; DMG) 
  • 
  Badge 
  of 
  Valor 
  (Adventure; 
  Complete 
  Adventurer) 
   APL 8: 
  • 
  Dragonhide fullplate +1 (Adventure; DMG) 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 33 
  • 
  Adamantium Longsword +1 (Adventure; DMG) 
  • 
  Boots of Big Stepping  (Adventure; Miniatures 
  Handbook) 
  • 
  Heward’s 
  Fortifying 
  Bedroll 
  (Adventure; 
  Complete Mage ) 
  • 
  Bead of Force (Adventure; DMG) 
  • 
  Oil of Greater Magic Weapon (Adventure; 
  DMG) 
  • 
  Tythrex Darkstones Spellbook (Frequency; 
  Adventure) 
  APL 10: 
  • 
  Boots of Speed (Adventure; DMG) 
  • 
  Dragonhide fullplate +2 (Adventure; DMG) 
  • 
  Adamantium 
  Longsword 
  +1, 
  dragonbane 
  (Adventure; DMG) 
  • 
  Electric 
  eel 
  elixir 
  (Adventure; 
  Arms 
  & 
  Equipment Guide) 
  • 
  Tythrex Darkstones spellbook (Frequency; 
  Adventure) 
  • 
  Ugrof 
  Mudmurks 
  spellbook 
  (Frequency; 
  Adventure) 
  • 
  Metamagic 
  rod: 
  Empower 
  - 
  Lesser 
  (Adventure; DMG) 
  • 
  Pearl of Power lvl 2 (Adventure; DMG) 
  • 
  Wand of Seeking Ray- 3rd lvl (Adventure; PHB 
  2) 
  APL 12 
  • 
  Stormrider Boots (Adventure; Complete Mage) 
  • 
  Dragonhide fullplate +2, medium fortification 
  (Adventure; DMG) 
  • 
  Adamantium Longsword +1, dragonbane, 
  defending (Adventure; DMG) 
  • 
  Greater Javelin of Lightning (Adventure; Arms 
  & Equipment Guide)) 
  • 
  Tythrex Darkstones spellbook (Frequency; 
  Adventure) 
  • 
  Ugrof 
  Mudmurks 
  spellbook 
  (Frequency; 
  Adventure) 
  • 
  Cape of the Mountebank (Adventure; DMG) 
  • 
  Javelin of Chain Lightning (Adventure; DMG) 
  • 
  Large Great axe +1, fury (Adventure; Heroes 
  of Battle) 
  • 
  Hand of Glory (Adventure; DMG) 
  • 
  Spellsight Spectacles (Adventure; Complete 
  Adventurer) 
   
   
   
   
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 34 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  R U T H G R I K  &  D RAFLAR 
  CR  4 
  Male half-orc barbarian 2/fighter 2 
  N/E Medium-size humanoids (orc) 
  Init +2; Senses Listen +2, Spot +1, Darkvision 60 ft. 
  Languages Common, Orc  
  AC 16, touch 12, flat-footed 12; uncanny dodge 
   (+2 Dex, +4 armor, -4 when raging) 
  HP 41 ( 4 HD); 53 hp (when raging)  
  Fort +8, Ref +2, Will +1 
  Speed 40 ft. in chain shirt (8 squares), base movement 
  40 ft. 
  Melee MW falchion +10 (2d4+6; 18-20 x2) or MW 
  throwing ax +9 melee (1d6+4; x3) 
  Ranged MW throwing ax +7 melee (1d6+4; x3) or 
  composite longbow (+4 Str.) +6 ranged (1d8+4; x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Power Attack, Cleave, Reckless Rage ( 8 
  rounds ) 
  Combat Gear MW falchion, MW throwing ax, composite 
  longbow (+4 Str.), chain shirt, 20 arrows.  
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  SQ Darkvision 60 ft., fast movement, rage 1/day, 
  uncanny dodge 
  Feats Weapon focus- falchion, Power Attack, Cleave, 
  Reckless Rage 
  Skills Climb +4, Jump +4, Intimidate +5, Listen +2, Ride 
  +4, Survival +5 
  Possessions combat gear Potion of haste, Potion of 
  cure serious wounds, potion of bull’s strength 
  Description Ruthgrik and Draflar appear as typical 
  brutish looking half-orc thugs with a gleam in their blood-
  red eyes of battle-lust. 
  See Monster Manual 1, pg. 203-204 
   
  When raging, they have the following changed 
  stats:  
   
  AC 12, touch 12, flatfooted 12 
  hp: 53 
  Fort +11, Will +3 
  Melee MW falchion +13 (2d4+10) or MW throwing ax 
  +12 melee (1d6+7) 
  Ranged MW throwing ax (1d6+7) 
  Grp +11 
  Abilities Str 24, Con 20 
  Skills Climb +7, Jump +7 
   
   
  Y E T R I G  B L O O D Y-F I S T 
  CR  4 
  Male Orc cleric lvl 4 
  N/E Medium-sized humanoid (Orc) 
  Init +5 (Dex + Improved Initiative); Senses Darkvision 
  60 ft., light sensitivity, Listen +3, Spot +3 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor, +1 shield) 
  hp 28 (4 HD)  
  Fort +5, Ref +2, Will +7 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee MW spear +7 (1d8+2) or light mace +5 melee 
  (1d6+2) 
  Ranged  Light crossbow +4 ranged (1d8; 19-20 x2) or 
  spear +6 ranged (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Spontaneous casting (inflict spells), 
  rebuke undead 3/day (+0, 2d6+6, 4th), feat of strength 
  (+4 Str, 1 round), cast all evil spells as a 5th level 
  cleric 
  Combat Gear chain shirt +1, MW spear, light mace, 
  light crossbow, 10 bolts 
  Cleric Spells Prepared (CL 4th): 
   2nd— spiritual weapon (D), wave of grief, sound 
  burst, hold person 
   1st— protection vs. good (D), resurgence, shield of 
  faith, command, bless 
   0— detect magic, read magic, cure minor wounds, 
  resistance, guidance 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  Evil  
  �Already cast 
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 17, Cha 10  
  Feats Improved Initiative, Somatic Weaponry (CM), 
  Weapon focus: Spear,  
  Skills Concentration +6, Spellcraft +6, Knowledge: 
  Religion +2, Knowledge: Arcana +2 
  Possessions combat gear plus potion of bear’s 
  endurance, potion of cure moderate wounds, scroll: 
  healing lorecall – 4th lvl 
  Description Yetrig is a devout follower of Gruumsh who 
  prides himself in looking as ferocious and battle-
  hardened as possible. He has a deep scar over his left 
  eye and side of his face which has made his eye look 
  filmy white. He has never cleaned the tip of his spear 
  after a fresh kill, content to allow the gore stained upon it 
  to remind him of his brutal allegiance to his deity. 
  See Monster Manual 1, pgs 203-204 
   
   
  ENCOUNTER 5 
   
   
   
  B E H I R 
  CR  8 
  N Huge Magical Beast 
  Init +1; Senses Listen +4, Spot +4, low-light vision, 
  darkvision 60 ft., scent 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 35 
  Languages Common  
  AC 20, touch 9, flat-footed 19 
   (-2 size, +1 Dex, +11 natural) 
  hp 100 (9 HD)  
  Immune Cannot be tripped 
  Resist Immune to electricity 
  Fort +11, Ref +7, Will +5 
  Speed base movement 40 ft., climb 15 ft. 
  Melee Bite +15 (2d4+12) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +25 
  Atk Options Cleave, Power Attack 
  Combat Gear - 
  Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14 Cha 12  
  SQ Can’t be tripped, darkvision 60 ft., immunity to 
  electricity, low-light vision, scent 
  Feats Alertness, Cleave, Power Attack, Track  
  Skills Climb +16, Hide +5, Listen +4, Spot +6, Survival 
  +2 
  Possessions -  
  Breath Weapon (Su): 20 foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex save 19 half. 
  The save DC is Constitution-based. 
  Constrict (Ex): A behir deals 2d8+8 points of damage 
  with a successful grapple check. It can make six rake 
  attacks against a grappled foe as well.  
   Improved Grab (Ex): To use this ability, a behir must 
  hit a creature of any size 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 
  attempt to constrict the opponent or swallow the 
  opponent whole in the following round.  
  Rake (Ex): Six claws, attack bonus +15 melee, damage 
  is 1d4+4.   
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed Medium or smaller opponent by making a 
  successful grapple check. A behir that swallows an 
  opponent can use its Cleave feat to bite and grab 
  another opponent.  
   
  A swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage 
  per round from the behir’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to 
  the gizzard (AC 15). Once the creature exits, 
  muscular action closes the whole; another swallowed 
  opponent must cut its own way out.  
   
  A behir’s gizzard can hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents.  
  Skills Behirs have a +8 racial bonus to Climb checks 
  and can always choose to take 10, even if rushed or 
  threatened. 
  Description At first the creature appears as a huge 
  armored snake, slithering across the ground at great 
  speed. Then, without slowing, it unfolds a dozen legs 
  from its serpentine body and runs forward to strike.  
  See Monster Manual 1, pg 25 
   
  ENCOUNTER 8 
   
   
   
  S E Y R A S O U L D R I N K E R 
  CR  5 
  Female human necromancer level 5 
  N/E humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Aura Moderate Evil 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor)) 
  hp 39 (5 HD plus 9 from false life); Lich body DR 2 
  Fort +3, Ref +2, Will +4 
  Speed 20 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW sickle +3  (1d6) or MW dagger +3 (1d4) 
  Ranged MW dagger +4  (1d4) or MW light crossbow +4 
  ranged (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options n/a 
  Special Actions Charnel touch, negative energy burst 
  1/day, fear aura, rebuke undead 6/day (2d6+8) 
  Combat Gear MW sickle, MW dagger, MW light 
  crossbow, 10 bolts, scroll: blindness/deafness – 5th 
  lvl, scroll: spectral hand – 5th level, 1 vial of large 
  scorpion venom 
  Deity: Nerull  
  Dread Necromancer Spells Known (CL 5th): Save DC 
  13 + spell level, 14 vs. necromancy spells 
   2nd 
  (4/day) 
  — 
  blindness/deafness, 
  command 
  undead, darkness, death knell, false life (�), gentle 
  repose, ghoul touch, inflict moderate wounds, 
  scare, spectral hand, summon swarm, summon 
  undead 2, wither limb (BVD) 
   1st (7/day)— bane, bestow wound, cause fear, chill 
  touch, detect magic, detect undead, doom, hide 
  from 
  undead, 
  inflict 
  light 
  wounds, 
  ray 
  of 
  enfeeblement, summon undead 1, undetectable 
  alignment 
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 16  
  SQ Lich body DR 2, advanced learning – wither limb 
  (BVD), mental bastion +2 
  Feats Corpsecrafter (HH), Spell focus: Necromancy, 
  Reach Spell 
  Skills Concentration +10, Disguise +15, Knowledge: 
  Arcana +3, Knowledge: Religion +3, Spellcraft +5 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of protection vs. good, potion of 
  barkskin +3, disguise kit 
  Rebuke Undead (Su) This ability is identical to that 
  possessed by a cleric. See PHB.  
  Lich body DR 2: Seyra has greater resilience to 
  physical harm. She has DR 2/bludgeoning and 
  magic.   
  Charnel touch (Su) At will, but no more than once per 
  round, Seyra can make a melee touch attack against 
  a living foe that deals 1d8+1 points of damage. This 
  touch heals undead creatures, restoring 2 hit points 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 36 
  per touch. Seyra can use the spectral hand spell to 
  deliver this attack from a distance. 
  Negative energy burst (Su) Seyra has the ability to 
  emit a negative energy burst from her body, harming 
  living creatures within 5 ft. of her. This burst deals 
  5d4 points of damage per class level. A successful 
  Will save DC 15 reduces the damage by half. Undead 
  within the burst are healed the same amount of hit 
  points as the damage dealt to living creatures.  
  Advanced learning – wither limb (BVD) Through 
  personal study and experimentation, Seyra has 
  added the 2nd level spell wither limb to her spell list.  
  Mental Bastion: Seyra gains a +2 bonus to her saves 
  against sleep, stunning, paralysis, poison, or disease. 
  This is NOT represented in her current stats. 
  Fear Aura (Su) Seyra radiates a 5 ft. radius fear aura as 
  a free action. Enemies in the area must succeed on a 
  Will save DC 15 or become shaken. A creature who 
  successfully saves cannot be affected by Seyra for 
  24 hours. 
  Description Seyra is totally consumed with the desire to 
  become a lich and to further the dark will of Nerull. She 
  dresses in semi-tattered black robes and is both gaunt 
  and pale-skinned. As is the case when the PCs meet 
  her, she is disguised as a lich so as to fool them into 
  assuming weaknesses she does not have.  
  See Heroes of Horror pg. 84-88 & Libris Mortis 
   
  B L O O D H O R N 
  CR  5 
  Male minotaur barbarian lvl 1 
  C/E Large monstrous humanoid 
  Init +2; Senses Listen +7, Spot +6 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 21 
   (-1 size, +2 Dex, +6 armor, +5 natural) 
  hp 66 (7 HD)  
  Immune Maze spells and cannot be caught flatfooted 
  Fort +8, Ref +7, Will +5 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee MW greataxe +12/+7  (3d6+7) or MW throwing 
  axe +12/+7 (1d8+5) and gore +6 melee (1d8+5) 
  Ranged  Javelin +8/+3 (1d8+5) or MW throwing axe 
  +9/+4 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +16 
  Atk Options Power Attack, Gore, powerful charge – 
  4d6+7 
  Special Actions Rage 1/day 
  Combat Gear Breastplate +1, large MW great ax, large 
  MW throwing ax, javelins (x5) 
  Abilities Str 21, Dex 14, Con 17, Int 8, Wis 10, Cha 8  
  SQ Fast movement, rage 1/day, scent, natural cunning, 
  darkvision 60 ft. 
  Feats Great Fortitude, Track, Power Attack  
  Skills Intimidate +4, Listen +7, Search +4, Spot +6, 
  Survival +1 
  Possessions combat gear plus potion of cure moderate 
  wounds, brooch of shielding, potion of bear’s 
  endurance 
  Powerful Charge (Ex): Bloodhorn can charge at an 
  opponent, lowering his head to bring his mighty horns 
  into play. In addition to the normal benefits and 
  hazards of a charge, this allows him to make a single 
  gore attack with a +11 attack bonus that deals 4d6+7 
  points of damage.  
  Natural Cunning (Ex) Although Bloodhorn is not 
  especially intelligent, he possesses innate cunning 
  and logical ability. This gives him immunity to maze 
  spells, prevents him from ever getting lost, and 
  enables him to track enemies. Furthermore, he is 
  never caught flatfooted.  
  Skills Bloodhorn has a +4 racial bonus to Search, Spot, 
  and Listen checks ( already included in statistics ) 
  Description This creature looks like an incredibly tall, 
  powerfully built, muscled man, covered in shaggy fur, 
  with the head of a bull. His dark eyes gleam with savage 
  fury.  
  See Monster Manual pg. 188-189 
  When raging, they have the following changed 
  stats:  
   
  AC 20, touch 9, flatfooted 10 
  hp: 74 
  Fort +10, Will +5 
  Melee MW greataxe +14/+9 (3d6+10) or MW throwing 
  ax +14/+9 melee (1d8+9) and gore +8 melee (1d8+7) 
  Ranged MW throwing ax (1d8+9) or javelin (1d8+7) 
  Grp +18 
  Abilities Str 25, Con 21 
  Skills Climb +4, Jump +4 
   
  N E X O R  N I G HTFANG 
  CR  5 
  Male tiefling ranger 2/fighter 2/rogue 1 
  N/E medium outsider (native) 
  Init +4; Senses Darkvision 60 ft., Listen +5, Spot +5 
  Languages Common, Infernal, Goblin  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 36 (5 HD)  
  Resist Cold 5, electricity 5, fire 5 
  Fort +7, Ref +9, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW shortsword +6 (1d6+1/ 19-20 x2) or MW 
  dagger +6 (1d4+1/ 19-20 x2) 
  Ranged MW mighty composite shortbow (+1 Str.) +10 
  (1d6+1 plus poison) or MW mighty composite 
  shortbow +8/+8 (1d6+1 plus poison) or MW dagger 
  +7/+7 (1d4+1/ 19-20 x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk 
  Options 
  Point 
  blank 
  shot, 
  precise 
  shot, 
  sharpshooting, rapid shot 
  Special Actions Darkness 1/day (CL 5th) 
  Combat Gear MW mighty composite shortbow (+1 Str.), 
  MW shortsword, 20 arrows, MW daggers (x2), large 
  scorpion venom (Fortitude save DC 18: 1d6 Str. / 1d6 
  Str.), mithril chain shirt +1, blast disks (x2) 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 37 
  Spell-Like Abilities (CL 5th): 
   Darkness 1/day 
  Abilities Str 12, Dex 19, Con 12, Int 12, Wis 12, Cha 8  
  SQ Darkvision 60 ft, resistance to cold, electricity, and 
  fire 5, favored enemy: dwarf, wild empathy, sneak 
  attack +1d6 
  Feats Point bank shot, Precise shot, Rapid shot, 
  Sharpshooting, Track, Weapon focus: Composite 
  shortbow 
  Skills Bluff +5, Disable Device +5, Escape Artist +7, 
  Hide +9, Spot +5, Listen +5, Move Silently +7, 
  Search +5, Tumble +9 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste 
  Darkness (Sp) Once per day, Nexor can use darkness 
  as a spell-like ability (caster level equal to class level) 
  Skills Nexor gets a +2 racial bonus to Bluff and Hide 
  checks. 
  Description Nextor has ashen colored skin and small 
  horns sprouting from his forehead which denote his dark 
  heritage. He is a fugitive from a Principality of Ulek jail 
  who was released during the siege of Greutam. His 
  imprisonment only stoked the hatred he has for dwarves 
  even 
  further 
  and 
  this 
  chance 
  to 
  cause 
  them 
  immeasurable misery is perfect vengeance for him.  
  See Monster Manual pg. 209-210 
   
  P L AG U E W ALK E R S  ( X2) 
  CR  3 
  C/E Medium undead 
  Init -2; Senses Listen +10, Spot +1 
  Languages Understands creators orders 
  AC 12, touch 8, flat-footed 12 
   (-2 Dex, +4 natural) 
  hp 66 (6 HD + hit points from Corpsecrafter feat) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Speed base movement 20 ft. 
  Melee 2 claws +10 each (1d6+6 plus diseased touch) 
  (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9 
  Atk Options Diseased touch  
  Special Actions Putrid burst 
  Combat Gear Bead of Force ( embedded in body ) 
  Abilities Str 22, Dex 6, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill focus (Listen), Toughness, Weapon focus: 
  (claws) 
  Skills Climb +7, Listen +10, Spot +1 
  Possessions Bead of force (embedded in its body)  
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain and 
  nausea, causing that creature to become sickened 
  for 1 minute. The save DC is Constitution-based. 
  Creatures that have immunity to disease are not 
  affected by this ability.  
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, the plague walker can use 
  a swift action to explode. This burst has a 30 ft. 
  radius and deals 3d6 points of damage to everything 
  in the area. All living creatures in the area are 
  nauseated for 1 round; a DC 15 Reflex save halves 
  the damage and negates the nauseated effect. The 
  save is Constitution-based and includes a +2 racial 
  bonus. 
   
  If reduced to 0 hit points before it can activate its 
  putrid burst, a plaguewalker simply dissolves into a 
  pile of flesh. 
   
  Each of these plague walkers has a bead of force 
  implanted in its skull. If it decides to activate its putrid 
  burst, the force of the explosion also causes the bead 
  of force to explode as per the rules for the item in the 
  DMG. The bead also explodes if the plaguewalker 
  dissolves, as it slides out of the skull and explodes 
  upon impact with the floor or whatever other surface it 
  strikes.  
  Bloated Target (Ex) The -4 penalty for firing into melee 
  does not apply to ranged attacks made against a 
  plague walker. This penalty does however, apply to 
  other creatures in melee with it.  
  Description Staggering forward with an uneven gait, 
  these moving corpses are large spheres of bloated, 
  rotting flesh. Their bloodshot eyes dart back and forth, 
  and a gurgling sound issues deep in their throats.  
  See Monster Manual 4, pg 120-121 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 38 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  R U T H G R I K  &  D RAFLAR 
  CR  6 
  Male Half-orc fighter 3/ barbarian 3 
  Medium size humanoids (orc) 
  Init +2; Senses Darkvision 60 ft., light sensitivity, Listen 
  +4, Spot +1 
  Languages Common, orc 
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 chain shirt) 
  hp 61 (6 HD), 79 hp (when raging)  
  Fort +8, Ref +4, Will +3 
  Speed 40 ft. in chain shirt, base movement 40 ft. 
  Melee MW falchion +12/+7 (2d4+6/ 18-20) or MW 
  throwing ax +11/+6 (1d6+4) 
  Ranged MW throwing ax +9 (1d6+4) or composite 
  longbow (+4 Str.) +8/+3 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Power Attack, Cleave 
  Combat Gear MW falchion, MW throwing axe, 
  composite longbow (+4 Str.), 20 arrows, chain shirt 
  +1 
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  SQ Darkvision 60 ft., light sensitivity, rage 1/day, fast 
  movement, uncanny dodge, trap sense +1 
  Feats Weapon focus: falchion, Power Attack, Cleave, 
  Reckless Rage, Mad Foam Rager  
  Skills Ride +5, Intimidate +6, Survival +5, Listen +4, 
  Climb +5, Jump +5  
  Possessions combat gear plus potion of haste, potion 
  of cure serious wounds, potion of bull’s strength, 
  potion of fly, potion of enlarge 
  Description Ruthgrik and Draflar appear as typical 
  brutish looking half-orc thugs with a gleam in their blood-
  red eyes of battle-lust. 
  See Monster Manual 1, pgs 203-204 
   
  When raging, they have the following changed 
  stats:  
   
  AC 12, touch 12, flatfooted 13 
  hp: 79 
  Fort +11, Will +5 
  Melee MW falchion +15/+10 (2d4+10) or MW throwing 
  ax +14/+9 melee (1d6+7) 
  Ranged MW throwing ax (1d6+7) 
  Grp +13 
  Abilities Str 24, Con 20 
  Skills Climb +8, Jump +8 
   
  Y E T R I G  B L O O D Y-F I S T 
  CR  6 
  Male Orc cleric lvl 6 
  N/E Medium-sized humanoid (Orc) 
  Init +5 (Dex + Improved Initiative); Senses Darkvision 
  60 ft., light sensitivity, Listen +3, Spot +3 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor, +1 shield) 
  hp 42 ( 6 HD)  
  Fort +6, Ref +3, Will +8 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee MW spear +8 (1d8+2) or light mace +6 melee 
  (1d6+2) 
  Ranged  Light crossbow +5 ranged (1d8; 19-20 x2) or 
  spear +7 ranged (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Special Actions Spontaneous casting (inflict spells), 
  rebuke undead 3/day (+0, 2d6+4, 4th), feat of strength 
  (+4 Str, 1 round), cast all evil spells as a 7th level 
  cleric 
  Combat Gear chain shirt +1, MW spear, light mace, 
  light crossbow, 10 bolts, bead of force 
  Cleric Spells Prepared (CL 6th): 
       3rd— magic circle vs. good (D), blindness/deafness, 
     dispel magic, invisibility purge 
   2nd— spiritual weapon (D), wave of grief, sound 
  burst, hold person 
   1st— protection vs. good (D), resurgence, shield of 
  faith, command, bless 
   0— detect magic, read magic, cure minor wounds, 
  resistance, guidance 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  Evil  
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 10  
  Feats Improved Initiative, Somatic Weaponry (CM), 
  Weapon focus: Spear, Divine Vigor 
  Skills Concentration +7, Spellcraft +6, Knowledge: 
  Religion +3, Knowledge: Arcana +3 
  Possessions combat gear plus potion of bear’s 
  endurance, potion of cure moderate wounds, scroll: 
  healing lorecall – 6th lvl 
  Description Yetrig is a devout follower of Gruumsh who 
  prides himself in looking as ferocious and battle-
  hardened as possible. He has a deep scar over his left 
  eye and side of his face which has made his eye look 
  filmy white. He has never cleaned the tip of his spear 
  after a fresh kill, content to allow the gore stained upon it 
  to remind him of his brutal allegiance to his deity. 
  See Monster Manual 1, pgs 203-204 
   
   
  ENCOUNTER 5 
   
   
   
  B E H I R  ( X2) 
  CR  8 
  N Huge Magical Beasts  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 39 
  Init +1; Senses Listen +4, Spot +4, low-light vision, 
  darkvision 60 ft., scent 
  Languages Common  
  AC 20, touch 9, flat-footed 19 
   (-2 size, +1 Dex, +11 natural) 
  hp 100 ( 9 HD)  
  Immune Cannot be tripped 
  Resist Immune to electricity 
  Fort +11, Ref +7, Will +5 
  Speed base movement 40 ft., climb 15 ft. 
  Melee Bite +15 (2d4+12) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +25 
  Atk Options Cleave, Power Attack 
  Combat Gear - 
  Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14 Cha 12  
  SQ Can’t be tripped, darkvision 60 ft., immunity to 
  electricity, low-light vision, scent 
  Feats Alertness, Cleave, Power Attack, Track  
  Skills Climb +16, Hide +5, Listen +4, Spot +6, Survival 
  +2 
  Possessions -  
  Breath Weapon (Su): 20 foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex save 19 half. 
  The save DC is Constitution-based. 
  Constrict (Ex): A behir deals 2d8+8 points of damage 
  with a successful grapple check. It can make six rake 
  attacks against a grappled foe as well.  
   Improved Grab (Ex): To use this ability, a behir must 
  hit a creature of any size 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 
  attempt to constrict the opponent or swallow the 
  opponent whole in the following round.  
  Rake (Ex): Six claws, attack bonus +15 melee, damage 
  is 1d4+4.   
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed Medium or smaller opponent by making a 
  successful grapple check. A behir that swallows an 
  opponent can use its Cleave feat to bite and grab 
  another opponent.  
   
  A swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage 
  per round from the behir’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to 
  the gizzard (AC 15). Once the creature exits, 
  muscular action closes the whole; another swallowed 
  opponent must cut its own way out.  
   
  A behir’s gizzard can hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents.  
  Skills Behirs have a +8 racial bonus to Climb checks 
  and can always choose to take 10, even if rushed or 
  threatened. 
  Description At first the creature appears as a huge 
  armored snake, slithering across the ground at great 
  speed. Then, without slowing, it unfolds a dozen legs 
  from its serpentine body and runs forward to strike.  
  See Monster Manual 1, pg 25 
   
  ENCOUNTER 8 
   
   
   
  S E Y R A S O U L D R I N K E R 
  CR  7 
  Female human necromancer level 7 
  N/E humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Aura Moderate Evil 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor)) 
  hp 55 (7 HD plus 10 from false life); Lich body DR 4 
  Fort +4, Ref +3, Will +5 
  Speed 20 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW sickle +4  (1d6) or MW dagger +4 (1d4) 
  Ranged MW dagger +5 (1d4) or MW light crossbow +5 
  ranged (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options n/a 
  Special Actions Charnel touch, negative energy burst 
  1/day, fear aura, rebuke undead 7/day (2d6+11), 
  scabrous touch 1/day 
  Combat Gear MW sickle, MW dagger, MW light 
  crossbow, 10 bolts, scroll: blindness/deafness – 7th 
  lvl, scroll: spectral hand – 7th level, 1 vial of large 
  scorpion venom 
  Deity: Nerull  
  Dread Necromancer Spells Known (CL 7th): Save DC 
  14 + spell level, 15 + spell level vs. necromancy 
  spells 
   3rd (5/day)— (5/day) – crushing despair, death ward, 
  halt undead, inflict serious wounds, ray of 
  exhaustion, speak with the dead, summon undead 
  3, vampiric touch 
   
   2nd (6/day)— blindness/deafness, command undead, 
  darkness, death knell, false life (�) , gentle repose, 
  ghoul touch, inflict  moderate wounds, scare, 
  spectral hand, summon swarm, summon undead 2, 
  wither limb (BVD) 
   1st (7/day)— bane, bestow wound, cause fear, chill 
  touch, detect magic, detect undead, doom, hide 
  from 
  undead, 
  inflict 
  light 
  wounds, 
  ray 
  of 
  enfeeblement, summon undead 1, undetectable 
  alignment 
   �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 18  
  SQ Lich body DR 4, advanced learning – wither limb 
  (BVD), mental bastion +2, summon familiar – Imp 
  Feats 
  Alertness, 
  Spell 
  focus: 
  Necromancy, 
  Corpsecrafter (HH), Reach Spell, Profane Lifeleech 
  (LM) 
  Skills Concentration +11, Disguise +16, Knowledge: 
  Arcana +4, Knowledge: Religion +4, Spellcraft +6 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of protection vs. good, potion of 
  barkskin +3, disguise kit, cloak of charisma +2 
  Rebuke Undead (Su) This ability is identical to that 
  possessed by a cleric. See PHB.  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 40 
  Lich body DR 4: Seyra has greater resilience to 
  physical harm. She has DR 4/bludgeoning and 
  magic.   
  Charnel touch (Su) At will, but no more than once per 
  round, Seyra can make a melee touch attack against 
  a living foe that deals 1d8+1 points of damage. This 
  touch heals undead creatures, restoring 2 hit points 
  per touch. Seyra can use the spectral hand spell to 
  deliver this attack from a distance.  
  Negative energy burst (Su) Seyra has the ability to 
  emit a negative energy burst from her body, harming 
  living creatures within 5 ft. of her. This burst deals 
  7d4 points of damage per class level. A successful 
  Will save DC 17 reduces the damage by half. Undead 
  within the burst are healed the same amount of hit 
  points as the damage dealt to living creatures.  
  Advanced learning – wither limb (BVD) Through 
  personal study and experimentation, Seyra has 
  added the 2nd level spell wither limb to her spell list.  
  Mental Bastion: Seyra gains a +2 bonus to her saves 
  against sleep, stunning, paralysis, poison, or disease. 
  This is NOT represented in her current stats. 
  Fear Aura (Su) Seyra radiates a 5 ft. radius fear aura as 
  a free action. Enemies in the area must succeed on a 
  Will save DC 15 or become shaken. A creature who 
  successfully saves cannot be affected by Seyra for 
  24 hours. 
  Scabrous touch 1/day (Su): Once per day, Seyra can 
  use her charnel touch to inflict disease upon a 
  creature she touches. This ability works like a 
  contagion spell but with no incubation period; the 
  effects are immediate. A successful Fortitude save 
  DC 17 allows the victim to resist the baleful effects. 
  Activating this class feature is a swift action and lasts 
  until the dread necromancer makes a successful 
  touch attack. The spectral hand spell allows Seyra to 
  use this form of attack from a distance. 
  Summon familiar – Imp:  Seyra has obtained a familiar 
  imp named Sidion. It gains all of a standard familiars 
  abilities except its type does not change and it does 
  not automatically gain the ability to speak with other 
  creatures of its kind. 
  Description Seyra is totally consumed with the desire to 
  become a lich and to further the dark will of Nerull. She 
  dresses in semi-tattered black robes and is both gaunt 
  and pale-skinned. As is the case when the PCs meet 
  her, she is disguised as a lich so as to fool them into 
  assuming weaknesses she does not have.  
  See Heroes of Horror pg. 84-88 & Libris Mortis 
   
   
  B L O O D H O R N 
  CR  6 
  Male minotaur barbarian lvl 2 
  C/E Large monstrous humanoid 
  Init +2; Senses Listen +7, Spot +6 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 21 
   (-1 size, +2 Dex, +6 armor, +5 natural) 
  hp 78 (8 HD);  
  Immune Maze spells and cannot be caught flatfooted 
  Fort +10, Ref +8, Will +6 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee Large MW great axe +14/+9 (3d6+7/ x3) or large 
  MW throwing ax +14/+9 and gore +8 melee (1d8+6) 
  or gore +13 melee (1d8+6) 
  Ranged Large MW throwing ax +9 ranged (1d8+6) or 
  large javelins +9/+4 ranged (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Power Attack, gore, powerful charge – 
  4d6+9 
  Special Actions Rage 1/day 
  Combat Gear Breastplate +1, large MW great axe, 
  large MW throwing ax, large javelins (x5), blast disk 
  (HB) 
  Abilities Str 22, Dex 14, Con 17, Int 8, Wis 10, Cha 8  
  SQ Darkvision 60 ft., rage 1/day, uncanny dodge, 
  natural cunning, scent, fast movement 
  Feats Great Fortitude, Power Attack, Track 
  Skills Intimidate +3, Listen +7, Search +4, Spot +6  
  Possessions combat gear plus potion of bears 
  endurance, vest of resistance +1, brooch of shielding, 
  potion of cure moderate wounds 
  Powerful Charge (Ex): Bloodhorn can charge at an 
  opponent, lowering his head to bring his mighty horns 
  into play. In addition to the normal benefits and 
  hazards of a charge, this allows him to make a single 
  gore attack with a +13 attack bonus that deals 4d6+9 
  points of damage.  
  Natural Cunning (Ex) Although Bloodhorn is not 
  especially intelligent, he possesses innate cunning 
  and logical ability. This gives him immunity to maze 
  spells, prevents him from ever getting lost, and 
  enables him to track enemies. Furthermore, he is 
  never caught flatfooted.  
  Skills Bloodhorn has a +4 racial bonus to Search, Spot, 
  and Listen checks ( already included in statistics ) 
  Description This creature looks like an incredibly tall, 
  powerfully built, muscled man, covered in shaggy fur, 
  with the head of a bull. His dark eyes gleam with savage 
  fury.  
  See Monster Manual pg. 188-189 
  When raging, they have the following changed 
  stats:  
   
  AC 20, touch 9, flatfooted 19 
  hp: 92 
  Fort +12, Will +8 
  Melee MW greataxe +16/+11 (3d6+10) or MW throwing 
  ax +16/+11 melee (1d8+8) and gore +10 melee (1d8+6) 
  Ranged MW throwing ax (1d8+8) or javelin (1d8+8) 
  Grp +20 
  Abilities Str 26, Con 21 
  S K I L L S  C LI M B +5,  J U M P  +5 
   
   
  I C H O R 
  CR  6 
  Advanced bonedrinker ( using ogre body ) 
  C/E Medium undead 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 41 
  Init +2; Senses Darkvision 60 ft., scent, Listen +13, 
  Spot +13 
  Languages Understands Common Goblin, and the 
  orders of its creator 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 122 (11 HD); DR 5/silver or good 
  Immune As per undead template 
  Resist Resistance to cold 10, fire 10, and sonic 10, +4 
  turn resistance 
  Fort +3, Ref +8, Will +9 
  Speed base movement 30 ft. 
  Melee 2 tentacles +12/+12 (2d6+12) and 2 claws +7/+7 
  (2d6+6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles) 
  Base Atk +5; Grp +16 
  Atk Options Power Attack, Cleave, Improved Grab, 
  Pounce 
  Special Actions Bonedrink 
  Abilities Str 25, Dex 16, Con -, Int 8, Wis 14, Cha 15  
  SQ DR 5/good or silver, darkvision 60 ft., resistance to 
  cold, fire, and sonic 10, undead traits, scent, unholy 
  toughness 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack- Claw, Power Attack, Multiattack,  
  Skills Hide +13, Listen +13, Move Silently +17, Spot 
  +13  
  Bonedrink (Su) Once Ichor has successfully grappled 
  an opponent, it can begin to drink its bones. To do 
  this, Ichor must make a successful grapple check. If 
  he pins his foe, he fastens onto the creature with its 
  horrendous fangs. It then secretes a painful toxin into 
  the victim that deals 1d6 Constitution damage. Each 
  round the pin is maintained, the bonedrinker deals an 
  additional 1d6 points of Constitution damage. 
  Creatures reduced to 0 Constitution die, as the 
  majority of their bones become too brittle to support 
  their bodies and they collapse into a sack of loose 
  flesh.  
  Improved Grab (Ex) To use this ability, Ichor must hit 
  with a tentacle attack. He can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If he wins the grapple, he establishes a 
  hold and deals automatic claw or tentacle damage to 
  the grappled victim. It can deal automatic claw or 
  tentacle damage in each subsequent round that it 
  maintains the grapple, and a bonedrinker that has 
  successfully pinned an opponent can begin to drink 
  its bones (see Bonedrink ability). Bonedrinkers have 
  a +4 bonus on grapple checks.  
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  round attack in the same round.  
  Unholy Toughness (Ex): A bonedrinker gains bonus hit 
  points equal to its Charisma modifier x its Hit Dice. 
  Description This gaunt creature is humanoid in shape, 
  except for two long, writhing, pale tentacles that sprout 
  from beneath each its arms. Although its features are 
  somewhat goblinoid in appearance, wicked talons cap 
  its long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch long fangs. 
  Its hairless, gray-skinned body is covered in oozing 
  sores that weep a pale white fluid.  
   
  Note: Some of its ability scores and hit points are 
  augmented by the Corpsecrafter feat from its creator.  
  See Monster Manual 3, pg. 18-19 
   
  N E X T O R  N I G HTFANG 
  CR  6 
  Male tiefling ranger 2/fighter 2/rogue 2 
  N/E medium outsider (native) 
  Init +4; Senses Darkvision 60 ft., Listen +5, Spot +6 
  Languages Common, Infernal, Goblin  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 41 (6 HD)  
  Resist Cold 5, electricity 5, fire 5 
  Fort +7, Ref +10, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW shortsword +7 (1d6+1/ 19-20 x2) or MW 
  dagger +6 (1d4+1/ 19-20 x2) 
  Ranged MW mighty composite shortbow (+1 Str.) +11 
  (1d6+1 plus poison) or MW mighty composite 
  shortbow +9/+9 (1d6+1 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk 
  Options 
  Point 
  blank 
  shot, 
  precise 
  shot, 
  sharpshooting, rapid shot, many shot 
  Special Actions Darkness 1/day (CL 5th) 
  Combat Gear MW mighty composite shortbow (+1 Str.), 
  MW shortsword, 20 arrows, MW daggers (x2), large 
  scorpion venom (Fortitude save DC 18: 1d6 Str. / 1d6 
  Str.), mithril chain shirt +1, blast disks (x2), oil of 
  greater magic weapon +2 
  Spell-Like Abilities (CL 5th): 
   Darkness 1/day 
  Abilities Str 12, Dex 19, Con 12, Int 12, Wis 12, Cha 8  
  SQ Darkvision 60 ft, resistance to cold, electricity, and 
  fire 5, favored enemy: dwarf, wild empathy, sneak 
  attack +1d6, evasion 
  Feats Point bank shot, Precise shot, Rapid shot, 
  Sharpshooting, Track, Weapon focus: Composite 
  shortbow, Many shot 
  Skills Bluff +4, Disable Device +6, Escape Artist +8, 
  Hide +11, Spot +6, Listen +5, Move Silently +8, 
  Search +5, Tumble +9, Craft: Bowmaking +3, 
  Knowledge: Religion +2 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste 
  Darkness (Sp) Once per day, Nextor can use darkness 
  as a spell-like ability (caster level equal to class level) 
  Skills Nexor gets a +2 racial bonus to Bluff and Hide 
  checks. 
  Description Nextor has ashen colored skin and small 
  horns sprouting from his forehead which denote his dark 
  heritage. He is a fugitive from a Principality of Ulek jail 
  who was released during the siege of Greutam. His 
  imprisonment only stoked the hatred he has for dwarves 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 42 
  even 
  further 
  and 
  this 
  chance 
  to 
  cause 
  them 
  immeasurable misery is perfect vengeance for him.  
  See Monster Manual pg. 209-210 
   
  T Y T H R E X  D AR K S T O N E 
  CR  7 
  Male human Wizard 7 
  C/N medium humanoid 
  Init +6; Senses Listen +2, Spot +2 
  Languages 
  Common, 
  Infernal, 
  Goblin, 
  Dwarven, 
  Abyssal 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 40 (7 HD + 9 temporary hit points from false life) 
  Fort +4, Ref +5, Will +5 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft.  
  Melee MW quarterstaff +3 (1d6-1) or dagger +2 (1d4-1/ 
  19-20 x2) 
  Ranged Dagger +4 ranged (1d4-1/ 19-20 x2) or light 
  crossbow +5 (1d8/ 19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Combat Gear Bracers of Armor +2, MW quarterstaff, 
  daggers x2, light crossbow, 10 bolts, scroll: spectral 
  hand- 7th lvl, potion of cure moderate wounds, scroll: 
  enervation – 7th lvl  
  Wizard Spells Prepared (CL 7th): DC 14 plus spell 
  level, 15 plus spell level vs. necromancy 
   4th— Evard’s black tentacles, solid fog 
   3rd— (split ray) ray of enfeeblement, scintillating 
  sphere (SC), vampiric touch 
   2nd— 
  scorching 
  ray, 
  false 
  life 
  (�), 
  blindness/deafness, Kelgore’s grave mist (PHB 2) 
   1st— ray of enfeeblement, lesser cold orb, shield, ray 
  of clumsiness (SC), magic missile 
   0— detect magic, read magic, ray of frost, touch of 
  fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 18, Wis 11, Cha 10  
  SQ Familiar toad - Sluggo 
  Feats Scribe scroll, Improved initiative, Alertness, Spell 
  focus: Necromancy, Fearsome Necromancy (PHB 2), 
  Empower Spell, Split Ray 
  Skills Concentration +11, Disable Device +8, Decipher 
  Script +13, Search +8, Knowledge: Arcana +14, 
  Spellcraft +16, Knowledge: Religion +8, Knowledge: 
  Architecture/Engineering +8 
  Possessions combat gear plus potion of cure moderate 
  wounds, cloak of resistance +1 
  Spellbook spells prepared plus 0— all 0 lvl; 1st level- 
  chill touch, comprehend languages, lesser sonic orb; 
  2nd level- torrent of tears (PHB 2), touch of idiocy, 
  web; 3rd level- Evard’s menacing tentacles (PHB 2), 
  haste, prickling torment (CM); 4th – stoneskin, 
  enervation 
  Description Tythrex is a short, slender human with 
  pasty white skin and his eyes seem more bulbous than 
  normal. He is a mercenary for hire, consumed with the 
  desire to understand the nature of disease, with little 
  regard for the morality or ethics of his actions. When he 
  laughs, it is accompanied by a drawn out wheezing 
  sound.  
  See PHB 1, PHB 2, Spell Compendium, & Complete 
  Mage 
   
   
   
  S I DI O N                                 CR  2 
  M ALE  I M P  (  S E R V E S  AS  F AM I L I AR T O  S E Y R A ) 
  L/E Tiny Outsider (Evil, Extraplanar, Lawful) 
  Aura Lesser evil 
  Init +3 (Dex); Senses Listen +7, Spot +7 
  Languages Common, Abyssal, Draconic 
  AC 24, touch 15, flat-footed 21 
   (+2 size, +3 Dex, +9 natural) 
  hp 23 (3 HD but treated as if he had 7 HD); fast healing 
  2; DR 5/good or silver 
  Immune Poison 
  Resist Fire 5  
  Fort +3, Ref +5, Will +6 
  Speed base movement 20 ft., fly 50 ft. (perfect) 
  Melee Sting +8 (1d4 plus poison) 
  Ranged MW Dart +9 (1d2 plus salvo poison – Fortitude 
  DC 15 – 1d4 random ability score/ 1d4 random ability 
  score) 
  Space 2.5 ft.; Reach 2.5 ft. 
  Base Atk +3; Grp -5 
  Special Actions Spell-like abilities 
  Combat Gear MW darts (x10), 1 vial of salvo poison 
  (Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score), 2 thunderstones, 2 tanglefoot 
  bags, 2 alchemists flasks, elixir of fire breathing  
  Spell-Like Abilities (CL 6th): 
   
  At will- detect good, detect magic, invisibility 
  (self only); 1/day- suggestion (DC 15). The save is 
  Charisma-based. 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, DR 5/good or silver, darkvision 60 ft., 
  fast healing 2, immunity to poison, resistance to fire 
  5, improved evasion, share spells, empathic link, 
  deliver touch spells, speak with master 
  Feats Dodge, Weapon finesse   
  Skills Diplomacy +8, Hide +17, Knowledge: History +6, 
  Listen +7, Move Silently +9, Search +6, Spellcraft +6, 
  Spot +7, Survival +1 (+3 when following tracks) 
  Possessions combat gear   
  Poison (Ex): Injury; Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based with a +2 racial bonus 
  Spell-like abilities (Sp) At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion (Dc 
  15); Caster level 6th. One per week, Sidion can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th).The save DCs 
  are Charisma-based. 
  Alternate form (Su): Sidion can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 12th), 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 43 
  except that Sidion does not regain hit points for 
  changing from, and an individual imp can assume 
  only one of two forms no larger than Medium. 
  Common forms include monstrous spider, raven, rat, 
  or boar.  
  Description Sidion appears as a tiny humanoid with 
  leathery batwings, a barbed tail, and sharp, twisted 
  horns flutter at about eye level, winking into sight from 
  out of thin air. Sidion was overjoyed when he was called 
  to the Prime Material Plane, having grown tired of being 
  abused incessantly by his fellow devils of higher status. 
  Now he is free to wreak havoc on innocent creatures, 
  most of which are not less powerful than he is.  
  See Monster Manual 1, pg 56 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 44 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  R U T H G R I K  &  D RAFLAR 
  CR  7 
  Male half-orc fighter 4/ barbarian 3 
  Medium size humanoids (orc) 
  Init +2; Senses Darkvision 60 ft., Listen +5, Spot +1 
  Languages Common, orc 
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 chain shirt) 
  hp 71 (7 HD), 84 (when raging)  
  Fort +9, Ref +4, Will +3 
  Speed 40 ft. in chain shirt, base movement 40 ft. 
  Melee Falchion +13/+8 (2d4+10/ 18-20) or MW throwing 
  ax +12/+7 (1d6+4) 
  Ranged MW throwing ax +10 (1d6+4) or composite 
  longbow (+4 Str.) +9/+4 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Power Attack, Cleave 
  Combat Gear Falchion +1, MW throwing axe, 
  composite longbow (+4 Str.), 20 arrows, chain shirt 
  +1 
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  SQ Darkvision 60 ft., light sensitivity, rage 1/day, fast 
  movement, uncanny dodge, trap sense +1 
  Feats Weapon focus: falchion, Power Attack, Cleave, 
  Reckless 
  Rage, 
  Mad 
  Foam 
  Rager, 
  Weapon 
  Specialization -falchion 
  Skills Ride +5, Intimidate +7, Survival +6, Listen +5, 
  Climb +5, Jump +5  
  Possessions combat gear plus potion of haste, potion 
  of cure serious wounds, potion of bulls strength, 
  potion of fly, potion of enlarge, Heward's handy 
  haversack 
  Description Ruthgrik and Draflar appear as typical 
  brutish looking half-orc thugs with a gleam in their blood-
  red eyes of battle-lust. 
  See Monster Manual 1, pgs 203-204 
   
  When raging, they have the following changed 
  stats:  
   
  AC 12, touch 12, flatfooted 13 
  hp: 84 
  Fort +11, Will +5 
  Melee MW falchion +15/+10 (2d4+10) or MW throwing 
  ax +14/+9 melee (1d6+7) 
  Ranged MW throwing ax (1d6+7) 
  Grp +14 
  Abilities Str 24, Con 20 
  Skills Climb +8, Jump +8 
   
  Y E T R I G  B L O O D Y-F I S T                     CR  7            
  M ALE  O R C  C L E R I C L V L  7 
  N/E Medium-sized humanoid (Orc) 
  Init +5 (Dex + Improved Initiative); Senses Darkvision 
  60 ft., light sensitivity, Listen +4, Spot +4 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor, +1 shield) 
  hp 49 ( 7 HD)  
  Fort +6, Ref +3, Will +8 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee MW spear +9 (1d8+2) or light mace +7 melee 
  (1d6+2) 
  Ranged  Light crossbow +6 ranged (1d8; 19-20 x2) or 
  spear +8 ranged (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Special Actions Spontaneous casting (inflict spells), 
  rebuke undead 3/day (+0, 2d6+7, 4th), feat of strength 
  (+4 Str, 1 round), cast all evil spells as a 8thth level 
  cleric 
  Combat Gear chain shirt +1, MW spear, light mace, 
  light crossbow, 10 bolts, bead of force, Quaal’s 
  feather token – whip, scroll: healing lorecall – 6th lvl 
  Cleric Spells Prepared (CL 7th): 
    4th— unholy blight (D), freedom of movement (�), 
  sound lance (SC) 
       3rd— 
  magic 
  circle 
  vs. 
  good 
  (D) 
  (,�) 
  blindness/deafness,    dispel magic, invisibility purge 
   2nd— spiritual weapon (D), wave of grief, sound 
  burst, hold person, lesser spell immunity (scorching 
  ray) (SC) (�) 
   1st— protection vs. good (D), resurgence, shield of 
  faith, command, bless, divine favor 
   0— detect magic, read magic, cure minor wounds, 
  resistance, virtue, guidance 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  Evil  
  �Already cast 
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 19, Cha 10  
  Feats Improved Initiative, Somatic Weaponry (CM), 
  Weapon focus: Spear, Divine Vigor 
  Skills Concentration +7, Spellcraft +6, Knowledge: 
  Religion +3, Knowledge: Arcana +3 
  Possessions combat gear plus potion of bear’s 
  endurance, potion of cure serious wounds, scroll: 
  healing lorecall – 7th lvl, periapt of wisdom +2 
  Description Yetrig is a devout follower of Gruumsh who 
  prides himself in looking as ferocious and battle-
  hardened as possible. He has a deep scar over his left 
  eye and side of his face which has made his eye look 
  filmy white. He has never cleaned the tip of his spear 
  after a fresh kill, content to allow the gore stained upon it 
  to remind him of his brutal allegiance to his deity. 
  See Monster Manual 1, pgs 203-204 
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 45 
  U G R O F  M UDM URK 
  CR  7 
  Goblin Wizard lvl 7 
  N/E Small humanoid (Goblinoid) 
  Init +6 (Dex + Improved Initiative); Senses Listen +2, 
  Spot +2 
  Languages Common  
  AC 14, touch 13, flat-footed 12 
   (+1 size, +2 Dex, +1 bracers of armor) 
  hp 35 (7 HD plus 7 temporary hit points from false life)  
  Fort +5, Ref +4, Will +5 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft. 
  Melee MW dagger +4 (1d3-1/ 19-20 x2) or club +3 (1d4-
  1) 
  Ranged MW dagger +7 ranged (1d3-1/ 19-20 x2)) or 
  club +6 ranged (1d4-1) or light crossbow +6 (1d6/19-
  20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Combat Gear Wand of Seeking Ray: 3rd lvl (PHB 2), 
  bracers of armor +1, MW dagger, light crossbow, 10 
  bolts, club 
  Wizard Spells Prepared (CL 7th): 
   4th— dimension door, baleful blink (PHB 2) 
   3rd— dimension step (PHB 2), haste, fireball 
   2nd— baleful transposition, dimension hop (PHB 2), 
  scorching ray, false life (�), power word: sicken 
  (RD) 
   1st— benign transposition, lesser sonic orb, magic 
  missile, shield, ray of enfeeblement 
   0— daze, detect magic, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 10  
  SQ Darkvision 60 ft., familiar rat- Stinky 
  Feats Alertness, Scribe scroll, improved initiative, Extra 
  Slot – (2nd lvl – power word: sicken), mobile 
  spellcasting 
  Skills Concentration +11, Craft: Trapmaking +9, 
  Decipher 
  script 
  +9, 
  Knowledge: 
  Arcana 
  +9, 
  Knowledge: Geography +9, Knowledge: Nature +9, 
  Knowledge: Local +9, Spellcraft +16 
  Possessions combat gear plus – Potion of invisibility, 
  potion of cure moderate wounds, headband of 
  intellect +2 
  Spellbook spells prepared plus 0— 0 lvl- all; 1st lvl- 
  lesser fire orb, mage armor; 2nd lvl- Melf’s acid arrow, 
  blur; 3rd- lightning bolt, bands of steel; 4th lvl- 
  stoneskin, power word -distract 
  Skills Goblins have a +4 size bonus to Hide and a +4 
  racial bonus to Move Silently and Ride checks.  
  Description Ugrof is a filthy and jittery goblin who thinks 
  that everyone is always out to get him at every possible 
  moment. His paranoia has done a good job of keeping 
  him alive but also makes others want to avoid him. His 
  only merit to this group is his hatred of the Principality of 
  Ulek and his arcane skills.  
  See Monster Manual 1, pgs. 133-134 
   
  ENCOUNTER 5 
   
   
   
  AD V AN C E D  B E H I R  ( X2) 
  CR  12 
  N Gargantuan Magical Beasts  
  Init +0; Senses Listen +6, Spot +7, low-light vision, 
  darkvision 60 ft., scent 
  Languages Common  
  AC 22, touch 7, flat-footed 22 
   (-3 size, +15 natural) 
  hp 234 ( 15 HD)  
  Immune Cannot be tripped 
  Resist Immune to electricity 
  Fort +17, Ref +9, Will +7 
  Speed base movement 40 ft., climb 15 ft. 
  Melee Bite +22 (2d6+18) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +15; Grp +38 
  Atk Options Cleave, Power Attack, Snatch, Quicken 
  Breath 
  Combat Gear - 
  Abilities Str 34, Dex 11, Con 26, Int 7, Wis 14 Cha 12  
  SQ Can’t be tripped, darkvision 60 ft., immunity to 
  electricity, low-light vision, scent 
  Feats Alertness, Cleave, Power Attack, Track, Snatch 
  (MM), Quicken Breath (Draconomicon) 
  Skills Climb +20, Hide +0, Listen +6, Spot +6, Survival 
  +4 
  Possessions -  
  Breath Weapon (Su): 20 foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex save 25 half. 
  The save DC is Constitution-based. 
  Constrict (Ex): A behir deals 3d8+12 points of damage 
  with a successful grapple check. It can make six rake 
  attacks against a grappled foe as well.  
  Improved Grab (Ex): To use this ability, a behir must hit 
  a creature of any size 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 attempt 
  to constrict the opponent or swallow the opponent 
  whole in the following round.  
  Rake (Ex): Six claws, attack bonus +23 melee, damage 
  is 1d6+6.   
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed Medium or smaller opponent by making a 
  successful grapple check. A behir that swallows an 
  opponent can use its Cleave feat to bite and grab 
  another opponent.  
   
  A swallowed creature takes 3d8+12 points of 
  bludgeoning damage and 8 points of acid damage 
  per round from the behir’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to 
  the gizzard (AC 15). Once the creature exits, 
  muscular action closes the whole; another swallowed 
  opponent must cut its own way out.  
   
  A behir’s gizzard can hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents.  
  Skills Behirs have a +8 racial bonus to Climb checks 
  and can always choose to take 10, even if rushed or 
  threatened. 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 46 
  Description At first the creature appears as a huge 
  armored snake, slithering across the ground at great 
  speed. Then, without slowing, it unfolds a dozen legs 
  from its serpentine body and runs forward to strike.  
  See Monster Manual 1, pg 25 
   
  ENCOUNTER 8 
   
   
   
  S E Y R A S O U L D R I N K E R 
  CR  9 
  Female human necromancer level 9 
  N/E humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Aura Moderate Evil 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor)) 
  hp 68 (9 HD plus 10 from false life); Lich body DR 4 
  Fort +4, Ref +3, Will +5 
  Speed 20 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW sickle +5  (1d6) or MW dagger +5 (1d4) 
  Ranged MW dagger +6 (1d4) or MW light crossbow +6 
  ranged (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options n/a 
  Special Actions Charnel touch, negative energy burst 
  2/day, fear aura, rebuke undead 7/day (2d6+14), 
  scabrous touch 1/day 
  Combat Gear MW sickle, MW dagger, MW light 
  crossbow, 10 bolts, scroll: blindness/deafness – 9th 
  lvl, scroll: spectral hand – 9th level, 1 vial of large 
  scorpion venom, metamagic rod: empower (lesser) 
  Deity: Nerull  
  Dread Necromancer Spells Known (CL 7th): Save DC 
  15 + spell level, 16 + spell level vs. necromancy 
  spells 
    4th (5/day)— undead torch (SC), animate dead, 
  bestow curse, contagion, death ward, dispel magic, 
  enervation, Evard’s black tentacles, fear, giant 
  vermin, inflict critical wounds, phantasmal killer, 
  poison, summon undead 4 
   3rd (6/day)— (5/day) – crushing despair, death ward, 
  halt undead, inflict serious wounds, ray of 
  exhaustion, speak with the dead, summon undead 
  3, vampiric touch (�)  
   2nd (6/day)— blindness/deafness, command undead, 
  darkness, death knell, false life (�) , gentle repose, 
  ghoul touch, inflict  moderate wounds, scare, 
  spectral hand, summon swarm, summon undead 2, 
  wither limb (BVD) 
   1st (8/day)— bane, bestow wound, cause fear, chill 
  touch, detect magic, detect undead, doom, hide 
  from 
  undead, 
  inflict 
  light 
  wounds, 
  ray 
  of 
  enfeeblement, summon undead 1, undetectable 
  alignment 
   �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 20  
  SQ Lich body DR 4, advanced learning – wither limb 
  (BVD) and undead torch (SC), mental bastion +2, 
  summon familiar – Imp, undead mastery, negative 
  energy resistance 
  Feats 
  Alertness, 
  Spell 
  focus: 
  Necromancy, 
  Corpsecrafter (HH), Reach Spell, Profane Lifeleech 
  (LM), Fell Drain Spell (LM) 
  Skills Concentration +13, Disguise +19, Knowledge: 
  Arcana +6, Knowledge: Religion +6, Spellcraft +9 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of protection vs. good, potion of 
  barkskin +3, disguise kit, cloak of charisma +2 
  Rebuke Undead (Su) This ability is identical to that 
  possessed by a cleric. See PHB.  
  Lich body DR 4: Seyra has greater resilience to 
  physical harm. She has DR 4/bludgeoning and 
  magic.   
  Charnel touch (Su) At will, but no more than once per 
  round, Seyra can make a melee touch attack against 
  a living foe that deals 1d8+2 points of damage. This 
  touch heals undead creatures, restoring 2 hit points 
  per touch. Seyra can use the spectral hand spell to 
  deliver this attack from a distance.  
  Negative energy burst (Su) Seyra has the ability to 
  emit a negative energy burst from her body, harming 
  living creatures within 5 ft. of her. This burst deals 
  9d4 points of damage per class level. A successful 
  Will save DC 19 reduces the damage by half. Undead 
  within the burst are healed the same amount of hit 
  points as the damage dealt to living creatures.  
  Advanced learning – wither limb (BVD) & Undead 
  Torch 
  (SC): 
  Through 
  personal 
  study 
  and 
  experimentation, Seyra has added the 2nd level spell 
  wither limb and the 4th level spell undead torch to her 
  spell list.  
  Mental Bastion: Seyra gains a +2 bonus to her saves 
  against sleep, stunning, paralysis, poison, or disease. 
  This is NOT represented in her current stats. 
  Fear Aura (Su) Seyra radiates a 5 ft. radius fear aura as 
  a free action. Enemies in the area must succeed on a 
  Will save DC 15 or become shaken. A creature who 
  successfully saves cannot be affected by Seyra for 
  24 hours. 
  Scabrous touch 1/day (Su): Once per day, Seyra can 
  use her charnel touch to inflict disease upon a 
  creature she touches. This ability works like a 
  contagion spell but with no incubation period; the 
  effects are immediate. A successful Fortitude save 
  DC 19 allows the victim to resist the baleful effects. 
  Activating this class feature is a swift action and lasts 
  until the dread necromancer makes a successful 
  touch attack. The spectral hand spell allows Seyra to 
  use this form of attack from a distance. 
  Summon familiar – Imp:  Seyra has obtained a familiar 
  imp named Sidion. It gains all of a standard familiars 
  abilities except its type does not change and it does 
  not automatically gain the ability to speak with other 
  creatures of its kind. 
  Undead Mastery: All undead created by Seyra gain a 
  +4 enhancement bonus to Strength and Dexterity and 
  2 additional hit points per Hit Die.  
  Negative Energy Resistance: Seyra has a +4 bonus to 
  saving throws made to resist negative energy effects, 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 47 
  including energy drain, ability drain, and inflict spells. 
  This bonus is NOT calculated into her current stats.  
  Description Seyra is totally consumed with the desire to 
  become a lich and to further the dark will of Nerull. She 
  dresses in semi-tattered black robes and is both gaunt 
  and pale-skinned. As is the case when the PCs meet 
  her, she is disguised as a lich so as to fool them into 
  assuming weaknesses she does not have.  
  See Heroes of Horror pg. 84-88 and Libris Mortis 
   
  B L O O D H O R N 
  CR  8 
  Male minotaur barbarian lvl 2/fighter 2 
  C/E Large monstrous humanoid 
  Init +2; Senses Listen +8, Spot +6 
  Languages Common, Giant 
  AC 22, touch 11, flat-footed 21 
   (-1 size, +2 Dex, +6 armor, +5 natural) 
  hp 99 (10 HD)  
  Immune Maze spells and cannot be caught flatfooted 
  Fort +13, Ref +8, Will +6 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee Great axe +18/+13 (3d6+11/ x3) or MW throwing 
  ax +17/+12 (1d8+7) and gore +11 melee (1d8+7) or 
  gore +16 melee (1d8+7) 
  Ranged MW throwing ax +12 ranged (1d8+7) or javelins 
  +11/+6 ranged (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Atk Options Power Attack, gore, powerful charge – 
  4d6+10 
  Special Actions Rage 1/day 
  Combat Gear Breastplate +1, large great ax +1, large 
  MW throwing ax, large javelins (x5), blast disk (x1) 
  (HB), javelin of lightning 
  Abilities Str 24, Dex 14, Con 17, Int 8, Wis 10, Cha 8  
  SQ Darkvision 60 ft., rage 1/day, uncanny dodge, 
  natural cunning, scent, fast movement 
  Feats Great Fortitude, Power Attack, Track, Cleave, 
  Reckless Rage (RoS) 
  Skills Intimidate +5, Listen +8, Search +4, Spot +6, 
  Survival +2, Climb +6 
  Possessions combat gear plus potion of bears 
  endurance, vest of resistance +1, brooch of shielding, 
  potion of cure serious wounds, gauntlets of ogre 
  power 
  Powerful Charge (Ex): Bloodhorn can charge at an 
  opponent, lowering his head to bring his mighty horns 
  into play. In addition to the normal benefits and 
  hazards of a charge, this allows him to make a single 
  gore attack with a +16 attack bonus that deals 
  4d6+10 points of damage.  
  Natural Cunning (Ex) Although Bloodhorn is not 
  especially intelligent, he possesses innate cunning 
  and logical ability. This gives him immunity to maze 
  spells, prevents him from ever getting lost, and 
  enables him to track enemies. Furthermore, he is 
  never caught flatfooted.  
  Skills Bloodhorn has a +4 racial bonus to Search, Spot, 
  and Listen checks ( already included in statistics ) 
  Description This creature looks like an incredibly tall, 
  powerfully built, muscled man, covered in shaggy fur, 
  with the head of a bull. His dark eyes gleam with savage 
  fury.  
  See Monster Manual pg. 188-189  
   
  When raging, they have the following changed 
  stats:  
   
  AC 20, touch 9, flatfooted 18 
  hp: 129 
  Fort +16, Will +8 
  Melee MW greataxe +20/+15 (3d6+15) or MW throwing 
  ax +19/+14 melee (1d8+10) and gore +14 melee 
  (1d8+7) 
  Ranged MW throwing ax (1d8+10) or javelin (1d8+10) 
  Grp +24 
  Abilities Str 32, Con 23 
  S K I L L S  C LI M B +9,  J U M P  +8 
   
  N E X T O R  N I G HTFANG 
  CR  8 
  Male tiefling ranger 2/fighter 2/rogue 2/ order of the bow 
  initiate 2 
  N/E medium outsider (native) 
  Init +6; Senses Darkvision 60 ft., Listen +5, Spot +10 
  Languages Common, Infernal, Goblin  
  AC 21, touch 14, flat-footed 15 
   (+6 Dex, +5 armor) 
  hp 56 (8 HD)  
  Resist Cold 5, electricity 5, fire 5 
  Fort +7, Ref +14, Will +4 
  Speed 30 ft. in mithril chain shirt (6 squares), base 
  movement 30 ft. 
  Melee MW shortsword +9/+4 (1d6+1/ 19-20 x2) or 
  dagger +8/+3 (1d4+1/ 19-20 x2) 
  Ranged Mighty composite shortbow +1 (+1 Str.) 
  +15/+10 or +13/+13/+8 (1d6+2 plus poison) or 
  dagger +13 (1d4+1/19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8 
  Atk 
  Options 
  Point 
  blank 
  shot, 
  precise 
  shot, 
  sharpshooting, rapid shot, many shot 
  Special Actions Darkness 1/day (CL 5th) 
  Combat Gear MW mighty composite shortbow (+1 Str.), 
  MW shortsword, 20 arrows, MW daggers (x2), large 
  scorpion venom (Fortitude save DC 18: 1d6 Str. / 1d6 
  Str.), mithril chain shirt +1, blast disks (x2), oil of 
  greater magic weapon +2, lesser arrow of slaying 
  (dwarf) 
  Spell-Like Abilities (CL 5th): 
   Darkness 1/day 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 12, Cha 8  
  SQ Darkvision 60 ft, resistance to cold, electricity, and 
  fire 5, favored enemy: dwarf, wild empathy, sneak 
  attack +1d6, evasion, ranged precision +1d8, close 
  combat shot 
  Feats Point bank shot, Precise shot, Rapid shot, 
  Sharpshooting, Track, Weapon focus: Composite 
  shortbow, Many shot 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 48 
  Skills Bluff +4, Disable Device +6, Escape Artist +10, 
  Hide +15, Spot +10, Listen +5, Move Silently +13, 
  Search +8, Tumble +12, Craft: Bowmaking +5, 
  Knowledge: Religion +3, Knowledge: Dungeoneering 
  +2, Jump +5, Ride +7 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste, gloves of Dexterity +2, dust 
  of disappearance 
  Darkness (Sp) Once per day, Nexor can use darkness 
  as a spell-like ability (caster level equal to class level) 
  Ranged Precision (Ex): As a standard action, Nextor 
  can make a single precisely aimed attack wit ha 
  ranged weapon, dealing 1d8 points of damage if the 
  attack hits. When making a ranged precision attack, 
  Nextor must be within 30 ft. of his target. Nextor’s 
  ranged precision attack only works against living 
  creatures with discernable anatomies. Any creature 
  that is immune to critical hits is not vulnerable to a 
  ranged precision attack, and any item or object that 
  protects a creature from critical hits (such as armor of 
  fortification special ability) also protects against the 
  extra damage. Unlike a rogues sneak attack ability, 
  Nextor’s target does not need to be flatfooted or 
  denied his Dexterity bonus, but if it is, Nextor’s extra 
  precision damage stacks with sneak his sneak attack 
  damage. Treat Nextor’s bonus to damage as a sneak 
  attack in all other ways.  
  Close Combat Shot (Ex): Nextor can attack with a 
  ranged weapon while in a threatened square without 
  provoking attacks of opportunity.  
  Skills Nexor gets a +2 racial bonus to Bluff and Hide 
  checks. 
  Description Nextor has ashen colored skin and small 
  horns sprouting from his forehead which denote his dark 
  heritage. He is a fugitive from a Principality of Ulek jail 
  who was released during the siege of Greutam. His 
  imprisonment only stoked the hatred he has for dwarves 
  even 
  further 
  and 
  this 
  chance 
  to 
  cause 
  them 
  immeasurable misery is perfect vengeance for him.  
  See Monster Manual pg. 209-210 and Complete 
  Warrior pgs. 68-70 
   
  T Y T H R E X  D AR K S T O N E 
  CR  9 
  Male human Wizard 9 
  C/N medium humanoid 
  Init +6; Senses Listen +2, Spot +2 
  Languages 
  Common, 
  Infernal, 
  Goblin, 
  Dwarven, 
  Abyssal 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 49 (9 HD plus 9 temporary hit points from false life) 
  Fort +5, Ref +6, Will +7 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft.  
  Melee MW quarterstaff +4 (1d6-1) or dagger +3 (1d4-1/ 
  19-20 x2) 
  Ranged Dagger +6 ranged (1d4-1/ 19-20 x2) or light 
  crossbow +6 (1d8/ 19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Combat Gear Bracers of Armor +2, MW quarterstaff, 
  daggers x2, light crossbow, 10 bolts, wand of spectral 
  hand- 3rd lvl, blast disk (x1), potion of cure moderate 
  wounds, scroll: enervation – 9th lvl 
  Wizard Spells Prepared (CL 9th): DC 15 plus spell 
  level, 16 plus spell level vs. necromancy 
   5th— (empowered) scintillating sphere (SC), teleport 
   4th— Evard’s black tentacles, solid fog, stoneskin 
  (�), enervation 
   3rd— (split ray) ray of enfeeblement, vampiric touch, 
  haste, scintillating sphere 
   2nd— 
  scorching 
  ray, 
  false 
  life 
  (�), 
  blindness/deafness, Kelgore’s grave mist (PHB 2) 
   1st— ray of enfeeblement, lesser cold orb, shield, ray 
  of clumsiness (SC), magic missile 
   0— detect magic, read magic, ray of frost, touch of 
  fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 21, Wis 11, Cha 10  
  SQ Familiar toad - Sluggo 
  Feats Scribe scroll, Improved initiative, Alertness, Spell 
  focus: Necromancy, fearsome Necromancy (PHB 2), 
  Empower Spell, Split Ray, extra slot (4th lvl- 
  stoneskin) 
  Skills Concentration +13, Disable Device +8, Decipher 
  Script +16, Search +8, Knowledge: Arcana +17, 
  Spellcraft +19, Knowledge: Religion +11, Knowledge: 
  Architecture/Engineering +11 
  Possessions combat gear plus potion of cure moderate 
  wounds, cloak of resistance +1, pearl of power lvl 2 
  Spellbook spells prepared plus 0— all 0 lvl; 1st level- 
  chill touch, comprehend languages, lesser sonic orb, 
  true strike; 2nd level- torrent of tears (PHB 2), touch of 
  idiocy, web, ghoul touch; 3rd level- Evard’s menacing 
  tentacles (PHB 2), haste, prickling torment (CM), 
  fireball; 4th – stoneskin, enervation, flaying tendrils 
  (CM); 5th lvl- cone of cold, dimension shuffle (PHB 2) 
  Description Tythrex is a short, slender human with 
  pasty white skin and his eyes seem more bulbous than 
  normal. He is a mercenary for hire, consumed with the 
  desire to understand the nature of disease, with little 
  regard for the morality or ethics of his actions. When he 
  laughs, it is accompanied by a drawn out wheezing 
  sound.  
  See PHB 1, PHB 2, and Spell Compendium, & PHB 2 
   
   
  I C H O R 
  CR  8 
  Advanced bonedrinker ( using ogre body ) 
  C/E Large undead 
  Init +4; Senses Darkvision 60 ft., scent, Listen +8, Spot 
  +18 
  Languages Understands Common, Giant, and the 
  orders of its creator 
  AC 19, touch 13, flat-footed 15 
   (-1 size, +4 Dex, +6 natural) 
  hp 175 (17 HD); DR 5/silver or good 
  Immune As per undead template 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 49 
  Resist Resistance to cold 10, fire 10, and sonic 10, +4 
  turn resistance 
  Fort +5, Ref +9, Will +12 
  Speed base movement 30 ft. 
  Melee 2 tentacles +19/+19 (2d6+12) and 2 claws 
  +17/+17 (2d6+6) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +8; Grp +28 
  Atk Options Power Attack, Cleave, Improved Grab, 
  Pounce 
  Special Actions Bonedrink 
  Abilities Str 35, Dex 18, Con -, Int 8, Wis 14, Cha 15  
  SQ DR 5/good or silver, darkvision 60 ft., resistance to 
  cold, fire, and sonic 10, undead traits, scent, unholy 
  toughness, +4 turn resistance 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack- Claw, Power Attack, Multiattack, Improved 
  Turn Resistance  
  Skills Hide +14, Listen +18, Move Silently +22, Spot 
  +18  
  Bonedrink (Su) Once Ichor has successfully grappled 
  an opponent, it can begin to drink its bones. To do 
  this, Ichor must make a successful grapple check. If 
  he pins his foe, he fastens onto the creature with its 
  horrendous fangs. It then secretes a painful toxin into 
  the victim that deals 1d6 Constitution damage. Each 
  round the pin is maintained, the bonedrinker deals an 
  additional 1d6 points of Constitution damage. 
  Creatures reduced to 0 Constitution die, as the 
  majority of their bones become too brittle to support 
  their bodies and they collapse into a sack of loose 
  flesh.  
  Improved Grab (Ex) To use this ability, Ichor must hit 
  with a tentacle attack. He can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If he wins the grapple, he establishes a 
  hold and deals automatic claw or tentacle damage to 
  the grappled victim. It can deal automatic claw or 
  tentacle damage in each subsequent round that it 
  maintains the grapple, and a bonedrinker that has 
  successfully pinned an opponent can begin to drink 
  its bones (see Bonedrink ability). Bonedrinkers have 
  a +4 bonus on grapple checks.  
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  round attack in the same round.  
  Unholy Toughness (Ex): A bonedrinker gains bonus hit 
  points equal to its Charisma modifier x its Hit Dice. 
  Description This tall yet slightly gaunt creature is made 
  from the body of an ogre, except for two long, writhing, 
  pale tentacles that sprout from beneath its arms. It 
  sports wicked talons that cap its long, spindly fingers 
  and its wide maw opens to reveal many sharp teeth, 
  including six 6-inch long fangs. Its hairless, gray-skinned 
  body is covered in oozing sores that weep a pale white 
  fluid.  
   
  Note: Some of its ability scores and hit points are 
  augmented by the Corpsecrafter feat and Undead 
  Mastery class ability from its creator.  
  See Monster Manual 3, pg. 18-19 
   
  S I DI O N                                 CR  2 
  M ALE  I M P  (  S E R V E S  AS  F AM I L I AR ) 
  L/E Tiny Outsider (Evil, Extraplanar, Lawful) 
  Aura Lesser evil 
  Init +3 (Dex); Senses Listen +7, Spot +7 
  Languages Common, Abyssal, Draconic 
  AC 25, touch 15, flat-footed 21 
   (+2 size, +3 Dex, +10 natural) 
  hp 29 (3 HD but treated as if he had 9 HD); fast healing 
  2; DR 5/good or silver 
  Immune Poison 
  Resist Fire 5  
  Fort +3, Ref +5, Will +6 
  Speed base movement 20 ft., fly 50 ft. (perfect) 
  Melee Sting +9 (1d4 plus poison) 
  Ranged MW Dart +10 (1d2 plus salvo poison – 
  Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score) 
  Space 2.5 ft.; Reach 2.5 ft. 
  Base Atk +4; Grp -4 
  Special Actions Spell-like abilities 
  Combat Gear MW darts (x10), 1 vial of salvo poison 
  (Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score), 2 thunderstones, 2 tanglefoot 
  bags, 2 alchemists flasks, elixir of fire breathing  
  Spell-Like Abilities (CL 6th): 
   
  At will- detect good, detect magic, invisibility 
  (self only); 1/day- suggestion (DC 15). The save is 
  Charisma-based. 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, DR 5/good or silver, darkvision 60 ft., 
  fast healing 2, immunity to poison, resistance to fire 
  5, , improved evasion, share spells, empathic link, 
  deliver touch spells, speak with master 
  Feats Dodge, Weapon finesse   
  Skills Diplomacy +10, Hide +19, Knowledge: History +8, 
  Listen +9, Move Silently +11, Search +8, Spellcraft 
  +7, Spot +8, Survival +3 (+5 when following tracks) 
  Possessions MW darts (x10), 1 vial of salvo poison 
  (Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score), 2 thunderstones, 2 tanglefoot 
  bags, 2 alchemists flasks, elixir of fire breathing  
  Poison (Ex): Injury; Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based with a +2 racial bonus 
  Spell-like abilities (Sp) At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion (Dc 
  15); Caster level 6th. One per week, Sidion can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th).The save DCs 
  are Charisma-based. 
  Alternate form (Su): Sidion 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 Sidion does not regain hit points for 
  changing from, and an individual imp can assume 
  only one of two forms no larger than Medium. 
  Common forms include monstrous spider, raven, rat, 
  or boar.  
  
  ULP7-03 Against the Dying of the Light 
   
  Page 50 
  Description Sidion appears as a tiny humanoid with 
  leathery batwings, a barbed tail, and sharp, twisted 
  horns flutter at about eye level, winking into sight from 
  out of thin air. Sidion was overjoyed when he was called 
  to the Prime Material Plane, having grown tired of being 
  abused incessantly by his fellow devils of higher status. 
  Now he is free to wreak havoc on innocent creatures, 
  most of which are not less powerful than he is.  
  See 
  Monster 
  Manual 
  1, 
  pg 
  56
  
  ULP7-03 Against the Dying of the Light 
   
  Page 51 
  Appendix 4 – APL 12 
   
  ENCOUNTER 1 
   
   
   
   
  R U T H G R I K  &  D RAFLAR 
  CR  9 
  Male half-orc fighter 4/ barbarian 5 
  Medium size humanoids (orc) 
  Init +2; Senses Darkvision 60 ft., Listen +6, Spot +1 
  Languages Common, orc 
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 chain shirt) 
  hp 93 (9 HD), 120 (when raging) 
  Fort +10, Ref +4, Will +3 
  Speed 40 ft. in chain shirt, base movement 40 ft. 
  Melee Falchion +16/+11 (2d4+10/ 15-20) or MW 
  throwing ax +14/+9 (1d6+5) 
  Ranged MW throwing ax +12 (1d6+5) or composite 
  longbow (+4 Str.) +11/+6 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Power Attack, Cleave 
  Combat Gear Falchion +1, MW throwing axe, 
  composite longbow (+4 Str.), 20 arrows, chain shirt 
  +1 
  Abilities Str 21, Dex 14, Con 14, Int 8, Wis 12, Cha 8  
  SQ Darkvision 60 ft., light sensitivity, rage 2/day, fast 
  movement, uncanny dodge, trap sense +1, improved 
  uncanny dodge 
  Feats Weapon focus: falchion, Power Attack, Cleave, 
  Reckless 
  Rage, 
  Mad 
  Foam 
  Rager, 
  Weapon 
  Specialization –falchion, Improved Critical: falchion 
  Skills Ride +5, Intimidate +7, Survival +6, Listen +5, 
  Climb +5, Jump +5  
  Possessions combat gear plus potion of haste, potion 
  of cure serious wounds, gauntlets of ogre power, 
  potion of fly, potion of enlarge, Heward’s handy 
  haversack 
  Description Ruthgrik and Draflar appear as typical 
  brutish looking half-orc thugs with a gleam in their blood-
  red eyes of battle-lust. 
  See Monster Manual 1, pgs 203-204 
   
  When raging, they have the following changed 
  stats:  
   
  AC 12, touch 12, flatfooted 13 
  hp: 120 (when raging) 
  Fort +13, Will +5 
  Melee MW falchion +19/+14 (2d4+13) or MW throwing 
  ax +18/+13 melee (1d6+8) 
  Ranged MW throwing ax (1d6+8) 
  Grp +14 
  Abilities Str 27, Con 20 
  Skills Climb +8, Jump +8 
   
   
  Y E T R I G  B L O O D Y-F I S T 
  CR  9 
  M ALE  O R C  C L E R I C L V L  9 
  N/E Medium-sized humanoid (Orc) 
  Init +5 (Dex + Improved Initiative); Senses Darkvision 
  60 ft., light sensitivity, Listen +5, Spot +5 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +7 armor, +1 shield) 
  hp 63 ( 9 HD)  
  Fort +7, Ref +4, Will +11 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee Spear +10/+5 (1d8+3) or light mace +9/+4 melee 
  (1d6+2) 
  Ranged  Light crossbow +7 ranged (1d8; 19-20 x2) or 
  spear +9 ranged (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Special Actions Spontaneous casting (inflict spells), 
  rebuke undead 3/day (+0, 2d6+9, 4th), feat of strength 
  (+4 Str, 1 round), cast all evil spells as a 10th level 
  cleric 
  Combat Gear chain shirt +1, spear +1, light mace, light 
  crossbow, 10 bolts, bead of force, Quaal’s feather 
  token – whip, javelin of chain lightning 
   Cleric Spells Prepared (CL 9th): 
   5th— flame strike (D), earth reaver (SC), dispel good 
    4th— unholy blight (D), freedom of movement, sound 
  lance (SC), wrack 
       3rd— magic circle vs. good (D), blindness/deafness, 
     dispel magic, invisibility purge, mass aid (SC) 
   2nd— spiritual weapon (D), waves of grief, sound 
  burst, hold person, lesser spell immunity (scorching 
  ray) (SC), close wounds, cloud of knives (PHB 2) 
   1st— protection vs. good (D), resurgence, shield of 
  faith, command, bless, obscuring mist, divine favor 
   0— detect magic, read magic, cure minor wounds, 
  resistance, virtue, guidance 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  Evil  
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 21, Cha 10  
  Feats Improved Initiative, Somatic Weaponry (CM), 
  Weapon 
  focus: 
  Spear, 
  Divine 
  Vigor, 
  Mobile 
  Spellcaster 
  Skills Concentration +11, Spellcraft +6, Knowledge: 
  Religion +4, Knowledge: Arcana +4 
  Possessions combat gear plus potion of bear’s 
  endurance, potion of cure serious wounds, scroll: 
  healing lorecall – 6th lvl, periapt of wisdom +2, potion 
  of heroism, potion of neutralize poison 
  Description Yetrig is a devout follower of Gruumsh who 
  prides himself in looking as ferocious and battle-
  hardened as possible. He has a deep scar over his left 
  eye and side of his face which has made his eye look 
  filmy white. He has never cleaned the tip of his spear 
  after a fresh kill, content to allow the gore stained upon it 
  to remind him of his brutal allegiance to his deity. 
  See Monster Manual 1, pgs 203-204 
   
  U G R O F  M UDM URK 
  CR  9 
  Goblin Wizard lvl 9 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 52 
  N/E Small humanoid (Goblinoid) 
  Init +6 (Dex + Improved Initiative); Senses Listen +2, 
  Spot +2 
  Languages Common  
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 bracers of armor) 
  hp 42 (9 HD plus 7 temporary hit points from false life)  
  Fort +6, Ref +5, Will +6 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft. 
  Melee MW dagger +5 (1d3-1/ 19-20 x2) or club +4 (1d4-
  1) 
  Ranged MW dagger +8 ranged (1d3-1/ 19-20 x2)) or 
  club +7 ranged (1d4-1) or light crossbow +7 (1d6/19-
  20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Combat Gear Wand of Seeking Ray: 3rd lvl (PHB 2), 
  bracers of armor +2, MW dagger, light crossbow, 10 
  bolts, club, scroll: spirit wall – 9th lvl 
  Wizard Spells Prepared (CL 9th): 
    5th— cone of cold, teleport  
   4th— dimension door, baleful blink (PHB 2), solid fog 
   3rd— dimension step (PHB 2), haste, fireball, vertigo 
  field (PHB 2) 
   2nd— baleful transposition, dimension hop (PHB 2), 
  scorching ray, false life (�), power word: sicken 
  (RD), blindness/deafness 
   1st— benign transposition, lesser sonic orb, magic 
  missile, shield, ray of enfeeblement (x2) 
   0— daze, detect magic, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 10  
  SQ Darkvision 60 ft., familiar rat- Stinky 
  Feats Alertness, Scribe scroll, improved initiative, Extra 
  Slot – (2nd lvl – power word: sicken), mobile 
  spellcasting, dimensional jaunt (CM) 
  Skills Concentration +13, Craft: Trapmaking +10, 
  Decipher script +10, Knowledge: Arcana +12, 
  Knowledge: Geography +12, Knowledge: Nature +11, 
  Knowledge: Local +11, Spellcraft +19 
  Possessions combat gear plus – Potion of invisibility, 
  potion of cure moderate wounds, headband of 
  intellect +2 
  Spellbook spells prepared plus 0— 0 lvl- all; 1st lvl- 
  lesser fire orb, mage armor, cause fear; 2nd lvl- Melf’s 
  acid arrow, blur, luminous swarm (CM); 3rd- lightning 
  bolt, bands of steel, scattering trap (PHB 2); 4th lvl- 
  stoneskin, power word –distract, force missiles (SC); 
  5th – break enchantment, viscid glob (SC) 
  Skills Goblins have a +4 size bonus to Hide and a +4 
  racial bonus to Move Silently and Ride checks.  
  Description Ugrof is a filthy and jittery goblin who thinks 
  that everyone is always out to get him at every possible 
  moment. His paranoia has done a good job of keeping 
  him alive but also makes others want to avoid him. His 
  only merit to this group is his hatred of the Principality of 
  Ulek and his arcane skills.  
  See Monster Manual 1, pgs. 133-134 
   
  ENCOUNTER 5 
   
   
   
  AD V AN C E D  B E H I R  ( X2) 
  CR  12 
  N Gargantuan Magical Beasts  
  Init +0; Senses Listen +8, Spot +9, low-light vision, 
  darkvision 60 ft., scent 
  Languages Common  
  AC 23, touch 8, flat-footed 22 
   (-3 size, +1 Dex, +15 natural) 
  hp 325 ( 21 HD)  
  Immune Cannot be tripped 
  Resist Immune to electricity 
  Fort +20, Ref +13, Will +9 
  Speed base movement 40 ft., climb 15 ft. 
  Melee Bite +29 (2d6+18) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +21; Grp +44 
  Atk Options Cleave, Power Attack, Snatch, Quicken 
  Breath 
  Combat Gear - 
  Abilities Str 34, Dex 11, Con 26, Int 7, Wis 14 Cha 12  
  SQ Can’t be tripped, darkvision 60 ft., immunity to 
  electricity, low-light vision, scent 
  Feats Alertness, Cleave, Power Attack, Track, Snatch 
  (MM), 
  Quicken 
  Breath 
  (Draconomicon), 
  Rend 
  (Draconomicon), Fling Enemy (Savage Species) 
  Skills Climb +20, Hide +1, Listen +8, Spot +9, Survival 
  +6 
  Possessions -  
  Breath Weapon (Su): 20 foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex save 28 half. 
  The save DC is Constitution-based. 
  Constrict (Ex): A behir deals 3d8+12 points of damage 
  with a successful grapple check. It can make six rake 
  attacks against a grappled foe as well.  
   Improved Grab (Ex): To use this ability, a behir must 
  hit a creature of any size 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 
  attempt to constrict the opponent or swallow the 
  opponent whole in the following round.  
  Rake (Ex): Six claws, attack bonus +28 melee, damage 
  is 1d6+6.  
  Rend (Ex): As per the feat from the Draconomicon, if 
  the behir succeeds at its grapple check, it can deal 
  the rake attacks as mentioned above. In addition, 
  because this grants them at least 2 claw attacks, if 
  the behir successfully strikes with at least two of 
  these claw attacks, it automatically rends the creature 
  grappled for 2d6+18 points of damage.  
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed Medium or smaller opponent by making a 
  successful grapple check. A behir that swallows an 
  opponent can use its Cleave feat to bite and grab 
  another opponent.  
   
  A swallowed creature takes 3d8+12 points of 
  bludgeoning damage and 8 points of acid damage 
  per round from the behir’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 53 
  the gizzard (AC 15). Once the creature exits, 
  muscular action closes the whole; another swallowed 
  opponent must cut its own way out.  
   
  A behir’s gizzard can hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents.  
  Skills Behirs have a +8 racial bonus to Climb checks 
  and can always choose to take 10, even if rushed or 
  threatened. 
  Description At first the creature appears as a huge 
  armored snake, slithering across the ground at great 
  speed. Then, without slowing, it unfolds a dozen legs 
  from its serpentine body and runs forward to strike.  
  See Monster Manual 1, pg 25 
   
  ENCOUNTER 8 
   
   
   
  S E Y R A S O U L D R I N K E R 
  CR  11 
  Female human necromancer level 11 
  N/E humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Aura Moderate Evil 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor)) 
  hp 81 (11 HD plus 10 from false life); Lich body DR 4 
  Fort +5, Ref +4, Will +7 
  Speed 20 ft. in chain shirt (6 squares), base movement 
  30 ft. 
  Melee MW sickle +6  (1d6) or MW dagger +6 (1d4) 
  Ranged MW dagger +7 (1d4) or MW light crossbow +7 
  ranged (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options n/a 
  Special Actions Charnel touch, negative energy burst 
  2/day, fear aura, rebuke undead 7/day (2d6+14), 
  scabrous touch 1/day 
  Combat Gear MW sickle, MW dagger, MW light 
  crossbow, 
  10 
  bolts, 
  blast 
  disk 
  (x1), 
  scroll: 
  blindness/deafness – 9th lvl, scroll: spectral hand – 9th 
  level, 1 vial of large scorpion venom, metamagic rod: 
  empower (lesser), mask of the skull 
  Deity: Nerull  
  Dread Necromancer Spells Known (CL 7th): Save DC 
  15 + spell level, 16 + spell level vs. necromancy 
  spells 
   5th (4/day)— blight, cloudkill, fire in the blood (HH), 
  greater dispel magic, insect plague, lesser planar 
  binding, magic jar, mass inflict light wounds, 
  nightmare, oath of blood (HH), oath of blood (HH), 
  slay living, summon undead 5, undead to death, 
  unhallow (�), waves of fatigue.  
    4th (7/day)— undead torch (SC), animate dead, 
  bestow curse, contagion, death ward, dispel magic, 
  enervation, Evard’s black tentacles, fear, giant 
  vermin, inflict critical wounds, phantasmal killer, 
  poison, summon undead 4 
   3rd (6/day)— (6/day) – crushing despair, death ward, 
  halt undead, inflict serious wounds, ray of 
  exhaustion, speak with the dead, summon undead 
  3, vampiric touch (�)  
   2nd (6/day)— blindness/deafness, command undead, 
  darkness, death knell, false life (�) , gentle repose, 
  ghoul touch, inflict  moderate wounds, scare, 
  spectral hand, summon swarm, summon undead 2, 
  wither limb (BVD) 
   1st (8/day)— bane, bestow wound, cause fear, chill 
  touch, detect magic, detect undead, doom, hide 
  from 
  undead, 
  inflict 
  light 
  wounds, 
  ray 
  of 
  enfeeblement, summon undead 1, undetectable 
  alignment 
   �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 20  
  SQ Lich body DR 4, advanced learning – wither limb 
  (BVD) and undead torch (SC), mental bastion +2, 
  summon familiar – Imp, undead mastery, negative 
  energy resistance, light fortification 
  Feats 
  Alertness, 
  Spell 
  focus: 
  Necromancy, 
  Corpsecrafter (HH), Reach Spell, Profane Lifeleech 
  (LM), Fell Drain Spell (LM) 
  Skills Concentration +13, Disguise +19, Knowledge: 
  Arcana +6, Knowledge: Religion +6, Spellcraft +9 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of protection vs. good, potion of 
  barkskin +3, disguise kit, cloak of charisma +2, hand 
  of glory 
  Rebuke Undead (Su) This ability is identical to that 
  possessed by a cleric. See PHB.  
  Lich body DR 6: Seyra has greater resilience to 
  physical harm. She has DR 6/bludgeoning and 
  magic.   
  Charnel touch (Su) At will, but no more than once per 
  round, Seyra can make a melee touch attack against 
  a living foe that deals 1d8+2 points of damage. This 
  touch heals undead creatures, restoring 2 hit points 
  per touch. Seyra can use the spectral hand spell to 
  deliver this attack from a distance.  
  Negative energy burst (Su) Seyra has the ability to 
  emit a negative energy burst from her body, harming 
  living creatures within 5 ft. of her. This burst deals 
  11d4 points of damage per class level. A successful 
  Will save DC 20 reduces the damage by half. Undead 
  within the burst are healed the same amount of hit 
  points as the damage dealt to living creatures.  
  Advanced learning – wither limb (BVD) & Undead 
  Torch 
  (SC): 
  Through 
  personal 
  study 
  and 
  experimentation, Seyra has added the 2nd level spell 
  wither limb and the 4th level spell undead torch to her 
  spell list.  
  Mental Bastion: Seyra gains a +2 bonus to her saves 
  against sleep, stunning, paralysis, poison, or disease. 
  This is NOT represented in her current stats. 
  Fear Aura (Su) Seyra radiates a 5 ft. radius fear aura as 
  a free action. Enemies in the area must succeed on a 
  Will save DC 15 or become shaken. A creature who 
  successfully saves cannot be affected by Seyra for 
  24 hours. 
  Scabrous touch 2/day (Su): Once per day, Seyra can 
  use her charnel touch to inflict disease upon a 
  creature she touches. This ability works like a 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 54 
  contagion spell but with no incubation period; the 
  effects are immediate. A successful Fortitude save 
  DC 20 allows the victim to resist the baleful effects. 
  Activating this class feature is a swift action and lasts 
  until the dread necromancer makes a successful 
  touch attack. The spectral hand spell allows Seyra to 
  use this form of attack from a distance. 
  Summon familiar – Imp:  Seyra has obtained a familiar 
  imp named Sidion. It gains all of a standard familiars 
  abilities except its type does not change and it does 
  not automatically gain the ability to speak with other 
  creatures of its kind. 
  Undead Mastery: All undead created by Seyra gain a 
  +4 enhancement bonus to Strength and Dexterity and 
  2 additional hit points per Hit Die.  
  Negative Energy Resistance: Seyra has a +4 bonus to 
  saving throws made to resist negative energy effects, 
  including energy drain, ability drain, and inflict spells. 
  This bonus is NOT calculated into her current stats.  
  Light Fortification: Seyra has 25% resistance to critical 
  hits, the equivalent to light fortification armor as per 
  the DMG. 
  Description Seyra is totally consumed with the desire to 
  become a lich and to further the dark will of Nerull. She 
  dresses in semi-tattered black robes and is both gaunt 
  and pale-skinned. As is the case when the PCs meet 
  her, she is disguised as a lich so as to fool them into 
  assuming weaknesses she does not have.  
  See Heroes of Horror pg. 84-88 and Libris Mortis 
   
   
  B L O O D H O R N 
  CR  11 
  Male minotaur barbarian lvl 2/fighter 2/scout 2 (with 
  hooded pupil template) 
  C/E Large monstrous humanoid 
  Init +7; Senses Listen +12, Spot +8 
  Languages Common, Giant 
  AC 24, touch 11, flat-footed 24 
   (-1 size, +2 Dex, +6 armor, +7 natural) 
  hp 140 (12 HD)  
  Immune Maze spells and cannot be caught flatfooted 
  Resist Cold 5 
  Fort +14, Ref +11, Will +6 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee Great axe +20/+15/+10 (3d6+13 + 1d6 while 
  raging/19-20 x3) or MW throwing ax +19/+14/+9 
  (1d8+8) and gore +13 melee (1d8+8) or gore +18 
  melee (1d8+8) 
  Ranged MW throwing ax +13 ranged (1d8+8) or javelins 
  +12/+7/+2 ranged (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +23 
  Atk Options Power Attack, gore, powerful charge – 
  4d6+10, drink blood 
  Special Actions Rage 1/day 
  Combat Gear Breastplate +1, large great ax +1, fury, 
  large MW throwing ax, large javelins (x5), blast disk 
  (x1) (HB), greater javelin of lightning (A&E) 
  Abilities Str 26, Dex 14, Con 20, Int 8, Wis 12, Cha 10  
  SQ Darkvision 60 ft., rage 1/day, uncanny dodge, 
  natural cunning, scent, fast movement, skirmish 
  +1d6, battle fortitude, trapfinding, spider climb 
  Feats Great Fortitude, Power Attack, Track, Cleave, 
  Reckless Rage (RoS), Improved Critical: Great Axe, 
  Lightning Reflexes, Improved Initiative  
  Skills Intimidate +6, Listen +8, Search +4, Spot +6, 
  Survival +3, Climb +7, Knowledge: Dungeoneering 
  +4  
  Possessions combat gear plus potion of bears 
  endurance, vest of resistance +1, brooch of shielding, 
  potion of cure serious wounds, gauntlets of ogre 
  power, cape of the mountebank 
  Powerful Charge (Ex) Bloodhorn can charge at an 
  opponent, lowering his head to bring his mighty horns 
  into play. In addition to the normal benefits and 
  hazards of a charge, this allows him to make a single 
  gore attack with a +16 attack bonus that deals 
  4d6+10 points of damage.  
  Natural Cunning (Ex) Although Bloodhorn is not 
  especially intelligent, he possesses innate cunning 
  and logical ability. This gives him immunity to maze 
  spells, prevents him from ever getting lost, and 
  enables him to track enemies. Furthermore, he is 
  never caught flatfooted.  
  Spider Climb (Su) Bloodhorn can climb sheer surfaces 
  as though with a spider climb spell. 
  Drink Blood (Su) Once per day, Bloodhorn can suck 
  the blood out of a living victim who has damage that 
  is as yet unhealed. He does so by making a 
  successful grapple check (he usually uses this attack 
  on helpless foes). Against a pinned or helpless foe, 
  he drinks the blood and deals 2 points of Constitution 
  damage.  
  Skills Bloodhorn has a +4 racial bonus to Search, Spot, 
  and Listen checks ( already included in statistics ) 
  Description This creature looks like an incredibly tall, 
  powerfully built, muscled man, covered in shaggy fur, 
  with the head of a bull. His dark eyes gleam with savage 
  fury and his skin has a slight yellowish tinge to it as if 
  mildly diseased.  
  See Monster Manual pg. 188-189 and Libris Mortis 
  pg. 108-109 
   
  When raging, they have the following changed 
  stats:  
   
  AC 21, touch 9, flatfooted 21 
  hp: 176 
  Fort +17, Will +10 
  Melee MW greataxe +23/+18/+13 (3d6+16 + 1d6 while 
  raging) or MW throwing ax +22/+17/+12 melee (1d8+11) 
  and gore +16 melee (1d8+11) 
  Ranged MW throwing ax (1d8+11) or javelin (1d8+11) 
  Grp +26 
  Abilities Str 32, Con 26 
  Skills Climb +10, Jump +8 
   
  N E X T O R  N I G HTFANG 
  CR  10 
  Male tiefling ranger 2/fighter 2/rogue 2/ order of the bow 
  initiate 4 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 55 
  N/E medium outsider (native) 
  Init +6; Senses Darkvision 60 ft., Listen +5, Spot +12 
  Languages Common, Infernal, Goblin  
  AC 21, touch 14, flat-footed 15 
   (+6 Dex, +5 armor) 
  hp 70 (10 HD)  
  Resist Cold 5, electricity 5, fire 5 
  Fort +8, Ref +15, Will +5 
  Speed 30 ft. in mithril chain shirt (6 squares), base 
  movement 30 ft. 
  Melee MW shortsword +11/+6 (1d6+1/ 19-20 x2) or 
  dagger +10/+5 (1d4+1/ 19-20 x2) 
  Ranged Mighty composite shortbow +1 (+1 Str.) 
  +20/+15 or +18/+18/+13 (1d6+1 plus poison +1d6 
  fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Atk 
  Options 
  Point 
  blank 
  shot, 
  precise 
  shot, 
  sharpshooting, rapid shot, many shot, greater 
  weapon focus: composite shortbow, ranged disarm 
  Special Actions Darkness 1/day (CL 5th) 
  Combat Gear MW mighty composite shortbow (+1 Str.), 
  MW shortsword, 20 MW arrows, MW daggers (x2), 
  large scorpion venom (Fortitude save DC 18: 1d6 Str. 
  / 1d6 Str.), mithril chain shirt +1, blast disks (x2), oil of 
  greater magic weapon +2, lesser bracers of archery, 
  oil of flame arrow, lesser arrow of slaying (dwarf) 
  Spell-Like Abilities (CL 5th): 
   Darkness 1/day 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 12, Cha 8  
  SQ Darkvision 60 ft, resistance to cold, electricity, and 
  fire 5, favored enemy: dwarf, wild empathy, sneak 
  attack +1d6, evasion, ranged precision +2d8, close 
  combat shot 
  Feats Point bank shot, Precise shot, Rapid shot, 
  Sharpshooting, Track, Weapon focus: Composite 
  shortbow, Many shot 
  Skills Bluff +4, Disable Device +6, Escape Artist +10, 
  Hide +15, Spot +12, Listen +5, Move Silently +13, 
  Search +8, Tumble +12, Craft: Bowmaking +7, 
  Knowledge: Religion +5, Knowledge: Dungeoneering 
  +2, Jump +5, Ride +7 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste, gloves of Dexterity +2, dust 
  of disappearance 
  Darkness (Sp) Once per day, Nexor can use darkness 
  as a spell-like ability (caster level equal to class level) 
  Ranged Precision (Ex): As a standard action, Nextor 
  can make a single precisely aimed attack wit ha 
  ranged weapon, dealing 2d8 points of damage if the 
  attack hits. When making a ranged precision attack, 
  Nextor must be within 30 ft. of his target. Nextor’s 
  ranged precision attack only works against living 
  creatures with discernable anatomies. Any creature 
  that is immune to critical hits is not vulnerable to a 
  ranged precision attack, and any item or object that 
  protects a creature from critical hits (such as armor of 
  fortification special ability) also protects against the 
  extra damage. Unlike a rogues sneak attack ability, 
  Nextor’s target does not need to be flatfooted or 
  denied his Dexterity bonus, but if it is, Nextor’s extra 
  precision damage stacks with sneak his sneak attack 
  damage. Treat Nextor’s bonus to damage as a sneak 
  attack in all other ways.  
  Close Combat Shot (Ex): Nextor can attack with a 
  ranged weapon while in a threatened square without 
  provoking attacks of opportunity.  
  Skills Nexor gets a +2 racial bonus to Bluff and Hide 
  checks. 
  Description Nextor has ashen colored skin and small 
  horns sprouting from his forehead which denote his dark 
  heritage. He is a fugitive from a Principality of Ulek jail 
  who was released during the siege of Greutam. His 
  imprisonment only stoked the hatred he has for dwarves 
  even 
  further 
  and 
  this 
  chance 
  to 
  cause 
  them 
  immeasurable misery is perfect vengeance for him.  
  See Monster Manual pg. 209-210 and Complete 
  Warrior pgs. 68-70 
   
   
  T Y T H R E X  D AR K S T O N E 
  CR  11 
  Male human Wizard 9/Geometer 2 
  C/N medium humanoid 
  Init +6; Senses Listen +2, Spot +2 
  Languages 
  Common, 
  Infernal, 
  Goblin, 
  Dwarven, 
  Abyssal 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 56 (11 HD plus 9 temporary hit points from false life) 
  Fort +5, Ref +6, Will +10 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft.  
  Melee MW quarterstaff +5 (1d6-1) or dagger +4 (1d4-1/ 
  19-20 x2) 
  Ranged Dagger +7 ranged (1d4-1/ 19-20 x2) or light 
  crossbow +7 (1d8/ 19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Combat Gear Bracers of Armor +2, MW quarterstaff, 
  daggers x2, light crossbow, 10 bolts, wand of spectral 
  hand- 4th lvl, blast disk (x1), potion of cure moderate 
  wounds, scroll: enervation – 11th lvl 
  Wizard Spells Prepared (CL 9th): DC 15 plus spell 
  level, 16 plus spell level vs. necromancy 
       6th— disintegrate 
   5th— (empowered) scintillating sphere (SC), teleport, 
  night’s caress (SC), waves of fatigue 
   4th— Evard’s black tentacles, solid fog, stoneskin 
  (�), enervation, caustic mire (CM) 
   3rd— (split ray) ray of enfeeblement, vampiric touch, 
  haste, scintillating sphere, dispel magic 
   2nd— 
  scorching 
  ray, 
  false 
  life 
  (�), 
  blindness/deafness, Kelgore’s grave mist (PHB 2), 
  escalating enfeeblement (CM) 
   1st— ray of enfeeblement, lesser cold orb, shield, ray 
  of 
  clumsiness 
  (SC), 
  magic 
  missile, 
  benign 
  transposition  
   0— detect magic, read magic, ray of frost, touch of 
  fatigue 
  �Already cast 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 56 
  Abilities Str 8, Dex 14, Con 12, Int 21, Wis 11, Cha 10  
  SQ Familiar toad - Sluggo 
  Feats Scribe scroll, Improved initiative, Alertness, Spell 
  focus: Necromancy, fearsome Necromancy (PHB 2), 
  Empower Spell, Split Ray, extra slot (4th lvl- 
  stoneskin) 
  Skills Concentration +15, Disable Device +10, Decipher 
  Script +16 (+21 to decipher scrolls), Search +10, 
  Knowledge: Arcana +19, Spellcraft +21, Knowledge: 
  Religion +13, Knowledge: Architecture/Engineering 
  +13 
  Possessions combat gear plus potion of cure moderate 
  wounds, cloak of resistance +1, pearl of power lvl 3, 
  spellsight spectacles (CA), scroll- glyph of warding – 
  6th lvl  
  Spellbook spells prepared plus 0— all 0 lvl; 1st level- 
  chill touch, comprehend languages, lesser sonic orb, 
  true strike, animate rope; 2nd level- torrent of tears 
  (PHB 2), touch of idiocy, web, ghoul touch, resist 
  energy; 3rd level- Evard’s menacing tentacles (PHB 
  2), haste, prickling torment (CM), fireball, phantasmal 
  strangler (CM), glyph of warding; 4th – stoneskin, 
  enervation, flaying tendrils (CM), ice storm; 5th lvl- 
  cone of cold, dimension shuffle (PHB 2), toxic 
  weapon (PHB 2); 6th- fleshshiver (SC) 
  Glyph of Warding: Tythrex adds glyph of warding to his 
  spellbook as a 3rd level arcane spell. He can prepare 
  and cast the spell just like any other spells he knows. 
  Draw Spellglyph (Su) A spellglyph is an arcane 
  diagram that substitutes for a specific spell’s verbal 
  and material components (if any). When Tythrex 
  casts a prepared spell in conjunction with a spellglyph 
  scribed for that spell, he can cast the spell as if it 
  were affected by the Silent Spell feat. The spellglyph 
  replaces any material components (other than a 
  focus) normally required by the spell. Tythrex 
  chooses at the time of casting whether to use a 
  spellglyph. An expended spellglyph disappears, just 
  like any other material component.  
  Spellglyphs are normally scribed on parchment, much 
  like scrolls. Preparing a spellglyph requires 1 hour 
  and the use of rare inks that cost 25 gp per spell 
  level. If the spell normally requires an expensive 
  material component (with a value of more than 1 gp), 
  exotic inks, and treatments of equal cost must be 
  used in the preparation of the spellglyphs. 
  Book of Geometry (Ex) Tyhtrex uses a unique system 
  of recording the details of a spell that drastically 
  reduces the expense of maintaining spellbooks. 
  Every spell he learns from now on requires only a 
  single page in his spellbook. It still takes 24 hours to 
  scribe a spell into a spellbook and materials costing 
  100 gp per page.  
  Tythrex’s spellbook is difficult for non-geometers to 
  decipher and use. The Spellcraft DC to decipher or 
  prepare spells from a geometer’s spellbook is 
  increased by 5 for non-geomters (see pg. 178 of the 
  Players Handbook ) 
  Description Tythrex is a short, slender human with 
  pasty white skin and his eyes seem more bulbous than 
  normal. He is a mercenary for hire, consumed with the 
  desire to understand the nature of disease, with little 
  regard for the morality or ethics of his actions. When he 
  laughs, it is accompanied by a drawn out wheezing 
  sound.  
  See PHB 1, PHB 2, and Spell Compendium, & PHB 2 
   
   
  C ADAV R O S E  T H E  G L U T T O N O U S 
  CR  8 
  Advanced Male Rot Reaver 
  Medium size aberration 
  Init +2; Senses Darkvision 60 ft., Listen +8, Spot +6 
  Languages Common  
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +7 natural, deflection +1, two weapon 
  defense +1) 
  hp 150 (18 HD)  
  Immune Energy drain attacks 
  Fort +10, Ref +9, Will +13 
  Speed base movement 30 ft., climb 20 ft. 
  Melee Cleaver +18/+13/+8 (1d6+4/ x4) and cleaver +18 
   (1d6+4/ x4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +16 
  Atk Options Two weapon fighting 
  Special Actions Rebuke undead (2d6+13, 18th), wound 
  rot, drain unlife 
  Combat Gear +1 cleavers (x2) 
  Abilities Str 16, Dex 14, Con 16, Int 7, Wis 12, Cha 16  
  SQ Animate dead, darkvision 60 ft., drain unlife, 
  immunity to energy drain 
  Feats Great Fortitude, Improved Initiative, Two-Weapon 
  fighting, Weapon focus: Hand axe, Combat Reflexes, 
  Two Weapon defense, Dodge 
  Skills Climb +13, Listen +8, Sense Motive +6,  
  Spot +6   
  Possessions combat gear plus oil of keen edge (x2), oil 
  of greater magic weapon (x2), potion of barkskin +5, 
  cloak of resistance +1, ring of protection +1 
  Cleaver Mastery (Ex) Cadavrose’s cleavers are 
  identical in appearance to +1 handaxes - except that 
  in his hands, they deal quadruple damage on a 
  critical hit (rather than a hand axe’s triple damage.  
  Rebuke Undead (Su) Cadavrose can rebuke undead 
  as an evil cleric of 18nth level. He can control any 
  undead of 5 Hit Dice or less when he successfully 
  effects undead with his rebuke ability, and he can 
  command up to 18 Hit Dice worth of undead at any 
  time. 
  Wound Rot (Su) Any time Cadavrose damages a living 
  creature with one of his cleavers in melee, he can 
  make a touch attack with one of his black, cancerous 
  tongues (attack bonus +16). If the touch attack is 
  successful, the creature takes 1 point of Constitution 
  damage and becomes vulnerable to the his animate 
  dead ability.  
  Creatures immune to ability damage are immune to this 
  special attack.  
  Animate Dead (Su) As a standard action, Cadavrose 
  can animate dead any dead creature within 60 feet 
  that was affected by his wound rot ability within the 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 57 
  last 24 hours. Creatures animated in this manner rise 
  up as zombies.  
  Cadavrose can animate a number of Hit Dice equal to 
  its own Hit Dice. Any attempt to animate a creature 
  whose Hit Dice cause this limit to be exceeded 
  automatically fails. These animated undead are under 
  the command of Cadavrose, and they do not count 
  against the total number of Hit Dice of undead that 
  Cadavrose can control using his rebuke ability.  
  Drain Unlife (Su) Any time Cadavrose damages an 
  undead creature with one of his cleaver attacks, he 
  heals a number of hit points equal to the damage 
  dealt.  
  Immunity to Energy Drain (Su): Cadavrose is immune 
  to energy drain attacks.  
  Skills Cadavrose has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb, 
  even if rushed or threatened.  
  Description This apelike creature is completely 
  hairless, 
  and 
  cancerous 
  blemishes 
  and 
  strange 
  disfigurements cover its thick, yellow-green flesh. Two 
  thick tongues, dripping with black ichor, protrude from its 
  mouth. Each one winds around one of the creature’s 
  thick arms, looping down the limb to lick the blades of 
  the cleavers that it wields.  
  See Monster Manual 3 pg. 142-144 
   
   
  I C H O R 
  CR  8 
  Advanced bonedrinker ( using ogre body ) 
  C/E Large undead 
  Init +2; Senses Darkvision 60 ft., scent, Listen +18, 
  Spot +18 
  Languages Understands Common, Giant, and the 
  orders of its creator 
  AC 19, touch 13, flat-footed 15 
   (-1 size, +4 Dex, +6 natural) 
  hp 175 (17 HD); DR 5/silver or good 
  Immune As per undead template 
  Resist Resistance to cold 10, fire 10, and sonic 10, +4 
  turn resistance 
  Fort +5, Ref +9, Will +12 
  Speed base movement 30 ft. 
  Melee 2 tentacles +19/+19 (2d6+12) and 2 claws 
  +17/+17 (2d6+6) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +8; Grp +28 
  Atk Options Power Attack, Cleave, Improved Grab, 
  Pounce 
  Special Actions Bonedrink 
  Abilities Str 35, Dex 18, Con -, Int 8, Wis 14, Cha 15  
  SQ DR 5/good or silver, darkvision 60 ft., resistance to 
  cold, fire, and sonic 10, undead traits, scent, unholy 
  toughness, +4 turn resistance 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack- Claw, Power Attack, Multiattack, Improved 
  Turn Resistance  
  Skills Hide +14, Listen +18, Move Silently +22, Spot 
  +18  
  Bonedrink (Su) Once Ichor has successfully grappled 
  an opponent, it can begin to drink its bones. To do 
  this, Ichor must make a successful grapple check. If 
  he pins his foe, he fastens onto the creature with its 
  horrendous fangs. It then secretes a painful toxin into 
  the victim that deals 1d6 Constitution damage. Each 
  round the pin is maintained, the bonedrinker deals an 
  additional 1d6 points of Constitution damage. 
  Creatures reduced to 0 Constitution die, as the 
  majority of their bones become too brittle to support 
  their bodies and they collapse into a sack of loose 
  flesh.  
  Improved Grab (Ex) To use this ability, Ichor must hit 
  with a tentacle attack. He can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If he wins the grapple, he establishes a 
  hold and deals automatic claw or tentacle damage to 
  the grappled victim. It can deal automatic claw or 
  tentacle damage in each subsequent round that it 
  maintains the grapple, and a bonedrinker that has 
  successfully pinned an opponent can begin to drink 
  its bones (see Bonedrink ability). Bonedrinkers have 
  a +4 bonus on grapple checks.  
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  round attack in the same round.  
  Unholy Toughness (Ex): A bonedrinker gains bonus hit 
  points equal to its Charisma modifier x its Hit Dice. 
  Description This tall yet slightly gaunt creature is made 
  from the body of an ogre, except for two long, writhing, 
  pale tentacles that sprout from beneath its arms. It 
  sports wicked talons that cap its long, spindly fingers 
  and its wide maw opens to reveal many sharp teeth, 
  including six 6-inch long fangs. Its hairless, gray-skinned 
  body is covered in oozing sores that weep a pale white 
  fluid.  
   
  Note: Some of its ability scores and hit points are 
  augmented by the Corpsecrafter feat and Undead 
  Mastery class ability from its creator.  
  See Monster Manual 3, pg. 18-19 
   
   
  S I DI O N                                 CR  2 
  M ALE  I M P  (  S E R V E S  AS  F AM I L I AR ) 
  L/E Tiny Outsider (Evil, Extraplanar, Lawful) 
  Init +3 (Dex); Senses Listen +9, Spot +8 
  Languages Common, Abyssal, Draconic 
  AC 26, touch 15, flat-footed 22 
   (+2 size, +3 Dex, +11 natural) 
  hp 35 (3 HD but treated as if he had 11 HD); fast 
  healing 2; DR 5/good or silver 
  Immune Poison 
  Resist Fire 5  
  Fort +3, Ref +6, Will +8 
  Speed base movement 20 ft., fly 50 ft. (perfect) 
  Melee Sting +10 (1d4 plus poison) 
  Ranged MW Dart +11 (1d2 plus salvo poison – 
  Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score) 
  Space 2.5 ft.; Reach 2.5 ft. 
  Base Atk +5; Grp -3 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 58 
  Special Actions Spell-like abilities 
  Combat Gear MW darts (x10), 1 vial of salvo poison 
  (Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score), 2 thunderstones, 2 tanglefoot 
  bags, 2 alchemists flasks, elixir of fire breathing  
  Spell-Like Abilities (CL 6th): 
   
  At will- detect good, detect magic, invisibility 
  (self only); 1/day- suggestion (DC 15). The save is 
  Charisma-based. 
  Abilities Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14  
  SQ Alternate form, DR 5/good or silver, darkvision 60 ft., 
  fast healing 2, immunity to poison, resistance to fire 
  5, SR 16, , improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master 
  Feats Dodge, Weapon finesse   
  Skills Diplomacy +10, Hide +19, Knowledge: History +8, 
  Listen +9, Move Silently +11, Search +8, Spellcraft 
  +7, Spot +8, Survival +3 (+5 when following tracks) 
  Possessions MW darts (x10), 1 vial of salvo poison 
  (Fortitude DC 15 – 1d4 random ability score/ 1d4 
  random ability score), 2 thunderstones, 2 tanglefoot 
  bags, 2 alchemists flasks, elixir of fire breathing  
  Poison (Ex): Injury; Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based with a +2 racial bonus 
  Spell-like abilities (Sp) At will – detect good, detect 
  magic, invisibility (self only); 1/day – suggestion (Dc 
  15); Caster level 6th. One per week, Sidion can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th).The save DCs 
  are Charisma-based. 
  Alternate form (Su): Sidion 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 Sidion does not regain hit points for 
  changing from, and an individual imp can assume 
  only one of two forms no larger than Medium. 
  Common forms include monstrous spider, raven, rat, 
  or boar.  
  Description Sidion appears as a tiny humanoid with 
  leathery batwings, a barbed tail, and sharp, twisted 
  horns flutter at about eye level, winking into sight from 
  out of thin air. Sidion was overjoyed when he was called 
  to the Prime Material Plane, having grown tired of being 
  abused incessantly by his fellow devils of higher status. 
  Now he is free to wreak havoc on innocent creatures, 
  most of which are not less powerful than he is.  
  See Monster Manual 1, pg 56 
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 59 
  APPENDIX 5 – ALL APLS 
   
   
  ENCOUNTER 1 
   
   
   
   
  E LI AZAR L I G H T B R I N G E R 
  CR  11 
  Human male cleric 8/ Sacred Exorcist 3 
  AL L/G 
  Init +1 (Dex); Senses Listen +4, Spot +4 
  Languages Common, Celestial 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 82 (11 HD)  
  Fort +9, Ref +4, Will +13 
  Speed 20 ft. in breastplate armor ( 4 squares), base 
  movement 30 ft. 
  Melee MW shortspear +10/+5 (1d6+1) or light mace 
  +9/+4 melee (1d6+1)  
  Ranged MW shortspear +10/+5 (1d6+1) or light 
  crossbow +9/+4 (1d8; 19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Atk Options - 
  Combat Gear Necklace of Fireballs (type 2), MW 
  shortspear, light mace, light crossbow, 10 bolts, 
  breastplate armor, the Chalice of Radiance 
  Cleric Spells Prepared (currently banned)  
  Abilities Str 13, Dex 12, Con 14, Int 12, Wis 18, Cha 
  14  
  SQ - 
  Feats  Extra turning (unusable), Craft Wondrous Item 
  (unusable), Improved Turning (unusable), Sacred 
  Vengeance (unusable), Disciple of the Sun 
  (unusable) 
  Skills Concentration +12, Diplomacy +3, Heal +13, 
  Knowledge: Arcana +8, Knowledge: The Planes 
  +12, Profession: Gardening +7, Spellcraft +10. 
  Possessions combat gear plus holy symbol of Lydia, 
  prayer book of Lydia, the Chalice of Radiance 
  Special Attacks/Qualities: As a result of his 
  punishment by the goddess Lydia, Eliazar has 
  been 
  completely 
  barred 
  from 
  any 
  divine 
  spellcasting whatsoever. Furthermore, as per 
  above, all of his feats are also unusable at the 
  current time. Lastly, he cannot turn undead, 
  regardless of any magic item or special ability 
  placed upon him or in his possession until his 
  atonement is complete. He does keep his 
  knowledges however, as these were learned after 
  many years of intense study and training.  
  Description Eliazar is a human, appearing to be in 
  his mid forties with dusty gray hair, caramel-brown 
  eyes, and wearing yellow robes with a chain hanging 
  at his waist that ends in a circular multi-colored 
  sphere. He has the look of a man who has suffered 
  some terrible misfortune.  
  See Complete Divine pg. 56-59 
   
  ENCOUNTER 2 
   
   
   
   
  M ARRAI N M O R N I N G S O N G 
  CR  15 
  Female half-elf cleric 9/Sacred Exorcist 3/Master of 
  Radiance 3 
  AL N/G 
  Init +6 (Dex + Improved Initiative); Senses Listen +7, 
  Spot +7, detect secret doors, low-light vision 
  Languages Common, Celestial, Elven, Dwarven 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 chainmail, +1 deflection) 
  hp 100 (15 HD)  
  Resist Possession 
  Fort +13, Ref +9, Will +21 
  Speed 20 ft. in chainmail armor (20 squares), base 
  movement 30 ft. 
  Melee Shortspear +1, sacred, bane vs. undead 
  +11/+6 (1d6+1) - vs. undead +13/+8 (1d6+3 plus 
  3d6 vs. undead or 2d6 vs. evil outsiders) or 
  silvered light mace +11/+6 melee (1d6-1 ) 
  Ranged Shortspear +1, sacred, bane vs. undead 
  +13/+8 (1d6+1) - vs. undead +15/+10 (1d6+3 plus 
  3d6 vs. undead or 2d6 vs. evil outsiders) or Mw 
  light crossbow +13/+8 (1d8; 19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +10 
  Special Actions - 
  Combat Gear shortspear +1 sacred & bane vs. 
  undead, MW silvered light mace, MW light 
  crossbow 
  Cleric Spells Prepared (CL 14th): 
   7th— holy word (D), regenerate, renewal pact, 
  radiant assault (SC), greater restoration 
   6th— fire seeds (D), heal, undeath to death, bolt of 
  glory (SC), lucent lance (SC) 
   5th— 
  dispel 
  evil 
  (D), 
  flamestrike, 
  blistering 
  radiance, life’s grace (SC), raise dead 
   4th— holy smite (D), freedom of movement, 
  divination, restoration, death ward, positive 
  energy aura (SC) 
   3rd— searing light (D), magic circle vs. evil, dispel 
  magic, 
  daylight, 
  protection 
  vs. 
  energy, 
  blindness/deafness, helping hand 
   2nd— aid (D), protection from negative energy 
  (SC), eagles splendor, remove paralysis, silence, 
  status, close wounds, hold person 
   1st— protection vs. evil (D), nimbus of light (x2), 
  bless, resurgence, shield of faith, detect evil, 
  sanctuary 
   0— 6: detect magic, read magic, guidance, virtue, 
  light, resistance 
  D: Domain spell. Deity: Lydia. Domains: Sun: Once 
  per day, you may perform a greater turning against 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 60 
  an undead in place of a regular turning. The 
  greater turning is like a normal turning except that 
  the undead creatures that would be turned are 
  instead destroyed. Good: She casts all good spells 
  as a 15th lvl caster.  
  Spell-Like Abilities  
   Searing light 
   Detect Evil 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 14, Wis 24, Cha 
  16  
  SQ Turn undead 10/day, exorcism, detect evil, resist 
  possession, chosen foe: undead, radiant aura 
  2/day, searing light 
  Feats Extra Turning, Improved Turning, Disciple of 
  the Sun, Sacred Vitality, Enduring Life, Empower 
  Turning 
  Skills Concentration +16, Heal +12, Knowledge: 
  Religion +12, Knowledge: Planes +12, Knowledge: 
  Nature +10, Spellcraft +14, Knowledge: Arcana +8 
  Possessions combat gear plus ring of protection +1, 
  periapt of wisdom +4, cloak of resistance +2, holy 
  symbol of Lydia, strand of prayer beads (karma) 
  Radiant Aura (Su) Twice a day, Marrain can emanate 
  an aura of brilliant light that weakens undead 
  creatures. The aura provides bright illumination in a 
  30 ft. radius around the character, and shadowy 
  illumination for an additional 30 feet beyond that. 
  Creatures that take penalties in bright light also 
  take them while in the radius of the bright aura. In 
  addition, undead creatures within the radius of the 
  bright light take a -2 penalty on attack rolls, 
  damage rolls, and saving throws. 
  Activating the aura is a free action that does not 
  provoke attacks of opportunity. While her radiant 
  aura is active, Marrain casts spells with the light 
  descriptor at +2 caster level. Each use lasts 1 
  minute.  
  The radiant aura is equivalent to a 5th level spell with 
  the light descriptor for purposes of interacting with 
  spells and effects with the darkness descriptor.  
  Searing Light (Sp) Marrain can use the searing light 
  spell as a standard action once per round as long 
  as her radiant aura is active. Treat the her level for 
  this effect as 16th.  
  Exorcism (Su) As a full-round action, Marrain can 
  force a possessing creature or spirit out of the body 
  it inhabits. To exorcise a possessing creature, 
  Marrain makes a class level check (also adding her 
  Charisma modifier if any) against a DC 10 + the 
  possessing creature’s HD + its Charisma modifier if 
  any ). If Marrain’s result equals or exceeds the DC, 
  she succeeds in forcing the possessor from the 
  body, with the normal results based on its method 
  of possession. A spirit so exorcised cannot attempt 
  to possess the same victim for 24 hours.  
  Detect Evil (Sp) At will, Marrain can detect evil as a 
  spell-like ability.  
  Resist Possession (Ex) Marrain receives a +4 
  sacred bonus on their saving throws against magic 
  jar spells or similar abilities (including a ghost’s 
  malevolence ability), and a +2 sacred bonus on 
  dispel checks made to dispel such effects. She 
  also gets a +2 sacred bonus on her saving throw 
  against all charm and compulsion spells and 
  effects cast by evil outsiders or undead. 
  Chosen foe: Undead (Ex) Through extensive study 
  and training, Marrain has a +1 competence bonus 
  on Bluff, Intimidate, Listen, Sense Motive, and Spot 
  checks against undead, as well as a +1 bonus on 
  caster level checks to overcome any spell 
  resistance an undead may have.  
  Description Marrain is a middle-aged woman with a 
  classic and elegant beauty. Despite her age, her long 
  golden blond hair retains a luster and brilliance that 
  woman half her age would envy. She has clear blue 
  eyes that reflect kindness and compassion as well as 
  the many years of her faithful service to her Lydia.  
  She is fair skinned and possesses a lithe, graceful 
  build.  
  See Libris Mortis pgs. 44-46 and Complete Divine 
  pgs. 56-59 
   
  ENCOUNTER 3 
   
   
   
   
  M AX I M I LLI AN W O R T H I N G T O N 
  CR  12 
  Male human half-vampire Fighter 2/Marshall 2/ Cleric 
  3/ Hunter of the Dead 3 
  AL N/G  
  Init +3 (Dex); Senses Listen +2, Spot +2 
  Aura Minor: Motivate Charisma, Major: Motivate Care 
  Languages Common  
  AC 23, touch 15, flat-footed 19 
   (+3 Dex, +5 mithril chain shirt, +1 deflection, +2 
  natural, +1 marshal ) 
  hp 90 (11 HD); fast healing 1; DR 5/silver or magic 
  Resist Cold & electricity 5 
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. in mithril chain shirt, 30 ft. base 
  movement 
  Melee Longsword +1, undead bane +14/+9 (1d8+4 
  plus 2d6 vs. undead; 19-20 x2) or +1 silvered light 
  mace +13/+8 (1d6+4) or MW daggers +13/+8 
  (1d4+3; 19-20 x2)  
  Ranged MW daggers +13/+8 ranged (1d4+3; 19-20 
  x2) or Composite longbow (+2 Str.) +12/+7 (1d8+2; 
  x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Blood drain, smite undead 1/day 
  Combat Gear Longsword +1 (undead bane), Silvered 
  light mace +1, mithril chain shirt +1, scroll: searing 
  light – 7th lvl, scroll – nimbus of light – 7th lvl, scroll: 
  align weapon – 7th lvl, 20 arrows 
  Cleric Spells Prepared (CL3rd):  
   2nd— D- detect thoughts, ghost touch armor (SC), 
  protection vs. negative energy (SC) 
   1st— D- longstrider, divine favor, protection vs. 
  evil, nimbus of light 
   0— amanuensis (SC), resistance, detect magic, 
  read magic 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 61 
  D: 
  Domain 
  spell. 
  Deity: 
  Celestian. 
  Domains: 
  Knowledge & Travel  
  Hunter of the Dead Spells Prepared (CL3rd):  
   2nd— lesser restoration 
   1st— hide from undead, remove fear 
  Spell-Like Abilities  
   Detect undead ( at will ) 
  Abilities Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 
  18  
  SQ Blood dependency, DR 5/ silver or magic, fast 
  healing 1, resistance to cold & electricity 5, turn 
  undead 6/day, detect undead, spurn death’s touch 
  Feats Extra turning, Skill focus: Diplomacy, sacred 
  vitality, sacred vengeance, vampire hunter, weapon 
  focus: longsword  
  Skills Bluff +19, Concentration +6, Diplomacy +18, 
  Intimidate +13, Knowledge: Religion +7, Perform 
  (dance) +18, Jump +5, Ride +6, Heal +3, 
  Knowledge: Arcana +1, Spellcraft +1 
  Possessions combat gear plus ring of protection +1, 
  cloak of charisma +2, gloves of dexterity +2, potion 
  of gaseous form, potion of haste, potion of cure 
  moderate wounds, lesser choker of eloquence ( 
  same as in Complete Adventurer only it grants a +5 
  bonus to Perform (dance) rather than Perform 
  (sing) )  
  Blood drain (Ex): Though reluctant to do so unless 
  the need is dire, Maximillian can drain 1d4 points of 
  Constitution from a victim that he has successfully 
  grappled by biting into him or her. He cannot drain 
  more than 14 points of Constitution in this fashion 
  in a single hour. When he drains a victim’s 
  Constitution score, he gains 5 temporary hit points, 
  no matter how many points are drained. Temporary 
  hit points drained in this manner last up to one 
  hour.  
  Smite Undead 1/day (Su): Maximillian can attempt to 
  smite undead once a day with a normal melee 
  attack. He adds +4 to his attack roll and deals +3 
  extra points of damage to the smite attack.  
  Blood dependency (Ex): If Maximillian does not use 
  his blood drain special attack against at least one 
  living creature each day, he must make a Fortitude 
  save DC 15 or become fatigued. Each day after the 
  first that he does not drink blood directly from a 
  living creature, the DC increases by 1 until he fails 
  the save and becomes fatigued. After that, he must 
  make a DC Fortitude save each week (with the DC 
  increasing by 1 each week thereafter) that he does 
  not use his blood drain or become exhausted. 
   
  The fatigue or exhaustion caused by the blood 
  dependency cannot be eliminated by rest (though 
  magic can offset the condition until he fails another 
  save). Using his blood drain ability eliminates his 
  fatigue immediately, or reduces his exhaustion to 
  fatigue.  
  Fast healing 1 (Ex): Maximillian heals 1 point of 
  damage each round as long as he has 1 hit point 
  but less than half full hit points. As long as he has 
  more than half normal hit points, his fast healing 
  does not function (but other forms of healing still 
  function normally) 
  Spurn death’s touch (Ex): Maximillian applies his 
  Wisdom modifier (if positive) as an additional 
  bonus on all saving throws against effects and 
  spells used by undead. This bonus stacks with the 
  Wisdom modifier already applied to Will saves.  
  Skills Maximillian receives a +2 racial bonus on Bluff, 
  Hide, Listen, Move Silently, and Spot checks.  
  Description Maximillian is a handsome looking 
  human with a hawkish nose, ice-blue eyes, pale skin 
  that stands in stark contrast to flowing jet black hair 
  that reaches halfway down his back. He wears an 
  expensive white silk shirt with ruffled sleeves, equally 
  expensive black pants, and a red cape decorated to 
  appear as a starlit night sky. He wears various pieces 
  of jewelry openly, including a silver stylized quarter 
  moon on a necklace.  
  See Libris Mortis pg. 106-109 
   
   
  ENCOUNTER 5 
   
   
   
   
  K Y E L O S  T H E  C RAFTY 
  CR  8 
  Male mongrelfolk Ranger 2/Rogue4/Scout 2 
  AL L/N Medium-sized humanoid (mongrelfolk) 
  Init +4; Senses Listen +8, Spot +8 
  Languages Common  
  AC 17, touch 13 , flat-footed 17 
   (+3 Dex, +3 armor, +1 wooden buckler) 
   
  hp 50 (8 HD) 
  Fort +6, Ref +13, Will +2 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee MW shortsword +10/+5 (1d6+1/ 19-20 x2) or 
  dagger +9/+4 (1d4+1/19-20 x2) or sap  +9/+4 
  (1d6+1 – subdual) 
  Ranged MW shortbow +7/+2 (1d6) or shortbow 
  +5/+5/+0 (1d6) or dagger +9 (1d4+1/19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Rapid shot 
  Special Actions Sneak attack +2d6, skirmish +1d6 
  Combat Gear MW chain shirt, MW shortsword, 
  tanglefoot bags (x2), MW shortbow, 20 arrows, 
  dagger, sap, small wooden buckler 
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Evasion, trapfinding, wild empathy, favored 
  enemy: aberrations, trap sense +1, uncanny 
  dodge, battle fortitude +1, emulate race, sound 
  imitation 
  Feats Weapon finesse, Rapid shot, Skill focus: Hide 
  Skills Balance +10, Climb +6, Craft: Trapmaking +5, 
  Escape Artist +7, Hide +21, Listen +8, Move 
  Silently +10, Search +7, Spot +8, Sleight of Hand 
  +11, Tumble +9, Use Magic Device +2, Jump +9, 
  Survival 
  +4, 
  Knowledge: 
  Dungeoneering 
  +4, 
  Knowledge: Nature +2 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 62 
  Possessions combat gear smokesticks (x2), potion 
  of cure moderate wounds, elixir of sneaking, elixir 
  of hiding, waterskin, backpack, small sack, 1 days 
  trail rations 
  Emulate Race (Ex) Because of their traditionally 
  mixed heritage, mongrelfolk can use magic items 
  that only function for a user of a certain race. This 
  ability works as like the emulate race function of 
  the Use Magic Device skill. Mongrelfolk that have 
  the Use Magic Device skill have a +4 racial bonus 
  on attempts to emulate nonhumanoid races using 
  the skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save DC 16 to detect the ruse.  
  Skills Mongrelfolk have a +8 racial bonus to Hide and 
  Sleight of Hand checks.  
  Description Mongrelfolk look like hideous humanoids 
  born from countless generations of crossbreeding 
  among the worst example of many species. Physically 
  speaking, they exhibit few redeeming qualities. Their 
  ears are long, wide, and sharply pointed, their noses 
  are flat and broad, their foreheads sharply sloped, and 
  their eyes large and bright. Their hides typically 
  covered in hair ranging from thick patches on their 
  shoulders and bellies to very light, covering their 
  arms. Their teeth, what few they have, are typically 
  crooked, sharp, and rotten. 
  See Fiend Folio pgs 125-126 
   
  G E N E R I C  M O N G R E L F O L K 
  CR  4 
  Male & Female mongrelfolk Rogue 2/ Warrior 2 
  AL L/N Medium-sized humanoids (mongrelfolk) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 studded leather, +1 small wooden 
  shield) 
  hp 25 (4 HD)  
  Fort +4, Ref +7, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft. 
  Melee Club  +3 (1d6) or sap +3 melee (1d6 subdual) 
  Ranged Club +5 (1d6) or sling +6 (1d4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options -  
  Special Actions Sneak attack +1d6 
  Combat Gear studded leather, club, sap, 10 sling 
  bullets, 2 tanglefoot bags, 1 smokestick 
  Abilities Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 
  8  
  SQ Emulate race, sound imitation 
  Feats Skill focus: Hide, Dodge 
  Skills Climb +5, Craft: Trapmaking +3, Escape Artist 
  +5, Hide +15, Listen +5, Spot +5, Move Silently +6, 
  Search +4, Spot +5, Tumble +6, Sleight of Hand +9  
  Possessions combat gear plus waterskin, backpack, 
  small sack, 1 days trail rations 
  Emulate Race (Ex) Because of their traditionally 
  mixed heritage, mongrelfolk can use magic items 
  that only function for a user of a certain race. This 
  ability works as like the emulate race function of 
  the Use Magic Device skill. Mongrelfolk that have 
  the Use Magic Device skill have a +4 racial bonus 
  on attempts to emulate nonhumanoid races using 
  the skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save DC 16 to detect the ruse.  
  Skills Mongrelfolk have a +8 racial bonus to Hide and 
  Sleight of Hand checks.  
  Description Mongrelfolk look like hideous humanoids 
  born from countless generations of crossbreeding 
  among the worst example of many species. Physically 
  speaking, they exhibit few redeeming qualities. Their 
  ears are long, wide, and sharply pointed, their noses 
  are flat and broad, their foreheads sharply sloped, and 
  their eyes large and bright. Their hides typically 
  covered in hair ranging from thick patches on their 
  shoulders and bellies to very light, covering their 
  arms. Their teeth, what few they have, are typically 
  crooked, sharp, and rotten. 
  See Fiend Folio pgs 125-126 
   
  H O B B L E F O O T 
  CR  8 
  Female mongrelfolk Adept level 7 
  AL L/N Medium-sized humanoid (mongrelfolk) 
  Init +4; Senses Listen +8, Spot +8 
  Languages Common  
  AC 15, touch 13 , flat-footed 12 
   (+3 Dex, +2 leather); spell failure chance 10% 
   
  hp 36 (7 HD) 
  Fort +3, Ref +4, Will +8 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee MW quarterstaff +4 (1d6) or dagger +3 
  (1d4/19-20 x2) 
  Ranged Sling +5 (1d4) or dagger +5 (1d4/19-20 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options n/a 
  Special Actions n/a 
  Combat Gear Leather armor, MW quarterstaff, 
  tanglefoot bag, dagger, sling, 10 bullets 
  Adept Spells Prepared (CL 7th): 
  2nd— aid, delay poison, invisibility 
  1st— bless, cause fear, protection vs. evil, detect 
  evil 
  0— create water, mending, purify food & drink  
  Abilities Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 
  10  
  SQ Familiar toad- Nuggles, emulate race, sound 
  imitation 
  Feats Alertness, Augment Healing, Spontaneous 
  Healer, True Believer 
  Skills Heal +11, Knowledge: Dungeoneering +5, 
  Knowledge: Arcana +2, Spellcraft +3, Survival +7, 
  Concentration +3, Hide +10, Sleight of Hand +10 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 63 
  Possessions combat gear plus- waterskin, backpack, 
  small sack, 1 days trail rations, wooden holy 
  symbol of Meriadar, wooden holy symbol of 
  Celestian, spell component pouch, pouch of 
  medicinal herbs. 
  Emulate Race (Ex) Because of their traditionally 
  mixed heritage, mongrelfolk can use magic items 
  that only function for a user of a certain race. This 
  ability works as like the emulate race function of 
  the Use Magic Device skill. Mongrelfolk that have 
  the Use Magic Device skill have a +4 racial bonus 
  on attempts to emulate nonhumanoid races using 
  the skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save DC 16 to detect the ruse.  
  Skills Mongrelfolk have a +8 racial bonus to Hide and 
  Sleight of Hand checks.  
  Description Mongrelfolk look like hideous humanoids 
  born from countless generations of crossbreeding 
  among the worst example of many species. Physically 
  speaking, they exhibit few redeeming qualities. Their 
  ears are long, wide, and sharply pointed, their noses 
  are flat and broad, their foreheads sharply sloped, and 
  their eyes large and bright. Their hides typically 
  covered in hair ranging from thick patches on their 
  shoulders and bellies to very light, covering their 
  arms. Their teeth, what few they have, are typically 
  crooked, sharp, and rotten. 
  See Fiend Folio pgs 125-126 
  ENCOUNTER 6 
   
   
   
   
  ANALI A T O LS O N                         CR:  9 
  F E M A L E  H U M A N  G H O S T  W I Z A R D  L V L  7 
  AL 
  N/G 
  Medium-sized 
  undead 
  (Augmented 
  humanoid) (Incorporeal) 
  Init +2; Senses Listen +9, Spot +1 
  Languages Common, Elven, Dwarven, Draconic, 
  Orcish 
  AC 14, touch 12, flat-footed 12 when manifested; AC 
  12, touch 12, flatfooted 10 ( when not manifested ) 
   (+2 Dex, +2 deflection) when manifested or (+2 Dex) 
  when not manifested 
  Miss Chance 50% when manifested 
  hp 63 (7 HD)  
  Immune See undead traits 
  Fort +2, Ref +4, Will +6 
  Speed Fly 30 ft. (perfect) 
  Melee Incorporeal touch +5 (or +2 vs. ethereal 
  creatures); 
  vs. 
  non-ethereal 
  creatures 
  (1d6); 
  Currently she does not effective attack vs. ethereal 
  creatures other than spells 
  Space  5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear - 
  Wizard Spells Prepared (CL 7th): 
   4th— stoneskin, Evard’s black tentacles 
   3rd— fireball, haste, dispel magic 
   2nd— false life, fox’s cunning, scorching ray, 
  invisibility 
   1st— shield, magic missile, burning hands, 
  obscuring mist 
   0— detect magic, resistance, ray of frost, acid 
  splash  
  Abilities Str 10, Dex 14, Con -, Int 18, Wis 12, Cha 16  
  SQ Darkvision 60 ft., incorporeal traits, +4 turn 
  resistance, undead traits 
  Feats 
  Brew 
  Potion, 
  Combat 
  Casting, 
  Eschew 
  Materials, Extend Spell, Lighting Reflexes, Scribe 
  Scroll  
  Skills Craft: Alchemy +11, Decipher Script +9, Hide 
  +10, Knowledge: The Planes +7, Listen +9, Search 
  +12, Spellcraft +14 
  Possessions -  
  Spellbook -  
  Manifestation (Su): Analia can manifest herself and 
  become visible but incorporeal on the Material 
  Plane. While in this form, she can only be harmed 
  by other incorporeal creatures, magic weapons, or 
  spells with a 50% chance to ignore any damage 
  from a corporeal source. She can pass through 
  solid objects at will, and her own attacks pass 
  through armor. While manifested, Analia always 
  moves silently.   
   
  Analia can strike with her touch attack or with a 
  ghost touch weapon. She remains partly on the 
  Ethereal Plane, where she is not corporeal. If 
  manifested, she can be attacked either by 
  opponents on the Material Plane or the Ethereal 
  Plane. Her incorporeality helps protect her from her 
  foes on the Material Plane, but not on the Ethereal 
  Plane. 
   
  When spellcasting while not manifested, her 
  spells cannot affect targets on the Material Plane 
  but they work normally against ethereal targets. 
  When she manifests, spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless they rely on touch. 
  Her touch spells don’t work on nonethereal 
  creatures while manifested (but ranged touch 
  spells do.) 
   
  She has two home planes, the Material Plane and 
  the Ethereal Plane. She is not considered 
  extraplanar when on either of these planes.  
  Draining Touch (Su): When Analia hits a living target 
  with her incorporeal touch attack she drain 1d4 
  points from one ability score she selects. On each 
  successful attack of this type, she heals 5 points of 
  damage to herself. Against ethereal opponents, 
  she adds her Strength modifier to attack rolls only. 
  Against nonethereal opponents, she adds her 
  Dexterity modifier to attack rolls.  
  Telekinesis (Su): Analia can use telekinesis as a 
  standard action (caster level 12th). When she uses 
  this power, she must wait 1d4 rounds before using 
  it again.  
  Rejuvenation (Su): Unless the PCs fins out and deal 
  with whatever is preventing Analia from having 
  eternal and final rest, she will restore herself in 2d4 
  days if “destroyed” and return to what she was 
  doing previously. Currently, the only thing that can 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 64 
  grant her this form of rest is the success of 
  Eliazar’s quest for atonement.  
   
  Skills Analia has a +8 racial bonus to Hide, Listen, 
  Search, and Spot checks.  
  Description This creature appears as a very 
  attractive woman wearing robes. She has golden 
  blonde hair and eyes as blue as a cloudless sky. Her 
  image is hazy and translucent, suggesting something 
  not natural. 
   
   
  ENCOUNTER 8 
   
   
   
   
  AD V AN C E D  R E E K M U R K                CR  9 
  AL N  Gargantuan ooze (Aquatic) 
  Init +6 (Dex) 
  Languages None  
  AC 13, touch 13, flat-footed 7 
   (-3 size, +6 Dex); blindsight 60 ft. 
  hp 208 (14 HD)  
  Immune Cold. Immune to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects. Immune to gaze attacks, visual 
  effects, illusions, and other attack forms. Immune 
  to poison, sleep effects, paralysis, polymorph, and 
  stunning. Not subject to critical hits or flanking.  
  Resist Fort +11, Ref +10, Will +1 
  Weakness Sunlight 
  Speed base movement 40 ft., 40 ft. swim 
  Melee Tentacle +17 (3d6+11 plus 1d6 acid)  
  Space 20 ft.; Reach 15 ft. 
  Base Atk +10; Grp +33 
  Atk Options - 
  Special Actions - 
  Combat Gear -  
  Abilities Str 32, Dex 22, Con 25, Int -, Wis 1, Cha 1  
  SQ Amphibious, blindsight 60 ft., cold immunity, ooze 
  traits, sunlight vulnerability 
  Feats -   
  Skills Swim +18 
  Possessions -  
  Acid (Ex): A reekmurk secretes a potent acid that 
  dissolves organic matter. Any hit by a tentacle 
  deals 1d6 additional points of damage per round. A 
  wooden weapon that strikes a reekmurk dissolves 
  immediately unless it succeeds on a Reflex save 
  (DC 25). The DC is Constitution-based.  
  Poison (Ex): a reekmurk delivers poison (Fort DC 25 
  negates) each time it deals acid damage to a 
  target. Initial and secondary damage is 1d4 Dex.   
  Stench (Ex): The reekmurk gets its name from the 
  unbearable stench that surrounds it. The stink 
  affects any creature within 30 ft of the ooze that 
  can smell. Affected creatures must make a 
  Fortitude save (DC 25) or become nauseated for 
  1d4 rounds. 
  Tendrils (Ex): A reekmurk extends thousands of 
  hairlike tendrils out to the limits of its reach at all 
  times. Any creature within reach of a reekmurk 
  must make a Reflex save (DC 23) each round or 
  take 1d4 points of acid damage (and possible 
  poisoning) from the frenzied tendrils.  
  Sunlight Vulnerability (Ex): A reekmurk  takes 3d6 
  points of damage each round that it is exposed to 
  natural sunlight. Spells that create sunlight (such 
  as a sunbeam and sunburst) have the most 
  devastating possible effect on a reekmurk's, 
  affecting them as if they were vampires. 
  Description These rare and disgusting creatures look 
  like a sheet of animated black oil on land. In water, it 
  resembles a cloud of ink.  
  See Fiend Folio pg. 18 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 65 
  DM AID: MAP #1 DUNGEON AREA 
   
   
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 66 
  DM AID: MAP #2 NERULLITE SHRINE ROOM 
   
   
   
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 67 
  DM AID: SPELLS & FEATS 
  NEW FEATS 
  Reckless Rage (Races of Stone) 
   
  Prerequisite: Con 13, Ability to Rage 
   
  Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor 
  Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties 
  stack with the effects of rage, greater rage, and mighty rage. 
  Somatic Weaponry (Complete Mage) 
   
  Prerequisite: Concentration 5 ranks, Spellcraft 5 ranks 
   
  Benefit: When wielding a weapon (or holding an item of comparable size) in both hands, you can 
  use the item to trace the somatic component of the spell, rather than using your fingers. This allows you 
  to cast spells with somatic components even when your hands are full or occupied, as long as at least 
  one hand is holding an item of proper size. 
   
  The feat doesn’t allow you to use somatic components while grappling, regardless of the size of your 
  foe. 
  Sharpshooting (Complete Warrior) 
   
  Prerequisite: Point Blank Shot, Precise shot, base attack bonus +3 
   
  Benefit: Your targets only receive +2 bonus to Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
  Mad Foam Rager (Players Handbook 2) 
   
  Prerequisite: Rage or frenzy ability 
   
  Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate 
  action, you can choose to delay the effect of a single attack, spell, or ability used against you. The 
  damage or effect does not take hold until the end of your next turn. You can only use this ability while 
  under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or 
  frenzy ability. 
  Profane Lifeleech (Libris Mortis) 
   
  Prerequisite: Ability to rebuke undead 
   
  Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 damage to all 
  living creatures within a 30 ft. burst. This effect can’t reduce any of the creature’s hit points to less than 0. 
  You are healed of an amount of damage equal to the total amount of hit points that you drain from the 
  affected creatures, but this healing does not allow you to exceed your full normal hit point total. 
  Fearsome Necromancy (Players Handbook 2) 
   
  Prerequisite: Spell focus: (necromancy) or necromancer level 1st 
   
  Benefit: Any foe required to save against a necromancy spell you cast is shaken for 1 round, 
  regardless of the result of the save. This is a mind-affecting fear ability that does not stack with any other 
  fear affect (it can’t make a foe worse than shaken).  
  Quicken Breath (Draconomicon) 
   
  Prerequisite: Con 19, breath weapon 
   
  Benefit: Using your breath weapon is a free action. When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon again. 
   
  Fell Drain (Libris Mortis) 
   
  Prerequisite: None 
   
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt 
  damage also gains a negative level. If the subject has at least an many negative levels as Hit Dice, it 
  dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 68 
  after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot 
  two levels higher than the spell’s actual level. 
  Improved Turn Resistance (Libris Mortis) 
   
  Prerequisite: Undead type 
   
  Benefit: You are less easily affected by clerics or paladins than you normally would be (see Turn or 
  Rebuke Undead, pg 159 of the PHB). When resolving a turn, command, or bolster attempt, add +4 to 
  your character level (monster Hit Dice plus class levels) to determine your Hit Dice for turn, rebuke, or 
  command and bolster attempts.  
  Dimensional Jaunt (Players Handbook 2) 
   
  Prerequisite: Ability to cast 4th-level spells 
   
  Benefit: As long as you have a teleportation spell of 4th level or higher available to cast, you can 
  spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet 
  per level of the highest-level teleportation spell you have available to cast. You can teleport only to a 
  location that you can see (including one you are currently scrying). You can’t bring along another creature 
  (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level 
  when casting teleportation spells.  
  Mobile Spellcasting (Complete Adventurer) 
   
  Prerequisite: Concentration 8 ranks 
   
  Benefit: You can make a Concentration check (DC 20 + spell level) when casting a spell. If the check 
  is successful, you can cast the spell and move up to your speed as a single standard action. (You can’t 
  use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, you lose 
  the spell and fail to cast it, just as if you had failed a Concentration check to cast defensively.  
   
  You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any 
  point of the movement. You can cast defensively while using this feat, but doing so increases the 
  Concentration DC to 25 + spell level.  
  Fling Enemy (Savage Species) 
   
  Prerequisite: Str 23, Huge size, improved grab 
   
  Benefit: You can make a grapple check at a -20 penalty against your opponent at least two size 
  categories smaller than you. If you succeed, on your next action you can use an attack action to fling the 
  held opponent. The range increment for the thrown creature is 120 feet.  
  A creature may be thrown horizontally or vertically. If it is thrown vertically, it takes normal falling damage. 
  If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down).  
  You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with 
  appropriate range penalties, against the target creature. If you hit, both creatures take an amount of 
  damage that the thrown creature would have taken otherwise, as given above.  
   
  NEW ITEMS 
  Blast Disk (Heroes of Battle) 
   
  This item, resembling a jet-black plate with an 6-inch diameter, can be set to explode via proximity or 
  a timer. In either function, when the disk activates it explodes, dealing 5d6 points of fire damage to all 
  creatures and objects within 10 feet of the disk (Reflex save DC 14 half). 
   
  If set to explode via proximity, a blast disk must be set down in a square on the battlefield. The next 
  creature of Small or larger size to enter the square (either on the ground or airborne within 5 ft) sets off 
  the blast. 
   
  A blast disk can also be set to automatically explode up to 10 rounds after placement. 
   
  Faint evocation; CL 5th; Craft Wondrous Item, fireball; Price 900 gp. 
  
  ULP7-03 Against the Dying of the Light 
   
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  Javelin of Chain Lightning (Arms & Equipment Guide) 
   
  This dangerous magic weapon becomes a bolt of chain lightning when thrown. The character who 
  throws the javelin chooses the primary target, but the secondary bolts arc to the nearest eleven creatures 
  within 30 feet of the target. The thrower has no control over the secondary bolts. The primary bolt deals 
  11d6 damage (Reflex save for half DC 19) and the secondary bolts deal 5d6 damage (same save DC). 
  The javelin is consumed in the attack.  
   
  CL 11th; Craft Magic Arms & Armor, chain lightning; Market Price 3,301 gp; Cost to Create; 1,655 gp 
  + 132 XP 
  Greater Javelin of Lightning (Arms & Equipment Guide) 
   
  When thrown, this javelin becomes a 10d6 lightning bolt. It is consumed in the attack. 
   
  Faint abjuration; CL 10th; Craft Magic Arms & Armor, lightning bolt; Market Price 3,001 gp; Cost to 
  Create; 1,500 gp + 60 XP 
  Wand of Seeking Ray (Players Handbook 2) 
   
  As per the spell, this wand creates a ray that deals 4d6 points of electricity damage if it strikes your 
  target. While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and 
  cover (but not total concealment or total cover), and it does not take the standard penalty for firing into 
  melee. In addition to the damage it deals, the ray creates a link of energy between you and the subject. If 
  this ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with a ray spell 
  (including another use of this wand) against the subject for 1 round. If you cast a seeking ray a second 
  time on a creature that is still linked to you from a previous casting, the duration of the new link overlaps 
  (does not stack) with the remaining duration of the previous one. 
   
  Faint evocation; CL 3rd; Craft Wands, seeking ray; Price 4,500 gp; Cost to Create; 2,250 + 180 XP  
  Spellsight Goggles (Complete Adventurer) 
   
  These spectacles grant the wearer a +5 Competence bonus to all Spellcraft checks made to decipher 
  scrolls, and a +5 Competence bonus on Use Magic Device checks made to use scrolls. Spectacles 
  occupy the same space on the body as a pair of eye lenses or goggles.  
   
  Faint divination; CL 3rd; Craft Wondrous Item, read magic; Price 2,500; Cost to Create; 1,250 gp + 
  100 XP 
  Large great Axe +1, fury (Complete Arcane) 
   
  This weapon deals an extra 1d6 points of damage when the wielder is raging.  
   
  Faint enchantment; CL 5th; Craft Arms & Armor, rage; Price +1 bonus 
  Heward’s Fortifying Bedroll (Complete Mage) 
   
  This item appears to be a normal, if well made, bedroll. The cushioning is thick, the stitching skilled. It 
  is made with a dull yellow interior. It smells faintly comforting, a mix of burning firewood and goose down. 
  To activate the magic of the bedroll, you need merely climb into it (a move action) and spend 1 
  uninterrupted hour resting. Each bedroll functions once per day. This bedroll grants you the benefits of a 
  full 8 hours of rest- including the elimination of fatigue, exhaustion, natural healing, and the ability to 
  prepare or ready arcane spells- over the course of a single hour. Spells cast within the last 8 hours still 
  count against your daily limit as normal. After using the bedroll, you can’t gain the same benefits again 
  (either from the same or different item0 until 48 hours have passed.  
   
  Faint transmutation; CL 3rd; Craft Wondrous Item, sleep; Price 1,500 gp; Cost to Create; 750 gp + 
  120 XP 
  Stormrider Boots (Complete Mage) 
   
  Before and after making an attack as part of your Spring Attack, you become pure lightning. You can 
  move through occupied squares during your Spring Attack, and any creature in a square you move 
  through takes 9d6 points of electricity damage (Reflex save DC 17 half). Moving through a creature’s 
  space more than once during your spring attack doesn’t have any additional effect. You rematerialize 
  briefly at a single point during your Spring Attack, enabling you to make a single attack as normal. 
  Stormrider boots also provide a +5 foot enhancement bonus to your land speed.  
   
  Moderate transmutation; CL 9th; Craft Wondrous Item, lightning leap (pg. 109 of Complete Mage), 
  caster’s level must be at least three times the vest’s bonus; Price 9,000; Cost to Create; 4500 gp + 720 
  XP; Weight 2 lbs. 
  
  ULP7-03 Against the Dying of the Light 
   
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  Boots of Big Stepping (Miniatures Handbook) 
   
  The spirit of a blink dog has been harnessed within these wolf hide boots. Once per day, as a 
  standard action, the wearer can use dimension door. The boots can be used only after being worn 
  continuously for 24 hours. If they are taken off, they become inactive until they are again donned and 
  worn for a full 24 hours.  
   
  Moderate conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 11,200 gp; Cost to Create; 
  5,600 gp + 448 XP 
  Electric Eel Elixir (Arms & Equipment Guide) 
   
  The drinker’s skin turns silvery and gains a +1 natural armor bonus. In addition, the drinker’s touch 
  deals 1d8+1 points of electricity damage once while the potion is in effect. The drinker gains a +3 
  Circumstance bonus on the touch attack if the target is wearing metal armor. The effect lasts for 1 hour. 
   
  Faint Evocation; CL 3rd; Prerequisites; Brew Potion, alter self, shocking grasp, Alchemy skill; Price; 
  2,050 gp; Cost to Create; 1,025 gp + 82 XP 
  NEW SPELLS 
  Bestow Wound (Heroes of Horror) 
  Transmutation 
  Level: Dread necromancer 1, sorcerer/wizard 1, Spite 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
   
   
  If wounded, you can cast this spell and touch a living creature. The target takes damage equal to 
  your wounds at a rate of 1 point of damage per your caster level, or the amount needed to bring you to 
  your maximum hit points, whichever is less. At the same time, you heal that much damage, as if a cure 
  spell had been cast on you. 
   
  Baleful Blink (Players Handbook 2) 
  Transmutation 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One creature 
  Duration: 1 round/level  
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: No 
   
   
   
  You curse one creature to a frustrating existence on the edge of the Ethereal Plane. The subject 
  shimmers between the Ethereal Plane and the Material Plane, has a 50% miss chance on any melee or 
  ranged attacks (as if the target of the attack had total concealment), and there is a 50% chance that any 
  spell she casts does not have an effect on the desired plane while she blinks between the planes.  
   
  Because the magic of the spell only causes the subject to blink when attacking or casting, attackers 
  have no miss chance against her, and spells cast against her affect her normally. Because the blinking is 
  so rapid, she cannot attempt to blink through walls or move in the Ethereal Plane.  
   
  The subject of a baleful blink spell can cast spells on itself with impunity; in this case, it has no miss 
  chance because the target of the spell (itself) travels along with the spell. The subject can also target 
  creatures on the Ethereal Plane, but still has a 50% chance of failure on attacks or spells. Spells with the 
  force descriptor are unaffected by the effect of baleful blink.  
  
  ULP7-03 Against the Dying of the Light 
   
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  Caustic Mire (Complete Mage) 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 4  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft/ level) 
  Target: 20 ft. radius spread 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; 
  entering any square affected by caustic mire costs 2 squares of movement. In addition, each square of 
  movement deals 1d6 points of acid damage to the creature moving. A creature who stands in the area 
  without moving from the space takes 1d6 points of damage per round at the end of their its turn.  
   
  The fumes rising out of the caustic mire are flammable. Any effect which deals fire damage within the 
  area of a caustic mire deals an extra 1 point of damage per die (minimum +1 damage).  
  Cloud of Knives (Players Handbook 2) 
  Conjuration 
  Level: Clr2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  Each round as a free action at the beginning of your turn, you can release one of these knives at any 
  target within 30 ft. that you can see. This ranged attack that uses an attack bonus equal to your caster 
  level + your ability modifier. Each successful hit deals 1d6 points of damage +1 per three caster levels 
  (maximum +5) and threatens a critical hit on a roll of 19-20.  
   
  Damage reduction applies to knife attacks from this spell. The knives are treated as magic for 
  purposes of overcoming damage reduction. Using a silvered dagger in the casting allows the knives to 
  overcome damage reduction based on silver but the daggers do 1 less point of damage.  
  Dimension Hop (Players Handbook 2) 
  Conjuration 
  Level: Duskblade 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
   
   
  You instantly teleport the subject creature a distance of 5 feet per two caster levels. This destination 
  must be an unoccupied space within line of sight. 
  Dimension Step (Players Handbook 2) 
  Conjuration 
  Level: Sorcerer/wizard 3 
  Components: V 
  
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  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: One willing creature/3 levels, no two of which are more than 30 ft. apart  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a 
  distance equal to their base land speed. A target can teleport to any square within its line of sight. This 
  movement does not provoke an attack of opportunity. A creature can teleport up to a ledge, down to the 
  base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above. 
  Earth Reaver (Spell Compendium) 
  Transmutation (Fire) 
  Level: Clr5,sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft/caster level) 
  Area: 20 ft. radius spread 
  Duration: Instantaneous 
  Saving Throw: Reflex (partial) 
  Spell Resistance: Yes  
   
   
   
  Creatures and objects within the area take 4d6 points of damage from the impact of the rock shards, 
  as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must 
  also succeed on a Reflex saving throw or be knocked prone. 
  Escalating Enfeeblement (Complete Mage) 
  Necromancy 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 caster levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes  
   
   
   
  This spell functions like a ray of enfeeblement, except that if you can cast it on a target that is already 
  fatigued or exhausted, or one that is currently affected by a penalty, damage, or drain of Strength, 
  Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10+1 per tow caster 
  levels (maximum 1d10+5). This penalty doesn’t stack with the penalty from ray of enfeeblement. 
  Fire In the Blood (Heroes of Horror) 
  Transmutation 
  Level: Clr5, Spite 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  This unsettling spell enables you to make deadly weapons of your own arteries and veins. Once the 
  spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid 
  
  ULP7-03 Against the Dying of the Light 
   
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  to anyone who draws it from you. From then on, until the spell’s duration has elapsed, anyone who deals 
  slashing or piercing melee damage on you is sprayed with your blood in retribution. The blood deals a 
  cumulative damage of 1d6 points of damage per attack upon your attacker, with no save or spell 
  resistance applicable, up to a maximum of 5d6. Thus, the first time a foe hits you with a slashing or 
  piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash. The second 
  time the same foe strikes you, he takes 2d6 points of damage. As soon as any single foe has taken 5d6 
  points of damage in a single spray from your corrosive blood, the spell ends.  
   
  Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or 
  those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.  
   
  The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent 
  squares or parties, no matter how close together they might be. Each spray strikes the one responsible 
  for the wound.  
  Ghost Touch Armor (Libris Mortis) 
  Transmutation 
  Level: Clr2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Armor of creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  The subject’s armor gains the ghost touch property.  
  Kelgore’s Grave Mist (Players Handbook 2) 
  Conjuration/Necromancy (Cold) 
  Level: Sorcerer/wizard 2  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: See text 
   
   
   
  This spell creates a thin mist within the spell’s area. The mist is too thin to have any effect on vision, 
  but the necromantic energy infused within it hampers the living. All living creatures within become 
  fatigued and take 1d6 points of cold damage per round. If the spell fails to overcome a creature’s spell 
  resistance, the subject takes the cold damage and ignore the fatigue. 
  Lesser Spell Immunity (Spell Compendium) 
  Abjuration 
  Level: Clr2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/ level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  This spell protects one creature from a single 1st or 2nd level spell. The creature effectively has 
  unbeatable spell resistance regarding the chosen spell. Lesser spell immunity can’t protect a creature 
  
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  from a spell to which spell resistance does not apply. This spell works against spells, spell-like abilities, 
  and innate spell-like abilities. It does not protect against supernatural or extraordinary abilities, such as 
  breathe weapons or gaze attacks. Only a particular spell can be protected against, not a school of spells 
  or group of spells with similar effects; thus, a creature given immunity to inflict light wounds is still 
  susceptible to inflict moderate wounds.  
   
  A creature can have only one lesser spell immunity or spell immunity (PHB 282) in effect t a time.  
  Mass Aid (Spell Compendium) 
  Enchantment 9compulsion) [Mind-Affecting] 
  Level: Clr3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/ 2 caster levels) 
  Target: One or more creatures, no two of which are more than 30 ft. apart 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
   
   
  This spell functions like aid (PHB 196), except that it affects multiple subjects at a distance and each 
  subject gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+15). 
  Night’s Caress (Spell Compendium) 
  Necromancy [Evil] 
  Level: Sorcerer/wizard 5  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial, see text  
  Spell Resistance: Yes  
   
   
   
  Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of 
  Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.) 
   
  The spell has a special effect on an undead creature. An undead creature by you takes no damage 
  or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds 
  plus 1 round per caster level.  
  Oath Of Blood (Heroes of Horror) 
  Necromancy 
  Level: Clr5, sorcerer/wizard 5 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Target: One living creature 
  Duration: See below 
  Saving Throw: None 
  Spell Resistance: Yes 
   
   
   
  Oath of blood functions only when cast on a creature that has recently been the subject of a geas 
  spell or similar spell. It extends the reach of the geas spell beyond death. If the individual subject to the 
  geas die before completing the task, oath of blood animates him as an undead creature in order that he 
  might continue his quest. The nature of the undead creature is determined by the caster level of this spell, 
  as per the create undead spell (see page 215 of PHB). Once the task is complete or the original geas (or 
  similar spell) expires, the magic animating the subject ends and it returns to death.  
  
  ULP7-03 Against the Dying of the Light 
   
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  Power Word: Sicken (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer 2/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One living creature with 100 hp or less 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes  
   
   
   
  You utter a single word of power that instantly causes one creature of your choice to become 
  sickened, whether the creature can hear the word or not. The duration of the spell depends of the target’s 
  current hit point total, as shown below. Any creature that currently has 101 or more hit points is 
  unaffected by power word sicken.  
  Hit Points               Duration  
  25 or less               1d4+1 hours  
  26-50                    1d4+1 minutes 
  51-100                    1d4+1 rounds 
   
   
  Protection vs. Negative Energy (Spell Compendium) 
  Abjuration 
  Level: Clr2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/ level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  The warded creature gains partial protection against negative energy effects. For as long as the spell 
  lasts, it subtracts 10 from the hit points damage dealt by any negative energy effect (such as an inflict 
  spell) that adversely affects it. 
   
  Negative energy effects that don’t deal hit point damage to the subject, such as an energy drain spell, 
  affect the subject normally.  
  Ray of Clumsiness (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2  caster levels) 
  Effect: Ray  
  Saving Throw: None 
  Spell Resistance: Yes  
   
   
   
  You must succeed a t a ranged touch attack with the ray to strike a target. The energy of the ray 
  stiffens the subject’s muscles and joints, making it more difficult for the subject to move. The subject 
  takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum 
  Dexterity 1). 
  Scintillating Sphere (Spell Compendium) 
  Evocation [Electricity] 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 76 
  Level: Sorcerer/wizard 3  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft/ level) 
  Duration: 1 minute/level 
  Area: 20 ft. radius burst  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  A scintillating sphere is a massive electrical discharge that deals 1d6 points of electricity damage per 
  caster level (maximum 10d6) to every creature and unattended object within the area.  
  Sound Lance (Spell Compendium) 
  Evocation [Sonic] 
  Level: Clr4, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft/level) 
  Target: One creature or object  
  Duration: Instantaneous  
  Saving Throw: Fortitude half 
  Spell Resistance: Yes  
   
   
   
  This spell causes a projectile of intense sonic energy to leap from you to a target within range. The 
  sound deals 1d8 points of damage per caster level (maximum 10d8). A sound lance cannot penetrate an 
  area of a silence spell.  
  Summon Undead 1 (Spell Compendium) 
  Conjuration (Summoning)[Evil] 
  Level: Blackguard 1, Clr1, Sorcerer/wizard 1  
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level  
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  This spell functions like summon monster I (PH 285), except that you summon an undead.  
   
  Summon undead I conjures one of the creatures from the 1st level list in the accompanying table. You 
  choose which creature to summon, and you can change that choice each time you cast the spell. 
  Summoned undead do not count toward the total Hit Dice of undead that you can control with animate 
  dead or the other command undead abilities. No undead creature you summon can have more Hit Dice 
  than your caster level +1.  
  1st level: Human warrior skeleton (MM 226), kobold zombie (MM 226) 
  2nd level: Owlbear skeleton (MM 226), bugbear zombie (MM 226) 
  3rd level: Ghoul (MM 118) 118, troll skeleton (MM 227), ogre zombie (MM 267) 
  4th level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267) 
  5th level: Mummy (MM 190), shadow (mm 221), vampire spawn (MM 253), wight (MM 255) 
  Summon Undead 2 (Spell Compendium) 
  Conjuration (Summoning)[Evil] 
  Level: Blackguard 2, Clr2, Sorcerer/wizard 2 
  
  ULP7-03 Against the Dying of the Light 
   
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  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Effect: One or more summoned creature, no two of which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: No  
   
   
   
  This spell functions like summon undead I except that you can summon one undead from the 2nd-
  level list or two undead of the same kind from the 1st-level list.  
  Summon Undead 3 (Spell Compendium) 
  Conjuration (Summoning)[Evil] 
  Level: Blackguard 3, Clr3, Sorcerer/wizard 3 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Effect: One or more summoned creature, no two of which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: No  
   
  . 
   
  This spell functions like summon undead I except that you can summon one undead from the 3rd-
  level list or two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 
  1st-level list.  
  Summon Undead 4 (Spell Compendium) 
  Conjuration (Summoning)[Evil] 
  Level: Blackguard 4, Clr4, Sorcerer/wizard 4 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Effect: One or more summoned creature, no two of which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: No  
   
  . 
   
  This spell functions like summon undead I except that you can summon one undead from the 4th-level 
  list or two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower 
  level list.  
  Summon Undead 5 (Spell Compendium) 
  Conjuration (Summoning)[Evil] 
  Level: Clr5, Sorcerer/wizard 5 
  Components: V, S, F/DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Effect: One or more summoned creature, no two of which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: None  
  Spell Resistance: No  
   
  . 
   
  This spell functions like summon undead I except that you can summon one undead from the 5th-level 
  list or two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower 
  level list.  
  
  ULP7-03 Against the Dying of the Light 
   
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  Undead Torch (Spell Compendium) 
  Necromancy 
  Level: Sorcerer/wizard 3  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One corporeal undead/level, no two of which can be more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  The subject creature of this spell deals an extra 2d6 points of damage on melee attacks against living 
  creatures. If an attacked creature has spell resistance, the resistance is checked the first time the undead 
  attacks it. If your caster level check fails, the creature is unaffected by the casting of the undead torch.  
   
  If the undead creature is destroyed, the undead torch continues to burn at the location of its 
  destruction until the duration ends, and living creatures that pass through the area take 2d6 points of 
  damage. If the undead assumes a nonphysical state (such as a vampire assuming gaseous form), the 
  spell disperses harmlessly.  
  Vertigo Field (Players Handbook 2) 
  Illusion (Pattern) 
  Level: Beguiler 3, Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Area: 20-ft. radius spread 
  Duration: 1 minute/level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes  
   
   
   
  This spell creates a field of illusory magic that hampers the movement and senses of any creature 
  that enters it. The area within the field counts as difficult terrain. Attacks made through or from inside the 
  field have a 20% miss chance. A creature must make a Fortitude save or become nauseated for 1 round. 
  Once a creature fails this save, it does not need to make another save against this effect.  
   
  When you cast this spell, you can choose for this nauseating effect not to apply to a number of allies 
  you designate less than or equal to your caster level. Those allies still treat the vertigo field as difficult 
  terrain and have the 20% miss chance on attacks.  
  Wither Limb (Book of Vile Darkness) 
  Necromancy [Evil] 
  Level: Clr2, Mortal Hunter 2, Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/ 2 levels) 
  Target: One humanoid creature with limbs 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
   
   
  The caster chooses to wither either the arms or legs of the subject. Withered legs force the character 
  to fall prone and make it impossible for them to move more than 5 ft. per round. Withered arms make it 
  impossible for a character to use objects or cast spells with somatic components, and the subject must 
  drop anything she was holding. At the end of the spell’s duration, the limbs return to normal. 
   
  
  ULP7-03 Against the Dying of the Light 
   
  Page 79 
  PLAYER HANDOUT #1 – THE INVITATION 
   
  To her most devout and honorable Marrain Morningsong, 
  Greetings. Though you are unaware of who I am you no doubt are filled with curiosity regarding  
  mysterious and fortuitous delivery of “the item” in question. It was I who arranged its the delivery and 
  though it cost me a bit more than I expected, for its purpose and to help Eliazar, it was well worth every 
  gold piece paid. I owe Eliazar a debt which I am honor bound to repay, although he is surely unaware of  
  it. I look forward to meeting you and discussion the intricacies of what lies ahead. Your many years of  
  experience in the ranks of Lydia’s faithful will help you to better understand my motivations. Enclosed 
  are  
  the directions to my home. May you always walk in the light of wisdom and many blessings to you. 
  Sincerely,  
  M 
  
  ULP7-03 Against the Dying of the Light 
   
  Page 80 
  CRITICAL EVENT SUMMARY: ULP 7-03: AGAINST THE 
  DYING OF THE LIGHT 
  For use only Clearwater Conclave. 
   
  1. Did the PCs actions lead to Eliazar’s successful atonement or 
   his death?  
   
   
   
   
   
  Atonement       Death  
   If death, please list name of player/payers here.                   
   
   
   
  2.   Did the PCs aid in the successful destruction of the plague mound / shrine of Nerull?  
   
  Yes          No      
  3) Were the PCs antagonistic towards Maximillian or did they allow diplomatic channels? 
  Non- hostile 
   
  Hostile ( If, hostile then note whether this included physical violence )   
   
   
  If hostile, list player names/PC names here: 
   
  4. Did the PCs prevent the Slavers from getting away with their captives ?  
   
   
   
   
   
   
   
  Yes 
   
  No  
   
    
  5. Did the PCs secure the signature crest of Sebastian Wilmont, the dragon hunter that is in the 
  behir lair?  
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list whom here: 
   
   
  6) Did any of the PCs end up with the “Strange Stone” as noted on the AR?    Yes         No 
    
         If the answer was “Yes”, please list their name, PC name, and RPGA # here:  
    
  7) Whether the PCs destroyed the plague mound or not, did the PCs do anything significant in order 
  to help the Black Moss mongrelfolk tribe survive?             Yes                  No 
   
  If “Yes”, please list their names here:  
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/597/Normal Scenarios/ULP7-03 - Against the Dying of the Light (APL 6-12)/ULP7-03 - Against the Dying of the Light.pdf