TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URC5-02 
   
   
   
   
   
   
  A Fine Kettle of Fish 
   
  A Two-Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  Version 1.1 
  by Keith Palm 
   
   
   
   
  People are disappearing along the County’s coast. The Lord-Mayor of Bampton needs someone to investigate. Do you 
  have the skills to unravel this mystery? Once the source of the disappearances has been identified, it is time to assault 
  the enemy stronghold and end the threat to Bampton and the County. APL 2-12. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional 
  adventure, 
  set 
  in 
  County of Urnst. Characters 
  native to County of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp 
  per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a 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. 
  Acknowledgements 
  The author would like to thank the following individuals 
  for assisting with the production of this scenario: the 
  editors, Nick Carnival, Jeanne Scharfenberg; and the play 
  testers, Steve Bergenfeld, Mike Bertelsen, Jason Carnival, 
  Anthony Chiesi, Brian Glose, Murry McEntire, David 
  Morgan, 
  Chris 
  Palmberg, 
  David 
  Parker, 
  Bill 
  Scharfenberg, Joe Scharfenberg, and Damon Schoonover; 
  and for his kind assistance, Dennis Stalnaker. If any 
  contributors have been overlooked, it is the fault of the 
  editors, not the author. Please accept our apologies. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 4 
  Adventure Background 
  Round 1: 
  The Rhenee people entered Oerth from their legendary 
  home world of Rhop about 450 years ago. They were 
  driven west by the native Aerdy until they were pressed 
  against the shores of the Nyr Dyv. Many of their kind 
  were slain or enslaved before they adapted to life upon 
  the Lake of Unknown Depths. 
   
  The Rhenee survived and to a degree thrived plying 
  the waters of the great lake. Many have never forgiven 
  the native people who oppressed and continue to scorn 
  them to this day. Some Rhenee feel the time has come to 
  carve out a nation of their own and dominate the water 
  trade-ways of the Nyr Dyv and its tributaries. 
   
  Since the time of the Rhenee migration to the 
  Flaness, a secret Rhenee society, the Rhenipen R’asa (the 
  way of the Rhenee race), has sought to preserve the 
  Rhenee culture, the Rhopan language, as well as cherish 
  and recover items brought with the original migrants 
  from Rhop. Following the Greyhawk Wars, the society 
  has taken on a more nationalistic stance and is dominated 
  by its more militant members. 
   
  Recently a particularly cunning Kuo-toa, following a 
  vision from his goddess, has led a band of his kind back 
  to the surface from the under-dark. They have reclaimed 
  an ancient Koa-Toan temple that was abandoned 
  millennia ago when the elves drove the Kuo-toa from the 
  surface world. The temple is located on one of the many 
  small islands that dot the surface of the Nyr Dyv. Sending 
  his followers out to explore the island, they found the 
  remnants of a failed colony of original Rhenee migrants. 
  Learning about the cultures of the surface world, the wily 
  Koa-Toan leader realized the value these authentic 
  Rhopan relics would have to certain Rhenee. 
   
  Soon after, the Kuo-toa soon made contact with 
  some unscrupulous barge-folk who connected them with 
  the Rhenipen R’asa. The two sides came to a sinister 
  agreement; the Rhenipen R’asa would provide human 
  sacrifices for the Kuo-toa temple in exchange for the 
  Rhopan relics. The devious Rhenipen R’asa chose the 
  County of Urnst as the target for their kidnappings. They 
  left evidence to implicate the Bandit Kingdom’s Red 
  Hand as the culprits, knowing the already strained 
  relationship between the two regions. The County was 
  also chosen as the target due to the close relationship 
  between the Rhenee and Urnstmen. The last people they 
  would suspect for the abductions were their friends, the 
  Rhenee. 
   
  The plot went smoothly for several months until the 
  Kuo-toa leader demanded greater and greater numbers of 
  humans to sacrifice. The Rhenipen R’asa were hard pressed 
  to abduct such large numbers of people unnoticed. 
  Fortunately for them, the County civil war had attention 
  drawn elsewhere. The Kuo-toa have now traded all of the 
  Rhopan relics to the Rhenipen R’asa. However, they are 
  unwilling to lose their easy supply of sacrifices to the 
  Drowning Goddess and have turned to blackmailing the 
  Rhenipen R’asa to keep up the supply. The Rhenipen R’asa 
  desperately want out of the arrangement but are 
  unwilling to risk the fierce County retaliation on their 
  fellow Rhenee should the truth become known. 
   
  Coinciding with these events, the port town of 
  Bampton has enjoyed dramatic investment. Following 
  the 
  civil 
  war, 
  Lord-Vintner 
  Deremett 
  Torquann 
  (Archbaron of Vinewind) has decided to improve upon 
  the Field Barony of Bampton to draw some of the 
  lucrative trade away from Radigast City. In addition, the 
  Contessa has posted some of her naval forces in the town 
  in response to the Nyrondian crisis. This has further 
  increased the prestige, number of residents, and wealth 
  of Bampton. 
   
  In the center of all of this is Gwydion Reineer, Lord-
  Mayor of Bampton and its surrounding communities. He 
  is a loyal vassal to Baron Zeli Torquann [field baron of the 
  Barony of Bampton, including Holbrook] but is dismayed 
  that the Lord-Vintner sided with the Lord of the East 
  during the civil war. He is excited at the prospect of 
  growing Bampton into a major port and naval base, as it 
  will greatly benefit the local people of this generally 
  forgotten region of the County. He has been working 
  hard to improve their lot and sees this as a stroke of luck 
  to help him succeed. However, two things have made his 
  life more difficult. 
   
  First, the kidnappings and raids have been occurring 
  in his fiefdom. He has not yet found the raiders but 
  evidence points to the Red Hand from the Bandit 
  Kingdoms. Baron Zeli Torquann has ordered Gwydion to 
  deal with the situation as he is busy with trading interests 
  in Holbrook. The County navy has yet to locate any 
  foreign raiding vessels in the area. He wishes to solve the 
  problem before the raiders are bold enough to attack 
  Bampton town and discourage any further investment. 
   
  His second problem is that he has fallen in love. 
  Normally such an event is joyful but it has brought 
  unwanted complications. Gwydion has been seeking a 
  bride since his late father charged him with perpetuating 
  the Reineer line (from the regional adventure, Once an 
  Eagle). He was reluctant to wed due to the murder of his 
  first wife by family rivals when he was a young man. 
  Contrary to noble tradition, an alluring young Rhenee 
  woman caught his eye and they plan to wed soon. 
  However, the Rhen-folk, hearing that one of their own 
  would be marrying a County noble, have descended on 
  Bampton in great numbers to celebrate. They now 
  proclaim loudly that Bampton is a “Rhenee town”! This 
  influx of gypsy folk has caused much consternation to 
  the lord-mayor, merchants, and town guard alike. 
  Unbeknownst to them, the very kidnappers they seek 
  hide among the Rhenee throng. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 5 
  Adventure Summary  
  Introduction – Round 1: 
  The PC’s are invited by Lord-Mayor Gwydion to 
  investigate the raids on his behalf. They receive a letter 
  requesting them to come to Reineer Keep for an 
  audience. The PC’s get a view of the new, improved 
  Bampton as they arrive. 
  Encounter 1: Reineer Keep 
  The PC’s meet with the lord-mayor and he lays out the 
  problem and what he knows of it. He asks that they find 
  the truth and if possible slay the perpetrators. His 
  beautiful bride-to-be suggests that her fellow Rhen-folk 
  may have information to share. 
  Encounter 2: The Headless Hydra Inn 
  The PC’s arrive as some Rhenipen R’asa are finishing a 
  provocative tale; will the PC’s prevent a riot or join in? 
  Encounter 3: Temple of Saint Cuthbert 
  The PC’s find a guilt-ridden young Rhenee praying in the 
  temple. He has knowledge of the kidnappings but does 
  not want to betray his fellow Rhenee. Can they convince 
  him to share what he knows? 
  Encounter 4: Lost Lovers’ Beach 
  The PC’s can walk among the many barge-folk 
  celebrating on the beach. They can get a taste of Rhenee 
  culture and perhaps gain some information. Among the 
  Rhen-folk is a fortune-teller. 
  Encounter 5: The Rooster on the Bull Inn 
  Many of the local town-folk have gathered here to avoid 
  the Rhenee. Among them are Red Hander spies sent to 
  investigate rumors a renegade group of Red Hand have 
  been raiding the County coast for slaves. Can the PC’s 
  discover them and the information they know? 
  Encounter 6: The Market Park 
  Many things are for sale in the market, including fine 
  weapons and magic. A Rhenipen R’asa spy has the area 
  under surveillance. Can the PC’s single him out before he 
  reports to his superiors? 
  Encounter 7: The Temple of Xerbo 
  The PC’s meet the racist cleric of Xerbo and perhaps gain 
  some information. She highlights some of the 
  stereotypes people have of the Rhenee. 
  Encounter 8: The South Lighthouse 
  By luck or detective work, the PC’s find the Rhenipen 
  R’asa leaders plotting at the ruins of the old South 
  Lighthouse. Will they parley or beat the truth out of 
  them? 
  Conclusion – Round 1: 
  The PC’s uncover the Rhenipen R’asa plot and report back 
  to the lord-mayor. He asks the PC’s to find and destroy 
  the Kuo-toa temple and rescue any survivors. Go to round 
  2. 
  DM Note: Time will likely only permit the PC’s to fight 
  in three of the four possible combat encounters in Round 
  1. The players should have sufficient information to 
  proceed to Encounter 8 after two of the combat 
  encounters. 
  Introduction – Round 2: 
  The County Navy transports the PC’s to the island 
  identified in Round 1. They circle the island from a 
  distance allowing the PC’s to decide where to land. The 
  ship remains nearby awaiting a signal to pick up the PC’s. 
  The party gets a broad description of the island. 
  Encounter 9: 
  A sheltered beach a good distance from the crater is seen 
  from the water. Upon landing they find the ruins of the 
  lost Rhenee settlement. Close examination reveals clues 
  from earlier times. 
  Encounter 10: 
  On the far side of the island from the crater-lake, a large 
  copse of trees shields the point. Within they find the 
  missing town hermit as well as his new companions. Can 
  they make the hermit see the hags’ true nature or will 
  they leave him to his fate? 
  Encounter 11: 
  The PC’s must make their way across the crater-lake to 
  the volcanic plug. Can the PC’s effectively fight the Kuo-
  Toa guards in their aquatic environment? 
  Encounter 12: 
  Climbing the carved stairs spiraling around the volcanic 
  neck/plug, the PC’s locate the sacrificial altar and a pair of 
  Kuo-Toa whips. 
  Encounter 13: 
  Entering the subterranean lair of the fish-folk beneath 
  the column of volcanic rock, the party encounters the 
  Kuo-Toa monitor leader. The PC’s must win their way 
  past her to locate the missing Urnstmen. 
  Encounter 14: 
  The PC’s find the prisoners in a devious prison. They 
  must free the confused Urnstmen and bring them to the 
  ship for rescue. 
  Conclusion – Round 2: 
  The PC’s return home with the remaining missing 
  people. The Lord-Mayor is glad to see them but laments 
  how few were left to rescue. 
  DM Note: The course of events will vary with how the 
  PC’s proceed through the adventure, how many times 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 6 
  they rest, and the time of day. It is expected that the PC’s 
  will rest at least once during the adventure to recover 
  spells and heal. 
   
  Players are encouraged to use some strategy against 
  the Kuo-Toa rather than a head-on assault, which would 
  not be in their favor. 
  Preparation for Play 
  Players who are Rhenee or current members (annual 
  costs must have been paid at first regional module played 
  in 2005) of these meta-organizations receive +4 
  circumstance bonus to Charisma-based skills when 
  dealing with the Rhenee, and –4 penalty to charisma-
  based skills when dealing with the Cleric of Xerbo or 
  patrons/employees of the Rooster on the Bull: Darkagard 
  and Vetha. 
   
  As per the CoU Favors and Influence document, 
  influence held with the following entities may be used to 
  gain a +4 circumstance bonus on one Charisma-based 
  skill up to a maximum of 4 influence points for 4 skills 
  per player when dealing with the Rhenee in Round 1: 
  Rhenee from URC2-01 Ogre Island.  
   
  Permitting non-standard use of influence during this 
  scenario is up to the DM’s discretion. The influence spent 
  in this way must be appropriate for the entity granting 
  the influence and that entity’s region of influence. The 
  cost for a single non-standard use is a minimum of 3 
  influence points, as per Favors and Influence in the County 
  of Urnst Regional Living Greyhawk Campaign. The DM is 
  required 
  to 
  email 
  the 
  Triad 
  at 
  coutriad@yahoogroups.com to report the non-standard 
  use for evaluation to be included in subsequent revisions 
  of that document. 
  NPC Spellcasting 
  In Bampton, there are clerics, sorcerers and wizards of 
  sufficient level to cast up to 5th level spells as per the 
  LGCS.  
   
  The closest druid circle with druids able to cast 4th 
  level spells is in the Dreerwode Forest. After completing 
  the scenario, each dead PC and his gear may be taken by 
  one living PC to the Dreerwode Druids for reincarnation 
  (therefore, a maximum of three dead can be taken by 
  three living to the druids). Each PC, living and dead, 
  making this trip must deduct an additional TU from their 
  Adventure Record (in addition to any costs listed in the 
  LGCS). 
  Introduction – Round 1 
  After receiving a summons from Gwydion Reineer, 
  Lord-Mayor of Bampton, you find yourselves 
  traveling south on the coastal road from Radigast 
  City. As you crest a high ridge, you get a marvelous 
  view of the fjord that cradles the port town of 
  Bampton. Word has spread of recent investments in 
  the town and the new plank-wood streets are visible 
  from your high vantage point. The harbor is glutted 
  with lake-faring vessels. Several merchant vessels 
  are moored at the docks, and a few County Navy 
  ships are visible at the south end of the harbor. In 
  addition to these, there is a multitude of Rhenee 
  barges anchored in the harbor, making it nearly 
  impassable. Rhen-folk and their many campsites 
  litter the beach north of the docks. 
   
  Descending on the road from the northern 
  ridge, you see gangs of men improving the road that 
  leads deeper in the Archbarony of Vinewind. 
  Occasionally the workers stop their labors to allow 
  wagons carrying large casks of wine or brandy to 
  proceed down into the town. Looming protectively 
  above 
  everything 
  is 
  Reineer 
  Keep 
  and 
  its 
  accompanying lookout tower. 
  Show the PC’s the maps of Bampton in Appendix 1 to 
  give them the layout of the town. Time of day is late 
  afternoon. Have PC’s introduce themselves and pick 
  their spells before moving on to their meeting with 
  Gwydion. If the PC’s rest or dally for long periods of time 
  adjust the time of day in encounters accordingly. 
  Encounter One: Reineer Keep 
  Ascending the steep road to the keep, it is evident 
  that this stout, easily defended structure has 
  contributed to the survival of the ruling family and 
  the town over the centuries. The old, sturdy 
  stonewalls of the keep are contrasted by the newer, 
  polished steel gate that allows entry into the keep. 
  The gate is etched with an eagle design and is 
  guarded by a single man-at-arms with a breastplate 
  bearing a similar design. 
   
  Presenting the correspondence, you are led 
  through a series of small, modestly appointed rooms 
  to the great room. Within waits a middle-aged man 
  wearing respectable but functional finery fit for a 
  baron. His lineage is heavily Suel but lacks the 
  sharp, cold features common to that race. Beside 
  him sits a woman of startling beauty. She is a full-
  blooded Rhenee with fine swarthy skin and an 
  impossibly curvaceous figure. She is adorned 
  tastefully with a variety of bangles and bright silk 
  scarves. Her large, grey eyes appraise you as the lord-
  mayor rises to greet you.  
  It is possible that the lord-mayor has met the PC’s before 
  in the regional adventure, URC2-08 Once an Eagle. If so, 
  greet such characters appropriately. The lord-mayor has a 
  relaxed, down to earth style and does not put on airs of 
  nobility. He will introduce his betrothed, Papusza. He 
  will ask them to sit at the table to discuss his problem. He 
  will relate the following information: 
  • 
  Raids on coastal villages have been occurring. The 
  villagers disappear with the raids. Very few dead 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 7 
  bodies are found after a raid. The people may be 
  taken for slavery. 
  • 
  The abductions may have been going on longer than 
  just the village raids. Investigations after the raids 
  indicate that fisherman and isolated families were 
  disappearing during the weeks before the raids 
  started. No one known has escaped to describe the 
  attackers. 
  • 
  Some of the older Eagle Guards feel that Red Hand, 
  in the Bandit Kingdoms, is responsible for the raids. 
  There have been subtle clues at the villages that may 
  support this claim. However no Red Hander ships 
  have been sighted anywhere near the County coast 
  recently. 
  • 
  No other section of the County coast has been 
  attacked yet. However, Lord-Vintner’s riders are 
  busy protecting the Nyrond border leaving the 
  southern coastal lands vulnerable. With the Navy 
  distracted with clearing all the traffic into the 
  harbor, I fear that they may grow bold enough to 
  attack Bampton itself if we do not retaliate. 
  • 
  Though the County Navy has occupied all the ports, 
  even in Holbrook, and increased patrols along the 
  northern coast, they have yet to intercept any 
  raiding ship. Perhaps they are coming from farther 
  out in the Nyr Dyv and not along the coast. 
  • 
  (At Papusza’s suggestion) Perhaps the Rhenee would 
  be a good source of information. Little goes 
  unnoticed on the Nyr Dyv by the Rhen-folk. They 
  are not always willing to speak with the Eagle Guard 
  since they enforce the law in town but you may have 
  better luck. Lost Lovers’ Beach is filled with many 
  Rhenee who have come to celebrate our marriage. 
  You’ll likely find out something there. 
  • 
  If you haven’t found lodging yet, the Headless 
  Hydra is a landmark here in Bampton where many 
  adventurers choose to stay. If the Hydra doesn’t suit 
  you, there’s also the Rooster on the Bull Inn, though 
  that is frequented by mostly locals. There are also 
  two temples in town, St. Cuthbert and Xerbo should 
  you need to pay your respects to these good deities. 
  If you have need to equip yourselves, I highly 
  recommend the Market Park. Some very good values 
  can be found there for the savvy buyer. 
  If the PC’s ask questions about local affairs, he can relate 
  the following information: 
  • 
  Lord-Vintner Torquann has invested a great deal of 
  gold improving the port capabilities of Bampton, and 
  its ability to transport goods into and out of 
  Vinewind. He intends Bampton, along with 
  Holbrook, to compete for trade with Radigast City. 
  • 
  I am happy with the investment, as well as my lord’s 
  attentions focused elsewhere. If I cannot deal with 
  the situation personally, I fear that Zeli Torquann 
  will move to discredit me.  
  • 
  He has met his bride-to-be months ago in the Market 
  Park. She initially rebuffed his courtship but now 
  they are very much in love. He wants to marry and 
  bear children soon before he grows too old. Field-
  Baron Torquann is indifferent, if not pleased with 
  the union. The Rhenee ambassador to the County of 
  Urnst, Grawn Boskvetvi, has sent a letter of support 
  for the marriage. 
  • 
  The Rhenee coming into town has been both a bane 
  and a boon. The town’s population has grown by one 
  third. Merchants have had greater profits. However 
  petty crime has risen and the locals distrust Rhenee, 
  especially in such large numbers. Their boats have 
  clogged the harbor, making shipping difficult. I am 
  trying to be understanding at Papusza’s request but 
  the Eagle Guard is losing patience with the situation. 
  • 
  The Eagle Guard is out patrolling the town. We have 
  avoided imprisoning criminals so that we would not 
  have to staff the prison. Instead we have been using 
  stiff fines or expulsion from the town. You can find 
  Eagle Guard members doing their job around town. 
  If or when the baron is asked about payment, he will 
  seem slightly uncomfortable about the subject. He will 
  answer as follows: 
  • 
  Of course pay will be equitable with your level of 
  expertise (i.e. APL). Discretion is appreciated as we 
  are trying to establish ourselves as a safe and reliable 
  port. 
  • 
  Deal with the situation as you see fit within reason, 
  including slaying the people responsible. Report 
  back to me if you find the source of the raids if time 
  allows. 
  The lord-mayor is available for the PC’s to consult during 
  the adventure; however he has no information beyond 
  what is detailed here. The PC’s may proceed to any of the 
  following encounters in any order they wish. They do not 
  have to complete every encounter and time constraints 
  may not allow them to do so. Should the PC’s proceed 
  directly to the south lighthouse, round 1 could be over 
  very quickly. 
  Creatures: 
  Lord-Mayor 
  Gwydion 
  Reineer: 
  Male 
  Human 
  Aristocrat7 
  Papusza: Female Human Expert2 
   
  DM Note: Regardless of where the PC’s go first, do not 
  reveal information about the South Lighthouse until they 
  have fought two of the possible three combat encounters. 
  In playtests, PC’s got the information too early and 
  skipped the information gathering stage, missing out on 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 8 
  much of the plot, as well as experience and treasure. Do 
  not run them through a third combat encounter prior to 
  Encounter Eight: The Ruins of the South Lighthouse. 
  Information Gathering Encounters: 
  Encounter 2: The Headless Hydra (pg 9). 
  Encounter 3: Temple of Saint Cuthbert (pg. 11) 
  Encounter 4: Lost Lovers’ Beach (pg. 12) 
  Encounter 5: Rooster on the Bull Inn (pg 14) 
  Encounter 6: The Market Park (pg 15) 
  Encounter 7: Temple of Xerbo (pg 17) 
  Encounter Two: The Headless 
  Hydra 
  The Headless Hydra is a well-known local landmark and 
  as such the PC’s may proceed there early in the 
  adventure. The tavern has been full since mid-day and 
  the patrons are inebriated by this time in the evening. 
  Read the following as the PC’s approach: 
  The Headless Hydra Tavern is one of the larger and 
  grander buildings in Bampton. It has a fine 
  reputation in this region as a place for good food 
  and ale as well as interesting entertainment. Many 
  an adventurer has taken the owner up on his ‘Ale for 
  a Tale’ offer much to the delight of the local 
  populace.  
   
  Approaching the three-story, well-maintained 
  building, the noise coming from within indicates 
  that the tavern may be at more than its 
  recommended capacity. The windows of the 
  building are fogged due to the large number of 
  people talking and sweating within. Adorning the 
  entrance is a new hanging sign depicting a comical 
  hydra juggling its own severed heads. The tavern is 
  quite over-full and many of the customers are 
  socializing outside around the front door. 
   
  If they move inside: Pushing your way inside, you 
  see the tavern is wall-to-wall people. The well-known 
  owner, Haree Kormeer, and his staff are busy 
  keeping up with the demand for ale. They have 
  apparently given up trying to serve food and the 
  wenches hand out cups of beer as fast as they can 
  pour them. Haree and some of his men are trying to 
  replace one of the now empty casks along the wall. 
  Merchants, sailors, locals, and a fair number of 
  Rhenee all make up the chaotic crowd of revelers. 
   
  Allow the PC’s to state their actions (get a drink, look 
  for a seat, etc.) before continuing: Abruptly, a large, 
  scar-ridden Rhenee stands up on his chair in the 
  center of the room. Expectantly, the crowd hushes 
  in anticipation of a tale. He starts in a slurred and 
  heavy Rhopan accent; “I have a tale for you pale’cido 
  [non-Rhenee]. Once there was a world, a peaceful 
  world where the people had naught to do but 
  wander, craft, and trade. These free, happy nomads 
  knew nothing of war, hunger, or envy. Then a 
  miraculous thing occurred; a portal to an entirely 
  new world appeared! Their gypsy nature got the 
  better of them and a new kumpa'nia [tribe or clan] 
  formed to travel to this new place.” His dreamy stare 
  transforms into a mean, drunken sneer, “These 
  unfortunates emerged into a beautiful forest. Before 
  long they met the native peoples of this new world. 
  These people responded with fear, aggression, and 
  hate. The newcomers sought to flee but the way 
  home was lost to them. They were driven west losing 
  many to disease, starvation, slavery and violent 
  death. They were driven to the shores of a great lake, 
  and there they, in desperation, cannibalized their 
  precious wagons to make rafts… rafts that might 
  spirit them away from their oppressors. Many died 
  in the attempt, and many more fed the creatures of 
  the lake but over generations the wanderers 
  mastered life upon the lake.” His voice becomes 
  shrill with obvious venom, “But now the tale has 
  come full circle; the lake people are no longer 
  content to be the subject of derision. We will have 
  our revenge upon our oppressors! The Nyr Dyv and 
  all it touches are ours! Rhenee natsia [nation]!!!” At 
  this, the tavern goes wild with shouts and the 
  scrapes of chairs across the floor. Screams of 
  “Rhenee scum” and “Aerdy murderers” fill the air. A 
  riot is about to happen if the PC’s do not intervene. Of 
  course they could always join in too. There is valuable 
  information to be learned if they subdue the Rhenee or if 
  they prevent an all-out barroom brawl.  
  Creatures: 
  � Rhenee thugs (4): See Appendix 2 by APL 
  � Commoners (60) – Non-combatants: Rhenee and 
  Bampton mix, see Appendix 2 
  � Warriors (10) – Non-combatants: See Appendix 2 
  � Haree Kormeer: See Appendix 3 
  � Lankos Kelson: See Appendix 3 
  Tactics: The Rhenee thugs who have started all the 
  commotion are Rhenipen R’asa involved in the abductions. 
  They are versed in non-lethal combat and will work 
  together to use their saps in sneak attacks. They will try 
  to provoke anyone willing to fight to attack them 
  (making it easier for them to flank). The commoners will 
  attempt to exit the building as soon as possible. The local 
  warriors in the crowd have taken enough offense to stay 
  and fight. The Rhenee thugs are tough looking so the 
  warriors will focus their attacks on innocent Rhenee 
  commoners first and leave the thugs to the PC’s. Any PC 
  using overt magic (visible spell or magical effect) will 
  cause a complete panic among the commoners and some 
  of the people will be trampled to death. PC’s can move at 
  only half speed through the crowd until all the 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 9 
  commoners are gone on round 3. Casting a spell in the 
  crowd will require a Concentration check DC 10, or DC 
  15 if the crowd is panicked. 
   
  The PC’s do have a chance to avert a fight if they try. 
  They may try this with skill or magic. A PC may try a 
  Diplomacy check at DC 20 to calm the crowd. This will 
  be a rushed check (-10 penalty) unless the PC’s can find a 
  way to get the crowd to listen for the required minute 
  (DM’s discretion). 
   
  After the fifth round, if the encounter continues, 
  Haree will emerge from the cellar where he went to get a 
  keg of beer. He will not know what is going on and will 
  try to use non-lethal magic to subdue anyone acting in a 
  hostile manner. On the seventh round, Lankos Kelson, 
  an Eagle Guard, will arrive to take charge of the situation. 
  Treasure: Each of the Rhenipen R’asa thugs wears a 
  distinctive earring that marks them as a member of their 
  organization. The dangling gold earrings resemble a 
  decorative miniature wagon wheel. 
  All APLs – 4 Earrings (1 gp each). 
  Development: The Rhenipen R’asa earrings may be useful 
  later in the adventure if the PC’s decide to disguise 
  themselves as Rhenee or some other deception. Should 
  the Rhenee escape after fighting the PC’s then the 
  Rhenipen R’asa in Encounter 8 will be alerted that the PC’s 
  might be coming. 
   
  Depending how the encounter went the PC’s can get 
  valuable information from either the Rhenee thugs or 
  Haree Kormeer. The Eagle Guardsman, Lankos Kelson, 
  will also be able to answer a few questions at the end of 
  the encounter when the situation is resolved. If the PC’s 
  resolve the encounter violently, Haree will be furious 
  and throw them out of the tavern. However any captured 
  thugs will be available for interrogation. If the PC’s 
  successfully diffuse the situation the thugs will leave 
  without a fight but Haree will be quite pleased and help 
  the PC’s with their investigation. 
   
  Successfully interrogating the thugs with an 
  opposed Intimidate check can produce the following 
  information. An intimidate check is opposed by the 
  target’s modified level check (1d20 + character level or 
  Hit Dice + target’s Wisdom bonus [if any] + target’s 
  modifiers on saves against fear). Each thug can be 
  intimidated separately and PC’s may aid one another. A 
  PC may not try to intimidate a thug more than once. The 
  thugs will get a +1 bonus to their opposed check for every 
  one of his peers that are present during the interrogation 
  attempt (feel braver and have more shame among his 
  fellow Rhenee). 
   
  Fail check by 5 or more: The Rhenee thug will 
  claim to be an agent of Grawn Boskvetvi, Rhenee 
  ambassador to the County of Urnst. He will claim that 
  Grawn is an agent of Iuz and works behind the scenes to 
  destabilize the eastern Nyr Dyv. 
   
  Succeed in check: The thug will admit to being a 
  Rhenee nationalist trying to stir up trouble in Bampton. 
  He will admit to abducting some of the local people to 
  sell into slavery. 
   
  Succeed check by 5 or more: The thug will proudly 
  admit to being a member of the Rhenipen R’asa secret 
  society. He will boast to kidnapping local people and 
  trading them to secret allies on an island on the Nyr Dyv. 
   
  If by some chance the thugs manage to subdue the 
  PC’s then they will attempt to steal any easily grabbed 
  items and flee the scene. Depending on what round it is, 
  Haree or Lankos may stop their flight. Any items taken 
  during this encounter can be retrieved if they defeat the 
  Rhenipen R’asa in Encounter 8. 
   
  If the PC’s manage to avoid violence, Haree will offer 
  them a round on the house and sit down to thank them. 
  If they relate that they are working for the lord-mayor 
  then he will earnestly try to assist them. He can relate the 
  following information through questions by PC’s or 
  through conversation. 
  • 
  The Rhenee are generally kind, fun-loving folk. 
  Although some of the Rhen-folk that have come into 
  town are antagonistic and mean-spirited. 
  • 
  There has been an increase in pick-pocketing lately 
  but I am unsure if it is from the Rhenee or just that 
  more people are in town. 
  • 
  I have met Papusza and feel she is a fine match for 
  the lord-mayor. I see no reason to oppose the match. 
  • 
  A group of half-orcs with northern accents was 
  nosing around yesterday. Half-orcs are not especially 
  unusual, especially amongst sailors, but these 
  seemed smarter and more observant than normal. 
  • 
  The town-folk are trying to be tolerant of all the 
  changes and the Rhenee since the lord-mayor is well 
  liked. However some locals have been fomenting 
  dissent and racism. 
  Lankos Kelson will arrive regardless of how the situation 
  unfolds. He will thank them for calming the situation or 
  subduing the thugs. He will angrily chastise the PC’s if 
  anyone was killed since the thugs were not wielding 
  lethal weapons. He is able to relate the following 
  information: 
  • 
  The Rhenee have been particularly well behaved 
  compared to other times they have visited town. He 
  has heard that the Vetha, Rhenee wise-women, have 
  been keeping people in line. 
  • 
  There appears to be several sub-groups of Rhenee in 
  town. Not all of them seem to get along. One group 
  in particular, of which the thugs were members, 
  seems to cow their fellow Rhenee. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 10 
  • 
  There have been half-orcs in town but none have 
  caused any trouble. 
  • 
  The Eagle Guard is supportive of their Lord-Mayor. 
  They are all worn a little thin by the extra policing 
  duties required of them. 
  The PC’s may attempt to gather information after the 
  situation resolves and the tavern goes back to normal 
  (keep track of time). A successful check at DC 10 will 
  reveal the following rumors: 
  • 
  Iuz has sent water demons to plague the coast in 
  preparation for an invasion! 
  • 
  The 
  Rhenee 
  are 
  kidnapping 
  people 
  and 
  brainwashing them in an effort to increase their 
  numbers. 
  • 
  Baron Zeli Torquann is relocating the people to 
  labor camps further north. 
  • 
  The dragon turtle of the lake is eating whole villages! 
  • 
  The Duchy of Urnst plans to annex the County! The 
  missing people were their agents. They have left just 
  prior to the invasion. 
  If the PC’s try to find specific information about the 
  Rhenipen R’asa they will have to make a Gather 
  Information check at DC 25. Success reveals the 
  following information: 
  • 
  The Rhenipen R’asa used to be to a semi-secret ethnic 
  organization to preserve Rhenee culture. Following 
  the Greyhawk Wars, they have taken an extreme 
  nationalistic stance. 
  • 
  Some Rhenee whisper that the Rhenipen R’asa are 
  resorting to evil alliances to achieve their goal of a 
  Rhenee nation. 
  Encounter Three: The Temple of 
  Saint Cuthbert 
  PC’s might be drawn to visit the two temples of the city. 
  Cuthbert has a strong and growing following in 
  Bampton. He is particularly popular with the Eagle 
  Guard and the merchants who rely on an orderly town to 
  conduct profitable business. As Bampton is a major wine 
  and brandy exporter, locals enjoy how the Cuthbert 
  clerics deal with drunkenness and other foolishness. 
  The temple of Saint Cuthbert is a stout stone 
  structure near the waterfront, not far from Lost 
  Lovers beach. The building stands in stark contrast 
  to the weathered wooden buildings that surround it. 
  The Rhenee in town seem to conspicuously avoid 
  the neighborhood surrounding the temple. 
   
  The tall, narrow windows on its exterior 
  resemble archer slits. Dim light is visible within, 
  perhaps from a few candles. The front door’s large 
  sturdy padlock hangs open upon the door bolt. 
  The door shows no sign of tampering. No sound can be 
  detected from within. The windows are made of thick, 
  blurry glass and only allow an extremely distorted view of 
  the interior. There is a small, stout door on the back that 
  is bolted from the inside. The temple seems too small to 
  contain living quarters on the premises. If the PC’s enter 
  the building: 
  Within is a square, rather plain worship area with 
  long, hardwood plank benches serving as pews. At 
  the front is a matching table upon which rests some 
  lit candles and prayer books. A starburst pattern of 
  red glass is visible on the wall above the table. 
  Kneeling in the front center pew is a young man 
  who appears to be a Rhenee. The young man is 
  absorbed in his own thoughts and will assume that any 
  who enter are clerics of Cuthbert. When the PC’s draw 
  close or get the young man’s attention: The young man 
  turns to look at you and you immediately see that he 
  is not of Rhenee blood at all, appearing mostly 
  Oeridian. He has probably seen 17 years, and his 
  eyes are red with fatigue and weeping. 
  The young man, Rulin, will assume that the PC’s are 
  other devotees of Cuthbert. He will attempt to be polite 
  and friendly, and can relate the following during 
  conversation: 
  • 
  Father Culwadden and the other clerics of Cuthbert 
  are not here. They are about town trying to help 
  keep order. They do not live on-site and are not 
  normally here after dark. 
  • 
  He has recently befriended the Father. He gave him 
  a key to the temple in case he needed to get away 
  from things and pray after-hours. 
  • 
  The Father is not worried about theft since there is 
  nothing especially valuable here and he trusts local 
  people not to deface the temple. The statue of St. 
  Cuthbert was moved to another location to allow 
  more seating space in the temple. 
  If the conversation turns to him being a Rhenee, he can 
  relate the following through conversation: 
  • 
  He is not Rhenee by blood. He ran away when he 
  was a child to live among the barge-folk. They accept 
  many non-Rhenee into their clans. Often the 
  Rhenee are blamed for kidnapping children who 
  actually run away. 
  • 
  He ran away because his father used to beat him 
  severely. His father was a zealous follower of St. 
  Cuthbert. His family lived in Holbrook but he has 
  never gone back. 
  • 
  Rhenee do not believe in gods like the other races of 
  the Flanaess. He didn’t either but recently 
  something has caused him to reconsider the Rhenee 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 11 
  lack of faith. He has turned to the only god he has 
  ever known. 
  Being part of a Rhenee clan, the mention of kidnapping, 
  or the reason to seek religion may prompt the PC’s to ask 
  more questions. At that point Rulin will become evasive 
  and try to return to his solitude. PC’s may use skill or 
  magic to get him to relate what he knows. Bluff, 
  Diplomacy, or Intimidation can be used to get more 
  information. Bluffs could range from ‘we already know 
  about the plot’ to ‘we are Rhenee too’. Use the appropriate 
  modifier from the PHB when making the opposed check. 
  The opposed Bluff or Intimidate check must be 10 or 
  higher than Rulin’s for him to give up the information. 
  Diplomacy will require Rulin to go from Indifferent to 
  Helpful before he will tell the full story. Rhenee PC’s 
  receive a +2 circumstance bonus to their Bluff and 
  Diplomacy checks. Regardless of the method, if the PC’s 
  succeed in their attempts Rulin will relate the following: 
  • 
  He knows that some Rhenee are involved in the 
  abductions. They are from a group of Rhenee that 
  keep to themselves and shun non-Rhenee blood 
  barge-folk, like him. He overheard some of them 
  talking about kidnapping people and trading them 
  to somebody. 
  • 
  He fears to reveal them because the Lord-Mayor or 
  the Contessa may punish innocent Rhenee trying to 
  find the culprits. However he feels terribly guilty 
  about doing nothing. 
  • 
  He sought advice from Father Culwadden since no 
  other Rhenee would enter a temple. He has not told 
  the Father specific information only that he has a 
  dilemma. The Father has been kind and has not 
  pushed to him to reveal the whole story. He does not 
  want to get other Rhenee involved in his problem. 
  • 
  Some of the Rhenee that he overheard have seen 
  him enter the temple. They are suspicious of him 
  now. He fears they might harm or kill him so he has 
  been hiding in the temple. 
  Creatures: 
  � Rulin: Male Human Commoner4 
  Development: Rulin will be greatly relieved to have told 
  someone the truth. Realizing what he has done, he will 
  grow more fearful for his life and refuse to leave the 
  church until the Father returns. He cannot give specific 
  identifying information about the men except that they 
  all wear a similar gold earring (as per Encounter One). If 
  the PC’s leave the temple but return later to talk further 
  to Rulin he will be gone and cannot be located again. 
  Encounter Four: Lost Lovers’ 
  Beach 
  Lost Lovers’ Beach is the northernmost section of shore 
  in Bampton Bay, lying directly north of the docks and 
  west of the Market Park. As the only open space adjacent 
  to the water, the Rhenee set up a temporary tent town on 
  the beach. As the PC’s approach the beach, read the 
  following: 
  The smell of cook fires and the sound of flapping 
  tarps greet your senses as you approach the town’s 
  beach. It has been converted into a multi-colored, 
  maze-like tent town by the visiting Rhenee. Moving 
  closer you can pick out a variety of music coming 
  from various areas within the patchwork gathering 
  of lake people. When they proceed in further: Moving 
  into the already well-worn pathways between the 
  tents, you almost feel as if you are entering a foreign 
  land. Everyone about you speaks in Rhopan. Rhenee 
  merchants, smiths, and carvers eye you propitiously 
  as you pass their covered stalls. You soon realize the 
  tent areas are laid out in several loose wheel-spoke 
  patterns with communal fire pits at the center of 
  each. Winding your way through each area you 
  notice each grouping favors particular colors and 
  distinctive embroidery for their clothing. The 
  differences between the Rhenee groups are more 
  than raiment as they also have different food and 
  music.  
  In some they sing rhythmic, improvised vocals 
  accompanied by clapping. In others, the men play 
  zither and shawm as the women swirl their skirts in 
  a spirited flamenco dance. Still more favor a 
  seductive belly dance to the folksy sound of fiddles 
  and tambourines. 
  If the PC’s are not disguised or of the Rhenee race: All 
  you encounter are friendly and inviting while at the 
  same time making it clear that you are an outsider. 
  Barefoot children and cats hover around you as you 
  are given free run of the camps. 
  The PC’s may attempt to gather information from any of 
  the Rhenee clans present (keep track of time). A 
  successful check at DC 10 will reveal the following 
  rumors: 
  • 
  The Contessa is trying to recruit Rhenee into her 
  navy. She knows they are the best boatmen on the 
  Nyr Dyv. 
  • 
  Rhenee women have become very popular with 
  Urnstmen after the Lord-Mayor announced his 
  engagement. Rhenee men have become very jealous. 
  • 
  The Rhenee have been very lucky not to lose any 
  people in the recent disappearances. Some of the 
  villages attacked were good friends of the lake-folk. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 12 
  • 
  Red Hand has been trying to recruit Rhenee to be 
  their spies. The Rhenee are no friends of the Bandit 
  Kingdoms or Iuz. 
  • 
  Someone has inhabited one of the islands in the Nyr 
  Dyv and has been trading with certain disreputable 
  Rhenee. 
  • 
  The Eagle Guard and other townsfolk hate Rhenee! 
  We must be ready to protect our own. 
  If the PC’s try to find specific information about the 
  Rhenipen R’asa they will have to make a Gather 
  Information check at DC 25. Success reveals the 
  following information from various sources: 
  • 
  The Rhenipen R’asa are heroes of the Rhenee people. 
  They will lead us to greatness! 
  • 
  The Rhenipen R’asa have strayed from the path. They 
  will bring shame and violence upon the Rhenee 
  people. 
  • 
  The Vetha no longer trust the Rhenipen R’asa and will 
  not associate with them. This is causing division 
  among the usually tight knit Rhenee clans. 
  • 
  Prominent members of the Rhenipen R’asa have been 
  seen with items brought by the original migrants 
  from Rhop! Where they have recovered these 
  magnificent relics is a mystery. 
  In the course of their wandering and information 
  gathering, the PC’s will become aware of an isolated tent 
  on the beach. 
  Growing accustomed to the sights and sounds of 
  Rhenee revelry after a time you notice a lone dark 
  tent on the northern most spur of the beach. None 
  of the Rhenee approaches the area although the tent 
  appears to be clean and well maintained. When they 
  approach: Drawing closer, you notice a few tracks in 
  the sand between the tent and the rest of the 
  Rhenee. Lantern light shines weakly out of the tent 
  flap that faces the bay. Crabs and gulls mill about 
  the area as if guarding the inhabitant. 
   
  Looking within, you see an elderly Rhenee 
  woman sitting on a carpet with her legs folded 
  under her. All about her are charms made of shells, 
  driftwood, and fish bones. She is draped with a 
  brightly colored shawl, and a gold chain connects 
  her nose ring and earring. Various symbols and 
  charms hang from the chain. She smiles kindly at 
  your approach. “Little late for a fortune, friends, but 
  the lake speaks to me this night so take a seat 
  around me. I’ll have the gold up front mind you.”  
  The woman is a Vetha who sells the occasional fortune 
  telling while staying here in Bampton. She is also here to 
  keep an eye on events and report to her fellow Vetha 
  among the Rhenee. The price for a fortune is 10gp. The 
  PC’s are free to refuse. She will arrange them in a 
  horseshoe formation around her so that she can stare out 
  the entrance at the water of the bay. She will engage in 
  polite chatter as everyone gets settled but will not talk 
  about local events. If the PC’s mention the Rhenipen 
  R’asa she will noticeably scowl but say nothing. A Spot 
  check at DC 15 will reveal a letter hidden under a pillow 
  next to the woman. A Sleight of Hand at DC 20, or DC 10 
  while she is in her fortune-telling trance, will allow it to 
  be taken unnoticed. The letter is from another Vetha and 
  written in coded Rhopan. With a Decipher Script check 
  at DC 25 the PC can read the letter (See Player Handout 
  #1). When the PC’s are ready to hear the fortune: 
   All seated in a semi-circle looking out across the 
  lapping waters, the woman gets a glazed look in her 
  eyes. Her breathing slows to get in rhythm with the 
  small waves upon the sand. She is silent for a time 
  before she begins to speak in low, somber tones. “I 
  see two rivers. One river is inky black and emanates 
  pure evil. The other is foul, gray and polluted 
  stinking like rotten fish. It projects feelings of 
  murder and madness. The two rivers join together to 
  make a force of suffering and death. The combined 
  river empties into the Nyr Dyv corrupting all the 
  lands upon its shores.” The woman comes back to 
  herself with a start and looks quite shaken. She 
  looks at you with alarm and shakily rises to her feet. 
  “I thank you for coming. I must be alone now.”  
  She will usher the PC’s out. She will refuse offers of help 
  and will pull the tent flap closed as soon as she has seen 
  them out. She will not accept visitors or answer any 
  questions about the letter if they are able to decipher it. 
  Should they become insistent or belligerent she will call 
  out to her fellow Rhenee who will come to her aid in 
  large numbers. 
  The fortune is not tied directly to this adventure but is a 
  metaphor for a larger regional plot line. 
  Creatures: 
  � Vadoma: Female Human Sorcerer5/Vetha3 
  Encounter Five: Rooster on the 
  Bull Inn 
  The Rooster on the Bull Inn is the second most 
  prominent social gathering spot in Bampton besides the 
  Headless Hydra. The inn has taken on a ‘locals only’ feel 
  with the influx of new workers, Rhenee, and Navy 
  sailors. 
  Not far from the Market Park, you find the rather 
  shabby and neglected Rooster on the Bull Inn. 
  Locals often jokingly call the inn the ‘Cock and Bull’ 
  due to the number of tall-tales that sailors and old-
  timers like to tell there. The ground floor of the 
  spacious building is dedicated to food and drink. 
  The top floor contains all the rooms for boarders. [In 
  fact, this is likely where the PC’s would be staying in the 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 13 
  town] Entering through one of the three entrances 
  to the large common room, you find the interior to 
  be as decrepit as the exterior. A stew pot hangs over 
  the fire in the hearth and a large cask of wine is 
  spiked along the wall. The serving wenches chat 
  lazily being sure to collect the coin whenever 
  anyone helps takes food or drink. 
   
  The patrons all seem to be Bampton folk and 
  they appraise you with an unwelcoming glare. They 
  speak in hushed tones letting the occasional 
  chuckle or guffaw break the steady hum of 
  conversation. Let the PC’s settle in and then continue. 
   
  After a time, the creaky steps from upstairs 
  groan under considerable weight. Five rather hung-
  over looking half-orcs lumber down the stairs, help 
  themselves to a large helping of stew, and take a seat 
  away from everyone else. They are dressed like 
  merchant sailors but do carry weapons. 
  The half-orcs are a cleric of Iuz and his bodyguards. They 
  have come down from the Bandit Kingdoms to 
  investigate rumors that Red Hand is abducting 
  Urnstmen. They are not necessarily opposed to such 
  activities but it is not sanctioned by the leadership in 
  Balmund. They have been attempting to keep a low 
  profile while they find out what is going on and who 
  might be responsible. They will rebuff any attempts by 
  PC’s to talk.  
   
  PC’s can try to listen in on their conversation. If 
  anyone is within 20 feet they will whisper requiring a 
  Listen check at DC 25 + 1 per 10 feet away to understand 
  what is being said in Orc. If they are more than 20 feet 
  then they will speak normally requiring a Listen check at 
  DC 20 + 1 per 10 feet away to understand what is being 
  said in Orcas. Role-play as needed but a successful check 
  will allow the PC to discover that they are spies from Iuz 
  looking into the disappearances and that they are 
  beginning to suspect the Rhenee. 
  A Sense Motive check at DC 20 will give the PC the 
  feeling that they are faking their hangover and the cleric 
  is the leader of the group. 
   
  PC’s may also do an opposed Spot check versus the 
  half-orcs’ disguise to see they are only dressed as sailors. 
  The half-orcs get +5 to their roll for the minor details 
  modifier. A PC with 5 or more ranks in Profession 
  (Sailor) will receive a +2 synergy bonus to their Spot 
  check. If a PC is successful they will notice that the half-
  orcs do not walk, talk, and dress quite right for a Nyr Dyv 
  sailor. 
   
  If at any point the PC’s confront them or act 
  noticeably suspicious towards the half-orcs they will 
  attack believing they have been exposed. 
  Creatures: 
  � 4 Half-Orc Bodyguards: See Appendix 2 by APL 
  � 1 Half-Orc Cleric of Iuz: See Appendix 2 by APL 
  � Deputy Constable Relak: See Appendix 3 
  Tactics: The half-orcs will fight in a very straightforward 
  manner. The warriors know their job is to keep the PC’s 
  away from the cleric so he can cast spells. They will form 
  a horseshoe formation around him to let him cast 
  unmolested. Otherwise, all of them will fight to the death 
  since they know they will be hung as spies anyway if 
  captured. 
  Development: After 6 rounds of combat Deputy 
  Constable Relak will arrive to take charge of the 
  situation. Assuming that blood will have been spilled by 
  then, he will realize this is no simple bar brawl and draw 
  his weapon. He will begin shouting for order and an 
  explanation. The half-orcs will not comply in any way, of 
  course, and he will move to cut them down. Once the 
  combat is complete, Relak will demand a full explanation. 
  The Eagle Guard will bring any subdued half-orcs to the 
  keep for interrogation. This is not negotiable. He will 
  compromise and allow his guards to turn out their 
  pockets before they are removed from the scene. Besides 
  their equipment, they will find a letter written by the 
  cleric of Iuz. See Player Handout #2. 
   
  PC’s may Gather Information in the Rooster on the 
  Bull with a DC check of 12 (higher due to local 
  resistance). They may learn the following rumors on a 
  successful check: 
  • 
  The town hermit has not been seen in weeks. He 
  might have finally died of old age. He lives, or lived, 
  near the ruins of the old lighthouse just below where 
  they recently built a new South Lighthouse. 
  • 
  That Rhenee woman has ensorcelled the Lord-
  Mayor! They seek to rule the coast with their foul 
  gypsy magic. 
  • 
  The Rhenee are damned thieves. How else can some 
  of them afford such finery? One group down by the 
  south end of the docks was dressed in fancy clothes 
  fit for nobility. Never seen clothes quite like it 
  before. 
  • 
  The cleric at the temple of Xerbo says the Rhenee 
  are godless heathens! How can a people not worship 
  any gods? 
  • 
  My cousin is one of them who’re missing. He 
  disappeared months ago but no one would listen to 
  me until a whole village was gone. 
  If the PC’s try to find specific information about the 
  Rhenipen R’asa they will have to make a Gather 
  Information check at DC 25. Success reveals the 
  following information from various sources: 
  • 
  Some Rhenee big shot was arguing with a Rhenee 
  wise-woman the other day down at the beach. He 
  had a big group of people with him. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 14 
  • 
  A Rhenee brought in a strange item to the Bloody 
  Hot Forge last week to be repaired. Apparently it was 
  so strange that Pjorfe told them to take it to 
  Marimon’s Emporium to use magic to repair it. 
  • 
  My friend at Wyvern Tooth Imports says that 
  Rhenee have been bringing in antiquities to be 
  checked for magic. 
  Encounter Six: The Market Park 
  The PC’s may visit the Market Park to shop, gather 
  information, look for suspects, or just out of curiosity. 
  When they do, read the following: 
  The Market Park of Bampton is humming with 
  activity even at this time of the evening. More 
  people in town means more gold to be spent and 
  local merchants have risen to the challenge. The 
  park is a large field of shorn grass. Stalls and tents 
  are set up haphazardly on the grass and shop-fronts 
  are found in the buildings around its perimeter. 
  Vendors from several nations are present, including 
  several Rhenee craftsman. Goods of all types are 
  available 
  for 
  purchase 
  at 
  reasonable 
  prices. 
  [Anything out of the PHB] Of particular note, the 
  Bloody Hot Forge and Marimon’s Emporium of 
  Unique Thaumaturgical Devices have joined forces 
  to offer fine darkhas to the visiting Rhenee. Barge-
  folk warriors crowd around admiring the fine 
  craftsmanship. [Marimon is also selling scrolls, see the 
  AR by APL] Not to be outdone, Wyvern Tooth 
  Imports has a variety of scrolls and potions for 
  purchase. [Any potion or scroll from the DMG under 
  750 gp] The Eagle Guard patrols the entire area with 
  a heavy presence. 
  Among the crowd is a Rhenipen R’asa spy casing the town 
  for potential kidnap victims. He is also looking for 
  individuals who may create problems for their plans. 
  Along the way he is pick-pocketing non-Rhenee to make 
  a little extra cash. He will begin to tail the PC’s shortly 
  after they arrive. He will watch and listen where they go, 
  who they talk to, and what they say. Once he thinks he 
  knows what they are about, he will attempt to pick-
  pocket them before leaving to report his findings to the 
  group at the South Lighthouse. See the PHB for Sleight 
  of Hand opposed checks. If he is successful he will steal 
  one extra time unit’s worth of upkeep (12 gp for 
  Standard, etc.). Should he go completely undetected, the 
  gold can be retrieved if they defeat the Rhenee in 
  Encounter 8. 
  Creatures:  
  Rhenee Pickpocket: See Appendix 2 by APL 
  Tactics: He will shadow the PC’s with his Hide skill to 
  get close enough to use his Listen skill. Once he has 
  gotten a sense that they are searching for the kidnappers 
  he will move in to pickpocket them with his Sleight of 
  Hand skill. If at any time he is noticed either tailing them 
  or pick-pocketing, he will flee the scene at a full run. He 
  does not intend to engage in combat unless absolutely 
  necessary. He will try to lose pursuers along the way but 
  will eventually go back to the South Lighthouse to report. 
  If the PC’s somehow manage to track or follow him there 
  then proceed to Encounter 8. 
  Development: Should he escape to report, the Rhenee 
  in the final encounter would be expecting the PC’s. 
  Should they capture him, they may try to interrogate him 
  before the Eagle Guard takes him into custody. He will 
  profess to be a mere pickpocket down on his luck. 
  Successful intimidation will produce much the same 
  information as Encounter 2 except that he will relate that 
  the Rhenipen R’asa are camped by the South Lighthouse. 
  The PC’s may attempt to gather information from the 
  Market Park (keep track of time). A successful check at 
  DC 10 will reveal the following rumors: 
  • 
  Strange lights have been seen up by the ruins of the 
  old South Lighthouse. Some say it is spirits, others 
  say the hermit is up to his old tricks. 
  • 
  The darkha that the Rhenee men use are cruel 
  weapons brought from their original home world. 
  • 
  Pjorfe, smith of the Bloody Hot Forge, has taken on a 
  Rhenee apprentice. Some say he only did so to 
  attract more Rhenee customers. 
  • 
  Were-rats live beneath the new wood plank streets! 
  They plan to take over the town. 
  • 
  Slave Lords have been seen in town asking to buy 
  the abducted people. Some say they were half-orcs 
  others say they were dark-skinned half-elves. 
  If the PC’s try to find specific information about the 
  Rhenipen R’asa (at places such as the Bloody Hot Forge, 
  Marimon’s Emporium, or Wyvern Tooth Imports) they 
  will have to make a Gather Information check at DC 25. 
  Success reveals the following information; failure means 
  that they were too busy or unavailable for questioning: 
  • 
  (Bloody Hot Forge) Yeah, some rough looking 
  Rhenee in fancy Rhenee clothes brought a very old, 
  elaborately fashioned wagon wheel in to be repaired. 
  It was too intricate and I didn’t have the time so I 
  sent them to Marimon’s for a mending spell. 
  • 
  (Marimon’s) The Rhenee did bring in a highly 
  stylized wagon wheel similar to the Atloi’s (land-
  based Rhenee) wagons but very old and fancy. The 
  damage was only superficial and easily repaired with 
  a spell. While I was fixing it I checked for magic too. 
  It was quite powerfully enchanted. I think it was 
  part of a bigger item. 
  • 
  (Wyvern Tooth Imports) A band of secretive Rhenee 
  has been bringing in antiques to be checked for 
  magic and identified. I have never seen items like 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 15 
  those. I believe they were things brought with the 
  Rhenee from their home world of Rhop. They got 
  highly agitated and suspicious when I asked them 
  about it. They have since stopped bringing items. 
  Encounter Seven: The Temple of 
  Xerbo 
  The PC’s may very well think the Temple of Xerbo would 
  be an excellent place to get information. When they 
  travel there read the following: 
  The Temple of Xerbo is found near the docks. 
  Several grizzled surly sailors, merchant and Navy 
  alike, mill about the area drinking their liquor 
  ration. Gulls and rats are plentiful and the air is 
  thick with the stench of sewage dumped into the 
  bay nearby. A variety of prostitutes linger nearby 
  trying to attract the drunken sailors’ attention. 
   
  Amid all this sits the venerable Temple of 
  Xerbo. The old temple is mostly constructed of 
  weathered, moss-covered stone. The doors, shutters, 
  and shingles appear to be crafted from salvaged 
  driftwood or ship parts. A faint crudely carved 
  outline of a dragon turtle can be seen on the 
  entrance doors. The warped planks of the doors 
  allow the light from within to spill out onto the 
  street. 
   
  Pushing the doors aside to get in from the fetid 
  odor of the street, you find the interior isn’t much 
  better. This small church smells heavily of body 
  odor and rotten fish. If the older, serene woman 
  within notices, she gives no indication. She rises 
  gracefully from her prayers to greet you, “Welcome 
  to our humble port chapel of Xerbo. Do you seek the 
  blessings of the Sea Dragon?” With a gesture of her 
  hand, she motions you to sit on the eclectic 
  collection of benches.  
  The cleric, Nokya Geeherts, has lived in Bampton her 
  entire life. She actually revels in her life as a servant and 
  teacher of the maritime town folk despite the squalor in 
  which she lives. She gives everything she has to help 
  poor sailors, longshoremen, shipwrights, and their 
  widows in the name of Xerbo. She sees the recent 
  investment and increase in trade through Bampton as a 
  blessing and reward from her god for years of dedicated 
  service. She blissfully ignores the rising popularity of St. 
  Cuthbert in the town, and considers herself the spiritual 
  leader of the community. She has been unsuccessfully 
  looking for a young acolyte that meets her high standards 
  to assist her with her duties as she approaches old age. If 
  this kind, middle-aged woman has one flaw it is her 
  passionate hatred for the Rhenee. She finds it absolutely 
  blasphemous that a people can live and work upon the 
  waters of the Nyr Dyv but not pay homage to the gods 
  (especially to Xerbo, of course). She has fomented ill will 
  against the visiting Rhenee in her sermons, and has been 
  warned by the Lord-Mayor through the Eagle Guard 
  several times to desist. She will be quite pleasant until the 
  subject of Rhenee comes up or if there is a Rhenee PC 
  present. At that point she begins to rant about inherent 
  ‘defects’ of the Rhenee people and culture. Some possible 
  comments: 
  • 
  The Rhenee are godless heathens! They refuse to 
  acknowledge the rightful place of the divine over 
  man. My patron is the source of all success of man 
  making a living upon the waters. 
  • 
  The Rhenee are thieves and liars. They tempt our 
  children away to a life of sloth and sin. 
  • 
  I heard some of them Rhen-folk were harassing that 
  poor addled man who lives near the ruins of the old 
  South Lighthouse! That sorry man should be left 
  alone to live out his days. 
  • 
  That Rhenee harlot has bewitched our fine Lord-
  Mayor! His family has worshipped at this very 
  temple since the founding of this town. Those Vetha 
  women are behind all of this! 
  • 
  I noticed some Rhenee watching the temple the 
  other day. I went out to shoo them off and they just 
  grinned at me like devils before heading somewhere 
  south of the docks. [She can confirm that they each 
  wore one gold earring if asked.] 
  • 
  The wicked Rhenee are responsible for the 
  disappearances! Mark my words, the truth will come 
  out! 
  Creatures:  
  Nokya Geeherts: Female Human Cleric8 of Xerbo 
  Development: The PC’s may attempt to gather 
  information from the Nokya or around the Docks (keep 
  track of time). A successful check at DC 10 will reveal the 
  following rumors: 
  • 
  The Lord-Mayor is siding with the Contessa against 
  the Lord-Vintner. He hopes to become the Baron of 
  Bampton. 
  • 
  The Navy is here to burn the town to the ground 
  should another civil war break out. We are ready to 
  stop them should it become necessary. 
  • 
  The Rhenee revere demon-lords! They have been 
  granted foul black magic for their services. 
  • 
  The Rhenee darkhagards are the fiercest warriors on 
  the Nyr Dyv. It is good that the County is allied with 
  the Rhenee. 
  • 
  Rhenee women can make a man mad with lust. They 
  enjoy starting fights and then going on to tempt 
  more men. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 16 
  If the PC’s try to find specific information about the 
  Rhenipen R’asa they will have to make a Gather 
  Information check at DC 25. Success reveals the 
  following information: 
  • 
  Some Rhenee boats have been coming and going in 
  the dead of night. They were going too great lengths 
  not too be seen.  
  • 
  Some Rhenee were asking when ships were sailing 
  and how many folk were on board. We sent them 
  packing as the barge-folk are not above piracy at 
  times. 
  • 
  When we were entering the bay the other night, we 
  heard the most beautiful song being sung 
  somewhere up on the ridge. The words were Rhopan 
  but it was no Rhenee song I ever heard. 
  Encounter Eight: The Ruins of 
  the South Lighthouse 
  Either by chance or following leads from their 
  investigation, the PC’s should eventually make their way 
  to the remains of the old South Lighthouse. It is possible 
  that they have been in this area in the regional 
  adventures, Concerning Alreth or Once an Eagle. If any of 
  the Rhenipen R’asa encountered earlier in the adventure 
  escaped then the Rhenee camping here will be expecting 
  attack. Any escaped Rhenee will have been sent to get 
  reinforcements and will not be present for the final 
  encounter unless the PC’s trailed them directly back to 
  the camp. If the PC’s have used any loud or flashy magic 
  (fireball, etc.) in town then the Rhenee camp will also be 
  on their guard. If they are not expecting the PC’s, then it 
  will be easier for the party to surprise the camp. 
   
  The camp is laid out against the ruins of the old 
  lighthouse and the short rock walls around it to shield 
  their fires and movement from notice. They will have 
  three guards posted around the perimeter sixty feet from 
  the center of the camp. The ruins of the lighthouse 
  border a steep cliff-face falling to the bay far below. 
  Sentries receive +2 to their Spot checks if they are 
  expecting the PC’s. The PC’s may try to Disguise or Bluff 
  their way into the camp. Having a Rhenipen R’asa earring 
  will provide a +2 to their Disguise check. The Rhenipen 
  R’asa is a loose association and not all members know one 
  another.  
   
  If the PC’s are expected: All the Rhenee will have their 
  armor on, and half of those not on sentry duties will be 
  sleeping (determine randomly). 
   
  If the PC’s are not expected: Only the Rhenee sentries 
  will be wearing armor, and three-quarters of those not on 
  sentry duties will be sleeping (determine randomly). 
   
  The number of sentries is about a third of the 
  warriors. 
   
  The PC’s may attempt to parley with the Rhenipen 
  R’asa. The leader, Boldor, will listen to what they have to 
  say as he desperately wants out of the situation with the 
  Kuo-toa. If the PC’s outline the general background of 
  the plot, he will admit to their involvement but attempt 
  to cast themselves as victims of manipulation by their 
  treacherous associates, the Kuo-toa. He will offer the 
  location of the Kuo-toa temple if the PC’s agree to leave 
  any mention of Rhenee out of their report to the Lord-
  Mayor. He seems sincere in his effort to resolve the 
  situation but PC’s may get a feeling (Sense Motive DC 20) 
  that he is not as innocent as he would lead them to 
  believe. Should negotiations fail, proceed to combat. 
   
  Boldor appears as a pureblood, proud, middle-aged 
  Rhenee wearing fine traditional Rhenee clothing under 
  his fine armor. He is well spoken and the obvious leader 
  of the group. 
  Creatures: 
  � Boldor: See Appendix 2 by APL 
  � Rhenipen R’asa warriors: See Appendix 2 by APL 
  Tactics: The warriors will work together to keep one 
  another from getting flanked and to flank PC’s. They will 
  use the reach of their longspears to maximum advantage 
  trying to engage warrior-like PC’s. Boldor will target 
  spellcasters for his melee attacks. He is willing to accept 
  attacks of opportunity to close with them. 
   
  Should his warriors get wiped out Boldor will 
  attempt to escape by jumping from the cliff down into 
  the bay. He will grab his satchel bag (see below) before he 
  flees. If he makes it into the water then he will begin to 
  swim for a boat at the mouth of the bay. Boldor and any 
  PC’s leaping after him will take 2d6 hit points of damage 
  from impact with the water. If captured he will admit to 
  everything and try to lay all the blame upon himself 
  covering for his fellow Rhenee and especially the 
  Rhenipen R’asa. 
  Treasure: Beyond their possessions (see Appendix 2), the 
  PC’s will find Boldor’s waterproof satchel bag. Inside they 
  will find a very old tome (see AR for game effects). The 
  book is written in an old dialect of Rhopan. The cover 
  and pages are made of strange leather and paper 
  (materials from Rhop). Once translated it is found to be a 
  journal of a man who made the trip from Rhop to Oerth 
  about 450 years ago. It details their misfortunes following 
  their migration finishing when his clan finally settled on 
  an island on the Nyr Dyv. The journal ends abruptly 
  shortly after the settlement was founded. There are many 
  notes about translating Rhopan into Flanaess languages 
  and the customs of the native peoples of Oerth and how 
  they differ from the Rhenee. 
  Development: The PC’s may discover the location of the 
  Kuo-toa temple from speaking with Boldor, interrogating 
  captured Rhenipen R’asa, magic, or piecing together 
  information from the descriptions in the journal. Using 
  the journal as the sole source of information will require 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 17 
  one additional TU of time to study its contents. Should 
  all the Rhenipen R’asa be killed and Boldor escape with 
  the book then the PC’s may have no way to locate the 
  island and the adventure is over without a Round 2. 
  Conclusion – Round 1 
  When the PC’s conclude their final encounter, regardless 
  of the outcome, they will return to see the Lord-Mayor. If 
  they did not find the information necessary to locate the 
  island for round 2, they will be paid and politely 
  dismissed from his service. Should they discover the 
  location of the Kuo-toa island temple then read the 
  following: Concluding your investigation, you return 
  to Reineer Keep to report your findings to the Lord-
  Mayor. He sees you privately in an austere room 
  used by the Eagle Guard for meetings. He listens 
  solemnly to your tale, asking few questions. 
  Finishing your report, he scratches his chin with 
  obvious concern. “This is a decidedly delicate 
  situation. I will have to consult with my liege about 
  the political ramifications of this treachery. 
  However the threat is still at hand and must be dealt 
  with immediately. I must work to quietly root out 
  these radical Rhenee from Bampton. Hopefully my 
  love can speak to the Vetha on my behalf to enlist 
  their help in finding the last of them. Should it 
  become known that Rhenee were involved in the 
  abductions I do not think I could prevent 
  retaliation by the townsfolk. 
   
  This effort will keep my men busy for days at 
  least. Some of the missing may yet live as captives of 
  the foul fish-men. Something must be done now 
  while there is still time. I am their lord and 
  responsible for their protection. Will you infiltrate 
  this island while I gather more forces for a full 
  assault? You have proven yourselves capable and 
  resourceful people. I need your aid once again. 
  Should the PC’s agree, they get paid and proceed to 
  round 2. If they refuse the adventure is over. 
  The End – Round 1 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 18 
  Introduction – Round 2 
  You have been given a day to recover and prepare for 
  your journey to the island where the captive 
  Urnstmen are said to be held. All wounds are healed 
  be the clerics of St. Cuthbert before they depart. The 
  Lord-Mayor quickly enlisted the aid of the Navy 
  stationed in the town. They have blockaded the 
  mouth of the Bay of Bampton to prevent any 
  remaining Rhenipen R’asa from escaping justice. 
  One small, fast boat was given the task of 
  transporting you to the island. It takes an additional 
  day of sailing and searching to find the island with 
  the spotty directions you possess.  
   
  The island comes into view on the horizon and 
  the ship’s captain circles it in a series of tightening 
  spirals to allow a rudimentary reconnaissance of the 
  island. The first thing to draw your interest is a fair 
  size crater, or maar, filled with a glassy lake of water. 
  In the center of the lake is a large, jagged spur of 
  dark rock, probably a volcanic plug or neck left from 
  an earlier volcano. The side of the low-walled crater-
  lake forms the western edge of the island. From its 
  eastern edge there is a large spur of land extending 
  out to a point several hundred yards away. At the 
  eastern point of the island there is a large copse of 
  trees in contrast to the rolling grassy fields that 
  cover the rest of the island. A large sheltered beach 
  at the south-center part of the island would be the 
  most 
  inviting 
  place 
  to 
  land 
  under 
  normal 
  circumstances. No persons or activity is visible 
  anywhere on the island. The PC’s must decide where 
  they would like to land. The captain tells the characters 
  that he will remain in the area for three days. He will 
  come to pick them up when he sees smoke from a signal 
  fire. He and his sailors will not participate in any aspect 
  of the mission. Once the PC’s land proceed to the 
  appropriate encounter. 
  Encounter Nine 
  The center part the island consists of short beach 
  that quickly gives way to grassy fields. The crater can 
  be seen off to the west and the stand of trees further 
  off to the east. The area seems like an ideal area for 
  habitation with rich volcanic soil and shelter from 
  the western winds. 
   
  Scouting soon reveals the remnants of building 
  foundations and root cellars from a long ago village. 
  The ruins appear to have been thoroughly searched 
  and pillaged relatively recently. Whoever did so took 
  little care, destroying what little was left of the ruins 
  in the process. As you discover the various 
  foundations it appears the village was laid out in a 
  wheel-like pattern. This was the Rhenee village that 
  was the source of the items traded by the Kuo-Toa to the 
  Rhenipen R’asa. It has been stripped completely bare of 
  anything remotely of any value. As they walk the area 
  have the PC’s make a Search check at DC 15 to notice a 
  grass covered mound not far from the village in the 
  direction of the crater. When they investigate: 
  Approaching the mound of earth, it appears to 
  resemble a burial mound often found in Flan or 
  Elven regions of the Flanaess. Circling around you 
  soon find a narrow stone archway giving entry down 
  into the earth below the mound. Some words have 
  been scratched into stone at the top of the arch. [“We 
  will respect those who came before us” in Rhopan] 
  Proceeding down the tight earthen tunnel, it dips 
  sharply and then levels out. Continuing the 
  cramped passage comes to a large pool of scummy, 
  stagnant water (15’ across, 3’ deep). The passage 
  appears to continue on the far side of the pool. Once 
  they reach the far side: Moving beyond the pool you 
  enter an area where the walls change from hard-
  packed soil to solid rock. Shortly after the change 
  the passage ends abruptly. You appear to be in a 
  small room of some sort. The walls are covered with 
  dust and cobwebs. Once cleared away, you find an 
  ancient inscription directly in front of you on the 
  wall and a total of four sealed cavities, two on either 
  side of you, such as you would find in a tomb. See 
  Player Handout #3 for the inscription assuming the PC’s 
  can read or decipher Elven. Each grave is sealed with an 
  ancient lock that requires an Open Lock check at DC 20 
  or the party will have to smash them open. 
  Creatures: The pool of water the PC’s must pass through 
  contains the Underdark disease, scaleflake. The pool of 
  water cannot be bypassed except by extraordinary means 
  (magic, exceptional skill result, etc.). A Kuo-Toa found 
  this area earlier in their exploration but recognized the 
  water as being contaminated and did not explore any 
  further into the passage. Scaleflake most often strikes 
  aquatic or reptilian creatures, but anyone swimming, 
  wading, or submerged in tainted water can contact it. 
  Scaleflake manifests as swelling, oozing, smelly pustules 
  coating the surface of the afflicted creature’s body. 
  � 
  Scaleflake: 
  Infection—contact, 
  DC 
  15, 
  Incubation—1d3 days, Damage 1d4 Cha.  
  Treasure: The Elven graves do contain armor of their 
  deceased owners. This is grave robbing so lawful or good 
  PC’s may take issue with anyone removing any items. 
  The corpses are long ago mummified and will fall to dust 
  if the armor is removed. There are no other items of note 
  that have survived to the present day. 
  APL 2– Masterwork Chain Shirt (250gp) 
  APL 4– Mithral Chain Shirt (1,100gp). 
  APL 6– Mithral Chain Mail (4,150 gp). 
  APL 8– +1 Mithral Chain Mail (5,150gp). 
  APL 10– +1 Silent Moves Mithral Chain Mail (8,900gp). 
  APL 12– +2 Silent Moves Mithral Chain Mail (11,900gp). 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 19 
  Development: The inscription may give them some 
  clues what to expect when facing the Kuo-Toa. Otherwise 
  the encounter just provides interesting background 
  information and perhaps some lighter armor to use 
  during aquatic combat. 
  Encounter Ten 
  Proceeding to the eastern point of the island, you 
  come to a large copse of trees uncharacteristic of the 
  rest of the island. The tree growth is thick but 
  narrow 
  paths 
  through 
  the 
  undergrowth 
  are 
  noticeable from the small forest’s edge. Those with 
  low-light or darkvision can make spot checks at DC 15 to 
  notice the following: Squinting from a distance, you 
  see in the center of the area what appears to be the 
  outline of a hut or cottage with a fine trickle of 
  smoke coming from its chimney. The PC’s have to 
  proceed into the wooded area to get any more detail 
  without unusual means. Regardless of the time of 
  day/night, at least one of the sea hags will be awake and 
  alert. When the PC’s explore the area: Moving into the 
  wooded area, you soon find a clearing in its center 
  that contains a fair sized, rather old cottage. If it is 
  daytime: In front of the cottage sits an old, weathered 
  half-elven man whittling a piece of driftwood. He is 
  idly chatting with three beautiful female creatures. 
  They appear to have almost smooth wooden skin 
  and wispy green vegetation for hair. If it is night: The 
  cottage is quiet with a small amount of candlelight 
  emerging through the shutters. Smoke rises lazily 
  out of the chimney. One of the hags, posing as a 
  dryad, will be awake should someone enter or 
  investigate the cottage.  
  If and when contact, whatever time of day, is made with 
  the man and the hags posing as dryads react as follows:  
  Responding to your presence, the man rises to meet 
  you with a smile while the female creatures eye you 
  warily. 
  The man will quickly introduce himself as Demas and the 
  disguised hags as the ones who saved him. He will go on 
  to explain that several weeks ago some Rhenee in 
  Bampton subdued him. He was taken by boat to this 
  island and handed over to some frightening fish men 
  who brought him into an underground cavern. They 
  drugged him somehow but after some time in captivity 
  he managed to escape and flee to this side of the island. 
  Much of it is a blur and he does not remember much 
  until the ‘dryads’ nursed him back to health. The dryads 
  are in fact a covey of sea hags that initially took the man 
  in out of curiosity using their veil spell-like ability to 
  appear as dryads to the man. Over the next few weeks the 
  hags have become attached to the man and want him to 
  stay. They have maintained their deception the entire 
  time and the man has had no reason to doubt their 
  illusion. The hags are not evil and have genuine affection 
  for Demas, and he for them. It is possible that Demas may 
  recognize some PC’s from the regional adventure, 
  Concerning Alreth. His memory is muddled by old age and 
  his recent traumatic experience so he will only have very 
  vague memories of those people or events. 
   
  This covey of hags has lived here for some time. 
  They were upset when the Kuo-Toa emerged from the 
  under-dark to resettle the island. Learning of their 
  presence, the Kuo-Toa monitor sent a force to drive them 
  from the island. The battle resulted in many Kuo-Toa and 
  all of their merrow (aquatic ogres) servants being killed. 
  Each side has been content to let the other alone since. 
  The hags see their relationship with Demas as mutually 
  beneficial; they care for him and he is an additional 
  defender should the Kuo-Toa attack again (at least until 
  they can recruit some new ogre/giant servants). 
   
  They will be civil to the PC’s when they arrive in 
  order to keep up the deception with Demas. When it is 
  apparent that the party is here to attack the Kuo-Toa, they 
  will offer sanctuary in their ‘glade’ for the duration of the 
  characters’ stay on the island. If the PC’s are friendly, not 
  overly inquisitive, and do not try to convince Demas to 
  leave, they will offer to trade magic items that are not of 
  use to them. They will sell the items at the cost listed or 
  do a direct trade for an item of equal or greater value as 
  per the DMG. They have no gold and cannot make up 
  any difference in value between items (i.e. cannot make 
  change). Items available are for the APL played and below 
  (so for example, APL 6 can also acquire APL 2 and 4 
  items). 
   
  This is not intended to be a combat encounter. The 
  hags will try to avoid violence if the characters should see 
  through the veil. They do not want Demas to know their 
  true forms as they enjoy appearing beautiful to him. 
  Should the PC’s become hostile refer to tactics below.  
  Creatures:  
  All APL’s:  
  � 3 Sea Hags forming a Hag Covey as per page 144 of 
  MM. Alignment: CN 
  � Demas Kaartac: Male half-elf Ftr7, see Appendix 3 
  Tactics: Anyone seeing through the veil will immediately 
  be subject to the hags’ Horrific Appearance ability. They 
  cannot control its effects and Demas will be confused by 
  the reaction. Anyone noticeably reacting to the hags’ true 
  appearance will receive an Evil Eye gaze from each of the 
  hags to attempt to keep them quiet. Should that fail and 
  the PC’s react violently, they will use force cage to attempt 
  to subdue the PC’s non-violently. Demas will attack 
  anyone harming one of the hags. If the hags cannot 
  prevent the party from attacking, they will flee to the 
  water while Demas engages them in melee. 
   
  Treasure:  
  APL 2– Quaal’s Feather Token, Swan Boat (450 gp). 
  APL 4 (APL 2 plus) – Quiver of Ehlonna (1,800 gp). 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 20 
  APL 6 (APL 2-4 plus) – Gauntlets of Ogre Power (4,000 
  gp). 
  APL 8 (APL 2-6 plus) – Horseshoes of a Zephyr (6,000 
  gp). 
  APL 10 (APL 2-8 plus) – Necklace of Adaptation (9,000 
  gp). 
  APL 12 (APL 2-10 plus) – Ioun Stone, Iridescent Spindle 
  (18,000 gp). 
  Development: If the PC’s discover the hag’s true nature 
  but do not share the information with Demas, they will 
  be very grateful. In return for their silence on the matter 
  they will privately discuss what they know about the 
  Kuo-Toa. They had a hag eye removed from one of their 
  merrow servants by the Kuo-Toa monitor after their 
  battle. She has been wearing it as a brooch ever since and 
  the hags have used it to spy on the Kuo-Toa. They can 
  share the following information: 
  • 
  The leader, possibly a monk, is not a normal Kuo-Toa 
  and displayed special abilities (breath weapon, 
  poison, large teeth) during the battle with the 
  merrow. She has shown the ability to use spells as 
  well. She wields some sort of razor weapon on her 
  hand. 
  • 
  There are one or two clerics among the Kuo-Toa. 
  They often perform sacrificial rites atop the volcanic 
  plug/neck where they maintain a temple. 
  • 
  The rest of the Kuo-Toa lives in the crater lake 
  surrounding the volcanic plug temple. 
  • 
  The leader spends much of her time in tunnels 
  beneath the volcanic plug where the human captives 
  are held. The captives are not guarded and act 
  strangely within their prison. 
  Should the PC’s reveal the hags’ identity to Demas, give 
  him a save versus the veil spell. Should he see through the 
  illusion, he will be cross with the hags for deceiving him 
  but he will remain on friendly terms. Regardless of the 
  situation, Demas will intend to stay with the hags until 
  they can replace their bodyguards (will take months). 
  After that he will decide if he will return to Bampton or 
  remain here in the island. Demas and the hags will not 
  assist in any attacks on the Kuo-Toa. 
  Encounter Eleven 
  Examining the crater-lake closer, you find that its 
  walls slope gradually up from the rest of the island 
  to a height of about twenty feet. Peering over the 
  edge, the crater contains a smooth lake of dark water 
  perhaps 200 yards across. At its center is a large 
  column of volcanic rock that appears like an 
  enormous splinter that has erupted from the earth 
  itself. It is composed of jagged, black stone, is just 
  slightly cone-shaped, and towers perhaps 100 feet or 
  more in the air. No sign of your foes can be found. 
  There is a team of Kuo-Toa guards waiting beneath the 
  surface of the water. The lake gradually becomes deeper 
  from the edge, from a depth of 2’ at the outer edge to a 
  depth of 5’ at about 70 yards in towards the center. The 
  water and its bottom are muddy out to that point and 
  should be treated as a deep bog as per page 88 of the 
  DMG. After the first 70 yards, the water abruptly drops 
  off to a depth of 30’ for the last 30 yards to the base of the 
  volcanic spire. All the water is murky as per page 93 of 
  the DMG.  
  Creatures:  
  � Kuo-Toa Guards: by APL in Appendix 2 
  Tactics: The Kuo-Toa guards are not fools and know they 
  have the advantage in the aquatic environment. They will 
  not attack until the PC’s enter the middle of the deep 
  channel around the base of the spire. The lake is 
  Nonflowing Water as per page 92 of the DMG. Use Table 
  3-22: Combat Adjustments Underwater on page 92 of the 
  DMG if the PC’s fight the Kuo-Toa in the water. If the 
  party is using some type of watercraft to cross the lake, 
  the Kuo-Toa will attack the craft from below in an 
  attempt to sink it. If they are using some sort of magical 
  effect (water-walking, levitation, etc.) to cross the surface of 
  the water, they will also attack. If the PC’s have a way to 
  fly across to the spire then they will attempt to remain 
  unnoticed beneath the water and let the whips confront 
  them with magic from the top of the spire. If the party 
  moves into the tunnels below the spire without engaging 
  the guards (by flight, dimension door, etc.), then Kuo-Toa 
  guards will wait until they have entered and then follow 
  behind slowly to cut off any escape. If the party should 
  make it past the guards and out of the water they will 
  remain underwater until they either go into the tunnel or 
  engage the whips on top of the spire. 
   
  If the party engages the guards, there is a chance that 
  the whips at the top of the spire may hear (DC 15) the 
  commotion and join the battle. Note that the sound of 
  battle (-10 to DC) and the 100’ distance (+10 to DC) to the 
  top cancel each other out. 
   
  Should the PC’s flee the lake back to the island, any 
  remaining Kuo-Toa (guards or whips) will not pursue. 
  They will report to the monitor, who will organize a 
  hunting party to go after the PC’s at night. The most 
  wounded or weakest single Kuo-Toa will be left below in 
  the tunnels to guard the prisoners. The PC’s may use the 
  pursuit to prepare an ambush for the hunting party or use 
  their absence to sneak into the tunnels to free the 
  prisoners. The Kuo-Toa will not follow the PC’s into the 
  hags’ wooded area on the far side of the island. If they do 
  not find the PC’s by dawn then they will return to their 
  respective encounter areas. However all will receive a +2 
  circumstance bonus to Spot and Listen checks for the 
  remainder of the adventure for expecting another attack. 
   
  Note: Time of day is important as the Kuo-Toa have 
  Light Blindness. Use Table 3-23 on page 94 of the DMG 
  to determine what kind of temperate weather is 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 21 
  occurring that day. Normal or heat wave weather 
  conditions will be considered bright light for purposes of 
  affecting the Kuo-Toa. Submerged Kuo-Toa are not 
  subject to Light Blindness. 
  Encounter Twelve 
  Approaching the base of the giant plug of volcanic 
  stone, you now notice a narrow, worn staircase 
  ascends from the base to precariously spiral around 
  the rock formation leading all the way to its top. The 
  staircase seems ancient but scratches in its mossy 
  cover reveal recent use. Examining around the base 
  near the water line, you soon find a smooth tube-
  like tunnel descending down on the north face of 
  the rock. If the whip(s) become aware of PC’s ascending 
  the spire either during or after battling the guards, 
  he/they will attempt to attack them from above. The 
  craggy rock surrounding anyone climbing the stairs 
  provides cover as per page 150 in the PHB (as well as to 
  the Kuo-Toa above). PC’s may also climb the rock face 
  itself at a DC of 15. The stair is 5’ wide and total walking 
  distance to the top is 400’. The tunnel leads downward to 
  Encounter 13. When the PC’s reach the top (by foot or 
  magic), read the following: Arriving at the top, you 
  find that it has been carved flat to create a temple of 
  sorts. The top is perhaps 40’ across with a 5’ X 5’ X 5’ 
  stone block altar in its center carved with 
  interlocking lobster claw designs. The altar is thick 
  with old dried blood and bits of torn, desiccated 
  flesh surround its base. Two small, upright shell-like 
  carvings with shallow depressions within them are 
  on either side of the ‘platform’ forming the top. 
  (Whips’ austere sleeping areas while tending the 
  temple)  
  Creatures:  
  � Kuo-Toa Whips by APL as per Appendix 2. 
  Tactics: The whip(s) will try to use their lightning bolt 
  ability or other ranged/summoning spells on any PC’s 
  flying nearby or climbing to the top. Once PC’s are 
  within a round or two of reaching the top (they will try to 
  know when with a Listen check), the whip(s) will begin 
  casting their protective/enhancing spells in preparation 
  for melee combat with their pincer staves. It is possible to 
  bull rush opponents over the edge to fall on to the stairs 
  far below and bounce into the water for damage of 8d6. 
   
  At APL 12, the temple area has an unhallow spell cast 
  upon it which gives has a silence spell effect on any 
  creature not of the Kuo-Toa faith, centered on the altar. 
  Treasure:  
  APL 2: (2) Masterwork Pincer Staves (320 gp) 
  APL 4: (2) +1 Pincer Staves (2,320 gp) 
  APL 6: (2) +1 Shock Pincer Staves (8,320 gp) 
  APL 8: (2) +1 Wounding Pincer Staves (18,320 gp) 
  APL 10: (2) +1 Wounding Mithral Pincer Staves (25,820 
  gp) 
  APL 12: (2) +1 Shock Wounding Pincer Staves (32,320 
  gp) 
  Development: As per Encounter 11, the whips may hear 
  any battle below and attempt to join the fray. They will 
  also be including in any hunting party that pursues 
  retreating PC’s. Should the party go directly into the 
  tunnel below without engaging them in combat, they 
  will also move in behind them to cut off any retreat. 
  Encounter Thirteen 
  When the PC’s decide to descend the tunnel beneath the 
  volcanic spire read the following: The tunnel leading 
  down appears to be ancient lava tubes or some other 
  similar geologic formation. The smooth, 10’ wide 
  tunnel meanders down haphazardly until you are 
  sure you are at a depth somewhere well below the 
  crater-lake. You almost get the feeling as if you are 
  descending into the intestines of some great 
  earthen beast. The tunnel soon levels off and heads 
  in a generally straight direction for a time. (PC’s with 
  a compass or stonecunning may determine that they are 
  moving under the body of the island.)  
  Ahead of you the pass begins to widen and in the 
  distance opens into a larger room.  
  PC’s making Listen check at DC 20 will hear the faint 
  sound of slowly moving water. When one or more PCs 
  look or move into the room: 
  This is a slightly oval room about 80 feet across. The 
  walls are covered with marvelously detailed mosaics 
  made from various shells and lake rocks depicting 
  important events in early Kuo-Toa history. One 
  panel shows the Kuo-Toa uniting under the worship 
  of Blibdoolpoolp and oppressing other sentient 
  races.  The next one depicts the emergence of a cleric 
  and monk caste to dominate the Kuo-Toa populace. 
  The final mosaic pictures horrible carnage in a great 
  war between the fish men and the olve. The image 
  shows the Kuo-Toa fleeing underground to escape 
  the wrath of the elves. Another lava tube passage 
  seems to exit from the far side of the room. (and is 
  the direction the sound of running water is coming 
  from). 
  If the party used stealth to enter the area, then the 
  monitor may be in this room meditating quietly. If they 
  used loud magic (fireball, sound burst, etc.) near the mouth 
  of the tunnel or made noise during their descent then 
  she may be aware of their coming. If so, she will be lying 
  in wait near the entrance to this room and will attempt to 
  surprise the PC’s as they enter. The DC for the monitor to 
  hear any commotion above ground is 30. Moving down 
  the tunnel depends on distance and the characters’ Move 
  Silently check. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 22 
  Creatures: 
  � Kuo-Toa Monitor by APL as per Appendix 2. 
  Tactics: The monitor will try to vary its attack as much as 
  possible to keep the party off balance and guessing as 
  much as possible. If she has enough time she will use her 
  protective or enhancing spells to prepare for their arrival 
  (APL 4-12). On round one she will start with her 
  Frightful Presence ability (APL 4-12). Next she will 
  follow with her breath weapon, followed by either flurry 
  of blows or sai/bite combinations until she can use her 
  breath weapon again (APL 4-12). She is a zealot and will 
  fight to the death rather than suffer their presence in this 
  unholy place. Tactics will be much the same if 
  encountered during the hunting party. 
  Development: After dispatching the creature, they will 
  realize that she was an atypical Kuo-Toa by both her 
  abilities and her especially fearsome appearance. This will 
  match some of the descriptions given by the traitorous 
  Rhenee in round 1 thereby identifying her as the leader. 
  Treasure: 
  APL All: Hag Eye Brooch (20 gp) 
  APL 2:  Masterwork Sai (301 gp) 
  APL 4:  +1 Sai (2,301 gp) 
  APL 6: 
  +1 Ki Focus Sai (8,301 gp) 
  APL 8:  +1 Keen Ki Focus Sai (18, 301 gp) 
  APL 10:  +1 Keen Ki Focus Adamantine Sai (21, 301 gp) 
  APL 12:  +1 Speed Sai (32,301 gp) 
  Encounter Fourteen 
  When they move past Encounter Thirteen into the next 
  passage: Moving beyond the mosaic room, the tunnel 
  narrows slightly and then bends at a sharp angle to 
  the left. Turning the corner, you find the tunnel 
  widens to accommodate the emergence of a slow 
  moving underground river that runs alongside the 
  trail. Its inky black water appears fairly deep, and 
  soon flows back under the rock deeper into the 
  earth. (This is how the Kuo-Toa made their way up from 
  the Under-Oerth. It is extremely far underwater and 
  inaccessible to PC’s unless they request a special mission 
  from the County of Urnst triad to trace it to its source). 
  Continuing down the passage, you hear the sound of 
  shuffling feet and child-like babbling. The passage 
  again opens up but this time into a crudely carved 
  enclosure. The mouth of the enclosure is sealed 
  poorly with an assortment of wooden branches 
  wedged into place. Within are what appears to be 
  the remaining missing Urnstmen. Taking a closer 
  look, the area appears to be about 30-35’ across and 
  the damp walls and ceiling are covered with a gray-
  and-white fungus of some sort. The people within 
  are acting quite strangely; some react to you with 
  great fear, others charge at you or other prisoners 
  menacingly, and still others stare into space dumbly. 
  Many of the prisoners appear to have bit or 
  scratched one another, and all appear quite 
  malnourished.  
  Cave creeper, the Underdark fungus, on the walls, is 
  affecting the prisoners. It was brought here by the Kuo-
  Toa and causes the effect of a confusion spell to all within 
  20’ of it (Fortitude DC 15). Another DC 15 Fort save is 
  required 1 minute later—even by those who succeeded 
  the first save—to avoid taking 2d4 points of Intelligence 
  damage. Sunlight or acid instantly destroys cave creeper. 
  Creatures: 
  � 20 Male and Female Commoners1 
  Tactics: When the PC’s enter the room to free the 
  prisoners they will be subject to the cave creeper effects. 
  All of the commoners are already under its effect and will 
  act as per the confusion spell. Anyone caused by the spell 
  effect to attack another will have the target determined 
  randomly by the DM. The commoners may have to be 
  forcibly or magically subdued to remove them from the 
  room. 
  Development: Once the prisoners are free of the room, 
  they will shortly return to their senses but still be dull-
  witted from the Intelligence damage. This will slowly 
  heal as per page 146 of the PHB unless healed magically 
  by the party. All of them can tell tales of abduction by 
  Rhenee and being sold or traded to the Kuo-Toa. Some 
  have vague recollections of the Kuo-Toa selecting out 
  prisoners and removing them (to become sacrifices on 
  the altar above). They will follow the PC’s gratefully but 
  are incapable of moving silently in anyway unless using 
  magical or extraordinary means. 
  If the party is trying to sneak the prisoners out while the 
  Kuo-Toa are out hunting them, keep track of time to see 
  if the Kuo-Toa return while they are trying to escape with 
  the survivors. 
  Conclusion A (Victory) – Round 
  2 
  You have returned triumphantly on the Navy vessel 
  with the freed captives. The Lord-Mayor and his 
  consort are waiting to meet you at the docks. He 
  smiles broadly and waves both hands overhead in 
  excitement. A crowd quickly forms around him, 
  joining his cheer at your return. As you draw near, 
  Gwydion leaps abroad to heartily pump each of your 
  hands in greeting. As he turns to examine the 
  Urnstmen, he stops abruptly. “Surely there are more 
  back on the island…”, he says with sudden horror. 
  Seeing the look on your faces, “… but there were 
  more than a hundred taken! Well, Joramy has had 
  her way then… we hung all the treacherous Rhenee 
  found to be in league with the fish folk. The Vetha 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 23 
  helped us root them out from among the other 
  gypsies while you were away.” He eyes his Rhenee 
  betrothed with sympathy. He again turns to you, 
  “You have performed a great service and I will see to 
  it that the Lord-Vintner rewards you well. And a 
  warm welcome will always greet you in Bampton.” 
  Conclusion B (Defeat) – Round 2 
  You have been driven from the island by the 
  formidable Kuo-Toa. They proved themselves to be 
  more than worthy opponents. The navy ship picked 
  you up has brought you back to Bampton. The Lord-
  Mayor and his guard are there to meet you at the 
  docks. The captain used a mirror to signal the 
  lighthouse of your arrival. Eying your wounds and 
  the empty ship, Gwydion helps each of you 
  disembark the ship. He receives your report glumly 
  and shares that the remaining Rhenee collaborators 
  have been caught and hung. Respecting your effort, 
  the 
  Lord-Mayor 
  still 
  rewards 
  each 
  of 
  you 
  handsomely. 
  The End – Round 2 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two  
  Defeated Rhenee Thugs 
  APL2 90 xp; APL4 135 xp; APL6 AA xp; APL8 AA xp; 
  APL10 AA xp; APL12 315 xp 
  Encounter Five 
  Defeated Red Hand spies 
  APL2 90 xp; APL4 AA xp; APL6 180 xp; APL8 225 xp; 
  APL10 270 xp; APL12 315 xp 
  Encounter Six 
  Defeated Rhenee pickpocket 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; APL8 225 xp; 
  APL10 270 xp; APL12 315 xp 
  Encounter Eight 
  Defeated Rhenee leader and warriors 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; APL8 225 xp; 
  APL10 270 xp; APL12 315 xp 
  Encounter Eleven 
  Defeat the Kuo-Toa guards  
  APL2 90 xp; APL4 135 xp; APL6 180 xp;  
  APL8 225 xp; APL10 270 xp; APL12 315 xp; 
  Encounter Twelve 
  Defeat the Kuo-Toa Whip(s) 
  APL2 90 xp; APL4 135 xp; APL6 180 xp;  
  APL8 225 xp; APL10 270 xp; APL12 315 xp; 
  Encounter Thirteen 
  Defeat the Kuo-Toa Monitor 
  APL2 180 xp; APL4 270 xp; APL6 360 xp;  
  APL8 450 xp; APL10 540 xp; APL12 730 xp; 
  Story Award – Round 1 
  Discovered location of the Kuo-toa temple: 
  APL2 45 xp; APL4 68 xp; APL6 90 xp; APL8 113 xp; 
  APL10 135 xp; APL12 158 xp 
  Discretionary roleplaying award – Round 1 
  APL2 45 xp; APL4 68 xp; APL6 90 xp; APL8 113 xp; 
  APL10 135 xp; APL12 158 xp 
  Story Award – Round 2 
  Save the Urnstmen: 
  APL2 45 xp; APL4 68 xp; APL6 90 xp;  
  APL8 113 xp; APL10 135 xp; APL12 158 xp; 
  Discretionary roleplaying award – Round 2 
  APL2 45 xp; APL4 67 xp; APL6 90 xp;  
  APL8 112 xp; APL10 135 xp; APL12 157 xp; 
  Total possible experience:  
   
  APL2 900 xp; APL4 1,350 xp; APL6 1,800 xp; APL8 2,250 
  xp; APL10 2,700 xp; APL12 3,150 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 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 24 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter Two:  
   
  All APLs: L: 104 gp; C: 4 gp; M: 0 gp 
   
  Encounter Five:  
   
  APL 2: L: 308 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 308 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 308 gp; C: 75 gp; M: 0 gp 
   
  APL 8: L: 308 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 308 gp; C: 125 gp; M: 0 gp 
   
  APL 12: L: 318 gp; C: 150 gp; M: 0 gp 
  Encounter Six:  
   
  APL 2: L: 15 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 15 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 15 gp; C: 75 gp; M: 0 gp 
   
  APL 8: L: 15 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 15 gp; C: 125 gp; M: 0 gp 
   
  APL 12: L: 15 gp; C: 150 gp; M: 0 gp 
  Encounter Eight:  
   
  APL 2: L: 84 gp; C: 0 gp; M: 154 gp 
   
  APL 4: L: 134 gp; C: 0 gp; M: 1,154 gp 
   
  APL 6: L: 90 gp; C: 0 gp; M: 4,741 gp 
   
  APL 8: L: 150 gp; C: 0 gp; M: 7,591 gp 
   
  APL 10: L: 150 gp; C: 0 gp; M: 13,741 gp 
   
  APL 12: L: 150 gp; C: 0 gp; M: 24,241 gp 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  Encounter Nine: 
   
  APL 2: L: 125 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 550 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2,075 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2,575 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 4,450 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 5,950 gp 
  Encounter Ten:  
   
  APL 2: L: 0 gp; C: 0 gp; M: 225 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 900 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 2,000 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 3,000 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 4,500 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 9,000 gp 
  Encounter Eleven:  
   
  APL 2: L: 8 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 16 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 16 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 16 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 16 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 28 gp; C: 0 gp; M: 0 gp 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 25 
  Encounter Twelve:  
   
  APL 2: L: 320 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 2,320 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 8,320 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 18,320 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 25,820 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 32,320 gp 
  Encounter Thirteen:  
   
  APL 2: L: 155 gp; C: 10 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 10 gp; M: 2,155 gp 
   
  APL 6: L: 0 gp; C: 10 gp; M: 4,155 gp 
   
  APL 8: L: 0 gp; C: 10 gp; M: 9,155 gp 
   
  APL 10: L: 0 gp; C: 10 gp; M: 10,655 gp 
   
  APL 12: L: 0 gp; C: 10 gp; M: 16,155 gp 
  Conclusion – Round 2:  
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  Total Possible Treasure (cannot exceed max gp on 
  Adventure Record) 
   
  APL 2: L: 1,119 gp; C: 264 gp; M: 379 gp - Total: 2,118 
  gp 
   
  APL 4: L: 577 gp; C: 514 gp; M: 7,079 gp - Total: 8,170 
  gp 
   
  APL 6: L: 533 gp; C: 764 gp; M: 21,291 gp - Total: 
  22,588 gp 
   
  APL 8: L: 593 gp; C: 1,014 gp; M: 40,641 gp - Total: 
  42,248 gp 
   
  APL 10: L: 593 gp; C: 1,264 gp; M: 59,166 gp - Total: 
  61,023 gp 
   
  APL 12: L: 615 gp; C: 1,514 gp; M: 87,866 gp - Total: 
  89,208 gp 
  DM Note: (From an article posted at Wizard’s Living 
  Greyhawk website by Circle member, Steve Conforti) 
  There are many things you can use the gold above 
  the cap for:  
  NPC Spellcasting Services – You can use the excess 
  gold to pay an NPC, if available, to cast spells on your 
  behalf. This is the most common use of this excess 
  gold. Example: paying a local cleric to cast raise 
  dead on your comrade at the end of the adventure.  
  NPC Services – You can use excess gold to pay an 
  NPC for a room at the inn, to provide a bribe to a 
  crooked guard or politician, to hire a tracker, or to 
  pay a fine, for example. Example: paying the toll for 
  your PC to cross a bridge during the adventure.  
  Temporary Purchase of Items – You can buy items, 
  mundane and magical, that are available during the 
  adventure for use during that adventure. Anything 
  you purchase with excess gold in this way cannot be 
  kept after the adventure ends; it converts back to 
  gold if it hasn’t been consumed. You can also use 
  items you find during the adventure in this manner. 
  Example: purchasing or finding a potion of 
  invisibility during the adventure and using it in the 
  same adventure. 
  Items for the Adventure Record 
  Special: 
  Darkha 
  — 
  (Medium-sized 
  Two-handed 
  Exotic 
  Melee/Ranged Weapon; Living Greyhawk Journal #2) Dmg 
  1d8; Critical x3; Range 30 ft.; Weight 4 lbs; Type Piercing. 
  Description: A darkha is an exotic melee weapon favored 
  by Rhenee that resembles a two-pronged harpoon. 
  (Frequency: Adventure; LGJ#2; 4 gp). 
  Book of Rhop — This ancient tome describes the 
  migration of the Rhenee from their home world of Rhop 
  to Oerth. It contains detailed notes on the Rhopan 
  language and Rhenee mores, customs, and beliefs. The 
  idioms, expressions, social norms, and cultural references 
  are invaluable for understanding the Rhenee psyche. A 
  character spending an additional 3 TU studying this book 
  will gain a permanent +2 to all Charisma-based skill 
  checks when dealing with Rhenee. 
  Item Access 
  APL 2: 
  • 
  Scroll of Repair Minor Damage (Frequency: 
  Regional; MH; 13 gp) 
  • 
  Masterwork darkha (Frequency: Adventure; see 
  above; 307gp) 
  • 
  Quaal’s Feather Token, Swan Boat (Frequency: 
  Regional; DMG; 450 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Scroll of Inhibit (Frequency: Regional; MH; 25 gp) 
  • 
  +1 darkha (Frequency: Adventure; see above; 
  2,307gp) 
  • 
  Mithral Chain Shirt (Frequency: Adventure; DMG; 
  1,100gp) 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 26 
  • 
  Quiver of Ehlonna (Frequency: Adventure; DMG; 
  1,800 gp) 
   
  APL 6 (all of APL2-4 plus the following): 
  • 
  Scroll of Curse of Impending Blades (Frequency: 
  Regional; MH; 200 gp) 
  • 
  +1 keen darkha (Frequency: Adventure; see above; 
  8,307gp) 
  • 
  Mithral Chain Mail (Frequency: Adventure; DMG; 
  4,150 gp) 
  • 
  Gauntlets of Ogre Power (Frequency: Adventure; DMG; 
  4,000 gp) 
  APL 8 (all of APL2-6 plus the following): 
  • 
  Scroll of Curse of Impending Blades, Legion’s 
  (Frequency: Regional; MH; 375gp) 
  • 
  +1 keen adamantine darkha (Frequency: Adventure; 
  see above; 11,007gp) 
  • 
  +1 Mithral Chain Mail (Frequency: Adventure; 
  DMG; 5,150 gp) 
  • 
  Horseshoes of a Zephyr (Frequency: Adventure; 
  DMG; 6,000 gp) 
  APL 10 (all of APL2-8 plus the following): 
  • 
  Scroll of Undeniable Gravity, Legion’s (Frequency: 
  Regional; MH; 700gp) 
  • 
  +1 keen returning darkha (Frequency: Adventure; 
  see above; 18,307gp) 
  • 
  +1 Silent Moves Mithral Chain Mail (Frequency: 
  Adventure; DMG; 8,900gp) 
  • 
  Necklace of Adaptation (Frequency: Adventure; 
  DMG; 9,000 gp) 
  APL 12 (all of APL2-10 plus the following): 
  • 
  Scroll of Arc of Lightning (Frequency: Regional; MH; 1,125 
  gp) 
  • 
  +1 speed darkha (Frequency: Adventure; see above; 
  32,307gp) 
  • 
  +2 Silent Moves Mithral Chain Mail (Frequency: 
  Adventure; DMG; 11,900 gp) 
  • 
  Ioun 
  Stone, 
  Iridescent 
  Spindle 
  (Frequency: 
  Adventure; DMG; 18,000 gp) 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 27 
  Appendix 1: Maps 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 28 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 29 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 30 
  Appendix 2: Creatures 
   
  APL 2 
  Encounter 2: EL 4 
  Rhenee Thugs (4): Human Rog1; CR 1; Medium 
  humanoid (human); HD (1d6)+2; hp 8; Init +3; Spd 
  30ft; AC 16, flatfooted 13, touch 13; Base Atk +0; Grp 
  +3; Atk +3 melee (1d6+3 20/x2 Sap); Full Atk +3 melee 
  (1d6+3 20/x2 Sap); SA Sneak Attack +1d6; SQ 
  Trapfinding; AL: NE; Sv: Fort +2, Ref +5, Will -1; Str 16, 
  Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Appraise +0, Balance +5, Bluff +1, 
  Climb +6, Escape Artist +6, Intimidate +0, Jump +6, 
  Listen +1, Move Silently +4, Spot +0, Swim +5, Tumble 
  +6; Dodge, Martial Weapon Proficiency (Sap). 
   
  Possessions: Sap, studded leather armor. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike). 
   
  Possessions: Dagger, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 4 
  Half Orc Warriors (4): Male Half-orc War1; CR 1/2; 
  Medium humanoid (orc); HD (1d8)+3; hp 11; Init +2; 
  Spd 30ft; AC 12; flatfooted 10, touch 12; Base Atk +1; 
  Grp +4; Atk +5 (2d4+4 18-20/x2 Falchion); Full Atk +5 
  (2d4+4 18-20/x2 Falchion); SA —; SQ —; AL: CE; Sv: 
  Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +0, Jump +4, Ride -2, 
  Swim +4; Weapon Focus (Falchion).  
   
  Possessions: Falchion. 
   
  Half-Orc Cleric of Iuz: Male Half-orc Clr2; CR 2; 
  Medium humanoid (orc); HD (2d8)+2; hp 15; Init +1; 
  Spd 30'; AC 11, flatfooted 10, touch 11; Base Atk +1; 
  Grp +2; Atk +2 (1d8+1 20/x2 Morningstar); Full Atk +2 
  (1d8+1 20/x2 Morningstar); SA — Rebuke Undead 
  3/day; SQ —; AL: CE; Sv: Fort +4, Ref +3, Will +6; Str 
  12, Dex 12, Con 12, Int 11, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +5, Disguise +2, 
  Heal +4, Hide +2, Knowledge (Religion) +1, Spellcraft 
  +1; Lightning Reflexes.  
   
  Possessions: Morningstar.  
   
  Cleric Spells Prepared: (4/4; DC 13 + spell level) 0—
  [cure minor wounds, detect magic, inflict minor wounds, 
  resistance]; 1st—[cure light wounds, inflict light wounds, 
  protection from good*, shield of faith]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.) Evil (Cast evil spells at +1 
  caster level).  
   
  Encounter 6: EL 4 
  Rhenee Pick-Pocket: Male Human Rog4; CR 4; 
  Medium humanoid (human); HD (4d6); hp 18; Init +4; 
  Spd 30ft'; AC 16, flatfooted 16, touch 14; Base Atk +3; 
  Grp +2; Atk +2 melee (1d4-1 19-20/x2 dagger) or +7 
  ranged (1d4-1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4-1 19-20/x2 dagger) or +7 ranged (1d4-1 19-20/x2 
  dagger); SA — Sneak Attack +2d6; SQ Evasion, Trap 
  Sense +1, Trapfinding, Uncanny Dodge; AL: NE; Sv: 
  Fort +1, Ref +8, Will +1; Str 9, Dex 18, Con 10, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Balance +6, Decipher Script +2, 
  Disable Device +0, Disguise +2, Escape Artist +5, 
  Gather Information +7, Hide +13, Jump +6, Listen +7, 
  Move Silently +13, Sense Motive +2, Sleight of Hand 
  +16, Spot +7, Tumble +13, Use Rope +6; Deft Hands, 
  Skill Focus (Sleight of Hand), Stealthy.  
   
  Possessions: 4 Daggers, leather armor. 
   
  Encounter 8: EL 4 
  Boldor: Male Human Bar1/Ftr1; CR 2; Medium 
  Humanoid (human); HD (1d12)+(1d10)+4; hp 22; Init 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 31 
  +2; Spd 40ft; AC 15, flatfooted 13, touch 12; Base Atk 
  +2; Grp +5; Atk +7 (1d8+5 20/x3 darkha) or +6 ranged 
  (1d8+4 20/x3 darkha); Full Atk +7 (1d8+5 20/x3 
  darkha) or +6 ranged (1d8+4 20/x3 darkha); SA —; SQ 
  Rage 1/day; AL: NE; Sv: Fort +6, Ref +2, Will +0; Str 16, 
  Dex 15, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Craft (Shipmaking) -1, 
  Intimidate +5, Jump +7, Listen +4, Survival +4, Swim 
  +9; Dodge, Exotic Weapon Proficiency (darkha), 
  Weapon Focus (darkha).  
   
  Possessions: Masterwork darkha, studded leather 
  armor. 
  Rhenipen R'asa Warriors (4): Male Human War1; 
  CR 0; Medium Humanoid (human); HD (1d8)+6; hp 
  11; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +1; Grp +4; Atk +4 (1d8+4 20/x3 Longspear); 
  Full Atk +4 (1d8+4 20/x3 Longspear); SA —; SQ —; 
  AL: NE; Sv: Fort +4, Ref +2, Will +1; Str 16, Dex 14, 
  Con 16, Int 8, Wis 9, Cha 9. 
   
  Skills and Feats: Intimidate +1, Jump +3, Swim +4; 
  Iron Will, Weapon Focus (Longspear). 
   
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 4 
  Kuo-Toa (2): As per page 163 of Monster Manual. 
   
  Encounter 12: EL 4 
  Whip, Male Kuo-Toa Clr2; CR 4; Medium Monstrous 
  Humanoid; HD (2d8)+(2d8)+4; hp 27; Init +0; Spd 20ft, 
  Swim 50ft; AC 16, flatfooted 16, touch 10; Base Atk +3; 
  Grp +5; Atk +7 melee (1d8+2; Trident); or +5 melee 
  (1d4+2 Bite); Full Atk +7 melee (1d8+2; Trident) and +0 
  melee (1d4+2; Bite); SA Smite 1/day; SQ Adhesive, 
  Amphibious, Immunity to Poison and Paralysis, 
  Resistance to Electricity 10, Keen Sight, Light 
  Blindness, Rebuke Undead, Slippery, Turn Fire; AL: 
  NE; Sv: Fort +4, Ref +3, Will +8; Str 14, Dex 10, Con 13, 
  Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +2, Escape Artist +8, 
  Heal +3, Knowledge (Religion) +4, Listen +8, Move 
  Silently +3, Search +8, Spellcraft +2, Spot +13, Swim 
  +10; Alertness, Weapon Focus (Trident). 
   
  Cleric Spells Prepared: (4/4; save DC 12 + spell level): 
  0—[create water, cure minor wounds, detect magic, purify 
  food and drink]; 1st—[detect good, entropic shield, magic 
  weapon, obscuring mist*]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Masterwork trident. 
   
  Encounter 13: EL 4 
  Monitor, Female Kuo-Toa Mnk2; CR 4; Size: Medium 
  Monstrous Humanoid; HD (2d8)+(2d8)+4; hp 27; Init 
  +1; Spd 20', Swim 50'; AC 19, flatfooted 18, touch 13; 
  Base Atk +3; Grp +4; Atk +5 melee (1d4+1; Sai) or +4 
  melee (1d4+1; Bite); Full Atk +3/+3 (1d4+1; Sai) and -3 
  melee (1d4+1; Bite); or Atk +5 melee (1d4+1; Sai) and 
  Atk -1 melee (1d4+1; Bite); SQ Adhesive, Amphibious, 
  Immunity to Poison and Paralysis, Resistance to 
  Electricity 10, Evasion, Keen Sight, Light Blindness, 
  Slippery; AL: LE; Sv: Fort +4, Ref +7, Will +8; Str 12, 
  Dex 12, Con 12, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +3, Escape Artist +9, Hide 
  +4, Knowledge (Religion) +4, Listen +10, Move Silently 
  +2, Search +8, Spot +14, Swim +9, Tumble +8; 
  Alertness, 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (Sai), Stunning Fist. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Masterwork steel tin, hag eye brooch. 
   
  Kuo-toa Abilities and Weapons:  
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 32 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 33 
  APL 4 
  Encounter 2: EL 6 
  Rhenee Thugs (4): Male Human Ftr1/Rog1; CR 2; 
  Medium humanoid (human); HD (1d10)+(1d6)+4; hp 
  18; Init +3; Spd 30ft; AC 16, flatfooted 13, touch 13; 
  Base Atk +1; Grp +4; Atk +5 (1d6+3 20/x2 Sap); Full Atk 
  +5 (1d6+3 20/x2 Sap); SA — Sneak Attack +1d6; SQ 
  Trapfinding; AL: NE; Sv: Fort +4, Ref +5, Will -1; Str 16, 
  Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +5, Climb +3, Escape Artist 
  +3, Intimidate +0, Jump +11, Listen +0, Swim +2, 
  Tumble +11; Acrobatic, Dodge, Weapon Focus (Sap).  
   
  Possessions: Sap, studded leather armor. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike).  
   
  Possessions: 4 Daggers, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 6 
  Half Orc Warriors (4): Male Half-orc War2; CR 1; 
  Medium Humanoid (orc); HD (2d8)+6; hp 19; Init +2; 
  Spd 30ft; AC 12, flatfooted 10, touch 12; Base Atk +2; 
  Grp +5; Atk +6 (2d4+4 18-20/x2 Falchion); Full Atk +6 
  (2d4+4 18-20/x2 Falchion); SA —; SQ —; AL: CE; Sv: 
  Fort +6, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +0, Ride -2, Swim +4; Weapon Focus 
  (Falchion).  
   
  Possessions: Falchion. 
  Half-Orc Cleric of Iuz: Male Half-orc Clr 4; CR 4; 
  Medium Humanoid (orc); HD (4d8)+4; hp 27; Init +1; 
  Spd 30ft; AC 11, flatfooted 10, touch 11; Base Atk +3; 
  Grp +4; Atk +4 (1d8+1 20/x2 Morningstar); Full Atk +4 
  (1d8+1 20/x2 Morningstar); SA — Rebuke Undead 
  3/day; SQ —; AL: CE; Sv: Fort +7, Ref +4, Will +7; Str 
  12, Dex 12, Con 12, Int 11, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +1, Concentration +4, 
  Diplomacy +2, Disguise +2, Heal +5, Knowledge 
  (Religion) +2, Spellcraft +2; Great Fortitude, Lightning 
  Reflexes. 
   
  Possessions: Morningstar. 
   
  Cleric Spells Prepared: (5/5/4; save DC 13 + spell 
  level): 0—[cure minor wounds, detect magic, inflict minor 
  wounds, read magic, resistance]; 1st—[cure light wounds, 
  detect good, inflict light wounds, protection from good*, shield 
  of faith]; 2nd—[bull's strength, hold person, inflict moderate 
  wounds, invisibility*]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.), Evil (Cast evil spells at +1 
  caster level). 
   
  Encounter 6: EL 6 
  Rhenee Pick-Pocket: Male Human Rog6; CR 6; 
  Medium Humanoid (human); HD (6d6); hp 26; Init +4; 
  Spd 30ft; AC 17, flatfooted 17, touch 14; Base Atk +4; 
  Grp +3; Atk +3 melee (1d4-1 19-20/x2 Dagger) or +8 
  ranged (1d4-1 19-20/x2 dagger); Full Atk +3 melee 
  (1d4-1 19-20/x2 Dagger) or +8 ranged (1d4-1 19-20/x2 
  dagger); SA — Sneak Attack +3d6; SQ Evasion, Trap 
  Sense +2, Trapfinding, Uncanny Dodge; AL: NE; Sv: 
  Fort +2, Ref +9, Will +2; Str 9, Dex 18, Con 10, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +6, Bluff +5, 
  Climb +3, Diplomacy +2, Disguise +2, Escape Artist +6, 
  Gather Information +9, Hide +15, Intimidate +2, Jump 
  +1, Listen +9, Move Silently +15, Search +2, Sleight of 
  Hand +20, Spot +9, Tumble +13, Use Rope +6; Deft 
  Hands, Run, Skill Focus (Sleight of Hand), Stealthy. 
   
  Possessions: 4 Daggers, leather armor, potion of 
  barkskin +1. 
   
  Encounter 8: EL 6 
  Boldor: Male Human Bar1/Ftr3; CR 4; Medium 
  Humanoid (human); HD (1d12)+(3d10)+8; hp 38; Init 
  +2; Spd 40ft; AC 15, flatfooted 13, touch 12; Base Atk 
  +4; Grp +7; Atk +9 melee (1d8+5 20/x3 darkha) or +8 
  ranged (1d8+4 20/x3 darkha); Full Atk +9 melee (1d8+5 
  20/x3 darkha) or +8 ranged (1d8+4 20/x3 darkha); SA 
  —; SQ Rage 1/day; AL: NE; Sv: Fort +7, Ref +3, Will +1; 
  Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 10. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 34 
   
  Skills and Feats: Climb +7, Craft (Shipmaking) -1, 
  Intimidate +7, Jump +9, Listen +4, Survival +4, Swim 
  +10; Dodge, Exotic Weapon Proficiency (darkha), 
  Mobility, Spring Attack, Weapon Focus (darkha).  
   
  Possessions: +1 darkha, masterwork studded leather 
  armor. 
  Rhenipen R’asa Warriors (4): Male Human War2; 
  CR 1; Medium Humanoid (human); HD (2d8)+6; hp 
  19; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +2; Grp +5; Atk +6 (1d8+4 20/x3 Longspear); 
  Full Atk +6 (1d8+4 20/x3 Longspear); SA —; SQ —; 
  AL: NE; Sv: Fort +6, Ref +2, Will +1; Str 16, Dex 14, 
  Con 16, Int 8, Wis 9, Cha 9. 
   
  Skills and Feats: Intimidate +1, Jump +5, Swim +6; 
  Iron Will, Weapon Focus (Longspear).  
   
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 6 
  Kuo-Toa Guards (4), Male Kuo-Toa War1; CR 2; 
  Medium Monstrous Humanoid; HD (2d8)+(1d8)+3; hp 
  18; Init +0; Spd 20ft, Swim 50ft; AC 18, flatfooted 18, 
  touch 10; Base Atk +3; Grp +4; Atk +4 melee (1d6+1 
  20/x3 shortspear) or +3 ranged (1d6+1 20/x3 
  shortspear) or +4 melee (1d4+1 20/x2 Bite); Full Atk +4 
  melee (1d6+1 20/x3 shortspear) or +3 ranged (1d6+1 
  20/x3 shortspear) and -1 melee (1d4+1 20/x2 Bite); SA 
  —; SQ Adhesive, Amphibious, Immunity to Poison 
  and Paralysis, Resistance to Electricity 10, Keen Sight, 
  Light Blindness, Slippery; AL: NE; Sv: Fort +5, Ref +3, 
  Will +5; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Escape Artist +6, Knowledge 
  (Religion) +4, Listen +9, Move Silently +1, Search +6, 
  Spot +12, Swim +5; Alertness, Great Fortitude. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Heavy wooden shield, shortspear. 
   
  Encounter 12: EL 6 
  Whips (2), Male Kuo-Toa Clr2; CR 4; Medium 
  Monstrous Humanoid; HD (2d8)+(2d8)+4; hp 27; Init 
  +0; Spd 20ft, Swim 50ft; AC 16, flatfooted 16, touch 10; 
  Base Atk +3; Grp +5; Atk +7 melee (1d8+3; Trident) or 
  +5 melee (1d4+2 Bite); Full Atk +7 melee (1d8+3; 
  Trident) and +0 melee (1d4+2 Bite); SA Smite 1/day, 
  Lightning Bolt; SQ Adhesive, Amphibious, Immunity 
  to Poison and Paralysis, Resistance to Electricity 10, 
  Keen Sight, Light Blindness, Rebuke Undead, 
  Slippery, Turn Fire; AL: NE; Sv: Fort +4, Ref +3, Will 
  +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +2, Escape Artist +8, 
  Heal +3, Knowledge (Religion) +4, Listen +8, Move 
  Silently +3, Search +8, Spellcraft +2, Spot +13, Swim 
  +10; Alertness, Weapon Focus (Trident). 
   
  Cleric Spells Prepared: (4/4; save DC 12 + spell level): 
  0—[create water, cure minor wounds, detect magic, purify 
  food and drink]; 1st—[detect good, entropic shield, magic 
  weapon, obscuring mist*]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 Trident. 
   
  Encounter 13: EL 6 
  Monitor, Female Kuo-Toa of Legend Mnk2; CR 6; 
  Medium Outsider; HD (2d8)+(2d8)+24; hp 47; Init +7; 
  Spd Walk 20ft, Swim 50ft; AC 27, flatfooted 24, touch 
  16; Base Atk +3; Grp +10; Atk +11 melee (1d4+8; Sai) or 
  +10 melee (1d6+7; bite); Full Atk +9/+9 melee (1d4+8; 
  Sai) and +3 melee (1d6+7; Bite); or +11 melee (1d4+8; 
  Sai) and Atk +5 melee (1d6+7; Bite); SA Breath Weapon 
  (Acid); SQ Adhesive, Amphibious, Immunity to Poison 
  and Paralysis, Resistance to Electricity 10, Damage 
  Reduction 10/+1, Greater Bite Damage, Frightful 
  Presence, Keen Sight, Light Blindness, Poison, Raging 
  Blood (Acid), Slippery, Evasion, Flurry of Blows; AL: 
  LE; Sv: Fort +12, Ref +12, Will +12; Str 24, Dex 16, Con 
  23, Int 15, Wis 16, Cha 12. 
   
  Skills and Feats: Balance +5, Concentration +7, 
  Escape Artist +16, Listen +8, Move Silently +6, Search 
  +6, Spot +12, Swim +16, Tumble +10; Weapon Focus 
  (Sai), Improved Initiative, Exotic Weapon Proficiency 
  (Sai), Improved Grapple. 
   
  Cleric Spells Prepared: (5/4/3/2, DC 13 + spell level) 
  0—[create water, cure minor wounds, detect magic, mending, 
  read magic]; 1st—[enlarge person, entropic shield, protection 
  from good, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, cure moderate wounds]; 3rd—[blindness/deafness, 
  cure serious wounds, dispel magic]. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 Sai, hag eye brooch. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 35 
   
  Kuo-toa Abilities and Weapons:  
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15ft cone, 3d6 
  damage). A target can make a Reflex save (DC 18) for 
  half damage. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed 
  at a Will save (DC 13) or become shaken-a condition 
  that lasts until the opponent is out of range. A 
  successful save leaves that opponent to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 18) does not take poison 
  damage from that particular attack. The initial and 
  secondary damage are the same: 1d6 points of strength 
  damage. 
   
  Raging Blood (Su): Each time damage is dealt to the 
  creature with a piercing or slashing attach, its blood 
  sprays outward in a 5-foot cone, dealing 1d4 points of 
  damage of the acid damage to all within range (no 
  saving throw). A monster of legend is not harmed by 
  its own blood. 
   
  Spells: The monster of legend casts divine spells 
  from the cleric list and from the Protection, Strength, 
  and War domains as a 5th level cleric. It does not gain 
  extra domain spell slots for these domains as a cleric 
  would. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 36 
  APL 6 
  Encounter 2: EL 8 
  Rhenee Thugs (4): Male Human Ftr2/Rog2; CR 4; 
  Medium humanoid; HD (2d10)+(2d6)+12; hp 36; Init 
  +3; Spd 30ft; AC 16, flatfooted 13, touch 13; Base Atk 
  +3; Grp +6; Atk +7 (1d6+3 20/x2 Sap); Full Atk +7 
  (1d6+3 20/x2 Sap); SA — Sneak Attack +1d6; SQ 
  Evasion, Trapfinding; AL: NE; Sv: Fort +6, Ref +6, Will 
  +1; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +5, Bluff +1, Climb +4, 
  Escape Artist +7, Intimidate +1, Jump +11, Listen +0, 
  Swim +2, Tumble +13; Acrobatic, Dodge, Iron Will, 
  Mobility, Weapon Focus (Sap).  
   
  Possessions: Sap, studded leather armor. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike).  
   
  Possessions: 4 Daggers, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 8 
  Half Orc Warriors (4): Male Half-orc War2; CR 1; 
  Medium Humanoid (orc); HD (2d8)+6; hp 19; Init +2; 
  Spd 30ft; AC 12, flatfooted 10, touch 12; Base Atk +2; 
  Grp +5; Atk +6 (2d4+4 18-20/x2 Falchion); Full Atk +6 
  (2d4+4 18-20/x2 Falchion); SA —; SQ —; AL: CE; Sv: 
  Fort +6, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +0, Ride -2, Swim +4; Weapon Focus 
  (Falchion). 
   
  Possessions: Falchion. 
  Half-Orc Cleric of Iuz: Male Half-orc Clr7; CR 7; 
  Medium Humanoid (orc); HD (7d8)+7; hp 45; Init +5; 
  Spd 30ft; AC 11, flatfooted 10, touch 11; Base Atk +5; 
  Grp +6; Atk +6 (1d8+1 20/x2 Morningstar); Full Atk +6 
  (1d8+1 20/x2 Morningstar); SA — Rebuke Undead 
  3/day; SQ —; AL: CE; Sv: Fort +8, Ref +5, Will +8; Str 
  12, Dex 12, Con 12, Int 11, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +1, Concentration +4, 
  Diplomacy +2, Disguise +2, Heal +5, Knowledge 
  (Religion) +2, Spellcraft +2; Great Fortitude, Improved 
  Initiative, Lightning Reflexes. 
   
  Possessions: Morningstar. 
   
  Cleric Spells Prepared: (6/6/5/4/2; DC 13 + spell 
  level) 0—[cure minor wounds, detect magic, guidance, inflict 
  minor wounds, read magic, resistance, virtue]; 1st—[bane, 
  command, cure light wounds, detect good, protection from 
  good*, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, hold person, inflict moderate wounds, invisibility*, 
  undetectable 
  alignment]; 
  3rd—[bestow 
  curse, 
  blindness/deafness, dispel magic, nondetection]; 4th—
  [confusion*, summon monster IV]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.), Evil (Cast evil spells at +1 
  caster level). 
   
  Encounter 6: EL 8 
  Rhenee Pick-Pocket: Male Human Rog8; CR 8; 
  Medium Humanoid (human); HD (8d6); hp 34; Init +4; 
  Spd 30ft; AC 18, flatfooted 18, touch 14; Base Atk 
  +6/+1; Grp +6; Atk +6 melee (1d4 19-20/x2 Dagger) or 
  +10 ranged (1d4 19-20/x2 Dagger); Full Atk +6/+1 
  melee (1d4 19-20/x2 Dagger) or +10/+5 ranged (1d4 19-
  20/x2 Dagger); SA — Sneak Attack +4d6; SQ Evasion, 
  Improved 
  Uncanny 
  Dodge, 
  Trap 
  Sense 
  +2, 
  Trapfinding; AL: NE; Sv: Fort +2, Ref +10, Will +2; Str 
  10, Dex 18, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +7, Bluff +5, 
  Climb +4, Decipher Script +1, Diplomacy +3, Disguise 
  +3, Escape Artist +6, Forgery +1, Gather Information 
  +9, Hide +17, Intimidate +3, Jump +6, Listen +11, Move 
  Silently +15, Open Lock +4, Search +2, Sleight of Hand 
  +22, Spot +9, Tumble +13, Use Rope +6; Deft Hands, 
  Run, Skill Focus (Sleight of Hand), Stealthy. 
   
  Possessions: 4 Daggers, leather armor, potion of 
  barkskin +2. 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 37 
  Encounter 8: EL 8 
  Boldor: Male Human Bar1/Ftr5; CR 6; Medium 
  Humanoid (human); HD (1d12)+(5d10)+12; hp 54; Init 
  +2; Spd 40ft; AC 16, flatfooted 14, touch 12; Base Atk 
  +6/+1; Grp +9; Atk +10 (1d8+7 19-20/x3 darkha) or +9 
  (1d8+6 19-20/x3 darkha); Full Atk +10/+5 (1d8+7 19-
  20/x3 darkha) or +9/+4 (1d8+6 19-20/x3 darkha); SA —
  ; SQ Rage 1/day; AL: NE; Sv: Fort +8, Ref +3, Will +3; 
  Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Craft (Shipmaking) -1, 
  Intimidate +7, Jump +9, Listen +4, Spot +2, Survival +4, 
  Swim +11; Dodge, Exotic Weapon Proficiency 
  (darkha), Iron Will, Mobility, Spring Attack, Weapon 
  Focus (darkha), Weapon Specialization (darkha). 
   
  Possessions: +1 keen darkha, +1 studded leather armor. 
  Rhenipen R’asa Warriors (6): Male Human War2; 
  CR 1; Medium Humanoid (human); HD (2d8)+6; hp 
  19; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +2; Grp +5; Atk +6 (1d8+4 20/x3 Longspear); 
  Full Atk +6 (1d8+4 20/x3 Longspear); SA —; SQ —; 
  AL: NE; Sv: Fort +6, Ref +2, Will +1; Str 16, Dex 14, 
  Con 16, Int 8, Wis 9, Cha 9. 
   
  Skills and Feats: Intimidate +1, Jump +5, Swim +6; 
  Iron Will, Weapon Focus (Longspear). 
   
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 8 
  Kuo-Toa Guards (4), Male Kuo-Toa Ftr2; CR 4; 
  Medium Monstrous Humanoid; HD (2d8)+(2d10)+4; 
  hp 29; Init +0; Spd 20ft, Swim 50ft; AC 18, flatfooted 
  18, touch 10); Base Atk +4; Grp +6; Atk +7 melee (1d6+2 
  20/x3 Shortspear) or +5 ranged (1d6+2 20/x3 
  Shortspear) or +6 melee (1d4+2 20/x2 Bite); Full Atk +7 
  melee (1d6+2 20/x3 Shortspear) or +5 ranged (1d6+2 
  20/x3 Shortspear) and +1 melee (1d4+2 20/x2 Bite); SA 
  —; SQ Adhesive, Amphibious, Immunity to Poison 
  and Paralysis, Resistance to Electricity 10, Keen Sight, 
  Light Blindness, Slippery; AL: NE; Sv: Fort +6, Ref +3, 
  Will +5; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Escape Artist +9, Knowledge 
  (Religion) +2, Listen +7, Move Silently +1, Search +8, 
  Spot +11, Swim +9; Alertness, Combat Reflexes, Great 
  Fortitude, Weapon Focus (Shortspear). 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Heavy wooden shield, shortspear. 
   
  Encounter 12: EL 8 
  Whips (2), Male Kuo-Toa Clr4; CR 6; Medium 
  Monstrous Humanoid; HD (2d8)+(4d8)+6; hp 39; Init 
  +0; Spd 20ft, Swim 50ft; AC 16, flatfooted 16, touch 10; 
  Base Atk +5; Grp +7; Atk +9 melee (1d8+3 +1d6 electric; 
  +1 shock Trident) or +7 melee (1d4+2 Bite); Full Atk +9 
  melee (1d10+3 +1d6 electric; +1 shock Trident) and +2 
  melee (1d4+2 Bite); SA Smite 1/day, Lightning Bolt; 
  SQ Adhesive, Amphibious, Immunity to Poison and 
  Paralysis, Resistance to Electricity 10, Keen Sight, 
  Light Blindness, Rebuke Undead, Slippery, Turn Fire; 
  AL: NE; Sv: Fort +5, Ref +4, Will +9; Str 14, Dex 10, 
  Con 13, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +6, Escape Artist +8, 
  Heal +5, Knowledge (Religion) +4, Listen +8, Move 
  Silently +3, Search +8, Spellcraft +2, Spot +13, Swim 
  +10; Alertness, Exotic Weapon Proficiency, Weapon 
  Focus (Trident). 
   
  Cleric Spells Prepared: (5/5/4; DC 12 + spell level) 
  0—[create water, cure minor wounds, detect magic, purify 
  food and drink, read magic]; 1st—[cure light wounds, 
  entropic shield, magic weapon, obscuring mist*, protection 
  from good]; 2nd—[bull's strength, cure moderate wounds, fog 
  cloud*, hold person, owl's wisdom]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 shock Trident. 
   
  Encounter 13: EL 8 
  Monitor, Female Kuo-Toa of Legend Mnk4; CR 8; 
  Medium Outsider; HD (2d8)+(4d8)+36; hp 69; Init +7; 
  Spd Walk 30ft, Swim 50ft; AC 27, flatfooted 24, touch 
  16; Base Atk +5; Grp +12; Atk +14 melee (1d4+8; Sai) or 
  +12 melee (1d6+7; Bite); Full Atk +12/+12 melee 
  (1d4+8; Sai) and +5 melee (1d6+7; Bite); or +14 melee 
  (1d4+8; Sai) and Atk +7 melee (1d6+7; Bite); SA Breath 
  Weapon (Acid), Ki Strike (Magic); SQ Adhesive, 
  Amphibious, Immunity to Poison and Paralysis, 
  Resistance to Electricity 10, Damage Reduction 10/+1, 
  Greater Bite Damage, Frightful Presence, Keen Sight, 
  Light Blindness, Poison, Raging Blood (Acid), Slippery 
  ; Evasion, Flurry of Blows, Slow Fall, Still Mind; AL: 
  LE; Sv: Fort +13, Ref +13, Will +13; Str 24, Dex 16, Con 
  23, Int 15, Wis 16, Cha 12. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 38 
   
  Skills and Feats: Balance +5, Concentration +7, 
  Diplomacy +2, Escape Artist +16, Jump +8, Listen +14, 
  Move Silently +6, Search +6, Spot +14, Swim +16, 
  Tumble +14; Alertness, Blind Fight, Combat Casting, 
  Improved Initiative, Exotic Weapon Proficiency (Sai), 
  Weapon Focus (Sai), Improved Grapple, Combat 
  Reflexes. 
   
  Cleric Spells Prepared: (5/4/3/2, DC 13 + spell level) 
  0—[create water, cure minor wounds, detect magic, mending, 
  read magic]; 1st—[enlarge person, entropic shield, protection 
  from good, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, cure moderate wounds]; 3rd—[blindness/deafness, 
  cure serious wounds, dispel magic]. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
  Possessions: +1 ki focus sai, hag eye brooch. 
   
  Kuo-toa Abilities and Weapons:  
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15ft cone, 3d6 
  damage). A target can make a Reflex save (DC 18) for 
  half damage. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed 
  at a Will save (DC 13) or become shaken-a condition 
  that lasts until the opponent is out of range. A 
  successful save leaves that opponent to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 18) does not take poison 
  damage from that particular attack. The initial and 
  secondary damage are the same: 1d6 points of strength 
  damage. 
   
  Raging Blood (Su): Each time damage is dealt to the 
  creature with a piercing or slashing attach, its blood 
  sprays outward in a 5-foot cone, dealing 1d4 points of 
  damage of the acid damage to all within range (no 
  saving throw). A monster of legend is not harmed by 
  its own blood. 
   
  Spells: The monster of legend casts divine spells 
  from the cleric list and from the Protection, Strength, 
  and War domains as a 5th level cleric. It does not gain 
  extra domain spell slots for these domains as a cleric 
  would. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 39 
  APL 8 
  Encounter 2: EL 10 
  Rhenee Thugs (4): Male Human Ftr3/Rog3; CR 6; 
  Medium humanoid (human); HD (3d10)+(3d6)+18; hp 
  52; Init +3; Spd 30ft; AC 16, flatfooted 13, touch 13; 
  Base Atk +5; Grp +8; Atk +9 (1d6+3 20/x2 Sap); Full Atk 
  +9 (1d6+3 20/x2 Sap); SA — Sneak Attack +2d6; SQ 
  Evasion, Trap Sense +1, Trapfinding; AL: NE; Sv: Fort 
  +7, Ref +7, Will +3; Str 16, Dex 16, Con 16, Int 8, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Balance +5, Bluff +3, Climb +4, 
  Escape Artist +11, Intimidate +2, Jump +11, Listen +0, 
  Swim +3, Tumble +15; Acrobatic, Dodge, Iron Will, 
  Mobility, Spring Attack, Weapon Focus (Sap). 
   
  Possessions: Sap, studded leather. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike). 
   
  Possessions: 4 Daggers, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 10 
  Half Orc Warriors (4): Male Half-orc War5; CR 4; 
  Medium Humanoid (orc); HD (5d8)+15; hp 43; Init +2; 
  Spd 30ft; AC 12, flatfooted 10, touch 12; Base Atk +5; 
  Grp +8; Atk +9 (2d4+4 18-20/x2 Falchion); Full Atk +9 
  (2d4+4 18-20/x2 Falchion); SA —; SQ —; AL: CE; Sv: 
  Fort +7, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +1, Jump +4, Ride -1, Swim +4; Combat 
  Reflexes, Weapon Focus (Falchion). 
   
  Possessions: Falchion. 
  Half-Orc Cleric of Iuz: Male Half-orc Clr7; CR 7; 
  Medium Humanoid (orc); HD (7d8)+7; hp 45; Init +5; 
  Spd 30ft; AC 11, flatfooted 10, touch 11; Base Atk +5; 
  Grp +6; Atk +6 (1d8+1 20/x2 Morningstar); Full Atk +6 
  (1d8+1 20/x2 Morningstar); SA — Rebuke Undead 
  3/day; SQ —; AL: CE; Sv: Fort +8, Ref +5, Will +8; Str 
  12, Dex 12, Con 12, Int 11, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +1, Concentration +4, 
  Diplomacy +2, Disguise +2, Heal +5, Knowledge 
  (Religion) +2, Spellcraft +2; Great Fortitude, Improved 
  Initiative, Lightning Reflexes. 
   
  Possessions: Morningstar. 
   
  Cleric Spells Prepared: (6/6/5/4/2; DC 13 + spell 
  level) 0—[cure minor wounds, detect magic, guidance, inflict 
  minor wounds, read magic, resistance, virtue]; 1st—[bane, 
  command, cure light wounds, detect good, protection from 
  good*, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, hold person, inflict moderate wounds, invisibility*, 
  undetectable 
  alignment]; 
  3rd—[bestow 
  curse, 
  blindness/deafness, dispel magic, nondetection*]; 4th—
  [confusion*, summon monster IV]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.), Evil (Cast evil spells at +1 
  caster level). 
   
  Encounter 6: EL 10 
  Rhenee Pick-Pocket: Male Human Rog10; CR 10; 
  Medium Humanoid (human); HD (10d6); hp 42; Init 
  +8; Spd 30ft; AC 19, flatfooted 19, touch 14; Base Atk 
  +7/+2; Grp +7; Atk +7 melee (1d4 19-20/x2 dagger) or 
  +11 ranged (1d4 19-20/x2 dagger); Full Atk +7/+2 
  melee (1d4 19-20/x2 dagger) or +11/+6 ranged (1d4 19-
  20/x2 dagger); SA — Sneak Attack +5d6; SQ Evasion, 
  Improved Uncanny, Trap Sense +3, Trapfinding; AL: 
  NE; Sv: Fort +3, Ref +11, Will +3; Str 10, Dex 18, Con 
  10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +7, Bluff +5, 
  Climb +4, Decipher Script +1, Diplomacy +5, Disguise 
  +3, Escape Artist +6, Forgery +1, Gather Information 
  +9, Hide +19, Intimidate +3, Jump +6, Listen +11, Move 
  Silently +15, Open Lock +4, Search +2, Sense Motive 
  +5, Sleight of Hand +24, Spot +9, Swim +1, Tumble +17, 
  Use Magic Device +4, Use Rope +6; Deft Hands, 
  Improved Initiative, Run, Skill Focus (Sleight of 
  Hand), Skill Mastery (Sleight of Hand, Hide, Gather 
  Information), Stealthy. 
   
  Possessions: 4 Daggers, leather armor, potion of 
  barkskin +3. 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 40 
  Encounter 8: EL 10 
  Boldor: Male Human Bar1/Ftr 7; CR 8; Medium 
  Humanoid (human); HD (1d12)+(7d10)+16; hp 70; Init 
  +3; Spd 40ft; AC 17, flatfooted 14, touch 13; Base Atk 
  +8/+3; Grp +11; Atk +12 melee (1d8+7 18-20/x3 darkha) 
  or +12 ranged (1d8+6 18-20/x3 darkha); Full Atk 
  +12/+7 melee (1d8+7 18-20/x3 darkha) or +12/+7 
  ranged (1d8+6 18-20/x3 darkha); SA —; SQ Rage 
  1/day; AL: NE; Sv: Fort +9, Ref +5, Will +4; Str 16, Dex 
  16, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Craft (Shipmaking) +1, 
  Intimidate +7, Jump +9, Listen +5, Spot +3, Survival +4, 
  Swim +11; Dodge, Exotic Weapon Proficiency 
  (darkha), Improved Critical (darkha), Iron Will, 
  Mobility, Spring Attack, Weapon Focus (darkha), 
  Weapon Specialization (darkha). 
   
  Possessions: +1 keen adamantine darkha, +1 studded 
  leather armor. 
  Rhenipen R’asa Warriors (10): Male Human War2; 
  CR 1; Medium Humanoid (human); HD (2d8)+6; hp 
  19; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +2; Grp +5; Atk +6 (1d8+4 20/x3 Longspear); 
  Full Atk +6 (1d8+4 20/x3 Longspear); SA —; SQ —; 
  AL: NE; Sv: Fort +6, Ref +2, Will +1; Str 16, Dex 14, 
  Con 16, Int 8, Wis 9, Cha 9. 
   
  Skills and Feats: Intimidate +1, Jump +5, Swim +6; 
  Iron Will, Weapon Focus (Longspear). 
   
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 10 
  Kuo-Toa Guards (4), Male Kuo-Toa Ftr2/Rog2; CR 6; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  (2d8)+(2d10)+(2d6)+6; hp 39; Init +0; Spd 20ft, Swim 
  50ft; AC 18, flatfooted 18, touch 10; Base Atk +5; Grp 
  +7; Atk +8 melee (1d6+2 20/x3 Shortspear) or +6 
  ranged (1d6+2 20/x3 shortspear) or +7 melee (1d4+2 
  20/x2 Bite); Full Atk +8 melee (1d6+2 20/x3 
  Shortspear) or +6 ranged (1d6+2 20/x3 shortspear) and 
  Atk +2 melee (1d4+2 20/x2 Bite); SA Sneak Attack 
  +1d6; SQ Adhesive, Amphibious, Immunity to Poison 
  and Paralysis, Resistance to Electricity 10, Evasion, 
  Keen Sight, Light Blindness, Slippery, Trapfinding; AL: 
  NE; Sv: Fort +6, Ref +6, Will +5; Str 14, Dex 10, Con 13, 
  Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +4, Escape Artist +9, Hide 
  +2, Knowledge (Religion) +2, Listen +12, Move Silently 
  +1, Search +8, Spot +16, Swim +9; Alertness, Combat 
  Reflexes, Enhanced Adhesive*, Great Fortitude, 
  Weapon Focus (Shortspear). 
   
  *Enhanced Adhesive: When the kuo-toa’s shield is 
  coated with its natural adhesive, it is more difficult 
  than usual for an opponent to avoid becoming stuck to 
  it and to break free once stuck. The DC for the 
  opponent’s Reflex save to avoid getting stuck after an 
  unsuccessful melee attack increases by +2. The DC for 
  the opponent’s Strength check to free itself or its 
  weapon after becoming stuck increases by the same 
  amount. (From Forgotten Realms Underdark). 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Heavy wooden shield, shortspear. 
   
  Encounter 12: EL 10 
  Whips (2), Male Kuo-Toa Clr6; CR 8; Medium 
  Monstrous Humanoid; HD (2d8)+(6d8)+16; hp 59; Init 
  +0; Spd 20ft, Swim 50ft; AC 16, flatfooted 16, touch 10; 
  Base Atk +6/+1; Grp +8; Atk +10 melee (1d8+3 +1 
  Con/19-20; +1 wounding Trident) or +8 melee (1d4+2 
  Bite); Full Atk +10/+5 melee (1d8+3 +1 Con/19-20; +1 
  wounding Trident) and +3 melee (1d4+2 Bite); SA 
  Smite 
  1/Day, 
  Lightning 
  Bolt; 
  SQ 
  Adhesive, 
  Amphibious, Immunity to Poison and Paralysis, 
  Resistance to Electricity 10, Keen Sight, Light 
  Blindness, Rebuke Undead, Slippery, Turn Fire; AL: 
  NE; Sv: Fort +7, Ref +5, Will +10; Str 14, Dex 10, Con 
  14, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +11, Escape Artist 
  +8, Heal +3, Knowledge (Religion) +12, Listen +8, 
  Move Silently +3, Search +8, Spellcraft +2, Spot +13, 
  Swim +10; Alertness, Improved Critical (Trident), 
  Weapon Focus (Trident). 
   
  Cleric Spells Prepared: (5/5/5/3; DC 12 + spell level) 
  0—[create water, cure minor wounds, detect magic, purify 
  food and drink, read magic]; 1st—[cure light wounds, 
  entropic shield, magic weapon, obscuring mist*, protection 
  from good]; 2nd—[bull's strength, cure moderate wounds, fog 
  cloud*, hold person, owl's wisdom]; 3rd—[contagion*, cure 
  serious wounds, dispel magic]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 wounding Trident. 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 41 
  Encounter 13: EL 10 
  Monitor, Female Kuo-Toa of Legend Mnk6; CR 10; 
  Medium Outsider; HD (2d8)+(6d8)+56; hp 99; Init +7; 
  Spd Walk 40ft, Swim 50ft; AC 28, flatfooted 25, touch 
  17; Base Atk +6/+1; Grp +13; Atk +15 melee (1d4+8/19-
  20; Sai) or +13 melee (1d6+7; Bite); Full Atk +13/+13/+8 
  (1d4+8 /19-20; Sai) and +6 melee (1d6+7; Bite); or 
  +15/+10 melee (1d4+8/19-20; Sai) and +8 melee (1d6+7; 
  Bite); SA Breath Weapon (Acid), Ki Strike (Magic); SQ 
  Adhesive, Amphibious, Immunity to Poison and 
  Paralysis, Resistance to Electricity 10, Damage 
  Reduction 10/+1; Greater Bite Damage, Frightful 
  Presence, Keen Sight, Light Blindness, Poison, Raging 
  Blood (Acid), Slippery, Evasion, Flurry of Blows, Slow 
  Fall, Still Mind, Purity of Body; AL: LE; Sv: Fort +15, 
  Ref +14, Will +14; Str 24, Dex 16, Con 24, Int 15, Wis 
  16, Cha 12. 
   
  Skills and Feats: Balance +5, Concentration +8, 
  Diplomacy +2, Escape Artist +16, Hide +5, Jump +8, 
  Listen +16, Move Silently +6, Search +6, Spot +20, 
  Swim +16, Tumble +16; Alertness, Blind Fight, Combat 
  Casting, 
  Improved 
  Initiative, 
  Exotic 
  Weapon 
  Proficiency (Sai), Weapon Focus (Sai), Improved 
  Grapple, Combat Reflexes, Improved Disarm. 
   
  Cleric Spells Prepared: (5/4/3/2, DC 13 + spell level) 
  0—[create water, cure minor wounds, detect magic, mending, 
  read magic]; 1st—[enlarge person, entropic shield, protection 
  from good, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, cure moderate wounds]; 3rd—[blindness/deafness, 
  cure serious wounds, dispel magic]. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
  Possessions: +1 keen ki focus Sai, hag eye brooch. 
   
  Kuo-toa Abilities and Weapons:  
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15ft cone, 3d6 
  damage). A target can make a Reflex save (DC 18) for 
  half damage. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed 
  at a Will save (DC 13) or become shaken-a condition 
  that lasts until the opponent is out of range. A 
  successful save leaves that opponent to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 18) does not take poison 
  damage from that particular attack. The initial and 
  secondary damage are the same: 1d6 points of strength 
  damage. 
   
  Raging Blood (Su): Each time damage is dealt to the 
  creature with a piercing or slashing attach, its blood 
  sprays outward in a 5-foot cone, dealing 1d4 points of 
  damage of the acid damage to all within range (no 
  saving throw). A monster of legend is not harmed by 
  its own blood. 
   
  Spells: The monster of legend casts divine spells 
  from the cleric list and from the Protection, Strength, 
  and War domains as a 5th level cleric. It does not gain 
  extra domain spell slots for these domains as a cleric 
  would. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 42 
  APL 10 
  Encounter 2: EL 12 
  Rhenee Thugs (4): Male Human Ftr4/Rog4; CR 8; 
  Medium humanoid; HD (4d10)+(4d6)+24; hp 68; Init 
  +3; Spd 30ft; AC 16, flatfooted 16, touch 13; Base Atk 
  +7/+2; Grp +10; Atk +11 (1d6+5 20/x2 Sap); Full Atk 
  +11/+6 (1d6+5 20/x2 Sap); SA — Sneak Attack +2d6; 
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge; AL: NE; Sv: Fort +8, Ref +8, Will +3; Str 16, Dex 
  16, Con 16, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +6, Bluff +4, Climb +4, 
  Diplomacy +1, Disguise +1, Escape Artist +13, 
  Intimidate +4, Jump +11, Listen +1, Spot +0, Swim +5, 
  Tumble +17; Acrobatic, Dodge, Iron Will, Mobility, 
  Spring 
  Attack, 
  Weapon 
  Focus 
  (Sap), 
  Weapon 
  Specialization (Sap). 
   
  Possessions: Sap, studded leather. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike). 
   
  Possessions: 4 Daggers, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 12 
  Half Orc Warriors (4): Male Half-orc War7; CR 6; 
  Medium Humanoid (orc); HD (7d8)+21; hp 59; Init +2; 
  Spd 30ft; AC 12, flatfooted 10, touch 12; Base Atk 
  +7/+2; Grp +10; Atk +11 (2d4+4 18-20/x2 Falchion); 
  Full Atk +11/+6 (2d4+4 18-20/x2 Falchion); SA —; SQ 
  —; AL: CE; Sv: Fort +8, Ref +4, Will +2; Str 17, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +1, Jump +4, Ride +1, Swim +4; Combat 
  Reflexes, Dodge, Weapon Focus (Falchion). 
  Possessions: Falchion. 
  Half-Orc Cleric of Iuz: Male Half-orc Clr10; CR 10; 
  Medium Humanoid (orc); HD (10d8)+10; hp 63; Init 
  +5; Spd 30ft; AC 11, flatfooted 10, touch 11; Base Atk 
  +7/+2; Grp +8; Atk +8 (1d8+1 20/x2 Morningstar); Full 
  Atk +8/+3 (1d8+1 20/x2 Morningstar); SA — Rebuke 
  Undead 3/day; SQ —; AL: CE; Sv: Fort +10, Ref +6, 
  Will +10; Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 
  10. 
   
  Skills and Feats: Bluff +5, Concentration +9, 
  Diplomacy +4, Disguise +7, Heal +5, Hide +2, 
  Intimidate +2, Knowledge (Religion) +3, Spellcraft +4; 
  Combat Casting, Great Fortitude, Improved Initiative, 
  Lightning Reflexes. 
   
  Possessions: Morningstar. 
   
  Cleric Spells Prepared: (6/6/6/5/4/3; DC 13 + spell 
  level) 0—[cure minor wounds, detect magic, guidance, inflict 
  minor wounds, read magic, resistance]; 1st—[bane, 
  command, cure light wounds, detect good, protection from 
  good*, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, hold person, inflict moderate wounds, invisibility*, 
  undetectable alignment, summon monster ii]; 3rd—
  [animate dead, bestow curse, blindness/deafness, dispel magic, 
  nondetection*]; 4th—[confusion*, freedom of movement, 
  magic weapon (greater), summon monster IV]; 5th—[dispel 
  good*, flame strike, slay living]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.), Evil (Cast evil spells at +1 
  caster level). 
   
  Encounter 6: EL 12 
  Rhenee Pick-Pocket: Male Human Rog12; CR 12; 
  Medium Humanoid (human); HD (12d6); hp 50; Init 
  +8; Spd 30ft; AC 20, flatfooted 20, touch 14; Base Atk 
  +9/+4; Grp +9; Atk +9 melee (1d4 19-20/x2 dagger) or 
  +13 ranged (1d4 19-20/x2 dagger); Full Atk +9/+4 
  melee (1d4 19-20/x2 dagger) or +13/+8 ranged (1d4 19-
  20/x2 dagger); SA — Sneak Attack +6d6; SQ Evasion, 
  Improved 
  Uncanny 
  Dodge, 
  Trap 
  Sense 
  +4, 
  Trapfinding; AL: NE; Sv: Fort +4, Ref +12, Will +4; Str 
  10, Dex 19, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Appraise +5, Balance +7, Bluff +15, 
  Climb +4, Decipher Script +1, Diplomacy +5, Disguise 
  +3, Escape Artist +6, Forgery +1, Gather Information 
  +9, Hide +24, Intimidate +3, Jump +6, Listen +15, Move 
  Silently +15, Open Lock +4, Search +2, Sense Motive 
  +5, Sleight of Hand +26, Spot +9, Swim +1, Tumble +17, 
  Use Magic Device +4, Use Rope +6; Deft Hands, 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 43 
  Improved Initiative, Run, Skill Focus (Sleight of Hand, 
  Hide), Skill Mastery (Sleight of Hand, Hide, Gather 
  Information), Stealthy. 
   
  Possessions: 4 Daggers, leather armor, potion of 
  barkskin +4. 
   
  Encounter 8: EL 12 
  Boldor: Male Human Bar2/Ftr8/Rog1; CR 11; 
  Medium 
  Humanoid 
  (human); 
  HD 
  (2d12)+(8d10)+(1d6)+22; hp 93; Init +3; Spd 40ft; AC 
  18, flatfooted 18, touch 13; Base Atk +10/+5; Grp +13; 
  Atk +14 (1d8+7 18-20/x3 darkha) or +14 ranged (1d8+6 
  18-20/x3 darkha); Full Atk +14/+9 (1d8+7 18-20/x3 
  darkha) or +14/+9 ranged (1d8+6 18-20/x3 darkha); SA 
  — Sneak Attack +1d6; SQ Rage 1/day, Trapfinding, 
  Uncanny Dodge; AL: NE; Sv: Fort +11, Ref +9, Will +4; 
  Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Climb +8, Craft 
  (Shipmaking) +1, Intimidate +10, Jump +11, Listen +9, 
  Spot +3, Survival +5, Swim +11, Tumble +12; Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency (darkha), 
  Improved Critical (darkha), Iron Will, Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus 
  (darkha), Weapon Specialization (darkha). 
   
  Possessions: +1 keen returning darkha, +2 studded 
  leather armor.  
  Rhenipen R’asa Warriors (10): Male Human War2; 
  CR 1; Medium Humanoid (human); HD (2d8)+6; hp 
  19; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +2; Grp +5; Atk +6 (1d8+4 20/x3 Longspear); 
  Full Atk 6 (1d8+4 20/x3 Longspear); SA —; SQ —; AL: 
  NE; Sv: Fort +6, Ref +2, Will +1; Str 16, Dex 14, Con 16, 
  Int 8, Wis 9, Cha 9. 
   
  Skills and Feats: Intimidate +1, Jump +5, Swim +6; 
  Iron Will, Weapon Focus (Longspear). 
   
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 12 
  Kuo-Toa Guards (4), Male Kuo-Toa Ftr3 Rog3; CR 8; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  (2d8)+(3d10)+(3d6)+16; hp 59; Init +0; Spd 20ft, Swim 
  50ft; AC 18, flatfooted 18, touch 10; Base Atk +7/+2; 
  Grp +9; Atk +10 melee (1d6+2 20/x3 shortspear); or +8 
  ranged (1d6+2 20/x3 shortspear) or +9 melee (1d4+2 
  20/x2 Bite); Full Atk +10/+5 melee (1d6+2 20/x3 
  Shortspear) or +8 ranged (1d6+2 20/x3 shortspear) and 
  +4 melee (1d4+2 20/x2 Bite); SA Sneak Attack +2d6; SQ 
  Adhesive, Amphibious, Immunity to Poison and 
  Paralysis, Resistance to Electricity 10, Evasion, Keen 
  Sight, Light Blindness, Slippery, Trap Sense +1, 
  Trapfinding; AL: NE; Sv: Fort +8, Ref +7, Will +7; Str 
  14, Dex 10, Con 14, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +5, Escape Artist +9, Hide 
  +2, Knowledge (Religion) +2, Listen +15, Move Silently 
  +4, Search +8, Spot +19, Swim +11; Alertness, Combat 
  Reflexes, Enhanced Adhesive*, Great Fortitude, 
  Weapon Focus (Shortspear). 
   
  *Enhanced Adhesive: When the kuo-toa’s shield is 
  coated with its natural adhesive, it is more difficult 
  than usual for an opponent to avoid becoming stuck to 
  it and to break free once stuck. The DC for the 
  opponent’s Reflex save to avoid getting stuck after an 
  unsuccessful melee attack increases by +2. The DC for 
  the opponent’s Strength check to free itself or its 
  weapon after becoming stuck increases by the same 
  amount. (From Forgotten Realms Underdark). 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Heavy wooden shield, shortspear. 
   
  Encounter 12: EL 12 
  Whips (2), Male Kuo-Toa Clr8; CR 10; Medium 
  Monstrous Humanoid; HD (2d8)+(8d8)+20; hp 73; Init 
  +0; Spd 20ft, Swim 50ft; AC 16, flatfooted 16, touch 10; 
  Base Atk +8/+3; Grp +10; Atk +12 melee (1d8+3 +1 
  Con/19-20; +1 wounding mithral Trident) or +10 melee 
  (1d4+2 Bite); Full Atk +12/+7 melee (1d8+3 + 1 
  Con/19-20; +1 wounding mithral Trident) and +5 
  melee (1d4+2 Bite); SA Smite 1/Day, Lightning Bolt; 
  SQ Adhesive, Amphibious, Immunity to Poison and 
  Paralysis, Resistance to Electricity 10, Keen Sight, 
  Light Blindness, Rebuke Undead, Slippery, Turn Fire; 
  AL: NE; Sv: Fort +8, Ref +7, Will +11; Str 14, Dex 10, 
  Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Concentration +15, Escape Artist +8, 
  Heal +3, Knowledge (Religion) +10, Listen +8, Move 
  Silently +3, Search +8, Spellcraft +8, Spot +13, Swim 
  +10; Alertness, Improved Critical (Trident), Lightning 
  Reflexes, Weapon Focus (Trident). 
   
  Cleric Spells Prepared: (6/5/5/4/3; DC 12 + spell 
  level) 0—[create water, cure minor wounds, detect magic, 
  purify food and drink, read magic, virtue]; 1st—[cure light 
  wounds, entropic shield, magic weapon, obscuring mist*, 
  protection from good]; 2nd—[bull's strength, cure moderate 
  wounds, fog cloud*, hold person, owl's wisdom]; 3rd—
  [contagion*, cure serious wounds, dispel magic invisibility 
  purge]; 4th—[control water*, greater magic weapon, 
  summon monster IV]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 44 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 wounding mithral Trident. 
   
  Encounter 13: EL 12 
  Monitor, Female Kuo-Toa of Legend Mnk8; CR 12; 
  Medium Outsider; HD (2d8)+(8d8)+70; hp 123; Init +7; 
  Spd Walk 40ft, Swim 50ft; AC 28, flatfooted 25, touch 
  17; Base Atk +8/+3; Grp +15; Atk +17 (1d4+8/19-20; Sai) 
  or +15 melee (1d6+7; Bite); Full Atk +15/+15/+10 
  (1d4+8/19-20; Sai) and +8 melee (1d6+7; Bite) or 
  +17/+12 (1d4+8/19-20; Sai) and +10 melee (1d6+7 
  20/x2 Bite); SA Breath Weapon (Acid), Ki Strike 
  (Magic); SQ Adhesive, Amphibious, Immunity to 
  Poison and Paralysis, Resistance to Electricity 10, 
  Damage Reduction 10/+1; Greater Bite Damage, 
  Frightful Presence, Keen Sight, Light Blindness, 
  Poison, Raging Blood (Acid), Slippery, Evasion, Flurry 
  of Blows, Slow Fall, Still Mind, Purity of Body, 
  Wholeness of Body; AL: LE; Sv: Fort +16, Ref +15, Will 
  +15; Str 24, Dex 16, Con 24, Int 15, Wis 16, Cha 12. 
   
  Skills and Feats: Balance +5, Concentration +13, 
  Diplomacy +3, Escape Artist +16, Hide +5, Jump +8, 
  Listen +18, Move Silently +6, Search +6, Spot +22, 
  Swim +16, Tumble +18; Alertness, Blind Fight, Combat 
  Casting, Improved Critical (Sai), Improved Initiative, 
  Exotic Weapon Proficiency (Sai), Weapon Focus (Sai), 
  Improved Grapple, Combat Reflexes, Improved 
  Disarm. 
   
  Cleric Spells Prepared: (5/4/3/2, DC 13 + spell level) 
  0—[create water, cure minor wounds, detect magic, mending, 
  read magic]; 1st—[enlarge person, entropic shield, protection 
  from good, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, cure moderate wounds]; 3rd—[blindness/deafness, 
  cure serious wounds, dispel magic]. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
  Possessions: +1 keen ki focus adamantine sai, hag eye 
  brooch. 
   
  Kuo-toa Abilities and Weapons:  
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15ft cone, 3d6 
  damage). A target can make a Reflex save (DC 18) for 
  half damage. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed 
  at a Will save (DC 13) or become shaken-a condition 
  that lasts until the opponent is out of range. A 
  successful save leaves that opponent to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 18) does not take poison 
  damage from that particular attack. The initial and 
  secondary damage are the same: 1d6 points of strength 
  damage. 
   
  Raging Blood (Su): Each time damage is dealt to the 
  creature with a piercing or slashing attach, its blood 
  sprays outward in a 5-foot cone, dealing 1d4 points of 
  damage of the acid damage to all within range (no 
  saving throw). A monster of legend is not harmed by 
  its own blood. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 45 
   
  Spells: The monster of legend casts divine spells 
  from the cleric list and from the Protection, Strength, 
  and War domains as a 5th level cleric. It does not gain 
  extra domain spell slots for these domains as a cleric 
  would. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 46 
  APL 12 
  Encounter 2: EL 14 
  Rhenee Thugs (4): Rog5/Ftr5; CR 10; Medium 
  humanoid (human); HD (5d6)+(5d10)+20; hp 72; Init 
  +8; Spd 30ft; AC 21, flatfooted 17, touch 14; Base Atk 
  +8/+3; Grp +11; Atk +12/+7 (1d6+5 20/x2 Sap); Full Atk 
  +12/+7 (1d6+5 20/x2 Sap); SA — Sneak Attack +3d6; 
  SQ Evasion , Trap, Trapfinding, Uncanny Dodge; AL: 
  NE; Sv: Fort +7, Ref +9, Will +3; Str 16, Dex 18, Con 15, 
  Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Appraise +2, Balance +8, Bluff +3, 
  Climb +10, Diplomacy +2, Disguise +2, Escape Artist 
  +8, Gather Information +2, Intimidate +3, Jump +12, 
  Listen +3, Move Silently +5, Sleight of Hand +4, Spot 
  +1, Swim +11, Tumble +20; Acrobatic, Dodge, 
  Improved Initiative, Iron Will, Mobility, Spring 
  Attack, Weapon Focus (Sap), Weapon Specialization 
  (Sap). 
   
  Possessions: Sap, studded leather armor potion of 
  barkskin +4. 
  Bampton Toughs (10) Non-combatants: Male 
  Human War1; CR 0; Medium Humanoid (human); HD 
  (1d8)+1; hp 9; Init +1; Spd 30ft; AC 12, flatfooted 11, 
  touch 11; Base Atk +1; Grp +2; Atk +2 melee (1d4+1 19-
  20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed Strike) or 
  ranged +2 (1d4+1 19-20/x2 dagger); Full Atk +2 melee 
  (1d4+1 19-20/x2 Dagger) or +3 (1d3+1 20/x2 Unarmed 
  Strike) or ranged +2 (1d4+1 19-20/x2 dagger); SA —; 
  SQ —; AL: NG; Sv: Fort +3, Ref +1, Will +0; Str 13, Dex 
  12, Con 13, Int 10, Wis 11, Cha 10 
   
  Skills and Feats: Climb +3, Handle Animal +2, 
  Intimidate +2, Jump +3, Ride -2, Swim +3; Improved 
  Unarmed Strike, Weapon Focus (Unarmed Strike). 
   
  Possessions: 4 Daggers, padded armor. 
  Commoners (60) Non-combatants: Human Com1; 
  CR 0; Medium Humanoid (human); HD (1d4)+3; hp 7; 
  Init +0; Spd 30ft; AC 10, flatfooted 10, touch 10; Base 
  Atk +0; Grp +0; Atk +0 (1d3 20/x2 Unarmed Strike); 
  Full Atk +0 (1d3 20/x2 Unarmed Strike); SA —; SQ —; 
  AL: NG; Sv: Fort +0, Ref +0, Will +0; Str 11, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +1, Craft (woodworking) +1, 
  Handle Animal +1, Jump +1, Listen +1, Profession 
  (Various) +1, Ride -4, Spot +1, Swim +1, Use Rope +1; 
  Endurance, Toughness. 
   
  Possessions: Outfit (Peasant's). 
   
  Encounter 5: EL 14 
  Half Orc Warriors (4): Male Half-orc Bar8/Ftr1; CR 
  9; Medium Humanoid (orc); HD (8d12)+(1d10)+27; hp 
  94; Init +2; Spd 40ft; AC 13, flatfooted 13, touch 12; 
  Base Atk +9/+4; Grp +13; Atk +14 (2d4+6 15-20/x2 
  Falchion); Full Atk +14/+9 (2d4+6 15-20/x2 Falchion); 
  SA —; SQ Improved Uncanny Dodge, Rage 3 
  times/day; Trap Sense; AL: CE; Sv: Fort +11, Ref +4, 
  Will +4; Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +1, 
  Intimidate +5, Jump +10, Listen +10, Ride +2, Survival 
  +2, Swim +9; Combat Reflexes, Dodge, Improved 
  Critical 
  (Falchion), 
  Iron 
  Will, 
  Weapon 
  Focus 
  (Falchion). 
   
  Possessions: Falchion, padded armor. 
  Half-Orc Cleric of Iuz: Male Half-orc Clr10; CR 10; 
  Medium Humanoid (orc); HD (10d8)+10; hp 63; Init 
  +5; Spd 30ft; AC 13, flatfooted 12, touch 13; Base Atk 
  +7/+2; Grp +8; Atk +8 (1d8+1 20/x2 Morningstar); Full 
  Atk +8/+3 (1d8+1 20/x2 Morningstar); SA — Rebuke 
  Undead 3/day; SQ —; AL: CE; Sv: Fort +10, Ref +6, 
  Will +10; Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 
  10. 
   
  Skills and Feats: Bluff +5, Concentration +9, 
  Diplomacy +4, Disguise +7, Heal +5, Hide +2, 
  Intimidate +2, Knowledge (Religion) +3, Spellcraft +4; 
  Combat Casting, Great Fortitude, Improved Initiative, 
  Lightning Reflexes. 
   
  Possessions: Morningstar, potion of mage armor. 
   
  Cleric Spells Prepared: (6/6/6/5/4/3; DC 13 + spell 
  level) 0—[cure minor wounds, detect magic, guidance, inflict 
  minor wounds, read magic, resistance]; 1st—[bane, 
  command, cure light wounds, detect good, protection from 
  good*, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, hold person, inflict moderate wounds, invisibility*, 
  undetectable alignment, summon monster ii]; 3rd—
  [animate dead, bestow curse, blindness/deafness, dispel magic, 
  nondetection*]; 4th—[confusion*, freedom of movement, 
  magic weapon (greater), summon monster IV]; 5th—[dispel 
  good*, flame strike, slay living]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.), Evil (Cast evil spells at +1 
  caster level). 
   
  Encounter 6: EL 14 
  Rhenee Pick-Pocket: Human Rog5/Asn9; CR 14; 
  Medium Humanoid (human); HD (5d6)+(9d6); hp 58; 
  Init +4; Spd 30ft'; AC 21; flatfooted 21, touch 14; Base 
  Atk +9/+4; Grp +9; Atk +14 melee (1d4 19-20/x2 
  dagger) or +14 ranged (1d4 19-20/x2 dagger); Full Atk 
  +14/+9 melee (1d4 19-20/x2 dagger) or +14/+9 ranged 
  (1d4 19-20/x2 dagger); SA — Death Attack, Sneak 
  Attack +8d6; SQ +4 save vs. poison, Evasion, Hide in 
  Plain Sight, Improved Uncanny Dodge, Poison Use, 
  Trap Sense +1, Trapfinding; AL: NE; Sv: Fort +4, Ref 
  +14, Will +4; Str 10, Dex 18, Con 11, Int 10, Wis 10, 
  Cha 10. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 47 
   
  Skills and Feats: Balance +11, Bluff +5, Climb +5, 
  Diplomacy +7, Disguise +11, Escape Artist +7, Gather 
  Information +5, Hide +14, Intimidate +2, Jump +9, 
  Move Silently +14, Search +5, Sleight of Hand +28, 
  Spot +5, Swim +10, Tumble +25, Use Magic Device +5, 
  Use Rope +6; Acrobatic, Deft Hands, Skill Focus 
  (Sleight of Hand), Stealthy, Weapon Finesse, Weapon 
  Focus (Dagger). 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target, (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim’s mind and body 
  become enervated, rendering her helpless and unable 
  to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the assassin 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. If a death attack 
  is attempted and fails (the victim makes her save) or if 
  the assassin does not launch the attack within 3 rounds 
  of completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Hide in Plain Sight (Su): At 8th level, an assassin can 
  use the Hide skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, an 
  assassin can hide himself from view in the open 
  without having anything to actually hide behind. He 
  cannot, however, hide in his own shadow. 
   
  Poison Use (Ex): Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade (does not 
  apply in this encounter). 
   
  Save Bonus against Poison (Ex): Assassins train with 
  poisons of all types and slowly grow more and more 
  resistant to their effects. This is reflected by a natural 
  saving throw bonus to all poisons gained at 2nd level 
  that increases by +1 for every two additional levels the 
  assassin gains (+2 at 4th level, +3 at 6th level, and so 
  on). 
   
  Possessions: 4 Daggers, leather armor, potion of 
  barkskin +5. 
   
  Encounter 8: EL 14 
  Boldor: Male Human Bar2/Ftr8/Rog1; CR 11; 
  Medium 
  Humanoid 
  (human); 
  HD 
  (2d12)+(8d10)+(1d6)+22; hp 93; Init +3; Spd 40ft; AC 
  18, flatfooted 18, touch 13; Base Atk +10; Grp +13; Atk 
  +14 melee (1d8+7 18-20/x3 darkha) or ranged +14 
  (1d8+6 18-20/x3 darkha); Full Atk +14/+9 melee (1d8+7 
  18-20/x3 darkha) or ranged +14/+9 (1d8+6 18-20/x3 
  darkha); SA — Sneak Attack +1d6; SQ Rage 1/day, 
  Trapfinding, Uncanny Dodge; AL: NE; Sv: Fort +11, 
  Ref +9, Will +4; Str 16, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Balance +5, Climb +8, Craft 
  (Shipmaking) +1, Intimidate +10, Jump +11, Listen +9, 
  Spot +3, Survival +5, Swim +11, Tumble +12; Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency (darkha), 
  Improved Critical (darkha), Iron Will, Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus 
  (darkha), Weapon Specialization (darkha). 
   
  Possessions: +1 speed darkha, +2 studded leather armor. 
  Rhenipen R’asa Warriors (10): Male Human War7; 
  CR 1; Medium Humanoid (human); HD (7d8)+21; hp 
  59; Init +2; Spd 30ft; AC 15, flatfooted 13, touch 12; 
  Base Atk +7/+2; Grp +10; Atk +11 (1d8+4 20/x3 
  Longspear); Full Atk +11/+6 (1d8+4 20/x3 Longspear); 
  SA —; SQ —; AL: NE; Sv: Fort +8, Ref +4, Will +3; Str 
  16, Dex 15, Con 16, Int 9, Wis 9, Cha 9. 
   
  Skills and Feats: Climb +6, Handle Animal +1, 
  Intimidate +3, Listen +1, Spot +1, Swim +11; Alertness, 
  Combat 
  Reflexes, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (Longspear). 
  Possessions: Longspear, studded leather armor. 
   
  Encounter 11: EL 14 
  Kuo-Toa Guards (7), Male Kuo-Toa Ftr3 Rog3; CR 8; 
  Medium 
  Monstrous 
  Humanoid; 
  HD 
  (2d8)+(3d10)+(3d6)+16; hp 59; Init +0; Spd 20ft, Swim 
  50ft; AC 18, flatfooted 18, touch 10; Base Atk +7/+2; 
  Grp +9; Atk +10 melee (1d6+2 20/x3 shortspear) or +8 
  ranged (1d6+2 20/x3 shortspear) or +9 melee (1d4+2 
  20/x2 Bite); Full Atk +10/+5 melee (1d6+2 20/x3 
  Shortspear) or +8 ranged (1d6+2 20/x3 shortspear) and 
  Atk +4 melee (1d4+2 20/x2 Bite); SA Sneak Attack 
  +2d6; SQ Adhesive, Amphibious, Immunity to Poison 
  and Paralysis, Resistance to Electricity 10, Evasion, 
  Keen Sight, Light Blindness, Slippery, Trap Sense, 
  Trapfinding; AL: NE; Sv: Fort +8, Ref +7, Will +7; Str 
  14, Dex 10, Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Climb +5, Escape Artist +9, Hide +2, 
  Knowledge (Religion) +2, Listen +15, Move Silently +4, 
  Search +8, Spot +19, Swim +11; Alertness, Combat 
  Reflexes, Enhanced Adhesive*, Great Fortitude, 
  Weapon Focus (Shortspear). 
   
  *Enhanced Adhesive: When the kuo-toa’s shield is 
  coated with its natural adhesive, it is more difficult 
  than usual for an opponent to avoid becoming stuck to 
  it and to break free once stuck. The DC for the 
  opponent’s Reflex save to avoid getting stuck after an 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 48 
  unsuccessful melee attack increases by +2. The DC for 
  the opponent’s Strength check to free itself or its 
  weapon after becoming stuck increases by the same 
  amount. (From Forgotten Realms Underdark). 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: Heavy wooden shield, shortspear. 
   
  Encounter 12: EL 14 
  Whips (2), Male Kuo-Toa Clr10; CR 12; Medium 
  Monstrous Humanoid; HD (2d8)+(10d8)+24; hp 87; 
  Init +0; Spd 20ft, Swim 50ft; AC 16, flatfooted 16, touch 
  10; Base Atk +9/+4; Grp +11; Atk +13 melee (1d8+3 + 
  1d6 electric + 1 Con/19-20; +1 shock wounding 
  Trident) or +11 melee (1d4+2 Bite); Full Atk +13/+8 
  melee (1d8+3 + 1d6 electric + 1Con /19-20; +1 shock 
  wounding Trident) and +6 melee (1d4+2 Bite); SA 
  Smite 
  1/Day, 
  Lightning 
  Bolt; 
  SQ 
  Adhesive, 
  Amphibious, Immunity to Poison and Paralysis, 
  Resistance to Electricity 10, Keen Sight, Light 
  Blindness, Rebuke Undead, Slippery, Turn Fire; AL: 
  NE; Sv: Fort +9, Ref +8, Will +13; Str 14, Dex 10, Con 
  14, Int 13, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +15, Escape Artist 
  +8, Heal +3, Knowledge (Religion) +16, Listen +8, 
  Move Silently +3, Search +8, Spellcraft +14, Spot +13, 
  Swim +10; Alertness, Combat Casting, Improved 
  Critical, Lightning Reflexes, Weapon Focus (Trident). 
   
  Cleric Spells Prepared: (6/6/6/5/4/3; DC 12 + spell 
  level) 0—[create water, cure minor wounds, detect magic, 
  purify food and drink, read magic, virtue]; 1st—[cure light 
  wounds, entropic shield, magic weapon, obscuring mist*, 
  protection from good, summon monster I]; 2nd—[bull's 
  strength, cure moderate wounds, fog cloud*, hold person, owl's 
  wisdom, summon monster II]; 3rd—[contagion*, cure 
  serious wounds, dispel magic invisibility purge, magic 
  vestment]; 4th—[control water*, divine power, greater magic 
  weapon, summon monster IV]; 5th—[ice storm*, righteous 
  might, summon monster V]. 
   
  *Domain Spell. Domains: Water (Turn/destroy fire 
  creatures as a good cleric turns undead. Rebuke, 
  command, or bolster water creatures as an evil cleric 
  rebukes undead); Destruction (Gain the smite power, 
  the supernatural ability to make a single melee attack 
  with a +4 bonus on attack rolls and a bonus on damage 
  rolls equal to cleric level. Must declare smite before 
  making the attack.) 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 shock wounding Trident 
   
  Encounter 13: EL 14 
  Monitor, Female Kuo-Toa of Legend Mnk10; CR 14; 
  Medium Outsider; HD (2d8)+(10d8)+84; hp 147; Init 
  +7; Spd Walk 50ft, Swim 50ft; AC 29, flatfooted 26, 
  touch 18; Base Atk +9/+4; Grp +16; Atk +18 (1d4+8/19-
  20; Sai) or +16 (1d6+7; Bite); Full Atk +16/+16/+11 
  (1d4+8/19-20; Sai) and +9 melee (1d6+7; Bite) or 
  +18/+13 (1d4+8; Sai) and +11 (1d6+7; Bite); SA Breath 
  Weapon (Acid), Ki Strike (Magic); SQ Adhesive, 
  Amphibious, Immunity to Poison and Paralysis, 
  Resistance to Electricity 10, Damage Reduction 10/+1, 
  Greater Bite Damage, Frightful Presence, Keen Sight, 
  Light Blindness, Poison, Raging Blood (Acid), Slippery, 
  Evasion, Flurry of Blows, Slow Fall, Still Mind, Purity 
  of Body, Wholeness of Body; AL: LE; Sv: Fort +17, Ref 
  +16, Will +16; Str 24, Dex 16, Con 24, Int 16, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Balance +5, Concentration +13, 
  Diplomacy +4, Escape Artist +16, Hide +8, Jump +8, 
  Listen +20, Move Silently +6, Search +7, Spot +22, 
  Swim +20, Tumble +20; Alertness, Blind Fight, Combat 
  Casting, Improved Critical (Sai), Improved Initiative, 
  Exotic Weapon Proficiency (Sai), Power Attack, 
  Weapon Focus (Sai), Improved Grapple, Combat 
  Reflexes, Improved Disarm. 
   
  Cleric Spells Prepared: (5/4/3/2, DC 13 + spell level) 
  0—[create water, cure minor wounds, detect magic, mending, 
  read magic]; 1st—[enlarge person, entropic shield, protection 
  from good, shield of faith]; 2nd—[bear's endurance, bull's 
  strength, cure moderate wounds]; 3rd—[blindness/deafness, 
  cure serious wounds, dispel magic]. 
   
  Extraordinary Abilities: See the entry at the end of 
  this APL’s stat block for all extraordinary abilities for 
  kuo-toas and monitors. Abilities normally found in the 
  Player’s Handbook are not included. 
   
  Possessions: +1 speed Sai, hag eye brooch. 
   
  Kuo-toa Abilities and Weapons:  
   
  Breath Weapon (Su): Every 1d4 rounds, the monster 
  of legend can use a breath weapon (15ft cone, 3d6 
  damage). A target can make a Reflex save (DC 18) for 
  half damage. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as whips) operating together can generate a 
  stroke of lightning ever 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely be 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of electricity damage 
  per whip, but a successful Reflex save (DC 13 + number 
  of whips) halves this amount. 
   
  Adhesive [Ex]: Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 49 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. Pulling a stuck weapon or 
  limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Frightful Presence (Ex): When a monster of legend 
  makes a loud sound, it inspires terror in all creatures 
  within 20 feet that have fewer Hit Dice or levels than it 
  has. Each potentially affected opponent must succeed 
  at a Will save (DC 13) or become shaken-a condition 
  that lasts until the opponent is out of range. A 
  successful save leaves that opponent to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  toas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-toas, and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Poison (Ex): A monster of legend delivers its poison 
  with each successful bite attack. A target that succeeds 
  at a Fortitude save (DC 18) does not take poison 
  damage from that particular attack. The initial and 
  secondary damage are the same: 1d6 points of strength 
  damage. 
   
  Raging Blood (Su): Each time damage is dealt to the 
  creature with a piercing or slashing attach, its blood 
  sprays outward in a 5-foot cone, dealing 1d4 points of 
  damage of the acid damage to all within range (no 
  saving throw). A monster of legend is not harmed by 
  its own blood. 
   
  Spells: The monster of legend casts divine spells 
  from the cleric list and from the Protection, Strength, 
  and War domains as a 5th level cleric. It does not gain 
  extra domain spell slots for these domains as a cleric 
  would. 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 50 
  Appendix 3: NPC’s 
   
  Haree Kormeer: Male Half-Elf Brd13; CR 13; 
  Medium humanoid (elf); HD (13d6); hp 54; Init +0; 
  Spd 30ft; AC 12, flatfooted 12, touch 10; SA —; SQ +2 
  racial bonus on saving throws against enchantment 
  spells or effects, Bardic knowledge, Bardic music 
  13/day, Countersong, Fascinate, Immunity to sleep 
  spells and similar magical effects, Inspire Competence, 
  Inspire Courage +2, Inspire Greatness, Song of 
  Freedom, Suggestion (Sp); AL: NG; Sv: Fort +4, Ref +8, 
  Will +8; Str 10, Dex 10, Con 10, Int 17, Wis 10, Cha 20. 
   
  Skills and Feats: Appraise +9, Balance +6, Bluff +9, 
  Climb +4, Concentration +5, Decipher Script +9, 
  Diplomacy +11, Disguise +11, Escape Artist +4, Forgery 
  +9, Gather Information +13, Heal +1, Hide +4, 
  Intimidate +6, Jump +7, Knowledge (Arcana) +7, 
  Knowledge (Geography) +7, Knowledge (History) +7, 
  Knowledge (Local) +7, Knowledge (Nobility and 
  Royalty) +7, Knowledge (Religion) +7, Knowledge 
  (The Planes) +7, Listen +7, Move Silently +4, Perform 
  (Oratory) +21, Perform (String Instruments) +9, 
  Perform (Wind Instruments) +9, Search +6, Sense 
  Motive +4, Sleight of Hand +4, Spellcraft +9, Spot +3, 
  Tumble +8, Use Magic Device +11; Alertness, 
  Deceitful, Diligent, Investigator, Magical Aptitude. 
   
  Possessions: +2 bracers of armor, wand of color spray, 
  cloak of charisma +2. 
   
  Bard Spells Known (3/5/4/4/3/1; DC 15 + spell 
  level) 0—[detect magic, light, mage hand, message, read 
  magic, summon instrument]; 1st—[comprehend languages, 
  detect secret doors, identify, undetectable alignment]; 2nd—
  [calm emotions, hold person, invisibility, suggestion]; 3rd—
  [cure serious wounds, deep slumber, dispel magic, slow]; 
  4th—[cure critical wounds, dominate person, hold monster, 
  legend lore]; 5th—[greater dispel magic, mass suggestion.] 
   
  Lankos Kelson: Male Human Ftr4; CR 4; Medium 
  Humanoid (human); HD (4d10)+4; hp 32; Init +1; Spd 
  20'; AC 16, flatfooted 15, touch 11; Base Atk +4; Grp +7; 
  Atk +7 melee (1d6+3 20/x2 Sap) or +7 melee (1d4+3 19-
  20/x2 Dagger) or +5 ranged (1d4+3 19-20/x2 Dagger) or 
  +8 melee (1d10+6 20/x3 Halberd); Full Atk +7 melee 
  (1d6+3 20/x2 Sap) or +7 melee (1d4+3 19-20/x2 
  Dagger) or +5 ranged (1d4+3 19-20/x2 Dagger) or +8 
  melee (1d10+6 20/x3 Halberd); SA —; SQ —; AL: LN; 
  Sv: Fort +7, Ref +4, Will +4; Str 16, Dex 12, Con 12, Int 
  11, Wis 12, Cha 12. 
   
  Skills and Feats: Diplomacy +4, Gather Information 
  +2, Heal +2, Listen +2, Ride +-3, Search +1, Sense 
  Motive +3, Spot +2; Combat Reflexes, Great Fortitude, 
  Iron Will, Lightning Reflexes, Weapon Focus 
  (Halberd), Weapon Specialization (Halberd). 
   
  Possessions: Breastplate, sap, dagger, halberd 
   
  Deputy Constable Relak: Male Human Rgr6; CR 6; 
  Medium Humanoid (human); HD (6d8)+6; hp 39; Init 
  +1; Spd 30ft; AC 15, flatfooted 14, touch 11; Base Atk 
  +6/+1; Grp +7; Atk +8 (1d6+1 20/x2 Quarterstaff); Full 
  Atk +8/+3 (1d6+1 20/x2 Quarterstaff); SA — Favored 
  Enemy (Humanoid, Human) +4, Favored Enemy 
  (Humanoid, Orc) +2; SQ Animal Companion, Wild 
  Empathy; AL: LG; Sv: Fort +6, Ref +6, Will +4; Str 12, 
  Dex 13, Con 12, Int 14, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +2, Concentration +5, 
  Decipher Script +3, Diplomacy +2, Disguise +2, Escape 
  Artist +1, Forgery +3, Gather Information +2, Handle 
  Animal +5, Heal +8, Hide +6, Intimidate +2, Jump +4, 
  Knowledge (Geography) +3, Knowledge (Nature) +3, 
  Listen +10, Move Silently +6, Open Lock +0, Ride +0, 
  Search +6, Sense Motive +3, Sleight of Hand +1, Spot 
  +8, Survival +8, Swim +3, Tumble +1, Use Rope +5; 
  Alertness, Blind Fight, Ranger Two Weapon Combat, 
  Self Sufficient, Stealthy. 
   
  Possessions: Masterwork chain shirt, quarterstaff 
  (Darkwood). 
   
  Ranger Spells Prepared – (2; DC 12 + spell level): 
  1st—[animal messenger, entangle]. 
   
  Demas Kaartac (the Bampton town hermit), Male 
  Half-Elf Ftr7; CR 7; Medium Humanoid; HD 
  (7d10)+14; hp 67; Init +5; Spd 30ft; AC 11, flatfooted 10, 
  touch 11; Base Atk +7/+2; Grp +8; Atk +8  (1d6+1 20/x3 
  Shortspear) or +8 ranged  (1d6+1 20/x3 Shortspear); 
  Full Atk +8/+3  (1d6+1 20/x3 Shortspear) or +8/+3 
  ranged  (1d6+1 20/x3 Shortspear); SA —; SQ +2 racial 
  bonus on saving throws against enchantment spells 
  and effects, Immunity to sleep spells and similar 
  magical effects; AL: LN; Sv: Fort +7, Ref +3, Will +4; Str 
  12, Dex 12, Con 15, Int 14, Wis 14, Cha 11. 
   
  Skills and Feats:  Bluff +1, Climb +7, Craft 
  (Woodcarving) +10, Diplomacy +2, Disguise +3, 
  Forgery +4, Gather Information +3, Heal +3, Hide +4, 
  Intimidate +1, Jump +2, Listen +3, Move Silently +4, 
  Search +3, Spot +3, Swim +11; Blind Fight, Combat 
  Expertise, Deceitful, Improved Initiative, Leadership, 
  Stealthy, Weapon Focus (Bastard Sword). 
   
  Possessions: Outfit (peasant's), shortspear. 
   
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 51 
  Player Handout  #1 
   
  Vadoma, 
   
  The Rhenipen R’asa have gone too far this time. I fear they will bring the might of 
  the Contessa down upon us all. We are unsure who they trade their captives to. 
  The Vetha are using our contacts to discern if it is the Slave Lords, Iuz, the 
  Scarlet Brotherhood, or some other sinister faction. No new slaves have appeared 
  in any ports so we know not where the abducted Urnstmen end up. We are not 
  ready yet to involve Grawn Boskvetvi until we have more proof. 
  Even more confounding is why the Rhenipen R’asa have dared to put our people 
  in such peril of retaliation. Our folk have little use for wealth. Some of the sisters 
  have heard tales that they have acquired books, clothes, jewelry, and other items 
  that made the journey from Rhop with the forebears. How they have acquired such 
  items centuries after the migration eludes us. They have expelled all Vetha from 
  their ranks since we declared them renegade, so we have little information. 
  Keep watch on happenings in Bampton. It is known that the Rhenipen R’asa 
  oppose the marriage of a Rhenee to the Urnst nobleman. Many of them are known 
  to have traveled there recently. Do not involve any outsiders. We cannot risk the 
  Contessa knowing that Rhenee are responsible for the raids. 
  May you burn candles for me. 
   
  Dritta 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 52 
  Player Handout  #2: (written in Orc) 
   
   
  LORD, 
   
  WE STILL SEEK THE UNKNOWN RAIDERS. MANY HERE BELIEVE THAT WE RED HANDERS ARE 
  RESPONSIBLE. THEY CLAIM TO HAVE PROOF OF THIS EVEN THOUGH WE KNOW THIS TO BE UNTRUE. 
  BAMPTON IS FULL OF THE WRETCHED RHENEE. THE URNSTMEN MAKE GOOD WINE AND SOMETHING 
  CALLED BRANDEE. 
  A RHENEE BECAME SUSPICIOUS OF US ASKING QUESTIONS. HE LIED TO US AND LED US INTO AN 
  AMBUSH. FOOLISH HUMANS! WE KILLED ALL OF THEM. I HAVE NEVER SEEN RHENEE ACT SO 
  AGGRESSIVELY. I THINK THEY ARE HIDING SOMETHING. THEIR LEADER HAD A MESSAGE SAYING TO 
  MEET OUTSIDE OF TOWN TONIGHT. WE WILL GO TO THE MEETING INSTEAD! 
  THE MESSENGER SHIP LEAVES TONIGHT SO I WILL DROP THIS LETTER BEFORE WE INVESTIGATE. I 
  WILL TELL YOU WHAT HAPPENED IN THE NEXT REPORT. 
  YOUR MOST USEFUL SERVANT, 
   
  SCROHAR 
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 53 
  Player Handout  #3: Tomb Inscription (written in Elven) 
   
  
  URC5-02 A Fine Kettle of Fish 
   
  Page 54 
   
  Translation: 
  Here lie four of our greatest kin. They have fallen during the great crusade to eradicate the vile fish men. All Olven 
  people have sworn to drive their wickedness from the face of the world. As in any war, some of the best among us must 
  make the sacrifice for the greater good, and our comrades here were ones such as these. We are in the final campaign of 
  extermination and this isle was found to host a temple to the foul demon they worship as the Drowning Goddess. The 
  assault upon the temple was terrible to behold and respect must be given to the fierce defense with which the Kuo-Toa 
  defended this place. Perhaps we underestimated the fervor they feel for Blibdoolpoolp. Here lie: 
  • 
  Valaberyn, a high elf blade-singer of great renown, who met his fate battling the Kuo-Toa leviathan in the 
  Cauldron. 
  • 
  Anamalador, a wood elf dark stalker of Kuo-Toa, who infiltrated the base of the spire but died a brutal death at the 
  fin of the monitors. 
  • 
  Elboddlaen, a high elf consecrated harrier of Corellon, who was blasted from the top of the Spire by whips’ 
  lightning. 
  • 
  Balaeriel, a sea elf water elemental savant, who bled the water crimson under the foul grip of many pincer staves.  
  May you rest in peace knowing that we will avenge you. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/595/Normal Scenarios/URC5-02 - Fine Kettle of Fish (APL 2-12)/URC5-02 - Fine Kettle of Fish.pdf