TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com. For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP7-06 
   
   
   
   
  Portents of the Matron 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 0.5.1 
   
  by Rene’Alfonso 
  Reviewers: Michael Moore, Sheldomar Valley Triads 
  Circle Reviewer: Steven Conforti 
  Playtesters: X 
   
  One chose the path of serenity and introspection. He is the calm. The other chose the path of would-be 
  conqueror; she is the storm that will not relent until all lay broken at her feet. Though bound by blood and 
  fate, the Matron has only watched… until now. What dark secret could she carry that will bind all of the 
  Principality of Ulek to her web. A Principality of Ulek regional adventure for APLs 4-12, and part of the 
  Reclamation series.  
   
  Note: This adventure will be of particular interest to PCs who have done most of the Reclamation series 
  scenarios, monks, and those inclined towards nature.  
  Resources: In addition to the Core books mentioned in the Appendix, non-Core book entitled “Book of 
  Vile Darkness” by Monte Cook was also used for this scenario. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  ULP7-06 Portents of the Matron 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Sheldomar Valley. Characters native to 
  the Sheldomar Valley pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
  # 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 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Deep beneath the earth under the Lortmill Hills 
  their lives a powerful aranea named Lady Senja, 
  also known as the Matron of the Webs. Lady 
  Senja rules a region beneath the hills with many 
  other insectoid creatures as her vassals. A 
  sorceress of great power, she rules her people 
  under the edict that they abstain from extended 
  involvement in the affairs of the surface world. She 
  did this because she cares little for the conflict 
  between the Pomarj and the Principality of Ulek, 
  unless the battle is brought to her from either side. 
  She is also bitter about the circumstances 
  surrounding the birth of her children. Also, she 
  sees this as a means of self-preservation, 
  unwilling to bring the full strength of either side to 
  bear against her. Prior to this edict, Lady Senja 
  has always indulged her curiosity about the 
  surface world and from time to time traveled the 
  land above under the guise of a beautiful human 
  woman.  
  During one of these adventures, Lady Senja found 
  herself in an area controlled by the Pomarj near 
  the Jewel River. While there, she met a handsome 
  ULP7-06 Portents of the Matron 
   
  Page 2 
  
  human Pomarj soldier and worshipper of the Earth 
  Dragon, named Artile Steelfang. Always a bit of a 
  slave to her carnal desires, she spent a night of 
  passion with Artile and left the next day to return to 
  her underground lair. Artile was totally unaware of 
  her true nature.  
  Weeks later, she discovered that she had become 
  pregnant. The idea of offspring comforted her and 
  filled her with happiness because it meant she 
  would have an heir to her small empire. Near the 
  end of her pregnancy, she sent a vassal to find 
  Artile and tell him about the children and the truth 
  about her. Repulsed by the idea that he had 
  mated with such a creature, he sent an emissary 
  back to her with the severed head of her vassal in 
  a box and told her that if she pursued this matter, 
  he would bring the wrath of the Pomarj forces 
  down upon her head. He even went so far as to 
  call her a repulsive freak.  
  When the children were born, she named the boy 
  Tristen and the girl Adeline. She raised them with 
  love and understanding, while also doing her best 
  to limit their exposure to the surface world. As they 
  grew however, it became apparent that their 
  personalities were quite different. Tristen often 
  seemed confused and troubled with the feeling 
  that he simply didn’t belong where he was. In 
  short, he longed to see the world and find a 
  purpose for himself beyond the monotony of living 
  below ground. Adeline had a similar outlook but 
  she carried an insatiable lust for power, one that 
  became increasingly evil as time passed. Lady 
  Senja realized this but believed she could temper 
  Adeline and bring Tristen into the fold and give 
  him the inner peace he longed for so badly. In 
  both respects, she failed.  
  Lady Senja was forced to expel Adeline from her 
  underground lair after Adeline murdered one of 
  Lady Senja’s advisors that had discovered 
  Adeline’s plot to create a coupe and overthrow 
  Lady Senja. Adeline had convinced some of the 
  disgruntled members of Lady Senja’s vassals that 
  unlike Lady Senja’s weak-willed existence, she 
  could lead them to rule not just what was beneath 
  the ground but the surface world as well. Lady 
  Senja discovered the treachery of her daughter 
  and expelled her from her lair permanently. Had 
  Adeline not been her daughter, Lady Senja would 
  have slain her instantly.  
  Shortly thereafter, Tristen approached Lady Senja 
  with his belongings packed and requested 
  permission to leave. He explained that he felt 
  incomplete as a being under her rule and had no 
  aspirations to be her heir. Lady Senja told him that 
  it was unlikely that the world above would accept 
  him and perhaps even try to destroy him. Tristen 
  told her he was willing to take that chance. Though 
  deeply saddened, Lady Senja provided him with a 
  few magic items and told him that he was 
  welcome to return with open arms whenever he 
  wanted.  
  Renaming herself Red Mantis, Adeline created her 
  own underground lair and began to recruit 
  insectile-like creatures to her cause such as 
  driders and ettercaps who shared her sense of 
  alienation, evil, and lust for power. Shortly 
  thereafter, she was contacted by a vermin lord 
  named Vetrovox who had taken over the Cow 
  Home in the Pomarj ( See Slavers book pg. 56 ) 
  with the blessing of Turrosh Mak and Markessa. 
  Even before he took over the Cow Home, the Cow 
  Home had a trade alliance with the Pomarj for 
  manufactured weapons but had vowed never to 
  send its people as soldiers in the war for any 
  conflict the Pomarj was involved in. Under the evil 
  rule of Vetrovox however, all of this changed. Not 
  only did Vetrovox increase the amount of weapons 
  created for Turrosh Mak but he also began 
  experimenting and breeding special soldiers to be 
  used as shock troops. His only wish was to be 
  given complete rule of Cow Home without 
  interference by the Pomarj. Seeing a kindred spirit 
  in Red Mantis, Vetrovox offered her an alliance 
  and resources to strengthen her for her eventual 
  conflict with the Principality of Ulek. Red Mantis 
  jumped at the opportunity and her forces grew 
  both in strength and numbers.  
  Meanwhile, Tristen wandered the Principality of 
  Ulek using a hat of disguise given to him by Lady 
  Senja to hide his true appearance. Never staying 
  in one place for too long, he struggled to quell his 
  troubled spirit. One day, he came upon a 
  monastery run by a human monk named Genju, 
  the Master of Winter. Genju was able to see 
  through his altered appearance and convinced 
  Tristen to reveal his true form. Reluctantly, Tristen 
  did so and was surprised that Genju didn’t seem 
  alarmed one bit by his strange appearance. After 
  speaking to him and explaining his troubled heart, 
  Genju offered Tristen a chance to study in the 
  monastery. Through the perfection of the body and 
  the mind, Genju felt that Tristen would fill the void 
  within him and find his purpose. Genju’s wisdom 
  paid off and Tristen excelled at his training and 
  found a place that he felt was truly home to him.  
  Having grown sufficiently powerful to pose a threat 
  to Lady Senja, Red Mantis sent a messenger to 
  her with a proposed deal between the two. Red 
  ULP7-06 Portents of the Matron 
   
  Page 3 
  
  Mantis explained that she was positioning herself 
  for a major assault upon the Principality of Ulek 
  and that Lady Senja had to make a choice; join 
  her willingly or forcefully. Lady Senja asked that 
  Red Mantis return within one week to get her 
  answer. Lady Senja had already decided to refuse 
  Red Mantis’ offer but decided that she would use 
  the time she bought herself to seek aid. Red 
  Mantis made a similar trip to the monastery where 
  Tristen was living a peaceful and happy life. Prior 
  to this, Red Mantis had sent spies to watch the 
  monastery from afar. She was intrigued by the 
  possibility of making an alliance with her sibling so 
  that he could teach his special monk skills and 
  style of combat to her troops and increase their 
  battle prowess. She offered Tristen the same deal 
  she made to Red Mantis. Tristen told her that he 
  had no interest in conquest and that she was 
  misguided. Infuriated, Red Mantis vowed that she 
  would make him pay for his insolence.  
  Tristen s rebuff, coupled with the burning dislike 
  that Red Mantis has for her mother are the final 
  straws that break the proverbial camels back. 
  Confident that Vetrovox has supplied her with just 
  enough help and resources to launch her attack 
  upon the Principality of Ulek, Red Mantis stands 
  ready to plow through anyone or anything that 
  gets in her way. Lady Senja however has no 
  intention of allowing her miscreant daughter to 
  bring unnecessary misery upon her underground 
  rulership and has decided that it is time to put 
  down her Red Mantis’ errant ways once and for 
  all. The adventure unfolds the moment Lady Senja 
  contacts the Principality of Ulek government with 
  the tales of her daughters impending attack.  
  ADVENTURE SUMMARY 
  The adventure begins in the city of Havenhill 
  where 
  the 
  PCs 
  are 
  approached 
  by 
  a 
  representative of the Principality of Ulek military 
  with a job offer. The representative explains that 
  the mission is of deep importance to the security 
  of the Principality of Ulek. A new threat is rising, 
  originating deep within the underground region of 
  the Principality and it must be stopped or else 
  many lives will be lost and the military surge that 
  has been so successful against the Pomarj in the 
  Disputed 
  Territories 
  may 
  be 
  completely 
  undermined. If the PCs agree to help, they are 
  asked to go to a warehouse where a private 
  meeting will be set up between all interested 
  parties.  
   
  In Encounter One, the PCs find themselves 
  inside a warehouse owned by Prince Olinstaad 
  and generally used to store military supplies. The 
  moment the PCs walk in, several Adamantine 
  Guards set up defensive positions around the 
  warehouse. Once inside, the PCs make contact 
  with Colonel Krufec of the Royal Army as well as a 
  very beautiful and exotic looking woman who calls 
  herself Lady Senja. Colonel Krufec explains that 
  Lady Senja has come to the government of the 
  Principality of Ulek with credible knowledge of the 
  activities of her daughter Red Mantis. She makes 
  it abundantly clear that Red Mantis has begun 
  experimenting with bizarre magic in the hopes of 
  creating various different types of augmented 
  creatures as well as “super soldiers” based on 
  insects to swell the armies of the Turrosh Mak. 
   
  In Encounter Two, after Colonel Krufec and 
  the Adamantine Guard leave the PCs, Spyder, 
  who was hiding himself using magic in the 
  shadows of the warehouse rafters, decides to 
  make his move. Spyder and Lady Senja know of 
  each other and during the discussion, it is 
  revealed that at one time their relationship was of 
  an intimate nature. It is Spyder’s opinion that the 
  conservative methods of the Principality of Ulek 
  government will not be able to extract the 
  information from Red Mantis necessary to fully 
  understand and deal with the threat as it should. 
  Given that Lady Senja makes it clear that Red 
  Mantis is gaining power from an alliance with an 
  unknown entity who works for Turrosh Mak, 
  Spyder asks the PCs to bring Red Mantis to him 
  rather than straight to the Principality of Ulek 
  military so that he can interrogate Red Mantis 
  himself. After doing so, he promises to deliver her 
  to the military. If the PCs agree to this, Spyder 
  promises to reward them handsomely.  
   
  In Encounter Three, as the PCs are preparing 
  for bed, they receive yet another summons from 
  Lady Senja to meet her in private. Lady Senja 
  explains to the PCs that both Spyder and the 
  Principality of Ulek government are fools if they 
  think that they can build a prison cell strong 
  enough to keep Red Mantis for long. Given her 
  resources and connections with powerful allies in 
  the Pomarj, sooner or later she will be freed if 
  captured and once again pose a threat to the 
  Principality of Ulek. Lady Senja does not hide the 
  fact that Red Mantis is a threat to her as well. Lady 
  Senja also reveals the existence of Tristen, her 
  son and brother of Red Mantis. Lady Senja fears 
  for Tristen because she feels that Tristen will 
  rebuff any attempt at an alliance with his nefarious 
  sister and that Red Mantis will bring her wrath 
  upon him for doing so. Lady Senja gives the PCs 
  the directions to Tristen s location and asks the 
  ULP7-06 Portents of the Matron 
   
  Page 4 
  
  PCs to find out if Red Mantis has approached him 
  with an offer of alliance (which she has). Lady 
  Senja also asks that the PCs bring Red Mantis to 
  her rather than to Spyder or the Principality of Ulek 
  government, stating that she can make sure that 
  they get all the information they need, that Red 
  Mantis will never threaten the Principality of Ulek 
  again, and that she will reward them even more 
  handsomely than Spyder and the Principality of 
  Ulek government.  
  PREPARATION FOR PLAY 
  Before the adventure begins, find out if any of the 
  PCs have played in ULP7-MM02 The Latest Buzz. 
  If so then verify whether they have earned the 
  notice entitled “Her Spite Upon You” as this will 
  play a vital role in the course of the scenario. Also 
  find out which, if any PCs, are members of the 
  following metaorgs: The Web, Royal Army and 
  Navy, Mine Rangers, and Liegeman of the Prince. 
  It is entirely possible that because of the scenario 
  there will be party conflict and duplicity as a result 
  of the instructions given to the PCs from their 
  respective metaorg. Lastly, ask the PCs is they 
  have any special notices, enmities, favors, curses, 
  powerful or odd magic items that have a 
  noticeable game affect and adjudicate them 
  accordingly. There will be times when certain 
  PCs/players may be pulled aside by the DM to 
  speak privately on certain matters.  
   
  Ask PCs at this time if they have any precast 
  spells and make note of it.  
  INTRODUCTION 
  PCs begin the scenario in the city of Havenhill. 
  Because of the ongoing battle to reclaim the 
  Disputed Territories and the shifting landscape of 
  what has been retaken and what is still in Pomarj 
  hands, PCs who are members of the following 
  metaorgs have been asked to station themselves 
  in Havenhill pending the possibility of being called 
  upon to undertake military action; Royal Army 
  and Navy, Liegeman of the Prince, Mine 
  Rangers, and Talons of Retribution. PCs that 
  are members of other metaorgs can be here 
  simply looking for work, in between adventuring 
  stints, visiting family and friends, purchasing 
  equipment and magical items, etc. Members of 
  the Web have been ordered by Spyder to report to 
  the city of Havenhill and await further instruction. It 
  is notable that Spyder has been particularly 
  secretive about the reason and perhaps even a bit 
  nervous.  
  Read the following boxed text to all other PCs 
  except for members of the Web.  
  It has been a long time since the people of 
  Havenhill have been in such high spirits. It was 
  but a few years ago that the city was gripped in 
  fear, threatened by the twin horrors of the 
  Warlord and the blasphemous necromancers 
  from the Cult of Nerull. The flow of trade was 
  unsteady, word amongst the people was that 
  Prince Olinstaad's will had been broken, and 
  many feared that the streets of Havenhill would 
  run red with the blood of the innocent and 
  echo with the howls of Pomarj conquerors. 
  Instead, the city pulses with all manner of 
  activity, the throngs of people anticipating 
  victory as news of one crushed Pomarj patrol 
  after another spurs them to action. The 
  grinding stones of the weaponsmiths and the 
  hammers pounding the metal plates of armor 
  and battleaxes into form have never been as 
  alive as they are today. Where once Prince 
  Olinstaad’s name was spoken in shame, it is 
  now mentioned with a sense of pride, hope, 
  and honor. Truly times have changed.  
  As you wander the streets of Havenhill, you 
  see a young boy. He is dressed in a loose light 
  brown shirt and black pants which are heavily 
  worn at the knees moving towards you. He 
  carries a small basket of candy and seems to 
  be distributing them to random people on the 
  streets. Every so often those receiving the 
  candy flip him a copper coin which he 
  snatches 
  out 
  of 
  the 
  air 
  with 
  lightning 
  quickness. He looks at you and smiles as he 
  tosses you a piece of wrapped candy and 
  says, “Sometimes there is more to candy than 
  its sweet taste.”  
  With that, the young boy dashes off, weaving 
  through the crowd of people until he is out of 
  sight.  
  The phrase which the young boy uses with the 
  PCs is a form of innuendo commonly known by 
  members of the Web. Inform the PCs that it seems 
  to imply that unwrapping the candy and eating it 
  will provide some form of secret communication. If 
  the PCs cast detect magic on the candy, they can 
  make a Spellcraft check DC 25 to pick up traces 
  of divination magic ( coming from a Rary’s 
  telepathic bond spell ). If for some reason, the 
  PCs have some form of resistance up which 
  prevents mental intrusion such as a Rary’s 
  telepathic bond spell, then allow them to 
  automatically succeed at a Spot check to notice 
  ULP7-06 Portents of the Matron 
   
  Page 5 
  
  that the candy wrapper is designed with a spider 
  web pattern and words suddenly form on it, 
  creating a small message to the PC. PCs can 
  make a Spellcraft check DC 20 to realize that this 
  is a prestidigitation spell at work. In either case, 
  refer to Player Handout One, entitled “ Message 
  From Spyder”. 
  Once they have read the note, explain to them that 
  a few minutes after doing so, they are approached 
  by Private Emerson Talbot of the Royal Army. At 
  no time should they mention to anyone that they 
  have been contacted by Spyder. Doing so is 
  considered a breach in security and a betrayal to 
  the Web organization.  
  Read the following boxed text for those PCs who 
  are a member of the following metaorgs: Royal 
  Army and Navy, Liegeman of the Prince, Mine 
  Rangers, and Talons of Retribution. If the PC is 
  a member of any of these metaorgs and the Web 
  then give them this boxed text with the 
  understanding that they have been approached 
  and contacted using the candy method PRIOR to 
  this one.  
  It has been a long time since the people of 
  Havenhill have been in such high spirits. Why 
  it was but a few years ago that the city was 
  gripped in fear, threatened by the twin horrors 
  of 
  the 
  Warlord 
  and 
  the 
  blasphemous 
  necromancers of the Cult of Nerull. The flow of 
  trade was unsteady, word amongst the people 
  was that Prince Olinstaad’s will had been 
  broken, and many feared that the streets of 
  Havenhill would run red with the blood of the 
  innocent and echo with the howls of Pomarj 
  conquerors. Instead, the city seems like a 
  restless 
  spirit, 
  the 
  throngs 
  of 
  people 
  anticipating victory as news of one crushed 
  Pomarj patrol after another spurs them to 
  action. 
  The 
  grinding 
  stones 
  of 
  the 
  weaponsmiths and the hammers pounding the 
  metal plates of armor and battleaxes into form 
  have never been so alive as they are today. 
  Where once Prince Olinstaad’s name was 
  spoken in shame, it is now mentioned with a 
  sense of pride, hope, and honor. Truly times 
  have changed.  
  As you wander the streets of Havenhill, you 
  are approached by a slender young human 
  man dressed in the uniform of the Royal Army.  
  “Hello. My name is Private Emerson Talbot.”, 
  says the young soldier. “ I have been ordered 
  to escort you to a private meeting between 
  yourself and Colonel Krufec of the Royal 
  Army.” 
  If the PCs ask Emerson what it is about he 
  responds as follows: 
  “It is considered poor etiquette to question 
  ones orders. Once again, please come with me 
  immediately.” 
  If you are dealing with particularly paranoid 
  players who are scared of getting ambushed or 
  something similar, the Private Emerson pulls out 
  an official writ with the personal seal and signature 
  of Colonel Krufec as well as the following 
  individuals: General Brunar Blackhand of the Mine 
  Rangers, Marshal Augustus Clinkerfire of the 
  Royal Army, Admiral Tiberius Mansfield III of the 
  Royal Navy, Magnus Loudrin of the Talons of 
  Retribution, and Serafina Montalvo, a high ranking 
  member of the Liegeman of the Prince. Any further 
  refusal to follow orders beyond this point should 
  be considered akin to insubordination and the 
  player should be warned ONCE.  
  If the PCs agree to follow Emerson, all attempts to 
  get information out of him regarding the mission 
  are met with absolute silence. Private Emerson is 
  a straight by the book kind of soldier and does not 
  deviate from his instructions.  
  Read the following boxed text to those PCs who 
  are not members of any metaorgs or of any of the 
  previously mentioned ones.  
  Your sources in the adventuring community 
  told you that Havenhill was the place to be 
  when looking for work. The city resonates with 
  the sense that something big is about to 
  happen but you cannot put your finger on it. 
  You have never seen so many military 
  personnel walking the streets and every 
  weaponsmith and armorsmith of skill is 
  overwhelmed with orders for forging of military 
  supplies. The sound of hammers pounding 
  metal into form echoes at almost every corner 
  and you have lost count of how many 
  adventuring companies have passed you by in 
  the streets. Where once Prince Olinstaad’s 
  name was spoken in shame, it is now 
  mentioned with a sense of pride, hope, and 
  honor. Truly times have changed.  
  As you wander the streets of Havenhill, you 
  are approached by a rosy-cheeked halfling 
  female wearing a small pin of the heraldry of 
  the Principality of Ulek on her shirt. She raises 
  her hand and says, “Halt adventurers. My 
  name is Amanda Starsdale, a member of the 
  ULP7-06 Portents of the Matron 
   
  Page 6 
  
  Liegeman of the Prince. I heard that you were 
  looking for work and though Havenhill is 
  teeming 
  with 
  many 
  adventurers, 
  your 
  reputation proceeds you. A great threat has 
  risen against our nation and I am certain that 
  with your experience and skills, you can help 
  us put that threat down. Before you ask, yes, 
  you will be paid and paid well. What do you 
  say?”  
  If the PCs agree to help, Amanda escorts them to 
  the same location where Private Emerson is taking 
  the other PCs.  
  PCs can ask Amanda questions but because the 
  matter is being handled with a great deal of 
  discretion, her answers will be a bit ambiguous. 
  She makes it clear that they will be provided with 
  details upon arrival. 
  If the PCs insist on asking questions, listed below 
  are a sample of what they may be along with their 
  answers. If the PCs ask questions not on the list, 
  improvise to the best of your ability. 
  1) What is this mission about? “Well, I 
  would prefer not to give that away just 
  yet. What I can tell you is that it 
  involves a threat far greater than we 
  imagined. It is easy to deal with the 
  enemies you see but the ones that hide 
  beneath 
  our 
  feet 
  are 
  just 
  as 
  dangerous.”  
  2) How much will you pay us? “We are 
  prepared to offer each of you 400 gp 
  for the mission, as well as supply you 
  with a few things that might come in 
  handy. I cannot emphasize to you how 
  important this mission is.” 
  3) What enemy do you speak of? “Well, 
  until now this enemy had struck 
  sporadically. It was as if they were 
  testing our defenses. Now with our 
  military stretched thin by the recent 
  incursions to reclaim the Disputed 
  Territories, it has left us vulnerable. It is 
  only a matter of time before they strike. 
  We have an informant that can fill you 
  in with more detail.” 
  4) Who is this informant? “I am unaware of 
  her name but I was told she is a very 
  powerful and enigmatic being. Based 
  on reputation alone, I would be very 
  cautious when dealing with her.”  
  5) What is this informant’s interest in this 
  matter? “I do not know except that it is 
  deeply personal.”  
  Eventually all of the PCs will be lead to a 
  warehouse used by the military for storage. Great 
  care has been taken to keep this meeting a private 
  matter. Private Emerson and Amanda leave the 
  PCs in the hands of Colonel Krufec and his 
  contingent of Adamantine Guard. If the PCs wish 
  to make party introductions before stepping 
  through the door, now is a good time to do it. Once 
  they have done so, move on to Encounter One 
  ENCOUNTER 1: THE LADY 
  IN WAITING 
  When the PCs arrive at the warehouse, they 
  notice that it is surrounded by dwarves wearing full 
  plate armor and all of them are armed to the hilt. 
  PCs who have any skill related to metal-based 
  crafting or can make an Intelligence check DC 20 
  to realize that the armor and weapons are made 
  out of adamantium. PCs who have Craft: 
  Armorsmithing, 
  Craft: 
  Weaponsmithing, 
  or 
  Profession: Miner can make a DC 15 check 
  (dwarves and gnomes get a +2 Circumstance 
  bonus to the roll) as well. PCs who already own 
  adamantium items of any kind automatically 
  succeed on the roll. PCs can make and 
  Knowledge: Royalty and Nobility rolls DC 20 to 
  learn that these dwarves are members of the 
  Adamantium Guard, the personal bodyguards of 
  the Corond family. 
  Encircling the warehouse before you are 
  several heavily armed and armored dwarves. 
  They eyes dart back and forth constantly, 
  vigilant of even the slightest movement and 
  their expressions are grim and resolute. One of 
  them steps forward and motions you to the 
  door and says, “They’re waiting for you inside” 
  as he open the door for you. 
  Entering the warehouse you see several crates 
  and boxes stacked up practically to the ceiling. 
  Markings on their sides indicate that most of 
  them have weapons, armor, military tools, and 
  other 
  war-related 
  paraphernalia 
  in 
  them. 
  Several of the crates however have been 
  moved aside, leaving a clear opening in the 
  center of the room where a table and several 
  chairs have been positioned. Sitting on one of 
  the chairs is a stern looking dwarf wearing 
  chainmail armor with a dwarven battle axe 
  hanging from his belt and several medals 
  ULP7-06 Portents of the Matron 
   
  Page 7 
  
  adorning his chest. He looks towards you and 
  says rather gruffly, “Well you sure took your 
  sweet time. Come on then. Get in hear so we 
  can get to the heart of the matter.” 
  It is entirely possible that more paranoid PCs will 
  attempt means to discern the true nature of Lady 
  Senja (perhaps using true seeing or some similar 
  method). If this is the case and they are successful 
  then alter boxed text as you see fit to reflect this. 
  However, this does not change Lady Senja’s, 
  Colonel Krufec's, or Spyder's motivations in any 
  way. 
  PCs in any branch of the Principality of Ulek 
  military (Royal Army, Royal Navy, Mine Rangers) 
  and including the Liegeman of the Prince and 
  Talons of Retribution recognize him as Colonel 
  Krufec, a member of the Royal Army. Colonel 
  Krufec's reputation as a strict disciplinarian with 
  almost 
  zero 
  tolerance 
  for 
  foolish 
  behavior 
  proceeds him.  
  Sitting at the other end of the table is a human 
  woman in a skin tight red, low cut dress that 
  accentuates her rather curvaceous figure and 
  ample bosom. Her hair is black and lustrous, 
  like satin and seems to flow rather than hang 
  down her back in tantalizing fashion. Her sea 
  green eyes are like orbs of rapture and even 
  the grace by which she handles the apple in 
  her hand seems almost intentionally erotic. As 
  the lady bites into the apple, a small bit of juice 
  slides down her puffy red lips and lower cheek. 
  She looks at the dwarf and says, “Dear Krufec, 
  don’t be such a stick in the mud. You should 
  try one of these. Their taste is positively 
  sinful”  
  “Lady Senja”, says Colonel Krufec, as he 
  hands her a napkin to wipe herself with, “I’m 
  not here to entertain your flirtations. Our 
  guests have arrived so let’s get crackin here.”  
  “Well I suppose you’re right Colonel Krufec.”, 
  says Lady Senja, turning her attention to your 
  group. “We really do have much to discuss.” 
  Colonel Krufec motions to each of you to take 
  a seat. Once you are seated, he says, “My 
  lovely guest here is known as Lady Senja. She 
  has come to us with some rather disturbing 
  news of a threat to our nation, especially 
  against our reclamation efforts of the Disputed 
  Territories. Over the past few months, the 
  Principality of Ulek has been plagued with 
  strange insect –based attacks, initially against 
  our farms, farmers, and livestock. It seems that 
  someone was making a concerted attempt to 
  wreak havoc with our food supply. We’ve run 
  into flying orcs with wasp wings, chitinous six-
  armed ogres, and a whole mess of really 
  bizarre creatures. After the help from some 
  adventurers and the military, we thought that 
  we had quelled the threat once and for all. 
  Unfortunately, 
  Lady 
  Senja 
  has 
  told 
  us 
  otherwise. Apparently these attacks were 
  merely used to test our defenses and gauge 
  our tactics. It looks like the worst is yet to 
  come and we need you to stop it.”  
  Lady Senja tilts her head to the side and what 
  was once an almost playful expression shifts 
  to repressed anger. “I know this enemy very 
  well. After all, I did give birth to her.”  
  Pausing for a moment to collect her thoughts, 
  Lady Senja says, “In my younger years I was a 
  bit of a slave to my carnal and hedonistic 
  desires. I traveled the world looking to taste 
  new experiences and see as much as I could. 
  One day, while traveling through the Pomarj I 
  met a handsome young soldier in the service 
  of the Earth Dragon named Artile Steelfang. 
  Broad-shouldered, blue-eyed, and with golden 
  blonde hair, I could barely control by carnal 
  cravings towards him. After a torrid night of 
  unbridled passion, I left him, having satisfied 
  my urges. I thought nothing of it until several 
  months later when I realized I was pregnant 
  with his children. Overjoyed, I sent one of my 
  servants to tell him the news and tell him the 
  truth of my nature. Damn me for being so 
  naïve!! He answered me by sending back my 
  servants head in a box and told me that if I 
  ever approached him again he would bring the 
  weight of his troops against me and those who 
  serve me. His spurning embittered me forever 
  more and I retreated to my underground 
  sanctum.  
  “I gave birth to twins, a boy I named Tristen 
  and a girl I named Adeline. I raised them as 
  well as I could and with a mothers love, hoping 
  that they would serve as proper heirs to my 
  domain.” Turning her head as she wipes the 
  tears away from her eyes she says, “In both 
  respects I failed.”  
  “The enemy you face is my daughter Adeline, 
  who has renamed herself Red Mantis. When 
  and if you see her, the reason she did so will 
  become obvious. When one my subjects 
  discovered that she was plotting a coup 
  against me to take control of my domain, she 
  ULP7-06 Portents of the Matron 
   
  Page 8 
  
  killed him to silence him but was careless in 
  doing 
  so. 
  Discovering 
  her 
  treachery, 
  I 
  excommunicated her and those who she had 
  coerced into following her will. I also learned 
  that had she overthrown my rule and gained 
  the power she sought, her next planned 
  conquest was that of the surface world.” 
  I have recently learned that she has made an 
  alliance with a powerful entity within the 
  Pomarj who has been supplying her with rare 
  arcane knowledge, supplies, and in some 
  cases minions for her growing army. In 
  addition, she has been forging alliances with 
  other creatures to swell the ranks of her 
  forces. 
  In her arrogance, she came to me with some of 
  her most powerful minions and gave me an 
  ultimatum; join her in her attack upon the 
  surface world or perish. I dispatched several of 
  my most loyal warriors to deal with her 
  insolence but they were soundly beaten by her 
  minions. In order to buy some time, I asked her 
  to give me one week to decide. That was three 
  days ago. Fortunately, I was able to send one 
  of my spies to follow her back to her secret 
  lair.” Eyeing you each angrily, she says, 
  “Carelessness and arrogance are common to 
  all petty despots.”  
  “I know where you can find her and after some 
  discussion with Colonel Krufec, we have come 
  to an agreement of sorts,” says Lady Senja, 
  taking another bite from her apple.  
  “This is what I want you to do. Head to the 
  location where Mantis has established her 
  base of command and bring her back alive. I 
  don’t care what you do to her lackeys but we 
  need her alive if possible. We intend to 
  interrogate her as soon as she is captured. Her 
  information on the Pomarj forces still stationed 
  in the Disputed Territories as well as that of 
  her 
  mysterious 
  Pomarjian 
  benefactor 
  is 
  invaluable to national security. Bring her in to 
  us and we will take it from there. Any 
  questions?”  
  Listed below are some of the possible questions 
  that the PCs may ask along with their answers. If 
  they ask a question that is not on the list, answer 
  them to the best of your ability based on the 
  background story. Keep in mind however that she 
  is holding back information in order to have a more 
  open discussion with only the PCs and Spyder 
  present. Colonel Krufec is a little too unyielding for 
  her tastes. Colonel Krufec has agreed to respect 
  her privacy in terms of knowing that she is a 
  powerful aranea sorceress. The knowledge of her 
  true nature is extremely obscure. PCs can make a 
  Knowledge: Royalty and Nobility check or 
  Knowledge: Local (Sheldomar Valley) check 
  DC 30 to realize what Lady Senja really is. A 
  Bardic Knowledge check DC 35 also gives them 
  this information. 
  Because she has not revealed any of her alternate 
  forms, PCs cannot yet roll Knowledge: Arcana 
  rolls. In case they are somehow able to see any of 
  her alternate forms, the Knowledge: Arcana DC 
  is 18.  
  Lady 
  Senja, 
  female 
  aranea 
  Sor 
  6/ 
  Fatespinner 4/ Initiate of the Seven Veils 3: 
  hp 105; see Appendix 6. 
  1) You imply that you are not human. If so, then 
  what are you? “Something else.” 
  2)  What ever became of your son Tristen? “I 
  would prefer not to speak of him except to say 
  that he is nothing like his misguided sister and 
  poses absolutely no threat to you whatsoever. 
  If I know him as well as I think I do then he 
  would find his sister’s actions loathsome.” 
  3) Are you willing to pay us aside from what we 
  have already been promised to deal with Red 
  Mantis? “Oh I am sure we can negotiate 
  something along those lines.” 
  4)  Can you describe the type of minions that Red 
  Mantis uses in her forces? “Most of them are 
  augmented humanoids and giants which the 
  Pomarj has regularly used against you. As 
  Colonel Krufec said, some can fly, others have 
  extra limbs, chitinous plating on their body for 
  added defense, and enhanced senses. It is my 
  strong belief that these creatures are being 
  augmented by strange arcane magic courtesy 
  of her mysterious benefactor.” 
  5) If we were forced to kill her, would you be angry 
  at us or take hostile action against us? “Red 
  Mantis has threatened my way of being and 
  yours as well. It is in our mutual best interest 
  that her threat end once and for all, whether it 
  is by capture or death. Nonetheless, Colonel 
  Krufec is correct. She is more valuable to you 
  alive. Do what you must. I have no sympathy 
  for any misfortune that may befall her.” 
  6) You speak of your domain. What exactly to you 
  mean? “I live beneath ground with my loyal 
  subjects. I have carved out a domain where I 
  live at peace and without interfering in the 
  ULP7-06 Portents of the Matron 
   
  Page 9 
  
  outside world’s affairs, especially after the 
  tragedy of my youth. You would not agree with 
  some of the company I keep but I am much 
  more careful these days to make sure their 
  fealty to me is without question. They do as I 
  tell them...or else.” 
  7) Why don’t you take care of the problem 
  yourself? “I am not willing to shed the blood 
  and compromise the lives of my people over 
  the actions of a belligerent petulant child. She 
  chose this life even though I offered her a 
  better one. We must all be held accountable for 
  our actions. If I had not come forward with the 
  information I am giving you, you would have 
  lost the element of surprise. At least respect 
  me for doing that much.” 
  8) Aren’t you afraid she will know you are 
  revealing this to us? “Red Mantis is counting on 
  the bitterness of my past to cloud my 
  judgment. Sadly, she has underestimated me 
  in this respect. I could not keep silent about 
  this, especially when so many lives are at 
  stake.”  
  9) Can you provide us with any special supplies to 
  help us with the mission? “Don’t worry. That has 
  already been arranged with Colonel Krufec.”  
  10) You have a reputation as being very powerful 
  but very little is known about you? What makes 
  you so powerful? “The ability to keep secrets 
  despite curious minds such as yours.”  
  If the PCs somehow discover Lady Senja’s true 
  nature, she explains that she Colonel Krufec knew 
  of it but they had agreed to keep it a private matter 
  to facilitate the meeting with less distractions or 
  unwanted prejudices. If the PCs, for whatever 
  reason, decide to attack Lady Senja without 
  provocation, 
  Colonel 
  Krufec 
  orders 
  his 
  Adamantium Guard to enter the building and the 
  PCs are eventually pacified. Lady Senja will 
  defend herself using her magic if necessary, using 
  lethal damage only as a last resort. PCs will be 
  appropriately 
  punished 
  for 
  this 
  show 
  of 
  unwarranted behavior as evidenced on the AR.  
  Once the PCs are done asking questions, Colonel 
  Krufec gets up and leaves, taking the Adamantium 
  Guard with him. He tells the PCs that as part of 
  their agreement, Lady Senja requested some 
  privacy with the PCs in order to speak with them in 
  a more in depth manner about the threat of Red 
  Mantis and other details of the mission. It is clear 
  that 
  Red 
  Mantis 
  and 
  Colonel 
  Krufec 
  are 
  uncomfortable with one another but have done a 
  good job of practicing diplomatic tolerance. While 
  she was not bluffing in this regard, she was not 
  telling the whole truth either. There are other 
  reasons as to why she asked for some privacy, as 
  the PCs are about to. 
  ENCOUNTER 2: CAUGHT IN 
  THE WEB OF INTRIGUE 
  Once Colonel Krufec has left, the Lady Senja 
  continues speaking to the PCs for about 15 
  minutes. She is doing this for two reasons. The 
  first being to make sure Colonel Krufec and his 
  Adamantium Guard have left before Spyder 
  descends from the rafters. The second reason is 
  that she is getting a feel of the PCs attitudes, 
  searching for those who have a certain rebellious 
  streak and who are willing to work outside the law 
  to get the job done. Lady Senja has plans of her 
  own.  
  Once the 15 minutes pass, allow the PCs to 
  attempt a Listen check DC 40 (Spyder is just that 
  good) to hear him as he descends towards them. 
  At that point, proceed with the following boxed 
  text:  
  For close to 15 minutes, Lady Senja has 
  continued speaking to you, asking you about 
  past adventures and escapades, perhaps to 
  make sure you are definitely up to the task. 
  Then, without notice she pauses and looks up 
  towards the rafters and says, “Oh alright my 
  darling.” Looking back at all of you, Lady 
  Senja says, “You’ll have to excuse my guest. 
  He has little patience for small talk.” 
  With that, a shadowy figure begins to descend 
  from the rafters, sliding gracefully down what 
  appears to be a rope made of gossamer 
  thread. 
  The 
  figure 
  wears 
  a 
  dark cloak 
  embroidered with a multitude of web-like 
  designs. 
  He 
  releases 
  himself 
  from 
  the 
  gossamer rope roughly 10 ft off the ground 
  and lands with utter silence. Rising to meet 
  your gaze you notice a web tattoo covering the 
  side of his face. He looks at you intensely and 
  says, “Greetings adventurers. My name is 
  Spyder and I’d like to make you an offer 
  regarding the threat of Red Mantis.” 
  Spyder begins pacing as he says, “Colonel 
  Krufec is a good man but when it comes to 
  doing things by the book, he sticks to the rules 
  harder than sovereign glue. There in lies the 
  problem however. Sometimes the rules get in 
  the way of what must be done. Both myself 
  ULP7-06 Portents of the Matron 
   
  Page 10 
  
  and Lady Senja would like you follow through 
  with the mission as given to you by Colonel 
  Krufec. Should you capture Red Mantis, 
  preferably alive but dead if you must, we would 
  like you to bring her to me instead of Colonel 
  Krufec. I promise that I will keep her for only 24 
  hours and after I am done I will return her to 
  you. At that point in time you may turn her 
  over to Colonel Krufec and collect your reward 
  from him. If you were to do this then I would 
  also reward you for your troubles. My 
  reputation has been slandered and I have often 
  been portrayed as a villain by those who wish 
  to harm this nation but I can assure you I work 
  for its better interests.”  
  Lady Senja walks over to Spyder and passes 
  her hand softly across his cheek as she says, 
  “Oh Spyder my darling. I’ve always loved your 
  devious heart. It is so arousing. Do you 
  remember that stormy night when we shared 
  those passionate moments together in the 
  Dancing Dolphin Inn at Sunflower cove. Oh we 
  really shook the dust off the rafters that night 
  didn’t we?” 
  Spyder turns his head away quickly in shock 
  as he says, “Lady Senja, that was a private 
  matter between us and something best left in 
  the past. We are not the people we used to be.” 
  Lady 
  Senja 
  looks 
  at 
  Spyder 
  somewhat 
  disappointed and says, “How true. I almost 
  liked you better when you were a dr…” 
  “IN ANY CASE..”, says Spyder, cutting her 
  offer quickly before she could finish her 
  sentence, “if you have any questions I will 
  answer them as best I can.”  
  At this point the PCs can ask Spyder questions 
  regarding his offer. He refuses to answer any 
  questions pertaining to his relationship with Lady 
  Senja. Listed below are some of the possible 
  questions with their answers. If the PCs ask 
  questions not listed, improvise within what is 
  reasonable and relative to the story.  
  1) What will you do with Red Mantis that 
  Colonel 
  Krufec won’t? “Red Mantis 
  possesses information vital to the 
  security of the Principality of Ulek. 
  Lady Senja has divulged that Red 
  Mantis has a very strong will and 
  getting 
  information 
  from 
  her 
  by 
  standard military means will probably 
  prove insufficient. On the other hand 
  there are certain methods of coercion 
  and information gathering which I have 
  knowledge of that will probably be 
  more effective. Once I have gained this 
  information I will of course give you a 
  copy of it and return Red Mantis to you. 
  I only require that she be in my 
  possession for 24 hours.”  
  2) ( Relative to question #1 ) Are you 
  implying torture or magical coercion of the 
  mind? “Now that would be illegal now 
  wouldn’t it?” (DM note: Spyder doesn’t 
  play by the rules.)  
  3) How will you reward us? “I have a fair 
  amount of money and magic items set 
  aside for situations such as these. I’m 
  sure that being adventurers you would 
  appreciate such things. Also, you 
  would gain my favor.”  
  4) Do 
  you 
  know 
  anything 
  about 
  the 
  Reclamation efforts? “I know that forces 
  from the Gran March have come to aid 
  us. I know that Prinzfeld is now free 
  and Count Imiric has returned to 
  power. The northeast and southeast 
  portions of the Disputed Territory are 
  almost totally clear but the area in 
  between is still heavily contested. That 
  is where the final strike will occur and I 
  expect it soon.” 
  5) Do you know the true nature of Lady 
  Senja? 
  “Yes 
  but 
  other 
  than 
  her 
  previous slip of the tongue, we both 
  covet our secrets so do to tell you not 
  expect me.” 
  6) How do we know you we can trust you? 
  “You look like you have strong legs, 
  strong enough to take a leap of faith.”  
  Once the PCs are finished with their questions, 
  Spyder places a one bag on the table for each PC 
  to take. Each bag has 50 gp in it which he is giving 
  them just for listening to his offer. After doing this 
  he says the following:  
  “I hope you will entertain my offer and once 
  again I can assure you that it is in the best 
  interests of the Principality of Ulek. It is 
  ultimately your choice but I believe my way is 
  the wisest choice in this situation. What do 
  you say?” 
  Allow each PC to explain why they are or are not 
  in favor of doing it his way. It is possible that 
  players may have their PCs lie and later on 
  ULP7-06 Portents of the Matron 
   
  Page 11 
  
  double-cross party members, particularly if they 
  are Web members and the other PCs are not. 
  NOTE: Members of the Web metaorg already 
  know that they are supposed to try to do 
  everything within their power to do it Spyder’s 
  way, even if they must be duplicitous and 
  dishonest 
  with 
  fellow 
  party 
  members. 
  However, this does not mean doing something 
  that directly places their fellow PCs in harms 
  way. He prefers they use methods such as 
  social chicanery, illusion magic, or dimension 
  door, teleportation, etc.  
  Once the PCs have finished giving their answers, 
  Spyder says, “Well, I must be leaving now. If 
  you decide to accept my offer, two days from 
  now about a mile outside of Havenhill on the 
  road there will be what appears to be a broken 
  down carriage. When you meet the driver and 
  his passengers you will ask him, “Can I help 
  you with the wheel?”. He should respond by 
  saying “I always thought they grew the trees of 
  the Suss Forest stronger.” That is the signal to 
  leave Red Mantis with him. We will handle the 
  rest.  
  With that Spyder looks at Lady Senja and says, 
  “As always, time with you is never dull Lady 
  Senja. You are a hard woman to forget.” 
  Suddenly the spot where he was standing 
  explodes in a cloud of dark blue smoke and 
  faint gossamer webbings which dissipate even 
  before they touch the floor.  
  “Such a flair for the dramatic.” says Lady 
  Senja, smiling as she looks the spot where 
  Spyder once stood. “There is another small 
  matter I am hoping you will help me with. As I 
  said earlier, Red Mantis is one of two children I 
  have. My son named Tristen left my domain 
  years ago to seek out his place and purpose in 
  the world. Though it pained me to see him go it 
  was his choice and I respect that. He has since 
  taken up residence in a monastery in the 
  service of Zuoken called the Temple of 
  Serenity. It is located in the northern part of 
  Havenhill. I believe that Red Mantis will attempt 
  to enlist his aid in her planned assault though I 
  think he will rebuff her offer. I have seen the 
  hatred and fury that burns in my daughter’s 
  heart and I fear for his life. I wish to ask you in 
  the name of a mothers love for her child that 
  you stop off at the monastery on your way to 
  assault Red Mantises lair and speak to him on 
  my behalf. Tell him that if he returns to my 
  domain that I can provide sanctuary for him 
  against his sisters ire. It is ultimately his 
  choice however.”  
  Lady Senja hands one of the PCs a map to the 
  monastery in case they agree to stop off and 
  speak to Tristen on her behalf.  
  As Lady Senja makes her way to the door, she 
  turns to you and says, “Though I would prefer 
  not to, I will be staying in Havenhill until 
  tomorrow morning. There are a few magic item 
  dealers here and artisans which sell very well 
  crafted and unique items of my liking. Good 
  luck adventurers. Do what you must. I wash 
  my hands of Red Mantis. If an ill fate befalls 
  her, she has earned it. 
  With that Lady Senja bids you farewell and 
  leaves.  
  Red Mantis knows what inn the PCs will be 
  staying at and each PC will have their own room. 
  The PCs can use this time to buy whatever they 
  wish to as per the rules outlined in the LGCS. 
  They may also make Gather Information checks to 
  see if they pick up any interesting rumors. Listed 
  below are some of the rumors they can pick up 
  along with their DCs. 
  Gather Information DC 10: 
  Many Principality of Ulek citizens are in shock 
  over the appearance a sizable group of 
  kobolds claiming to be descended from the 
  lineage of good dragons. Those few who 
  support them claim that they are servants of 
  Bahamut himself, sent to defend against the 
  Spawn of Tiamat while those who hold them in 
  contempt claim they are spies of the Earth 
  Dragon.  
  Gather Information DC 15 or less: 
  I heard that the crew of a Royal Navy ship 
  called the Hammerhead was almost sunk a few 
  days ago when they were hit by of all things a 
  sleet storm and chunks of hail as large as 
  watermelons. Some are calling it a freak 
  weather storm but most say there is a more 
  nefarious reason behind it.  
  Gather Information DC 20 
  Prince Olinstaad is pleading with those who 
  are willing to donate time, money, and any 
  resource 
  available 
  to 
  the 
  rebuilding 
  of 
  Greutam. Many of its citizens, including the 
  more unsavory types, have decided to relocate 
  to Keoland for safety reasons. Because of the 
  focus on the war effort, the rebuilding process 
  ULP7-06 Portents of the Matron 
   
  Page 12 
  
  has been slower than expected and many of 
  Greutam's citizens are displeased with the 
  Prince.  
  Gather Information DC 25 
  Working off a tip from an unknown source, a 
  Royal Army scouting party ambushed a group 
  of brigands under the guise of merchants who 
  claimed to be shipping barrels of wine for sale 
  in the Ironhelm province. When the barrels 
  were checked, only some of them were filled 
  with wine while the rest were filled with all 
  manner of poisons, especially that from 
  serpents.  
  Gather Information DC 30 
  I spoke to a Mine Ranger the other day at a 
  tavern while he was drowning his sorrows over 
  several mugs of ale. He was distraught over 
  the death of many fellow Mine Rangers when 
  they were attacked by what he described as a 
  mass of dark slime with several little red eyes 
  in it that burned with rage and hate.  
  Gather Information DC 35 or more:  
  I think Prince Olinstaad would shave his beard 
  and call himself an elf if asked to consider the 
  offer of the emissary of Turrosh Mak on the 
  despot’s behalf. The city of Greyhawk is 
  deluding itself by even thinking that monster 
  knows what the meaning of peace is.  
  ENCOUNTER 3: A TEMPTING 
  OFFER 
  This encounter occurs when the PCs have settled 
  into their rooms which have been paid for courtesy 
  of Colonel Krufec. Lady Senja will use her send 
  her “messengers” with a note asking to meet with 
  them in private at the local tavern called the Black 
  Badger. The Black Badger is about two blocks 
  away from their current location.  
  PCs who meet the following criteria based on the 
  following prerequisites at the DM’s discretion 
  based on their interaction with Lady Senja will be 
  ones receiving a visit from the messengers.  
  • 
  PCs of N, C/N, or C/G alignments. 
  • 
  PCs who displayed a sense of greed, 
  seemingly more interested in profit than 
  helping the Principality of Ulek.  
  • 
  Any PC who displays a disregard for 
  lawful types or rules and regulations.  
  • 
  PCs who made comments such as “if we 
  kill Red Mantis they can just speak with 
  dead” or similar comments. 
  • 
  PCs 
  who 
  seemed 
  expressed 
  their 
  attraction to Lady Senja openly and 
  perhaps even in slightly inappropriate 
  ways.  
  The DM should pull these players aside and run 
  this encounter solely for them. It is possible that 
  some of the PCs chosen will also be members of 
  the Web or loyal to the plans laid out by Colonel 
  Krufec. Lady Senja does not know who which PCs 
  are Web members and she believes that she is 
  persuasive enough to convince any PCs chosen 
  to deviate from their given orders and do things 
  her way. Ultimately, she is simply putting the offer 
  on the table. What the PCs do with it is entirely up 
  to them. Once the PCs are chosen, proceed as 
  follows. 
  As Pelor descends from the sky above giving 
  way to the silvery orb of Celene which is full 
  this evening, you ponder the events of earlier 
  this day. You wonder as to the mystery behind 
  Lady Senja and the enigmatic Spyder. What 
  could be their secrets hidden behind the veil of 
  silence and shadow. Surely there is more to 
  this situation than you have seen so far.  
  At this point in time allow the PCs to make a 
  Listen check DC 20 and a Spot check DC 30 to 
  notice the following. Sliding under door, through 
  the window, or some other minute crack or crevice 
  in the wooden building the PC is staying is a tiny 
  cricket with a small note tied to its back with a thin 
  red ribbon 
  Once the PCs become aware of the cricket ( 
  whether they spot it or when it confronts the PCs 
  itself ), continue with the following boxed text.  
  Just when you thought your day could not get 
  any stranger an odd sight appearing on top of 
  your pillow proves otherwise. A tiny cricket, 
  perhaps no bigger than the size of a halflings 
  pinky, leaps in your direction, landing mere 
  inches from you and stares at you with its dull 
  black eyes. Attached to its back is a small 
  piece of paper wrapped tight in a thin red 
  ribbon. The cricket scratches at its side 
  furiously, attempting to free itself from the 
  ribbon. After several seconds of doing so it 
  pauses, looks at you then looks back at the 
  piece of paper and waits.  
  A detect magic spell reveals that the cricket is 
  composed entirely of some form of illusion magic. 
  ULP7-06 Portents of the Matron 
   
  Page 13 
  
  When the PCs interact with it, they may make a 
  Spellcraft check DC 19. If successful, they 
  realize that the cricket is the product of a shadow 
  conjuration spell. The cricket will not leave until 
  the PCs have taken the parchment from it. If the 
  PCs attack it, assume that it is instantly destroyed 
  and leaves the parchment behind. The parchment 
  itself is non-magical and once the PCs open it, 
  give them Player Handout #2 entitled “A 
  Tempting Offer”.  
  If the PCs decide NOT to attend the meeting as 
  instructed in the parchment and decide to go 
  straight after Red Mantis then skip to Encounter 6. 
  If any of the PCs decide to follow the instructions 
  on the parchment then continue on to Encounter 
  4. NOTE: If no one at the table fits the criteria of 
  the meeting then the DM should pick the PC that 
  he/she feels is closest to the criteria given and run 
  them through this encounter.  
  Once the PCs make it to the Black Badger Inn and 
  Tavern, Lady Senja is waiting for them at a 
  reserved table in the far corner. At this point 
  continue as follows:  
  As you enter the Black Badger Inn and Tavern 
  you see Lady Senja seated in a shadowy 
  corner to the far west end of the room. She 
  smiles and you and beckons you towards her.  
  “Come with me”, she says as she rises from 
  her seat and walks up the stairway to the 
  second floor of the tavern. “If you truly value 
  the safety of your nation then you will wish to 
  hear what I have to say.”  
  If the PC is hesitant, Lady Senja reassure him or 
  her that nothing bad will befall them and 
  emphasizes that what she has to tell them 
  demands utmost privacy. Once the PCs follow her 
  into her room, she shuts the door and proceeds as 
  follows.  
  You find yourselves in the largest room that 
  the Black Badger has to offer. Two bottles of 
  rare and expensive elven wine sit atop the 
  table before you with several silver chalices 
  and a bowl of various fruits and vegetables to 
  accompany them.  
  “By all means, indulge yourselves.”, she says, 
  pointing to the spread before you.  
  Lady Senja takes a seat at the table and says, 
  “While 
  I 
  respect 
  the 
  leadership 
  of 
  the 
  Principality of Ulek, I feel that they are 
  handling the matter of Red Mantis in a very 
  foolish manner.”  
  Lady Senja pauses to serve herself a glass of 
  wine, savoring its taste for a moment and then 
  continues. “Capturing Red Mantis is the right 
  thing to do but I can assure you that even your 
  best prisons will not hold her. Two years ago I 
  dismissed her from my domain and warned her 
  never to return. It was less than a week ago 
  she returned far more formidable than before. 
  Her minions are powerful, well-armed, and well 
  trained and her alliance with her mysterious 
  Pomarjian benefactor has provided her with 
  abundant resources. With that in mind, this is 
  my offer to you. If you do encounter Red 
  Mantis, kill her if you have no choice. However, 
  if you do capture her alive then rather than 
  bring her to Spyder or Colonel Krufec I want 
  you to bring her to me. I will make sure that 
  she is never a threat to anyone again. I know 
  my daughters nature far better than anyone 
  else. If you do this for me then I will reward 
  you even more so that Colonel Krufec or 
  Spyder.  
  At this point in time Lady Senja encourages the 
  PCs to ask any questions regarding her offer. 
  Some of the possible questions along with their 
  answers are listed below. If the PCs ask questions 
  which are not listed, improvise as best you can  
  1) What would you do to make sure that Red 
  Mantis is no longer a threat that is different than 
  what the Principality of Ulek wouldn’t do? “I would 
  have thought that the folly of Greutam would 
  have taught you how vulnerable your prison 
  facilities are. Today it sits in shambles and 
  many of the cutthroats once incarcerated 
  within it now roam free. I assure you I can deal 
  with Red Mantis if you deliver her to me.”  
  2) Why did you choose me for this private 
  meeting? “Because I think you know that 
  sometimes you have to circumvent the rules in 
  order to accomplish what needs to be done. 
  Following the law in this case only serves to 
  make your nation more vulnerable at a crucial 
  time.” 
  3) What will you reward me/us with for doing this? 
  “I have a fair idea of how both Spyder and 
  Colonel Krufec intend to compensate you. 
  Truth be told I possess a considerable treasury 
  of my own that I would share with you. This 
  matter is very personal to me so I am willing to 
  be rather generous.”  
  4) What should I/we tell Spyder and Colonel 
  Krufec if they ask us what happened? “Oh come 
  now. I’ve always found adventurers to be very 
  ULP7-06 Portents of the Matron 
   
  Page 14 
  
  resourceful. You might say that you killed her 
  in battle but before you could recover the body 
  she was taken away by her minions. Consider 
  that by discovering her lair and determining 
  what foul magic she is using to augment her 
  minions that that will certainly please Spyder 
  and Colonel Krufec.” 
  5) Okay. So we bring her to you; what about her 
  minions? “A cockroach can live up to a week 
  without a head but it will eventually die. Sever 
  the head and the body will fall. She holds them 
  together. Without her, they will splinter and 
  collapse upon themselves.” 
  6) Can we keep what we finds in her lair? “Her 
  material wealth does not concern me. Her 
  threat to my domain and my people concern 
  me.” 
  7) Are you doing this for yourself and your people 
  or do you actually care what happens to the 
  Principality of Ulek? “She is a menace to both 
  your nation and my domain. What difference 
  does it make how much I care or do not care 
  for your nation? Don’t complicate the matter 
  with useless sentimentality.”  
  Eventually she will ask the PCs if they are 
  interested in doing this for her. If they agree to do 
  so, she gives them a small clasp that resembles a 
  beetle. A detect magic might reveal powerful 
  conjuration magic and moderate abjuration magic 
  due to the greater teleportation and nondetection 
  spells used as part of it’s creation. She then keys 
  the device to function ONLY for the PCs that 
  agree to her pact. Lady Senja explains that once 
  Red Mantis is captured they can affix the beetle 
  clasp to Red Mantis and utter the command 
  phrase “Mother may I?” and they, along with Red 
  Mantis will be teleported to the outside of Lady 
  Senja’s lair where she will be waiting for them. 
  She also sites that for the item to work, Red 
  Mantis must be unconscious, incapacitated, or 
  severely wounded (severely wounded means 10% 
  hit points or less) and the items will indicate that 
  she is within these conditions parameters when 
  any PC holding it comes within 5 ft. of her by 
  glowing a soft blue. Lady Senja has also keyed the 
  magic device to make her aware of the moment it 
  is used. Lady Senja warns the PCs not to tell their 
  fellow party members because they will probably 
  try to prevent them from succeeding and maybe 
  have them arrested. Both the greater teleportation 
  and the nondetection spell are cast at 16nth level 
  sorceress.  
  A lot of things could happen here. The PCs could 
  go tell Spyder what happened and/or they could 
  tell Colonel Krufec what happened. Spyder’s 
  reaction would be anger but you get the hint that 
  what Lady Senja attempted to do was almost 
  expected by him. He reinforces the need to stick to 
  the mission and once again makes his offer very 
  clear. He also lays down a stern warming that if 
  any Web members knowingly betray his orders 
  that they might as well be willingly sticking their 
  head into a troll’s mouth. If the PCs tell Colonel 
  Krufec he is very upset by this and makes it clear 
  that he never trusted Lady Senja but he was there 
  for his country.  
  If the PCs reveal Spyder’s plan to Colonel Krufec 
  then Colonel Krufec bursts into a tirade about “that 
  shadowy criminal Spyder” and how he is sure that 
  Spyder is up to no good or else why would he hide 
  what he does. He thinks Spyder is a lawless 
  vigilante at best and that does not sit well with him. 
  He sternly advises the PCs to obey the letter of 
  the law and go about the mission as he intended. 
  The fact that the secrecy of the mission has been 
  compromised to Spyder infuriates him. Knowing 
  that Lady Senja was an accomplice to this only 
  further aggravates the situation.  
  ENCOUNTER 4: FINDING 
  SERENITY 
  The next morning Colonel Krufec meets the PCs 
  to give them one last encouragement and to also 
  give them a small consumables package to aid 
  them in their mission. The consumables package 
  is APL-based:  
  APL 2: 1 tanglefoot bag, 1 thunderstone, 4 potions 
  of cure light wounds. 
  APL 4: 1 tanglefoot bag, 1 tunderstone, 3 potions 
  of cure light wounds, 1 potion of bear’s endurance. 
  APL 6: 1 tanglefoot bag, 1 thunderstone, 3 potions 
  of cure moderate wounds, 1 potion of bear’s 
  endurance, scroll: remove paralysis 
  APL 8: 1 tanglefoot bag, 1 thunderstone, 3 potions 
  of cure serious wounds, 1 potion of bear’s 
  endurance, scroll: prayer 
  APL 10: 1 tanglefoot bag, 1 thunderstone, 3 
  potions of cure serious wounds, potion of bear’s 
  endurance, scroll: restoration 
  APL 12: 1 tanglefoot bag, 1 thunderstone, 3 
  potions of cure critical wounds, potion of bear’s 
  endurance, scroll: restoration 
  ULP7-06 Portents of the Matron 
   
  Page 15 
  
  Before the PCs leave, read the following boxed 
  text:  
  As you gather your supplies and make final 
  preparations, Colonel Krufec comes up to you 
  and say, “Alright. You know what you have to 
  do. Remember, try to bring her in alive if you 
  can. You have your orders. Now head out and 
  good luck.”  
  The trip to the Temple of Serenity is uneventful, 
  given that it located closer to parts of the Disputed 
  Territories that have been recently liberated. BY 
  standard horse movement rate, the Temple of 
  Serenity is located a couple of hours outside of 
  Havenhill. Once the PCs start closing in on the 
  Temple of Serenity, read the following boxed text:  
  After a couple of hours of travel you see a two 
  story stone structure in the distance. The land 
  surrounding it appears to be used mainly for 
  farming. Several figures dressed in common 
  brown robes walk along the small fields with 
  sacks tied to their rope belts picking all 
  manner of vegetables. Cows, goats, chickens, 
  and other random livestock graze near the 
  building as well but separated from the fields 
  by stout wooden fences.  
  Drawing closer to the building, you can see 
  that the outside of walls are decorated with a 
  host 
  of 
  weather-beaten 
  murals 
  depicting 
  various animals in odd stance such as leaping 
  monkeys, praying mantises in still stance, and 
  an eagle reaching its talons out in striking 
  position. Aside from this, the building is non-
  descript and seems designed for functionality 
  above all things.  
  As you walk towards the front doorway you 
  see an old man dressed in grass-stained 
  commoners robes and worn sandals lying next 
  to the stairs. A balding human, at best 5’5 tall, 
  perhaps in his early 50’s and missing one of 
  his side front teeth, flashes you an odd smile 
  and 
  says, 
  “Ohhhhhh!!!! 
  Visitors 
  to 
  the 
  monastery. Well we don’t get too many of 
  those…unless you count the pigeons that 
  come 
  for 
  the 
  bread 
  crumbs 
  and 
  soil 
  themselves all over the building. We feed them 
  and they poop on this place. Seems like these 
  monks are getting the short end of the stick on 
  that one don’t you think?” With that, he grabs 
  a large drinking mug next to him and takes 
  several chugs. As he does this the breeze 
  shifts in your direction and the stench of his 
  liquor slams into you like a fire giant’s fist.  
  This odd little man is actually Master Genju, the 
  head of the Temple of Serenity. Since he has 
  levels in the Drunken Master prestige class he is 
  “practicing his art” as he does often. He is not 
  drunk at the moment his vast experience in 
  succumbing to bouts of inebriation has allowed 
  him to fake it extremely well. Master Genju 
  receives a +10 Circumstance bonus to any 
  Sense Motive check to discern whether he is 
  actually drunk (counting also the horrible 
  stench of what he is drinking). Master Genju 
  enjoys pretending to be a drunk commoner; 
  overall he is a bit of a prankster.  
  If the PCs cast a detect magic or similar spell an 
  focus on Master Genju, at the present time his 
  only magical device is his +1 axiomatic cold iron 
  drinking mug on a chain. In addition to the normal 
  weapon properties, the jug itself is enchanted to 
  always refill itself to at least half capacity as long 
  as there is at least an ounce of liquor in it. 
  Because of this in battle, the weapon takes on the 
  damage enhancing properties of a mercurial 
  weapon. The detect magic picks up moderate 
  Conjuration and moderate Evocation magic 
  (conjuration- create food & water; evocation – 
  order’s wrath). 
  If the PCs speak to him he says that his name is 
  Sigmund but his friends call him “Siggy” for short. 
  Throughout the whole conversation he drinks 
  heavily and sometimes belches forcefully as part 
  of his act. Eventually he directs the PCs to the 
  front door, saying they should talk to the leader of 
  the monastery, describing him as “some half-crazy 
  old man named Master Genju”.  
  As the PCs proceed towards the front door of the 
  monastery, proceed with the following boxed text:  
  Halfway up the steps to the front door of the 
  monastery, it opens before you. Standing to 
  greet you is a stocky, scarred-up hobgoblin 
  wearing a sleeveless light brown shirt and light 
  brown pants with a frayed length of rope for a 
  belt. His expression is stoic and gives no hint 
  of his thoughts as his hawk-like gaze passes 
  over each of you.  
  “Hmmm… it’s been a long time since we 
  received visitors. You brought no wagon of 
  wares for sale or trade and you come armed to 
  the teeth. Let me guess. You’re adventurers.” 
  The hobgoblin present is named Fevros and he is 
  one of the instructors of the monastery. PCs can 
  make a Spot check DC 15 to notice that Fevros 
  has what appears to be a scarring on his left 
  ULP7-06 Portents of the Matron 
   
  Page 16 
  
  shoulder that seems to have caused by burning. 
  With this roll they get enough detail to be allowed 
  a Knowledge: Local check DC 20. If successful, 
  the knowledge roll reveals that Fevros had the 
  markings of the Disciples of the Stone Viper Way 
  as per ULP7-02 “Though the Enemies Eyes”. If 
  questioned about this Fevros simply responds as 
  follows:  
  “Who I was before does not dictate who I am 
  now. If you can understand the wisdom within 
  that then I need not say more.”  
  If the PCs ask Fevros if he is the head of the 
  monastery, he bluntly replies that he is not. If the 
  PCs start asking questions, Master Genju comes 
  up from behind them with his drinking jug and 
  chain in hand. At this point proceed as follows: 
  As you begin asking the hobgoblin questions, 
  you catch a whiff of that foul-smelling liquor 
  that the drunk outside had with him.  
  “Really Fevros I wish you’d play along with my 
  charade better than you do.”, says the old man 
  as he slips off his worn sandals. In any case 
  my apologies for my gruff friend Fevros here. 
  His sense of humor is duller than a butter 
  knife. My name is Master Genju and I am the 
  head of this monastery. What brings travelers 
  such as yourselves to us?”  
  It is up to the PCs to decide how much they want 
  to tell Master Genju but regardless, Master Genju 
  listens intently while continuing to drink; he is 
  deeply interested with news of the outside world 
  given the cloistered nature of his monastery. 
  When the PCs mention Tristen, proceed as 
  follows: 
  Master Genju smiles at you and says, “Oh yes 
  Tristen. Well if I know him he is probably 
  practicing his meditative combat exercises in 
  the sparring room. Ever since the visit from his 
  sister he has seemed very troubled. Come with 
  me. I will take you to him.”  
  Master 
  Genju 
  leads 
  you 
  through 
  the 
  monastery. Along the way you see students 
  practicing different forms of unarmed combat. 
  In one room you see a woman focusing on a 
  clay pot on a chair roughly 10 feet away from 
  her. She lets out a sudden yell that echoes 
  through the monastery like rumbling thunder 
  and thrusts her fist forward into the empty air. 
  In that instant the clay pot shatters into several 
  pieces. In another room students take turns 
  crushing cinderblocks and pieces of thick 
  wood with their bare hands, feet, and elbows. 
  Perhaps the most amazing feat you see is a 
  young boy that could be no more than 15 years 
  of age blindfolded. On the other end of the 
  room an older boy takes a light crossbow and 
  fires it at the younger boy. The younger boy’s 
  hands flash before him in a blur and catch the 
  bolt in mid flight before it can strike him in the 
  chest. 
  You eventually reach the doorway to a room 
  with a curtain in front of it. Before you enter, 
  Master Genju asks that you remove your shoes 
  as this is the sacred custom to anyone wanting 
  to enter the sparring room. Once you have 
  done this he says, “I do not judge my students 
  by appearance or race. True wisdom sees 
  beyond the veil of flesh and speaks to the 
  heart and spirit. You are in my home and I 
  expect you to do the same.“ With that, Master 
  Genju ushers you in.  
  Upon entering, you see a lithe six-armed male 
  with slightly chitinous skin and four black 
  insect-like eyes in addition to his human ones. 
  Exploding in a burst of speed, he dashes 
  across the room. Halfway across he leaps into 
  the air, spinning several times like a living 
  cyclone as his multiple arms thrust at and 
  block against imaginary foes. With every kick 
  and punch, the room resonates with his 
  piercing 
  scream. 
  Sweat 
  drips 
  from 
  his 
  forehead 
  but 
  the 
  constant 
  whirling and 
  tumbling motion of his body do not allow them 
  to stay there for very long. With one last flurry 
  of energy he rushes headlong towards the wall 
  and leaps towards it. The moment his foot 
  touches the wall he pushes upward and twists 
  his body in mid air and backwards into a 
  cartwheel. Landing on the floor with perfect 
  grace he bows in prayer for a moment before 
  turning to meet your gaze.  
  “Greetings. My name is Tristen. I suspect the 
  reason you have sought me out but I’d prefer 
  to be certain,” he says. 
  At this point PCs are free to ask Tristen questions 
  and inform them about Lady Senja’s offer. Some 
  of the possible questions and their answers are 
  listed below. If the PCs ask question not on this list 
  then them improvise as best you can. 
  1) We were sent here by your mother because 
  she was concerned for your safety. She is offering 
  you sanctuary. “I love my mother and I 
  appreciate her concern but I must decline. I left 
  her domain because I felt incomplete as a 
  person. Within the walls of the Temple of 
  ULP7-06 Portents of the Matron 
   
  Page 17 
  
  Serenity I have found purpose and a sense of 
  fulfillment.”  
  2) What happened between you and your sister 
  Red Mantis? “My sister Red Mantis is terribly 
  misguided. She has plagued her life with bad 
  choices and an insatiable lust for power. She 
  came to me recently and asked me to ally 
  myself with her and even went so far as to 
  suggest that I could teach her warriors the 
  secret training methods taught to me by 
  Master Genju. When I refused her, she was 
  infuriated and vowed that I would regret my 
  decision. I was going to leave to spare Master 
  Genju any trouble but he asked me to stay. 
  She is out of balance and ruled by chaos.” 
  3) What is Lady Senja and what do you mean be 
  her domain? “That is a private matter I’d rather 
  not discuss. She is not a threat to you if that is 
  what you are wondering but she is a powerful 
  woman not to be trifled with.”  
  4) Did Red Mantis reveal anything to you about a 
  planned attack? “No specific details as to when 
  or where the attack would commence. She 
  came with heavily armed warriors much like 
  myself only very brutal looking. Some had 
  multiple arms, others had insect wings, or 
  chitinous skin. One of them had the body of an 
  orc but the lower torso of a wasp.”   
  5) What is the deal with the hobgoblin? “Oh you 
  mean Fevros. Well Master Genju tells the story 
  better than I do but to sum it up, Fevros came 
  after Master Genju in order to kill him and 
  prove himself worthy of moving up in the 
  ranks of the Stone Vipers. Their first fight was 
  brief as Master Genju was able to trounce 
  Fevros rather easily. Fevros vowed to keep 
  fighting to the death to which Master Genju 
  said “Well rest yourself, come back tomorrow, 
  and try again. You have potential.” Fevros, 
  being a prideful man, refused to return to the 
  Stone Vipers until he had defeated Master 
  Genju. Sure enough and to the surprise of 
  Fevros himself, Master Genju met him the next 
  day and they fought once more but the result 
  was the same. Master Genju continuously 
  committed himself to returning to that spot 
  daily to spar with Fevros and promised Fevros 
  that if he could defeat Master Genju that he 
  would allow Fevros to slay him without 
  opposition. Finally, after the seventh week of 
  this, Master Genju defeated Fevros but the 
  fight was much closer than before and it was 
  obvious that Fevros had learned from their 
  many previous combat sessions. As Fevros 
  lay on the floor, he looked up at Master Genju 
  and said “I cannot return to my people a 
  disgrace. End my life now. You have beaten 
  me”. Master Genju then replied “Have you 
  learned nothing over the past seven weeks. 
  When you came to me why did you want to kill 
  me?” Fevros answered “Because I wanted to 
  prove myself to the Stone Vipers.” Then 
  Master Genju asked “And when you came to 
  fight me today, why did you do so? Was it for 
  the same reason?” Fevros looked at him 
  puzzled, pondering the question. As he rose to 
  his feet, he said “No. I came because I wanted 
  to prove to something to myself.” It was at that 
  moment that Fevros realized that Master Genju 
  had not fought him for the purpose of 
  humiliation but in order to make Fevros see 
  that his value as a being is not measured by 
  others but by himself. That day he left behind 
  his old life of service to the despot Mak and to 
  the enslavement of his own ego. Today he 
  stands as one of us and I am proud to call him 
  a friend.” 
  6) Will you help us against Red Mantis? “While I 
  do not agree with her plans I will not raise a 
  hand against her either as long as she does 
  not become a threat to me or this monastery. 
  The Temple of Serenity is a place of 
  enlightenment of the mind and body. Your 
  politics do not concern us.”  
  Once the PCs are done speaking, both he and 
  Master Genju offer to give them a tour of the 
  temple and the surrounding grounds. Along the 
  way Master Genju gives the PCs a brief historical 
  run down of the temple with a bit of Zen 
  philosophy thrown in for good measure. As they 
  return to the temple about an hour later, Master 
  Genju makes the following proposal.  
  Master Genju proves to be a very outgoing and 
  pleasant host, a far cry from his original 
  appearance as a hopeless drunkard. As you 
  return to the temple he says, “It has always 
  been a custom within the Temple of Serenity to 
  welcome new friends with a celebration. 
  Therefore, I would be honored if you would 
  share a meal with us tonight before you leave. 
  What do you say?”  
  If the PCs choose not to stay then Master Genju is 
  disappointed but respects their wishes and gives 
  each of them a small sack of vegetables from the 
  surrounding crops before they leave.  
  ULP7-06 Portents of the Matron 
   
  Page 18 
  
  If the PCs agree to stay then Master Genju reacts 
  as follows:  
  Obviously pleased by your answer, Master 
  Genju says, “Ahh... a good meal with new 
  friends. Truly a blessing indeed. I will drink to 
  that,” he says as he takes a deep, long swig 
  from his jug.  
  “Master Genju”, says Tristen, “They should 
  know by now that you’ll drink to anything.”  
  Master Genju stops chugging for a moment 
  and looks at Tristen with a wry smile as he 
  says, “Well then at least I’m consistent!!” 
  ENCOUNTER 5: 
  HOMEWRECKERS 
  If the PCs agreed to the celebratory meal then this 
  takes place a couple hours later; assume that it is 
  between 6-7 PM at the time. During this time and 
  unknown to the PCs and inhabitants of the Temple 
  of Serenity, Red Mantis has decided to make an 
  example of her brother and those within the 
  Temple of Serenity for refusing to ally with her. To 
  this end, she sends a small but formidable strike 
  force against the Temple of Serenity with the 
  intent of destroying it and slaying every single 
  person within it. She is unaware that the PCs are 
  present but her minions have orders to slaughter 
  everyone they find regardless. Once the PCs have 
  settled in for the meal, continue with the following 
  boxed text:  
  Preparations for your meal are swift and well-
  coordinated. Master Genju sends several of his 
  acolytes to gather specific types of vegetables 
  from the gardens surrounding the monastery 
  while others set about the task of baking fresh 
  bread for the meal.  
  One of the things you learn during the time 
  leading up to the meal is that the eating of 
  meat is strictly forbidden within the Temple of 
  Serenity. In his explanation, Master Genju says 
  that to do so is to partake personal enjoyment 
  from the suffering of life which unbalances the 
  spirit. Nonetheless he assures you that the 
  meal will be to your liking.  
  As the dinner table is being set, Master Genju 
  calls out to one of his acolytes and says, 
  “Zatara, close the doors for the evening.”  
  With that, a young human girl with roughly 
  shoulder-length red hair scurries to the front 
  double doors. Just as the doors are about to 
  close a powerful impact shakes the entire 
  building as a wave of searing flame consumes 
  Zatara, reducing her body to a smoldering 
  husk. Pained screams of terrified animals can 
  be heard coming from outside. What once 
  promised to be a calm dinner session has 
  devolved into a desperate fight for survival. 
  Amidst the chaos and confusion of the 
  moment a cold heartless voice barks out a 
  single malevolent command. It says “Let the 
  will of Red Mantis be done.”  
  The members of the monastery immediately rush 
  out to protect the animals and confront their 
  attackers. Quite literally the entire monastery is 
  under siege to the point that the duration of the 
  battle against their foes will decide the extent of 
  damage to the monastery as well as the 
  percentage of its members that are killed. Also 
  note that because this is planned assault, the DM 
  should take time aside to have the NPCs buffed to 
  the hilt with spells, items, or anything else at their 
  disposal. 
  If any PCs have the curse/notice called “Her Spite 
  Upon You” from ULP7-MM02 then they are 
  recognized as special foes of Red Mantis. The 
  NPC villains all get a +1 bonus to his/her attacks 
  and 
  all 
  saves 
  against 
  any 
  PC 
  with 
  this 
  curse/notice.  
  Tactics: Listed below is the general guide as to 
  how the NPCs engage combat with the PCs. Keep 
  in mind that this is merely the most probable 
  course of action that they take and their tactics 
  can change based on the actions of the PCs. If 
  necessary, the DM may adjust the tactics to make 
  the 
  challenge 
  level 
  of 
  the 
  combat 
  more 
  appropriate for the PCs.  
  APL 4: Krawlos tries to control the battle in his 
  favor using spells that control the terrain. If he 
  must engage a PC, he does so in tandem with 
  Dirtbag, flanking if able. Krawlos sends the ape to 
  pummel anyone who looks or acts like a 
  spellcaster while the monstrous spider goes after 
  a random PC. Vitros is very arrogant and looks for 
  the toughest looking fighter type to challenge.  
  APL 6-10: Krawlos tries to control the battle in his 
  favor using spells that control the terrain. If he 
  must engage a PC, he does so in tandem with 
  Dirtbag (and Creeper at APL 10), flanking if able. 
  Krawlos sends the ape (or gambol at APL 10) to 
  pummel anyone who looks or acts like a 
  spellcaster. Gossamer attempts to pin down PCs 
  with his web attacks and then closes in with 
  ULP7-06 Portents of the Matron 
   
  Page 19 
  
  natural weapons. Vitros is very arrogant and looks 
  for the toughest looking fighter type to challenge. 
  APL 12: Same as above accept for the death knell 
  beetle that unleashes its sonic blast and then 
  tears apart anything that gets in its way.  
  APL 4 (EL 6) 
  Krawlos Fulgorn, male human Drd 3: hp 21; 
  see Appendix 1 
  Dirtbag, male badger animal companion; 
  hp 21; see Appendix 1 
  Standard Ape: hp 32; see Appendix 1 
  Standard large monstrous spider; hp 22; 
  see Appendix 1 
  Vitros Venomstrike, male tauric goblin/ 
  medium scorpion War 2: hp 37; see 
  Appendix 1 
  APL 6 (EL 8) 
  Krawlos Fulgorn, male human Drd 5: hp 33; 
  see Appendix 2 
  Dirtbag, male badger animal companion; 
  hp 41; see Appendix 2 
  Standard Ape: hp 32; see Appendix 2 
  Gossamer, advanced ettercap; hp 74; see 
  Appendix 2 
  Vitros 
  Venomstrike, 
  male 
  tauric 
  goblin/medium scorpion Brb 1/Scout 1: hp 
  40; see Appendix 2 
  APL 8 (EL 10) 
  Krawlos Fulgorn, male human Drd 7: hp 47; 
  see Appendix 3 
  Dirtbag, 
  male 
  dire 
  badger 
  animal 
  companion; hp 45; see Appendix 3 
  Advanced 
  male 
  gambol: 
  hp 
  99; 
  see 
  Appendix 3 
  Gossamer, advanced ettercap; hp 74; see 
  Appendix 3 
  Vitros Venomstrike, male tauric hobgoblin/ 
  large scorpion Brb 2: hp 59; see Appendix 3 
  APL 10 (EL 12) 
  Krawlos 
  Fulgorn, 
  male 
  human 
  Drd 
  8/vermin lord 1: hp 60; see Appendix 4 
  Creeper, male vermin lord servant: hp 30; 
  see Appendix 4 
  Dirtbag, 
  male 
  dire 
  badger 
  animal 
  companion; hp 45; see Appendix 4 
  Advanced male gambol: hp 156; see 
  Appendix 4 
  Gossamer, advanced ettercap Rog 3; hp 
  104; see Appendix 4 
  Vitros Venomstrike, male tauric hobgoblin/ 
  large scorpion Brb 2/ Ftr 2: hp 87; see 
  Appendix 4 
  APL 12 (EL 14) 
  Krawlos 
  Fulgorn, 
  male 
  human 
  Drd 
  8/vermin lord 3: hp 69; see Appendix 5 
  Creeper, male vermin lord servant: hp 34; 
  see Appendix 5 
  Dirtbag, 
  male 
  dire 
  badger 
  animal 
  companion; hp 45; see Appendix 5 
  Advanced male gambol (x2): hp 156 each; 
  see Appendix 5 
  Standard knell beetle; hp 126; see Appendix 
  5 
  Vitros Venomstrike, male tauric hobgoblin/ 
  large scorpion Brb 2/ Ftr 2/ Rgr 1: hp 103; 
  see Appendix 5 
  In reference to the damage and death toll to the 
  monastery and its members, refer to the following 
  information and chart below:  
  Monastery walls: (as per Masonry wall) – 
  Hardness: 8, Hit points – 90, Break DC 35. This 
  applies to each specific 5x5 ft. section. 
  The monastery itself is a two floor building that is 
  20 ft. high by 75 feet long and 40 feet wide. 
  Consider the front doors destroyed by the blast, 
  leaving a 10 ft. open space into the monastery. 
  The DM should draw this structure out as the PCs 
  and NPCs may use it for cover, later it with spell 
  use, etc.  
  Duration of PC combat with foes: 3 rounds or less; 
  light damage to the monastery and 10% fatalities. 
  Duration of PC combat with foes: 5 rounds or less; 
  light to moderate damage to the monastery and 
  20% fatalities. 
  Duration of PC combat with foes: 7 rounds or less; 
  moderate damage to the monastery and 30% 
  fatalities. 
  Duration of PC combat with foes: 9 rounds or less; 
  moderate to severe damage to the monastery and 
  40% fatalities, including Fevros. One of the 
  ULP7-06 Portents of the Matron 
   
  Page 20 
  
  monasteries walls is completely destroyed and a 
  section of the second floor has collapsed 
  Duration of PC combat with foes: 11 rounds or 
  more; severe damage to the monastery and 50% 
  fatalities, including Fevros. Tristen is left at -1 hit 
  points and is not stabilized. The monastery is 
  completely destroyed. 
  If the PCs are defeated in battle, read the following 
  boxed text. 
  The path of devastation laid by your foes is 
  both swift and relentless and you soon find 
  yourselves tasting the bitterness of defeat. The 
  smell of smoke, blood, and death swirl around 
  you and you are helpless to stop the 
  onslaught. Content to leave the monastery in 
  ruins and a heavy number of its inhabitants 
  slain, your attackers leave you, the sound of 
  their triumphant laughter trailing behind them. 
  If the PCs defeat their attackers read the following 
  boxed text:  
  Leading the charge against the monasteries 
  attackers, Master Genju surges forward into 
  the fray with Tristen and Fevros close behind 
  him. They weave in and out of combat, sliding 
  like living arcs of lightning between sword and 
  claw swings to deliver thunderous blows with 
  their arms, legs, elbows, and any other part of 
  the body best suited to the task. The combined 
  force of the monasteries students and warriors 
  is overwhelming and when combined with your 
  timely assistance, proves too much for the 
  attackers. As the last of the enemy falls to a 
  skull crushing swing of Master Genjus's 
  chained drinking jug it is clear that victory is 
  yours.  
  As your survey the damage and the wounded, 
  Master Genju comes up to you, his common 
  robes stained in blood and insect ichor. He 
  does his best to contain his anger but does so 
  poorly.  
  “Dear Zuoken this is horrible!!!”, says Master 
  Genju. “I was content to abstain from the 
  affairs of the outside world but in light of this 
  atrocity I can do so no longer. If you wish to 
  stay the night, rest, heal your wounds, you 
  may do so. We will protect you as well as we 
  can.”  
  “She has gone too far this time,” says Tristen, 
  walking towards you slowly. His shirt is 
  shredded revealing a nasty bruise on his ribs. 
  “Red Mantis is dead to me. Do what you must 
  but her threat must be ended once and for all.” 
  The most that Master Genju can offer in the form 
  of healing is one potion of cure light wounds per 
  PC but ONLY if they really need it since there are 
  many injured monastery members as well. 
  ENCOUNTER 6: NOTHING 
  TO SEE HERE. MOVE 
  ALONG  
  After getting a good nights rest, the PCs can head 
  out to the lair of Red Mantis in the morning. It 
  takes roughly 3 hours to reach it if the PCs are 
  moving at standard movement rate.  
  Entry into the lair of Red Mantis is through the 
  mouth of the cave which is 10 ft. wide by 10 ft. 
  high and part of a rocky hill about 30 ft. high and 
  30 foot in radius and covered in medium sized 
  boulders but very sparse shrubbery ( not enough 
  for an entangle spell. In order to climb and move 
  through this rocky hilly at normal speed, those 
  moving through must make a DC 10 Climb check. 
  Failure means that they move at half speed. The 
  area beyond this is standard grassy shrubbery.  
  One of the large stones on the rocky hillside is not 
  actually a stone but rather a permanent image of 
  one (as per permanent image spell cast at 12th 
  level caster – DM rolls 1d3+1 to decide how many 
  stones there are). Sitting inside the illusion is 
  either a varag or an ettercap named Skyter (which 
  one depends on APL). PCs can make a Will save 
  DC 19 in order to disbelieve the illusion but ONLY 
  if they have interacted with it. He is the guard of 
  the lair and charged with defending and warning 
  against intruders.  
  If any PCs have the curse/notice called “Her Spite 
  Upon You” from ULP7-MM02 then they are 
  recognized as special foes of Red Mantis. The 
  NPC villains all get a +1 bonus to his/her attacks 
  and 
  all 
  saves 
  against 
  any 
  PC 
  with 
  this 
  curse/notice.  
  Unless the PCs use special precautions to not be 
  seen when approaching the lair of Red Mantis, 
  when they come within 60 ft. of the cave entrance, 
  they are attacked. In some cases the creatures 
  have advantages that negate certain PC actions 
  (tremorsense, ethereal travel, etc.). At the PCs 
  approach the cave entrance read the following 
  boxed text:  
  ULP7-06 Portents of the Matron 
   
  Page 21 
  
  Following the directions on your map to Red 
  Mantises lair, you see the entrance before you. 
  It is a roughly 15 ft. wide and 10 ft. high 
  opening situated on a sparsely shrubby rocky 
  hill 30 ft. in radius with a gradual slope to it.  
  There has been a moderate amount of traffic 
  through this area. PCs can make a Track check 
  DC 15 to discern the following information. Many 
  of the tracks belong to medium-sized humanoids 
  but a few are actually giant-sized while others 
  belong to various different insect types.  
  The moment the PCs activate the encounter, read 
  the following boxed text. If the PCs do not discern 
  that Skyter is hiding within the permanent illusion 
  of the large stone he gets a surprise, as do the 
  phase spiders if the PCs do not notice them 
  lingering within the Ethereal Plane and preparing 
  to strike at them. Keep in mind that creatures in 
  the Ethereal Plane can see into the Prime Material 
  Plane but creatures in the Prime Material Plane 
  cannot see into the Ethereal Plane unless they 
  use magic or some other extraordinary means of 
  doing so.  
  Boxed text for APLs 4 & 6 
  As you approach the cave entrance you hear a 
  loud shrill scream coming from the large 
  stones near the center of the rocky hill. 
  Emerging from within the center of the stone 
  itself is a strange feral looking creature. It 
  hisses at you angrily, clearly disapproving of 
  your arrival. From the mouth of the cave dart 
  out large insects that move towards you 
  hastily. Their dull black eyes reveal no emotion 
  but their violent intentions are made clear by 
  the frenzied snapping of their mandibles. 
  Boxed text for APLs 8-12 
  As you approach the cave entrance you hear a 
  loud shrill scream coming from the large 
  stones near the center of the rocky hill. 
  Emerging from within the center of the stone 
  itself is a strange feral looking creature. It 
  hisses at you angrily, clearly disapproving of 
  your arrival. Phasing into existence from all 
  sides come giant wolf spider-like creatures 
  with large heads and variegated markings of 
  white, blue, and gray all over their legs and 
  backs. Their eight silver-white eyes reveal no 
  emotion but their violent intentions are made 
  clear by the frenzied snapping of their 
  mandibles. 
  Tactics: Listed below is the general guide as to 
  how the NPCs will engage combat with the PCs. 
  Keep in mind that this is merely the most probably 
  course of action that they will take and their tactics 
  can change based on the actions of the PCs.. If 
  the DM feels that he or she must adjust the tactics 
  to make the combat more challenging then he or 
  she is free to do so.  
  APL 4: Skyter uses ranged attacks with his 
  javelins, stench stones, and glitter stones while the 
  monstrous spiders rush up to attack the PCs. If 
  Skyter sees that the spiders have the combat well 
  in hand he will continue this tactic until he has run 
  out of ranged weapons to attack with where upon 
  he will engage the PCs in melee combat. If the 
  spiders are getting trashed, he engages them at 
  the beginning of the following round. Skyter also 
  focuses his attacks on anyone who seems to have 
  succumbed to the spider venom.  
  APL 6: Skyter uses ranged attacks and spells, 
  particularly those that control terrain and slow 
  down the PCs while the monstrous centipedes 
  rush up to attack the PCs. If Skyter sees that the 
  centipedes have the combat well in hand he will 
  continue this tactic until he has run out of ranged 
  weapons or spells to attack with where upon he 
  will engage the PCs in melee combat. Skyter also 
  immediately 
  sends 
  his 
  dire 
  weasel 
  animal 
  companion ( double moving if necessary ) to warn 
  Red Mantis of intruders. If the centipedes are 
  getting trashed, he engages them at the beginning 
  of the following round. Skyter also focuses his 
  attacks on anyone who seems to have succumbed 
  to the centipede venom. His favorite tactic is to 
  cast the spell mass snakes swiftness which is a 
  swift spell to grant the centipedes another 
  immediate attack.  
  APLs 8-12: Skyter uses ranged attacks and 
  spells, particularly those that control terrain and 
  slow down the PCs while the monstrous 
  centipedes rush up to attack the PCs. If Skyter 
  sees that the phase spiders have the combat well 
  in hand he will continue this tactic until he has run 
  out of ranged weapons or spells to attack with 
  where upon he and his animal companion will 
  engage the PCs in melee combat. Skyter 
  immediately signals for one a phase spider which 
  has been ordered to stay in the Ethereal Plane to 
  travel unseen via the Ethereal Plane to warn Red 
  Mantis. If the phase spiders are getting trashed, 
  he engages them at the beginning of the following 
  round. Skyter also focuses his attacks on anyone 
  who seems to have succumbed to the phase 
  spider venom. When the phase spiders phase in, 
  they do so attempting as well as possible to 
  surround the PC which appears the most lightly 
  ULP7-06 Portents of the Matron 
   
  Page 22 
  
  armored and focus all their attacks on him/her if 
  able until that PC goes down or another PC 
  prevents the phase spiders from doing so. The 
  phase spiders possess sufficient intelligence to 
  make sensible combat decisions. His favorite 
  tactic is to cast the spell mass snakes swiftness 
  which is a swift spell to grant the phase spiders 
  another immediate attack.  
  If the PCs are defeated and captured by Skyter 
  and his minions then the adventure ends for them 
  here. Those that are not slain but incapacitated 
  are killed instantly and their bodies are dragged 
  back to the lair of Red Mantis to be used as food 
  for her minions. Shortly thereafter a Mine Ranger 
  patrol finds there remains, enough for a raise dead 
  if necessary. Even in defeat however, the PCs 
  achieve some measure of victory. If they made it 
  this far it is because the attack on the monastery 
  has failed and Red Mantis knows it is just a matter 
  of time before a larger, more powerful force comes 
  after her. She has her minions gather all that they 
  can and retreats in secret to the Pomarj and to the 
  safety of her benefactor Vetrovox. Thus her 
  planned assault against the Principality of Ulek 
  never comes to pass.  
  If the PCs are successful against the attacks of 
  Skyter and his minions it is still very likely within 
  APLs 6 and higher that Red Mantis has received 
  sufficient warning of impending danger and gains 
  time to prepare ( through the animal companion or 
  the phase spider ). Thus Red Mantis gains one 
  round of preparation for the total combined 
  number of rounds that the PCs spend fighting 
  Skyter and his minions as well as the rounds they 
  spend doing things such as healing up afterwards, 
  casting 
  buff 
  spells 
  after 
  combat 
  is 
  done, 
  administering healing / magic to prevent or 
  neutralize poisoning, etc. 
  ENCOUNTER 7: RED IS THE 
  COLOR OF MY HATE 
  The path to the heart of Red Mantis’ lair is fairly 
  direct, requiring no special Track or Survival rolls. 
  Eventually the PCs will reach the large central 
  chamber where the transmogrification pods are 
  located. In total, there are six of them; two large, 
  two 
  medium, 
  and 
  two 
  small. 
  The 
  transmogrification pods are magical and they are 
  used to meld the aspects of the insects with the 
  larger host bodies. The central chamber is 20 feet 
  high, 60 feet wide and 75 feet long. A set of 
  double doors 20 ft. wide and 10 feet high lead up 
  to the central chamber. Engraved on the each of 
  the doors themselves is a picture of a red praying 
  mantis. Once the PCs reach the double doors, 
  read the following boxed text:  
  Navigating the darkened tunnels before you 
  has 
  been 
  easier 
  than 
  expected. 
  You’ve 
  explored the few random twists and turns that 
  would otherwise deviate you and discovered 
  that they lead to dead ends.  
  At last it would seem that you have reached 
  your destination. Before you is a set of white 
  marble double doors. On each door panel is a 
  stylized engraving of a red praying mantis.  
  The doors are locked. The DC to Open Locks 
  varies by APL. If the PCs choose to go further by 
  destroying the door then use the following 
  statistics in terms of hardness and hit points. 
  Hardness 8, Hit Points 90, Break Down DC 25. 
  Open Lock DCs and hardness / hit points/ break 
  DCs by APL:  
  APL 4: Open locks DC 20: Hardness 5, Hit Points 
  15, Break DC 23 
  APL 6: Open locks DC 20: Hardness 7: Hit Points 
  20, Break DC 25 
  APL 8: Open Locks DC 25: Hardness 9: Hit Points 
  25, Break DC 25 
  APL 10: Open Locks DC 30: Hardness 11: Hit 
  Points 30, Break DC 29 
  APL 12: Open Locks DC 40: Hardness 13: Hit 
  Points 35, Break DC 29 
  Once the PCs have opened the door or somehow 
  made it into the central chamber, read the 
  following boxed text:  
  The smooth walled chamber before you holds 
  many curious sights. Chief amongst them are 
  six randomly sized pods that resemble egg 
  shells, two small, two medium, and two large, 
  chiseled with honeycomb designs on their 
  exterior and a smooth oval piece of amber 
  fixed upon each of them. To the west side of 
  the chamber are a set of double doors identical 
  to the ones you encountered when first 
  entering. The room flickers and shadows 
  dance with the light from torches affixed to the 
  walls. On the east side wall you see another 
  door. The doorknob and the area surrounding 
  it are covered in crimson stains.  
  If the PCs cast detect magic, they pick up the 
  following magical emanations with sufficient 
  concentration. The torches and each of the 
  ULP7-06 Portents of the Matron 
   
  Page 23 
  
  transmogrification pods emanate magic. The 
  torches radiate low to moderate Evocation magic 
  (continual flame spell) and the transmogrification 
  chambers 
  radiate 
  moderate 
  to 
  strong 
  Transmutation magic (a combination of polymorph 
  and baleful polymorph spells).  
  If the PCs study the pieces of oval amber they will 
  realize that contained within each of them are tiny 
  remains of random types of insects. This is 
  because when the insect properties are fused to 
  their host, some but not all of its body is consumed 
  in the process.  
  A Heal check DC 10 on the crimson stains on the 
  door to the east side of the room reveals it to be 
  dried blood. The door to this chamber is locked. 
  An Open Locks check DC 20 will unlock it. 
  Otherwise the PCs can use magical means or 
  force to open it. The hardness and hit points of the 
  door are as follows: Hardness 5, Hit Points 15, 
  Break Down DC 18. If the PCs open this door, 
  read the following boxed text. 
  As soon as the door is opened, the stench of 
  death and decay assaults your senses. The 
  putrefying body of a gnome half-eaten from the 
  waist down hangs from shackles to the north 
  side wall. Two sets of empty shackles are 
  located on the east side wall while the body of 
  a battered and bloodied gnome hangs from 
  shackles of the south side wall.  
  This dimensions of this room are 15 feet long by 
  15 feet wide and 20 feet high.  
  The gnome hanging on the south side wall is alive 
  but unconscious. His name is Otto Dunkleglink 
  and he is a gnome wizard who specializes in 
  crafting magic items from gems. He is currently at 
  -1 hit points but stable. If the PCs revive him, Otto 
  tells them that he and his poor brother Frobo (the 
  half a gnome hanging on the wall across from him) 
  were captured by a band of flying bug-winged orcs 
  and taken prisoner. When Red Mantis discovered 
  Otto’s talent for crafting magic items from gems, 
  she demanded that he do so for her pay the price. 
  When he refused, Red Mantis had one of her 
  insectile troll minions eat half of Frobo alive while 
  Otto was forced to watch in horror. Despite this, 
  Otto refused to give in and was subsequently 
  beaten into unconsciousness. He promises to 
  reward the PCs handsomely if they free him.  
  To the far end of the main chamber area is a set of 
  secret double doors identical to the ones 
  encountered when entering the chamber. A 
  Search check DC 30 is required to detect the 
  secret double door due to extra precautions taken 
  to hide its existence. For all intents and purposes it 
  appears as a normal section of the wall until its 
  true nature is revealed. If Red Mantis and her 
  allies have been alerted (which is likely the case) 
  they are behind these doors waiting to strike.  
  Three rounds after the PCs have been in the 
  chamber, the large double doors on the west side 
  of the chamber open by themselves. There is no 
  trap involved in this but rather this is a distraction 
  and a means to play on the paranoia of the 
  players. Beyond the doors is a hallway that is 20 
  feet high that goes 40 feet west and then 40 feet 
  north before ending in a dead end.  
  When the large double doors to the west open up, 
  at the far end of the 40 ft. long tunnel, a 
  programmed image will activate (12th level wizard 
  caster level) which depicts a pair of heavily 
  muscled displacer beasts in spiked chain shirt 
  barding with an insectile template hobgoblin 
  wizard casting the following spells in this order: 
  mass cat’s grace (Spellcraft check DC 21), 
  greater heroism (Spellcraft check DC 21), shield 
  (Spellcraft 
  check 
  DC 
  16), 
  and false life 
  (Spellcraft check DC 17). In order to maintain the 
  illusion, the displacer beasts move up to the 
  beginning of the tunnel by the door and act as if 
  they are barring the PCs passage to get to the 
  insectile hobgoblin caster. If the PCs somehow get 
  past them and go after the insectile hobgoblin 
  wizard, the displacer beats will turn and react to 
  attack these PCs in order to reinforce the illusion. 
  NOTE: unless the SPECIFICALLY interact with 
  the illusion (firing missile weapons and hitting, 
  appropriate spell use, attempting to grapple the 
  creatures, etc.) they DO NOT get a Will save to 
  disbelieve the illusion. The Armor Class for all 
  illusionary 
  creatures 
  present 
  is 
  11. 
  The 
  programmed illusions are also programmed to 
  react to attacks as would a normal foe. The saving 
  throw to disbelieve the programmed illusion is a 
  Will save DC 19.  
  One round after these west side doors open, the 
  secret door will slide open, allowing Red Mantis 
  and her allies to enter the room. If they can split 
  the PC party they will do so.  
  The dimensions of the central chamber are 125 ft. 
  long by 50 feet wide and 25 feet high.  
  Listed below are the set of probable tactics by the 
  NPC villains. The DM is not bound to follow these 
  tactics implicitly, especially if it would prove 
  tactically unsound for them to do so. Thus the DM 
  ULP7-06 Portents of the Matron 
   
  Page 24 
  
  may alter tactics if necessary in order to provide a 
  greater challenge.  
  If any PCs have the curse/notice called “Her Spite 
  Upon You” from ULP7-MM02 then they are 
  recognized as special foes of Red Mantis. The 
  NPC villains all get a +1 bonus to his/her attacks 
  and 
  all 
  saves 
  against 
  any 
  PC 
  with 
  this 
  curse/notice.  
  Tactics:  
  APL 4: Red Mantis comes in invisible using her 
  potion while her allies move forward on the PCs, 
  including her animal companion Klaw. The spiders 
  try to use web attacks followed up by poison bites. 
  Red Mantis enters combat only if pressed to do so 
  or if her spell compliment and disposable items 
  are running low.  
  APL 6: Red Mantis and Fireclaw come in invisible 
  while Pincer and the harpoon spider move forward 
  to engage the PCs, including her animal 
  companion Klaw. Fireclaw dishes out round after 
  round of damage and Red Mantis uses buffs and 
  direct damage through items to take PCs and 
  enhance the fighting capacity of her close combat 
  creatures. Red Mantis avoids close combat unless 
  things are going very bad.  
  APL 8: Red Mantis and Fireclaw come in invisible 
  while Pincer, Mandible, the harpoon spider, and 
  the animal companion Klaw move forward against 
  the PCs. Red Mantis spells are primarily geared to 
  enhance her warriors fighting ability and debilitate 
  PCs. Fireclaw tries his best to remain at the back, 
  raining direct damage on the PCs, buffing his 
  allies, and incapacitating PCs with spells such as 
  Tasha’s Hideous Laughter, ray of dizziness, ray of 
  enfeeblement. Red Mantis avoids close combat 
  unless things are going badly.  
  APL 10-12: Red Mantis and Fireclaw come in 
  invisible while Pincer, Mandible, the harpoon 
  spider, and the animal companion Klaw move 
  forward against the PCs. At both APLs Pincer and 
  Mandible are also invisible as well as the harpoon 
  spider and Klaw if the harpoon spider and claw 
  remain adjacent to each of them ( uses up 2 
  charges of their Vanisher cloaks ).Red Mantis 
  spells are primarily geared to enhance her 
  warriors fighting ability and debilitate PCs. 
  Fireclaw tries his best to remain at the back, 
  raining direct damage on the PCs, buffing his 
  allies, and incapacitating PCs with spells such as 
  Tasha’s Hideous Laughter, ray of dizziness, ray of 
  enfeeblement. Red Mantis avoids close combat 
  unless things are going badly. Twitch hides behind 
  one of the Large transmogrification pods and 
  moves to attack from hiding when ordered to by 
  Red Mantis. At APL 12, the DM should make 
  special note of the retributive spell feat which is in 
  effect on Red Mantis and Fireclaw.  
  If the PCs are defeated in the combat, Red Mantis 
  leaves them to the voracious mercy of the insectile 
  trolls, Klaw, and the harpoon spider who devour 
  them for food. The bodies of these PCs are later 
  found by a contingent of Mine Rangers and there 
  is enough biological material to allow for a Raise 
  Dead spell. For these unlucky PCs, read the 
  following boxed text. 
  The last thing you wanted was to have this 
  dark terrible place that become your tomb but 
  it would appear that this is what awaits you. 
  The very foes which felled you but moments 
  ago now hover over you, glaring at you with 
  hungry eyes as drools of saliva drip from their 
  mouths. Your demise is neither quick nor 
  merciful as through the haze of pain and fear 
  you can make out a female voice say, “Start 
  with the fingers and toes and work your way 
  up. May they know only suffering in their final 
  moments.”  
  If the PCs are victorious, then read the following 
  boxed text. 
  The battle was fierce and at times desperate 
  but in the end victory was yours to savor. A 
  quick reconnoiter of the underground complex 
  you find several rooms where unspeakable 
  horrors were committed but sadly, aside from 
  the gnome, there are no other survivors. Now 
  that Red Mantis is your prisoner you must 
  decide her fate given that you have a few 
  people 
  of 
  influence who would provide 
  handsomely for her acquisition.  
  At this point it is entirely possible that the PCs 
  might differ on who should gain possession of Red 
  Mantis first or in the case of Lady Senja, 
  permanently. It is entirely possible that some of 
  the PCs might lie, betray, or manipulate the 
  situation in their favor but given the offers made to 
  them and the influence of metaorgs or past 
  dealings, this is almost expected. The DM should 
  ask the PCs what they are going to do with her 
  and let things develop from there. Whatever the 
  ultimate decision is, the three possible conclusions 
  are provided for the DM to read to the PCs. The 
  DM SHOULD NOT penalize PCs on the AR if 
  fellow PCs decide to pull a swerve on them 
  without their knowledge but if the PCs make the 
  active and unwise choice to betray a particular 
  ULP7-06 Portents of the Matron 
   
  Page 25 
  
  NPC then they are subject to whatever the 
  consequences may be. If a favor is earned by the 
  PCs, all of them earn the favor regardless of 
  whether they agreed on who to give Red Mantis to 
  or not.  
  Something else the DM should consider is PCs 
  who openly attempt to place the magic teleport 
  beetle on Red Mantis in view of fellow PCs. The 
  DM can adjudicate this situation as it happens, 
  perhaps with Slieght of Hand checks opposed by 
  Spot checks or a Bluff check opposed by a Sense 
  Motive check. If PCs disagree on the course of 
  action to take, it may alos come down to an 
  initiative roll to see if one PC can stop another. 
  Regardless, simply assess the situation as resolve 
  it in the most fair and logical manner.  
  CONCLUSION A: PLAYING IT 
  SAFE 
  If the PCs bring Red Mantis back to Colonel 
  Krufec, then read the appropriate boxed texts 
  depending on whether she is alive or dead.  
  If bringing Red Mantis to Colonel Krufec alive: 
  Having succeeded in your mission you bring 
  Red Mantis back to the military station in 
  Havenhill where Colonel Krufec is waiting for 
  you 
  along 
  with 
  a 
  sizable 
  retinue 
  of 
  Adamantium Guard. He eyes Red Mantis with a 
  mixture of curiosity and disgust at her alien 
  form.  
  “So this is the one that has been causing so 
  many problems for us eh?”, says Colonel 
  Krufec. “Well, your days of being a thorn on 
  our side have ended. You might find the 
  accommodations of our brig not much to your 
  liking but I suggest you get used to the idea.” 
  With that, Colonel Krufec has Red Mantis 
  heavily gagged and bound by her arms and 
  legs in thick metal shackles after which she is 
  dragged off by the Adamantium Guard. 
  “You’ve done your country a great service 
  today and we won’t forget. With Red Mantis 
  out of the way and by Moradin's grace the path 
  for us is now clear. The final battle is at hand 
  and when that time comes we will need 
  stalwart adventurers such as yourselves to 
  answer the call.”  
  If bringing Red Mantis to Colonel Krufec dead:  
  Having succeeded in your mission you bring 
  Red Mantis back to the military station in 
  Havenhill where Colonel Krufec is waiting for 
  you 
  along 
  with 
  a 
  sizable 
  retinue 
  of 
  Adamantium Guard. He eyes Red Mantis with a 
  mixture of curiosity and disgust at her alien 
  form and a bit of displeasure seeing that she is 
  dead. 
  “So this is the one that was been causing so 
  many problems for us eh?”, says Colonel 
  Krufec. “Well, her days of being a thorn on our 
  side have ended. Between a speak with dead 
  or a raise dead spell, we should be able to get 
  the information we need. Once revived, I’m 
  sure she won’t find the accommodations of 
  our brig to much to her liking but she’ll have to 
  get used to the idea.” 
  With 
  that, 
  Colonel 
  Krufec 
  directs 
  the 
  Adamantium Guard to carry Red Mantis away. 
  “You’ve done your country a great service 
  today and we won’t forget. With Red Mantis 
  out of the way and by Moradin’s grace the path 
  for us is now clear. The final battle is at hand 
  and when that time comes we will need 
  stalwart adventurers such as yourselves to 
  answer the call.”  
   
   
   
   
  CONCLUSION B: 
  WE HAVE WAYS TO MAKE 
  HER TALK 
  If the PCs decide to bring Red Mantis to Spyder 
  first instead of Colonel Krufec or Red Mantis then 
  read the following boxed texts depending on 
  whether she is alive or dead. 
  If bringing Red Mantis to Spyder alive:  
  Having succeeded in your mission you bring 
  Red Mantis to the spot on the roadway 
  designated by Spyder. As described by him, 
  you see a carriage with a broken wheel pulled 
  off along the side of the roadway. The given 
  exchanges are traded after which the carriage 
  driver smiles and says, “Well done then. We’ll 
  take it from here.” 
  With that, the carriage driver lets out a sharp 
  whistle as 10 armed men and woman exit from 
  the carriage which oddly does not seem large 
  enough to fit so many people. For several 
  rounds some of them go about placing heavy 
  shackles on her arms and legs. Others stand 
  watch around the carriage while all of this 
  ULP7-06 Portents of the Matron 
   
  Page 26 
  
  goes on. The carriage driver turns and looks at 
  the broken wheel and with a wave of his hands 
  and a few uttered words the wheel repairs 
  itself before your very eyes. Lastly, one of the 
  armed men dressed in black robes pulls out a 
  small handful of clay and speaks words of 
  power as he points to Red Mantis. Suddenly, 
  her head jolts back and her eyes seem to roll 
  in her head as a thin line of slobber rolls down 
  her cheek. As Red Mantis is then carried into 
  the carriage, the driver turns to you and says, 
  “Meet us here in 24 and we will return her to 
  you.” With that the carriage takes off.  
  PCs can make a Spellcraft checks for with the 
  following DCs to discern the spells that have been 
  cast; DC 17 for the Make Whole spell used to 
  repair the wheel and DC 20 for the Feeblemind 
  spell used to render Red Mantis incapable of 
  spellcasting or wild shaping. If the PCs cast detect 
  magic on the carriage and concentrate, allow them 
  a Spellcraft roll DC 19 to discern that there is 
  between moderate and heavy Conjuration magic 
  on the carriage (the entire thing is like a mobile 
  Leomund’s Secure Shelter).  
  If bringing Red Mantis to Spyder dead:  
  Having succeeded in your mission you bring 
  Red Mantis to the spot on the roadway 
  designated by Spyder. As described by him, 
  you see a carriage with a broken wheel pulled 
  off along the side of the roadway. The given 
  exchanges are traded after which the carriage 
  driver smiles and says, “Well done then. We’ll 
  take it from here.” 
  With that, the carriage driver lets out a sharp 
  whistle as 10 armed men and woman exit from 
  the carriage which oddly does not seem large 
  enough to fit so many people. While a pair of 
  them wrap Red Mantis’s body in a thick cloth, 
  the rest of them form a perimeter around the 
  carriage and stand watch. The carriage driver 
  then turns and looks at the broken wheel and 
  with a wave of his hands and a few uttered 
  words the wheel repairs itself before your very 
  eyes. As Red Mantis is then carried into the 
  carriage, the driver turns to you and says, 
  “Meet us here in 24 and we will return her to 
  you.” With that the carriage takes off.  
  If the PCs cast detect magic on the carriage and 
  concentrate, allow them a Spellcraft roll DC 19 to 
  discern that there is between moderate and heavy 
  Conjuration magic on the carriage (the entire thing 
  is like a mobile Leomund’s Secure Shelter).  
   
   
   
  CONCLUSION C: 
  TOUGH LOVE 
  If the PCs bring Red Mantis back to Red Mantis, 
  then read the following boxed text depending on 
  whether she is dead or alive.  
  If the PCs bring Red Mantis to Lady Senja alive:  
  You appear upon the designated area outside 
  of Lady Senja's lair. Waiting for you is Lady 
  Senja along with what must be a contingent of 
  her followers. True to her descriptions, some 
  of the creatures in her service glare at you with 
  disdain while others look on in indifference. 
  What is clear however is that each of them 
  bows to the whims of their Matron.  
  PCs can make the following Knowledge checks to 
  discern some of the creatures accompanying her:  
  Knowledge: Dungeoneering: DC 11 (various 
  insectile template humanoids – 15 in total), DC 15 
  (ettercaps – 5 in total), DC 19 (stonesinger – 
  solitary), DC 22 ( chwidencha – solitary ) 
  Knowledge: Arcana: DC 12 ( phase wasps – a 
  dozen ) 
  Knowledge: Nature: DC 16 ( lesser knell beetle – 
  a pair ), DC 22 ( standard knell beetle – a pair ), 
  DC 22 ( chelicera – solitary ), DC 12 or higher ( 
  standard and larger than normal sized vermin 
  such as spiders, scorpions, praying mantis, 
  wasps, and centipedes – combined total of 24 )      
  Knowledge: Planes: DC 25 ( bonespear – 
  solitary ) 
  The DM should make is clear that it is unwise for 
  the PCs to engage in any kind of conflict. They are 
  clearly outnumbered. If it looks like they are about 
  to instigate a fight, allow them a Sense Motive 
  check DC 10 to realize that the creatures present 
  are cowed by both fear and loyalty to Lady Senja.  
  Lady Senja strolls casually up to Red Mantis, 
  shaking her head as to acknowledge her 
  disapproval at her insolent child. Suddenly, 
  she rears back and slaps Red Mantis in the 
  side of the face violently as rage flares in her 
  eyes. 
  “Arrogant whelp!! What were you thinking? 
  Threatening me and my way of life? I offered 
  you a domain to rule and all that was asked of 
  you was to stay out of the affairs of the surface 
  world. Time and time again I told you no good 
  would come of it but you refused to listen.”, 
  ULP7-06 Portents of the Matron 
   
  Page 27 
  
  says Lady Senja, squeezing her daughters 
  cheeks together. “You leave me no choice.”  
  As a small stream of blood trickle down her 
  cheek from her cut lip, Red Mantis laughs 
  defiantly and sarcastically at Lady Senja and 
  says, “You weak-willed hedonistic harlot!! If 
  you would have spent less time satisfying the 
  urges between your legs and more time 
  putting your power to good use, both the 
  domain below and this land above would be 
  yours so spare me the cheap soliloquy Senja.” 
  Infuriated, Lady Senja pushes Red Mantis to 
  ground and pulls out a scroll from her cloak 
  pocket. As she reads the words of power from 
  it, the scroll glows brightly for a moment 
  before crumbling to dust. Suddenly, a huge 
  figure made of solid rock rises from the 
  ground and stands towering above all of you. It 
  looks at Lady Senja and stands in silence as if 
  waiting for an order.  
  A Spellcraft check DC 21 reveals that the spell 
  off the scroll was a Summon Monster VI.  
  Lady Senja looks down at Red Mantis with 
  hatred and says, “Crush her arms and legs to 
  pulp.” 
  With that, the large stone creature reaches 
  down, pinning Red Mantis’s legs under its 
  incredible weight while grabbing both her arms 
  and squeezing. Red Mantis struggles in vain 
  and screams madly but even her screams 
  cannot drown out the sickening snap of one 
  bone after another. Satisfied with its work, 
  Lady Senja looks at the creature and simply 
  nods. With that the creature sinks into the 
  ground from where it came.  
  As Red Mantis lays sprawled on the ground, 
  her arms and legs hideously mangled and 
  bleeding she turns to the strange, multi-legged 
  scorpion-like creature nearby and says, “Shrill, 
  take her away. If she thinks that is the worst I 
  can do to her, she doesn’t know me very well.” 
  “As for you”, says Lady Senja, turning to face 
  you once more, “I am a woman of my word and 
  you have done well. As per our agreement, 
  here is your payment and our business is 
  concluded.  
  Signaling with her hand, a pair of ettercaps 
  move forward carrying a large chest and place 
  it in front of you. One of them opens it to 
  reveal a sizable pile of platinum coins and a 
  wide assortment of magical items.  
  As Lady Senja and her contingent leaves, she 
  turns to you one last time and with a 
  mischievous smile says, “Tell Spyder that I’ll 
  keep my bed warm for him in case he changes 
  his mind.”  
  If the PCs bring Red Mantis to Lady Senja dead:  
  You appear upon the designated area outside 
  of Lady Senja’s lair. Waiting for you is Lady 
  Senja along with what must be a contingent of 
  her followers. True to her descriptions, some 
  of the creatures in her service glare at you with 
  disdain while others look on in indifference. 
  What is clear however is that each of them 
  bows to the whims of their Matron.  
  PCs can make the following Knowledge checks to 
  discern some of the creatures accompanying her:  
  Knowledge: Dungeoneering: DC 11 ( various 
  insectile template humanoids – 15 in total ), DC 15 
  ( ettercaps – 5 in total ), DC 19 ( stonesinger – 
  solitary ), DC 22 ( chwidencha – solitary ) 
  Knowledge: Arcana: DC 12 ( phase wasps – a 
  dozen ) 
  Knowledge: Nature: DC 16 ( lesser knell beetle – 
  a pair ), DC 22 ( standard knell beetle – a pair ), 
  DC 22 ( chelicera – solitary ), DC 12 or higher ( 
  standard and larger than normal sized vermin 
  such as spiders, scorpions, praying mantis, 
  wasps, and centipedes – combined total of 24 )      
  Knowledge: Planes: DC 25 ( bonespear – 
  solitary ) 
  The DM should make is clear that it is unwise for 
  the PCs to engage in any kind of conflict. They are 
  clearly outnumbered. If it looks like they are about 
  to instigate a fight, allow them a Sense Motive 
  check DC 10 to realize that the creatures present 
  are cowed by both fear and loyalty to Lady Senja.  
  Seeing that Red Mantis is already dead, Lady 
  Senja stares at the body for a moment. Her 
  eyes swell up with tears but ever defiant, she 
  refuses to shed even one.  
  “Arrogant whelp of a child.”, she says 
  somberly, “What were you thinking? I offered 
  you a domain to rule and all that was asked of 
  you was to stay out of the affairs of the surface 
  world. Time and time again I told you no good 
  would come of it but you refused to listen.” 
  Turning her gaze to each of you Lady Senja 
  says, “Place the body on the ground. We will 
  handles matter from this point forward.”  
  ULP7-06 Portents of the Matron 
   
  Page 28 
  
  Once the body is placed on the ground, Lady 
  Senja turns to the strange, multi-legged 
  scorpion-like creature nearby and says, “Shrill, 
  take her away immediately.” 
  “As for you”, says Lady Senja, turning to face 
  you once more, “I am a woman of my word and 
  you have done well. As per our agreement, 
  here is your payment and our business is 
  concluded.  
  Signaling with her hand, a pair of ettercaps 
  move forward carrying a large chest and place 
  it in front of you. One of them opens it to 
  reveal a sizable pile of platinum coins and a 
  wide assortment of magical items. At that 
  point, Lady Senja and her contingent leave.  
   
   
   
         The End 
   
  CAMPAIGN 
  CONSEQUENCES 
  If the PCs discover the lair of Red Mantis but are 
  unable to defeat her, it is still a victory of sorts. 
  Seeing that her lair has been compromised, Red 
  Mantis packs up her belongings and heads out for 
  the Pomarj to gain sanctuary from Vetrovox her 
  vermin lord benefactor. If the PCs are able to 
  defeat Red Mantis then the fate of Red Mantis 
  depends on who they deliver her to. If they deliver 
  her to Colonel Krufec or Spyder, she is 
  interrogated and put to a swift trial where she is 
  found guilty and sentenced to death. One month 
  later she is killed. If the PCs give her to Lady 
  Senja, Lady Senja has Red Mantis tortured and 
  killed after which the body is devoured by her 
  minions which is in line with her Neutral alignment. 
  In any case if Red Mantis is defeated any threat 
  she posed is ended. Without Red Mantis around 
  to 
  lead 
  them 
  her 
  minions 
  collapse 
  upon 
  themselves through infighting, fear, indecision, 
  and desperation.  
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus role-playing) to each 
  character. 
  Encounter 5 
  Defeating the attackers of the Temple of Serenity 
   
  APL 4: 165 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 255 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 345 xp. 
   Encounter 6 
  Defeating Skyter and his minions who are 
  protecting the entrance to Red Mantises lair 
   
  APL 4: 165 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 255 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 345 xp. 
  Encounter 7 
  Defeating Red Mantis and her minions 
   
  APL 4: 245 xp. 
   
  APL 6: 290 xp. 
   
  APL 8: 355 xp. 
   
  APL 10: 380 xp. 
   
  APL 12: 425 xp. 
  Story Award 
  Ending the insectile threat to the Principality of 
  Ulek 
   
  APL 4: 50 xp. 
   
  APL 6: 95 xp. 
   
  APL 8: 140 xp. 
   
  APL 10: 185 xp. 
   
  APL 12: 230 xp. 
   
   
  Discretionary Roleplaying Award 
   
  APL 4: 50 xp. 
   
  APL 6: 95 xp. 
   
  APL 8: 140 xp. 
  ULP7-06 Portents of the Matron 
   
  Page 29 
  
   
  APL 10: 185 xp. 
   
  APL 12: 230 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 5: 
  APL X: L: X gp, C: X gp, M: item (X gp). 
  Encounter 6: 
  APL X: L: X gp, C: X gp, M: item (X gp). 
  Encounter 7: 
  APL X: L: X gp, C: X gp, M: item (X gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: X gp, C: X gp, M: X gp – Total: X gp 
  (650 gp). 
  APL 6: L: X gp, C: X gp, M: X gp – Total: X gp 
  (900 gp). 
  APL 8: L: X gp, C: X gp, M: X gp – Total: X gp 
  (1,300 gp). 
  APL 10: L: X gp, C: X gp, M: X gp – Total: X 
  gp (2,300 gp). 
  APL 12: L: X gp, C: X gp, M: X gp – Total: X 
  gp (3,300 gp). 
  APL 14: L: X gp, C: X gp, M: X gp – Total: X 
  gp (6,600 gp). 
  APL 16: L: X gp, C: X gp, M: X gp – Total: X 
  gp (9,900 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Spyder’s Favor: For Bringing Red Mantis to 
  Spyder you have earned his favor. PCs with 
  this favor receive a +3 Circumstance bonus to 
  all Charisma-based skills and ability checks 
  with members fo the Web. Furthermore, PCs 
  ULP7-06 Portents of the Matron 
   
  Page 30 
  
  who are arcane casters can choose one of the 
  following spells to learn for themselves; wall 
  of smoke (SC), electric loop (SC), chain missile 
  (SC), fire stride (SC), and dragonsight (SC). 
  PCs also gain Regional access to the following 
  magic items; harrow rod (MIC), lockpicking 
  ring (MIC), wand bracelet (MIC), and cat’s eye 
  brooch (MIC). Spyder also offers to teach the 
  PCs the immediate magic laternative wizard 
  class feature.  
  Spyder’s Disfavor: Your foolish decision to 
  betray the enigmatic Spyder has proven more 
  costly than you imagined. PCs with this 
  disfavor suffer a -4 Circumstance penalty to all 
  Charisma-based skills and ability checks since 
  it is obvious they cannot be trusted. If the PC 
  is not a member of the Web this disfavor 
  negates any future chance to join the Web. 
  Furthermore, non-Web member PCs have their 
  highest value magic item “confiscated” by 
  Spyder who allows them to pay a “betrayers 
  fee” of 25% of its market cost to have it 
  returned. If the PC earning this disfavor is a 
  member of the Web he/she is immediately 
  expelled from the Web with no chance to ever 
  rejoin again. Furthermore, such PCs also have 
  their highest value magic item confiscated and 
  must pay a “betrayers fee” of 50% of the items 
  market cost to have it returned.  
  Lady Senja’s Favor: For aiding the lovely Lady 
  Senja and bringing Red Mantis to her, she 
  rewards you quite well. PCs gain access to 
  three of the following spells; ebon eyes (SC), 
  slide (SC), dessicating bubble (SC), spiderskin 
  (SC), greater floating disk (SC), draconic might 
  (SC), fire spiders (SC), ice claw (SC), and 
  greater bestow curse (SC). Lady Senja also 
  grants you a free casting of a limited wish at 
  16th level one time and access to the following 
  magic items; cloak of battle (MIC), ring of 
  arcane 
  might 
  (MIC), 
  ring 
  of 
  greater 
  counterpsells (MIC), veil of allure (MIC), and 
  greater metamagic rod  of substitution (MIC). 
  Lastly, Lady Senja is willing to teach PCs the 
  eclectic learning and metamagic specialist 
  alternative class features of sorcerers and 
  warmages.   
  Recommendation / Favor of the Royal Army: 
  PCs who return Red Mantis to Colonel Krufec 
  earn the a recommendation of the Royal Army. 
  In addition, PCs get access to the following 
  weapon and armor upgrades as well as magic 
  item acesss; shattermantle (MIC), heavenly 
  burst (MIC), healing (MIC), magic-eating (MIC), 
  shield of mercy (MIC), battleaxe of the bull 
  (A&E). 
  Favor of Otto Dunkleglink: For saving Otto 
  Dunkleglinks life, the gnomish wizard and 
  gemcrafter rewards you well. Pcs gain access 
  to one of the following items; any crystal of 
  energy assault (lesser) (MIC), crystal of return 
  (MIC), demolition crystal (MIC), iron ward 
  diamond (lesser) (MIC), crystal of stamina 
  (lesser) (MIC) 
  Favor of Master Genju: The venerable Master 
  Genju is grateful that you prevented the 
  destruction fo the Temple of Serenity and the 
  slaughter of his acolytes. For this he gives you 
  access to the following magic items he has 
  acquired over the years; monks belt (DMG), 
  rags of restraint (MIC), stun shot sling (MIC), 
  belt of ultimate athleticism (MIC), and sandals 
  of the light step (MIC). He also agrees to teach 
  any monk PCs the alternative class feature 
  decisive step.  
   
  APL 4: 
  • 
  Summoner Totem (Adventure; Magic Item 
  Compendium) 
  • 
  Amulet of the Giant Vermin – Giant Queen 
  Bee (Adventure; Magic Item Compendium) 
  • 
  Glitterstone 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Stench 
  stone 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Pearl of Power lvl 1 (Adventure; DMG) 
  APL 6: (all of APL 4 plus the following) 
  • 
  Gloves of Lightning (Adventure; Magic Item 
  Compendium) 
  • 
  Necklace of Fireballs – type 1 (Adventure; 
  DMG) 
  • 
  Slippers of Spider Climbing (Adventure; DMG) 
  • 
  Lesser 
  metamagic 
  rod 
  of 
  empower 
  (Adventure; DMG) 
  APL 8: (all of APLs 2 thru 4 plus the following) 
  • 
  Bag of tricks - rust (Adventure; DMG) 
  • 
  Necklace of fireballs – type 2 (Adventure; 
  DMG) 
  ULP7-06 Portents of the Matron 
   
  Page 31 
  
  ULP7-06 Portents of the Matron 
   
  Page 32 
  • 
  Amulet of the Giant Vermin – Huge monstrous 
  Scorpion 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Cloak of Stone (Adventure; Magic Item 
  Compendium) 
  APL 10: ( all of APLs 4-8 plus the following) 
  • 
  Bone armor +1, blurring (Adventure; Magic 
  Item Compendium) 
  • 
  Vanisher 
  Cloak 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Rhino 
  Elixir 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Robe of Retaliation (Adventure; Magic Item 
  Compendium) 
  APL 12: (all of APLs 4-10 plus the following) 
  • 
  Pearl of Power lvl 3 (Adventure; DMG) 
  • 
  Thorn 
  pouch 
  (Adventure; 
  Magic 
  Item 
  Compendium) 
  • 
  Large longsword +1, venomous (Adventure; 
  Magic Item Compendium) 
  • 
  Fireflower pendant (Adventure; Magic Item 
  Compendium)  
  • 
  Bone armor +1, displacement (Adventure; 
  Magic Item Compendium) 
  • 
  Lesser crystal of acid assault (Adventure; 
  Magic Item Compendium) 
  • 
  Bracers of Repulsion (Adventure; Magic Item 
  Compendium) 
  • 
  Metamagic rod of empower – standard 
  (Adventure; DMG) 
  • 
  Amulet of the Giant Vermin – Giant Stag 
  Beetle (Adventure; Magic Item Compendium) 
   
   
   
   
   
   
   
   
  
   
   
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 4 
   
   
   
  S TANDARD AP E     CR  2 
  N Large Animal 
  Init +2; Senses Listen +6, Spot +6, low light vision, 
  scent 
  Languages n/a  
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 32 (4 HD)  
  Fort +6, Ref +6, Will +2 
  Speed 30 ft. base movement, climb 30 ft. 
  Melee 2 claws +7/+7 melee and bite +2 melee (1d6+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +12 
  Atk Options n/a 
  Special Actions n/a 
  Abilities Str 21, Dex 15 Con 14, Int 2, Wis 12, Cha 7  
  SQ Low-light vision, scent 
  Feats Alertness, Toughness 
  Skills Climb +14, Listen +6, Spot +6 
  Skills Apes have a +8 racial bonus to Climb checks and 
  can always choose to take 10 on Climb checks, even 
  if rushed or threatened.  
  Description Typical for creatures of their type. 
  Sources – Monster Manual 1  
   
  K R AW L O S  F U L G O R N    CR  3 
  Male human druid level 3 
  C/N Medium humanoid 
  Init +1 (Dex); Senses Listen +5, Spot +5 
  Languages Common, Druidic  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 bone armor) 
  hp 21 (3 HD); 
  Fort +4 Ref +2, Will +6 
  Speed 30 ft. in bone (6 squares), base movement 30 ft. 
  Melee  MW sickle +3 melee (1d6/ x2) or club +2 melee 
  (1d6/ x2) 
  Ranged Club +3 (1d6/ x2) or sling +3 (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options n/a 
  Special Actions Woodland stride, trackless step, wild 
  empathy 
  Combat Gear Summoner’s totem (MIC), potion of cure 
  moderate wounds, scroll: fog cloud – 3rd lvl, scroll – 
  obscuring mist – 3rd lvl, smokesticks (x2), pearl of 
  power lvl 1  
  Druid Spells Prepared (CL 3rd ): DC 13 + spell level, 14 
  + spell level vs. Conjuration spells 
   2nd— splinter bolt, bull’s strength 
   1st— magic fang, enrage animal, entangle 
   0— detect magic, resistance, guidance, know 
  direction 
  Deity: Bralm 
  Abilities Str 10, Dex 12, Con 12, Int 10, Wis 16, Cha 14  
  SQ Animal companion – badger, nature sense, wild 
  empathy, woodland stride, trackless step 
  Feats Spell focus: Conjuration, Augment Summoning, 
  Companion Spellbound 
  Skills Concentration +7, Handle Animal +8, Knowledge: 
  Nature +4, Listen +5, Ride +2, Spellcraft +2, Spot +5, 
  Survival +6, Hide +1, Move Silently +1  
  Possessions combat gear plus MW sickle, club, sling, 
  10 bullets, bone armor 
  Description Krawlos is slim, pale-skinned human that 
  reeks of bad odor brought and filth brought on by his 
  unhealthy obsession with all manner of vermin. His teeth 
  a stained yellow and he cackles with madness at 
  random moments.  
  Sources Players Handbook 1 & 2, Spell Compendium 
   
   
  AN I M AL  C O M P ANI O N  B AD G E R  -  D I RT BAG    CR  –  
  1/2 
  Male N animal  
  Init +4 (Dex); Senses Listen +4, Spot +4, scent, low 
  light vision 
  Languages n/a 
  AC 20, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +2 leather barding, +3 natural) 
  hp 21 (3 HD) 
  Fort +5, Ref +6, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft. 
  Melee  2 claws +7/+7 (1d2-1/ x2) and bite +5 melee 
  (1d3-1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  SQ Rage, low light vision, scent, evasion, link, share 
  spells 
  Feats Weapon finesse, Track, Multiattack 
  ULP7-06 Portents of the Matron 
   
  Page 33 
  
  Skills Escape Artist +8, Listen +4, Spot +4  
  Possessions combat gear plus small leather barding 
  Rage (Ex) A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until either it or his opponent is dead. It cannot 
  end its rage voluntarily.  
  Skills A badger has a +4 racial bonus on Escape Artist 
  checks.  
  Description Typical for a creature of its type.  
  Sources Monster Manual 1 
   
   
  V I TRO S  V E N O M S T R I K E     CR  3 
  Male tauric goblin/medium scorpion warrior level 2 
  N/E Medium-sized monstrous humanoid (goblinoid) 
  Init +0; Senses Listen +0, Spot +6, tremorsense 60 ft. , 
  darkvision 60 ft. 
  Languages Common, Goblin  
  AC 21, touch 10, flat-footed 21 
   (+5 armor, +2 shield, +4 natural) 
  hp 37 (5 HD) 
  Fort +5, Ref +1, Will +3 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee MW longsword +9 (1d8+2/ 19-20 x2) or MW kukri 
  +8 (1d4+2/ 18-20 x2) and sting +2 (1d4+1 plus 
  poison/ x2) 
  Ranged Mighty Composite longbow (+2 Str.) +5 (1d8+2/ 
  x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options n/a 
  Special Actions Sting 
  Combat Gear potion of cure moderate wounds, potion 
  of shield of faith +4, amber amulet of giant vermin 
  (giant queen bee) (MIC), brooch of shielding 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 6  
  SQ Darkvision 60 ft., tremorsense 60 ft.  
  Feats W.F.- longsword, iron will  
  Skills Climb +3, Spot +6, Jump +3  
  Possessions combat gear plus MW longsword, 
  breastplate, heavy wooden shield, MW mighty 
  composite longbow (+2 Str.), 20 arrows, kukri 
  Sting (Ex) Injury, Fortitude save DC 13, initial and 
  secondary damage 1d3 Con. 
  Description This creature has the body of a goblin from 
  the torso up and the body of a medium size scorpion 
  from the torso down. 
  Sources Monster Manual 1 & 2, Players Handbook 
   
  S T AN D AR D  M O N S T R O U S  L AR G E  S P I D E R  CR  2 
  N Large-sized vermin  
  Init +4; Senses Listen +0, Spot +4 
  Languages None 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 22 (4 HD) 
  Immune As per vermin traits ( all mind-affecting effects: 
  charms, compulsions, phantasms, patterns, and 
  morale effects ) 
  Fort +5, Ref +4, Will +1 
  Speed 30 ft base movement, 20 ft. climb 
  Melee Bite +4 melee (1d8+3 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9 
  Atk Options n/a 
  Special Actions Poison, web  
  Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2  
  SQ Darkvision 60 ft., vermin traits, tremor sense 60 ft.  
  Feats n/a 
  Skills Climb +11, Hide +3, Jump +2, Spot +4 
  Possessions n/a 
  Poison (Ex) A monstrous spider has a poisonous bite. 
  Those bitten must make a Fortitude save DC 13 (1d6 
  Str/ 1d6 Str.) 
  Web (Ex) Spiders can throw a web eight times a day 
  and their strands are strong enough to support their 
  weight plus one other creature of the same size. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one size category larger than the spider.  
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 13 and 
  Break DC 17). The DCs are Constitution-based with a 
  +4 racial modifier.  
  Web spinners often create sheets of sticky webbing from 
  5 ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 12 hit points and sheet webs 
  have a damage reduction of 5/-.  
  A monstrous spider can move across its own web at its 
  climb speed and can pinpoint the location of any 
  creature touching its web.  
  Skills Monstrous spiders have a +4 racial bonus on 
  Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier to Climb checks, 
  whichever is greater. 
  Description Typical for creatures of its size and type 
  Sources Monster Manual 1 
  APPENDIX 2 – APL 6 
  ENCOUNTER 4 
   
   
   
  S TANDARD AP E   CR  2 
  N Large Animal 
  ULP7-06 Portents of the Matron 
   
  Page 34 
  
  Init +2; Senses Listen +6, Spot +6, low light vision, 
  scent 
  Languages n/a  
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 32 (4 HD)  
  Fort +6, Ref +6, Will +2 
  Speed 30 ft. base movement, climb 30 ft. 
  Melee 2 claws +7/+7 melee and bite +2 melee (1d6+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +12 
  Atk Options n/a 
  Special Actions n/a 
  Abilities Str 21, Dex 15 Con 14, Int 2, Wis 12, Cha 7  
  SQ Low-light vision, scent 
  Feats Alertness, Toughness 
  Skills Climb +14, Listen +6, Spot +6 
  Skills Apes have a +8 racial bonus to Climb checks and 
  can always choose to take 10 on Climb checks, even 
  if rushed or threatened.  
  Description Typical for creatures of their type. 
  Sources – Monster Manual 1  
   
   
  K R AW L O S  F U L G O R N    CR  5 
  Male human druid level 5 
  C/N Medium humanoid 
  Init +1 (Dex); Senses Listen +5, Spot +5 
  Languages Common, Druidic  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 bone armor) 
  hp 33 (5 HD) 
  Fort +6, Ref +3, Will +8 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee MW sickle +4 melee (1d6/ x2) or club +3 melee 
  (1d6/ x2) 
  Ranged Club +4 ranged (1d6/ x2) or sling +4 ranged 
  (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options n/a 
  Special Actions Wild shape 1/day  
  Combat Gear Summoner's totem, potion of cure 
  moderate wounds, scroll- fog cloud – 5th lvl, scroll – 
  obscuring mist – 5th lvl, cloak of resistance +1, 
  smokesticks (x2), pearl of power lvl 1 
  Druid Spells Prepared (CL 5th): DC 13 + spell level, 14 
  + spell level vs. Conjuration spells 
   3rd— alter fortune (PHB 2), ice lance (SC) 
   2nd— mass snake’s swiftness, bull’s strength, 
  splinterbolt (SC) 
   1st— magic fang, enrage animal (SC), entangle 
   0— resistance, guidance, know direction, detect 
  magic, create water 
  Deity: Bralm 
  Abilities Str 10, Dex 12, Con 12, Int 10, Wis 16, Cha 10  
  SQ Animal companion – dire badger, nature sense, wild 
  empathy, woodland, trackless step, resist nature’s 
  lure, wild shape 1/day 
  Feats Augment summoning, Spell focus: Conjuration, 
  Spellbound companion 
  Skills 
  Concentration 
  +9, 
  Handle 
  Animal 
  +10, 
  Knowledge: Nature +5, Listen +5, Ride +2, Spellcraft 
  +2, Spot +5, Survival +7, Hide +2, Move Silently +2 
  Possessions combat gear plus MW sickle, club, sling, 
  10 bullets, bone armor +1 
  Description Krawlos is slim, pale-skinned human that 
  reeks of bad odor brought and filth brought on by his 
  unhealthy obsession with all manner of vermin. His teeth 
  a stained yellow and he cackles with madness at 
  random moments.  
  Sources Players Handbook 1 & 2  
   
   
  AN I M AL  C O M P ANI O N  B AD G E R  -  D I RT BAG    CR  –  
  1/2 
  Male N animal  
  Init +4 (Dex); Senses Listen +4, Spot +4, scent, low 
  light vision 
  Languages n/a 
  AC 20, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +2 leather barding, +3 natural) 
  hp 41 (5 HD) 
  Fort +7, Ref +7, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft. 
  Melee  2 claws +7/+7 (1d2-1/ x2) and bite +5 melee 
  (1d3-1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 9, Dex 18, Con 16, Int 2, Wis 12, Cha 6  
  SQ Rage, low light vision, scent, evasion, link, share 
  spells 
  Feats Weapon finesse, Track, Multiattack 
  Skills Escape Artist +8, Listen +5, Spot +5  
  Possessions combat gear plus small leather barding 
  Rage (Ex) A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until either it or his opponent is dead. It cannot 
  end its rage voluntarily.  
  Skills A badger has a +4 racial bonus on Escape Artist 
  checks.  
  Description Typical for a creature of its type.  
  Sources Monster Manual 1 
   
   
  V I TRO S  V E N O M S T R I K E     CR  5 
  Male tauric goblin/medium scorpion barbarian 1/scout 1 
  N/E Medium-sized monstrous humanoid (goblinoid) 
  Init +0; Senses Listen +3, Spot +8, Darkvision 60 ft., 
  tremorsense 60 ft.  
  Languages Common, Goblin  
  AC 21, touch 10, flat-footed 21 
  ULP7-06 Portents of the Matron 
   
  Page 35 
  
   (+5 armor, +2 heavy wooden shield, +4 natural) 
  hp 40 (5 HD) 
  Fort +7, Ref +3, Will +3 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee MW longsword +9 (1d8+2/ 19-20 x2) or MW kukri 
  +8 (1d4+2/ 18-20 x2) and sting +2 (1d4+1/ x2) 
  Ranged Mighty composite longbow (+2 Str) +5 (1d8+2/ 
  x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options n/a 
  Special Actions Sting 
  Combat Gear potion of cure moderate wounds, potion 
  of shield of faith +4, amber amulet of giant vermin 
  (giant queen ant) (MIC), brooch of shielding, potion of 
  bulls strength, potion of heroism, potion of aid  
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 6  
  SQ Darkvision 60 ft., tremorsense 60 ft., rage 1/day, fast 
  movement, skirmish +1d6, trapfinding 
  Feats W.F.- longsword, iron will  
  Skills Climb +4, Spot +8, Listen +3, Jump +1, Survival 
  +1 
  Possessions combat gear plus MW longsword, 
  breastplate, heavy wooden shield, MW mighty 
  composite longbow (+2 Str.), 20 arrows, kukri 
  Sting (Ex) Injury, Fortitude save DC 13, initial and 
  secondary damage 1d3 Con.  
  Description This creature has the body of a goblin from 
  the torso up and the body of a medium size scorpion 
  from the torso down. 
  Sources Monster Manual 1 & 2, Players Handbook, 
  Complete Adventurer 
   
  G O S S AM E R  –  AD V AN C E D  E T T E R C AP  CR  5 
  N/E Male advanced aberration  
  Large aberration 
  Init +3 (Dex); Senses Listen +5, Spot +9, low-light 
  vision 
  Languages Common  
  AC 16, touch 13, flat-footed 12 
   (+4 Dex, +3 natural, -1 size) 
  hp 74 (9 HD) 
  Fort +8, Ref +7, Will +8 
  Speed base movement 30 ft., climb 30 ft. 
  Melee Bite +11 (2d6+6 plus poison/ x2) and 2 claws 
  +9/+9  (1d4+3/ x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Atk Options n/a 
  Special Actions Poison, web  
  Combat Gear Gloves of dexterity +2 
  Abilities Str 22, Dex 18, Con 17, Int 6, Wis 15, Cha 8  
  SQ Low-light vision  
  Feats Great Fortitude, Multi-attack, Improved Web 
  (Savage Species), Dodge 
  Skills Climb +14, Craft: trapmaking +5, Hide +6, Listen 
  +5, Spot +9 
  Possessions combat gear plus  
  Poison (Ex) Injury, Fortitude save DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save is 
  Constitution-based with a +2 racial bonus.  
  Web (Ex) Gossamer can throw a web eight times a day. 
  The webs have a maximum range of 50 ft. with a 
  range increment of 10 ft. and they are effective 
  against targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 19 and 
  Break DC 21). The DCs are Constitution-based with a 
  +4 racial modifier and a +2 feat modifier due to the 
  Improved web feat to the Strength check. The webs 
  have 6 hit points, hardness 0, and take double 
  damage from fire.  
  Gossamer often creates sheets of sticky webbing from 5 
  ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 6 hit points, hardness 0, and 
  takes double damage from fire. 
  Gossamer can move across its own web at its climb 
  speed and can pinpoint the location of any creature 
  touching its web.  
  Please note that Gossamers use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Skills Gossamer has a +4 racial bonus on Craft: 
  Trapmaking, Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes.  
  Sources Monster Manual, Savage Species  
   
  APPENDIX 3 – APL 8 
  ENCOUNTER 4 
   
   
   
  AD V AN C E D  G AM BO L    CR  6 
  Advanced male magical beast  
  C/N Large magical beast  
  Init +4 (Dex); Senses Listen +1, Spot +1, darkvision 60 
  ft., low light vision 
  Languages n/a 
  AC 18, touch 13, flat-footed 14 
   (-1 size, +4 Dex, +5 natural) 
  hp 99 (11 HD) 
  Fort +9, Ref +13, Will +4 
  ULP7-06 Portents of the Matron 
   
  Page 36 
  
  Speed base movement 30 ft., climb 15 ft. 
  Melee Bite +16 (2d8+6/ x2) and 2 claws +14/+14 
  (1d4+3/ x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +21 
  Atk Options n/a 
  Special Actions Fear aura 
  Combat Gear n/a 
  Abilities Str 23, Dex 18, Con 15, Int 2, Wis 12, Cha 9  
  SQ Darkvision 60 ft., evasion, haste, low light vision, 
  masterful dodge 
  Feats Lightning Reflexes, Multi-attack, Dodge 
  Skills Balance +6, Climb +14, Jump +34, Tumble +16 
  Possessions n/a 
  Fear Aura (Su) When a gambol howls, every creature 
  within a 100 ft. radius must succeed at a Will save 
  (DC 14) or become panicked for 1d6+1 rounds. 
  Whether or not the save is successful, the creature is 
  immune to that gambol’s howl for 24 hours. The howl 
  is a sonic, mind-affecting fear effect.  
  Great Leap (Ex) A gambol gains a +25 bonus on Jump 
  checks. Maximum distance restrictions do not apply 
  to the jumps.  
  Evasion (Ex) A gambol makes a successful Reflex 
  saving throw against an effect that would normally 
  deal half damage instead avoids damage all together.  
  Quickness (Su) Although not particularly dexterous, a 
  gambol is supernaturally quick. It can take an extra 
  attack or move action each round, either before or 
  after its normal action. 
  Masterful dodge (Ex) As a free action, once per round, 
  a gambol can dodge one ranged weapon attack, one 
  reach melee attack, or one spell that requires an 
  attack roll by making a successful Reflex save (DC 
  20). An attack using a weapon with an enhancement 
  bonus increases the DC by the amount of the bonus, 
  and a spell adds its level to the save DC. To use this 
  ability, the gambol must be aware of the attack and 
  not be flat-footed.  
  Description This baboon-like primate stands 15 ft. tall 
  and weighs more than 2,500 lbs. Its purple skin is 
  covered with dense, silky blue hair. A gambol has 
  elongated jaws with a hairless, doglike, muzzle.  
  S O U R C E S  M O N S T E R  M ANUAL 2 
   
   
  K R AW L O S  F U L G O R N    CR  7 
  Male human druid level 7 
  C/N Medium humanoid 
  Init +1 (Dex); Senses Listen +7, Spot +7 
  Languages Common, Druidic  
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +4 bone armor, +1 ring of protection) 
  hp 47 (7 HD)  
  Fort +7, Ref +4, Will +10 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft.  
  Melee MW sickle +6 (1d6/ x2) or club +5 melee (1d6/ 
  x2)   
  Ranged Club +6 (1d6/ x2) or MW sling +7 (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options n/a 
  Special Actions Wild shape 3/day 
  Combat Gear Summoner’s totem, bag of tricks – rust, 
  ring of protection +1, cloak of resistance +1, periapt 
  of wisdom +2, potion of cure moderate wounds, 
  scroll: fog cloud – 7th lvl, scroll- ice storm – 7th lvl, 
  pearl of power lvl 2 
  Druid Spells Prepared (CL 7th): DC 14 + spell level, 
  DC 15 plus spell level vs. Conjuration spells 
   4th— dispel magic, arc of lightning 
   3rd— alter fortune (PHB 2), ice lance (SC), poison  
   2nd— splinterbolt (SC), mass snake’s swiftness, 
  bull’s strength, salt ray (SC) 
   1st— magic fang, enrage animal, wall of smoke (SC), 
  faerie fire 
   0— resistance, guidance, know direction, detect 
  magic, create water 
  Deity: Bralm 
  Abilities Str 10, Dex 12, Con 12, Int 10, Wis 18, Cha 15  
  SQ Animal companion – ape, nature sense, wild 
  empathy, woodland stride, trackless step, resist 
  natures lure, wild shape 3/day 
  Feats Augment Summoning, Spell focus: Conjuration, 
  Spellbound Companion, Verminfriend (BVD) 
  Skills 
  Concentration 
  +11, 
  Handle 
  Animal 
  +10, 
  Knowledge: Nature +7, Listen +7, Ride +2, Spellcraft 
  +3, Spot +7, Survival +10, Hide +2, Move Silently +2 
  Possessions combat gear plus MW sickle, club, MW 
  sling, 10 bullets, bone armor +1 
  Description Krawlos is slim, pale-skinned human that 
  reeks of bad odor brought and filth brought on by his 
  unhealthy obsession with all manner of vermin. His teeth 
  a stained yellow and he cackles with madness at 
  random moments.  
  Sources Players Handbook 1 & 2, Spell Compendium, 
  Book of Vile Darkness 
   
   
  AN I M AL  C O M P ANI O N  D I RE  B AD G E R    CR  -  2 
  Male N animal  
  Init +4 (Dex); Senses Listen +7, Spot +7; low light 
  vision, scent 
  Languages n/a 
  AC 21, touch- 14, flat-footed 17 
   (+4 Dex, +2 leather barding, +5 natural) 
  hp 45 (5 HD) 
  Fort +8, Ref +8, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft.  
  Melee 2 claws +5/+5 (1d4+2/ x2) and bite +0 (1d6+1/ 
  x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 14, Dex 18, Con 19, Int 2, Wis 12, Cha 10  
  ULP7-06 Portents of the Matron 
   
  Page 37 
  
  SQ Rage, low light vision, scent, link, share spells, 
  evasion 
  Feats Alertness, Track, Toughness 
  Skills Listen +7, Spot +7  
  Possessions combat gear plus leather barding 
  Rage (Ex) A dire badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or his opponent is dead. It 
  cannot end its rage voluntarily.  
  Description This squat muscular creature is covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  V I TRO S  V E N O M S T R I K E     CR  6 
  Male tauric hobgoblin/large scorpion barbarian 2 
  N/E Large-sized monstrous humanoid (goblinoid) 
  Init +0; Senses Listen +5, Spot +9, darkvision 60 ft., 
  tremorsense 60 ft.  
  Languages Common, Goblin  
  AC 25, touch 10, flat-footed 24 
   (-1 size, +1 ring of protection, +6 breastplate armor, +2 
  heavy wooden shield, +6 natural) 
  hp 59 (7 HD) 
  Immune Flanking 
  Fort +9, Ref +1, Will +4 
  Speed 50 ft. in breastplate (10 squares), base 
  movement 60 ft. 
  Melee Large longsword +12/+7 (2d6+5/ 19-20 x2) or 
  MW large kukri +11/+6 (1d6+4/ 18-20 x2) and sting 
  +6 (1d6+2 and poison/ x2) 
  Ranged Mighty Composite longbow (+3 Str) +6/+1 
  (2d6+3/ x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +15 
  Atk Options Sting 
  Special Actions Poison 
  Combat Gear potion of cure moderate wounds, potion 
  of shield of faith +4, amber amulet of giant vermin 
  (huge 
  monstrous 
  scorpion) 
  (MIC), 
  brooch 
  of 
  shielding, potion of bulls strength, potion of heroism, 
  potion of aid  
  Abilities Str 19, Dex 10, Con 14, Int 10, Wis 12, Cha 6  
  SQ Darkvision 60 ft., tremorsense 60 ft., rage 1/day, fast 
  movement, uncanny dodge 
  Feats W.F – longsword, iron will, w.f.- sting  
  Skills Climb +8, Spot +9, Listen +5, Jump +2, Survival 
  +3  
  Possessions 
  combat 
  gear 
  plus 
  longsword 
  +1, 
  breastplate +1, heavy wooden shield, MW mighty 
  composite longbow (+2 Str.), 20 arrows, kukri 
  Sting (Ex) Injury, Fortitude save DC 14, initial and 
  secondary damage 1d4 Con. 
  Description This creature has the body of a hobgoblin 
  from the torso up and the body of a large scorpion from 
  the torso down.  
  Sources Monster Manual 1 & 2, Players Handbook 
   
  G O S S AM E R  –  AD V AN C E D  E T T E R C AP  CR  6 
  N/E Male ettercap Rogue 1 
  Large aberration 
  Init +4 (Dex); Senses Listen +6, Spot +10, low-light 
  vision 
  Languages Common  
  AC 20, touch 13, flat-footed 16 
   (+4 Dex, +3 natural, -1 size, studded leather +4) 
  hp 80 (10 HD) 
  Fort +8, Ref +9, Will +8 
  Speed base movement 30 ft., climb 30 ft. 
  Melee Bite +11 (2d6+6 plus poison/ x2) and 2 claws 
  +9/+9  (1d4+3/ x2) or shortsword +12/+7 (1d8+7/ 19-
  2 x2) and bite +6 (2d6+6 plus poison/ x2) 
  Ranged MW shortbow +9/+4 (1d8/ x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Atk Options Sneak attack +1d6 
  Special Actions Poison, web  
  Combat Gear Gloves of dexterity +2, cloak of stone 
  (MIC) 
  Abilities Str 22, Dex 18, Con 17, Int 6, Wis 15, Cha 8  
  SQ Low-light vision, sneak attack +1d6, trapfinding 
  Feats Great Fortitude, Multi-attack, Improved Web 
  (Savage Species), Dodge 
  Skills Climb +14, Craft: trapmaking +6, Hide +13, Listen 
  +5, Move silently +8, Spot +9, Jump +5 
  Possessions combat gear plus large shortsword +1, 
  large MW short bow, 20 large arrows, large +1 
  studded leather armor 
  Poison (Ex) Injury, Fortitude save DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save is 
  Constitution-based with a +2 racial bonus.  
  Web (Ex) Gossamer can throw a web eight times a day. 
  The webs have a maximum range of 50 ft. with a 
  range increment of 10 ft. and they are effective 
  against targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 20 and 
  Break DC 22). The DCs are Constitution-based with a 
  +4 racial modifier and a +2 feat modifier due to the 
  Improved web feat to the Strength check. The webs 
  have 6 hit points, hardness 0, and take double 
  damage from fire.  
  Gossamer often creates sheets of sticky webbing from 5 
  ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 6 hit points, hardness 0, and 
  takes double damage from fire. 
  Gossamer can move across its own web at its climb 
  speed and can pinpoint the location of any creature 
  touching its web.  
  ULP7-06 Portents of the Matron 
   
  Page 38 
  
  Please note that Gossamers use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Skills Gossamer has a +4 racial bonus on Craft: 
  Trapmaking, Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes.  
  Sources Monster Manual, Savage Species  
  APPENDIX 4 – APL 10 
  ENCOUNTER 4 
   
   
   
  AD V AN C E D  G AM BO L    CR  8 
  Advanced male magical beast  
  C/N Huge magical beast  
  Init +3 (Dex); Senses Listen +1, Spot +1, darkvision 60 
  ft., low-light vision 
  Languages None 
  AC 19, touch 11, flat-footed 16 
   (-2 size, +3 Dex,+8 natural) 
  hp 156 (14 HD) 
  Fort +13, Ref +14, Will +5 
  Speed base movement 30 ft., climb 15 ft. 
  Melee 2 claws +21/+21 (1d6+5/x2) and bite +23 
  (3d8+11/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +33 
  Atk Options  
  Special Actions Fear aura, masterful dodge, great 
  leap, haste 
  Combat Gear n/a 
  Abilities Str 32, Dex 16, Con 19, Int 2, Wis 12, Cha 9  
  SQ Darkvision 60 ft., low-light vision, haste, masterful 
  dodge,  
  Feats Lightning Reflexes, Multiattack, Dodge, Acrobatic 
  Strike (PHB 2), Power Attack 
  Skills Balance +6, Climb +18, Jump +39, Tumble +17 
  Possessions n/a  
  Fear aura (Su) When a gambol howls, every creature 
  within a 100 ft. radius must succeed at a Will save 
  (DC 16) or become panicked for 1d6+1 rounds. 
  Whether or not the save is successful, the creature is 
  immune to that gambol’s howl for 24 hours. The howl 
  is a sonic, mind-affecting fear effect.  
  Great Leap (Ex) A gambol gains a +25 bonus on Jump 
  checks. Maximum distance restrictions do not apply 
  to the jumps.  
  Evasion (Ex) A gambol makes a successful Reflex 
  saving throw against an effect that would normally 
  deal half damage instead avoids damage all together.  
  Quickness (Su) Although not particularly dexterous, a 
  gambol is supernaturally quick. It can take an extra 
  attack or move action each round, either before or 
  after its normal action. 
  Masterful dodge (Ex) As a free action, once per round, 
  a gambol can dodge one ranged weapon attack, one 
  reach melee attack, or one spell that requires an 
  attack roll by making a successful Reflex save (DC 
  20). An attack using a weapon with an enhancement 
  bonus increases the DC by the amount of the bonus, 
  and a spell adds its level to the save DC. To use this 
  ability, the gambol must be aware of the attack and 
  not be flat-footed.  
  Description This baboon-like primate stands 15 ft. tall 
  and weighs more than 2,500 lbs. Its purple skin is 
  covered with dense, silky blue hair. A gambol has 
  elongated jaws with a hairless, doglike, muzzle.  
  S O U R C E S  
  M O N S T E R  
  M ANUAL 
  2,  
  P L AY E R S  
  H AN D B O O K  2 
   
   
  K R AW L O S  F U L G O R N    CR  9 
  Male human druid level 8/vermin lord 1 
  N/E Medium humanoid 
  Init +1 (Dex); Senses Listen +9, Spot +9 
  Languages Common, Druidic  
  AC 17, touch 12, flat-footed 16 
   (+1 Dex, +4 bone armor, +1 ring of protection, natural 
  +1) 
  hp 60 (9 HD) 
  Fort +8, Ref +4, Will +14 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee  MW sickle +7/+2 (1d6/ x2) or club +6/+1 melee 
  (1d6/ x2) 
  Ranged Club +7 (1d6/ x2) or MW sling +8/+3 (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options n/a 
  Special Actions Wild shape 3/day, wild shape/ large 
  Combat Gear Summoner’s totem, bag of tricks – rust, 
  ring of protection +1, cloak of resistance +1, periapt 
  of wisdom +4, potion of cure moderate wounds, scroll 
  – fog club – 8th lvl, scroll – ice storm – 7th lvl, smoke 
  sticks (x2), pearl of power lvl 2 
  Druid Spells Prepared (CL 9th): 
   5th— stoneskin, flaywind burst (SS) 
   4th— dispel magic, arc of lightning, freedom of 
  movement 
   3rd— alter fortune (PHB 2), ice lance (SC), poison, 
  spike growth 
   2nd— splinterbolt, mass snakes swiftness, bulls 
  strength, salt ray (SC), burrow (SC) 
   1st— magic fang, enrage animal (SC), entangle, wall 
  of smoke (SC), faerie fire 
   
  0— resistance, know direction, guidance, detect 
  magic, create water, purify food & drink 
  Deity: Bralm  
  Abilities Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 15  
  SQ Animal companion – ape, nature sense, wild 
  empathy, woodland stride, trackless step, resist 
  natures lure, wild shape 3/day, wild shape – Large, 
  vermin servant, chitin +1 
  ULP7-06 Portents of the Matron 
   
  Page 39 
  
  Feats Augment Summoning, Spell focus- Conjuration, 
  Spellbound Companion, Verminfriend (BVD), Reach 
  Spell 
  Skills 
  Concentration 
  +13, 
  Handle 
  Animal 
  +11, 
  Knowledge: Nature +9, Listen +9, Ride +2, Spellcraft 
  +4, Spot +9, Survival +13, Hide +2, Move Silently +2  
  Possessions combat gear plus MW sickle, club, MW 
  sling, 10 bullets, bone armor +1 
  Vermin Servant – Creeper: Krawlos has a scorpion 
  named Creeper that acts and is treated as a familiar.  
  Chitin +1 (Ex) Krawlos gains a +1 bonus to his natural 
  armor as he grows a slight chitinous layer of skin.  
  Description Krawlos is slim, pale-skinned human that 
  reeks of bad odor brought and filth brought on by his 
  unhealthy obsession with all manner of vermin. His teeth 
  a stained yellow and he cackles with madness at 
  random moments.  
  Sources Players Handbook 1 & 2, Book of Vile 
  Darkness, Spell Compendium, Sandstorm 
   
   
  C R E E P E R  –  V E R M I N  L O R D  S E R V AN T  CR  ½   
  Female small scorpion 
  N Magical beast  
  Init +0 (Dex); Senses Listen +0, Spot +9 
  Languages Common  
  AC 19, touch 11, flat-footed 19 
   (+1 size, +8 natural) 
  hp 30 (HD) 
  Immune All mind-affecting effects (charms,  
  compulsions, phantasms, patterns, & morale effects)  
  Fort +10, Ref +8, Will +8 
  Speed base movement 30 ft. 
  Melee 2 claws +5/+5 melee (1d3-1/ x2) and sting +1 
  melee (1d3-1 plus poison/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -1 
  Atk Options n/a 
  Special Actions Poison 
  Abilities Str 9, Dex 10, Con 14, Int 10, Wis 10, Cha 2  
  SQ Alertness, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master, speak 
  with animals of its kind 
  Feats Weapon finesse 
  Skills Climb +3, Hide +8, Spot 9 
  Possessions n/a 
  Poison (Ex) Injury; Fort save DC 12 – 1d2 Con/1d2 Con 
  Skills Creeper gains a +4 racial bonus of Climb, Hide, 
  and Spot  
  Description Typical for a creature of its type only it 
  seems to act with a greater sense of intelligence. 
  Sources – Players Handbook, Monster Manual 1  
   
  AN I M AL  C O M P ANI O N  D I RE  B AD G E R    CR  -2 
  Male N animal  
  Init +4 (Dex); Senses Listen +7, Spot +7; low light 
  vision, scent 
  Languages n/a 
  AC 21, touch- 14, flat-footed 17 
   (+4 Dex, +2 leather barding, +5 natural) 
  hp 45 (5 HD) 
  Fort +8, Ref +8, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft.  
  Melee 2 claws +5/+5 (1d4+2/ x2) and bite +0 (1d6+1/ 
  x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 14, Dex 18, Con 19, Int 2, Wis 12, Cha 10  
  SQ Rage, low light vision, scent, link, share spells, 
  evasion 
  Feats Alertness, Track, Toughness 
  Skills Listen +7, Spot +7  
  Possessions combat gear plus leather barding 
  Rage (Ex) A dire badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or his opponent is dead. It 
  cannot end its rage voluntarily.  
  Description This squat muscular creature is covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  V I TRO S  V E N O M S T R I K E     CR  8 
  Male tauric hobgoblin/large scorpion barbarian 2/fighter 
  2 
  N/E Large-sized monstrous humanoid (goblinoid) 
  Init +0; Senses Listen +5, Spot +9, darkvision 60 ft., 
  tremorsense 60 ft.  
  Languages Common, Goblin  
  AC 25, touch 10, flat-footed 25 
   (-1 size, +6 breastplate, +2 heavy wooden shield, +1 
  ring of protection, +7 natural) 
  hp 87 (9 HD) 
  Immune Flanking 
  Fort +12, Ref +1, Will +4 
  Weakness  
  Speed 40 ft. in breastplate (8 squares), base movement 
  50 ft.  
  Melee Large longsword +16/+11 (2d6+7/ 17-20 x2) or 
  MW kukri +15/+10 (1d6+6/ 19-20 x2) and sting +10 
  (1d6+3 plus poison/ x2) 
  Ranged MW mighty composite longbow (+3 Str) 
  (2d6+3/ x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +19 
  Atk Options Power Attack 
  Special Actions Sting 
  Combat Gear potion of cure moderate wounds, potion 
  of shield of faith +4, amber amulet of giant vermin 
  (huge 
  monstrous 
  scorpion) 
  (MIC), 
  brooch 
  of 
  shielding, potion of heroism, potion of aid, gauntlets 
  of ogre power 
  Deity: Bralm  
  Abilities Str 22, Dex 10, Con 14, Int 10, Wis 12, Cha 6  
  ULP7-06 Portents of the Matron 
   
  Page 40 
  
  SQ Darkvision 60 ft., tremorsense 60 ft., rage 1/day, fast 
  movement, uncanny dodge 
  Feats W.F- longsword, Iron Will, Power Critical: 
  Longsword, Improved Toughness, Improved Critical: 
  Longsword, Power Attack  
  Skills Climb +12, Spot +9, Listen +5, Jump +6, Survival 
  +3 
  Possessions 
  combat 
  gear 
  plus 
  longsword 
  +1, 
  breastplate +1, heavy wooden shield, MW mighty 
  composite longbow (+2 Str.), 20 arrows, kukri 
  Sting (Ex) Injury, Fortitude save DC 14, initial and 
  secondary damage 1d4 Con. 
  Description This creature has the body of a hobgoblin 
  from the torso up and the body of a large scorpion from 
  the torso down.  
  Sources Monster Manual 1 & 2, Players Handbook, 
  Complete Warrior 
   
  G O S S AM E R  –  AD V AN C E D  E T T E R C AP  CR  8 
  N/E Male ettercap Rogue 3 
  Large aberration 
  Init +4 (Dex); Senses Listen +8, Spot +11, low light 
  vision 
  Languages Common  
  AC 20, touch 13, flat-footed 16 
   (-1 size, +4 Dex, +3 natural, +4 studded leather) 
  hp 104 (12 HD) 
  Fort +7, Ref +9, Will +9 
  Speed base movement 30 ft., climb 30 ft. 
  Melee Bite +13 (2d6+6 plus poison/ x2) and 2 claws 
  +11/+11  (1d4+3/ x2) or shortsword +14/+9 (1d8+7/ 
  19-2 x2) and bite +8 (2d6+6 plus poison/ x2) 
  Ranged MW shortbow +11/+6 (1d8/ x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Sneak attack +2d6 
  Special Actions Poison, web  
  Combat Gear Gloves of dexterity +2, cloak of stone 
  (MIC) 
  Abilities Str 22, Dex 18, Con 17, Int 6, Wis 15, Cha 8  
  SQ Low-light vision, sneak attack +2d6, trapfinding, 
  evasion, trap sense +1 
  Feats Great Fortitude, Multi-attack, Improved Web 
  (Savage Species), Dodge, Staggering Strike 
  Skills Climb +14, Craft: trapmaking +8, Hide +13, Move 
  Silently +9, Listen +5, Spot +9, Jump +7, Tumble +6 
  Possessions combat gear plus large shortsword +1, 
  large MW short bow, 20 large arrows, large +1 
  studded leather armor 
  Poison (Ex) Injury, Fortitude save DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save is 
  Constitution-based with a +2 racial bonus.  
  Web (Ex) Gossamer can throw a web eight times a day. 
  The webs have a maximum range of 50 ft. with a 
  range increment of 10 ft. and they are effective 
  against targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 21 and 
  Break DC 23). The DCs are Constitution-based with a 
  +4 racial modifier and a +2 feat modifier due to the 
  Improved web feat to the Strength check. The webs 
  have 6 hit points, hardness 0, and take double 
  damage from fire.  
  Gossamer often creates sheets of sticky webbing from 5 
  ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 6 hit points, hardness 0, and 
  takes double damage from fire. 
  Gossamer can move across its own web at its climb 
  speed and can pinpoint the location of any creature 
  touching its web.  
  Please note that Gossamers use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Skills Gossamer has a +4 racial bonus on Craft: 
  Trapmaking, Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes.  
  Sources Monster Manual, Savage Species  
  APPENDIX 5 – APL 12 
  ENCOUNTER 4 
   
   
   
  AD V AN C E D  G AM BO L    CR  8   ( X2)   
  Advanced male magical beast  
  C/N Huge magical beast  
  Init +3 (Dex); Senses Listen +1, Spot +1, darkvision 60 
  ft., low-light vision 
  Languages None 
  AC 19, touch 11, flat-footed 16 
   (-2 size, +3 Dex,+8 natural) 
  hp 156 (14 HD) 
  Fort +13, Ref +14, Will +5 
  Speed base movement 30 ft., climb 15 ft. 
  Melee 2 claws +21/+21 (1d6+5/x2) and bite +23 
  (3d8+11/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +33 
  Atk Options  
  Special Actions Fear aura, masterful dodge, great 
  leap, haste 
  Combat Gear n/a 
  Abilities Str 32, Dex 16, Con 19, Int 2, Wis 12, Cha 9  
  SQ Darkvision 60 ft., low-light vision, haste, masterful 
  dodge,  
  ULP7-06 Portents of the Matron 
   
  Page 41 
  
  Feats Lightning Reflexes, Multiattack, Dodge, Acrobatic 
  Strike (PHB 2), Power Attack 
  Skills Balance +6, Climb +18, Jump +39, Tumble +17 
  Possessions n/a  
  Fear aura (Su) When a gambol howls, every creature 
  within a 100 ft. radius must succeed at a Will save 
  (DC 16) or become panicked for 1d6+1 rounds. 
  Whether or not the save is successful, the creature is 
  immune to that gambol’s howl for 24 hours. The howl 
  is a sonic, mind-affecting fear effect.  
  Great Leap (Ex) A gambol gains a +25 bonus on Jump 
  checks. Maximum distance restrictions do not apply 
  to the jumps.  
  Evasion (Ex) A gambol makes a successful Reflex 
  saving throw against an effect that would normally 
  deal half damage instead avoids damage all together.  
  Quickness (Su) Although not particularly dexterous, a 
  gambol is supernaturally quick. It can take an extra 
  attack or move action each round, either before or 
  after its normal action. 
  Masterful dodge (Ex) As a free action, once per round, 
  a gambol can dodge one ranged weapon attack, one 
  reach melee attack, or one spell that requires an 
  attack roll by making a successful Reflex save (DC 
  20). An attack using a weapon with an enhancement 
  bonus increases the DC by the amount of the bonus, 
  and a spell adds its level to the save DC. To use this 
  ability, the gambol must be aware of the attack and 
  not be flat-footed.  
  Description This baboon-like primate stands 15 ft. tall 
  and weighs more than 2,500 lbs. Its purple skin is 
  covered with dense, silky blue hair. A gambol has 
  elongated jaws with a hairless, doglike, muzzle.  
  S O U R C E S  
  M O N S T E R  
  M ANUAL 
  2,  
  P L AY E R S  
  H AN D B O O K  2 
   
   
  K R AW L O S  F U L G O R N    CR  11 
  Male human druid level 8/vermin lord 3 
  N/E Medium humanoid 
  Init +1 (Dex); Senses Listen +11, Spot +11 
  Languages Common, Druidic  
  AC 17, touch 12, flat-footed 16 
   (+1 Dex, +4 bone armor, +1 ring of protection, natural 
  +1) 
  hp 69 (11 HD) 
  Fort +9, Ref +4, Will +15 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee  MW sickle +8/+3 (1d6/ x2) or club +7/+2 melee 
  (1d6/ x2) 
  Ranged Club +8 (1d6/ x2) or MW sling +9/+4 (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options Blood drain 
  Special Actions Wild shape 3/day, wild shape/ large, 
  spider hand 
  Combat Gear Summoner’s totem, bag of tricks – rust, 
  ring of protection +1, cloak of resistance +1, periapt 
  of wisdom +4, potion of cure moderate wounds, scroll 
  – fog cloud – 8th lvl, scroll – ice storm – 7th lvl, scroll: 
  ice flowers (SC) – 10th lvl, thorn pouch (MIC), smoke 
  sticks (x2), pearl of power lvl 3 
  Druid Spells Prepared (CL 10th): 
   5th— stoneskin, flaywind burst (SS), thalassemia 
  (reach) 
   4th— dispel magic, arc of lightning, freedom of 
  movement, poison (reach) 
   3rd— alter fortune (PHB 2), ice lance (SC), poison, 
  spike growth 
   2nd— splinterbolt, mass snakes swiftness, bulls 
  strength, salt ray (SC), burrow (SC) 
   1st— magic fang, enrage animal (SC), entangle, wall 
  of smoke (SC), faerie fire, sand blast (SC) 
   
  0— resistance, know direction, guidance, detect 
  magic, create water, purify food & drink 
  Deity: Bralm  
  Abilities Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 15  
  SQ Animal companion – ape, nature sense, wild 
  empathy, woodland stride, trackless step, resist 
  natures lure, wild shape 3/day, wild shape – Large, 
  vermin servant, chitin +1 
  Feats Augment Summoning, Spell focus- Conjuration, 
  Spellbound Companion, Verminfriend (BVD), Reach 
  Spell 
  Skills 
  Concentration 
  +15, 
  Handle 
  Animal 
  +11, 
  Knowledge: Nature +11, Listen +11, Ride +2, 
  Spellcraft +6, Spot +11, Survival +13, Hide +2, Move 
  Silently +2  
  Possessions combat gear plus MW sickle, club, MW 
  sling, 10 bullets, bone armor +1 
  Vermin Servant – Creeper: Krawlos has a scorpion 
  named Creeper that acts and is treated as a familiar.  
  Chitin +1 (Ex) Krawlos gains a +1 bonus to his natural 
  armor as he grows a slight chitinous layer of skin.  
  Blood drain (Su) Krawlos can grow insectile mandibles 
  at will. He can use these mandibles to make a bite 
  attack that deals 1 point of damage. Furthermore, the 
  vermin lord can attempt to start a grapple, provoking 
  no attack of opportunity. If successful, the mandibles 
  deal an automatic 2d6 points of damage each round 
  as they suck the blood from the victim. The blood 
  drain only works on living creatures.  
  Spider Hand (Sp) Once per day, Krawlos can produce 
  an effect identical to that of a spider hand spell cast 
  at his effective caster level.  
  Description Krawlos is slim, pale-skinned human that 
  reeks of bad odor brought and filth brought on by his 
  unhealthy obsession with all manner of vermin. His teeth 
  a stained yellow and he cackles with madness at 
  random moments.  
  Sources Players Handbook 1 & 2, Book of Vile 
  Darkness, Spell Compendium, Sandstorm 
   
  C R E E P E R  –  V E R M I N  L O R D  S E R V AN T  CR  ½   
  Female small scorpion 
  N Magical beast  
  Init +0 (Dex); Senses Listen +0, Spot +9 
  Languages Common  
  AC 20, touch 11, flat-footed 20 
   (+1 size, +9 natural) 
  ULP7-06 Portents of the Matron 
   
  Page 42 
  
  hp 34 (11 HD) 
  SR: 16 
  Immune All mind-affecting effects (charms,  
  compulsions, phantasms, patterns, & morale effects)  
  Fort +11, Ref +9, Will +9 
  Speed base movement 30 ft. 
  Melee 2 claws +6/+6 melee (1d3-1/ x2) and sting +2 
  melee (1d3-1 plus poison/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +0 
  Atk Options n/a 
  Special Actions Poison 
  Abilities Str 9, Dex 10, Con 14, Int 11, Wis 10, Cha 2  
  SQ Alertness, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master, speak 
  with animals of its kind, spell resistance 
  Feats Weapon finesse 
  Skills Climb +3, Hide +8, Spot 9 
  Possessions n/a 
  Poison (Ex) Injury; Fort save DC 12 – 1d2 Con/1d2 Con 
  Skills Creeper gains a +4 racial bonus of Climb, Hide, 
  and Spot  
  Description Typical for a creature of its type only it 
  seems to act with a greater sense of intelligence. 
  Sources – Players Handbook, Monster Manual 1  
   
   
  AN I M AL  C O M P ANI O N  D I RE  B AD G E R    CR  -  2 
  Male N animal  
  Init +4 (Dex); Senses Listen +7, Spot +7; low light 
  vision, scent 
  Languages n/a 
  AC 21, touch- 14, flat-footed 17 
   (+4 Dex, +2 leather barding, +5 natural) 
  hp 45 (5 HD) 
  Fort +8, Ref +8, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft.  
  Melee 2 claws +5/+5 (1d4+2/ x2) and bite +0 (1d6+1/ 
  x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 14, Dex 18, Con 19, Int 2, Wis 12, Cha 10  
  SQ Rage, low light vision, scent, link, share spells, 
  evasion 
  Feats Alertness, Track, Toughness 
  Skills Listen +7, Spot +7  
  Possessions combat gear plus leather barding 
  Rage (Ex) A dire badger that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or his opponent is dead. It 
  cannot end its rage voluntarily.  
  Description This squat muscular creature is covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  V I TRO S  V E N O M S T R I K E     CR  9 
  Male tauric hobgoblin/large scorpion barbarian 2/fighter 
  2/ranger 1  
  N/E Large-sized monstrous humanoid (goblinoid) 
  Init +1; Senses Listen +2, Spot +15, darkvision 60 ft., 
  tremorsense 60 ft. 
  Languages Common, Goblin  
  AC 23, touch 10, flat-footed 22 
   (-1 size, +1 Dex, +6 armor, +7 natural) 
  hp 103 (11 HD) 
  Fort +14, Ref +4, Will +4 
  Speed 40 ft. in breastplate (8 squares), base movement 
  50 ft. 
  Melee Large longsword +18/+13/+8 (2d6+7 plus 
  possible poison effect/ 17-20 x2) or large MW kukri 
  +17/+12/+7 (1d6+6/18-20 x2) and sting +12 (1d6+3 
  plus poison/ x2) 
  Ranged Large MW mighty composite longbow (+3 Str.) 
  +12/+7/+2 (2d6+3/ x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +21 
  Atk Options n/a 
  Special Actions Sting 
  Combat Gear potion of cure moderate wounds, potion 
  of shield of faith +4, amber amulet of giant vermin 
  (giant stag beetle) (MIC), brooch of shielding, potion 
  of heroism, potion of aid, gauntlets of ogre power, 
  potion of bears endurance  
  Abilities Str 22, Dex 12, Con 14, Int 10, Wis 12, Cha 10  
  SQ Favored enemy –elf, wild empathy, rage 1/day, fast 
  movement, uncanny dodge, darkvision 60 ft., 
  tremorsense 60 ft. 
  Feats Iron will, improved toughness, w.f.- sting, w.f.- 
  longsword, improved critical: longsword, power 
  critical: longsword, track 
  Skills Climb +16, Spot +15, Intimidate +4, Handle 
  Animal +4, Listen +2  
  Possessions combat gear plus large longsword +1 - 
  venomous, breastplate +1, heavy wooden shield, MW 
  mighty composite longbow (+2 Str.), 20 arrows, kukri 
  Sting (Ex) Injury, Fortitude save DC 14 (1d4 Con/1d4 
  Con) 
  Description Vitros appears as a heavily muscled 
  hobgoblin from the waist up but from the waist down, he 
  has the body of a large scorpion.  
  Sources PHB, Monster Manual 2, Magic Item 
  Compendium 
   
  S T AN D AR D  K N E L L  B E E T L E    CR  10 
  N Large Male vermin 
  Init +0; Senses Listen +10, Spot +10, darkvision 60 ft., 
  scent 
  Languages n/a 
  AC 24, touch 9, flat-footed 24 
   (-1 size, +15 natural) 
  hp 126 (12 HD) 
  Immune Sonic  
  ULP7-06 Portents of the Matron 
   
  Page 43 
  
  Resist Vermin traits  
  Fort +14, Ref +6, Will +4 
  Speed base movement 50 ft., burrow 10 ft.  
  Melee 2 claws +17/+17 (2d8+8/ x2) and bite +14 melee 
  (1d8+4/ x2)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +21 
  Atk Options n/a 
  Special Actions Rend 4d8+12, sonic chime, shake the 
  earth, trample 4d6+12 
  Combat Gear n/a 
  Abilities Str 26, Dex 10, Con 23, Int -, Wis 11, Cha 11  
  SQ Darkvision 60 ft., immunity to sonic, scent, sonic 
  healing, vermin traits 
  Feats Alertness, Improved Natural Attack (claw), 
  Lightning Reflexes, Multi-attack, Weapon Focus 
  (claw) 
  Skills Balance +8, Jump +16, Listen +10, Spot +10 
  Possessions n/a 
  Rend (Ex) If a knell beetle hits with both its claw 
  attacks, it latches onto the opponent’s body and tears 
  the flesh. This attack automatically does an additional 
  4d8+12 points of damage. 
  Shake the Earth (Ex) A knell beetle can channel some 
  of the sonic energy within its body by performing a 
  rhythmic stomping on the ground as a standard 
  action. Any creature within 5 ft. of the knell beetle 
  when it activates this ability must make a DC 24 
  Reflex save or fall prone as the ground beneath it 
  lurches and buckles beneath it. Knell beetles are 
  immune to shake the earth generated by themselves 
  or other knell beetles and never need to save against 
  the effect.  
  If multiple knell beetles activate their shake the earth 
  ability in the same round, the radius of the effect 
  expands as the resonance in the ground combines. 
  For every knell beetle within 5 feet using shake the 
  earth, the radius of the effect expands by another 5 
  feet. Thus two knell beetles within 5 ft. of one another 
  generate the shaking that affects all creatures within 
  10 feet of either knell beetle. Three knell beetles 
  within 5 ft. of one another would generate an effect 
  that affects all creatures within 15 ft. of any one of the 
  knell beetles.  
  Creatures with stability or that are considered stable 
  against trip attempts receive a bonus on their Reflex 
  save as if they were being tripped (so a dwarf would 
  receive the +4 bonus on the save to resist being 
  knocked prone). The save DC is Strength-based. 
  Sonic Chime (Su) Once per day, a knell beetle can 
  emit a cone of sonic energy from the chitinous bell 
  above its head. The cone is 30 ft. long, and activating 
  the chime is a standard action. Creatures within the 
  cone take 10d6 points of sonic damage (Reflex save 
  DC 22 half). A knell beetle is immune to its own sonic 
  chime attack and that of other knell beetles. Knell 
  beetles attacking in numbers use this ability 
  instinctually to heal their fellow knell beetles once 
  several have taken damage (see sonic healing 
  below). The save DC is Constitution-based.  
  Trample (Ex) Reflex half DC 24. The save is Strength-
  based.  
  Sonic Healing (Su) For every 5 points of damage a 
  sonic attack would deal to a knell beetle; the creature 
  instead heals 1 point of damage it has already 
  sustained. If a knell beetle receives more healing 
  than its current hit point maximum, the extra hit points 
  are wasted (the creature does not gain temporary hit 
  points from exposure to sonic damage). A knell 
  beetle gets no saving throw against attacks that deal 
  sonic damage. 
  Skills Knell beetles have a +8 racial bonus to Balance, 
  Listen, and Spot checks 
  Description This ten-legged beetle-like creature has a 
  hard, shiny red shell. Two wicked claws grope the air 
  before its four beady, black eyes and sharp, jagged 
  mandibles. These mouthparts sit below a massive 
  protrusion that looks like a bell made of chitin, from 
  which you can hear a faint, high, piercing, warbling.  
  Sources Monster Manual 3 
  APPENDIX 1 – APL 4 
  ENCOUNTER 6 
   
   
   
  S T AN D AR D  M O N S T R O U S  L AR G E  S P I D E R  CR  2  
  ( X2) 
  N Large-sized vermin  
  Init +4; Senses Listen +0, Spot +4 
  Languages None 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 22 (4 HD) 
  Immune As per vermin traits ( all mind-affecting effects: 
  charms, compulsions, phantasms, patterns, and 
  morale effects ) 
  Fort +5, Ref +4, Will +1 
  Speed 30 ft base movement, 20 ft. climb 
  Melee Bite +4 melee (1d8+3 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9 
  Atk Options n/a 
  Special Actions Poison, web  
  Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2  
  SQ Darkvision 60 ft., vermin traits, tremor sense 60 ft.  
  Feats n/a 
  Skills Climb +11, Hide +3, Jump +2, Spot +4 
  Possessions n/a 
  Poison (Ex) A monstrous spider has a poisonous bite. 
  Those bitten must make a Fortitude save DC 13 (1d6 
  Str/ 1d6 Str.) 
  Web (Ex) Spiders can throw a web eight times a day 
  and their strands are strong enough to support their 
  weight plus one other creature of the same size. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one size category larger than the spider.  
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 13 and 
  ULP7-06 Portents of the Matron 
   
  Page 44 
  
  Break DC 17). The DCs are Constitution-based with a 
  +4 racial modifier.  
  Web spinners often create sheets of sticky webbing from 
  5 ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 12 hit points and sheet webs 
  have a damage reduction of 5/-.  
  A monstrous spider can move across its own web at its 
  climb speed and can pinpoint the location of any 
  creature touching its web.  
  Skills Monstrous spiders have a +4 racial bonus on 
  Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Monstrous spiders use either their 
  Strength or Dexterity modifier to Climb checks, 
  whichever is greater. 
  Description Typical for creatures of its size and type 
  Sources Monster Manual 1 
   
   
  S K Y T E R     CR  2 
  Male insectile template varag 
  C/E aberration 
  Init +8 (Dex + Improved Initiative); Senses Listen +1, 
  Spot +1; darkvision 60 ft, scent, tremorsense 60 ft., 
  wide vision 
  Languages Common, Goblin  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +3 MW bone armor, +3 natural) 
  hp 21 (3 HD) 
  Immune Flanking 
  Fort +2, Ref +7, Will +2 
  Speed 60 ft. in bone armor (10 squares), base 
  movement 60 ft. 
  Melee MW falchion +6 (2d4+3/ 18-20 x2) or  kukri +4 
  melee (1d4+2/ 18-20 x2) 
  Ranged Javelin +6 (1d6+2/ x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Spring Attack 
  Special Actions n/a 
  Combat Gear Potion of cure moderate wounds, potion 
  of haste, potion of shield of faith +3, glitterstone (x1), 
  stench stone (x1), 2 tanglefoot bags 
  Deity: Bralm 
  Abilities Str 15, Dex 19, Con 15, Int 6, Wis 12, Cha 10  
  SQ Darkvision 60 ft., scent, tremorsense 60 ft., scent 
  Feats W.F- falchion, Run, Spring Attack, Improved 
  Initiative 
  Skills Jump +17, Listen +1, Move Silently +14, Spot +1, 
  Survival +1 (+5 when tracking by scent)  
  Possessions MW falchion, kukri, 5 javelins, MW bone 
  armor 
  Skills Varags have a +8 racial bonus on Move Silently 
  checks and a +4 racial bonus on Survival checks 
  when tracking by scent.  
  Description This humanoid stands close to 7 ft. tall 
  when fighting but moves and runs on all fours. It has a 
  hunched posture, double-jointed hind legs, and thick 
  chitinous skin. The creature bears a slight resemblance 
  to a hairy and ferocious hobgoblin with insect features, 
  but it has a more primitive countenance and two curving 
  horns that sweep away from its skull. It also has six 
  arms but only two of them are developed for fine 
  manipulation and six extra black bug-like eyes.  
  Sources Monster Manual 4, Savage Species, Players 
  Handbook, Magic Item Compendium 
  APPENDIX 2 – APL 6 
  ENCOUNTER 6 
   
   
   
  AD V AN C E D  C E N T I P E D E S  ( X2) 
  CR  3 
  N Huge vermin  
  Init +2 (Dex); Senses Listen +0, Spot +4 
  Languages n/a 
  AC 16, touch 10, flat-footed 14 
   (-2 size, +2 Dex, +6 natural) 
  hp 70 (10 HD) 
  Immune Vermin traits 
  Fort +8, Ref +5, Will +3 
  Speed base movement 40 ft., climb 40 ft. 
  Melee  Bite +10 melee (2d6+6 plus poison/ x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +19 
  Atk Options n/a 
  Special Actions Poison  
  Combat Gear n/a 
  Abilities Str 18, Dex 15, Con 12, Int -, Wis 10, Cha 2  
  SQ Darkvision 60 ft., vermin traits 
  Feats - 
  Skills Climb +12, Hide +2, Spot +4  
  Possessions n/a 
  Poison (Ex) Injury, Fortitude save DC 16 (1d6 Dex/1d6 
  Dex) 
  Skills Monstrous centipedes have a +4 racial bonus on 
  Spot checks, and a +8 racial bonus on Climb and 
  Hide checks. They can use either their Strength or 
  Dexterity modifier for Climb checks, whichever is 
  higher. Monstrous centipedes can take 10 on Climb 
  checks even if threatened or distracted.  
  Description Typical for creatures of its type. 
  Sources Monster Manual 1  
   
  S K Y T E R     CR  5 
  Male ettercap druid lvl 4  
  N/E aberration 
  Init +3 (Dex); Senses Listen +5, Spot +9, low light 
  vision 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 bone armor, +1 natural) 
  ULP7-06 Portents of the Matron 
   
  Page 45 
  
  ULP7-06 Portents of the Matron 
   
  Page 46 
  hp 60 (9 HD) 
  Fort +8, Ref +7, Will +11 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft., climb 30  
  Melee MW sickle +9/+4 (1d6+2/ x2) and bite  +6 (1d8+2 
  plus poison/ x2) or 2 claws +6/+6 (1d3+1/ x2) and 
  bite +8 (1d8+2 plus poison/ x2)  
  Ranged Sling +9/+4 (1d4+2/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options  
  Special Actions Poison bite, Improved Web  
  Combat Gear Potion of cure moderate wounds, potion 
  of haste, potion of shield of faith +3, glitterstone (x1), 
  stench stone (x1), 2 tanglefoot bags, gloves of 
  lightning (MIC) 
  Druid Spells Prepared (CL 4th): DC 13 + spell level 
   2nd— mass snakes swiftness, splinterbolt, soften 
  earth & stone 
   1st— entangle, sand blast, wall of smoke, obscuring 
  mist  
   0— guidance, resistance, light, create water, detect 
  magic  
  Deity: Bralm  
  Abilities Str 14, Dex 17, Con 13, Int 6, Wis 16, Cha 8  
  SQ Low light vision, nature sense, wild empathy, 
  woodland stride, trackless step, animal companion – 
  dire weasel 
  Skills Climb +7, Craft: trapmaking +4, Hide +6, Listen 
  +5, Spot +9, Handle Animal +2, Knowledge: Nature 
  +3, Survival +7 
  Feats Multiattack, Great Fortitude, Lightning Reflexes, 
  Improved Web  
  Possessions combat gear plus MW sickle, sling, 10 
  bullets, bone armor 
  Web (Ex) Skyter can throw a web eight times a day. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 19 and 
  Break DC 21). The DCs are Constitution-based with a 
  +4 racial modifier. The webs have 6 hit points, 
  hardness 0, and take double damage from fire.  
  Skyter often creates sheets of sticky webbing from 5 ft. 
  to 60 ft. square, depending on the size of the spider. 
  They usually position these sheets to snare flying 
  creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 
  Spot check to notice the web; otherwise they stumble 
  into it and become trapped as though by a successful 
  web attack. Attempts to escape or burst the webbing 
  gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5 ft. section has 6 hit points, hardness 0, and takes 
  double damage from fire. 
  Skyter can move across its own web at its climb speed 
  and can pinpoint the location of any creature touching 
  its web.  
  Please note that Skyter's use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 
  and secondary damage 2d6. The saves are 
  Constitution-based.  
  Skills Ettercaps have a +4 racial bonus on Craft: 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus to Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes. 
  Sources Monster Manual, Complete Divine 
  Note: For purposes of Druid levels and CR, the 
  druid levels are treated as an unassociated class. 
  Description This revolting creature resembles a 
  cross between a gangly human and a bloated 
  spider. It has long, slender arms and legs 
  protruding from a rounded fleshy body. It has a 
  spider’s head with a pair of bulbous black eyes 
  Sources Monster Manual 1, Savage Species, 
  Spell Compendium, Players Handbook 
  Note: For purposes of Druid levels and CR, the 
  druid levels are treated as an unassociated class.  
   
  ANI M AL C O M P AN I O N:  G AS H E R  –  D I RE  W E AS E L    
   CR  2 
  N Male animal  
  Init +4 (Dex); Senses Listen +3, Spot +5, low light 
  vision, scent 
  Languages n/a 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +2 leather barding, +2 natural) 
  hp 18 (3 HD) 
  Fort +3, Ref +7, Will +2 
  Speed 40 ft. in leather barding (8 squares), base 
  movement 40 ft. 
  Melee  Bite +6 melee (1d6+3/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Actions Attach, Blood drain 
  Possessions n/a 
  Abilities Str 14 Dex 19, Con 10, Int 2, Wis 12, Cha 11  
  SQ Low light vision, scent, link, share spells 
  Feats Alertness, Stealthy, Weapon finesse 
  Skills Hide +8, Move Silently +8, Listen +3, Spot +5  
  Possessions combat gear plus leather barding  
  Attach (Ex) When Gnasher hits with its bite attack 
  latches onto the opponents body with its powerful 
  jaws. If attached, Gnasher loses its Dexterity bonus 
  to AC and thus has an AC of 14.  
  Blood drain (Ex) Gnasher drains blood for 1d4 points of 
  Constitution damage each round it remains attached.  
  
  ULP7-06 Portents of the Matron 
   
  Page 47 
  Description This sleek, fur-covered creature has a body 
  lon
   – APL 8 
  ENCOUNTE
  ger than a human is tall. It has a wedge-shaped head 
  crowned in short horns, four short legs, and a stumpy 
  tail. Its movements are fluid and quick.  
  Sources Monster Manual 1  
  DIX 3
  APPEN
  R 6 
   
   
   
  AD V AN C E D  P H AS E  S
  N Large male magical b
  ts
  P I D E R S  ( X3) 
  CR  5 
  eas  
  a k
  AC
  ch 12, flat-footed 12 
  Init +7 (Dex + Improved Initiative) 
  r vision 60 ft., low light 
  Senses Listen +1, Spot +4, D
  vision 
  Languages n/a 
   15, tou
   (-1 size, +3 Dex, +3 natural) 
  ovement 40 ft., climb 20 ft. 
  hp 50 (6 HD) 
  Fort +8, Ref +8, Will +3 
  Speed base m
  Melee  Bite +9 (1d6+4 plus poison/ x2) 
  , Con 16, Int 7, Wis 13, Cha 10  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +13 
  Special Actions Poison 
  Abilities Str 17, Dex 17
  SQ Darkvision 60 ft., low light vision, ethereal jaunt 
   
  Po
  sions n/a  
   from the 
  Feats Ability focus (poison), Improved initiative, W.F-
  bite 
  Skills Climb +11, Move Silently +11, Spot +5  
  sses
  Ethereal Jaunt (Su) A phase spider can shift
  Ethereal Plane to the Material Plane as a free action 
  Po
  De
  and shift back to the Ethereal Plane as a move 
  equivalent action (or during a move action). This is 
  otherwise identical with ethereal jaunt (caster level 
  15th) 
  ison (Ex) Injury, Fortitude DC 18, initial and 
  secondary damage is 1d8 Con.  
  Skills A phase spider has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check even if rushed or threatened. 
  scription This creature resembles a giant wolf spider 
  ex
  arkings of white, 
  ale ettercap druid lvl 5  
  isten +5, Spot +9, low light 
  AC
  ch 13, flat-footed 15 
  cept with a larger head and varied m
  gray, and blue over the legs and back. Its eight eyes are 
  silver-white. 
  Sources Monster Manual 1 
   
  S
  M
  K Y T E R     CR  6 
  N/E aberration 
  Init +3 (Dex); Senses L
  vision 
  Languages Common  
   18, tou
   (+3 Dex, +4 bone armor, +1 natural) 
   (6 squares), base movement 
  hp 67 (10 HD) 
  Fort +8, Ref +7, Will +11 
  Speed 30 ft. in bone armor
  30 ft., climb 30  
  lee MW sickle +
  Me
  9/+4 (1d6+2/ x2) and bite  +6 (1d8+2 
  Ra
  s Poison bite, Improved Web 
  ds, potion 
  Dr
   spell level 
  s, splinterbolt, soften 
   1st— entangle, sand blast, wall of smoke, obscuring 
   0— guidance, resistance, light, create water, detect 
  Deit
    
  4, Dex 17, Con 13, Int 6, Wis 16, Cha 8  
  plus poison/ x2) or 2 claws +6/+6 (1d3+1/ x2) and 
  bite +8 (1d8+2 plus poison/ x2)  
  nged Sling +9/+4 (1d4+2/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options  
  Special Action
  Combat Gear Potion of cure moderate woun
  of haste, potion of shield of faith +3, glitterstone (x1), 
  stench stone (x1), 2 tanglefoot bags, gloves of 
  lightning (MIC), amulet of tears (MIC) 
  uid Spells Prepared (CL 5th): DC 13 +
     3rd- sleet storm, ice lance (SC) 
   2nd— mass snakes swiftnes
  earth & stone 
  mist  
  magic  
  y: Bralm
  Abilities Str 1
  SQ Low light vision, nature sense, wild empathy, 
  Fe
  , Concentration +3, Craft: trapmaking +4, 
  Sk
  htning Reflexes, 
  Po
  bat gear plus MW sickle, sling, 10 
  W
   a web eight times a day. The 
  woodland stride, trackless step, animal companion – 
  dire weasel 
  ats Climb +8
  Hide +7, Listen +5, Spot +9, Handle Animal +2, 
  Knowledge: Nature +3, Survival +7 
  ills Multiattack, Great Fortitude, Lig
  Improved Web  
  ssessions com
  bullets, bone armor +1 
  eb (Ex) Skyter can throw
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one Large size. 
  An entangled creature can escape with a successful 
  Sk
   5 ft. 
  Sk
  n web at its climb speed 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 19 and 
  Break DC 21). The DCs are Constitution-based with a 
  +4 racial modifier. The webs have 6 hit points, 
  hardness 0, and take double damage from fire.  
  yter often creates sheets of sticky webbing from
  to 60 ft. square, depending on the size of the spider. 
  They usually position these sheets to snare flying 
  creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 
  Spot check to notice the web; otherwise they stumble 
  into it and become trapped as though by a successful 
  web attack. Attempts to escape or burst the webbing 
  gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5 ft. section has 6 hit points, hardness 0, and takes 
  double damage from fire. 
  yter can move across its ow
  and can pinpoint the location of any creature touching 
  its web.  
  
  Please note that Skyter’s use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 
  and secondary damage 2d6. The saves are 
  Constitution-based.  
  Skills Ettercaps have a +4 racial bonus on Craft: 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus to Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes 
  Sources Monster Manual 1, Savage Species, Spell 
  Compendium, Players Handbook 
  Note: For purposes of Druid levels and CR, the 
  druid levels are treated as an unassociated class.  
   
  ANI M AL C O M P AN I O N:  G AS H E R  –  D I RE  W E AS E L    
   CR  2 
  N Male animal  
  Fort +3, Ref +7, Will +2 
  Speed 40 ft. in leather barding (8 squares), base 
  movement 40 ft. Init +4 (Dex); Senses Listen +3, 
  Spot +5, low light vision, scent 
  Languages n/a 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +2 leather barding, +2 natural) 
  hp 18 (3 HD) 
  Fort +3, Ref +7, Will +2 
  Speed 40 ft. in leather barding (8 squares), base 
  movement 40 ft. 
  Melee Bite +6 (1d6+1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options n/a  
  Special Actions Attach, blood drain 
  Combat Gear n/a 
  Abilities Str 14 Dex 19, Con 10, Int 2, Wis 12, Cha 11  
  SQ Low light vision, scent, link, share spells 
  Feats Alertness, Stealthy, Weapon finesse 
  Skills Hide +8, Move Silently +8, Listen +3, Spot +5  
  Possessions combat gear plus leather barding  
  Attach (Ex) When Gnasher hits with its bite attack 
  latches onto the opponents body with its powerful 
  jaws. If attached, Gnasher loses its Dexterity bonus 
  to AC and thus has an AC of 14.  
  Blood drain (Ex) Gnasher drains blood for 1d4 points of 
  Constitution damage each round it remains attached.  
  Description This sleek, fur-covered creature has a body 
  longer than a human is tall. It has a wedge-shaped head 
  crowned in short horns, four short legs, and a stumpy 
  tail. Its movements are fluid and quick.  
  Sources Monster Manual 1  
  APPENDIX 4 – APL 10 
  ENCOUNTER 6 
   
   
   
  AD V AN C E D  P H AS E  S P I D E R S  ( X3) 
  CR  7 
  Large male magical beasts 
  Init +7 (Dex + Improved Initiative);  
  Senses Listen +1, Spot +4, Darkvision 60 ft., low light 
  vision 
  Languages n/a 
  AC 16, touch 12, flat-footed 12 
   (-2 size, +2 Dex, +6 natural) 
  hp 100 (9 HD) 
  Fort +11, Ref +8, Will +4 
  Speed base movement 40 ft., climb 20 ft. 
  Melee  Bite +16 (1d8+8 plus poison/ x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +25 
  Special Actions Poison 
  Abilities Str 26, Dex 15, Con 20, Int 7, Wis 13, Cha 10  
  SQ Darkvision 60 ft., low light vision, ethereal jaunt 
  Feats Ability focus (poison), Improved initiative, W.F- 
  bite, virulent poison (SS) 
  Skills Climb +18, Move Silently +11, Spot +5  
  Possessions n/a  
  Ethereal Jaunt (Su) A phase spider can shift from the 
  Ethereal Plane to the Material Plane as a free action 
  and shift back to the Ethereal Plane as a move 
  equivalent action (or during a move action). This is 
  otherwise identical with ethereal jaunt (caster level 
  15th) 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage is 2d6 Con.  
  Skills A phase spider has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check even if rushed or threatened. 
  Description This creature resembles a giant wolf spider 
  except with a larger head and varied markings of white, 
  gray, and blue over the legs and back. Its eight eyes are 
  silver-white. 
  Sources Monster Manual 1, Savage Species 
   
  ANI M AL C O M P AN I O N:  G AS H E R  –  D I RE  W E AS E L    
   CR  2 
  N Male animal  
  Init +5 (Dex); Senses Listen +4, Spot +6, low light 
  vision, scent 
  Languages n/a 
  AC 21, touch 15, flat-footed 16 
   (+5 Dex, +2 leather barding, +4 natural) 
  hp 30 (5 HD) 
  Fort +4, Ref +9, Will +2 
  Speed 40 ft. in leather barding (8 squares), base 
  movement 40 ft. 
  Melee Bite +8 (1d6+3/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a  
  ULP7-06 Portents of the Matron 
   
  Page 48 
  
  Special Actions Attach, blood drain 
  Combat Gear n/a 
  Abilities Str 15 Dex 20, Con 10, Int 2, Wis 12, Cha 11  
  SQ Low light vision, scent, link, share spells, evasion 
  Feats Alertness, Stealthy, Weapon finesse 
  Skills Hide +9, Move Silently +9, Listen +4, Spot +6  
  Possessions combat gear plus leather barding  
  Attach (Ex) When Gnasher hits with its bite attack 
  latches onto the opponents body with its powerful 
  jaws. If attached, Gnasher loses its Dexterity bonus 
  to AC and thus has an AC of 14.  
  Blood drain (Ex) Gnasher drains blood for 1d4 points of 
  Constitution damage each round it remains attached.  
  Description This sleek, fur-covered creature has a body 
  longer than a human is tall. It has a wedge-shaped head 
  crowned in short horns, four short legs, and a stumpy 
  tail. Its movements are fluid and quick.  
  Sources Monster Manual 1  
   
   
  S K Y T E R  –  E T T E R C AP  D R U I D  L V L  7   CR  8 
  Male ettercap  
  N/E aberration 
  Init +7 (Dex + Improved Initiative); Senses Listen +6, 
  Spot +10, low light vision 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 bone armor, +1 natural) 
  hp 81 (12 HD) 
  Fort +9, Ref +8, Will +13 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft., climb 30  
  Melee MW sickle +11+6 (1d6+2/ x2) and bite  +8 
  (1d8+2 plus poison/ x2) or 2 claws +8/+8 (1d3+1/ x2) 
  and bite +10 (1d8+2 plus poison/ x2)  
  Ranged MW Sling +12/+7 (1d4+2/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options  
  Special Actions Poison bite, Improved Web 
  Combat Gear Potion of cure serious wounds, potion of 
  haste, potion of shield of faith +4, glitterstone (x1), 
  stench stone (x1), 2 tanglefoot bags, gloves of 
  lightning (MIC), amulet of tears (MIC) 
  Druid Spells Prepared (CL 7th): DC 14 + spell level 
     4th – spike stones, arc of lightning (SC) 
     3rd- sleet storm, ice lance (SC), alter fortune (PHB 2) 
   2nd— mass snakes swiftness, splinterbolt (x2), 
  soften earth & stone 
   1st— entangle, sand blast, wall of smoke, obscuring 
  mist, faerie fire  
   0— guidance, resistance, light, create water, detect 
  magic, know direction  
  Deity: Bralm  
  Abilities Str 14, Dex 17, Con 13, Int 6, Wis 19, Cha 8  
  SQ Low light vision, nature sense, wild empathy, 
  woodland stride, trackless step, animal companion – 
  dire weasel 
  Skills Climb +10, Concentration +4, Craft: trapmaking 
  +4, Hide +9, Listen +6, Spot +10, Handle Animal +3, 
  Knowledge: Nature +4, Survival +9 
  Feats Multiattack, Great Fortitude, Lightning Reflexes, 
  Improved Web, Improved Initiative  
  Possessions combat gear plus MW sickle, MW sling, 
  10 bullets, bone armor +1 
  Web (Ex) Skyter can throw a web eight times a day. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 19 and 
  Break DC 21). The DCs are Constitution-based with a 
  +4 racial modifier. The webs have 6 hit points, 
  hardness 0, and take double damage from fire.  
  Skyter often creates sheets of sticky webbing from 5 ft. 
  to 60 ft. square, depending on the size of the spider. 
  They usually position these sheets to snare flying 
  creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 
  Spot check to notice the web; otherwise they stumble 
  into it and become trapped as though by a successful 
  web attack. Attempts to escape or burst the webbing 
  gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5 ft. section has 6 hit points, hardness 0, and takes 
  double damage from fire. 
  Skyter can move across its own web at its climb speed 
  and can pinpoint the location of any creature touching 
  its web.  
  Please note that Skyter’s use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 
  and secondary damage 2d6. The saves are 
  Constitution-based.  
  Skills Ettercaps have a +4 racial bonus on Craft: 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus to Climb checks and can always choose 
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes 
  Sources Monster Manual 1, Savage Species, Spell 
  Compendium, Players Handbook 
  Note: For purposes of Druid levels and CR, the 
  druid levels are treated as an unassociated class.  
  APPENDIX 5 – APL 12 
  ENCOUNTER 5 
   
   
   
  AD V AN C E D  P H AS E  S P I D E R S  ( X3)   CR  9 
  N Huge magical beast 
  ULP7-06 Portents of the Matron 
   
  Page 49 
  
  Init +6; Senses Listen +1, Spot +9, darkvision 60 ft., 
  low-light vision 
  Languages - 
  AC 16, touch 10, flat-footed 14 
   (-2 size, +2 Dex, +6 natural) 
  hp 157 (14 HD) 
  Fort +12, Ref +9, Will +9 
  Speed base movement 40 ft., climb 20 ft. 
  Melee Bite +18 (1d8+8 plus poison/ x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14; Grp +30 
  Atk Options n/a 
  Special Actions Poison, ethereal jaunt 
  Abilities Str 27, Dex 15, Con 20, Int 7, Wis 13, Cha 10  
  SQ Darkvision 60 ft., low-light vision, ethereal jaunt 
  Feats Ability focus: Poison, Virulent Poison, Improved 
  Initiative, Weapon focus: bite, Combat Reflexes 
  Skills Climb +18, Move Silently +12, Spot +9  
  Possessions n/a 
  Ethereal Jaunt (Su) A phase spider can shift from the 
  Ethereal Plane to the Material Plane as a free action 
  and shift back to the Ethereal Plane as a move 
  equivalent action (or during a move action). This is 
  otherwise identical with ethereal jaunt (caster level 
  15th) 
  Poison (Ex) Injury, Fortitude DC 26, initial and 
  secondary damage is 2d6 Con.  
  Skills A phase spider has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check even if rushed or threatened. 
  Description This creature resembles a giant wolf spider 
  except with a larger head and varied markings of white, 
  gray, and blue over the legs and back. Its eight eyes are 
  silver-white. 
  Sources Monster Manual 1, Savage Species 
   
  S K Y T E R     CR  9 
  Male ettercap druid level 9 
  N/E Medium-sized aberration 
  Init +7; Senses Listen +8, Spot +12, low light vision 
  Languages Common  
  AC 19, touch 14, flat-footed 16 
   (+3 Dex, +4 bone armor, +1 natural, deflection +1 
  hp 93 (14 HD)  
  Fort +10, Ref +9, Will +14 
  Weakness  
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft., climb 30 ft.  
  Melee MW sickle +12/+7 (1d6+2/ x2) and bite +6 
  (1d8+2 plus poison/ x2) or bite +11 (1d8+2 plus 
  poison/ x2) and 2 claws +9/+9 melee (1d3+1/ x2) 
  Ranged MW sling +13/+8 ranged (1d4+2/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9 Grp +11 
  Atk Options Poison, web  
  Special Actions Eagles wings, wild shape, web, poison 
  Combat Gear Potion of cure serious wounds, potion of 
  haste, potion of shield of faith +4, glitterstone (x1), 
  stench stone (x1), 2 tanglefoot bags, gloves of 
  lightning (MIC), amulet of tears (MIC), ring of 
  protection +1, potion of gaseous form 
  Druid Spells Prepared (CL 9th): DC 14 plus spell level 
   5th— mass contagion (SC) 
   4th— spike stones, arc of lightning (SC), languor 
  (SC) 
   3rd— spike growth, ice lance (SC), protection vs. 
  energy, meld into stone 
   2nd— briar web, splinterbolt, mass snakes swiftness 
  (x2) (SC), soften earth & stone 
   1st— entangle, enrage animal, thunderhead (SC), 
  cure light wounds, sand blast 
   0— flare, detect magic, guidance, resistance, know 
  direction, virtue 
  Deity: Bralm.  
  Abilities Str 14, Dex 17, Con 13, Int 6, Wis 19, Cha 8  
  SQ Poison, web, animal companion – Gasher: dire 
  weasel, nature sense, wild empathy, woodland stride, 
  trackless step, resist natures lure, wild shape 3/day, 
  wild shape- Large, venom immunity, low light vision 
  Feats Multi attack, Great Fortitude, Lightning Reflexes, 
  Improved Web, Eagles Wings 
  Skills Climb +10, Craft: trapmaking +8, Hide +9, Listen 
  +8, Spot +12, Handle Animal +4, Survival +8, 
  Knowledge: Nature +3 
  Possessions combat gear plus MW sickle, MW sling, 
  10 bullets, bone armor +1 
  Web (Ex) Skyter can throw a web eight times a day. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one Large size. 
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 17 and 
  Break DC 21). The DCs are Constitution-based with a 
  +4 racial modifier. The webs have 6 hit points, 
  hardness 0, and take double damage from fire.  
  Skyter often creates sheets of sticky webbing from 5 ft. 
  to 60 ft. square, depending on the size of the spider. 
  They usually position these sheets to snare flying 
  creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 
  Spot check to notice the web; otherwise they stumble 
  into it and become trapped as though by a successful 
  web attack. Attempts to escape or burst the webbing 
  gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5 ft. section has 6 hit points, hardness 0, and takes 
  double damage from fire. 
  Please note that Skyter’s use of his webs is more 
  effective and versatile than normal due to the 
  Improved Web feat. 
  Skyter can move across its own web at its climb speed 
  and can pinpoint the location of any creature touching 
  its web.  
  Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 
  and secondary damage 2d6. The saves are 
  Constitution-based.  
  Skills Ettercaps have a +4 racial bonus on Craft: 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus to Climb checks and can always choose 
  ULP7-06 Portents of the Matron 
   
  Page 50 
  
  to take 10 on Climb checks even if rushed or 
  threatened.  
  Description This revolting creature resembles a cross 
  between a gangly human and a bloated spider. It has 
  long, slender arms and legs protruding from a rounded 
  fleshy body. It has a spider’s head with a pair of bulbous 
  black eyes. 
  Sources Monster Manual, Complete Divine 
  Note: For purposes of Druid levels and CR, the 
  druid levels are treated as an unassociated class.  
   
  ANI M AL C O M P AN I O N:  G AS H E R  –  D I RE  W E AS E L    
   CR  2 
  N Male animal  
  Init +5 (Dex); Senses Listen +6, Spot +8, low light 
  vision, scent 
  Languages n/a 
  AC 24, touch 16, flat-footed 18 
   (+6 Dex, +2 leather barding, +6 natural) 
  hp 54 (9 HD) 
  Fort +6, Ref +15, Will +4 
  Speed 40 ft. in leather barding (8 squares), base 
  movement 40 ft. 
  Melee Bite +13 (1d6+4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options n/a  
  Special Actions Attach, blood drain 
  Combat Gear n/a 
  Abilities Str 17 Dex 22, Con 10, Int 2, Wis 12, Cha 11  
  SQ Low light vision, scent, link, share spells, evasion, 
  devotion 
  Feats Alertness, Stealthy, Weapon finesse, W.F- bite, 
  dodge 
  Skills Hide +10, Move Silently +10, Listen +6, Spot +8  
  Possessions combat gear plus leather barding  
  Attach (Ex) When Gnasher hits with its bite attack 
  latches onto the opponents body with its powerful 
  jaws. If attached, Gnasher loses its Dexterity bonus 
  to AC and thus has an AC of 18.  
  Blood drain (Ex) Gnasher drains blood for 1d4 points of 
  Constitution damage each round it remains attached.  
  Description This sleek, fur-covered creature has a body 
  longer than a human is tall. It has a wedge-shaped head 
  crowned in short horns, four short legs, and a stumpy 
  tail. Its movements are fluid and quick.  
  Sources Monster Manual 1  
  APPENDIX 1 – APL 4 
  ENCOUNTER 7 
   
   
   
  R E D  M ANTI S     CR  4 
  Female insectile druid level 3 
  N/E Medium aberration 
  Init +6 (Dex + Improved Initiative;  
  Senses Listen +6, Spot +10; Darkvision 60 ft., 
  tremorsense 60 ft.  
  Languages Common, Undercommon  
  AC 17, touch 12, flat-footed 13 
   (+2 Dex, +3 bone armor, +2 natural) 
  hp 23 (3 HD)  
  Immune Flanking 
  Fort +5, Ref +3, Will +7 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee MW scimitar +3 (1d6/ 18-20 ) or dagger +2 melee 
  (1d4/ 19-20 x2) 
  Ranged Dagger +4 ranged (1d4/ 19-20 x2) or sling +4 
  ranged (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options n/a 
  Special Actions n/a 
  Combat Gear Tanglepatch (x2), potion of cure 
  moderate wounds, potion of cats grace, scroll- 
  obscuring mist, scroll- splinterbolt: 3rd lvl, tanglefoot 
  bag (x2), potion of invisibility 
  Druid Spells Prepared (CL 3rd): 
   2nd— splinterbolt, animalistic power (PHB 2) (�) 
   1st— thunderhead, snakes swiftness (SC), obscuring 
  mist 
   0— detect magic, resistance, know direction, create 
  water 
  Deity: Bralm  
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 18, Cha 15  
  SQ Nature sense, wild empathy, animal companion- 
  badger, woodland stride, trackless step, tremorsense 
  60 ft., wide vision, darkvision 60 ft.  
  Feats Improved initiative, Verminfriend (BVD) 
  Skills Hide +2, Concentration +8, Diplomacy +3, Handle 
  Animal +6, Knowledge: Nature +5, Move Silently +2, 
  Survival +9, Listen +6, Spot +10, Ride +3, Spellcraft 
  +2  
  Possessions combat gear plus MW scimitar, dagger, 
  sling, 10 bullets, bone armor 
  Skills Because of her wide vision, Red Mantis receives 
  a +4 racial bonus to Spot checks.  
  Description Red Mantis appears as a humanoid with a 
  lithe body and slightly chitinous and crimson-colored 
  skin. She has six pairs of eyes, four black and her two 
  primary ones blood red. She also has four arms. It is 
  rare to see her with a look on her face other than that of 
  contempt for those around her.  
  Sources Savage Species, Spell Compendium, PHB 2, 
  Book of Vile Darkness  
   
  K L AW –  B AD G E R  AN I M AL  C O M P ANI O N 
  CR  1/2 
  Male N animal  
  Init +4 (Dex); Senses Listen +4, Spot +4, scent, low 
  light vision 
  Languages n/a 
  AC 20, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +2 leather barding, +3 natural) 
  hp 21 (3 HD) 
  Fort +5, Ref +6, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft. 
  ULP7-06 Portents of the Matron 
   
  Page 51 
  
  Melee  2 claws +7/+7 (1d2-1/ x2) and bite +5 melee 
  (1d3-1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  SQ Rage, low light vision, scent, evasion, link, share 
  spells 
  Feats Weapon finesse, Track, Multiattack 
  Skills Escape Artist +8, Listen +4, Spot +4  
  Possessions combat gear plus small leather barding 
  Rage (Ex) A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until either it or his opponent is dead. It cannot 
  end its rage voluntarily.  
  Skills A badger has a +4 racial bonus on Escape Artist 
  checks.  
  Description Typical for a creature of its type.  
  Sources Monster Manual 1 
   
   
  P I N C E R-  I N S E C T I L E  T E M P L ATE  O G R E  CR  4 
  C/E large male aberration  
  Init +1 (Dex); Senses Listen +3, Spot +7; Darkvision 60 
  ft., wide vision, tremorsense 60 ft.  
  Languages Common, Giant  
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +4 bone armor, +7 natural) 
  hp 30 (4 HD) 
  Immune Flanking 
  Fort +6, Ref +1, Will +2 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee Large greatclub +8 melee (2d8+7/ x2) 
  Ranged Javelin +2 ranged (1d8+5/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +12 
  Atk Options n/a 
  Special Actions n/a 
  Combat Gear potion of cure moderate wounds, elixir of 
  fire breathing, potion of protection vs. good 
  Abilities Str 21, Dex 12, Con 15, Int 6, Wis 12, Cha 7  
  SQ Darkvision 60 ft., tremorsense 60 ft., wide vision 
  Feats Toughness, W.F- greatclub   
  Skills Climb +5, Listen +3, Spot +7 
  Possessions combat gear plus large greatclub, 5 large 
  javelins, large bone armor 
  Skills Insectile ogres had a +4 racial bonus to Spot 
  checks.  
  Description This hulking brute appears to be at least 9 
  feet tall. It has a thick, slightly chitinous hide covered in 
  dark warty bumps. It wears blood stained bone armor 
  over smelly skins, and its hair is long, unkempt, and 
  greasy. It has six arms, but only two of them are 
  sufficiently dexterous for using tools and weapons and it 
  has four dark, bug-like black eyes in addition to its 
  normal eyes. 
  Sources Players Handbook, Monster Manual, Savage 
  Species 
   
  S T AN D AR D  M O N S T R O U S  L AR G E  S P I D E R  CR  2  
  ( X2) 
  N Large-sized vermin  
  Init +4; Senses Listen +0, Spot +4 
  Languages None 
  AC 14, touch 12, flat-footed 11 
   (-1 size, +3 Dex, +2 natural) 
  hp 22 (4 HD) 
  Immune As per vermin traits ( all mind-affecting effects: 
  charms, compulsions, phantasms, patterns, and 
  morale effects ) 
  Fort +5, Ref +4, Will +1 
  Speed 30 ft base movement, 20 ft. climb 
  Melee Bite +4 melee (1d8+3 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9 
  Atk Options n/a 
  Special Actions Poison, web  
  Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2  
  SQ Darkvision 60 ft., vermin traits, tremor sense 60 ft.  
  Feats n/a 
  Skills Climb +11, Hide +3, Jump +2, Spot +4 
  Possessions n/a 
  Poison (Ex) A monstrous spider has a poisonous bite. 
  Those bitten must make a Fortitude save DC 13 (1d6 
  Str/ 1d6 Str.) 
  Web (Ex) Spiders can throw a web eight times a day 
  and their strands are strong enough to support their 
  weight plus one other creature of the same size. The 
  webs have a maximum range of 50 ft. with a range 
  increment of 10 ft. and they are effective against 
  targets up to one size category larger than the spider.  
  An entangled creature can escape with a successful 
  Escape Artist check or burst with a Strength check. 
  Both are standard actions ( Escape Artist DC 13 and 
  Break DC 17). The DCs are Constitution-based with a 
  +4 racial modifier.  
  Web spinners often create sheets of sticky webbing from 
  5 ft. to 60 ft. square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. 
  Each 5 ft. section has 12 hit points and sheet webs 
  have a damage reduction of 5/-.  
  A monstrous spider can move across its own web at its 
  climb speed and can pinpoint the location of any 
  creature touching its web.  
  Skills Monstrous spiders have a +4 racial bonus on 
  Hide and Spot checks and a +8 racial bonus on 
  Climb checks. A monstrous spider can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Monstrous spiders use either their 
  ULP7-06 Portents of the Matron 
   
  Page 52 
  
  Strength or Dexterity modifier to Climb checks, 
  whichever is greater. 
  Description Typical for creatures of its size and type 
  Sources Monster Manual 1 
  APPENDIX 2 – APL 6 
  ENCOUNTER 7 
   
   
   
  R E D  M ANTI S      CR  6 
  Female insectile druid level 5 
  N/E Medium aberration 
  Init +6 (Dex + Improved Initiative); Senses Listen +6, 
  Spot +10, darkvision 60 ft., tremorsense 60 ft., wide 
  vision 
  Languages Common, Druidic, Undercommon  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 bone armor, +2 natural) 
  hp 37 (5 HD) 
  Immune Flanking 
  Fort +6, Ref +3, Will +8 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee MW scimitar +4 1d6/ 18-2 x3) or bone dagger +3 
  (1d4/ 19-20 x2) 
  Ranged Dagger +5 ranged (1d4/ 19-20 x2) or sling +5 
  ranged (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options n/a 
  Special Actions Woodland stride, trackless step, wild 
  shape 1/day 
  Combat Gear Tanglepatch (x2), tanglefoot bag (x2), 
  potion of cats grace, potion of cure moderate 
  wounds, scroll- dispel magic- 5th lvl, scroll – cure 
  serious wounds – 5th lvl, necklace of fireballs type 1 
  potion of invisibility  
  Druid Spells Prepared (CL 5th): 
   3rd— protection vs. energy (fire) (�), poison (�) 
   2nd— splinterbolt, animalistic power (PHB 2) (�), 
  mass snakes swiftness (SC) 
   1st— thunderhead, snakes swiftness (SC), obscuring 
  mist, magic fang (�) 
   0— know direction, resistance, guidance, create 
  water, flare, detect magic  
  Deity: Bralm  
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 19, Cha 15 
  SQ Darkvision 60 ft., tremorsense 60 ft., wide vision, 
  nature sense, wild empathy, animal companion- 
  badger, woodland stride, trackless step, resist 
  natures lure, wild shape 1/day 
  Feats Improved Initiative, Verminfriend 
  Skills Hide +3, Concentration +3, Diplomacy +4, Handle 
  Animal +7, Knowledge: Nature +7, Move Silently +3, 
  Survival +10, Listen +6, Spot +10, Ride +4, Spellcraft 
  +2 
  Possessions combat fear plus MW scimitar, bone 
  dagger, sling, 10 bullets, bone armor +1 
  Skills With the insectile template, Red Mantis has a +4 
  racial bonus to Spot checks.  
  Description Red Mantis appears as a humanoid with a 
  lithe body and slightly chitinous and crimson-colored 
  skin. She has six pairs of eyes, four black and her two 
  primary ones blood red. She also has four arms. It is 
  rare to see her with a look on her face other than that of 
  contempt for those around her.  
  Sources Monster Manual 1, Savage Species, Players 
  Handbook 1 & 2, Spell Compendium, Magic Item 
  Compendium  
   
   
  K L AW –  D I RE  B AD G E R  
  AN I M AL  
  C O M P ANI O N
   
  CR  2 
  N Male medium animal  
  Init +3 (Dex); Senses Listen +6, Spot +6; low light 
  vision, scent 
  Languages n/a  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +3 leather barding armor, +3 natural) 
  hp 29 (3 HD) 
  Fort +7, Ref +6, Will +2 
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft.  
  Melee 2 claws +4 (1d4+2/ x2) and bite -1 (1d6+1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10  
  SQ Low light vision, scent 
  Feats Alertness, Toughness, Track  
  Skills Listen +6, Spot +6 
  Possessions combat gear plus leather barding 
  Rage (Ex) Rage (Ex) A dire badger that takes damage 
  in combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or his opponent 
  is dead. It cannot end its rage voluntarily.  
  Description This squat muscular creature is covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  P I N C E R-  I N S E C T I L E  T E M P L AT E  T R O L L  CR  6 
  C/E Large aberration 
  Init +4 (Dex); Senses Listen +6, Spot +11, scent, 
  darkvision 60 ft., tremorsense 60 ft., wide vision 
  Languages Common, Giant  
  AC 24 , touch 13, flat-footed 20 
   (-1 size, +4 Dex, +4 bone armor, +7 natural) 
  hp 63 (6 HD); regeneration 5  
  Immune Flanking 
  Fort +11, Ref +6, Will +4 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  ULP7-06 Portents of the Matron 
   
  Page 53 
  
  Melee Large MW greatsword +10 melee (3d6+9/ 19-20 
  x2) and bite +4 melee (1d6+3/ x2) or 2 claws +9/+9 
  melee (1d6+6/ x2) and bite +4 (1d6+3/ x2) 
  Ranged Javelin +6 ranged (1d8+6/ x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Atk Options n/a 
  Special Actions Rend – 2d6+9  
  Combat Gear potion of cure moderate wounds, potion 
  of rage, potion of invisibility, slippers of spider 
  climbing 
  Deity: Bralm  
  Abilities Str 23, Dex 18, Con 23, Int 6, Wis 11, Cha 6  
  SQ Scent, darkvision 60 ft., tremorsense 60 ft., wide 
  vision, regeneration 5 
  Feats Alertness, Iron Will 
  Skills Listen +6, Spot +11 
  Possessions combat gear plus large bone armor +1, 
  MW greatsword, 5 large javelins 
  Rend (Ex) If Pincer hits with both claw attacks, it latches 
  onto the opponents body and tears the flesh. This 
  attack automatically deals 2d6+9 points of damage.  
  Skills Pincer, having the insectile template, has a +4 
  racial bonus to Spot checks.  
  Description Pincer appears as big bipedal creature 
  about 9 ft. tall and very thin. He has six arms, although 
  only two of them have developed enough claws to use 
  as weapons. He has long and ungainly arms and legs. 
  His legs end in great three-toed feet, the arms in wide, 
  powerful hands. His hide is a mixture of chitinous and 
  rubbery, and his hair is thick and ropy, and seems to 
  writhe with its own energy. He also has multiple jet black 
  eyes 
  Sources Monster Manual 1, Savage Species, Players 
  Handbook 
   
   
  F I RE CLAW     CR  5 
  Female insectile template hobgoblin warmage level 4 
  C/N Medium aberration 
  Init +3 (Dex); Senses Listen +1, Spot +5 
  Languages Common, Goblin  
  AC 20, touch 12, flat-footed 18 
   (+3 Dex, +5 armor, +2 natural) 
  hp 24 (4 HD) 
  Immune Flanking 
  Fort +3, Ref +4, Will +5 
  Speed 30 ft. in chain shirt (30 squares), base movement 
  30 ft. 
  Melee MW shortspear +4 (1d6+1/ x2) or +3 (1d4+1/ 19-
  20 x2) 
  Ranged MW shortspear +6 (1d6+1/ x2) or dagger +5 
  (1d4+1/ 19-20 x2) or light crossbow +5 (1d8/ 19-20 
  x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options n/a 
  Special Actions n/a 
  Combat Gear scroll: blast of force- 4th lvl (SC), scroll: 
  Bigby’s tripping hand (PHB 2)- 4th lvl, scroll: luminous 
  swarm – (CM) 4th lvl, rod of empower (lesser), potion 
  of barkskin +4, potion of cure moderate wounds, 2 
  tanglefoot bags, potion of invisibility 
  Deity: Erythnul 
  Warmage Spells Known (CL 4th): DC 13 + spell level, 
  DC 15 + spell level vs. Evocation spells 
   2nd (4/day)— blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
   1st (6/day)— accuracy, burning hands, chill touch, fist 
  of stone, magic missile, lesser orb of acid, lesser 
  orb of cold, lesser orb of electricity, lesser orb of 
  fire, lesser orb of sound, shocking grasp, true strike 
  (�), sonic blast (SC) 
   0 (6/day)— acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 16 
  SQ Darkvision 60 ft., tremorsense 60 ft., wide vision, 
  armored mage (light), warmage edge (+2 due to Int 
  modifier ), advanced learning – sonic burst 
  Feats Spell focus: Evocation, Greater Spell focus: 
  Evocation 
  Skills Concentration +8, Knowledge: Arcana +8, 
  Knowledge: History +8, Spellcraft +10 
  Possessions combat gear plus chain shirt +1, MW 
  shortspear, dagger, light crossbow, 10 bolts 
  Skills Fireclaw, having the insectile template, has a +4 
  racial bonus to Spot checks.  
  Description Fireclaw resembles an amalgamation of 
  hobgoblin and insect. His skin is slightly chitinous and 
  he has six arms but only two of them are evolved 
  enough for fine manipulation. He also has six extra black 
  bug-like eyes in addition to his normal ones.  
  Sources- Players Handbook 1 & 2, Savage 
  Species, Complete Arcane, Spell Compendium 
   
  S TANDARD H ARP O O N  S P I D E R    CR  4 
  C/E Large male aberration  
  Init +4; Senses Listen +1, Spot +7, darkvision 120 ft. 
  Languages Common & Undercommon ( in whispery 
  voices ) 
  AC 16, touch 13, flat-footed 12 
   (-1 size, +4 Dex, +3 natural) 
  Hp 48 (5 HD) 
  Fort +5, Ref +5, Will +5 
  Speed base movement 40 ft., 20 ft. climb 
  Melee Bite +5 melee (1d8+3 plus poison/ x2) 
  Ranged 2 fangs +6/+6 (1d4+1 plus harpooning/ x2)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Improved Trip 
  Special Actions Harpooning, poison 
  Combat Gear n/a 
  Abilities Str 17, Dex 19, Con 18, Int 14, Wis 12, Cha 9  
  SQ Darkvision 120 ft., evasion, spines, web movement 
  ULP7-06 Portents of the Matron 
   
  Page 54 
  
  Feats 
  Combat 
  Reflexes, 
  Improved 
  Toughness, 
  Improved Trip  
  Skills Balance +8, Climb +16, Hide +8, Jump +21, Spot 
  +7, Tumble +13 
  Possessions n/a 
  Poison (Ex) Injury, Fortitude DC 16. Initial damage 1d6 
  Dexterity, secondary 2d6 Dexterity. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon must make a DC 16 
  Reflex save or take 1d6 points of piercing damage 
  from the spider’s spines. ( Creatures with reach 
  weapons, such as longspears are not subject to this 
  damage.) The spines deal an extra 1d6 points of 
  damage on a successful grapple check ( much like 
  armor spikes ). The save DC is Dexterity-based.  
  As a full round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 2d6 points pf 
  piercing damage. The spider can carry up to 2 
  medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals.  
  Web movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. They 
  are immune to the effects of a web spell.  
  Evasion (Ex) As per the identical special quality 
  possessed by rogues and monks. 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and jump checks, and it can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened.  
  Description A creature the size of a large horse looms 
  before you. It resembles a spider, except that it has 10 
  legs rather than eight. Its body is covered with sharp 
  spines, and its eight eyes look like they belong more on 
  a human than a spider face. Two massive mandibles 
  flex slowly, as it glares. 
  Sources – Monster Manual 3 
  APPENDIX 3 – APL 8 
  ENCOUNTER 7 
   
   
   
  R E D  M ANTI S      CR  7 
  Female insectile druid level 6 
  N/E Medium aberration 
  Init +6 (Dex + Improved Initiative); Senses Listen +6, 
  Spot +10, darkvision 60 ft., tremorsense 60 ft., wide 
  vision 
  Languages Common, Druidic, Undercommon  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 bone armor, +2 natural) 
  hp 45 (6 HD) 
  Immune Flanking  
  Fort +7, Ref +4, Will +10 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee Scimitar +5 (1d6+1/ 18-20 x3) or MW dagger +5 
  (1d4/ 19-20 x2) 
  Ranged Dagger +7 ranged (1d4/19-20 x2) or sling +6 
  (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options n/a 
  Special Actions Woodland stride, trackless step, wild 
  shape 2/day  
  Combat Gear tanglefoot patch (x2), periapt of wisdom 
  +2, scimitar +1, tanglefoot bag (x2), potion of cats 
  grace, potion of cure moderate wounds, potion of 
  lesser restoration, scroll – quench: 6th level, scroll: 
  cure serious wounds – 6th level, necklace of fireballs 
  type 2, potion of invisibility 
  Druid Spells Prepared (CL 6th): 
   3rd— protection vs. energy (fire) (�), spike growth, 
  poison  
   2nd— splinterbolt, animalistic power (�), salt ray, 
  mass snakes swiftness 
   1st—thunderhead, snakes swiftness, obscuring mist, 
  magic fang (�), sand blast  
   0— know direction, resistance, guidance, create 
  water, flare, detect magic  
  Deity: Bralm  
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 21, Cha 15  
  SQ Nature sense, wild empathy, animal companion – 
  dire badger, woodland stride, trackless step, wild 
  shape 2/day, darkvision 60 ft., tremorsense 60 ft., 
  wide vision  
  Feats Improved initiative, Verminfriend (BVD), Reach 
  spell 
  Skills Hide +3, Concentration +11, Diplomacy +5, 
  Handle Animal +8, Knowledge: Nature +7, Move 
  Silently +3, Survival +12, Listen +6, Spot +10, Ride 
  +4, Spellcraft +3 
  Possessions combat gear plus scimitar +1, MW 
  dagger, sling, 10 bullets, bone armor +1 
  Spellbook n/a 
  Skills With the insectile template, Red Mantis has a +4 
  racial bonus to Spot checks.  
  Description Red Mantis appears as a humanoid with a 
  lithe body and slightly chitinous and crimson-colored 
  skin. She has six pairs of eyes, four black and her two 
  primary ones blood red. She also has four arms. It is 
  rare to see her with a look on her face other than that of 
  contempt for those around her.  
  Sources Monster Manual 1, Savage Species, Players 
  Handbook 1 & 2, Spell Compendium, Magic Item 
  Compendium  
   
   
  K L AW –  D I RE  B AD G E R  
  AN I M AL  
  C O M P ANI O N
   
  CR  2 
  N Male medium animal  
  Init +4 (Dex); Senses Listen +7, Spot +7; low light 
  vision, scent 
  Languages n/a  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +3 leather barding armor, +5 natural) 
  hp 57 (5 HD) 
  Fort +8, Ref +8, Will +2 
  ULP7-06 Portents of the Matron 
   
  Page 55 
  
  Speed 30 ft. in leather barding (6 squares), base 
  movement 30 ft., burrow 10 ft.  
  Melee 2 claws +4 (1d4+2/ x2) and bite -1 (1d6+1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a 
  Special Actions Rage 
  Combat Gear n/a 
  Abilities Str 15, Dex 18, Con 19, Int 2, Wis 12, Cha 10  
  SQ Low light vision, scent 
  Feats Alertness, Toughness, Track  
  Skills Listen +7, Spot +7 
  Possessions combat gear plus leather barding 
  Rage (Ex) Rage (Ex) A dire badger that takes damage 
  in combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or his opponent 
  is dead. It cannot end its rage voluntarily.  
  Description This squat muscular creature is covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  P I N C E R  &  M AN D I B L E  -  I N S E C T I L E  
  T E M P L AT E  
  T R O L L S  ( X2)    CR  7 
  Large male insectile template troll barbarian 1 (x2) 
  C/E Large aberrations  
  Init +3 (Dex); Senses Listen +11, Spot +10, darkvision 
  60 ft., scent, tremorsense 60 ft., wide vision 
  Languages Common, Giant  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +6 millipede breastplate, +8 natural) 
  hp 87 (7 HD); regeneration 5  
  Immune Flanking 
  Fort +15, Ref +5, Will +7 
  Speed 30 ft. in millipede breastplate (6 squares), base 
  movement 40 ft. 
  Melee Large MW greatsword +12 (3d6+10/ 19-20 x2) or 
  large MW kukri +12 1d6+7/ 18-20 x2) and bite +6 
  (1d6+3/ x2) or 2 claws +11/+11 (1d6+7/ x2) and bite 
  +6 melee (1d6+3/ x2) 
  Ranged Large javelins +7 (1d8+7/ x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +16 
  Atk Options Power Attack 
  Special Actions Rend – 2d6+10 
  Combat Gear potion of cure serious wounds, potion of 
  rage, potion of invisibility, slippers of spider climbing, 
  elixir of fire breathing 
  Deity: Bralm  
  Abilities Str 25, Dex 16, Con 28, Int 10, Wis16, Cha 10  
  SQ Rage 1/day, fast movement, darkvision 60 ft., low 
  light vision, tremorsense 60 ft., scent, wide vision, 
  regeneration 5 
  Feats Iron Will, Track, Power Attack 
  Skills Listen +11, Spot +10, Craft: Weaponsmith +3, 
  Climb +5, Jump +5  
  Possessions combat gear plus large MW greatsword, 
  large MW kukri, large javelins (x5), millipede 
  breastplate +1 
  Rend (Ex) If Pincer hits with both claw attacks, it latches 
  onto the opponents body and tears the flesh. This 
  attack automatically deals 2d6+9 points of damage.  
  Skills Pincer, having the insectile template, has a +4 
  racial bonus to Spot checks.  
  Description Pincer appears as big bipedal creature 
  about 9 ft. tall and very thin. He has six arms, although 
  only two of them have developed enough claws to use 
  as weapons. He has long and ungainly arms and legs. 
  His legs end in great three-toed feet, the arms in wide, 
  powerful hands. His hide is a mixture of chitinous and 
  rubbery, and his hair is thick and ropy, and seems to 
  writhe with its own energy. He also has multiple jet black 
  eyes 
  Sources Monster Manual 1, Savage Species, Players 
  Handbook 
   
   
  F I RE CLAW –  S TANDARD D R I D E R     CR  7 
  Male drider  
  C/E Large aberration 
  Init +2 (Dex); Senses Listen +9, Spot +9, darkvision 60 
  ft. 
  Languages Common, Undercommon, Elven  
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +1 bracers of armor, +6 natural) 
  hp 60 (including 10 from potion of false life 6th lvl) (6 
  HD) 
  SR 17 
  Fort +5, Ref +4, Will +8 
  Speed base movement 30 ft., other movement mode 15 
  ft. 
  Melee Large dagger +6 (1d6+3/ 19-20 x2) or large MW 
  quarterstaff +6 (1d8+2/ x2) and bite +1 (1d4+1 plus 
  poison/ x2) or bite +6 (1d4+1 plus poison/ x2) 
  Ranged Large shortbow +5 (1d8/ x3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Atk Options Two weapon fighting 
  Special Actions Poison, spell-like abilities 
  Combat Gear Potion of invisibility, metamagic rod 
  empower (lesser), scroll: blast of force- 4th lvl (SC), 
  scroll: Bigby’s tripping hand (PHB 2)- 4th lvl, scroll: 
  luminous swarm – (CM) 4th lvl, potion of barkskin +4, 
  potion of cure moderate wounds, 2 tanglefoot bags 
  Wizard Spells Prepared (CL 6th): DC 13 + spell level 
   3rd— scintillating sphere (SC), haste, ray of dizziness 
  (SC) 
   2nd— blinding color surge (PHB 2), scorching ray, 
  Tasha’s Hideous Laughter, dimension hop ((PHB 2) 
   1st— shield (� ), ray of enfeeblement, magic missile, 
  benign transposition (SC) 
   0— resistance, ray of frost, detect magic, mage hand  
  Deity: Erythnul 
  Spell-Like Abilities (CL 6th): DC 13 + spell level 
   3rd— clairaudience/clairvoyance 1/day, dispel magic 
  1/day, suggestion 1/day 
  ULP7-06 Portents of the Matron 
   
  Page 56 
  
   2nd— darkness 1/day, levitate 1/day 
   1st— detect good 1/day, detect law 1/day, faerie fire 
  1/day 
   0 lvl- dancing lights 1/day, detect magic 1/day,  
  �Already cast 
  Abilities Str 15, Dex 15, Con 16, Int 17, Wis 16, Cha 16  
  SQ Spell-like abilities, SR 17, darkvision 60 ft. 
  Feats Two Weapon fighting, Combat Casting, W.F- bite 
  Skills Concentration +9, Climb +14, Hide +10, Listen 
  +9, Move Silently +12, Spot +9 
  Possessions combat gear plus large dagger +1, large 
  MW quarterstaff, large shortbow, 20 arrows 
  Spellbook spells prepared plus 0— all, 1st – mage 
  armor, shocking grasp, Tenser’s floating disk, Bigby’s 
  tripping hand,; 2nd- Melf’s acid arrow, ghoul touch, 
  mirror image, torrent of tears (CM); 3rd- fireball, slow, 
  spider poison (SC) 
  Poison (Ex) Injury, Fortitude DC 16, initial and 
  secondary damage is 1d6 Str. The save is 
  Constitution-based.  
  Skills Fireclaw has a +4 racial bonus to Hide and Move 
  Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Description Fireclaw has the head and torso of a dark 
  elf and the lower body of a giant spider. He wears a 
  necklace with a red claw from some bizarre insect on it.  
  Sources – Monster Manual 1, Players Handbook 
  1 & 2, Complete Mage, Spell Compendium  
   
  AD V AN C E D  H ARP O O N  S P I D E R     CR  5 
  C/E Large male aberration  
  Init +5 (Dex);  
  Senses Listen +1, Spot +10, darkvision 120 ft. 
  Languages Common & Undercommon ( in whispery 
  voices ) 
  AC 17, touch 14, flat-footed 12 
   (-1 size, +5 Dex, +3 natural) 
  Hp 96 (9 HD) 
  Fort +7, Ref +10, Will +7 
  Speed base movement 40 ft., 20 ft. climb 
  Melee Bite +8 melee (1d8+3 plus poison/ x2) 
  Ranged 2 fangs +11/+11 (1d4+1 plus harpooning/ x2)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +13 
  Atk Options Improved Trip 
  Special Actions Harpooning, poison 
  Combat Gear n/a 
  Abilities Str 17, Dex 20, Con 18, Int 14, Wis 12, Cha 9  
  SQ Darkvision 120 ft., evasion, spines, web movement 
  Feats 
  Combat 
  Reflexes, 
  Improved 
  Toughness, 
  Improved Trip, Lightning Reflexes, W.F.- fangs 
  Skills Balance +12, Climb +18, Hide +13, Jump +24, 
  Spot +11, Tumble +18 
  Possessions n/a 
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two of its fangs up to 20 ft. 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit 
  deals 1d4+1 points of damage as the harpoon 
  spider hooks the flesh of the target and 
  immediately exudes a thick, sticky glue. The 
  spider can reel in a harpoon as a free action; treat 
  this as a trip attack (+13 bonus). Failure indicates 
  that the harpoon rips free (and deals another 
  1d4+1 points of damage to the victim). Success 
  indicates that the victim is pulled off its feet and 
  dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A 
  harpoon spider can only pull a creature smaller 
  than itself in this manner. Attempts to retract a 
  creature of its own size or larger automatically 
  cause the fangs to rip free as if the trip attack had 
  failed. 
  The 
  glue 
  exuded 
  from 
  the 
  spider 
  decomposes quickly, and at the end of the spides 
  turn the fang automatically detaches.  
  Poison (Ex) Injury, Fortitude DC 18. Initial damage 1d6 
  Dexterity, secondary 2d6 Dexterity. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon must make a DC 19 
  Reflex save or take 1d6 points of piercing damage 
  from the spider’s spines. ( Creatures with reach 
  weapons, such as longspears are not subject to this 
  damage.) The spines deal an extra 1d6 points of 
  damage on a successful grapple check ( much like 
  armor spikes ). The save DC is Dexterity-based.  
  As a full round action, a harpoon spider can pick up a 
  Medium or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 2d6 points pf 
  piercing damage. The spider can carry up to 2 
  medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller creatures in this manner. Harpoon spiders 
  often use this method to carry their next meals.  
  Web movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. They 
  are immune to the effects of a web spell.  
  Evasion (Ex) As per the identical special quality 
  possessed by rogues and monks. 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and jump checks, and it can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened.  
  Description A creature the size of a large horse looms 
  before you. It resembles a spider, except that it has 10 
  legs rather than eight. Its body is covered with sharp 
  spines, and its eight eyes look like they belong more on 
  a human than a spider face. Two massive mandibles 
  flex slowly, as it glares. 
  Sources – Monster Manual 3 
  APPENDIX 4 – APL 10 
  ENCOUNTER 7 
   
   
   
  R E D  M ANTI S      CR  9 
  Female insectile druid level 7/ Vermin lord 1 
  N/E Medium aberration 
  ULP7-06 Portents of the Matron 
   
  Page 57 
  
  ULP7-06 Portents of the Matron 
   
  Page 58 
  Init +6 (Dex + Improved Initiative); Senses Listen +9, 
  Spot +14, darkvision 60 ft., tremorsense 60 ft., wide 
  vision  
  Languages Common, Druidic, Undercommon  
  AC 19, touch 12 , flat-footed 17 
   (+2 Dex, +4 blurring bone armor, +3 natural) 
  Miss Chance 20 % (due to blurring enchantment of 
  armor) 
  hp 59 (8 HD)  
  Immune Flanking 
  Fort +7, Ref +4, Will +13 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft. 
  Melee Scimitar +6 (1d6+1/ 18-20 x2) or MW dagger +6 
  (1d4/ 19-20 x2)  
  Ranged Sling +8 ranged (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options n/a  
  Special Actions Woodland stride, trackless step, wild 
  shape 3/day 
  Combat Gear tanglepatch (x2), tanglefoot bags (x2), 
  scroll- death ward: 8th lvl, scroll- stoneskin: 8th level, 
  potion of cats grace, potion of lesser restoration, 
  potion of cure moderate wounds, potion of invisibility 
  Druid Spells Prepared (CL 8th): DC 16 + spell level 
   4th— poison (reach), ice storm, arc of lightning 
   3rd— protection vs. energy (fire) (�), poison, meld 
  into stone, spike growth 
   2nd— splinterbolt, animalistic power (�), salt ray, 
  mass snakes swiftness, barkskin (�) 
   1st— thunderhead, snakes swiftness, obscuring mist, 
  sand blast, magic fang (�), longstrider (�) 
   0— know direction, resistance, guidance, detect 
  magic, purify food & drink, create water 
  Deity: Bralm  
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 22, Cha 15  
  SQ Animal companion –dire badger, vermin servant, 
  nature sense, wild empathy, woodland stride, 
  trackless step, tremorsense 60 ft., darkvision 60 ft., 
  wide vision, wild shape 3/day, chitin +1 
  Feats Improved Initiative, Vermin friend, Reach spell 
  Skills Hide +3, Concentration +13, Diplomacy +5, 
  Handle Animal +9, Knowledge: Nature +9, Listen +9, 
  Spot +14, Ride +4, Spellcraft +5.  
  Possessions combat gear plus bone armor +1- 
  blurring, scimitar +1, MW dagger, sling, 10 bullets 
  Twitch- Vermin servant: At the first level of Vermin 
  Lord, Red Mantis gains a small monstrous spider that 
  is treated as a familiar.  
  Skills Red mantis has a +4 racial bonus to her Spot 
  checks.  
  Description Red Mantis appears as a humanoid with a 
  lithe body and slightly chitinous and crimson-colored 
  skin. She has six pairs of eyes, four black and her two 
  primary ones blood red. She also has four arms. It is 
  rare to see her with a look on her face other than that of 
  contempt for those around her.  
  Sources Savage Species, Spell Compendium, PHB 2, 
  Book of Vile Darkness  
   
   
  T WI TCH –  V E R M I N  L O R D  S E R V AN T  CR  ½   
  N Small magical beast  
  Init +3; Senses Listen +0, Spot +4, tremorsense 60 ft., 
  darkvision 60 ft.  
  Languages n/a 
  AC 18, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +4 natural) 
  hp 29 (HD)  
  Immune 
  All 
  mind-affecting 
  effects 
  (charms, 
  compulsions, phantasms, patterns, & morale effects)  
  Fort +6, Ref +9, Will +6 
  Speed base movement 30 ft., climb 20 ft. 
  Melee Bite +9 (1d4-2 plus poison)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2 
  Atk Options n/a 
  Special Actions Poison, web  
  Abilities Str 7, Dex 17, Con 10, Int 9, Wis 10, Cha 2  
  SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits 
  Feats Weapon finesse  
  Skills Climb +11, Hide +11, Jump -2, Spot +4  
  Possessions n/a 
  Poison (Ex) Fortitude save DC 10 (1d3 Strength 
  primary & secondary damage ) 
  Web (Ex) Twitch Can spin webs as follows. Each of its 
  strands is strong enough to support itself and one 
  creature of the same size.  
  Web-spinners can throw a web eight times a day. This is 
  similar to a net attack but has a maximum range of 
  50 ft, with a range increment of 10 ft, and is effective 
  against targets up to one size category larger than a 
  spider.  
  An entangled creature can escape with a successful 
  Escape artist check or burst it with a Strength check 
  (Escape Artist DC 10 & break DC 14 – 4 hit points for 
  web ). Both are standard actions and the DCs are 
  Constitution-based and the Strength DC includes a 
  +4 racial bonus.  
  Web spinners often create sheets of sticky webbing from 
  5 to 60 feet square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on. Or grab while pulling free. 
  Each 5 foot section has 4 hit points and sheet webs 
  have DR 5/-.  
  Twitch can move along its own web at its climb speed 
  and can pinpoint the location of any creature touching 
  its web.  
  Skills Twitch has a +4 racial bonus to Hide and Spot 
  checks, and a +8 bonus to Climb checks. They can 
  always choose to take 10 on a Climb check even if 
  rushed or threatened. Twitch can use either his 
  
  ULP7-06 Portents of the Matron 
   
  Page 59 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher.  
  scription Typical fo
  De
  r a creature of its type only 
  seems to be and act with more intelligence.  
  Sources Monster Manual 
   
   
  K L AW  –  D I RE  B AD G E R  
  AN I M AL  
  C O M P AN I O N
  ium animal  
  7, Spot +7; low light 
  La
   
  flat-footed 17 
   
  CR  2 
  N Male med
  Init +4 (Dex); Senses Listen +
  vision, scent 
  nguages n/a 
  AC 21, touch 14, 
   (+4 Dex, +3 leather barding armor, +5 natural) 
  8, Will +2 
  r barding (6 squares), base 
  hp 57 (5 HD) 
  Fort +8, Ref +
  Speed 30 ft. in leathe
  movement 30 ft., burrow 10 ft.  
  lee 2 claws +4 (1d4+2/ x2) and 
  Me
  bite -1 (1d6+1/ x2) 
  age 
  x 18, Con 19, Int 2, Wis 12, Cha 10  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options n/a 
  Special Actions R
  Combat Gear n/a 
  Abilities Str 15, De
  SQ Low light vision, scent 
  Feats Alertness, Toughness, Track  
  r plus leather barding 
  amage 
  Skills Listen +7, Spot +7 
  Possessions combat gea
  Rage (Ex) Rage (Ex) A dire badger that takes d
  in combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or his opponent 
  is dead. It cannot end its rage voluntarily.  
  scription This squat muscular creature i
  De
  s covered 
  with thick, wild fur. Its stout legs end in clawed feet, and 
  its pointed snout has a wide mouth full of sharp teeth. 
  Sources Monster Manual 1  
   
   
  P I N C E R  &  M AN D I B L E  -  I N S E C T I L E  
  T E M P L AT E  
  )
  plate troll barbarian 2/fighter 1 
  isten +12, Spot +10, Darkvision 
  La
   
  T R O L L S  ( X2    CR  9 
  Large male insectile tem
  C/E Large aberrations  
  Init +3 (Dex); Senses L
  60 ft., tremorsense 60 ft., wide vision, scent 
  nguages Common, Giant  
  AC 26, touch 12, flat-footed 23
   (-1 size, +3 Dex, +6 large millipede breastplate armor, 
  h
  ); regeneration 5  
   +7 
  ede breastplate (6 squares), 
  +8 natural) 
  p 116 (9 HD
  Immune Flanking 
  Fort +18, Ref +5, Will
  Speed 30 ft. in large millip
  base movement 40 ft. 
  lee Large great spear 
  Me
  +17/+12 (2d6+14/ x3) or large 
  MW kukri +16/+11 (1d6+9/ 18-20 x2) and bite +10 
  melee (1d6+4/ x2) or 2 claws +15/+15 melee (1d6+9/ 
  x2) and bite +10 melee (1d6+4/ x2) 
  Ranged Large great spear +11 (2d6+14/ x3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with great spear ) 
  Base Atk +7; Grp +20 
  Atk Options Power Attack 
  Special Actions Rend- 2d6+13 
  Combat Gear gauntlets of ogre power, vanisher cloak 
  (MIC) (active), potion of heroism (imbibed), rhino 
  elixir (imbibed), elixir of fire breathing (imbibed) 
  Deity: Bralm  
  Abilities Str 29, Dex 16, Con 26, Int 10, Wis 16, Cha 10  
  SQ Fast movement, rage 1/day, uncanny dodge, 
  darkvision 60 ft., low light vision, tremorsense 60 ft., 
  wide vision, scent, regeneration 5 
  Feats 
  Iron 
  Will, 
  Power 
  Attack, 
  Exotic 
  Weapon 
  Proficiency: Great Spear, W.F.- Great Spear 
  Skills Listen +12, Spot +10, Craft: Weaponsmith +5, 
  Climb +7, Jump +8 
  Possessions combat gear plus large great spear +1, 
  millipede breastplate +1, 5 large javelins, large MW 
  kukri 
  Rend (Ex) If Pincer hits with both claw attacks, it latches 
  onto the opponents body and tears the flesh. This 
  attack automatically deals 2d6+9 points of damage.  
  Skills Pincer and Mandible, having the insectile 
  template, has a +4 racial bonus to Spot checks.  
  Description Pincer and Mandible appear as big bipedal 
  creatures about 9 ft. tall and very thin. Each of them has 
  six arms, although only two of them have developed 
  enough claws to use as weapons. They have long and 
  ungainly arms and legs.. Their hide is a mixture of 
  chitinous and rubbery, and their hair is thick and ropy, 
  and seems to writhe with its own energy. They also have 
  multiple jet black eyes.  
  Sources - Savage Species, Players Handbook Two, 
  Complete Warrior 
   
   
  F I RE CLAW     CR  9 
  Male drider wizard level 2 
  C/E large aberration  
  Init +2 (Dex); Senses Listen +14, Spot +14, darkvision 
  60 ft. 
  Languages Common, Undercommon, Elven  
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +2 bracers of armor, +6 natural) 
  hp 70 (including 10 from potion of false life 6th lvl) (6 
  HD) 
  SR 17 
  Fort +7, Ref +4, Will +11 
  Speed base movement 30 ft., other movement mode 15 
  ft. 
  Melee Large dagger +7 (spellstoring) (1d6+3 plus spell 
  stored vampiric touch 7d6 dmg/ 19-20 x2) or large 
  MW quarterstaff +7 (1d8+2/ x2) and bite +2 (1d4+1 
  plus poison/ x2) or bite +7 (1d4+1 plus poison/ x2) 
  Ranged Large shortbow +6 (1d8/ x3) or Large dagger 
  +7 (spellstoring) (1d6+3 plus spell stored vampiric 
  touch 7d6 dmg/ 19-20 x2) 
  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11 
   
   
   
  Atk Options Two weapon fighting 
  Special Actions Poison, spell-like abilities 
  Combat Gear Potion of invisibility, metamagic rod 
  empower (lesser), scroll: blast of force- 4th lvl (SC), 
  scroll: Bigby’s tripping hand (PHB 2)- 4th lvl, scroll: 
  luminous swarm – (CM) 4th lvl, potion of barkskin +4, 
  potion of cure serious wounds, 2 tanglefoot bags, 
  robe of retaliation (MIC) 
  Wizard Spells Prepared (CL 8th): DC 15 + spell level 
     4th- orb of acid, slashing dispel, Evard’s Black 
  tentacles 
   3rd— scintillating sphere (SC), haste, ray of dizziness 
  (SC), dispel magic 
   2nd— blinding color surge (PHB 2), scorching ray, 
  Tasha’s Hideous Laughter, dimension hop ((PHB 2) 
   1st— shield (� ), ray of enfeeblement, magic missile, 
  benign transposition, lesser acid orb  
   0— resistance, ray of frost, detect magic, mage hand  
  Deity: Erythnul 
  Spell-Like Abilities (CL 6th): DC 13 + spell level 
   3rd— clairaudience/clairvoyance 1/day, dispel magic 
  1/day, suggestion 1/day 
   2nd— darkness 1/day, levitate 1/day 
   1st— detect good 1/day, detect law 1/day, faerie fire 
  1/day 
   0 lvl- dancing lights 1/day, detect magic 1/day,  
  �Already cast 
  Abilities Str 15, Dex 15, Con 16, Int 20, Wis 16, Cha 16  
  SQ Spell-like abilities, SR 17, darkvision 60 ft., familiar 
  rat - Pojo 
  Feats Two Weapon fighting, Combat Casting, W.F- bite 
  Skills Concentration +9, Climb +14, Hide +10, Listen 
  +9, Move Silently +12, Spot +9 
  Possessions combat gear plus large dagger +1 –
  spellstoring ( vampiric touch – 7th level ), large MW 
  quarterstaff, large shortbow, 20 arrows 
  Spellbook spells prepared plus 0— all, 1st – mage 
  armor, shocking grasp, Tenser’s floating disk, Bigby’s 
  tripping hand, grease; 2nd- Melf’s acid arrow, ghoul 
  touch, mirror image, torrent of tears (CM), escalating 
  enfeeblement (CM); 3rd- fireball, slow, spider poison 
  (SC), chain missile (SC); 4th – improved invisibility, 
  call of stone (PHB 2) 
  Poison (Ex) Injury, Fortitude DC 16, initial and 
  secondary damage is 1d6 Str. The save is 
  Constitution-based.  
  Skills Fireclaw has a +4 racial bonus to Hide and Move 
  Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Description Fireclaw has the head and torso of a dark 
  elf and the lower body of a giant spider. He wears a 
  necklace with a red claw from some bizarre insect on it.  
  Sources – Monster Manual 1, Players Handbook 
  1 & 2, Complete Mage, Spell Compendium  
   
  AD V AN C E D  H ARP O O N  S P I D E R    CR  7 
  C/E Huge aberration 
  Init +4 (Dex); Senses Listen +1, Spot +13, darkvision 
  120 ft. 
  Languages Common & Undercommon (in whispery 
  voices) 
  AC 19, touch 12, flat-footed 15 
   (-2 size, +4 Dex, +7 natural) 
  Hp 146 (13 HD) 
  Fort +10, Ref +10, Will +9 
  Speed base movement 40 ft., 20 ft. climb 
  Melee Bite +15 melee (2d6+8 plus poison/ x2) 
  Ranged 2 fangs +12/+12 (1d6+4 plus harpooning/ x2)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +24 
  Atk Options Improved Trip 
  Special Actions Harpooning, poison 
  Combat Gear n/a 
  Abilities Str 26, Dex 18, Con 22, Int 14, Wis 12, Cha 9  
  SQ Darkvision 120 ft., evasion, spines, web movement 
  Feats 
  Combat 
  Reflexes, 
  Improved 
  Toughness, 
  Improved Trip, Lightning Reflexes, W.F- fangs 
  Skills Balance +14, Climb +27, Hide +10, Jump +32, 
  Spot +13, Tumble +19 
  Possessions n/a 
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two of its fangs up to 20 ft. 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit 
  deals 1d6+4 points of damage as the harpoon 
  spider hooks the flesh of the target and 
  immediately exudes a thick, sticky glue. The 
  spider can reel in a harpoon as a free action; treat 
  this as a trip attack (+25 bonus). Failure indicates 
  that the harpoon rips free (and deals another 
  1d6+4 points of damage to the victim). Success 
  indicates that the victim is pulled off its feet and 
  dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A 
  harpoon spider can only pull a creature smaller 
  than itself in this manner. Attempts to retract a 
  creature of its own size or larger automatically 
  cause the fangs to rip free as if the trip attack had 
  failed. 
  The 
  glue 
  exuded 
  from 
  the 
  spider 
  decomposes quickly, and at the end of the spides 
  turn the fang automatically detaches.  
  Poison (Ex) Injury, Fortitude DC 22. Initial damage 1d8 
  Dexterity, secondary 2d8 Dexterity. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon must make a DC 20 
  Reflex save or take 1d6 points of piercing damage 
  from the spider’s spines. ( Creatures with reach 
  weapons, such as longspears are not subject to this 
  damage.) The spines deal an extra 1d6 points of 
  damage on a successful grapple check ( much like 
  armor spikes ). The save DC is Dexterity-based.  
  As a full round action, a harpoon spider can pick up a 
  Large or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 3d6 points pf 
  piercing damage. The spider can carry up to 2 Large, 
  8 Medium, 32 Small, or 128 Tiny or smaller creatures 
  ULP7-06 Portents of the Matron 
   
  Page 60 
  
  in this manner. Harpoon spiders often use this 
  method to carry their next meals.  
  Web movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. They 
  are immune to the effects of a web spell.  
  Evasion (Ex) As per the identical special quality 
  possessed by rogues and monks. 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  checks and jump checks, and it can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened.  
  Description A creature the size of a large horse looms 
  before you. It resembles a spider, except that it has 10 
  legs rather than eight. Its body is covered with sharp 
  spines, and its eight eyes look like they belong more on 
  a human than a spider face. Two massive mandibles 
  flex slowly, as it glares. 
  Sources – Monster Manual 3 
  APPENDIX 5 – APL 12 
  ENCOUNTER 7 
   
   
   
  R E D M ANTI S      CR  12 
  Female insectile druid level 10/ Vermin lord 1 
  N/E Medium aberration 
  Init +6; Senses Listen +11, Spot +15, darkvision 60 ft., 
  tremorsense 60 ft, wide vision 
  Languages Common, Undercommon  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 bone armor, +3 natural) 
  Miss Chance 50% 
  hp 81 (11 HD) 
  Immune Being flanked, poison 
  Fort +9, Ref +5, Will +16 
  Speed 30 ft. in bone armor (6 squares), base movement 
  30 ft., climb 30 ft.  
  Melee Scimitar +8/+3 (1d6+1/ 18-20 x2) or MW dagger 
  +8/+3 (1d4/ 19-20 x2) 
  Ranged Sling +9/+4 (1d4/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options n/a 
  Special Actions Wild shape 
  Combat Gear Tanglepatch (x4) (MIC), periapt of 
  wisdom +4, fireflower pendant (MIC), scroll: death 
  ward -9th level, cure serious wounds – 9th level, 
  stoneskin – 9th level, lesser restoration – 9th level, 
  potion of cure moderate wounds, potion of shield of 
  faith +3, potion of mage armor – 9th level, potion of 
  invisibility, necklace of fireballs – type 2  
  Druid Spells Prepared (CL 11th): DC 17 plus spell 
  level 
   6th—baleful polymorph (retributive), ice flowers (SC) 
   5th— insect plague, sudden stalagmite (SC), 
  thalessemia (reach) 
   4th— poison (reach), ice storm, arc of lightning, 
  freedom of movement 
   3rd— protection vs. energy, poison, meld into stone, 
  sleet storm, spike growth, alter fortune (PHB 2) 
   2nd— barkskin, splinterbolt (x2) (SC), animalistic 
  power (PHB 2), mass snakes swiftness (SC), salt 
  ray (SC) 
   1st— longstrider, obscuring mist, thunderhead, 
  snakes swiftness, magic fang, faerie fire 
   0— 
  guidance, 
  know 
  direction, 
  detect 
  poison, 
  resistance, flare, detect magic 
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 12, Wis 24, Cha 15  
  SQ Chitin +1, Twitch – vermin servant, Klaw – 
  deinonychus, nature sense, wild empathy, woodland 
  stride, trackless step, resist natures lure, wild shape 
  4/day, 
  wild 
  shape- 
  large, 
  venom 
  immunity, 
  tremorsense 60 ft., wide vision 
  Feats 
  Improved 
  Initiative, 
  Verminfriend 
  (BVD), 
  Retributive Spell, Reach Spell, Alertness (due to 
  vermin servant ) 
  Skills Concentration +16, Diplomacy +7, Handle Animal 
  +13, Knowledge: Nature +12, Listen +11, Ride +4, 
  Spot +15, Spellcraft +5, Survival +12. Hide +3, Move 
  Silently +3  
  Possessions combat gear plus bone armor +1- 
  displacement, scimitar +1, MW dagger, sling, 10 
  bullets 
  Twitch- Vermin servant: At the first level of Vermin 
  Lord, Red Mantis gains a small monstrous spider that 
  is treated as a familiar.  
  Skills Red mantis has a +4 racial bonus to her Spot 
  checks.  
  Description Red Mantis appears as a humanoid with a 
  lithe body and slightly chitinous and crimson-colored 
  skin. She has six pairs of eyes, four black and her two 
  primary ones blood red. She also has four arms. It is 
  rare to see her with a look on her face other than that of 
  contempt for those around her.  
  Sources Savage Species, Spell Compendium, PHB 2, 
  Book of Vile Darkness  
   
   
  T WI TCH –  V E R M I N  L O R D  S E R V AN T  CR  ½   
  Male small monstrous spider 
  N Small magical beast  
  Init +3; Senses Listen +0, Spot +4, tremorsense 60 ft., 
  darkvision 60 ft.  
  Languages n/a 
  AC 14, touch 14, flat-footed 11 
   (+1 size, +3 Dex) 
  hp 40 (1 HD) 
  Immune As per vermin traits 
  SR 16  
  Fort +9, Ref +6, Will +7 
  Speed base movement 30 ft., climb 15 ft. 
  Melee Bite +11 melee (1d4-2/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  Atk Options Weapon finesse 
  Special Actions Poison 
  ULP7-06 Portents of the Matron 
   
  Page 61 
  
  Abilities Str 7, Dex 17, Con 10, Int 6, Wis 11, Cha 2  
  SQ Darkvision 60 ft., tremorsense, lowlight vision, 
  improved evasion, empathic link, share spells, deliver 
  touch spells, speak with animals of its kind, speak 
  with master 
  Feats Weapon finesse  
  Skills Jump -2, Climb +11, Hide +11, Spot +4 
  Poison (Ex) Fortitude save DC 10 (1d3 Strength 
  primary & secondary damage ) 
  Web (Ex) Twitch Can spin webs as follows. Each of its 
  strands is strong enough to support itself and one 
  creature of the same size.  
  Web-spinners can throw a web eight times a day. This is 
  similar to a net attack but has a maximum range of 
  50 ft, with a range increment of 10 ft, and is effective 
  against targets up to one size category larger than a 
  spider.  
  An entangled creature can escape with a successful 
  Escape artist check or burst it with a Strength check 
  (Escape Artist DC 10 & break DC 14 – 4 hit points for 
  web ). Both are standard actions and the DCs are 
  Constitution-based and the Strength DC includes a 
  +4 racial bonus.  
  Web spinners often create sheets of sticky webbing from 
  5 to 60 feet square, depending on the size of the 
  spider. They usually position these sheets to snare 
  flying creatures but also try to trap prey on the 
  ground. Approaching creatures must succeed on a 
  DC 20 Spot check to notice the web; otherwise they 
  stumble into it and become trapped as though a 
  successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature 
  has something to walk on. Or grab while pulling free. 
  Each 5 foot section has 4 hit points and sheet webs 
  have DR 5/-.  
  Twitch can move along its own web at its climb speed 
  and can pinpoint the location of any creature touching 
  its web.  
  Skills Twitch has a +4 racial bonus to Hide and Spot 
  checks, and a +8 bonus to Climb checks. They can 
  always choose to take 10 on a Climb check even if 
  rushed or threatened. Twitch can use either his 
  Strength or Dexterity modifier for Climb checks, 
  whichever is higher.  
  Description Typical for a creature of its type only 
  seems to be and act with more intelligence.  
  Sources – Monster Manual 1 
   
   
  K L AW  –  D E I N O N Y C H U S  ANI M AL C O M P AN I O N   CR  
  3 
  N large male animal  
  Init +3; Senses Listen +11, Spot +11 
  Languages n/a 
  AC 22 , touch 12, flat-footed 19 
   (-1 size, +3 Dex, +3 MW studded leather barding 
  armor) 
  hp 54 (6 HD); regeneration/fast healing; DR  
  Fort +9, Ref +7, Will +3 
  Speed 60 ft. in MW studded leather barding (12 
  squares), base movement 60 ft. 
  Melee Talons +8/+8 (2d6+5) and foreclaws +6/+6 melee 
  (1d3+2) and bite +6 melee (2d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13 
  Atk Options Pounce 
  Special Actions n/a 
  Combat Gear Potion of cure moderate wounds 
  Abilities Str 20, Dex 16, Con 19, Int 2, Wis 12, Cha 10  
  SQ Low-light vision, scent, link, share spells, evasion 
  Feats Run, Track, Multi attack  
  Skills Hide +9, Jump +27, Listen +11, Spot +11, 
  Survival +10  
  Possessions Potion of cure moderate wounds (small 
  pouch hidden under armor) and MW studded leather 
  barding 
  Pounce (Ex) If Klaw charges, he can make a full attack.  
  Skills Klaw has a +8 racial bonus on Hide, Jump, 
  Listen, Spot, and Survival checks.  
  Description This lean, long-legged bipedal creature has 
  wicked-looking claws on its feet and a brightly colored 
  hide that reminds you of a tropical bird. It stands about 
  as tall as a human, and its outstretched tail makes it at 
  least twice as long as it is tall. 
  Sources Monster Manual 1 
   
   
  P I N C E R  &  M AN D I B L E  -  I N S E C T I L E  
  T E M P L AT E  
  T R O L L S  ( X2)    CR  11 
  Large male insectile template troll barbarian 2/fighter 
  2/exotic weapon master 1 
  C/E Large aberrations  
  Init +3; Senses Listen +10, Spot +12, low light vision, 
  darkvision 60 ft., tremorsense 60 ft., wide vision, 
  scent 
  Languages Common, Giant  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +6 millipede breastplate, +8 natural) 
  hp 163 (11 HD); regeneration 5  
  Fort +21, Ref +5, Will +7 
  Immune Being flanked 
  Speed 30 ft. in millipede breastplate (6 squares), base 
  movement 40 ft., climb 40 ft.  
  Melee Large great spear +19/+14 (3d6+14 plus 1d6 
  acid/ x3) or large MW kukri +18/+13 (1d6+9/18-20 x2) 
  and bite +12 (1d6+4/ x2) or 2 claws +17/+17 (1d6+9/ 
  x2) and bite +12 (1d6+4/ x2) 
  Ranged Large javelin +11/+6 (1d8+9/ x2) or large 
  greatspear +13 ranged (3d6+14 plus 1d6 acid/ x3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with greatspear) 
  Base Atk +9; Grp +22 
  Atk Options Lunging strike, Power Attack 
  Special Actions Trip, Rend – 2d6+13 
  Combat Gear gauntlets of ogre power, lesser crystal of 
  acid assault (MIC), vanisher cloak (MIC), potion of 
  heroism, rhino elixir, slippers of spider climbing, 
  bracers of repulsion (MIC)  
  Abilities Str 29, Dex 16, Con 26, Int 10, Wis 16, Cha 10  
  SQ Darkvision 60 ft., low-light vision, tremorsense 60 ft., 
  wide vision, regeneration 5, scent, rage 1/day, fast 
  movement, uncanny dodge 
  ULP7-06 Portents of the Matron 
   
  Page 62 
  
  Feats Power Attack, Track, Iron Will, Exotic Weapon 
  Proficiency: Greatspear, W.F.- greatspear, Lunging 
  Strike  
  Skills Listen +12, Spot +14, Craft: Weaponsmith +8, 
  Jump +9, Climb +7,  
  Possessions combat gear large greatspear +1, large 
  millipede breastplate +1, MW large kukri, large 
  javelins (x5) 
  Rend (Ex) If Pincer or Mandible hit with both claw 
  attacks, they latch onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 2d6+13 points of damage.  
  Exotic Weapon stunt: Trip (Ex) Pincer and Mandible 
  can use their greatspears to make trip attacks. If they 
  are tripped during their trip attempt, they can drop 
  their greatspears to avoid being tripped.  
  Skills Insectile template creatures have a +4 racial 
  bonus to Spot checks. 
  Description Pincer and Mandible appear as big bipedal 
  creatures about 9 ft. tall and very thin. Each of them has 
  six arms, although only two of them have developed 
  enough claws to use as weapons. They have long and 
  ungainly arms and legs. Their legs end in great three-
  toed feet, the arms in wide, powerful hands. Their hide is 
  a mixture of chitinous and rubbery, and their hair is thick 
  and ropy, and seems to writhe with its own energy. They 
  also have multiple jet black eyes.  
  Sources - Savage Species, Players Handbook Two, 
  Complete Warrior 
   
   
  F I RE CLAW     CR  11 
  Male drider wizard level 3 
  C/E large aberration  
  Init +2; Senses Listen +11, Spot +11 
  Languages Common, Undercommon, Goblin, Elven, 
  Dwarven, Draconic  
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +2 bracers armor, +6 natural) 
  hp 65 (9 HD) 
  SR 17 
  Fort +8, Ref +5, Will +11 
  Speed 30 ft. in bracers of armor (6 squares), base 
  movement 30 ft., climb 15 ft.  
  Melee Large dagger +7/+2 (1d6+3 plus spellstoring 
  effect (vampiric touch – 9d6 damage/ 19-20 x2) or 
  MW large quarterstaff (1d8+2/ x2) and bite +3 (1d4+1 
  plus poison/ x2) 
  Ranged  Large dagger +7/+2 (1d6+3 plus spellstoring 
  effect (vampiric touch – 9d6 damage/ 19-20 x2) or 
  shortbow +7/+2 (1d8/ x3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11 
  Atk Options Two Weapon fighting 
  Special Actions Poison (Injury, Fortitude save DC 16, 
  initial and secondary damage 1d6 Strength), spell-like 
  abilities 
  Combat Gear scroll: stoneskin – 9th level, headband of 
  intellect +2, wand of true strike – 1st lvl, potion of 
  bears endurance, cloak of retaliation (MIC) , potion of 
  invisibility, metamagic rod empower (standard), scroll: 
  blast of force- 4th lvl (SC), scroll: Bigby’s tripping hand 
  (PHB 2)- 4th lvl, scroll: luminous swarm – (CM) 4th lvl, 
  potion of barkskin +4, potion of cure serious wounds, 
  2 tanglefoot bags, 
  Wizard Spells Prepared (CL 9th): 15 + spell level 
   5th— Otiluke's resilient sphere (retributive spell), 
  cone of cold 
   4th— orb of acid, slashing dispel, Evard’s black 
  tentacles 
   3rd— dispel magic, haste, scintillating sphere, ray of 
  dizziness 
   2nd— scorching ray, power word: sicken, blinding 
  color surge (PHB 2) Tasha’s hideous laughter 
   1st— magic missile, shield, lesser acid orb, benign 
  transposition (SC) ray of enfeeblement (x2) 
   0— detect magic, acid splash, mage hand, resistance 
  Spell-Like Abilities (CL 6th): 1/day – DC 13 + spell 
  level 
   3rd— 
  clairaudience/clairvoyance, 
  dispel 
  magic, 
  suggestion 
   2nd— darkness, levitate 
   1st— detect good, detect law, faerie fire 
   0 – dancing lights, detect magic 
  �Already cast 
  Abilities Str 15, Dex 15, Con 16, Int 20, Wis 16, Cha 16  
  SQ Darkvision 60 ft., spell resistance 17 
  Feats Combat Casting, Two-Weapon fighting, Weapon 
  focus: bite, scribe Scroll, Alertness, Retributive Spell 
  Skills Climb +14, Concentration +14, Hide +10, Listen 
  +11, Move Silently +12, Spot +11, Sense Motive +7, 
  Knowledge: Arcana +10, Spellcraft +10, Knowledge: 
  Dungeoneering +8, Knowledge: Nature +7 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— all, 1st – mage 
  armor, shocking grasp, Tenser’s floating disk, Bigby’s 
  tripping hand, grease, true strike; 2nd- Melf’s acid 
  arrow, ghoul touch, mirror image, torrent of tears 
  (CM), escalating enfeeblement (CM), knock; 3rd- 
  fireball, slow, spider poison (SC), chain missile (SC), 
  ray of exhaustion; 4th – improved invisibility, call of 
  stone (PHB 2), fear; 5th- passwall, coat of arms (CM), 
  sonic shield (PHB 2) 
  Poison (Ex) Injury, Fortitude DC 16, initial and 
  secondary damage is 1d6 Str. The save is 
  Constitution-based.  
  Skills Fireclaw has a +4 racial bonus to Hide and Move 
  Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Description Fireclaw has the head and torso of a dark 
  elf and the lower body of a giant spider. He wears a 
  necklace with a red claw from some bizarre insect on it.  
  Sources – Monster Manual 1, Players Handbook 
  1 & 2, Complete Mage, Spell Compendium  
    
  AD V AN C E D  H ARP O O N  S P I D E R     CR  8 
  C/E Huge aberration fighter level 1 
  Init +4; Senses Listen +1, Spot +13 
  Languages n/a 
  ULP7-06 Portents of the Matron 
   
  Page 63 
  
  AC 19, touch 12, flat-footed 15 
   (-2 size, +4 Dex, +7 natural) 
  hp 156 (14 HD) 
  Fort +12, Ref +10, Will +9 
  Speed base movement 40 ft., climb 20 ft.  
  Melee  Bite +15 melee (2d6+7 plus poison/ x2)  
  Ranged 2 fangs +13/+13 (1d6+4 plus harpooning) – 
  Add +1 to hit and damage if within 30 ft. due to Point 
  Blank Shot feat 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +25 
  Atk Options Improved Trip  
  Special Actions Poison, harpooning, spines 
  Abilities Str 26, Dex 18, Con 22, Int 14, Wis 12, Cha 9  
  SQ Darkvision 120 ft., evasion, spines, web movement 
  Feats 
  Combat 
  Reflexes, 
  Improved 
  Toughness, 
  Improved Trip, Weapon focus: fangs, Point blank 
  shot 
  Skills Balance +15, Climb +28, Hide +10, Jump +33, 
  Spot +13, Tumble +20 
  Possessions n/a 
  Harpooning (Ex): As ranged attacks, a harpoon 
  spider can fire one or two of its fangs up to 20 ft. 
  (no range increment). The spider can fire at two 
  different targets if it chooses. A successful hit 
  deals 1d6+4 points of damage as the harpoon 
  spider hooks the flesh of the target and 
  immediately exudes a thick, sticky glue. The 
  spider can reel in a harpoon as a free action; treat 
  this as a trip attack (+26 bonus). Failure indicates 
  that the harpoon rips free (and deals another 
  1d6+4 points of damage to the victim). Success 
  indicates that the victim is pulled off its feet and 
  dragged back to the spider, who can immediately 
  make a free bite attack against the victim. A 
  harpoon spider can only pull a creature smaller 
  than itself in this manner. Attempts to retract a 
  creature of its own size or larger automatically 
  cause the fangs to rip free as if the trip attack had 
  failed. 
  The 
  glue 
  exuded 
  from 
  the 
  spider 
  decomposes quickly, and at the end of the spides 
  turn the fang automatically detaches.  
  Poison (Ex) Injury, Fortitude DC 23. Initial damage 1d8 
  Dexterity, secondary 2d8 Dexterity. 
  Spines (Ex) Any creature striking a harpoon spider with 
  its body or a handheld weapon must make a DC 20 
  Reflex save or take 1d6 points of piercing damage 
  from the spider’s spines. ( Creatures with reach 
  weapons, such as longspears are not subject to this 
  damage.) The spines deal an extra 1d6 points of 
  damage on a successful grapple check ( much like 
  armor spikes ). The save DC is Dexterity-based.  
  As a full round action, a harpoon spider can pick up a 
  Large or smaller helpless creature with its legs and 
  impale the body on its spines, dealing 3d6 points pf 
  piercing damage. The spider can carry up to 2 Large, 
  8 Medium, 32 Small, or 128 Tiny or smaller creatures 
  in this manner. Harpoon spiders often use this 
  method to carry their next meals.  
  Web movement (Ex) Although they cannot spin webs 
  themselves, harpoon spiders can climb around and 
  through webs with ease using their climb speed. They 
  are immune to the effects of a web spell.  
  Evasion (Ex) As per the identical special quality 
  possessed by rogues and monks. 
  Skills A harpoon spider has a +8 racial bonus on Climb 
  and Jump checks, and it can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
  Description A creature the size of a large horse looms 
  before you. It resembles a spider, except that it has 10 
  legs rather than eight, its body is covered with large 
  spines, and its eight eyes look like they belong more on 
  a human than a spider face. Two massive mandibles 
  flex slowly, as it gestures.  
  Sources – Monster Manual 3  
  ULP7-06 Portents of the Matron 
   
  Page 64 
  
  APPENDIX 6 – ALL APLS 
  ALL ENCOUNTERS 
   
   
   
  L ADY  S E NJ A       CR  17 
  Female aranea Sor 6/ Fatespinner 4/ initiate of the 
  seven veils 3 
  N Medium-sized aberration  
  Init +6 (Dex + Improved Initiative); Senses Listen +12, 
  Spot +12 
  Languages 
  Common, 
  Undercommon, 
  Dwarven, 
  Draconic  
  AC 21, touch 12, flat-footed 19 
   (+2 Dex, +6 bracers of armor, +2 deflection, +1insight, 
  +1 natural) 
  hp 105 (HD) 
  Immune n/a 
  Fort +14, Ref +12, Will +20 
  Speed base movement 50 ft., climb 25 ft.; 
  Melee Dagger +10/+5 (1d4+1 plus poison/ 19-20 x2 and 
  Fortitude save DC 14 or lose 1d4 Str/1d4 Str.) or 
  quarterstaff +10/+5 (1d6+1/ x2) and bite +4 melee 
  (1d6+1 plus poison/ x2 and Fortitude save DC 13 or 
  lose 1d6 Str./ 2d6 Str.) 
  Ranged Dagger +12 ranged (1d4+1 plus poison/ 19-20 
  x2 and Fortitude save DC 14 or lose 1d4 Str/1d4 Str.) 
  or web +11 ranged touch (no damage but 
  entanglement) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options n/a 
  Special Actions Poison, web  
  Combat Gear Dusty rose ioun stone, cloak of charisma 
  +6, vest of resistance +3, boots of big stepping, ring 
  of protection +2, tunic of steady spellcasting, wand of 
  arcane sight – lvl 6, wand of scintillating spheres –lvl 
  10, potion of protection vs. good, potion of protection 
  vs. evil, potion of cure serious wounds (x2), potion of 
  fly, potion of shield of faith +5, scroll: teleport – 14th 
  level, scroll: feeblemind – 14th level, scroll: project 
  image – 14th level, scroll: dispel magic greater – 15th 
  level, scroll: wall of force – 14th level 
  Deity: Boccob 
  Sorceress Spells Known (CL 16th): 9/5/5/4/4/4/3/2/1 
   8th (4/day) — mind blank 
   7th (6/day) — anti-magic ray, spell turning 
   6th (7/day) — greater dispel magic, disintegrate, flesh 
  shiver 
   5th (7/day) — Mordenkeinen’s Private Sanctum, 
  teleport, arc of lightning, power word - disable 
   4th (8/day) — lesser globe of invulnerability, 
  dimension door, Evard’s Black tentacles, ice storm 
   3rd (8/day) — dispel magic, ray of dizziness, fireball, 
  haste 
   2nd (8/day) — false life, obscure object, scorching 
  ray, Tasha’s Hideous Laughter, touch of idiocy 
   1st (8/day) — shield, magic missile, lesser sonic orb, 
  protection vs. evil, unseen servant 
   0 (6/day)— ray of frost, detect magic, read magic, 
  prestidigitation, daze, dancing lights, mage hand, 
  resistance, arcane mark 
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 26 
  SQ Change shape, darkvision 60 ft., low light vision, 
  familiar rat – Bertram, spin fate, fickle finger of fate, 
  spin destiny, deny fate, resist fate, warding 2/day, 
  unimpeachable abjuration –red veil, orange veil, 
  yellow veil, unanswerable strike +2 
  Feats Improved Initiative, Skill focus: Spellcraft, Iron 
  Will, Alertness, Spell focus: Abjuration, Greater Spell 
  focus: Abjuration, Craft Wondrous Item, Reach Spell 
  Skills 
  Spellcraft 
  +21, 
  Knowledge: 
  Arcana 
  +17, 
  Knowledge: Nature +5, Concentration +14, Climb 
  +16, Jump +10, Escape Artist +5, Profession: 
  Gambler 
  +7, 
  Knowledge: 
  Dungeoneering 
  +8, 
  Decipher Script +8, Knowledge: Geography +4 
  Possessions combat gear plus +1 venomous dagger, 
  +1 staff of abjuration, bracers of armor +6 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d6 
  Str., secondary damage 2d6 Str. The save is 
  Constitution-based.  
  Spells: Prior to the addition to her standard spellcasting 
  class levels, Lady Senja was already able to cast 
  spells as a 3rd level sorceress. These levels are 
  cumulative with her class level to calculate total 
  spellcasting level.  
  Web (Ex) In spider or hybrid form, Lady Senja can throw 
  a web up to six times per day. This is similar to an 
  attack with a net but has a maximum range of 50 ft., 
  with a range increment of 10 ft., and it’s effective 
  against targets of up to Large size. The web anchors 
  the target in place, allowing no movement.  
  An entangled creature can escape with a DC 13 Escape 
  Artist check or burst the web with a Dc 17 Strength 
  check. The check DCs are Constitution-based, and 
  the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes 
  double damage from fire.  
  Change shape (Su) Lady Senja’s natural form is that of 
  a Medium monstrous spider. She can assume two 
  other forms. The first is of a Small to Medium 
  humanoid; Lady Senja in her humanoid form always 
  assumes the same appearance and traits, much as a 
  lycanthrope would. In humanoid, Lady Senja cannot 
  use her bite attack, webs, or poison. 
  The second form is a Medium spider – humanoid hybrid. 
  In hybrid form, an aranea looks like a Medium 
  humanoid at first glance, but a DC 18 Spot check 
  reveals the creature’s fangs and spinnerets. Lady 
  Senja retains her bite attack, webs, and poison in this 
  form and it can also wield weapons or wear armor. 
  When in hybrid form, her speed is 30 ft.  
  Lady Senja remains in one form until she chooses to 
  assume a new one. A change from one form to the 
  next cannot be dispelled, nor does Lady Senja revert 
  to her natural form when killed. A true seeing spell 
  however will reveal her natural form if she in 
  humanoid or hybrid form.  
  ULP7-06 Portents of the Matron 
   
  Page 65 
  
  ULP7-06 Portents of the Matron 
   
  Page 66 
  Skills Araneas have a +2 racial bonus on Jump, Listen, 
  and Spot checks. They have a +8 racial bonus on 
  Climb checks and can choose to take 10 on Climb 
  checks even when rushed or threatened 
  Description In her human form, Lady Senja appears as 
  a stunningly and erotically beautiful human woman in 
  her late 20’s wearing an almost skin tight low cut red 
  dress and long flowing lustrous black hair. In her 
  alternate form, she appears as a monstrous spider but 
  has two small humanlike arms below its mandibles.  
  Sources Monster Manual, Magic Item Compendium, 
  Complete 
  Arcane, 
  Players 
  Handbook 
  2, 
  Spell 
  Compendium  
   
  M AS TE R G E NJ U       CR  16 
  Human monk 10/ tattooed monk 1/drunken master 4/ 
  pious templar 1 
  L/N Medium-sized humanoid 
  Init +5 (Dex); Senses Listen +5, Spot +10 
  Languages Common  
  AC 28, touch 23, flat-footed 23 
   (+5 Dex, +4 class, +3 braces of armor, +1 deflection, 
  +5 Wisdom) 
  hp 108 (16 HD) 
  Immune Poison, fear 
  Fort +18, Ref +16, Will +17 
  Speed base movement 60 ft. 
  Melee  Cold Iron axiomatic drinking mug on a chain 
  +19/+14/+9 (2d6+2 + 2d6 vs. chaotic creatures – this 
  weapon has a 10 foot reach and does bludgeoning 
  damage/ x2) or unarmed strike +17/+12/+7 (2d8+1/ 
  x2) 
  Ranged  MW sling +17/+12/+7 (1d4+1/ x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +6 
  Atk Options Improved Grapple 
  Special Actions Stunning fist, Pain touch 
  Combat Gear Monks belt, Periapt of Wisdom +4, 
  Gloves of Dexterity +4, Ring of Protection +1, 
  Sandals of Sprinting, Everfull Mug 
  Deity: Zuoken  
  Abilities Str 12, Dex 21, Con 12, Int 10, Wis 21, Cha 10  
  SQ Flurry of blows, evasion, still mind, ki strike- magic & 
  lawful, slow fall 50 ft., wholeness of body, purity of 
  body, tattoo – falcon (immune to fear), drinks like a 
  demon, improved improvised weapon, stagger, sway 
  Feats Improved Unarmed, Improved Grapple, Stunning 
  Fist, Great Fortitude, Combat Reflexes, W.F.- 
  unarmed strike, improved trip, weapon finesse, 
  endurance, pain touch, true believer 
  Skills Balance +12, Climb +8, Escape Artist +16, Hide 
  12, Jump +11, Knowledge: Religion +8, Tumble +23, 
  Move Silently +12, Sense Motive +10, Bluff +7, 
  Profession: Brewer +7, Diplomacy +8 
  Possessions combat gear plus +1 cold iron axiomatic 
  drinking jug on a chain, MW sling, bracers of armor 
  +3 
  Tattoo - Falcon (Su): This tattoo renders Master Genju 
  immune to fear and allies within 10 ft. of Master 
  Genju get a +1 morale bonus to saves versus fear. 
  Drink Like A Demon (Ex): Master Genju’s body can 
  handle alcohol differently than other people’s. He can 
  drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger ale as a move 
  action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by two points each, but increases his 
  Strength or Constitution (his choice) by 2 points. 
  Master Genju may benefit from a number of drinks 
  equal to his class level. The duration of both the 
  penalty and the bonus is 7 rounds.  
  Improved Improvised Weapon (Ex) Master Genju can 
  use long improvised weapons (such as ladders) as 
  reach weapons with many protrusions (such as 
  chairs) provide a +2 bonus on the opponent’s disarm 
  checks. Finally, large objects with broad, flat surfaces 
  (such as tables) can be upended to become 
  improvised tower shields.  
  Stagger (Ex) By tripping, stumbling, and staggering, a 
  drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects: First, the charge 
  need not be in a straight line, even though the 
  character can still move up to twice his speed. 
  Second, if a drunken master can makes a DC 15 
  Tumble check before beginning a charge, his 
  movement through threatened squares provokes no 
  attacks of opportunity. 
  Sway (Ex) At 3rd level, Master Genju knows how to 
  weave and bob during an attack, making him more 
  difficult to hit. He gains a +2 dodge bonus to AC 
  against any one opponent he chooses during his turn.  
  Mettle (Su): If Master Genju makes a successful Will or 
  Fortitude saving throw that would normally reduce a 
  spell’s effect, he suffers no effect from the spell at all. 
  Only those spells with a Saving Throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated through this ability.  
  Description Master Genju is a roughly middle-aged 
  looking human male about 5’5 with a lithe athletic build 
  of no more than 150 lbs. He is missing one of his front 
  side teeth and is bald in the center of his head with light 
  gray patches of hair in his sides. Id is almost never 
  without his magical drinking jug on a chain which serves 
  both as a weapon and also his vice. He is generally 
  cheerful and has a cherubic smile.  
  NOTE: Master Genju’s drinking jug on a chain is a very 
  unique weapon. Because it is almost always half full 
  when he swings it, it gains some of the properties of a 
  mercurial weapon. Also, because it is linked to a chain, 
  Master Genju gains the benefits of 10 ft. reach with the 
  weapon. Lastly, master Genju suffers no penalty to the 
  use of the weapon because of his skill using improvised 
  weapons. 
  Sources – Players Handbook, Dungeon Masters Guide, 
  Complete Warrior, Complete Divine 
   
  
  DM AID: MAP #1 – THE TEMPLE OF SERENITY 
   
   
   
  ULP7-06 Portents of the Matron 
   
  Page 67 
  
  DM AID: MAP #2 – ENTRANCE TO RED MANTIS’ LAIR 
   
   
   
  ULP7-06 Portents of the Matron 
   
  Page 68 
  
  DM AID: MAP #3 – INSIDE OF RED MANTIS’ LAIR 
   
   
   
  ULP7-06 Portents of the Matron 
   
  Page 69 
  
  DM AID: NEW RULES 
  NEW FEATS 
  Companion Spellbound (Players Handbook 2) 
   
  Prerequisite: Animal Companion 
   
  Benefit: You use your companion’s share spells ability out to a range of 30 feet, rather than the 
  standard 5 feet. You can cast touch spells to affect your companions at a greater range than normal. You 
  change a spell’s range from touch to short (range of 25 ft. + 5 ft. / 2 caster levels) if the spell targets only 
  your companion.  
  Improved Web (Savage Species) 
   
  Prerequisite: Ability to create webs as an extraordinary ability at least twice a day 
   
  Benefit: Add +2 to the DC to escape or burst your webs. You may take a full round action to attack 
  with your web and if you do so, you may attack one additional target per point of Dexterity bonus you 
  have. No target may be more than 10 feet from another target. Using the feat requires two daily uses of 
  your web ability.  
  Vermin Lord (Book of Vile Darkness) 
   
  Prerequisite: Charisma 15 
   
  Benefit: If a vermin is about to attack the character, he or she may make a Charisma check (DC 20). 
  If the check succeeds, that vermin refuses to attack him or her for 24 hours.  
  Acrobatic Strike (Players Handbook 2) 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: If you succeed in using Tumble to avoid an opponent’s attack of opportunity, you gain a +4 
  bonus on his or her next attack against that foe as long as the attack occurs before the end of your 
  current turn.  
  Staggering Strike (Complete Adventurer) 
   
  Prerequisite: Base attack bonus +6, sneak attack  
   
  Benefit: If you deal damage with a melee attack, you can deliver a wound that limits your foe’s 
  mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing 
  that restores at least 1 hit point, whichever comes first), your target is treated as if it were staggered, even 
  if its nonlethal damage doesn’t exactly equal its current hit points. A target can resist this effect by making 
  a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature 
  do not stack. This feat has no effect on creatures not subject to sneak attack damage.  
  Virulent Poison (Savage Species) 
   
  Prerequisite: Poison as an extraordinary ability 
   
  Benefit: Add +2 to the DC Fortitude saving throw against your poison attack.  
  Eagle’s Wings (Complete Divine) 
   
  Prerequisite: Ability to wild shape 
   
  Benefit: You can spend one wild shape to grow feathery wings. They allow you to fly at a speed of 
  60 feet (average maneuverability). The wings remain for 1 hour.  
  Retributive Spell (Complete Mage) 
   
  Benefit: When you cast a spell modified by this metamagic feat, it has no immediate effect. Any time 
  you are dealt damage by a melee attack during the next 24 hours (or until you next prepare or ready your 
  spells), you can choose to cast the spell on that attacker as an immediate action. Once activated, a 
  retributive spell disappears (it can only affect one attacker).  
   
  You can apply this feat only to a spell that targets a creature. A retributive spell can target only the 
  attacker that triggered it, even if the spell would normally allow you to target multiple creatures.  
   
  ULP7-06 Portents of the Matron 
   
  Page 70 
  
  You can have only one retributive spell cast at a time. Casting a second retributive spell cancels the first 
  (eliminating it with no effect). If you prepare or ready spells while you have a retributive spell cast, the 
  spell dissipates with no effect.  
   
  A retributive spell uses a spell slot one level higher than the spell’s actual level.  
   
  Lunging Strike (Players Handbook 2) 
   
  Prerequisite: Base attack bonus +6  
   
  Benefit: As a full round action, you can make a single strike with a 5 ft. bonus to your attack’s reach. 
  This benefit applies to both armed and unarmed attacks, including touch attacks made to deliver spells. 
  Special: A fighter can select Lunging Strike as one of his or her fighter bonus feats.  
   
  NEW ITEMS 
  Summoner’s Totem (Magic Item Compendium) 
   
  A boon for those who magically conjure animals to aid them in combat, a summer’s totem allows 
  instantaneous enhancement of your summoned allies. When you summon a single animal using a 
  summon nature’s ally spell, you can cast another spell targeting the summoned creature as a swift action. 
  The second spell must be no higher than 3rd level, it must target the summoned creature (and only the 
  summoned creature), its casting time must be no longer than 1 standard action, and it expends the spell 
  or spell slots normal.  
   
  Prerequisites: Craft Wondrous Item, speak with animals, summon nature’s ally 2; Cost to Create: 
  1,550 gp, 124 XP, 4 days. 
  Amber Amulet of the Giant Vermin (Magic Item Compendium) 
   
  This item summons a giant vermin that appears and obeys your commands for 1 minute (as if 
  summoned by a summon nature’s ally spell. At the end of this duration, it vanishes.  
   
  Eight varieties of the amber amulet of vermin exist (see the table for the details of each version). An 
  amber amulet of vermin works once a day. 
   
  Vermin                          CL             Aura             Market Price  
  Giant Bee                        7th            Moderate (DC 17)    500 gp (3rd) 
  Giant Queen Ant                  10th           Moderate (DC 20)    700 gp (3rd) 
  Giant Praying Mantis               10th           Moderate (DC 20)    700 gp (3rd) 
  Huge monstrous centipede          10th           Moderate (DC 20)    700 gp (3rd)  
  Huge monstrous scorpion           10th           Moderate (DC 20)    700 gp (3rd) 
  Giant wasp                       15th           Strong (DC 22)      800 gp (3rd) 
  Giant stag beetle                  19th           Strong (DC 24)      1,200 gp (4th) 
   
   
  Prerequisite; Craft Wondrous Item, giant vermin; Cost to Create: Varies 
  Bag of tricks - rust (Dungeon Master’s Guide) 
   
   
   
  This small sack appears normal and empty. However, anyone reaching into the bag feels a small 
  fuzzy, ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves 
  the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at 
  which point it disappears. It can follow any of the commands described in the Handle Animal skill in the 
  PHB.  
   
  Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn 
  from the bag each week.  
   
  D%          Animal 
  ULP7-06 Portents of the Matron 
   
  Page 71 
  
  1-30         wolverine 
  31-60        wolf 
  61-85        boar 
  86-100       black bear 
   
   
  Moderate conjuration; CL 5th; Craft Wondrous Item, summon nature’s ally 3; Price 900 gp  
  Large longsword +1, venomous (Magic Item Compendium) 
   
  When activated, a venomous weapon coats itself in injury poison (Fort DC 14, 1d4 Str. /1d4 Str.), 
  which lasts for 1 minute or until your next successful attack with a weapon, whichever comes first. 
   
  A venomous weapon functions three times a day. Projectile weapons bestow this property to their 
  ammunition.  
   
   
  Prerequisites; Craft Arms & Armor, poison; Price - Varies 
  Glitter stone (Magic Item Compendium) 
   
  A glitter stone renders hidden creatures visible. The stone must be thrown (range increment 10 feet) 
  or hurled from a sling (using the weapons range increment) as a ranged touch attack. When the stone 
  strikes the target or a hard surface, it deals no damage, but it explodes in a 10 foot radius burst of 
  glittering shards. All invisible creatures in the area become visible in glittery dust, making them visible for 
  three rounds. Any coated creature takes a -40 to Hide checks for the duration of the effect.  
   
   
  Prerequisites; Craft Wondrous Item, glitterdust; Caster level: 3rd; Aura: Faint (DC 16) conjuration; 
  Cost to Create; 225 gp., 18 XP, 1 day 
  Stench stone (Magic Item Compendium)  
   
  A stench stone nauseates its target and sickens those nearby. The stone must be thrown (range 
  increment 10 ft ) or from a sling (using the weapons range increment) as a ranged touch attack. When the 
  stone strikes the target or a hard surface, it deals no damage but bursts into a cloud of noxious vapor. If a 
  stench stone misses its target, it is consumed without effect.  
   
  Any living creature struck by the stench stone becomes nauseated for 1 round (Fort DC 13 negates). 
  Regardless of the success of failure of the saving throw, the target exudes a stench for 3 rounds that 
  causes all creatures within 10 feet of it to be sickened for the remaining duration of the stench (Fort DC 
  13 negates). Creatures immune to poison are unaffected by the stench stone; any effect that neutralizes 
  poison or delays poison also protects against the effect.  
   
  Once activated, this item is expended and cannot be used again.  
   
   
  Faint (DC 16) necromancy; CL 3rd; Craft Wondrous Item, ghoul touch; Cost to Create: 150 gp, 12 XP, 
  1 day 
  Gloves of Lightning (Magic Item Compendium) 
   
  Three times per day, you can make a ranged touch attack (range 30 feet) that deals 1d8+5 points of 
  electricity damage. You gain a +3 bonus on the attack if the target is wearing metal armor (or is made out 
  of metal, carrying a lot of metal, etc.) 
   
   
  Faint (DC 17) evocation; CL 5th; Craft Wondrous Item, shocking grasp; Price 1,000 gp, 80 XP, 2 days 
  Amulet of Tears (Magic Item Compendium) 
   
  An amulet of tears has three charges, each which can be renewed each day at dawn. Spending 1 or 
  more charges when you activate the amulet grants you temporary hit points, as described below. These 
  hit points last for up to 10 minutes; they don’t stack with any other temporary hit points. 
   
  1 charge: 12 temporary hit points 
  2 charges: 18 temporary hit points  
  3 charges: 24 temporary hit points  
  ULP7-06 Portents of the Matron 
   
  Page 72 
  
   
   
  Faint (DC 17) enchantment; CL 4th; Craft Wondrous Item; Cost to Create; 2,300 gp, 92 XP, 3 days 
  Tanglepatch (Magic Item Compendium) 
   
  To use a tanglepatch, you must throw it (it can be thrown up to 50 feet). When it lands, it creates an 
  entangle effect (as the spell) centered on the point of impact with a 5 minute duration. Once activated, a 
  tanglepatch is expended and cannot be used again. 
   
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, entangle; Cost to Create; 200 gp. 
  Bone armor +1, blurring (Magic Item Compendium) 
   
  When you activate this armor, your appearance becomes distorted and hazy, as if you were affected 
  by a blur spell. The blurring property functions three times a day, and the effect lasts for 5 rounds. 
   
   
  Faint (DC 17) illusion; CL 5th; Craft Arms and Armor, blur; Price +1 bonus 
  Bone armor +1, displacement (Magic Item Compendium) 
   
  When you activate this armor, you appear standing right next to your actual location, as if you were 
  affected by a displacement spell. The blurring property functions three times a day, and the effect lasts for 
  5 rounds. 
   
   
  Faint (DC 17) illusion; CL 5th; Craft Arms and Armor, blur; Price +1 bonus 
  Vanisher Cloak (Magic Item Compendium) 
   
  A vanisher cloak allows you and nearby allies to briefly disappear from sight. A cloak has 3 charges 
  which are renewed each day at dawn. Spending 1 or more charges turns you (and perhaps one or more 
  allies) invisible, as the invisibility spell, for 1 or more rounds.  
   
  1 charge: You become invisible for 4 rounds 
  2 charges: You and one adjacent ally become invisible for 3 rounds. 
  3 charges: You and up to three adjacent allies become invisible for 2 rounds.  
   
   
  Faint (DC 16) illusion; CL 3rd; Craft Wondrous Item, invisibility; Cost to Create: 1,250 gp, 100 XP, 3 
  days 
  Rhino Elixir (Magic Item Compendium) 
   
  Drinking rhino elixir causes your skin to thicken and turn gray, granting you a +3 enhancement bonus 
  to your existing natural armor bonus (a creature without natural armor has an effective natural armor 
  bonus of +0), In addition, you gain a +1 bonus on damage melee rolls. These effects last for 12 hours.  
   
   
  Moderate (DC 19) transmutation; CL 9th; Craft Wondrous Item, alter self, Craft: (alchemy) 5 ranks; 
  Price 800 gp, 64 XP, 2 days 
  Robe of Retaliation (Magic Item Compendium) 
   
  A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a 
  creature wielding a melee weapon or a natural weapon, you may activate the robe and sacrifice an 
  arcane spell of 1st level or higher to deal damage to your attacker equal to 1d6 per level of the spell 
  sacrifices. This ability functions three times a day.  
   
   
  Moderate (DC 18)e; CL 7th; Craft Wondrous Item, fire shield; Cost to Create; 3,250, 260 XP, 7 day. It 
  activates as an immediate action.  
  Fireflower Pendant (Magic Item Compendium) 
   
  A fireflower pendant provides you with resistance- or even brief immunity- to fiery attacks. While it is 
  worn, you gain resistance to fire 10. This is a continuous effect and requires no activation. When you 
  activate the pendant, you gain immunity to fire until the start of your next turn. However, doing this 
  renders the pendant powerless for 1 hour thereafter. This pendant can be activated as an immediate 
  action.  
  ULP7-06 Portents of the Matron 
   
  Page 73 
  
   
   
  Strong (DC 21) abjuration; CL 13th; Craft Wondrous Item, energy immunity, resist fire; Cost to Create; 
  6,500 gp, 520 XP, 13 days 
  Lesser crystal of acid attacks (Magic Item Compendium) 
   
  This crystal seems to contain an incandescent green fluid. A crystal of acid assault adds a particular 
  type of energy damage to the weapon’s attacks, in this case acid. This bonus to damage does not stack 
  with energy damage of the same type dealt by the weapon. The lesser crystal adds an extra 1d6 points of 
  energy damage of its type to the weapon’s damage.  
   
   
  Faint (DC 17) evocation; CL 5th; Craft Magic Arms & Armor, Melf’s Acid Arrow; Cost to Create; 1,500, 
  120 XP, 3 days. 
   
  Bracers of Repulsion (Magic Item Compendium) 
   
  Bracers of repulsion produce an instantaneous wave of force that pushes back enemies. When you 
  activate the bracers, all enemies within 10 feet must succeed on a DC 19 Fortitude save or be pushed 5 
  feet away from you. Huge and larger creatures are unaffected by the bracers of repulsion, though 
  incorporeal creatures can be affected. These bracers are activated as a swift (command) action.  
   
   
  Moderate (DC 20) evocation; CL 11th; Craft Wondrous Item, Bigby’s forceful hand; Cost to Create; 
  2,000 gp, 160 XP, 4 days 
  Cloak of Stone (Magic Item Compendium) 
   
  While wearing a cloak of stone, you gain a +5 Competence bonus on Hide and Move Silently checks 
  This is a continuous effect and requires no activation. In addition, you can activate the cloak to merge 
  with stone as though using a meld into stone spell. This ability functions once per day and is a standard 
  (command) activation.  
   
   
  Faint (DC 17) transmutation; CL 5th; Craft Wondrous Item, meld into stone; Cost to Create 4,000 gp, 
  320 XP, 8 days 
  Thorn Pouch (Magic Item Compendium) 
   
  A thorn pouch allows you to bring forth several types of magical plant effects for offensive and 
  defensive purposes. A pouch has 5 charges, which are renewed each day at dawn. Spending 1 or more 
  charges  when you place your hand within the bag allows you to draw forth a single thorn that hasone fo 
  the following effects ( each as the spell of the same name, but with a duration of 9 rounds ) 
   
  1 charge: Entangle 
  2 charges: Spike growth  
  3 charges: Wall of thorns 
   
  To use a thorn after drawing it forth, you drop it into your own space or any adjacent square ( as a free 
  action ). After 1 round, the thorn produces the desired effect. If you don’t drop the thorn within 1 round 
  after drawing it, it disappears with no effect.  
   
  Moderate (DC 19) Conjuration; CL 9th; Craft Wondrous Item, entangle, spike growth, wall of thorns; 
  Cost to Create; 2,,200 gp, 176 XP, 5 days ; Activation: Swift (manipulation); Weight: 1 lb.. 
   
  NEW SPELLS 
  Alter Fortune (Players Handbook 2) 
  Divination 
  Level: Brd 3, Clr 3, Drd 3, Sor/Wiz 3 
  Components: V, X 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One creature 
  ULP7-06 Portents of the Matron 
   
  Page 74 
  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No (harmless) 
   
   
   
  You change the flow of chance, causing the subject to immediately reroll any die roll it just made. It 
  must abide by the second roll. 
  XP cost: 200 XP 
  Animalistic Power (Spell Compendium) 
  Transmutation 
  Level: Clr 2, Drd 2, Duskblade 2, Rgr 2, Sor/Wiz 2  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement to 
  Strength, Dexterity, and Constitution.  
   
  Material Component: A bit of animal fur, feathers, or skin.  
   
  Benign Transposition (Spell Compendium) 
  Conjuration 
  Level: Sor/Wiz 1  
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./lvl)  
  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures ( up to the creatures maximum loads ) go with them, but other 
  creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks 
  of opportunity.  
  Blast of Force (Spell Compendium) 
  Evocation ( Force ) 
  Level: Force 3, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
   
   
  You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d5 
  points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to 
  make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the 
  spell were a bull rush).  
  ULP7-06 Portents of the Matron 
   
  Page 75 
  
  Blinding Color Surge (Spell Compendium) 
  Illusion (Glamour) 
  Level: Beguiler 2, Sor/Wiz 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level ) 
  Targets: You and one creature 
  Duration: 1 round/level 
  Saving Throw: Will negates  
  Spell Resistance: Yes  
   
   
   
  You strip the color from your body and gear, turn it into a lance of energy, and hurl it at the target. 
  When you cast this spell, you target a creature with the colors stripped from your form. The target must 
  make a Will save or be blinded for 1 round.  
   
  You also gain the benefit of invisibility, for the duration of the spell, even if the target succeeds on its 
  save or if its spell resistance protects it.  
  Material component: A small prism 
  Bigby’s Tripping Hand (Spell Compendium) 
  Evocation ( Force ) 
  Level: Duskblade 1, Sor/Wiz1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ lvl) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
   
   
  The large hand sweeps at the target creature’s leg in a tripping maneuver (PHB pg. 158). This trip 
  attempt does not provoke attacks of opportunity. Its attack bonus equals your caster level + your key 
  ability modifier + 2 for the hands Strength (14). The hand has a bonus of +1 on the trip attempt for every 
  three caster levels, to a maximum of +5 at 15th level.  
  Material Component: Three glass beads. 
  Burrow (Spell Compendium) 
  Transmutation 
  Level: Drd 2, Rgr 2 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  The subject can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 
  20 feet if it carries a medium or heavy load). 
  Material component: A claw from a burrowing creature.  
  Dimension Hop (Players Handbook 2) 
  Conjuration (Teleportation)  
  Level: Duskblade 2, Sor/Wiz 2 
  Components: V 
  ULP7-06 Portents of the Matron 
   
  Page 76 
  
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination 
  must be an unoccupied space within line of sight.  
  Enrage Animal (Spell Compendium) 
  Enchantment (Compulsion) [Mind Affecting] 
  Level: Drd 1, Rgr 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ lvl) 
  Target: One animal  
  Duration: Concentration + 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes  
   
   
   
  Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength 
  and Constitution, a +2 morale bonus to Will saves, and a -2 penalty to Armor Class. This effect is 
  otherwise identical to a barbarian’s rage, except that the animal is not fatigued at the end of the rage.  
  Flaywind Burst (Sandstorm) 
  Evocation (Air, Earth) 
  Level: Clr 5, Drd 5, Sand 5, Sor/Wiz 5 
  Components: V, S, M  
  Casting Time: 1 round 
  Range: 60 ft.  
  Target: Con-shaped burst  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: No 
   
   
   
  This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit 
  that literally strips flesh. In addition to the possible effects of the wind, creatures within the area of effect 
  of the spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A 
  successful Reflex save halves the damage.  
   
  A creature within the area of the flaywind burst must make a Fortitude save or experience the effects 
  of the wind’s force. A Small or smaller creature is knocked down and rolled 1d4x10 feet, taking 1d4 points 
  of nonlethal damage per 10 feet. If flying, Small or smaller creatures are blown back 2d6x10 feet and take 
  2d6 points of nonlethal damage. Medium creatures are knocked prone, or if flying are blown back 1d6x10 
  feet. Large of Huge creatures are unable to move forward against the force of the blast or if flying are 
  blown back 1d4x5 feet. Gargantuan or colossal creatures can move normally within the flaywind burst. 
  Flaywind burst can’t move a creature beyond its range. 
   
  In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm 
  would be expected to do, such as briefly obscure vision, heel over a boat, or blow gases and vapors to 
  the limits of its area. 
  Material Component: A pinch of sand and the wing feather of a vulture.  
  Ice flowers (Spell Compendium) 
  Transmutation (Cold) 
  Level: Cleric 6, Druid 5 
  ULP7-06 Portents of the Matron 
   
  Page 77 
  
  Components: V, S 
  Casting Time: 1 standard action 
   
  Range: Medium (400 ft. + 40 ft./ lvl) 
  Area: 20 ft. radius burst 
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
   
   
  This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice 
  covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards 
  and small stones throughout the area, turning the surface of the ground inot dense rubble (DMG pg. 60). 
  The sgards of ice and stone deal 1d6 points of damage per caster level (maximum 15d6). Half the 
  damage is cold damage. The origin point of the spell must be on the ground. This spell has no effect in 
  desert terrain or on solid stone. 
   
  Icelance (Spell Compendium) 
  Conjuration (Creation) 
  Level: Drd 3, Sor/Wiz 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ lvl) 
  Effect: One lance of ice 
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes  
   
   
   
  You must succeed on a normal ranged attack to strike with an icelance. You gain a+4 bonus on your 
  attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of the damage is piercing 
  damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 
  1d4 rounds. Regardless of the result of the attack, the icelance shatters the first time you use it.  
  Focus: A 50 gp clear quartz gemstone. Alternatively, if you are in a cold region, you could substitute 10 
  pounds of ice or snow for the quartz.  
  Luminous Swarm (Complete Mage) 
  Evocation [Force] 
  Level: Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One creature 
  Duration: 5 rounds  
  Saving Throw: Reflex partial  
  Spell Resistance: Yes  
   
   
   
  You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its 
  vision. If the target relies on sight, all its attacks have a 20% miss chance while the motes last.  
   
  The motes also deal 1d6 points of damage each round. The target can attempt a Reflex save each 
  round to avoid the damage.  
   
  If a subject under the effects of luminous swarm is targeted by a fever dream spell, the two spells 
  interact to create a greater effect. See fever dream spell fro details.  
  Mass Contagion (Spell Compendium) 
  Necromancy [Evil] 
  ULP7-06 Portents of the Matron 
   
  Page 78 
  
  Level: Clr 5, Drd 4, Sor/Wiz 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Area: 20 ft. radius spread  
  Duration: Instantaneous 
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes  
   
   
   
  This spell functions exactly like contagion (PHB 213) but all creatures within the area are infected.  
  Mass Snakes Swiftness (Spell Compendium) 
  Transmutation 
  Level: Drd 2, Sor/Wiz 3 
  Components: V, S, M/DF  
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level)  
  Target: Allied creatures in a 20 ft. radius burst 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
   
  This spell functions like snake’s swiftness except that it affects multiple allies out to medium range. 
  Power Word: Sicken (Races of the Dragon) 
  Enchantment (Compulsion) [Mind Affecting] 
  Level: Sor/Wiz 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels)  
  Target: One living creature with 100 hp or less  
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes  
   
   
   
  You utter a single word of power that instantly causes one creature of your choice to become 
  sickened, whether the creature can hear the word or not. The duration of the spell depends on the 
  target’s current hit point total, as shown below. Any creature that currently has 101 or more hit points is 
  unaffected by the power word: sicken. 
  Hit Points           Duration 
  25 or less  
   
  1d4+1 hours 
  26-50   
   
  1d4+1 minutes 
  51-100  
   
  1d4+1 rounds 
  Ray of Dizziness (Spell Compendium) 
  Enchantment (Compulsion) [Mind Affecting] 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Effect: Ray 
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: Yes  
  ULP7-06 Portents of the Matron 
   
  Page 79 
  
   
   
   
  You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on 
  a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of 
  vertigo and can only take a move action or a standard action each round (but not both, and it cannot take 
  a full-round action).  
  Saltray (Spell Compendium) 
  Evocation 
  Level: Druid 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes  
   
   
   
  You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a 
  saltray takes 1d6 points of damage per two caster levels (maximum 5d6) and must make a Fortitude save 
  or be stunned for 1 round.  
  Slashing Dispel (Spell Compendium) 
  Abjuration/Evocation 
  Level: Duskblade 5, Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 5 ft./ level) 
  Target or Area: One creature or 20 ft. radius burst  
  Duration: Instantaneous  
  Saving Throw: None 
  Spell Resistance: No 
   
   
   
  This spell functions like dispel magic, except as noted here. Any creature that has a spell removed 
  from it takes 2 points of damage per level of the dispelled effect. If a creature loses the effects of multiple 
  spells, it takes damage for each one.  
  Splinterbolt (Spell Compendium) 
  Conjuration (Creation) 
  Level: Drd 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels)  
  Effect: One or more streams of splinters  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
   
   
  You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing 
  damage. A splinterbolt threatens a critical hit on a roll of 18-20.  
   
  You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th 
  level). You can fire these splinterbolts at the same or different targets, but all must be within 30 feet of 
  one another and fired simultaneously.  
   
  A creature’s damage reduction, if any, applies to damage from this spell. The damage from 
  splinterbolt is treated as magic for purposes of overcoming damage reduction.  
  Material Component: A splinter of wood.  
  ULP7-06 Portents of the Matron 
   
  Page 80 
  
  Sonic Blast (Spell Compendium) 
  Evocation (Sonic) 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels) 
  Target: One creature 
  Duration: Instantaneous  
  Saving Throw: Will partial  
  Spell Resistance: Yes  
   
   
   
  You blast the target with loud and high-pitched sounds. The subject takes 1d4 points of sonic 
  damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds. 
  This spell has no effect if cast into an area of a silence spell.  
  Sudden Stalagmite (Spell Compendium) 
  Conjuration (Creation) [Earth] 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./lvl) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
   
   
  This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a 
  ceiling before it reaches full size, it stops growing. This stalagmite grows from the ground under the target 
  creature and shoots upward. An airborne creature within 10 feet of the ground gains a +4 bonus on its 
  saving throw, and airborne creatures more than 10 feet off the ground cannot be harmed by this spell. 
   
  The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a 
  target that fails to make a saving throw against this spell and takes damage from it is impaled on the 
  stalagmite and cannot move from its current location until it makes a DC 15 Escape Artist check. The 
  stalagmite can be removed in other ways as well, such as with stone shape spell. The victim can break 
  free with a DC 25 Strength check, although doing this deals 3d6 points of slashing damage.  
   
  A creature’s damage reduction, if any, applies to the damage of this spell. The damage from sudden 
  stalagmite is treated as piercing for purposes of overcoming damage reduction.  
  Thalassemia (Stormwrack) 
  Necromancy 
  Level: Drd 4, Sor/Wiz 5  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous  
  Saving Throw: Fortitude half, see text  
  Spell Resistance: Yes  
   
   
   
  This spell thins the target creature’s blood to little more than seawater, dealing 1d6 points of damage 
  per caster level (maximum 15d6). Only living creatures with a circulatory system and blood can be 
  affected by this spell; it does not harm creatures immune to critical hits. Creatures with the fire subtype 
  instead take 1d8 points of damage per level.  
  ULP7-06 Portents of the Matron 
   
  Page 81 
  
  Thunderhead (Spell Compendium) 
  Evocation [Electricity] 
  Level: Drd 1, Sor/Wiz 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. +  5 ft./ 2 caster levels)  
  Target: One creature 
  Duration: 1 round/ level 
  Saving Throw: Reflex negates (see text)  
  Spell Resistance: Yes  
   
   
   
  Thunderhead creates a small thundercloud over the subject, following it unerringly even if he 
  becomes invisible or leaves the region. In every round of the spells duration, a miniature bolt of lightning 
  leaps from the thundercloud to strike the subject. Each bolt deals 1d6 points of electricity damage that is 
  negated with a successful Reflex save. 
  Material Component: A small piece of copper wire.  
   
  Wall of Smoke (Spell Compendium) 
  Conjuration 
  Level: Drd 1, Sor/Wiz 1  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./ 2 levels)  
  Effect: A straight wall whose area is up to one 10 foot square/level 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
   
   
  This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks 
  sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment 
  from each other. A creature can pass through a wall of smoke, but must make a Fortitude save to avoid 
  being nauseated for 1 round.  
   
  A moderate wind (11 + mph), such as from a gust of wind spell, destroys the wall in 1 round. The 
  spell does not function underwater.  
   
   
  ULP7-06 Portents of the Matron 
   
  Page 82 
  
  PLAYER HANDOUT #1 – MESSAGE FROM SPYDER 
   
   
  Greetings�  
   
  Pardon the odd manner in which I have chosen to 
  communicate to you these orders but both time 
  and discretion are of the essence in this case� I 
  have used my contacts and unseen influence within 
  the Principality of Ulek military and other 
  important organizations to have you specifically 
  chosen for a mission of great importance� You 
  will know the full details when you arrive at 
  your destination� Simply allow Private - Emerson 
  Talbot to escort you� It is never a good thing 
  to keep a Lady waiting� especially one as powerful 
  as this.� 
   
   
   
   
   
   
   
     Spyder 
  ULP7-06 Portents of the Matron 
   
  Page 83 
  
  PLAYER HANDOUT #2 – A TEMPTING OFFER 
   
  Greetings once more, 
   
  I’m sure my method of delivery seemed rather odd to you but suffice to say it 
  was necessary. I believe that you may well be of the type of person who is 
  capable of grasping an opportunity when it is presented to them without allowing 
  rules and regulations to get in the way of accomplishing your goals and profiting  
  greatly in process. Do not tell the others of this notice as they surely lack 
  your flexibility in such matters. If you wish to learn more about my offer then 
  please meet me at the Black Badger Inn and Tavern in half an hour and tell no 
  one of this meeting. It is possible that others in your group may also have been 
  chosen by me as well but I am sure they will tell you this themselves. Should 
  you succeed at the offer I will present to you, the threat of Red Mantis to the 
  Principality of Ulek will come to a swift and final end.  
   
   
   
   
   
   
   
   
   
   Lady Senja  
  ULP7-06 Portents of the Matron 
   
  Page 84 
  
  ULP7-06 Portents of the Matron 
   
  Page 85 
  CRITICAL EVENT SUMMARY: ULP 7-06 “PORTENTS OF THE 
  MATRON” 
  For use only WiPoU #7 2007 
  1. Did any of the PCs agree to work for Colonel Krufec? Yes  No 
  If so, please list their names here:  
   
   
   
  2. Did any of the PCs agree to work for Spyder?  Yes  No 
  If so, please list their names here:  
   
   
  3. Did any of the PCs agree to work for Lady Senja?  Yes  No 
  If so, please list their names here:  
   
   
  4) Did the PCs prevent the destruction of the Temple of Serenity?  Yes   No 
   
   
   
   
  5) Did Fevros die during the attack against the Temple of Serenity?   Yes  No 
   
   
  6) Did the PCs defeat Red Mantis and her minions and save the captured gnome Otto Dunkleglink? 
     
  Yes   
   
  No 
   
  7) If any of the PCs worked for Lady Senja and took Red Mantis to her, were any of these 
  SPECIFIC  
  PCs a member of the Web organization?    Yes    No 
  If the answer is “Yes”, please list their names here:  
   
   
   
  8) If she was captured, who gained final possession of Red Mantis?  
    
  Colonel Krufec 
   
  Spyder  
   
  Lady Senja 
   
   
  9) Did any of the PCs discover the true nature of Lady Senja?  
    
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/597/Normal Scenarios/ULP7-06 - Portents of the Matron (APL 4-12)/ULP7-06 - Portents of the Matron.pdf