TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  the US and other countries. This material is protected under the copyright laws of the United States of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD6−08 
   
   
   
  Food for Thought 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the Duchy of Urnst 
  Version 1.0 
   
   
  by Russ Taylor 
  Cartography: Jenniffer Taylor 
  Circle Reviewer: Colleen Simpson 
  Reviewers: Jon Thompson and Brad Street 
  Playtesters: Barbara Cowman, Chuck Walbourn, Eric Kim, Farrell Hopkins, Gordon Holcomb, Jamie Tachiyama, 
  Jenniffer Taylor, Kathy Ice, Lorna Wong, Michelle Tachiyama 
   
   
  The promise of new life for works thought lost draws you to Seltaren. But are you the only ones? A loose sequel to 
  URD1-08 Mired in Gosferd and URD3-07 Purloined Letters. A one-round Regional adventure set in the Duchy of Urnst for 
  characters level 2-14 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include ADP1-05 Festival Knight [Brian P. Hudson] 
  (adapted for the Duchy of Urnst by Chris Jarvis), ADP1-08 A Plea from Beyond the Grave [Nicholas Tulach] (adapted for the 
  Duchy of Urnst by Russ Taylor), COR2-12 The Plague of Third Season [Nicholas Tulach], Lords of Madness [Richard Baker, 
  James Jacobs, Steve Winter], Monster Manual [Jennifer Clark Wilkes, Jon Pickens], Monster Manual III [Greg Collins, 
  John D. Rateliff, Gary Sarli], NMR5-02 Natural Enemies [Kathy Ice], URD1-08 Mired in Gosferd [Russ Taylor], URD3-07 
  Purloined Letters [Russ Taylor, Farrell Hopkins], URD4-08 Catspaw [Farrell Hopkins] and URD5-03 The Contenders [Jon 
  Thompson].
  
  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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   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.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URD6-08 Food for Thought 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Duchy of Urnst. Characters from the Duchy of Urnst 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) 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 that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  20 years ago, a village north of Seltaren was lost in the 
  Red Death plague that was sweeping over Greyhawk. Not 
  all of the villagers died, but those who survived left, 
  seeking a place less burdened by bitter memories. Now 
  not even a name remains, but a few buildings still stand. 
   
  Five years ago, a dark magic awoke in the church of 
  Pelor that used to serve that village. It was the black stone 
  of harrowing dreams, the corrupted periapt of a night hag. 
  The stone called animals and eventually humans to itself, 
  using them to feed its thirst for blood. Adventurers came 
  and took the stone, and eventually it met its doom. 
   
  The remains of the village bear the weight of the 
  deaths and suffering that have taken place there. Red 
  caps, an evil race of fey, were drawn to the memory of 
  pain, and continued the legacy of death. They grew 
  strong upon the blood of murdered travelers. 
   
  Now a new evil has come to the village. Illturinis the 
  illithid savant has taken up residence in the old church of 
  Pelor. The barriers between reality and nightmare are 
  thin indeed in this once-holy site, allowing Illturinis 
  access to creatures from beyond the walls of reality. 
   
  A wizard named Karett Melior has devised a method 
  to restore that which had been thought destroyed: he has 
  created a spell that reconstructs an object even from 
  ashes. Illturinis has heard of this research, and wants the 
  secrets for himself. He has also heard rumors that Karett 
  has critical information about the lost magic of Castle 
  Maure, gleaned from the minds of adventurers who had 
  explored an ancient ruin in the Cairn Hills. 
   
  Illturinis 
  has 
  gathered 
  a 
  ruthless 
  band 
  of 
  mercenaries – a Flan priest of Beltar with a deep-seated 
  hatred of the Suloise, an amoral wizard specializing in 
  force magics from the College of Sages and Sorcery, and a 
  pair of Seltaren sell-swords. To this band he has added a 
  warrior of his own – the minotaur Asteropedies, a former 
  thrall of the mind flayer that has been granted free will. 
   
  Illturinis has used the wizard, Tana, to gain 
  information about Karett’s house and defenses. The mind 
  flayer plans to enter Karett’s house in force, slaying all of 
  Karett’s staff. Karett himself will be taken prisoner and 
  interrogated in the mind flayer’s lair at the former church 
  of Pelor. 
   
  Meanwhile, Karett has been putting out the call for 
  lost and ruined works, planning to use his magic to 
  restore books that had been thought forever destroyed. 
  Verlarra Galendel, a high elven bard with Celadon ties, 
  has been dealing with the wizard, trading promises of 
  books for information on the Blight and other evil threats 
  endangering her homeland. Her payment is due, but 
  political events in the Duchy have made the journey to 
  Seltaren problematic. Rather than risk having her 
  delivery seized and subjected to a lengthy inspection, 
  Verlarra is seeking adventurers to deliver the ashes. She 
  finds a likely group at the Festival of Fallen Knights in 
  Nellix – the party’s journey from Nellix to Seltaren 
  comprises the start of the adventure. 
   
  As the party is just about to reach Seltaren, Illturinis 
  initiates his attack on Karett’s mansion. In the early 
  morning hours, Karett’s mansion is invaded, his staff 
  slain, and the wizard taken prisoner. And at this point, 
  the adventure truly begins. 
   
  URD6-08 Food for Thought 
   
  Page 2 
  
  ADVENTURE SUMMARY 
  Introduction 
  The adventure begins in late Sunsebb in the city of 
  Nellix. The annual Festival of the Fallen Knights is being 
  held in Nellix.  
  Encounter One 
  The party observes, and has a chance to participate in, an 
  archery contest. The outcome of the contest has no 
  particular bearing on the outcome of the adventure. 
  Encounter Two 
  A group of elves seen at the archery contest hire the party 
  to deliver a package to Karett Melior, a wizard in the city 
  of Seltaren. 
  Encounter Three 
  The party arrives at Karett’s mansion, finding the door 
  open and Karett’s staff dead. The mansion was assaulted 
  by a group of mercenaries in the employ of a Illturinis, an 
  illithid savant. The mind flayer has left a gift for the party 
  – in the library on the third floor are mouths of madness 
  (only one at certain APL), a creature from the far realms 
  that is similar to a gibbering mouther. Any party member 
  who fails their save against confusion in this encounter 
  may get a few clues from the babbling mouths. 
  Encounter Four 
  The party gathers information about the various clues 
  found in the mansion. Eventually, these clues should 
  point the party in the direction of abandoned church to 
  the north of Seltaren. This is the same church in which 
  the black stone of harrowing dreams was found in ADP1-09: A 
  Plea from Beyond the Grave.  
  Encounter Five 
  Just outside the church, the party is ambushed by a group 
  of evil fey, psychotic killers known as redcaps. These fey 
  were drawn to the area by residual evil of the black stone. 
  Encounter Six 
  Before entering the church, the party must bypass a sign of 
  sealing on the church’s door. Optionally, they may break 
  through the walls, the bricked over windows, or the roof, 
  or use magic to gain entrance. 
  Encounter Seven 
  Inside the church, the party does battle with the 
  mercenaries who kidnapped Karett Melior. Inside the 
  church, Karett is being interrogated by the mind flayer 
  Illturinis. The mind flayer flees the scene if he is attacked 
  or his minions are defeated, leaving Karett wounded but 
  alive.  
  Conclusion 
  Depending on how long the rescue took, Karett may be 
  just a shell of his former self. A temple of Lydia takes 
  charge of restoring him back to health. The party receives 
  the favor of Karett Melior if he survives; the value of the 
  favor depends on how good a condition Karett is in. 
  PREPARATION FOR PLAY 
  Before play, it is helpful to gather a few pieces of 
  information about the characters. 
  • 
  Record whether or not each character has played 
  ADP1-09 A Plea from Beyond the Grave. Such characters 
  will remember the ruined church north of Seltaren, 
  including where to find it. 
  • 
  Record whether or not each character has played 
  URD3-07 Purloined Letters. If they have, they will have 
  heard of Imiriana U’Moreal. 
  • 
  For characters that played URD5-03 The Contenders, 
  find out if they successfully used detect scrying (a 4th 
  level spell) against anyone during the adventure, and 
  if so if they remember anything about the person 
  they detected. It’s possible that a character might 
  have already seen Karett Melior via detect scrying. 
  • 
  Record whether or not each character has played 
  NMR5-02 Natural Enemies. Such characters have 
  probably met Verlarra Galendel, and have also met 
  members of the Oiolúre wood elf clan of the Celadon 
  Forest. 
  INTRODUCTION 
  It is late Sunsebb in the Duchy of Urnst, and once 
  again the Festival of the Fallen Knights is being 
  celebrated in Nellix, city of scholars. Though 
  normally a jovial occasion, the celebration this year 
  has been marred by a number of drunken brawls, as 
  the rivalry between White and Strong Harts moves 
  from harsh words to raised fists. 
   
  Out on the edge of the Chase, the annual archery 
  contest presents an island of relative peace amidst 
  the sea of chaos. A pair of wood elves from the 
  Celadon are about to take their turns at the targets, 
  while a third, a high elf woman, watches. The 
  officiating archery master eyes your approach, and 
  declares “If you’ve come to shoot, best get your 
  names entered on the rolls. We’ve only a few 
  contestants left.”  
  ENCOUNTER 1: AN 
  ARROWING EXPERIENCE 
  If the players choose to join the archery contest, see 
  Appendix 3 for details on how to determine their score. 
  Oreis, the first wood elf earns a score of 23 (2 arrows in 
  the center, 1 in the 3rd circle), winning the contest (his 
  companion receives a more disappointing result of 14, 
  scoring 2 arrows in the 2nd circle and one miss). If the 
  players do not enter the contest, Oreis wins, otherwise 
  compare their scores to his. Oreis’ attack bonus is +16 
  (including the bonus for using a masterwork bow) in the 
  event that additional tie-breaking rounds are needed. 
   
  If a party member makes an impressive showing, 
  Verlarra Galendel, the high elf, compliments their skill. 
  She questions the party briefly on the nature of their 
  business in Nellix, and then bids her leave. There is 
  nothing else of note that occurs during the remainder of 
  the day. If you are running this in a home setting, you 
  may wish to improvise additional activities for the party 
  to take part in.  
  URD6-08 Food for Thought 
   
  Page 3 
  
  The Festival of Fallen Knights continues well into 
  the evening, culminating in a parade and the 
  burning of the Fallen Knight, a wicker effigy 
  symbolizing those slain in the wars. As the festival 
  winds down, the drunken revelers drift off to their 
  room, house or dormitory to sleep off the excesses of 
  the past few days. No doubt, they will have a heavy 
  price to pay come morning. 
   
  All APLs 
  �Verlarra Galendel: female high elf bard 10, NG 
  �Oreis of Clan Oiolúre: male wood elf fighter 9, CG 
  �Dalreil of Clan Oiolúre: male wood elf ranger 6, CN 
  Characters that have played NMR5-02 Natural Enemies 
  have probably met Verlarra Galendel, and have also met 
  members of the Oiolúre wood elf clan of the Celadon 
  Forest. 
  ENCOUNTER 2: AN ERRAND 
  FOR AN ELF 
  The next morning, the players are met at their place of 
  lodging by the elves from the archery contest. The female 
  elf approaches the party. 
   
  If the party competed in the archery contest: 
  “Hello again. I did not introduce myself yesterday, 
  but my name is Verlarra Galendel. My companions 
  are Oreis and Dalreil, both of the Celadon Forest.” 
   
  If they did not compete: 
  “Greetings. We have not met, but I could not help 
  but notice you near yesterday’s archery contest. You 
  have the look of adventurers about you, and I am 
  need of such. My name is Verlarra Galendel. My 
  companions are Oreis and Dalreil, both of the 
  Celadon Forest.” 
   
  For all groups: 
  “Recent events have strained the relations between 
  our forest and the Duchy of Urnst. Elven travel 
  draws unwelcome attention in this climate. This is 
  unfortunate, as we have a important delivery to 
  make, and we do not wish it to be delayed by 
  political concerns. Sadly, this delivery is not one that 
  could be trusted to mere errand-boys – our items, 
  while not overtly hazardous, are of the sort that 
  might draw unwelcome attention. Precisely the sort 
  of attention that adventurers are so adept at 
  handling. We have been waiting and watching in 
  Nellix for this past week, seeking a group who could 
  assist us in our dilemma. Tell me, have we found 
  such in yourselves?” 
   
  Below are answers to some of the questions the party may 
  have. In the event that the party tries to Sense Motive or 
  Detect Lies, all of the answers are truthful, and Verlarra is 
  not attempting to deceive the party as to her intentions. 
  Strained relations? What are you referring to?  
  “For many years, we have accepted the Duchy 
  referring the Celadon as being a part of their lands. 
  Those of us in the forest know the truth of it, that 
  Celadon is a land apart. The arrangement was useful 
  to both our peoples – for centuries, we have kept the 
  eastern flank of the Duchy of Urnst safe from those 
  who would invade, and in turn the Duchy has 
  respected our sovereignty within the forest, and 
  aided in our defense as well. All that is past. 
  Divinations have revealed that a Duchy Noble was 
  behind the corruption of one of our clans and the 
  evils of the blight that has struck our forest. Ellis has 
  refused to do anything about it. These matters 
  cannot be ignored.” 
   
  Why would the package be delayed? What political 
  concerns? 
  “Representatives of the Celadon have pleaded our 
  grievances before the Honorable Chamber. They 
  were not well received. Some have stated that the 
  elves are seeking to raise unrest within the Duchy of 
  Urnst. In this climate, a group of elves are not 
  simple travelers, but rather pawns in a game of 
  politics. Adventurers [if there are elves in the party add 
  ‘even elven ones’] such as yourselves simply do not 
  draw the kind of attention that I and my fellow elves 
  will.” 
   
  What sort of items? 
  “Nothing of any danger. The ashes of the library of a 
  wizard. An associate of ours in the city of Seltaren 
  had heard of this, and bade the elves recover every 
  scrap of ash that could be found, proclaiming that he 
  was on the verge of a magical breakthrough, that 
  would return even the ashen remains of an item into 
  the intact whole. This man is obsessed with 
  knowledge, particularly that of old, and hopes to 
  restore books long thought lost to the ravages of 
  time. We bear those ashes found in the tower, 
  nothing more.” 
   
  Who do you need this package delivered to? 
  Karett Melior, a wizard who lives in Seltaren. 
  Where you need this package delivered to? 
  To the mansion of Karett Melior in Upper Seltaren. 
  Where are these ashes from? 
  “From a tower inside the Celadon Forest. It was once 
  occupied by a wizard from the Duchy of Urnst.” 
   
  (Verlarra declines to go into more detail) 
  Who lived in this tower? Which wizard? 
  “Her name was Imiriana, of House U’Moreal. She 
  once dwelled within the Celadon. The ashes are all 
  that is left of her library within the tower.” 
   
  Characters who have played URD3-07 Purloined Letters will 
  remember this as the tower that they investigated in a 
  search for Imiriana’s personal letters. These letters were 
  stolen by a band of kobolds, and, in the official outcome 
  of the adventure, delivered to a half-fiend sorceress in the 
  URD6-08 Food for Thought 
   
  Page 4 
  
  Gnatmarsh. The letters dealt with a variety of arcane 
  subjects, mostly concerning Imiriana’s research into 
  Alienism and the Far Realms, but also more mundane 
  matters. 
   
  How much will we be paid? Under what terms? 
  We will pay you [amount varies by APL – see below] 
  gold apiece for the deliver, payable in advance. Your 
  reputation speaks to your trustworthiness. 
  The amount varies by APL. It can be negotiated up to the 
  final offer amount with a DC 25 Diplomacy check. 
   
  APL 4 – initial offer 150 gp, final offer 200 gp 
   
  APL 6 – initial offer 200 gp, final offer 300 gp 
   
  APL 8 – initial offer 300 gp, final offer 400 gp 
   
  APL 10 – initial offer 500 gp, final offer 750 gp 
   
  APL 12 – initial offer 750 gp, final offer 1,000 gp 
   
  I’ve heard of this woman. Wasn’t she researching 
  forbidden magics? 
  We have heard these tales as well, and consulted 
  with our priests about the safety of our acts. The 
  gods indicated no danger to the Celadon or the 
  Duchy from these ashes. We believe that her library 
  held books concerning many topics. 
  [This is accurate to the best of her knowledge, and any 
  divinations from the party would return similar results] 
   
  Didn’t the elves warn (us, other adventurers) about how 
  dangerous Imiriana’s studies were? 
  “There are those of the Celadon who claim we must 
  keep secrets from our neighbors, and that you 
  cannot be trusted with that which might corrupt 
  you. These are not our beliefs. Surely the events at 
  the heart of the wood establish that not even the 
  Celadon is proof against corruption? And even with 
  the actions of your nobles, would it not be the 
  highest arrogance to claim that wisdom lies only 
  with those of elven blood? Knowledge is not the 
  source of evil. Knowledge is what we carry, 
  knowledge and a glimpse of the past.” 
   
  What sort of unwelcome attention? 
  See the questions about the kobolds and the strange creatures, 
  below. 
   
  If the party accepts the errand (paraphrase as appropriate, 
  should the party have already gotten some of this 
  information in response to their questions): 
  Verlarra asks Oreis to fetch the package, who returns 
  with a large box of dark-stained wood. 
  “Feel free to inspect the package. It contains the 
  burnt remains of a number of books. Take care not 
  to misplace any of the fragments – recovering them 
  took considerable effort. You are to take this package 
  to the mansion of Karett Melior in Upper Seltaren, 
  and deliver it to him. Be careful on your journey – 
  we were attacked on two separate occasions while 
  carrying it, once by a band of kobolds led by a 
  sorcerer, and once by strange creatures that defy 
  description. It is likely that you may be attacked as 
  well. One warning – Karett has warned us that these 
  ashes must be delivered to him without being 
  corrupted by magical travel. Apparently the energies 
  of teleportation would be disruptive to the magic he 
  intends to use upon them. He also advised against 
  the 
  use 
  of 
  spells 
  such 
  as 
  wind 
  walk 
  – 
  transformational magics may be disruptive as well.” 
  The chest weighs 75 pounds, and is not locked. There is 
  nothing but ashes and charred bits of paper and leather 
  inside it. 
   
  More answers to possible questions: 
   
  What can you tell us about Karett Melior? 
  “Karett Melior is a scholar and a wizard of Seltaren. 
  He is famed for gluttony of food and drink, but most 
  importantly of knowledge. He is a treasure trove of 
  obscure knowledge and rumors. Don’t let his 
  corpulent appearance mislead you – the man has a 
  mind as keen as any.” 
   
  What are you getting in return? 
  “Karett has already told us much of value about the 
  corruption of the Tuliktu and what might be 
  perpetuating it. He promises still more if we can be 
  of assistance. Consider it a trade of information.” 
   
  What about these kobolds? 
  “A small band of kobolds attacked us on the 
  outskirts of the Celadon Forest. Four warriors and a 
  sorcerer of small skill. I believe they were after what 
  we carry, since such a small band is poorly suited for 
  raiding or banditry.” 
   
  Were the kobolds carrying anything of interest? 
  “Not as such, though the sorcerer did have a stone 
  talisman shaped like a lizard’s head.” 
   
  What can you tell us about the strange creatures that 
  attacked you? 
  “They defy description. Flying…things, with too 
  many limbs, long beaks, and writhing with tentacles. 
  They came at us at night, but luckily the moon was 
  out. We were able to drive them off with a few well-
  placed shots.” 
   
  A DC 20 Knowledge (the planes) check identifies 
  these creatures as some sort of psuedonatural beast from 
  the Far Realms beyond the planes. Those who have 
  played URD3-02 Test of Faith, COR 4-19 That Which Was 
  Not Meant to Be Known, or COR 6-19 Heir Aberrant, will 
  also recognize the description as being connected to 
  extraplanar strangeness. 
  Development: Once the PCs head out proceed to the 
  Interlude (next). 
  INTERLUDE: THE ROAD TO 
  SELTAREN 
  Despite Verlarra’s warning, the trip to Seltaren 
  passed uneventfully. Seltaren itself came into view 
  URD6-08 Food for Thought 
   
  Page 5 
  
  this morning. Once in Upper Seltaren you found a 
  woman who knew the way to Karett Melior’s 
  mansion. She didn’t seem particularly surprised that 
  a group such as yourselves would be asking after the 
  wizard’s location. “Keep your wits about you with 
  that one,” she warned you. “He’s got a reputation for 
  cutting sharp deals.” The stately, walled dwelling up 
  ahead matches the description you were given – it 
  would seem the end of your errand is at hand. 
   
  ENCOUNTER 3: THE MOUTHS 
  OF MADNESS 
  Karett’s mansion is a three-story building inside a 
  walled compound, with a central courtyard. As you 
  arrive at the outer gates, something seems amiss – 
  your knocking upon the gate goes unanswered, and 
  even loud calls receive no response from inside. 
   
  Assuming the party chooses to investigate, they find that 
  the outer gate is unlocked. Pushing it open reveals the 
  following: 
   
  As the gate swings open, a disturbing sight awaits – 
  just beyond the gate is the corpse of what must have 
  been one of Karett’s retainers, lying a full eight feet 
  from his own severed head. The front door of the 
  mansion stands open. 
   
  Examination of the corpse reveals that the retainer was 
  killed by a blow from an edged weapon. The death 
  occurred some hours ago.  
   
  A DC 20 Survival check (with the Track feat) reveals 
  that six persons entered the mansion several hours ago. 
  They then left the mansion, dragging a seventh person 
  with them. One was size large with cloven hooves; the 
  other five were human-sized. The trail can not be 
  followed away from the mansion – city traffic makes 
  following the tracks impossible. 
   
  A DC 25 Survival check reveals that two of the 
  human-sized 
  tracks 
  were 
  lighter 
  and 
  probably 
  unarmored, the others appeared to be in heavy armor. A 
  DC 21 Knowledge (local) check reveals that the large 
  cloven tracks were likely made by a minotaur. 
   
   
  Inside the mansion, the scene is just as grim. On the 
  first floor are the bodies of more of Karett’s staff, killed by 
  a variety of weapons. A DC 20 Heal check reveals that 
  swords, a very heavy spiked chain and what look like bare 
  fists were involved; a lower heal check indicates only that 
  slashing, bludgeoning, and barbed weapons were 
  involved. A blood trail leads up the stairs. A DC 15 
  Survival check (with the Track feat) indicates that the 
  blood was actually caused when the body of a large 
  human (possibly still alive) was dragged down the stairs.  
   
  The basement holds a well-stocked wine cellar and 
  pantry, and a single corpse (the wine steward). The 2nd 
  floor is largely vacant save for two more bodies, one of 
  whom is curled in a fetal position, clutching his eyes. This 
  corpse has burns around his eyes and many bite wounds. 
  A DC 20 Heal check reveals that the burns around the 
  eyes were caused by acid. 
   
  The stairs up from the 2nd floor lead to Karett’s 
  library and study, described below. A trail of blood similar 
  to the one on the 1st floor staircase leads down these 
  stairs, left behind when the minotaur dragged Karett 
  Melior down the stairs. 
   
  The stairs to the third level lead to a hallway with a 
  single door. Once the door is opened, read the following: 
   
  The door swings open, the doorway opening into a 
  room filled with dark, silent fog. Nothing can be 
  seen or heard inside. 
   
  A DC 25 Spellcraft check reveals the foggy mass to be a 
  Mordenkainen’s private sanctum, preventing any attempting 
  to see into, scry into, or listen to those inside the room. It 
  has been made permanent, but can be dispelled (caster 
  level 15). The party is able to enter the private sanctum at 
  will, if they do so, read the text below. They may all enter 
  at the same time if they so choose. 
   
  At APL 4 or APL 10: 
   
  As you step through the doorway, the fog vanishes to 
  reveal a large room that appears to serve as Karett’s 
  study. The room is in shambles – furniture in pieces, 
  books pulled off shelves, and a jumble of scorched 
  notes and papers scattered over a large desk. The 
  room is charred and stained by the remains of some 
  sort of magical battle, and the lush carpet is stained 
  with blood. Hanging askew on the wall is a portrait 
  of an obese Suel man performing a toast. The room 
  is devoid of human inhabitants or corpses, but far 
  from empty – within the room is a many-eyed 
  tentacled monstrosity. It begins babbling with a 
  score of mouths as it sees you, and oozes forward to 
  attack. 
   
  At other APLs: 
   
  As you step through the doorway, the fog vanishes to 
  reveal a large room that appears to serve as Karett’s 
  study. The room is in shambles – furniture in pieces, 
  books pulled off of shelves, and a jumble of scorched 
  notes and papers scattered over a large desk. The 
  room is charred and stained by the remains of some 
  sort of magical battle, and the lush carpet is stained 
  with blood. Hanging askew on the wall is a portrait 
  of an obese Suel man performing a toast. The room 
  is devoid of human inhabitants or corpses, but far 
  from empty – within the room is a pair of many-eyed 
  tentacled monstrosities. They begin babbling in 
  many tongues with a score of mouths as they see 
  you, and ooze forward to attack. 
   
  These creatures are mouths of madness, left here by 
  Illturinis the illithid savant, in case any should investigate 
  URD6-08 Food for Thought 
   
  Page 6 
  
  the mansion of Karett Melior. They attack immediately 
  and fight to the death. The mouths of madness are 
  creatures of the Far Realms, a distant plane beyond the 
  comprehension of those of the world of Oerth. They are 
  similar to this world’s gibbering mouthers. The mouths of 
  madness have been called, not summoned, should this be 
  relevant. 
   
  APL 4 (EL 6) 
   
  �Lesser Mouth of Madness: hp 54; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Lesser Mouth of Madness (2): hp 54 (each); 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Mouth of Madness: hp 124 (each); Appendix I. 
   
  �Lesser Mouth of Madness: hp 54; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Greater Mouth of Madness: hp 213; Appendix I. 
   
  APL 12 (EL 14) 
   
  �Greater Mouth of Madness (2): hp 213 (each); 
  Appendix I. 
   
  Tactics: the mouths begin babbling immediately as a free 
  action. As the floor is not stone, they do not bother using 
  their ground manipulation abilities, and they do not 
  change shape either. In general, the mouths prefer to 
  melee their foes, but those that are capable of greater 
  invisibility will use that before engaging in combat. They 
  do use their spell-like abilities if unable to fight in melee, 
  or ineffective. Similarly, mouthers capable of using blur 
  may use it if they are not being attacked. 
   
  The mouthers can use only a single natural attack 
  when they are in a grapple. To avoid losing their multiple 
  attacks, the mouthers choose to take a -20 on their 
  improved grab attempts on their first four attacks of each 
  round (this also means they are not flat footed that round 
  if they succeed in their grapple). If they fail to establish a 
  grapple with any of those attacks, they take their full 
  grapple bonus on their last two attacks. They attempt to 
  swallow whole any opponent they have grappled (in 
  successive rounds). 
  Secrets Overheard: Anyone who fails their save against 
  the mouthers’ babbling has a chance of understanding 
  some of what they are saying. To understand all of what 
  the mouther/s say, the victim must speak at least two of 
  the same languages that the mouther who confused them 
  speaks (the more advanced mouthers speak more 
  languages). In this case, the person picks up the 
  following:  
  • 
  black stone 
  • 
  harrowed dreams 
  • 
  mind eater 
  • 
  sun-father’s house 
  • 
  ashen text 
  If they speak only one language, given them half of each 
  pair of words, randomly determined for each pair. 
   
  Treasure: Once the mouthers are defeated, the party can 
  search the mansion to their heart’s content. Karett Melior 
  is nowhere to be found. They do not turn up much of 
  interest in the other rooms of the mansion, but the papers 
  contain tidbits that may be of use.  
   
  They may also make another tracking attempt (with 
  the same results as above). 
   
  A search of the study turns up four partial notes and 
  three partially intact pages from a journal. These are 
  contained in the Player’s Handouts at the end of the 
  adventure. Consult Encounter Four for the results of 
  Knowledge checks attempted while the party reads the 
  scraps. 
   
  The rest of the pages on the desk are illegible. There 
  are other books on the shelves in this room, but these are 
  not relevant to the adventure. The party can also obtain 
  personal effects of Karett Melior and a portrait of the 
  obese Suel wizard. 
   
  Development: It is likely that the party will proceed to 
  investigating their clues around town. Proceed to 
  Encounter 4. 
   
  The Watch: If the party summons the Upper Seltaren 
  Watch before entering the mansion they will be very 
  concerned and proceed to "secure" the building from the 
  outside. They are happy to let the PCs go inside and 
  investigate if anybody is still there. If PCs choose not to 
  do so, the Watch will eventually investigate only to fall 
  back when faced by the Mouth(s) of Madness. If PCs 
  refuse to get involved, their adventure is over. 
   
  If the party summons the Upper Seltaren watch 
  after they investigate the mansion, the watch will poke 
  around a bit (while encouraging the party to see whether 
  the PCs can figure out what happened to Karett). By the 
  end of the day, they will be able to report the results of a 
  DC 25 Survival check to the PCs (see above). 
   
  ENCOUNTER 4: A 
  GATHERING OF CLUES 
  Between the babbling of the mouthers, the recovered 
  papers, and the tracks of the intruders, the party should 
  have a number of potential leads to follow up. Allow 
  them some flexibility in how they do so. Some of the 
  possibilities include: 
  • 
  Talking to noble house connections 
  • 
  Talking to one or more of the many bands that make 
  up the Rogues of Seltaren 
  • 
  Gathering information in Upper or Lower Seltaren 
  • 
  Talking to the Upper Seltaren Watch. 
  • 
  Consulting with churches, particularly the Lydians 
  or Pelorians 
  • 
  Gathering information near Karett Melior’s mansion 
  URD6-08 Food for Thought 
   
  Page 7 
  
  • 
  Using magic, such as divination or scrying 
  Most of these checks should be represented as a Gather 
  Information check, with circumstance bonuses as 
  appropriate. Success at a given DC also reveals all clues 
  for any lower DCs.  
   
  Each attempt takes approximately 1 hour to 
  complete. Make sure to track the total time spent, as it 
  could have an impact on Karett's status when they rescue 
  him. 
   
  If the party feels uncertain how to proceed, nudge 
  them along towards one of the resources listed above. 
   
  The Black Stone of Harrowing Dreams or 
  Questions about Animal Attacks 
  This information can be found out automatically at the Church 
  of Pelor in Seltaren. Otherwise make a Gather Information 
  check: 
  DC 15 – There was a stone that caused nightmares found 
  just north of Seltaren 5 years ago. 
  DC 20 – The stone was found inside a church in a village 
  about 10 miles to the north that was ravaged by 
  the red death plague. The church was filled with 
  bodies! 
  DC 25 – The church was a church of Pelor. 
   
  Divination 
  For a successful divination, read the following: 
  The end of your tale is at the beginning of an older 
  one. Find what was the source of nightmares, 
  beneath the sun’s mark. The man of answers awaits, 
  the feaster has become the feast. 
   
  Dybbuks 
  A Knowledge (the planes) check can reveal the following 
  information about dybbuks. A Gather Information check with 
  any church or arcane-connected body can obtain the 
  information listed under DCs 20 and 25. 
  DC 20  A dybbuk is a disembodied demonic spirit that 
  can inhabit and animate dead bodies. 
  DC 25 
  A dybbuk cannot be harmed by acid, electricity, 
  or fire, and it is resistant to cold. Dybukks 
  possess bodies in order to enjoy the pleasure of 
  the flesh allowed by a corporeal existence. 
  DC 30 
  Killing a host body possessed by a dybbuk does 
  nothing to hurt the dybbuk itself. Spells such as 
  dismissal, dispel chaos, and dispel evil can drive 
  it out of a body. 
  DC 35 
  A dybbuk’s touch can cause instant death. 
   
  Find the Path or Discern Location 
  Either of these spells reveals the location of Karett Melior, as 
  described in the spell description (Find the path will lead the 
  caster to him, discern location will give that information to the 
  caster). 
   
  The Invoked Devastation 
  A Knowledge (arcana) or Knowledge (history) check reveals the 
  following information about the Invoked Devastation. 
  DC 5 
  The Invoked Devastation was a magical 
  cataclysm visited upon the Baklunish Empire. 
  The Baklunish in turn destroyed the Suel 
  Imperium with the Rain of Colorless Fire. 
  DC 10 
  The Invoked Devastation turned the Baklunish 
  Empire into barren wastes. Even a thousand 
  years later, the recovery is not complete. 
  DC 15 
  The Invoked Devastation was unable to affect 
  Tovag Baragu, a magical circle located in what is 
  now the Dry Steppes 
  DC 25 
  There is a theory that the Invoked Devastation 
  was caused by accelerating the effects of time 
  upon the land, causing the Empire to crumble 
  and wither into dust. 
   
  The Lorinar’s Visit 
  A Gather Information or Knowledge (Local-NMR) check will 
  reveal the following if Journal fragment #2 is shared: 
  DC 10 
  An expression of surprise that the Lorinars 
  would lower themselves to contacting an 
  information broker like Karett. 
  DC 20 
  A sly confirmation that the old Duke had 
  contacts amongst the rogues of the city. 
  Doubtless one of them advised his Duke that 
  Karett Melior was a treasure trove of obscure 
  lore. 
  DC 30 
  Masseri hasn’t been seen in Seltaren in some 
  time. I heard he was in Upper Seltaren just 
  before he vanished. Do you suppose he might 
  have been convinced to run an errand for the 
  Hart? 
   
  Karett Melior 
  Gather Information: Checks in Karett’s neighborhood gain a +2 
  circumstance bonus. Checks with the Upper Seltaren Watch are 
  at their regular bonus (and automatically receive the DC 20 
  information). Checks anywhere else receive a -5 penalty. 
  DC 10 
  Karett has had a number of visitors lately, and 
  has been sending messengers east and north on 
  an almost daily basis. 
  DC 15 
  A blonde Suel woman dressed in mages robes 
  has visited Karett several times in the last few 
  weeks. The last visit was three days ago. 
  DC 20 
  A traveling merchant was heading home late 
  last night, and saw a cloaked giant carrying a 
  heavy-set man over his shoulder. The merchant 
  ran to alert the guard, but it was too late. They 
  were heading towards the northern gates.  
   
  Maure Castle 
  A Knowledge (local-NMR), Knowledge (history), or Gather 
  Information check turns up: 
  DC 10 
  Maure Castle is located near the Abbor-Alz, in 
  the western Duchy. It has been abandoned for 
  centuries. 
  DC 20 
  Maure Castle was built near the Delagos 
  Caverns, rich natural caverns that once 
  promised a near limitless supply of gems. It was 
  once the center of power of the Duchy of Urnst, 
  URD6-08 Food for Thought 
   
  Page 8 
  
  before the construction of Seltaren. When the 
  Delagos mines went dry, Maure Castle fell into 
  disuse. 
  DC 25 
  Many powerful mages lived in Maure Castle at 
  its height. It is rumored that they retained the 
  secrets of the great Suel mages of power, 
  brought east before the Twin Cataclysms. 
   
  The Octych 
  A DC 25 Knowledge (arcana) check or a DC 30 Gather 
  Information check turns up: 
  A metal triangle was found in the Ghost Tower some 
  years ago. This item is called an octych. It is believed that 
  when used in the correct fashion and at the correct 
  location, it can create a gate to another plane, wherein is 
  hidden the lost lore of the mages of Castle Maure. 
   
  Ruined Temples Near Seltaren 
  Asking at the Church of Pelor in Seltaren will automatically 
  reveal the DC 15 and DC 20 items. In addition, a Gather 
  Information (at the church or elsewhere) or Knowledge (Local) 
  check will reveal the following: 
  DC 10 
  Ruined? There’s been a lot that were torn down, 
  but so many that were abandoned and left 
  standing. 
  DC 15 
  There’s an old village north of the city that used 
  to have a church of Pelor. I heard about it 
  because of all the bodies they found there. 
  Something about crazed animals – a werewolf, if 
  you ask me. 
  DC 20 
  The temple that comes to mind for me is a 
  church of Pelor north of Seltaren, off the west of 
  the road. It was in a town that was wiped out by 
  the Red Death back in ’76. I wouldn’t have heard 
  about it, except for that stone those adventurers 
  found there some years ago. [directions are 
  provided] 
  DC 25 
  Interesting thing about that church. There’s 
  been a lot of missing folk on the road north of 
  late. I hear tell they’ve been vanishing not far 
  from where that church was. 
   
  Scrying 
  The party has ample resources to scry upon Karett Melior – a 
  likeness, some of his possessions, and even a possibility of some of 
  his blood or hair (the latter is easily found in his chambers). A 
  scrying attempt automatically succeeds (Karett Melior wants to 
  be found). 
   
  If the party cannot cast scry themselves, they can purchase 
  it from one of two NPC spell casters: Anson (male Oeridian 
  Wiz10, cost 400 gp) or Chaleson (female Oeridian Wiz12, cost 
  480 gp). Chaleson offers a 10% discount for members of the 
  College of Sages and Sorcery or the Fellowship of Scattered Stars, 
  reducing the cost to 432 gp. Anson does not offer any discounts. 
  These casters are both well-known spell-casters for hire; it 
  is possible that party members interacted with them in 
  the past in URD4-08 Catspaw. 
  The spell reveals an obese man being strapped into a 
  chair. Behind him, a Flan male wearing the symbol 
  of gaping fangs is placing a complicated cage-like 
  arrangement over the fat man’s head. Karett is 
  begging and pleading for mercy. You can make out a 
  damaged and desecrated mosaic behind him. It 
  appears to depict the sun god Pelor 
  . 
  A DC 15 Knowledge (religion) check identifies the 
  symbol as that of Beltar, lesser Suel goddess of Malice, 
  Caves, and Pits. 
   
  A DC 30 Knowledge (arcana) or a DC 25 Bardic 
  Knowledge check identifies the item on Karett’s head as 
  being a thought extruder*, a device used by the mind flayers 
  to interrogate their prisoners. * See Appendix 2 
   
  If the scrying lasts more than 20 minutes, a purple-
  skinned humanoid with a head like a four-tentacled 
  octopus enters the scene. He notices the scrying sensor, 
  and the Flan priest begins working at a more frenzied 
  pace. If the party continues to observe, describe the 
  events described in Encounter 7, keeping in mind the 
  rough timeline outlined therein. 
   
  A DC 18 Knowledge (dungeoneering) check 
  identifies the humanoid as a mind flayer. 
   
  Tana 
  Gather Information: Checks in Karett’s neighborhood gain a +2 
  circumstance bonus. Checks anywhere else receive a -5 penalty. 
  Members of the College of Sages and Sorcery gain a +4 
  circumstance bonus. Knowledge (Local: NMR) checks may also 
  be attempted, but will not receive the DC 15 result. 
  DC 15 
  A blonde Suel woman dressed in mages robes 
  has visited Karett several times in the last few 
  weeks. The last visit was three days ago. 
  DC 25 
  I’ve heard of a woman named Tana, she worked 
  with my cousin at the College of Sages and 
  Sorcery in Nellix. 
  DC 30 
  She (Tana) is a Fellow at the College. She 
  specializes in spell theory and evocation magic, 
  especially force effects. I hear she hires herself 
  out as a fire support wizard when she isn’t doing 
  research. 
   
  Tsochar 
  A DC 20 Gather Information check with any arcane-connected 
  body can obtain the information listed under DCs 20 and 25. A 
  Knowledge (dungeoneering) check reveals: 
  DC 20 
  The tsochar is a worm-like creature, a mass of 
  barbed tentacles. They take over the body of 
  living creatures. 
  DC 25 
  Tsochar can either inhabit a body, allowing their 
  host some measure of free will, or devour the 
  nervous system of their host, in effect killing 
  them and taking their place. 
  DC 30 
  The presence of a tsochar is harmful to the host 
  body, eventually killing it if the damage is not 
  repaired by magic. 
  DC 35 
  A tsochar can be forced to abandon a body 
  through the application of remove disease, 
  dispel evil, heal, or limited wish. 
   
  URD6-08 Food for Thought 
   
  Page 9 
  
  Development: Eventually, the party should have enough 
  information to proceed to the abandoned Pelor temple 
  north of Seltaren (proceed to Encounter 5). 
   
  ENCOUNTER 5: A TIP OF THE 
  CAP 
  The trail of clues leads the party 10 miles north of 
  Seltaren, to a chapel outside an abandoned village. If any 
  of the party members played the Duchy of Urnst version 
  of ADP1-08: A Plea from Beyond the Grave, this chapel 
  is quite familiar to them, as it was where the black stone 
  of harrowing dreams from that module was found. 
  However, the church has been renovated since that time 
  – the exterior of the church is still battered and marred by 
  graffiti, but the roof has been repaired. 
   
  A DC 20 Survival check (with the Track feat) on the 
  path leading towards the church confirms the same six 
  figures heading towards the church. The trail to the 
  church was left in the early morning of the day the party 
  arrived at Seltaren. At APL 4 this check also reveals that 
  the large figure left the area a few hours before the party 
  arrived (if the party attempts to follow just his tracks, they 
  can track it back to the main road, at which point the trail 
  is lost). 
   
  A DC 25 Survival check reveals that the tracks were 
  made by a large humanoid with cloven hooves, 3 armored 
  humanoids, and 2 unarmored humanoids. This Survival 
  check also locates the faint tracks of a number of small 
  humanoids in the area. A DC 21 Knowledge (local) check 
  will determine that the large figure is a minotaur. A DC 
  19 Knowledge (local) check will determine that the 
  smaller tracks are redcaps. 
   
  An heavily overgrown path leads towards an old, 
  abandoned church, defaced with graffiti. Behind the 
  church is a small shed. Out of the corner of your eye, 
  there is movement… 
   
  Call for Spot checks from the party, at the DC listed 
  below (representing take 10 results on the redcaps’ hide 
  checks). Any party member who notices the redcaps is 
  able to act during the surprise round (if all party members 
  make the Spot check, skip the surprise round). The path 
  is 20 feet wide; the squares surrounding the path provide 
  concealment and are difficult terrain. The redcaps are 50 
  feet away from the front of the church, lurking 10 feet 
  from the edge of the path. 
   
  Place the party in the middle of the redcaps if they 
  failed their spot checks. Otherwise, place them back by 
  10 feet for every 1 point they made their Spot checks by, 
  centered on the party member that gives them the 
  furthest distance. 
   
  Spot DCs by APL 
  APL 4  
  – DC 22 
  APL 6  
  – DC 28 
  APL 8  
  – DC 31 
  APL 10  – DC 37 
  APL 12  – DC 40 
   
  Creatures: a band of redcaps, murderous fey that gain 
  power by dipping their headgear in their victim’s blood, 
  moved into this area some years ago. They have been 
  preying on unfortunate travelers ever since. The band 
  had expanded considerably in numbers and power until a 
  few weeks ago, when an ill-advised encounter with mind 
  flayer’s minions left most of their number dead, and a 
  squabble amongst themselves a week later left but three 
  survivors. These redcaps have no mercy and give no 
  quarter, but will flee if hard-pressed in combat. 
   
  Lurking in the growth near the path are a trio of 
  short, tough-looking old men with leathery skin, 
  each so close in appearance to the others as to be 
  triplets. They are clad in dirty pants, iron boots, and 
  a bright red, moist-looking hat. Each has an 
  oversized and razor-sharp scythe slung across his 
  back. They grin at you with a mouth filled with 
  wickedly pointed teeth. 
   
  APL 4 (EL 5) 
   
  �Young Redcaps (3): hp 22 (each); Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Redcaps, Advanced 8 HD (3): hp 60 (each); 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Redcaps, Advanced 10 HD (3): hp 85 (each); 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Redcaps, Advanced 14 HD (3): hp 147 (each); 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Redcaps, Advanced 16 HD (3): hp 184 (each); 
  Appendix 1. 
   
  Tactics: The redcaps begin combat by slinging stones at 
  the party. After this initial volley, they close and melee 
  with their scythes. 
   
  Treasure: Each redcap slain vanishes, leaving behind 
  only their scythe and a single tooth. 
   
  APL 4: Loot – 5 gp, Magic – redcap’s tooth (3) - (83 gp 
  each per tooth). 
   
  APL 6-12: Loot – 80 gp, Magic – redcap’s tooth (3) - (83 
  gp each per tooth). 
   
   
  Detect 
  Magic 
  Results: 
  redcap’s 
  tooth 
  (faint 
  transmutation). 
   
  Development: Unless the fight was particularly quiet, it 
  was most likely overhead by those inside the church. 
  Treat this a DC 10 Listen check for each round of battle – 
  URD6-08 Food for Thought 
   
  Page 10 
  
  -10 base for hearing a battle, +10 for distance, +5 for the 
  intervening door, and +5 because the listeners are 
  distracted (they are not expecting an attack). 
    
  The shed behind the church is empty. There are 
  scratches on the walls with traces of dried blood in them, 
  but they look like they are several years old.  
   
  ENCOUNTER 6: PLEASE 
  KNOCK BEFORE ENTERING 
  The church has a single entrance, a sturdy looking 
  wooden door marked by a prominent glowing sigil. 
  The windows of the church have all been bricked 
  over, apparently recently. The church is roofed with 
  a very solid looking stone slab. 
   
  There is only a single entrance into the church, a well-
  constructed wooden double door. There were once 
  windows, but they have been bricked over. The door has 
  been sealed by magic, and is marked with a prominent 
  sigil. The nature of the sigilvaries by APL:  
  • 
  APL 4-8: A DC 23 Spellcraft check identifies the sigil 
  as part of a sign of sealing. The door radiates faint 
  abjuration magic. 
  • 
  APL 10-12: A DC 26 Spellcraft check identifies the 
  sigil as part of a greater sign of sealing. The door 
  radiates moderate abjuration magic. 
  • 
   
  See the notes in Encounter 5 if the party checks for 
  tracks – similar tracks are present here. 
   
  APL 4 (EL 3):  
  �Strong Wooden Door: hardness 5; hp 20; AC 4; Break 
  DC 33. Locked by a sign of sealing, 5th level: CR 3; 
  magical; triggered by forcing or destroying the door; 
  manual reset; 5d4 magical damage in a 30-foot radius; DC 
  16 Reflex save half; Search DC 28 to recognize nature of 
  trap (sigil is automatically found); Disable Device DC 28; 
  see Appendix II further explanation. 
   
  APL 6 (EL 4):  
  �Strong Wooden Door: hardness 5; hp 20; AC 4; Break 
  DC 33. Locked by a sign of sealing, 7th level: CR 4; 
  magical; triggered by forcing or destroying the door; 
  manual reset; 7d4 magical damage in a 30-foot radius; DC 
  16 Reflex save half; Search DC 28 to recognize nature of 
  trap (sigil is automatically found); Disable Device DC 28; 
  see Appendix II further  
  explanation. 
   
  APL 8 (EL 5):  
  �Strong Wooden Door: hardness 5; hp 20; AC 4; Break 
  DC 33. Locked by a sign of sealing, 9th level: CR 5; 
  magical; triggered by forcing or destroying the door; 
  manual reset; 9d4 magical damage in a 30-foot radius; DC 
  17 Reflex save half; Search DC 28 to recognize nature of 
  trap (sigil is automatically found); Disable Device DC 28; 
  see Appendix II further explanation. 
  APL 10 (EL 5):  
  �Strong Wooden Door: hardness 5; hp 20; AC 4; Break 
  DC 33. Locked by a sign of sealing, 10th level: CR 5; 
  magical; triggered by forcing or destroying the door; 
  manual reset; 10d4 magical damage in a 30-foot radius; 
  DC 17 Reflex save half; Search DC 28 to recognize nature 
  of trap (sigil is automatically found); Disable Device DC 
  28; see Appendix II further explanation. 
   
  APL 12 (EL 7):  
  �Strong Wooden Door: hardness 15; hp 85; AC 4; 
  Break DC 33. Locked by a greater sign of sealing, 13th 
  level: CR 7; magical; triggered by opening or forcing or 
  destroying the door; manual reset; 13d6 magical damage 
  in a 40-foot radius; DC 20 Reflex save half; Search DC 31 
  to recognize nature of trap (sigil is automatically found); 
  Disable Device DC 31; see Appendix II further 
  explanation. 
   
  The church can always be entered by other means – treat 
  the walls as 1-foot thick masonry walls (hardness 8, hp 
  90). The bricked-over windows are somewhat easier to 
  break through – hardness 8, hp 45. The roof was created 
  by use of wall of stone, and is 4 inches thick (hardness 8, hp 
  60). The church is 40 feet tall the walls of the church can 
  be climbed with a DC 20 Climb check. Any person 
  examining the roof can determine that it was magically 
  constructed with a DC 26 Spellcraft check, or a DC 20 
  Craft 
  (Stonemasonry) 
  check. 
  A 
  character 
  with 
  stonecunning receives these checks automatically when 
  with 10 feet of the roof. 
   
  Development: Any attempts to break through the door, 
  walls or roofs will certainly alert those inside if they are 
  not already aware of the party. If the sign of sealing is 
  triggered, those inside are far enough away (over 40 feet 
  from the inside of the door) to avoid the blast. 
   
  ENCOUNTER 7: DINING IN 
  The doors open to reveal a 20 foot wide hallway, 
  extending back about 80 feet before opening into the 
  sanctuary of the church. Two sets of double-doors 
  face each other at the midpoint of the hall. The walls 
  on either side are adorned with faded and 
  vandalized paintings depicting holy scenes of Pelor. 
   
  The text below assumes that the party has arrived either 
  on the same day that Karett was kidnapped (the day the 
  party arrived in Seltaren), or the day after the kidnapping. 
  If they have waited more than a day, the church is empty. 
  There is no trace of Karett Melior or the kidnappers. 
  Divination magic indicates that Karett Melior is dead, 
  there will be no leads as to the location of his body. 
   
  If the party arrives nearly instantly, such as by 
  teleportation, Illturinis has just started the process by the 
  time they arrive. He has already inflicted enough damage 
  to cause the problems described under “good condition” 
  in the conclusion. 
  URD6-08 Food for Thought 
   
  Page 11 
  
  [APL 4 only] 
  Near the doors, a pair of armored warriors with 
  sword and shield ready their blades against any 
  approach. Behind them are a pair of spellcasters – a 
  Suel woman with red-blonde hair dressed in 
  wizard’s robes, and a Flan male with a sour 
  expression on his face wearing full plate armor. He 
  is unarmed. The Flan wears a symbol depicting a 
  fanged mouth. 
   
  [APL 6-12 only] 
  A hulking minotaur stands near the doors, beside a 
  pair of armored warriors with sword and shield. 
  They ready their weapons against any approach. 
  Behind them is a pair of spellcasters – a Suel woman 
  with red-blonde hair, dressed in wizard’s robe, and a 
  Flan male with a sour expression on his face, 
  wearing full plate armor. He is unarmed. The Flan 
  wears a symbol depicting a fanged mouth. 
   
  [All APLS] 
  Beyond them, at the opposite end of the temple, is 
  an obese man strapped into a chair. A metal cage of 
  wire, mesh and needles surrounds the man’s head, 
  and standing over him is a tall mauve-skinned 
  humanoid with four tentacles where his mouth 
  should be. The strange humanoid reaches for a dial 
  on the cage, sending needles down into the victim’s 
  partially exposed brain. His tentacles move inside 
  the cage and probe inside the wizard’s skull. Karett 
  Melior twitches, his eyes unseeing. 
   
  A DC 30 Knowledge (arcana) or a DC 25 Bardic 
  Knowledge check identifies the item on Karett’s head as 
  being a thought extruder*, a device used by the mind flayers 
  to interrogate their prisoners. See Appendix 2 
   
  IMPORTANT: the mind flayer Illturinis does not 
  participate in this combat under any circumstances. 
  He keeps working at questioning Karett for as long 
  as he can. At high APLs, Tana puts a wall of force in 
  front of him to help keep him safe. If attacked by the 
  party, Illturinis plane shifts away. If he is somehow 
  dimensionally anchored, a contingency triggers to 
  dispel the anchor. His statistics are not included in 
  this adventure. 
   
  Note: Appendix 4 provides more details about the 
  background and personalities of Asteropedies and his 
  allies. 
   
  APL 4 (EL 7) 
   
  �Tana: female Suel evoker 5; hp 19; Appendix 1. 
   
  �Imran: male Flan cleric of Pyremius 2; hp 16; 
  Appendix 1. 
   
  �Taslo and Ferra: human fighter 2; hp 19 (each); 
  Appendix 1. 
  APL 6 (EL 9) 
   
  �Asteropedies: male minotaur fighter 1; hp 57; 
  Appendix 1. 
   
  �Tana: Suel evoker 7; hp 26; Appendix 1. 
   
  �Imran: Flan cleric of Pyremius 4; hp 29; Appendix 
  1. 
   
  �Taslo and Ferra: human fighter 2; hp 19 (each); 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Asteropedies: male minotaur fighter 2 / exotic 
  weapon master 1; hp 74; Appendix 1. 
   
  �Tana: Suel evoker 9; hp 42; Appendix 1. 
   
  �Imran: Flan cleric of Pyremius 6; hp 42; Appendix 
  1. 
   
  �Taslo and Ferra: human fighter 4; hp 38 (each); 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Asteropedies: male minotaur fighter 3 / exotic 
  weapon master 2; hp 91; Appendix 1. 
   
  �Tana: Suel evoker 9 / argent savant 2; hp 51; 
  Appendix 1. 
   
  �Imran: Flan cleric of Pyremius 8; hp 55 Appendix 
  1. 
   
  �Taslo and Ferra: human fighter 6; hp 55 (each); 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Asteropedies: male minotaur fighter 5 / exotic 
  weapon master 2; hp 108; Appendix 1. 
   
  �Tana: Suel evoker 9 / argent savant 4; hp 60; 
  Appendix 1. 
   
  �Imran: Flan cleric of Pyremius 10; hp 68 
  Appendix 1. 
   
  �Taslo and Ferra: human fighter 8; hp 72 (each); 
  Appendix 1. 
   
   Tactics: Note that this group likely heard the battle 
  outside, and had time for buffing. 
   
  Tana normally opens with an area attack on as many 
  of the party as she can effect. At APL 10 or 12, she then 
  seals off the back of the church with a wall of force. If 
  seriously injured, Tana does her best to escape. 
   
  Imran is a fanatic, and fights to the death if the party 
  contains any Suel. He focus on casting buffing spells on 
  his allies until forced into melee. 
   
   Asteropedies is dedicated to Illturinis, and only 
  retreats if the mind flayer has safely escaped. He enters 
  melee as soon as possible, and takes full advantage of his 
  superior reach. 
   
  Taslo and Ferra are just in it for the paycheck. They 
  surrender if the fight is obviously a lost cause. 
   
  As the battle progresses, Illturinis continues to probe 
  Karett’s mind. He ignores the battle until it is either 
  hopelessly lost or he is targeted by an attack or a spell. 
  Arrange for him to survive the attack (he has ample hit 
  points, good saves, high spell resistance, and a number of 
  URD6-08 Food for Thought 
   
  Page 12 
  
  protective spells active). At that point proceed to 
  “Development” below. 
   
  Development: When the battle is hopelessly lost or 
  Illturinis is targeted with an attack or spell, proceed with 
  the following: 
   
   
  The tentacled humanoid looks your way, his 
  alien face unreadable. He places one hand on 
  Karett’s shoulder, the other is already grasping the 
  cage-like device covering the wizard’s head. The 
  humanoid and the wizard begin to fade in and out of 
  existence. Abruptly Karett snaps back into focus, 
  while the mind flayer and the strange device vanish. 
  Karett slumps forward in his chair. 
   
  Illturinis attempted to plane shift away with Karett and the 
  thought extruder, but Karett was able to resist the magic. 
  Karett is unconscious but stable, and is able to survive a 
  journey back to Seltaren in his current condition. 
   
  Treasure: The equipment of the enemies. 
   
  APL 4: Loot: 264 gp; Coin: 0 gp; Magic: 179 gp – 
  scroll of expeditious retreat (2 gp each), pearl of power, 1st level 
  (83 gp each), spellbook (92 gp each), scroll of cure light 
  wounds (2 gp each) 
   
  APL 6: Loot: 306 gp; Coin: 0 gp; Magic: 498 gp – 
  potion of cure light wounds (4 gp each), scroll of expeditious 
  retreat (2 gp each), pearl of power, 1st level (83 gp each), lesser 
  rod of extend (250 gp each), spellbook (146 gp each), scroll 
  of cure moderate wounds (13 gp each) 
   
  APL 8: Loot: 372 gp; Coin: 0 gp; Magic: 870 gp – 
  potion of cure moderate wounds (25 gp each), cloak of 
  resistance +1 (83 gp each), scroll of expeditious retreat (2 gp 
  each), pearl of power, 1st level (83 gp each), lesser rod of extend 
  (250 gp each), spellbook (246 gp each), scroll of cure serious 
  wounds (31 gp each), 2 potions of cure moderate wounds (25 
  gp each per potion, 50 gp each total), 2 potions of bull’s 
  strength (25 gp each per potion, 50 gp each total), 2 potions 
  of bear’s endurance (25 gp each per potion, 50 gp each total) 
   
  APL 10: Loot: 560 gp; Coin: 42 gp (diamond dust); 
  Magic: 1,544 gp – +1 spiked chain (196 gp each), potion of 
  cure serious wounds (63 gp each), cloak of resistance +1 (83 gp 
  each), armbands of might (342 gp each), scroll of expeditious 
  retreat (2 gp each), pearl of power, 1st level (83 gp each), lesser 
  rod of extend (250 gp each), spellbook (267 gp each), scroll 
  of cure critical wounds (58 gp each), 2 potions of cure moderate 
  wounds (25 gp each per potion, 50 gp each total), 2 potions 
  of bull’s strength (25 gp each per potion, 50 gp each total), 2 
  potions of bear’s endurance (25 gp each per potion, 50 gp 
  each total), 2 potions of shield of faith +3 (25 gp each per 
  potion, 50 gp each total) 
   
  APL 12: Loot: 560 gp; Coin: 42 gp (diamond dust); 
  Magic: 2,697 gp – +1 spiked chain (196 gp each), potion of 
  cure serious wounds (63 gp each), cloak of resistance +2 (333 
  gp each), armbands of might (342 gp each), scroll of 
  expeditious retreat (2 gp each), pearl of power, 1st level (83 gp 
  each), lesser rod of extend (250 gp each), spellbook (421 gp 
  each), headband of intellect +2 (333 gp each), vest of resistance 
  +1 (83 gp each), scroll of cure critical wounds (58 gp each), 
  periapt of wisdom +2 (333 gp each), 2 potions of cure moderate 
  wounds (25 gp each per potion, 50 gp each total), 2 potions 
  of bull’s strength (25 gp each per potion, 50 gp each total), 2 
  potions of bear’s endurance (25 gp each per potion, 50 gp 
  each total), 2 potions of shield of faith +3 (25 gp each per 
  potion, 50 gp each total) 
   
   
  Detect Magic Results: armbands of might (faint 
  transmutation), cloak of resistance +1 (faint abjuration), 
  cloak of resistance +2 (faint abjuration), headband of intellect 
  +2 (moderate transmutation), lesser rod of extend (strong, no 
  school), pearl of power, 1st level (strong transmutation), 
  periapt of wisdom +2 (moderate transmutation), potion of 
  bear’s endurance (faint transmutation), potion of bull’s 
  strength (faint transmutation), potion of cure light wounds 
  (faint conjuration), potion of cure moderate wounds (faint 
  conjuration), potion of cure serious wounds (faint 
  conjuration), potion of shield of faith +3 (faint abjuration), 
  scroll of expeditious retreat (faint transmutation), scroll of 
  cure light wounds (faint conjuration), scroll of cure moderate 
  wounds (faint conjuration), scroll of cure serious wounds 
  (faint conjuration), scroll of cure critical wounds (moderate 
  conjuration), +1 spiked chain (faint transmutation), vest of 
  resistance +1 (faint abjuration). 
   
  CONCLUSION 
  Karett’s health depends on how long the party took to 
  rescue him. To determine this, calculate how many 
  rounds of combat went on from the time the party 
  entered the church to the time Illturinis fled. 
   
  If the party rescued Karett the day they arrived in 
  town and the mind flayer fled in 4 rounds or less, Karett 
  retains most of his memories (“good” condition). 
   
  If the party rescued Karett the day they arrived in 
  town and the mind flayer fled after more than 4 rounds, 
  Karett retains some of his memories (“fair” condition). 
   
  If the party rescued Karett after a day of rest and the 
  mind flayer fled in 4 rounds or less, Karett is left with few 
  of his memories intact (“poor” condition). 
   
  If the party rescued Karett after a day of rest and the 
  mind flayer fled after more than 4 rounds, Karett is left 
  insane and unable to communicate at all (“critical” 
  condition). 
   
  As long as Karett is alive and returned to Seltaren, 
  the party will be contacted by the Temple of Lydia. If the 
  PCs agree to turn Karett over to the Lydians, the party 
  will receive the favor of the Seltaren temple of Lydia. 
  They are tending Karett’s injuries, and offer the party a 
  reward for preserving a fellow seeker of knowledge. 
   
  CONCLUSION A: GOOD CONDITION 
  Karett’s voice should be strong and his enunciation clear, 
  despite his recent wounds. 
   
  The Temple of Lydia has been tending to Karett 
  Melior’s wounds since his return to Seltaren. It has 
  been several days since the rescue. Karett is able to 
  receive visitors, and has asked to see you. 
  URD6-08 Food for Thought 
   
  Page 13 
  
   
  When you arrive, Karett has not yet finished his 
  morning meal. Seeing you enter, he pushes away a 
  platter of sausages and eggs. “It all tastes like 
  cardboard,” he grumbles. “I owe you my gratitude”, 
  he continues. “The mind flayer took enough from 
  me as is, but without your help I’d like as not be 
  dead.” Karett pauses, shaking his head as though in a 
  daze.  
   
  “My mind is full of holes, especially the last few 
  weeks. Can’t even remember the research the 
  Daymaster says I was working on. He seems to think 
  it’ll come back, I’m not so sure.” Karett waves 
  dismissively at the plate food. “I can almost 
  remember what that used to taste like. That bastard 
  took eating away from me!” The immense man sighs.  
   
  “Anyhow, you did save my life, and that’s worth 
  a great deal to me, even in this condition. I still 
  remember most of my old contacts. Hopefully I can 
  use them to repay you.” Karett closes his eyes. “I am 
  weary. We will have to continue this another day.” 
   
  A Lydian priest arrives and escorts you from the 
  room. As the door shuts, you catch a glimpse of a 
  platter flying and breaking against the wall. 
   
  CONCLUSION B: FAIR CONDITION 
  Read Karett’s speech with slight slurring and some 
  pauses. He is having some trouble speaking. 
   
  The Temple of Lydia has been tending to Karett 
  Melior’s wounds since his return to Seltaren. It has 
  been several days since the rescue. Karett is able to 
  receive visitors, and has asked to see you. 
   
  When you arrive, Karett has not yet finished his 
  morning meal. Seeing you enter, he weakly pushes 
  away a platter of sausages and eggs. “It all tastes like 
  cardboard,” he grumbles. “I owe you my gratitude”, 
  he continues. “The mind flayer took enough from 
  me as is, but without your help I’d like as not be 
  dead.” Karett pauses for a long moment, shaking his 
  head as though in a daze.  
   
  “My mind is full of holes, especially the last few 
  months. Can’t even remember the research the 
  Daymaster says I was working on. He thinks it 
  might come back, but I don’t hold out much hope.” 
  Karett waves dismissively at the plate food. “I can 
  almost remember what that useto taste like. That 
  bastard took eating away from me!” The immense 
  man sighs.  
   
  “Anyhow, you did save my life, and that’s worth 
  a lot to me, even in this condition. I still remember 
  some of my old contacts. Hopefully I can use them 
  to repay you.” Karett closes his eyes and winces. “I 
  am weary. We will have to continue this another 
  day.” 
   
  A Lydian priest arrives and escorts you from the 
  room. As the door shuts, you catch a glimpse of 
  Karett shoving his breakfast platter onto the floor. 
  CONCLUSION C: POOR CONDITION 
  Read Karett’s speech with slurring and many pauses. He 
  is having considerable trouble speaking. 
   
  The Temple of Lydia has been tending to Karett 
  Melior’s wounds since his return to Seltaren. It has 
  been several days since the rescue. Karett is not 
  really well enough to receive visitors, but he has 
  insisted he see you. 
   
  When you arrive, Karett has not yet finished his 
  morning meal. Seeing you enter, he weakly pushes 
  away a bowl of porridge. “Tastes like cardboard,” he 
  grumbles. “I owe you my gratitude”, he continues. 
  “The mind flayer took enough from me as is, but 
  without you I’d probably be dead.” Karett pauses for 
  a long moment, shaking his head as though in a 
  daze.  
   
  “My mind is full of holes. Can’t even remember 
  the research the Daymaster says I was working on. 
  He hopes it might come some day.” The immense 
  man sighs.  
   
  “Anyhow, you did save my life, for what it’s still 
  worth. I still remember a few of my old contacts. 
  Hopefully I can use them to repay you.” Karett closes 
  his eyes and sighs. “I am weary. We will have to 
  continue this another day.” 
   
  A Lydian priest arrives and escorts you from the 
  room. As the door shuts, you catch a glimpse of 
  Karett sobbing into his hands. 
   
  CONCLUSION D: CRITICAL CONDITION 
  The Temple of Lydia has been tending to Karett 
  Melior’s wounds since his return to Seltaren. It has 
  been several days since the rescue. The Lydians have 
  sent word to you, informing you that unfortunately, 
  Karett is in no condition to accept visitors. They 
  hope that he may eventually recover, but only time 
  will tell. They are grateful for your assistance in 
  rescuing Karett Melior, but fear that his rescue may 
  have come too late.  
   
  The End 
   
  URD6-08 Food for Thought 
   
  Page 14 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  Defeat or escape from mouth(s) of madness 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 5 
  Defeat redcaps 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
   
  Encounter 6 
  Disarm, avoid, or set off sign of sealing 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Encounter 7 
  Defeat the mind flayer’s guards 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  Story Award 
  Rescue Karett Melior 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
  APL 12  
  105 XP 
   
  Discretionary roleplaying award 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: An Errand for an Elf 
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 750 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 1,000 gp; Magic: 0 gp 
   
  Encounter 5: A Tip of the Cap 
  APL 4: Loot: 5 gp; Coin: 0 gp; Magic: 249 gp – redcap’s 
  tooth (83 gp each) 
  URD6-08 Food for Thought 
   
  Page 15 
  
   
  APL 6: Loot: 5 gp; Coin: 0 gp; Magic: 249 gp – redcap’s 
  tooth (83 gp each) 
   
  APL 8: Loot: 80 gp; Coin: 0 gp; Magic: 249 gp – 
  redcap’s tooth (83 gp each) 
   
  APL 10: Loot: 80 gp; Coin: 0 gp; Magic: 249 gp – 
  redcap’s tooth (83 gp each) 
   
  Encounter 7: Dining In 
   
  APL 4: Loot: 264 gp; Coin: 0 gp; Magic: 179 gp – 
  scroll of expeditious retreat (2 gp each), pearl of power, 1st level 
  (83 gp each), spellbook (92 gp each), scroll of cure light 
  wounds (2 gp each) 
   
  APL 6: Loot: 306 gp; Coin: 0 gp; Magic: 498 gp – 
  potion of cure light wounds (4 gp each), scroll of expeditious 
  retreat (2 gp each), pearl of power, 1st level (83 gp each), lesser 
  rod of extend (250 gp each), spellbook (146 gp each), scroll 
  of cure moderate wounds (13 gp each) 
   
  APL 8: Loot: 372 gp; Coin: 0 gp; Magic: 870 gp – 
  potion of cure moderate wounds (25 gp each), cloak of 
  resistance +1 (83 gp each), scroll of expeditious retreat (2 gp 
  each), pearl of power, 1st level (83 gp each), lesser rod of extend 
  (250 gp each), spellbook (246 gp each), scroll of cure serious 
  wounds (31 gp each), 2 potions of cure moderate wounds (25 
  gp each per potion, 50 gp each total), 2 potions of bull’s 
  strength (25 gp each per potion, 50 gp each total), 2 potions 
  of bear’s endurance (25 gp each per potion, 50 gp each total) 
   
  APL 10: Loot: 560 gp; Coin: 42 gp (diamond dust); 
  Magic: 1,544 gp – +1 spiked chain (196 gp each), potion of 
  cure serious wounds (63 gp each), cloak of resistance +1 (83 gp 
  each), armbands of might (342 gp each), scroll of expeditious 
  retreat (2 gp each), pearl of power, 1st level (83 gp each), lesser 
  rod of extend (250 gp each), spellbook (267 gp each), scroll 
  of cure critical wounds (58 gp each), 2 potions of cure moderate 
  wounds (25 gp each per potion, 50 gp each total), 2 potions 
  of bull’s strength (25 gp each per potion, 50 gp each total), 2 
  potions of bear’s endurance (25 gp each per potion, 50 gp 
  each total), 2 potions of shield of faith +3 (25 gp each per 
  potion, 50 gp each total) 
   
  APL 12: Loot: 560 gp; Coin: 42 gp (diamond dust); 
  Magic: 2,697 gp – +1 spiked chain (196 gp each), potion of 
  cure serious wounds (63 gp each), cloak of resistance +2 (333 
  gp each), armbands of might (342 gp each), scroll of 
  expeditious retreat (2 gp each), pearl of power, 1st level (83 gp 
  each), lesser rod of extend (250 gp each), spellbook (421 gp 
  each), headband of intellect +2 (333 gp each), vest of resistance 
  +1 (83 gp each), scroll of cure critical wounds (58 gp each), 
  periapt of wisdom +2 (333 gp each), 2 potions of cure moderate 
  wounds (25 gp each per potion, 50 gp each total), 2 potions 
  of bull’s strength (25 gp each per potion, 50 gp each total), 2 
  potions of bear’s endurance (25 gp each per potion, 50 gp 
  each total), 2 potions of shield of faith +3 (25 gp each per 
  potion, 50 gp each total) 
   
  Total Possible Treasure 
   
  APL 4: Loot: 269 gp; Coin: 200 gp; Magic: 428 gp; 
  Total: 897 gp 
   
  APL 6: Loot: 311 gp; Coin: 300 gp; Magic: 747 gp; 
  Total: 1,358 gp 
   
  APL 8: Loot: 452 gp; Coin: 400 gp; Magic: 1,119 gp; 
  Total: 1,971 gp 
   
  APL 10: Loot: 640 gp; Coin: 792 gp; Magic: 1,793 gp; 
  Total: 3,225 gp 
   
  APL 12: Loot: 640 gp; Coin: 1,042 gp; Magic: 1,793 
  gp; Total: 4,628 gp 
   
  Special 
   
  Winner of the Fallen Knights Archery Contest 
  You have placed first in this year’s archery contest at the 
  Festival of the Fallen Knights in Nellix. 
   
  Redcap’s tooth (from MONSTER MANUAL III) 
  When a redcap dies, it leaves behind a single tooth. 
  Anyone wearing this tooth gains a +2 circumstance bonus 
  on Charisma-based checks when dealing with fey, and a 
  +4 circumstance bonus when dealing with other redcaps. 
   
  Faint transmutation; CL 6th; cannot be made; Price 
  1,000 gp. 
   
  Favor of the Lydians 
  You have earned the gratitude of the Temple of Lydia for 
  rescuing Karett Melior. You may use the favor to gain 
  access to any two of the following spells from the SPELL 
  COMPENDIUM: (expending the favor in the process): assay 
  resistance, close wounds, mass align weapon, panacea, 
  spontaneous search. This favor may also be redeemed for a 
  discount of 500 gp on spellcasting service on the Temple 
  of Lydia. As long as it is retained the character is 
  considered a "Friend of the Church of Lydia (see the 
  meta-org for details). The character also gains regional 
  access to the items marked with “CL” below, even after 
  the favor is expended. 
   
  Favor of Karett Melior 
  This favor depends on Karett Melior’s condition. The DM 
  should circle the appropriate condition blow. If this 
  condition is improved in future adventures, the access 
  level of the favor will also improve. The favor is expended 
  when it is used to purchase or upgrade an item. 
  Good      Fair      Poor      Critical 
  Available items: Karett can provide you with access to 
  buy or upgrade items from the following list, subject to 
  the gold piece limits listed under the applicable condition 
  entry. 
  • 
  Metamagic rods from the DMG or CA 
  • 
  Stat items of +4 value (amulet of health, belt of giant 
  strength, cloak of charisma, gloves of dexterity, headband of 
  intellect, periapt of wisdom) 
  • 
  Boccob’s blessed book, boots of speed, spool of endless rope 
  (CV), pearl of power (up to 5th level), tunic of steady 
  spellcasting (CV)  
  • 
  Ring of arcane might (CA), ring of lore (CA), ring of 
  lightning flashes (LORDS OF MADNESS), ring of protection 
  (+1 to +3) 
  An item may only be purchased if it has a price less 
  than or equal to the gold piece limit for Karett’s 
  current condition. 
  URD6-08 Food for Thought 
   
  Page 16 
  
  Critical condition: Karett cannot do anything of use for 
  the character in this condition. 
  Poor condition: Karett can provide the party member 
  with access to items worth up to 6,000 gp from the list of 
  available items above. 
  Fair condition: As for poor condition, but for items up 
  to 16,000 gp in value.  The favor may also be expended for 
  access to the aberration bane (DMG), death ward (CA), 
  magebane (CA) or sizing (CA) enhancements – these 
  enhancements are not subject to the gold piece limits. 
  Good condition: As for fair condition, but for items up 
  to 25,000 gp in value.  
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 4: 
  • 
  redcap's tooth (Regional; see AR; 1,000 gp) 
  • 
  pearl of power, 1st level (Adventure; DMG; 1,000 gp) 
  • 
  spellbook containing amanuensis, benign transposition, 
  blast of force, sign of sealing (400 gp)* 
  • 
  oil of align weapon (good) (NoneLM; DMG; 300 gp) 
  • 
  scroll of align weapon (NoneLM; DMG; 150 gp) 
  • 
  scroll of restoration (NoneLM; DMG; 800 gp) 
  • 
  wand of cure light wounds (NoneLM; 750 gp) 
  • 
  wand of lesser vigor (NoneLM; SpC; 750 gp) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  lesser rod of extend (Adventure; DMG; 3,000 gp) 
  • 
  masterwork large spiked chain (Adventure; PH; 350 
  gp) 
  • 
  spellbook containing the spells at APL 4 plus force 
  missiles, greater magic armor, orb of force (950 gp) * 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  spellbook containing the spells at APLs 4-6 plus arc of 
  lightning (1,100 gp) *  
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  armbands of might (Adventure; CV; 4,100 gp) 
  • 
  +1 large spiked chain (Adventure; PH; 2,350 gp) 
  • 
  Spellbook containing the spells at APLs 4-8 plus 
  forcewave (1,300 gp) *  
   
  APL 12 (all of APLs 4-12 plus the following): 
  • 
  cloak of resistance +2 (Adventure; PH; 4,000 gp) 
  • 
  vest of resistance +1 (Adventure; CA; 1,000 gp) 
  • 
  spellbook containing the spells at APLs 4-10 plus 
  greater sign of sealing (1,600 gp) * 
  * Spells in the spellbook are from the SPELL COMPENDIUM 
   
  URD6-08 Food for Thought 
   
  Page 17 
  
  APPENDIX 1: APL 2
  ENCOUNTER 3: THE MOUTHS OF 
  MADNESS 
  Lesser Mouth of Madness 
  CR 6 
  Half-Farspawn* Gibbering Mouther 
  CE Medium Outsider (extraplanar, augmented 
  aberration) 
  Init +2; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +10, Spot +14 
  Languages 
  Abyssal, 
  Celestial, 
  Common, 
  Infernal, Suloise 
  AC 21, touch 12, flat-footed 19 
  hp 46 (4 HD); DR 5/bludgeoning and magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 14 
  Fort +8, Ref +5, Will +7  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +5 melee (2) and 2 tentacles +0 
  melee (1d4) and spittle +5 ranged touch 
  (1d4 acid plus blindness)  
  Melee 4 tentacles +5 melee (1d4+1) when in 
  altered form  
  Ranged spittle +5 ranged touch (1d4 acid plus 
  blindness)  
  Base Atk +3; Grp +4 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 4th): 
  3/day – blur 
  1/day – touch of idiocy 
  Abilities Str 12, Dex 15, Con 25, Int 4, Wis 17, 
  Cha 15 
  SQ change shape 
  Feats Lightning Reflexes, Weapon Finesse 
  Skills Concentration +14, Listen +10, Spot +14, 
  Swim +18  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoking attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 19 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-
  based. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Medium or smaller size by 
  making a successful grapple check (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 23). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Medium, 2 
  Small, 8 Tiny, 32 Diminutive, or 128 Fine 
  creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 14 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  URD6-08 Food for Thought 
   
  Page 18 
  
  grotesque, tentacled mass. This ability 
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2. The stats have been reduced 
  from that of the original template for game 
  balance reasons. 
   
  ENCOUNTER 5: A TIP OF THE CAP 
  Young Redcap* 
  CR 2 
  CE Small Fey 
  Init +5; Senses low-light vision; Listen +8; Spot 
  +8 
  Languages Common, Sylvan 
  AC 13, touch 12, flat-footed 12  
  hp 22 (4 HD); DR 5/cold iron  
  Fort +3, Ref +5, Will +5  
  Spd 30 ft. 
  Melee medium scythe +3 melee (2d4+7/x4) 
  (includes 2-point power attack adjustment)  
  Ranged medium sling +5 ranged (1d6+3)  
  Base Atk +2; Grp +4 
  Attack Option eldritch stone, power attack, 
  powerful build 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, 
  Cha 13 
  Feats Improved Initiative, Power Attack  
  Skills Hide +12, Intimidate +8, Listen +8, Move 
  Silently +8, Spot +8, Survival +8  
  Possessions medium scythe, medium sling, 10 
  sling bullets 
  Eldritch Stone (Su) Bullets fired from a 
  redcap’s sling glow with a greenish-blue 
  magical 
  energy, 
  giving 
  them 
  a 
  +1 
  enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 damage 
  (instead of the 1d4 points an ordinary bullet 
  deals) 
  Powerful Build (Ex) The physical stature of a 
  redcap lets it function in many ways as if it 
  were one size category larger. Whenever a 
  redcap is subject to a size modifier or 
  special size modifier for an opposed check 
  (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also 
  considered to be one size larger when 
  determining whether a creature’s special 
  attacks based on size (such as improved 
  grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a 
  creature one size larger without penalty. 
  However, its space and reach remain those 
  of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of 
  powers, abilities and spells that change the 
  subject’s size category. 
  Physical Description: You see a very short, 
  tough-looking old man with leathery skin, 
  iron boots, and a bright red hat. He is 
  wielding a scythe that looks too large for 
  him. His wicked grin is lined with sharp 
  teeth. 
  * See Appendix 2 
   
  ENCOUNTER 7: DINING IN 
  Tana 
  CR 5 
  Female 
  human 
  Suel 
  evoker 
  5 
  (barred 
  enchantment, illusion) 
  CN Medium Humanoid (Human) 
  Init +2; Listen +1, Spot +1 
  Languages Auran, Common, Draconic, Suloise 
  AC 16, touch 12, flat-footed 14 (includes mage 
  armor)  
  hp 19 plus 10 hp from false life (5 HD)  
  Fort +4, Ref +5, Will +5  
  Spd 30 ft. 
  Melee masterwork dagger +2 (1d4-1/19-20)  
  Melee touch spell +1  
  Ranged masterwork dagger +5 (1d4-1/19-20)  
  Ranged ranged touch or ray +4  
  Base Atk +2; Grp +1 
  Combat Gear scroll of expeditious retreat 
  Spells Prepared (CL 5th): 
  3rd – dispel magic, empowered magic 
  missile, lightning bolt (DC 17) 
  2nd – blast of force* (DC 16), bull’s strength, 
  false life, web (DC 15) 
  1st – burning hands (DC 15), grease (DC 
  14), mage armor, magic missile, shield 
  0 – detect magic, light, mage hand, 
  mending, ray of frost 
  URD6-08 Food for Thought 
   
  Page 19 
  
  Abilities Str 8, Dex 14, Con 13, Int 17, Wis 12, 
  Cha 11 
  SQ summon familiar (none summoned) 
  Feats Empower Spell, Great Fortitude, Lightning 
  Reflexes, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (evocation)  
  Skills Concentration +9, Decipher Script +8, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge 
  (history) +10, Knowledge (local – Nyrond 
  Metaregion) +10, Knowledge (the planes) 
  +10, Spellcraft +12  
  Possessions combat gear plus pearl of power, 
  1st level, 2 spell component pouches 
  Spellbook spells prepared plus amanuensis, 
  benign transposition, sign of sealing* 
  * See Appendix 2 
  Power-Up Suite shield 
  AC 20, touch 20, flat-footed 10 (includes 
  mage armor and shield)  
   
  Imran, the Shadow in Deep Places 
  CR 2 
  Male human Flan cleric 2 of Beltar* 
  CE Medium Humanoid (Human) 
  Init +1; Listen +2, Spot +2 
  Languages Flan, Common 
  AC 19, touch 11, flat-footed 18  
  hp 16 (2 HD)  
  Fort +5, Ref +1, Will +5  
  Spd 20 ft. 
  Melee improved unarmed strike +4 (1d3+2)  
  Melee touch spell +3  
  Ranged tanglefoot bag or alchemist’s fire +2  
  Base Atk +1; Grp +7 
  Atk Options improved grapple, rebuke undead 
  (3/day, +2 to check, 2d6+2 HD rebuked) 
  Combat Gear scroll of cure light wounds, 
  tanglefoot bag, 2 vials of alchemist’s fire 
  Spells Prepared (CL 2nd): 
  1st – bless, cure light wounds, divine favorD, 
  protection from good 
  0 
  – 
  cure 
  minor 
  wounds, 
  guidance, 
  resistance, virtue 
  D Domain spell. Domains: Mysticism* (once 
  per day, as a free action, grant himself a 
  luck bonus on saving throws equal to his 
  Charisma modifier, minimum +1, for 1 
  round per cleric level), War (bonus feat 
  Weapon Focus – unarmed strike)  
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 15, 
  Cha 10 
  Feats Improved Grapple, Improved Unarmed 
  Strike, Weapon Focus (unarmed strike)  
  Skills 
  Concentration 
  +7, 
  Knowledge 
  (dungeoneering) +1, Knowledge (religion) 
  +5, Spellcraft +3  
  Possessions combat gear plus full plate, 2 
  silver unholy symbols of Beltar, spell 
  component pouch 
  * See Appendix 2 
  Power-Up Suite protection from good 
   
  Taslo and Ferra – Hired Muscle 
  CR 2 
  Human male Suel and female Oeridian fighter 2 
  NE Medium Humanoid (Human) 
  Init +1; Listen +1, Spot +3 
  Languages Common 
  AC 19, touch 11, flat-footed 18  
  hp 19 (2 HD)  
  Fort +5, Ref +3, Will +3  
  Spd 20 ft. 
  Melee masterwork longsword +6 (1d8+2/19-20)  
  Ranged javelin +3 (1d6+2)  
  Base Atk +2; Grp +4 
  Atk Options power attack 
  Combat Gear potion of cure light wounds  
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10 
  Feats Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (longsword)  
  Skills Gather Information +1, Intimidate +4, Spot 
  +3  
  Possessions combat gear plus banded mail, 
  heavy steel shield, longsword (spare), 
  dagger, 4 javelins 
   
  URD6-08 Food for Thought 
   
  Page 20 
  
  APL 6 
  ENCOUNTER 3: THE MOUTHS OF 
  MADNESS 
  Half-Farspawn* Gibbering Mouther 
  CE Medium Outsider (extraplanar, augmented 
  aberration) 
  Init +2; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +10, Spot +14 
  Languages 
  Abyssal, 
  Celestial, 
  Common, 
  Infernal, Suloise 
  AC 21, touch 12, flat-footed 19  
  hp 46 (4 HD); DR 5/bludgeoning and magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 14 
  Fort +8, Ref +5, Will +7  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +5 melee (2) and 2 tentacles +0 
  melee (1d4) and spittle +5 ranged touch 
  (1d4 acid plus blindness)  
  Melee 4 tentacles +5 melee (1d4+1) when in 
  altered form  
  Ranged spittle +5 ranged touch (1d4 acid plus 
  blindness)  
  Base Atk +3; Grp +4 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 4th): 
  3/day – blur 
  1/day – touch of idiocy 
  Abilities Str 12, Dex 15, Con 25, Int 4, Wis 17, 
  Cha 15 
  SQ change shape 
  Feats Lightning Reflexes, Weapon Finesse  
  Skills Concentration +14, Listen +10, Spot +14, 
  Swim +18  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoking attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 19 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-
  based. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Medium or smaller size by 
  making a successful grapple check (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 23). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Medium, 2 
  Small, 8 Tiny, 32 Diminutive, or 128 Fine 
  creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 14 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  grotesque, tentacled mass. This ability 
  URD6-08 Food for Thought 
   
  Page 21 
  
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2. The stats have been reduced 
  from that of the original template for game 
  balance reasons. 
   
  ENCOUNTER 5: A TIP OF THE CAP 
  Redcap*, Advanced 8 HD 
  CR 4 
  CE Small Fey 
  Init +7; Senses low-light vision; Listen +12; Spot 
  +12 
  Languages Common, Sylvan 
  AC 17, touch 14, flat-footed 14  
  hp 60 (8 HD); DR 5/cold iron  
  Fort +6, Ref +9, Will +7 
  Spd 30 ft. 
  Melee medium scythe +7 melee (2d4+10/x4) 
  (includes 2-point power attack adjustment)  
  Ranged medium sling +9 ranged (1d6+5)  
  Base Atk +4; Grp +8 
  Attack Option eldritch stone, power attack, 
  powerful build 
  Abilities Str 18, Dex 17, Con 18, Int 11, Wis 12, 
  Cha 13 
  Feats Improved Initiative, Power Attack, Track  
  Skills Hide +18, Intimidate +12, Listen +12, 
  Move Silently +14, Spot +12, Survival +12  
  Possessions medium scythe, medium sling, 10 
  sling bullets 
  Eldritch Stone (Su) Bullets fired from a 
  redcap’s sling glow with a greenish-blue 
  magical 
  energy, 
  giving 
  them 
  a 
  +1 
  enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 damage 
  (instead of the 1d4 points an ordinary bullet 
  deals) 
  Powerful Build (Ex) The physical stature of a 
  redcap lets it function in many ways as if it 
  were one size category larger. Whenever a 
  redcap is subject to a size modifier or 
  special size modifier for an opposed check 
  (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also 
  considered to be one size larger when 
  determining whether a creature’s special 
  attacks based on size (such as improved 
  grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a 
  creature one size larger without penalty. 
  However, its space and reach remain those 
  of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of 
  powers, abilities, and spells that the change 
  the subject’s size category. 
  Physical Description: You see a very short, 
  tough-looking old man with leathery skin, 
  iron boots, and a bright red hat. He is 
  wielding a scythe that looks too large for 
  him. His wicked grin is lined with sharp 
  teeth. 
  * See Appendix 2 
   
  ENCOUNTER 7: DINING IN 
  Asteropedies 
  CR 5 
  Male minotaur fighter 1 
  NE Large Monstrous Humanoid 
  Init +2; Senses darkvision 60 ft., scent; Listen 
  +6, Spot +9 
  Languages Giant, Common, Undercommon 
  AC 20, touch 11, flat-footed 20; never flat-footed  
  hp 57 (7 HD)  
  Fort +7, Ref +7, Will +6  
  Immune maze spells 
  Spd 30 ft. 
  Melee masterwork spiked chain +12/+7 (2d6+7) 
  and gore +6 (1d8+2)  
  Melee gore +11 (1d8+5)  
  Melee powerful charge gore +13 (4d6+7)  
  Ranged javelin +8 (1d8+5)  
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Base Atk +7; Grp +16 
  Atk Options combat reflexes, power attack, 
  powerful charge 
  Combat Gear potion of cure light wounds 
  Abilities Str 20, Dex 14, Con 17, Int 9, Wis 12, 
  Cha 8 
  SQ natural cunning 
  Feats 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (spiked chain), Power Attack, 
  Track  
  URD6-08 Food for Thought 
   
  Page 22 
  
  Skills Craft (weaponsmith) +1, Listen +6, 
  Search +3, +9 Spot, +1 Survival  
  Possessions combat gear plus chain shirt, 4 
  javelins, spiked chain (spare) 
  Natural Cunning (Ex) Immunity to maze spells, 
  cannot become lost, never caught flat-
  footed. 
  Skills Minotaurs have a +4 racial bonus on 
  Search, Spot and Listen checks. 
  Power-Up Suite bull’s strength from Tana 
  Melee masterwork spiked chain +14/+9 
  (2d6+10) and gore +8 (1d8+3)  
  Melee gore +13 (1d8+7)  
  Melee powerful charge gore +15 (4d6+10)  
  Ranged javelin +8 (1d8+7)  
  Grp +18 
  Abilities Str 22 
   
  Tana 
  CR 7 
  Female 
  human 
  Suel 
  evoker 
  7 
  (barred 
  enchantment, illusion) 
  CN Medium Humanoid (Human) 
  Init +2; Listen +1, Spot +1 
  Languages Auran, Common, Draconic, Suloise 
  AC 16, touch 12, flat-footed 14 (includes mage 
  armor)  
  hp 26 plus 12 hp from false life (7 HD)  
  Fort +5, Ref +6, Will +6  
  Spd 30 ft. 
  Melee masterwork dagger +3 (1d4-1/19-20)  
  Melee touch spell +2  
  Ranged masterwork dagger +6 (1d4-1/19-20)  
  Ranged ranged touch or ray +5  
  Base Atk +3; Grp +2 
  Combat Gear scroll of expeditious retreat, 
  lesser rod of extend 
  Spells Prepared (CL 7th): 
  4th – force missiles*, orb of force*  
  3rd – dispel magic, empowered magic 
  missile, greater mage armor*, haste 
  2nd – blast of force* (DC 17), bull’s strength, 
  false life, shatter (DC 17), web (DC 15) 
  1st – burning hands (DC 16), grease (DC 
  14), mage armor, magic missile, shield 
  0 – detect magic, light, mage hand, 
  mending, ray of frost 
  Abilities Str 8, Dex 14, Con 13, Int 17, Wis 12, 
  Cha 11 
  SQ summon familiar (none summoned) 
  Feats Empower Spell, Great Fortitude, Greater 
  Spell Focus (evocation), Lightning Reflexes, 
  Scribe Scroll, Spell Focus (evocation)  
  Skills Concentration +11, Decipher Script +10, 
  Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (history) +12, Knowledge (local – Nyrond 
  Metaregion) +10, Knowledge (the planes) 
  +12, Spellcraft +14  
  Possessions combat gear plus pearl of power, 
  1st level, 2 spell component pouches 
  Spellbook spells prepared plus amanuensis, 
  benign transposition, sign of sealing* 
  * See Appendix 2 
  Power-Up Suite shield 
  AC 20, touch 20, flat-footed 10 (includes 
  mage armor and shield)  
   
  Imran, the Shadow in Deep Places 
  CR 4 
  Male human Flan cleric 4 of Beltar* 
  CE Medium Humanoid (Human) 
  Init +1; Listen +3, Spot +3 
  Languages Flan, Common 
  AC 19, touch 11, flat-footed 18  
  hp 29 (4 HD)  
  Fort +6, Ref +2, Will +7  
  Spd 20 ft. 
  Melee improved unarmed strike +6 (1d3+2)  
  Melee touch spell +5  
  Ranged tanglefoot bag or alchemist’s fire +4  
  Base Atk +3; Grp +9 
  Atk Options divine spell power, improved 
  grapple, rebuke undead (3/day, +2 to check, 
  2d6+4 HD rebuked) 
  Combat Gear scroll of cure moderate wounds, 
  tanglefoot bag, 2 vials of alchemist’s fire 
  Spells Prepared (CL 4th): 
  2nd – bull’s strength, cure moderate wounds, 
  sound burst (DC 15), spiritual weaponD 
  1st – bless, command (DC 14), cure light 
  wounds, divine favorD, protection from 
  good 
  0 – cure minor wounds (2), guidance, 
  resistance, virtue 
  D Domain spell. Domains: Mysticism* (once 
  per day, as a free action, grant himself a 
  luck bonus on saving throws equal to his 
  Charisma modifier, minimum +1, for 1 
  round per cleric level), War (bonus feat 
  Weapon Focus – unarmed strike)  
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 16, 
  Cha 10 
  Feats Divine Spell Power (+5 on turn check), 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, Weapon Focus (unarmed strike)  
  Skills 
  Concentration 
  +9, 
  Knowledge 
  (dungeoneering) +1, Knowledge (religion) 
  +5, Spellcraft +7  
  Possessions combat gear plus full plate, 2 
  silver unholy symbols of Beltar, spell 
  component pouch 
  * See Appendix 2 
  URD6-08 Food for Thought 
   
  Page 23 
  
  Power-Up Suite bull’s strength, protection from 
  good 
  Melee improved unarmed strike +8 (1d3+4)  
  Melee touch spell +7  
  Grp +11 
  Abilities Str 18 
   
  Taslo and Ferra – Hired Muscle 
  CR 2 
  Human male Suel and female Oeridian fighter 2 
  NE Medium Humanoid (Human) 
  Init +1; Listen +1, Spot +3 
  Languages Common 
  AC 19, touch 11, flat-footed 18  
  hp 19(2 HD)  
  Fort +5, Ref +3, Will +3  
  Spd 20 ft. 
  Melee masterwork longsword +6 (1d8+2/19-20)  
  Ranged javelin +3 (1d6+2)  
  Base Atk +2; Grp +4 
  Atk Options power attack 
  Combat Gear potion of cure light wounds  
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10 
  Feats Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (longsword)  
  Skills Gather Information +1, Intimidate +4, Spot 
  +3  
  Possessions combat gear plus banded mail, 
  heavy steel shield, longsword (spare), 
  dagger, 4 javelins 
   
  URD6-08 Food for Thought 
   
  Page 24 
  
  APL 8 
  ENCOUNTER 3: THE MOUTHS OF 
  MADNESS 
  Mouth of Madness 
  CR 9 
  Half-Farspawn* Gibbering Mouther, Advanced 8 
  HD 
  CE Large Outsider (extraplanar, augmented 
  aberration) 
  Init +2; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +14, Spot +18 
  Languages 
  Abyssal, 
  Celestial, 
  Common, 
  Draconic, Flan, Infernal, Suloise 
  AC 24, touch 11, flat-footed 22  
  hp 124 (8 HD); DR 5/bludgeoning and magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 18 
  Fort +13, Ref +6, Will +9  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +10 melee (1d2+5) and 2 
  tentacles +5 melee (1d6+2) and spittle +7 
  ranged touch (1d4 acid plus blindness)  
  Melee 4 tentacles +10 melee (1d6+5) when in 
  altered form  
  Ranged spittle +7 ranged touch (1d4 acid plus 
  blindness)  
  Space 10 ft. 
  Base Atk +6; Grp +15 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 8th): 
  3/day – blink, blur 
  1/day – stinking cloud (DC 15), touch of 
  idiocy 
  Abilities Str 20, Dex 14, Con 32, Int 4, Wis 17, 
  Cha 15 
  SQ change shape 
  Feats Ability Focus (spittle), Lightning Reflexes, 
  Power Attack  
  Skills Concentration +21, Listen +14, Spot +18, 
  Swim +23  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoke attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 27 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-based 
  and includes a +2 adjustment for Ability 
  Focus. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Large or smaller size by making 
  a 
  successful 
  grapple 
  check 
  (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 24). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Large, 4 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive 
  or Fine creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 16 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  URD6-08 Food for Thought 
   
  Page 25 
  
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  grotesque, tentacled mass. This ability 
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2 
   
  Lesser Mouth of Madness 
  CR 6 
  Half-Farspawn* Gibbering Mouther 
  CE Medium Outsider (extraplanar, augmented 
  aberration) 
  Init +2; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +10, Spot +14 
  Languages 
  Abyssal, 
  Celestial, 
  Common, 
  Infernal, Suloise 
  AC 21, touch 12, flat-footed 19  
  hp 46 (4 HD); DR 5/bludgeoning and magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 14 
  Fort +8, Ref +5, Will +7  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +5 melee (2) and 2 tentacles +0 
  melee (1d4) and spittle +5 ranged touch 
  (1d4 acid plus blindness)  
  Melee 4 tentacles +5 melee (1d4+1) when in 
  altered form  
  Ranged spittle +5 ranged touch (1d4 acid plus 
  blindness)  
  Base Atk +3; Grp +4 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 4th): 
  3/day – blur 
  1/day – touch of idiocy 
  Abilities Str 12, Dex 15, Con 25, Int 4, Wis 17, 
  Cha 15 
  SQ change shape 
  Feats Lightning Reflexes, Weapon Finesse  
  Skills Concentration +14, Listen +10, Spot +14, 
  Swim +18  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoking attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 19 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-
  based. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Medium or smaller size by 
  making a successful grapple check (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 23). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Medium, 2 
  Small, 8 Tiny, 32 Diminutive, or 128 Fine 
  creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  URD6-08 Food for Thought 
   
  Page 26 
  
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 14 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  grotesque, tentacled mass. This ability 
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2. The stats have been reduced 
  from that of the original template for game 
  balance reasons. 
   
  ENCOUNTER 5: A TIP OF THE CAP 
  Redcap*, Advanced 10 HD 
  CR 6 
  CE Small Fey 
  Init +8; Senses low-light vision; Listen +14; Spot 
  +14 
  Languages Common, Sylvan 
  AC 19, touch 15, flat-footed 15  
  hp 85 (10 HD); DR 10/cold iron  
  Fort +8, Ref +11, Will +8 
  Spd 30 ft. 
  Melee masterwork medium scythe +10 melee 
  (2d4+11/x4) (includes 2-point power attack 
  adjustment)  
  Ranged medium sling +11 ranged (1d6+6)  
  Base Atk +5; Grp +10 
  Attack Option eldritch stone, power attack, 
  powerful build 
  Abilities Str 20, Dex 19, Con 20, Int 11, Wis 12, 
  Cha 13 
  Feats Cleave, Improved Initiative, Power Attack, 
  Track  
  Skills Hide +21, Intimidate +14, Listen +14, 
  Move Silently +17, Spot +14, Survival +14  
  Possessions 
  masterwork 
  medium 
  scythe, 
  medium sling, 10 sling bullets 
  Eldritch Stone (Su) Bullets fired from a 
  redcap’s sling glow with a greenish-blue 
  magical 
  energy, 
  giving 
  them 
  a 
  +1 
  enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 damage 
  (instead of the 1d4 points an ordinary bullet 
  deals) 
  Powerful Build (Ex) The physical stature of a 
  redcap lets it function in many ways as if it 
  were one size category larger. Whenever a 
  redcap is subject to a size modifier or 
  special size modifier for an opposed check 
  (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also 
  considered to be one size larger when 
  determining whether a creature’s special 
  attacks based on size (such as improved 
  grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a 
  creature one size larger without penalty. 
  However, its space and reach remain those 
  of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of 
  powers, abilities, and spells that the change 
  the subject’s size category. 
  Physical Description: You see a very short, 
  tough-looking old man with leathery skin, 
  iron boots, and a bright red hat. He is 
  wielding a scythe that looks too large for 
  him. His wicked grin is lined with sharp 
  teeth. 
  * See Appendix 2 
   
  ENCOUNTER 7: DINING IN 
  Asteropedies 
  CR 7 
  Male minotaur fighter 2/exotic weapon master* 1 
  NE Large Monstrous Humanoid 
  URD6-08 Food for Thought 
   
  Page 27 
  
  Init +2; Senses darkvision 60 ft., scent; Listen 
  +6, Spot +9 
  Languages Giant, Common, Undercommon 
  AC 20, touch 11, flat-footed 20; never flat-footed  
  hp 74 (9 HD)  
  Fort +11, Ref +8, Will +7  
  Immune maze spells 
  Spd 30 ft. 
  Melee flurry of strikes masterwork spiked chain 
  +13/+13/+8 (2d6+7/19-20) and gore +6 
  (1d8+2)  
  Melee 
  masterwork 
  spiked 
  chain 
  +15/+10 
  (2d6+7/19-20) and gore +8 (1d8+2)  
  Melee gore +13 (1d8+5)  
  Melee powerful charge gore +15 (4d6+7)  
  Ranged javelin +10 (1d8+5)  
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Base Atk +9; Grp +18 
  Atk Options combat reflexes, flurry of strikes, 
  power attack, powerful charge 
  Combat Gear potion of cure serious wounds 
  Abilities Str 21, Dex 14, Con 17, Int 9, Wis 12, 
  Cha 8 
  SQ natural cunning 
  Feats 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (spiked chain), Improved Critical 
  (spiked 
  chain), 
  Power 
  Attack, 
  Track, 
  Weapon Focus (spiked chain)  
  Skills Craft (weaponsmith) +3, Listen +6, 
  Search +3, +9 Spot, +1 Survival  
  Possessions combat gear plus chain shirt, 4 
  javelins, masterwork spiked chain (spare), 
  +1 cloak of resistance 
  Flurry of Strikes (Ex) When wielding a spiked 
  chain with both hands, Asteropedies can 
  elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may 
  make one extra attack in the round at this 
  full attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in 
  that round and until his next turn. 
  Natural Cunning (Ex) Immunity to maze spells, 
  cannot become lost, never caught flat-
  footed. 
  Skills Minotaurs have a +4 racial bonus on 
  Search, Spot and Listen checks. 
  * See Appendix 2 
  Power-Up Suite bull’s strength from Tana 
  Melee flurry of strikes masterwork spiked 
  chain +15/+15/+10 (2d6+10/19-20) and 
  gore +8 (1d8+3)  
  Melee masterwork spiked chain +17/+12 
  (2d6+10/19-20) and gore +10 (1d8+3)  
  Melee gore +15 (1d8+7)  
  Melee powerful charge gore +17 (4d6+10)  
  Ranged javelin +10 (1d8+7)  
  Grp +18 
  Abilities Str 25 
   
  Tana 
  CR 9 
  Female 
  human 
  Suel 
  evoker 
  9 
  (barred 
  enchantment, illusion) 
  CN Medium Humanoid (Human) 
  Init +2; Listen +1, Spot +1 
  Languages Auran, Common, Draconic, Suloise 
  AC 18, touch 12, flat-footed 16 (includes greater 
  mage armor)  
  hp 42 plus 14 hp from false life (9 HD)  
  Fort +6, Ref +7, Will +7  
  Spd 30 ft. 
  Melee masterwork dagger +4 (1d4-1/19-20)  
  Melee touch spell +3  
  Ranged masterwork dagger +7 (1d4-1/19-20)  
  Ranged ranged touch or ray +6  
  Base Atk +4; Grp +3 
  Combat Gear scroll of expeditious retreat, 
  lesser rod of extend 
  Spells Prepared (CL 9th): 
  5th – arc of lightning* (DC 19), wall of force 
  4th – dimension door, force missiles*, orb of 
  force*, Otiluke’s resilient sphere (DC 20)  
  3rd – dispel magic, empowered magic 
  missile, greater mage armor*, greater 
  magic weapon, haste 
  2nd – blast of force* (DC 18), bull’s strength, 
  false life, glitterdust (DC 16), shatter 
  (DC 18), web (DC 16) 
  1st – burning hands (DC 17), expeditious 
  retreat, grease (DC 15), mage armor, 
  magic missile, shield 
  0 – detect magic, light, mage hand, 
  mending, ray of frost 
  Abilities Str 8, Dex 14, Con 13, Int 18, Wis 12, 
  Cha 11 
  SQ summon familiar (none summoned) 
  Feats Empower Spell, Great Fortitude, Greater 
  Spell 
  Focus 
  (evocation), 
  Improved 
  Toughness*, 
  Lightning 
  Reflexes, 
  Scribe 
  Scroll, Spell Focus (evocation)  
  Skills Concentration +13, Decipher Script +13, 
  Knowledge 
  (arcana) 
  +15, 
  Knowledge 
  (history) +14, Knowledge (local – Nyrond 
  Metaregion) +11, Knowledge (the planes) 
  +16, Spellcraft +17  
  Possessions combat gear plus pearl of power, 
  1st level, 2 spell component pouches 
  Spellbook spells prepared plus amanuensis, 
  benign transposition, sign of sealing 
  * See Appendix 2 
  URD6-08 Food for Thought 
   
  Page 28 
  
  Power-Up Suite shield 
  AC 22, touch 12, flat-footed 20 (includes 
  mage armor and shield)  
   
   
  Imran, the Shadow in Deep Places 
  CR 6 
  Male human Flan cleric 6 of Beltar* 
  CE Medium Humanoid (Human) 
  Init +1; Listen +3, Spot +3 
  Languages Flan, Common 
  AC 20, touch 11, flat-footed 19  
  hp 42 (6 HD)  
  Fort +7, Ref +3, Will +8  
  Spd 20 ft. 
  Melee improved unarmed strike +7 (1d3+2)  
  Melee touch spell +6  
  Ranged tanglefoot bag or alchemist’s fire +5  
  Base Atk +4; Grp +10 
  Atk Options divine spell power, improved 
  grapple, power attack, rebuke undead 
  (3/day, +2 to check, 2d6+6 HD rebuked) 
  Combat Gear scroll of cure serious wounds, 
  tanglefoot bag, 2 vials of alchemist’s fire 
  Spells Prepared (CL 6th): 
  3rd – magic circle against good, magic 
  vestmentD, prayer, wand wall 
  2nd – bull’s strength (2), cure moderate 
  wounds, sound burst (DC 15), spiritual 
  weaponD 
  1st – bless, command (DC 14), cure light 
  wounds, divine favorD, shield of faith 
  0 – cure minor wounds (2), guidance, 
  resistance, virtue 
  D Domain spell. Domains: Mysticism* (once 
  per day, as a free action, grant himself a 
  luck bonus on saving throws equal to his 
  Charisma modifier, minimum +1, for 1 
  round per cleric level), War (bonus feat 
  Weapon Focus – unarmed strike) 
  * See Appendix 2  
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 16, 
  Cha 10 
  Feats Divine Spell Power* (+5 on turn check), 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (unarmed strike)  
  Skills 
  Concentration 
  +11, 
  Knowledge 
  (dungeoneering) +2, Knowledge (religion) 
  +5, Spellcraft +9  
  Possessions combat gear plus full plate 
  (boosted to +1 with magic vestment), 2 
  silver unholy symbols of Beltar, spell 
  component pouch 
  Power-Up Suite bull’s strength, magic circle 
  against good, shield of faith 
  AC 23, touch 14, flat-footed 22  
  Melee improved unarmed strike +9 (1d3+4)  
  Melee touch spell +8  
  Grp +12 
  Abilities Str 18 
   
  Taslo and Ferra – Hired Muscle 
  CR 4 
  Human male Suel and female Oeridian fighter 4 
  NE Medium Humanoid (Human) 
  Init +1; Listen +1, Spot +4 
  Languages Common 
  AC 20, touch 11, flat-footed 19  
  hp 38 (4 HD)  
  Fort +6, Ref +4, Will +4  
  Spd 20 ft. 
  Melee masterwork longsword +9 (1d8+5/19-20)  
  Ranged javelin +5 (1d6+3)  
  Base Atk +4; Grp +7 
  Atk Options power attack 
  Combat Gear potion of cure moderate wounds, 
  potion of bull’s strength, potion of bear’s 
  endurance  
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10 
  Feats Improved Toughness*, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword)  
  Skills Gather Information +1, Intimidate +6, Spot 
  +4  
  Possessions combat gear plus half plate, 
  heavy steel shield, longsword (spare), 
  dagger, 4 javelins 
  * See Appendix 2 
   
  Power-Up 
  Suite 
  bear’s 
  endurance, 
  bull’s 
  strength 
  hp 46 (4 HD)  
  Fort +8  
  Melee 
  masterwork 
  longsword 
  +11 
  (1d8+7/19-20)  
  Ranged javelin +5 (1d6+5)  
  Grp +9 
  Abilities Str 20, Con 18 
   
  URD6-08 Food for Thought 
   
  Page 29 
  
  APL 10 
  ENCOUNTER 3: THE MOUTHS OF 
  MADNESS 
  Greater Mouth of Madness 
  CR 12 
  Elite 
  Half-Farspawn* 
  Gibbering 
  Mouther, 
  Advanced 12 HD 
  CE Medium outsider (extraplanar, augmented 
  aberration) 
  Init +5; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +19, Spot +23 
  Languages Abyssal, Aquan, Auran, Celestial, 
  Common, Draconic, Flan, Ignan, Infernal, 
  Suloise, Terran 
  AC 23, touch 10, flat-footed 21  
  hp 213 (12 HD); DR 5/bludgeoning and 
  10/magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 22 
  Fort +17, Ref +7, Will +12  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +16 melee (1d2+7) and 2 
  tentacles +10 melee (1d6+3) and spittle +9 
  ranged touch (1d4 acid plus blindness)  
  Melee 4 tentacles +15 melee (1d6+7) when in 
  altered form  
  Ranged spittle +9 ranged touch (1d4 acid plus 
  blindness)  
  Space 10 ft. 
  Base Atk +9; Grp +20 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 12th): 
  3/day – blink, blur 
  1/day – greater invisibility, stinking cloud 
  (DC 15), telekinesis (DC 18), touch of 
  idiocy 
  Abilities Str 25, Dex 12, Con 36, Int 4, Wis 19, 
  Cha 16 
  SQ change shape 
  Feats Ability Focus (spittle), Improved Initiative, 
  Lightning Reflexes, Power Attack, Weapon 
  focus (bite)  
  Skills Concentration +28, Listen +19, Spot +23 , 
  Swim +25  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoking attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 27 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-based 
  and includes a +2 adjustment for Ability 
  Focus. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Large or smaller size by making 
  a 
  successful 
  grapple 
  check 
  (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 23). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Large, 4 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive 
  or Fine creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 16 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
  URD6-08 Food for Thought 
   
  Page 30 
  
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  grotesque, tentacled mass. This ability 
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2 
   
  ENCOUNTER 5: A TIP OF THE CAP 
  Redcap*, Advanced 14 HD 
  CR 8 
  CE Small Fey 
  Init +9; Senses low-light vision; Listen +18; Spot 
  +18 
  Languages Common, Sylvan 
  AC 23, touch 17, flat-footed 17  
  hp 147 (14 HD); DR 10/cold iron  
  Fort +11, Ref +15, Will +12 
  Spd 30 ft. 
  Melee masterwork medium scythe +14/+9 
  melee (2d4+14/x4) (includes 2-point power 
  attack adjustment)  
  Ranged medium sling +15 ranged (1d6+8)  
  Base Atk +7; Grp +14 
  Attack Option eldritch stone, power attack, 
  powerful build 
  Abilities Str 24, Dex 23, Con 24, Int 11, Wis 12, 
  Cha 13 
  Feats Cleave, Improved Initiative, Iron Will, 
  Power Attack, Track  
  Skills Hide +27, Intimidate +18, Listen +18, 
  Move Silently +23, Spot +18, Survival +18  
  Possessions 
  masterwork 
  medium 
  scythe, 
  medium sling, 10 sling bullets 
  Eldritch Stone (Su) Bullets fired from a 
  redcap’s sling glow with a greenish-blue 
  magical 
  energy, 
  giving 
  them 
  a 
  +1 
  enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 damage 
  (instead of the 1d4 points an ordinary bullet 
  deals) 
  Powerful Build (Ex) The physical stature of a 
  redcap lets it function in many ways as if it 
  were one size category larger. Whenever a 
  redcap is subject to a size modifier or 
  special size modifier for an opposed check 
  (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also 
  considered to be one size larger when 
  determining whether a creature’s special 
  attacks based on size (such as improved 
  grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a 
  creature one size larger without penalty. 
  However, its space and reach remain those 
  of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of 
  powers, abilities, and spells that the change 
  the subject’s size category. 
  Physical Description: You see a very short, 
  tough-looking old man with leathery skin, 
  iron boots, and a bright red hat. He is 
  wielding a scythe that looks too large for 
  him. His wicked grin is lined with sharp 
  teeth. 
  * See Appendix 2 
   
  ENCOUNTER 7: DINING IN 
  Asteropedies 
  CR 9 
  Male minotaur fighter 3/exotic weapon master* 2 
  NE Large Monstrous Humanoid 
  Init +2; Senses darkvision 60 ft., scent; Listen 
  +6, Spot +9 
  Languages Giant, Common, Undercommon 
  AC 22, touch 11, flat-footed 22 (includes mage 
  armor with argent savant bonus from Tana); 
  never flat-footed  
  hp 91 (11 HD)  
  Fort +12, Ref +9, Will +8  
  Immune maze spells 
  Spd 30 ft. 
  Melee flurry of strikes +1 spiked chain 
  (enhanced 
  to 
  +2 
  with 
  greater 
  magic 
  weapon) +14/+14/+9/+4 (2d6+15/19-20) and 
  URD6-08 Food for Thought 
   
  Page 31 
  
  gore +6 (1d8+6) (includes 2-point power 
  attack adjustment) 
  Melee +1 spiked chain (enhanced to +2 with 
  greater 
  magic 
  weapon) 
  +16/+11/+56 
  (2d6+14/19-20) 
  and 
  gore 
  +8 
  (1d8+6) 
  (includes 2-point power attack adjustment) 
  Melee gore +13 (1d8+9) (includes 2-point power 
  attack adjustment) 
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Melee powerful charge gore +15 (4d6+11) 
  (includes 2-point power attack adjustment) 
  Ranged javelin +12 (1d8+5)  
  Base Atk +11; Grp +20 
  Atk Options combat reflexes, exotic reach, 
  flurry of strikes, power attack, powerful 
  charge 
  Combat Gear potion of cure serious wounds 
  Abilities Str 21, Dex 14, Con 17, Int 9, Wis 12, 
  Cha 8 
  SQ natural cunning 
  Feats 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (spiked chain), Improved Critical 
  (spiked 
  chain), 
  Power 
  Attack, 
  Track, 
  Weapon Focus (spiked chain)  
  Skills Craft (weaponsmith) +5, Listen +6, 
  Search +3, +9 Spot, +1 Survival  
  Possessions combat gear plus chain shirt, 4 
  javelins, masterwork spiked chain (spare), 
  +1 cloak of resistance, armbands of might* 
  Exotic Reach (Ex) When wielding an exotic 
  weapon with reach, Asteropedies may make 
  an attack of opportunity against a foe that 
  provokes such an attack even if the foe has 
  cover (but not total cover) 
  Flurry of Strikes (Ex) When wielding a spiked 
  chain with both hands, Asteropedies can 
  elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may 
  make one extra attack in the round at this 
  full attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in 
  that round and until his next turn. 
  Natural Cunning (Ex) Immunity to maze spells, 
  cannot become lost, never caught flat-
  footed. 
  Skills Minotaurs have a +4 racial bonus on 
  Search, Spot and Listen checks. 
  * See Appendix 2 
  Power-Up Suite bull’s strength from Tana 
  Melee flurry of strikes +1 spiked chain 
  (enhanced to +2 with greater magic 
  weapon) +16/+16/+11/+6 (2d6+18/19-
  20) and gore +8 (1d8+7) (includes 2-
  point power attack adjustment) 
  Melee +1 spiked chain (enhanced to +2 with 
  greater 
  magic weapon) 
  +18/+13/+8 
  (2d6+17/19-20) and gore +10 (1d8+7) 
  (includes 
  2-point 
  power 
  attack 
  adjustment) 
  Melee gore +15 (1d8+11) (includes 2-point 
  power attack adjustment) 
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Melee powerful charge gore +17 (4d6+14) 
  (includes 
  2-point 
  power 
  attack 
  adjustment) 
  Ranged javelin +12 (1d8+7)  
  Grp +22 
  Abilities Str 25 
   
  Tana 
  CR 11 
  Female human Suel evoker 9/argent savant* 2 
  (barred enchantment, illusion) 
  CN Medium Humanoid (Human) 
  Init +2; Listen +1, Spot +1 
  Languages Auran, Common, Draconic, Suloise 
  AC 20, touch 12, flat-footed 18 (includes greater 
  mage armor with argent savant bonus)  
  hp 51 plus 15 hp from false life (11 HD)  
  Fort +6, Ref +7, Will +10  
  Spd 30 ft. 
  Melee masterwork dagger +5 (1d4-1/19-20)  
  Melee touch spell +4  
  Ranged masterwork dagger +8 (1d4-1/19-20)  
  Ranged ranged touch or ray +7 (force spells +9)  
  Base Atk +5; Grp +4 
  Atk Options force armor, force specialization 
  Combat Gear scroll of expeditious retreat, 
  lesser rod of extend, 250 gp worth of 
  diamond dust 
  Spells Prepared (CL 10th): 
  5th – arc of lightning* (DC 19), teleport, wall 
  of force 
  4th – force missiles*, orb of force*, Otiluke’s 
  resilient sphere (DC 20), stoneskin  
  3rd – dispel magic, empowered magic 
  missile, greater mage armor*, greater 
  magic weapon, haste 
  2nd – blast of force* (DC 18), bull’s strength, 
  false life, glitterdust (DC 16), shatter 
  (DC 18), web (DC 16) 
  1st – burning hands (DC 17), expeditious 
  retreat, grease (DC 15), mage armor, 
  magic missile, shield 
  0 – detect magic, light, mage hand, 
  mending, ray of frost 
  Abilities Str 8, Dex 14, Con 13, Int 18, Wis 12, 
  Cha 11 
  SQ summon familiar (none summoned) 
  URD6-08 Food for Thought 
   
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  Feats Empower Spell, Great Fortitude, Greater 
  Spell 
  Focus 
  (evocation), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes, 
  Scribe 
  Scroll, Spell Focus (evocation)  
  Skills Concentration +15, Decipher Script +13, 
  Knowledge 
  (arcana) 
  +18, 
  Knowledge 
  (history) +18, Knowledge (local – Nyrond 
  Metaregion) +12, Knowledge (the Planes) 
  +18, Spellcraft +20  
  Possessions combat gear plus pearl of power, 
  1st level, 2 spell component pouches 
  Spellbook spells prepared plus amanuensis, 
  benign transposition, forcewave, sign of 
  sealing* 
  Force Armor (Ex) If Tana casts a force spell 
  that provides an armor bonus or a shield 
  bonus to armor class, she increases the 
  spell’s normal armor or shield bonus by 2. 
  Force 
  Specialization 
  Tana 
  gains 
  a 
  +2 
  competence bonus on attack rolls made with 
  her force spells. She also adds a +1 bonus 
  to each die of damage dealt by spells with 
  the force descriptor. If the force spell doesn’t 
  deal damage expressed by dice, she adds 
  only a +1 bonus to the total damage dealt. 
  * See Appendix 2 
  Power-Up Suite shield, stoneskin 
  AC 26, touch 12, flat-footed 24 (includes 
  mage armor and shield with argent 
  savant bonus)  
   
  hp 51 plus 15 hp from false life (11 HD); DR 
  10/adamantine (stoneskin, maximum 100 hp 
  absorbed)  
   
  Imran, the Shadow in Deep Places 
  CR 8 
  Male human Flan cleric 8 of Beltar* 
  CE Medium Humanoid (Human) 
  Init +1; Listen +3, Spot +3 
  Languages Flan, Common 
  AC 21, touch 11, flat-footed 20  
  hp 55 (8 HD)  
  Fort +8, Ref +3, Will +9  
  Spd 20 ft. 
  Melee improved unarmed strike +9/+4 (1d3+2)  
  Melee touch spell +8  
  Ranged tanglefoot bag or alchemist’s fire +7  
  Base Atk +6; Grp +12 
  Atk Options divine spell power, improved 
  grapple, power attack, rebuke undead 
  (3/day, +2 to check, 2d6+8 HD rebuked) 
  Combat Gear scroll of cure critical wounds, 
  tanglefoot bag, 2 vials of alchemist’s fire 
  Spells Prepared (CL 8th): 
  4th – delay death*, divine powerD, freedom of 
  movement 
  3rd – magic circle against good, magic 
  vestmentD, 
  prayer, 
  protection 
  from 
  energy, wand wall 
  2nd – bear’s endurance, bull’s strength, cure 
  moderate wounds, resist energy, sound 
  burst (DC 15), spiritual weaponD 
  1st – bless, command (DC 14), cure light 
  wounds (2), divine favorD, shield of faith 
  0 – cure minor wounds (2), detect magic, 
  guidance, resistance, virtue 
  D Domain spell. Domains: Mysticism* (once 
  per day, as a free action, grant himself a 
  luck bonus on saving throws equal to his 
  Charisma modifier, minimum +1, for 1 
  round per cleric level), War (bonus feat 
  Weapon Focus – unarmed strike)  
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 17, 
  Cha 10 
  Feats Divine Spell Power* (+5 on turn check), 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (unarmed strike)  
  Skills 
  Concentration 
  +14, 
  Knowledge 
  (dungeoneering) +3, Knowledge (religion) 
  +5, Spellcraft +11  
  Possessions combat gear plus full plate 
  (boosted to +2 with magic vestment), 2 
  silver unholy symbols of Beltar, spell 
  component pouch 
  * See Appendix 2 
  Power-Up 
  Suite 
  bear’s 
  endurance, 
  bull’s 
  strength, freedom of movement, magic circle 
  against good, protection from energy (fire, 96 
  points), resist energy (cold), shield of faith 
  AC 24, touch 14, flat-footed 23  
  hp 71 (8 HD)  
  Immune fire (first 96 points of damage), 
  freedom of movement 
  Resist cold 20 
  Fort +12  
  Melee improved unarmed strike +11/+6 
  (1d3+4)  
  Melee touch spell +10  
  Grp +14 
  Abilities Str 18, Con 18 
  Skills Concentration +16  
   
  Taslo and Ferra – Hired Muscle 
  CR 6 
  Human male Suel and female Oeridian fighter 6 
  NE Medium Humanoid (Human) 
  Init +5; Listen +1, Spot +5 
  Languages Common 
  AC 21, touch 11, flat-footed 20  
  hp 55 (6 HD)  
  Fort +7, Ref +5, Will +5  
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  Skills Gather Information +2, Intimidate +6, Spot 
  +5  
  Spd 20 ft. 
  Melee masterwork longsword +11/+6 (1d8+5/19-
  20)  
  Possessions combat gear plus full plate, heavy 
  steel shield, masterwork longsword (spare), 
  2 daggers, 4 javelins 
  Ranged javelin +7/+2 (1d6+3)  
  Base Atk +6; Grp +9 
  * See Appendix 2 
  Atk Options power attack, quickdraw 
  Power-Up 
  Suite 
  bear’s 
  endurance, 
  bull’s 
  strength, shield of faith 
  Combat Gear potion of cure moderate wounds, 
  potion of bull’s strength, potion of bear’s 
  endurance, potion of shield of faith +3  
  AC 24, touch 14, flat-footed 23  
  hp 67 (6 HD)  
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10 
  Fort +9  
  Melee 
  masterwork 
  longsword 
  +13/+8 
  (1d8+7/19-20)  
  Feats Improved Initiative, Improved Toughness*, 
  Iron Will , Lightning Reflexes, Quickdraw, 
  Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword)  
  Ranged javelin +7/+2 (1d6+5)  
  Grp +11 
  Abilities Str 20, Con 18 
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  APL 12 
  ENCOUNTER 3: THE MOUTHS OF 
  MADNESS 
  Greater Mouth of Madness 
  CR 12 
  Elite 
  Half-Farspawn* 
  Gibbering 
  Mouther, 
  Advanced 12 HD 
  CE Medium outsider (extraplanar, augmented 
  aberration) 
  Init +5; Senses blindsight 60 ft.; darkvision 60 
  ft.; Listen +19, Spot +23 
  Languages Abyssal, Aquan, Auran, Celestial, 
  Common, Draconic, Flan, Ignan, Infernal, 
  Suloise, Terran 
  AC 23, touch 10, flat-footed 21  
  hp 213 (12 HD); DR 5/bludgeoning and 
  10/magic  
  Immune poison; amorphous 
  Resist acid 10, electricity 10 
  SR 22 
  Fort +17, Ref +7, Will +12  
  Spd 10 ft., swim 20 ft. 
  Melee 6 bites +16 melee (1d2+7) and 2 
  tentacles +10 melee (1d6+3) and spittle +9 
  ranged touch (1d4 acid plus blindness)  
  Melee 4 tentacles +15 melee (1d6+7) when in 
  altered form  
  Ranged spittle +9 ranged touch (1d4 acid plus 
  blindness)  
  Space 10 ft. 
  Base Atk +9; Grp +20 
  Attack Options improved grab, spittle, swallow 
  whole, true strike 
  Special Actions blood drain, gibbering, ground 
  manipulation 
  Spell-Like Abilities (CL 12th): 
  3/day – blink, blur 
  1/day – greater invisibility, stinking cloud 
  (DC 15), telekinesis (DC 18), touch of 
  idiocy 
  Abilities Str 25, Dex 12, Con 36, Int 4, Wis 19, 
  Cha 16 
  SQ change shape 
  Feats Ability Focus (spittle), Improved Initiative, 
  Lightning Reflexes, Power Attack, Weapon 
  focus (bite)  
  Skills Concentration +28, Listen +19, Spot +23, 
  Swim +25  
  Amorphous (Ex) A mouth of madness is not 
  subject to extra damage from critical hits. It 
  cannot be flanked. 
  Improved Grab (Ex) To use this ability, a mouth 
  of madness must hit a Medium or smaller 
  foe with a bite attack. It can then attempt to 
  start a grapple as a free action without 
  provoking attacks of opportunity. 
  Spittle (Ex) As a free action every round, a 
  mouth of madness can fire a stream of 
  spittle at one opponent within 30 feet. The 
  mouth makes a ranged touch attack; if it 
  hits, it deals 1d4 points of acid damage and 
  the target must succeed on a DC 27 
  Fortitude save or be blinded 1d4 rounds. 
  Eyeless creatures are immune to the 
  blinding effect but are still subject to the acid 
  damage. The save DC is Constitution-based 
  and includes a +2 adjustment for Ability 
  Focus. 
  Swallow Whole (Ex) A lesser mouth of 
  madness can attempt to swallow a grappled 
  opponent of Large or smaller size by making 
  a 
  successful 
  grapple 
  check 
  (actually 
  engulfing it within its amorphous form rather 
  than swallowing it). Once the victim is inside, 
  the mouth of madness can use its blood 
  drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to 
  the mouth of madness with a light piercing 
  or slashing weapon (AC 23). Once the 
  creature exits, muscular action closes the 
  hole; another swallowed opponent must cut 
  its own way out. A lesser mouth of 
  madness’s body can hold 1 Large, 4 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive 
  or Fine creatures. 
  True Strike (Su) Once per day a mouth of 
  madness can make a normal attack with a 
  +20 insight bonus on a single attack roll. 
  The mouth of madness is not affected by the 
  miss chance that applies to attacks against 
  a concealed target. 
  Blood Drain (Ex) A swallowed opponent 
  automatically 
  takes 
  1d4 
  points 
  of 
  Constitution damage each round. 
  Gibbering (Su): As soon as a mouth of 
  madness spots something edible, it begins a 
  constant gibbering as a free action. All 
  creatures (other than mouthers) within a 60-
  foot spread must succeed on a DC 16 Will 
  save or be affected as though by a 
  confusion spell for 1d2 rounds. This is a 
  sonic mind-affecting compulsion effect. A 
  creature successfully saves cannot be 
  affected by the same mouth of madness’s 
  gibbering for 24 hours. The save DC is 
  Charisma based. 
  Ground Manipulation (Su) At will, as a 
  standard action, a mouth of madness can 
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  Page 35 
  
  cause stone and earth in all adjacent 
  squares to become a morass akin to 
  quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. 
  Anyone other than the mouther in that area 
  must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
  Change shape (Su) As a standard action, a 
  half-farspawn can take the form of a 
  grotesque, tentacled mass. This ability 
  functions as the change shape ability (see 
  page 306 of the Monster Manual), except as 
  follows: 
  The creature’s movement modes do not change. 
  The creature retains the tentacle attacks granted 
  by this template and gains two additional 
  tentacle attacks when making a full attack. 
  Any creatures native to the Material Plane take a 
  -1 morale penalty on attack rolls against a 
  half-farspawn in this form. 
  Skills Thanks to its multiple eyes, a mouth of 
  madness has a +4 racial bonus on Spot 
  checks. A mouth has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run 
  action while swimming, provided it swims in 
  a straight line. 
  * See Appendix 2 
   
  ENCOUNTER 5: A TIP OF THE CAP 
  Redcap*, Advanced 16 HD 
  CR 9 
  CE Small Fey 
  Init +10; Senses low-light vision; Listen +20; 
  Spot +20 
  Languages Common, Sylvan 
  AC 25, touch 18, flat-footed 18  
  hp 184 (16 HD); DR 10/cold iron  
  Fort +13, Ref +17, Will +13 
  Spd 30 ft. 
  Melee masterwork medium scythe +16/+11 
  melee (2d4+16/x4) (includes 2-point power 
  attack adjustment)  
  Ranged medium sling +17 ranged (1d6+8)  
  Base Atk +8; Grp +16 
  Attack Option eldritch stone, improved sunder, 
  power attack, powerful build 
  Abilities Str 26, Dex 25, Con 26, Int 11, Wis 12, 
  Cha 13 
  Feats Cleave, Improved Initiative, Improved 
  Sunder, Iron Will, Power Attack, Track  
  Skills Hide +30, Intimidate +20, Listen +20, 
  Move Silently +26, Spot +20, Survival +20  
  Possessions 
  masterwork 
  medium 
  scythe, 
  medium sling, 10 sling bullets 
  Eldritch Stone (Su) Bullets fired from a 
  redcap’s sling glow with a greenish-blue 
  magical 
  energy, 
  giving 
  them 
  a 
  +1 
  enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 damage 
  (instead of the 1d4 points an ordinary bullet 
  deals) 
  Powerful Build (Ex) The physical stature of a 
  redcap lets it function in many ways as if it 
  were one size category larger. Whenever a 
  redcap is subject to a size modifier or 
  special size modifier for an opposed check 
  (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also 
  considered to be one size larger when 
  determining whether a creature’s special 
  attacks based on size (such as improved 
  grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a 
  creature one size larger without penalty. 
  However, its space and reach remain those 
  of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of 
  powers, abilities, and spells that the change 
  the subject’s size category. 
  Physical Description: You see a very short, 
  tough-looking old man with leathery skin, 
  iron boots, and a bright red hat. He is 
  wielding a scythe that looks too large for 
  him. His wicked grin is lined with sharp 
  teeth. 
  * See Appendix 2 
   
  ENCOUNTER 7: DINING IN 
  Asteropedies 
  CR 11 
  Male minotaur fighter 5/exotic weapon master* 2 
  NE Large Monstrous Humanoid 
  Init +2; Senses darkvision 60 ft., scent; Listen 
  +6; Spot +9 
  Languages Giant, Common, Undercommon 
  AC 24, touch 11, flat-footed 24; never flat-footed  
  (includes greater mage armor with argent 
  savant bonus from Tana)  
  hp 108 (13 HD)  
  Fort +14, Ref +10, Will +11  
  Immune maze spells 
  Spd 30 ft. 
  Melee flurry of strikes +1 spiked chain 
  (enhanced 
  to 
  +3 
  with 
  greater 
  magic 
  weapon) +18/+18/+13/+8 (2d6+20/19-20) 
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  and gore +9 (1d8+7) (includes 2-point power 
  attack adjustment) 
  Melee +1 spiked chain (enhanced to +3 with 
  greater 
  magic 
  weapon) 
  +20/+15/+10 
  (2d6+20/19-20) and gore +11 (1d8+7) 
  (includes 2-point power attack adjustment) 
  Melee gore +16 (1d8+10) (includes 2-point 
  power attack adjustment) 
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Melee powerful charge gore +18 (4d6+13) 
  (includes 2-point power attack adjustment) 
  Ranged javelin +14 (1d8+6)  
  Base Atk +13; Grp +23 
  Atk Options combat reflexes, exotic reach, 
  flurry of strikes, power attack, powerful 
  charge 
  Combat Gear potion of cure serious wounds 
  Abilities Str 22, Dex 14, Con 17, Int 9, Wis 12, 
  Cha 8 
  SQ natural cunning 
  Feats 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (spiked chain), Improved Critical 
  (spiked chain), Iron Will, Power Attack, 
  Track, Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon Specialization (spiked chain)  
  Skills Craft (weaponsmith) +7, Listen +6, 
  Search +3, +9 Spot, +1 Survival  
  Possessions combat gear plus chain shirt, 4 
  javelins, masterwork spiked chain (spare), 
  +2 cloak of resistance, armbands of might* 
  Exotic Reach (Ex) When wielding an exotic 
  weapon with reach, Asteropedies may make 
  an attack of opportunity against a foe that 
  provokes such an attack even if the foe has 
  cover (but not total cover) 
  Flurry of Strikes (Ex) When wielding a spiked 
  chain with both hands, Asteropedies can 
  elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may 
  make one extra attack in the round at this 
  full attack bonus, but this attack takes a -2 
  penalty, as does each other attack made in 
  that round and until his next turn. 
  Natural Cunning (Ex) Immunity to maze spells, 
  cannot become lost, never caught flat-
  footed. 
  Skills Minotaurs have a +4 racial bonus on 
  Search, Spot and Listen checks. 
  * See Appendix 2 
  Power-Up Suite bull’s strength from Tana 
  Melee flurry of strikes +1 spiked chain 
  (enhanced to +3 with greater magic 
  weapon) +20/+20/+15/+10 (2d6+23/19-
  20) and gore +11 (1d8+8) (includes 2-
  point power attack adjustment) 
  Melee +1 spiked chain (enhanced to +3 with 
  greater magic weapon) +22/+17/+12 
  (2d6+23/19-20) and gore +13 (1d8+8) 
  (includes 
  2-point 
  power 
  attack 
  adjustment) 
  Melee gore +18 (1d8+12) (includes 2-point 
  power attack adjustment) 
  Space 10 ft.; Reach 10 ft. (20 ft. w/ spiked 
  chain) 
  Melee powerful charge gore +20 (4d6+16) 
  (includes 
  2-point 
  power 
  attack 
  adjustment) 
  Ranged javelin +14 (1d8+8)  
  Grp +25 
  Abilities Str 22, 
   
  Tana 
  CR 13 
  Female human Suel evoker 9/argent savant* 4 
  (barred enchantment, illusion) 
  CN Medium Humanoid (Human) 
  Init +2; Listen +1, Spot +1 
  Languages Auran, Common, Draconic, Suloise 
  AC 20, touch 12, flat-footed 18 (includes greater 
  mage armor with argent savant bonus)  
  hp 60 plus 15 hp from false life (13 HD)  
  Fort +8, Ref +9, Will +12  
  Spd 30 ft. 
  Melee masterwork dagger +6/+1 (1d4-1/19-20) 
  Melee touch spell +5  
  Ranged masterwork dagger +9 (1d4-1/19-20)  
  Ranged ranged touch or ray +8 (force spells 
  +10)  
  Base Atk +6; Grp +5 
  Atk Options ablate force, enduring force, force 
  armor, force specialization 
  Combat Gear scroll of expeditious retreat, 
  lesser rod of extend, 250 gp worth of 
  diamond dust 
  Spells Prepared (CL 12th): 
  6th – Bigby’s forceful hand, greater dispel 
  magic 
  5th – arc of lightning* (DC 20), empowered 
  fireball (DC 20), teleport, wall of force 
  4th – dimension door, force missiles*, orb of 
  force*, Otiluke’s resilient sphere (DC 21), 
  stoneskin  
  3rd – dispel magic, empowered magic 
  missile, greater mage armor* (2), greater 
  magic weapon, haste 
  2nd – blast of force* (DC 19), bull’s strength, 
  false life, glitterdust (DC 17), shatter 
  (DC 19), web (DC 17) 
  URD6-08 Food for Thought 
   
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  1st – burning hands (DC 18), expeditious 
  retreat, grease (DC 17), magic missile 
  (2), shield, unseen servant 
  0 – detect magic, light, mage hand, 
  mending, ray of frost 
  Abilities Str 8, Dex 14, Con 13, Int 21, Wis 12, 
  Cha 11 
  SQ summon familiar (none summoned) 
  Feats Craft Wondrous Item, Empower Spell, 
  Great 
  Fortitude, 
  Greater 
  Spell 
  Focus 
  (evocation), Improved Toughness*, Lightning 
  Reflexes, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (evocation)  
  Skills Concentration +17, Decipher Script +14, 
  Knowledge 
  (arcana) 
  +21, 
  Knowledge 
  (history) +20, Knowledge (local – Nyrond 
  Metaregion) +17, Knowledge (the Planes) 
  +21, Spellcraft +23  
  Possessions combat gear plus pearl of power, 
  1st level, 2 spell component pouches, 
  headband of intellect +2, vest of resistance 
  +1* 
  Spellbook spells prepared plus amanuensis, 
  benign 
  transposition, 
  greater 
  sign 
  of 
  sealing*, sign of sealing*, wall of stone 
  Ablate Force (Ex) Tana subtracts her class 
  level (4) from damage dealt by any force 
  spell or effect. A force spell producing 
  multiple attacks, such as magic missile, is 
  considered a single attack for this purpose; 
  deduct the savant’s level from the total 
  damage dealt by the spell, not the damage 
  dealt by each individual missile. 
  Enduring Force (Ex) The duration of a force 
  spell cast by Tana is doubled, as if the 
  Extend Spell feat had been applied to it. 
  However, the spell’s level and casting time 
  is unchanged. The same restrictions that 
  apply to extended spells apply to spells 
  affect by enduring force. In addition, the DC 
  required to counter or dispel Tana’s force 
  spells is increased by 4. 
  Force Armor (Ex) If Tana casts a force spell 
  that provides an armor bonus or a shield 
  bonus to armor class, she increases the 
  spell’s normal armor or shield bonus by 2. 
  Force 
  Specialization 
  Tana 
  gains 
  a 
  +2 
  competence bonus on attack rolls made with 
  her force spells. She also adds a +1 bonus 
  to each die of damage dealt by spells with 
  the force descriptor. If the force spell doesn’t 
  deal damage expressed by dice, she adds 
  only a +1 bonus to the total damage dealt. 
  * See Appendix 2 
  Power-Up Suite shield, stoneskin 
  AC 26, touch 12, flat-footed 24 (includes 
  greater mage armor and shield with 
  argent savant bonus)  
  hp 60 plus 15 hp from false life (13 HD), DR 
  10/adamantine 
  (stoneskin, 
  maximum 
  120 hp absorbed) 
   
   
  Imran, the Shadow in Deep Places 
  CR 10 
  Male human Flan cleric 10 of Beltar* 
  CE Medium Humanoid (Human) 
  Init +1; Listen +4, Spot +4 
  Languages Flan, Common 
  AC 21, touch 11, flat-footed 20  
  hp 68 (10 HD)  
  Fort +9, Ref +6, Will +11  
  Spd 20 ft. 
  Melee improved unarmed strike +10/+5 (1d3+2)  
  Melee touch spell +9  
  Ranged tanglefoot bag or alchemist’s fire +8  
  Base Atk +7; Grp +13 
  Atk Options divine spell power, improved 
  grapple, power attack, rebuke undead 
  (3/day, +2 to check, 2d6+10 HD rebuked) 
  Combat Gear scroll of cure critical wounds, 
  tanglefoot bag, 2 vials of alchemist’s fire 
  Spells Prepared (CL 10th): 
  5th – flame strike (DC 19), righteous mightD, 
  righteous wrath of the faithful* 
  4th – cure critical wounds, delay death*, 
  divine powerD, freedom of movement, 
  recitation* 
  3rd – dispel magic, magic circle against 
  good, magic vestment*, protection from 
  energy, wand wall 
  2nd – bear’s endurance, bull’s strength, cure 
  moderate wounds, resist energy, sound 
  burst (DC 16), spiritual weaponD 
  1st – bless, command (DC 15), cure light 
  wounds (2), divine favorD, shield of faith 
  0 – cure minor wounds (2), detect magic, 
  guidance, resistance, virtue 
  D Domain spell. Domains: Mysticism* (once 
  per day, as a free action, grant himself a 
  luck bonus on saving throws equal to his 
  Charisma modifier, minimum +1, for 1 
  round per cleric level), War (bonus feat 
  Weapon Focus – unarmed strike)  
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 19, 
  Cha 10 
  Feats Divine Spell Power (+5 on turn check), 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, Lightning Reflexes, Power Attack, 
  Weapon Focus (unarmed strike)  
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  Skills 
  Concentration 
  +16, 
  Knowledge 
  (dungeoneering) +4, Knowledge (religion) 
  +5, Spellcraft +13  
  Melee masterwork longsword +13/+8 (1d8+5/17-
  20)  
  Ranged javelin +9/+4 (1d6+3)  
  Possessions combat gear plus full plate 
  (enhanced to +2 with magic vestment), 2 
  silver unholy symbols of Beltar, spell 
  component pouch, periapt of wisdom +2 
  Base Atk +8; Grp +11 
  Atk Options power attack, quickdraw 
  Combat Gear potion of cure moderate wounds, 
  potion of bull’s strength, potion of bear’s 
  endurance, potion of shield of faith +3  
  * See Appendix 2 
  Power-Up 
  Suite 
  bear’s 
  endurance, 
  bull’s 
  strength, freedom of movement, magic circle 
  against good, protection from energy (fire, 120 
  points), resist energy (cold), shield of faith 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 10 
  Feats Improved Critical (longsword), Improved 
  Initiative, Improved Toughness*, Iron Will, 
  Lightning 
  Reflexes 
  Quickdraw, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon Specialization (longsword)  
  AC 24, touch 14, flat-footed 24  
  hp 88 (10 HD)  
  Immune fire (first 96 points of damage), 
  freedom of movement 
  Skills Gather Information +2, Intimidate +8, Spot 
  +6  
  Resist cold 20 
  Fort +11  
  Possessions combat gear plus full plate, heavy 
  steel shield, masterwork longsword (spare), 
  2 daggers, 4 javelins 
  Melee improved unarmed strike +12/+7 
  (1d3+4)  
  * See Appendix 2 
  Melee touch spell +11  
  Grp +17 
  Power-Up 
  Suite 
  bear’s 
  endurance, 
  bull’s 
  strength, shield of faith 
  Abilities Str 18, Con 18 
   
  AC 24, touch 14, flat-footed 21 
  Taslo and Ferra – Hired Muscle 
  CR 7 
  hp 88 (8 HD)  
  Human male Suel and female Oeridian fighter 8 
  Fort +10  
  NE Medium Humanoid (Human) 
  Melee 
  masterwork 
  longsword 
  +15/+10 
  (1d8+7/17-20)  
  Init +5; Listen +1, Spot +6 
  Languages Common 
  Ranged javelin +9/+4 (1d6+5)  
  AC 21, touch 11, flat-footed 18  
  Grp +13 
  Abilities Str 21, Con 18 
  hp 72 (8 HD)  
  Fort +8, Ref +5, Will +5  
  Spd 20 ft. 
  URD6-08 Food for Thought 
   
  Page 39 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Divine Spell Power [Divine] 
  COMPLETE DIVINE, page 80 
  You can channel positive or negative energy to 
  enhance your spell casting ability. 
   
  Prerequisites: Ability to turn or rebuke undead, 
  able to cast 1st level divine spells. 
   
  Benefits: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus, plus any other modifiers you’d normally 
  apply to your turning check). Treat the result of the 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round. 
   
  For example, if a cleric used this feat and rolled a 
  16 on his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round. Had he rolled an 8, he would instead apply a –1 
  penalty to his caster level for the next divine spell he 
  cast in the round. 
   
  If you don’t cast a divine spell before your next 
  turn, you lose the effect of the check result. This feat 
  has no effect on your arcane spell casting ability. 
  Improved Toughness [General] 
  COMPLETE WARRIOR, page 101 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  MAGIC ITEMS 
  Armbands of Might 
  COMPLETE ADVENTURER, page 132 
  These bronze armbands grant their wearer a +2 bonus 
  on Strength checks and Strength-based skill checks. If 
  the wearer has the Power Attack feat, he gains a +2 
  bonus on melee damage rolls on any attack on which 
  he uses the Power Attack feat and takes a penalty of at 
  least -2 on his attack roll. 
   
  Armbands occupy the same space on the body as a 
  pair of bracers or bracelets. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Items, bull’s strength; Price 4,100 gp. 
  Redcap’s Tooth 
  MONSTER MANUAL III, page 139 
  When a redcap dies, it leaves behind a single tooth. 
  Anyone wearing this tooth gains a +2 circumstance 
  bonus on Charisma-based checks when dealing with 
  fey, and a +4 circumstance bonus when dealing with 
  other redcaps. 
   
  Faint transmutation; CL 6th; cannot be made; Price 
  1,000 gp. 
  thought extruder 
  LORDS OF MADNESS, pages 68-69 
  On occasion, a brain is more valuable to mind flayers if 
  it’s not eaten. Prisoners, for example, might have 
  important knowledge that the mind flayers need but 
  cannot extract by brute force. No matter how powerful 
  a character’s psionic or magic resistance to mind-
  reading might be, it can be overcome through the use 
  of a thought extruder. The device allows no saving 
  throw and does not prevent spell resistance. 
   
  This diabolical device is a collapsible cage of wires, 
  mesh, and needles. Once it’s fitted around the head of a 
  restrained subject (which takes 20 minutes), a mind 
  flayer uses its bio-corrosive enzyme to open a fist-sized 
  hole in the prisoner’s skull, exposing the brain. Needles 
  then drill into the gray matter, probing for active 
  thought centers, pleasure and pain receptors, and 
  repressed or shielded memories. The operator must be 
  able to establish telepathic communication with the 
  subject by means of the telepathy special ability or a 
  spell or psionic power serving the same purpose. 
   
  The needles are thought conductors made from an 
  organic material specially developed by illithid 
  alchemists. They enable the operator to read whatever 
  is in the subject’s mind. The process is slow; the 
  operator can ask only one question per minute, but 
  receives a complete, truthful answer. 
   
  With each question, the victim makes a DC 20 
  Fortitude save. Each failure permanently drains its 
  Intelligence, Wisdom, and Charisma scores by 1. 
  When the illithids are done asking questions, the 
  victim makes a Will save using its current Wisdom 
  modifier. Failure leaves it permanently insane, as the 
  spell insanity. 
   
  Moderate divination; CL 9th; Craft Wondrous 
  Item, Rary’s telepathic bond or telepathy special ability; 
  Price 45,000 gp. 
  Vest of Resistance 
  COMPLETE ARCANE, page 150 
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
   
  MONSTERS 
  Half-Farspawn 
   LORDS OF MADNESS, pages 151-153 
  “Half-farspawn” is an inherited template that can be 
  added to any corporeal creature of the aberration, 
  animal, dragon, elemental, giant, humanoid, magical 
  beast, monstrous humanoid, ooze, plant, or vermin 
  type (hereafter referred to as the base creature). 
  URD6-08 Food for Thought 
   
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  A half-farspawn uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  outsider. Do not recalculate Hit Dice, base attack 
  bonus, or saves. Size is unchanged. Half-farspawn are 
  normally native outsiders. 
   
  Armor Class: The creature’s natural armor 
  improves by 3. 
   
  Attack: A half-farspawn gains two tentacle attacks 
  in additional to any attacks the base creature could 
  normally make. If the base creature can use weapons, 
  the half-farspawn can still do so. A half-farspawn 
  fighting without weapons uses a tentacle when making 
  an attack action (unless it has another natural attack it 
  prefers). When it has a weapon, it uses the weapon 
  instead. 
   
  Full Attack: A half-farspawn fighting without 
  weapons uses both its tentacles when making a full 
  attack (plus any other natural attacks of the base 
  creature). If armed with a weapon, it uses the weapon 
  as its primary attack and its tentacles as secondary 
  natural attacks (–5 on the attack roll, half Strength 
  bonus on damage rolls). 
   
  Damage: A half-farspawn’s tentacle attacks deal 
  bludgeoning damage as shown below. 
   
  Size 
  Tentacle 
  Damage 
  Reach with 
  Tentacles 
  Fine 
  1 
  0 ft. 
  Diminutive  
  1 
  0 ft. 
  Tiny 
  1d2 
  0 ft. 
  Small 
  1d3 
  5 ft. 
  Medium 
  1d4 
  5 ft. 
  Large 
  1d6 
  10 ft. 
  Huge 
  1d8 
  15 ft. 
  Gargantuan 
  2d6 
  20 ft. 
  Colossal 
  3d6 
  30 ft. 
   
   
  Special Attacks: A half-farspawn retains all the 
  special attacks of the base creature, and gains the 
  following special attack: 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. The half-farspawn is not affected by 
  the miss chance that applies to attacks against a 
  concealed target. 
   
  Spell-Like Abilities: A half-farspawn with an 
  Intelligence score of 3 or higher has spell-like abilities 
  depending on its Hit Dice, as indicated below. The 
  abilities are cumulative. Unless otherwise noted, an 
  ability is usable once per day. Caster level equals the 
  creature’s Hit Dice, and the save DC is Charisma-based. 
   
  HD  
  Abilities 
  1-2  
  blur 3/day 
  3-4  
  touch of idiocy 
  5-6  
  stinking cloud 
  7-8  
  blink 3/day 
  9-10  
  greater invisibility 
  11-12 
  Telekinesis 
  13-14  
  ethereal jaunt 3/day 
  15-16  
  scintillating pattern 
  17-18  
  summon monster IX* 
  19 or more 
  Implosion 
  *A half-farspawn can summon only pseudonatural 
  animals or vermin with this ability. It can select from 
  any celestial or fiendish animal or vermin that could be 
  summoned by summon monster IX, but applies the 
  pseudonatural template (see page 161 Lords of Madness) 
  to the creature rather than the celestial or fiendish 
  template. 
   
  Special Qualities: A half-farspawn has all the 
  special qualities of the base creature, plus the following 
  special qualities: 
  — Blindsight out to 60 feet. 
  — Immunity to poison. 
  — Resistance to acid 10 and electricity 10. 
  — Damage reduction 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  — A half-farspawn’s natural weapons are treated as 
  magic weapons for the purpose of overcoming damage 
  reduction. 
  Spell resistance equal to Hit Dice + 10 (up to a 
  maximum of 25). 
  — Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), 
  except as follows: 
  — The creature’s movement modes do not change. 
  — The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full attack. 
  — The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from critical 
  hits. 
  — Creatures native to the Material Plane take a –1 
  morale penalty on attack rolls against a half-farspawn in 
  its amorphous form. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +2, Con +6, Wis +4, Cha +2. 
   
  Skills: A half-farspawn gains skill points as an 
  outsider and has skill points equal to (8 + Int modifier) 
  × (HD + 3). Do not include Hit Dice from class levels in 
  this calculation – the half-farspawn gains outsider skill 
  points only for its racial Hit Dice, and gains the normal 
  amount of skill points for its class levels. Treat skills 
  from the base creature’s entry as class skills, and other 
  skills as cross-class skills. 
   
  Challenge Rating: HD 4 or less, as base creature 
  +1; HD 5 to 10, as base creature +2; HD 11 or more, as 
  base creature +3. 
   
  Alignment: Always chaotic evil. 
   
  Level Adjustment: +4. 
  REDCAP 
  MONSTER MANUAL III, pages 138-139 
  You see a very short, tough-looking old man with leathery 
  skin, iron boots, and bright red hat. He is wielding a scythe 
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  that looks too large for him. His wicked grin is lined with 
  sharp teeth. 
  Redcaps are the most evil fey you’re ever likely to meet. 
  They are mass-murdering psychotic killers who live on 
  other creatures’ pain. A redcap stands 3 to 4 feet tall, 
  weighs about 50 pounds, and looks like a tough old 
  man with protruding teeth. On their heads redcaps 
  wear bright red hats—kept fresh and moistly colored 
  by dipping in their victims’ blood—and on their feet 
  they wear boots of iron. 
   
  Redcaps prefer to roost in old abandoned keeps 
  and towers, preferably ones left vacant by some horrific 
  tragedy. These fey absorb some of the essence of every 
  creature they kill. Thanks to this ability, a redcap that 
  manages to live a long life can amass tremendous 
  strength and near invulnerability. When a redcap dies, 
  it vanishes from the world, leaving only a single tooth 
  behind.  
   
  Redcaps speak Common and Sylvan 
  COMBAT 
  Redcaps prefer to attack from ambush, usually waiting 
  until their intended victims are preparing to settle in 
  for the evening. Brutal combatants, redcaps attack 
  without mercy, opening up combat with their slings 
  and magic stones but quickly closing to finish 
  opponents with their wicked scythes. 
   
  A redcap normally attacks using its Power Attack 
  feat, taking a –2 penalty on its attack rolls and gaining a 
  +2 bonus on damage rolls (+4 if using a scythe). 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving them 
  a +1 enhancement bonus on attack rolls and damage 
  rolls as well as dealing 1d6 points of damage (instead of 
  the 1d4 points an ordinary bullet deals). 
   
  Powerful Build (Ex): The physical stature of a 
  redcap lets it function in many ways as if he were one 
  size category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the redcap is treated as 
  one size larger if doing so is advantageous to it. A 
  redcap is also considered to be one size larger when 
  determining whether a creature’s special attacks based 
  on size (such as improved grab or swallow whole) can 
  affect it. A redcap can use weapons designed for a 
  creature one size larger without penalty. However, its 
  space and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with the 
  effects of powers, abilities, and spells that change the 
  subject’s size category. 
  ADVANCEMENT 
  After a redcap has slain a victim, it dips its cap into the 
  victim’s blood, thereby gradually gaining strength and 
  power. This ability is reflected in special rules for 
  advancement that apply only to redcaps. For each 
  additional Hit Die a redcap has, it gains +1 Strength, +1 
  Dexterity, and +1 Constitution as well as the normal 
  benefits for advancing in Hit Dice. For every 2 
  additional Hit Dice, an advanced redcap gains +1 
  natural armor. The redcap’s damage reduction also 
  improves as its Hit Dice increase, as indicated on the 
  table below. 
   
  Redcap’s Total HD 
  Natural Armor 
  Damage Reduction 
  CR 
  5–6 
  +2 
  5/cold iron 
  3 
  7–8 
  +3 
  5/cold iron 
  4 
  9–10 
  +4 
  10/cold iron 
  6 
  11–12 
  +5 
  10/cold iron 
  7 
  13–14 
  +6 
  10/cold iron 
  8 
  15–16 
  +7 
  15/cold iron 
  10 
  17–18 
  +8 
  15/cold iron 
  11 
  19–20 
  +9 
  15/cold iron 
  12 
  SOCIETY 
  Redcaps assemble in small bands, occasionally 
  squatting in old ruins or caves after slaughtering the 
  previous tenants. Redcaps argue and fight with each 
  other constantly, and flaring tempers often result in 
  bloodshed. They will massacre each other with little 
  provocation, but they do not douse their hats in each 
  other’s blood, fearful that some curse will be visited 
  upon them. It takes one or more red-cap elders to 
  maintain some semblance of control over a group, 
  essentially 
  bullying 
  the 
  younger 
  redcaps 
  into 
  submission. Redcaps can live up to 150 years, although 
  they typically die at a much younger age. They are 
  asexual creatures that propagate by budding.  
   
  A redcap buds once or twice in its lifetime, 
  carrying each bud on its back like a hump for six 
  months before it falls off and sprouts a head and limbs. 
  A newborn redcap must fend for itself immediately and 
  quickly develops a ravenous and foul demeanor. It 
  grows to its full size within a year after its birth. 
   
  Redcaps have their own elaborately interwoven 
  superstitions. They believe rivers contain water spirits 
  that can snatch their souls, so they bathe only in still 
  water. Dubious of even-numbered quantities, they 
  always travel in odd-numbered groups, and no redcap 
  will carry an even number of coins in its pouch. 
  Redcaps are not devout creatures, but redcaps who live 
  near human settlements sometimes worship Erythnul, 
  the god of slaughter. Redcap adepts are rare, and redcap 
  clerics rarer still. 
  Young Redcap 
  Small Fey 
  Hit Dice: 4d6+8 (22 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, 
  flat-footed 12 
  Base Attack/Grapple: +2/+4 
  Attack: Medium scythe +3 melee (2d4+7/x4)* or 
  Medium sling +5 ranged (1d6 +3) 
  Full Attack: Medium scythe +3 melee (2d4+7/x4)* or 
  Medium sling +5 ranged (1d6 +3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Eldritch stone, powerful build 
  Special Qualities: Damage reduction 5/cold iron, low-
  light vision 
  Saves: Fort +3, Ref +5, Will +5 
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  Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 
  13 
  Skills: Hide +12, Intimidate +8, Listen +8, Move 
  Silently +8, Spot +8, Survival +8 
  Feats: Improved Initiative, Power Attack 
  Environment: Temperate hills 
  Organization: Solitary, gang (3 or 5), or band (7, 8, or 
  11) 
  Challenge Rating: 2 
  Treasure: ½ coins only (plus 1 redcap tooth) 
  Alignment: Always chaotic evil 
  Advancement: 5-20 HD (Small) 
  Level Adjustment: +4 
  * Includes adjustments for Power Attack feat. 
   
  SPELLS 
  Arc of Lightning 
  SPELL COMPENDIUM, page 15 
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, warmage 5, 
  Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No 
  Static fills the air as you complete the spell. With a gesture you 
  create magical conductivity between two creatures, and a bolt 
  of lightning arcs between them with a shockingly loud 
  crackle. 
  This bolt deals 1d6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and 
  anything in the line between them, 
   
  Both creatures must be in range, and you must be 
  able to target them both (as if this spell had them as its 
  targets). Draw the line from any corner in one 
  creature’s space to any corner in the other’s space. The 
  bolt affects all squares in this line. 
   
  Arcane Material Component Two small iron rods. 
   
  Blast of Force 
  SPELL COMPENDIUM, page 31 
  Evocation [Force]  
  Level: Force 3, sorcerer/wizard 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 
  Drawing upon magic in its purest form, you send invisible 
  energy whistling through the air to batter your foe. 
  You must succeed on a ranged touch attack with the 
  ray to strike a target. A blast of force deals 1d6 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 a stability modifiers 
  apply to the saving throw as if the spell were a bull 
  rush). 
  Delay Death 
  SPELL COMPENDIUM, page 63 
  Necromancy 
  Level: Cleric 4  
  Components: V, S, DF 
  Casting Time: 1 immediate action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: 1 round/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You gesture towards your ally and call upon the power of your 
  beliefs. A soft, golden glow appears on your companion’s chest, 
  around his heart. 
  The subject of this powerful spell is unable to die from 
  hit point damage. While under the protection of this 
  spell, the normal limit of -9 hit points before a 
  character dies is extended without limit. A condition or 
  spell that destroys enough of the body so as to not 
  allow raise dead to work, such as a disintegrate effect, still 
  kills the creature, as does death brought about by 
  ability score damage, level drain, or a death effect. 
   
  The spell does not prevent the subject from 
  entering the dying state by dropping to -1 hit points. It 
  merely prevents death as a result of hit point loss. 
   
  If the subject has fewer than -9 hit points when 
  the spell’s duration expires, it dies instantly. 
  Force Missiles 
  SPELL COMPENDIUM, page 98 
  Evocation [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Up to four creatures, no two of which are 
  more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  Sparking bolts of blue magic, like giant magic missiles, streak 
  from your outstretched hand to strike your foes and explode in 
  sparkling bursts. 
  You create powerful missiles of magical force, each of 
  which darts from your fingertips and unerringly strikes 
  its target, dealing 2d6 points of damage. The missile 
  then explodes in a burst of force that deals half this 
  amount of damage to any creatures adjacent to the 
  primary target. 
   
  The missile strikes unerringly, even if the target is 
  in melee or has anything less than total cover or 
  concealment. A caster cannot single out specific parts 
  of a creature. The spell can target and damage 
  unattended objects. 
   
  You gain one missile for every four caster levels. 
  You can make more than one missile strike a single 
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  Page 43 
  
  target, if desired. However, you must designate targets 
  before rolling for spell resistance or damage. 
  Mage Armor, Greater 
  SPELL COMPENDIUM, page 136 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  An invisible sheen f armor-shaped force surrounds you. 
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class.  
   
  Orb of Force 
  SPELL COMPENDIUM, page 151 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  As you gather the energies of the spell, you feel against your 
  palm a spherical weight that seems almost bonded to your 
  skin. The sphere grows, until with a final precise movement, 
  you release the translucent blue orb, sending it hurtling 
  towards your intended target. 
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6). 
   
  Recitation 
  SPELL COMPENDIUM, page 170 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke your 
  deity’s blessing upon yourself and your allies. 
  The spell affects all allies within the spell’s areas at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
  Righteous Wrath of the Faithful 
  SPELL COMPENDIUM, page 177 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: All allies within a 30-ft.-radius burst centered on 
  you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  When you cast this spell, you fire your allies and companions 
  with a divine madness or fury, greatly enhancing their 
  combat ability. 
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack. 
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.) 
  They also gain a +3 morale bonus on melee attack rolls 
  and damage rolls. (This bonus on melee attack rolls 
  does stack with the bonus provided by haste.) 
  Sign of Sealing 
  SPELL COMPENDIUM, pages 189-190 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One door, chest, or other opening up to 30 
  sq.ft./level 
  Duration: Permanent 
  Saving Throw: Reflex half; see text 
  Spell Resistance: No 
  While pointing at the target, you trace the lines of a 
  complicate sigil that visually appears where it is to seal. The 
  sigil glows with latent magical energy. 
  You seal a door, chest, or similar closure with a 
  prominent magical sigil that bars entry and prevents 
  opening. A door or object protected by this sigil can be 
  opened only by breaking (add 10 to the normal break 
  DC) or by the use of knock or dispel magic. If the door or 
  object is forced open by any means (magical or 
  physical), the sign of sealing deals 1d4 points of damage 
  per caster level (maximum 10d4) in a 30-foot radius 
  (Reflex half). 
   
  A knock spell doesn’t negate or automatically 
  bypass a sign of sealing, but will suppress the sign for 10 
  minutes on a successful caster level check (DC 11 + the 
  caster of level of the sign’s creator). A sign of sealing is a 
  magical trap that can be disarmed with a DC 28 Disable 
  Device check. You can pass your own sign safely, and it 
  remains set behind you. 
   
  Material Component: A crushed emerald worth 100 
  gp. 
  Sign of Sealing, Greater 
  SPELL COMPENDIUM, page 190 
  Abjuration 
  Level: Sorcerer/Wizard 6 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Target: One door, chest, or other opening or open 
  space up to 30 sq.ft./level 
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  This spell functions like a sign of sealing, except that it 
  can also be used to seal an open space (such as a 
  corridor or an archway), creating a magical barrier of 
  force that repels any creature attempting to pass. In 
  addition, doors and objects protected by a greater sign of 
  sealing are strengthened, increasing their hardness by 
  10 and granting them an extra 5 hit points per caster 
  level. Any object protected by a greater sign of sealing is 
  treated as a magic item for purposes of making saving 
  throws and gains a +4 resistance bonus on saving 
  throws. If its seal is broken, a greater sign of sealing deals 
  1d6 damage per caster level (maximum 20d6) in a 40-
  foot radius (Reflex half). 
   
  A greater sign of sealing cannot be passed with a 
  knock spell, but it can be dispelled (DC 15 + the caster 
  level of the sign’s creator). It can be disarmed with a 
  DC 31 Disable Device check. 
   
  Material Component: A crushed emerald worth at 
  least 500 gp. 
   
  CLERICAL DOMAINS 
  Mysticism domain 
   
  Granted Power (Su): Once per day, you can use a 
  free action to grant yourself a luck bonus on your 
  saving throws equal to your Charisma modifier 
  (minimum +1). This effect lasts for 1 round per cleric 
  level. 
  MYSTICISM DOMAIN SPELLS 
  1 Divine Favor 
  2 Spiritual Weapon 
  3 Visage of the Deity, Lesser* 
  4 Weapon of the Deity* 
  5 Righteous Might 
  6 Visage of the Deity* 
  7 Blasphemy/Holy Word 
  8 Holy Aura/Unholy Aura 
  9 Visage of the Deity, Greater* 
  * See SPELL COMPENDIUM 
  Deities 
  BELTAR 
  LG DEITIES DOCUMENT, version 2.0 
  Name: Beltar 
  Gender: female 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Malice, Caves, Pits 
  Holy Symbol: A set of monstrous fangs, closing to bite 
  Alignment: CE (CN) 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Favored weapon(s): Claws of Beltar (unarmed strike 
  or spiked gauntlet) 
  Weapon of the Deity Spell: +1 improved unarmed strike 
  or spiked gauntlet, mighty cleaving 
  Domains: Chaos, Earth, Evil, Mysticism, Summoner, 
  War 
  The haglike goddess Beltar (BEL-tar), one of the 
  stranger Suel deities, known to appear as a beholder, 
  red dragon, or marilith demon (the likely cause of 
  Suloise snake-cult rumors). She was once a goddess of 
  mines and earth, but was supplanted by others in her 
  pantheon and finally relegated to worship by 
  nonhuman slaves. She hates most everything, even 
  other gods. Her holy symbol is a set of monstrous fangs 
  closing to bite. She takes many mates in her various 
  forms, but she in known to eat them afterward, as well 
  as her own young. 
   
  Mine and explore caves in pursuit of foes and riches. Fear 
  is not acceptable in the face of adversity, and only hatred is 
  allowed for those who stand in your way. Primarily 
  worshipped by evil nonhumans and savage humans, 
  Beltar pushes her followers to band together and ally 
  with more powerful creatures, such as red dragons, 
  beholders, demons, or greater undead. They must wage 
  war on hated foes. 
   
  Clerics of Beltar are expected to take positions of 
  leadership in their tribes; those who cannot do so are 
  cast out to find heathen tribes to convert or new 
  enemies for to fight. They inspire hatred in others and 
  make examples of traitors or the weak-willed. Worship 
  services involve sacrifices and are conducted in caves 
  or points of low ground. Devoted clerics rise from the 
  grave as undead within a year of their deaths, usually 
  returning to aid their original tribe and show proof of 
  the goddess’ power. Ceremonial garb includes black or 
  dark grey cloaks or robes. 
  List alphabetically; see above. 
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  APPENDIX 3: THE ARCHERY CONTEST 
  The archery target at the Festival of the Fallen Knights starts at 120 feet, in the 2nd range increment for a longbow or 
  composite longbow. The contestants must use the provided masterwork bows for the contest: shortbows, composite 
  shortbows (Str 10), longbows, and composite longbows (Str 10) are available. Only bows of size small or medium are 
  available – a large-sized contestant such as a centaur must use a medium-sized bow. Crossbows are not provided or 
  permitted. Contestants must also remove any magical equipment other than clothing, boots, or armor - a member of the 
  College with arcane sight is on hand to enforce this. The use of magic during the contest is forbidden. 
   
  The target is divided into 5 concentric circles, as summarized below: 
  Circle 
  AC 
  Points 
  5th 
  7 
  1 
  4th 
  10 
  3 
  3rd 
  13 
  5 
  2nd 
  17 
  7 
  1st 
  21 
  9 
   
  Don’t forget to apply range penalties! 
   
  Each contestant gets three shots; the points from these three shots are combined for the contestant’s score. In the event 
  of a tie, the target is moved out to 250 feet for the tiebreaker (it stays at 250 feet for any additional rounds). The tied 
  contestants compete again. If they stay tied for 3 rounds, the judge declares them both winners, and the split the prize. 
   
  The winner of the archery contest gets 100 gp (which does not allow them to exceed cap, but can be spent on potions or 
  scrolls to use during the adventure) and an AR notation. Note that they must beat Ories’ score to win. 
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  APPENDIX 4: THE ILLITHID AND HIS ALLIES 
  ILLTURINIS 
  The illithid Illturinis is an outcast from his own people, 
  exiled for his obsession on mastering arcane magic 
  rather than his inborn psionic powers. He is also an 
  illithid savant – when he consumes a brain, he adds to 
  his own knowledge and powers. Two decades ago, 
  Illturinis dined upon the brain of a Suel wizard 
  obsessed with the Far Realms, and with the wizard’s 
  memory and arcane talents Illturinis absorbed a mad 
  desire to travel to the worlds beyond reality. This 
  obsession has left Illturinis with a Chaotic Evil 
  alignment, rather than the normal Lawful Evil 
  alignment of mind flayers. 
   
  For years now Illturinis has lurked in the shadows 
  of Urnst, seeking choice minds with which to expand 
  his knowledge of the Far Realms. He has advanced 
  brain consumption into a science, using a thought 
  extractor to locate the precise centers of the knowledge 
  he seeks, and devouring those first. Once his victims 
  have been sucked dry of useful knowledge over the 
  course of hours or even days, Illturinis consumes the 
  addled remnants of their brain. 
   
  Illturinis has worked with Asteropedies for years, 
  and treats the minotaur as a trusted ally. His human 
  allies are another matter – Illturinis knows Imran only 
  works with him because it gives him a chance to strike 
  against the Suel, and that Tana, Taslo and Ferra only 
  serve him out of greed. He is particularly suspicious of 
  Taslo and Ferra, and has not left the two unsupervised 
  since Tana recruited them. He makes frequent use of 
  his probe thoughts ability to guard against betrayal or 
  loose talk. 
   
  Illturinis is not given statistics in this adventure. 
  He prefers flight over battle with unknown (and 
  doubtless prepared) adventurers. 
   
  ASTEROPEDIES 
  Illturinis’ most trusted servant is the minotaur 
  Asteropedies. Illturinis “rescued” the minotaur from 
  enslavement to a band of drow, using his powers to 
  make Asteropedies his thrall. Over time, the minotaur 
  came to feel genuine loyalty for his dark master, and 
  now acts freely in the service of Illturinis. Asteropedies 
  still harbors a hatred of elves for his years of slavery, 
  and attacks them in preference to other foes. 
   
  In battle, Asteropedies fights to death as long as 
  his master is in danger. If Illturinis flees the scene, 
  Asteropedies begins formulating an exit strategy. If this 
  involves walking away from the dead and battered 
  bodies of his foes, so much the better, but his own 
  survival is his second priority after that of his master. 
   
  If turned over to the Watch, Asteropedies is tried 
  and put to death as a menace to the citizens of the 
  Duchy of Urnst. His possessions are turned over to his 
  apprehenders. 
   
  IMRAN, THE SHADOW IN DARK PLACES 
  Despite the pretentious name, Imran has considerable 
  potential as an agent of evil. In CY 588, Imran was the 
  last survivor of a tribe of Abbor-Alz barbarians wiped 
  out by the Ducal Guard. The young Flan fled into a 
  nearby cave system when his village was attacked, 
  returning to find nothing but burnt dwellings and 
  corpses. Swearing revenge, Imran begin a one-man war 
  against the Suel, ambushing lone travelers and 
  sabotaging merchant caravans. Each night, he would 
  return to his caves and hide. A Ducal patrol eventually 
  tracked him to his caves, driving Imran deep into the 
  earth in a desperate flight for survival. There, Imran 
  lost his pursuers, and found his salvation. 
   
  Imran had located an ancient and abandoned 
  shrine to Beltar, goddess of Malice, hidden below the 
  Abbor-Alz. He slept here, and the hag-goddess spoke in 
  his dreams, promising Imran revenge against the Suel. 
  Living off of lizards and fungus, Imran trained and 
  prayed, and was born anew, a cleric of Beltar. He has 
  embraced the traditions of his deity, and now fights 
  unarmed. He takes particular joy in choking the life 
  out of his opponents. 
   
  Imran has joined forces with Illturinis as a means 
  to an end, using his alliance with the mind flayer to 
  increase his own power and knowledge. He has found 
  plentiful opportunities to slay Suel in the illithid’s 
  service. He has no particular loyalty to Illturinis, but 
  knows it would be true folly to betray his master. 
  Illturinis is in turn aware of his servant’s inconstant 
  nature, but sees no reason to fear the cleric as long as 
  their goals remain aligned. 
   
  Imran is not pleased that his master has hired a 
  pair of Suel mercenaries (Tana and Taslo). He aids 
  them reluctantly in battle, preferring to save his spells 
  for assisting Asteropedies and Ferra. 
   
  In battle, Imran is a cautious foe, unless he his 
  fighting Suel. He fights to the death as long as any Suel 
  remain opposing him – he is determined to never again 
  flee from his hated enemies. 
   
  If turned over to the Watch, Imran is tried and put 
  to death for his crimes against the Suel. Curiously, his 
  body vanishes shortly after the execution. His 
  possessions are turned over to his apprehenders. 
   
  TANA 
  Tana, a Fellow at the College of Sages and Sorcery, was 
  hired by Illturinis as arcane support. Amoral and 
  unprincipled, she is more than willing to take the coin 
  of a mind flayer as long as the pay justifies the risks she 
  is taking. 
   
  Tana’s specialty at the College is spell research, in 
  particular into force magic. When she is in Nellix, she 
  assists in teaching classes on magical theory. Her true 
  motivations, however, are the pursuit of wealth and 
  power. Tana has aspirations of becoming a political 
  URD6-08 Food for Thought 
   
  Page 47 
  
  force at the College, and for that she needs the 
  resources to compete with the well-heeled nobility that 
  dominate the upper ranks of the College. She has 
  found the mercenary business quite lucrative, 
  particularly since she is not discriminating about the 
  morality of her employers. 
   
  Tana has been acting as a public face for the mind 
  flayer’s activities near Seltaren. Now that Karett Melior 
  has been taken, she’s all too aware that she had been 
  seen coming to and from his mansion many times over 
  the past few weeks. As a result, she’s become rather 
  jumpy and nervous. If a battle begins to turn against 
  her and her allies, she’s quite likely to flee by whatever 
  means she has available, rather than fight to the bitter 
  end. 
   
  If turned over to the Watch, Tana is tried for her 
  crimes, imprisoned, and expelled from the College. 
  Her possessions are turned over to her apprehenders. 
   
  TASLO AND FERRA 
  Taslo and Ferra are hired muscle, recruited by Tana. 
  They are both members of the Black n’Blue band of the 
  Rogues of Seltaren. Taslo is a male Suel with dark 
  blonde hair, Ferra is a female Oeridian with black hair 
  and an olive complexion. Both bear a number of scars. 
   
  At first the pair were somewhat disgusted to be 
  working for a minotaur and a mind flayer, but the good 
  pay and (so far) easy work has kept their griping to a 
  minimum. Even so, this job is just a paycheck to them, 
  and their first priority is surviving to spend that 
  paycheck. In a fight, Taslo and Ferra do their job, doing 
  their best to defend the mind flayer’s lair. But when the 
  going gets tough, this pair gets going – they flee if an 
  opportunity presents itself, and surrender if it does not. 
   
  If turned over to the Seltaren Watch, the two are 
  tried for their crimes and spend several months in jail 
  before being set free by well-placed bribes. Their 
  possessions are turned over to their apprehenders. 
   
  URD6-08 Food for Thought 
   
  Page 48 
  
  APPENDIX 5: KARETT MELIOR’S LIBRARY 
  Scale: 1 square = 5 feet 
  URD6-08 Food for Thought 
   
  Page 49 
  
  APPENDIX 5: THE RUINED CHURCH OF PELOR 
  Scale: 1 square = 5 feet 
   
  URD6-08 Food for Thought 
   
  Page 50 
  
  PLAYER HANDOUTS 
   
   
  Scorched Note #1 
   
  …e Abyss are almost without limit in their variation. Of particular interest is the dybbuk, one of a new breed of demons. 
  Old by our standards, but young as those of the planes reckon time. The dybbuk is a wearer of the flesh, but in a fashion 
  completely unlike the tsochar. While the tsochar has a body not unlike a worm, and must burrow into a host, the 
  dybbuk has no physical form, yet it is not undead. It enters a body without causing it harm, and instant revivifies it. They 
  can only possess the dead, another way they differ from the tsochar, who consume the living. They appear to have no 
  access to the memories of a ho… 
   
   
   
   
   
   
  Scorched Note #2 
   
  …ight-pointed star, cut into the very rock of Maure Castle. Each point of the star a key to the source of Maure power… 
  …ck rumour of another octych, like that found in the Ghost Tower. If it is true, I must learn more.  
   
   
   
   
   
   
  Scorched Note #3 
   
  …a sauce made from the sap of a night twist. A seasoning of terror, he called it. Would hesitate to call it a triumph, but a 
  worthy effort none the less. Ah and the dessert! Candied fruits brought in from the Hepmonaland, so clever to keep 
  them fresh with magic meant for preserving the dead. A fruit as a corpse? Perhaps? Perhaps not, but all the same to the 
  spell. But the real artistry was the cheese served with the fruit, a delightful find. Made from chimera’s milk and aged 
  with molds of the Underdark, if he is to be believed, and made safe for dining only by the intervention of a priest. 
  Marvelous! 
   
   
   
   
   
   
  Scorched Note #4 
   
  …ht to memory events from years ago, the stone of nightmares. From what I heard of it, I would judge it a corruption of 
  a heartstone, the periapt borne by the night hags of the Glooms. Did its hapless victims ever know what it was that 
  haunted them? I should think not. I wonder what ever became of it. Must look into this further now that my interest 
  has been raised. 
   
  URD6-08 Food for Thought 
   
  Page 51 
  
  PLAYER HANDOUTS 
   
  Journal fragment #1 
   
  Tana, a Fellow of the College of Sages and Sorcery, came to visit again today. It is a pleasure to see those stuffed shirts in 
  Nellix recognizing the value of the intellectual gourmand. So often they prattle on about focus and discipline, when the 
  true scholar samples from all plates, not just a few. Not proper work for an academic mind, they cluck disapprovingly. 
  We talked about my research, the reconstruction. Each part retains the memory of the whole, even the seemingly 
  destroyed can be born anew, that much I have demonstrated. Imagine! Works destroyed by illiterate barbarians, brought 
  back to life from scant ashes! Oh, to feast upon works no other eyes have seen in centuries! I would never have 
  happened upon the key had I stayed on paths well-traveled. She is most interested in my work, doubtless hoping to 
  fatten the shelves of her colle… 
   
   
   
   
   
   
  Journal Fragment #2 
   
  …aid he was working for K… 
  …no reason not to believe him. When a Lorinar speaks, a wise scholar listens, even by proxy! We talked for… 
  …to know what I could tell him about the Cairn Hills (I said he would grow old listening, mind you), imagine asking 
  about ruins in the hills, I would swear they bread like mold on brea…with his help, I was able to narrow down the 
  candidates, a… 
                           …nted to know more about the theories behind the Invoked Devastation. I told him what the learned 
  whisper – the weight of eons brought to bear upon a single instant, that is what ended the Baklunish Empire… 
  …poses than destruction. The Suel wielded Time for more than just a weapon, I told him, and hints of my own 
  research… 
   
   
   
   
   
   
  Journal Fragment #3 
   
  …abe precaution. The scrying showed her entering what looked like an old and ruined temple from an overgrown path. 
  The temple was being watched by a flying beast, all tentacles and eyes except for the wings. A Flan was waiting for her, 
  by the look in his eye he’d as soon gut her as greet her, but greet her he did. I think I know this temple, but from where? 
  Must write it down once it comes to mind. 
  I think she has been misleading me as to her true intentions. I will make inquiries tomorrow. 
  URD6-08 Food for Thought 
   
  Page 52 
  
  The Leukish Tattletale 
  Volume 6, Article 8 
  All the gossip you haven’t heard 
  Sunsebb , CY 596 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  continued on page 2 
   
   
   
   
   
   
   
   
   
  continued on page 2 
  News of Nellix 
  By Lord Devon Samaris 
  • This month's event of note is the annual Festival 
  of Fallen Knights.  While it was the knights of 
  other lands that took the most losses in the 
  Greyhawk Wars, it was our food that fed them 
  and our gold that kept them in the field.  What 
  better way to acknowledge the cost to all then to 
  raise a tankard to the burning of the wicker 
  knight?  
  • There is no question.  I interviewed those who 
  attended this year's gathering of prospective 
  students for the Stalwart Pines Ranger School 
  and confirmed that not a single Suel applicant 
  was chosen by the elf mentors of the school.  It 
  would seem they have taken the accusations 
  they made to the Honorable Chamber to heart.  
  Perhaps they have decided no Suel can be 
  trusted? 
  • There are those that argue the College should 
  return the favor; if the elves will not share their 
  secrets of the forest, why should we share our 
  knowledge with them? 
  • Fellow Tana's spell research colloquium has 
  been postponed until next semester, it seems 
  that pressing business elsewhere has… 
  The Latest in Leukish 
  By Lady Teara Coriner 
  • Lady Antella's dinner party last Freeday was a classy 
  affair for the few personages important enough to be 
  invited.  This author talked to a lady who raved about 
  Lady Antella's redecoration of the Leukish castle 
  antechamber where the party was held.  The castle has 
  lacked a Lady's touch since the death of Duchess 
  Palanine almost 50 years ago.   
  • If Lord Regent Ellis goes through with his latest 
  engagement to Lady Irona Pontirun, we may even have 
  a Lady Regent in the castle.  Or dare we imagine a 
  Duchess?  
  • Our new Governor Mayor has been heard to claim that a 
  single force is behind the increase in crime in our city.  
  Is it possible that somebody is organizing the Rogues of 
  Leukish?  Or is the Governor just trying to shift the…
  Seltaren Secrets 
  By Lady Sega Coriner 
  • Karett Melior's latest dinner party proved to be as 
  interesting as ever.  Those willing to sample his latest 
  imported delicacies appreciated the cleric that was on 
  hand to make sure they survived the meal.  Karett has 
  also made a bit of a stir of late with his work on a spell 
  he claims will restore entire libraries of lost lore.  Few 
  expect much to come from such efforts, but who would 
  object to receiving gold for items that are otherwise 
  useless? 
  • A band from the Celadon was set upon just outside of 
  town.  Some say that it was a fair return for the false 
  accusations the elves have been throwing about, but 
  others wonder if it was connected to the disappearances 
  that have happened north of the city. 
  • This author overheard people complaining that nothing 
  is happening in Leukish this year.  Are they crazy?  The 
  I N S I D E  T H I S  I S S U E  
  2 
  News of Nellix (continued) 
  2 
  The Latest in Leukish (continued) 
  3 
  Seltaren Secrets (continued)  
  3 
  The Skeptics Corner 
  4 
  Grumblings from Greyhawk 
  4 
  News from the Vale 
  continued on page 3 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/596/Normal Scenarios/URD6-08 - Food for Thought (APL 4-12)/URD6-08 - Food for Thought.pdf