TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
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  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
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  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC7−04 
   
   
   
   
   
   
  Lord of the Castle 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst regional Adventure 
   
   
  By Nicole Johnson 
  Based on an original idea by JP Chapleau 
  Circle Reviewers: Colleen Simpson  
  Reviewers: JP Chapleau and D’Anne Rooney 
  Playtesters: Sean ‘The Bold’ Curtis, John Foye, Pam Foye, Leonard Logan, Bard Lower, Murry McEntire and Barry 
  Oviatt 
   
  Adventure calls you to a schoolteacher in Count’s Markham. She asks of you a task that should have been done years ago 
  regarding the Keep of Stars along the Aerdy Road. But questions remain, why now, why you, and who is the Lord of the 
  Castle? A one-round County of Urnst regional adventure set in the Archbarony of Markham for characters level 2-15 
  (APLs 4-12). 
  Centaurs are not recommended for this adventure. 
   
  Resources for this adventure [and the authors of those works] include Book of Exalted Deeds [James Wyatt, Christopher 
  Perkins, Darrin Drader], Book of Vile Darkness [Monte Cooke], Complete Warrior [Andy Collins, David Noonan, Ed Stark], 
  Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D Laws], Player Handbook 
  II [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor] 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  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 two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D 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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC7-04 Lord of the Castle 
   
  Page 2 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  TIME UNITS AND UPKEEP 
  This is a standard one-round County of Urnst adventure, 
  set in the Archbarony of Markham. Characters from the 
  County of Urnst pay one Time Unit per round, while all 
  other characters pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character 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 
  Sir Galdus Damian, a Suel Knight was an exemplary 
  knight. He served his liege, Lord Malthanus Gellor, 
  faithfully for years. The Archbaron rewarded him with 
  command of a small keep known as Dunrealta (the Keep 
  of Stars in Flan) on the Aerdy Road running between 
  Count's Markham and Jedbridge south of the Birrinbois. 
  It was a simple assignment, one that had to do more with 
  prestige than actual military value.  
   
  For 10 years, Sir Galdus kept a competent eye on 
  travelers. He married a local lady of common birth (but of 
  pure Suel heritage) who became the beloved Lady 
  Rochevette and she gave him a son that they named 
  Ebard.  
   
  The peace they knew was shattered when the Lord of 
  the East launched his assault to take power in 593CY, in 
  what became known as the Civil War or the One-Year 
  War. 
   
  Sir Haurin Kestler was tasked by Lord Duncombe 
  himself with taking and holding the keep to allow for the 
  swift invasion of Markham and Brotton. Sir Haurin 
  offered terms of surrender but Sir Galdus replied that he 
  would only surrender if the Archbaron or the Countess 
  herself asked him and that no son of a peasant would take 
  his keep while he still lived. He defiantly raised the 
  banner of house Gellor and the banner of the Damian 
  family. Sir Galdus, his 20 retainers, and their families, dug 
  in for the siege.  
   
  Sir Haurin was furious. He lacked the numbers to lay 
  siege effectively and he saw his chance for glory 
  disappear. Still he set the siege to the small keep. 
   
  Having never been a man of honor and chivalry, he 
  was approached by devils ready to serve him. Sir Haurin 
  never hesitated. He formulated an assault plan based on 
  bearded devil and erinyes assault troops.  
   
  The plan worked. Within a day, the keep had fallen 
  and the Bull of the Lord of the East flew over the keep. Sir 
  Galdus and his retainers lay dead before Sir Haurin. 
  Galdus’ son Ebard was killed by an arrow while fleeing. 
  Sir Haurin took the keep and has since kept it as his own.  
   
  After the Countess' return and the end of the war, 
  Lord Malthanus Gellor, not knowing of Sir Haurin’ deals 
  with the devils, gave him the keep in return for an oath of 
  allegiance. 
  LADY ROCHEVETTE 
  Lady Rochevette was away from the keep when the devils 
  launched their attack; she was returning from the 
  Birrinbois with medicinal herbs. She had left Dunrealta 
  before the Eastmarch troops walked into Markham. 
   
  She saw it all: the devils killing her husband and his 
  men-at-arms, and her son Ebard getting shot in the back 
  by Sir Haurin as he was riding to get away. Stricken with 
  grief, she crumbled to the ground and cried for days. 
  Helpless, she saw the Bull of the Duncombes rise above 
  the keep.  
   
  After that, she drifted around until she came to a 
  small school run by priestesses of Lydia on the outskirts 
  of Count's Markham. For the last four years she has lived 
  there, teaching young children about the flora of the 
  County. 
   
  She hid her identity and dreams of revenge on the 
  man who killed her entire family. Not being a warrior 
  herself, she pondered how best to get retribution.  
  SIR EBARD/BIRRIN 
  The young Ebard took an arrow in the back and fell from 
  his horse, but his foot tangled in the stirrups and he was 
  dragged into the Birrinbois by the fleeing animal. 
   
  As luck would have it, he was found by a hermit 
  devoted to Phyton. The boy suffered from amnesia and 
  did not remember his past. So the hermit trained him in 
  the ways of the forest. He named the boy "Birrin" and 
  raised him as his own son. 
   
  As Birrin grew up, he used his boyish charm to trick 
  the guards into looking the other way while he took a 
  little food. The only thing was that he would take more 
  than just a little, so he was not liked by the guards. 
  Getting the food and giving it to the starving creatures of 
  the forest gave Birrin a reputation as something of a 
  freedom fighter amongst the local peasantry. He helped 
  the poor from the abuses of the nobles, in the style of 
  Robin Hood. 
   
  At the time of the adventure Birrin/Sir Ebard is 14, 
  and fast approaching 15. 
  URC7-04 Lord of the Castle 
   
  Page 3 
  
  SIR HAURIN 
  Ever since assuming his position as commander of the 
  Keep of the Stars, Sir Haurin has kept a firm but just rule 
  over his servants. Some call him harsh but those who call 
  him harsh soon see why he makes the decisions that he 
  does and the ones that do not, Sir Haurin transfers. He 
  requires total loyalty from his servants and will not 
  tolerate those who do not follow every order given to 
  them. He never goes against his word, which has earned 
  him respect as a leader. 
  DUNREALTA 
  (Dun-REEL-ta) Dunrealta (from Dun Realta) takes its 
  name from the Flan “Castle of Stars” or “Keep of Stars”. 
  The keep was thus named for the many star-like shapes 
  built into the walls of the keep by using white stone.  
   
  This is an old fortress built by the Sueloise in the 
  days of the Urnstian kingdom. After the Aerdy takeover, 
  the occupants used the keep to watch over their trade 
  route, building their road within. It stands on the road 
  Aerdy Road between Dryburgh and Count’s Markham. 
  The flags of the Gellors and the County float above the 
  keep. 
  HOW CAN DEVILS OPERATE IN DUNREALTA? 
  The devils working with Sir Haurin have never appeared 
  in public. They normally stay hidden in Sir Haurin’s 
  quarters where the guards never go. To come in an out of 
  the keep, they use their teleport ability. The devils have 
  been very careful not to allow themselves to be seen. 
   
  So far, the guards have never seen any of the devils 
  in their midst. All the soldiers believe Sir Haurin to be a 
  harsh, but fair man.  
   
  Most of the soldiers and mercenaries in Dunrealta 
  have alignment that tend towards lawful evil (LE*, LN, 
  NE). 
  ELPHEGOR 
  The devil called Elphegor is named in this adventure for 
  the first time. His insidious influence in the County can 
  be traced back to the Civil war of 593-594CY. 
   
  Upon seeing or learning his name, the PCs are 
  allowed to make the following Knowledge checks. 
   
  Knowledge (the planes)  
  • 
  DC25 Elphegor is the name of a powerful denizen of 
  Avernus 
  • 
  DC40 Elphegor is a Paerliryon, a powerful type of 
  devil specializing in manipulation. 
   
  FAUSTIAN PACTS 
  A Faustian pact is a pact devils make with mortals to grant 
  them certain things. Though each pact brings the mortal 
  closer to damnation, not all of them (though many do) 
  require one’s soul, all of them push the mortal towards 
  damnation. 
   
  For more information on Faustian Pacts, refer to 
  Fiendish Codex II: Tyrants of Hell. 
  ADVENTURE SUMMARY 
  Introduction The PCs are in a tavern when they receive 
  a message from the Lydian Academy in Count’s 
  Markham. 
  Encounter 1 PCs meet Lady Rochevette-as-Lady Revette 
  at the Lydian school. She asks the PCs to locate her son.  
  Encounter 2 PCs can visit Count’s Markham to gather 
  some information or meet with local personalities. 
  Encounter 3 PCs head out on the road with Lady Revette 
  and have a few mini-encounters in the Birrinbois. The 
  PCs meet Birrin/Ebard who remembers his life 
  Encounter 4 PCs are attacked by Sir Haurin’s men. 
  During the fight, Ashken teleports away with Lady 
  Rochevette. 
  Encounter 5 Sir Ebard takes the PCs to his “father” and 
  elaborates a plan to save his mother and implicate Sir 
  Haurin. 
  Encounter 6 PCs arrive at the entrance of the secret way 
  in to the keep and must face its fiendish guardian. 
  Encounter 7 PCs rescue Lady Rochevette from the 
  Dungeon. 
  Encounter 8 PCs explore Sir Haurin’s quarters and find 
  proof of his evil dealings. 
  Encounter 9 PCs fight with Sir Haurin or his devilish 
  lieutenant, to save Ebard. 
  Encounter 10 What do the PCs do with the information 
  they have found in the previous encounters. 
  Conclusion depends on the PCs actions in Encounter 
  10. 
  PREPARATION FOR PLAY 
  Most of the events in this adventure take place in a single 
  day without opportunity to rest. This presents a series of 
  challenges for many parties. Allow the PCs to heal up 
  between all combats except following the final battle.  
   
  It is possible for parties to still succeed at the 
  adventure even if they avoid the final encounter. They 
  can decide to leave after having found Sir Haurin’s 
  Faustian pacts with the devil Elphegor. 
  QUESTIONS FOR THE PCS 
  Before the adventure begins, ask County PCs the 
  following: 
  • 
  Where they Hail From (they should have valid 
  documentation); 
  • 
  If they belong to any noble house of the County; 
  • 
  If they have the friendship or enmity of any member 
  of House Damian, Kestler or Gellor (and if they do, 
  who); 
  • 
  If they belong to any meta-org (of interest during 
  this adventure is the College of the Divine (church 
  of Lydia or Phyton), Knights of the County (any) or 
  the County military) 
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  URC7-04 Lord of the Castle 
   
  Page 4 
  
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
  INTRODUCTION 
  When you first arrived in Count’s Markham 
  yesterday, you could not help but notice the gigantic 
  building with the many flags floating upon its 
  towers. The white swan of the County, and the Hand 
  holding the lightning bolt of Heironeous, fluttered 
  in the early summer breeze. This is the Temple of 
  Valor, the temple to Heironeous. This building 
  dwarfs all others, including the Lord's manor. There 
  are a few two-story buildings but mainly the town is 
  composed of one-story buildings. All roads lead to 
  the large courtyard of the Temple of Valor. 
   
  In the rather stuffy town of Count’s Markham, 
  the Clearwater Inn is one of the few places to let 
  your hair down. Mert and Nel offer bedding and 
  food at reasonable prices and are always looking for 
  tales of adventures. The place is constantly filled 
  with traveling knights and their entourage.  
   
  It should come as no surprise that you find 
  yourself in the company of other adventurers 
  enjoying freshly-baked bread with sourberry jam 
  and some salted pork to go with your ale.  
   
  Outside, the city is already alive with activity as 
  peasants hurry to reach the market to buy or sell. 
  Knights head to the Temple of Valor to train or to 
  pray. Soldiers try to organize folks into a line 
  forming in front of a large building across the 
  Temple and merchants open their stalls and shops.  
   
  Count’s Markham is awakening. 
   
  Allow the PCs to introduce themselves and enjoy some 
  role-playing. Ask them for Gather Information checks to 
  get the Word on the Street. 
  WORD ON THE STREET 
  In this section, the PCs can get some hints as to where to 
  look for information by making a Gather Information 
  check with a variable DC. Making a check takes 1d4+1 
  hours. Give a +1 bonus for each gp spent, to a maximum 
  of +4.  
   
  PCs who “Hail from Markham” automatically know 
  up to and including DC 15. To get more information, they 
  need to make a check.  
  • 
  DC 5 Lord Duncombe forced his daughter onto the 
  throne. 
  • 
  DC 8 Countess Rachel has managed to retake 
  Ventnor.  
  • 
  DC 9 The Duergar Alliance has been ripped and 
  burned! Our Countess’ military genius and the 
  bravery of our people crushed the duergar. 
  • 
  DC 10 The Countess came to the Temple of Valor a 
  few weeks ago. She surveyed the land with her 
  knights and left. 
  • 
  DC 11 I heard the duergar opened temples to every 
  evil deity one can find in the County and that 
  undead and demons stalked the streets of Ventnor. 
  • 
  DC 15 Knights have reported a number of devils in 
  the Birrinbois. Everyone thought their numbers 
  were slowly dropping… 
  • 
  DC 17 An adventurer said that he was attacked by a 
  large number of monsters lead by a winged woman 
  of unearthly beauty. He teleported away to escape 
  them. 
  • 
  DC 19 Though the word is out that we crushed the 
  duergar, I heard that the Ventnor army was 
  composed of mercenaries and bandits, not duergar.  
  • 
  DC 20 Someone told me the Contessa went crazy, 
  and her Council decided to replace her; they’re the 
  ones who had her killed. Why else would they later 
  oppose Lord Duncombe who was the legal regent? 
  • 
  DC 25 I met a few merchants from Starkwall the 
  other day. One of them said they were going to 
  Charn to meet with Lord Duncombe. 
  • 
  DC 26 Things aren’t going too well in Starkwall. 
  Apparently the Knights of the Swan are abusing the 
  locals, and bandits roam the land freely. 
  • 
  DC 28 The folks in Starkwall want to return to 
  Nyrondese rule. There might be an uprising there. 
  With both sides massing armies, I’m afraid war will 
  come. 
   
  Once the PCs know about Dunrealta, the following is 
  added (it is supposed the PCs pay attention to stories and 
  rumor about the keep.) It is important to know that Sir 
  Haurin has a reputation for being a harsh and efficient 
  commander, but one whose reputation is intact.  
   
  This section is unaffected by the “Hailing from” 
  certificates.  
   
  • 
  DC 15 Sir Haurin, the commander of Dunrealta, 
  used to command forces in Eastmarch, before the 
  Civil War. 
  • 
  DC 16 After the Civil War, Sir Haurin swore 
  allegiance to Lord Malthanus Gellor and was given 
  permanent command of Dunrealta.  
  • 
  DC 18 Sir Haurin is a harsh commander, who 
  demands strict obedience and commands the place 
  with an iron fist. However, he pays well and keeps 
  the same regimen to himself. Many mercenaries 
  have found employment with him.  
  • 
  DC 19 During the Civil War, Sir Haurin took 
  Dunrealta from Sir Galdus Damian after a short 
  siege. Sir Haurin is said to have hired adventurers of 
  dubious allegiance to take the keep. 
  URC7-04 Lord of the Castle 
   
  Page 5 
  
  • 
  DC 20 When Lord Duncombe began to march his 
  troops to attack the Council of Lords in Radigast, Sir 
  Haurin sent him a herald stating that any Eastmarch 
  troops passing through the territory of Markham 
  would be shot down. Lord Duncombe avoided the 
  area and marched his army north, through Caporna. 
  • 
  DC 30 Sir Haurin once hung 20 of his own soldiers 
  because they had disobeyed orders. 
  • 
  DC 35 Since the Civil War, there have been a 
  number of devils sighted near Dunrealta. Sir Haurin 
  is said to do little about them unless they attack the 
  keep or travelers. 
  …WHEN THE CONVERSATION RUNS DRY 
  Once conversation starts to run dry, Nel, the husky, 
  owner’s wife, comes up to the PCs. She carries a letter 
  addressed to one PC, chosen in the following order. She 
  asks for that PC by his usual name. 
  1. Members of the College of Divine, church of Lydia; 
  2. Members of the Silver Swan; 
  3. Knights of the County;  
  4. PC “Hailing from” Markham; 
  5. PC who belongs to House Damian; 
  6. PC who belongs to House Gellor; 
  7. Highest-level PC of the County; 
  8. County PC with the highest Charisma; 
  9. County PC belonging to a County Meta-Org; 
  10. Repeat steps if for non-county characters.  
   
  Allow the PC a chance to respond. If the PC responds in 
  the affirmative, she gives that PC Player’s Handout 1: The 
  Lydian’s Letter, and waits for a tip. The letter has the 
  sweet smell of a flowery perfume and the calligraphy is 
  precise and definitely feminine. 
   
  If asked about where she got the letter, she says that 
  a young boy just delivered this letter and left shortly 
  thereafter.  
  KNOWLEDGES 
  Upon examining the letters, the PCs are entitled a series 
  of Knowledge checks. Much of the information 
  contained in the different sections overlaps or repeats. 
   
  Bardic Knowledge 
  • 
  DC 10 The Markham Academy for Music and 
  Associated Arts is one of the best known in the 
  County. 
  • 
  DC 15 The Academy accepts mostly young nobles, 
  but orphans are also reared there. 
  • 
  DC 20 Many graduates of the Academy have joined 
  the Silver Swans and have had great careers. 
   
  Knowledge (History) 
  • 
  DC15 During the Civil War, Count’s Markham was 
  occupied by the forces of Eastmarch after a very 
  short siege.  
  • 
  DC 17 The whole Archbarony offered only token 
  resistance to the Lord of the East’s forces; however, a 
  virulent guerilla war was waged in Markham. 
  • 
  DC 18 Like most leaders, Lord Gellor was 
  imprisoned in an Eastmarch jail; however he 
  somehow managed to keep in touch with his 
  partisans. 
  • 
  DC 20 Markham is known to have a turbulent 
  history. Archbaron Lord Gellor brought some 
  stability by building the Temple of Valor. 
   
  Knowledge (Local/NMR) 
  • 
  DC 14 There is a big school for the arts in Count’s 
  Markham funded by the Lydians. 
  • 
  DC 15 Lord Malthanus Gellor is a paladin of 
  Heironeous. He has a good reputation among his 
  people. 
  • 
  DC 16 Count’s Markham has the Temple of Valor, 
  the biggest temple to Heironeous in the County. 
  • 
  DC 20 Markham is known to have a turbulent 
  history. Archbaron Lord Gellor brought some 
  stability by building the Temple of Valor. 
   
  Knowledge (Nobility) 
  • 
  DC 13 Markham is one of the major domains of 
  House Gellor. 
  • 
  DC 14 The people of Markham have a strong 
  tendency towards Lawful Good more than elsewhere 
  in the County. 
  • 
  DC 15 Lord Malthanus Gellor is a paladin of 
  Heironeous. He has a good reputation among his 
  people. 
  • 
  DC 16 Count’s Markham has the Temple of Valor, 
  the biggest temple to Heironeous in the County. 
   
  Knowledge (Religion) 
  Worshippers of Lydia automatically know up to DC15 
  without having to make a check. 
  • 
  DC 10 The church of Lydia is well-spread 
  throughout the County. 
  • 
  DC 11 The church does not have the exposure the 
  church of Pelor or Heironeous does, but it is 
  respected throughout the County.  
  • 
  DC 12 Lydia is the NG Suel goddess of Music, 
  Knowledge, and Daylight. 
  • 
  DC 13 Lydia is known as the Mother of Truth and 
  the Pure Song. 
  • 
  DC 14 There is a big school for the arts in Count’s 
  Markham funded by the Lydians. 
  • 
  DC 15 There are no major temples of Lydia in the 
  County of Urnst. The Lydians control a number of 
  major of academies, orphanages, and boarding 
  schools, throughout the County. 
  • 
  DC 16 Count’s Markham has the Temple of Valor, 
  the biggest temple to Heironeous in the County. 
  URC7-04 Lord of the Castle 
   
  Page 6 
  
  • 
  DC 20 Markham is known to have a turbulent 
  history. Archbaron Lord Gellor brought some 
  stability by building the Temple of Valor. 
   
  Development: When the PCs decide to head to the 
  Academy, proceed to Encounter 1. 
  1: THE ACADEMY  
  The school in question is a large brick building of 
  circular design with two rectangular wings that 
  offshoot from the central building. A sign hangs 
  over 
  the 
  double 
  door 
  entrance: 
  “Markham’s 
  Academy for Music and the Associated Arts.” Murals 
  of mythological creatures, many of which you have 
  met and/or fought, adorn the outside walls.  
   
  Above the sign, the murals collaborate into a 
  swirling vortex of dancing creatures playing all sorts 
  of instruments. A statue of a satyr playing his pipes 
  and lying in the middle of a spouting fountain 
  surrounded by shrubbery completes the ensemble.  
   
  Few students can be seen walking about; most of 
  them must still be inside in their classes.  
   
  If the PCs go at night, the school is closed and opens in 
  the morning, after morning prayers. Any priestess met at 
  this time asks the PCs to return in the morning. 
   
  When the PCs come here by day, they have to wait 
  for about thirty minutes before the Lydian, who had sent 
  the message, can see them. In that time, they can see a 
  number of children walking around with smiles on their 
  faces, usually singing or playing one musical instrument 
  or another. 
   
   
  After waiting in the lobby for a good thirty minutes, 
  the doors to the hallways reserved for students burst 
  open with the attending pupils spilling out for one 
  of their breaks from their classes. 
   
   Following the rushing entourage of students is 
  a quite attractive Suel woman in her mid-30s; her 
  long blonde hair swirls at her waist line. She wears 
  some white robes held together with gold ropes and 
  a holy symbol to Lydia. Blue ribbons in her hair 
  frame the ocean-blue of her eyes. 
   
  A charming little smile shows on her face as she 
  looks at each of you with a mixture of joy and 
  surprise. “Yes,” she says. “You must be [Name of the 
  PC you sent the letter to in the introduction] that I sent 
  for, are you not?” 
   
  Allow the PCs to respond. If they respond in the 
  affirmative, continue on. 
   
  “Ah… Very good! Class will not resume until later. 
  Come with me; we need to talk.” She leads you to a 
  classroom where she invites you to sit. “Everyone 
  here calls me Lady Revette, but I am not of noble 
  birth. I suppose that you want to know more about 
  the mission?” (Give the PCs a chance to respond. After 
  their response, continue)  
   
  “Well. I want you to go into the Birrinbois 
  Forest near the fort known as Dunrealta to look for a 
  boy... to be more precise, a Suel boy who would be 14 
  today. Dressed in chain armor with a tabard 
  displaying the three running dogs on a field of 
  yellow of House Damian... He might be a pile of 
  bones right now but…” Lady Revette turns her face 
  away for a moment as she tries to contain herself.  
   
  “Before the whole County went crazy with the 
  Civil War, I lived at Dunrealta, one of the keeps 
  along the Aerdy road between here and Dryburgh. 
  Those were happy times.” 
   
  “When Lord Duncombe’s armies swept through 
  the County, Dunrealta was one of the first garrisons 
  attacked and taken by his forces after a siege that 
  lasted only a few days.” 
   
  “Everyone in the keep was killed, but me 
  because I was in the Birrinbois looking for 
  medicinal herb to heal the wounded. I returned to 
  see my little Ebard get shot in the back as he tried to 
  escape on his horse. The poor boy fell from his horse 
  as the animal sped off into the forest, his foot stuck 
  in one of its stirrups.” At this point, Lady Revette 
  begins to cry. 
   
  “I saw the horrible creatures fighting on the wall 
  and so I hid… I hid and let all my people die…” 
   
  “But the other day, I heard the children talk 
  about this bandit slayer in the Birrinbois; Suel in 
  origin and fighting for good and right. He 
  apparently saved many merchants and people from 
  beasts and bandits.” 
   
  “I cannot ignore the possible resemblance 
  between that boy and my Ebard. I need to find him. 
  Only then will my mother’s heart find peace. I am 
  not an adventuress and my fighting talents are 
  limited to the knowledge of medicinal herbs and 
  plants.” 
   
  “I… I need an escort to find this young freedom 
  fighter.” 
    
  This is Lady Rochevette. She goes by the name of Lady 
  Revette so that no one finds out her true identity. Play 
  her like a school teacher, friendly yet stern in a loving 
  mother kind of way. 
  • 
  Why now? I have heard bardic tales of your exploits 
  for the cause of good and I needed help. The timing 
  was perfect! 
  • 
  What if he’s dead? Then… then all is lost for me 
  (begins crying). 
  • 
  Who are you to this boy? I am his mother. 
  • 
  Can we get a description? Pure Suel. Blonde hair, 
  oceanic blue eyes, around 5’0” tall, muscular, and 
  quite charming; like his father… He always ran 
  around with his adorable short sword, pretending to 
  be just like his father.  
  • 
  What is his name? His name was Ebard, Sir Ebard 
  Damian from House Damian.  
  • 
  Who is the father? Sir Galdus Damian, a proud 
  knight and a loyal vassal of our Archbaron. He died 
  URC7-04 Lord of the Castle 
   
  Page 7 
  
  when Dunrealta fell. His body was found when my 
  son went missing. 
  • 
  Is Ebard a legitimate child? Yes, I was married to 
  his father once. But please do not mention this to 
  anyone. 
  • 
  Where is Sir Galdus’ body? A priestesses of Lydia 
  went to Dunrealta, claimed his body and we buried 
  him in the crypt of the Academy.  
  • 
  How much would you be willing to pay? I haven’t 
  got much gold. I can promise you (APLx2) Sterling 
  (platinum) each.  
  • 
  When was the last time you saw your son alive? 
  Four years ago, he would be 14 now, so he would 
  almost be a man now. 
  • 
  Where? At Dunrealta. A Knowledge (geography) 
  check DC15 tells the PC that Dunrealta is a keep 
  along the Aerdy Road.  
   
  If the PCs have no more questions and have agreed to 
  help Lady Revette. Read or paraphrase the following as 
  Lady Rochevette walks to the door: 
   
  The school teacher stands to leave. She takes three 
  strides towards the door, each slower than the last. 
  She sighs deeply and turns back to you all,  
   
  “I thank you for your kindness in helping me. I 
  can never repay you fully. There is one last request I 
  must ask of you. If you decide to go to Dunrealta, 
  please speak not of me, my son, or any of what we 
  have spoken about here. I would rather avoid the 
  people there.” 
   
  “I am tremendously grateful for your assistance 
  in recovering my son. I have arranged for 
  accommodations for you at the Clearwater Inn, just 
  tell Nel and Mert that I sent you. I will be ready in 
  the morning.” 
   
  With that said, Lady Revette shows the PCs out and she 
  returns to her class. The PCs are free visit Count’s 
  Markham in Encounter 2. 
  2: VISITING COUNT’S 
  MARKHAM 
  The rest of the day, the PCs may go around and gather 
  some information in order to get some clarity out of the 
  situation. The PCs’ options are listed as follows. 
  CLEARWATER INN 
  Mert is tall thin and fairly introverted while Nel is a 
  husky woman who loves to be the center of attention.  
   
  Mentioning Lady Revette to immediately gets the 
  PCs a free room for the night and a warm meal of stew, 
  freshly-baked bread and their choice of ale, warm cider or 
  honey wine from Applebee. 
   
  The PCs may ask for rumors here (see Word on the 
  Street). 
  ARCHBARON MALTHANUS GELLOR 
  The Archbaron won’t be able to see the PCs at this time of 
  the adventure. He is busy with other affairs. 
  TEMPLE OF VALOR 
  The PCs may go to the Temple of Valor, however, the 
  priests there won’t know much about their employer 
  since she worships Lydia and not Heironeous.  
   
  The temple is more like a training ground for young 
  knights and soldiers. Many of them desire to enter either 
  the military, the knights, or go to the Citadel in 
  Jedbridge. The training is rigorous, but it has provided 
  the County with a number of quality soldiers for years. 
   
  The temple offers the usual spellcasting services at 
  the costs indicated in the LGCS.  
   
  High Priest Clarius Evenhand (URC 6-01 Death of a 
  Bird) only receives noble PCs, Knights, and members of 
  the Clergy of the Archpaladin. Any meeting is kept short. 
  Other PCs may meet his second, Sharna Gellor, a distant 
  cousin of the Archbaron. 
   
  Information available at the temple (regardless of 
  who the PCs talk to) is the following. 
  • 
  The priests are worried about the growing number of 
  Hextorites that have appeared in the County.  
  • 
  They initially supposed they were just Nyrondese 
  who fled when the King returned to power, but it 
  seems to be more than that.  
  • 
  They are not sure who the head of the Hextorites is, 
  only that “her” name is the Bird of Radigast. No one 
  knows who she truly is.  
  • 
  Bandit units are becoming better equipped, more 
  frequent, and apparently better organized. 
  • 
  The lich, Malachite, has been strangely quiet lately. 
  The Heironeans suspects he is planning something 
  big. 
  • 
  With the many devil hunts organized since 594CY, 
  the number of devils roaming the County has 
  dropped significantly, but there are still many “out 
  there”. 
  THE LYDIAN ACADEMY 
  During the hours of 3-5 p.m., the PCs may visit the 
  Lydian Academy where Lady Revette works. Inquiries 
  here yield the following information. 
  • 
  Lady Revette is a good teacher if somewhat a little 
  too matronly. She gives a lot of homework to the 
  students. 
  • 
  Lady Revette joined the Academy about four years 
  ago. 
  • 
  Lady Revette is known to not like Lord Terard 
  Duncombe very much.  
  • 
  She does not speak of her past. 
  • 
  The Academy has produced some of the best 
  performers in the history of the County. Many have 
  since joined the Silver Swans. 
  URC7-04 Lord of the Castle 
   
  Page 8 
  
  3: EXTRA LUGGAGE 
  The next morning, the PCs are at the Clearwater Inn 
  when Lady Revette comes up to them.  
   
  Lady Revette arrives bright and early. She wears a 
  traveling outfit and pulls along a mule with a saddle. 
  She has a quarterstaff and proudly displays the holy 
  symbol hanging at her neck. A big waterskin and 
  saddlebags have been placed on the mule.  
   
  “Thank you again. I am ready when you are.” 
   
  Lady Revette is not very familiar with the Birrinbois 
  (though she can point out all the herbs and plants that 
  can be found there). She marvels at many things, as a 
  child would, and spends a lot of time scribbling in a 
  notebook.  
   
  Lady Revette has no specific idea where the boy 
  might be. So she recommends the PCs take the road and 
  see where it leads.  
   
  Proceed to “On the road” 
  INTERLUDE: LADY REVETTE ON THE ROAD 
  While on the road, Lady Revette keeps her eyes on the 
  woods as if she expected to see Ebard. She does not talk 
  much, but keeps looking. In short, she is a city slicker out 
  in the woods.  
  INTERLUDE: THE SOLDIERS 
  While the PCs travel in the Birrinbois, they are 
  occasionally approached by soldiers from Count’s 
  Markham and Dunrealta that are patrolling the woods. 
  These groups are composed of three to five light soldiers 
  wearing the livery of House Gellor and equipped with 
  light armor, longbows, and swords.  
   
  The soldiers stop the PCs in the name of Archbaron 
  Malthanus Gellor and quickly question them: where are 
  they going, who are they, and why are they in the woods.  
   
  Lady Revette echoes what the PCs say. One of the 
  soldiers recognizes her as Lady Rochevette, but says 
  nothing. 
   
  The soldiers are on the lookout for monsters and 
  bandits, and ask the PCs to be on the lookout as well. If 
  asked, they can say they’ve encountered goblins and orcs 
  in the eastern reaches of the woods. 
   
  If the PCs detect evil on any soldiers that come from 
  Dunrealta, half of them radiate faint evil. 
   
  If any PC is a member of the County of Urnst Army, 
  or a Knight of the County, the soldiers speak only to that 
  PC. 
  QUO VADIS? 
  Well into the afternoon, you hear a male voice call 
  out from a series of shrubs. “Give your name and 
  purpose! I have a number of archers ready to take 
  you out!” 
   
  This scene should be played very much like a scene from 
  a Robin Hood movie. Birrin/Ebard stays hidden and does 
  not even look at the PCs. Using an natural system of 
  holes in a large oak tree, his voice seems to come from 
  high in the tree when he is in fact on the ground. Any 
  Listen check points out to the voice coming from up in 
  the trees. 
   
  If the PCs insist on Spot checks to locate Ebard, the 
  DC is 46 (28 because Ebard took 20 to Hide, +10 for 
  distance, +8 circumstance bonus because he is not where 
  his voice comes from and the leaf cover).  
   
  Birrin/Ebard’s goal is to ascertain the PCs’ intentions 
  before deciding what to do. If they threaten him, he does 
  not reveal himself, and, instead, tries to flee in the forest.  
   
  Ask for a Diplomacy check (see PHB page 72). 
  Initially Birrin/Ebard is Indifferent to the PCs. Should 
  his reaction to them fall below that, he leaves (run this 
  encounter again a day later, shortly after noon). Note that 
  as long as the PCs do not threaten him, Ebard stays. 
   
  Hopefully, he should come to the conclusion that 
  the PCs are not dangerous to him.  
  MEETING BIRRIN/EBARD 
  Turning your attention back to the trail ahead of 
  you, you notice, about one hundred feet away, some 
  of the bushes moving, and a soft bristling sound 
  comes from them. Crawling out of the bushes on 
  hands and knees is a young Suel man wearing 
  leather armor with a longbow on his back and a 
  short sword by his side. “Hail! Come closer! You are 
  in no danger from me. My name is Birrin!” The 
  young man begins to walk towards you. 
   
  He looks up at Lady Revette with curiosity 
  beaming in his eyes, “And who, may I ask is this 
  lovely forest flower?” 
   
  Lady Revette looks at Birrin with joy and teary 
  eyes. She gets off her mule, walks up to the young 
  man, and places her hand on his cheek as if to make 
  sure he’s real. She smiles as she hugs him tightly. 
  Birrin’s face is painted with confusion at Lady 
  Revette’s behavior. 
   
  She finally lets him go and sees the puzzled look 
  on his face. Wiping her tears away with her sleeve, 
  she gestures for the boy to sit on a patch of grass and 
  she sits next to him. 
   
  When Birrin looks at her in confusion, Lady Rochevette 
  realizes that he must have amnesia. She goes through 
  memories of his childhood spent in Sir Galdus’s keep. 
  Birrin still doesn’t remember. For the memories, see 
  Player Handout #2: lady Rochevette’s Memories.  
   
  Lady Rochevette is about to give up when she 
  remembers the lullaby she used to sing to him when he 
  was little. 
   
  Lady Rochevette gets frustrated as her attempts at 
  getting Birrin to remember seem to be failing. She 
  sighs in frustration but then looks up sharply as if 
  remembering something. She opens her mouth, and 
  out flows a sweet melodic melody clearly meant for a 
  fussy child.  
   
  URC7-04 Lord of the Castle 
   
  Page 9 
  
  She sings Player Handout 3.  
   
  After the lullaby, Lady Rochevette completely breaks 
  down. Birrin looks at Lady Rochevette as though 
  something sparks in his memory, then you see the 
  flood gates open, allowing the memories to flood in.  
   
  Birrin remembers that he is Sir Ebard and hugs 
  his mother while she cries at having finally found 
  her son. Both hold each other tightly.  
   
  Ebard thanks the PCs for reuniting him to his mother, 
  and for restoring his memories. He asks that the PCs 
  stand guard while he and his mother talk. They move out 
  of earshot to speak privately.  
   
  Paranoid PCs who want to listen in on them only 
  hear pleasantries and Lady Revette telling Ebard roughly 
  the content of Player handout 2 again. 
  4: SIR HAURIN’S MEN 
  The soldier who recognized Lady Rochevette during the 
  Interlude in Encounter 3, sent a pigeon to Dunrealta to 
  inform Sir Haurin of the fact. Sir Haurin dispatches one 
  of his top lieutenants, Ashken, to capture Lady 
  Rochevette. Ashken organizes a group of evil soldiers to 
  mount an ambush with another group of soldiers who are 
  in the area.  
   
  While Lady Rochevette and Ebard are talking, Sir 
  Haurin’s lieutenant spies on the party. He chooses this 
  moment to act. He sends his troops to the front, to draw 
  attention away from the back of the party. 
   
  While Lady Rochevette and Ebard converse, 
  you see two tough-looking humans come 
  through the foliage. A symbol of stars is 
  patched on their armor.  
   
  They shout at you, weapons drawn. “By 
  the authority of Sir Haurin Kestler, commander 
  of Dunrealta, we order you to hand over Lady 
  Rochevette, wife of Sir Galdus Damian! Do so 
  and no one gets hurt.” Lady Rochevette looks 
  at the two men with terror and hides behind 
  Ebard. 
   
  A DC 20 Knowledge (local/NMR or nobility) check 
  identifies the star sewn on their armor as the sign that 
  these men are attached to the keep of Dunrealta, which is 
  commanded by Sir Haurin Kestler.  
   
  Allow the PCs to respond. If they agree to give Lady 
  Rochevette to the soldiers, then the PCs can temporarily 
  avoid a fight, but Ebard is very unhappy about their 
  decision, and starts a fight with the mercenaries by 
  nocking an arrow to his bow. 
   
  If they refuse to give up Lady Rochevette, go straight 
  to initiative. Refer to DM’s Map 1 for placement.  
   
  Creatures: 
  APL 4 (EL 5) 
   
  �Melanie: female Flan sorceress 2; hp 14; Appendix 
  1  
   
  �Xykor and Zanchin: male Flan fighter 1/warrior 
  2; hp 26; Appendix 1 
   
  APL 6 (EL 7) 
   
  �Melanie: female Flan Sorceress 4; hp 24; Appendix 
  1  
   
  �Xykor and Zanchin: male Flan fighter 3/warrior 
  2; hp 47; Appendix 1 
   
  APL 8 (EL 9) 
   
  �Melanie: female Flan sorceress 6; hp 40; Appendix 
  1  
   
  �Xykor and Zanchin: male Flan fighter 5/warrior 
  2; hp 68; Appendix 1 
   
  APL 10 (EL 11) 
   
  �Melanie: female Flan sorceress 8; hp 52; Appendix 
  1  
   
  �Xykor and Zanchin: male Flan fighter 7/warrior 
  2; hp 86; Appendix 1 
   
  APL 12 (EL 13) 
   
  �Melanie: female Flan sorceress 10, hp 64; Appendix 
  1  
   
  �Xykor and Zanchin: male Flan fighter 9/warrior 
  2; hp 104; Appendix 1 
    
  Tactics: Melanie starts out with the most damaging spell 
  she has and tries to maximize damage by adding meta-
  magic feats to it (such as casting empowered fireball). 
  Adding metamagic to her spells makes them all a full-
  round action. 
   
  Xykor and Zanchin both charge into the fray in 
  order to engage the PCs. They fight to kill without regard 
  for their own, or the PCs’, safety. 
   
  Ebard nocks an arrow and readies to defend his 
  mother. In essence, he does nothing until Ashken strikes 
  (see below). 
   
  There are no plants on the road. 
   
  Treasure: 
  PCs may gain the following treasure from this encounter: 
   
   
  �APL4: Loot: 37 gp; Magic: 777 gp; +1 battle axe x2 
  (193 gp); +1 breastplate x2 (113 gp); bracers of armor +1 
  (83gp); vest of resistance +1 (83 gp); Total: 814 gp; 
   
  �APL6: Loot: 10gp; Magic: 1,636gp; +1 battle axe x2 
  (193 gp); +1 breastplate x2 (113 gp); +1 heavy wooden shield 
  x2 (96 gp); bracers of armor +2 (333 gp); cloak of resistance +1 
  x2 (83 gp); vest of resistance +2 (333 gp); Total: 1,646 gp; 
   
  �APL8: Loot: 10 gp; Magic: 3,303 gp; +1 axiomatic 
  battle axe x2 (693 gp); +1 breastplate x2 (113 gp); +1 heavy 
  wooden shield x2 (96 gp); amulet of health +2 (333 gp); bracers 
  of armor +2 (333 gp); cloak of charisma +2 (333 gp); cloak of 
  URC7-04 Lord of the Castle 
   
  Page 10 
  
  resistance +1 x2 (83 gp); vest of resistance +2 (333gp); Total: 
  3,313 gp; 
   
  �APL10: Loot: 10 gp; Magic: 5,136 gp; +1 axiomatic 
  battle axe x2 (693 gp); +1 heavy wooden shield x2 (96 gp); +2 
  breastplate x2 (363 gp); amulet of health +2 (333 gp); bracers of 
  armor +3 (750 gp); cloak of charisma +2 (333 gp); cloak of 
  resistance +2 x2 (333 gp); vest of resistance +3 (750 gp); Total: 
  5,146 gp;  
   
  �APL12: Loot: 10 gp; Magic: 6,470 gp; +1 axiomatic 
  battle axe x2 (693 gp); +1 heavy wooden shield x2 (96 gp); +2 
  breastplate x2 (363 gp); amulet of health +2 (333 gp); bracers of 
  armor +3 (750 gp); cloak of charisma +2 (333 gp); cloak of 
  resistance +2 x2 (333 gp); gauntlets of ogre power x2 (333 gp); 
  ring of protection +2 (667 gp); vest of resistance +3 (750 gp); 
  Total: 6,480 gp; 
   
  ASHKEN STRIKES 
  At some point when the PCs are engaged in battle (after 
  the first round), Ashken, covered with dust of 
  disappearance, knocks out Ebard and grabs Lady 
  Rochevette. As they fight, he whispers to her: “Come 
  with me or the boy dies.” Lady Rochevette agrees to the 
  teleportation in order to save her son. 
   
  A chilling scream breaks through the sound of 
  melee for a moment. Ebard lies slumped on the 
  ground, a nasty cut on the side of his head. Lady 
  Rochevette struggles against an invisible opponent. 
  An instant later, she stops struggling, and Lady 
  Rochevette disappears.  
   
  If any PC can see invisible, then read the following to those 
  PCs alone. 
   
  A vile-looking, bearded creature with a scar running 
  through his right eye and bearing an ugly smile 
  clicks 
  his 
  heels 
  and 
  disappears 
  with 
  Lady 
  Rochevette. 
   
  Allow any PC who can see invisible to make a DC 20 
  Spellcraft check to recognize a teleport spell that is 
  activated through the bearded creature’s boots of 
  teleportation. When met in a later encounter, Ashken no 
  longer wears the boots, which he returned to the armory 
  of Dunrealta. 
   
  Only PCs who have seen Ashken can make a DC 15 
  Knowledge (the planes) check to recognize a bearded 
  devil.  
   
  At this moment, Ebard is at zero hit points and 
  suffering from an infernal wound. (See the bearded devil 
  entry p. 52 of the Monster Manual.) On his turn, Ebard 
  drinks a potion of cure light wounds, which brings him up to 
  four hit points. He begins to look around for his mother 
  and stays away from the rest of the combat. 
   
  Development: If the PCs capture the goons, the minute 
  they are brought to consciousness, they refuse to answer 
  any questions. If, however, they are Intimidated (see PHB 
  p 76) or charmed, they are willing to talk and divulge the 
  following:  
  • 
  They are mercenary who found very lucrative 
  employment with Sir Haurin. 
  • 
  They think Sir Haurin is a good and resourceful 
  commander. Harsh but fair. (They do not link Sir 
  Haurin to the devils). 
  • 
  They are all Tenha refugees who find happiness in 
  making the good folk of the County suffer because of 
  the squalor they were forced to live in as refugees. 
  • 
  They work on the side of a devil named Ashken, who 
  pays them good money to accomplish occasional 
  missions. 
  • 
  The have NOT made the link between Ashken and 
  Sir Haurin. 
  EBARD 
  After the PCs heal Ebard, read or paraphrase the 
  following: 
   
  When you first met Ebard, his eyes were as innocent 
  as a new born’s. Now they have changed, and you 
  observe an unrelenting anger pulsing through them. 
   
  “How dare he! By the gods, I will not rest until I 
  have Sir Haurin’s head on a silver platter to be fed to 
  the dogs. Come to my campsite, we have to plan the 
  assault.”  
    
  Ebard is in a hurry to get back and jumps on his horse, 
  pushing it through a short cut to his camp site. The whole 
  way there, he is angry that he failed to protect his mother. 
   
  Any PC who succeeds at a DC15 Heal check on 
  Ebard recognize that the wound he suffered is not 
  normal. If the PCs can then make a DC15 Knowledge 
  (the planes), they can recognize the wound as one 
  normally left by a bearded devil’s attack.  
  5: THE HUT 
  Following Ebard for hours, the day is now well into 
  mid-afternoon. With the sun approaching the 
  horizon, you start to wonder when you will come to 
  this camp. 
   
  The smell of roasting meat indicates Ebard is 
  not leading you on a wild chase. The smoky smell 
  emanates from an unclear source, but it carries with 
  it the promise of delights. 
   
  Ebard takes a sharp bend in the trail, passes 
  through a series of thick bushes, and exits in a small 
  clearing where a little hut has been built from 
  available material. The thin plume of smoke that 
  rises from the chimney seems to be the source of the 
  delicious aroma that transported you here. A wreath 
  of oak leaves hangs on the door and a carved plaque, 
  displaying a scimitar on an oak tree, has been placed 
  next to the door. 
   
  URC7-04 Lord of the Castle 
   
  Page 11 
  
  PCs can make a DC15 Knowledge (religion) check to 
  recognize the symbol of Phyton next to the door. Phyton 
  is the CG Suel deity of nature, beauty and farming.  
   
  “Father, we need to talk!” says Ebard as he enters the 
  hut. “Why did you hide my past from me?” 
   
  “You needed to find out about it on your own, 
  and now you have!” 
   
  The hermit looks at Ebard as if seeking 
  compassion from the young man. “Wait here, boy.” 
   
  The hermit runs off into some nearby bushes. 
  He pulls up a few stones for a bit and returns with a 
  waterproof sack. “I found these in your horse’s 
  saddlebags when I found you. They belong to you.”  
   
  The hermit lays the items at Ebard’s feet. In the 
  bundle lay three items: a yellow knight’s tabard 
  clearly designed for a child with three leaping dogs 
  upon it, 50 arrows, and a green cape with a swan and 
  three blue roses.  
   
  Ebard looks at all these items, from the previous 
  life he now remembers, with swelling pride. He 
  clasps the cloak to him and admires the symbol on 
  the tabard. “My father’s,” he explains. “When he 
  ruled the keep, our house’s banner flew through the 
  days and the nights.”  
   
   
  At this point, PCs may ask questions of either Sir 
  Ebard or the hermit.  
  QUESTIONS FOR THE HERMIT 
  The old man keeps referring to Ebard as “Birrin”, the 
  name he gave the boy. 
  • 
  Who are you/What is your name? My name was 
  Rulin, but everyone calls me The Hermit.  
  • 
  Why do you live out here? Because nature is the 
  most peaceful way to live. No politics, no 
  meaningless death, no war, just nature at its finest. 
  • 
  Why didn’t you tell Ebard about his past? He 
  needed to find out on his own. 
  • 
  That is the dumbest explanation ever! What you 
  think is… unimportant. 
  • 
  How did you find him? His horse was by a river. I 
  thought that the horse was a run away. I found Birrin 
  here hooked to the stirrup by his ankle. When he 
  awoke, he had no memory of his past. 
  • 
  Where is the horse now? It gave us a good meal 
  and tools. 
  • 
  Didn’t you know about the attack on the keep? 
  Honestly, no, and I don’t really care. I was detached 
  from the events in the county (true). Always am 
  when I go on my solitary “missions” 
  • 
  What’s a “Mission”? Just to connect with the life-
  giving nature around us.  
  QUESTIONS FOR EBARD 
  • 
  Why do you live out here? It is where my father 
  lives. 
  • 
  What are common monsters in this forest? The 
  usual: bandit, humanoids, animals and the occasional 
  aberration. 
  • 
  What happened that caused you to lose your 
  memory? Four years ago, forces of the Lord of the 
  East laid siege to our beloved keep. Our keep was 
  one of many that fell to his forces. Sir Haurin led the 
  assault. He sent us terms of surrender, but my father 
  naturally refused. They attacked the keep, but were 
  repulsed at every occasion. A frontal assault on 
  Dunrealta is pretty much futile. The keep held until 
  that stormy day when devils appeared throughout 
  the keep and massacred my father’s men. During the 
  fighting, my father sent me out through a secret 
  passage. I… I don’t remember anything after that 
  • 
  Devils?! That’s what my father said. However, there’s 
  not much we can do to prove that. I’m sure Sir 
  Haurin made a deal with them. We need to find 
  proof of it to bring him to justice. 
  • 
  Where was your mother when this was all 
  happening? I didn’t know at the time, but she 
  wasn’t at the Keep. With talking to her just now, I 
  found out that she was out pick medicinal herbs for 
  healing remedies. 
  • 
  How’d she escape? I didn’t know how she did. 
  • 
  What do you want us to do? (see “Ebard’s Plan”, 
  below). 
  EBARDS’ PLAN 
  “Any frontal assault on Dunrealta is doomed to fail. 
  None of you have the siege engines required to break 
  through the walls… I can take you to a back way 
  in…” 
   
  “There’s a secret entrance my father built as an 
  escape route in case of an attack. There’s a trap door 
  underneath a tree that leads under the keep. The 
  other end opens up just underneath my father’s 
  quarters.”
   
  “During the siege, I also found that there was a 
  new branch that had been dug, no doubt by some 
  criminals who managed to escape the jail. I’m 
  certain my mother can be found in the dungeon.” 
   
  “Enter the keep through that secret exit, find my 
  mother, and if you can, try to find proof of Sir 
  Haurin’s evil deeds. I’m sure you can find them 
  easily.” 
   
  The PCs may have a number of questions for Ebard. 
  • 
  How do you know all this? I was born and raised at 
  Dunrealta. The place was my playground as a boy. 
  Since I met my mother all my memories have 
  returned. 
  • 
  Isn’t that illegal? Is trafficking with devils legal? Is 
  murdering my father and leaving me for dead illegal? 
  Is kidnapping my mother illegal? 
  • 
  What will you pay us? I have no money. Once the 
  keep is retaken by my mother and me, I promise to 
  pay you handsomely.  
  URC7-04 Lord of the Castle 
   
  Page 12 
  
  • 
  What will you do? I’m not as experienced as you, so 
  I’ll wait away from the keep. I know the forest and 
  can avoid the soldiers without difficulty. They 
  haven’t caught me yet… 
  • 
  Are there any supplies you could give us? Alas, 
  I’m afraid not; I have nothing to spare, and with my 
  mother’s life on the line, we can’t afford to wait while 
  I find more – not even an hour. There’s no telling 
  what that evil maniac would do to my mother.  
   
  If the party is in need of healing, the Hermit casts a 
  number of cure spells to get the PCs fully-healed.  
   
  Ebard is convinced that Sir Haurin is evil and rotten 
  to the core. However he has no physical proof; he’s 
  sending the PCs to find the proof he needs to get Sir 
  Haurin condemned. 
   
  Ebard thinks that if the PCs leave now, they should 
  reach the fortress just before nightfall. Ebard has no 
  intention to enter the keep. 
   
  To make it easier for the PCs to travel and avoid 
  being seen, Ebard recommends leaving any mounts 
  behind. 
  TROUBLESHOOTING: REFUSING TO PERFORM 
  UNLAWFUL ACTS 
  It is possible that some PCs refuse to participate in 
  Ebard’s plan. Ebard insists that he wants the PCs to find 
  proof of Sir Haurin’s evil affiliation, not to kill him or 
  anyone. Plus, he believes that Sir Haurin’s men have 
  kidnapped his mother.  
   
  If the PCs still do not accept, the adventure is over 
  for them. Ebard goes alone and dies. His mother also dies. 
  Proceed to the Conclusion. 
  TROUBLESHOOTING: REFUSING TO FOLLOW 
  EBARD’S PLAN 
  It is possible the PCs refuse to follow Ebard’s plan. Ebard, 
  like a spoiled child, tries to order the PCs to go with his 
  plan.  
   
  The PCs may wish to use spells on Ebard, if that is so, 
  modify the rest of the adventure. Ebard dies at the first 
  attack or area of effect spell that hits him. The villains 
  first target the PCs. 
  6: THE GUARDIAN 
  This boxed text assumes the PCs travel on-foot. Adjust as 
  needed. 
   
  Shadows from the setting sun stretch long tendrils 
  over the lands of the County of Urnst as Ebard heads 
  out along a rough trail.  
   
  Ask which PC carries a light. (If the PCs carry light, the 
  devils are alerted of the PCs’ arrival). 
   
  Walking in the growing darkness, on a well-hidden 
  path, allows you to make good speed. Ebard stops by 
  a brook. “Here it is… Follow this brook about 400 
  yards. You will come to a large oak tree whose roots 
  are showing. Search the roots; the entrance is there. 
  Good luck.”  
   
  Ebard then starts looking for a good hiding 
  place amidst the surrounding vegetation. 
   
  Following Ebard’s instruction, you quickly come 
  to a clearing by a cliff dominated by a gigantic oak 
  tree.  
   
  Sir Haurin thought all his enemies were disposed of in 
  the fight four years ago, and that no one knew of the 
  secret passage. When he found out about Ebard’s 
  existence, Sir Haurin dispatched a series of devils around 
  the keep to protect him. Ebard’s intimate knowledge of 
  the area allows him to avoid the devil patrols. 
   
  Creatures: 
   
  APL 4 (EL 6) 
   
  �The Guardian: female chain devil; hp 52; Monster 
  Manual 53 
   
  APL 6 (EL 8) 
   
  The Guardian: female erinyes; hp 85; Monster 
  Manual 54 
   
  APL 8 (EL 10) 
   
  �The Guardian: female erinyes fighter 1/ order of 
  the bow initiate 2; hp 138; Appendix 1 
   
  APL 10 (EL 12) 
   
  �The Guardian: female erinyes fighter 2/ order of 
  the bow initiate 2/ ranger 1; hp 162; Appendix 1 
  APL 12 (EL 14)  
   
  �The Guardian: female erinyes fighter 4/ order of 
  the bow initiate 2/ ranger 1; hp 197; Appendix 1 
   
  Tactics: At APL 4, the chain devil has dispersed a series 
  of chains throughout the clearing so they can be easily 
  animated. The devil animates the chains and focuses on 
  weak PCs, hoping to force the party to split its attention 
  between hurt PCs and itself. Anyone who is down and 
  receives healing gets attacked by a chain on the next 
  round. 
   
  At APLs 6 and above: The Erinyes starts 100 feet in 
  the air hiding in a cloud she created with her minor image 
  spell-like ability. When the PCs come into the clearing, 
  she summons bearded devils for ground support (yes, the 
  devils are summoned in mid-air but teleport into the 
  clearing). 
   
  She hopes the summoned devils soak up some the 
  party’s best spells. After a round of observation, she starts 
  firing arrows down on anyone she think can hurt her, 
  this includes flying PCs and spellcasters with range spells. 
   
  The devils are merciless, and use their abilities to the 
  maximum. Though they do not outright coup-de-grace 
  the PCs, anyone who goes down and receives healing 
  becomes a target on the next round.  
   
  URC7-04 Lord of the Castle 
   
  Page 13 
  
  Development: Should the Guardian be brought down 
  and reawakened for questioning, she laughs haughtily at 
  the PCs the whole time. She is ready to swear to return to 
  the Hells and never to return to the County. 
   
  Treasure: 
  PCs may gain the following treasure from this encounter: 
   
  �APL 4: Total 0 gp. 
   
  �APL 6: Magic 742 gp; +1 flaming composite longbow 
  (+5 Str) (742 gp); Total 742 gp. 
   
  �APL8: Loot: 26gp; Magic: 1,433gp; +1 flaming 
  composite longbow (+7 Str) (758 gp); +1 mithral chain shirt 
  (175 gp); bracers of quick-strike (100 gp); cloak of resistance +1 
  (83 gp); quiver of Tiamat (150 gp); ring of protection +1 (167 
  gp); Total: 1,459 gp; 
   
  �APL10: Loot: 26 gp; Magic: 3,433 gp; +1 flaming 
  frost shocking composite longbow (+7 Str) (2,758 gp); +1 
  mithral chain shirt (175 gp); bracers of quick-strike (100 gp); 
  cloak of resistance +1 (83 gp); quiver of Tiamat (150 gp); ring of 
  protection +1 (167 gp); Total: 3,459 gp; 
   
  �APL12: Loot: 26 gp; Magic: 5,183 gp; +2 flaming 
  frost shocking composite longbow (+7 Str) (4,258 gp); +2 
  mithral chain shirt (425 gp); bracers of quick-strike (100 gp); 
  cloak of resistance +2 (83 gp); quiver of Tiamat (150 gp); ring of 
  protection +2 (167gp); Total: 5,209 gp; 
   
  INTERLUDE: WHILE THE PCS ARE GONE 
  While the PCs are fighting the Guardian, Ebard’s luck 
  runs out, and he is found and recognized by a patrol of 
  devils. Quickly overcome, the devils bring Ebard to Sir 
  Haurin inside the keep, where the PCs find him again in 
  Encounter 9.  
  THROUGH THE TUNNELS 
  Once the fight is over, the PCs can enter the tunnels. The 
  entrance is tight for small-sized characters. Medium-sized 
  characters must squeeze to enter. Large-sized characters 
  cannot pass through the entrance. 
   
  A few hundred yards ahead, the PCs come to the 
  split in the tunnel Ebard mentioned. The main track 
  continues forward to Encounter 8 while the side passage 
  goes to the Dungeon in Encounter 7.  
   
  The side passage requires medium-sized creatures to 
  squeeze. 
  RESTING 
  It is very likely the PCs decide to rest at this time. As long 
  as they remain in the passage, they are fine. No one 
  comes through the secret passage while the PCs are there. 
  This adjusts the timeline of Ebard getting caught. 
   
  If they do NOT get to Lady Rochevette before 
  resting (and keep her with them), she dies before the PCs 
  are done resting. 
   
  If the PCs rest in the dungeons, they are arrested by 
  Sir Haurin’s men (proceed to Encounter 10 under 
  “Murderers”). 
  7: INTO THE DUNGEON  
  This passage was an escape tunnel that was dug by 
  criminals who got lucky enough to find the secret exit. 
  The criminals are now long gone, but the tunnel remains. 
  Small-sized creatures are not forced to squeeze. 
   
  Squeezing through the tight passage, you arrive in 
  the keep’s dungeon. Skeletons still chained to the 
  wall and cobwebs serve as witness that it has not 
  been used in a long time. 
   
  Lady Rochevette is chained to the wall. Her eyes 
  light up as she sees you. “Mother Lydia, thank you 
  for coming!” 
   
  Lady Rochevette explains that Sir Haurin knows 
  someone is coming and the PCs need to escape now. She 
  asks about Ebard. 
   
  If the PCs have not yet fought Sir Haurin, or his 
  lieutenants, she urges the PCs to complete their mission 
  so Ebard is not in danger any longer than required. She 
  promises to hide in the secret tunnel and wait for the PCs’ 
  return. 
   
  If questioned, Lady Rochevette says her attacker 
  took her here and shackled her. The man (she doesn’t 
  know it is a devil) spoke in a harsh, vile-sounding 
  manner. She DID hear Sir Haurin speak with her attacker 
  outside the jail. 
   
  If Lady Rochevette sees Ebard’s dead body because 
  the PCs went and fought Sir Haurin and/or his 
  lieutenants first, despair crosses her face. She begins to 
  cry and simply follows like a ghost. She seems to age 20 
  years in the space of a few seconds, right in front of the 
  PCs. Proceed to Encounter 10. 
  8: THE DEALS  
  Following the tunnel, the PCs quickly reach a trap door 
  (it is not hidden from their side). The corridor ends at a 
  narrow, fifteen feet high, two and a half feet wide, area 
  that ends with a secret trap door that opens on the wall of 
  Sir Haurin’s office. The opening is obvious on this side, 
  but well-hidden from the other side. It allows only 
  medium-sized creatures to squeeze through, one at a time. 
  There is light on the other side, provided by everburning 
  torches. 
   
  Sir Haurin has not been in his office today; the news 
  of Lady Rochevette has kept him busy.  
   
  When Sir Haurin first took over the keep, he could 
  not do it alone. He needed extra help. He was not all that 
  chivalrous, and enlisted devils to serve under his 
  command. In order to gain their personal services, Sir 
  Haurin made a Faustian Pact. Devils make decent 
  servants: they are orderly, obedient, and effective.  
   
  Once Sir Haurin took control of Dunrealta, most of 
  the devils were released from service. He decided to keep 
  a few of them around as added personal protection. Thus 
  he signed another Faustian Pact to assure the loyalty of a 
  few of the devils.  
  URC7-04 Lord of the Castle 
   
  Page 14 
  
   
  The PCs may search Sir Haurin’s room. No patrol 
  dares to enter Sir Haurin’s office since he has given 
  orders for no one to go in the room, only to patrol the 
  hallways around it. You can scare the PCs by having them 
  hear soldiers walking in the corridor beyond the double-
  doors. 
   
  Sir Haurin keeps the contracts in a chest underneath 
  the floorboards of his quarters. A DC 22+APL Search 
  check (the floorboards are better hidden at high APL) 
  finds the trap door, which conceals the chest. The chest 
  isn’t locked or trapped. When the PCs open the chest, 
  give out Player’s Handout #4 and Player Handout #5. 
  AFTER THE SEARCH 
  Let the PCs search Sir Haurin’s room, without being 
  disturbed. Unless one of the PCs opens the door to Sir 
  Haurin’s dining room, ask the PCs to place themselves on 
  the map. Ask for Listen checks and compare results with 
  the following chart: 
  • 
  DC 5 There seems to be voices in the other room 
  • 
  DC 10 There are sounds of combat coming from the 
  other room. 
  • 
  DC 15 One voice sounds a lot like Sir Ebard’s 
  • 
  DC 20 Sir Ebard says “Usurper, murderer, and scion 
  of Hell!” 
   
  Proceed immediately to the next encounter. 
  9: THE DINING ROOM 
  The PCs may not know this, but Ebard went to try and 
  kill Sir Haurin by himself. When the PCs first look into 
  the room, Ebard has just received a severe blow by 
  Ashken, and starts the battle at -1 hit point but is stable. 
   
  You enter the lit chamber to find a horrid sight. 
  Overturned 
  tables 
  litter 
  the 
  room. 
  Torches 
  illuminate the two figures at the end of the room 
  atop one of the tables.  
   
  You see young Ebard take a nasty blow from a 
  wicked-looking glaive, wielded by a horrible-
  looking, bearded creature with a nasty scar running 
  down his right eye.  
   
  “Young fool! You are not the lord of the castle. 
  Sir Haurin is!” The devil says as Ebard collapses to 
  the floor. 
   
  At APLs 4-8 add: 
   
  In the back of the room, a man wearing full plate 
  clicks his heels and disappears.  
   
  At APLs 10-12 add: 
   
  In the back of the room, a man wearing full plate 
  finishes applying oil to his greatsword.  
   
  At APL 12 add: 
   
  A second vile-looking creature with a beard and a 
  long-bladed glaive takes notice of you.  
   
  Creatures: 
   
  APL 4 (EL 7) 
  �Ashken: bearded devil fighter 2; hp 86; Appendix 1 
   
  APL 6 (EL 9) 
  �Ashken: bearded devil fighter 4; hp 107; Appendix 
  1 
   
  APL 8 (EL 11) 
  �Ashken: bearded devil fighter 6; hp 130; Appendix 
  1 
    
  APL 10 (EL 13) 
   
  �Sir Haurin: male suel fighter 10/marshall 1; hp 
  102; Appendix 1 
   
  �Ashken: bearded devil fighter 6; hp 130 each; 
  Appendix 1 
   
  APL 12 (EL 15) 
   
  �Sir Haurin: male suel fighter 10/marshall 1; hp 
  102; Appendix 1 
  �Ashken and Renalds: bearded devil fighter 6; 
  hp130 each; Appendix 1 
  �Bone Devil (2): hp 95 each; Monster Manual 51 
   
  Terrain: The tables serve as hard corners, due to their 
  height of four feet; they also count as hindering terrain. 
  The knocked-over stools serve as hindering terrain and 
  cannot be charged through.  
  Tactics: The terrain is well-suited to fighting with reach 
  weapons and the bearded devils know this. They fight in 
  the following manner: In the first phase, they try to draw 
  the heavy fighters into the bedroom hoping the lightly-
  armored spellcasters gather close to the door. Then they 
  teleport to Sir Haurin’s room and try to deal with the 
  spellcasters using the reach of their glaives to maximum 
  efficiency.  
   
  The bone devils remain invisible and try to split the 
  party using walls of ice only 5-feet high (so they can see 
  above). Once the PCs have been split to best effect, the 
  bone devils try to summon lemures to fill the room and 
  keep the fighters busy. Finally, they teleport, and are 
  joined by Ashken and Renalds who grapple spellcasters 
  and let the bearded devils hit their poor targets. 
   
  The devils take no prisoners. Anyone left behind is 
  deemed unrecoverable.  
   
  Sir Haurin targets Knights and Heironeans first, 
  then Suel PCs. He is a formidable opponent in his own 
  right and fights like the devils; neither gives nor demands 
  quarter. He assumes the PCs are part of the Archbaron’s 
  men coming to remove him from power (not very far 
  from the truth). 
   
  At APLs 4-8, Sir Haurin uses the boots of teleportation 
  Ashken used in encounter 4, and leaves the County. He 
  does NOT take part in the fight. 
  URC7-04 Lord of the Castle 
   
  Page 15 
  
   
  Before fighting Ebard, all the demons applied 
  potions of dolorous blow to their weapons (see their 
  power-up suite). 
   
  Throughout the fight, any visible opponents 
  continuously taunt the PCs and ridicule them. 
   
  Once Sir Haurin is dead, any devil brought down to 
  single-digit hit points teleports away. 
   
  Treasure: 
  PCs may gain the following treasure from this encounter: 
   
  �APL4: Loot: 21 gp; Magic: 192 gp; +1 glaive (192 
  gp); Total: 213 gp;  
   
  �APL6: Magic: 297 gp; +1 chain shirt (104 gp); +1 
  glaive (192 gp); Total: 297 gp;  
   
  �APL8: Magic: 1,897 gp; +1 cursespewing glaive (692 
  gp); +2 darksoul protection chain shirt (771 gp); bracers of 
  quick strike (100 gp); gauntlets of ogre power (333 gp); Total: 
  1,897 gp;  
   
  �APL10: Magic: 9,813 gp; +1 cursespewing glaive (692 
  gp); +2 darksoul protection chain shirt (771 gp); +2 flaming 
  humanbane greatsword (2,696 gp); +2 medium fortification 
  full plate (2,221 gp); amulet of health +2 (333 gp); belt of giant 
  strength +4 (1,333 gp); bracers of quick strike (100 gp); cloak of 
  charisma +2 (333 gp); gauntlets of ogre power (333 gp); ring of 
  protection +2 (667 gp); vest of resistance +4 (333 gp); Total: 
  9,813 gp;  
   
  �APL12: Magic: 11,710 gp; +1 cursespewing glaive x2 
  (692 gp); +2 darksoul protection chain shirt x2 (771 gp); +2 
  flaming humanbane greatsword (2,696 gp); +2 medium 
  fortification full plate (2,221 gp); amulet of health +2 (333gp); 
  belt of giant strength +4 (1,333 gp); bracers of quick strike x2 
  (100 gp); cloak of charisma +2 (333 gp); gauntlets of ogre power 
  x2 (333 gp); ring of protection +2 (667 gp); vest of resistance +4 
  (333 gp); Total: 11,710 gp; 
   
  EBARD DURING THE BATTLE 
  Ebard lies on the floor unconscious but stable. His 
  position is important. Should the PCs heal him, he 
  charges in recklessly into combat, most likely getting 
  himself killed.  
   
   
  Development: Once the PCs have defeated and looted 
  Sir Haurin and/or his devil lieutenant/s, as well as had 
  time to heal up, have a group of soldiers begin to bang on 
  the door calling for Sir Haurin. This should be the clue 
  for the PCs to leave. The soldiers do not find the secret 
  door.  
   
  If the PCs stay, they are arrested by the soldiers for 
  treason. Proceed to Encounter 10 under “Murderers”. If 
  they did not rescue Lady Rochevette at this time, the poor 
  woman is sacrificed by one of the devils. 
  10: WHERE TO NOW? 
  By now the PCs have a number of options open to them. 
  Once they exit Dunrealta, ask them what they wish to do 
  with the evidence. Below is a series of possible courses of 
  action the PCs may take. 
   
  Lady Rochevette (if she was rescued) is adamant that 
  whatever proof the PCs have found in the keep must be 
  reported without delay to the Archbaron.  
   
  Sir Ebard, if alive, is unsure of what to do next. His 
  training with the hermit is inadequate for the current 
  situation, and he finds it rather overwhelming.  
   
  Let the PCs decide what to do with the information. 
  If the PCs decide to go to the Archbaron without first 
  requiring 
  payment, 
  proceed 
  to 
  “Informing 
  the 
  Archbaron”. If they try to first get payment, proceed to 
  “Keeping it Secret”. 
   
  The important thing to know is “Who do the PCs go 
  to FIRST?” 
   
  It should be noted that it is possible for some PCs to 
  be captured while others escape. Run the following 
  encounters as best they correspond to the free PCs’ 
  actions. 
  INFORMING THE ARCHBARON 
  Lady Rochevette offers to take the PCs to the Archbaron; 
  she is after all the wife of one his vassals and as such, the 
  laws of chivalry force the Archbaron to receive her.  
   
  Unless the PCs have his favor, are members of a 
  Knightly order, or are members or servants of House 
  Gellor, Lady Rochevette is their best choice.  
   
  The following boxed text assumes the PCs follow 
  Lady Rochevette to the Archbaron. Modify as needed. 
   
  Located across from the Temple of Valor in the 
  center of Count’s Markham, stands the House of 
  Justice. Anywhere else it would dominate its 
  surroundings, but here, the Temple of Heironeous 
  towers over the baronial court. 
   
  Once inside, you are quickly ushered into a great 
  hall with hanging tapestries that depict Heironeous 
  and Hextor locked in mortal combat. 
   
  Knights dressed in the colors of House Gellor 
  surround a tall, imposing man. Lady Rochevette 
  motions for you to wait as she strides towards the 
  men. She exchanges a few pleasant words and points 
  towards your group. 
   
  The tall man strides toward you with a slight 
  limp, followed by the knights. “I am Lord Malthanus 
  Gellor. I was told you have something to tell me.” 
   
  Let the PCs explain to Lord Gellor what they have found. 
  Lord Gellor listens intently and asks for any proof the 
  PCs have found.  
   
  Proceed to the conclusion. 
  KEEPING IT SECRET 
  Lady Rochevette bows her head and does not argue the 
  PCs’ decision, even though she does not agree with it. She 
  leaves with Ebard. 
   
  Proceed to the conclusion, under “Keeping it Secret”. 
  MURDERERS 
  The goal of this mini-encounter is to find out if the PCs 
  will flee, fight, or surrender peacefully. The soldiers force 
  their way in and fill the room.  
  URC7-04 Lord of the Castle 
   
  Page 16 
  
   
  If the PCs decide to fight or flee, they are 
  automatically successful. The soldiers are surprised by 
  what they find and do not really pursue the PCs. Proceed 
  to Conclusion under: “Wanted”. 
   
  If the PCs surrender and Sir Haurin is not dead, the 
  PCs are executed for treason as soon as he regains 
  consciousness. Proceed to Conclusion under “PCs 
  executed by Sir Haurin”. 
   
  If the PCs surrender and Sir Haurin is dead, the PCs 
  are quickly stripped down and chained in the dungeons 
  (not where Lady Rochevette is, the public ones). Proceed 
  to Conclusion under “PCs captured by Sir Haurin’s 
  Soldiers”. 
  CONCLUSION 
  The conclusion to the adventure depends on the result of 
  encounter 10.  
  PCS CAPTURED BY SIR HAURIN’S SOLDIERS 
  This boxed text assumes the PCs tell the truth; modify 
  accordingly.  
   
  You are taken in chains, by a number of soldiers 
  from Dunrealta, to the Hall of Justice in Count’s 
  Markham. You are brought before the Archbaron 
  Malthanus Gellor who is seated on his baronial 
  chair, looking imposing and powerful.  
   
  The lieutenant explains that you are guilty of 
  the murder of Sir Haurin Kestler. They explain the 
  situation in which they found you. The Archbaron 
  frowns with anger. 
   
  “Explain yourselves!” He demands in an 
  authoritarian voice.  
   
  Allow the PCs to plead their case. 
   
  Lord Gellor listens to your reply with growing 
  interest. 
   
  “I will have your claims verified.” He calls over 
  to one of his knights before giving him orders to 
  verify your claims.  
   
  For two days, you are questioned by the clerics 
  of Heironeous, the Knights of Lord Gellor, and a 
  variety of people. Finally, you are brought before 
  Lord Gellor again. “I disapprove of the manner in 
  which you went about this, but I have found that 
  what you have told me to be true. Sir Haurin 
  consorted with devils and deserved such a penalty. 
  However, justice in my lands is mine to dispense, 
  and my mine alone. Is that clear?” 
   
  “You may go.” With that simple order, the 
  Archbaron dismisses you. 
   
  PCS EXECUTED BY SIR HAURIN 
  If all the PCs die in this fashion, the only way to recover 
  the bodies is by requesting a special mission to the 
  County triad. 
   
  If one PC is still alive, he can return later to claim the 
  bodies of the fallen. In that case, the PCs can be raised 
  normally at any local temple. 
  WANTED 
  The PCs were seen by the guards and escaped either by 
  fighting or by using magic. If the PCs decide to turn 
  themselves in, proceed to “PCs captured by Sir Haurin’s 
  soldiers”, above. In this case, the soldiers who arrest the 
  PCs are some of Lord Gellor’s men, not Sir Haurin’s 
   
  This conclusion supposes the PCs decide to avoid 
  getting caught by the law. 
   
  It has been a few days since you left Markham, when 
  you hear two messengers speaking about the 
  murderers of Sir Haurin Kestler. The descriptions 
  given match you and your companions. 
   
  Unless you want to face justice, wisdom says you 
  had better stay away from Count’s Markham... 
  SIR HAURIN ESCAPED 
  At APLs 4-8, Sir Haurin automatically succeeds in 
  escaping the PCs. 
   
  Lord Gellor listens to you with growing interest. 
   
  “I will have your claims verified.” He calls over 
  to one of his knights before giving him orders to 
  verify your claims. Lord Gellor sends his knights to 
  find Sir Haurin. 
   
  Before nightfall, you are brought before Lord 
  Gellor again. Sir Haurin is also present but chained 
  and manacled. Lord Gellor turns to you. 
   
  “What you have told me proved true. Sir Haurin 
  consorted with devils and deserved such a penalty. I 
  thank you for bringing this felon vassal of mine to 
  me.” 
   
  Turning to Sir Haurin, Lord Gellor adds. “Sir 
  Haurin, for the crime of treason, fomenting 
  rebellion, and consorting with devils, I condemn 
  you to be executed by beheading. The sentence will 
  be carried out tomorrow in the central plaza of 
  Count’s Markham after morning prayers. May the 
  Archpaladin show you the compassion that you did 
  not show to your fellow man.” 
   
  Proceed to “Lady Rochevette and Sir Ebard” 
  SIR HAURIN CAPTURED 
  Lord Gellor listens to you with growing interest. 
   
  “I will have your claims verified.” He calls over 
  to one of his knights before giving him orders to 
  verify your claims. Sir Haurin is taken into custody 
  by some of Lord Gellor’s knights. 
   
  Before nightfall, you are brought before Lord 
  Gellor again. Sir Haurin is chained and manacled. 
  Lord Gellor turns to you. 
   
  “What you have told me proved to be true. Sir 
  Haurin consorted with devils and deserved such a 
  penalty. I thank you for bringing this felon vassal of 
  mine to me.” 
  URC7-04 Lord of the Castle 
   
  Page 17 
  
   
  Turning to Sir Haurin, Lord Gellor adds. “Sir 
  Haurin, for the crime of treason, fomenting 
  rebellion, and consorting with devils, I condemn 
  you to be executed by beheading. The sentence will 
  be carried out tomorrow in the central plaza of 
  Count’s Markham after morning prayers. The 
  Archpaladin show you the compassion that you did 
  not show to your fellow man.” 
   
  Proceed to “Lady Rochevette and Sir Ebard” 
  SIR HAURIN KILLED 
  Lord Gellor listens to your reply with growing 
  interest. 
   
  “I will have your claims verified.” He calls over 
  to one of his knights before giving him orders to 
  verify your claims.  
   
  For two days, you are questioned by the clerics 
  of Heironeous, the Knights of Lord Gellor and a 
  variety of people. Finally, you are brought before 
  Lord Gellor again.  
   
  “I disapprove of the manner in which you went 
  about this, but I have found that what you have told 
  me to be true. Sir Haurin consorted with devils and 
  deserved such a penalty. However, justice in my 
  lands is mine to dispense, and my mine alone. Is 
  that clear?” 
   
  “You may go.” With that simple order, the 
  Archbaron dismisses you. 
   
  Proceed to “Lady Rochevette and Sir Ebard” 
  KEPT IT SECRET 
  Through action, or inaction, you have kept the affair 
  secret long enough for forces of darkness to escape 
  and they are thankful. 
   
  Proceed to “Lady Rochevette and Sir Ebard” 
  LADY ROCHEVETTE AND SIR EBARD 
  If Lady Rochevette survived, but not Ebard, run the PCs 
  through “Sir Ebard died”. 
   
  If both Lady Rochevette and Ebard survived the 
  adventure, run them through “Sir Ebard”. 
   
  If only Sir Ebard survived, but not Lady Rochevette, 
  run the PCs through “Lady Rochevette died”. 
   
  If neither survived, proceed to “Finally”, and the PCs 
  do not get paid the money she promised them. 
  SIR EBARD DIED 
  Lady Rochevette, dressed in a yellow dress, walks up 
  to you, her deep blue eyes red and puffy from crying. 
  Her voice is hesitant, almost shameful. 
   
  “Dearest friends… You have rendered me a great 
  service and I promised you money in return for 
  those services. I promised you money to find my 
  Ebard and you went above and beyond by saving me 
  from the clutches of Sir Haurin…” 
   
  “But the second death of my dear Ebard is 
  something I cannot tolerate. I find I cannot pay you 
  and get him raised from the dead. I appeal to you 
  mercy and to your generosity to allow me to bring 
  back my only son to life with the money I promised 
  you.” 
   
  Allow the PCs to respond. Again, some PCs may decide to 
  offer her their share of the money while others refuse, 
  this is perfectly acceptable. Note which PC gave their 
  share to Lady Rochevette, and which PC did not.  
   
  Some higher-level NPCs may offer to cast a raise dead 
  spell for Lady Rochevette for free. Any help that would 
  reduce the cost of the spell casting qualifies. 
   
  If the PCs help her, proceed to “Sir Ebard” and then 
  to “Loose Ends”. 
  SIR EBARD 
  Sir Ebard walks up to you. He has changed into a 
  more aristocratic outfit. On his breast is an amethyst 
  brooch depicting the three running hounds of 
  House Damian. At his side is his old short sword 
  and he sports a tabard with the three blue roses of 
  House Gellor. 
   
  “Dearest friends, I have big news. I have entered 
  the service of Lord Gellor. I am leaving for the 
  Citadel to train as a Knight! Though my mother 
  doesn’t agree with my choice, I wish to follow the 
  path my father set before me.” 
   
  “Speaking of my mother, she offers you this” the 
  young man extends a coin pouch. 
   
  “Thank you again, go with my thanks and 
  friendship!” 
   
   
  Proceed to “Loose Ends”. 
  LADY ROCHEVETTE DIED 
  Sir Ebard walks up to you. He has changed into a 
  more aristocratic outfit. On his breast is an amethyst 
  brooch depicting the three running hounds of 
  House Damian. At his side is his old short sword 
  and he sports a tabard with the tree blue roses of 
  House Gellor. 
   
  “Dearest friends, I have big news. I have entered 
  the service of Lord Gellor. I am leaving for the 
  Citadel to train as a Knight! I wish to follow the path 
  my father set before me.” 
   
  “Speaking of my mother, she promised you 
  these,” the young man extends a coin pouch. “Too 
  bad she will not see me become a knight, and protect 
  the people as my father did…” 
   
  “Thank you again, go with my thanks and 
  friendship!” 
   
   
  Proceed to “Loose Ends”. 
  LOOSE ENDS 
  Lady Rochevette is a widow. It is possible that a PC may 
  wish to marry her. If that is the case, note this in the play 
  notes of his AR and ask the player to contact the County 
  of Urnst Triad at coutriad@yahoogroups.com. 
  URC7-04 Lord of the Castle 
   
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  It is also possible for a PC to want to take on Sir 
  Ebard as a cohort. If that is the case, note this in the play 
  notes of his AR and ask the player to contact the County 
  of Urnst Triad at coutriad@yahoogroups.com. 
   
  Proceed to “AR Rewards.” 
  AR REWARDS 
  • 
  If the PCs force Sir Haurin to flee (APLs 4-8) or if 
  they capture or kill him (APLs 10-12), the PCs 
  receive the “Ire of Elphegor” AR Reward. 
  • 
  PCs who were executed by Sir Haurin receive the 
  “Executed” AR Reward. The decision as to whether a 
  PC is rescued by a fellow PC or a special mission 
  request must be made at the table and initialed by 
  you, the DM. 
  • 
  PCs that escaped from the guard of Dunrealta after 
  being taken by them, and do not immediately report 
  to the authorities, receive the “Wanted for Murder” 
  AR Reward. 
  • 
  PCs who informed Lord Gellor immediately, receive 
  both “Favor of Archbaron Malthanus Gellor” and 
  “Markham’s armory” AR Rewards. Cross out the 
  Countess Belissica’s Hairpins reward for any PC who 
  is not both: good-aligned and has the County of 
  Urnst as their home region. 
  • 
  PCs who belonged to the following metaorgs at the 
  START of the adventure: House Gellor, Knights of 
  the County, or members of the College of the Divine 
  worshipping a good-aligned deity, receive the “Meta-
  org Access” AR Reward. 
  • 
  If the PCs managed to oust Sir Haurin from power 
  and Lady Rochevette is alive at the end of the 
  adventure, they receive the “Gratitude of Lady 
  Rochevette” AR Reward. 
  • 
  If the PCs agree to forfeit their payment from Lady 
  Rochevette in the Conclusion, they ALSO receive 
  the “Eternal Gratitude of Lady Rochevette” AR 
  Reward. 
  • 
  If Lady Rochevette survives the adventure, the PCs 
  receive the “Favor of the Church of Lydia” AR 
  Reward.  
  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. 
   
  5: Sir Haurin’s men 
  Experience objective: Defeat Sir Haurin’s Goons 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  6: The Guardian 
  Defeat the guardian 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: Final Battle 
  Defeat Sir Haurin and his devils 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Bring proof of Sir Haurin’s ties to devils to the authorities 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  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. 
  URC7-04 Lord of the Castle 
   
  Page 19 
  
   
  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. 
   
  4: Sir Haurin’s Men 
  APL4: Loot: 37 gp; Magic: 777 gp; +1 battle axe x2 (193 gp); 
  +1 breastplate x2 (113 gp); bracers of armor +1 (83gp); vest of 
  resistance +1 (83 gp); Total: 814 gp; 
   
  APL6: Loot: 10gp; Magic: 1,636gp; +1 battle axe x2 
  (193 gp); +1 breastplate x2 (113 gp); +1 heavy wooden shield 
  x2 (96 gp); bracers of armor +2 (333 gp); cloak of resistance +1 
  x2 (83 gp); vest of resistance +2 (333 gp); Total: 1,646 gp; 
   
  APL8: Loot: 10 gp; Magic: 3,303 gp; +1 axiomatic battle 
  axe x2 (693 gp); +1 breastplate x2 (113 gp); +1 heavy wooden 
  shield x2 (96 gp); amulet of health +2 (333 gp); bracers of 
  armor +2 (333 gp); cloak of charisma +2 (333 gp); cloak of 
  resistance +1 x2 (83 gp); vest of resistance +2 (333gp); Total: 
  3,313 gp; 
   
  APL10: Loot: 10 gp; Magic: 5,136 gp; +1 axiomatic 
  battle axe x2 (693 gp); +1 heavy wooden shield x2 (96 gp); +2 
  breastplate x2 (363 gp); amulet of health +2 (333 gp); bracers of 
  armor +3 (750 gp); cloak of charisma +2 (333 gp); cloak of 
  resistance +2 x2 (333 gp); vest of resistance +3 (750 gp); Total: 
  5,146 gp;  
   
  APL12: Loot: 10 gp; Magic: 6,470 gp; +1 axiomatic 
  battle axe x2 (693 gp); +1 heavy wooden shield x2 (96 gp); +2 
  breastplate x2 (363 gp); amulet of health +2 (333 gp); bracers of 
  armor +3 (750 gp); cloak of charisma +2 (333 gp); cloak of 
  resistance +2 x2 (333 gp); gauntlets of ogre power x2 (333 gp); 
  ring of protection +2 (667 gp); vest of resistance +3 (750 gp); 
  Total: 6,480 gp; 
   
  6: The Guardian 
  APL 4: Total 0 gp. 
   
  APL 6: Magic 742 gp; +1 flaming composite longbow (+5 
  Str) (742 gp); Total 742 gp. 
   
  APL8: Loot: 26gp; Magic: 1,433gp; +1 flaming 
  composite longbow (+7 Str) (758 gp); +1 mithral chain shirt 
  (175 gp); bracers of quick-strike (100 gp); cloak of resistance +1 
  (83 gp); quiver of Tiamat (150 gp); ring of protection +1 (167 
  gp); Total: 1,459 gp; 
   
  APL10: Loot: 26 gp; Magic: 3,433 gp; +1 flaming frost 
  shocking composite longbow (+7 Str) (2,758 gp); +1 mithral 
  chain shirt (175 gp); bracers of quick-strike (100 gp); cloak of 
  resistance +1 (83 gp); quiver of Tiamat (150 gp); ring of 
  protection +1 (167 gp); Total: 3,459 gp; 
   
  APL12: Loot: 26 gp; Magic: 5,183 gp; +2 flaming frost 
  shocking composite longbow (+7 Str) (4,258 gp); +2 mithral 
  chain shirt (425 gp); bracers of quick-strike (100 gp); cloak of 
  resistance +2 (83 gp); quiver of Tiamat (150 gp); ring of 
  protection +2 (167gp); Total: 5,209 gp; 
   
  9: The Dining Room 
  APL4: Loot: 21 gp; Magic: 192 gp; +1 glaive (192 gp); Total: 
  213 gp;  
   
  APL6: Magic: 297 gp; +1 chain shirt (104 gp); +1 glaive 
  (192 gp); Total: 297 gp;  
   
  APL8: Magic: 1,897 gp; +1 cursespewing glaive (692 
  gp); +2 darksoul protection chain shirt (771 gp); bracers of 
  quick strike (100 gp); gauntlets of ogre power (333 gp); Total: 
  1,897 gp;  
   
  APL10: Magic: 9,813 gp; +1 cursespewing glaive (692 
  gp); +2 darksoul protection chain shirt (771 gp); +2 flaming 
  humanbane greatsword (2,696 gp); +2 medium fortification 
  full plate (2,221 gp); amulet of health +2 (333 gp); belt of giant 
  strength +4 (1,333 gp); bracers of quick strike (100 gp); cloak of 
  charisma +2 (333 gp); gauntlets of ogre power (333 gp); ring of 
  protection +2 (667 gp); vest of resistance +4 (333 gp); Total: 
  9,813 gp;  
   
  APL12: Magic: 11,710 gp; +1 cursespewing glaive x2 
  (692 gp); +2 darksoul protection chain shirt x2 (771 gp); +2 
  flaming humanbane greatsword (2,696 gp); +2 medium 
  fortification full plate (2,221 gp); amulet of health +2 (333gp); 
  belt of giant strength +4 (1,333 gp); bracers of quick strike x2 
  (100 gp); cloak of charisma +2 (333 gp); gauntlets of ogre power 
  x2 (333 gp); ring of protection +2 (667 gp); vest of resistance +4 
  (333 gp); Total: 11,710 gp; 
   
  Conclusion 
   
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp. 
   
  APL 8: Coin: 200 gp.  
   
  APL 10: Coin: 250 gp. 
   
  APL 12: Coin: 300 gp. 
   
  Treasure Cap 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 4: 1,114 gp 
   
   
  APL 6: 2,835 gp 
   
  APL 8: 6,869 gp 
   
  APL 10: 18,668 gp 
   
  APL 12: 23,699 gp 
  URC7-04 Lord of the Castle 
   
  Page 20 
  
   
  ADVENTURE RECORD ITEMS 
   
  AR 1/2 
   
  �Favor of Archbaron Malthanus Gellor: counts as 
  one influence point with House Gellor.  
   
  �Gratitude of Lady Rochevette: counts as one 
  influence point with House Damian. 
   
  �Eternal Gratitude of Sir Ebard: counts as one 
  permanent influence point with Sir Ebard Damian. 
   
  �Markham’s Armory: You can exchange this favor for 
  ONE of the following items (you must pay all costs of the 
  item.) Cross off once used:  
  � 
  casting glove (DMG2) 
  � 
  holy surge weapon upgrade (DMG2) 
  � 
  Purchase of a Soulforged open-access armor, shield 
  or weapon (DMG2) 
  � 
  Purchase of a Frystalline open-access weapon (BoED) 
  � 
  Countess Bellissica’s hairpin (See AR 2/2)  
   
  �Meta-org Access: For members of House Gellor, 
  Knights of the County or member of the College of the 
  Divine worshipping a good-aligned deity, the Markham’s 
  Armory favor does not expire. Any item marked with a “#” 
  is considered access: regional. 
   
  �Ire of Elphegor: The devil known as Elphegor is 
  unhappy that you dispatched some of his forces, and 
  ruined his current plan. Any devil selects you as its first 
  target, whenever it has a choice. 
   
  �Favor of the Church of Lydia: The Church of Lydia 
  offers you the services of its members. Once per 
  adventure set in the County, you may contact members of 
  the Church to obtain the services of their sages. After 2 
  hours, you can make a Knowledge check with a bonus of 
  +10. Since the sages do the checks, no other bonuses or 
  penalty applies. (Unless specified, you can find a Lydian 
  sage in any town in the County.) 
   
  AR 2/2 
   
  �Countess Belissica's Hairpins: The silver hairpins are 6 
  inches 
  long 
  with 
  an  
  adamantine thread as decoration. Crafted by the former 
  Countess, they were some of her favorites, and were 
  taken from her body as she lay in wake. Once per 
  adventure, these hairpins grant the bearer a +1 sacred 
  bonus to a single attack roll, saving throw, or skill check. 
  Because she wore them so often, and was known for her 
  selfless good deeds, they now give off a faint aura of good. 
  Made accessible in gratitude for deeds benefiting the 
  County, you may only purchase ONE hairpin, ever. These 
  items are only available to good-aligned PCs with the 
  County of Urnst as their home region and without any 
  infamy points or Disfavors of House Gellor. Frequency: 
  Regional (limit of one, ever); Caster Level 5th; cannot be 
  crafted due to aura of good and history; Cost 2,000gp 
  (only available through Lord Gellor) 
   
  �Wanted for Murder: You escaped before trial and are 
  now wanted for regicide in Markham. You may surrender 
  yourself to the authorities and spending 4TUs going 
  through the trial. If you are caught by the authorities of 
  Markham, your trial takes 8TUs instead. Cross off once 
  removed. 
   
  �Executed: Sir Haurin had you executed, and your body 
  thrown in his private dungeon. To be raised, you need to 
  be rescued by a fellow surviving PC at the end of this 
  adventure or you can request a special mission from the 
  triad. 
  ITEM ACCESS 
  APL 6 (all of APL 4 plus the following): 
  • 
  # +1 flaming composite longbow (+5 Str) (Adv; DMG) 
   
  APL 8 (all of APLs4-6 plus the following): 
  • 
  # +1 axiomatic battle axe (Adv; DMG) 
  • 
  # +1 flaming composite longbow (+7 Str) (Adv; DMG) 
  • 
  +1 mithral chain shirt (Adv; DMG) 
  • 
  Bracers of quick strike (Adv; MH; 1,200gp) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  # +1 flaming frost shocking composite longbow (+7 Str) 
  (Adv; DMG) 
  • 
  +2 flaming humanbane greatsword (Adv; DMG) 
  • 
  # +2 medium fortification full plate (Adv; DMG) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  # +2 flaming frost shocking composite longbow (+7 Str) 
  (Adv, DMG) 
  • 
  # +2 mithral chain shirt (Adv; DMG) 
  CAMPAIGN CONSEQUENCES 
  Send the answers to the following questions to 
  modsubmission@gmail.com  
  1. What APL did you play this adventure? 
  2. Was Sir Haurin taken alive? 
  3. Did Sir Haurin escape the PCs?  
  4. Did any of the devils escape? Which one(s)? 
  5. What did the PCs do with the information collected 
  in Dunrealta? 
   
  URC7-04 Lord of the Castle 
   
  Page 21 
  
  APPENDIX 1: ALL APLS 
  3: EXTRA LUGGAGE 
  SIR EBARD DAMIAN/BIRRIN 
  CR 1 
  Male suel ranger 1 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common  
  AC 14 touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 10 (1 HD);  
  Fort +4, Ref +4, Will -1 
  Speed 30 ft. in light armor (4 squares), base 
  movement 30 ft 
  Melee +1 short sword +3 (1d6+2) 
  Ranged longbow +3 (1d8) 
  Base Atk +1; Grp +2  
  Special Action Favored enemy (animals +2) 
  Combat Gear +1 short sword, longbow, leather armor 
  Abilities Str 13, Dex 1 4, Con 15, Int 10, Wis 8, Cha 
  12 
  SQ Favored Enemy (animals +2), Wild Empathy 
  (1d20+2) 
  Feats Self-Sufficient, Stealthy, Track  
  Skills Climb +5, Craft (trapmaking) +2, Handle Animal 
  +3 , Heal +3, Hide +8 , Listen +3, Move Silently +8 
  , Spot +1, Survival +5 
  Possessions combat gear  
   
  URC7-04 Lord of the Castle 
   
  Page 22 
  
  APL 4 
  3: EXTRA LUGGAGE 
  MELANIE 
  CR 2 
  Female flan sorcerer 2 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 14 (2 HD);  
  Fort +3, Ref +2, Will +4 
  Speed 30 ft. (6 squares); 
  Melee club +0 (1d6-1) or 
   
  Touch +0 (as spell) 
  Ranged ray +2 (as spell) or 
   
  Light crossbow +2 (1d8) 
  Base Atk +1; Grp +0  
  Special Action Point Blank Shot, Precise Shot 
  Combat Gear Club, light crossbow 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day)—enlarge person, magic missile 
   0 (6/day)—acid splash, daze, detect magic, ray of 
  frost, read magic 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 
  15 
  Feats Point Blank Shot, Precise Shot,  
  Skills Bluff +7, Concentration +7, Knowledge 
  (arcana) +6, Spellcraft +8 
  Possessions combat gear plus bracers of armor +1, 
  vest of resistance +1 
   
  XYKOR AND ZANCHIN 
  CR 2 
  Male flan fighter 1 warrior 2 
  LN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 19 touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2 shield) 
  hp 26 (3 HD);  
  Fort +7, Ref +1, Will +1 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft 
  Melee +1 battleaxe +7 (1d8+3) or 
   
  longsword +5 (1d8+2) or 
  Ranged longbow +4 (1d8) 
  Base Atk +3; Grp +5  
  Atk Options Power Attack 
  Special Actions Mounted Combat 
  Combat Gear +1 battle axe, +1 breastplate, 
  masterwork heavy wooden shield, longbow, 
  longsword 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Mounted Combat, Power 
  Attack, Weapon Focus (battleaxe)  
  Skills Handle Animal +5, Jump -2, Ride +9 
  Possessions combat gear  
  9: THE DINING ROOM 
  ASHKEN 
  CR 7 
  Male barbazu fighter 2 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses see in darkness, Listen +10, Spot 
  +10 
  Languages Celestial Common, Draconic, Infernal 
  AC 25, touch 14, flat-footed 21 
   (+4 Dex, +4 armor, +7 natural) 
  hp 86 (8 HD); DR 5/Silver and good 
  Immune fire and poison 
  Resist acid 10, cold 10; SR 17 
  Fort +13, Ref +9, Will +5 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 glaive +15/10 (1d10+8 plus infernal wound) 
  or 
   
  2 claws +13 (1d6+5) 
  Space 5 ft.; Reach 5 ft. (10ft. with glaive) 
  Base Atk +8; Grp +13  
  Atk Options Power Attack 
  Special Actions battle frenzy, beard, Cleave, 
  summon baatezu 
  Combat Gear +1 glaive, masterwork chain shirt 
  Spell-Like Abilities (CL 14th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 20, Dex 18, Con 20, Int 6, Wis 12, Cha 8 
  Feats Cleave, Improved Initiative, Improved 
  Toughness**, Power Attack, Weapon Focus 
  (glaive)  
  Skills Climb +14, Diplomacy +1 , Hide +11, Listen 
  +10, Move Silently +11, Ride+6, Sense Motive 
  +10, Spot +10 
  Possessions combat gear  
  Beard (Ex) After getting hit by both claws, an 
  opponent takes 1d8+2 points of damage. Target 
  must make DC 18 Fort Save or be infected with 
  Devil’s Chills (incubation period 1d4 days, damage 
  1d4 Str.). 
  Battle Frenzy (Ex) Twice a day, can rage like 
  Barbarian, +4 to Str and Con, +2 to Will Saves, -2 
  to AC. It suffers no ill effects after the rage, which 
  lasts 8 rounds. 
  Infernal Wound (Su) a wound made by the devil’s 
  glaive will deal an extra 2 hit points of damage per 
  round until stopped by a Heal check of DC 16 or by 
  a cure or heal spell 
  Summon Baatezu (Sp) Can summon 2d10 lemures 
  with a 50% chance of success or another bearded 
  devil with a 35% chance of success 
  Power Up Suite: AC 23, touch 12, flat-footed 19; hp: 
  102; Fort+15, Will +7; melee +1 Glaive 
  +17/+12(1d10+11 plus infernal wound) or 2 claw 
  +15(1d6+7); Str 24, Con 24; Climb +16 
   
  URC7-04 Lord of the Castle 
   
  Page 23 
  
   
   
   
  APL 6 
  3: EXTRA LUGGAGE 
  MELANIE 
  CR 4 
  Female flan sorcerer 4 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 24 (4 HD);  
  Fort +5, Ref +4, Will +6 
  Speed 30 ft. (6 squares); 
  Melee club +1 (1d6-1) or 
   
  Touch +1 (as spell) 
  Ranged ray +4 (as spell) or 
   
  Light crossbow +3 (1d8) 
  Base Atk +2; Grp +1  
  Special Action Point Blank Shot, Precise Shot 
  Combat Gear Club, light crossbow 
  sorcerer Spells Known (CL 4th): 
   2nd (4/day)—scorching ray (+4 ranged touch) 
   1st (7/day)—enlarge person, magic missile, ray of 
  enfeeblement (+4 ranged touch) 
   0 (6/day)—acid splash, daze (DC13), detect 
  poison, detect magic, ray of frost, read magic 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 
  16 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ray) 
  Skills Bluff +10, Concentration +9, Knowledge 
  (arcana) +8, Spellcraft +10 
  Possessions combat gear plus bracers of armor +2, 
  vest of resistance +2 
   
  XYKOR AND ZANCHIN 
  CR 4 
  Male flan fighter 3 warrior 2 
  LN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20 touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +3 shield) 
  hp 47 (5 HD);  
  Fort +9, Ref +3, Will +3 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft 
  Melee +1 battleaxe +10 (1d8+4) or 
   
  longsword +8 (1d8+2) or 
  Ranged longbow +6 (1d8) 
  Base Atk +5; Grp +8  
  Atk Options Power Attack 
  Special Actions Mounted Combat 
  Combat Gear +1 battle axe, +1 breastplate, +1 heavy 
  wooden shield, longbow, longsword 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Improved I Toughness**, 
  Mounted Combat, Power Attack, Weapon Focus 
  (battleaxe)  
  Skills Handle Animal +7, Jump +1, Ride +11 
  Possessions combat gear plus cloak of resistance 
  +1 
  9: THE DINING ROOM 
  ASHKEN 
  CR 9 
  Male barbazu fighter 4 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses see in darkness, Listen +10, Spot 
  +10 
  Languages Celestial Common, Draconic, Infernal 
  AC 26, touch 14, flat-footed 22 
   (+4 Dex, +5 armor, +7 natural) 
  hp 107 (10 HD); DR 5/Silver and good 
  Immune fire and poison 
  Resist acid 10, cold 10; SR 17 
  Fort +14, Ref +10, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 glaive +17/12 (1d10+10 plus infernal wound 
  /19-20, x3) or 
   
  2 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. (10ft. with glaive) 
  Base Atk +10; Grp +15  
  Atk Options Power Attack 
  Special Actions battle frenzy, beard, Cleave, 
  summon baatezu 
  Combat Gear +1 glaive, +1 chain shirt 
  Spell-Like Abilities (CL 16th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 20, Dex 18, Con 20, Int 6, Wis 12, Cha 8 
  Feats Cleave, Improved Critical (Glaive), Improved 
  Initiative, Improved Toughness**, Power Attack, 
  Weapon Focus (glaive), Weapon Specialization 
  (Glaive), 
  Skills Climb +14, Diplomacy +1 , Hide +11, Listen 
  +10, Move Silently +11, Ride+5, Sense Motive 
  +10, Spot +10 
  Possessions combat gear  
  Beard (Ex) After getting hit by both claws, an 
  opponent takes 1d8+2 points of damage. Target 
  must make DC 18 Fort Save or be infected with 
  Devil’s Chills (incubation period 1d4 days, damage 
  1d4 Str.). 
  Battle Frenzy (Ex) Twice a day, can rage like 
  Barbarian, +4 to Str and Con, +2 to Will Saves, -2 
  to AC. It suffers no ill effects after the rage, which 
  lasts 8 rounds. 
  Infernal Wound (Su) a wound made by the devil’s 
  glaive will deal an extra 2 hit points of damage per 
  round until stopped by a Heal check of DC 16 or by 
  a cure or heal spell 
  URC7-04 Lord of the Castle 
   
  Page 24 
  
  Summon Baatezu (Sp) Can summon 2d10 lemures 
  with a 50% chance of success or another bearded 
  devil with a 35% chance of success 
  Power Up Suite: AC 24, touch 12, flat-footed 14; hp: 
  127; Fort+16, Will +8; melee +1 Glaive 
  +19/+14(1d10+13 plus infernal wound /19-20, x3, 
  auto-confirms critical threat), or 2 claw +15(1d6+7); 
  Str 24, Con 24; Climb +16; Spells active dolorous 
  wounds, CL3rd (on glaive) 
   
  URC7-04 Lord of the Castle 
   
  Page 25 
  
  APL 8 
  3: EXTRA LUGGAGE 
  MELANIE 
  CR 6 
  Female flan sorcerer 6 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 40 (6 HD);  
  Fort +7, Ref +5, Will +7 
  Speed 30 ft. (6 squares); 
  Melee club +2 (1d6-1) or 
   
  Touch +2 (as spell) 
  Ranged ray +5 (as spell) or 
   
  Light crossbow +4 (1d8) 
  Base Atk +3; Grp +2  
  Special Action Point Blank Shot, Precise Shot 
  Combat Gear Club, light crossbow 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—fireball (DC17) 
   2nd (6/day)—glitterdust (DC16), scorching ray (+5 
  ranged touch) 
   1st (7/day)—burning hands (DC15, 5d4), enlarge 
  person, magic missile, ray of enfeeblement (+5 
  ranged touch) 
   0 (6/day)—acid splash, daze (DC14), detect 
  poison, detect magic, ghost sound, ray of frost, 
  read magic 
  Abilities Str 8, Dex 13, Con 16, Int 12, Wis 10, Cha 
  18 
  Feats Empower Spell, Point Blank Shot, Precise 
  Shot, Weapon Focus (ray) 
  Skills Bluff +13, Concentration +12, Knowledge 
  (arcana) +10, Spellcraft +12 
  Possessions combat gear plus amulet of health +2, 
  bracers of armor +2, cloak of charisma +2, vest of 
  resistance +2 
   
  XYKOR AND ZANCHIN 
  CR 6 
  Male flan fighter 5 warrior 2 
  LN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20 touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +3 shield) 
  hp 68 (7 HD);  
  Fort +10, Ref +3, Will +3 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft 
  Melee +1 axiomatic battleaxe +12/+7 (1d8+6 plus 
  axiomatic) or 
   
  longsword +10/+5 (1d8+3) or 
  Ranged longbow +8/+3 (1d8) 
  Base Atk +7; Grp +10  
  Atk Options Power Attack 
  Special Actions Mounted Combat 
  Combat Gear +1 axiomatic battle axe, +1 
  breastplate, +1 heavy wooden shield, longbow, 
  longsword 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Improved Toughness**, 
  Mounted Combat, Power Attack, Toughness, 
  Weapon Focus (battleaxe), Weapon Specialization 
  (battleaxe) 
  Skills Handle Animal +7, Jump +1, Ride +11 
  Possessions combat gear plus cloak of resistance 
  +1 
  6: THE GUARDIAN 
  THE GUARDIAN 
  CR 11 
  Female erinyes fighter1 Order of the Bow Initiate* 2 
   
  *Complete Warrior, pp. 68-70 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses darkvision 60ft, see in darkness, true 
  seeing, Listen +16, Spot +19 
  Languages Celestial, Draconic, Infernal  
  AC 32, touch 19, flat-footed 27 
   (+8 Dex, +5 armor, +1 deflection, +8 natural) 
  hp 138 (12 HD); DR 5/good 
  Immune Fire and poison 
  Resist acid 10, cold 10; SR 20 
  Fort +15, Ref +17, Will +13 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., fly 50 ft. (good); 
  Melee masterwork longsword +19/+14/+9 (1d8+7) 
  Ranged +1 flaming composite longbow (+7 Str) 
  +22/+17/+12 (1d8+8+1d6 fire) or 
   
  Rope +22 ranged touch (entangle) 
  Base Atk +12; Grp +19  
  Atk Options entangle 
  Special Actions Close-Combat Shot, Improved 
  Precise Shot, Precise Shot, ranged precision 
  (+1d8), Rapid Shot, quick strike 
  Combat Gear +1 mithral chain shirt, +1 flaming 
  composite longbow (+7 Str), masterwork 
  longsword 
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC18), greater teleport 
  (itself plus 50 lbs of objects only), minor image 
  (DC16), unholy blight (DC18) 
   1/day—summon baatezu 
  Abilities Str 24, Dex 27, Con 24, Int 16, Wis 18, Cha 
  18 
  SQ Telepathy 100ft. 
  Feats Dodge, Improved Precise Shot, Mobility, Point 
  Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Weapon Focus (longbow)  
  Skills Craft (bowmaking) +8 Concentration +19, 
  Diplomacy +6, Escape Artist +20, Hide +20, 
  Knowledge (local/NMR) +15, Knowledge (religion) 
  +12, Knowledge (the planes) +15, Listen +16, 
  Move Silently +20, Search +15, Sense Motive +16, 
  URC7-04 Lord of the Castle 
   
  Page 26 
  
  Spot +19, Survival +4 (+6 following tracks), Tumble 
  +13, Use Rope +8 (+10 with bindings) 
  Possessions combat gear bracers of quick-strike, 
  cloak of resistance +1, quiver of Tiamat, ring of 
  protection +1 
  Close Combat Shot (Ex): At 2nd level, an initiate can 
  attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
  Entangle (Ex) Each erinyes carries a stout rope 
  some 50 long that entangles opponents of any size 
  as an animate rope spell (CL16th). An erinyes can 
  hurl its rope 30ft with not range penalty. Typically, 
  an erinyes entangles a foe, lifts it into the air and 
  drops it from a great height. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack 
  with a ranged weapon, dealing an extra 1d8 points 
  of damage if the attack hits. When making a 
  ranged precision attack, an initiate must be within 
  30 feet of his target. An initiate's ranged precision 
  attack only works against living creatures with 
  discernable anatomies. Any creature that is 
  immune to critical hits (including undead, 
  constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision 
  attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack 
  damage. Treat the initiate's ranged precision attack 
  as a sneak attack in all other ways. 
  The initiate's bonus to damage on ranged precision 
  attacks increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus 
  feat. 
  Summon baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (CL14th) 
  9: THE DINING ROOM 
  ASHKEN 
  CR 11 
  Male barbazu fighter 6 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses see in darkness, Listen +10, Spot 
  +10 
  Languages Celestial Common, Draconic, Infernal 
  AC 26, touch 14, flat-footed 22 
   (+4 Dex, +2 armor, +7 natural) 
  hp 130 (12 HD); DR 5/Silver and good 
  Immune fire and poison 
  Resist acid 10, cold 10; SR 17 
  Fort +14, Ref +10, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 cursespewing glaive +20/15 (1d10+12 plus 
  infernal wound plus cursespewing/ 19-20, x3) or 
   
  2 claws +18 (1d6+6) 
  Space 5 ft.; Reach 5 ft. (10ft. with glaive) 
  Base Atk +12; Grp +18  
  Atk Options Power Attack 
  Special Actions battle frenzy, beard, Cleave, quick 
  strike, summon baatezu 
  Combat Gear +1 cursespewing glaive, +2 darksoul 
  protection chain shirt 
  Spell-Like Abilities (CL 16th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 23, Dex 18, Con 20, Int 6, Wis 12, Cha 8 
  Feats Cleave, Improved Critical (Glaive), Improved 
  Initiative, Improved Toughness**, Power Attack, 
  Weapon Focus (glaive), Weapon Specialization 
  (Glaive), 
  Skills Climb +15, Diplomacy +1 , Hide +11, Listen 
  +10, Move Silently +11, Ride+5, Sense Motive 
  +10, Spot +10 
  Possessions combat gear plus gauntlets of ogre 
  power, bracers of quick strike 
  Beard (Ex) After getting hit by both claws, an 
  opponent takes 1d8+2 points of damage. Target 
  must make DC 18 Fort Save or be infected with 
  Devil’s Chills (incubation period 1d4 days, damage 
  1d4 Str.). 
  Battle Frenzy (Ex) Twice a day, can rage like 
  Barbarian, +4 to Str and Con, +2 to Will Saves, -2 
  to AC. It suffers no ill effects after the rage, which 
  lasts 8 rounds. 
  Infernal Wound (Su) a wound made by the devil’s 
  glaive will deal an extra 2 hit points of damage per 
  round until stopped by a Heal check of DC 16 or by 
  a cure or heal spell 
  Summon Baatezu (Sp) Can summon 2d10 lemures 
  with a 50% chance of success or another bearded 
  devil with a 35% chance of success 
  Power Up Suite: Init +12; AC 24, touch 12, flat-footed 
  14; hp: 154; Fort+16, Will +8; melee +1 
  cursespewing glaive +22/+17(1d10+15 plus 
  cursespewing, /19-20, x3, auto-confirms critical 
  threat, plus infernal wound); or 2 claw +15(1d6+7); 
  Str 27, Con 24; Climb +17 Spells active dolorous 
  wounds, CL3rd (on glaive) 
   
  URC7-04 Lord of the Castle 
   
  Page 27 
  
  APL 10 
  3: EXTRA LUGGAGE 
  MELANIE 
  CR 8 
  Female flan sorcerer 8 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 34 (8 HD);  
  Fort +8, Ref +7, Will +9 
  Speed 30 ft. (6 squares); 
  Melee club +3 (1d6-1) or 
   
  Touch +3 (as spell) 
  Ranged ray +7 (as spell) or 
   
  Light crossbow +6 (1d8) 
  Base Atk +4; Grp +3  
  Special Action Point Blank Shot, Precise Shot 
  Combat Gear Club, light crossbow 
  Sorcerer Spells Known (CL 8th): 
   4th (4/day)—Evard’s black tentacles (grapple +16) 
   3rd (6/day)—fireball (DC17), stinking cloud (DC17) 
   2nd (7/day)—glitterdust (DC16), scorching ray (+7 
  ranged touch), Web (DC16) 
   1st (7/day)—burning hands (DC15, 5d4), enlarge 
  person, magic missile, ray of enfeeblement (+7 
  ranged touch) 
   0 (6/day)— acid splash, daze (DC14), detect 
  poison, detect magic, ghost sound, 
  prestidigitation, ray of frost, read magic 
  Abilities Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 
  18 
  Feats Empower Spell, Point Blank Shot, Precise 
  Shot, Weapon Focus (ray) 
  Skills Bluff +15, Concentration +14, Knowledge 
  (arcana) +12, Spellcraft +14 
  Possessions combat gear plus amulet of health +2, 
  bracers of armor +3, cloak of charisma +2, vest of 
  resistance +3 
   
  XYKOR AND ZANCHIN 
  CR 8 
  Male flan fighter 7 warrior 2 
  LN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 22 touch 12, flat-footed 20 
   (+2 Dex, +7 armor, +3 shield) 
  hp 86 (9 HD);  
  Fort +12, Ref +6, Will +5 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft 
  Melee +1 axiomatic battleaxe +16/+11 (1d8+8 plus 
  axiomatic/ 19-20, x3) or 
   
  longsword +14/+9 (1d8+5) or 
  Ranged longbow +11/+6 (1d8) 
  Base Atk +9; Grp +12  
  Atk Options Power Attack 
  Special Actions Mounted Combat 
  Combat Gear +1 axiomatic battle axe, +2 
  breastplate, +1 heavy wooden shield, longbow, 
  longsword 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats, Improved Critical (battleaxe), Improved 
  Initiative, Improved Toughness**, Melee Weapon 
  Mastery (slashing), Mounted Combat, Power 
  Attack, Toughness, Weapon Focus (battleaxe), 
  Weapon Specialization (battleaxe) 
  Skills Handle Animal +9, Jump +3, Ride +13 
  Possessions combat gear plus cloak of resistance 
  +2 
  6: THE GUARDIAN 
  THE GUARDIAN 
  CR 13 
  Female erinyes fighter2 Order of the Bow Initiate* 2 
  ranger 1 
   
  *Complete Warrior, pp. 68-70 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses darkvision 60ft, see in darkness, true 
  seeing, Listen +17, Spot +19 
  Languages Celestial, Draconic, Infernal  
  AC 32, touch 19, flat-footed 27 
   (+8 Dex, +5 armor, +1 deflection, +8 natural) 
  hp 162 (14 HD); DR 5/good 
  Immune Fire and poison 
  Resist acid 10, cold 10; SR 20 
  Fort +18, Ref +19, Will +13 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., fly 50 ft. (good); 
  Melee masterwork longsword +22/+17/+12/+7 
  (1d8+7) 
  Ranged +1 flaming frost shocking composite longbow 
  (+7 Str) +24/+19/+14/+9 (1d8+8 plus 1d6 fire plus 
  1d6 cold plus 1d6 electricity) or 
   
  rope +24 ranged touch (entangle) 
  Base Atk +14; Grp +21  
  Atk Options entangle 
  Special Actions Close-Combat Shot, Improved 
  Precise Shot, favored enemy (human) Precise 
  Shot, ranged precision (+1d8), Rapid Shot, quick 
  strike 
  Combat Gear +1 mithral chain shirt, +1 flaming frost 
  shocking composite longbow (+7 Str), masterwork 
  longsword 
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC18), greater teleport 
  (itself plus 50 lbs of objects only), minor image 
  (DC16), unholy blight (DC18) 
   1/day—summon baatezu 
  Abilities Str 24, Dex 27, Con 24, Int 16, Wis 18, Cha 
  18 
  SQ Telepathy 100ft., wild empathy 
  Feats Dodge, Improved Precise Shot, Manyshot, 
  Mobility, Point Blank Shot, Precise Shot, Rapid 
  URC7-04 Lord of the Castle 
   
  Page 28 
  
  Shot, Shot on the Run, Track, Weapon Focus 
  (longbow)  
  Skills Craft (bowmaking) +8 Concentration +20, 
  Diplomacy +6, Escape Artist +20, Jump +14 Hide 
  +21, Knowledge (local/NMR) +15, Knowledge 
  (religion) +12, Knowledge (the planes) +15, Listen 
  +17, Move Silently +21, Search +15, Sense Motive 
  +16, Spot +19, Survival +10 (+12 following tracks), 
  Tumble +15, Use Rope +8 (+10 with bindings) 
  Possessions combat gear bracers of quick-strike, 
  cloak of resistance +1, quiver of Tiamat, ring of 
  protection +1 
  Close Combat Shot (Ex): At 2nd level, an initiate can 
  attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
  Entangle (Ex) Each erinyes carries a stout rope 
  some 50 long that entangles opponents of any size 
  as an animate rope spell (CL16th). An erinyes can 
  hurl its rope 30ft with not range penalty. Typically, 
  an erinyes entangles a foe, lifts it into the air and 
  drops it from a great height. 
  Favored Enemy (Ex) The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against humans. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against humans. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack 
  with a ranged weapon, dealing an extra 1d8 points 
  of damage if the attack hits. When making a 
  ranged precision attack, an initiate must be within 
  30 feet of his target. An initiate's ranged precision 
  attack only works against living creatures with 
  discernable anatomies. Any creature that is 
  immune to critical hits (including undead, 
  constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision 
  attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack 
  damage. Treat the initiate's ranged precision attack 
  as a sneak attack in all other ways. 
  The initiate's bonus to damage on ranged precision 
  attacks increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus 
  feat. 
  Summon Baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (CL14th) 
  Wild empathy (Ex) 1d20+5 
  9: THE DINING ROOM 
  SIR HAURIN KESTLER 
  CR 11 
  Male suel fighter 10/marshall* 1 
   
  *Miniatures Handbook, pp. 11-13 
  LE Medium humanoid (human) 
  Init +4; Senses Listen -1, Spot -1 
  Aura Motivate Dexterity 
  Languages Common  
  AC 22, touch 11, flat-footed 22 
   (+10 armor, +2 deflection) 
  hp 102 (11HD); medium fortification 
  Fort +16, Ref +9, Will +10 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +2 flaming humanbane greatsword +21/+16 
  (2d6+13/17-20) or 
   
  masterwork greatsword +20/+15 (2d6+11/17-20) or 
   
  masterwork longsword +18/+13 (1d8+7/19-20) or 
  Base Atk +10; Grp +15  
  Atk Options Power Attack  
  Special Actions Cleave, Close-Quarter Fighting 
  Combat Gear +2 flaming humanbane greatsword, +2 
  medium fortification full plate 
  Abilities Str 21, Dex 10, Con 16, Int 10, Wis 8, Cha 
  18 
  SQ Marshall’s aura 
  Feats Cleave, Close-Quarter Fighting**, Greater 
  Weapon Focus (greatsword), Improved Critical 
  (greatsword), Improved Initiative Iron Will, 
  Lightning Reflexes, Melee Weapon Mastery 
  (slashing), Power Attack, Skill Focus (Diplomacy), 
  Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)  
  Skills Climb +3,Diplomacy +11, Handle Animal +9, 
  Intimidate +17,Ride +16, 
  Possessions combat gear plus amulet of health +2, 
  belt of giant strength +4, cloak of charisma +2, ring 
  of protection +2, vest of resistance +4,  
  Motivate Dexterity: +4 bonus on Dexterity checks 
  and Dexterity-based skill checks. 
  Power-Up Suite: Init +8, Melee +2 flaming 
  humanbane greatsword +21/+16 (2d6+13/17-20, 
  auto-confirm critical threats). Spells active dolorous 
  wounds, CL3rd (on greatsword) 
   
  ASHKEN 
  CR 11 
  Male barbazu fighter 6 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses see in darkness, Listen +10, Spot 
  +10 
  Languages Celestial Common, Draconic, Infernal 
  AC 26, touch 14, flat-footed 22 
   (+4 Dex, +2 armor, +7 natural) 
  hp 130 (12 HD); DR 5/Silver and good 
  Immune fire and poison 
  Resist acid 10, cold 10; SR 17 
  Fort +14, Ref +10, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 cursespewing glaive +20/15 (1d10+12 plus 
  infernal wound plus cursespewing/ 19-20, x3) or 
   
  2 claws +18 (1d6+6) 
  URC7-04 Lord of the Castle 
   
  Page 29 
  
  Space 5 ft.; Reach 5 ft. (10ft. with glaive) 
  Base Atk +12; Grp +18  
  Atk Options Power Attack 
  Special Actions battle frenzy, beard, Cleave, quick 
  strike, summon baatezu 
  Combat Gear +1 cursespewing glaive, +2 darksoul 
  protection chain shirt 
  Spell-Like Abilities (CL 16th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 23, Dex 18, Con 20, Int 6, Wis 12, Cha 8 
  Feats Cleave, Improved Critical (Glaive), Improved 
  Initiative, Improved Toughness**, Power Attack, 
  Weapon Focus (glaive), Weapon Specialization 
  (Glaive), 
  Skills Climb +15, Diplomacy +1 , Hide +11, Listen 
  +10, Move Silently +11, Ride+5, Sense Motive 
  +10, Spot +10 
  Possessions combat gear plus gauntlets of ogre 
  power, bracers of quick strike 
  Beard (Ex) After getting hit by both claws, an 
  opponent takes 1d8+2 points of damage. Target 
  must make DC 18 Fort Save or be infected with 
  Devil’s Chills (incubation period 1d4 days, damage 
  1d4 Str.). 
  Battle Frenzy (Ex) Twice a day, can rage like 
  Barbarian, +4 to Str and Con, +2 to Will Saves, -2 
  to AC. It suffers no ill effects after the rage, which 
  lasts 8 rounds. 
  Infernal Wound (Su) a wound made by the devil’s 
  glaive will deal an extra 2 hit points of damage per 
  round until stopped by a Heal check of DC 16 or by 
  a cure or heal spell 
  Summon Baatezu (Sp) Can summon 2d10 lemures 
  with a 50% chance of success or another bearded 
  devil with a 35% chance of success 
  Power Up Suite: Init +12; AC 24, touch 12, flat-footed 
  14; hp: 154; Fort+16, Will +8; melee +1 
  cursespewing glaive +22/+17(1d10+15 plus 
  cursespewing, /19-20, x3, auto-confirms critical 
  threat, plus infernal wound); or 2 claw +15(1d6+7); 
  Str 27, Con 24; Climb +17 Spells active dolorous 
  wounds, CL3rd (on glaive) 
  URC7-04 Lord of the Castle 
   
  Page 30 
  
  APL 12 
  3: EXTRA LUGGAGE 
  MELANIE 
  CR 10 
  Female flan sorcerer 10 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor, +2 Deflection) 
  hp 64 (10 HD);  
  Fort +9, Ref +8, Will +10 
  Speed 30 ft. (6 squares); 
  Melee club +4 (1d6-1) or 
   
  Touch +4 (as spell) 
  Ranged ray +8 (as spell) or 
   
  Light crossbow +7 (1d8) 
  Base Atk +5; Grp +4  
  Special Action Point Blank Shot, Precise Shot 
  Combat Gear Club, light crossbow 
  Sorcerer Spells Known (CL 8th): 
   5th (3/day)—feeblemind (DC19) 
   4th (6/day)—Evard’s black tentacles (grapple +16), 
  wall of fire 
   3rd (7/day)—dispel magic, fireball (DC18), stinking 
  cloud (DC17) 
   2nd (7/day)—glitterdust (DC16), scorching ray (+7 
  ranged touch), Web (DC16) 
   1st (7/day)—burning hands (DC16, 5d4), enlarge 
  person, magic missile, mirror image, ray of 
  enfeeblement (+7 ranged touch) 
   0 (6/day)— acid splash, daze (DC14), detect 
  poison, detect magic, ghost sound, 
  prestidigitation, ray of frost, read magic, 
  resistance 
  Abilities Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 
  18 
  Feats Empower Spell, Point Blank Shot, Precise 
  Shot, Spell Focus (evocation), Weapon Focus (ray) 
  Skills Bluff +15, Concentration +14, Knowledge 
  (arcana) +12, Spellcraft +14 
  Possessions combat gear plus amulet of health +2, 
  bracers of armor +3, cloak of charisma +2, ring of 
  protection +2, vest of resistance +3 
   
  XYKOR AND ZANCHIN 
  CR 10 
  Male flan fighter 9 warrior 2 
  LN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 22 touch 12, flat-footed 20 
   (+2 Dex, +7 armor, +3 shield) 
  hp 104 (11 HD);  
  Fort +13, Ref +7, Will +6 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft 
  Melee +1 axiomatic battleaxe +20/+15/+10 (1d8+9 
  plus axiomatic/ 19-20, x3) or 
   
  longsword +17/+12/+7 (1d8+6) or 
  Ranged longbow +13/+8/+3 (1d8) 
  Base Atk +11; Grp +15  
  Atk Options Power Attack 
  Special Actions Mounted Combat 
  Combat Gear +1 axiomatic battle axe, +2 
  breastplate, +1 heavy wooden shield, longbow, 
  longsword 
  Abilities Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Greater Weapon Focus (battleaxe), Improved 
  Critical (battleaxe), Improved Initiative, Improved 
  Toughness**, Melee Weapon Mastery** (slashing), 
  Mounted Combat, Power Attack, Toughness, 
  Weapon Focus (battleaxe), Weapon Specialization 
  (battleaxe) 
  Skills Handle Animal +9, Jump +3, Ride +13 
  Possessions combat gear plus cloak of resistance 
  +2, gauntlets of ogre power 
  6: THE GUARDIAN 
  THE GUARDIAN 
  CR 15 
  Female erinyes fighter4 Order of the Bow Initiate* 2 
  ranger 1 
   
  *Complete Warrior, pp. 68-70 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +10; Senses darkvision 60ft, see in darkness, 
  true seeing, Listen +17, Spot +19 
  Languages Celestial, Draconic, Infernal  
  AC 36, touch 22, flat-footed 30 
   (+10 Dex, +6 armor, +2 deflection, +8 natural) 
  hp 197 (16 HD); DR 5/good 
  Immune Fire and poison 
  Resist acid 10, cold 10; SR 20 
  Fort +19, Ref +22, Will +14 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., fly 50 ft. (good); 
  Melee masterwork longsword +22/+17/+12/+7 
  (1d8+7) 
  Ranged +2 flaming frost shocking composite longbow 
  (+7 Str) +29/+29/+24/+19/+14 (1d8+11 plus 1d6 
  fire plus 1d6 cold plus 1d6 electricity) or 
   
  Rope +26 ranged touch (entangle) 
  Base Atk +16; Grp +23  
  Atk Options entangle 
  Special Actions Close-Combat Shot, favored enemy 
  (human), Improved Precise Shot, Improved Rapid 
  Shot, Manyshot, Precise Shot, ranged precision 
  (+1d8), Rapid Shot, quick strike 
  Combat Gear +2 mithral chain shirt, +2 flaming frost 
  shocking composite longbow (+7 Str), masterwork 
  longsword 
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC18), greater teleport 
  (itself plus 50 lbs of objects only), minor image 
  (DC16), unholy blight (DC18) 
   1/day—summon baatezu 
  URC7-04 Lord of the Castle 
   
  Page 31 
  
  Abilities Str 24, Dex 30, Con 24, Int 16, Wis 18, Cha 
  18 
  SQ Telepathy 100ft., wild empathy 
  Feats Dodge, Improved Rapid Shot**, Improved 
  Precise Shot, Manyshot, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run, Track, 
  Weapon Focus (longbow) , Weapon Specialization 
  (longbow)  
  Skills Craft (bowmaking) +8 Concentration +20, 
  Diplomacy +6, Escape Artist +20, Jump +14 Hide 
  +21, Knowledge (local/NMR) +15, Knowledge 
  (religion) +12, Knowledge (the planes) +15, Listen 
  +17, Move Silently +21, Search +15, Sense Motive 
  +16, Spot +19, Survival +10 (+12 following tracks), 
  Tumble +15, Use Rope +8 (+10 with bindings) 
  Possessions combat gear bracers of quick-strike, 
  cloak of resistance +2, gloves of Dexterity+2, 
  quiver of Tiamat, ring of protection +2 
  Close Combat Shot (Ex): At 2nd level, an initiate can 
  attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
  Entangle (Ex) Each erinyes carries a stout rope 
  some 50 long that entangles opponents of any size 
  as an animate rope spell (CL16th). An erinyes can 
  hurl its rope 30ft with not range penalty. Typically, 
  an erinyes entangles a foe, lifts it into the air and 
  drops it from a great height. 
  Favored Enemy (Ex) The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against humans. 
  Likewise, he gets a +2 bonus on weapon damage 
  rolls against humans. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack 
  with a ranged weapon, dealing an extra 1d8 points 
  of damage if the attack hits. When making a 
  ranged precision attack, an initiate must be within 
  30 feet of his target. An initiate's ranged precision 
  attack only works against living creatures with 
  discernable anatomies. Any creature that is 
  immune to critical hits (including undead, 
  constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision 
  attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra 
  precision damage stacks with sneak attack 
  damage. Treat the initiate's ranged precision attack 
  as a sneak attack in all other ways. 
  The initiate's bonus to damage on ranged precision 
  attacks increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus 
  feat. 
  Summon Baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (CL14th) 
  Wild empathy (Ex) 1d20+5 
  9: THE DINING ROOM 
  SIR HAURIN KESTLER 
  CR 11 
  Male suel fighter 10/marshall *1 
   
  *Miniatures Handbook, pp. 11-13 
  LE Medium humanoid (human) 
  Init +4; Senses Listen -1, Spot -1 
  Aura Motivate Dexterity 
  Languages Common  
  AC 22, touch 11, flat-footed 22 
   (+10 armor, +2 deflection) 
  hp 102 (11HD); medium fortification 
  Fort +16, Ref +9, Will +10 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +2 flaming humanbane greatsword +21/+16 
  (2d6+13/17-20) or 
   
  masterwork greatsword +20/+15 (2d6+11/17-20) or 
   
  masterwork longsword +18/+13 (1d8+7/19-20) or 
  Base Atk +10; Grp +15  
  Atk Options Power Attack  
  Special Actions Cleave, Close-Quarter Fighting 
  Combat Gear +2 flaming humanbane greatsword, +2 
  medium fortification full plate 
  Abilities Str 21, Dex 10, Con 16, Int 10, Wis 8, Cha 
  18 
  SQ Marshall’s aura 
  Feats Cleave, Close-Quarter Fighting**, Greater 
  Weapon Focus (greatsword), Improved Critical 
  (greatsword), Improved Initiative Iron Will, 
  Lightning Reflexes, Melee Weapon Mastery 
  (slashing), Power Attack, Skill Focus (Diplomacy), 
  Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)  
  Skills Climb +3,Diplomacy +11, Handle Animal +9, 
  Intimidate +17,Ride +16, 
  Possessions combat gear plus amulet of health +2, 
  belt of giant strength +4, cloak of charisma +2, ring 
  of protection +2, vest of resistance +4,  
  Motivate Dexterity: +4 bonus on Dexterity checks 
  and Dexterity-based skill checks. 
  Power-Up Suite: Init +8, Melee +2 flaming 
  humanbane greatsword +21/+16 (2d6+13/17-20, 
  auto-confirm critical threats). Spells active dolorous 
  wounds, CL3rd (on greatsword) 
   
  ASHKENAND RENALDS 
  CR 11 
  Male barbazu fighter 6 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +8; Senses see in darkness, Listen +10, Spot 
  +10 
  Languages Celestial Common, Draconic, Infernal 
  AC 26, touch 14, flat-footed 22 
   (+4 Dex, +2 armor, +7 natural) 
  hp 130 (12 HD); DR 5/Silver and good 
  Immune fire and poison 
  Resist acid 10, cold 10; SR 17 
  URC7-04 Lord of the Castle 
   
  Page 32 
  
  Fort +14, Ref +10, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 cursespewing glaive +20/15 (1d10+12 plus 
  infernal wound plus cursespewing/ 19-20, x3) or 
   
  2 claws +18 (1d6+6) 
  Space 5 ft.; Reach 5 ft. (10ft. with glaive) 
  Base Atk +12; Grp +18  
  Atk Options Power Attack 
  Special Actions battle frenzy, beard, Cleave, quick 
  strike, summon baatezu 
  Combat Gear +1 cursespewing glaive, +2 darksoul 
  protection chain shirt 
  Spell-Like Abilities (CL 16th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 23, Dex 18, Con 20, Int 6, Wis 12, Cha 8 
  Feats Cleave, Improved Critical (Glaive), Improved 
  Initiative, Improved Toughness**, Power Attack, 
  Weapon Focus (glaive), Weapon Specialization 
  (Glaive), 
  Skills Climb +15, Diplomacy +1 , Hide +11, Listen 
  +10, Move Silently +11, Ride+5, Sense Motive 
  +10, Spot +10 
  Possessions combat gear plus gauntlets of ogre 
  power, bracers of quick strike 
  Beard (Ex) After getting hit by both claws, an 
  opponent takes 1d8+2 points of damage. Target 
  must make DC 18 Fort Save or be infected with 
  Devil’s Chills (incubation period 1d4 days, damage 
  1d4 Str.). 
  Battle Frenzy (Ex) Twice a day, can rage like 
  Barbarian, +4 to Str and Con, +2 to Will Saves, -2 
  to AC. It suffers no ill effects after the rage, which 
  lasts 8 rounds. 
  Infernal Wound (Su) a wound made by the devil’s 
  glaive will deal an extra 2 hit points of damage per 
  round until stopped by a Heal check of DC 16 or by 
  a cure or heal spell 
  Summon Baatezu (Sp) Can summon 2d10 lemures 
  with a 50% chance of success or another bearded 
  devil with a 35% chance of success 
  Power Up Suite: Init +12; AC 24, touch 12, flat-footed 
  14; hp: 154; Fort+16, Will +8; melee +1 
  cursespewing glaive +22/+17(1d10+15 plus 
  cursespewing, /19-20, x3, auto-confirms critical 
  threat, plus infernal wound); or 2 claw +15(1d6+7); 
  Str 27, Con 24; Climb +17 Spells active dolorous 
  wounds, CL3rd (on glaive) 
    
  URC7-04 Lord of the Castle 
   
  Page 33 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Close-Quarters Fighting [General] 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefits: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple, unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you an extra attack of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes 
  an attack of opportunity, hits, and deals 10 points of 
  damage to the creature. Tordek then adds a +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when attempting to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
   
  Source: Complete Warrior 97 
   
  Improved Rapid Shot  
  You are an expert at firing weapons with exceptional speed. 
   
  Prerequisite: Manyshot, Point Blank Shot, Rapid 
  Shot. 
   
  Benefit: When using the Rapid Shot feat, you may 
  ignore the -2 penalty on all your ranged attack rolls 
   
  Special: A fighter may select Improved Rapid 
  Shot as one of his fighter bonus feats. 
   
  Source: Complete Warrior pg. 101 
   
  Improved Toughness  
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: 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. 
   
  Source: Complete Warrior pg. 101 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your training 
  with one specific weapon now extends to other weapons of a 
  similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  select, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage 
  type. 
   
  A fighter may select Melee Weapon Mastery as 
  one of his fighter bonus feats. 
   Source: Player Handbook 2 pg. 81 
  MAGIC ITEMS 
  Bracers of quick strike 
  (Wondrous Item) 
   
  These bracers provide the benefit of incredible 
  speed. Once per day, when taking a full attack action, as 
  a swift action the wearer may make one additional 
  attack with any weapon he is holding. The attack is 
  made at the wearer’s full base attack bonus, plus any 
  modifiers appropriate to the situation. (This effect is 
  not cumulative with similar effects, such as that 
  provided by a speed weapon or by the haste spell, nor 
  does it actually grant an extra action.) The bracers can 
  be used only after being worn continuously for 24 
  hours. If they are taken off, they become inactive until 
  they are donned and worn for a full 24 hours. 
   
  Faint transmutation; CL5th; Craft Wondrous Item, 
  haste; Price 1,200gp. 
   
  Source: Miniatures Handboo;  pg. 42-43 
   
  Cursespewing  
  (Weapon special ability) 
   
  Every time this weapon deals damage, the target 
  must succeed at a Will saving throw (DC15) r be 
  affected by a curse that confers a -4 penalty on attack 
  rolls, saving throws, skill checks and ability checks. 
   
  Caster level 5th; Prerequisite: Craft arms and armor, 
  bestow curse; Market price: +1 bonus. 
   
  Source: Book of Vile Darkness p. 111 
   
  Darksoul protection 
  (Armor special ability) 
   
  The wearer of this armor, if of evil alignment, 
  takes only half damage from spells or effects that cause 
  greater damage to evil creatures, such as a holy smite 
  URC7-04 Lord of the Castle 
   
  Page 34 
  
  spell, the smite ability of a paladin or the extra damage 
  dealt by a holy weapon. 
   
  Caster level 7th; Prerequisite: Craft arms and armor, 
  protection from good; Market price: +1 bonus. 
   
  Source: Book of Vile Darkness; p.111 
   
  Quiver of Tiamat 
   
  This quiver is made out of a copper dragon’s hide 
  and has the multi-headed holy symbol of Tiamat 
  burned on the outer casing, visible to those viewing the 
  back of the wearer. It radiates diabolical power which 
  can be harnessed to devastating effect. Once per day, as 
  a swift action, you may bestow any one piece of 
  ammunition stowed in this quiver with one of the 
  following properties: corrosive (+1d6 acid damage on 
  successful hit), flaming, frost, or shocking. The 
  property may be bestowed upon a nonmagical piece of 
  ammunition. The ammunition loses the property 
  gained after the attack roll is resolved. 
   
  Faint transmutation; CL 6th; Craft wondrous item, 
  one each acid, cold, electricity, and fire spells of 3rd 
  level or higher; Price 1,500 gp. 
   
   
  Vest of Resistance  
   
  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 Items, 
  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. 
   
  Source: Complete Arcane; p. 150 
  SPELLS 
  Dolorous blow 
  Transmutation 
  Level: Bard3, sorcerer/wizard 3 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
  For the duration of the spell, the weapon’s threat range 
  is doubled, and its critical threats automatically 
  confirm, so every threat is a critical hit. The latter effect 
  does not apply to any weapon that already has a magical 
  effect related to critical hits. 
   
  Multiple effects that increase a weapon’s threat 
  range (such as this spell of the Improved Critical feat) 
  don’t stack. You can’t cast this spell on a natural 
  weapon, such as a claw. 
   
  Source: Spell Compendium 70 
   
  URC7-04 Lord of the Castle 
   
  Page 35 
  
  DM MAPS 
   
  Map 1: Overland Map 
  URC7-04 Lord of the Castle 
   
  Page 36 
  
   
  Map 2: Attack in the forest 
   
   
   
  PCs= where the PCs are when the battle starts 
   
  M=Melanie when the battle starts 
   
  Z=Zanchin when the battle starts 
   
  X= Xykor when the battle starts 
   
  E=Ebard when the battle starts 
   
  LR= Lady Rochevette when she gets kidnapped 
   
   
   
   
   
   
   
   
   
  URC7-04 Lord of the Castle 
   
  Page 37 
  
   
  Map 3: Final Battle with Sir Haurin's map 
  A:   
  Ashken when the battle starts  
   
  R:   
  Renalds when the battle starts (only at APL 12) 
   
  SH:  
  Sir Haurin at the start of battle (APL 10+) 
   
  E:   
  Sir Ebard’s dead body 
   
  T:  
  Trapdoor containing Sir Haurin's secret documents. 
  URC7-04 Lord of the Castle 
   
  Page 38 
  
  PLAYER HANDOUT 0 
   
   
  Shield 1: County of Urnst 
  Shield 4: House Damian 
   
   
  Shield 2: Countess Rachel 
   
   
  Shield 3: House Gellor 
   
  URC7-04 Lord of the Castle 
   
  Page 39 
  
  PLAYER HANDOUT 1 
   
  [Your Name], 
   
  I have need of your services. I’m afraid not much information 
  can be given to you at this time since the message may fall into 
  the wrongs hands. I can promise a reward in platinum Sterlings 
  if you complete a simple task for me. 
   Should you be interested in hearing more, please ask for 
  Lady Revette at the Markham’s Academy for Music and the 
  Associated Arts. 
   I cannot guarantee the task is fully safe, so if you know 
  other adventurers who might be of assistance, do bring them 
  along. 
   
  Hope to hear from you quite soon, the Pure Song bring you 
  safely to me 
   
  URC7-04 Lord of the Castle 
   
  Page 40 
  
  PLAYER HANDOUT 2 
   
  “My dear Ebard, you are the son of Sir Galdus 
  Damian, of House Damian. My real name is 
  Rochevette, your mother. I was born a peasant 
  girl but your father took a liking to me and me to 
  him. We were so happy…”  
   
  “As a child, we used to take you fishing in 
  the pond, below Dunrealta... You and your father 
  could sit there all day, not saying a word… your 
  feet dangling from the pier…” 
   
  Lady Rochevette’s eyes fill with tears. “Your 
  father wanted to make you into a great knight to 
  protect the poor and weak of the County. He and 
  you would practice sword-fighting until your 
  hands would bleed, but still you refused to give 
  up. And your skills grew... Enough that many of 
  your piers refused to practice with you because 
  of the beatings you would give them.”  
   
   
  “You were just like your father… You still are 
  so much like him…” Lady Rochevette passes 
  her hands through Birrin’s hair as she kisses him 
  tenderly on the cheek. 
  House Damian 
   
   
   
  “Surely you must remember your cousin 
  Maya, the daughter of your uncle Gaurn… You 
  two were inseparable as children… Practicing 
  with the bow and playing adventurers. You two 
  would practice hitting flies in the stables.” 
  URC7-04 Lord of the Castle 
   
  Page 41 
  
  PLAYER HANDOUT 3 
   
   
   
    
  “Look up at the bright moon, 
  in the starlit night. 
  Shining down upon you, 
  it’s really quite a sight. 
  Don’t you worry, my little one, 
  for all will be fine.  
  Lay down your head, my little one, 
  never fret or whine.” 
  URC7-04 Lord of the Castle 
   
  Page 42 
  
  PLAYER HANDOUT 4  
   
  On this 20th day of Flocktime Common Year 593 
   
  This contract binds two parties: Sir Haurin Kestler commander of the 
  Markham army of Eastmarch; hereafter referred to as “the requestor”, and 
  Elphegor general of the legions of Avernus; hereafter referred to as “the 
  grantor”. 
  The grantor is to provide the requestor a number of shock troops in 
  the form of 10 Barbazu, 16 Kytons and 3 Erinyes to destroy the defenders of 
  the keep known as Dunrealta in the County of Urnst. These forces will be 
  placed under the command of the requestor to use as he feels best. 
  The grantor demands payment in the form of four souls. These souls 
  must willingly give their allegiance to Elphegor, and converted to the word 
  of law and evil. 
  In addition, for each casualty suffered by the grantor’s servants, the 
  requestor agrees to pay the following sum to repay lost troops, the 
  payment for these are due at the end of the five-year term. 
  Barbazu: 2 souls 
  15 
  before 
  Kyton: 3 souls 
  Erinyes: 9 souls  
   
  Should payment be skipped, or the granted forces be used against the 
  interests of Elphegor, the requestor forfeits his own soul to Elphegor, and 
  the soul of any of his descendants for three generations. 
   
  (About five pages of legalese follow) 
   
  Failure by either party to comply with the terms of this contract 
  means that payment will be due immediately to the grantor.  
   
  Sir Haurin Kestler 
  Ashken (for General Elphegor)  
  (The two signatures seem to be signed in blood) 
  URC7-04 Lord of the Castle 
   
  Page 43 
  
  PLAYER HANDOUT 5 
   
  On this 23rd day of Flocktime Common Year 593 
   
  This contract binds two parties: Sir Haurin Kestler commander of the 
  Markham army of Eastmarch; hereafter referred to as “the requestor”, and 
  Elphegor general of the legions of Avernus; hereafter referred to as “the 
  grantor”. 
  The grantor is to provide the requestor a number of Baatezu troops in 
  the form of 2 Barbazu, 6 Kytons, 2 Osyluth and 1 Erinyes to assure his 
  power over the keep known as Dunrealta in the County of Urnst. These 
  forces will be placed under the command of the requestor to use as he feels 
  best. 
  The grantor demands payment in the form of twenty souls, payable 
  within five years at a rate of four per year, with a due date on the 
  anniversary of this contract. These souls must willingly give their 
  allegiance to Elphegor, and converted to the word of law and evil. 
  In addition, for each casualty suffered by the grantor’s servants, the 
  requestor agrees to pay the following sum to repay lost troops, the 
  payment for these are due at the end of the five-year term. 
  Barbazu: 2 souls 
  Kyton: 3 souls 
  Erinyes: 9 souls  
   
  Should payment be skipped, the requestor forfeits his own soul to 
  Elphegor, and the soul of any of his descendant for three generations. 
   
  (About five pages of legalese follow) 
   
  Failure by either party to comply with the terms of this contract 
  means that payment will be due immediately.  
   
  Sir Haurin Kestler 
  Ashken (for General Elphegor)  
  (The two signatures seem to be signed in blood) 
   
   
  URC7-04 Lord of the Castle 
   
  Page 44 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-04 - Lord of the Castle (APL 4-12)/URC7-04 - Lord of the Castle.pdf