TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC7−07 
   
   
   
   
   
  Where the Sun don’t Shine 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst regional Adventure 
   
  By Van Butler with JP Chapleau 
   
  Circle Reviewers: Colleen Simpson  
  Reviewers: D’Anne Rooney 
  Playtesters: Rich Clark, Tena DeVoll, Brian Glose, Leonard Logan, Murry McEntire and Bill Scharfenberg 
   
  It is an enjoyable day in Applebee. The food is great and made by one of the County’s best known chefs. The mead is 
  sweet. Adventure can wait one more day, while you revel in the local delights. That was your plan, until the door opened 
  and three halflings entered the inn. A regional adventure set in the Archbarony of Markham for characters level 1-15 
  (APLs 2-12). Part Two of the Small Problems Series. Centaurs would be hard-pressed in this adventure.  
  This adventure makes use of the Dungeon Tiles by Wizards of the Coast (Set One (with a tile from Set Two). While the 
  tiles enhance play, they are not needed to run this adventure 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Dungeon 
  Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs & Robin D Laws], Fiend Folio [Eric Cagle, 
  Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson & James Wyatt], 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 
  URC7-07 Where the Sun don’t Shine 
   
  Page 1 
  
  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 regional adventure, set in 
  the County of Urnst. Characters from the County of 
  Urnst pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  PREPARATION FOR PLAY 
  The PCs may have met a number of NPCs presented in 
  this adventure. Therefore it is important to know who 
  played the following adventures. It is important to note 
  which PC has favors or enmities from the following 
  adventures. 
  • 
  URC6-04 Whose Cuisine Reigns Supreme (Rudy & Sir 
  Bertram) 
  • 
  URC6-06 Enemy of my Enemy (Drogo) 
  • 
  URC7-01 The Mare of Applebee (all the Halflings) 
  • 
  URC7-S02 Don’t Bug Me (Favor/Enmity with all the 
  Halflings) 
  • 
   
  LANGUAGES 
  Before starting the adventure, as the PCs which language 
  they speak. There are two languages of particular 
  importance for this adventure: Mongrelfolk and Ur-Flan. 
  Both languages require campaign documentation. 
   
  Unless specified otherwise, all the writings found in 
  the halls of the mongrelfolk are in Ur-Flan. Ur-Flan is a 
  distinct language from Flan. 
  PORTRAYING THE MONGRELFOLK 
  The mongrelfolk are highly inbred and are a mix of a 
  number of humanoid (and perhaps outsider too) races. To 
  best represent them, think of a deeply inbred community 
  without education, goals or aspirations. The mongrelfolk 
  aren’t evil, they just don’t have the drive to do much, and 
  spend their lives in general apathy as to the world around 
  them.  
   
  MONGREL SPEAK 
  All the boxed text that has a mongrelfolk speaking is 
  written in the broken Common of the mongrelfolk. 
  Should a PC speak Mongrel, do not use the broken 
  Common text, instead substitute plain English, but keep 
  the language very simple. 
   
  NO REST FOR THE WICKED… PCS! 
  Once the PCs decide to stop and rest, the adventure ends. 
  Make sure you make them understand their need to be 
  hasty. If they need supplies, they can buy them in 
  Applebee but, if they decide to rest, the adventure ends. 
   
  After the PCs rest, Sheriff Berrywine gets sacrificed 
  by Jenemia and the waters rise again. Jenemia and her 2 
  acolytes then depart for the Underdark, abandoning the 
  villagers. 
   
  About twelve hours after the adventure begins, 
  Jenemia and her acolytes leave the halls of the 
  mongrelfolk for parts unknown. Though the PCs do not 
  know this, Sir Shamus imparts on them that they must be 
  hasty.  
   
  MAKE SURE THEY UNDERSTAND THIS.  
   
  BALANCE CHECKS 
  This adventure has a number of special circumstances. It 
  is therefore important to make sure you are familiar with 
  the balance rules.  
  Being Attacked while Balancing: You are considered flat-
  footed while balancing, since you can’t move to avoid a 
  blow, and thus you lose your Dexterity bonus to AC (if 
  any). If you have 5 or more ranks in Balance, you aren’t 
  considered flat-footed while balancing. If you take 
  damage while balancing, you must make another Balance 
  check against the same DC to remain standing. 
  Accelerated Movement: You can try to walk across a 
  precarious surface more quickly than normal. If you 
  accept a –5 penalty, you can move your full speed as a 
  move action. (Moving twice your speed in a round 
  requires two Balance checks, one for each move action 
  used.) You may also accept this penalty in order to charge 
  across a precarious surface; charging requires one Balance 
  check for each multiple of your speed (or fraction 
  thereof) that you charge. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 2 
  
  TPK (ENTIRE PARTY UNCONSCIOUS) NOTE 
  With the exception of the Ur-Priest and her 2 cohorts, 
  the Mongrelfolk are not evil, nor do they feel the need to 
  kill the PCs.  
   
  If the party suffers a TPK, stop immediately when 
  the last PC falls unconscious. At that point, any PC dying 
  or unconscious is stabilized by the Mongrelfolk. PCs still 
  alive at that point are found the next morning floating in 
  the well by the people of Applebee. The sheriff is dead, 
  and the PCs have failed. However, the waters of the well 
  have once again swelled up.  
   
  Dead PCs thus left behind are not found in the well. 
  (See special rewards at the end of the module). 
   
  NEW RULE ITEMS 
  County adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  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. 
   
  ADVENTURE BACKGROUND 
  Most of the local people of Applebee take their water 
  from the local well. Normally the well keeps a constant 
  level However, this year the well is drying up. 
   
  A number of halflings have reported hearing strange 
  noises in the well. Though initially thought to be nothing 
  more than tall tales yet the number of reports has been 
  growing. 
   
  First pets disappeared, then valuables and, finally, a 
  local housewife brought up a freshly-cut claw in her 
  bucket. Horror and a near-panic ensued. 
   
  Sheriff Berrywine decided to investigate the well. He 
  climbed down using a well-tied rope and has not been 
  seen again (it has been eight hours). A number of locals 
  are highly excited and worried. 
   
  THE RUINS 
  Applebee’s well is located on some ancient Ur-Flan ruins. 
  These ruins include a multi-level dungeon. The one level 
  still above water is now home to a tribe of mongrelfolk.  
   
  Long ago a group of Ur-Flan, seeking someplace to 
  hide form other Flan dug out this temple. The top level 
  was a temple where the Ur-Priests would preach to the 
  worshippers and any seeking to turn their backs upon the 
  false-gods. This level stayed dry through a quirk of the 
  architecture. 
   
  Lower levels of the temple contain darker secrets 
  and were forbidden to all but the Ur-Priests. Today, these 
  levels are largely flooded. 
   
  THE MONGRELFOLK OF THE RUINS 
  The mongrelfolk are descendants of a varied group of 
  humanoids, who found their way into the ruins during a 
  dry period before the founding of Applebee. After hiding 
  there for a few weeks the humanoids were dismayed to 
  find the water level had risen, and no escape remained. 
   
  Generations of entrapment in the well caused the 
  humanoids to become mongrelfolk, and the unique 
  features of the temple have allowed them to survive. 
  Until recently, there hadn’t been a mongrelfolk clever 
  enough to read the strange writings on the walls. 
   
  The Mongrelfolk are content to live simple lives of 
  passivity in their caverns. However, when the water 
  levels dropped, many of the mongrelfolk went exploring 
  the tunnels. 
   
  THE UR−PRIEST OF THE MONGRELFOLK 
  The “priestess” of Meriadar is a mongrelfolk called 
  Jenemia. Jenemia was always different from the others. 
  She did not look like the others, who singled her out as 
  “ugly”. Though she isn’t a priestess, she has managed to 
  make the other believe that she is. She is really a bard.  
   
  You see, through the magic of genetics, Jenemia is 
  considered human.  
   
  One day, she had the bright idea of using a 
  comprehend languages spell on the walls. She was 
  astonished at the amount of information and knowledge 
  included right on the walls she had marveled at since she 
  was a child. She learned many things from the Ur-Flan 
  writings. 
   
  The more she delved into the words, the more they 
  began to make sense and she begun to study the heretical 
  words of the Ur-Flan. With time, she began to believe 
  that even Meriadar was one of the false-gods mentioned 
  by the walls. 
   
  With the receding waters, Jenemia thinks that her 
  tribe is being punished for her beliefs in the false gods 
  and has started to look for sacrifices to the monolith. 
  Jenemia is convinced that, by performing a blood 
  sacrifice, she can bring back the waters that have 
  protected the tribe for so long. 
   
  This is when the Sheriff barged in on the 
  Mongrelfolk. Sheriff Lorien Berrywine is currently being 
  kept by the mongrelfolk to be sacrificed. 
   
  WHAT’S UP WITH THE WELL? 
  A few days before the start of the adventure, an 
  underground tremor drained some of the waters down 
  into the deepest reaches of Oerth. The waters will rise 
  quickly at the end of the adventure, if one of two things 
  happen: the Ur-priestess dies, or the Sheriff is sacrificed. 
  This closes the halls of the mongrelfolk that are now 
  URC7-07 Where the Sun don’t Shine 
   
  Page 3 
  
  open to the world, except that some of them may decide 
  to swim out, depending on the PCs’ actions. 
   
  ADVENTURE SUMMARY 
  Introduction The PCs are passing in town and spending 
  time at Rudy’s establishment.  
   
  1: The Committee A committee of concerned 
  citizens approaches the PCs, with the clear intention of 
  deputizing them to find their Sheriff.  
   
  2: Applebee Here the PCs can gather a few facts on 
  the sheriff, what happened and so on. 
   
  3: Down the Well The PCs head down the well.  
   
  4: The Halls of the Mongrelfolk Dungeon area 
  key. This is a location key.  
   
  5: Caden’s Boys One of the “Welcoming 
  committees”. These mongrelfolk are joined by those of 
  Encounter 6. 
    
  6: Candace’s Boys One of the “Welcoming 
  committees”. These mongrelfolk are joined by those of 
  Encounter 5. 
   
  7: The Mongrel Village If the PCs encounter the 
  Mongrel village. 
   
  8: The Ur-Priest the leaders of the mongrelfolk. 
   
  9: Denouement after the PCs defeat the Ur-Priest, 
  the Mongrelfolk approach them again. 
   
  Conclusion The Halflings thank the PCs (or not, as 
  the case may be). 
   
  INTRODUCTION 
  You can still hear their war cries ringing in your 
  ears, but the goblins of the Honeypot Woods have 
  been defeated, and you find yourselves with a few 
  extra gold nobles and a tale to tell. Emerging from 
  the Honeypot Woods, you walked into the Horn of 
  Plenty, the only inn in the small village of Applebee. 
   
  The inn is designed to accept both halflings and 
  tall patrons. Only two people are in the inn as you 
  enter. One is a rather personable Oeridian man and 
  the other is a round halfling.  
   
  As you enter, the halfling hops to his feet. 
  “Welcome to the Horn of Plenty! Best food in town 
  or the meal’s on me! I’m Rudy, the owner. Welcome. 
  You’ll have some of our cheese bread to go with our 
  cabbage soup while you decide what you want to 
  eat.” 
   
  The sweet smell of goat cheese melted on freshly 
  toasted bread is placed upon the table before you 
  have time to say anything. Bowls of thick, earthy 
  cabbage soup with large bits of smoked lard are 
  placed in front of you. “Enjoy” says Rudy as he 
  disappears in his kitchen seeking more food. 
   
  “Say friends, who are you?” asks the Oeridian 
  man who has remained seated, all this time. 
   
  This is the PCs’ cue to introduce themselves to each 
  other.  
   
  PCs who have played either URC7-01 The Mare of 
  Applebee or URC7-S02 Don’t Bug Me! receive Player 
  Handout #1 right away. 
   
  Sir Bertram (the Oeridian) listens politely and he 
  dodges any question until the PCs have introduced 
  themselves. Once all the PCs have introduced 
  themselves, he introduces himself as “Sir Bertram Kaga, 
  servant of the Duelist”. 
   
  A Knowledge (religion) check DC20 is needed to 
  recognize Rudd the Duelist, CN, demigoddess of chance, 
  skill and good luck, alternatively, the PC may simply ask 
  Sir Bertram. Her worship is tied to that of Olidammara 
  who apparently elevated Rudd to godhood. 
   
  The presence of Sir Bertram here is coincidental and 
  is unimportant for the rest of the adventure. He is 
  provided here to stimulate conversations. 
   
  Once they are introduces to each other, proceed to 
  Encounter 1. 
  1: THE COMMITTEE 
  The door swings open and two halfling men and a 
  round halfling woman enter the Inn. The first one 
  wears a mithral breastplate and a green tabard with a 
  white swan upon it. The second one is dressed in the 
  simple clothes of a farmer. The third one wears a 
  housewife’s clothes. 
   
  The first halfling calls out with a loud voice 
  towards you. “In the name of Countess Rachel, I 
  order you to stay where you are and to keep your 
  hands 
  visible 
  at 
  all 
  times!” 
  His 
  tone 
  his 
  commandeering, almost angry. 
   
  The second halfling says with a much calmer 
  and hesitant tone of voice. “We… we have need of 
  your services kind folks… Surely you will help us 
  with our problem…” 
   
  The woman imitates the first halfling behind 
  his back, making funny faces. A fact the first halfling 
  either ignores or is oblivious to. 
   
  The first halfling says. “I am Sir Shamus 
  Brumblehill, Knight of the Swan and leader of 
  Applebee for the duration of this crisis. Here are 
  Drogo Bracegirdle our former sheriff and Izzy 
  Skylark trader and… troublemaker. You see, eight 
  hours ago, our beloved Sheriff and a good friend of 
  ours went down the well to investigate why the 
  waters had receded.” 
   
  The second halfling adds. ”You have to 
  understand that since I was a boy, the waters of the 
  well have always been stable. But this summer… It’s 
  been drying up. Then strange things began to 
  happen. First Brock’s mare, then pets began to 
  disappear, and then valuables. But the Sheriff 
  decided to investigate when my wife pulled up a 
  freshly cut claw…” 
   
  Sir Shamus adds, “The sheriff and I decided to 
  investigate. I offered to go myself, but he ordered me 
  to stay and see to the protection of others. Will you 
  rescue our Sheriff?” 
  URC7-07 Where the Sun don’t Shine 
   
  Page 4 
  
  The PCs are very likely to have questions. It should be 
  obvious to the PCs that Sir Shamus and Izzy don’t like 
  each other. Drogo is trying to get the PCs going. 
   
  Drogo has a great fear of being underground. Years 
  of serving the drow have taken their toll on the halfling. 
   
  • 
  Why do you say rescue? (Sir Shamus) It’s been 
  eight hours! I wouldn’t waste any more time than 
  absolutely necessary. 
   
  • 
  Who is the Sheriff? (Sir Shamus) Lorien Berrywine 
  he’s our judge and our community leader. Everyone 
  loves him. (All agree)  
   
  • 
  What are the Sheriff’s abilities/classes? (Sir 
  Shamus) Our Sheriff is very good with the blade and 
  a fine diplomat. He can recognize evil on-sight, as he 
  is a paladin devoted to the Blessed One. 
   
  • 
  How did he climb down the well? (Sir Shamus) 
  He tied a rope and went down. 
   
  • 
  How deep is the well? (Izzy) about 50 feet before it 
  comes to a floor of some kind. 
   
  • 
  What does he look like? (Sir Shamus) He normally 
  dresses up in practical clothes but when he went 
  down the well, he put on a chain shirt. He also has a 
  large shield with a cornucopia upon it and a nice 
  short sword. 
   
  • 
  Where is the well? (Any) On the west side of town. 
   
  • 
  Where is the claw? (Drogo) It’s still at my house 
  under a bucket. 
   
  • 
  Did you identify the claw? (Drogo) Its like a 
  lizard’s claw. 
   
  • 
  What objects disappeared? (Sir Shamus) Combs, 
  brooches and jewelry, nothing big, but enough for 
  people to notice. 
   
  • 
  Who had things stolen from them? (Drogo) Why 
  pretty much everyone! Especially on the west side of 
  town! (Sir Shamus) Where the Skylarks live… (Izzy) 
  I had things stolen too! (Sir Shamus) No doubt by 
  yourself.  
   
  • 
  What did you do since? (Sir Shamus) We have 
  been waiting for the Sheriff to return. Calling down 
  the well returned only the echo of our voices. 
   
  • 
  How much does it pay us? (Sir Shamus, surprised) 
  The… good of the community outweighs your 
  monetary requests. As the Countess’s representative, 
  I offer you a choice: rescue the sheriff or I’ll take you 
  to jail.  
   
  DC 15 (DC10 for County of Urnst PCs) (Knowledge 
  (local – NMR or nobility and royalty) to know that Sir 
  Shamus IS the Countess’s representative, and that he 
  does have that authority.) 
   
  • 
  Why don’t *YOU* go? (Sir Shamus) Because my 
  duty keeps me here, with the sheriff gone, I have to 
  stay in town. (Drogo) I’m not going underground 
  again! (Izzy) Sir Shamus won’t let me! But I’d rather 
  not go in the well and get all dirty. 
   
  • 
  Why is the troublemaker (Izzy) with you? (Sir 
  Shamus) I’d rather keep an eye on her to make she 
  doesn’t cause any more mischief. (Izzy) Sir Shamus is 
  way too easy to annoy! 
   
  The halflings don’t know much more than what they tell 
  the PCs. If the PCs refuse, Sir Shamus gets very angry and 
  orders them to do it in the name of the Countess. If they 
  still refuse, the Knight storms out. The adventure is over 
  for the PCs. 
   
  Of course, PCs who refuse are imprisoned in the 
  local jail for the duration of the adventure. For this, they 
  must pay upkeep and receive no gold or experience for 
  the adventure. 
   
  If the PCs decide to investigate around town a little, 
  proceed to Encounter 2. If they head straight to the well, 
  proceed to Encounter 3. 
   
  2: APPLEBEE 
  This encounter is really a series of short encounters as the 
  PCs visit Applebee looking for information. 
    
  Word on the street 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +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 Applebee is a small community of just under a 
  hundred halflings. 
  • 
  DC 6 The official leader of the community is Sheriff 
  Lorien Berrywine. 
  • 
  DC 7 There is a Knight of the Swan: Sir Shamus. He 
  spends his time riding around on his warpony 
  looking important. 
  • 
  DC 8 There are few non-halfling travelers who come 
  here.  
  URC7-07 Where the Sun don’t Shine 
   
  Page 5 
  
  • 
  DC 9 The well has been invaded by fiends and 
  poisonous underground monsters! 
  • 
  DC 10 The sheriff has gone in the well and died! 
  • 
  DC 11 The community was spared from all the 
  horrors of war, and it economy is currently booming 
  with the demand for their honey, their fruits, and all 
  the related products 
  • 
  DC 12 The Sheriff is well-liked by all. He is a fair and 
  good man. 
  • 
  DC 13 Drogo’s wife found a living claw in her water 
  bucket at the well! 
  • 
  DC 14 The sheriff hasn’t returned from checking out 
  the well. I hope he’s not hurt! 
  • 
  DC 15 With the Sheriff gone, Sir Shamus is in 
  charge and he thinks he’s all that. I like the Sheriff 
  better ‘cuz he’s not as stuffy. 
  • 
  DC 17 All those who go near the well die. I saw a 
  gigantic tentacle coming out of there one night after 
  I drank a little honey wine! 
  • 
  DC 18 Sir Shamus thinks the Skylarks are behind 
  everything that happens in town. He hates them. 
  • 
  DC 19 I’m sure Izzy Skylark has something to do 
  with what’s happening. She is a follower of 
  Brandobaris, her and her brother… 
  • 
  DC 20 Sir Shamus may be stuffy, but he always 
  thinks of the people first. 
  • 
  DC 25 I wonder if Rudy (the innkeeper) will win the 
  cooking competition this year… He’s the best cook 
  of ‘em all! 
   
  LOCATION 1&2: THE HORN OF PLENTY 
  The Horn of Plenty is easy to find. It has a cornucopia 
  painted on the front and has room for medium-sized 
  humanoids. The owner, Rudy (Rutabaga) Oatstout 
  welcomes the PCs. He recognizes anyone who took part 
  in Sir Bertram’s competition (URC6-04 Whose Cuisine 
  Reigns Supreme) and welcomes them with a friendly hug. 
  Those who are members of Sir Bertram’s cooking 
  academy (Invincible (Wo)Man of Culinary Skill) and 
  welcomed as brothers and offered free food and lodging. 
   
  No need to say that the food here is of extremely 
  high quality, at a very low price. Rudy is very interested 
  in the PCs. 
   
  Sir Bertram is in town sampling the local delicacies. 
   
  All APLs (Non-Combatants) 
   
  �Rudy Oatstout: Male halfling, LG, cleric 5 
  (Yondalla) 
   
  �Sir Bertram: Male human (Oeridian), CG, cleric 3 
  (Rudd)/ rogue 3. 
   
   
  The stables are Location 2 on the DM’s Map. 
  LOCATION 3: LEYLA WHITELOCK’S HOUSE 
  The gnome is not currently in Applebee. Her house is 
  locked and there is nothing for the PCs to find here that 
  has to do with the adventure. 
   
  LOCATION 4: DROGO’S HOUSE 
  Read the following if the PCs didn’t come here 
  immediately from the Horn of Plenty with Drogo. 
   
  Drogo’s house has a neatly kept garden with a 
  freshly painted door leading into his burrow. Drogo 
  is outside in his garden, looking for weeds to pull. 
   
  “I thought you’d be dropping by. Do you want to 
  look at the claw, or have you other business?” 
   
  Drogo takes the PCs around to the bucket (which he 
  keeps behind his house) and show them the claw if they 
  wish it. 
   
  Drogo leads you around behind his burrow to a 
  wooden bucket upside down on the ground under a 
  rock. 
   
  “I figured it’d start to smell soon, so I put it 
  downwind from my home. <Sniff> and I can smell 
  that I was right. Well, here it is.” 
   
  Drogo takes the rock off the bucket and lifts the 
  bucket. Underneath is a putrid claw. It seems to be 
  reptilian with short but dangerous claws. 
   
  “Disgusting thing! I’ve got no idea what it was 
  doing in the well, but it scared my wife something 
  fierce. Suppose I should bury it soon.” 
   
  A DC 15 Knowledge (local – NMR) check recognizes a 
  reptilian claw similar to a kobold. While a DC 20 check 
  recognizes that this claw is not actually a reptilian, but a 
  strange mix of multiple species, likely from a 
  mongrelfolk. 
   
  A DC 15 Heal check allows the PC to guess that the 
  claw was cut perhaps up to a week ago. 
   
  When the PCs are finished with the claw Drogo puts 
  the bucket over the claw and places a rock atop it again. 
  The claw isn’t alive nor does it move or do anything. 
   
  If the PCs wish to discuss anything else Drogo 
  invites them inside his burrow for a cup of tea. Drogo 
  doesn’t have any further information of value. 
  LOCATION 5: THE SHERIFF’S HOUSE 
  This is the Sheriff’s house. He can usually be found here. 
  In the burrow is also the jail. The doors are locked and 
  the Sheriff is not present. There are no prisoners in the 
  jail. 
   
  LOCATION 6: THE KNIGHTS OF THE SWAN 
  This enclave is reserved for the Knights of the Swan. The 
  only one currently living in Applebee is Sir Shamus. At 
  night he can be found here; during the day, he roams the 
  countryside looking for dangers to the community. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 6 
  
   
  Sir Shamus told the PCs everything he knows, refer 
  to Encounter 1. 
   
  LOCATION 7: THE SKYLARK FAMILY 
  The Skylark family has two members: Brandy (who is 
  currently out of town) and his sister Izzy.  
  • 
  Izzy DID steal a lot of the missing jewelry, but she 
  won’t admit it. Her brother does not yet know. 
  • 
  She denies having anything to do with the affair. 
  • 
  She is genuinely concerned for the Sheriff. 
   
   
  �Izzy Skylark: Female Halfling, Rog7, AL N, Bluff 
  +13. 
  3: DOWN THE WELL 
  Before the PCs head for the well, Sir Shamus meets them. 
  It is vitally important for the PCs to know time is of the 
  essence. 
   
  Sir Shamus has gathered a few farmers into a militia. 
  Two older mules have been tied to a sturdy hemp 
  rope. 
   
  “I’ll have two strong men with the mules here 
  day and night ready to help you get out. Just shout 
  and they will pull you out.” 
   
  “Act with all haste and rescue our Sheriff! In 
  case you need it, we have a number of healers and 
  clerics in town that can help you if you need their 
  talents.” 
   
  HEALING IN APPLEBEE 
  Most locals normally go to the sheriff when they need 
  healing. However, with the sheriff gone, the people 
  either go to see Rudy at the Horn of Plenty or Sir Shamus. 
  Lucky for the PCs, Sir Bertram from the Church of Rudd 
  is also available to cast healing spells. 
   
  This means the PCs can obtain cure light wounds or 
  lesser vigor spells for 10gp or cure moderate wounds spells for 
  60gp or cure serious wounds for 150gp. All these spells are 
  considered cast at the minimal level appropriate for the 
  spell.  
   
  Some of these spells are not normally available. For 
  simplicity’s sake it is assumed there are as many spells as 
  the PCs need.  
   
  DOWN THE WELL 
  The well is about eighty feet deep and just over 2 feet 
  wide, requiring medium-sized creatures to squeeze, and 
  making it impossible for large-sized creatures. 
   
  The rope reaches the bottom, but is not knotted, 
  requiring a DC 5 Climb check to safely navigate the rope 
  down by bracing one’s self on the wall. 
   
  At the bottom, the PCs find themselves in a 10’ by 10’ 
  room. It is obvious by the algae still clinging to the wall 
  that this whole area was underwater.  
   
  To the east, a series of stairs lead up while to the west, 
  stairs lead down into dark, murky waters. A simple 
  cornucopia with an arrow has been chalked on the stairs 
  to the east. 
   
  A DC 20 Track check reveals a number of medium-
  sized humanoids of various origins have come and gone 
  to this place. They came and returned to the east. One 
  small-sized set of tracks (the Sheriff) heads to the east, but 
  does not return. 
   
  Nothing comes in or out of the waters to the west. 
  The stairs to the east lead to Encounter 4. 
   
  WARNING! WITHDRAWING TO REST 
  This adventure is a race against time. The PCs have about 
  twelve hours to complete the mission. Refer to the 
  preparation of play notes to see what happens if they stop 
  to rest. 
   
  4: THE HALLS OF THE 
  MONGRELFOLK 
  This encounter utilizes the map found in the DM’s Map 
  section. 
   
  This encounter is with two groups of guards who 
  have been waiting in Location B and Location C, since 
  Sheriff Berrywine was captured yesterday. The guards 
  move when alerted to the PC’s presence. Be sure to read 
  and understand the tactics of both groups before 
  proceeding with this encounter. 
   
  Unless specified otherwise, all the writings found in 
  the halls of the mongrelfolk are in Ur-Flan. Ur-Flan is a 
  distinct language that requires campaign documentation 
  to know. 
   
  Note that due to their rarity and the fact that the 
  mongrelfolk have lived in isolation for centuries, they 
  can be identified by a DC 15 Knowledge (local – NMR) 
  check.  
  LOCATION A: THE VESTIBULE 
  This room is tiled in simple patterns. Two closed 
  doors are on the north side of the room. A ten foot 
  wide passage extends to the west. 
   
  The lintels over the doors and southern passage 
  bear strange carvings. The room contains no light 
  sources, although a violet light is shining through 
  the passage. Otherwise the room is empty. 
   
  A permanent alarm spell is placed in the south west 
  corner of the room (such that the 20 ft. radius reaches 
  across both doors and the passage to the south). The area 
  of effect covers all exits from the room aside from the 
  stairs down to the well. The alarm spell is set to create a 
  clear, audible gong-like noise when any humanoid enters 
  the area of effect (this includes any mongrelfolk moving 
  in for a pincer maneuver). A faint aura of abjuration can 
  be detected with a detect magic spell, or similar magic. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 7 
  
   
  The text over the door leading to Location C reads 
  “The Dedicated” and may be translated with a DC 20 
  Decipher Script check. The text over the door leading to 
  Location E reads “The Underworld” and may be 
  translated with a DC 20 Decipher Script check. The text 
  over the passage to Location B reads “The Devoted” and 
  may be translated with a DC 20 Decipher Script check. 
   
  LOCATION B: THE CLOAKROOM 
  Refer to Encounter 5. 
  LOCATION C: THE HALL OF THE 
  MASTERS 
  This long hall contains crumbled and broken busts, 
  pedestals and columns. Time wrecked the many 
  visages of Flannish descent. The walls depict images 
  of Flan men and woman turning away from the gods, 
  but in doing so growing in power themselves. An 
  everburning torch sits in a sconce on each side of the 
  southern door. 
   
  �Much of this room is difficult terrain. Basically every 
  square with large rubble is difficult.  
   
  All of the writings in this room are Ur-Flan names who 
  most likely built this place. They are unimportant for this 
  adventure. 
   
  LOCATION D: THE VESTRY 
  Refer to Encounter 6. 
   
  LOCATION E: THE STAIRWELL 
  A short, unlit hallway is filled with refuse and offal 
  floating on foul-smelling water covered with a 
  crudely-made rusted iron grate.  
   
  It seems whoever lives here wishes things that 
  live below to stay there. 
   
  This area is not intended to be of significance in the 
  normal running of the module. PCs find nothing here. 
   
  LOCATION F: THE LARGE HALL 
  Refer to Encounter 7. 
  LOCATION G: THE POOL 
  A large pool dominates this chamber which smells 
  like freshly-fallen rain. Flickering, blue and green 
  light illuminates this chamber from within the pool.  
   
  A large glyph covers most of the floor in the 
  northern wing. The walls are clean and smooth. A 
  wrought-iron door separates this room from the 
  noisome, smoky chamber to the south. 
   
  The pool is only two feet deep with no discernible source 
  for the flickering blue and green lights. Clearly this pool 
  is not a part of the local water table. 
   
  Those who wash themselves or drink of the waters in 
  the pools are affected as though they are the recipient of a 
  cure minor wounds, a PC can only gain this benefit once 
  per day.  
   
  There is an exception: divine spellcasters are treated 
  as though they are the recipient of an inflict minor wounds 
  spell instead.  
   
  Again, there is a strange effect for divine spellcasters. 
  Any non-divine spellcaster casting detect magic reveals a 
  faint aura of conjuration (DC 15 Spellcraft check). Any 
  divine spellcaster casting detect magic reveals a faint aura 
  of necromancy (DC 15 Spellcraft check). 
   
  The glyph is a permanent image that is to distract PCs 
  into possibly using some resources. A DC 20 Knowledge 
  (history) check reveals this glyph to be of late Ur-Flan 
  origin. A DC 20 Knowledge (religion) check reveals this 
  is an Ur-Flan symbol denying the divinity of gods. Detect 
  magic reveals a moderate illusion aura (DC 21 Spellcraft). 
   
  LOCATION H: THE MAIN TEMPLE 
  Refer to Encounter 8: The Ur-Priest. 
   
  5: CADEN’S BOYS 
  This room is stacked with crates and barrels, 
  forming a few rows along the walls. Beyond the 
  stacks of store, hooks on the walls indicate the 
  original purpose of this chamber as a cloakroom. On 
  the east wall, is a torch in a sconce burning with a 
  violet flame.  
   
  The entire eastern side of the room is covered 
  with a foul-smelling tarry substance that extends 
  into the eastern passage. The smell leads you to 
  believe that some sort of offal has been used. 
   
  A passage proceeds north from the western end 
  of the room. 
   
  The portion of the chamber is filled by a large 20 ft. by 20 
  ft. pit trap (see map). Unlike a normal pit trap (which is 
  frequently activated by weight), this pit trap is activated 
  by a lever on the southern wall that can be pulled as a 
  standard action. If the party proceeds from Location A to 
  here, before entering Location C, a group of mongrelfolk 
  waits here to ambush them when alerted by the alarm. 
  They hide in the corridor leading to Room F (where the 
  lever to activate the trap is). Activating the trap resounds 
  with the sound of a loud gong. 
   
  If the alarm has not been sprung, the mongrelfolk in 
  this room are sitting down and just pass time, talking and 
  playing bones (a dice game only mongrelfolk could 
  enjoy). 
   
  These mongrelfolk consider anyone approaching to 
  be invading their home, and are not at all inclined to talk.  
  URC7-07 Where the Sun don’t Shine 
   
  Page 8 
  
   
  If the mongrelfolk hear a fight in Location D, they 
  move swiftly through Location A to close the pincer 
  maneuver on the intruders. 
   
  The DM’s map shows this trap as being opened when 
  of course, it is not. The camouflaged pit trap is triggered 
  by a lever on the south wall of the room.  
   
  The room contains nothing of particular value. 
   
  THE TARRY SUBSTANCE 
  This is indeed made from body waste. While it has no 
  effect while one walks over it, its use becomes obvious 
  when one tries to bull rush another while on this 
  substance. Any attempts to resist bull rushes while on 
  this substance suffer a -4 circumstance penalty. 
   
  ONCE THE PIT IS OPEN 
  The trap, once open still has an 8-inch ledge on its side. 
  Moving requires a DC 10 Balance check to move faster 
  than half-speed. Anyone without 5 ranks of Balance is 
  considered flat-footed while on the ledge. Obviously, one 
  cannot make 5-foot steps while on the ledge. 
   
  Anyone hit while on the ledge must made a second 
  DC 10 Balance check. Anyone failing the Balance check 
  is entitled to another Reflex save or fall into the pit. 
   
  The walls of the pits are also covered in the tarry 
  substance, making them hard to climb. A DC 25 Climb 
  check is required to get out.  
   
  THE MONGRELFOLK 
  Caden is at the lever for the trap when the fight starts. 
  The EL of the battle assumes that all mongrelfolk fight 
  together and includes a -1 modifier because of the delay 
  for the other reinforcements to arrive (3 rounds). 
  Reinforcements appear in Encounter 6, however, they 
  have a common entry in Appendix 1. 
   
  The two groups are identical in composition.  
   
  All APLS (EL 2) 
   
  �Camouflaged Pit Trap: CR 2; mechanical; 
  manual trigger; manual reset; DC 20 Reflex save avoids; 
  20 ft. deep (2d6 fall); Search DC 24; Disable Device DC 19. 
   
  APL 2 (EL 3) (EL4 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk rogue 1; hp 9; Appendix 
  1.  
   
  �Mongrelfolk Elite Warrior (1): female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  �Mongrelfolk Warriors (2): female or male 
  mongrelfolk warrior 1; hp 7; Appendix 1.  
   
  APL 4 (EL 5) (EL6 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk rogue 3; hp 23; 
  Appendix 1.  
   
  �Mongrelfolk Elite Warriors (2): female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  �Mongrelfolk Warriors (2): female or male 
  mongrelfolk warrior 1; hp 9; Appendix 1.  
   
  APL 6 (EL 7) (EL8 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk rogue 6; hp 44; 
  Appendix 1.  
   
  �Mongrelfolk Elite Warriors (4): female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  APL 8 (EL 9) (EL10 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk rogue 8; hp 76; 
  Appendix 1.  
   
  �Mongrelfolk Veterans (3): female or male 
  mongrelfolk warrior 4; hp 30; Appendix 1.  
   
  APL 10 (EL 11) (EL12 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk rogue 10; hp 92; 
  Appendix 1.  
   
  �Mongrelfolk Fighters (1): female or male 
  mongrelfolk fighter 6; hp 64; Appendix 1.  
   
  �Mongrelfolk Veterans (3): female or male 
  mongrelfolk warrior 4; hp 30; Appendix 1.  
   
  APL 12 (EL 13) (EL14 with Candaces’ Boys) 
   
  �Caden: male mongrelfolk fighter 2 rogue 10; hp 
  112; Appendix 1.  
   
  �Mongrelfolk Fighters (4): female or male 
  mongrelfolk fighter 6; hp 64 each; Appendix 1. 
   
  Tactics: The mongrelfolk attempt to swarm and 
  overcome anyone who can hurt them badly. Any 
  mongrelfolk with consumables (potions & scrolls) uses 
  them whenever they can/need.  
   
  The mongrelfolk warriors & fighters do not hesitate 
  to take attacks of opportunity to bull rush PCs into the 
  pit. 
   
  If at any point, two or more PCs are in the pit, one of 
  the mongrelfolk rushes back to the lever and closes the 
  trap.  
   
  Caden’s boys try to delay the PCs until they get 
  reinforced by Candace’s boys. 
   
  6: CANDACE’S BOYS 
  This chamber is largely empty. There are empty 
  hooks and pegs worked into the walls. The corridor 
  leading to the doors has its walls and floor covered 
  with a foul-smelling tarry substance that extends to 
  the door. The smell leads you to believe that some 
  sort of offal has been used. 
   
  There is a trap door in the floor. 
  A switch west of the 
  double door leading to location C opens the pits in that 
  passage. This also causes a gong to ring bringing the 
  mongrelfolk in Location B to attack in a pincer maneuver. 
  The map also displays the trap as opened (dark area). 
  URC7-07 Where the Sun don’t Shine 
   
  Page 9 
  
   
  Candace’s boys are initially sitting and keeping a 
  distracted watch towards Location C. They automatically 
  Spot anyone carrying a light.  
   
  If the mongrelfolk hear the gong from the trap in 
  Location B, they move swiftly to Location A to close the 
  pincer maneuver on the intruders.  
   
  When at least one party member has crossed the 
  trap, and hopefully another PC walks onto the trap, 
  Candace flips the switch and the pit trap opens. The pit is 
  from then on opened. The mongrelfolk then converge 
  upon the PC on their side of the pit and try to take him or 
  her down. Divide and conquer as they say. 
   
  The mongrelfolk from Encounter 5 come and 
  reinforce their brothers and sisters here. 
   
  THE TARRY SUBSTANCE 
  This is indeed made from body waste. While it has no 
  effect while one walks over, its use becomes obvious 
  when one tries to bull rush another while on this 
  substance. Any attempts to resist bull rushes while on 
  this substance suffer a -4 circumstance penalty. 
   
  ONCE THE PIT IS OPEN 
  The trap, once open still has an 8-inch ledge on its side. 
  Moving requires a DC 10 Balance to move faster than 
  half-speed. Anyone without 5 ranks of Balance is 
  considered flat-footed while on the ledge. Obviously, one 
  cannot make 5-foot steps while on the ledge. 
   
  Anyone hit while on the ledge must made a second 
  DC 10 Balance check. Anyone failing the Balance check 
  is entitled to another Reflex save or fall into the pit. 
   
  The walls of the pits are also covered in the tarry 
  substance, making them hard to climb. A DC 25 Climb 
  check is required to get out.  
   
  THE MONGRELFOLK 
  Candace is at the lever for the trap when the fight starts. 
  The EL of the battle assumes that all mongrelfolk fight 
  together and include a -1 modifier because of the delay 
  for the other reinforcements to arrive (3 rounds). 
  Reinforcements appear in Encounter 5. 
   
  The two groups are identical in composition.  
   
  All APLS (EL 2) 
   
  �Camouflaged Pit Trap: CR 2; mechanical; 
  manual trigger; manual reset; DC 20 Reflex save avoids; 
  20 ft. deep (2d6 fall); Search DC 24; Disable Device DC 19. 
   
  APL 2 (EL 3) (EL4 with Caden’ Boys) 
   
  �Candace: female mongrelfolk rogue 1; hp 9; 
  Appendix 1.  
   
  �Mongrelfolk Elite Warrior: female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  �Mongrelfolk Warriors (2): female or male 
  mongrelfolk warrior 1; hp 9; Appendix 1.  
   
  APL 4 (EL 4) (EL6 with Caden’ Boys) 
   
  �Candace: female mongrelfolk rogue 3; hp 23; 
  Appendix 1.  
   
  �Mongrelfolk Elite Warriors (2): female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  �Mongrelfolk Warriors (2): female or male 
  mongrelfolk warrior 1; hp 9; Appendix 1.  
   
  APL 6 (EL 7) (EL8 with Caden’ Boys) 
   
  �Candace: female mongrelfolk rogue 6; hp 44; 
  Appendix 1.  
   
  �Mongrelfolk Warriors (4): female or male 
  mongrelfolk warrior 2; hp 14 each; Appendix 1.  
   
  APL 8 (EL 9) (EL10 with Caden’ Boys) 
   
  �Candace: female mongrelfolk rogue 8; hp 76; 
  Appendix 1.  
   
  �Mongrelfolk Veterans (3): female or male 
  mongrelfolk warrior 4; hp 30; Appendix 1.  
   
  APL 10 (EL 11) (EL12 with Caden’ Boys) 
   
  �Candace: female mongrelfolk rogue 10; hp 92; 
  Appendix 1.  
   
  �Mongrelfolk Fighters (1): female or male 
  mongrelfolk fighter 6; hp 64 each; Appendix 1.  
   
  �Mongrelfolk Veterans (3): female or male 
  mongrelfolk warrior 4; hp 30; Appendix 1.  
   
  APL 12 (EL 13) (EL14 with Caden’ Boys) 
   
  �Candace: female mongrelfolk fighter 2 rogue 10; 
  hp 112; Appendix 1.  
   
  �Mongrelfolk Fighters (4): female or male 
  mongrelfolk fighter 6; hp 64 each; Appendix 1.  
   
  Tactics: The mongrelfolk attempt to swarm and 
  overcome anyone who can hurt them bad. Anyone with 
  consumables (potions & scrolls) uses them whenever 
  they can/need.  
   
  The mongrel warriors & fighters do not hesitate to 
  take attacks of opportunity to bull rush PCs into the pit. 
   
  If at any point, two or more PCs are in the pit, one of 
  the mongrelfolk rushes back to the lever and closes the 
  trap.  
   
  Candace’s boys try to delay the PCs until they get 
  reinforced by Caden’s boys. 
   
  7: THE MONGRELFOLK 
  VILLAGE 
  Acrid smoke and a myriad of smells fill the air of 
  this room. Small groups of pathetic-looking 
  humanoids are clustered about in what appear to be 
  family units. Tents and rough shacks are scattered 
  throughout the room and a couple of small dogs are 
  on spits over cook fires.  
  URC7-07 Where the Sun don’t Shine 
   
  Page 10 
  
   
  In the middle of the shanties stands the statue 
  of a Flan male dressed in robes extending an open 
  hand towards a box sitting at his feet. Strange 
  markings adorn the walls of this chamber and 
  appear on the stone box at the feet of the statue. 
   
  The writing on the box at the feet of the Ur-Flan reads, 
  “Stolen from the False-Gods, I give this to you” in Ur-
  Flan, or DC 20 Decipher Script. 
   
  The stone box at the feet of the statue is an integral 
  part of the pedestal, and cannot be moved without 
  disrupting its magic. If someone who does not have any 
  divine spellcasting class level (even rangers and paladins 
  who do not yet have spell casting abilities qualify for this) 
  opens the box, they find it filled with loaves of bread 
  when opened. Anyone with a divine spellcasting class 
  opening the box finds it empty. 
   
  When empty if the chest is closed and opened it is 
  full again. If someone casts detect magic it has a faint aura 
  of conjuration magic, Spellcraft (DC 18) reveals the aura 
  is of conjuration. If anyone in the area either channels 
  positive or negative energy (turns or rebuke undead or 
  elemental), the chest becomes non-magical for 24 hours. 
   
  The other writings in Ur-Flan promote the idea that 
  man is superior to the gods and that he must ascend to a 
  semblance of godhood. 
   
  A DC 30 Knowledge (history or religion) check 
  reveals that following the demise of their power, many 
  Ur-Flan blamed the gods for their defeats and  
   
  Initially, the mongrelfolk in this room huddle in 
  apparent 
  family 
  groups. 
  Some 
  of 
  the 
  younger 
  mongrelfolk shout and gesture in their own peculiar 
  pidgin language. Andion, one of the braver mongrelfolk 
  step forward and ask the PCs what they want in broken 
  common. 
   
  The inhabitants of these shanties emerge from their 
  hovels and some younger humanoids start shouting 
  at you in a strange, slightly familiar tongue and 
  hurling small stones.  
   
  One 
  of 
  these 
  creatures 
  steps 
  forward, 
  “Uplunders, what youze disturb us? Leave now. We 
  no hurtee you! Go back in youze skies.” He adopts a 
  somewhat aggressive stance. And some other 
  mongrelfolk grab clubs and step forward but do not 
  attack. 
   
  Whatever the response, he demands that the PCs leave 
  them be. At this point many mongrelfolk (as indicated by 
  the APL below) adopt a threatening stance. The PCs can 
  choose to fight, or attempt to reason. 
   
  Any PC making a DC 15 Sense Motive check can 
  gather that the mongrelfolk aren’t interested in fighting. 
  However, they aren’t about to back down either. 
   
  Any PC seen casting a spell (there are no 
  mongrelfolk in this room that can tell an offensive spell 
  from an inoffensive spell), causes the mongrelfolk to 
  attack the PCs, believing themselves and their homes to 
  be threatened. 
   
  None of the mongrelfolk present are evil in 
  alignment. 
   
  Andion and the mongrelfolk listen to the PCs for at 
  least a minute if the PCs are making a Diplomacy check. 
  The DC for these checks is 16 + 2xAPL. The DC is 
  increased because Andion isn’t sure who the PCs are, and 
  he’s afraid of Jenemia. 
   
  The following effects may modify the PCs’ checks 
  • 
  +1 circumstance bonus for each APL x 5gp of useful 
  items (max +10).  
  • 
  +1 for each PC who is half-Flan (half-elf, half-orc, 
  mixed Flan human). 
  • 
  +2 if the PCs subdued some of the mongrel guards 
  (the PCs must carry a subdued mongrel with them). 
  • 
  +2 for each PC of Flan descent 
  • 
  +2 if the PCs seem to understand Mongrel (speak 
  Mongrel or through tongues or similar magic) 
  • 
  +2 if the PCs tell the mongrel they are here to help 
  them. 
  • 
  +5 if the PCs’ spokesman is Flan (the Flan PC must 
  be the lead on the Diplomacy check.) 
  • 
   
  THE PCS FAIL THE CHECK 
  The crowd is growing angrier. The leader waves his 
  hand at you, “No more words! Youze go now. Leave!” 
   
  The PCs can now leave or fight, alternatively, the PCs 
  may attempt a last-ditched rushed (DC as above +10) 
  Diplomacy attempt. Proceed to “Things turn violent” or to 
  the Conclusion if the PCs leave. 
   
  The PCs are no longer welcomed in this location, but 
  they can still continue to explore the rest of the dungeon 
  by avoiding this location, the PCs may even leave through 
  the north door (leading to Location G: the Pool). 
  However, the mongrelfolk do not allow the PCs to take 
  the Sheriff with them. 
   
  The mongrelfolk would rather avoid a confrontation 
  but will fight to defend this area as it is their home. 
   
  THE PCS SUCCEED AT THE CHECK 
  While still wary, the leader takes a tentative step 
  forward, “What youze have of us? I is Andion, place 
  down your hurty-sticks and we speak.” As he says 
  this, the other mongrelfolk lower their weapons and 
  a number of them put them down completely… 
   
  Andion answers any questions he can. Here are some 
  likely questions. When playing him, play him as not very 
  intelligent and without too many words, especially in the 
  preposition domain. Misuse them liberally. If the PCs ask 
  very complex questions, look puzzled and reply 
  something random.  
   
  • 
  Who are you? We are those stayed to temple, we the 
  people.  
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 11 
  
  • 
  We are looking for the sheriff of Applebee. “He is 
  here.” Andion indicates the far corner of the room, 
  “He make surprise earlier with us. Jenemia tell tie 
  him up with keep him there.” 
   
  • 
  Who is Jenemia? She is curelightwounder and 
  storytimewoman. Leader with our people of 20 years. 
  She very in the ugly! When water dropped she said 
  the temple told her how to do it, that we must bring 
  small creatures of above with her. She very cruel 
  now. 
   
  • 
  Where is she now? Over the temple room (Andion 
  points north towards Location H). 
   
  • 
  Will you let us have the sheriff? Quietly Andion 
  states, “Only if Jenemia dead, I die otherhow.” And 
  louder, “Jenemia tell us to keep uplander here.” 
   
  • 
  Can we see the sheriff?  
   
  (If the PCs have not withdrawn to rest) “Bring 
  uplander here,” Andion motions to other mongrelfolk. 
  Trussed up like a calf, an unconscious form is brought 
  over bearing the signs of a serious drubbing (he was 
  knocked unconscious with non-lethal damage). “He still 
  in life. He sits for us. He go upland after youze back!” 
   
  (If the PCs have withdrawn to rest) “Uplander lost 
  head, Jenemia with blame. Her cut head!” Andion point 
  to the north. “Her you speak on! “ 
   
  • 
  How long have your people lived here? Long 
  time. Some say we once uplanders, but we trapped 
  when sheltering here by the water. 
   
  • 
  How do you eat? Water from pool through there, 
  food out of the magic box by the statue. 
   
  • 
  Who/what is the statue? Foodgiver. 
   
  • 
  Do you know what is written on the statue? No, 
  them words of power! 
   
  • 
  Why don’t you leave? Home around here. 
   
  • 
  Do you deal/trade with anyone? No. 
   
  • 
  What happened to the water? Do not know. 
   
  THINGS TURN VIOLENT 
  If things turn violent, use the following statistics. 
   
  APL 2 (EL 2) 
   
  Andion: male mongrelfolk commoner 1; hp 5; 
  Appendix 1.  
   
  Mongrelfolk (5): female or male mongrelfolk; hp 5 
  each; Appendix 1.  
   
  APL 4 (EL 4) 
   
  Andion: male mongrelfolk commoner 1; hp 5; 
  Appendix 1.  
   
  Mongrelfolk (11): female or male mongrelfolk; hp 5 
  each; Appendix 1.  
   
  APL 6 (EL 6) 
   
  Andion: male mongrelfolk fighter 4; hp 30; 
  Appendix 1.  
   
  Mongrelfolk (12): female or male mongrelfolk; hp 5 
  each; Appendix 1.  
   
  APL 8 (EL 8) 
   
  Andion: (Becomes a member of the mob) 
   
  Mongrelfolk Mob: female and male mongrelfolk 
  mob; hp 225; Appendix 1.  
   
  APL 10 (EL 10) 
   
  Andion: (Becomes a member of a mob) 
   
  Mongrelfolk 
  Mobs 
  (2): 
  female 
  and 
  male 
  mongrelfolk mob; hp 225 each; Appendix 1.  
   
  APL 12 (EL 12) 
   
  Andion: male mongrelfolk fighter 10; hp 75; 
  Appendix 1. 
   
  Mongrelfolk 
  Mobs 
  (2): 
  female 
  and 
  male 
  mongrelfolk mob; hp 225 each; Appendix 1.  
   
  Tactics: The mongrelfolk attempt to swarm and 
  overcome anyone who can hurt them bad. Anyone with 
  consumables (potions & scrolls) use them whenever they 
  can/need.  
  Development: If the encounter turns violent use the 
  stats below. Any mongrelfolk who survive after they are 
  defeated cower away from the PCs after the battle. They 
  make no attempt to stop the PCs from taking the sheriff. 
  Nor do they pursue the PCs beyond location F. 
   
  The sheriff is heavily unconscious. He cannot be 
  woken and his equipment can be recovered. 
   
  8: THE UR−PRIEST 
  Your eyes are drawn across this chamber to a large 
  obelisk set upon a dais. The obelisk is a dark rusty 
  brown, unlike the grey color of the remainder of this 
  complex. This rusty-brown coloration seems to run 
  down the steps as though it were once a liquid. 
  Gathered around the monolith is a group of 
  mongrelfolk. The chamber is rent in twain by a 
  massive crevice. Torches around the room cast an 
  eerie red light. 
   
  The monolith has residual powers which hold the waters 
  of the well out of this level of the temple. Without the 
  monolith, this level would also be flooded.  
   
  Jenemia realizes that the power of the monolith is 
  fading and is trying a blood sacrifice to bolster the powers 
  of the monolith. She plans to sacrifice the Sheriff in an 
  URC7-07 Where the Sun don’t Shine 
   
  Page 12 
  
  attempt to unlock greater powers which have faded from 
  the monolith eons ago. 
   
  The crevice is about twenty feet deep (2d6 damage 
  from a fall). Scaling walls requires a successful DC 15 
  Climb check. Unlike other traps (in locations B&D), the 
  crevice is visible when the PCs enter the room. 
   
  A DC 10 Spot check allows the PCs to notice a pair of 
  12 ft. long, 1 ft. wide, sturdy planks on the far side of the 
  crevice. There is a single plank on the PC’s side. It takes a 
  standard action (that provokes an attack of opportunity) 
  for a PC to place a single plank across the crevice.  
   
  Attempting to cross the crevice using both planks 
  can be done without difficulty, though it counts as 
  difficult terrain and anyone without 5 ranks of Balance is 
  considered flat-footed while crossing.  
   
  Attempting to cross a single plank requires a DC 15 
  Balance check, and is done at half speed (unless the PC 
  takes the penalty for accelerated movement). Anyone hit 
  while on the plank must again succeed at a balance check.  
   
  APL 2 (EL 5) 
   
  Michel: male mongrelfolk fighter 2; hp 24; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 2; hp 16; 
  Appendix 1.  
   
  Jenemia: female human (mongrelfolk) bard 2; hp 12; 
  Appendix 1.  
   
  APL 4 (EL 7) 
   
  Michel: male mongrelfolk fighter 4; hp 44; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 4; hp 30; 
  Appendix 1.  
   
  Jenemia: female human (mongrelfolk) bard 3/ 
  favored soul 1; hp 23; Appendix 1.  
   
  APL 6 (EL 9) 
   
  Michel: male mongrelfolk fighter 6; hp 64; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 6; hp 44; 
  Appendix 1.  
   
  Jenemia: female human (mongrelfolk) bard3/ex-
  favored soul 1/ur-priest 1; hp 34; Appendix 1.  
   
  APL 8 (EL 11) 
   
  Michel: male mongrelfolk fighter 8; hp 84; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 8; hp 66; 
  Appendix 1.  
   
  Jenemia: 
  female 
  human 
  (mongrelfolk) 
  bard 
  4/favored soul 1/ur-priest 3; hp 54; Appendix 1.  
   
  APL 10 (EL 13) 
   
  Michel: male mongrelfolk fighter 10; hp 104; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 10; hp 82; 
  Appendix 1.  
   
  Jenemia: 
  female 
  human 
  (mongrelfolk) 
  bard 
  4/favored soul 1/ur-priest 5; hp 68; Appendix 1.  
   
  APL 12 (EL 15) 
   
  Michel: male mongrelfolk fighter 12; hp 124; 
  Appendix 1.  
   
  Gerta: female mongrelfolk spellthief 12; hp 110; 
  Appendix 1.  
   
  Jenemia: 
  female 
  human 
  (mongrelfolk) 
  bard 
  4/favored soul 1/ur-priest 7; hp 94; Appendix 1.  
   
  Tactics: Jenemia, Gerta and Michel are hostile to any 
  non-mongrelfolk who enters the room, this includes the 
  PCs. Gerta and Michel use their bows to harass PCs on 
  the far side of the crevasse, while Jenemia uses spell to aid 
  them. When the PCs cross Michel and Gerta work 
  together while Jenemia helps out where she is most 
  useful, using her bardic music and spells. 
   
  At APL 12, Jenemia has cast a symbol of pain on the 
  floor on this side of the doorway set to activate when a 
  non-mongrelfolk encounters it, after the sheriff came 
  down. She, Michel and Gerta each know the password to 
  the symbol and use it when they approach the symbol. 
   
  Anyone with consumables (potions & scrolls) uses 
  them whenever they can/need, especially if they have 
  time to prepare. 
   
  Development: proceed to Encounter 9. 
   
  9: DENOUEMENT 
  With Jenemia dead or defeated, the other mongrelfolk 
  quickly arrive. What happens next depends on the PCs’ 
  previous meeting with the Mongrelfolk in Location F. 
   
  PCS FOUGHT THE MONGRELFOLK 
  Run this only if the PCs actually fought the mongrelfolk. 
  If they failed the Diplomacy check, but backed down and 
  left, run “PCs talked to the Mongrelfolk” 
   
  A group of mongrelfolk enters the room and stays 
  near the doors. Their demeanor suggests submission 
  and obedience. One of them steps forward, fear 
  obvious in his yellow eyes. 
   
  “Youze now free to go on upland. We no bother. 
  Youze bring justice with show evil ways. We stay on 
  peace with Upland! We stay on home! No trouble 
  Upland! We no go Upland! ” 
   
  It should be obvious that the mongrelfolk only desire to 
  return to their isolation. The PCs have taught them that 
  “uplanders” are too dangerous and that their peaceful 
  isolation is safer.  
   
  If the PCs fled, without the Sheriff, the mongrelfolk 
  return him to them alive. 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 13 
  
  PCS TALKED TO THE MONGRELFOLK 
  Run this if the PCs successfully talked to talked to the 
  mongrelfolk, even if they failed, as long as no combat 
  took place. 
   
  A group of mongrelfolk enters the room and stays 
  near the doors. Their demeanor is happy and joyful. 
  One of them steps forward, with a cleft lip and 
  yellowed fangs he bares into an ugly smile. 
   
  “The thank go with youze! Uplanders, youze 
  freed village on evil! Friend! Andion go upland see 
  bright, see bright!” 
   
  The mongrelfolk are very happy the PCs got rid of 
  Jenemia and her two acolytes and offer the PCs a number 
  of gifts (most of which is made of stone and trash that 
  have value only to the mongrelfolk). They also return the 
  sheriff to the PCs. 
   
  The PCs may either agree to, or refuse, Andion’s 
  request to go “upland”. 
   
  The ugly smiles of the mongrelfolk welcome the PCs 
  everywhere they go. Some mongrelfolk even follow the 
  PCs for a short while. 
   
  PCS DID NOT GO TO LOCATION F 
  A group of mongrelfolk enters the room and stays 
  near the doors. The carry weapons but aren’t hostile. 
   
  “Youze now free to go on upland. Why you come 
  on us?” 
   
   
  Andion and the mongrelfolk listen to the PCs for at 
  least a minute if the PCs are making a Diplomacy check. 
  The mongrelfolk start indifferent to the PCs. Making 
  them friendly requires a DC 15 Diplomacy check. 
   
  The following effects may modify the PCs’ checks 
  • 
  -2 if Jenemia is only subdued. 
  • 
  +1 circumstance bonus for each APL x 5gp of useful 
  items (max +10).  
  • 
  +1 for each PC who is half-Flan (half-elf, half-orc, 
  mixed Flan human). 
  • 
  +2 if the PCs subdued some of the mongrel guards. 
  • 
  +2 for each PC of Flan descent 
  • 
  +2 if the PCs seem to understand Mongrel (speak 
  Mongrel or through tongues or similar magic) 
  • 
  +2 if the PCs tell the mongrel they are here to help 
  them. 
  • 
  +2 if Jenemia is dead 
  • 
  +5 if the PCs’ spokesman is Flan (the Flan PC must 
  be the lead on the Diplomacy check.) 
   
  The PCs make the check: 
  “The thank go with youze! Uplanders, youze freed 
  village on evil! Friend! Andion go upland see bright, 
  see bright!” 
   
  The mongrelfolk are very happy the PCs got rid of 
  Jenemia and her two acolytes and offer the PCs a number 
  of gifts (most of which is made of stone and trash that 
  have value only to the mongrelfolk). They also return the 
  sheriff to the PCs. 
   
  The PCs may either agree to refuse Andion’s request 
  to go “upland”. 
   
  The ugly smiles of the mongrelfolk welcome the PCs 
  everywhere they go. Some mongrelfolk even follow the 
  PCs for a short while. 
   
  The PCs fail the check: 
  “Youze now free for go on upland. We no bother. 
  Youze bring justice with show evil ways. We stay on 
  peace with Upland! We stay on home! No trouble 
  Upland! We no go Upland! ” 
   
  It should be obvious that the mongrelfolk only desire to 
  return to their isolation. The PCs have taught them that 
  “uplanders” are too dangerous and that their peaceful 
  isolation is safer.  
   
  CONCLUSION 
  Run the PCs through the appropriate conclusion(s) then 
  continue on to the “AR rewards” section.  
   
  THE SHERIFF IS ALIVE 
  As you exit the halls of the mongrelfolk, the level of 
  the water is already rising once again. As you emerge 
  from the well with the sheriff, Sir Shamus is there, 
  dressed in his parade uniform. A large group of 
  farmers have gathered behind the local knight.  
   
  “On behalf of Her Noble Brilliancy Countess 
  Rachel the First, Countess of the lands of Urnst, I, 
  Sir Shamus Brumblehill, thank you for your bravery 
  and success in freeing our beloved Sheriff.” 
   
  The round shape of Izzy Skylard appears behind 
  Sir Shamus who keeps reciting a long-winded 
  speech. “DRINKS! Let’s offer these brave souls some 
  local drinks!” 
   
  To her suggestion, the entire village erupts in 
  HUZZA! And DRINKS! Honey wines, apple ciders, 
  ale and other home-made liqueurs are offered to you 
  as the entire village brings casseroles, roasted birds, 
  smoked hams and desserts of fruits in heavy cream, 
  puddings and glazed cakes.  
   
  Within minutes, a true feast is arranged on a 
  table before you. Everyone thanks you for bringing 
  the sheriff back by offering you some of THEIR 
  home cooking! 
   
  Tales of your adventure will echo long after your 
  path has taken you far from this small village in 
  Markham. Sleep well, you’ve deserved it!  
  ANDION ACCOMPANIES PCS 
  If Andion accompanies the PCs, the halflings are first 
  shocked at his appearance, but the joyful nature of the 
  halflings quickly warms their heart to the grotesque-
  looking mongrelfolk. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 14 
  
   
  Andion and the halflings quickly begin talking and 
  the mongrelman makes friends quickly, and he 
  enjoys the feast with you. From what you see, both 
  people are quite intrigue by the other. Trade between 
  the two will most likely bloom from your actions. 
   
  THE PCS DID NOT DEFEAT JENEMIA 
  This is possible if the PCs fought the villagers and left 
  with the sheriff, however they have lost a large portion of 
  the XP and treasure for the adventure, but they have still 
  succeeded. 
   
  There is something strange about what the 
  mongrelfolk were doing, something unsettling that 
  you didn’t get to complete… Maybe some day you’ll 
  know what it is.  
   
  THE SHERIFF IS DEAD 
  Whether by near-TPK or because the PCs retreated to 
  rest, the Sheriff is now dead. 
   
  Somehow, in spite of you, the waters of the well have 
  once again swelled, but Sheriff Lorien Berrywine 
  paid with his life. There will be no feast for you in 
  Applebee.  
   
  Rest well tonight, adventure may come again 
  tomorrow. 
   
  Proceed to AR Rewards. 
  AR REWARDS 
  Award each of these rewards on an individual basis. 
  • 
  PCs who rescue the Sheriff receive the “Thanks of 
  the Sir Shamus” and “Royal Jelly” AR Reward. 
  • 
  Check the appropriate box under the “Lasting 
  Impression” AR Reward. 
  • 
  PCs who talked to the mongrelfolk of the village, 
  receive the “Way of the Mongrel” AR Reward. 
  • 
  PCs who succeed at befriending the mongrelfolk of 
  the village also receive the “Friend of Andion” AR 
  reward. 
  • 
  PCs who do not rescue the sheriff, either because 
  they were in jail or because the failed the adventure 
  receive the “Failed!” AR Reward. 
   
  SPECIAL REWARDS 
  • 
  Any County of Urnst PC with the Leadership feat 
  wanting to apply it to the mongrelfolk should 
  contact 
  the 
  County 
  of 
  Urnst 
  triad 
  coutriad@yahoogroups.com  
  • 
  Any PC left for dead in the hall of the mongrelfolk 
  should contact the County of Urnst triad 
  coutriad@yahoogroups.com 
  • 
  Any male halfling interested in romance with the 
  Izzy Skylark should contact the County of Urnst 
  triad coutriad@yahoogroups.com 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 15 
  
  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: Caden’s boys 
  Defeating Caden’s boys with Candace’s boys (not 
  cumulative with XP from encounter 6) 
  APL 2  
  120 XP  
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  6: Candace’s boys 
  Defeating Candace’s boys with Caden’s boys (not 
  cumulative with XP from encounter 5) 
  APL 2  
  120 XP  
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  7: The Mongrel village 
  Defeating or successfully parlaying with the mongrelfolk 
  APL 2  
  60 XP  
  APL 4  
  90 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  8: The Ur−Priest 
  Defeating the Ur-priest and her minions 
  APL 2  
  150 XP  
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Rescued the Sheriff 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  260 XP 
  APL 12  
  305 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  5 & 6: Caden’s boys and Candace’s boys 
   
  APL2: Loot 256gp; Total 256gp; 
   
  APL4: Loot 333gp; Magic 296gp; +1 studded leather x2 
  (98gp per character); potion of aid x2 (25gp per character); 
  potion of cure moderate wounds x2 (25gp per character); 
  Total 629gp;  
  URC7-07 Where the Sun don’t Shine 
   
  Page 16 
  
   
  APL6: Loot 478gp; Magic 888gp; +1 mithral chain 
  shirt x2 (175gp per character); +1 short bow x2 (194gp per 
  character); potion of aid x2 (25gp per character); potion of 
  cure moderate wounds x4 (25gp per character); Total 
  1366gp;  
   
  APL8: Loot 388gp; Magic 2314gp; +1 hide x6 (97gp 
  per character); +1 mithral chain shirt x2 (175gp per 
  character); +1 short bow x2 (194gp per character); +1 short 
  sword x2 (193gp per character); cloak of elvenkind x2 (208gp 
  per character); elixir of hiding x2 (21gp per character); 
  potion of aid x2 (25gp per character); potion of cure moderate 
  wounds x4 (25gp per character); Total 2702gp;  
   
  APL10: Loot 538gp; Magic 4090gp; +1 greatclub x2 
  (192gp per character); +1 hide x6 (97gp per character); +1 
  mithral chain shirt x2 (175gp per character); +1 short bow x2 
  (194gp per character); +1 short sword x2 (193gp per 
  character); boots of elvenkind x2 (208gp per character); cloak 
  of elvenkind x2 (208gp per character); cloak of resistance +1 
  x2 (83gp per character); elixir of hiding x4 (21gp per 
  character); gloves of dexterity +2 x2 (333gp per character); 
  potion of aid x2 (25gp per character); potion of barkskin x2 
  (25gp per character); potion of cure moderate wounds x6 
  (25gp per character); Total 4628gp;  
   
  APL12: Loot 153gp; Magic 4508gp; +1 greatclub x2 
  (192gp per character); +1 shocking short bow x2 (444gp per 
  character); +1 short sword x2 (193gp per character); +2 
  mithral chain shirt x2 (425gp per character); boots of 
  elvenkind x2 (208gp per character); cloak of elvenkind x2 
  (208gp per character); cloak of resistance +1 x2 (83gp per 
  character); elixir of hiding x4 (21gp per character); gloves of 
  dexterity +2 x2 (333gp per character); potion of aid x2 (25gp 
  per character); potion of barkskin x2 (25gp per character); 
  potion of cure moderate wounds x6 (25gp per character); 
  Total 4661gp; 
   
  7: The Mongrel village 
   
  APL2 Loot 5gp; Total 5gp;  
   
  APL4 Loot 10gp; Total 10gp;  
   
  APL6 Loot 64gp; Magic 108gp; cloak of resistance +1 
  (83gp); potion of cure moderate wounds (25gp); Total 172gp; 
   
  APL8 Loot 50gp; Total 50gp;  
   
  APL10 Loot 50gp; Total 50gp;  
   
  APL12 Loot 50gp; Magic 896gp; +1 breastplate 
  (117gp); +1 flaming greatsword (696gp); cloak of resistance +1 
  (83gp); Total 946gp; 
   
  8: The Ur−Priest 
   
  APL2 Loot 150gp; Magic 129gp; +1 chain shirt 
  (104gp); potion of cure moderate wounds (25gp); Total 279gp; 
   
  APL4 Loot 160gp; Magic 445gp; +1 chain shirt 
  (104gp); +1 heavy mace (193gp); +1 studded leather (98gp); 
  potion of aid (25gp); potion of cure moderate wounds (25gp); 
  Total 605gp; 
   
  APL6 Loot 115gp; Magic 1513gp; +1 greatsword 
  (196gp); +1 heavy mace (193gp); +1 longsword (193gp); +1 
  studded leather (98gp); +2 chain shirt (354gp); cloak of 
  resistance +1 x3 (83gp per character); potion of aid (25gp); 
  potion of cure moderate wounds (25gp); ring of protection +1 
  (167gp); scroll of cure moderate wounds (13gp); Total 1628gp; 
   
  APL8 Loot 64gp; Magic 2144gp; +1 breastplate 
  (113gp); +1 greatsword (196gp); +1 light mace x2 (192gp per 
  character); +1 longsword (193gp); +1 mithral chain shirt 
  (175gp); +2 chain shirt (354gp); cloak of resistance +1 x2 
  (83gp per character); cloak of resistance +2 (333gp); potion of 
  aid (25gp); potion of cure moderate wounds (25gp); ring of 
  protection +1 (167gp); scroll of cure moderate wounds (13gp); 
  Total 2208gp; 
   
  APL10 Loot 64gp; Magic 4408gp; +1 breastplate 
  (113gp); +1 greatsword (196gp); +1 light mace (192gp); +1 
  longsword (193gp); +1 magebane light mace (692gp); +1 
  mithral buckler (180gp); +1 mithral chain shirt (175gp); +2 
  chain shirt (354gp); cloak of resistance +2 x3 (333gp per 
  character); dusty rose ioun stone (417gp); gauntlets of ogre 
  power (333gp); periapt of wisdom +2 (333gp); potion of aid 
  (25gp); potion of cure moderate wounds (25gp); ring of 
  protection +1 (167gp); scroll of cure moderate wounds (13gp); 
  Total 4472gp; 
   
  APL12 Loot 64gp; Magic 9491gp; +1 corrosive light 
  mace (692gp); +1 frost greatsword (696gp); +1 longsword 
  (193gp); +1 magebane light mace (692gp); +1 mithral buckler 
  (180gp); +2 mithral chain shirt (425gp); +3 breastplate 
  (779gp); +3 chain shirt (771gp); amulet of health +2(333gp); 
  cloak of resistance +2 x2 (333gp per character); cloak of 
  resistance +3 (750gp); dusty rose ioun stone (417gp); gauntlets 
  of ogre power (333gp); gloves of dexterity +2 (333gp); periapt of 
  wisdom +4 (1333gp); pink rhomboid ioun stone (667gp); 
  potion of aid (25gp); potion of cure moderate wounds (25gp); 
  ring of protection +1 (167gp); scroll of cure moderate wounds 
  (13gp); Total 9555gp 
   
  Treasure Cap 
   
  APL 2: 
  450gp 
   
  APL 4: 
  650gp 
   
  APL 6: 
  900gp 
   
  APL 8: 
  1,300gp 
   
  APL 10: 
  2,300gp 
   
  APL 12: 
  3.300gp 
   
   
  Total Possible Treasure 
   
  APL 2: 
  540gp 
   
  APL 4: 
  1,244gp 
   
  APL 6: 
  3,166gp 
   
  APL 8: 
  4,960gp 
   
  APL 10: 
  9150gp 
   
  APL 12: 
  15,162gp 
   
  ADVENTURE RECORD ITEMS 
    
  Thank of the Sir Shamus: This counts as an influence 
  point with either the Knights of the Swan or the halflings 
  of Applebee. Cross off once used. 
   
   �Royal Jelly: This jelly fed to queen bees is extremely 
  good to treat wounds. If you apply an ounce of it to a 
  wound, you gain a +5 bonus to a single Heal check to 
  stabilize or treat wounds or disease. If you possess 
  URC7-07 Where the Sun don’t Shine 
   
  Page 17 
  
  knowledge of Honey Medicine, this bonus increases to 
  +10.  
   
  � Failed! You failed to save the sheriff. From now on, 
  the best reaction you can have from anyone in Applebee 
  is Indifferent. You can remove this by spending an 
  Influence with any halfling of Applebee or any Church of 
  the halfling pantheon. 
   
   �Lasting Impressions: Check one:  
  [ ]Fought the mongrelfolk of the Village;  
  [ ] Did not fight the mongrelfolk of the Village; 
    ]Befriended the mongrelfolk of the Village 
   
   �Way of the Mongrelfolk: You may spend 1 TU with 
  the mongrel studying their ways and the halls in which 
  they live. This allows you to learn the mongrelfolk and 
  Ur-Flan language at the usual skill point cost and gain a 
  +4 competence bonus to any Knowledge (social) or 
  Perform check linked to the mongrelfolk. 
   
   �Friend of Andion: Andion wishes to explore the 
  “Uplands”. For one adventure only, you may take Andion 
  along as if he were a cohort. Andion does not need you to 
  have the Leadership feat but conforms to all the rules of a 
  cohort (can only join tables of less than six, must be well-
  treated) and you must pay (cannot get for free) Luxury 
  upkeep for him. Andion’s profile never changes, unlike a 
  normal cohort. If you spend an influence point with any 
  group of mongrelfolk, Andion can accompany you for a 
  second adventure. (Maximum of 2 adventures) If Andion 
  dies while with you, cross out this favor. Andion 
  accompanied you AR:  
  , & _____ 
  � Andion: Male mongrelfolk War2; CR 1; Medium 
  humanoid (human); HD 2d8+8; hp 21; Init +5; Spd 20 ft; 
  AC 17 (+4 armor, +2 shield, +1 dex), tch 11, flat-footed 16; 
  Base Atk +2; Grp +4; Atk/Full Atk mw heavy mace +5 
  (1d8+2), sling +3 (1d4+2); SQ emulate race, sound 
  imitation; AL LN; SV Fort +7, Ref +1, Will +1; Str 15, Dex 
  13, Con 18, Int 6, Wis 12, Cha 6;; Skills and Feats: Common 
  and mongrelfolk. Climb +4, Hide +6. Improved 
  Initiative.; Possessions: hide, heavy wooden shield, 
  masterwork heavy mace, sling, stones. 
  Emulate Race (Ex) automatically emulate race function 
  of the Use magic Device skill with no need for a skill 
  check. 
  Sound Imitation (Ex) Andion can mimic any voice or 
  sound he has heard. DC16 Will to detect. 
   
  ITEM ACCESS 
  APLs 2-4: 
  • 
  Royal jelly (Regional (only 2 per calendar year; see 
  above; 1gp per ounce) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 mithral chain shirt (Adventure; DMG, 2,100gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Cloak of elvenkind (Adventure; DMG) 
  • 
  Elixir of hiding (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +1 magebane light mace (Adventure; DMG & MIC) 
  • 
  +1 mithral buckler (Adventure, DMG) 
  • 
  Boots of elvenkind (Adventure; DMG) 
  • 
  Dusty rose ioun stone (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 corrosive light mace (Adventure; DMG & MIC) 
  • 
  +1 flaming greatsword (Adventure; DMG) 
  • 
  +1 shocking shortbow (Adventure; DMG) 
  • 
  Pink rhomboid ioun stone (Adventure; DMG) 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 18 
  
  APPENDIX 1: APL 2 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK ELITE WARRIOR (1 + 1 
  AS REINFORCEMENTS) 
  CR 1 
  Male or Female Mongrelfolk* Warrior 2 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 10, flat-footed 15  
   
  (+3 armor, +2 shield) 
  hp 14 (2 HD) 
  Fort +6, Ref +0, Will +0 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee masterwork heavy mace +4 (1d8+1) or 
  Ranged sling +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Special Actions sound imitation 
  Combat Gear masterwork hide armor, masterwork 
  heavy wooden shield, masterwork heavy mace, 
  masterwork sling 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Climb –1, Hide +5, Sleight of Hand +6, Swim –
  4  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  MONGRELFOLK WARRIOR 
  (2 + 2 
  AS REINFORCEMENTS) 
  CR 1/2 
  Male or Female Mongrelfolk* Warrior 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 10, flat-footed 15  
   
  (+3 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +2 (1d8+1) or 
  Ranged sling +1 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Special Actions sound imitation 
  Combat Gear hide armor, heavy wooden shield, 
  heavy mace, sling 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Climb –3, Hide +3, Sleight of Hand +4, Swim –
  8  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 1 
  Male or Female Mongrelfolk* Rogue 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +5 (+7 at doors), Spot +5 
  Languages Common, Mongrelfolk pidgin 
  AC 14, touch 11, flat-footed 13  
   
  (+3 armor, +1 dex) 
  hp 9 (1 HD) 
  Fort +3, Ref +3, Will +1 
  Speed 30 ft. in masterwork studded leather armor (6 
  squares), base movement 30 ft. 
  Melee masterwork short sword +3 (1d6+2) or 
  Ranged masterwork shortbow +2 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2  
  Atk Options Point Blank Shot, sneak attack +1d6 
  Special Actions sound imitation 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, masterwork shortbow, 
  Abilities Str 14, Dex 13, Con 17, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding 
  Feats Point Blank Shot  
  Skills Disable Device +3, Hide +9, Listen +5 (+7 at 
  doors), Move Silently +5, Open Locks +5, Search 
  +3, Sleight of Hand +9, Spot +5, Tumble +5 
  Possessions combat gear plus listening cone 
  URC7-07 Where the Sun don’t Shine 
   
  Page 19 
  
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  MONGRELFOLK 
  CR 1/3 
  Male or Female Mongrelfolk* Commoner 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 12, touch 10, flat-footed 12  
   
  (+2 armor) 
  hp 5 (1 HD) 
  Fort +3, Ref +0, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee club +1 (1d6+1) 
  Base Atk +0; Grp +1  
  Special Actions sound imitation 
  Combat Gear leather armor, club 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Hide +10, Sleight of Hand +10 
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  8: THE UR−PRIEST 
  MICHEL 
  CR 2 
  Male Mongrelfolk* Fighter 2 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 11, flat-footed 15  
   
  (+5 armor, +1 dex) 
  hp 24 (2 HD); DR 10/magic (vs ranged only) 
  Fort +7, Ref +1, Will +1 
  Speed 20 ft. in mwk chainmail armor (4 squares), 
  base movement 30 ft. 
  Melee masterwork greatsword +6 (2d6+4) or 
  Melee club +4 (2d6+3) or 
  Ranged masterwork composite longbow (str+2) +4 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear masterwork chainmail, masterwork 
  greatsword, club, masterwork composite longbow 
  (str+2) 
  Abilities Str 15, Dex 13, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Endurance, Power Attack , Weapon Focus 
  (greatsword)  
  Skills Climb -1, Hide +5, Intimidate +0, Sleight of 
  Hand +5 
  Possessions combat gear plus potion of cure 
  moderate wounds, potion of protection from arrows 
  (10/magic)
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 2 
  Female Mongrelfolk* Spellthief 2 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +0 (+2 at doors), Spot +5 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 12, flat-footed 15  
  URC7-07 Where the Sun don’t Shine 
   
  Page 20 
  
   
  (+3 armor, +2 dex) 
  h  16 (2 HD) 
  p
   spells), Ref +2 (+3 vs spells), Will +3 
  Sp
  asterwork studded leather armor (6 
  Fort +3 (+4 vs
  (+4 vs spells) 
  eed 30 ft. in m
  squares), base movement 30 ft. 
  Melee heavy mace +3 (1d8+2) or 
  Melee heavy mace +1 (1d8+2) and light mace +1 
   +1d6, steal spell, steal 
  s sound imitation 
  ace, masterwork 
  th): 
  �
   Dex 15, Con 17, Int 10, Wis 10, Cha 
  (1d6+1) or 
  Melee light mace +3 (1d6+2) or 
  Ranged sling +3 (1d4+2) 
  Base Atk +1; Grp +3  
  ck
  Atk Options sneak atta
  spell effect 
  Special Action
  Combat Gear heavy mace, light m
  studded leather, sling 
  Spell-Like Abilities (CL 2
   1/day—detect magic 
  Already cast 
  Abilities Str 14,
  4 
   emulate race, spellgrace, trapfinding
  SQ
   
  9, Move 
  ning cone 
  ixed 
  Feats Two-Weapon Fighting,  
  15, Jump +
  Skills Escape Artist +7, Hide +
  Silently +7, Spot +5, Tumble +9 
  Possessions combat gear plus liste
  Emulate Race (Ex) Because of their radically m
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on
  attempts to emulate nonhumanoid races using that
  skill. 
  und I
   
   
   
  So
  mitation (Ex) A mongrelfolk can mimic any 
  Sp
   
  ffect 
   
   possess up to 
   
  other 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  ellgrace (Su): You gain a +1 competence bonus 
  on saves against spells. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
  The spellthief can choose which spell to steal 
  otherwise the DM determines the stolen spell e
  randomly 
  You can steal up to 1st level spells. 
   
  At any one time, a spellthief can only
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
  A spellthief cannot apply metamagic feats or 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 2 
  Female Human (Mongrelfolk) Bard 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 15, touch 10, flat-footed 15 
   (+0 Dex, +5 armor) 
  hp 12 (2 HD);  
  Fort +1, Ref +3, Will +7 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee masterwork longsword +1 (1d8-1) or 
  Ranged sling +1 (1d4+1) 
  Base Atk +1; Grp +0  
  Special Actions bardic music 
  Combat Gear +1 chain shirt, masterwork longsword, 
  sling, many stones, scroll of cure light wounds 
  (arcane) 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—comprehend languages, cure light 
  wounds 
   0 (3/day)—detect magic, light, mage hand, 
  prestidigitation, read magic 
  �Already cast 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 15, Cha 
  12 
  SQ Bardic knowledge 
  Feats Iron Will, Spell Focus(Evil)  
  Skills Bluff +6, Diplomacy +5, Knowledge (arcana) 
  +7, Knowledge(religion) +7, Knowledge(the planes) 
  URC7-07 Where the Sun don’t Shine 
   
  Page 21 
  
  +7, Perform (Oratory) +6, Sense Motive +7, 
  Spellcraft +9, Tumble +4, Use Magic Device +6, 
  Possessions combat gear 
  Bardic Knowledge (Ex) You possess a special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+4 
  Bardic Music Performances can create varied 
  magical effects 2 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a countersong 
  for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 1 creature(s) 
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 2 
  round(s). 
   
  Inspire Courage(Su): While singing, all allies who 
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
  The effect lasts as long as you sing plus 5 rounds. 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 22 
  
  APL 4 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK ELITE WARRIOR (2 + 2 
  AS REINFORCEMENTS) 
  CR 1 
  Male or Female Mongrelfolk* Warrior 2 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 10, flat-footed 15  
   
  (+3 armor, +2 shield) 
  hp 14 (2 HD) 
  Fort +6, Ref +0, Will +0 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +4 (1d8+1) or 
  Ranged sling +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Special Actions sound imitation 
  Combat Gear masterwork hide armor, masterwork 
  heavy wooden shield, masterwork heavy mace, 
  masterwork sling 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Climb –1, Hide +5, Sleight of Hand +6, Swim –
  4  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  MONGRELFOLK WARRIOR 
  (2 + 2 
  AS REINFORCEMENTS) 
  CR 1/2 
  Male or Female Mongrelfolk* Warrior 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 10, flat-footed 15  
   
  (+3 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +2 (1d8+1) or 
  Ranged sling +1 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Special Actions sound imitation 
  Combat Gear hide armor, heavy wooden shield, 
  heavy mace, sling 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Climb –3, Hide +3, Sleight of Hand +4, Swim –
  8  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 3 
  Male or Female Mongrelfolk* Rogue 3 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +6 (+8 at doors), Spot +6 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 11, flat-footed 14 
   
  (+4 armor, +1 dex) 
  hp 23 (3 HD) 
  Fort +4, Ref +4, Will +2 evasion 
  Speed 30 ft. in masterwork studded leather armor (6 
  squares), base movement 30 ft. 
  Melee masterwork short sword +5 (1d6+2) or 
  Ranged masterwork shortbow +4 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Point Blank Shot, Precise Shot, sneak 
  attack +2d6 
  Special Actions evasion, sound imitation 
  Combat Gear +1 studded leather armor, masterwork 
  short sword, masterwork shortbow, 
  Abilities Str 14, Dex 13, Con 17, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding, trap sense +1 
  Feats Point Blank Shot , Precise Shot  
  Skills Disable Device +5, Hide +13, Listen +6 (+8 at 
  doors), Move Silently +7, Open Locks +7, Search 
  +3, Sleight of Hand +9, Spot +6, Tumble +7 
  URC7-07 Where the Sun don’t Shine 
   
  Page 23 
  
  Possessions combat gear plus listening cone, potion 
  of aid, potion of cure moderate wounds 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  MONGRELFOLK 
  CR 1/3 
  Male or Female Mongrelfolk* Commoner 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 12, touch 10, flat-footed 12  
   
  (+2 armor) 
  hp 5 (1 HD) 
  Fort +3, Ref +0, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee club +1 (1d6+1) 
  Base Atk +0; Grp +1  
  Special Actions sound imitation 
  Combat Gear leather armor, club 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Hide +10, Sleight of Hand +10 
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  8: THE UR−PRIEST 
  MICHEL 
  CR 4 
  Male Mongrelfolk* Fighter 4 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 11, flat-footed 15  
   
  (+5 armor, +1 dex) 
  hp 44 (4 HD); DR 10/magic (vs ranged only) 
  Fort +9, Ref +3, Will +3 
  Speed 20 ft. in mwk chainmail armor (4 squares), 
  base movement 30 ft. 
  Melee masterwork greatsword +9 (2d6+6) or 
  Melee club +7 (2d6+4) or 
  Ranged masterwork composite longbow (str+2) +4 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear masterwork chainmail, masterwork 
  greatsword, club, masterwork composite longbow 
  (str+2) 
  Abilities Str 16, Dex 13, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave, Endurance, Power Attack , Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword)  
  Skills Climb +1, Hide +5, Intimidate +1, Sleight of 
  Hand +5 
  Possessions combat gear plus potion of aid, potion 
  of cure moderate wounds, potion of protection from 
  arrows (10/magic)
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 4 
  Female Mongrelfolk* Spellthief 4 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  URC7-07 Where the Sun don’t Shine 
   
  Page 24 
  
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +0 (+2 at doors), Spot +7 
  Languages Common, Mongrelfolk pidgin 
  AC 18, touch 13, flat-footed 15  
   
  (+4 armor, +3 dex, +1 shield) 
  hp 30 (4 HD) 
  Fort +4 (+5 vs spells), Ref +4 (+5 vs spells), Will +4 
  (+5 vs spells) 
  Speed 30 ft. in +1 studded leather armor (6 squares), 
  base movement 30 ft. 
  Melee +1 heavy mace +5 (1d8+3) or 
  Melee +1 heavy mace +4 (1d8+3) and masterwork 
  light mace +4 (1d6+1) or 
  Melee masterwork light mace +6 (1d6+2) or 
  Ranged sling +6 (1d4+2) 
  Base Atk +3; Grp +5  
  Atk Options sneak attack +1d6, steal energy 
  resistance, steal spell, steal spell effect 
  Special Actions sound imitation 
  Combat Gear +1 heavy mace, masterwork light 
  mace, +1 studded leather, sling 
  Spell-Like Abilities (CL 4th): 
   1/day—detect magic 
  �Already cast 
  Abilities Str 14, Dex 16, Con 17, Int 10, Wis 10, Cha 
  4 
  SQ emulate race, spellgrace, trapfinding 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Skills Escape Artist +9, Hide +17, Jump +11, Move 
  Silently +9, Spot +7, Tumble +11 
  Possessions combat gear plus listening cone 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Spellgrace (Su): You gain a +1 competence bonus 
  on saves against spells. 
  Steal Energy Resistance (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead temporarily gain 
  resistance 10 to an energy type to which the target 
  is resistant (or immune). 
   
  Simultaneously, the target creature’s resistance to 
  that energy type is reduced by 10 (to a minimum of 
  0). A creature with immunity to an energy type 
  retains that immunity. 
   
  If the target has more than one type of resistance 
  to energy, a spellthief can choose which kind to 
  steal; otherwise the DM determines randomly.  
   
  The resistance a spellthief gains from this ability 
  lasts for 1 minute. If the resistance is derived from 
  a temporary effect such as a spell), the stolen 
  resistance disappears when the effect expires. 
   
  A spellthief can use this ability multiple times, but 
  its effects do not stack unless they apply to 
  different type of energy. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
   
  You can steal up to 2nd level spells. 
   
  At any one time, a spellthief can only possess up to 
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
   
  A spellthief cannot apply metamagic feats or other 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 4 
  Female Human (Mongrelfolk) Bard 3/ Favored Soul* 1 
  *Complete Divine p. 6 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 15, touch 10, flat-footed 15 
   (+0 Dex, +5 armor) 
  hp 23 (4 HD);  
  Fort +5, Ref +6, Will +11 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  URC7-07 Where the Sun don’t Shine 
   
  Page 25 
  
  Melee masterwork longsword +2 (1d8-1) or 
  Ranged sling +2 (1d4+1) 
  Base Atk +2; Grp +1  
  Special Actions bardic music 
  Combat Gear +1 chain shirt, masterwork longsword, 
  sling, many stones, scroll of cure light wounds (x2) 
  (arcane) 
  Bard Spells Known (CL 3rd): 
   1st (2/day)—cure light wounds, feather fall, 
  inspirational boost** 
   0 (3/day)—detect magic, ghost sound, light, mage 
  hand, prestidigitation, read magic 
  Favored Soul Spells Known (CL 1nd): 
   1st (5/day)—comprehend languages, cure light 
  wounds, protection from chaos 
   0 (4/day)—detect magic, light, mage hand, 
  prestidigitation, read magic 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 16, Cha 
  12 
  SQ Bardic knowledge 
  Feats Iron Will, Skill Focus (Concentration) Spell 
  Focus (Evil) 
  Skills Bluff +8, Concentration +10, Diplomacy +5, 
  Knowledge (arcana) +7, Knowledge(religion) +9, 
  Knowledge(the planes) +7, Perform (Oratory) +6, 
  Sense Motive +8, Spellcraft +11, Tumble +5, Use 
  Magic Device +7, 
  Possessions combat gear 
  Bardic Knowledge (Ex) You possess a special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+5 
  Bardic Music Performances can create varied 
  magical effects 3 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a countersong 
  for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 1 creature(s) 
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 3 
  round(s). 
   
  Inspire Courage(Su): While singing, all allies who 
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
  The effect lasts as long as you sing plus 5 rounds. 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 26 
  
  APL 6 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK ELITE WARRIOR (4 + 4 
  AS REINFORCEMENTS) 
  CR 1 
  Male or Female Mongrelfolk* Warrior 2 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 15, touch 10, flat-footed 15  
   
  (+3 armor, +2 shield) 
  hp 14 (2 HD) 
  Fort +6, Ref +0, Will +0 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +4 (1d8+1) or 
  Ranged sling +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Special Actions sound imitation 
  Combat Gear masterwork hide armor, masterwork 
  heavy wooden shield, masterwork heavy mace, 
  masterwork sling 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Climb –1, Hide +5, Sleight of Hand +6, Swim –
  4  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 6 
  Male or Female Mongrelfolk* Rogue 6 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +8 (+10 at doors), Spot +6 
  Languages Common, Mongrelfolk pidgin 
  AC 17, touch 12, flat-footed 15 
   
  (+5 armor, +2 dex) 
  hp 44 (6 HD) 
  Fort +5, Ref +7, Will +3 evasion 
  Speed 30 ft. in +1 mithral chain shirt armor (6 
  squares), base movement 30 ft. 
  Melee masterwork short sword +7 (1d6+2) or 
  Ranged +1 shortbow +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Atk Options Point Blank Shot, Precise Shot, sneak 
  attack +3d6 
  Special Actions evasion, sound imitation 
  Combat Gear +1 mithral chain shirt, masterwork 
  short sword, +1 shortbow, 
  Abilities Str 14, Dex 14, Con 17, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding, trap sense +2, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills Disable Device +8, Hide +19, Listen +8 (+10 at 
  doors), Move Silently +11, Open Locks +11, 
  Search +3, Sleight of Hand +10, Spot +8, Tumble 
  +11 
  Possessions combat gear plus elixir of hiding, 
  listening cone, potion of aid, potion of cure 
  moderate wounds (x2) 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  ANDION 
  CR 4 
  Male Mongrelfolk* Fighter 4 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 11, flat-footed 15  
   
  (+5 armor, +1 dex) 
  hp 44 (4 HD); DR 10/magic (vs ranged only) 
  URC7-07 Where the Sun don’t Shine 
   
  Page 27 
  
  Fort +9, Ref +3, Will +3  
  Speed 20 ft. in mwk chainmail armor (4 squares), 
  base movement 30 ft. 
  Melee masterwork greatsword +9 (2d6+7) or 
  Melee club +7 (2d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear masterwork chainmail, masterwork 
  greatsword, club 
  Abilities Str 16, Dex 13, Con 18, Int 8, Wis 12, Cha 4 
  SQ emulate race 
  Feats Cleave, Endurance, Power Attack , Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword)  
  Skills Climb +2, Hide +5, Intimidate -4, Sleight of 
  Hand +5 
  Possessions combat gear plus cloak of resistance 
  +1, potion of cure moderate wounds, potion of 
  protection from arrows (10/magic)
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  MONGRELFOLK 
  CR 1/3 
  Male or Female Mongrelfolk* Commoner 1 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 12, touch 10, flat-footed 12  
   
  (+2 armor) 
  hp 5 (1 HD) 
  Fort +3, Ref +0, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee club +1 (1d6+1) 
  Base Atk +0; Grp +1  
  Special Actions sound imitation 
  Combat Gear leather armor, club 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance  
  Skills Hide +10, Sleight of Hand +10 
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  8: THE UR−PRIEST 
  MICHEL 
  CR 6 
  Male Mongrelfolk* Fighter 6 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 11, flat-footed 15  
   
  (+5 armor, +1 dex) 
  hp 64 (6 HD); DR 10/magic (vs ranged only) 
  Fort +10, Ref +4, Will +6 
  Speed 20 ft. in mwk chainmail armor (4 squares), 
  base movement 30 ft. 
  Melee +1 greatsword +13/+8 (2d6+8) or 
  Melee club +9/+4 (2d6+4) or 
  Ranged masterwork composite longbow (str+3) +7/+2 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear masterwork chainmail, +1 greatsword, 
  club, masterwork composite longbow (str+3) 
  Abilities Str 16, Dex 13, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave, Endurance, Iron Will, Melee Weapon 
  Specialist (Slashing), Power Attack , Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword)  
  Skills Climb +2, Hide +5, Intimidate +2, Sleight of 
  Hand +5 
  Possessions combat gear plus potion of aid, potion 
  of cure moderate wounds, potion of protection from 
  arrows (10/magic), cloak of resistance +1 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 28 
  
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 6 
  Female Mongrelfolk* Spellthief 6 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +0 (+2 at doors), Spot +7 
  Languages Common, Mongrelfolk pidgin 
  AC 18, touch 13, flat-footed 15  
   
  (+4 armor, +3 dex, +1 shield) 
  hp 44 (6 HD) 
  Fort +6 (+7 vs spells), Ref +6 (+7 vs spells), Will +6 
  (+7 vs spells) 
  Speed 30 ft. in +1 studded leather armor (6 squares), 
  base movement 30 ft. 
  Melee +1 light mace +8 (1d6+3) or 
  Melee +1 light mace +6 (1d6+3) and masterwork light 
  mace +6 (1d6+1) or 
  Melee masterwork light mace +6 (1d6+2) or 
  Ranged sling +7 (1d4+2) 
  Base Atk +4; Grp +6  
  Atk Options sneak attack +2d6, steal energy 
  resistance, steal spell, steal spell-like ability, steal 
  spell effect 
  Special Actions sound imitation 
  Combat Gear +1 light mace, masterwork light mace, 
  +1 studded leather, sling 
  Spell-Like Abilities (CL 6th): 
   1/day—detect magic 
  �Already cast 
  Abilities Str 14, Dex 16, Con 17, Int 10, Wis 10, Cha 
  4 
  SQ emulate race, spellgrace, trapfinding 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, 
  Skills Bluff -1, Escape Artist +11, Hide +19, Jump 
  +11, Move Silently +11, Spot +7, Tumble +13 
  Possessions combat gear plus cloak of resistance 
  +1, listening cone 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Spellgrace (Su): You gain a +1 competence bonus 
  on saves against spells. 
  Steal Energy Resistance (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead temporarily gain 
  resistance 10 to an energy type to which the target 
  is resistant (or immune). 
   
  Simultaneously, the target creature’s resistance to 
  that energy type is reduced by 10 (to a minimum of 
  0). A creature with immunity to an energy type 
  retains that immunity. 
   
  If the target has more than one type of resistance 
  to energy, a spellthief can choose which kind to 
  steal; otherwise the DM determines randomly.  
   
  The resistance a spellthief gains from this ability 
  lasts for 1 minute. If the resistance is derived from 
  a temporary effect such as a spell), the stolen 
  resistance disappears when the effect expires. 
   
  A spellthief can use this ability multiple times, but 
  its effects do not stack unless they apply to 
  different type of energy. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
   
  You can steal up to 3rd level spells. 
   
  At any one time, a spellthief can only possess up to 
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
   
  A spellthief cannot apply metamagic feats or other 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Steal Spell-Like Ability (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  URC7-07 Where the Sun don’t Shine 
   
  Page 29 
  
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead gain one use of one of 
  the target’s spell-like abilities. 
   
  This spell-like ability can originate from a target’s 
  class, race, template or any other source, and can 
  be of any level up to a maximum of one-third the 
  spellthief’s class level. A spellthief can select a 
  specific spell-like ability to steal; otherwise, the DM 
  chooses randomly. If the ability has limited number 
  of use left, the target must have at least one use 
  left or the spellthief can’t steal this ability. If the 
  target can’t use its ability at the present time (such 
  as a summoned demon’s summon ability), the 
  spellthief can’t steal it. 
   
  A spellthief can use a stolen spell-like ability one. 
  For all purposes (caster level, save DC and so on), 
  treat the spell-like ability as if it were used by the 
  original possessor of the ability. A spellthief must 
  use the stolen spell-like ability within 1 minute of 
  acquiring it, or it is lost harmlessly. Until the 
  spellthief uses the ability (or the minute elapses), 
  the target cannot use the stolen ability. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 6 
  Female Human (Mongrelfolk) Bard 4/ Favored Soul* 
  1/Ur-Priest** 1 
  *Complete Divine p. 6 
  **Complete Divine p. 70 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 17, touch 11, flat-footed 17 
   (+0 Dex, +6 armor, +1 deflection) 
  hp 34 (6 HD);  
  Fort +5, Ref +7, Will +14 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee +1 longsword +3 (1d8) or 
  Ranged sling +3 (1d4+1) 
  Base Atk +3; Grp +2  
  Special Actions bardic music 
  +2 chain shirt, +1 longsword, cloak of resistance +1, 
  sling, many stones, ring of protection +1, scroll of 
  cure light wounds (x2) (arcane), scroll of cure 
  moderate wounds,  
  Bard Spells Known (CL 3rd): 
   1st (2/day)—cure light wounds, feather fall, 
  inspirational boost** 
   0 (3/day)—detect magic, ghost sound, light, mage 
  hand, prestidigitation, read magic 
  Favored Soul Spells Known (CL 1nd): 
   None (renounced them) 
  Ur-Priest Spells Prepared (CL 3rd): 
   1st—cure light wounds, protection from good 
  (+1CL), shield of faith (+3) 
   0—create water, cure minor wounds, guidance, 
  resistance 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 16, Cha 
  12 
  SQ Bardic knowledge 
  Feats Iron Will, Lingering Song**, Skill Focus 
  (Concentration) Spell Focus (Evil) 
  Skills Bluff +10, Concentration +13, Diplomacy +5, 
  Knowledge (arcana) +9, Knowledge(religion) +11, 
  Knowledge(the planes) +8, Perform (Oratory) +6, 
  Sense Motive +9, Spellcraft +12, Tumble +5, Use 
  Magic Device +8, 
  Possessions combat gear 
  Bardic Knowledge (Ex) You possess a special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+6 
  Bardic Music Performances can create varied 
  magical effects 4 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a countersong 
  for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 1 creature(s) 
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 4 
  round(s). 
   
  Inspire Courage(Su): While singing, all allies who 
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
  The effect lasts as long as you sing plus 5 rounds. 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 30 
  
  APL 8 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK VETERANS  
  (3 + 3 
  AS REINFORCEMENTS) 
  CR 3 
  Male or Female Mongrelfolk* Warrior 4 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 10, flat-footed 16  
   
  (+4 armor, +2 shield) 
  hp 30 (4 HD) 
  Fort +7, Ref +1, Will +1 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +7 (1d8+2) or 
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Special Actions sound imitation 
  Combat Gear +1 hide armor, masterwork heavy 
  wooden shield, masterwork heavy mace, 
  masterwork sling 
  Abilities Str 14, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance , Stealthy 
  Skills Climb –1, Hide +7, Move Silently -1, Sleight of 
  Hand +6, Swim –1  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 8 
  Male or Female Mongrelfolk* Rogue 8 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +9 (+11 at doors), Spot +9 
  Languages Common, Mongrelfolk pidgin 
  AC 17, touch 12, flat-footed 15 
   
  (+5 armor, +2 dex) improved uncanny dodge 
  hp 76 (8 HD) 
  Fort +5, Ref +7, Will +3 evasion 
  Speed 30 ft. in +1 mithral chain shirt armor (6 
  squares), base movement 30 ft. 
  Melee +1 short sword +9/+4 (1d6+3) or 
  Ranged +1 shortbow +9/+4 (1d6+1) or 
  Ranged +1 shortbow +7/+7/+2 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8  
  Atk Options Point Blank Shot, Precise Shot, sneak 
  attack +4d6 
  Special Actions evasion, sound imitation 
  Combat Gear +1 mithral chain shirt, +1short sword, 
  +1 shortbow, 
  Abilities Str 14, Dex 14, Con 18, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding, trap sense +2, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills Disable Device +10, Hide +26, Jump +15, 
  Listen +9 (+11 at doors), Move Silently +13, Open 
  Locks +11, Search +3, Sleight of Hand +10, Spot 
  +9, Tumble +15 
  Possessions combat gear plus cloak of elvenkind, 
  elixir of hiding, listening cone, potion of aid, potion 
  of cure moderate wounds (x2) 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  MONGRELFOLK MOB 
  CR 8 
  Male and Female Mongrelfolk* 
  *Fiend Folio pp 125 
  LN Gargantuan-Size Humanoid (mob of Medium 
  mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 9, touch 6, flat-footed 9  
  URC7-07 Where the Sun don’t Shine 
   
  Page 31 
  
   
  (+2 armor, -4 size) 
  hp 225 (30 HD) 
  Fort +13, Ref +9, Will +9 
  Speed 20 ft. 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +35  
  Atk Options expert grappler, trample (2d6; Reflex DC 
  25 for half) 
  Special Actions sound imitation 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race, mob anatomy 
  Feats Endurance, Improved Bull RushB, Improved 
  OverrunB  
  Skills Hide -2, Sleight of Hand +10 
  Possessions combat gear plus 48 suits of leather 
  armor, 48 clubs 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple 
  checks). A mob is never considered flat-footed 
  while grappling. 
  Mob Anatomy (Ex) A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage 
  (+50%) from spells or effects that effect an area, 
  such as splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by nonlethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks, assume that 30% of its number are slain 
  and 30% are reduced to 0 hit points. To determine 
  a specific individual’s fate, simply roll d%: a result 
  of 01—30 indicates death, 31—60 indicates the 
  victim is reduced to 0 hit points, and a roll of 61—
  100 indicates the victim escapes relatively 
  unscathed. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Trample (Ex) A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage 
  equal to 2d6 points plus 1-1/2 times the mob’s 
  Strength modifier. The victim can either make an 
  attack of opportunity against the mob or make a 
  Reflex save (DC 25 + the mob’s Str modifier) to 
  take half damage. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  8: THE UR−PRIEST 
  MICHEL 
  CR 8 
  Male Mongrelfolk* Fighter 8 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 25, touch 15, flat-footed 19  
   
  (+6 armor, +2 dex, +3 natural, +4 deflection) 
  hp 84 (8 HD); DR 10/magic (vs ranged only) 
  Fort +11, Ref +5, Will +6 
  Speed 20 ft. in +1 breastplate (4 squares), base 
  movement 30 ft. 
  Melee +1 greatsword +15/+10 (2d6+8/17-20) or 
  Melee club +11/+6 (2d6+4) or 
  Ranged masterwork composite longbow (str+3) 
  +10/+5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear +1 breastplate, +1 greatsword, club, 
  masterwork composite longbow (str+3) 
  Abilities Str 16, Dex 14, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave, Endurance, Improved Critical 
  (greatsword), Iron Will, Melee Weapon Specialist 
  (Slashing), Power Attack , Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)  
  Skills Climb +4, Hide +5, Intimidate +2, Sleight of 
  Hand +5 
  Possessions combat gear plus cloak of resistance 
  +1, potion of aid, potion of barkskin (+3), potion of 
  cure moderate wounds, potion of protection from 
  arrows (10/magic), potion of shield of faith (+4), 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  URC7-07 Where the Sun don’t Shine 
   
  Page 32 
  
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 8 
  Female Mongrelfolk* Spellthief 8 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +0 (+2 at doors), Spot +9 
  Languages Common, Mongrelfolk pidgin 
  AC 19, touch 13, flat-footed 16  
   
  (+5 armor, +3 dex, +1 shield) 
  hp 66 (8 HD) 
  Fort +7 (+8 vs spells), Ref +6 (+7 vs spells), Will +6 
  (+7 vs spells) 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 light mace +10/+5 (1d6+3) or 
  Melee +1 light mace +8/+3 (1d6+3) and +1 light mace 
  +8 (1d6+1) or 
  Ranged sling +9/+4 (1d4+2) 
  Base Atk +6; Grp +8  
  Atk Options sneak attack +2d6, steal energy 
  resistance, steal spell, steal spell-like ability, steal 
  spell effect 
  Special Actions absorb spell, sound imitation 
  Combat Gear +1 light mace (x2) +1 mithral chain 
  shirt, sling 
  Spell-Like Abilities (CL 8th): 
   1/day—detect magic 
  �Already cast 
  Abilities Str 14, Dex 16, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race, spellgrace, trapfinding 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, 
  Skills Bluff +1, Escape Artist +14, Hide +22, Jump 
  +11, Move Silently +14, Spot +9, Tumble +16 
  Possessions combat gear plus cloak of resistance 
  +1, listening cone 
  Absorb Spell(Su): If a spellthief makes a successful 
  save aginst a spell that targets him, he can absorb 
  the spell energy for later use. This ability affects 
  only spells that have the spellthief as a target, not 
  effect or area spells. A spellthief can’t absorb a 
  spell of a higher spell level than he could steal with 
  his steal spell ability. 
   
  To absorb a spell targeting him, a spellthief must 
  succeed on a level check (1d20+spellthief class 
  level) against a DC of 10+ caster’s level. Failure 
  indicates that the spell has its normal effect. 
  Success means the spellthief suffers no effect from 
  the spell and can cast the spell later as if he had 
  stolen the spell with his steal spell ability. His 
  normal limit of total spell levels stolen still applies. 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Spellgrace (Su): You gain a +1 competence bonus 
  on saves against spells. 
  Steal Energy Resistance (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead temporarily gain 
  resistance 10 to an energy type to which the target 
  is resistant (or immune). 
   
  Simultaneously, the target creature’s resistance to 
  that energy type is reduced by 10 (to a minimum of 
  0). A creature with immunity to an energy type 
  retains that immunity. 
   
  If the target has more than one type of resistance 
  to energy, a spellthief can choose which kind to 
  steal; otherwise the DM determines randomly.  
   
  The resistance a spellthief gains from this ability 
  lasts for 1 minute. If the resistance is derived from 
  a temporary effect such as a spell), the stolen 
  resistance disappears when the effect expires. 
   
  A spellthief can use this ability multiple times, but 
  its effects do not stack unless they apply to 
  different type of energy. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
   
  You can steal up to 4th level spells. 
   
  At any one time, a spellthief can only possess up to 
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
   
  A spellthief cannot apply metamagic feats or other 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 33 
  
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Steal Spell-Like Ability (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead gain one use of one of 
  the target’s spell-like abilities. 
   
  This spell-like ability can originate from a target’s 
  class, race, template or any other source, and can 
  be of any level up to a maximum of one-third the 
  spellthief’s class level. A spellthief can select a 
  specific spell-like ability to steal; otherwise, the DM 
  chooses randomly. If the ability has limited number 
  of use left, the target must have at least one use 
  left or the spellthief can’t steal this ability. If the 
  target can’t use its ability at the present time (such 
  as a summoned demon’s summon ability), the 
  spellthief can’t steal it. 
   
  A spellthief can use a stolen spell-like ability one. 
  For all purposes (caster level, save DC and so on), 
  treat the spell-like ability as if it were used by the 
  original possessor of the ability. A spellthief must 
  use the stolen spell-like ability within 1 minute of 
  acquiring it, or it is lost harmlessly. Until the 
  spellthief uses the ability (or the minute elapses), 
  the target cannot use the stolen ability. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 8 
  Female Human (Mongrelfolk) Bard 4/ Favored Soul* 
  1/Ur-Priest** 3 
  *Complete Divine p. 6 
  **Complete Divine p. 70 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 17, touch 11, flat-footed 17 
   (+0 Dex, +6 armor, +1 deflection) 
  Hp 54(8 HD);  
  Fort +8, Ref +9, Will +16 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee +1 longsword +5 (1d8) or 
  Ranged sling +5 (1d4+1) 
  Base Atk +5; Grp +4  
  Special Actions bardic music, rebuke undead 
  Combat Gear +2 chain shirt, +1 longsword, cloak of 
  resistance +2, sling, many stones, ring of 
  protection +1, scroll of cure light wounds (x2) 
  (arcane), scroll of cure moderate wounds,  
  Bard Spells Known (CL 4th): 
   1st (4/day)—cure light wounds, feather fall, 
  inspirational boost** 
   0 (6/day)—detect magic, ghost sound, light, mage 
  hand, prestidigitation, read magic 
  Favored Soul Spells Known (CL 1nd): 
   None (renounced them) 
  Ur-Priest Spells Prepared (CL 5th): 
   3rd—dispel magic 
   2nd—calm emotion (DC15), hold person (DC15) 
   1st—cure light wounds, enthropic shield, protection 
  from good (+1CL), shield of faith (+3) 
   0—create water, cure minor wounds, detect 
  poison, guidance, resistance 
  Abilities Str 8, Dex 10, Con 14, Int 14, Wis 16, Cha 
  12 
  SQ Bardic knowledge 
  Feats Iron Will, Lingering Song**, Skill Focus 
  (Concentration) Spell Focus (Evil) 
  Skills Bluff +12, Concentration +16, Diplomacy +5, 
  Knowledge (arcana) +11, Knowledge(religion) +13, 
  Knowledge(the planes) +10, Perform (Oratory) +6, 
  Sense Motive +9, Spellcraft +12, Tumble +5, Use 
  Magic Device +8, 
  Possessions combat gear 
  Bardic Knowledge (Ex) You possess a special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+6 
  Bardic Music Performances can create varied 
  magical effects 4 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a countersong 
  for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 1 creature(s) 
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 4 
  round(s). 
   
  Inspire Courage(Su): While singing, all allies who 
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
  The effect lasts as long as you sing plus 5 rounds. 
   
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 34 
  
  APL 10 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK FIGHTERS 
  (1 + 1 
  AS REINFORCEMENTS) 
  CR 6 
  Male or Female Mongrelfolk* Fighter 6 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 10, flat-footed 16  
   
  (+5 armor, +1Dex) 
  hp 64 (6 HD) 
  Fort +10, Ref +4, Will +5 
  Speed 20 ft. in chain mail armor (4 squares), base 
  movement 30 ft. 
  Melee +1 greatclub +11/+6 (1d10+7) or 
  Ranged masterwork composite longbow (str+2) +8/+3 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Special Actions sound imitation 
  Combat Gear +1 greatclub, masterwork composite 
  longbow (str+2) masterwork chainmail 
  Abilities Str 16, Dex 13, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave , Endurance , Improved Bull Rush , Iron 
  Will , Power Attack , Weapon Focus (greatclub) , 
  Weapon Specialization (greatclub)  
  Skills Climb +4, Hide +5, Intimidate +2, Move Silently 
  -3, Sleight of Hand +6, Swim +0  
  Possessions combat gear plus potion of barkskin 
  (+2), potion of cure moderate wounds, elixir of 
  hiding, cloak of resistance +1 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  MONGRELFOLK VETERANS  
  (3 + 3 
  AS REINFORCEMENTS) 
  CR 3 
  Male or Female Mongrelfolk* Warrior 4 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 10, flat-footed 16  
   
  (+4 armor, +2 shield) 
  hp 30 (4 HD) 
  Fort +7, Ref +1, Will +1 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +7 (1d8+2) or 
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Special Actions sound imitation 
  Combat Gear +1 hide armor, masterwork heavy 
  wooden shield, masterwork heavy mace, 
  masterwork sling 
  Abilities Str 14, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race 
  Feats Endurance , Stealthy 
  Skills Climb –1, Hide +7, Move Silently -1, Sleight of 
  Hand +6, Swim –1  
  Possessions combat gear 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 10 
  Male or Female Mongrelfolk* Rogue 10 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +10 (+12 at doors), Spot +10 
  Languages Common, Mongrelfolk pidgin 
  AC 18, touch 13, flat-footed 16 
   
  (+5 armor, +3 dex) improved uncanny dodge 
  hp 92 (10 HD) 
  Fort +7, Ref +10, Will +4 evasion 
  Speed 30 ft. in +1 mithral chain shirt armor (6 
  squares), base movement 30 ft. 
  Melee +1 short sword +10/+5 (1d6+3) or 
  Ranged +1 shortbow +12/+7 (1d6+1) or 
  Ranged +1 shortbow +10/+10/+5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9  
  Atk Options crippling strike, Point Blank Shot, 
  Precise Shot, sneak attack +5d6 
  Special Actions evasion, sound imitation 
  URC7-07 Where the Sun don’t Shine 
   
  Page 35 
  
  Combat Gear +1 mithral chain shirt, +1short sword, 
  +1 shortbow, gloves of dexterity +2 
  Abilities Str 14, Dex 16, Con 18, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding, trap sense +3, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow) 
  Skills Climb +4, Disable Device +8, Hide +28, Jump 
  +14, Listen +10 (+12 at doors), Move Silently +21, 
  Open Locks +12, Search +3, Sleight of Hand +11, 
  Spot +10, Tumble +18 
  Possessions combat gear plus boots of elvenkind, 
  cloak of elvenkind, elixir of hiding, listening cone, 
  potion of aid, potion of cure moderate wounds (x2) 
  Crippling Strike (Ex) A rogue with this ability can 
  sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks take 2 points 
  of Strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per days 
  for each damaged ability. 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  MONGRELFOLK MOB 
  CR 8 
  Male and Female Mongrelfolk* 
  *Fiend Folio pp 125 
  LN Gargantuan-Size Humanoid (mob of Medium 
  mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 9, touch 6, flat-footed 9  
   
  (+2 armor, -4 size) 
  hp 225 (30 HD) 
  Fort +13, Ref +9, Will +9 
  Speed 20 ft. 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +35  
  Atk Options expert grappler, trample (2d6; Reflex DC 
  25 for half) 
  Special Actions sound imitation 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race, mob anatomy 
  Feats Endurance, Improved Bull RushB, Improved 
  OverrunB  
  Skills Hide -2, Sleight of Hand +10 
  Possessions combat gear plus 48 suits of leather 
  armor, 48 clubs 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple 
  checks). A mob is never considered flat-footed 
  while grappling. 
  Mob Anatomy (Ex) A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage 
  (+50%) from spells or effects that effect an area, 
  such as splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by nonlethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  attacks, assume that 30% of its number are slain 
  and 30% are reduced to 0 hit points. To determine 
  a specific individual’s fate, simply roll d%: a result 
  of 01—30 indicates death, 31—60 indicates the 
  victim is reduced to 0 hit points, and a roll of 61—
  100 indicates the victim escapes relatively 
  unscathed. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 36 
  
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Trample (Ex) A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage 
  equal to 2d6 points plus 1-1/2 times the mob’s 
  Strength modifier. The victim can either make an 
  attack of opportunity against the mob or make a 
  Reflex save (DC 25 + the mob’s Str modifier) to 
  take half damage. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
  8: THE UR−PRIEST 
  MICHEL 
  CR 10 
  Male Mongrelfolk* Fighter 10 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 25, touch 15, flat-footed 19  
   
  (+6 armor, +2 dex, +3 natural, +4 deflection) 
  hp 104 (10 HD); DR 10/magic (vs ranged only) 
  Fort +13, Ref +7, Will +8 
  Speed 20 ft. in +1 breastplate (4 squares), base 
  movement 30 ft. 
  Melee +1 greatsword +19/+14 (2d6+11/17-20) or 
  Melee club +14/+9 (2d6+6) or 
  Ranged masterwork composite longbow (str+3) 
  +13/+8 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +14  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear +1 breastplate, +1 greatsword, club, 
  masterwork composite longbow (str+3) 
  Abilities Str 18, Dex 14, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave, Endurance, Greater Weapon 
  Focus(greatsword),Improved Bull Rush, Improved 
  Critical (greatsword), Iron Will, Melee Weapon 
  Specialist (Slashing), Power Attack , Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword)  
  Skills Climb +5, Hide +5, Intimidate +2, Jump -4, 
  Sleight of Hand +5 
  Possessions combat gear plus cloak of resistance 
  +2, gauntlets of ogre power, potion of aid, potion of 
  barkskin (+3), potion of cure moderate wounds, 
  potion of protection from arrows (10/magic), potion 
  of shield of faith (+4), 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 10 
  Female Mongrelfolk* Spellthief 10 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +0 (+2 at doors), Spot +9 
  Languages Common, Mongrelfolk pidgin 
  AC 19, touch 13, flat-footed 16  
   
  (+5 armor, +3 dex, +1 shield) 
  hp 82 (10 HD) 
  Fort +9 (+10 vs spells), Ref +8 (+9 vs spells), Will +9 
  (+10 vs spells) 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 magebane light mace +12/+7 (1d6+3) or 
  Melee +1 light mace +12/+7 (1d6+3) or 
  Melee +1 light mace +10/+5 (1d6+3) and +1 light 
  mace +10 (1d6+1) or 
  Ranged sling +10/+5 (1d4+2) 
  Base Atk +7; Grp +9  
  Atk Options sneak attack +3d6, steal energy 
  resistance, steal spell, steal spell-like ability, steal 
  spell effect 
  Special Actions absorb spell, sound imitation 
  Combat Gear +1 magebane light mace, +1 light 
  mace, +1 mithral chain shirt, sling 
  Spell-Like Abilities (CL 10th): 
   1/day—arcane sight (as swift action), detect magic 
  �Already cast 
  Abilities Str 14, Dex 16, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race, spellgrace, trapfinding 
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus(light mace), 
  Skills Bluff +3, Escape Artist +16, Hide +24, Jump 
  +11, Move Silently +16, Spot +11, Tumble +18 
  Possessions combat gear plus cloak of resistance 
  +2, listening cone 
  Absorb Spell(Su): If a spellthief makes a successful 
  save aginst a spell that targets him, he can absorb 
  the spell energy for later use. This ability affects 
  only spells that have the spellthief as a target, not 
  effect or area spells. A spellthief can’t absorb a 
  spell of a higher spell level than he could steal with 
  his steal spell ability. 
   
  To absorb a spell targeting him, a spellthief must 
  succeed on a level check (1d20+spellthief class 
  level) against a DC of 10+ caster’s level. Failure 
  indicates that the spell has its normal effect. 
  Success means the spellthief suffers no effect from 
  the spell and can cast the spell later as if he had 
  stolen the spell with his steal spell ability. His 
  normal limit of total spell levels stolen still applies. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 37 
  
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Spellgrace (Su): You gain a +1 competence bonus 
  on saves against spells. 
  Steal Energy Resistance (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead temporarily gain 
  resistance 10 to an energy type to which the target 
  is resistant (or immune). 
   
  Simultaneously, the target creature’s resistance to 
  that energy type is reduced by 10 (to a minimum of 
  0). A creature with immunity to an energy type 
  retains that immunity. 
   
  If the target has more than one type of resistance 
  to energy, a spellthief can choose which kind to 
  steal; otherwise the DM determines randomly.  
   
  The resistance a spellthief gains from this ability 
  lasts for 1 minute. If the resistance is derived from 
  a temporary effect such as a spell), the stolen 
  resistance disappears when the effect expires. 
   
  A spellthief can use this ability multiple times, but 
  its effects do not stack unless they apply to 
  different type of energy. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
   
  You can steal up to 5th level spells. 
   
  At any one time, a spellthief can only possess up to 
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
   
  A spellthief cannot apply metamagic feats or other 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Steal Spell-Like Ability (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead gain one use of one of 
  the target’s spell-like abilities. 
   
  This spell-like ability can originate from a target’s 
  class, race, template or any other source, and can 
  be of any level up to a maximum of one-third the 
  spellthief’s class level. A spellthief can select a 
  specific spell-like ability to steal; otherwise, the DM 
  chooses randomly. If the ability has limited number 
  of use left, the target must have at least one use 
  left or the spellthief can’t steal this ability. If the 
  target can’t use its ability at the present time (such 
  as a summoned demon’s summon ability), the 
  spellthief can’t steal it. 
   
  A spellthief can use a stolen spell-like ability one. 
  For all purposes (caster level, save DC and so on), 
  treat the spell-like ability as if it were used by the 
  original possessor of the ability. A spellthief must 
  use the stolen spell-like ability within 1 minute of 
  acquiring it, or it is lost harmlessly. Until the 
  spellthief uses the ability (or the minute elapses), 
  the target cannot use the stolen ability. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 10 
  Female Human (Mongrelfolk) Bard 4/ Favored Soul* 
  1/Ur-Priest** 3 
  *Complete Divine p. 6 
  **Complete Divine p. 70 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 20, touch 12, flat-footed 20 
   (+0 Dex, +6 armor, +2 shield, +1 deflection, +1 
  insight) 
  Hp 68(10 HD);  
  SR 15 (vs divine spells and spell-like abilities of 
  outsiders) 
  Fort +8, Ref +9, Will +16 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee +1 longsword +6/+1 (1d8) or 
  URC7-07 Where the Sun don’t Shine 
   
  Page 38 
  
  Ranged sling +6/+1 (1d4+1) 
  Base Atk +6; Grp +5  
  Special Actions bardic music, rebuke undead 
  , +1 
   
  Ba
  ds, feather fall, 
   0
  c, ghost sound, light, mage 
  Fav
  : 
  U
  L 10th): 
   dispel magic, magic 
   2
  C15), cure moderate 
  on 
   1
  and (DC16), cure light wounds, 
   0
  etect 
  �Al
  ex 10, Con 14, Int 14, Wis 18, Cha 
  Combat Gear +2 chain shirt, +1 mithral buckler
  longsword, cloak of resistance +2, dusty rose ioun
  stone, sling, many stones, periapt of wisdom +2, 
  ring of protection +1, scroll of cure light wounds 
  (x2) (arcane), scroll of cure moderate wounds,  
  rd Spells Known (CL 4th): 
   1st (4/day)—cure light woun
  inspirational boost** 
   (6/day)—detect magi
  hand, prestidigitation, read magic 
  ored Soul Spells Known (CL 1nd)
   None (renounced them) 
  r-Priest Spells Prepared (C
   4th—wrack** (DC19, evil) 
   3rd—cure serious wounds,
  circle vs good (evil) 
  nd— calm emotion (D
  wounds, death knell (DC18, evil), hold pers
  (DC17) 
  st—comm
  enthropic shield, shield of faith (+3) 
  —create water, cure minor wounds, d
  poison, guidance, resistance 
  ready cast 
  Abilities Str 8, D
  12 
   Ba
  SQ
  rdic knowledge, divine spell resistance 
  Sk
  iplomacy +5, 
  5, 
  Po
   gear 
   possess a special 
  dge 
  rformances can create varied 
  unter any sonic or 
  ong 
   
   You can fascinate 1 creature(s) 
   
   
  urage(Su): While singing, all allies who 
   
  . 
  Di
  s of 
   
  Feats Iron Will, Lingering Song**, Practiced 
  Spellcaster** (Ur-Priest), Skill Focus 
  (Concentration) Spell Focus (Evil) 
  ills Bluff +14, Concentration +18, D
  Knowledge (arcana) +13, Knowledge(religion) +1
  Knowledge(the planes) +12, Perform (Oratory) +6, 
  Sense Motive +9, Spellcraft +12, Tumble +5, Use 
  Magic Device +8, 
  ssessions combat
  Bardic Knowledge (Ex) You
  Knowledge skill for stray bits of trivia. This Knowle
  check is 1d20+6 
  Bardic Music Pe
  magical effects 4 times per day. 
   
  Countersong (Su): You can co
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a counters
  for 10 rounds. 
  Fascinate (Sp):
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 4
  round(s). 
  Inspire Co
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1
  morale bonus to attack and weapon damage rolls
  The effect lasts as long as you sing plus 5 rounds. 
  vine Spell Resistance (Su) SR 15, but only 
  against divine spells and the spell-like abilitie
  outsiders. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 39 
  
  APL 12 
  5: CADEN’S BOYS AND 6: CANDACE’S 
  BOYS 
  MONGRELFOLK FIGHTERS 
  (4 + 4 
  AS REINFORCEMENTS) 
  CR 6 
  Male or Female Mongrelfolk* Fighter 6 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 16, touch 10, flat-footed 16  
   
  (+5 armor, +1Dex) 
  hp 64 (6 HD) 
  Fort +10, Ref +4, Will +5 
  Speed 20 ft. in chain mail armor (4 squares), base 
  movement 30 ft. 
  Melee +1 greatclub +11/+6 (1d10+7) or 
  Ranged masterwork composite longbow (str+2) +8/+3 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Special Actions sound imitation 
  Combat Gear +1 greatclub, masterwork composite 
  longbow (str+2) masterwork chainmail 
  Abilities Str 16, Dex 13, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Cleave , Endurance , Improved Bull Rush , Iron 
  Will , Power Attack , Weapon Focus (greatclub) , 
  Weapon Specialization (greatclub)  
  Skills Climb +4, Hide +5, Intimidate +2, Move Silently 
  -3, Sleight of Hand +6, Swim +0  
  Possessions combat gear plus potion of barkskin 
  (+2), potion of cure moderate wounds, elixir of 
  hiding, cloak of resistance +1 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CADEN AND CANDACE 
  CR 12 
  Male or Female Mongrelfolk* Fighter 2 Rogue 10 
  *Fiend Folio pp 125 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +7; Senses Listen +10 (+12 at doors), Spot +10 
  Languages Common, Mongrelfolk pidgin 
  AC 19, touch 13, flat-footed 16 
   
  (+6 armor, +3 dex) improved uncanny dodge 
  hp 112 (12 HD) 
  Fort +10, Ref +10, Will +4 evasion 
  Speed 30 ft. in +1 mithral chain shirt armor (6 
  squares), base movement 30 ft. 
  Melee +1 short sword +13/+8 (1d6+3) or 
  Ranged +1 shocking shortbow +14/+9 (1d6+1+1d6 
  electricity) or 
  Ranged +1 shocking shortbow +12/+12/+7 
  (1d6+1+1d6 electricity) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11  
  Atk Options crippling strike, Point Blank Shot, 
  Precise Shot, sneak attack +5d6 
  Special Actions evasion, sound imitation 
  Combat Gear +2 mithral chain shirt, +1 short sword, 
  +1 shocking shortbow, gloves of dexterity +2 
  Abilities Str 14, Dex 17, Con 18, Int 8, Wis 12, Cha 4 
  SQ emulate race, trapfinding, trap sense +3 
  Feats Improved Critical (shortbow), Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Finesse, Weapon Focus (shortbow) 
  Skills Climb +4, Disable Device +8, Hide +28, Jump 
  +16, Listen +10 (+12 at doors), Move Silently +21, 
  Open Locks +12, Search +3, Sleight of Hand +11, 
  Spot +10, Tumble +18 
  Possessions combat gear plus boots of elvenkind, 
  cloak of elvenkind, elixir of hiding, listening cone, 
  potion of aid, potion of cure moderate wounds (x2) 
  Crippling Strike (Ex) A rogue with this ability can 
  sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks take 2 points 
  of Strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per day for 
  each damaged ability. 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  CAMOUFLAGED PIT TRAP 
  CR 2 
  Description a pit trap 
  Search DC 19; Type mechanical 
  Trigger activated by lever; Init +as Caden or 
  Candace 
  URC7-07 Where the Sun don’t Shine 
   
  Page 40 
  
  Effect it’s a pit trap! 20ft deep (2d6 fall) 
  Disarm Disable Device DC 19 
   
  7: THE MONGREL VILLAGE 
  ANDION 
  CR 10 
  Male Mongrelfolk* Fighter 10 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Mongrelfolk pidgin 
  AC 18, touch 12, flat-footed 16 
   
  (+6 armor, +2 dex) 
  hp 114 (10 HD); DR 10/magic (vs ranged only) 
  Fort +12, Ref +6, Will +7 
  Speed 20 ft. in +1 breastplate armor (4 squares), 
  base movement 30 ft. 
  Melee +1 flaming greatsword +18/+13 (2d6+9+1d6 
  fire/17-20, x2) or 
  Melee club +13/+8 (2d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear +1 breastplate, +1 flaming greatsword, 
  club 
  Abilities Str 16, Dex 14, Con 18, Int 8, Wis 12, Cha 4 
  SQ emulate race 
  Feats Cleave, Endurance, Greater Weapon Focus 
  (Greatsword), Improved Critical (greatsword), 
  Improved Toughness**, Iron Will, Melee Weapon 
  Specialist (slashing), Power Attack , Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword)  
  Skills Climb +5, Hide +6, Intimidate +3, Sleight of 
  Hand +6 
  Possessions combat gear plus cloak of resistance 
  +1, potion of cure moderate wounds, potion of 
  protection from arrows (10/magic)
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  MONGRELFOLK MOB 
  CR 8 
  Male and Female Mongrelfolk* 
  *Fiend Folio pp 125 
  LN Gargantuan-Size Humanoid (mob of Medium 
  mongrelfolk) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 9, touch 6, flat-footed 9  
   
  (+2 armor, -4 size) 
  hp 225 (30 HD) 
  Fort +13, Ref +9, Will +9 
  Speed 20 ft. 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +35  
  Atk Options expert grappler, trample (2d6; Reflex DC 
  25 for half) 
  Special Actions sound imitation 
  Abilities Str 13, Dex 11, Con 16, Int 7, Wis 10, Cha 4 
  SQ emulate race, mob anatomy 
  Feats Endurance, Improved Bull RushB, Improved 
  OverrunB  
  Skills Hide -2, Sleight of Hand +10 
  Possessions combat gear plus 48 suits of leather 
  armor, 48 clubs 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple 
  checks). A mob is never considered flat-footed 
  while grappling. 
  Mob Anatomy (Ex) A mob has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be 
  flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on a mob. Each 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative 
  levels equal to its Hit Dice breaks up as if reduced 
  to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but never result in permanent level 
  loss. A mob takes half again as much damage 
  (+50%) from spells or effects that effect an area, 
  such as splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the 
  fate of a specific individual caught up in the mob. If 
  a mob is dispersed by nonlethal attacks, there are 
  no casualties. If the mob is dispersed by lethal 
  URC7-07 Where the Sun don’t Shine 
   
  Page 41 
  
  attacks, assume that 30% of its number are slain 
  and 30% are reduced to 0 hit points. To determine 
  a specific individual’s fate, simply roll d%: a result 
  of 01—30 indicates death, 31—60 indicates the 
  victim is reduced to 0 hit points, and a roll of 61—
  100 indicates the victim escapes relatively 
  unscathed. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Trample (Ex) A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample 
  the creature. A trampled creature takes damage 
  equal to 2d6 points plus 1-1/2 times the mob’s 
  Strength modifier. The victim can either make an 
  attack of opportunity against the mob or make a 
  Reflex save (DC 25 + the mob’s Str modifier) to 
  take half damage. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  8: THE UR−PRIEST 
  MICHEL 
  CR 12 
  Male Mongrelfolk* Fighter 12 
  *Fiend Folio pp 125 
  LE Medium-Size Humanoid (Mongrelfolk) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Mongrelfolk pidgin 
  AC 28, touch 15, flat-footed 26  
   
  (+9 armor, +2 dex, +3 natural, +4 deflection) 
  hp 124 (12 HD); DR 10/magic (vs ranged only) 
  Fort +14, Ref +8, Will +9 
  Speed 20 ft. in +3 breastplate (4 squares), base 
  movement 30 ft. 
  Melee +1 frost greatsword +21/+16/+11 (2d6+13+1d6 
  cold/17-20) or 
  Melee club +16/+11/+6 (2d6+6) or 
  Ranged masterwork composite longbow (str+3) 
  +15/+10/+5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +16  
  Atk Options Cleave, Power Attack 
  Special Actions sound imitation  
  Combat Gear +3 breastplate, +1 frost greatsword, 
  club, masterwork composite longbow (str+3) 
  Abilities Str 19, Dex 14, Con 18, Int 10, Wis 10, Cha 
  4 
  SQ emulate race 
  Feats Armor Specialization**, Cleave, Endurance, 
  Greater Weapon Focus (greatsword), Greater 
  Weapon Specialization (greatsword), Improved Bull 
  Rush, Improved Critical (greatsword), Iron Will, 
  Melee Weapon Specialist (Slashing), Power Attack 
  , Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)  
  Skills Climb +5, Hide +5, Intimidate +2, Jump -4, 
  Sleight of Hand +5 
  Possessions combat gear plus cloak of resistance 
  +2, gauntlets of ogre power, potion of aid, potion of 
  barkskin (+3), potion of cure moderate wounds, 
  potion of protection from arrows (10/magic), potion 
  of shield of faith (+4), 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  GERTA 
  CR 12 
  Female Mongrelfolk* Spellthief 12 
  *Fiend Folio pp 125 & Complete Adventurer pp 13 
  LN Medium-Size Humanoid (Mongrelfolk) 
  Init +3; Senses Listen +0 (+2 at doors), Spot +9 
  Languages Common, Mongrelfolk pidgin 
  AC 20, touch 13, flat-footed 17  
   
  (+6 armor, +3 dex, +1 shield) 
  hp 110 (12 HD) 
  Fort +11 (+13 vs spells), Ref +10 (+12 vs spells), Will 
  +10 (+12 vs spells) 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 magebane light mace +15/+10 (1d6+3) or 
  Melee +1 corrosive light mace +15/+10 (1d6+3+1d6 
  acid) or 
  Melee +1 magebane light mace +13/+8 (1d6+3) and 
  +1 corrosive light mace +13/+8 (1d6+1+1d6 acid) 
  or 
  Ranged sling +13/+8 (1d4+2) 
  Base Atk +9; Grp +11  
  Atk Options sneak attack +3d6, steal energy 
  resistance, steal spell, steal spell-like ability, steal 
  spell effect 
  Special Actions absorb spell, sound imitation 
  Combat Gear +1 magebane light mace, +1 corrosive 
  light mace, +2 mithral chain shirt, sling 
  Spell-Like Abilities (CL 12th): 
   1/day—arcane sight (as swift action), detect magic 
  �Already cast 
  Abilities Str 14, Dex 18, Con 20, Int 10, Wis 10, Cha 
  4 
  SQ emulate race, spellgrace, trapfinding 
  Feats Improved Two-Weapon Fighting, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus(light mace), 
  Skills Bluff +3, Escape Artist +16, Hide +24, Jump 
  +11, Move Silently +16, Spot +11, Tumble +18 
  Possessions combat gear plus amulet of health +2, 
  cloak of resistance +2, gloves of dexterity +2, 
  listening cone 
  URC7-07 Where the Sun don’t Shine 
   
  Page 42 
  
  Absorb Spell(Su): If a spellthief makes a successful 
  save aginst a spell that targets him, he can absorb 
  the spell energy for later use. This ability affects 
  only spells that have the spellthief as a target, not 
  effect or area spells. A spellthief can’t absorb a 
  spell of a higher spell level than he could steal with 
  his steal spell ability. 
   
  To absorb a spell targeting him, a spellthief must 
  succeed on a level check (1d20+spellthief class 
  level) against a DC of 10+ caster’s level. Failure 
  indicates that the spell has its normal effect. 
  Success means the spellthief suffers no effect from 
  the spell and can cast the spell later as if he had 
  stolen the spell with his steal spell ability. His 
  normal limit of total spell levels stolen still applies. 
  Emulate Race (Ex) Because of their radically mixed 
  heritage, mongrelfolk can use magic items that 
  only function for a user of a certain race. This 
  ability works like the emulate race function of the 
  Use Magic Device skill. A mongrelfolk can 
  automatically imulate any humanoid race, with no 
  need for a skill check. Mongrelfolk that have the 
  Use Magic Device skill have a +4 racial bonus on 
  attempts to emulate nonhumanoid races using that 
  skill. 
  Sound Imitation (Ex) A mongrelfolk can mimic any 
  voice or sound it has heard. Listeners must 
  succeed on a Will save (DC 16) to detect the ruse. 
  Spellgrace (Su): You gain a +2 competence bonus 
  on saves against spells. 
  Steal Energy Resistance (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead temporarily gain 
  resistance 20 to an energy type to which the target 
  is resistant (or immune). 
   
  Simultaneously, the target creature’s resistance to 
  that energy type is reduced by 20 (to a minimum of 
  0). A creature with immunity to an energy type 
  retains that immunity. 
   
  If the target has more than one type of resistance 
  to energy, a spellthief can choose which kind to 
  steal; otherwise the DM determines randomly.  
   
  The resistance a spellthief gains from this ability 
  lasts for 1 minute. If the resistance is derived from 
  a temporary effect such as a spell), the stolen 
  resistance disappears when the effect expires. 
   
  A spellthief can use this ability multiple times, but 
  its effects do not stack unless they apply to 
  different type of energy. 
  Steal Spell (Su): A spell thief who hits an opponent 
  with a successful sneak attack can choose to 
  forego dealing 1d6 points of sneak attack damage 
  and instead steal a spell, or the potential to cast a 
  specific spell, from his target. 
   
  You can steal up to 6th level spells. 
   
  At any one time, a spellthief can only possess up to 
  his class level (0-level are treated as ½ level for 
  this purpose). If he steals a spell that would cause 
  him to exceed his limit, he must chose to lose 
  stolen spells sufficient to reduce his total level of 
  stolen spells to no more than his maximum. 
   
  A spellthief cannot apply metamagic feats or other 
  effects to the stolen spell unless the specific spell 
  was prepared with such and effect. 
   
  This ability works only against spells. It has no 
  effect on psionic powers or spell-like abilities.) 
  Steal Spell Effect (Su): A spell thief who hits an 
  opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead the effects of a single 
  spell affecting the target. 
   
  The spellthief can choose which spell effect to steal 
  otherwise the DM determines the stolen spell effect 
  randomly. 
   
  A spellthief can’t steal a spells effect if its caster 
  level exceeds his class level + his Charisma 
  modifier. 
   
  Upon stealing a spell, the spellthief gains the stolen 
  effect (and the original creature loses that effect) 
  for 1 minute per class level (or until the spell’s 
  duration expires, whichever comes first). If the spell 
  effect’s duration hasn’t expired at that time, the 
  spell effect returns to the creature that originally 
  benefited from it. 
   
  A spellthief can steal the effect of a spell only if the 
  spell could be cast on him by the original caster 
  (such as animal growth or shield). If a spellthief 
  tries to steal the effect of a spell not allowed to him, 
  the effect is still suppressed on the original target 
  for 1 minute per spellthief class level. 
   
  This ability for not work on effects that are immune 
  to dispel magic (such as bestow curse). 
  Steal Spell-Like Ability (Su): A spell thief who hits 
  an opponent with a successful sneak attack can 
  choose to forego dealing 1d6 points of sneak 
  attack damage and instead gain one use of one of 
  the target’s spell-like abilities. 
   
  This spell-like ability can originate from a target’s 
  class, race, template or any other source, and can 
  be of any level up to a maximum of one-third the 
  spellthief’s class level. A spellthief can select a 
  specific spell-like ability to steal; otherwise, the DM 
  chooses randomly. If the ability has limited number 
  of use left, the target must have at least one use 
  left or the spellthief can’t steal this ability. If the 
  target can’t use its ability at the present time (such 
  as a summoned demon’s summon ability), the 
  spellthief can’t steal it. 
   
  A spellthief can use a stolen spell-like ability one. 
  For all purposes (caster level, save DC and so on), 
  treat the spell-like ability as if it were used by the 
  original possessor of the ability. A spellthief must 
  use the stolen spell-like ability within 1 minute of 
  acquiring it, or it is lost harmlessly. Until the 
  spellthief uses the ability (or the minute elapses), 
  the target cannot use the stolen ability. 
  Skills Mongrelfolk have a +8 racial bonus on Hide 
  and Sleight of Hand checks. 
   
  JENEMIA 
  CR 12 
  Female Human (Mongrelfolk) Bard 4/ Favored Soul* 
  1/Ur-Priest** 7 
  *Complete Divine p. 6 
  URC7-07 Where the Sun don’t Shine 
   
  Page 43 
  
  **Complete Divine p. 70 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Mongrelfolk pidgin, Ur-Flan 
  AC 21, touch 12, flat-footed 21 
   (+0 Dex, +7 armor, +2 shield, +1 deflection, +1 
  insight) 
  Hp 94(12 HD);  
  SR 15 (vs divine spells and spell-like abilities of 
  outsiders) 
  Fort +11, Ref +11, Will +21 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee +1 longsword +8/+3 (1d8) or 
  Ranged sling +8/+3 (1d4+1) 
  Base Atk +8; Grp +7  
  Special Actions bardic music, rebuke undead, 
  siphon spell power 
  Combat Gear +3 chain shirt, +1 mithral buckler, +1 
  longsword, cloak of resistance +3, dusty rose ioun 
  stone, sling, many stones, periapt of wisdom +4, 
  pink rhomboid ioun stone, ring of protection +1, 
  scroll of cure light wounds (x2) (arcane), scroll of 
  cure moderate wounds,  
  Bard Spells Known (CL 4th): 
   1st (4/day)—cure light wounds, feather fall, 
  inspirational boost** 
   0 (6/day)—detect magic, ghost sound, light, mage 
  hand, prestidigitation, read magic 
  Favored Soul Spells Known (CL 1nd): 
   None (renounced them) 
  Ur-Priest Spells Prepared (CL 12th): 
   6th—blade barrier (DC21, 12d6), harm (DC21, 120 
  points) (slot gained through siphon spell power) 
   5th—flame strike (DC20, 12d6), slay living (DC20), 
  symbol of pain � (DC21) 
   4th—cure critical wounds, wrack** (DC20, evil), 
  (two spell slots sacrificed for siphon spell power) 
   3rd—contagion (DC19, evil), cure serious wounds, 
  dispel magic, magic circle vs good (evil) 
   2nd—cure moderate wounds, death knell (DC18, 
  evil), hold person (DC17), inflict moderate 
  wounds (DC17) 
   1st—command (DC16), cure light wounds, divine 
  favor, enthropic shield, sanctuary (DC16), shield 
  of faith (+3) 
   0—create water, cure minor wounds, detect 
  poison, guidance, light, resistance 
  �Already cast 
  Abilities Str 8, Dex 10, Con 16, Int 14, Wis 18, Cha 
  12 
  SQ Bardic knowledge, divine spell resistance, siphon 
  spell power 
  Feats Iron Will, Lingering Song**, Practiced 
  Spellcaster** (Bard), Practiced Spellcaster** (Ur-
  Priest), Skill Focus (Concentration) Spell Focus 
  (Evil) 
  Skills Bluff +16, Concentration +21, Diplomacy +5, 
  Knowledge (arcana) +15, Knowledge(religion) +17, 
  Knowledge(the planes) +14, Perform (Oratory) +6, 
  Sense Motive +9, Spellcraft +12, Tumble +5, Use 
  Magic Device +8, 
  Possessions combat gear 
  Bardic Knowledge (Ex) You possess a special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+6 
  Bardic Music Performances can create varied 
  magical effects 4 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 
  30 feet can use your Perform check in place of 
  their saving throw. You can maintain a countersong 
  for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 1 creature(s) 
  within 90 feet. If you beat their Will save with a 
  Perform check, they will listen quietly for up to 4 
  round(s). 
   
  Inspire Courage(Su): While singing, all allies who 
  can hear you gain a+1 morale bonus to saving 
  throws against charm and fear effects, and a +1 
  morale bonus to attack and weapon damage rolls. 
  The effect lasts as long as you sing plus 5 rounds. 
  Divine Spell Resistance (Su) SR 15, but only 
  against divine spells and the spell-like abilities of 
  outsiders. 
  Siphon Spell Power (Ex) You can temporarily 
  sacrifice two (or more) lower-level spell slots and 
  use those slots to prepare a higher-level spell. The 
  higher level spell must be one that you can cast. 
  Only one exchange of this type can be made per 
  day. The levels of the lower-level slots are totaled, 
  then reduced to 3/4 (round down) to determine the 
  level of the extra higher-level spell slot. 
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 44 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Armor Specialization  
  Through long wear and hours of combat, you have 
  trained your body to believe in its armor. Where others 
  flinch, you confront. When the sword falls, your 
  instincts, born of bruises and rent flesh, present your 
  cuirass, cuisse, helm, or gorget to meet the blade at the 
  perfect angle, causing it to skitter off harmlessly. 
   
  Prerequisites: Proficiency with selected armor 
  type, base attack bonus +12. 
   
  Benefit: Choose one type of medium or heavy 
  armor with which you are proficient. When wearing 
  masterwork armor (including magic armor) of that 
  type, you gain damage reduction 2/—. Any time you 
  lose your Dexterity bonus to Armor Class, you lose the 
  benefit of this feat, because you cannot properly deflect 
  the blows of the enemy. 
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new type of armor. 
   
  A fighter can select Armor Specialization as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II pg 75 
   
  Lingering Song [General] 
  Your bardic music stays with the listener long after the 
  last note has died away. 
   
  Prerequisites: Bardic music ability. 
   
  Benefits: If you use bardic music to inspire 
  courage, inspire greatness, or inspire heroics, the 
  effects lasts for 1 minute after an inspired ally stops 
  hearing you play. 
   
  Normal: Inspire courage, inspire greatness, and 
  inspire heroics last as long as an ally hears the bard sing 
  plus an additional 5 rounds thereafter. 
   
  Source: Complete Adventurer pg 111 
   
  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 
   
  Practiced Spellcaster [General] 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefits: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance 
   
  Source: Complete Arcane pg. 82 
   
  MAGIC ITEMS 
  Corrosive weapon ability 
  Price: +1 bonus 
  Property: Weapon 
  Caster level: 10th
  Aura: Moderate; (DC20) conjuration 
  Activation: Standard (command) 
  When activated, a corrosive weapon is sheathed in acid. 
  The acid does not harm you as long as you have the 
  weapon in hand. The effect persists until you speak a 
  second command word. A weapon that has this 
  property deals an extra 1d6 points of acid damage on a 
  successful hit. 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, acid fog, 
  acid storm, Melf’s acid arrow or storm of vengeance. 
   
  Source: Magic Item Compendium pg. 31 
   
  Magebane weapon ability 
  Price: +1 bonus 
  Property: Weapon 
  Caster level: 8th
  Aura: Moderate; (DC19) evocation 
  Activation: - 
  URC7-07 Where the Sun don’t Shine 
   
  Page 45 
  
  Weapons crafted with the magebane property are 
  rightly feared by all arcane spellcasters. Against any 
  creature that can cast arcane spells or use invocations, a 
  magebane weapon’s effective enhancement level is 2 
  better than normal (so a +1 longsword becomes a +3 
  longsword when wielded against arcane spellcasters) 
  and deals an extra 2d6 points of damage. Magebane 
  bows, crossbows and slings bestow this ability upon 
  their ammunition. 
   
  Magebane can be added to a cold iron weapon 
  without paying the extra 2,000gp (see DMG). 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequistes: Craft Magic Arms and Armor, dispel 
  magic 
   
  Source: Complete Arcane pg. 143 
   
  MUNDANE EQUIPMENT 
  Listening Cone  
  This device is made for listening through doors and 
  other solid surfaces. It provides a +2 circumstance 
  bonus on Listen checks made through a door or some 
  other relatively thin, solid obstacle. 
   
  Source: Complete Adventurer pg 123 
   
  SPELLS 
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
  When this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Source: Spell Compendium pg 124 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  With the final word of the spell, your chosen foe is wracked 
  with such pain that it doubles over and collapses. Its face and 
  hands blister and drip fluid, and its eyes cloud with blood, 
  rendering it blind. 
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
  Source: Spell Compendium pg 243 
  URC7-07 Where the Sun don’t Shine 
   
  Page 46 
  
  APPENDIX 3: DRAMATIS PERSONAE 
  SHERIFF LORIEN BERRYWINE 
  The local sheriff has relatively little to do. Most of the 
  local folk are peaceful and his main concern is with the 
  “younger folk” who tend to follow the words of 
  Brandobaris a little too much. The Sheriff serves as the 
  local judge and everyone respect his judgment and his 
  fairness. Sheriff Lorien is a paladin dedicated to the 
  Protector (Yondalla).  
   
  The Sheriff is dressed in practical clothes that 
  make him seem like a nobleman. He has a shortsword 
  and a large shield upon which is the symbol of the 
  cornucopia. 
   
  DROGO BRACEGIRDLE 
  Former sheriff of Applebee, Drogo was captured 
  several years ago by Drow raiders. They found he had a 
  talent as a diplomat and have used him on several 
  occasions to broker for minor things they need with 
  races other than the Drow. Since he was rescued by 
  adventurers, Drogo is slowly getting used to a life of 
  freedom.  
   
  SIR SHAMUS BRUMBLEHILL 
  Sir Shamus is a devoted of Arvoreen the Defender and 
  the local Knight of the Swan. Sir Shamus is somewhat 
  dour (for a halfling) and he spends most of his time 
  traveling the area around Applebee searching for 
  menaces to the community. Sir Shamus is rarely found 
  without his trusty warpony. 
   
  Sir Shamus is usually dressed with a mithral 
  breastplate with a tabard showing his allegiance to the 
  Knights of the Swan. 
   
  BROCK (BROCLY) OATSTOUT 
  Brock is a simple farmer and a cousin of Rudy. He 
  bought the mare from an adventurer for a very good 
  price. He was initially horrified to discover the baby 
  unicorn, thinking it was a joke pulled by Brandobaris.  
   
  RUDY (RUTABAGA) OATSTOUT 
  Very round owner of the Horn of Plenty. Rudy is a 
  devoted to the Protector (Cleric of Yondalla, but he’d 
  never actually say it that clearly). Rudy is one of the 
  sons of the Founder of Applebee. 
   
  BRANDY (BRANDOWYN) SKYLARK 
  Brandy is an adventurer and a trader. His talents as a 
  sorcerer are not particularly liked in Applebee. So he 
  travels and adventurers, bringing back equipment he 
  sells to the locals. Thus, he has found his own niche. 
  Brandy is a follower of Brandobaris. 
  IZZY (RAISON) SKYLARK 
  Like her older brother Brandy, Izzy is a young Halfling 
  woman in search adventure. To that end she causes all 
  sorts of mischief and pulls a number of pranks on the 
  other villagers. She also worships Brandobaris. 
   
  Sir Shamus in particular doesn’t like her and has 
  given her stern lectures. He has pleaded a number of 
  times with the Sheriff to take action against her, but 
  the Sheriff has yet to do anything about it. 
   
  SIR BERTRAM KAGA 
  A handsome Oeridian man with a holy symbol 
  displaying a bull’s eye on his chest, Sir Bertram is quite 
  charming. He’s personable and always interested in 
  discovering new foods and drinks.  
   
  Sir Bertram is a follower of Rudd and he hails from 
  Radigast City. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 47 
  
  APPENDIX 4: HALFLING RELIGION PRIMER 
  More information about these deities can be found in 
  the LG Deities Documents along with Faiths and 
  Pantheons. The following information should give the 
  DM some basic information about the deities the PCs 
  will deal with during the adventure. 
   
  It is reasonable to have any halfling PC be aware of 
  the name of the gods and their titles. Any Halfling 
  worshipper would be assume to be able to give the PCs 
  the following information if asked politely. 
  ARVOREEN THE DEFENDER 
  Knowledge (religion) DC20 (15 for halflings) 
  Alignment: Lawful Good 
  Arvoreen is as close to a warrior god as it gets. The 
  Defender teaches a doctrine of guardianship, stern 
  defense and aggressive watchfulness. They remain 
  ever-vigilant of dangers that might threaten the 
  community, but have a reactive rather than proactive 
  agenda. 
   
  They are usually serious and intolerant of jokes 
  and pranks which makes them somewhat unpopular 
  during times of peace. During times of war, the entire 
  population looks to them for their protection.  
   
  Symbol 1: Holy Symbol of Arvoreen 
  BRANDOBARIS THE IRREPRESSIBLE 
  SCAMP 
  Knowledge (religion) DC20 (15 for halflings) 
  Alignment: Neutral 
  The Irrepressible Scamp is the “archetype” of what 
  other races see in the halflings: scheming, meddling, 
  curious with a short attention span who is as interested 
  in a man’s purse as his PC. Brandobaris and his clergy 
  have few enemies as he is charming and friendly. They 
  are often blamed for things that disappear in a halfling 
  community.  
   
  Symbol 2: Holy Symbol of Brandobaris 
  YONDALLA THE PROTECTOR, THE 
  BLESSED ONE 
  Knowledge (religion) DC11 (10 for halflings) 
  Alignment: Lawful Good 
  The Protector is the mother of the halfling race and its 
  pantheon and as such she is revered by all Halflings. 
  She teaches acceptance, community, love, gaiety, 
  loyalty, diplomacy, tradition and a well-developed 
  sense of mischief. Priests of the Protector often serve as 
  community leaders. 
   
  She often sends omens and signs of danger to 
  Halfling communities, warning them of dangers. Her 
  followers try to see these warnings and act early. 
   
  Symbol 3: Holy Symbol of Yondalla 
   
  Images 
  taken 
  from 
  the 
  Art 
  Gallery 
  at 
  www.wizards.com. 
  URC7-07 Where the Sun don’t Shine 
   
  Page 48 
  
  DM/PLAYERS MAPS 
   
  Map 1: Location of Applebee 
  URC7-07 Where the Sun don’t Shine 
   
  Page 49 
  
   
  Map 2: Map of Applebee 
  Thanks to Dennis Stalnaker  
  Map modified from URC1-10 Drowning in Darkness & URC7-01 The Mare of Applebee 
  URC7-07 Where the Sun don’t Shine 
   
  Page 50 
  
   
  Map 3: Halls of the Mongrelfolk 
  (north is top of the page) 
  URC7-07 Where the Sun don’t Shine 
   
  Page 51 
  
  PLAYER HANDOUT 0: COUNTY HERALDRY 
   
  Shield 1: County of Urnst 
   
  Shield 2 House Gellor 
   
  Shield 3: Countess Rachel 
   
  Shield 4: Archbarony of Markham 
   
  Shield 5: Applebee 
   
  Shield 6: House Kaga
  URC7-07 Where the Sun don’t Shine 
   
  Page 52 
  
  PLAYER HANDOUT 1: DRAMATIS PERSONAE 
  SHERIFF LORIEN BERRYWINE 
  Male halfling (Lightfoot) 
  The Sheriff is dressed in practical clothes that make 
  him seem like a nobleman. He has a shortsword and a 
  large shield upon which is the symbol of the 
  cornucopia. 
   
  DROGO BRACEGIRDLE 
  Male halfling (Lightfoot) 
  Former sheriff of Applebee, Drogo was captured 
  several years ago by Drow raiders. Since he was rescued 
  by adventurers, Drogo is slowly getting used to a life of 
  freedom.  
   
  SIR SHAMUS BRUMBLEHILL 
  Male halfling (Lightfoot) 
  Sir Shamus is usually dressed with a mithral breastplate 
  with a tabard showing his allegiance to the Knights of 
  the Swan. 
   
  BROCK (BROCLY) OATSTOUT 
  Male halfling (Lightfoot) 
  Brock is a simple farmer and a cousin of Rudy.  
   
  RUDY (RUTABAGA) OATSTOUT 
  Male halfling (Lightfoot) 
  Very round owner of the Horn of Plenty. Rudy is a 
  devoted to the Protector. Rudy is one of the sons of the 
  Founder of Applebee. 
   
  BRANDY (BRANDOWYN) SKYLARK 
  Male halfling (Lightfoot) 
  Brandy is an adventurer and a trader. Brandy hired you 
  at the beginning of the adventure 
   
  IZZY (RAISON) SKYLARK 
  Female halfling (Lightfoot) 
  Brandy’s younger sister. 
   
  SIR BERTRAM KAGA 
  Male human (Oeridian descent) 
  Visiting nobleman from Radigast City 
  URC7-07 Where the Sun don’t Shine 
   
  Page 53 
  
  PLAYER HANDOUT 2: CREATURES 
   
   
  URC7-07 Where the Sun don’t Shine 
   
  Page 54 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-07 - Where the Sun Don't Shine (APL 2-12)/URC7-07 - Where the Sun Don't Shine.pdf