TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  ULP4-03 
   
   
   
   
   
   
  Dark Trade 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
  Version 1.1 
   
  by Tom Kunzen 
   
   
   
  A frantic Mine Ranger returns with a horrific account of his team’s abduction while exploring an old mineshaft.  What 
  sinister forces are at work beneath Ulek’s Lortmil Hills?  A Principality of Ulek Regional adventure for APLs 2-10. 
   
   
  
  ULP4-03 Dark Trade 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  ULP4-03 Dark Trade 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Principality of Ulek.  Characters native to the 
  Principality of Ulek pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12 gp per Time Unit.  Rich 
  Upkeep costs 50 gp per Time Unit.  Luxury Upkeep costs 
  100 gp per Time Unit. 
   
  
  ULP4-03 Dark Trade 
   
  Page 4 
  Adventure Background and 
  Summary 
  This is the twenty-third regional scenario for the 
  Principality of Ulek in the RPGA Living Greyhawk 
  Campaign. 
  Below 
  is 
  some 
  general 
  background 
  information. 
  • 
  While a dwarf rules the Principality of Ulek, and all 
  of the nobles are dwarves, the Principality consists of 
  more humans than any other race. 
  • 
  The Principality of Ulek is presently at war with the 
  Pomarj and especially those under the command of 
  an unknown creature known as the Warlord. The 
  territory east of the Lortmil Hills is currently 
  contested, and a large number of the Principality of 
  Ulek's residents, have been forced to flee their 
  homes due to the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed mainly of 
  orcs, goblins, and the like. 
  The creature known as the Warlord continues to hold his 
  grip over the eastern provinces of the Principality of 
  Ulek after breaking his allegiance to the Despot Turrosh 
  Mak of the Pomarj.  With considerable forces and 
  resources at his command, the Warlord continues to pose 
  a threat to the rest of the Principality of Ulek, as well as 
  resists any attempts by Turrosh Mak to eliminate the 
  Warlord and bring the eastern provinces back under his 
  control.  While the Warlord has established himself as a 
  major independent player in the Pomarj-Ulekian war, he 
  has suffered the consequences of striking out on his own, 
  as the Warlord no longer receives the troops, weapons, 
  and supplies from the Pomarj that he once did. 
  To alleviate this problem, the Warlord contacted a 
  duergar merchant company, which had previously 
  supplied weapons to Turrosh Mak’s Pomarian army, and 
  offered the duergar a better deal than they were getting 
  from Turrosh Mak.  The duergar merchant company took 
  up the Warlord’s offer, and began to redirect its 
  shipments to the Warlord instead.  Thus the Warlord’s 
  army would receive a steady supply of duergar-crafted 
  weapons in exchange for Ulekian citizens who would be 
  sold into slavery.  The duergar had sent out trading 
  parties to several locales within the Warlord’s territory 
  via a vast network of subterranean caverns and tunnels 
  that eventually connect to a distant duergar city.  One of 
  these exchange locations is in an abandoned mineshaft 
  located in an eastern spur of the Lortmil Hills. 
  All of the above information is unknown to anyone in the 
  Principality of Ulek and should not be given to the 
  players, even those with numerous ranks in various 
  Knowledge skills or Bardic Knowledge.  Instead, they 
  should learn this information through game play. 
  Entirely by chance, a Mine Ranger team from Havenhill 
  arrived at the mineshaft two days before the scheduled 
  trade meeting on a routine survey mission.  As the Mine 
  Ranger team conducted their survey in the mineshaft, 
  the Warlord’s hobgoblin trade delegation, along with 
  three dozen slaves, entered the mine and surprised the 
  Mine Rangers during the night, taking most of them 
  prisoner and intending to trade them off with the rest of 
  the slaves.  However, the Mine Ranger team’s wizard, a 
  human named Tyrral Samish, was able to use his spells to 
  escape the hobgoblins, retrieve his mount, and flee back 
  to Havenhill, hoping to report what happened and rescue 
  the Mine Ranger. 
  The PCs begin the adventure in the Stuck Pig, a tavern in 
  the dwarven city of Havenhill.  Here the PCs are 
  approached by a messenger from the Mine Rangers 
  bidding them to come to their offices as soon as possible. 
  Once at the Mine Ranger office, the PCs are presented 
  with the mission to rescue the Mine Ranger team and the 
  other slaves by Captain Oberth Linderhoff.  The PCs may 
  receive some supplies and additionally speak with Tyrral, 
  if they wish. 
  After setting out from Havenhill, the PCs find the 
  entrance to the mineshaft, which is guarded by a pair of 
  bugbears.  Descending into the mine, the PCs run into 
  the hobgoblins who have just returned from their trade 
  meeting with the duergar.  The hobgoblins are carrying a 
  load of duergar-crafted weapons, and they also have a 
  prisoner, a halfling from the Mine Ranger team, who can 
  give the PCs information on the situation. 
  The PCs then must descend deeper into the mine to 
  attempt to overtake the duergar.  In order to catch up to 
  the duergar, the PCs have to enter into a forced march for 
  a variable amount of time, based upon certain factors. 
  Once the PCs overtake and defeat the duergar, they can 
  free the slaves from their chains and return them all to 
  Havenhill and report the situation to Captain Linderhoff. 
  DM NOTE: This adventure counts as a Mine Ranger 
  mission. 
  Introduction 
  As you stare down at your breakfast of porridge, 
  sausage, cornbread, and hot cider, you rub your eyes 
  and attempt to clear the lingering cobwebs in your 
  head.  Looking around you, you notice a similarly 
  groggy group of fellow adventurers at your table 
  looking as distant as you.  You vaguely recall that 
  you are in a tavern called the Stuck Pig, which 
  resides in the city of Havenhill.  However, you are 
  having trouble recalling the events of the previous 
  night. 
  Rugdenner and his wife run the Stuck Pig. Rugdenner is 
  a dwarf who served many years in the military before his 
  graying beard and aging knees finally caught up to him.  
  He is still able to run the tavern; barking at the serving 
  wenches and cooks to keep them moving at all times. 
  
  ULP4-03 Dark Trade 
   
  Page 5 
  Elves in the party find that they are generally ignored by 
  other patrons and treated with no disrespect from any of 
  the serving staff but neither are they treated kindly.  
  Half-orcs are looked upon with caution and given cool 
  looks but nothing ever comes of it; this includes a general 
  lack of verbal comments. 
  Allow some time here for character descriptions and 
  introductions, if necessary, and then continue with the 
  following: 
  Your ruminations are interrupted as a group of 
  dwarven laborers noisily enter the establishment 
  and push towards the bar for a morning pint.  Their 
  boisterous racket almost causes you to miss a 
  human boy in his teens, whose eyes scan the room 
  intently before meeting your gaze and approaching 
  your table. 
  “Captain Oberth Linderhoff told me to find him 
  some adventurers right quick, and you all look like 
  the sort he needs.  Come on, he’ll be wanting to 
  speak to you right away!” he says, waiting for you to 
  follow him. 
  The lad is Laydart, a 15-year-old human boy, who does 
  little errands for the Mine Rangers. While he is not an 
  official member, he hopes to do so when he is older. 
  Any PC who is a member of the Mine Rangers or who 
  successfully makes a Knowledge (local - Sheldomar 
  Valley MR) or Bardic Knowledge check (DC 15) 
  recognizes 
  the 
  aforementioned 
  Captain 
  Oberth 
  Linderhoff as the chief of Havenhill’s Mine Ranger 
  office. 
  The boy waits a few minutes for the PCs to follow him, 
  but leaves sullenly if the PCs are not interested.  In this 
  case, a half-drunken patron wanders over to the PCs and 
  asks them why they didn't take the opportunity for a 
  little adventure.  If the PCs then try to catch up with 
  Laydart, they easily find him just outside the Stuck Pig.  
  If the PCs do not heed this second call of opportunity, 
  the PCs begin to hear whispers amongst the other patron 
  of the cowardice of the PCs.  Rugdenner will act very 
  cold to the PCs after this, as their presence is now 
  dampening the mood in the tavern.  Eventually, the boy 
  is sent back a second time to try to bring the PCs back 
  with him.  If all this fails to motivate the PCs, the 
  adventure is over. 
  If the PCs do agree to follow him, he leads them out of 
  the Stuck Pig and down the streets to the Mine Ranger 
  office, but not before the PCs have squared away their tab 
  with Rugdenner, the dwarven barkeep and proprietor of 
  the Stuck Pig.  Laydart will not give away any details of 
  why the PCs are wanted, but a Diplomacy check (DC 10 + 
  APL) can convince Laydart to admit that he honestly does 
  not know, but he did notice that Captain Oberth 
  Linderhoff seemed very upset when he sent Laydart out 
  to find some adventurers. 
  Encounter One: Mine Ranger 
  Office 
  Laydart leads your group through the streets of 
  Havenhill, its industrious residents already bustling 
  to their morning labors.  You eventually come to a 
  stop at a squat two-story masonry building, 
  identified by a sign above the door as the Havenhill 
  branch office of the Mine Rangers.  Entering the 
  front door, Laydart indicates a few rows of benches 
  for you to sit in the lobby, while he announces your 
  presence to the Mine Ranger at the front desk, 
  “These are the adventurers Captain Linderhoff 
  wanted me to get,” he says.  The clerk nods and jerks 
  his head towards the back of the building.  Laydart 
  guides you a short ways down a hallway before 
  knocking at a door.  Hearing a gruff “Enter!” from 
  the other side, he opens the door for you.  Peering 
  inside, you see a dwarf in his later years with a thick 
  gray beard, intense black eyes and the uniform of an 
  officer of the Mine Rangers sitting behind a wooden 
  desk.  He does not rise from his seat, but motions 
  for you to sit before he begins. 
  “Superb, Laydart!  Thanks for your assistance today.” 
   Laydart shuts the door as the dwarf continues, 
  “Now then, I’m Captain Oberth Linderhoff of the 
  Mine Rangers.  I need your assistance on a most 
  urgent mission.” 
  If there are any PCs in the party who belong to the Mine 
  Rangers, have Linderhoff say the following to them: 
  “You’re a Mine Ranger, there, so you'll of course, be 
  going on this mission.  Pay attention while I brief 
  your associates, then.” 
  Continue with the following for all PCs: 
  “Three days ago, I sent out one of my teams on a 
  field survey of an old mine.  We’re exploring lots of 
  old mines to see if they’re worth the trouble to 
  reopen once the war’s done.  The Prince is going to 
  have to pay for the war somehow, see?  Anyway, 
  sounds simple enough.  Just this morning, though, 
  Tyrral Samish, the team’s arcane specialist, barged 
  into the building and collapsed on the floor!  He was 
  wild-eyed, saying he rode hard all day and all night 
  to get back here.  He said his whole team was 
  attacked by hobgoblins while they were camped in 
  the mine for the night, and he escaped to find help.  
  What’s even stranger, Tyrral said he saw the 
  hobgoblins leading a train of at least thirty captives 
  behind them – humans, dwarves, halflings, and 
  other good folk.  What these hobgoblins were up to 
  is anyone’s guess, but it can’t be good, and I don’t 
  take kindly to my Rangers being attacked, and I 
  certainly don’t like good folk being prisoners of 
  goblin-types.  What do you say?” 
  
  ULP4-03 Dark Trade 
   
  Page 6 
  Linderhoff attempts to answer as many questions as he 
  can.  Possible questions (with answers) might include: 
  Q - Why don’t you just send out another team of 
  Mine Rangers? 
  A - “Most of my Mine Rangers are doing work in 
  the field, like they’re supposed to be. All the 
  personnel I have here are Laydart, a few 
  administrative staff, and some instructors and 
  trainees.  I suppose I could cobble together a 
  group of them, but they don’t have much in the 
  way of combat experience.  As for me, 
  well…forget it.” 
  If the PCs press Linderhoff as to why he would not 
  go to rescue the Mine Rangers, he becomes evasive 
  and tries to change the subject.  A successful Sense 
  Motive check (DC 12) reveals that Linderhoff is 
  hiding something.  If any PC persists in this line of 
  questioning, Linderhoff knocks twice on his left leg, 
  making it apparent that he has a wooden leg.  He 
  glares for a moment at the offending PC before 
  continuing. 
  Q - What will be the payment? 
  A - “Twelve gold forges.  And of course you can 
  sell back or keep the weapons and armor of any 
  of those hobgoblins you kill.  Also, for those of 
  you into that sort of thing, you can collect and 
  sell the hobgoblin's ears.” 
  Q - What aid can we get from you? 
  A - “You’ll be needing to make the trip in a 
  hurry, so I can loan, but not give, you all some 
  stout horses.  I can also draw you a map 
  indicating the location of the mine in question 
  and the best route there.  I’ll also have our 
  quartermaster provide you with torches, rope, 
  rations, and any other basic supplies that you 
  think you may need, within reason.” 
  Q - When should we leave? 
  A - “Right away! There’s no telling what might 
  happen to my Mine Rangers or those prisoners 
  the longer we delay.”  
  Q - Can we speak with Tyrral? 
  A - “If you accept the mission, of course you can. 
   But keep it to the point, he’s recovering right 
  now.” 
  Q - Do you fault Tyrral for running away? 
  A - “Not really.  Part of me wants to blame him 
  for abandoning his team, but I’m glad he did, 
  otherwise they would all have been captured 
  and we wouldn’t have been any the wiser and 
  you would be out of work right now.  He 
  probably did the right thing.” 
  Q - Who was in the team? 
  A - “Six personnel altogether. Tyrral, who I 
  spoke of before; Bressia, a female human cleric 
  of Ulaa; the dwarves Filbar and Augra, husband 
  and wife, and experienced rangers; Snookerbill, 
  the gnomish engineer; and Crespin, the team’s 
  scout, a halfling.  Good people, all of them.” 
  Q - “Where is the mine located?” 
  A - “The mine is located on an eastern spur of 
  the Lortmil Hills, about a day and a half’s ride to 
  the east of Havenhill.  The map I’ll be giving you 
  will show you the exact location.” 
  If any of the PCs ask about Dimble “Cloak” Beren, a 
  gnome Mine Ranger NPC who has appeared in all the 
  Principality of Ulek "Downward" regional scenarios, 
  Oberth explains that Dimble is part of a survey mission to 
  the south of Havenhill and isn’t due back for another 
  week.  Oberth offers to convey the inquiring PCs’ regards 
  to Beren, though. 
  If the PCs wish to speak with Tyrral, Oberth nods his 
  head and rises painfully from his seat.  He walks out the 
  door and down the hall with a pronounced limp, opening 
  the last door on the right side of the hall.  It appears to be 
  the infirmary, as a gaunt-looking human man is laying on 
  a cot, while a dwarven woman is wiping his brow with 
  cold, wet towels as Laydart looks on with concern. 
  “That there is Rosenild, our nurse.  She’s been 
  tending to Tyrral ever since he got here, and he’s 
  still in bad shape, so be quick.” 
  Tyrral is exhausted (see DMG) and is currently has 1 hit 
  point.  Bandages are wrapped around his left shoulder, 
  and he talks to the PCs with a weak voice.  Despite 
  reassurances from Oberth, Tyrral is very sensitive about 
  the fact that he left his team behind, even if it was for a 
  good reason.  He responds to any forceful inquiry about 
  his perceived cowardice by breaking down into sobs, and 
  this causes Oberth to step in and abruptly end the 
  interview with a harsh glare at the offending PC. 
  Tyrral's tale is as follows: 
  “We had just laid camp for the night.  Crespin and I 
  took first watch, and everything seemed all right 
  until we started hearing voices and footsteps from 
  higher in the mine coming towards us.  We went to 
  wake up Filbar and Augra, and then the hobgoblins 
  were upon us!  We were all trying to fight the 
  hobgoblins off, but Bressia fell with a javelin in her 
  chest, then the dwarves were knocked out cold with 
  the hilt of the leader’s sword right to their heads.  I 
  had a choice: stay with my team and die or be taken 
  captive, or try and make a run for help.  I found a 
  spot behind some rocks, cast an invisibility spell on 
  myself, and then created some illusory lights 
  further down the mine tunnel to distract them.  I 
  ran out of there as fast as I could, and I noticed that 
  the hobgoblins were leading at least thirty folks, all 
  chained by their ankles and wrists.  I wanted to help 
  
  ULP4-03 Dark Trade 
   
  Page 7 
  them so much, but I had to get out of there and find 
  help if I was to have any hope of rescuing any of 
  them.  I dashed for the entrance to the mine, only to 
  see that there were more hobgoblins and bugbears 
  guarding the entrance!  I cast a ghost sound spell to 
  lead them away from the entrance, then made a dash 
  for my horse. Thank Ulaa the foul creatures hadn’t 
  killed our mounts yet.  I leaped on my horse, 
  grabbed the reins, and started to speed away when I 
  caught a javelin in the shoulder.  I rode the rest of 
  that night, all day and all night yesterday, and got 
  back to Havenhill early this morning.  I nearly 
  passed out from the pain and exhaustion.” 
  Once the PCs are finished talking with Tyrral, Oberth 
  ushers them out of the room, saying that Tyrral needs his 
  rest.  Oberth then summons Ulee, the office’s gnome 
  quartermaster, who unlocks the supply room and 
  dispenses items at Oberth’s request.  Oberth authorizes 
  the dispensation of three sunrods per PC, one 50-foot 
  length of rope per PC, and seven days’ worth of trail 
  rations per PC.  Oberth then presents the PCs with a map 
  with directions to the mine (no handout) and sends Ulee 
  away with instructions to bring the promised horses to 
  the front of the building. 
  On the way out of the building, Oberth leans close to 
  you, looks around as if to make sure no one else is 
  listening, and says, “Hobgoblins just don’t lead 
  trains of prisoners down into abandoned mines for 
  no reason.  If at all possible, find out what the 
  hobgoblins were doing down there in the first place. 
   I fear that my Rangers may have stumbled upon 
  something far greater than them.  I shudder to think 
  what fate awaits those prisoners of the hobgoblins 
  led deep beneath the earth.” 
  Oberth leads you out the front door of the building, 
  where Ulee, the office’s quartermaster, has brought out 
  several mounts for those of you who have need of one.  
  As you prepare to depart, Oberth calls out to you, “May 
  Dumathoin protect you and keep you safe.”  He stands 
  outside of the Mine Ranger office with his hands on his 
  hips, watching intently as you ride away. 
  Encounter Two: Arrival upon 
  the Scene 
  Venturing forth from the gates of Havenhill, you 
  notice the last wisps of morning fog fading away in 
  the warm light of the sun as it crests over the 
  hilltops. 
  Be sure to get a marching order from the PCs at this 
  point. 
  You spend the rest of the day riding through the 
  rolling landscape of the Lortmil Hills without being 
  harried by evil humanoids or other foul creatures.  
  Perhaps Ulaa smiles upon you this day and guides 
  you safely through her domain.  Her blessings 
  continue to be with you, as the night passes by 
  uneventfully. 
  You resume your journey in the morning, finally 
  approaching the hill marked on the map as the 
  location of the mine you seek by late morning.  
  From your vantage point, you can see that the 
  southern face of the hill has been worked into a 
  sheer rock wall.  A large field of boulders and rocks 
  litters the ground in front of the wall, while a dirt 
  path snakes its way through the rocks, leading to an 
  opening set into the wall, guarded by several 
  humanoid figures. 
  Groups with a movement rate of 30 take two hours to get 
  to this location from their campsite.  Groups with a 
  movement rate of 20 take three hours. 
  See DM Aids: Map #1 for a diagram showing the PCs’ 
  vantage point and the mine entrance.  There is 
  approximately 500 feet of horizontal distance between 
  the PCs’ position and the mine entrance.  However, there 
  is a small lightly forested valley in between the two 
  points.  Thus the PCs can use the cover provided by the 
  trees to approach to within 100 feet of the mine entrance, 
  at which point the trees give way to the rock field.  The 
  rocks are unstable, and PCs cannot charge or run on the 
  rocks.  Movement is limited to one-half of base speed, but 
  a successful Balance check (DC 20) allows a full move.  
  Failing the check by 5 or more causes the PC to fall 
  prone.  The humanoid guards generally try to stay on the 
  dirt path, avoiding the rock field if they can. 
  The entrance is guarded by two bugbears.  They fight to 
  the death but if captured, may divulge some information. 
   Any PC who makes a successful Intimidate check (DC 
  20) or Diplomacy check (DC 25) gets the hobgoblins to 
  admit to being loyal to the Warlord and to being on a 
  trading mission.  A second successful Intimidate check 
  (DC 25) or Diplomacy check (DC 30) gets the hobgoblins 
  to admit to trading slaves for weapons. These humanoids 
  know nothing specific about the Mine Ranger team, as 
  they were posted to guard the mine entrance since the 
  arrival of the trading party.  They also have had no 
  contact with the rest of their party since their arrival 
  there.  But they say that the presence of several mounts 
  outside the mine entrance upon the goblinoids’ arrival 
  tipped them off to the presence of someone in the mine. 
  APL 2 (EL 3) 
  � Bugbears (2): hp 21 each; see Monster Manual. 
  APL 4 (EL 5) 
  � Bugbears (2): Male Bugbear Rog1; hp 32 each; see 
  Appendix One. 
  
  ULP4-03 Dark Trade 
   
  Page 8 
  APL 6 (EL 7) 
  � Bugbears (2): Male Bugbear Rog3; hp 45 each; see 
  Appendix One. 
  APL 8 (EL 9) 
  � Bugbears (2): Male Bugbear Rog5; hp 59 each; see 
  Appendix One. 
  APL 10 (EL 11) 
  � Bugbears (2): Male Bugbear Rog7; hp 72 each; see 
  Appendix One. 
  Any PC who makes a successful Search check or Survival 
  check (DC 10) locates the tracks of thirty to forty 
  humanoids leading up the dirt path and into the mine.  A 
  successful Survival check by someone with the Track feat 
  (DC 11) allows the PCs to follow the trail, but this is 
  unnecessary at this point, as while the mine tunnel does 
  have several side passageways, they are minor and can 
  easily be checked out with only a few minutes of the PCs' 
  time. 
  Encounter Three: What Are You 
  Doing Here? 
  A chilly draft wafts up from the mine entrance as 
  you draw nearer to it.  What may once have been a 
  sign carved in dwarven runes lies above the 
  entryway arch; it is now too worn by time and 
  elements to be legible.  The tunnel stretches ten feet 
  wide and eight feet high; two parallel ruts three feet 
  apart in the tunnel floor show where mine carts 
  laden with ore once traveled up and down the 
  tunnel.  For a second, you can almost hear the 
  rhythmic pinging of picks impacting stone and the 
  bawdy miners’ shanties echoing through your mind 
  like some specter of the past.  But you snap out of 
  your reverie remembering the urgency of the task at 
  hand. 
  Before allowing the PCs to descend into the mine, take 
  note of their marching order, movement rate and their 
  sources of illumination. 
  After about three hours of travel (for groups with a 
  movement rate of 30), down the tunnel, have the PCs 
  make Listen checks (DC 20).  (Groups with a movement 
  rate of 20 take four and a half hours).  Those PCs who are 
  successful hear booted footsteps, raucous laughter, and 
  speech in some harsh language.  This is the main force of 
  the hobgoblin trading party, which is on its way back to 
  the surface after a successful trade meeting with the 
  duergar.  At this point, roll Listen checks for the 
  hobgoblins as well.  Unless the PCs make efforts to keep 
  quiet, then the hobgoblins should also have a chance to 
  hear the footsteps of the PCs approaching them.  
  However, due to the amount of noise the hobgoblins 
  themselves are making, they are considered distracted 
  thus giving them a -5 penalty to this check above the 
  distance penalty modifier. 
  The hobgoblin party consists of a burly-looking ranger 
  (Gurn), a cleric of Maglubiyet (Baurak), two hobgoblin 
  warriors and eight goblins who are carrying sacks full of 
  the weapons that were just obtained from the duergar.  
  The goblins have been brutally cowed by the hobgoblins, 
  are armed with only a single javelin.  They only fight if 
  cornered by the PCs, instead attempting to escape. 
  If the hobgoblin party hears the PCs, they immediately 
  cease all movement and talking, waiting until the PCs 
  come upon them. 
  Of particular interest in this encounter is the fact that the 
  hobgoblin ranger (Gurn) has custody of Crespin, the 
  halfling from the Mine Ranger team, who is bound at the 
  wrists and ankles with manacles.  Gurn has a particular 
  hatred of halflings, and Crespin’s defiant attitude after his 
  capture led the ranger to decide to keep the halfling for 
  his own amusement instead of trading him off with the 
  rest of the captives.  Since he was first captured, Crespin 
  has had all of his toes and fingers broken, and Gurn plans 
  to fillet Crespin alive when they all get back to the 
  hobgoblin camp on the surface, but not before putting 
  the halfling through many more hours of gruesome 
  torture.  Gurn has been taunting Crespin about all of the 
  horrible things that are going to happen to him for days.  
  The verbal abuse, combined with the agony from every 
  pained step, has left Crespin a nervous wreck.  He does 
  not attempt to flee the combat between the hobgoblins 
  and the PCs, fearing what may happen to him if the 
  hobgoblins win. 
  � Crespin: Male Halfling Rgr2; hp 15 (currently 5); see 
  Appendix One. 
  APL 2 (EL 4) 
  � Gurn: Male Hobgoblin Rgr2; hp 17; see Appendix 
  One. 
  � Baurak: Male Hobgoblin Clr1; hp 8; see Appendix 
  One. 
  � Hobgoblins (2): hp 8 each; see Monster Manual. 
  APL 4 (EL 6) 
  � Gurn: Male Hobgoblin Rgr4; hp 33; see Appendix 
  One. 
  � Baurak: Male Hobgoblin Clr3; hp 23; see Appendix 
  One. 
  � Hobgoblins (2): hp 8 each; see Monster Manual. 
  APL 6 (EL 8) 
  � Gurn: Male Hobgoblin Rgr6; hp 50; see Appendix 
  One. 
  
  ULP4-03 Dark Trade 
   
  Page 9 
  � Baurak: Male Hobgoblin Clr5; hp 38; see Appendix 
  One. 
  � Hobgoblin War3 (2): hp 23 each; see Appendix One. 
  APL 8 (EL 10) 
  � Gurn: Male Hobgoblin Rgr8; hp 66; see Appendix 
  One. 
  � Baurak: Male Hobgoblin Clr7; hp 53; see Appendix 
  One. 
  � Hobgoblin War5 (2): hp 38 each; see Appendix One. 
  APL 10 (EL 12) 
  � Gurn: Male Hobgoblin Rgr10; hp 83; see Appendix 
  One. 
  � Baurak: Male Hobgoblin Clr9; hp 67; see Appendix 
  One. 
  � Hobgoblin War7 (2): hp 53 each; see Appendix One. 
  Crespin hobbles over to the PCs once the fight is done.  
  He tightly hugs the closest PC, but won’t talk to the PCs.  
  Instead he sobs uncontrollably until the PCs succeed at a 
  Diplomacy check (DC 20).  Add a +2 circumstance bonus 
  to the check if the PCs attempt to heal Crespin, and add 
  another +2 circumstance bonus if any of the PCs identify 
  themselves as Mine Rangers or as working on behalf of 
  Captain Linderhoff. 
  Once the PCs have calmed Crespin down, continue with 
  the following: 
  “Thank you!  Thank you so much!  That one 
  hobgoblin was going to do horrible things to me like 
  you wouldn’t believe!”  The halfling then stiffens up 
  and offers a salute.  “Private Crespin of the Mine 
  Rangers, at your service, and in your debt.  I assume 
  that Tyrral somehow got away and sent you to help?  
  Well, the rest of my team is still in trouble, not to 
  mention three dozen civilian prisoners!  The 
  hobgoblins led everyone down here and traded 
  them all off to some gray dwarves in exchange for all 
  those sacks full of weapons that you see.  We have to 
  go back for them, or else they’ll be slaves of the gray 
  dwarves for the rest of their natural lives!” 
  Crespin asks for the PCs to heal his broken fingers and 
  toes, if they have not done so already; it takes 10 points of 
  magical healing to do this. Once he is healed, Crespin 
  offers to accompany the PCs to follow the duergar and 
  retrieve the slaves, and stresses the need to not linger 
  more than necessary.  If the PCs ask for more 
  information or for Crespin’s story about being taken 
  captive, Crespin agrees to tell them the whole story, but 
  only once they all start moving (see below for his story). 
  If the hobgoblins are captured, they respond to questions 
  or threats with grim-faced stoicism unless the PCs 
  succeed at a successful Intimidate check (DC 30).  Once 
  sufficiently intimidated in this manner, the hobgoblins 
  identify themselves as members of the Black Fang tribe 
  in service to the Warlord.  They admit to being involved 
  in a weapons deal with the duergar, but the hobgoblins 
  do so in a circumlocutory manner, hoping to avoid 
  directly talking about the fact that slaves are being 
  exchanged for the weapons. A second successful 
  Intimidate check (DC 20) leads the hobgoblins to be 
  more forthcoming with regards to the slaves.  They then 
  inform the PCs that there were thirty-six prisoners in 
  their slave train, not including the Mine Rangers, and 
  that these slaves are a mix of civilian captives from the 
  Disputed Territory and prisoners of war from the Royal 
  Army.  The hobgoblins were given orders to descend into 
  the mine with the slaves, await the arrival of the duergar, 
  trade the slaves for the weapons, and return home; they 
  know nothing of the grand scale of the trade agreement 
  between the Warlord and the duergar.  If asked about the 
  attack on the Mine Rangers, the hobgoblins say that 
  when they arrived at the mine entrance, they were tipped 
  off to the presence of the Mine Rangers in the mine due 
  to the fact that their mounts were tied up outside. 
  The weapons that the hobgoblins gained through trade 
  with the duergar can be found in the various sacks.  The 
  weapons include twenty-four masterwork cold iron 
  longswords. 
  The party may wish to rest after these two fights with the 
  goblinoids.  Crespin advises against it, once again 
  reminding the party of the need to track down the 
  duergar as soon as possible, but he relents if the PCs 
  insist on resting. 
  Once the PCs set out after the duergar, or as they begin to 
  set up camp to rest, Crespin relates his version of events, 
  as he promised.  He picks up the story where Tyrral left 
  off, at the point where Tyrral escaped the hobgoblin 
  attack. 
  “After Bressia was slain and the dwarves were 
  knocked out, only Tyrral, Snookerbill, and myself 
  were left, and it was looking grim.  I saw Tyrral duck 
  behind a stalagmite and cast a spell, after which he 
  winked out of sight.  I guessed what Tyrral had in 
  mind, so I charged the big hobgoblin and tried to 
  distract him as best I could so Tyrral would have a 
  chance to get away.  I was knocked flat, and the last 
  thing I saw was the brute’s fist rushing toward my 
  face. 
  "When I woke up, I found myself shackled at the 
  wrists and ankles, sitting on a cold stone floor in the 
  dark up against a wall.  I couldn’t see a thing, but I 
  felt myself huddled with other people who also were 
  chained up, and I could hear the footsteps of the 
  hobgoblins as they kept guard over us.  I speak the 
  Goblin tongue, though, so I could overhear some of 
  their conversations.  I pieced together that I was 
  thrown in with a group of prisoners, and that we 
  were going to be traded off to some gray dwarves for 
  
  ULP4-03 Dark Trade 
   
  Page 10 
  weapons.  I could also tell that the hobgoblins were 
  unhappy at having to wait for the gray dwarves; I 
  think these dwarves may have been late.  The big 
  hobgoblin decided it would be fun to pass the time 
  by breaking my fingers.  When I cursed him out in 
  Goblin, he decided it would be even better to break 
  my toes too.  He beat me frequently after that, and 
  he told me that he wouldn’t trade me off with the 
  rest of the prisoners, that he’d rather take me back 
  to his camp so he could fillet me alive!  This went on 
  for what seemed like forever.  It was impossible for 
  me to tell time in the dark, so I can’t say how long it 
  really was.  Finally the hobgoblins heard someone 
  coming from deeper in the mine – the gray dwarves. 
   Neither party was particularly interested in 
  exchanging pleasantries; they got right down to 
  business.  The hobgoblins lit some torches and 
  brought all of the prisoners forward for inspection.  
  The gray dwarves looked everyone over and seemed 
  satisfied, then they took out a big bag, opened it, and 
  from it, they pulling out several sacks full of 
  weapons.  The thing is, the sacks they were pulling 
  out of the bag were each as big as the bag itself!  
  Some sort of magic, I’ll bet.  The hobgoblins opened 
  some of the sacks to inspect the weapons; I saw 
  multiple longswords, all of very fine quality.  The 
  hobgoblins seemed pleased with the merchandise, 
  so they had some words with the gray dwarves and 
  then ordered their goblin servants to start hauling 
  the sacks, while the gray dwarves started to round 
  up the prisoners and arrange them into a queue.  
  The gray dwarves began to proceed back down the 
  mine tunnels, and the hobgoblin brute gave me the 
  most evil, savage smile before snuffing out the last 
  torch and grabbing me while giving out the order to 
  move out.  Each step I took was pure agony, and we 
  marched up for what seemed like a few hours before 
  we ran into you all.” 
  Encounter Four: Locked in 
  Pursuit 
  Thanks to Crespin’s dire assessment of the events of 
  the past few days, you are now fully aware of the 
  nature of the dark trade being conducted between 
  the humanoids in service to the Warlord and the 
  deep-dwelling gray dwarves. 
  The pace you maintain is strenuous and fatigue 
  starts to sap you of your will to move on.  But you are 
  reminded of the fates of the three dozen slaves and 
  trudge on for their sakes. 
  At this point, in order to free the slaves, the PCs must 
  catch up to the duergar, who have a modest (four hours) 
  head start down the mine tunnel (or possibly more if the 
  PCs ignored Crespin’s advice about not resting after the 
  combat in Encounter Three).  However, the PCs do have 
  a good chance of achieving this.  The duergar do not 
  know they are being pursued, and are not traveling at a 
  faster-than-normal pace and taking short rests when 
  needed.  Being duergar, they also have a base movement 
  of 20 feet.  Thus they have traveled for four hours at a 
  movement rate of 20 (80 Movement Units).  At this 
  point, the duergar rest for eight hours before continuing 
  their journey. 
  In order for the PCs to catch the duergar, they will need 
  to press on.  Any time spent moving from when they 
  woke up (see Encounters Two and Three) should be 
  noted.  Groups with a movement rate of 30 have likely 
  already traveled for 5 hours.  While those groups with a 
  movement rate of 20 likely have already traveled for 7 ½ 
  hours.  Once a group starts to exceed eight hours of travel 
  in one day, they need to undergo a forced march (see (see 
  PHB) for a certain period of time in order to catch up to 
  the duergar.  For each hour on the forced march, PCs 
  must make a Constitution check (DC 10, +2 for every 
  extra hour) or take 1d6 points of nonlethal damage.  PCs 
  with the Endurance feat gain a +4 bonus to their checks.  
  PCs taking nonlethal damage from the march becomes 
  fatigued, making running or charging impossible and 
  imposing a –2 penalty to Strength and Dexterity.  Curing 
  the nonlethal damage also eliminate the fatigues. 
  The PCs need to make up the 80 Movement Units in 
  order to reach the duergar and slaves.  (The number of 
  Movement Units can be determined by multiplying a 
  group's movement rate by the number of hours traveled.) 
   They must also do this within the eight hours the 
  duergar are resting or the duergar continue onward at a 
  movement rate of 20 (20 Movement Units per hour).  
  Thus, if the PCs take nine hours to go 80 Movement 
  Units, the duergar will still be 20 Movement Units away. 
  Once, the duergar have reached 200 total Movement 
  Units (or six hours of travel after their rest), the PCs will 
  be unable to locate them. 
  During this encounter, have the PCs make several skill 
  checks, such as Spot and Listens to put them in a state of 
  unease. 
  Encounter Five: Duergar Slavers 
  The quick pace the PCs must keep to catch up with the 
  duergar generally precludes any attempts to move with 
  any degree of stealth.  PCs wishing to make Move 
  Silently checks may do so at a –12 penalty (-10 for the fast 
  movement, -2 for the hard stone floors).  Make opposed 
  Listen checks for the duergar but they get a -5 penalty 
  due to being distracted by the slaves.  In most cases, the 
  duergar should be able to hear the approach of at least 
  one of the PCs and prepare for them.  However, to be fair, 
  the PCs may think to use something to muffle their 
  approach (a silence spell, for example), so do not 
  automatically prepare the duergar against the PCs. 
  Due to the fact that the duergar are leading thirty slaves 
  and using some light to prevent their captives from 
  
  ULP4-03 Dark Trade 
   
  Page 11 
  stumbling or bashing their heads, the PCs do not need to 
  make Spot or Listen checks when they near the duergar. 
  There are three duergar in the group, herding the three 
  dozen captives along the left side of the 10-ft wide 
  passage.  The captives are all wearing a pair of wrist 
  manacles, and are all chained together by the right ankle 
  to ensure that no one bolts off.  The duergar themselves 
  are traveling along the right side of the passage, keeping 
  20 feet of space between each other, with the fighter in 
  the lead, the wizard in the center, and the ranger in the 
  rear. 
  The slaves do not interfere in the fight due to their fear of 
  the duergar. 
  APL 2 (EL 5) 
  � Skorrp: male duergar Ftr1; hp 10, see Appendix One. 
  � Burlick: male duergar Rgr1; hp 8, see Appendix One. 
  � Davik: male duergar Wiz1; hp 9; see Appendix One. 
  APL 4 (EL 7) 
  � Skorrp, male duergar Ftr3: hp 30, see Appendix One. 
  � Burlick, male duergar Rgr3: hp 22, see Appendix One. 
  � Davik, male duergar Wiz3: hp 25, see Appendix One. 
  APL 6 (EL 9) 
  � Skorrp, male duergar Ftr5: hp 49, see Appendix One. 
  � Burlick, male duergar Rgr5: hp 29, see Appendix One. 
  � Davik, male duergar Wiz5: hp 42, see Appendix One. 
  APL 8 (EL 11) 
  � Skorrp, male duergar Ftr5/Lshr2: hp 69, see Appendix 
  One. 
  � Burlick, male duergar Rgr5/DvtdDfndr2: hp 39, see 
  Appendix One. 
  � Davik, male duergar Wiz6/Mndbndr1: hp 64, see 
  Appendix One. 
  APL 10 (EL 13) 
  � Skorrp, male duergar Ftr5/Lshr4: hp 88, see Appendix 
  One. 
  � Burlick, male duergar Rgr5/DvtdDfndr4: hp 58, see 
  Appendix One. 
  � Davik, male duergar Wiz6/Mndbndr3: hp 87, see 
  Appendix One. 
  Once the PCs have been detected, Skorrp and Burlick 
  take up positions side-by-side in the 10-foot wide passage 
  ensuring the slavers are at least two feet behind them 
  deeper within the underground passage.  At the lower 
  APLs (APLs 2-6), Skorrp backs up 5 feet before using his 
  whip in melee to avoid provoking attacks of opportunity. 
   But at the higher APLs (APLs 8 & 10), he does not 
  provoke attacks of opportunity thanks to the close combat 
  special ability, and does not back up each round. Skorrp 
  attempts to trip PCs if they are within 5 feet of Burlick, so 
  as to cause the PC to take a –4 penalty to AC, but refrains 
  from attempting to trip dwarves. 
  Burlick always stays within 5 feet of Skorrp, so as to be 
  able to attack any PCs Skorrp trips and to take advantage 
  of his Devoted Defender special abilities should Skorrp 
  be attacked.  He does not split his attacks among 
  different PCs, preferring to focus all of his attacks on the 
  PC within melee range that threatens Skorrp the most. 
  Davik stays 15 feet behind the line formed by Skorrp and 
  Burlick, and aids his companions in combat by casting 
  mind-affecting spells against the PCs.  Davik targets these 
  spells at the fighter-type PCs who are engaged in melee 
  with Skorrp and Burlick, and prefers to target humans 
  before targeting dwarves or elves (because of those races’ 
  resistance to mind-affecting spells).  Davik uses his wand 
  of magic missile as a last resort if he runs out of spells or if 
  the mind-affecting spells do not appear to be working. 
  If captured, the PCs are taken as Duergar Slaves (see the 
  Treasure Summary). 
  Conclusion 
  If the PCs were NOT successful in retrieving the slaves 
  from the duergar, continue with the following: 
  You have failed in your attempts to rescue the 
  captured slaves.  What will become of them, time 
  can only time. 
  If the PCs were successful in retrieving the slaves from 
  the duergar, continue with the following: 
  Having defeated the duergar slavers, a great clamor 
  rises from the chain of captives, as they all erupt 
  into a rousing cheer for their rescuers and shake the 
  chains of their manacles, begging for release.  
  Crespin surges forward from behind your group to 
  hug a couple of haggard dwarves and a gnome, and 
  the Mine Rangers have a tearful reunion. 
  Thankfully, all of the captives appear to be free of 
  any major injury or sickness, and while at first it 
  seems as though you may have a problem feeding 
  such a large group, a quick search of the duergars’ 
  belongings reveal a bag of holding containing 
  waterskins, jerked meat, and dried mushrooms.  
  You make your trip back to Havenhill unmolested 
  by evil humanoids or other potential dangers.  The 
  guards at the city gates of Havenhill are at first 
  befuddled by the arrival of three dozen tired 
  refugees, but you are quickly passed through the 
  
  ULP4-03 Dark Trade 
   
  Page 12 
  gate and provided with an escort to the Mine Ranger 
  office.  Captain Oberth Linderhoff meets you in the 
  entry hall of the building with Tyrral at his side.  
  Both of them give you their thanks, that of the Mine 
  Rangers and for the country as a whole. 
  Non-Mine Ranger PCs earn the Recommendation for the 
  Mine Rangers, while Mine Ranger PCs earn the 
  Commendation for the Mine Rangers (see the Treasure 
  Summary). 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the bugbear guards 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
  Encounter Three 
  Defeat the hobgoblins 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Five 
  Defeat the duergar slavers 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
   
  APL 2: L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 72 gp; C: 0 gp; M: eyes of the eagle (208 gp), 
  boots of the winterlands (208 gp). 
   
  APL 6: L: 72 gp; C: 0 gp; M: eyes of the eagle (208 gp), 
  boots of the winterlands (208 gp), 2 javelins of lightning (125 
  gp each). 
  
  ULP4-03 Dark Trade 
   
  Page 13 
   
  APL 8: L: 72 gp; C: 0 gp; M: eyes of the eagle (208 gp), 
  boots of the winterlands (208 gp), 2 javelins of lightning (125 
  gp each), ring of climbing (208 gp), ring of jumping (208 gp). 
   
  APL 10: L: 72 gp; C: 0 gp; M: eyes of the eagle (208 gp), 
  boots of the winterlands (208 gp), 2 javelins of lightning (125 
  gp each), ring of climbing (208 gp), ring of jumping (208 gp), 
  boots of striding and springing (458 gp), vest of escape (433 gp). 
  Encounter Three: 
   
  APL 2: L: 759 gp; C: 0 gp; M: 2 potions of barkskin +3 
  (50 gp each), potion of protection from arrows 10/magic (25 
  gp). 
   
  APL 4: L: 759 gp; C: 0 gp; M: 2 potions of barkskin +4 
  (75 gp each), potion of owl’s wisdom (25 gp), wand of cure 
  light wounds – 1st level caster (63 gp), potion of protection from 
  arrows 15/magic (125 gp). 
   
  APL 6: L: 809 gp; C: 0 gp; M: 2 oils of keen edge (63 gp 
  each), 4 oils of greater magic weapon +1 (63 gp each), 2 
  potions of barkskin +5 (100 gp each), potion of owl’s wisdom 
  (25 gp), wand of cure light wounds – 1st level caster (63 gp), oil 
  of magic vestment +1 (63 gp), potion of protection from arrows 
  15/magic (125 gp), goggles of minute seeing (104 gp). 
   
  APL 8: L: 809 gp; C: 0 gp; M: 2 oils of keen edge (63 gp 
  each), 4 oils of greater magic weapon +2 (100 gp each), 2 
  potions of shield of faith +5 (75 gp each), 2 potions of barkskin 
  +5 (100 gp each), potion of owl’s wisdom (25 gp), wand of cure 
  light wounds – 1st level caster (63 gp), oil of magic vestment +2 
  (100 gp), ring of protection +1 (166 gp), potion of protection 
  from arrows 15/magic (125 gp), goggles of minute seeing (104 
  gp), rope of climbing (250 gp). 
   
  APL 10: L: 809 gp; C: 0 gp; M: 2 oils of keen edge (63 gp 
  each), 4 oils of greater magic weapon +3 (150 gp each), 2 
  potions of shield of faith +5 (75 gp each), 2 potions of haste (63 
  gp each), 2 potions of heroism (63 gp each), 2 potions of 
  barkskin +5 (100 gp each), potion of owl’s wisdom (25 gp), 
  wand of cure moderate wounds – 3rd level caster (375 gp), oil of 
  magic vestment +3 (150 gp), ring of protection +1 (166 gp), 
  potion of protection from arrows 15/magic (125 gp), goggles of 
  minute seeing (104 gp), rope of climbing (250 gp), slippers of 
  spider climbing (400 gp), Keoghtom’s ointment (333 gp). 
  Encounter Five: 
   
  APL 2: L: 82 gp; C: 0 gp; M: Davik’s spellbook I (46 gp), 
  wand of magic missile – 1st level caster (63 gp), bag of holding – 
  type II (417 gp), Heward’s handy haversack (167 gp), ring of 
  protection +1 (167 gp). 
   
  APL 4: L: 107 gp; C: 0 gp; M: Davik’s spellbook I (46 
  gp), wand of magic missile – 3rd level caster (188 gp), bag of 
  holding – type II (417 gp), Heward’s handy haversack (167 
  gp), ring of protection +1 (167 gp), potion of haste (63 gp), 2 
  oils of greater magic weapon +1 (63 gp each), silversheen (21 
  gp). 
   
  APL 6: L: 107 gp; C: 0 gp; M: Davik’s spellbook I (46 
  gp), Davik’s spellbook II (113 gp), wand of magic missile – 5th 
  level caster (313 gp), bag of holding – type II (417 gp), 
  Heward’s handy haversack (167 gp), ring of protection +1 (167 
  gp), potion of haste (63 gp), horn of fog (167 gp), 2 oils of 
  greater magic weapon +2 (100 gp each), silversheen (21 gp). 
   
  APL 8: L: 140 gp; C: 0 gp; M: Davik’s spellbook I (46 
  gp), Davik’s spellbook II (113 gp), wand of magic missile – 7th 
  level caster (438 gp), bag of holding – type II (417 gp), 
  Heward’s handy haversack (167 gp), ring of protection +1 (167 
  gp), potion of haste (63 gp), horn of fog (167 gp), immovable 
  rod (417 gp), 2 oils of greater magic weapon +3 (150 gp each), 
  silversheen (21 gp), golembane scarab (208 gp). 
   
  APL 10: L: 56 gp; C: 0 gp; M: Davik’s spellbook I (46 
  gp), Davik’s spellbook II (113 gp), wand of magic missile – 9th 
  level caster (563 gp), bag of holding – type II (417 gp), +2 
  mighty whip dagger [+4 Str bonus] (735 gp), +1 cold iron 
  warhammer (360 gp), Heward’s handy haversack (167 gp), 
  ring of protection +1 (167 gp), potion of haste (63 gp), horn of 
  fog (167 gp), immovable rod (417 gp), necklace of fireballs – 
  type IV (450 gp), 2 oils of greater magic weapon +4 (200 gp 
  each), silversheen (21 gp), golembane scarab (208 gp), horn of 
  goodness/evil (542 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 845 gp; C: 0 gp; M: 985 gp – Total: 1,830 gp 
  (450 gp). 
   
  APL 4: L: 938 gp; C: 0 gp; M: 1,974 gp – Total: 2,912 
  gp (650 gp). 
   
  APL 6: L: 988 gp; C: 0 gp; M: 3,298 gp – Total: 4,286 
  gp (900 gp). 
   
  APL 8: L: 1,021 gp; C: 0 gp; M: 5,315 gp – Total: 6,336 
  gp (1,300 gp). 
   
  APL 10: L: 937 gp; C: 0 gp; M: 10,065 gp – Total: 
  11,002 gp (2,300 gp). 
  Items for the Adventure Record 
  Special 
  � Duergar Slave 
   
  This PC was captured by a group of duergar slavers.  
  The PC must spend an additional 2 TUs beyond the 
  standard cost for this adventure (representing their time 
  imprisoned by the duergar before their escape).  The PC 
  does not have to pay Lifestyle costs for these additional 
  TUs, but losses all possessions save what she noted at the 
  beginning of the adventure as being left at home.  If this 
  PC lost everything, she may choose to invoke the Charity 
  of Friends clause of the LGCS. 
  � Recommendation for the Mine Rangers 
   
  Captain Oberth Linderhoff has given you his 
  personal recommendation to join the Mine Rangers, a 
  special organization that serves to protect and investigate 
  the mines of the Principality.  The use of this 
  recommendation will appear in future scenarios or meta-
  organization documentation.  Please contact the PoU 
  Triad for further details. 
  � Commendation from the Mine Rangers 
   
  Captain Oberth Linderhoff has given you his 
  personal commendation for the Mine Rangers, a special 
  organization that serves to protect and investigate the 
  
  ULP4-03 Dark Trade 
   
  Page 14 
  mines of the Principality.  The PC may take advantage of 
  this commendation (mark it as used) to gain access 
  (Frequency: Adventure) to purchase a collapsible 
  grappling hook (A&EG) and up to 10 burrowing pitons 
  (A&EG). 
  � Davik’s Spellbook I 
   
  1st – charm person, grease, mage armor, magic missile, 
  sleep; 2nd – glitterdust, scare, Tasha’s hideous laughter. 
   
  Market Price: 550 gp; Weight: 3 lbs. 
  � Davik’s Spellbook II 
   
  3rd – deep slumber, fireball, hold person, suggestion, ray of 
  exhaustion; 4th – confusion, crushing despair, enervation. 
   
  Market Price: 1,350 gp; Weight: 3 lbs. 
  Item Access 
  APL 2: 
  � Bag of Holding – Type II (Adventure, DMG) 
  � Davik’s Spellbook I (Adventure, see above) 
  � Heward’s Handy Haversack (Adventure, DMG) 
  � Masterwork Whip Dagger (Adventure, A&EG) 
  � Potion of Barkskin +3 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 1st level caster, 
  DMG) 
   
  APL 4 (APL 2 Items plus): 
  � Boots of the Winterlands (Adventure, DMG) 
  � Eyes of the Eagle (Adventure, DMG) 
  � Oil of Greater Magic Weapon +1 (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
  � Potion of Haste (Adventure, DMG) 
  � Potion of Owl’s Wisdom (Adventure, DMG) 
  � Potion of Protection from Arrows 15/magic 
  (Adventure, DMG) 
  � Silversheen (Adventure, DMG) 
  � Wand of Cure Light Wounds (Adventure, 1st level 
  caster, DMG) 
  � Wand of Magic Missile (Adventure, 3rd level caster, 
  DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Davik’s Spellbook II (Adventure, see above) 
  � Goggles of Minute Seeing (Adventure, DMG) 
  � Horn of Fog (Adventure, DMG) 
  � Javelin of Lightning (Adventure, DMG) 
  � Oil of Greater Magic Weapon +2 (Adventure, DMG) 
  � Oil of Keen Edge (Adventure, DMG) 
  � Oil of Magic Vestment +1 (Adventure, DMG) 
  � Potion of Barkskin +5 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 5th level caster, 
  DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Masterwork Mighty Whip Dagger [+3 Str bonus] 
  (Adventure, A&EG) 
  � Oil of Greater Magic Weapon +3 (Adventure, DMG) 
  � Oil of Magic Vestment +2 (Adventure, DMG) 
  � Potion of Shield of Faith +5 (Adventure, DMG) 
  � Ring of Climbing (Adventure, DMG) 
  � Ring of Jumping (Adventure, DMG) 
  � Rod, Immovable (Adventure, DMG) 
  � Rope of Climbing (Adventure, DMG) 
  � Scarab, Golembane (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 7th level caster, 
  DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � +2 Mighty Whip Dagger [+4 Str bonus] (Adventure, 
  A&EG) 
  � Boots of Striding and Springing (Adventure, DMG) 
  � Horn of Goodness/Evil (Adventure, DMG) 
  � Keoghtom’s Ointment (Adventure, DMG) 
  � Necklace of Fireballs – Type IV (Adventure, DMG) 
  � Oil of Greater Magic Weapon +4 (Adventure, DMG) 
  � Oil of Magic Vestment +3 (Adventure, DMG) 
  � Portable Winch [Str 18] (Adventure, A&EG) 
  � Potion of Heroism (Adventure, DMG) 
  � Slippers of Spider Climbing (Adventure, DMG) 
  � Vest of Escape (Adventure, DMG) 
  � Wand of Cure Moderate Wounds (Adventure, 3rd 
  level caster, DMG) 
  � Wand of Magic Missile (Adventure, 9th level caster, 
  DMG) 
   
  
  ULP4-03 Dark Trade 
   
  Page 15 
   
  
  ULP4-03 Dark Trade 
   
  Page 16 
  Appendix One: NPCs 
  Encounter Two 
  APL 4 
  Bugbears (2): Male Bugbear Rog1; CR 3; Medium 
  humanoid (goblinoid); HD 3d8+1d6+12; hp 32 each; Init 
  +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16 (+3 Dex, +3 
  natural, +2 armor, +1 shield); Base Atk +2, Grp +6; Atk +8 
  melee (1d8+4, morningstar) or +5 ranged (1d6+4, javelin); 
  Full Atk +8 melee (1d8+4, morningstar) or +5 ranged 
  (1d6+4, javelin); SA sneak attack +1d6; SQ darkvision 60 
  ft., scent, trapfinding; AL CE; SV Fort +4, Ref +8, Will +2; 
  Str 18, Dex 17, Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +9, Climb +4, Hide +5, Jump 
  +7, Listen +6, Move Silently +7, Spot +6, Tumble +7; 
  Alertness, Weapon Focus (morningstar). 
   
  Possessions: leather armor, light wooden shield, 
  masterwork morningstar, 3 javelins, tanglefoot bag, 
  thunderstone, alchemist fire, eyes of the eagle (bugbear #1), 
  boots of the winterlands (bugbear #2). 
  APL 6 
  Bugbears (2): Male Bugbear Rog3; CR 5; Medium 
  humanoid (goblinoid); HD 3d8+3d6+18; hp 45 each; Init 
  +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16 (+3 Dex, +3 
  natural, +2 armor, +1 shield); Base Atk +4; Grp +8; Atk +10 
  melee (1d8+4, morningstar) or +7 ranged (1d6+4, javelin); 
  Full Atk +10 melee (1d8+4, morningstar) or +7 ranged 
  (1d6+4, javelin); SA sneak attack +2d6; SQ darkvision 60 
  ft., evasion, scent, trap sense +1, trapfinding; AL CE; SV 
  Fort +5, Ref +9, Will +5; Str 18, Dex 17, Con 16, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Balance +10, Climb +6, Hide +7, Jump 
  +10, Listen +8, Move Silently +9, Spot +8, Tumble +11; 
  Alertness, Iron Will, Weapon Focus (morningstar). 
   
  Possessions: leather armor, light wooden shield, 
  masterwork morningstar, 3 javelins, tanglefoot bag, 
  thunderstone, alchemist fire, eyes of the eagle (bugbear #1), 
  boots of the winterlands (bugbear #2), javelin of lightning. 
  APL 8 
  Bugbears (2): Male Bugbear Rog5; CR 7; Medium 
  humanoid (goblinoid); HD 3d8+5d6+24; hp 59 each; Init 
  +8; Spd 30 ft.; AC 20, touch 14, flat-footed 16 (+4 Dex, +3 
  natural, +2 armor, +1 shield); Base Atk +5, Grp +9; Atk +11 
  melee (1d8+4, morningstar) or +9 ranged (1d6+4, javelin); 
  Full Atk +11 melee (1d8+4, morningstar) or +9 ranged 
  (1d6+4, javelin); SA sneak attack +3d6; SQ darkvision 60 
  ft., evasion, scent, trap sense +1, trapfinding, uncanny 
  dodge; AL CE; SV Fort +5, Ref +11, Will +5; Str 18, Dex 
  18, Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +12, Climb +8, Hide +8, Jump 
  +12, Listen +10, Move Silently +11, Spot +10, Tumble +13; 
  Alertness, Iron Will, Weapon Focus (morningstar). 
   
  Possessions: leather armor, light wooden shield, 
  masterwork morningstar, 3 javelins, tanglefoot bag, 
  thunderstone, alchemist fire, eyes of the eagle (bugbear #1), 
  boots of the winterlands (bugbear #2), javelin of lightning, ring 
  of climbing (bugbear #1), ring of jumping (bugbear #2). 
  APL 10 
  Bugbears (2): Male Bugbear Rog7; CR 9; Medium 
  humanoid (goblinoid); HD 3d8+7d6+30; hp 72 each; Init 
  +8; Spd 30 ft.; AC 20, touch 14, flat-footed 16 (+4 Dex, +3 
  natural, +2 armor, +1 shield); Base Atk +7; Grp +11; Atk 
  +13 melee (1d8+4, morningstar) or +11 ranged (1d6+4, 
  javelin); Full Atk +13/+8 melee (1d8+4, morningstar) or 
  +11/+5 ranged (1d6+4, javelin); SA sneak attack +4d6; SQ 
  darkvision 60 ft., evasion, scent, trap sense +2, 
  trapfinding, uncanny dodge; AL CE; SV Fort +6, Ref +12, 
  Will +6; Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +14, Climb +10, Hide +11, 
  Jump +14, Listen +11, Move Silently +13, Spot +12, 
  Tumble +15; Alertness, Dodge, Iron Will, Weapon Focus 
  (morningstar). 
   
  Possessions: leather armor, light wooden shield, 
  masterwork morningstar, 3 javelins, tanglefoot bag, 
  thunderstone, alchemist fire, eyes of the eagle (bugbear #1), 
  boots of the winterlands (bugbear #2), javelin of lightning, ring 
  of climbing (bugbear #1), ring of jumping (bugbear #2), boots 
  of striding and springing (bugbear #1), vest of escape (bugbear 
  #2). 
  Encounter Three 
  All APLs 
  Crespin: Male Halfling Rgr2; CR 2; Small humanoid 
  (halfling); HD 2d8+2; hp 15 (currently 5); Init +3; Spd 20 
  ft.; AC 13, touch 13, flat-footed 10 (+3 Dex); Base Atk +2; 
  Grp -2; AL NG; SV Fort +5, Ref +7, Will +3; Str 10, Dex 16, 
  Con 12, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +2, Hide +14, Jump +2, 
  Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, 
  Listen +9, Move Silently +12, Spot +7, Survival +7; 
  Stealthy. 
   
  Possessions: none. 
  APL 2 
  Gurn: Male Hobgoblin Rgr2; CR 2; Medium humanoid 
  (goblinoid); HD 2d8+6; hp 17; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 armor); Base Atk +2, 
  Grp +5; Atk +7 melee (1d8+3/19-20, longsword) or +5 
  ranged (1d6+3, javelin); Full Atk +5 melee (1d8+3/19-20, 
  longsword) and +4 melee (1d6+1/19-20, short sword) or 
  +5 ranged (1d6+3, javelin); SQ darkvision 60 ft., favored 
  enemy (halflings +2), wild empathy; AL LE; SV Fort +6, 
  Ref +6, Will +1; Str 16, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Heal +6, Hide +8, Listen +6, Move 
  Silently +8, Spot +6, Survival +6; TrackB, Two-Weapon 
  FightingB, Weapon Focus (longsword). 
  
  ULP4-03 Dark Trade 
   
  Page 17 
   
  Possessions: chain shirt, masterwork longsword, 
  masterwork short sword, javelin, wooden holy symbol 
  (Maglubiyet), potion of barkskin +3, potion of protection from 
  arrows 10/magic. 
  Baurak: Male Hobgoblin Clr1; CR 1; Medium humanoid 
  (goblinoid); HD 1d8+2; hp 8; Init +1; Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield); 
  Base Atk +0, Grp +2; Atk +3 melee (1d8+2, morningstar) 
  or +1 ranged (1d6+2, javelin); Full Atk +3 melee (1d8+2, 
  morningstar) or +1 ranged (1d6+2, javelin); SQ darkvision 
  60 ft.; AL LE; SV Fort +4, Ref +1, Will +5; Str 14, Dex 12, 
  Con 14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +6, Spellcraft +4; 
  Combat Casting. 
   
  Spells Known (3/2+1; base DC = 13 + spell level): 0 – 
  create water, detect magic, resistance; 1st – bless, doom, protection 
  from good*. 
   
  *Domain spell. Domains: Destruction (Smite ability); 
  Evil (+1 caster level for evil spells). 
   
  Possessions: scale mail, heavy steel shield, masterwork 
  morningstar, javelin, wooden holy symbol of Maglubiyet, 
  potion of barkskin +3. 
  APL 4 
  Gurn: Male Hobgoblin Rgr4; CR 4; Medium humanoid 
  (goblinoid); HD 4d8+12; hp 33; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +4 armor, +1 shield); 
  Base Atk +4, Grp +7; Atk +9 melee (1d8+3/19-20, 
  longsword) or +7 ranged (1d6+3, javelin); Full Atk +7 
  melee (1d8+3/19-20, longsword) and +6 melee (1d6+1/19-
  20, short sword) or +7 ranged (1d6+3, javelin); SQ 
  darkvision 60 ft., favored enemy (halflings +2), wild 
  empathy, animal companion (dire rat); AL LE; SV Fort +7, 
  Ref +7, Will +2; Str 17, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Heal +8, Hide +10, Listen +8, Move 
  Silently +10, Spot +8, Survival +8; EnduranceB, TrackB, 
  Two-Weapon Defense, Two-Weapon FightingB, Weapon 
  Focus (longsword). 
   
  Animal Companion: Dire Rat: small animal; HD 
  1d8+1; hp 7, Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 
  14, flat-footed 12; BA/Grp +0/-4; Atk/Full Atk bite +4 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells; AL N; SV Fort +3, Ref +5, Will +3; 
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills/Feats: 
  Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, 
  Swim +11; Alertness, Weapon FinesseB. 
   
  Spells Known (1; base DC = 11 + spell level): 1st – 
  summon nature’s ally I. 
   
  Possessions: chain shirt, masterwork longsword, 
  masterwork short sword, javelin, wooden holy symbol 
  (Maglubiyet), potion of barkskin +4, potion of protection from 
  arrows 15/magic. 
  Baurak: Male Hobgoblin Clr3; CR 3; Medium humanoid 
  (goblinoid); HD 3d8+6; hp 23; Init +1; Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield); 
  Base Atk +2, Grp +4; Atk +6 melee (1d8+2, morningstar) 
  or +3 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+2, 
  morningstar) or +3 ranged (1d6+2, javelin); SQ darkvision 
  60 ft.; AL LE; SV Fort +5, Ref +2, Will +6; Str 14, Dex 12, 
  Con 14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +8, Spellcraft +6; 
  Combat Casting, Weapon Focus (morningstar). 
   
  Spells Known (4/3+1/2+1; base DC = 13 + spell level): 
  0 – create water, detect magic, detect poison, resistance; 1st – 
  bless, cure light wounds, doom, protection from good*; 2nd – cure 
  moderate wounds, hold person, shatter*. 
   
  *Domain spell. Domains: Destruction (Smite ability); 
  Evil (+1 caster level for evil spells). 
   
  Possessions: scale mail, heavy steel shield, masterwork 
  morningstar, javelin, wooden holy symbol of Maglubiyet, 
  potion of barkskin +4, potion of owl’s wisdom, wand of cure light 
  wounds (1st level caster). 
  APL 6 
  Gurn: Male Hobgoblin Rgr6; CR 6; Medium humanoid 
  (goblinoid); HD 6d8+18; hp 50; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +4 armor, +1 shield); 
  Base Atk +6/+1, Grp +9; Atk +11 melee (1d8+3/19-20, 
  longsword) or +9 ranged (1d6+3, javelin); Full Atk +9/+4 
  melee (1d8+3/19-20, longsword) and +9/+4 melee 
  (1d6+1/19-20, short sword) or +9 ranged (1d6+3, javelin); 
  SQ darkvision 60 ft., favored enemy (halflings +4, elves 
  +2), wild empathy, animal companion (dire rat); AL LE; 
  SV Fort +8, Ref +8, Will +3; Str 17, Dex 16, Con 16, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Heal +10, Hide +12, Listen +10, Move 
  Silently +12, Spot +10, Survival +10; EnduranceB, 
  Improved Two-Weapon FightingB TrackB, Two-Weapon 
  Defense, 
  Two-Weapon 
  FightingB, 
  Weapon 
  Focus 
  (longsword), Weapon Focus (short sword). 
   
  Animal Companion: Dire Rat: small animal; HD 
  3d8+3; hp 21, Init +3; Spd 40 ft., climb 20 ft.; AC 18, touch 
  15, flat-footed 14; BA/Grp +2/-2; Atk/Full Atk bite +8 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells, evasion; AL N; SV Fort +4, Ref 
  +6, Will +4; Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4. 
  Skills/Feats: Climb +11, Hide +10, Listen +4, Move 
  Silently +6, Spot +4, Swim +11; Alertness, Weapon Focus 
  (bite), Weapon FinesseB. 
   
  Spells Known (2; base DC = 11 + spell level): 1st – magic 
  fang, summon nature’s ally I. 
   
  Possessions: chain shirt, masterwork longsword, 
  masterwork short sword, javelin, wooden holy symbol 
  (Maglubiyet), potion of barkskin +5, potion of protection from 
  arrows 15/magic, oil of greater magic weapon +1, goggles of 
  minute seeing. 
  Baurak: Male hobgoblin Clr5; CR 5; Medium humanoid 
  (goblinoid); HD 5d8+10; hp 38; Init +1; Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield); 
  Base Atk +3, Grp +5; Atk +6 melee (1d8+2, morningstar) 
  or +3 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+2, 
  morningstar) or +3 ranged (1d6+2, javelin); SQ darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +2, Will +7; Str 14, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +10, Spellcraft +8; 
  Combat Casting, Weapon Focus (morningstar). 
  
  ULP4-03 Dark Trade 
   
  Page 18 
   
  Spells Known (5/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0 – create water, cure minor wounds, detect magic, detect 
  poison, resistance; 1st – bless, cause fear, cure light wounds, 
  doom, protection from good*; 2nd – bull’s strength, cure moderate 
  wounds, hold person, shatter*; 3rd – bestow curse, contagion*, 
  cure serious wounds. 
   
  *Domain spell. Domains: Destruction (Smite ability); 
  Evil (+1 caster level for evil spells). 
   
  Possessions: scale mail, heavy steel shield, masterwork 
  morningstar, javelin, wooden holy symbol of Maglubiyet, 
  potion of barkskin +5, potion of owl’s wisdom, wand of cure light 
  wounds (1st level caster), oil of greater magic weapon +1, oil of 
  magic vestment +1. 
  Hobgoblin Warrior (2): Male Hobgoblin War3; CR 2; 
  Medium humanoid (goblinoid); HD 3d8+6; hp 23 each; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, 
  +3 armor, +1 shield); Base Atk +3, Grp +4; Atk +6 melee 
  (1d8+1/19-20, longsword) or +4 ranged (1d6+1, javelin); 
  Full Atk +6 melee (1d8+1/19-20, longsword) or +4 ranged 
  (1d6+1, javelin); SQ darkvision 60 ft.; AL LE; SV Fort +6, 
  Ref +2, Will +0; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 
  8. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +3, 
  Spot +4; Alertness, Weapon Focus (longsword). 
   
  Possessions: studded leather armor, light wooden 
  shield, masterwork longsword, javelin, oil of keen edge, oil 
  of greater magic weapon +1. 
  APL 8 
  Gurn: Male Hobgoblin Rgr8; CR 8; Medium humanoid 
  (goblinoid); HD 8d8+24; hp 66; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +4 armor, +1 shield); 
  Base Atk +8/+3, Grp +12; Atk +14 melee (1d8+4/19-20, 
  longsword) or +11 ranged (1d6+4, javelin); Full Atk 
  +12/+7 melee (1d8+4/19-20, longsword) and +12/+7 
  melee (1d6+2/19-20, short sword) or +11 ranged (1d6+4, 
  javelin); SQ darkvision 60 ft., favored enemy favored 
  enemy (halflings +4, elves +2), swift tracker, wild 
  empathy, woodland stride, animal companion (dire rat); 
  AL LE; SV Fort +9, Ref +9, Will +3; Str 18, Dex 16, Con 16, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Heal +12, Hide +14, Listen +12, Move 
  Silently +14, Spot +12, Survival +12; EnduranceB, 
  Improved Two-Weapon FightingB TrackB, Two-Weapon 
  Defense, 
  Two-Weapon 
  FightingB, 
  Weapon 
  Focus 
  (longsword), Weapon Focus (short sword). 
   
  Animal Companion: Dire Rat: small animal; HD 
  3d8+3; hp 21, Init +3; Spd 40 ft., climb 20 ft.; AC 18, touch 
  15, flat-footed 14; BA/Grp +2/-2; Atk/Full Atk bite +8 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells, evasion; AL N; SV Fort +4, Ref 
  +6, Will +4; Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4. 
  Skills/Feats: Climb +11, Hide +10, Listen +4, Move 
  Silently +6, Spot +4, Swim +11; Alertness, Weapon Focus 
  (bite), Weapon FinesseB. 
   
  Spells Known (2; base DC = 11 + spell level): 1st – magic 
  fang, summon nature’s ally I. 
   
  Possessions: chain shirt, masterwork longsword, 
  masterwork short sword, javelin, wooden holy symbol 
  (Maglubiyet), potion of barkskin +5, potion of protection from 
  arrows 15/magic, oil of greater magic weapon +2, goggles of 
  minute seeing, rope of climbing. 
  Baurak: Male hobgoblin Clr7; CR 7; Medium humanoid 
  (goblinoid); HD 7d8+14; hp 53; Init +1; Spd 20 ft.; AC 18, 
  touch 12, flat-footed 17 (+1 Dex, +4 armor, +2 shield, +1 
  ring); Base Atk +5, Grp +7; Atk +10 melee (1d8+2, 
  morningstar) or +6 ranged (1d6+2, javelin); Full Atk +10 
  melee (1d8+2, morningstar) or +6 ranged (1d6+2, javelin); 
  SQ darkvision 60 ft.; AL LE; SV Fort +7, Ref +3, Will +8; 
  Str 14, Dex 12, Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +12, Spellcraft +10; 
  Combat Casting, Spell Focus (Evocation), Weapon Focus 
  (morningstar). 
   
  Spells Known (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level, evocation 14 + spell level): 0 – create water, cure 
  minor wounds, detect magic, detect poison, guidance, resistance; 
  1st – bless, cause fear, cure light wounds, doom, doom, protection 
  from good*; 2nd – bull’s strength, cure moderate wounds, hold 
  person, sound burst, shatter*; 3rd – bestow curse, cure serious 
  wounds, searing light, contagion*; 4th – divine power, unholy 
  blight*. 
   
  *Domain spell. Domains: Destruction (Smite ability); 
  Evil (+1 caster level for evil spells). 
   
  Possessions: scale mail, heavy steel shield, masterwork 
  morningstar, javelin, wooden holy symbol of Maglubiyet, 
  potion of barkskin +5, potion of owl’s wisdom, wand of cure light 
  wounds (1st level caster), oil of greater magic weapon +2, oil of 
  magic vestment +2, ring of protection +1. 
  Hobgoblin Warrior (2): Male Hobgoblin War5; CR 4; 
  Medium humanoid (goblinoid); HD 5d8+10; hp 38 each; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, 
  +3 armor, +1 shield); Base Atk +5, Grp +7; Atk +9 melee 
  (1d8+2/19-20, longsword) or +6 ranged (1d6+2, javelin); 
  Full Atk +9 melee (1d8+2/19-20, longsword) or +6 ranged 
  (1d6+2, javelin); SQ darkvision 60 ft.; AL LE; SV Fort +6, 
  Ref +2, Will +0; Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 
  8. 
   
  Skills and Feats: Hide +3, Listen +6, Move Silently +3, 
  Spot +6; Alertness, Weapon Focus (longsword). 
   
  Possessions: studded leather armor, light wooden 
  shield, masterwork longsword, javelin, oil of keen edge, oil 
  of greater magic weapon +2, potion of shield of faith +5. 
  APL 10 
  Gurn: Male Hobgoblin Rgr10; CR 10; Medium 
  humanoid (goblinoid); HD 10d8+30; hp 83; Init +7; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +4 armor, 
  +1 shield); Base Atk +10/+5, Grp +14; Atk +14 melee 
  (1d8+4/19-20, longsword) or +13 ranged (1d6+4, javelin); 
  Full Atk +14/+9 melee (1d8+4/19-20, longsword) and 
  +14/+9 melee (1d6+2/19-20, short sword) or +13 ranged 
  (1d6+4, javelin); SQ darkvision 60 ft., favored enemy 
  favored enemy (halflings +4, elves +4, humans +2), swift 
  tracker, 
  wild 
  empathy, 
  woodland 
  stride, 
  animal 
  companion (dire rat); AL LE; SV Fort +10, Ref +10, Will 
  +4; Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 8. 
  
  ULP4-03 Dark Trade 
   
  Page 19 
   
  Skills and Feats: Heal +14, Hide +16, Listen +14, Move 
  Silently +16, Spot +14, Survival +14; EnduranceB, 
  Improved Initiative, Improved Two-Weapon FightingB 
  TrackB, Two-Weapon Defense, Two-Weapon FightingB, 
  Weapon Focus (longsword), Weapon Focus (short 
  sword). 
   
  Animal Companion: Dire Rat: small animal; HD 
  3d8+3; hp 21, Init +3; Spd 40 ft., climb 20 ft.; AC 18, touch 
  15, flat-footed 14; BA/Grp +2/-2; Atk/Full Atk bite +8 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells, evasion; AL N; SV Fort +4, Ref 
  +6, Will +4; Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4. 
  Skills/Feats: Climb +11, Hide +10, Listen +4, Move 
  Silently +6, Spot +4, Swim +11; Alertness, Weapon Focus 
  (bite), Weapon FinesseB. 
   
  Spells Known (2/1; base DC = 11 + spell level): 1st – 
  magic fang, summon nature’s ally I; 2nd – barkskin. 
   
  Possessions: chain shirt, masterwork longsword, 
  masterwork short sword, javelin, wooden holy symbol 
  (Maglubiyet), potion of barkskin +5, potion of protection from 
  arrows 15/magic, oil of greater magic weapon +3, goggles of 
  minute seeing, rope of climbing, slippers of spider climbing, 
  Keoghtom’s ointment. 
  Baurak: Male Hobgoblin Clr9; CR 9; Medium humanoid 
  (goblinoid); HD 9d8+18; hp 67; Init +1; Spd 20 ft.; AC 18, 
  touch 12, flat-footed 17 (+1 Dex, +4 armor, +2 shield, +1 
  ring); Base Atk +6/+1, Grp +8; Atk +11 melee (1d8+2, 
  morningstar) or +7 ranged (1d6+2, javelin); Full Atk 
  +11/+6 melee (1d8+2, morningstar) or +7 ranged (1d6+2, 
  javelin); SQ darkvision 60 ft.; AL LE; SV Fort +8, Ref +4, 
  Will +10; Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +14, Spellcraft +12; 
  Combat Casting, Greater Spell Focus (Evocation), Spell 
  Focus (Evocation), Weapon Focus (morningstar). 
   
  Spells Known (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 
  + spell level, evocation 16 + spell level): 0 – create water, 
  cure minor wounds, detect magic, detect poison, guidance, 
  resistance; 1st – bless, cause fear, cure light wounds, doom, doom, 
  protection from good*; 2nd – bear’s endurance, bull’s strength, 
  cure moderate wounds, hold person, sound burst, shatter*; 3rd – 
  bestow curse, cure serious wounds, prayer, searing light, 
  contagion*; 4th – cure critical wounds, divine power, poison, 
  unholy blight*; 5th – flame strike, dispel good*. 
   
  *Domain spell. Domains: Destruction (Smite ability); 
  Evil (+1 caster level for evil spells). 
   
  Possessions: scale mail, heavy steel shield, masterwork 
  morningstar, javelin, wooden holy symbol of Maglubiyet, 
  potion of barkskin +5, potion of owl’s wisdom, wand of cure 
  moderate wounds (3rd level caster), oil of greater magic weapon 
  +3, oil of magic vestment +3, ring of protection +1. 
  Hobgoblin Warrior (2): Male Hobgoblin War7; CR 6; 
  Medium humanoid (goblinoid); HD 7d8+14; hp 53 each; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, 
  +3 armor, +1 shield); Base Atk +7, Grp +8; Atk +11 melee 
  (1d8+2/19-20], longsword) or +8 ranged (1d6+2, javelin); 
  Full Atk +11/+6 melee (1d8+2/19-20], longsword) or +8 
  ranged (1d6+2, javelin); SQ darkvision 60 ft.; AL LE; SV 
  Fort +7, Ref +3, Will +1; Str 14, Dex 13, Con 14, Int 10, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +8, Move Silently +3, 
  Spot +8; Alertness, Power Attack, Weapon Focus 
  (longsword). 
   
  Possessions: studded leather armor, light wooden 
  shield, masterwork longsword, javelin, oil of keen edge, oil 
  of greater magic weapon +3, potion of shield of faith +5, potion of 
  haste, potion of heroism. 
  Encounter Five 
  APL 2 
  Skorrp: Male Duergar Ftr1; CR 2; Medium humanoid 
  (dwarf); HD 1d10+3; hp 10; Init +2 (Dex); Spd 20 ft.; AC 
  18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); 
  Base Atk +1, Grp +4; Atk +6 melee (1d6/19-20, whip 
  dagger); Full Atk +6 melee (1d6/19-20, whip dagger); SQ 
  darkvision 120 ft., duergar traits; AL LE; SV Fort +5, Ref 
  +2, Will +0; Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 6. 
   
  Skills and Feats: Craft (leatherworking) +5, Intimidate 
  +2, Use Rope +4; Exotic Weapon Proficiency (whip), 
  Weapon Focus (whip). 
   
  Possessions: chainmail, light steel shield, masterwork 
  whip dagger, Heward’s Handy Haversack. 
   
  Whip-Dagger: Unlike standard whips, the whip-
  dagger's ability to deal damage is unhindered by armor 
  bonuses and natural armor bonuses.  Although you keep 
  it in hand, the whip-dagger is treated as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.  
  Because the whip-dagger can warp around an enemy's leg 
  or other limb, you can make trip attacks with it.  If you 
  are tripped during your own attempt, you can drop the 
  whip-dagger to avoid being tripped.  You get a +2 bonus 
  on your opposed attack roll when attempting to disarm 
  an opponent (including the roll to keep from being 
  disarmed yourself if you fail to disarm your opponent). 
  Davik: Male Duergar Wiz1; CR 2; Medium humanoid 
  (dwarf); HD 1d4+6; hp 8; Init +2; Spd 20 ft.; AC 12, touch 
  12, flat-footed 10 (+2 Dex); Base Atk +0, Grp -1; Atk -1 
  melee (1d4-1/19-20, dagger) or +2 ranged (1d8/19-20, 
  light crossbow); Full Atk -1 melee (1d4-1/19-20, dagger) 
  or +2 ranged (1d8/19-20, light crossbow); SQ darkvision 
  120 ft., duergar traits; AL LE; SV Fort +3, Ref +2, Will +3; 
  Str 8, Dex 14, Con 16, Int 16, Wis 12, Cha 6. 
   
  Skills and Feats: Bluff +0, Concentration +5, 
  Diplomacy +0, Intimidate +0, Sense Motive +3, Spellcraft 
  +5; 
  Scribe 
  ScrollB, 
  Spell 
  Focus 
  (enchantment), 
  ToughnessB. 
   
  Spells Prepared (3/2; base DC = 13 + spell level, 
  enchantment 14 + spell level): 0 – acid splash, daze, flare; 1st 
  – mage armor, sleep. 
   
  Possessions: dagger, light crossbow, 10 bolts, Davik's 
  Spellbook I, wand of magic missile (1st-level caster), bag of 
  holding [type II], toad familiar. 
  Burlick: Male Duergar Rgr1; CR 2; Medium humanoid 
  (dwarf); HD 1d8+3; hp 9; Init +2; Spd 20 ft.; AC 18, touch 
  13, flat-footed 16 (+2 Dex, +4 armor, +1 shield, +1 ring); 
  Base Atk +1, Grp +4; Atk +6 melee (1d8+3/x3, 
  warhammer) or +3 ranged (1d8/19-20, light crossbow); 
  
  ULP4-03 Dark Trade 
   
  Page 20 
  Full Atk +6 melee (1d8+3/x3, warhammer) or +3 ranged 
  (1d8/19-20, 
  light 
  crossbow); 
  SA 
  favored 
  enemy 
  (aberrations +2); SQ darkvision 120 ft., duergar traits, 
  wild empathy; AL LE; SV Fort +5, Ref +4, Will +1; Str 16, 
  Dex 14, Con 16, Int 10, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +6, Listen +5, Search +2, Sense 
  Motive +3, Spot +5, Survival +5; TrackB, Weapon Focus 
  (warhammer). 
   
  Possessions: chain shirt, light steel shield, masterwork 
  warhammer, light crossbow, 10 bolts, ring of protection +1. 
  APL 4 
  Skorrp: Male Duergar Ftr3; CR 4; Medium humanoid 
  (dwarf); HD 3d10+9; hp 30; Init +6; Spd 20 ft.; AC 18, 
  touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); 
  Base Atk +3, Grp +6; Atk +8 melee (1d6/19-20, whip 
  dagger; Full Atk +8 melee (1d6/19-20, whip dagger); SQ 
  darkvision 120 ft., duergar traits; AL LE; SV Fort +6, Ref 
  +3, Will +3; Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 6. 
   
  Skills and Feats: Craft (leatherworking) +7, Intimidate 
  +4, Use Rope +5; Improved Initiative Exotic Weapon 
  Proficiency (whip), Iron Will, Weapon Focus (whip). 
   
  Possessions: chainmail, light steel shield, masterwork 
  whip dagger, Heward’s Handy Haversack, potion of haste. 
   
  Whip-Dagger: Unlike standard whips, the whip-
  dagger's ability to deal damage is unhindered by armor 
  bonuses and natural armor bonuses.  Although you keep 
  it in hand, the whip-dagger is treated as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.  
  Because the whip-dagger can warp around an enemy's leg 
  or other limb, you can make trip attacks with it.  If you 
  are tripped during your own attempt, you can drop the 
  whip-dagger to avoid being tripped.  You get a +2 bonus 
  on your opposed attack roll when attempting to disarm 
  an opponent (including the roll to keep from being 
  disarmed yourself if you fail to disarm your opponent). 
  Davik: Male Duergar Wiz3; CR 4; Medium humanoid 
  (dwarf); HD 3d4+9; hp 22; Init +2 (Dex); Spd 20 ft.; AC 12, 
  touch 12, flat-footed 10 (+2 Dex); Base Atk +1, Grp +0; Atk 
  +0 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +0 melee (1d4-1/19-20, dagger) 
  or +2 ranged (1d8/19-20, light crossbow); SQ darkvision 
  120 ft., duergar traits; AL LE; SV Fort +4, Ref +3, Will +4; 
  Str 8, Dex 14, Con 16, Int 16, Wis 12, Cha 6. 
   
  Skills and Feats: Bluff +1, Concentration +6, 
  Diplomacy +1, Intimidate +1, Sense Motive +4, Spellcraft 
  +6; Greater Spell Focus (enchantment), Scribe ScrollB, 
  Spell Focus (enchantment), ToughnessB. 
   
  Spells Prepared (4/3/2; base DC = 13 + spell level, 15 + 
  spell level if Enchantment): 0 – acid splash, daze (2x), flare; 
  1st – charm person, mage armor, sleep; 2nd – glitterdust, Tasha’s 
  hideous laughter. 
   
  Possessions: dagger, light crossbow, 10 bolts, Davik's 
  Spellbook I, wand of magic missile (3rd-level caster), bag of 
  holding [type II], toad familiar. 
  Burlick: Male duergar Rgr3; CR 4; Medium humanoid 
  (dwarf); HD 3d8+9; hp 25; Init +2; Spd 20 ft.; AC 17, 
  touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 ring); Base 
  Atk +3, Grp +6; Atk +6 melee (1d8+3/x3, warhammer) or 
  +5 ranged (1d8/19-20, light crossbow); Full Atk +6 melee 
  (1d8+3/x3, warhammer) and +5 melee (1d6+1/x3, hand 
  axe) or +5 ranged (1d8/19-20, light crossbow); SA favored 
  enemy (aberrations +2); SQ darkvision 120 ft., duergar 
  traits, wild empathy; AL LE; SV Fort +6, Ref +5, Will +2; 
  Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +8, Listen +9, Search +3, Sense 
  Motive +3, Spot +9, Survival +7; Alertness, EnduranceB, 
  TrackB, 
  Two-Weapon 
  FightingB, 
  Weapon 
  Focus 
  (warhammer). 
   
  Possessions: chain shirt, masterwork warhammer, 
  masterwork hand axe, light crossbow, 10 bolts, ring of 
  protection +1, silversheen, 2 oils of greater magic weapon +1. 
  APL 6 
  Skorrp: Male Duergar Ftr5; CR 6; Medium humanoid 
  (dwarf); HD 5d10+15; hp 49; Init +2; Spd 20 ft.; AC 18, 
  touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 shield); 
  Base Atk +5, Grp +8; Atk +10 melee (1d6+2/19-20, whip 
  dagger); Full Atk +10 melee (1d6+2/19-20, whip dagger); 
  SQ darkvision 120 ft., duergar traits; AL LE; SV Fort +7, 
  Ref +3, Will +3; Str 17, Dex 14, Con 16, Int 12, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Craft (leatherworking) +9, Intimidate 
  +6, Use Rope +6; Combat Reflexes, Exotic Weapon 
  Proficiency (whip), Iron Will, Weapon Focus (whip), 
  Weapon Specialization (whip). 
   
  Possessions: chainmail, light steel shield, masterwork 
  whip dagger, Heward’s Handy Haversack, potion of haste, 
  horn of fog. 
   
  Whip-Dagger: Unlike standard whips, the whip-
  dagger's ability to deal damage is unhindered by armor 
  bonuses and natural armor bonuses.  Although you keep 
  it in hand, the whip-dagger is treated as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.  
  Because the whip-dagger can warp around an enemy's leg 
  or other limb, you can make trip attacks with it.  If you 
  are tripped during your own attempt, you can drop the 
  whip-dagger to avoid being tripped.  You get a +2 bonus 
  on your opposed attack roll when attempting to disarm 
  an opponent (including the roll to keep from being 
  disarmed yourself if you fail to disarm your opponent). 
  Davik: Male Duergar Wiz5; CR 6; Medium humanoid 
  (dwarf); HD 5d4+18; hp 29; Init +2; Spd 20 ft.; AC 12, 
  touch 12, flat-footed 10 (+2 Dex); Base Atk +2, Grp +1; Atk 
  +1 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +1 melee (1d4-1/19-20, dagger) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Darkvision 
  120 ft., duergar traits; AL LE; SV Fort +4, Ref +3, Will +5; 
  Str 8, Dex 14, Con 16, Int 17, Wis 12, Cha 6. 
   
  Skills and Feats: Bluff +2, Concentration +7, 
  Diplomacy +2, Intimidate +2, Sense Motive +5, Spellcraft 
  +7; Craft WandB, Greater Spell Focus (enchantment), 
  Scribe ScrollB, Spell Focus (enchantment), ToughnessB. 
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell level, 
  enchantment 15 + spell level): 0 – acid splash, daze, daze, 
  flare; 1st – charm person, mage armor, magic missile, sleep; 2nd – 
  
  ULP4-03 Dark Trade 
   
  Page 21 
  glitterdust, scare, Tasha’s hideous laughter; 3rd – hold person, 
  suggestion. 
   
  Possessions: dagger, light crossbow, 10 bolts, Davik's 
  Spellbook I, Davik's Spellbook II, wand of magic missile (5th-
  level caster), bag of holding [type II], toad familiar. 
  Burlick: Male duergar Rgr5; CR 6; Medium humanoid 
  (dwarf); HD 5d8+15; hp 42; Init +2; Spd 20 ft.; AC 17, 
  touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 ring); Base 
  Atk +5, Grp +8; Atk +10 melee (1d8+3/x3, warhammer) or 
  +7 ranged (1d8/19-20, light crossbow); Full Atk +8 melee 
  (1d8+3/x3, warhammer) and +7 melee (1d6+1/x3, hand 
  axe) or +7 ranged (1d8/19-20, light crossbow); SA favored 
  enemy (aberrations +4, dwarves +2); SQ darkvision 120 
  ft., duergar traits, wild empathy, animal companion (dire 
  rat); AL LE; SV Fort +7, Ref +6, Will +2; Str 17, Dex 14, 
  Con 16, Int 10, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +10, Listen +11, Search +4, 
  Sense Motive +5, Spot +11, Survival +9; Alertness, 
  EnduranceB, TrackB, Two-Weapon FightingB, Weapon 
  Focus (warhammer). 
   
  Animal Companion: Dire Rat: small animal; HD 
  1d8+1; hp 7, Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 
  14, flat-footed 12; BA/Grp +0/-4; Atk/Full Atk bite +4 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells; AL N; SV Fort +3, Ref +5, Will +3; 
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills/Feats: 
  Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, 
  Swim +11; Alertness, Weapon FinesseB. 
   
  Spells Known (1; base DC = 11 + spell level): 1st – 
  longstrider. 
   
  Possessions: chain shirt, masterwork warhammer, 
  masterwork hand axe, light crossbow, 10 bolts, ring of 
  protection +1, silversheen, 2 oils of greater magic weapon +2. 
  APL 8 
  Skorrp: Male Duergar Ftr5/Lshr2; CR 8; Medium 
  humanoid (dwarf); HD 7d10+21; hp 69; Init +6; Spd 20 ft.; 
  AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 
  shield); Base Atk +7, Grp +10; Atk +12 melee (1d6+5/19-
  20, whip dagger); Full Atk +12/+7 melee (1d6+5/19-20, 
  whip dagger); SA close combat, whip sneak attack +1d6, 
  whip lash, wound, third hand; SQ darkvision 120 ft., 
  duergar traits; AL LE; SV Fort +7, Ref +6, Will +3; Str 17, 
  Dex 14, Con 16, Int 12, Wis 10, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (leatherworking) 
  +11, 
  Intimidate +8, Use Rope +8; Exotic Weapon Proficiency 
  (whip), Improved Initiative, Improved TripB, Iron Will, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (whip), 
  Weapon 
  Specialization (whip dagger). 
   
  Close Combat: The lasher can attack an opponent in a 
  threatened square with a whip or whip dagger and not 
  provoke an AoO. 
   
  Wound: A lasher can use a normal whip to deal 
  regular damage to an opponent, at her option.  This 
  allows the lasher to inflict damage on creatures with an 
  armor bonus of +1 or better or a natural armor bonus of 
  +3 or better.  If using the whip to deal nonlethal damage, 
  it deals no damage to creatures with an armor bonus of +1 
  or better or a natural armor bonus of +3 or better.  Lashers 
  using a whip dagger always deal regular damage to 
  opponents. 
   
  Whip Lash: The lasher can make attacks of 
  opportunity with his whip or whip dagger against foes 
  within 5 feet. 
   
  Third Hand: The lasher can use her whip or whip 
  dagger like a third hand, as a standard action.  Depositing 
  a lashed object into your hand is a move action. 
   
  Possessions: chainmail, light steel shield, masterwork 
  mighty whip dagger [+3 Str bonus], Heward’s Handy 
  Haversack, potion of haste, horn of fog, immovable rod. 
   
  Whip-Dagger: Unlike standard whips, the whip-
  dagger's ability to deal damage is unhindered by armor 
  bonuses and natural armor bonuses.  Although you keep 
  it in hand, the whip-dagger is treated as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.  
  Because the whip-dagger can warp around an enemy's leg 
  or other limb, you can make trip attacks with it.  If you 
  are tripped during your own attempt, you can drop the 
  whip-dagger to avoid being tripped.  You get a +2 bonus 
  on your opposed attack roll when attempting to disarm 
  an opponent (including the roll to keep from being 
  disarmed yourself if you fail to disarm your opponent).  A 
  mighty whip-dagger is made with especially heavy 
  material that allows a strong user to take advantage of an 
  above-average Strength score.  The might whip-dagger 
  allows you to add your Strength bonus to damage, up to 
  the maximum bonus indicated. 
  Davik: Male Duergar Wiz6/Mindbender1; CR 8; 
  Medium humanoid (dwarf); HD 7d4+24; hp 39; Init +2; 
  Spd 20 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base 
  Atk +3, Grp +2; Atk +2 melee (1d4-1/19-20, dagger) or +4 
  ranged (1d8/19-20, light crossbow); Full Atk +2 melee 
  (1d4-1/19-20, dagger) or +4 ranged (1d8/19-20, light 
  crossbow); SQ darkvision 120 ft., duergar traits, telepathy; 
  AL LE; SV Fort +5, Ref +4, Will +8; Str 8, Dex 14, Con 16, 
  Int 17, Wis 12, Cha 6. 
   
  Skills and Feats: Bluff +5, Concentration +9, 
  Diplomacy +2, Intimidate +2, Sense Motive +8, Spellcraft 
  +9; Craft WandB, Greater Spell Focus (enchantment), 
  Leadership, Scribe ScrollB, Spell Focus (enchantment), 
  ToughnessB. 
   
  Telepathy (Su): The mindbender can communicate 
  telepathically with any creature within 100 feet that has 
  language. 
   
  Spells Prepared (4/5/4/3/1; base DC = 13 + spell level, 
  enchantment 15 + spell level): 0 – acid splash, daze, daze, 
  flare; 1st – charm person, grease, mage armor, magic missile, 
  sleep; 2nd – glitterdust, scare, Tasha’s hideous laughter, Tasha’s 
  hideous laughter; 3rd – hold person, fireball, suggestion; 4th – 
  confusion. 
   
  Possessions: dagger, light crossbow, 10 bolts, Davik's 
  Spellbook I, Davik's Spellbook II, wand of magic missile (7th-
  level caster), bag of holding [type II], toad familiar. 
  Burlick: Male duergar Rgr5/Devoted Defender2; CR 8; 
  Medium humanoid (dwarf); HD 5d8+2d12+21; hp 64; 
  Init +2; Spd 20 ft.; AC 17, touch 13, flat-footed 15 (+2 Dex, 
  +4 armor, +1 ring); Base Atk +7, Grp +10; Atk +12 melee 
  
  ULP4-03 Dark Trade 
   
  Page 22 
  (1d8+3/x3, warhammer) or +9 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +10/+5 
  melee 
  (1d8+3/x3, 
  warhammer) and +9 melee (1d6+1/x3, hand axe) or +9 
  ranged (1d8/19-20, light crossbow); SA favored enemy 
  (aberrations +4, dwarves +2); SQ darkvision 120 ft., 
  defensive strike, duergar traits, harm's way, wild 
  empathy, animal companion (dire rat); AL LE; SV Fort 
  +10, Ref +9, Will +2; Str 17, Dex 14, Con 16, Int 10, Wis 
  12, Cha 4. 
   
  Skills and Feats: Hide +10, Listen +12, Search +4, 
  Sense Motive +7, Spot +12, Survival +9; Alertness, 
  EnduranceB, Two-Weapon Defense, TrackB, Two-Weapon 
  FightingB, Weapon Focus (warhammer). 
   
  Defensive Strike: You can make an AoO against any 
  adjacent opponent who attacks your charge in melee.  
  You gain a +1 bonus to this attack for every two levels 
  after 2nd. 
   
  Harm’s Way: Anytime you are within 5 feet of your 
  charge, and your charge suffers an attack, you may switch 
  places with your charge and receive the attack in his 
  place.  You must declare this before the attack roll is 
  made.  You select your charge when you roll Initiative, 
  and it is a free action to do so.  You may not change your 
  charge for the duration of that combat. 
   
  Animal Companion: Dire Rat: small animal; HD 
  1d8+1; hp 7, Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 
  14, flat-footed 12; BA/Grp +0/-4; Atk/Full Atk bite +4 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells; AL N; SV Fort +3, Ref +5, Will +3; 
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills/Feats: 
  Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, 
  Swim +11; Alertness, Weapon FinesseB. 
   
  Spells Known (1; base DC = 11 + spell level): 1st – 
  longstrider. 
   
  Possessions: chain shirt, masterwork warhammer, 
  masterwork hand axe, light crossbow, 10 bolts, ring of 
  protection +1, silversheen, 2 oils of greater magic weapon +3, 
  golembane scarab. 
  APL 10 
  Skorrp: Male duergar Ftr5/Lshr4; CR 10; Medium 
  humanoid (dwarf); HD 9d10+27; hp 88; Init +6; Spd 20 ft.; 
  AC 18, touch 12, flat-footed 16 (+2 Dex, +5 armor, +1 
  shield); Base Atk +7, Grp +10; Atk +16 melee (1d6+10/19-
  20, whip dagger); Full Atk +16/+11 melee (1d6+10/19-20, 
  whip dagger); SA close combat, crack of fate, whip sneak 
  attack +1d6, whip lash, wound, third hand, lashing whip; 
  SQ darkvision 120 ft., duergar traits; AL LE; SV Fort +8, 
  Ref +7, Will +4; Str 18, Dex 14, Con 16, Int 12, Wis 10, 
  Cha 6. 
   
  Skills 
  and 
  Feats: 
  Craft 
  (leatherworking) 
  +13, 
  Intimidate +10, Use Rope +10; Blind-Fight, Exotic 
  Weapon 
  Proficiency 
  (whip), 
  Improved 
  Initiative, 
  Improved TripB, Iron Will, Power Attack, Weapon Focus 
  (whip), Weapon Specialization (whip dagger). 
   
  Close Combat: The lasher can attack an opponent in a 
  threatened square with a whip or whip dagger and not 
  provoke an AoO. 
   
  Wound: A lasher can use a normal whip to deal 
  regular damage to an opponent, at her option.  This 
  allows the lasher to inflict damage on creatures with an 
  armor bonus of +1 or better or a natural armor bonus of 
  +3 or better.  If using the whip to deal nonlethal damage, 
  it deals no damage to creatures with an armor bonus of +1 
  or better or a natural armor bonus of +3 or better.  Lashers 
  using a whip dagger always deal regular damage to 
  opponents. 
   
  Whip Lash: The lasher can make attacks of 
  opportunity with his whip or whip dagger against foes 
  within 5 feet. 
   
  Third Hand: The lasher can use her whip or whip 
  dagger like a third hand, as a standard action.  Depositing 
  a lashed object into your hand is a move action. 
   
  Crack of Fate: The lasher can take one extra attack per 
  round with a whip or whip dagger.  The attack is at the 
  lasher’s highest BAB, but each attack suffers a -2 penalty.  
  The lasher must use the full attack action to use crack of 
  fate 
   
  Lashing Whip: The lasher adds a +2 damage bonus to 
  her whip and/or whip dagger. 
   
  Possessions: chainmail, light steel shield, +2 mighty 
  whip dagger [+4 Str bonus], portable winch [Str 18], 
  Heward’s Handy Haversack, potion of haste, horn of fog, 
  immovable rod, necklace of fireballs – type IV. 
   
  Portable Winch [Str 18]: This is a hand-cranked winch, 
  plus 50 feet of hemp rope (or wire) and a small hook.  To 
  be effective, the winch must be bolted or nailed down to 
  a secure surface.  This one can lift/drag 600 lbs. 
   
  Whip-Dagger: Unlike standard whips, the whip-
  dagger's ability to deal damage is unhindered by armor 
  bonuses and natural armor bonuses.  Although you keep 
  it in hand, the whip-dagger is treated as a ranged weapon 
  with a maximum range of 15 feet and no range penalties.  
  Because the whip-dagger can warp around an enemy's leg 
  or other limb, you can make trip attacks with it.  If you 
  are tripped during your own attempt, you can drop the 
  whip-dagger to avoid being tripped.  You get a +2 bonus 
  on your opposed attack roll when attempting to disarm 
  an opponent (including the roll to keep from being 
  disarmed yourself if you fail to disarm your opponent).  A 
  mighty whip-dagger is made with especially heavy 
  material that allows a strong user to take advantage of an 
  above-average Strength score.  The might whip-dagger 
  allows you to add your Strength bonus to damage, up to 
  the maximum bonus indicated. 
  Davik: Male Duergar Wiz6/Mindbender3; CR 10; 
  Medium humanoid (dwarf); HD 9d4+27; hp 58; Init +2; 
  Spd 20 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base 
  Atk +4, Grp +3; Atk 3 melee (1d4-1/19-20, dagger) or +5 
  ranged (1d8/19-20, light crossbow); Full Atk +3 melee 
  (1d4-1/19-20, dagger) or +5 ranged (1d8/19-20, light 
  crossbow); SQ darkvision 120 ft., duergar traits, 
  mindread, suggestion, telepathy; AL LE; SV Fort +6, Ref 
  +5, Will +9; Str 8, Dex 14, Con 16, Int 18, Wis 12, Cha 6. 
   
  Skills and Feats: Bluff +5, Concentration +11, 
  Diplomacy +2, Intimidate +2, Sense Motive +8, Spellcraft 
  +11; Combat Casting, Craft Wand, Greater Spell Focus 
  
  ULP4-03 Dark Trade 
   
  Page 23 
  (enchantment), Leadership, Scribe Scroll, Spell Focus 
  (enchantment). 
   
  Telepathy (Su): The mindbender can communicate 
  telepathically with any creature within 100 feet that has 
  language. 
   
  Suggestion (Su): The mindbender can influence the 
  actions of a living creature of size Large or smaller twice 
  per day.  This is a mind-affecting ability that suggest a 
  course of activity, limited to a sentence or two.  A target 
  within 100 feet must succeed at a Will save (DC 17) to 
  resist the suggestion.  The effect lasts until the target 
  accomplishes what it was asked to do or after 6 hours, 
  whichever occurs first.  Otherwise it is identical to the 
  suggestion spell. 
   
  Mindread (Su): The mindbender can read the surface 
  thoughts of a living creature, twice per day as a mind-
  affecting ability.  He can choose a target within 100 feet, 
  which must make a Will save (DC 17) to resist the effect.  
  Reading the mind of a creature requires concentration 
  but draws no AoO.  Creatures of animal Int (1 or 2) have 
  simple, instinctual thoughts.  The ability can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.  The 
  effect lasts for 10 minutes, or when the mindbender 
  ceases concentration. 
   
  Spells Prepared (4/5/4/4/3; base DC = 14 + spell level, 
  16 + spell level if Enchantment): 0 – acid splash, daze, daze, 
  flare; 1st – charm person, grease, mage armor, magic missile, 
  sleep; 2nd – glitterdust, scare, Tasha’s hideous laughter, Tasha’s 
  hideous laughter; 3rd – deep slumber, hold person, fireball, ray of 
  exhaustion; 4th – confusion, crushing despair, enervation. 
   
  Possessions: dagger, light crossbow, 10 bolts, Davik's 
  Spellbook I, Davik's Spellbook II, wand of magic missile (9th-
  level caster), bag of holding [type II], toad familiar. 
  Burlick: Male duergar Rgr5/Devoted Defender4; CR 10; 
  Medium humanoid (dwarf); HD 5d8+4d12+27; hp 87; 
  Init +2; Spd 20 ft.; AC 17, touch 13, flat-footed 15 (+2 Dex, 
  +4 armor, +1 ring); Base Atk +9, Grp +13; Atk +15 melee 
  (1d8+5/x3, warhammer) or +11 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +13/+8 
  melee 
  (1d8+5/x3, 
  warhammer) and +12 melee (1d6+2/x3, hand axe) or +11 
  ranged (1d8/19-20, light crossbow); SA favored enemy 
  (aberrations +4, dwarves +2); SQ darkvision 120 ft., 
  defensive strike +1, deflect attack +1, duergar traits, 
  harm's way, wild empathy, animal companion (dire rat); 
  AL LE; SV Fort +11, Ref +10, Will +3; Str 18, Dex 14, Con 
  16, Int 10, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +10, Listen +13, Search +4, 
  Sense Motive +9, Spot +13, Survival +9; Alertness, Dodge, 
  EnduranceB, Two-Weapon Defense, TrackB, Two-Weapon 
  FightingB, Weapon Focus (warhammer). 
   
  Deflect Attack: You can attempt to parry a melee attack 
  against your charge.  You must be within 5 feet of your 
  charge to attempt this and holding a melee weapon or 
  shield to deflect the attack.  Once per round when your 
  charge is attacked, you may make an opposed attack roll.  
  You gain the competence bonus indicated.  If you beat 
  the attacker, you deflect the blow.  You must be aware of 
  the attack before hand and not be flat-footed. 
   
  Defensive Strike: You can make an AoO against any 
  adjacent opponent who attacks your charge in melee.  
  You gain a +1 bonus to this attack for every two levels 
  after 2nd. 
   
  Harm’s Way: Anytime you are within 5 feet of your 
  charge, and your charge suffers an attack, you may switch 
  places with your charge and receive the attack in his 
  place.  You must declare this before the attack roll is 
  made.  You select your charge when you roll Initiative, 
  and it is a free action to do so.  You may not change your 
  charge for the duration of that combat. 
   
  Animal Companion: Dire Rat: small animal; HD 
  1d8+1; hp 7, Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 
  14, flat-footed 12; BA/Grp +0/-4; Atk/Full Atk bite +4 
  melee (1d4 plus disease); SA disease; SQ low-light vision, 
  scent, link, share spells; AL N; SV Fort +3, Ref +5, Will +3; 
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills/Feats: 
  Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, 
  Swim +11; Alertness, Weapon FinesseB. 
   
  Spells Known (1; base DC = 11 + spell level): 1st – 
  longstrider. 
   
  Possessions: chain shirt, +1 cold iron warhammer, 
  masterwork hand axe, light crossbow, 10 bolts, ring of 
  protection +1, silversheen, 2 oils of greater magic weapon +4, 
  golembane scarab, horn of goodness/evil. 
   
   
   
  
  ULP4-03 Dark Trade 
   
  Page 24 
  DM Aids: Map #1 
   
   
  
  ULP4-03 Dark Trade 
   
  Page 25 
  Critical Event Summary 
  For Use at Clearwater Conclave 
   
  Please fill out the following and return the results to Christopher Reed at fltriad@aol.com. 
   
  1. 
  Did the PCs rescue the slaves from the duergar? 
  YES 
  NO 
   
  2. 
  What happened to each of the three duergar? 
  a) Skorrp 
  KILLED 
  CAPTURED 
  ESCAPED 
  a) Davik 
  KILLED 
  CAPTURED 
  ESCAPED 
  a) Burlick 
  KILLED 
  CAPTURED 
  ESCAPED 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/594/Normal Scenarios/ULP4-03 - Dark Trade (APL 2-10)/ULP4-03 - Dark Trade.pdf