FUR5-05 of Blood and Bone
FUR5-05 of Blood and Bone
by Steve Yee
Reviewed by Chris Tulach
How difficult can it be to rescue a bunch of sniveling kids from the backwaters of the Duchy of the Reach? Come
on…the Duchy of the Reach…nothing interesting ever happens there. Now, throw in odd dreams, a pair of
backstabbing cowards, two well-versed liars, a bad-mouthing priestess, a run-of-the-mill prophecy, one conniving
merchant prince, a bitter old maid and a gaggle of gnomes…. Well, maybe it’s better just to stay in bed. An adventure
designed for Living Greyhawk characters of 3rd to 13th level (APLs 4 to 12).
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license,
please visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can
sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook,
Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other
countries. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com
For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected];
or LIVING GREYHAWK campaign questions email [email protected].
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
Most likely you ordered this adventure as part of an
the following D&D books: Player’s Handbook, Dungeon
RPGA even from the RPGA website, or you received it
Master’s Guide, and the Monster Manual.
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK™ campaign—a worldwide, Throughout this adventure, text in bold italics
ongoing D&D campaign set in the GREYHAWK setting— provides player information for you to paraphrase or read
you must sanction it as part of an RPGA event. This event aloud when appropriate. Sidebars contain important
could be as elaborate as a big convention, or as simple as a information for you, including special instruction on
group of friends meeting at the DM’s house. running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
To sanction an RPGA event, you must be at least a
form in the adventure text. Full information on NPCs
HERALD-LEVEL gamemaster. The person who sanctions
and monsters are given in Appendix 1.
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before Along with this adventure you’ll find a RPGA Table
play, runs smoothly on the date sanctioned, and then Tracking sheet. If you’re playing this adventure as part of
reported back to the RPGA in a timely manner. The an RPGA-sanctioned event, complete and turn in this
person who runs the game is called the table Dungeon sheet to your senior GM directly after play. You’ll also
Master (or usually just DM). Sometimes (and almost all find a LIVING GREYHAWK Adventure Record (AR).
the time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have to be a
HERALD-LEVEL GM to run this adventure if you are not
the senior GM. LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure you
accomplish a couple of things. First it is an official game,
OF PLAY
and you can use the AR to advance your LIVING Because players bring their own characters to LIVING
GREYHAWK character. Second player and DMs gain GREYHAWK games, this adventure’s challenges are
rewards for sanctioned RPGA play if they are members of proportionate to the modified average character level of
the DUNGEONS & DRAGONS REWARDS program. Playing the PCs participating in the adventure. To determine this
this adventure is worth one (1) point. modified Average Party Level (APL) follow the steps
below:
This adventure retires from RPGA-sanctioned play
on December 31, 2006. 1. Determine the character level for each of the PCs
participating in the adventure.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event 2. If PCs bring animals that have been trained for
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit combat (most likely dogs trained for war), other than
the RPGA website at www.rpga.com. those brought
by virtue of a CR 1 2 3 4
class ability 1/4 and 1/6 0 0 0 1
(such as animal
PLAYERS READ NO FARTHER companions, 1/3 and 1/2 0 0 1 1
familiars 1 1 1 2 3
If you are planning on playing this adventure, stop paladin’s
reading now. The rest of the information in this mounts) or the 2 2 3 4 5
adventure is for the DM only. If you read farther than warhorse of a 3 3 5 6 7
this section, you’ll know too much about its challenges, character with
which kills the fun. Also, if you’re playing this adventure the Mounted 4 4 6 7 8
as part of an RPGA-sanctioned event, reading beyond this Combat feat, 5 5 7 8 9
point makes you ineligible to do so. use the sidebar
chart to 6 6 8 9 10
determine the 7 7 9 10 11
number of
levels you add to the sum of step one. Add each
A sumptuous dinner is served at a private home near Since all the children were rescued, the PCs receive the
the Shrine of Merikka. Reverend Mother Chantilla Favor of Merikka. Should Granny Mattie have been
holds up a cup of wine in salute and says, “You have captured, she is executed for her crimes.
our gratitude for all you have done. May Merikka’s
blessings be upon you, and your home and loved ones The End
kept safe.” Taking a sip of her wine, she joins her
fellow priests and priestesses in a heartfelt bow.
Experience Point Summary
No form of physical payment is made to the PCs other To award experience for this adventure, add up the
than their gratitude and the nice dinner. The Favor of values for the objectives accomplished. Then assign the
Merikka is awarded to the PCs only if they were able to experience award. Award the total value (objectives plus
rescue all the children. If Michel died, the PCs are not roleplaying) to each character.
eligible for the Favor of Merikka. Even if the PCs restore
Encounter Seven
Granny Mattie: Green Hag, Exp1/War1; CR 6;
Medium Monstrous Humanoid; HD 9d8+1d8+ 1d8+11;
hp 69; Init +1; Spd 30 ft., swim 30 ft.; AC 27, touch 11,
flat-footed 26; Base Atk/Grp: +10/+14; Atk +14 melee
(1d4+4, claw); Full Atk +14 melee (1d4+4, 2 claws); SA
Spell-like abilities, weakness, mimicry; SQ Darkvision
90ft., SR 18; AL LE; SV Fort +9, Ref +8, Will +11; Str 19,
Dex 12, Con 12, Int 13, Wis 14, Cha 12.
Skills and Feats: Bluff +6, Concentration +14, Hide
+9, Knowledge – Arcana +5, Knowledge – Planes +5,
Knowledge – Religion +7, Listen +10, Spellcraft +5,
15’
A = Tunnel
B = Main Cavern
C = Nest/Treasury
D = Prisoners
C
B
5
4
8
a
6
7
New Template
Spellwarped Creature Template (Monster Manual III, pp. 162−163)
“Spellwarped” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid, plant or vermin (referred to hereafter as the base creature). A
spellwarped creature has all the base creature’s statistics and abilities except as noted here.
Size and Type: The creature’s type changes to aberration. Do not recalculate the creature’s hit dice, base attack
bonus, saves or skill points if its type changes. The creature gains the augmented subtype if necessary. Size is
unchanged.
Requirements
To qualify to become an ur-priest, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Save Bonus: Fort +3, Will +3.
Skills: Bluff 6 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Knowledge (religion) 8 ranks,
Spellcraft 8 ranks.
Feats: Iron Will, Spell Focus (evil).
Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously
possessed (as with an-ex cleric) that ability is forever forsaken. The character must be trained by another ur-priest.
Class Skills
The ur-priest’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int),
Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Spellcraft (Int).
See Chapter 4 of the Player’s Handbook for skill description.
Skill Points at Each Level: 2 + Int Modifier.
Ur-Priest
Level Base Fort Ref Will Special ----------------Spells per Day----------------
Attack Save Save Save
Class Features
All of the following are class features of the ur-priest prestige class.
Weapon and Armor Proficiency: Ur-priests are proficient with simple weapons, but not with armor or shields.
Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must
have a Wisdom score of at least 10 + the spell’ level, so an ur-priest with a Wisdom of 10 or lower cannot cast these
spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level
+ Wisdom modifier. When the above table indicates that the ur-priest gets 0 spells per day of a given spell level, such as
0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he/she would be entitled to based on his Wisdom
score for that spell level.
The ur-priest spell level is identical to the cleric spell list. An ur-priest has access to any spell on the list and
prepares those spells as a cleric, except that he does not pray for spell, he just takes them. An ur-priest casts spells as a
cleric does, except that unlike a cleric, he/she does not have the ability to spontaneously cast cure or inflict spells, nor
does he have domain spells or associated domain granted powers. He does not have restrictions on spells with
alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in
any other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don’t count).
Rebuke Undead: Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest
level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s
Handbook).
Divine Spell Resistance (Su): At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and
the spell-like abilities of outsiders. At 8th level, the ur-priest’s spell resistance increases to 20.
Siphon Spell Power (Ex): Because they steal whatever power they can, ur-priests learn to manipulate their energy
in ways that can confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower
level spell slots and use those spells to prepare a higher level spell. The higher level spell must be of a level the ur-priest
can cast. Only one exchange of this sort can be made each day. The levels of the lower level slots are totaled, then
reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-
priest who sacrifices a 3rd level spell and a 5th level spell can use that spell slot to prepare an additional 6th level spell (3 + 5
= 8 x ¾ = 6).
Steal Spell-Like Ability (Su): The most powerful ur-priests can use the same techniques that siphon off the gods’
spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is
within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for
himself. The ur-priest can use the spell-like abilities as often as the creature can, or three times per day, whichever is
less. The ur-priest uses the ability as the creature does with regards to caster level and save DCs. This ability only lasts
24 hours. The creature with the spell-like ability does not lose the ability when the ur-priest steals it. If an ur-priest tries
to steal a spell-like ability that is supernatural rather than spell-like, the attempt automatically fails.
For example, if an ur-priest is near a noble salamander, he can steal fireball and use it three times per day or steal
dispel magic and use it once that day. If he is near a pit fiend, he could steal teleport without error (self plus 50 pounds
of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend’s
wish ability, but because a pit fiend can only use wish once per day, the ur-priest would be similarly limited. He could
not steal that power again from any creature for one year.
Rapidstrike [Monstrous]
Draconomicon, p. 73.
Prerequisites: Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast or plant type,
base attack +10.
Benefit: If you have a pair of natural weapons, such as two claws, two wings or two slams, you can make one extra attack
with one of those weapons at a –5 penalty. A creature with multiple limbs qualifies for this feat as well, such as a
creature with three arms and three claw attacks.
Spontaneous Wounder
Complete Divine, p. 85.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any inflict wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast inflict spells (from you class spell list) just as a cleric
can. You may use this ability a total number of times per day equal to your Wisdom modifier.
New Spells
Curse of Petty Failing, Legion’s
Miniatures Handbook, p. 35
Necromancy; Level: Clr 5; Components: V, S, DF; Casting Time: 1 standard action; Range: Medium (100 ft. +
10ft./level); Target: Enemy creatures in a 20 ft.-radius-burst; Duration: 1 minute/level; Saving Throw: None; Spell
Resistance: Yes.
Multiple enemies out to medium range suffer -2 penalty on attack rolls and saving throws. The curse cannot be
dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.
Wither Limb
Book of Vile Darkness, p. 110
Necromancy [Evil]; Level: Clr 2, Sor/Wiz 2; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft.
+ 5ft./2 levels); Target: One humanoid creature with limbs; Duration: 1 round/level; Saving Throw: Fortitude
negates; Spell Resistance: Yes.
The caster chooses to wither either the arms of the legs of a subject. Withered legs force a character to fall prone
and make it impossible for him/her to move more than 5 feet per round. Withered arms make it impossible for a
character to use objects or cast spells with somatic components, and the subject must drop anything he/she was
holding. At the end of the spell’s duration, the limb returns to normal.
Wrack
Complete Divine, p. 190
Necromancy [Evil]; Level: Clr 3, Sor/Wiz 4; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft.
+ 5ft./2 levels); Target: One humanoid; Duration: 1 round/level; Saving Throw: Fortitude negates; Spell Resistance:
Yes.
A humanoid subject of the spellcaster’s choosing is wracked with such pain that he/she doubles over and collapses.
His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind. For the duration of the
spell, the subject is considered helpless and cannot take actions.
Even when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves and checks
for 3d10 minutes. The subject’s sight returns at the end of the spell’s duration.
1. Were the PCs disrespectful in the dream to the Priestess of Merikka? YES NO
2. In Encounter One:
a) What happened to Skrishnaak and Wurpox?
Killed Arrested Released
b) What happened to Tergg and Nalm?
Killed Arrested Released
c) What happened to Reverend Mother Chantilla?
Killed Released
6. In Encounter Seven:
a) What happened to Uncle Gorge?
Nothing Arrested Injured Slain
b) What happened to the children?
Rescued Injured Slain
c) What happened to Granny Mattie?
Escaped Arrested Injured Slain
d) What happened to Michel of Merikka?
Rescued Injured Slain