ADP1-10 - An Evil Morning

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AN EVIL MORNING
A One-Round D&D Adaptable LIVING GREYHAWK Adventure
version 1

by Michael D. Adamson

Merchants have been coming up missing. Rumors abound of vampires and devils; others say that a murderous
minion of Ivid V or Iuz is trying to make a name for itself by squeezing the lifeblood from the city. Will adventures succeed, when city authorities only seem to bumble? The first part of the Legacy of Ill-Drach. An adventure for characters level 3-8.

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DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the
Coast, Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character
names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This scenario is intended for
organized play use only and may not be reproduced without approval of the RPGA Network.
2002 Wizards of the Coast, Inc. All rights reserved.

GETTING STARTED

his 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 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 Players Handbook, the
Dungeon Masters 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 seven 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
players name at the bottom, and the characters 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 rule books during certain times of play. For example, the players are not free to consult
the DUNGEON MASTERs 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

An Evil Morning

eyes only. Text for the players will be in gray boxes. Its 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.

Scoring
After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the
game. The RPGA has three ways to score its games. Consult your
convention coordinator to determine which method to use for
this scenario:
1-No-vote scoring: The players write their names and RPGA
numbers on the scoring packet grid. You fill in the top of the
grid. That is all. No one is rated. This method is used for
people who are just playing for fun.
2-Partial scoring: The players rate the game master and the
scenario on their player voting sheet, and provide personal
information, but dont vote for other players. The game
master rates the scenario and completes personal and event
information, but does not rate the players as a team or vote for
players. This method is used when there is no competition,
but the event coordinator wants information on how
the game masters are performing, or the game master wants
feedback on his or her own performance.
3-Voting: Players and game masters complete the entire packet,
including voting for best player. If this method is used, be
sure to allow about 15-20 minutes for the players to briefly
describe their characters to the other players, and about 5-10
minutes for voting. This method is used when the players
want to know who played the best amongst the group, or
when the adventure is run in tournament format with
winners and prizes.
When using voting, rank the players in order of your voting
choice while they are completing their forms, so that you are not
influenced by their comments on your abilities. Its a good idea
to have the players vote while you determine treasure and experience awards for the scenario.
After voting, give the Scoring Packet to your event coordinator.

GETTING STARTED

his is a LIVING GREYHAWK Adventure. As a LIVING adventure, it is


expected that players will 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, a character sheet, and a LIVING GREYHAWK log 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.

DETERMINING AVERAGE PARTY LEVEL


(APL)

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 PC participating in the
adventure.
2) If PCs bring animals that have been trained for combat (most likely
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 following 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.
CR
1
2
3
4
1/4 and 1/6
0
0
0
1
1/3 and 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
5
6
7
3) Sum the results of 1 and 2, and divide by the number of characters
playing in the adventure-round up.
4) If you are running a table of six PCs, add one to that average.
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 an adventure. If your character is three character levels or more either
higher or lower than the APL that this adventure is played at playing at,
that character will receive only half of the experience points awarded for
the adventure. This simulates the fact 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. Three or 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 three 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 dog to attack they 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.

3) A group of APL 1 adventurers who desire an extra hand can "enlist


an iconic." The stats for the 1st-level versions of Tordek, Mialee, Lidda
and Jozan are given at the end of each adventure. The group may pick
one of these characters to joint them on this adventure. The DM controls that NPC.
If you are using a 591 CY adventure (campaign year 1) that uses the old
Tiers, assume that the Tier multiplied by 2 is the APL suitable for that
encounter.
est level shown for the highest tier cannot be played.

Is it a Full Moon?

Since the hazards of lycanthropy are a current part of the LIVING


GREYHAWK campaign, it may be necessary to determine if this adventure
takes place during a full moon. For game purposes, the full moon lasts
three days of each month. For a given scenario that does not state the phase
of the moon, roll 1d10 before play begins. On a result of 1, the first day of
the scenario is a night of the full moon (roll 1d3 to determine where in the
sequence of three nights it falls).

Lifestyle

At the beginning of every scenario, each PC is required to pay


upkeep costs matching the level of lifestyle they wish to maintain. The
lifestyles, and the effects that each has on play, are:
Destitute
Poor
Common

High

Luxury

You have no living space, and must carry all your gear
everywhere. You eat poor quality food. You wear a peasant outfit, your only change of clothes.
You sleep in poor accommodations, and eat poor quality
food. You wear a peasant outfit, and have two sets of
clothing.
You have common lodgings, and eat common quality
food. You have normal clothing for your profession
(adventuring); nothing fancy. You probably have two or
three sets of clothing.
You stay in good quality lodgings, and eat good quality
food. You wear anything in value up to courtiers outfits, and generally buy a new set of clothing every two
weeks.
You have luxurious accommodations (twice the cost of
good accommodations), and you eat excellent foods.
You can throw a banquet for your friends every day,
and frequently do. You wear clothing up to the value of
nobles outfit, and buy a new set of clothes every week.

Lifestyles come with bonuses or penalties to Diplomacy, Intimidate,


Disguise, and Bluff skill checks. These penalties, shown below, should
be applied at the DMs discretion, and can sometimes backfirefor
example, a PC with a poor lifestyle would not have a penalty when talking to a beggar, but would when talking to a city official. A PC with a
high lifestyle should have a penalty when dealing with a group of street
thugs, where a PC with a destitute lifestyle might not.
DMs are encouraged to role-play these reactions whenever possible.
Lifestyle Cost
Destitute
Poor
Common
High
Luxury

Skill Modifier
14 sp
43 sp
12 gp
250 gp
500 gp

An Evil Morning

-2
-1
0
+1
+2

3 THE ADVENTURE

ABOUT ADAPTABLE SCENARIOS


This is an adaptable LIVING GREYHAWK scenario. Contact
your Regional Triad (contact information available at www.livinggreyhawk.com) for specific information on how to adapt this
adventure to your home region. Your triad will provide you with
an Adaptation Sheet, which will dictate needed changes to make
this adventure playable in your Home Region.
Some adventures simply are not appropriate for all regions.
Its possible that your Regional Triad will not wish to adapt this
adventure to your region. In that case, or in case you cannot or do
not contact your Regional Triad, you may run this adventure as a
Default Core adventure set in an unassigned or wild region. In
this case, run the adventure essentially as written. Do not
attempt to change history in a nation that is not an assigned
Triad region.
An Adaptable Scenario played as a Default Core scenario
costs 2 Time Units. An Adaptable Scenario played as a regional
event per the Triads Adaptation Sheet costs 1 time unit for
native characters, and 2 time units for visitors.

ADVENTURE SUMMARY AND


BACKGROUND
The event takes place throughout Oerth. A wizard by the name
of Isonbin Ill-Drach has taken advantage of old sites used during
the Greyhawk Wars when Ivid V and Iuz summoned demons
and devils en masse. Isonbins plan was to use these outposts and
summon hordes of devils, and then to set the devils lose at an
appropriate time. His plan was doing well until several of his
minions overestimated their ability to control some of the
tougher fiends that they had summoned and lost their lives. In
this adventure one of Ill-Drachs minions has just summoned an
achaierai, unfortunately he was unable to control the creature.
The achaierai then rampaged through the underground outpost
until the wizard was able to catch up to it near the entrance. It
was there that the wizard lost his life.
Introduction: The characters are shopping in a marketplace
filled with over-priced merchandise. Talking to others they find
out that merchants have gone missing in the city as of late.
Before they can follow up on any leads the marketplace is
attacked by a massive beast (achaierai). The characters combat
the achaierai and then follow the carnage (or the beast) to an
alleyway where they find a huge hole in the ground.
Encounter 1: When the characters enter the underground complex they will come across a strange wall of force-type barricade
blocking their way. Touching the wall gets the characters an
electric shock. The characters can get through the wall by placAn Evil Morning

ing a signet ring into an indentation outside of the wall. (The


signet ring is in the stomach of the achaierai)
Encounter 2 Around the corner the characters spy a pit. Within
the pit are the remains of the previous master of the outpost, his
items and a pair of shocker lizards. The characters will either navigate around the pit or go through it.
Beyond the pit the characters find a group of the caged merchants, some alive and some dead. Also in the room are a few
lemures guarding the prisoners.
Later the characters find a circular staircase winding down
to the lower summoning chambers. The lower level is guarded
by the wizards prize possession, a hellhound given to him personally by Isonbin Ill-Drach.
Once they defeat the hell hound characters find the summoning chamber and the remains of about a dozen lemures,
about twenty prisons/holding cells. There are also lemures that
are both alive and agitated in this room. Beyond that room lies a
summoning room which was obviously the site of a violent
encounter. While there is little of interest in the room, the characters may hear a strange tapping on the wall
Beyond the wall is a trapped osyluth. It starts to scratch the
combination for the secret door when it hears combat in the
summoning chamber. The devil wants out of its oath-bound confinement on the Material Plane, which is fulfilled only by the
death of three characters.
After defeating the devil the characters may find a note in
the second summoning chamber. It is signed by Isonbin IllDrach and outlines some of the wizards plans. When the characters leave the outpost the released prisoners greet them, and
grant them rewards.

INTRODUCTION
It is morning. For whatever reasons the characters start this
adventure by shopping in the towns finer section. The characters can be in the market individually or as a group.
You find yourselves in a large market square this morning. The sun is
shining and the morning air is filled with the smell of fresh baking
goods. You have heard rumors that someone or something has taken
some of the merchants in this market.
The market square is approximately 300 feet square with a fountain in the center if you are running this adventure as a Core
LIVING GREYHAWK adventure. If you are adapting this adventure
for a region check the adaptation sheet for changes.
The characters can purchase any standard items in the market. Still, they many not want to. As they travel from stall to stall
they notice that every item is the market is marked up by at least

THE ADVENTURE
50%. Hard haggling (Bluff, DC 20) can bring the price
down to standard prices, but the merchants will do this
reluctantly and with much complaining.
There are fifteen kiosks throughout the square and
twelve store fronts, six of which are closed. The following stores are closed:
Forever-Fine Linens: Run by a human woman who
was taken by Ill-Drachs minion three months
ago. She and her staff of four apprentices were
the first merchants abducted.
The Fine Cut Jewelry: This store is a burned out
husk. The jeweler and his employees were
attacked about two months ago and taken by
the wizard. The same night rogues came and
robbed the store, then set it on fire.
Shot in the Dark: This tavern shut down about a
month ago. The Ill-Drachs minion used the
sewers to smuggle his lemures into the tavern,
and against its occupants. There were no witnesses to the assault.
The Crooked Stick Herbs and Components: The
minion took the owner and the elf woman
who owned this shop and her apprentices two
weeks ago.
The Great Gray Dwarfs Fine Armor and Weapons:
The dwarven proprietor and three of his workers were taken three nights ago.
Berl-daws Emporium: This was the minions store.
It did not open this morning. Note that in the
Core version of this adventure Ill-Drachs minion is named Berl-daw, the minion and store
name may be different in particular regions.
See your adaptation sheet. The store is presented in greater detail in Encounter 1 (Areas
1a-1f).
Through shopping and talking with other merchants
the characters can here following rumors:
Ill tell you something. Its demons. Its said that
during the Greyhawk Wars there was a summoning chamber under this town.
The Old Gray Dwarf made a deal with the netherworld. Thats why his goods we so fine. He
gave up his friends souls and finally his own.
A beautiful elf woman had operated the crooked
stick for over five decades now. Some say that
the ugly Berl-daw couldnt handle the competition, or her the sight of her fey face.
The folk from the Forever-Fine were the first to

disappear, which was about the same time that


the dwarf had opened up his shop.
The jewelry store? Bah! Good riddance, he was a
thief and a scoundrel.
Mess with the thieves
If you are running this adventure as
and you disappear. It
Core event, set the adventure in the
is just common sense.
town of Safeton, one of the settle Some say that the elf
ments within the Domain of
who ran the crooked
Greyhawk.
stick went mad and is
wSafeton
(small
city):
now slowly killing
Conventional; AL NG; 15,000 gp
the rest of the merlimit; Assets 457,500 gp; Population
chants in the square.
6,100; Mixed (79% human, 9%
There have been over
halfling, 5% elf, 3% dwarf, 2%
gnome, 1% half-elf, 1% half-orc).
seven cart merchants
Authority
Figures:
Mayor
in the last couple of
Oldifron Zernzay, male human
months that have
Exp8; Captain of the Keys, Motto
gone missing. How
the Sharp Ftr8.
am I sure they are
Safeton (originally Safe Town)
missing and have not
was one of the more peaceful and
stable places of the former Wild
moved on to golder
Coast, but with the invasion of the
pastures? They all left
armies from the Pomarj having
their cart and the
claimed most of the lands to the
wares behind.
south, Safeton turned into a rough
The Great Gray Dwarf
and paranoid fortified town. In the
last year things have quieted much
was an honest and
in the town, and things are almost
good-natured dwarf.
back to normalbut not to the point
You know he didnt
where a strange occurrence like
even drink!
missing merchants dont drive
The disappearances are
prices through the roof.
due to a vampire who
lives under the market.
When the role-playing is dying down or when the characters seem eager for action. Read the following:
Suddenly, screams erupt from the southeast corner of the market. The commotion comes from a crowd of people running
from a large beast resembling a large quail standing on four
storklike legs. You see the beast only for a brief moment, as it
releases a pitch-black cloud from its beak, blocking your view of
it

APL 4 (EL 5)
Achaierai (1): hp 42; see Monster Manual page 15.
mA

An Evil Morning

5 THE ADVENTURE
APL 6 (EL 7)
Achaierai, Advanced 11 HD (1): hp 57, see Appendix A.
mA

ENCOUNTER 1: UNDERGROUND
COMPLEX, ENTRANCE LEVEL
1. Pi t i n t he Al l e ywa y

APL 8 (EL 9)
Achaierai, Advance Huge 18 HD (1): hp 158; see Appendix A.
mA
Tactics: See Map 1. When the characters start they are 140 feet
away from the achaierai. If the characters are traveling overland
to the monster they have to wade trough the fleeing throngs of
townsfolk, reducing their movement by 10 feet during each of
the first two rounds of travel. Each round until the characters
approach it, the achaierai attempts to kill as many townsfolk it
can. Since the townsfolk are typically 1st-level commoners and

aristocrats, and as such the achaierai can kill as many as 11 of


these poor souls (8 with the black cloud special ability, and three
more with melee attacks) each round. As soon as the characters
are within melee contact with the monster it concentrates its
attacks on them.
After the achaierai has used its black cloud special attack it
the marketplace, it has only one more such attack during the day,
as it has already used one while fighting Ill-Drachs minion. It
uses that special attack either on innocents or on the characters
at the first possible opportunity.
At this time the characters get their first good look at the
creature. Anyone who succeeds at a either a Wilderness Lore, or
a relevant Knowledge check (DC 15) knows this creature is an
outsider. Furthermore, a more successful relevant Knowledge
check (DC 25) let the character know that the creature is an
achaierai.
Development: The achaierai fights for 5 rounds, or until it
reaches 10 or fewer hit points. At that point it attempts to escape
back down the alley it came from. However, if it is wounded
when it reaches the modified wall of force it falls to the electrical
damage that wall does. If not, it waits for the fight it knows will
come. The trail of the monsters rampage is easy to follow, so no
Track or Search check is required to find the newly created pit
located in the alleyway behind Berl-daws Emporium.
If the characters run from the initial fight the creature does
not pursue them. There are plenty of townsfolk in the market to
feast on.
The left arm of the wizard minion (Berl-daw) is in the stomach of the achaierai. On that hand is the signet ring that is used
as the key that opens the modified wall of force in Encounter 1.
Treasure: Signet ring of the Ill-Drach: silver, 50 gold pieces.

An Evil Morning

The passageway connecting Berl-daws Emporium to the underground summoning complex was never the most stable of tunnels, and when the achaierai found that it could not fit through
the opening leading to the rickety stairs of area 1a, it thrashed
around until the passage collapsed. Now, in the middle of this
alleyway sits a large fresh whole. This hole is 15 feet deep.

1a. Rickety Stairs


This rickety stairs lead up into a back storage room inside Berldaws Emporium. The stairs, already in bad shape, are even worse
for wear from the achaierai damage done to the corridor beyond.
The first character to reach the top of the stairs must succeed at a
Reflex save (DC 12) or fall through a bad stair. It is 10-foot fall, so
the character receives 1d6 points of subdual damage. Other characters can easily sidestep the damage and gain access to the storage room (1b) above.

1b. Storage Room


The trap door to this storage room is locked with an arcane lock
spell.
Trapdoor barred by arcane lock : 2 in thick; Hardness 5; hp 20;
uT
Break DC 35.
Once past the trap door the characters find a storeroom filled
with various dry goods, and other supplies.

1c. Workshop and Kitchen


The minion uses this place as a mix of kitchen and arcane workshop. Needless to say the area is disgusting as spell components
mix with (sometimes mold-encrusted) food. A family of rats is
currently making a feast of some of the more juicy morsels, but
scatter when the characters enter the room.
A careful Search of the room (DC 15) will uncover the only
real thing of value in this chamber: Ill-Drachs Book of the Planes a
leather-bound book that bears an embossed picture of a burial
mound topped by a black obelisk on the front cover. It contains
close to fifty pages with drawings and information about various
creatures that can be found on the Outer Planes. Also, on the
inside cover, hastily drawn, is a pentagram. At each point of the
pentagram there is a single numeral written in Infernal. The top
point has the number five. The top two points each have the
number three, and the bottom two points each has the number
two.
This is the combination for the secret door that leads to the

THE ADVENTURE
inner summoning chamber located in the lower works of the
complex.

1 d . Ha l l w a y a n d S t a i r s
This simple hallway connects the kitchen and workshop to the
stair that lead upstairs to sparsely furnished living rooms, and
then on to the door leading to the shop front.

1e. Shop front


This is the shop front of the Emporium. There are a couple of
shelves that line the wall, each crammed full of what appears to
be interesting, sometimes magically glowing, knickknacks. All
this arcane stuff is fakeglue and glass beads enhanced by continual flame spells and minor glamersnailed down to the
shelves. This faux emporium is actually where Berl-daw transacts
with select customers looking for rare magics.

1f. Corridor into the Darkness


When the characters enter this 10-foot wide passageway they
will see a faint aura of light emanate into the corridor, so even
without illumination or the benefit of special vision characters
can see 50 feet down the corridor, where it turns left. If the
achaierai ran back here and electrocuted itself on the force wall,
the characters will smell the burn feathers (which smells much
like burnt hair) before they see the outsider or its remains. When
the characters can see a little around the corner read the following.
You see a faint but shimmering light play up and down the air some 60
hands or so beyond the corner.
If the characters drove off the achaierai (beating it down to 10 or
fewer hit points) continue with the following:
Ahead of you see the remains of the beast that attacked market square, its
great head burnt and smoking.
Instead, if it is only wounded the monster is waiting for the
impending second round of the fight. If the characters Listen,
allow them a check (DC 15) to hear the beasts ragged breathing.
If not, the achaierai benefits from a surprise round as the First
character comes into its area.
In any case continue reading:
Light flickers here and there on the corridors, walls as if many
alchemists pyramids hung about, casting their light on the flagstones.
Yet you dont see any carved glass hanging. About 90 hands ahead at the
turning point of the hallway you see the remains of a battle. The most
notable remains are a pair of humanlike legs. Beyond those remains is a
large gaping pit.

The strange modified wall of force that guards the corridors


beyond creates the light that flickers down the hallway. The
characters do have a chance to detect the almost invisible wall
before walking into it. Those with Spellcraft are allowed a check
(DC 27) in order to recognize that it the strange dancing lights
are indicative to a version of the wall of force spell that is usually
trapped in some way or the other. A successful Search check (DC
20) will also warn of the wall, but only an extremely careful
Search (DC 25) avoids a quick shot of electrical energy (1d6
points) during such a search. If the characters do not detect the
wall they make walk into it, as the wall itself is invisible. The
character(s) in the lead hit a wall of force and take electrical damage.
Electrically trapped wall of force: CR 1-5, no attack roll necestE
sary (1d6 per APL, max 8d6); Reflex (DC 17) for half; Search (DC
20 or 25); Disable Device (as the wall of force spell).
Hewed stone walls, floor and ceiling: at least 80 feet think on
uH
each side; Hardness 8; hp 540 per every 3 ft.; break DC impossible.
The wall of force extends 25 feet into the left and right side of the
wall both and 10 feet into both the ceiling and the floor. Only
days of excavation or going around the wall of force via a spell like
ethereal jaunt will get the characters past the wall without the aid
of the signet ring. It the characters search the wall they may find
(Search, DC 16) a small circular indentation on the wall next to
the wall of force. Within the indentation is a small carving of some
type of arcane mark. A successful Knowledge (arcana) check (DC
20) clues a character that the mark is the ancient magical glyph
for the word key (see illustration). If the signet ring found in
the achaierais belly is placed in this indentation, the wall of force
is deactivated for a single minute (no matter how long the ring is
pushed into the impression). There is another identical indentation on the other side of the wall of force.
Development: Once the characters move beyond the modified wall of force, they can investigate the legs and the large pit
beyond. See area 2, below.

2. Large Pit
This area is immediately beyond the modified wall of force. Once
the characters pass beyond it (which, admittedly, may take a long
time) read or paraphrase the following:
As you turn the corner you spy a macabre scene of blood. The walls, ceiling and floor are splattered with blood and gore. The creature you fought
in the marketplace undoubtedly mangled whatever was here. The only
recognizable bits of what was killed are a pair of humanoid legs flung to
the side of the corridor, their joints twisted in debilitating angles.
An Evil Morning

7 THE ADVENTURE

Map 1: Street
Level and Upper
Complex

1b

1e

1c
1d

1
1f

2
Force Wall

Beyond the carnage is a large gaping pit, about 60 hands wide gobbling
up a large portion of the hallway, which continues on beyond the cavity.
From the pit you hear eerie clicking sounds and see occasional flashes of
light.
The gore and legs are from the remains of the Ill-Drachs minion,
who was torn to bits by the rampaging achaierai just as he opened
the force wall to escape the complex. The rest of his body can be
found where it landedat the bottom of the pit. Shocker lizards
have made their home at the bottom of the pit. The minion
would throw food into the pit from time to time to feed them,

An Evil Morning

considering them a useful back-up guard in the rare instance that


the force wall was compromised. The achaierai unwittingly feed
them when dispatched Ill-Drachs minion.
The pit is somewhere between 90 or 120 hands deep. There is water,
debris and the remains of a body on the bottom of the pit. As you
approach the pit the sounds and flashes of light both stop.
The characters will have to find some way to move beyond the
pit. For many, that will mean climbing down into the pit. The
walls of the pit are unworked stone (Climb DC 20). There is any-

THE ADVENTURE
where between as single to six inches of standing water anywhere on the bottom of the pit. Once on the bottom the characters will see about a half dozen lifeless tiny blue lizards, a silvertipped quarterstaff and the head and torso of a person (the
remains of Ill-Drachs minion). When the characters approach
the remains, the remaining shocker lizards attack. Unless the
characters succeed at a Spot check (opposed to their Hide), the
shocker lizards gain a surprise round.

APL 4 (EL 4)
mSShocker Lizard (2): hp 16, 14; see Monster Manual page 164.

Beyond the doorway and down a set of steep steps is a chamber


littered with bloody remains. In that chamber there are two
barred alcovessmall prisons on the far wall, and a giant hanging cage. The cage is suspended from the chambers domed ceiling by a huge rusted iron chain. There is no mechanism to lower
the cage. A sobbing gnome is inside the cage. Upon noticing the
characters he screams:
You! You! Please get me down and out of here. Any more of this and I
will become as insane as Zagyg.

mSShocker Lizard (4): hp 18, 16, 14, 13; see Monster Manual page
164.

Unfortunately, the characters are too late, he is already insane,


and his screaming informs the lemures resting under the
remains littering the room (Hide +0, with a +2 circumstance
bonus due to the sloppy abundance of material they are hiding
under) that fresh meat has entered.

APL 8(EL8)

APL 4 (EL 4)

APL 6(EL 6)

mSShocker Lizard (8): hp 20, 18, 16 (x2), 14 (x2), 13, 11; see Monster
Manual page 164.

Tactics: The shocker lizards begin their attack with their lethal
shock ability, and continue with this kind of attack whenever
possible. As well, the lizards hide among the debris gaining
cover (quarter cover, AC bonus +2, Reflex save bonus +1) whenever possible. There is only a scattering of debris in the area that
a shocker lizard can use for cover, so use one of two methods to
determine when a shocker lizard can benefit from cover: The
first method is to randomly (or at least haphazardly) distribute
five 5-foot squares on the battle map. If a shocker lizard is in one
of these areas it gains cover. The other method is to roll a 1d20
each time a character attempts to attack a shocker lizards on a roll
of 13 or more, the shocker lizard is hiding behind cover, and may
gain benefit of it. Remember that shocker lizards are Small creatures, as will be some characters. No matter which method you
use, Small character can also gain cover benefits if they wish.
Treasure: In the minions hand is clenched a masterwork silver-tipped quarterstaff (350 gp).

3. Prisoner Chamber
After the characters navigate the pit, they can continue down the
long corridor that slops slightly downward (Spot DC 15,
Stonecunning bonuses apply) to a shattered door on the left wall.
The door looks like it was shattered out into the hallway. Beyond the
doorway emanates multiple horrid groans, and the foul stench of death
and decay.

Lemure (baatezu) (4): hp 14, 10, 9 (x2); see Monster Manual page
mL
48.

APL 6 (EL 6)
m Lemure (baatezu) (6): hp 15, 14, 10, 9 (x2), 7; see Monster
Manual page 48.

APL 8 (EL 8)
m Lemure (baatezu) (12): hp 15, 14 (x3), 13, 12 (x2) 10, 9 (x3), 7;
see Monster Manual page 48.
Tactics: Due to their mindless nature, lemures tactics are very
simple: advance, kill, kill, and when they are done, eat. Only their
death stops the onslaught.
Development: Once the lemures are defeated the characters
can release the living prisoners. Even the cages are littered with
the dead bodies of unfortunate merchants feed to the lemures
after their usefulness passed. This place is a horrid mass of death
and madness, and all three of the surviving merchants (The Gray
Dwarf, the elf who owns the Short Stick, and a gnome who
served as bartender at the Shot in the Dark) are in a state of
shock. All three are thankful to the characters, but will insist that
they leave the complex immediately.
The former prisoners do have information about the events
surrounding, and the physical make up of this complex, but due
to the prisoners mental state, it may be difficult to get the information. Each of the former prisoners is highly agitated, and
wants to leave the complex as soon as possible. Settling a prisoner down enough for him or her to become lucid, and tell the character what he or she knows requires sensitive coaxing
(Diplomacy DC 20). Taking the former prisoners out of the
An Evil Morning

9 THE ADVENTURE
underground complex grants a +6 circumstance bonus those
checks (and allows a recheck if necessary), and if the former prisoners are given a warm meal, bath, and a good night of rest, such
a check is not necessary. A successful calm emotion spell also does
the trick immediately. The following details how shock affects
each of the former prisoners, and the information they have
about the underground complex.
The Gray Dwarf: In typical dwarven fashion, he focuses his
emotions through vocal and expressive bouts of frustration and
anger, though he stops short of physically trying to harm the
character, he yells, stomps about, and insists over and over again
that they escort him from this foul pit of death. Once he is in
his right mind, he thanks the characters with a big hug, and tells
them that he and his apprentices were attacked by the slobbering idiot devils (lemures), and then dragged down here. During
his brief time here (it has only been three days, but the dwarf
thinks it has been at least a week), he has seen the master of the
complex (Ill-Drachs minion) on only a few occasions, but can
give a good description of the person. After his description is give
the characters should know that the mangled body they found it
the pit, was the master of this complex. During his short time
here he has also heard a great deal of barking and growling from
the room to the north. Two of his apprentices were taken into
that room, and a few hours later what was left of them was strewn
into the prison room.
The Elf: The elf is cool and calm in her shock, but still acts
irrationally. She knows what horrors are down here, knows that
she cant handle them, and will head toward the exit of the place,
with or without the characters. She will even go as far as walking
into the modified wall of force repeatedly, attempting to find its
weakness. Such actions may kill her, as her conditions and some
torture have brought her to current total of 15 hit points. The
owner of the Crooked Stick is in this mess because she suspected that her competitor was summoning creatures from the Outer
Planes, and confronted him about the matter. Through divination she had found out that he had summoned an osyluth. While
she is not saint, and the thought of summoning evil outsiders for
some purposes does not bother her, the thought of an unleashed
osyluth chills her soul.
The Gnome: Mentally, the gnome is the worse off of the
bunch. He continues to scream for release as long as he is in the
cage. Getting him down from the cage may be difficult (see
below). The gnome has gone insane, and as such is a little harder
to settle (Diplomacy, DC 30; calm emotions still works, but for its
duration only). It is to the characters benefit to calm the gnome
before they release him from the cage and put his feet on the
gory ground, because once released, while he does calm down for
a moment, and sizes up his surroundings, he does something
very surprising: he smiles wickedly and look back screams and
runs for the northern door. Screaming I am going to get that
An Evil Morning

bastards treasure. I am going to be the king of the Hells! If no


one tries to stop him, he will continue through the door and
down the spiral stairs, and eventually into the toothy maw of the
hell hound (see Encounter 4).
The longest surviving prisoner, the gnome is alive only
because Ill-Drachs minion enjoyed tormenting the small
humanoid. He told the gnome that he was the king of the Hells
and that he was his little court jester, and made the gnome perform demented, unspeakable comedy routines only the truly
depraved or insane would find remotely funny. Now the gnomes
sanity has been twisted toward desire for revenge, and to become
the king of the Hells, the only way he knows to have power
over his captor. While he does not know how one becomes the
king, he is sure that the secrets come from beyond the door his
regent always entered the chamber from.
None of the prisoners are in any shape to assist the characters in combat. If they are lead out of the complex, the dwarf
offers a silvered masterwork battleaxe to the group, to help them
slay the unspeakable horrors he is sure dwell deeper in the complex. The elf offers nothing except a word of thanks. The gnome
treats any character that stopped him from pursuing his dreams
of power with a cold seething hatred manifested in a cold stare
through hazel eyes.
The door to the east is shattered just like the door that characters used to enter this room. Beyond the door is a passageway
with a flight of descending stairs. The corridor leads out toward a
lower balcony on the spiral staircase (see area 6).

4. Ci rcul ar Stai r Chamber


You enter this chamber by way of one of its two entrances. Stairs wind
down to the polished marble floor of the lower level, while a devilish looking dog with matted red fur makes his way up them.
Depending on the APL the hell hound may or may not have a
pair of leathery wings.

APL 4 (EL 3)
Hell Hound (1): hp 22; see Monster Manual page 118.
mH

APL 6 (EL 5)
Half-Fiend Hell Hound (1): hp 30; see Appendix A.
mH

APL 8(EL 7)
Half-Fiend Hell Hound, advanced 8 HD (1): hp 56; see
mH
Appendix A.
Development: The hellhound was a gift to the minion from
Isonbin. It is extremely loyal, and was commanded by his master

THE ADVENTURE 10
to attack all except for its master who enters the room. The minion should have had his pet assist him in his fight against the
achaieraiit may have saved his skin.
The hell hound performs his masters last wishes until it is
killed

ENCOUNTER 2: UNDERGROUND
COMPLEX, SUMMONING
CHAMBERS
5 . P r e p a r a t i o n C h a mb e r
At the bottom of the circular stairs, you see the shattered remains of a
large double door. The torn and tattered bodies of two of the moronic, evil
creature you encountered upstairs lie on the floor amid the splinters.
Beyond, you see a large darkened chamber. Emitting from it are the
insane gurgles of something sounding madly evil.
Beyond the sundered double doors at the bottom of the spiral
staircase are a group of lemures waiting for mindless combat.
They wait only because a crafty imp named Relloom leads them,
telepathically keeping them from the staircase and the hell
hound that guarded it diligently.
More so than any creature still in the complex, Relloom
knows the goings on of today, and realizes that he has to be crafty
and careful to get out of his predicament in one piece.

APL 4 (EL 4)
Lemure (baatezu) (2): hp 12, 9; see Monster Manual page 48.
mL
Relloom the Imp (1): hp 15; see Monster Manual page 48.
mR

APL 6 (EL 6)
Lemure (baatezu) (4): hp 12, 9; see Monster Manual page 48.
mL
m Relloom the Imp: male imp Rog1; hp 18; see Appendix A.

APL 8 (EL 8)
Lemure (baatezu) (6): hp 12, 9; see Monster Manual page 48.
mL
Relloom the Imp, male imp Rog3 (1): hp 30; see Appendix A.
mR
Tactics: The characters may attempt to attack the lemures by firing ranged weapons from the safety of the warded room. This is
possible, but keep in mind that the lemures have damage reduction 5/silver. Only half the lemures in the room can be seen from
the doorway, the others are in the open holding cells that line the
walls or out of the angle of vision. Relloom only commands them

to attack if he is loosing them to ranged attacks or if the characters enter the chamber.
Rellooms only interest is to flee this place. With the hell
hound vanquished (assuming that is the case), it sees the characters as its only way out. Relloom supposes (usually rightly) that
the characters have his former masters signet ring. To gain this
ring for himself so that he may escape the complex, he telepathically commands the lemures to attack, and uses the distraction
to search for and then steal the ring (gaining a +2 circumstance
bonus on his Pick Pockets, but a 4 circumstance penalty on his
Search check to find it when the characters are in combat) from
the character who holds it. When searching for the ring he does
so while invisible, and starts with characters that appear to be
spellcasters. Searching each character is a full-round action (DC
15), and the character being searched gets a Spot check (DC 20)
to notice and invisible creature is invading their space. If
Relloom is able to find the ring, he still must succeed a Pick
Pockets check (DC 20) to snatch it.
Development: Once he gains the ring, he attempts to make
his escape. If the characters did not notice Relloom at all, have
the imp drop his invisibility spell-like ability and taunt the characters:
From behind you, you hear a malicious high-pitched voice:
I leave all you drooling baboons to your slow, confined, and painful
death. As for me I am so out of here!
With that, you see what can only be an imp, who in one hand carries the signet ring that opens the force wall, his other hand displays a
rude finger gesture favored by orcs and other crass folk.
Relloom then moves full-speed toward the complexs exit. He
does not take time to become invisible again, unless the characters do not make an attempt to follow him. If he makes it beyond
the force wall, and the characters are not there in time to use the
opening themselves, they may be trapped in the complex until
they die about a week later.
This room, destroyed by the rampaging achaierai and its
running battle with Ill-Drachs minion, and further destroyed
the by the inane fiddling of the lemures, is a trash pit of broken
worktables, destroyed tomes, and lemure corpses.
Treasure: Amid the rubble, a Search (DC 12) may reveal
three smokesticks, and two vials of antitoxin.

6. Outer Summoning Chamber


This is the first of two summoning chambers in the underground
complex. The second summoning chamber is currently sealed
due to the terrible inhabitant it holds. This one is the summoning chamber used by the minion to call forth the achaierai the
characters encountered at the beginning of this adventure. The
chamber is now in ruins.
An Evil Morning

11 THE ADVENTURE

Map 2: Lower
Complex

Like most rooms you have encountered in this subterranean complex,


this room is littered with the debris of battle. Still, you make out what
you can only assume is a circle to call and keep otherworldly creatures
onto the Oerth. On the far wall is a five-pointed star, its lead star pointed upward. The remains of two bookshelves flank it. The bookshelves
contents scattered in front of them. It looks as if they once held potions
and arcane oils and essences.
On the wall between the two bookcases is a secret door (Search
check, DC 20). A large pentagram marks the wall that hides the
secret door. In the center of this pentagram is a lever that folds
down into the wall, and on each point of the star is a button.
When the characters search the pentagram-adorned wall
they may hear a scratching sound coming from the other side.
With a successful Listen check (DC 10 if the characters has his or
her ear to the wall, or DC 15 if characters are within 5 feet of the
wall) the characters can hear a scratching sound emanating from
the other side of the wall. Listening closely (taking 2 minutes) a
character hears two scratches, then five, then three, and after a
long pause this progression starts again. With another successful
Listen check (DC 15) a character can tell that during both the five
and three sequence of the scratching two hands are scratching at
the same time. With yet another successful Listen check (DC 30)
An Evil Morning

the characters can hear a dry raspy voice counting in the infernal
language. The count is on number 1,647,345 when the characters
begin listening, and the number of the count progresses until the
characters open the secret door.
Beyond the secret door is an osyluth, a regimented and intelligent devil from the Nine Hells of Baator. He was called to this
plane a days earlier by Ill-Drachs minion, and had made an agreement to serve the minion by utterly destroying (both body an
soul) three of the minions enemies. It was the minions plan to
use the devil to dispose of his three guests upstairs. Those plans
shattered when, moments after the deal was struck, the osyluth
declared, Any mortal who summons me is his own worse
enemy, and lunged at the minion. The minion was able to shut
the osyluth in the chamber before becoming the victim of twisted diabolical logic.
The osyluth desperately wants out of the room and back to
his home plane. Since an actual deal was struck with the minion,
there are only a limited number of ways to do this. First, it can
wait. The devil has three more days before he can renege on the
deal, in three days he is free to go back to the Nine Hells. Second,
he will assume that the characters are enemies of the minion, so
by killing three of them, he can go home. Or third, he can be dismissed by a high-level spellcaster. The scratching is a clue to how

THE ADVENTURE
to open the door (which he witnessed the minion do once, before
the deal was struck), and the counting is for its own edification
his way to keep track of time, so he knows when he can leave.
Development: In order to access area 9, the characters need
to either guess the magical star locks combination, or find the
combination in Ill-Drachs Book of the Planes
The star lock is unlocked by:
Pressing the button on the top of the star three times.
Press both of the buttons at the next two points simultaneously five times.
Press the bottom two buttons simultaneously twice.
Pull the lever.
When the characters get the button sequence correct they hear a
loud click and the counting from the inside will stop. When they
pull the lever they will have access to the Inner Summoning
Chamber.
Treasure: A successful Search (DC 15) through the piles of
broken glass will yield the characters a potion of non-detection. If
they do not succeed at a Reflex save (DC 12) during the search, it
also results in 2 points of damage gained from the sharp points of
the broken glass.

7. The Inner Summoning Chamber


When you pull the lever you hear a loud grinding noise as the door starts
to recede into the wall. After a moment the noise pauses and begins again
as the door lifts off the ground and disappears into the ceiling. Within
you see an unnatural darkness and smell the foul odor of decay, suddenly breaking the plane of darkness you see a gruesome sight. You see a fearsome large skull with sickly, dried stretched skin, followed by its large
gangly body with a tail like a scorpions. It says, Thank you, in a whispering voice as it lunges forward.

APL 4 (EL 6)
Osyluth (1): hp 32; see Monster Manual page 48.
mO

APL 6 (EL 8)
Osyluth, advanced 8 HD (1): hp 65; see Appendix A.
mO

APL 8 (EL 10)


Osyluth, advanced 12 HD (1): hp 96; see Appendix A.
mO
Tactics: The osyluth wants its freedom, and attempts to kill three
characters to gain it. It attacks those of chaotic good alignment
fist (figuring it is his duty to do so) though if anyone declares
him- or herself a paladin, he gladly devours a paradigm of good at
first opportunity.
Because the devil wants out of his bargain as soon as possible, and he believes the inhabitants of the Material Plane are stu-

12

pid and week, his tactics in this battle are very straightforward.
He will use the wall of ice to some advantage, but it prefers to as
directly as possible and as soon as possible tear his three victims
apart. It returns back to the Nine Hells of Baator if three characters are killed or it has to be defeated.
Development: The bookcases in this summoning room once
had many scrolls and book about various arcane subjects, but the
devil, in his boredom, as well his anger for being outsmarted by a
weak being from the Material Plane, has destroyed and scattered
these books. Still, a careful Search (DC 15) may uncover three
arcane scrolls that escaped the devastation, as well as scroll that
contains the writing found on the Player Handout of this adventure.
Treasure: arcane scroll of unseen servant (1st-level caster),
arcane scroll of magic circle against law (3rd-level caster), arcane
scroll of dimensional anchor (4th-level caster).

CONCLUSION
If the characters defeat the osyluth (or lose three companions)
they have no problems leaving the outpost, however if the ring
was taken from them by the imp it will take two weeks for the
townsfolk to excavate around the wall of force, and when they do
(unless the characters come up with a plan for surviving the captivity) they will find the characters starved and dehydrated to
death.
If the characters freed the Grey Dwarf he thanks them for
saving his life and allows them pick one of the two items that he
has in his shop: either a finely crafted spiked breastplate or an
exquisite greatsword. He also insists on etching and decorating
the breastplate or the blade of the greatsword in any fashion that
character asks.
The elf isnt as gracious as the dwarf. She thanks the characters for assisting her, although she believed that she could have
gotten out on her own, and voices that opinion freely, and offers
the characters 100 gold pieces for their helpeven though it was
not needed.
The town (or at least this neighborhood of the town in this
adventure takes place in a large city) gives the characters the
heros treatment for the boon that they have done. Before the
characters move on their way to their next challenge, they have
one last encounter in one of the local taverns treating them to
free food and drink as a final thank you.
As you sit and ponder your battle with the devils below the town, the tavern doors swing open and a man wearing white robes with a long gray
beard enters carrying a gnarled quarterstaff. He looks around the room
nervously until he sees your table. With purpose, he approaches.
An Evil Morning

13 THE ADVENTURE
Um, right! So you fought against some devils? Im the Seeker. I
have come to find you. It seems that this town is not the only one that
Isonbin Ill-Drach had set up shop. The strange old man produces a
ruined piece of paper identical to the one that you recovered from the
summoning chamber.
I beseech you to see this through, I have reason to believe that
Isonbin will only take this as a momentary delay. What his final goal is,
I do not know But if it involves demons and devils it is something that
certainly must be stopped. Now if you would excuse me there is no time
for me to dally, I have been given word that another outpost had been
discovered in a neighboring country I must hurry to get the word out!
With that he turns and exits.
The Seeker is actually Symerious Ill-Drach, a kindly wizard from
the Gran March, and great grandson of Isonbin Ill-Drach. He is
very guarded with any information about his identity and any
relation to Isonbin. The only way that the characters are able to
entice him to stay is to offer him ale. If he stays and drinks with
the characters he will go into stories about the Greyhawk Wars
and his service with the Gran March military.Ah, right, this
whole thing reminds me of the time.

The End

An Evil Morning

EXPERIENCE AND TREASURE

EXPERIENCE POINT SUMMARY


To award experience for this adventure, add up the values for the
objectives accomplished. Then assign the discretionary role-playing experience award. The role-playing award should be given for
consistent character portrayal and contribution to the fun of the
game. You can award different role-playing amounts to different
characters.
Award the total value (objectives plus role-playing) to each
character.

Introduction
Defeating the achaierai

150 xp

Encounter 1
Getting across the pit either by fighting the shocker
lizards or bypassing them
100 xp
Defeating the lemures guarding the prisoners

50 xp

Each prisoner brought to the surface alive.

20 xp

Encounter 2
Defeating the hellhound

75 xp

Defeating the lemures in the preparation chamber 50


xp
Defeating Relloom the Imp and his plan to escape the
complex
65 xp
Defeating the Osyluth

200 xp

Bonus for defeating the Osyluth without character


deaths
50 xp
Total experience for objectives

800 xp

Total possible experience

800 xp

TREASURE SUMMARY
Player characters may keep items from the scenario that are listed on the treasure list below or which meet the following conditions:
The item must be non-magical and specifically listed in the text
of the adventure (e.g. armor on foes). If it is not listed in the
text, the characters cannot keep it. Items of this nature can

14

be sold for 50% of book value, or recorded on a log sheet.


Animals, followers, monsters, henchmen, and so forth (any living being, basically) may not be kept from a scenario for any
reason unless the treasure summary lists the being specifically. It is okay for the player characters to form relationships with characters, but these will not be certed and cannot bring material benefit to the character. Contacts
(sources of extra information) must be specifically certed.
Theft is against the law, but may be practiced by some player
characters. Items, which are worth more than 250 gp that
are of personal significance to the owner (including family
heirlooms), and all magical items, will be discovered in the
possession of the character by one means or another. The
character must return the item and pay a fine equal to three
times the value of the item stolen. In addition, the character
caught receives campaign-decided penalties for being
known as a thief, such as Infamy. For other stolen items
which meet the criteria in #1 above, use your judgment and
the circumstances within the game to determine whether a
character thief gets away with the theft or not.
Any item retained according to these rules, which does not have
a certificate, will not ever have a certificate issued for it.
The campaign staff reserves the right to take away any item
or gold acquired for things, which it later finds unreasonable but
which were allowed at the time.

Introduction
Signet Ring of the Ill-Drach (50 gold pieces, .2 lb, silver): This
signet ring has the impression of a burial mound with an
obelisk on top.

Encounter 1
Ill-Drachs Book of the Planes (80 gp, 1 lb): This book bound by
leather has a picture of a burial mound and a black obelisk
etched on the front cover. It contains close to fifty pages
with drawings and information about various creatures that
can be found on the outer planes. A literate individual may
spend 10 minutes to use book when making a Knowledge
(outsiders) check. Using the book in this way grants a +2 circumstance bonus to the check, but does not grant the ability to make an untrained Knowledge (outsiders) check.
Masterwork silver-tipped quarterstaff (350 gp, 4 lb.): This sturdy,
finely etched, quarterstaff, is crafted from the remains of a
burnt oak. It has an ornate silver headpiece of a clenched
fist, and is considered a silvered item.

An Evil Morning

15 THE ADVENTURE
Encounter 2
Three smokesticks
Two vials of antitoxin
A potion of non-detection.

An arcane scroll of unseen servant (1st-level caster)


An arcane scroll of magic circle against law (3rd-level caster)
An arcane scroll of dimensional anchor (4th-level caster).

Conclusion
Masterwork breastplate with armor spikes (Medium, 400 gp, 30
lb, steel): This armor, crafted by the Gray Dwarf, is extremely sturdy and well made. The dwarf has decorated the armor
in the following fashion (have the player fill in the blank)
Or
Masterwork greatsword (large, 350 gp, steel): This finely crafted
great sword was created by the Gray Dwarf. It sports an elaborate hilt in the shape of a golden eagles claw grasping an
obsidian orb. Gerak has etched the blade of the sword with
the following inscription (have the player fill in the blank.

An Evil Morning

APPENDIX 16

APPENDIX A: NPCS
Achaierai, Advanced 11 HD (1): CR 7; Large Outsider; HD
mA
11d8+11; hp 57; Init +1 (Dex); Spd 50 ft.; AC 20 (touch 10, flatfooted 19); Atks +14 melee (2d6+4, 2 claws), +9 melee (4d6+2,
bite); SA Black cloud, Face/Reach: 5 ft. by 5 ft./10 ft.; SR 19; AL
LE; SV Fort +13, Ref +12, Will +13; Str 19, Dex 13, Con 15, Int 13,
Wis 14, Cha 16.
Skills and Feats: Climb +18, Jump +18, Listen +16, Move
Silently +15, Sense Motive +16, Spot +16; Dodge, Mobility,
Spring Attack.
Black Cloud (Ex): An achaierai can release a choking, toxic
black cloud. Those other than achaierai within 10 feet instantly
take 2d6 points of damage. They must also succeed at a Fortitude
save (DC 17) or be affected for 3 hours as though by an insanity
spell cast by a 16th-level sorcerer.
Achaierai, Advance Huge 18 HD (1): CR 9; Huge Outsider;
mA
HD 18d8+72; hp 153; Init +1 (Dex); Spd 50 ft.; AC 21 (touch 8,
flat-footed 21); Atks +27 melee (2d6+9, 2 claws), +22 melee (bite
4d6+4, bite); SA Black cloud, Face/Reach: 5 ft. by 5 ft./10 ft.; SR
19; AL LE; SV Fort +8, Ref +7, Will +8; Str 28, Dex 11, Con 19, Int
13, Wis 14, Cha 16.
Skills and Feats: Climb +30, Jump +30, Listen +28, Move
Silently +27, Sense Motive +28, Spot +28; Cleave, Dodge,
Mobility, Power Attack, Spring Attack.
Black Cloud (Ex): An achaierai can release a choking, toxic
black cloud. Those other than achaierai within 10 feet instantly
take 2d6 points of damage. They must also succeed at a Fortitude
save (DC 19) or be affected for 3 hours as though by an insanity
spell cast by a 16th-level sorcerer.
Half-Fiend Hell Hound (1): CR 5; Medium-size outsider; HD
mH
4d8+8; hp 30; Init +7; Spd 40 ft., fly 40 ft. (average); AC 19 (touch
13, flat-footed 16); Atks +7 melee (1d8+3, bite), +2 melee (1d4+1,
claw); SA Breath weapon, spell-like abilities; SQ Scent, Fire subtype, darkvision 60 ft., poison immunity, acid, cold, electricity
and fire resistance 20; AL LE; SV Fort +6, Ref +7, Will +4; Str 17,
Dex 17, Con 15, Int 10, Wis 10, Cha 8.
Skills and Feats: Hide +11, Listen +5, Move Silently +13, Spot
+7*, Wilderness Lore +0*; Improved Initiative, Track.
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds;
damage 1d4+1, Reflex half DC 13. The fiery breath also ignites
any flammable materials within the cone. Hell hounds can use
their breath weapon while biting.
Spell-like Abilities: Darkness3/day, desecrate1/day.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.

Skills: Hell hounds receive a +5 racial bonus to Hide and


Move Silently checks. *They also receive a +8 racial bonus to Sot
and Wilderness Lore checks when tracking by scent, due to their
keen sense of smell.
Half-Fiend Hell Hound, advanced 8 HD (1): CR 7; Large outmH
sider; HD 8d8+16; hp 56; Init +6; Spd 40 ft., Fly 40 ft. (average);
AC 19 (touch 11, flat-footed 17); Atks +15 melee (1d12+7, bite),
+9 melee (1d6+3, claw); SA Breath weapon, spell-like abilities;
SQ Scent, Fire subtype, darkvision 60 ft., poison immunity, acid,
cold, electricity and fire resistance 20; AL LE; SV Fort +10, Ref
+9, Will +6; Str 25, Dex 15, Con 19, Int 10, Wis 10, Cha 8.
Skills and Feats: Hide +14, Jump +16, Listen +9, Move
Silently +16, Spot +11*, Wilderness Lore +6*; Improved
Initiative, Track, Weapon Focus (bite).
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds;
damage 1d6+3, Reflex half DC 15. The fiery breath also ignites
any flammable materials within the cone. Hell hounds can use
their breath weapon while biting.
Spell-like Abilities: Darkness3/day, desecrate1/day,
unholy blight1/day, poison3/day.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
Skills: Hell hounds receive a +5 racial bonus to Hide and
Move Silently checks. *They also receive a +8 racial bonus to Sot
and Wilderness Lore checks when tracking by scent, due to their
keen sense of smell.
m Relloom the Imp: male imp Rog1; CR 3; Tiny outsider; HD
3d8+1d6; hp 18; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 18
(touch 15, flat-footed 13); Atk +9 melee (1d4 and poison, sting);
SA Spell-like abilities, poison, sneak attack +1d6; SQ Damage
reduction 5/silver, poison immunity, fire resistance 20, see in
darkness, polymorph, regeneration 2; SR 5; Face/Reach 2 ft.
by 2 feet./0 ft.; SV Fort +3, Ref +8, Will +4; Str 10, Dex 17, Con
10, Int 10, Wis 12, Cha 10.
Skills and Feats; Hide +15, Listen +6, Move Silently +8,
Search +6, Spellcraft +6, Spot +7; Dodge, Weapon Finesse (sting),
Weapon Focus (sting).
Spell-Like Abilities: At willdetect good, detect magic, and
invisibility (self only); 1/daysuggestion. Thee abilities are as
the spells cast by a 6th-level sorcerer (save DC 10+ spell level).
Once per week an imp can use commune to ask six questions. The
ability otherwise works as the spell cast by a 12th-level cleric.

Poison (Ex): Sting, Fortitude save (DC 13); initial damage


1d4 temporary Dexterity, secondary damage 2d4 temporary
Dexterity.
Polymorph (Su): An imp can assume other forms at will as a
standard action. This ability functions as a polymorph self spell cast
An Evil Morning

17 EXPERIENCE & TREASURE


by a 12th-level sorcerer, except that Relloom can only assume
two forms: that of a female human toddler, and that of a raven.
Regeneration (Ex): Imps take normal damage from acid, and
from holy and blessed weapons (if silver or enchanted).
m Relloom the Imp: male imp Rog3; CR 5; Tiny outsider; HD
3d8+3d6+3; hp 30; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 18
(touch 15, flat-footed 18); Atk +11 melee (1d4 and poison, sting);
SA Spell-like abilities, poison, sneak attack +2d6; SQ Damage
reduction 5/silver, poison immunity, fire resistance 20, see in
darkness, polymorph, regeneration 2, evasion, uncanny dodge;
SR 5; Face/Reach 2 ft. by 2 feet./0 ft.; SV Fort +4, Ref +9,
Will +5; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats: Bluff +9, Hide +16, Listen +7, Move Silently
+10, Search +7, Spellcraft +7, Spot +9; Dodge, Toughness,
Weapon Finesse (sting), Weapon Focus (sting).
Spell-Like Abilities: At willdetect good, detect magic, and
invisibility (self only); 1/daysuggestion. Thee abilities are as the
spells cast by a 6th-level sorcerer (save DC 10+ spell level). Once
per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.

Poison (Ex): Sting, Fortitude save (DC 13); initial damage


1d4 temporary Dexterity, secondary damage 2d4 temporary
Dexterity.
Polymorph (Su): An imp can assume other forms at will as a
standard action. This ability functions as a polymorph self spell cast
by a 12th-level sorcerer, except that Relloom can only assume

two forms: that of a female human toddler, and that of a raven.


Regeneration (Ex): Imps take normal damage from acid, and
from holy and blessed weapons (if silver or enchanted).
Osyluth, advanced 8 HD (1): CR 8; Large outsider; HD 8d8+16;
mO
hp 65; Init +4; Spd 40 ft.; AC 17 (touch 9, flat-footed 17); Atks +14
melee (1d8+5, bite), +8 melee (1d4+2, 2 claws), +9 melee (3d4+2
and poison, sting); SA Spell-like abilities, fear aura, poison, summon baatezu; SQ Damage reduction 10/+1, baatezu qualities,
know alignment; SR 22; Face/Reach: 5 ft. by 5 ft./10 ft.; AL LE;
SV Fort +7, Ref +5, Will +7; Str 21, Dex 10, Con 15, Int 14, Wis 14,
Cha 14.
Skills and Feats: Concentration +14, Hide +11, Listen +16,
Move Silently +14, Search +15, Sense Motive +17, Spot +18;
Alertness, Improved Initiative, Weapon Focus (sting).
Spell-Like Abilities: At willanimate dead, charm person,
dimensional anchor, doom, fly, invisibility (self only), major image,
suggestion, and wall of ice. These abilities are as the spells cast by a
7th-level sorcerer (save DC 12 + spell level). An osyluth can also
teleport without error (self plus 50 pounds of objects only) at will as
the spell cast by a 12th-level sorcerer.
An Evil Morning

Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura


as a free action. Affected creatures must succeed at a Will save
(DC 14) or be affected as though by a fear spell cast by a 7th-level

sorcerer. A creature that successfully saves cannot be affected


again by the same osyluths aura for one day. Other baatezu are
immune to the aura.
Poison (Ex): Sting, Fortitude save (DC 14); initial damage
1d6 temporary Strength, secondary damage 2d6 temporary
Strength.
Summon Baatezu (Sp): Once per day an osyluth can attempt
to summon 2d10 lemures with a 50% chance of success, or another osyluth with a 35%chance of success.
Know Alignment (Su): Osyluth always know the alignment
of any creature they look upon.
Osyluth, advanced 12 HD (1): CR 8; Huge outsider; HD
mO
12d8+48; hp 96; Init +4; Spd 40 ft.; AC 18 (touch 7, flat-footed 18);
Atks +22 melee (1d12+9, bite), +16 melee (1d6+4, 2 claws), +17
melee (3d6+4 and poison, sting); SA Spell-like abilities, fear aura,
poison, summon baatezu; SQ Damage reduction 10/+1, baatezu
qualities, know alignment; SR 22; Face/Reach: 5 ft. by 5 ft./10 ft.;
AL LE; SV Fort +7, Ref +5, Will +7; Str 29, Dex 8, Con 19, Int 14,
Wis 14, Cha 14.
Skills and Feats: Concentration +18, Hide +15, Listen +20,
Move Silently +18, Search +19, Sense Motive +21, Spot +22;
Alertness, Cleave, Improved Initiative, Power Attack, Weapon
Focus (sting).
Spell-Like Abilities: At willanimate dead, charm person,
dimensional anchor, doom, fly, invisibility (self only), major image,
suggestion, and wall of ice. These abilities are as the spells cast by a
7th-level sorcerer (save DC 12 + spell level). An osyluth can also

teleport without error (self plus 50 pounds of objects only) at will as


the spell cast by a 12th-level sorcerer.

Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura


as a free action. Affected creatures must succeed at a Will save
(DC 14) or be affected as though by a fear spell cast by a 7th-level

sorcerer. A creature that successfully saves cannot be affected


again by the same osyluths aura for one day. Other baatezu are
immune to the aura.
Poison (Ex): Sting, Fortitude save (DC 14); initial damage
1d6 temporary Strength, secondary damage 2d6 temporary
Strength.
Summon Baatezu (Sp): Once per day an osyluth can attempt
to summon 2d10 lemures with a 50% chance of success, or another osyluth with a 35%chance of success.
Know Alignment (Su): Osyluth always know the alignment
of any creature they look upon.

HANDOUTS 18
PLAYER HANDOUT #1
On the remains of a very fine parchment you find this written in extremely meticulous handwriting:

from that point on you are to hold the outsiders in the holding cells. Only with the greatest of precautions are you to capture individuals to serve as food for our new forces.
In a couple of months I will give the order for the outsiders to be released. As you know, we have worked
hard to find the summoning chambers that we are using now and I will be greatly displeased if you did
anything to jeopardize the standing of that outpost. Once the outsiders are released throughout Oerth
there will be enough chaos that I may be able summon the Great Halragnitith, then the new war may
begin.
If you foresee any troubles or have any concerns direct your messengers to a minion that I have set up about
a half-days travel to the east of the Free City. Inform your messenger to travel north when he reaches
the dead great oak. The oak of course has my mark on it. Within the woods a ranger will approach him
and take the message. Make sure to send someone that is expendable, Grod does so get bored of eating
wildlife.

Be cautious,
Isonbin Ill-Drach

An Evil Morning

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