ADP1-10 - An Evil Morning
ADP1-10 - An Evil Morning
ADP1-10 - An Evil Morning
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P1
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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.
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
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
Is it a Full Moon?
Lifestyle
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.
Skill Modifier
14 sp
43 sp
12 gp
250 gp
500 gp
An Evil Morning
-2
-1
0
+1
+2
3 THE ADVENTURE
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
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
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.
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.
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
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.
mSShocker Lizard (4): hp 18, 16, 14, 13; see Monster Manual page
164.
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
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.
11 THE ADVENTURE
Map 2: Lower
Complex
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.
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
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
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
20 xp
Encounter 2
Defeating the hellhound
75 xp
200 xp
800 xp
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
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.
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.
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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