TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  DYV4-03 
   
   
   
   
   
   
  Urban Renewal 
   
  A 1-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
  by Mason Mines 
  Maps and Evernight Street information by Derrek Burrows 
  NPC Statistics and Tactics by Tom Christy 
  Triad Edit: Matt Maddy 
  Circle Edit: David Christ 
   
  The damage has been repaired to the Dock District and the Magister has asked several adventurers to speak at the 
  ribbon-cutting ceremony.  Not only were you one of those chosen, but you’ve also been invited to another engagement 
  on the same day!  It looks like Dyvers is back to business as usual…or is it?  An Adventure for APLs 2-12. 
  
  DYV4-03 Urban Renewal 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 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. 
  
  DYV4-03 Urban Renewal 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
   
  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 the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Using Judge’s Maps  
  Judge’s Map #1 is an aerial view of the Free and 
  Independent City of Dyvers. The map is divided and has 
  a grid overlaid on it. Along the west edge are letters and 
  along the south are numbers. At the top of each of the 
  other Judge’s Maps are the coordinates of where they fit 
  on Judge’s Map #1. 
   
  Adventure Summary and 
  Background 
  Introduction - The players are attending a lecture at the 
  Tower of Pentacles College of Heralds when they spot a 
  young boy acting oddly. 
  Encounter One: The College of Heralds – The players 
  follow the strange boy, and discover him taking a cadaver 
  into a secret passage leading into the sewers. 
  Encounter Two: The Secret Door - The players pass 
  through the secret door in the Tower of Pentacles into 
  the Dyvers sewers.  They run into some odd zombie-like 
  fungus creatures while chasing the strange boy. 
  Encounter Three: Investigating Below – The players 
  investigate below the sewers, and find odd tracks that 
  seem to lead past a guarded area where players hear the 
  noise of the gathering crowd for the ribbon-cutting 
  ceremony. 
  Encounter Four: The Ribbon-cutting ceremony – 
  Players may take a time-out to take part in the dock 
  district ribbon-cutting ceremony.  However, mayhem 
  
  DYV4-03 Urban Renewal 
   
  Page 4 
  ensues as The Dyvers Short People's Party, a halfling 
  supremacist party, attempts to disrupt the ceremony, 
  only to be interrupted as the bandstand collapses. Amidst 
  the confusion, at low APLs a pickpocket tries to steal 
  from the players, while at high APLs, an invisible stalker 
  attacks any Ring of Steel members or their allies. 
  Encounter Five: The Knights of the Hart - 
  Investigating under the dock districts, the players find 
  the Knights of the Crimson Hart are attempting to 
  retrieve an item called the Ysildric Grail.  The players face 
  a trapped seal and summoned rats to enter the lair of a 
  vampire.  
  Encounter Six: The Grail Chamber - The players battle 
  a vampire and recover the Ysildric Grail, the Rod of 
  Clearchus and other treasures. 
  Encounter Seven: The Fungus Farm - The Players find 
  the Fungus Farm near the Grail Chamber.  They are 
  confronted by the myconoids, who don’t want to attack 
  the players, but will defend themselves.  The myconoids 
  actually want help for their sovereign.  If the players 
  choose to fight the Myconoids, the adventure ends here.  
  If the players negotiate, the Sovereign offers potion 
  access in exchange for helping him to formulate a cure 
  for his affliction.  This may lead to the optional 
  encounters. 
  Encounter Eight: Shopping for Graveweed – If the 
  players negotiate with the myconoids to help their 
  sovereign, they may try to find a shop that sells 
  graveweed.  The players search for a shop, and try to find 
  a reasonable price. 
  Standard Conclusion: Optional Encounter One: Dock 
  District Memorial Graveyard - The players go after the 
  Graveweed and meet up with Vinh, an Alliance rogue 
  intent on harvesting the graveweed before it is 
  discovered and selling it through fencing channels for a 
  hefty profit. 
  Optional Encounter Two: Vampires and Werewolves, 
  Oh My! – Players encounter a former servant of the 
  vampire they slew in the sewers.  The vampire thanks 
  them, and gives them a valuable object.  As the vampire 
  leaves, werewolves attack the party. 
  Optional Encounter Three: Evernight Street – The 
  Players attempt to have the graveweed properly treated 
  for potion brewing by an alchemist on Evernight street. 
  Conclusion: If the players managed to get the graveweed 
  treated and returned to the mycanoid Sovereign, he 
  offers to brew potions for them as long as they keep the 
  mycanoid colony’s presence a secret. 
  Introduction 
  Boy do you feel popular today!  First, you received an 
  official invitation from none other than the Magister 
  of Dyvers herself!  The head of the government has 
  invited you, because of your status as an adventurer, 
  to speak at the much-advertised dock district 
  reopening ceremony taking place this afternoon.  As 
  you were considering what you would say to a crowd 
  of Dyvers’ citizens, another messenger interrupted 
  you with an additional invitation for today. 
  You have been invited to a lecture on inter-world 
  travel at the normally exclusive Tower of Pentacles 
  College of Heralds in Dyvers this morning.  For some 
  of you, the lecture promised to be an enlightening 
  event concerning the workings of the Spheres of 
  Myrgund, a network of inter-world teleportation 
  devices.  For the rest, well, the bar is open, and the 
  buffet table is serving all you can eat axebeak 
  surprise!  After making preparations, you present 
  yourself at the Tower of Pentacles, and are cordially 
  greeted and led to an auditorium inside.  It appears as 
  if one of the speakers has already started. 
  The lecturer on inter-world travel, Cereb Ak Cedi, 
  continues his speech: "... and of course with the 
  recent discovery of a 3rd sphere in the ruins of 
  Chateau Lidaere, our theory of the expansiveness of 
  the ruined city of Lochdrathnaii is further solidified.  
  It is my belief that at one time this ancient elven city 
  and its surroundings controlled a much larger 
  expanse of the Gnarley wood.  It was the center of a 
  great expeditionary effort into the realms that touch 
  the demi-plane of shadow.  Access to the realm of the 
  Fey, a nether-realm that mirrors the Lidaere Estate in 
  fairer times past, and a degenerate savage realm have 
  all been documented by recent adventures... 
  Your attention wanders to the actions of a small boy.  
  He is dressed in the garb of a scribe and is peering 
  intently at some mold on the flagstones in the corner 
  of the tower subcellar.  Your first thought is that 
  someone ought to clean this place up a little, while 
  your second thought is one of squeamish surprise as 
  the boy's tongue extends several feet to the floor, 
  licking the stone clean of mold.  It is over in an 
  instant and you think at first that you have imagined 
  it.... until he does it again. 
   
  
  DYV4-03 Urban Renewal 
   
  Page 5 
  Encounter One: The College of 
  Heralds  
  The little boy is actually Eldrig the odd, a junior worker 
  of the Myconoid Fyirs Circle.  He has managed to get 
  himself magically altered and has left his menial duties at 
  the fungus farm to "explore."  Eldrig is an aberration 
  amongst the Myconoid circle in that he exhibits periodic 
  urges of free will.  The Myconoid culture divides the day 
  into three 8-hour periods.  These periods are the time of 
  resting, the time of working, and the time of melding.  
  Eldrig knows that he has to be back before the time of 
  melding, a transcendental, hallucinogenic, group-mind 
  state.  If he does not return in time he is sure to be missed 
  and does not want to get into trouble.  The time of 
  working ends in one hour, so Eldrig is in a hurry.  He will 
  leave the lecture hall and re-enter the classroom 
  laboratory area.  He is intent upon stealing cadavers for 
  animation by the Sovereign.  
  �Eldrig the Odd, Myconoid Junior Worker: hp 4; see 
  Appendix Two. 
  Eldrig bars the door.  Once Eldrig enters the lab, he bars 
  the door to the Laboratory from the inside: 
  �Strong Wooden Door: 3 in. thick; hardness 5; hp 30; 
  AC 5; Break DC 23. 
  Inside the lab: This area focuses on teaching the 
  mundane healing arts.  There are beakers, flasks, and 
  alchemical supplies of all sorts here.   If the players break 
  down or somehow bypass the door and follow Eldrig into 
  this room they will find him dragging a cadaver off of an 
  examination table and toward an open secret door in the 
  wall.  It is Eldrig's intention to return the cadaver to the 
  Sovereign Myconoid to be animated to serve the Fyirs 
  Circle.   
  The players should not catch up to Eldrig until he is past 
  the Fungus Watchers in Encounter One.  If the players 
  defeat the Fungus Watchers and continue to give chase, 
  they will catch Eldrig.  Otherwise, Eldrig escapes.  Eldrig 
  will not put up a fight if the players catch him.  He will 
  not lead the players to the Fungus farm under any 
  mundane circumstances. 
  If the players catch Eldrig and return him to the Tower of 
  Pentacles, the scholars will certainly want to hold Eldrig 
  until they get some answers.  They are willing to let the 
  players question Eldrig if they wish (and have the 
  magical means to do so, since Eldrig is unable to speak).  
  Otherwise, the Tower incarcerates Eldrig for the duration 
  of the module.  Eldrig is unable to communicate with the 
  players unless they can somehow communicate 
  telepathically.  Should the players communicate with 
  Eldrig, he only tells them over and over "I'm in trouble." 
  If the players go through the secret door, continue to 
  Encounter Two: The Secret Door.  Otherwise, if the 
  players wait until their other appointment, go to 
  Encounter Four: The Ribbon-cutting Ceremony. 
   
  Encounter Two: The Secret Door 
  The secret door in the Tower of Pentacles cellar leads into 
  the Dyvers sewer.   This section of the sewer is filled with 
  bones and various remnants of creatures dissected in 
  laboratory classes and disposed of here.  There is also a 
  dead gelatinous cube that is decomposing nearby.  The 
  ramped tunnel leading from the Tower of Pentacles into 
  the Sewers is 20 feet wide, 10 feet tall, and about 200 feet 
  long.  The walls are made of stone, and there is a small 
  amount of sewer water running down the middle of the 
  tunnel (not enough to hamper movement.) 
  Eldrig:  Eldrig passes by the Fungus Watchers, which do 
  not attack him.  The Fungus Watchers attack the players, 
  however.  A successful Spot check DC (10+APL) reveals 
  the partially hidden watchers and negates a surprise 
  round.  The players catch up to Eldrig and detain him 
  after the Fungus Watchers encounter, if they haven't 
  already. 
  The shrieker is encountered first. If it is allowed to 
  shriek, the noise attracts the remaining creature(s) in 
  1d2+1 rounds. If the shrieker is not allowed to shriek, the 
  remaining creatures are encountered about 100 ft. further 
  along Eldrig’s trail. A Myconoid Sovereign animated each 
  of the zombies listed below. They are covered with a 
  purple fungus. They are not actually undead (and 
  therefore cannot be turned).  
  APL 2 (EL 2) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Troglodyte Servant: hp 29; see Appendix One. 
   
  APL 4 (EL 3) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Troglodyte Servant (3): hp 27, 28, 29; see Appendix 
  One. 
   
  APL 6 (EL 4) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Ogre Servant: hp 55; see Appendix One. 
   
  APL 8 (EL 6) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Ogre Servant: hp 55; See Appendix One. 
  �Umber Hulk Servant: hp 107; see Appendix One. 
  
  DYV4-03 Urban Renewal 
   
  Page 6 
  APL 10 (EL 8) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Ogre Servants (2): hp 55, 56; see Appendix One. 
  �Umber Hulk Servants (2): hp 115, 116; see Appendix 
  One. 
   
  APL 12 (EL 10) 
  �Fungus, Shrieker: hp 11; see Monster Manual. 
  �Ogre Servants (4): hp 53, 54, 55, 56; See Appendix 
  One. 
  �Umber Hulk Servants (4): hp 113, 114, 115, 116; See 
  Appendix One. 
   
  If the players were swift enough to catch Eldrig, they can 
  take him back to the Tower of Pentacles, where the 
  Tower members will be fascinated with him, and promise 
  to grant the players sponsorship if the players will allow 
  them to study Eldrig. 
  If the players follow tracks or Eldrig himself into the 
  sewers, continue to Encounter Three: Investigating 
  Below.  If the players want to leave and go to the Ribbon-
  cutting ceremony, go to Encounter Four: The Ribbon-
  cutting Ceremony 
   
  Encounter Three: Investigating 
  Below 
  The players will have the rest of the day to dig around for 
  information or search the sewers.  Remind the players 
  they have an appointment at a ribbon-cutting ceremony 
  in the dock district this afternoon. 
  The sewer passages underneath the city of Dyvers vary in 
  width as follows: 
   
  • 
  Primary Tunnels-The primary tunnels are 20 feet 
  wide (this includes 3-foot walkways on either side). 
  The ceiling is 12 feet high. The channel is 5 to 6 feet 
  deep. The primary tunnels were the work of the 
  wizard, Karmos.  He made them from magical and 
  mundane effects to modify and connect natural 
  limestone caverns. 
  • 
  Secondary Tunnels-The secondary tunnels are 
  brick lined and were made during the first two 
  centuries of the sewer’s history. They are ten feet 
  wide (this includes 2 ½ foot walkways on either 
  side). The ceilings here are also 12 feet high. Some of 
  the secondary tunnels feed the primary ones. Where 
  this happens there are stone walkways to cross the 
  water like small bridges. In some areas the bridge 
  has crumbled and the sewer workers have left planks 
  so they can cross. 
  • 
  Access Tunnels-The access tunnels were built in the 
  last century. They are 8 feet in width with 10-foot 
  high ceilings. The stone here is rough-hewn, as time 
  wasn’t taken to finish them properly. The floor of the 
  tunnel slopes toward the center to allow for 
  incidental runoff. All but the most seasoned 
  sewermen are loath to walk through standing water 
  in these tunnels. On more than one occasion seepage 
  has caused the floor to collapse in spots, and what 
  appears to be a puddle could be a pool of unknown 
  depth.  
   
  No normal creature would willingly camp or spend any 
  more time than they had to in the sewer as it is a foul 
  smelling place. Allow the players the time they need to 
  accomplish the module objectives, but make sure they 
  know how bad it smells down there.  Unless adapted to 
  such environments (such as rats.) creatures with scent 
  suffer a –4 circumstance penalty to scent checks. 
  As the players follow tracks (Survival check [DC 
  15+APL]), or simply proceed to search the sewers (feel 
  free to scare them by reminding them there are 
  gelatinous cubes that travel the sewer passages, but the 
  party shouldn’t run into any.)  Eventually, they may 
  follow the tracks or otherwise come to the sewer section 
  directly underneath the newly reconstructed dock 
  district.  The players find that members of the Dyvers 
  Army block off this section.  The army members will 
  insist that the corridors underneath the dock district are 
  off-limits until after the Magister’s appearance at the 
  ribbon-cutting ceremony.  Assuming the players have 
  been in the sewers awhile, feel free to give them listen 
  checks (DC 5+APL) to hear the gathering crowd above.  If 
  the players go above to the ribbon-cutting ceremony, go 
  to Encounter Four: The Ribbon-cutting Ceremony.  
  If the players approach any of the below organizations for 
  information, a successful Gather Information check DC 
  (10+APL) or expenditure of an influence point reveals: 
  • 
  Dyvers 
  Sewer 
  Patrol, 
  Alliance, 
  Dweomercrafters Guild, Sorcerers Guild: a 
  number of gelatinous cubes have been found 
  slain in the sewers or have disappeared. 
  • 
  Dyvers Constabulary or any church:  A series 
  of grave robberies has plagued the city 
  cemeteries. 
  If the players fail their Gather Information check, feel 
  free to interject any red herrings that you think of.   Some 
  examples may include: 
  
  DYV4-03 Urban Renewal 
   
  Page 7 
  • 
  There engineers made a mistake rebuilding the 
  dock district, and the whole area that was 
  rebuilt will collapse. 
  • 
  There is a lich living in the sewers. 
  • 
  There is an invading army from the Pomarj 
  amassing in the sewers, and they will attack any 
  day now. 
  If the players decide to go to the ribbon-cutting 
  ceremony, go to Encounter Four: The Ribbon-cutting 
  Ceremony.  If they players decide to skip the Ribbon-
  cutting Ceremony and either find a way around the 
  Army guards or wait until they have left, continue to 
  Encounter Five: Knights of the Hart. 
   
  Encounter Four: The Ribbon-
  cutting Ceremony 
  As you arrive at the ceremony, several wizards from 
  the Dweomercrafters prestidigitate your clothes 
  clean, and then direct you onto the stage that has 
  been constructed in the street.  As you take your spots 
  on the stage, Dyvers Magister Larissa Hunter walks 
  onstage, to the cheers of the crowd.  The magister 
  gives a short speech about the greatness of Dyvers 
  and the resilience of its citizens.  She then gracefully 
  turns the podium over to you, to the applause of the 
  gathering crowds.   
  Allow the players invited for the ribbon cutting to make a 
  short speech.  Make a Diplomacy Check DC (10+APL) to 
  register a favorable impression with the crowd.  Adjust 
  the Diplomacy DC with circumstance bonuses or 
  penalties depending on the players’ actual efforts in 
  making the speech.  Keep the players’ speeches short. 
  Interrupt the last player with the following: 
  A 3 foot tall halfling climbs up onto a nearby 
  bandstand and begins to address the crowd, cutting 
  your speech short: "These adventurers may be giving 
  you the popular version of events, but we all know 
  what is really going on here don't we brothers? 
  A crowd of halflings push onto the bandstand, 
  packing in closely to surround the speaker.  They 
  brandish signs with various slogans like: "Talls go 
  home" "I stand with the D.S.P.P." "Banebridge Rotary 
  #255" and "Holfer Ray Leeds for Magister".   
  Holfer Ray continues his speech.  Roll up the module 
  and use it as a megaphone to shout at the players for some 
  extra fun.  Wehrmacht marching music would also go 
  well, if you happen to have any:  
  "Holfer Ray Leeds is the candidate to restore the 
  greatness of Dyvers!  Open your eyes, my brothers!  
  The Elf is using the Humans... as muscle... against 
  you.  So what are you going to do about it.... shortie?  
  Just sit there... and take it?  No... you are going to join 
  with us, the Dyvers Short People's Party!  We are 
  proud to join with our brothers in the International 
  Halfling Society.  The Tall conspiracy has controlled 
  you for far too long. How long will you tolerate 
  enslavement by inferior races?  They say short people 
  got no reason to live... well I say that Holfer Ray 
  Leeds is buying the ale at the Half Pint Pub tonight.  
  The DSPP... are here... to help.... you..... and if that 
  ain't the gods' truth, may the earth swallow me 
  whole." 
  The ground opens up and the bandstand partially 
  sinks into the earth, spilling DSPP halflings into the 
  crowd.  Chaos ensues and people run panic stricken 
  about the square. 
  If the players attempt to assist the authorities in restoring 
  order, allow them to make a Diplomacy check DC 
  (10+APL).  Players may attempt to restore order in some 
  other fashion, so feel free to run with any reasonable 
  attempt by the players.   
  If the adventure is being played at APL 2 or APL 4, a 
  rogue named Elam will be taking advantage of the 
  mayhem to practice his legerdemain.  He will attempt to 
  pick pocket one of the players and escape, fleeing if 
  noticed and fighting if pursued. Elam attempts to take 
  the player’s purse (up to 100 gp), or anything that a player 
  is carrying that looks small, expensive, and easy to steal. 
  If this module is being played at APL 6 or higher, the 
  Horned Society has unleashed an Invisible Stalker to 
  track and kill Ring of Steel members.  If there are no 
  players who claim allegiance to the Ring of Steel, it will 
  attack two people in the crowd who wear the insignia of 
  the Ring of Steel.  It chooses the most chaotic moment to 
  attack.  It will focus all attacks on the Ring of Steel 
  member(s).  It is unconcerned for its well being as it 
  cannot be truly slain on the prime material and is 
  commanded to attack the Ring of Steel members.  Once 
  it has slain any Ring of Steel members, it turns on anyone 
  who attacks it or helps the Ring of Steel members.  If no 
  Ring of Steel player characters are in the group, the 
  stalker attacks the two Ring of Steel NPCs and slays them 
  in two rounds. 
  APL 2 (EL 3)  
  �Elam:  male human Rog3: hp 13; see Appendix One. 
   
  APL 4 (EL 5)  
  �Elam: male human Rog5; hp 22; see Appendix One. 
  
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  APL 6 & 8 (EL 7) 
  �Invisible Stalker: hp 52; see Monster Manual. 
   
  APL 10 (EL 8) 
  �Invisible Stalker, Advanced 12HD: hp 78; see 
  Appendix One. 
   
  APL 12 (EL 10) 
  �Invisible Stalker, Advanced 16HD: hp 136; see 
  Appendix One. 
   
  Eventually, when order is restored, read the following: 
  Eventually the crowds disperse and the players 
  discover that the bandstand has collapsed into a 
  network of newly excavated tunnels beneath the 
  square. 
  The players may investigate these tunnels, leading back 
  into the sewers and to Encounter Five: The Knights of 
  the Hart. 
  Treasure: 
   
  APL 2: L: 40 gp; C: 3 gp; M: Ring of Protection +1 
  (166 gp each). 
   
  APL 4: L:  90 gp; C: 54 gp; M: Ring of Protection +1 
  (166 gp each), Cloak of Resistance +1 (83 gp each). 
   
  Encounter Five: 
  The Knights of the Hart 
  Exploring the Sewers is dirty work.  While walking 
  down a secondary tunnel, you hear whispered voices 
  coming from one of the walls. 
  If the players investigate the wall, allow them a Will save 
  (DC 20) to discover that it is an illusionary wall created 
  by the permanent image spell.   Passing through the 
  illusionary wall, there is a ramped tunnel that is 10-feet 
  wide and 10-feet tall.  There is only a small amount of 
  water trickling down the center (not enough to hamper 
  movement.)  About 100 feet down the tunnel, players can 
  see a Y-shaped fork, with some light and the voices 
  coming from the left side of the fork.  If the players travel 
  down the right side of the fork, go to Encounter Eight: 
  The Fungus Farm. If the players travel down the left side 
  of the fork towards the lights, read the following: 
  As you take the left fork of the tunnel, the voices 
  grow louder.  You hear a voice in common say “This 
  must be it.”  A second voice says “But how do we get 
  around the seal?”  After that, the voices grow silent, 
  and you hear the sound of metal on stone. 
  The whispering voices belong to novitiates of the 
  Knights of the Hart, who are 100 feet down the tunnel.  
  They have joined through noble connection rather than 
  martial prowess.  This covert Westguard branch of the 
  Furyondian organization is lead by Ethane Leardyn (who 
  is not present) and is conducting a clandestine search of 
  the sewers for the Ysildric Grail, an icon of Heironeous.  
  The Grail was deposited in the Sewers by a powerful 
  vampire in the lineage of Gulthias.  The Knights of the 
  Hart have divined its location through hardship and 
  quest.  They are unable to bypass the spiral seal that bars 
  their entry to the Grail chamber and are considering how 
  they might do so. 
  Once the players can see the knights, read the following: 
  You see two bulky figures in dark cloaks that seem to 
  be investigating an odd copper seal that is embedded 
  on the dead-end wall of this tunnel. 
   
  The Knights of the Hart are wearing dark cloaks to hide 
  their devices, and might appear to be evil priests to those 
  lacking the foresight to identify them before attacking 
  them.  They are standing in front of the seal. The Knights 
  are discussing how to bypass the Tharizdun seal. Should 
  the players attack them, they defend themselves. 
  �Knights of the Hart (2): hp 15; See Appendix One. 
  If the players have an influence point with the Knights of 
  the Hart, House Leardyn, the knight-commanders of 
  Westguard, or if they bear the Griffon Shield from Dyv4-
  01 Legacy of Elemental Evil, the Knights of the Hart 
  immediately parley with them and ask them for 
  assistance. 
  The Spiral Seal:  A Knowledge (Religion) check DC 15 
  identifies the seal as a relic of Tharizdun. It is made of 
  copper in the shape of a concentric spiral. A successful 
  Knowledge (religion) check DC 25, Knowledge (Arcana) 
  check DC 30 or Bardic Knowledge check DC 25 reveals 
  that the seal may be breached by channeling negative 
  energy into the Spiral Seal (requiring a successful Rebuke 
  Undead check DC 10+APL). As this power is usually 
  evinced by evil clerics, most parties will not have access 
  to this ability. 
  If the Spiral Seal is attacked or damaged in any way 
  (other than a Rebuke Undead check) or if something 
  tries to dig around it, it launches a defensive assault. Its 
  first attack is preceded by a low humming noise and a 
  nimbus of darkness forming around it. Roll initiative 
  normally with no surprise round. The Spiral Seal has an 
  initiative modifier of +0.  The Spiral Seal casts a random 
  spell each round for four rounds or until it is destroyed.  
  Roll 1d4 and use the following to determine which spell 
  is cast. 
  
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  1. 
  Touch of Idiocy (+APL ranged touch, APLx10 
  minutes duration). A dull green ray strikes out 
  of the seal. 
  2. 
  Confusion (+APL ranged touch, APLx1 rounds 
  duration) Save DC(10+APL) Note: “attack caster” 
  becomes attack nearest person. A multicolored 
  ray lashes out from the seal. 
  3. 
  Ray of Enfeeblement (+APL ranged touch, 
  APLx1 minutes) duration.  A weak yellow ray 
  shoots out of the seal. 
  4. 
  Ray of Exhaustion (+APL ranged touch, APLx1 
  minute) duration.  A faded pink ray emits 
  from out of the seal. 
  Note: All spells have a range of 50 ft. (even Touch of 
  Idiocy) and an attack bonus equal to the APL. The Spiral 
  Seal randomly targets creatures attacking it. If no one is 
  attacking it, it targets a random creature in range.   
  APL 2 (EL 3) 
  �Spiral Seal: hardness 5; hp 20; See Above 
  �Dire Rats, Advanced 3HD (2): hp 16, 16; see 
  Appendix One. 
   
  APL 4 (EL 4) 
  �Spiral Seal: hardness 5; hp 30; See Above 
  �Dire Rats, Advanced 3HD (4): hp 16 each; see 
  Appendix One. 
   
  APL 6 (EL 5) 
  �Spiral Seal: hardness 5; hp 40; See Above 
  �Dire Rats, Advanced 3HD (6): hp 16 each; see 
  Appendix One. 
   
  APL 8 (EL 7) 
  �Spiral Seal: hardness 10; hp 60; See Above 
  �Dire Rats, Advanced 6HD, (3): hp 33 each; see 
  Appendix One. 
   
  APL 10 (EL 8) 
  �Spiral Seal: hardness 10; hp 70; See Above 
  �Dire Rats, Advanced 6HD, Fiendish (3): hp 33 each; 
  Appendix One. 
   
  APL 12 (EL 10) 
  �Spiral Seal: hardness 10; hp 90; See Above 
  �Dire Rats, Advanced 6HD, Fiendish (6): hp 33 each; 
  Appendix One. 
   
   
  Round One: If the knights have a higher initiative 
  than the Spiral Seal, they delay. On its turn the Spiral 
  Seal emits a rolling cloud of darkness accompanied by a 
  low stomach-churning rumble. A successful Spot check 
  (DC 20) allows characters to notice shapes of writhing 
  tentacles in the darkness. The cloud of darkness and 
  sound have no affect on the players but they knock the 
  Knights of the Hart unconscious for the duration of the 
  battle with the Spiral Seal, rats, and Gytracus (with the 
  possible exception of an APL 2 or 4 table as noted above). 
  The cloud of darkness blocks all sight beyond 5 feet.  The 
  sound has the secondary effect of summoning rats that 
  arrive on round three. The Spiral Seal also casts a spell.  
   
  Round Two: The Spiral Seal casts a spell.  The cloud 
  of darkness evaporates, and the wall the seal is mounted 
  on becomes translucent.  Read the box text for “First 
  View” from Encounter Six: The Grail Chamber. 
   
  Round Three: The Spiral Seal casts a spell. The rats 
  arrive and act right after the Spiral Seal. They start their 
  action just at the edge of the party’s vision range. 
   
  Round Four: The Spiral Seal casts a spell. The 
  vampire’s revival is complete. Read the box text for 
  “Revival Complete” in Encounter Six: The Grail 
  Chamber. 
   
  Round Five and Beyond: The Spiral Seal returns to 
  dormancy, the vampire begins casting defensive spells in 
  preparation for the breaching of his sanctum. The 
  vampire cannot affect the party until the seal is broken. If 
  the party does not continue with the destruction of the 
  seal, the wall gradually turns opaque over the next 10 
  minutes. Once it is opaque, the Spiral Seal regenerates 
  any damage done to it at the rate of 1 hp per minute. 
  Once it is at full health it can launch another assault if it 
  is attacked again. In this case, repeat the encounter, 
  except the vampire is already awakened. 
   
  Encounter Six: The Grail 
  Chamber 
  This chamber is home to the vampire Gytracus and the 
  Ysildric Grail. 
  First View: When the party can first see the grail 
  chamber, read the following. 
  After the blast from the copper spiral, the sewer wall 
  fades leaving the spiral floating in mid-air. Beyond it 
  is a chamber filled with treasures and a grisly sight. A 
  mechanical apparatus supports an open coffin that is 
  tilted at a 60-degree angle. The body that reclines in 
  the coffin is dressed in courtly attire and is 
  desiccated, its flesh shriveled to the bone. The 
  mechanical apparatus whirrs to life, pumping a red 
  viscous liquid into the open maw of the corpse. 
  
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  If anyone in the party makes a successful Knowledge 
  (religion) check they know the following: 
  • 
  DC 16 - They recognize the creature as a 
  vampire and know that a mirror or a holy 
  symbol can keep it at bay.  
  • 
  DC 21 - A mirror or a holy symbol can keep it at 
  bay, and you need magical silver weapons to 
  harm it. 
  • 
  DC 26 - A mirror or a holy symbol can keep it at 
  bay, you need magical silver weapons to harm it, 
  and it has fast healing 5.  
  • 
  DC 31 - A mirror or a holy symbol can keep it at 
  bay, you need magical silver weapons to harm it, 
  it has resistance to cold and electricity, and it 
  has fast healing 5. 
  Revival Complete: When the vampire’s revival is 
  complete (on round four of the fight with the seal, or 
  sooner if the seal is destroyed previous to round four) 
  read the following: 
  APLs2 and 4: Before your eyes the creature's flesh 
  becomes whole, muscles begin to fill out their ghastly 
  form. The eyelids of the corpse open to reveal dry 
  sockets that promptly coalesce with newly forming 
  eyes. Then something seems to go wrong. The 
  apparatus convulses violently and sprays the red 
  liquid in all directions before shuddering to a stop. 
  The half revived creature steps out of the coffin 
  slowly, and retrieves a multitailed barbed whip from a 
  nearby shelf. 
  APLs 6 through 12: Before your eyes the creature's 
  flesh becomes whole, muscles begin to fill out their 
  ghastly form. The eyelids of the corpse open to reveal 
  dry sockets that promptly coalesce with newly 
  forming eyes. A man, now handsome and vigorous, 
  steps out of the coffin and retrieves a multitailed 
  barbed whip from a nearby shelf. 
  APL 2 (EL 4) 
  �Gytracus: Vampire Clr2 (of Tharizdun) (Crippled): 
  hp 19; Appendix One. 
   
  APL 4 (EL 6) 
  �Gytracus: Vampire Clr4 (of Tharizdun)(Crippled): 
  hp 33; Appendix One. 
   
  APL 6 (EL 8) 
  �Gytracus: Vampire Clr6 (of Tharizdun): hp 50; 
  Appendix One. 
   
   
  APL 8 (EL 10) 
  �Gytracus: Vampire Clr8 (of Tharizdun): hp 64; 
  Appendix One. 
   
  APL 10 & 12 (EL 12) 
  �Gytracus: Vampire Clr10 (of Tharizdun): hp 78; 
  Appendix One. 
   
  Repelling a Vampire: Vampires cannot tolerate the 
  strong odor of garlic and will not enter an area laced with 
  it.  Similarly, they recoil from a mirror a strongly 
  presented holy symbol.  These things don’t harm the 
  vampire-they merely keep it at bay. A recoiling vampire 
  must stay at least 5 feet away from a creature holding the 
  mirror or holy symbol and cannot touch or make melee 
  attacks against the creature holding the item for the rest 
  of the encounter.  Holding a vampire at bay takes a 
  standard action. 
  Vampires are also unable to cross running water, 
  although they can be carried over it while resting in their 
  coffins or aboard a ship.  They are utterly unable to enter 
  a home or other building unless invited in by someone 
  with the authority to do so.  They may freely enter public 
  places, since these are by definition open to all. 
  Slaying a Vampire: Reducing a vampire’s hit points to 0 
  or lower incapacitates it but doesn’t always destroy it (see 
  the note on fast healing).  However, certain attacks can 
  slay vampires. 
  Exposing any vampire to direct sunlight disorients it: It 
  can take only a single move action or attack action and is 
  destroyed utterly in the next round if it cannot escape.  
  Similarly, immersing a vampire in running water robs it 
  of one-third of its hit points each round until it is 
  destroyed at the end of the third round of immersion. 
  Driving a wooden stake through a vampire’s heart 
  instantly slays the monster.  However, it returns to life if 
  the stake is removed, unless the body is destroyed.  A 
  popular tactic is to cut off the creature’s head and fill it 
  with holy wafers (or their equivalent). 
  Once inside the crypt, the players see several shelves 
  lining the walls with various items, some of them 
  moldered beyond recognition (see treasure summary).  In 
  the center of the room a coffin lies opened. The coffin 
  contains dirt from the vampire's grave. 
  The Knights of the Hart awaken after the combat is over. 
   They want to take the Ysildric Grail back to Westguard 
  Chapel. If the party allows them to take the Grail, they 
  express their gratitude, leave the sewers with the Grail, 
  and return to Leardyn manor. 
  
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  Giving the Ysildric Grail to the Constabulary: If the 
  party turns the Grail over to the constabulary, they are 
  questioned as to where they found it, and after a lengthy 
  interrogation are thanked and released. 
  Giving the Ysildric Grail to the Tower of Pentacles:  
  The Tower of Pentacles finds the grail to be very 
  interesting, and will gladly accept it in order to 
  investigate it’s background, purpose, and meaning.  They 
  will offer the players the opportunity to sponsor at the 
  Tower of Pentacles. (see AR) 
  Attempting to keep or sell the Ysildric Grail: The Grail 
  is a well-known item. A Knowledge (History), 
  Knowledge (Religion), Knowledge (local – Velverdyva, 
  Tuflik, Fals Trade Route), or Bardic Knowledge Check 
  DC (10+APL) will reveal the danger of attempting to keep 
  the Grail.  An Appraise check DC 10 will value the grail at 
  about 1000 gold pieces for material alone.  If the PC's 
  attempt to keep or sell it, they are discovered and 
  IMPRISONED for 2 TU for theft. Expending one 
  influence point with the Constabulary, Alliance, Gentry, 
  High 
  Council, 
  Magister, 
  or 
  other 
  appropriate 
  government organization reduces the sentence to 1 TU.  
  If the players explore the right fork of the ramped tunnel, 
  they notice that this section of the sewers is exceptionally 
  clean.  Continue to Encounter Seven: The Fungus Farm. 
  Treasure: 
   
  APL 2: L: 38; C: 0 gp; M: scroll of inflict moderate 
  wounds (12 gp per character), 2 unguent of timelessness 
  (12.5 gp each), ring of protection +1 (167gp per 
  character). 
   
  APL 4: L: 38; C: 0 gp; M: scroll of desecrate (16gp per 
  character), scroll of inflict moderate wounds (12gp per 
  character), ring of protection +1 (167gp per character), 2 
  unguent of timelessness (12.5 gp each). 
   
  APL 6: L: 38; C: 4 gp; M: 2 unguent of timelessness 
  (12.5 gp each), Rod of Clearchus (833 gp per character). 
   
  APL 8: L: 38; C: 9 gp; M: 2 unguent of timelessness 
  (12.5 gp each), Rod of Clearchus (833gp per character), 
  elemental gem (light brown, earth) (187 gp per 
  character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character). 
   
  APL 10: L: 88; C: 1 gp; M: 2 unguent of timelessness 
  (12.5 gp each), Rod of Clearchus (833gp per character), 
  elemental gem (light brown, earth) (187 gp per 
  character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character), ring of force 
  shield (708 gp each), lesser metamagic rod, silent (250 gp 
  each). 
   
  APL 12: L: 88; C: 1 gp; M: 2 unguent of timelessness 
  (12.5 gp each), Rod of Clearchus (833gp per character), 
  elemental gem (light brown, earth) (187 gp per 
  character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character), ring of force 
  shield (708 gp each), lesser metamagic rod, silent (250 gp 
  each), boots of speed (1000 gp per character). 
   
  Encounter Seven: The Fungus 
  Farm 
  Traveling down the right fork, the tunnel begins to 
  broaden to a tunnel 20 feet wide and 15 feet tall.  You 
  come upon a series of banked terraces that have been 
  built into either side of the sewer passage. The 
  terraces contain a myriad of mushrooms and other 
  types of fungi. Phosphorescent fungi light the entire 
  area. Before you have time to investigate the strange 
  Fungus Farm any further, you are confronted by a 
  group of large mushroom creatures.  
  Note to Judges: Ask the players what they do; if the 
  players attack, the myconoids will defend themselves, but 
  not attack the players at first.  The circle leader will 
  instead release a cloud of its rapport spores (Fortitude 
  save, DC 15) to attempt to speak mentally with the 
  players.  Should the players attempt to negotiate, proceed. 
   If the players insist on fighting, the myconoids will 
  refuse to fight for two more rounds, while they continue 
  to try to negotiate, and more myconoids release rapport 
  spores.  If the players still fight them after that, resolve 
  combat and the module ends. 
   
  All APLs (EL 10) 
  �Myconoid Average Workers (2): hp 11 each; see 
  Appendix Two. 
  �Myconoid Elder Workers (2): hp 16 each; see 
  Appendix Two. 
  �Myconoid Guards (6): hp 26 each; see Appendix Two. 
  �Myconoid Circle Leader: hp 37; see Appendix Two. 
  The mycanoid colony known as the Fyirs Circle was 
  displaced from its previous home by burrowing bulettes.  
  
  DYV4-03 Urban Renewal 
   
  Page 12 
  They moved underneath Dyvers through an opening in 
  the dock district created by the dragon turtle’s 
  destruction of the docks.   They have since been 
  excavating tunnels to expand their home. 
  The myconoids are curious as to the intentions of the 
  players.  They will express a desire to introduce them to 
  the Myconoid Sovereign.  The Myconoid Sovereign has 
  been afflicted with a disease that is debilitating his 
  mental faculties.  If the players agree to meet with the 
  Myconoid Sovereign, read the following: 
  The strange fungus-folk seem almost cheerful as they 
  lead you down the passage.  After a time, you 
  eventually find yourself in a humid natural tunnel 
  that continues for a distance and then broadens into a 
  cavern filled with various fungus folk. Near the back 
  wall is what appears to be a very dark-colored and 
  large fungus.  As you approach, it releases a cloud of 
  spores. 
  The Myconoid Sovereign is releasing another cloud of 
  rapport spores.  Allow the players a Spot check (DC 
  5+APL) to recognize the rapport spores from their last 
  experience with them, or allow the players a Knowledge 
  (nature) check (DC APL) to recognize the spores as being 
  rapport spores. 
  The Myconoid Sovereign will explain that he is suffering 
  from a degenerative disease.  (If any of the characters 
  played the Ring of Steel Mini-Mission RoS4: Quarto of 
  the Fey, they recognize the disease as the one inflicted 
  upon Enruhl Leardyn, and know that it is a wasting 
  disease that resists all curative spells and is a madness 
  effect of Tharizdun.)  Otherwise, the players must make a 
  Knowledge (the planes) check (DC 35), a Knowledge 
  (Religion) check (DC 30) or a Knowledge (Arcana) check 
  (DC 40) to discover that the disease is a wasting disease 
  that resists all curative spells and is a madness effect of 
  Tharizdun. 
  The Myconoid Sovereign will explain that he was the 
  victim of a powerful warding glyph in a Spiral Seal he 
  attempted to investigate.  (He describes the spiral seal 
  from Encounter Five.)  The Myconoid Sovereign is an 
  accomplished Alchemist and believes that he can cure 
  the disease.  He will communicate this to the players 
  telepathically.  The Myconoid Sovereign tells them that 
  he has prepared the more mundane parcels of the elixir 
  and requires three items to complete the cure.  The items 
  are: 
  1. 
  A handful of dirt from a vampire's grave 
  2. 
  The pitted nodule of a shrieker fungus 
  3. 
  A sprig of Graveweed 
  The first two items the players have encountered. They 
  can return to collect them if needed.  
  The Sovereign will expound further on the Graveweed if 
  asked.  He believes that the Graveweed might be found 
  amongst the "dead surfacers buried near the water."  A 
  Knowledge (local - Velverdyva, Tuflik, Fals Trade Route) 
  DC (10+APL) will reveal that the Sovereign is talking 
  about the memorial graves in the dock district dedicated 
  to those who gave their lives defending against the 
  zombie incursions.  The myconoids were tunneling 
  under the grandstand and the fairgrounds in an attempt 
  to access the memorial site when the ground caved in at 
  the ribbon cutting ceremony.  They were forced to 
  abandon their efforts.  If the players don’t make the 
  Knowledge (local –Velverdyva, Tuflik, Fals Trade Route) 
  check, the Myconoid Sovereign will describe the location 
  of the graveyard. 
  At the time of the Dyvers dock fire, a large number of the 
  zombies that caused the fire were piled at the memorial 
  site and incinerated. If the players make a Profession 
  (Herbalism), Craft (Alchemy), or Knowledge (Nature) 
  check DC 15, they know that zombie ashes are a 
  necessary element in the genesis of graveweed. 
  If the players show an interest in helping the Myconoid 
  Sovereign, read the following: 
  The Myconoid Sovereign asks that you not draw any 
  attention to the colony.  They wish to live in peace 
  and solitude.  He tells you that you have two choices 
  for finding graveweed.  One is to try and find a 
  merchant who has some of the rare herb, and 
  purchase it from him.  The other choice is to wait 
  until the next full moon and harvest it yourself.  In 
  this case, you should go into the memorial burial site 
  under a full moon and harvest the graveweed, which 
  he describes in detail.  If you are willing to obtain the 
  graveweed either way, he will provide you with access 
  to his potion making ability, provided that you do not 
  reveal the presence of the Fyirs Colony to anyone 
  else. 
  If the players choose to help the Myconoid Sovereign, 
  they must choose one of the two sources of graveweed.  
  Inform them that waiting until the full moon and 
  plucking it themselves is an extra, optional encounter 
  that will cost them one extra TU if they are Dyvers 
  residents, or two extra TU if they are not residents of 
  Dyvers. 
  Should the players not agree to help the Myconoid 
  Sovereign, the myconoids will tell them to leave, and 
  make preparations to move the colony, since they are 
  sure they will be discovered and wiped out after the 
  players return. 
  
  DYV4-03 Urban Renewal 
   
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  If they choose to purchase the weed, continue to 
  Encounter Eight: Shopping for Graveweed.  If the players 
  choose to wait until the next full moon, continue to 
  Optional Encounter One: Dock District Memorial 
  Graveyard.  If the players refuse to help the Myconoid 
  Sovereign, the module is over. 
   
  Encounter Eight: Shopping for 
  Graveweed 
  The players need to find a merchant who sells graveweed. 
   The city is littered with merchants, so they will need to 
  make a gather information check (DC 15+APL) to find a 
  merchant who sells it.  Feel free to grant players a +2 to 
  +4 bonus on this check if they expend any influence that 
  seems appropriate.  Remember that each gather 
  information check takes 1d4+1 hours.  Eventually, if 
  players succeed on the check, they find a merchant who 
  charges them (APL x 50) gold for a sprig of graveweed.  
  Allow the players to make a diplomacy check DC 
  (15+APL) to halve this amount. 
  If they bring the graveweed back to the Sovereign, 
  continue to the conclusion. 
   
  Optional Encounter: 
  Quest to Heal the Sovereign  
  These optional encounters can occur only if both of the 
  following requirements are met: 
  1) The players negotiate with the Myconoids and 
  agree to complete the quest to heal the 
  Myconoid Sovereign, and they decide to pluck a 
  sprig of graveweed from the Dock District 
  Memorial Graveyard under the full moon.  
  2) The players spend one extra time unit if they 
  have Dyvers as a home region, or two extra time 
  units if they do not have Dyvers as a home 
  region. 
  There are three parts to this optional encounter series.  
  First is with Vinh in the Graveyard.  The second is with 
  Ningale the vampire and her werewolf enemies.  The 
  third is on Evernight Street. 
   
  Optional Encounter One: Docks 
  District Memorial Graveyard: 
  After waiting for the night of the full moon, you 
  travel to the dock district memorial graveyard.  The 
  area is a patch of shrubs, vines, and gravestones about 
  20 feet by 40 feet nestled between two buildings.   
  The front and back of the graveyard are protected by a 
  six-foot tall wrought iron fence that is locked at all 
  hours.  There is a plaque with the names of those who 
  lost their lives within sight of the front side of the 
  gate. 
  �Locked Wrought-Iron Gate: 2 in. thick; hardness 10; 
  hp 60; AC 5; Break DC 28; Open Lock DC 20. 
  Passersby are welcome to look at the graveyard, but 
  entering is by appointment only, and certainly not at 
  night.  When the players reach the gate, a group of rogues 
  is already inside and has just cut the only bunch of 
  graveweed.  As long as players are looking in the 
  graveyard, they automatically spot all four rogues.  If the 
  players attack the rogues or create a large amount of 
  noise, the rogues will attempt to escape by scaling the 
  back fence and running away. (To go around the 
  graveyard requires traveling 100 feet down the street, 
  going down an alley for 40 feet, and coming back the 
  same distance.)  If the players attempt to tactfully 
  negotiate with the rogues, Vinh will approach the fence 
  and speak to them from the other side of it. The players 
  may have met Vinh before in the Ring of Steel 
  Minimission RoS#3: "Two Burglars, Large Flies, and a 
  Cloak."   
   
  The players recognize the graveweed in Vinh’s fist 
  from the mycanoid Sovereign’s description.  The bunch is 
  equal to two sprigs.  Vinh was going to sell it through the 
  Spicehouse for a large profit, but he is willing to make 
  that profit off of the players.  Vinh says that he was about 
  to go to the Green Hag herb and alchemy shop on 
  Evernight Street, to have the fragile succulent sprigs 
  properly cut and prepared. Green Hag is open all night.  
  Alternatively, a player can roll a Profession (herbalist) 
  check DC 15 to do so.  Warn the player that failure will 
  ruin both sprigs.   
  Vinh will begin the negotiation at a price of (100xAPL) 
  gold to give up a sprig of Graveweed to the PC's.  “Unless 
  you tell me what you are going to use the sprig for,” 
  he offers.  If they tell him, he starts the negotiation at 
  APLx50 gold.  If they tell him about the Myconoid 
  Sovereign, the circle is soon discovered and the players 
  can’t have the Gratitude of the Myconoid Fyirs Circle. If 
  they lie, then the spokesperson needs to make a Bluff 
  check against Vinh’s Sense Motive.  If he catches the lie, 
  
  DYV4-03 Urban Renewal 
   
  Page 14 
  then he attacks (he’s in no mood to be jerked around).  
  Otherwise, he just winks and begins the negotiation at 
  APL x 50 gold.  Roll an opposed Diplomacy check with 
  the party member who negotiates with Vinh.  Deduct 10 
  gp x APL gold from the cost of the Graveweed for each 5 
  points by which the players beat Vinh, down to a 
  minimum of (APLx10) gold.   
  Vinh is in a bad mood, so if they won’t barter with him, or 
  manage to insult or threaten him, Vinh will attempt to 
  kill the characters or run them off.  If he is near death, he 
  will surrender and offer his treasure. 
  If the players choose to fight Vinh and his cohorts, they 
  will make their way back to Evernight street in an 
  attempt to lose or ambush the party unawares.  Vinh's 
  three cohorts are all level one rogues and will not engage 
  the PC's in a fight.  If attacked, they will run away. 
  APL 2 (EL 3) 
  �Vinh: Male Human Rog3; hp 17; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  APL 4 (EL 4) 
  �Vinh: Male Human Rog4; hp 22; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  APL 6 (EL 5) 
  �Vinh: Male Human Rog5; hp 27; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  APL 8 (EL 6) 
  �Vinh: Male Human Rog6; hp 32; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  APL 10 (EL 8) 
  �Vinh: Male Human Rog8; hp 50; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  APL 12 (EL 10) 
  �Vinh: Male Human Rog10; hp 62; see Appendix One. 
  �Rogues (3): Male Human Rog1; hp 6; see Appendix 
  One. 
   
  Treasure: 
   
  APL 2: L: 50 gp; C: 13 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character) 
   
  APL 4: L: 63 gp; C: 0 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character) 
   
  APL 6: L: 63 gp; C: 0 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character), potion of undetectable alignment (25 gp per 
  character) 
   
  APL 8: L: 63 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), potion of darkvision (25 gp per 
  character), potion of invisibility (25 gp per character), 3 
  potions of cure light wounds (4 gp each per character), 
  potion of undetectable alignment (25 gp per character)
   
  APL 10: L: 24 gp; C: 1 gp; M: ring of protection +1 
  (166 gp per character), cloak of resistance +1 (83 gp per 
  character), +1 studded leather armor (97 gp per 
  character), +1 shortsword (192 gp per character), potion 
  of darkvision (25 gp per character), potion of invisibility 
  (25 gp per character), 3 potions of cure light wounds (4 
  gp each per character), potion of undetectable alignment 
  (25 gp per character) 
   
  APL 12: L: 24 gp; C: 68 gp; M: ring of protection +1 
  (166 gp per character), cloak of resistance +1 (83 gp per 
  character), +1 studded leather armor (97 gp per 
  character), +1 shortsword (192 gp per character), potion 
  of darkvision (25 gp per character), potion of invisibility 
  (25 gp per character), 3 potions of cure light wounds (4 
  gp each per character), gloves of dexterity +2 (333 gp per 
  character), potion of undetectable alignment (25 gp per 
  character) 
   
   
  Optional Encounter Two: 
  Vampires and werewolves, oh 
  my: 
  A Knowledge (local - Metaregion 2: Tuflik, Fals, and 
  Velverdyva Trade Route) DC 10 will reveal that the main 
  entrance to Evernight Street is through the lobby of the 
  Imperial Hotel, near the docks.  Otherwise, a bribe of 
  (APL) gp will get a local to point out the way. 
  When the players arrive before the Imperial Hotel, read 
  the following: 
  A woman in a knee-length black leather cloak 
  plummets from the forty-foot roof to land solidly on 
  her black, high-heeled boots directly in front of you.  
  She has black hair, pale skin, and blood-red lips, and 
  although she smiles, her eyes are hard like a predator. 
  If the players attack, then she immediately goes gaseous 
  form and disappears down a crack in the cobblestone 
  
  DYV4-03 Urban Renewal 
   
  Page 15 
  street.  Skip the box text where the vampire introduces 
  herself, and go directly to the next box text, where 
  werewolves attack the party. 
  “We don’t know each other, but I do know that you 
  are the ones who freed me from countless years of 
  slavery.  That vampire you slew, Gytracus, was a cleric 
  of Tharizdun and once was an evil plague on this city. 
   I was young and naive when he sired and enslaved 
  me a century ago.  I have wished a thousand times 
  that he had killed me instead.  I begged him to release 
  me before he had himself entombed with the Rod and 
  Grail, but he would not.  Now he is gone, and I am 
  free, and grateful to you. My name is Ningale 
  Arawaze, know that you will never need to fear me, as 
  I have vowed only to hunt those of a certain curse.  As 
  a token of my gratitude, I give you this rose.  With 
  that, she holds out a medallion—a blood red rose in a 
  jade oval.   
  If a players makes an Appraise check DC 15, they know it 
  is worth (APL x 300) gold. She doesn’t wait to answer 
  questions or fight, but vanishes in a puff of vapor that 
  flies straight up and away.  Unfortunately, her presence 
  drew the attention of her enemies—werewolves. 
  The moment after the vapor disappears, a feral human 
  races around the corner and confronts you, waving a 
  wooden stake.  “Where is the blood-sucker?!” he 
  demands.  Whatever the answer, the clouds part and 
  the full moon appears.  He drops the stake and begins 
  to transform right in front of you. 
  At APLs 4-12, he is joined the next round by more 
  lycanthropes. 
  APL 2 (EL 3) 
  �Werewolf, Hybrid Form:  hp 20; see Monster Manual. 
   
  APL 4 (EL 5) 
  �Werewolf, Hybrid Form:  hp 20, see Monster Manual. 
  �Wereboar, Hybrid Form: hp 34, see Monster Manual. 
   
  APL 6 (EL 7) 
  �Werewolf, Hybrid Form (3):  hp 20 each, see Monster 
  Manual. 
  �Wereboar, Hybrid Form: hp 34, see Monster Manual. 
   
  APL 8 (EL 9) 
  �Werewolf, Hybrid Form (5):  hp 20 each, see Monster 
  Manual. 
  �Wereboar, Hybrid Form (2): hp 34 each, see Monster 
  Manual. 
   
  APL 10 (EL 10) 
  �Werewolf, Hybrid Form (4):  hp 20 each, see Monster 
  Manual. 
  �Wereboar, Hybrid Form (5): hp 34 each, see Monster 
  Manual. 
  APL 12 (EL 11) 
  �Werewolf, Hybrid Form (6):  hp 20 each, see Monster 
  Manual. 
  �Wereboar, Hybrid Form (7): hp 34 each, see Monster 
  Manual. 
   
  As soon as the combat is over, the Dyvers Constabulary 
  arrives.  There is a sergeant, two constables, and six 
  deputies.  They will insist on getting all the information 
  they can from the players.  They are very respectful of 
  them, however, and don’t threaten them—just badger 
  them with questions and inane comments about not 
  believing such beasts can roam the streets, and thank 
  goodness the heroes were there before more people were 
  hurt. 
  More importantly, the sergeant insists on escorting them 
  to Green Hag’s on Evernight Street to treat them all with 
  wolfsbane.  The players can make a Heal check DC 20 to 
  determine if any of them has not been bitten by a 
  lycanthrope.   
  Treasure: 
   
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 500 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 600 gp; C: 0 gp; M: 0 gp. 
   
  Optional Encounter Three: 
  Evernight Street 
  Evernight Street is Sailward Street as it was before 
  reconstruction in this area.  It used to run down to 
  the shore, but because of flooding and invasion 
  concerns, the whole neighborhood was elevated by 
  fifteen feet to make a more defensible shoreline.  The 
  other streets were filled in and many buildings 
  rebuilt to the new street level.  But the businesses 
  along Sailward Street, led by the Imperial Hotel 
  owners, had the novel idea to keep the old street 
  underground, like a long tunnel.  The main public 
  entrance is through the Imperial Hotel, which even 
  has a “basement lobby.”  Most of the shops have back 
  stairs to the surface-level shops.  Its shops are open all 
  hours and in all weather.  City patrols during the day 
  are normal Constabulary, but at night the Sewer 
  
  DYV4-03 Urban Renewal 
   
  Page 16 
  Patrol often walks through, and a private security 
  force helps keep the peace.   
  Once here, you see that you are on a street, complete 
  with old cobblestones and sidewalks and storefronts, 
  but, it has a ceiling about twelve feet up, supported by 
  strong timbers, and lighted by hanging lanterns.  
  Other lights include the glow of candles in windows, 
  and some rare multi-colored glowing tracings that 
  decorate the front of a tavern called The Buried 
  Hearth.  It smells musty, smoky, and spicy all at once. 
   A few people walk along the sidewalk, some look in 
  windows, and others are watching you from shadowy 
  openings.    
  The Green Hag:  It doesn’t take long to find the Green 
  Hag herb and alchemy shop.  The owner, Vizslah 
  Manbane, really is a green hag, but her alignment detects 
  as neutral because she changed years ago.  She now acts 
  like a grandmotherly kind old woman.  Her abundant 
  green hair is tied back with a wooden clasp and band.  
  She wears a green robe with many odd stains and tears—
  her work robe.  Frightfully ugly and bent normally, when 
  children enter her shop, she uses her disguise self spell-
  like ability to appear as a grandmotherly type woman.  
  Her shop has all manner of herbs and alchemical 
  supplies.  She specializes in herbs and infusions, and her 
  seldom seen partner, a skinny old male gnome named 
  Eegil Bloodleaf, manages the shop and dabbles in 
  alchemy, but very secretly brews and supplies poisons to 
  unscrupulous patrons.   
  If the players are being escorted by the constabulary after 
  the battle with lycanthropes, Vizslah will make a Heal 
  check DC 20 (her bonus is +12) to see if any of the players 
  were NOT bitten by lycanthropes.  She will then treat all 
  players who were not verified clean with belladonna.   
  The players and/or Vinh can have the sprigs of 
  graveweed prepared for just 5 gp for each sprig.  If the 
  players have an extra sprig they want to sell, Vizslah will 
  buy it for (APLx10) gp.   
  While waiting, the players have time to browse the shops 
  of Evernight Street.  The sergeant of the Constabulary 
  may take them around, insisting that the place is entirely 
  safe and well patrolled.  There are no shenanigans here, 
  no sir.   
  Once the players have the graveweed treated, the players 
  can visit the Myconid Sovereign and complete their 
  quest.  Continue to the Conclusion. 
   
  Conclusion 
  The Myconoid Sovereign accepts the graveweed and 
  asks you to wait while he brews the potion.  After 
  waiting for about an hour, you are brought back into 
  his chamber, where you see that the skin of the 
  Myconoid Sovereign is a much lighter shade than it 
  was before.  He tells you he is cured and is eternally 
  grateful for your assistance. Of course, the presence 
  of the colony must be kept a secret, or they will surely 
  be driven out or killed.  As long as you are willing to 
  keep their colony a secret, he promises to brew 
  potions for you in the future for what you have done. 
    
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two: The Secret Door 
  Defeat the fungus watchers. 
   
  APL 2 
  60 xp 
   
  APL 4 
  90 xp 
   
  APL 6 
  120 xp 
   
  APL 8 
  180 xp 
   
  APL 10 
  240 xp 
   
  APL 12 
  300 xp 
   
  Encounter Four: The Ribbon-cutting Ceremony 
  Defeat the invisible stalkers 
   
  APL 2 
  90 xp 
   
  APL 4 
  150 xp 
   
  APL 6 
  210 xp 
   
  APL 8 
  210 xp 
   
  APL 10 
  240 xp 
   
  APL 12 
  300 xp 
   
  Encounter 5: The Knights of the Hart 
  Ally with the knights. 
   
  APL 2 
  40 xp 
   
  APL 4 
  60 xp 
   
  APL 6 
  80 xp 
   
  APL 8 
  100 xp 
   
  APL 10 
  120 xp 
   
  APL 12 
  140 xp 
  Defeat Rats. 
   
  APL 2 
  90 xp 
   
  APL 4 
  120 xp 
  
  DYV4-03 Urban Renewal 
   
  Page 17 
   
  APL 6 
  150 xp 
   
  APL 8 
  210 xp 
   
  APL 10 
  240 xp 
   
  APL 12 
  300 xp 
   
   
   
   
  Encounter Six: The Grail Chamber 
  Defeat Gytracus. 
   
  APL 2 
  120 xp 
   
  APL 4 
  180 xp 
   
  APL 6 
  240 xp 
   
  APL 8 
  300 xp 
   
  APL 10 
  360 xp 
   
  APL 12 
  360 xp 
   
  Encounter 4: The Fungus Farm 
  Negotiate with the myconoids to acquire 
  graveweed for the Myconoid Sovereign. 
   
  APL 2 
  50 xp 
   
  APL 4 
  75 xp 
   
  APL 6 
  100 xp 
   
  APL 8 
  125 xp 
   
  APL 10 
  150 xp 
   
  APL 12 
  175 xp 
   
  Total possible experience 
   
  APL 2 
  450 xp 
   
  APL 4 
  675 xp 
   
  APL 6 
  900 xp 
   
  APL 8 
  1,125 xp 
   
  APL 10 
  1,350 xp 
   
  APL 12 
  1,575 xp 
   
  Optional 
  Encounter 
  One: 
  Dock 
  District 
  Memorial Graveyard 
  Defeat or negotiate with Vinh. 
   
  APL 2 
  90 xp 
   
  APL 4 
  150 xp 
   
  APL 6 
  210 xp 
   
  APL 8 
  270 xp 
   
  APL 10 
  330 xp 
   
  APL 12 
  360 xp 
   
  Optional Encounter Two: Vampires and 
  Werewolves, Oh My! 
  Defeat the Werewolves. 
   
  APL 2 
  90 xp 
   
  APL 4 
  120 xp 
   
  APL 6 
  150 xp 
   
  APL 8 
  180 xp 
   
  APL 10 
  240 xp 
   
  APL 12 
  300 xp 
   
  Optional Encounter Three: Evernight Street 
  Getting the graveweed treated. 
   
  APL 2 
  45 xp 
   
  APL 4 
  67 xp 
   
  APL 6 
  90 xp 
   
  APL 8 
  112 xp 
   
  APL 10 
  135 xp 
   
  APL 12 
  157 xp 
   
  Optional Total possible experience 
   
  APL 2 
  225 xp 
   
  APL 4 
  337 xp 
   
  APL 6 
  450 xp 
   
  APL 8 
  562 xp 
   
  APL 10 
  675 xp 
   
  APL 12 
  787 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  
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  Page 18 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four: The Ribbon-cutting 
  Ceremony 
  Looting the rogues at APLs 2 & 4. 
  APL 2: L: 40 gp; C: 3 gp; M: Ring of Protection +1 (166 gp 
  per character). 
  APL 4: L:  90 gp; C: 54 gp; M: Ring of Protection +1 (166 
  gp per character), Cloak of Resistance +1 (83 gp per 
  character). 
   
  Encounter Six: The Grail Chamber 
  Defeating the vampire and searching the grail chamber.  
   
  APL 2: L: 38; C: 0 gp; M: scroll of inflict moderate 
  wounds (12 gp per character), 2 Unguent of Timelessness 
  (12.5 gp each per character), ring of protection +1 (167gp 
  per character). 
   
  APL 4: L: 38; C: 0 gp; M: scroll of desecrate (16gp per 
  character), scroll of inflict moderate wounds (12gp per 
  character), ring of protection +1 (167gp per character), 2 
  unguent of timelessness (12.5 gp each per character). 
   
  APL 6: L: 38; C: 4 gp; M: 2 unguent of timelessness 
  (12.5 gp each per character), Rod of Clearchus (833 gp per 
  character). 
   
  APL 8: L: 38; C: 9 gp; M: 2 unguent of timelessness 
  (12.5 gp each per character), Rod of Clearchus (833gp per 
  character), elemental gem (light brown, earth) (187 gp 
  per character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character). 
   
  APL 10: L: 88; C: 1 gp; M: 2 unguent of timelessness 
  (12.5 gp each per character), Rod of Clearchus (833gp per 
  character), elemental gem (light brown, earth) (187 gp 
  per character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character), ring of force 
  shield (708 gp each), lesser metamagic rod, silent (250 gp 
  each per character). 
   
  APL 12: L: 88; C: 1 gp; M: 2 unguent of timelessness 
  (12.5 gp each per character), Rod of Clearchus (833gp per 
  character), elemental gem (light brown, earth) (187 gp 
  per character), brooch of shielding (125 gp per character), 
  pearl of power, 1
  st-level (83 gp per character), ring of force 
  shield (708 gp each per character), lesser metamagic rod, 
  silent (250 gp each per character), boots of speed (1000 gp 
  per character). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
  Optional Encounter 1: The Dock District 
  Graveyard 
  Looting Vinh and his partners. 
   
  APL 2: L: 50 gp; C: 13 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character) 
   
  APL 4: L: 63 gp; C: 0 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character) 
   
  APL 6: L: 63 gp; C: 0 gp; M: potion of darkvision (25 
  gp per character), potion of invisibility (25 gp per 
  character), 3 potions of cure light wounds (4 gp each per 
  character), potion of undetectable alignment (25 gp per 
  character) 
   
  APL 8: L: 63 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), potion of darkvision (25 gp per 
  character), potion of invisibility (25 gp per character), 3 
  potions of cure light wounds (4 gp each per character), 
  potion of undetectable alignment (25 gp per character)
   
  APL 10: L: 24 gp; C: 1 gp; M: ring of protection +1 
  (166 gp per character), cloak of resistance +1 (83 gp per 
  character), +1 studded leather armor (97 gp per 
  character), +1 shortsword (192 gp per character), potion 
  of darkvision (25 gp per character), potion of invisibility 
  (25 gp per character), 3 potions of cure light wounds (4 
  gp each per character), potion of undetectable alignment 
  (25 gp per character) 
   
  APL 12: L: 24 gp; C: 68 gp; M: ring of protection +1 
  (166 gp per character), cloak of resistance +1 (83 gp per 
  character), +1 studded leather armor (97 gp per 
  character), +1 shortsword (192 gp per character), potion 
  
  DYV4-03 Urban Renewal 
   
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  of darkvision (25 gp per character), potion of invisibility 
  (25 gp per character), 3 potions of cure light wounds (4 
  gp each per character), gloves of dexterity +2 (333 gp per 
  character), potion of undetectable alignment (25 gp per 
  character) 
   
   
   
  Optional 
  Encounter 
  Two: 
  Vampires 
  and 
  Werewolves, Oh My! 
  Selling the Rose. 
   
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp 
  . 
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 500 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 600 gp; C: 0 gp; M: 0 gp. 
   
  Optional Total Possible Treasure 
   
  APL 2 
  225 gp 
   
  APL 4 
  325 gp 
   
  APL 6 
  450 gp 
   
  APL 8 
  650 gp 
   
  APL 10 
  1,150 gp 
   
  APL 12 
  1,650 gp 
   
  Adventure Cert Information 
  �Invitation to train with the Knights of the Hart:  
  This invitation is given to any good characters that 
  assisted the Knights of the Hart and opted to return the 
  Grail to them.  
  �Imprisoned in Dyvers: The player has been 
  imprisoned for ____ time unit(s) for possession of stolen 
  goods. 
  �Sponsorship at the Tower of Pentacles: This 
  invitation is given to the players if they elected to return 
  Eldrig to the College of Heralds for questioning, or if the 
  players presented the tower with the Ysildric Grail. 
  Sponsorship entails spending four time units to gain a +1 
  circumstance bonus to any Four of the following skills: 
  Knowledge: Architecture, Engineering, Geography, Heal, 
  History, Local (Velverdyva Trade Route), Nobility and 
  Royalty, Religion.  These bonuses are contingent upon 
  access to the Tower of Pentacles resources (Dyvers 
  regional adventures only). Additionally, players are 
  granted access to the royal explorer prestige class from 
  Song & Silence, and are considered to have been 
  admitted to the Royal Explorer’s Society.   
  �Gratitude of the Myconoid Fyirs Circle: Players are 
  granted Dyvers regional access to the following potions 
  from the Dungeon Master’s Guide for helping the 
  Myconoids and keeping the location of their colony 
  secret: cure serious wounds, greater magic fang +1, 
  neutralize poison, protection from energy (type), remove 
  blindness/deafness, and remove disease.  If the players 
  ever reveal the location of the colony to anyone, this 
  access is revoked, and should be marked off.   
  (Frequency: Regional; Market Price: varies, see Dungeon 
  Master’s Guide; Requirements: varies, see Dungeon 
  Master’s Guide.) 
  �Rod of Clearchus: This rod functions as a +1 cold iron 
  light mace. The wielder casts conjuration spells at +1 
  caster level (this does not stack with any other caster 
  level boost) and is considered to have the Augment 
  Summoning feat when casting summoning spells. 
  Moderate conjuration and transmutation; Caster Level 
  12th; Craft Rod, Spell Focus (conjuration); Price 12,000gp 
  
   
  DYV4-03 Urban Renewal 
   
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  Appendix One: NPCs 
  Encounter Two: The Secret Door 
  �Troglodyte Servant: CR 1; Medium Humanoid 
  (reptilian); HD 4d12+3; hp 29; Init -2; Spd 30 ft.; AC 16, 
  touch 8, flat-footed 16; Base Atk +2; Grp +3; Atk/Full Atk 
  +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam); SQ 
  damage reduction 5/slashing, darkvision 60 ft., myconid 
  animated, single actions only, undead traits; AL NE; SV 
  Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Possessions: None. 
   
  Appearance: What appears to be a troglodyte covered 
  in luminescent purple fungus shambles towards you. A 
  sickly sweet odor hangs heavy in the air around it. 
   
  Myconid Animated (Ex): Not actually undead, 
  cannot be turned or otherwise affected as an undead. 
  Single Actions Only (Ex): Has poor reflexes and can 
  perform only a single move action or attack action each 
  round. It can move up to its speed and attack in the same 
  round, but only if it attempts a charge. 
   
  Undead Traits (Ex): Immune to poison, sleep, 
  paralysis, stunning, disease, death affects, mind-
  influencing effects (charms, compulsions, phantasms, 
  patterns, morale), criticals, nonlethal damage, physical 
  ability damage (Str, Dex, Con), fatigue, exhaustion, ability 
  drain, energy drain, death from massive damage, or any 
  effect requiring a fort save (unless it also works on objects 
  or is harmless). 
  �Ogre Servant: CR 4; Large Giant; HD 8d12+3; hp 55; 
  Init -2; Spd 40 ft.; AC 15, touch 7, flat-footed 15; Base Atk 
  +4; Grp +14; Atk/Full Atk +9 melee (2d8+9, greatclub) or 
  +9 melee (1d8+9, slam); Space/Reach 10 ft./10 ft.; SQ 
  damage reduction 5/slashing, darkvision 60 ft., myconid 
  animated, single actions only, undead traits; AL NE; SV 
  Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Possessions: None. 
   
  Appearance: What appears to be an ogre covered in 
  luminescent purple fungus shambles towards you. A 
  sickly sweet odor hangs heavy in the air around it. 
   
  Myconid Animated (Ex): Not actually undead, 
  cannot be turned or otherwise affected as an undead. 
   
  Single Actions Only (Ex): Has poor reflexes and can 
  perform only a single move action or attack action each 
  round. It can move up to its speed and attack in the same 
  round, but only if it attempts a charge. 
  Undead Traits (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  �Umberhulk Servant: CR 6; Large Aberration; HD 
  16d12+3; hp 107; Init +0; Spd 20 ft., burrow 20 ft.; AC 19, 
  touch 9; flat-footed 19; Base Atk +8; Grp +19; Atk/Full 
  Atk +14 melee (2d4+7, claw) or +14 melee (2d8+3, bite); 
  Space/Reach 10 ft./10 ft.; SQ damage reduction 
  5/slashing, darkvision 60 ft., myconid animated, single 
  actions only, undead traits; AL NE; SV Fort +5, Ref +5, 
  Will +10; Str 25, Dex 11, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Possessions: None. 
   
  Appearance: What appears to be an umber hulk 
  covered in luminescent purple fungus shambles towards 
  you. A sickly sweet odor hangs heavy in the air around it. 
   
  Myconid Animated (Ex): Not actually undead, 
  cannot be turned or otherwise affected as an undead. 
  Single Actions Only (Ex): Has poor reflexes and can 
  perform only a single move action or attack action each 
  round. It can move up to its speed and attack in the same 
  round, but only if it attempts a charge. 
   
  Undead Traits (Ex): Immune to poison, sleep, 
  paralysis, stunning, disease, death affects, mind-
  influencing effects (charms, compulsions, phantasms, 
  patterns, morale), criticals, nonlethal damage, physical 
  ability damage (Str, Dex, Con), fatigue, exhaustion, ability 
  drain, energy drain, death from massive damage, or any 
  effect requiring a fort save (unless it also works on objects 
  or is harmless). 
  Encounter Four: The Ribbon-
  cutting Ceremony 
  APL  2 
  �Elam: Male Human Rog3; CR 3; Medium Humanoid 
  (Human); HD 3d6+3; hp 13; Init +6; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 15; Base Atk +2; Grp +3; Atk +4 
  melee (1d6+1/19-20, shortsword) or +4 ranged (1d6+1/x3, 
  mighty composite shortbow (+1 bonus)); Full Atk +2 
  melee 
  (1d6+1/19-20, 
  shortsword) 
  and 
  +1 
  melee 
  (1d6+1/19-20, shortsword) or +4 ranged (1d6+1/x3, 
  mighty composite shortbow (+1 bonus)); SA sneak attack 
  +2d6; SQ evasion, trapfinding, trap sense +1; AL NG; SV 
  Fort +2, Ref +5, Will +1; Str 12, Dex 15, Con 13, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +7, Disable Device +8, Escape 
  Artist +8, Hide +8, Listen +6, Move Silently +8, Open 
  Lock +8, Search +8, Spot +6, Tumble  +8, Use Magic 
  
   
  DYV4-03 Urban Renewal 
   
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  Device +5; Improved Initiative, Two Weapon Fighting, 
  Weapon Finesse. 
  Possessions: masterwork studded leather, masterwork 
  buckler, shortsword, shortsword, mighty composite 
  shortbow (+1 bonus), ring of protection +1, 24gp. 
  APL 4 
  �Elam: Male Human Rog5: CR 5; Medium Humanoid 
  (Human); HD 5d6+5; hp 22; Init +7; Spd 30 ft.; AC 18, 
  touch 14, flat-footed 15; Base Atk +3; Grp +4; Atk +7 
  melee (1d6+1/19-20, masterwork shortsword) or +6 
  ranged, 1d6+1/x3, mighty composite shortbow (+1 
  bonus)); Full Atk +5 melee (1d6+1/19-20, masterwork 
  shortsword) and +4 melee ( 1d6+1/19-20, masterwork 
  shortsword) or +7 ranged (1d6+1/x3, masterwork mighty 
  composite shortbow (+1 bonus)); SA sneak attack +3d6; 
  SQ evasion, uncanny dodge, trapfinding, trap sense +1; 
  AL NG; SV Fort +4, Ref +9, Will +3; Str 12, Dex 16, Con 
  13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Disable Device +10, 
  Escape Artist +11, Hide +11, Listen +8, Move Silently +11, 
  Open Lock +11, Search +10, Spot +8, Tumble +11, Use 
  Magic Device +7; Improved Initiative, Two Weapon 
  Fighting, Weapon Finesse. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork 
  buckler, 
  masterwork 
  shortsword, 
  masterwork shortsword, mighty composite shortbow (+1 
  bonus), cloak of resistance+1, ring of protection +1, 30pp, 
  24gp. 
  APL 10 
  �Invisible Stalker, Advanced 12 HD: CR 8; Large 
  Elemental (Air, Extraplanar); HD 12d8+24; hp 78; Init +8; 
  Spd 30 ft., fly 30 ft. (perfect); AC 17, touch 13, flat-footed 
  13; Base Atk +8; Grp +16; Atk +12 melee (2d6+4, slam); 
  Full Atk +12/+12 melee (2d6+4, 2 slams); Space/Reach 10 
  ft./10 ft.; SQ darkvision 60 ft., elemental traits, natural 
  invisibility, improved tracking; AL N; SV Fort +6, Ref 
  +14, Will +8; Str 19, Dex 19, Con 14, Int 14, Wis 15, Cha 
  11. 
   
  Skills and Feats: Listen +17, Move Silently +19, 
  Search +17, Spot +17, Survival +2 (+4 following tracks);  
  Combat Reflexes, Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Focus (slam). 
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
  APLs 12 
  �Invisible Stalker, Advanced 16 HD: CR 10; Huge 
  Elemental (Air, Extraplanar); HD 16d8+64; hp 136; Init 
  +8; Spd 30 ft., fly 30 ft. (perfect); AC 19, touch 11, flat-
  footed 15; Base Atk +12; Grp +28; Atk +19 melee (3d6+8, 
  slam); Full Atk +20 melee (3d6+8, slam) and +20 melee 
  (3d6+8, slam); Space/Reach 15 ft./15 ft.; SQ darkvision 60 
  ft., elemental traits, natural invisibility, improved 
  tracking; AL N; SV Fort +11, Ref +16, Will +9; Str 27, Dex 
  18, Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +21, Move Silently +23, 
  Search +21, Spot +21, Survival +2 (+4 following tracks); 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Weapon Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
  Encounter Five: The Knights of 
  the Hart 
  �Knights of the Hart: Human Ftr2: CR 2; Medium 
  Humanoid (human); HD 2d10+4; hp 15; Init +1; Spd 20 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +2; Grp +4; 
  Atk/Full Atk +5 melee (1d10+2/19-20, bastard sword) or 
  +4 melee (1d4+2/19-20, dagger) or +3 ranged (1d8/x3, 
  composite longbow) or +3 ranged (1d4+2/19-20, thrown 
  dagger); AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +0, Jump -6, Ride +6; Blind-
  Fight, Exotic Weapon Proficiency (bastard sword), Power 
  Attack, Weapon Focus (bastard sword). 
  Possessions: chainmail, heavy steel shield, bastard 
  sword, dagger, composite longbow. 
  APLs 2 & 4 
  �Dire Rat, Advanced 3 HD: CR 1; Small Animal; HD 
  3d8+3; hp 16; Init +7; Spd 40 ft., climb 20 ft.; AC 15, touch 
  14, flat-footed 12; Base Atk +2; Grp -2; Atk/Full Atk +6 
  melee (1d4 plus disease, bite); SA disease; SQ low-light 
  vision, scent; AL N; SV Fort +4, Ref +6, Will +4; Str 10, 
  Dex 17, Con 12, Int 1, Wis 12, Cha 4. 
  Skills and Feats: Climb +11, Hide +10, Listen +4, Move 
  Silently +4, Spot +4, Swim +11; Alertness, Improved 
  Initiative, Weapon Finesse
  B 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
  Skills: Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed 
  
   
  DYV4-03 Urban Renewal 
   
  Page 22 
  or threatened. Dire rats use their Dexterity modifier for 
  Climb and Swim checks. 
  APL 6 
  �Dire Rat, Advanced 6 HD: CR 3; Medium Animal; 
  HD 6d8+6; hp 33; Init +7; Spd 40 ft., climb 20 ft.; AC 14, 
  touch 13, flat-footed 11; Base Atk +4; Grp +6; Atk/Full 
  Atk +8 melee (1d6+3 plus disease, bite); SA disease; SQ 
  low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; 
  Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4. 
   
   Silently +4, Spot +4, Swim +11; Alertness, Improved 
  Initiative, Weapon Finesse
  B, Weapon Focus (bite). 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
  Skills: Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed 
  or threatened. Dire rats use their Dexterity modifier for 
  Climb and Swim checks. 
  APLs 8-12 
  �Fiendish Dire Rat, Advanced 6 HD: CR 4; Medium 
  Animal; HD 6d8+6; hp 33; Init +7; Spd 40 ft., climb 20 ft.; 
  AC 14, touch 13, flat-footed 11; Base Atk +4; Grp +6; 
  Atk/Full Atk +8 melee (1d6+3 plus disease, bite); SA 
  disease, smite good; SQ darkvision 60 ft., damage 
  reduction 5/magic, low-light vision, resistance to cold 5 
  and fire 5, scent, spell resistance 11; AL N; SV Fort +7, Ref 
  +8, Will +5; Str 14, Dex 16, Con 14, Int 3, Wis 12, Cha 4. 
   
  Skills and Feats: Climb +11, Hide +9, Listen +4, 
  Move Silently +4, Spot +4, Swim +11; Alertness, 
  Improved Initiative, Weapon Finesse
  B, Weapon Focus 
  (bite). 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 15, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (+6) against a good foe. 
  Skills: Dire rats have a +8 racial bonus on Swim checks. 
  Dire rats have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed 
  or threatened. Dire rats use their Dexterity modifier for 
  Climb and Swim checks. 
   
  Encounter Six: The Grail 
  Chamber 
  APL 2 
  �Gytracus (crippled): Vampire Clr2(Tharizdun): CR 4; 
  Medium Undead (augmented humanoid); HD 2d12; hp 
  19; Init +5; Spd 30 ft.; AC 18, touch 12, flat-footed 17; Base 
  Atk +1; Grp +5; Atk/Full Atk +5 melee (1d6+6, slam) or +5 
  melee (1d8+4, scourge); SA blood drain, children of the 
  night, create spawn, dominate; rebuke undead 6/day; SQ 
  alternate form, crippled, damage reduction 5/silver and 
  magic, fast healing 2, gaseous form, resistance cold 10 and 
  electricity 10, spider climb, turn resistance +4; AL NE; SV 
  Fort +3, Ref +3, Will +6; Str 19, Dex 12, Con -, Int 12, Wis 
  17, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +5, 
  Diplomacy +3, Heal +4, Hide +9, Knowledge (arcana) +2, 
  Knowledge (history) +2, Knowledge (religion) +3, 
  Knowledge (the planes) +3, Listen +13, Move Silently +9, 
  Search +9, Sense Motive +11, Spellcraft +4, Spot +13; 
  Alertness, Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (scourge), Improved Initiative, Lightning 
  Reflexes.  
   
  Cleric Spells Prepared: (4/4; save DC 13 + spell level): 
  0-detect magic, mending, read magic, resistance; 1
  st-bless, 
  divine favor, shield of faith, protection from good*. 
   
  *Domain Spell.  Domains: Destruction (smite 1/day, 
  +4 attack, +2 damage),Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: scourge, nobles outfit, ring of protection 
  +1.  
   
  Appearance: desiccated corpse that reforms into a 
  handsome middle-aged man with dark black, shoulder-
  length hair. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained.  On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
    If the vampire instead drains the victim’s Constitution 
  to 0 or lower, the victim returns as a spawn if it had 4 or 
  less HD and as a vampire if it had 5 or more HD.  In 
  either case, the new vampire or spawn is under the 
  command of the vampire that created it and remains 
  enslaved until its master’s destruction.  At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn.  A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion.  A vampire may voluntarily free an enslaved 
  
   
  DYV4-03 Urban Renewal 
   
  Page 23 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes.  This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12
  th).  The ability 
  has a range of 30 feet. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to polymorph spell cast by a 
  12
  th-level character, except that the vampire does not 
  regain hit points for changing form, and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. 
   
  Crippled: Due to his long confinement and the 
  partial failure of the revival apparatus Gytracus does not 
  have all of his normal special abilities and qualities. He 
  does not have an energy drain attack, his damage 
  reduction is 5/silver and magic, and his fast healing is 
  only 2. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A Vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5
  th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
    Resistances (Ex): A vampire has resistance to cold 10 and 
  electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn resistance. 
  Undead (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  APL 4 
  �Gytracus (crippled): Vampire Clr4 (Tharizdun): CR 6; 
  Medium Undead (augmented humanoid); HD 4d12; hp 
  33; Init +5; Spd 30 ft.; AC 18, touch 12, flat-footed 17; Base 
  Atk +3; Grp +7; Atk/Full Atk +7 melee (1d6+6, slam) or +7 
  melee (1d8+4, scourge); SA blood drain, children of the 
  night, create spawn, dominate, rebuke undead (6/day); 
  SQ alternate form, damage reduction 5/silver and magic, 
  fast healing 5, gaseous form, resistance cold 10 and 
  electricity 10, spider climb, turn resistance +4; AL NE; SV 
  Fort +4, Ref +4, Will +8; Str 19, Dex 12, Con -, Int 12, Wis 
  18, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +7, 
  Diplomacy +4, Heal +6, Hide +9, Knowledge (arcana) +3, 
  Knowledge (history) +3, Knowledge (religion) +3, 
  Knowledge (the planes) +3, Listen +14, Move Silently +9, 
  Search +9, Sense Motive +12, Spellcraft +4, Spot +14; 
  Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Exotic 
  Weapon 
  Proficiency 
  (scourge), 
  Improved 
  Initiative, Lightning Reflexes.  
   
  Cleric Spells Prepared (5/4/3) (DC 14 + spell level): 
  0-detect magic (2), mending, read magic, resistance; 1
  st-
  bless, divine favor, shield of faith, protection from good*; 
  2
  nd-hold person, silence, shatter*. 
   
   *Domain Spell.  Domains: Destruction (smite 1/day, 
  +4 attack, +4 damage),Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: scourge, nobles outfit, ring of protection 
  +1. 
   
  Appearance: desiccated corpse that reforms into a 
  handsome middle-aged man with dark black, shoulder-
  length hair. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained.  On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
    If the vampire instead drains the victim’s Constitution 
  to 0 or lower, the victim returns as a spawn if it had 4 or 
  less HD and as a vampire if it had 5 or more HD.  In 
  either case, the new vampire or spawn is under the 
  command of the vampire that created it and remains 
  enslaved until its master’s destruction.  At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn.  A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion.  A vampire may voluntarily free an enslaved 
  
   
  DYV4-03 Urban Renewal 
   
  Page 24 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes.  This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12
  th).  The ability 
  has a range of 30 feet. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to polymorph spell cast by a 
  12
  th-level character, except that the vampire does not 
  regain hit points for changing form, and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. 
   
  Crippled: Due to his long confinement and the 
  partial failure of the revival apparatus Gytracus does not 
  have all of his normal special abilities and qualities. He 
  does not have an energy drain attack, his damage 
  reduction is 5/silver and magic, and his fast healing is 
  only 2. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A Vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5
  th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
    Resistances (Ex): A vampire has resistance to cold 10 and 
  electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. 
  Undead (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  APL 6 
  �Gytracus: Vampire Clr6 (Tharizdun); CR 8; Medium 
  Undead (augmented humanoid); HD 6d12+3; hp 50; Init 
  +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +4; 
  Grp +8; Atk/Full Atk +8 melee (1d6+6 plus energy drain, 
  slam) or +8 melee (1d8+4, scourge); SA blood drain, 
  children of the night, create spawn, dominate, energy 
  drain, rebuke undead (6/day); SQ alternate form, damage 
  reduction 10/silver and magic, fast healing 5, gaseous 
  form, resistance cold 10 and electricity 10, spider climb, 
  turn resistance +4; AL NE; SV Fort +5, Ref +5, Will +9; Str 
  19, Dex 12, Con -, Int 12, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Diplomacy +5, Heal +6, Hide +9, Knowledge (arcana) +3, 
  Knowledge (history) +4, Knowledge (religion) +4, 
  Knowledge (the planes) +4, Listen +14, Move Silently +9, 
  Search +9, Sense Motive +12, Spellcraft +4, Spot +14; 
  Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Exotic 
  Weapon 
  Proficiency 
  (scourge), 
  Improved 
  Initiative, Lightning Reflexes, Toughness.  
   
  Cleric Spells Prepared (5/5/5/4; save DC 14 + spell 
  level): 0-detect magic (2), mending, read magic, 
  resistance; 1
  st-bless, divine favor, entropic shield, shield of 
  faith, protection from good*; 2
  nd-aid, hold person (2), 
  silence, shatter*; 3
  rd-bestow curse, blindness/deafness, 
  invisibility purge, contagion*. 
   
  *Domain Spell.  Domains: Destruction (smite /day, 
  +4 attack, +6 damage),Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: scourge, nobles outfit. 
   
  Appearance: desiccated corpse that reforms into a 
  handsome middle-aged man with dark black, shoulder-
  length hair. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained.  On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
    If the vampire instead drains the victim’s Constitution 
  to 0 or lower, the victim returns as a spawn if it had 4 or 
  less HD and as a vampire if it had 5 or more HD.  In 
  either case, the new vampire or spawn is under the 
  command of the vampire that created it and remains 
  enslaved until its master’s destruction.  At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn.  A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  
   
  DYV4-03 Urban Renewal 
   
  Page 25 
  fashion.  A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes.  This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12
  th).  The ability 
  has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain ability 
  once per round.  After 24 hours, if negative levels have 
  not been removed, targets may make a fortitude save, DC 
  15 or the negative levels are permanent. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to polymorph spell cast by a 
  12
  th-level character, except that the vampire does not 
  regain hit points for changing form, and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A Vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5
  th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
    Resistances (Ex): A vampire has resistance to cold 10 and 
  electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn resistance. 
  Undead (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  APL 8 
  �Gytracus: Vampire Clr8 (Tharizdun); CR 10; Medium 
  Undead (augmented humanoid); HD 8d12+3; hp 64; Init 
  +5; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +6; 
  Grp +10; Atk +10 melee (1d6+6, slam) or +10 melee 
  (1d8+4, scourge) Full Atk +10/+5 melee (1d6+6, slam) or 
  +10/+5 melee (1d8+4, scourge); SA blood drain, children 
  of the night, create spawn, dominate, energy drain 
  rebuke undead (6/day); SQ alternate form, damage 
  reduction 10/silver and magic, fast healing 5, gaseous 
  form, resistance cold 10 and electricity 10, spider climb, 
  turn resistance +4; AL NE; SV Fort +6, Ref +5, Will +10; 
  Str 19, Dex 12, Con -, Int 12, Wis 19, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +10, 
  Diplomacy +6, Heal +7, Hide +9, Knowledge (arcana) +4, 
  Knowledge (history) +4, Knowledge (religion) +4, 
  Knowledge (the planes) +5, Listen +14, Move Silently +9, 
  Search +9, Sense Motive +12, Spellcraft +5, Spot +14; 
  Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Exotic 
  Weapon 
  Proficiency 
  (scourge), 
  Improved 
  Initiative, Lightning Reflexes, Toughness. 
   
  Cleric Spells Prepared (6/6/5/5/4) (DC 14 + spell 
  level): 0-detect magic (3), mending, read magic, 
  resistance; 1
  st-level-bless, divine favor, entropic shield, 
  magic weapon, shield of faith, protection from good*; 2
  nd 
  level-aid, hold person (2), silence, shatter*; 3
  rd level-
  bestow curse, blindness/deafness, invisibility purge, 
  magic vestment, contagion*; 4
  th level-divine power, 
  poison, spell immunity, unholy blight*. 
   
  *Domain Spell.  Domains: Destruction (smite 1/day, 
  +4 attack, +8 damage), Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: scourge, nobles outfit, brooch of 
  shielding. 
   
  Appearance: desiccated corpse that reforms into a 
  handsome middle-aged man with dark black, shoulder-
  length hair. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained.  On each such successful attack, the vampire 
  gains 5 temporary hit points. 
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
    If the vampire instead drains the victim’s Constitution 
  to 0 or lower, the victim returns as a spawn if it had 4 or 
  less HD and as a vampire if it had 5 or more HD.  In 
  either case, the new vampire or spawn is under the 
  command of the vampire that created it and remains 
  enslaved until its master’s destruction.  At any given time 
  
   
  DYV4-03 Urban Renewal 
   
  Page 26 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn.  A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion.  A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes.  This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12
  th).  The ability 
  has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain ability 
  once per round.  After 24 hours, if negative levels have 
  not been removed, targets may make a fortitude save, DC 
  15 or the negative levels are permanent. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to polymorph spell cast by a 
  12
  th-level character, except that the vampire does not 
  regain hit points for changing form, and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A Vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5
  th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
    Resistances (Ex): A vampire has resistance to cold 10 and 
  electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn resistance. 
  Undead (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  APLs 10 & 12 
  �Gytracus, Clr10 (Tharizdun), Vampire: CR 12; 
  Medium Undead (augmented humanoid); HD 10d12+3; 
  hp 78; Init +5; Spd 30 ft.; AC 19, touch 11, flat-footed 18; 
  Base Atk +7; Grp +11; Atk +11 melee (1d6+6, slam) or +11 
  melee (1d8+4, scourge); Full Atk +11/+6 melee (1d6+6, 
  slam) or +12/+7 melee (1d8+4, masterwork scourge); SA 
  blood drain, children of the night, create spawn, 
  dominate, energy drain, rebuke undead (6/day); SQ 
  alternate form, damage reduction 10/silver and magic, 
  fast healing 5, gaseous form, resistance cold 10 and 
  electricity 10, spider climb, turn resistance +4; AL NE; SV 
  Fort +7, Ref +6, Will +11; Str 19, Dex 12, Con -, Int 12, 
  Wis 19, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +10, 
  Diplomacy +7, Heal +8, Hide +9, Knowledge (arcana) +5, 
  Knowledge (history) +5, Knowledge (religion) +5, 
  Knowledge (the planes) +5, Listen +14, Move Silently +9, 
  Search +9, Sense Motive +12, Spellcraft +6, Spot +14; 
  Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Exotic 
  Weapon 
  Proficiency 
  (scourge), 
  Improved 
  Initiative, Lightning Reflexes, Scribe Scroll, Toughness. 
   
  Cleric Spells Prepared (6/6/6/5/5/3) (DC 14 + spell 
  level): 0-detect magic (3), mending, read magic, 
  resistance; 1
  st-bless, divine favor, entropic shield, magic 
  weapon, shield of faith, protection from good*; 2
  nd-aid, 
  hold person (2), silence, shatter*; 3
  rd-bestow curse, 
  blindness/deafness, invisibility purge, magic vestment, 
  contagion*; 4
  th-divine power, greater magic weapon, 
  poison, spell immunity, unholy blight*; 5
  th-flame strike, 
  righteous might, mass inflict light wounds*. 
   
  *Domain Spell.  Domains: Destruction (smite 1/day, 
  +4 attack, +10 damage),Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: masterwork scourge, nobles outfit, 
  brooch of shielding, ring of force shield. (Plus boots of 
  speed at APL 12). 
   
  Appearance: desiccated corpse that reforms into a 
  handsome middle-aged man with dark black, shoulder-
  length hair. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained.  On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action.  These creatures arrive in 
  2d6 rounds and serve the vampire for up to 1 hour. 
  
   
  DYV4-03 Urban Renewal 
   
  Page 27 
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
    If the vampire instead drains the victim’s Constitution 
  to 0 or lower, the victim returns as a spawn if it had 4 or 
  less HD and as a vampire if it had 5 or more HD.  In 
  either case, the new vampire or spawn is under the 
  command of the vampire that created it and remains 
  enslaved until its master’s destruction.  At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn.  A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion.  A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes.  This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected.  
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12
  th).  The ability 
  has a range of 30 feet. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain ability 
  once per round.  After 24 hours, if negative levels have 
  not been removed, targets may make a fortitude save, DC 
  15 or the negative levels are permanent. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to polymorph spell cast by a 
  12
  th-level character, except that the vampire does not 
  regain hit points for changing form, and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A Vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5
  th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
    Resistances (Ex): A vampire has resistance to cold 10 and 
  electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn resistance. 
  Undead (Ex): Immune to poison, sleep, paralysis, 
  stunning, disease, death affects, mind-influencing effects 
  (charms, compulsions, phantasms, patterns, morale), 
  criticals, nonlethal damage, physical ability damage (Str, 
  Dex, Con), fatigue, exhaustion, ability drain, energy 
  drain, death from massive damage, or any effect requiring 
  a fort save (unless it also works on objects or is harmless). 
  Optional Encounter One: Docks 
  District Memorial Graveyard 
  �Rogues: Male Human Rog1: CR 1; Medium 
  Humanoid (Human); HD 1d6+1; hp 7; Init +8; Spd 30 ft.; 
  AC 15, touch 14, flat-footed 11; Base Atk +0; Grp +1; 
  Atk/Full Atk +1 melee (1d6+1, sap); SA Sneak Attack 
  +1d6; SQ trapfinding; AL TN; SV Fort +1, Ref +6, Will –1; 
  Str 13, Dex 18, Con 13, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +5, Disable Device +4, Escape 
  Artist +8, Hide +8, Listen +3, Move Silently +8, Open 
  Lock +8, Spot +3, Tumble +8; Dodge, Improved Initiative. 
   
  Possessions: padded armor, sap. 
   
  APL 2  
  �Vinh: Male Human Rog3; CR 3; Medium Humanoid 
  (Human); HD 3d6+3; hp 17; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; Base Atk +2; Grp +3; Atk/Full 
  Atk +5 melee (1d6+1/19-20, masterwork shortsword); SA 
  sneak attack +2d6; SQ evasion, trapfinding, trap sense +1; 
  AL NG; SV Fort +2, Ref +5, Will +0; Str 13, Dex 15, Con 
  13, Int 12, Wis 9, Cha 13. 
   
  Skills and Feats: Bluff +7, Diplomacy +7, Escape 
  Artist +8, Hide +5, Intimidate +7, Listen +2, Move 
  Silently +5, Open Lock +8, Search +7, Sense Motive +5, 
  Sleight of Hand +8, Spot +2; Dodge, Run, Weapon 
  Finesse. 
  Possessions: masterwork studded leather, masterwork 
  shortsword, masterwork thieves’ tools, potion of 
  darkvision, potion of invisibility, 3 potions of cure light 
  wounds, 6pp, 18gp. 
  APL 4 
  �Vinh: Male Human Rog4; CR 4; Medium Humanoid 
  (Human); HD 4d6+4; hp 22; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk/Full 
  Atk +7 melee (1d6+1/19-20, masterwork shortsword); SA 
  sneak attack +2d6; SQ evasion, trapfinding, trap sense +1, 
  uncanny dodge; AL NG; SV Fort +2, Ref +7, Will +0; Str 
  13, Dex 16, Con 13, Int 12, Wis 9, Cha 13. 
   
  Skills and Feats: Bluff +8, Diplomacy +8, Escape 
  Artist +10, Hide +6, Intimidate +8, Listen +3, Move 
  Silently +7, Open Lock +10, Search +8, Sense Motive +6, 
  
   
  DYV4-03 Urban Renewal 
   
  Page 28 
  Sleight of Hand +10, Spot +2; Dodge, Run, Weapon 
  Finesse. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork shortsword, masterwork thieves’ tools, 
  everburning torch, tanglefoot bag, potion of darkvision, 
  potion of invisibility, 3 potions of cure light wounds. 
  APL 6 
  �Vinh: Male Human Rog5; CR 5; Medium Humanoid 
  (Human); HD 5d6+5; hp 27; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk/Full 
  Atk +7 melee (1d6+1/19-20, masterwork shortsword); SA 
  sneak attack +3d6; SQ evasion, trapfinding, trap sense +1, 
  uncanny dodge; AL NG; SV Fort +2, Ref +7, Will +0; Str 
  13, Dex 16, Con 13, Int 12, Wis 9, Cha 13. 
   
  Skills and Feats: Bluff +9, Diplomacy +9, Escape 
  Artist +11, Hide +7, Intimidate +9, Listen +3, Move 
  Silently +7, Open Lock +11, Search +9, Sense Motive +7, 
  Sleight of Hand +11, Spot +3; Dodge, Run, Weapon 
  Finesse. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork shortsword, masterwork thieves’ tools, 
  everburning torch, tanglefoot bag, potion of darkvision, 
  potion of invisibility, 3 potions of cure light wounds, 
  potion of undetectable alignment. 
  APL 8  
  �Vinh: Male Human Rog6; CR 6; Medium Humanoid 
  (Human); HD 6d6+3; hp 32; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +4; Grp +5; Atk/Full 
  Atk +8 melee (1d6+1/19-20, masterwork shortsword); SA 
  sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, 
  uncanny dodge; AL NG; SV Fort +4, Ref +9, Will +2; Str 
  13, Dex 16, Con 13, Int 12, Wis 9, Cha 13. 
   
  Skills and Feats: Bluff +10, Diplomacy +12, Escape 
  Artist +12, Hide +7, Intimidate +10, Listen +4, Move 
  Silently +8, Open Lock +12, Search +10, Sense Motive 
  +10, Sleight of Hand +12, Spot +3; Dodge, Negotiator, 
  Run, Weapon Finesse. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork shortsword, masterwork thieves’ tools, 
  everburning torch, tanglefoot bag, potion of darkvision, 
  potion of invisibility, 3 potions of cure light wounds, 
  potion of undetectable alignment, cloak of resistance +1, 
  9pp, 12gp. 
   
  APL 10  
  �Vinh: Male Human Rog8; CR 8; Medium Humanoid 
  (Human); HD 8d6+16; hp 50; Init +3; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 14; Base Atk +6; Grp +7; Atk +10 
  melee (1d6+2/19-20, +1 shortsword); Full Atk +8/+3 
  melee (1d6+2/19-20, +1 shortsword); SA sneak attack 
  +4d6; SQ evasion, improved uncanny dodge, trapfinding, 
  trap sense +2, uncanny dodge; AL NG; SV Fort +5, Ref 
  +10, Will +2; Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 
  13. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, Escape 
  Artist +14, Hide +8, Intimidate +12, Listen +5, Move 
  Silently +9, Open Lock +14, Search +12, Sense Motive 
  +12, Sleight of Hand +14, Spot +4; Dodge, Negotiator, 
  Run, Weapon Finesse. 
   
  Possessions: +1 studded leather, +1 shortsword, 
  masterwork thieves’ tools, everburning torch, tanglefoot 
  bag, potion of darkvision, potion of invisibility, 3 potions 
  of cure light wounds, potion of undetectable alignment, 
  cloak of resistance +1, ring of protection +1, 6gp. 
  APL 12  
  �Vinh: Male Human Rog10; CR 10; Medium 
  Humanoid (Human); HD 10d6+20; hp 62; Init +4; Spd 30 
  ft.; AC 18, touch 15, flat-footed 14; Base Atk +7; Grp +8; 
  Atk +12 melee (1d6+2/19-20, +1 shortsword); Full Atk 
  +12/+7 melee (1d6+2/19-20, +1 shortsword); SA sneak 
  attack +5d6; SQ evasion, improved uncanny dodge, 
  slippery mind, trapfinding, trap sense +3, uncanny dodge; 
  AL NG; SV Fort +6, Ref +12, Will +3; Str 13, Dex 18, Con 
  14, Int 12, Wis 9, Cha 13. 
   
  Skills and Feats: Bluff +16, Diplomacy +16, Escape 
  Artist +17, Hide +10, Intimidate +16, Listen +6, Move 
  Silently +11, Open Lock +17, Search +14, Sense Motive 
  +14, Sleight of Hand +17, Spot +5; Dodge, Negotiator, 
  Persuasive, Run, Weapon Finesse. 
   
  Possessions: +1 studded leather, +1 shortsword, 
  masterwork thieves’ tools, everburning torch, tanglefoot 
  bag, potion of darkvision, potion of invisibility, 3 potions 
  of cure light wounds, potion of undetectable alignment, 
  cloak of resistance +1, ring of protection +1, gloves of 
  dexterity +2, 39pp, 18gp. 
  
   
  DYV4-03 Urban Renewal 
   
  Page 29 
  Appendix Two: New Rules 
  Scourge as presented in Complete Warrior 
  Exotic Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight 
  Type 
  One-Handed Melee Weapons 
  Scourge 
  20 gp 
  1d6 
  1d8 
  X2 
  - 
  2 lb. 
  Slashing 
  Scourge: This multitailed, barbed whip is often dipped in a poison delivered via injury.  You get a +2 bonus on your 
  opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the 
  attack fails) with this weapon. 
   
  Myconid 
  These intelligent, mobile mushrooms are among the 
  more unusual creatures that live deep below ground.  
  Myconids (also called fungus ones) are gentle, quiet, 
  shy, and thoughtful.  They always view outsiders with 
  distrust because they assume that all strangers are 
  destructive and violent.  To ensure that they can live in 
  peace, they usually make their homes far from the 
  more commonly traveled subterranean paths. 
  A myconid can be from 2 to 12 feet tall.  The primary 
  physical characteristics that distinguish it from other 
  giant toadstools are its limbs-the lower half of its trunk 
  is split in half to form two legs, and two arms depend 
  from just below its “cap.”  It also has two eyes in the 
  cap, which are perfectly concealed when it closes them. 
   Its hands seem to have random numbers of fingers 
  and thumbs.  Occasionally, an individual with more 
  than two arms or legs pops up. 
  A myconid has a life span of about twenty-four years.  
  When first spawned, an infant resembles a giant 
  toadstool.  At the age of four, it reaches adulthood and 
  becomes mobile.  Thereafter, its appearance changes 
  very little as it ages. 
  Combat 
  The fungus ones hide from strangers and fight only as 
  a last resort.  When forced into combat, a myconid 
  releases spores as a ranged attack or uses its slam in 
  melee. 
  Spores (Ex): As a standard action, a myconid can 
  release a cloud of spores.  These spores come in several 
  different varieties, as described below.  As it enters 
  each new stage of life (increasing its Hit Dice by 1), a 
  myconid gains a new variety of spore but does not lose 
  access to the previous varieties.  Each type of spore can 
  be used a number of times per day equal to the 
  myconid’s Hit Dice.  A 3-HD myconoid, for example, 
  has the first three spores (distress, reproduction, and 
  rapport), and it can use each variety three times per 
  day.  Spores can be released either in a 120-foot spread 
  or as a 40-foot ray against a single target, as noted in the 
  individual spore descriptions. 
  Distress: These spores alert all other myconids within 
  the area that danger is near.  They are released in a 120-
  foot spread. 
  Reproduction: These spores eventually germinate into 
  new infant myconids.  They are released as a 120-foot 
  spread 
  and 
  have 
  no 
  detrimental 
  effects 
  on 
  nonmyconids. 
  Rapport: Myconids do not speak, but these spores 
  enable them to establish telepathic communication 
  with each other and with outsiders.  A successful 
  Fortitude saving throw (DC varies; see individual 
  descriptions) negates the effect, but it is harmless.  
  Rapport lasts for 30 to 60 minutes with outsiders, but 
  for 8 hours with other myconids.  Rapport spores can 
  be released as either a 120-foot spread or a 40-foot ray.  
  Regardless of the release area, the communication 
  range is 120 feet once rapport is established. 
  Pacification: These sores are released as a 40-foot ray.  
  The target must make a Fortitude saving throw (DC 
  varies; see individual descriptions) or become passive 
  for 1 minute.  Being passive is similar to being dazed, 
  except that the target can take partial actions that don’t 
  involve attacking.  This is a mind-affecting compulsion 
  effect. 
  Hallucination: These spores are released as a 40-foot 
  ray.  The target must make a fortitude saving throw 
  (DC varies; see individual descriptions) or suffer 
  powerful hallucinations that duplicate the effects of a 
  confusion spell for 1 hour. 
  Animation: Only the myconid sovereign has access to 
  these spores.  When released over a dead body, 
  animation spores begin a process that covers the corpse 
  
   
  DYV4-03 Urban Renewal 
   
  Page 30 
  with purple fungus.  After 1d4 days, the corpse 
  reanimates as a servant.  A servant has all the 
  characteristics of a zombie of the same size, except that 
  it retains its previous creature type and it cannot be 
  turned or otherwise affected as an undead.  Over the 
  course of 1d6 weeks, a myconid-animated corpse 
  slowly decays.  At the end of that period it simply 
  disintegrates into dust. 
  Plant Traits (Ex): A myconid is immune to poison, 
  sleep, paralysis, stunning, and polymorphing.  It is not 
  subject to critical hits or mind-affecting effects.  The 
  creature also has low-light vision. 
  Skills and Feats: A myconid gains skills and feats as 
  though it were a plant.  A myconid of any kind has 
  EHD as though it were a Tiny plant. 
  Myconoid Society 
  A circle of myconids contains equal numbers of 1-HD, 
  2-HD, 3-HD, 4-HD, and 5-HD individuals.  Each day is 
  rigidly structured into 8 hours of rest, 8 hours of work 
  (tending fungus farms), and 8 hours of melding into a 
  transcendental, hallucinogenic, group-mind state.  A 
  melding can be broken only by myconid distress 
  spores. 
  Myconids grow fungus for food.  A tribe usually 
  maintains several fungus farms, which the workers 
  tend with an almost religious zeal.  These creatures 
  know everything there is to know about fungus, 
  including the optimum conditions for growing each 
  type, and how large a crop a given area might be 
  expected to produce.  Myconids also know how to 
  make various items from fungus.  Most of these, 
  however, are useful only to myconids. 
  Myconid tribes consist of several circles living in close 
  proximity.  The circles in a tribe usually arrange 
  themselves 
  so 
  that 
  the 
  distress 
  spores 
  from 
  neighboring circles can reach at least one member of 
  another circle in the tribe. 
  A myconid encountered away from its circle is 
  performing some mission for its superiors.  Such 
  missions usually consist of keeping a lookout for 
  intruders or scavenging for refuse to fertilize the 
  fungus beds.  Should a wandering myconid chance 
  upon a humanoid body suitable for animation, it takes 
  that back to its circle. 
  The sovereign is the only 6-HD myconid in a tribe.  
  This creature organizes the circles, watches over the 
  tribe, protects it from outside influences, animates 
  guardians, and brews potions.  When it dies, the oldest 
  surviving circle leader in that tribe becomes the new 
  sovereign. 
  Myconid Junior Worker 
  Tiny Plant 
  Hit Dice: 
   
  1d8 (4 hp) 
  Initiative: 
   
  +2 
  Speed:  
   
  20 ft. 
  Armor Class: 
   
  14 (+2 size, +2 Dex), touch 
  14, flat-footed 12 
  Base Attack/Grapple: 
  +0/-9 
  Attack:  
   
  slam +1 melee (1d3-1) 
  Full Attack: 
   
   
  2 slams +1 melee (1d3-1) 
  Space/Reach: 
   
  2 ½ ft./0 ft. 
  Special Attacks: - 
  Special Qualities: 
  Plant traits, spores 
  Saves: 
   
   
  Fort +2, Ref +2, Will +1 
  Abilities: 
   
  Str 8, Dex 15, Con 11, Int 9, 
  Wis 12, Cha 12 
  Skills: 
   
   
  Craft (any one) +2, Hide 
  +13, Knowledge (nature) +0, Listen +3, Move Silently 
  +5, Profession (farmer) +3, Sense Motive +4, Spot +3, 
  Survival +2 
  Feats: 
   
   
  Alertness 
  Environment: 
   
  Underground 
  Organization: 
   
  Solitary, pair, or gang (3-5) 
  Challenge Rating: 
  1/2 
  Treasure: 
   
  None 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  - 
  Level Adjustment: 
  +2 
   
  These youngsters are four to eight years old.  They 
  assist their elders with daily chores and serve as a 
  circle’s first line of defense. 
  Combat 
  Junior workers are ineffective fighters.  They release 
  their spores at the first sign of danger and hide or 
  retreat if threatened.  If forced to fight, they tend to 
  rush a single opponent as a group.  Because a junior 
  worker has a reach of 0 feet, it must enter an 
  opponent’s space to make melee attacks. 
  Spores (Ex): Junior workers have access only to 
  distress spores. 
  Myconid Average Worker 
  Small Plant 
  Hit Dice: 
   
  2d8+2 (11 hp) 
  Initiative: 
   
  +2 
  Speed:  
   
  20 ft. 
  
   
  DYV4-03 Urban Renewal 
   
  Page 31 
  Armor Class: 
   
  13 (+1 size, +2 Dex), touch 
  13, flat-footed 11 
  Base Attack/Grapple: 
  +1/-3 
  Attack:  
   
  Slam +2 melee (1d4) 
  Full Attack: 
   
   
  2 slams +2 melee (1d4) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: 
  Plat traits, spores 
  Saves: 
   
   
  Fort +4, Ref +2, Will +1 
  Abilities: 
   
  Str 11, Dex 14, Con 12, Int 
  10, Wis 13, Cha 13 
  Skills: 
   
   
  Craft (any on) +4, Hide +10, 
  Knowledge (nature) +2, Listen +3, Move Silently +5, 
  Profession (farmer) +5, Sense Motive +3, Spot +3, 
  Survival +3 
  Feats: 
   
   
  Alertness 
  Environment: 
   
  Underground 
  Organization: 
   
  Solitary, pair, or gang (3-5) 
  Challenge Rating: 
  1 
  Treasure: 
   
  None 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  - 
  Level Adjustment: 
  +2 
   
  These myconids are eight to twelve years old.  They are 
  the backbone of the community, and they can perform 
  a wide variety of tasks. 
  Combat 
  Average workers are fairly proficient fighters.  If 
  alerted to danger, they usually try to hide and then 
  either attack from ambush or wait until more capable 
  myconids arrive on the scene.  If such reinforcements 
  are available, the average workers use the aid another 
  action to assist their superiors in combat. 
  Spores (Ex): Average workers have access to both 
  distress and reproduction spores. 
  Myconid Elder Worker 
  Medium-Size Plant 
  Hit Dice: 
   
  3d8+6 (19 hp) 
  Initiative: 
   
  +1 
  Speed:  
   
  20 ft. 
  Armor Class: 
   
  12 (+1 Dex, +1 natural), 
  touch 11, flat-footed 11 
  Base Attack/Grapple: 
   
  Attack:  
   
  slam +3 melee (1d6+1), or 
  spores +3 ranged touch 
  Full Attack: 
   
   
  2 slams +3 melee (1d6+1) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Attacks: Spores 
  Special Qualities: 
  Plant traits, spores 
  Saves: 
   
   
  Fort +4, Ref +2, Will +3 
  Abilities: 
   
  Str 12, Dex 13, Con 13, Int 
  10, Wis 15, Cha 14 
  Skills: 
   
   
  Craft (any one) +4, Hide +5, 
  Knowledge (nature) +3, Listen +4, Move Silently +4, 
  Profession (farmer) +6, Sense Motive +4, Spot +4, 
  Survival +5 
  Feats: 
   
   
  Alertness, Toughness 
  Environment: 
   
  Underground 
  Organization: 
   
  Solitary, pair, or gang (3-5) 
  Challenge Rating: 
  2 
  Treasure: 
   
  None 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  - 
  Level Adjustment: 
  +3 
   
  These myconids are twelve to sixteen years old.  They 
  serve as supervisors for other workers and as shock 
  troops in combat. 
  Combat 
  Elder workers usually spray intruders with rapport 
  spores rather than hiding, as more junior myconids do. 
   They are quite willing to communicate rather than 
  take aggressive action.  If forced to fight, they try to 
  eliminate the most formidable-looking foes first.  If 
  more capable myconids join the battle, elder workers 
  use much the same tactics that average workers do. 
   
  Spores (Ex): Elder workers have access to distress, 
  reproduction, and rapport spores (save DC 12 where 
  applicable). 
  Myconid Guard 
  Medium-Size Plant 
  Hit Dice: 
   
  4d8+8 (26 hp) 
   
  Initiative: 
   
  +1 
  Speed:  
   
  20 ft. 
  Armor Class: 
   
  12 (+1 Dex, +1 natural), 
  touch 11, flat-footed 11 
  Base Attack/Grapple: 
  +3/+5 
  Attack:  
   
  slam +5 melee (1d6+2), or 
  spores +6 ranged touch 
  Full Attack: 
   
   
  2 slams +5 melee (1d6+2) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Attacks: Spores 
  Special Qualities: 
  Plant traits, spores 
  Saves: 
   
   
  Fort +6, Ref +2, Will +3 
  Abilities: 
   
  Str 14, Dex 12, Con 15, Int 
  11, Wis 15, Cha 14 
  Skills: 
   
   
  Craft (any one) +4, Hide +5, 
  Intimidate +5, Knowledge (nature) +3, Listen +4, Move 
  
   
  DYV4-03 Urban Renewal 
   
  Page 32 
  Silently +4, Profession (farmer) +6, Sense Motive +4, 
  Spot +4,  Survival +4 
  Feats: 
   
   
  Alertness, Weapon Focus 
  (spores) 
  Environment: 
   
  Underground 
  Organization: 
   
  Solitary, pair, patrol (3-5), 
  or work gang (3-5 plus 3-5 workers) 
  Challenge Rating: 
  4 
  Treasure: 
   
  None 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  - 
  Level Adjustment: 
  +4 
   
  These myconids are sixteen to twenty years old.  They 
  are charged with the defense of the circle. 
  Combat 
  Guards are fairly aggressive in combat, at least by 
  myconid standards.  Their preferred attack is their 
  pacification spores, though they can use their slam 
  attacks if forced into melee. 
  Spores (Ex): Guards have access to distress, 
  reproduction, rapport, and pacification spores (save DC 
  14 where applicable). 
  Myconid Circle Leader 
  Large Plant 
  Hit Dice: 
   
  5d8+15 (37 hp) 
  Initiative: 
   
  +1 
  Speed:  
   
  20 ft. 
  Armor Class: 
   
  12 (-1 size, +1 Dex, +2 
  natural), touch 10, flat-footed 11 
  Base Attack/Grapple: 
  +3/+10 
  Attack:  
   
  slam +5 melee (1d8+3), or 
  spores +6 ranged touch 
  Full Attack: 
   
   
  2 slams +5 melee (1d8+3) 
  Space/Reach: 
   
  10 ft./10 ft. 
  Special Attacks: Spores 
  Special Qualities: 
  Plant traits, spores 
  Saves: 
   
   
  Fort +7, Ref +2, Will +4 
  Abilities: 
   
  Str 16, Dex 12, Con 17, Int 
  11, Wis 16, Cha 15 
  Skills: 
   
   
  Craft 
  (any 
  one) 
  +4, 
  Diplomacy +4, Hide +1, Intimidate +5, Knowledge 
  (nature) +3, Listen +5, Move Silently +4, Profession 
  (farmer) +7, Sense Motive +6, Spot +9, Survival +6 
  Feats: 
   
   
  Alertness, Weapon Focus 
  (spores) 
  Environment: 
   
  Underground 
  Organization: 
   
  Solitary, pair, patrol (3-5), 
  work gang (3-5 plus 3-5 workers), or circle (4 junior 
  workers plus average workers, elder workers, guards, 
  and elder guards, for a 
   
   
   
   
  total of 20) 
  Challenge Rating: 
  6 
  Treasure: 
   
  None 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  - 
  Level Adjustment: 
  +5 
   
  These myconids are twenty to twenty-four years old.  
  As the name suggests, they lead and administer their 
  circles. 
  Combat 
  Circle leaders join battle only if doing so seems 
  necessary to keep their underlings from being 
  slaughtered.  In combat, they use their hallucination 
  spores at the first opportunity.  Like other myconids, 
  they prefer to avoid melee combat altogether but can 
  use their slams if they must. 
  Spores (Ex): Circle leaders have access to distress, 
  reproduction, rapport, pacification, and hallucination 
  spores (save DC 15 where applicable). 
  Myconid Sovereign 
  Large Plant 
  Hit Dice: 
   
  6d8+21 (48 hp) 
  Initiative: 
   
  +1 
  Speed:  
   
  20 ft. 
  Armor Class: 
   
  12 (-1 size, +1 Dex, +2 
  natural), touch 10, flat-footed 11 
  Base Attack/Grapple: 
  +4/+12 
  Attack:  
   
  Slam +7 melee (1d8+4) or 
  spores +8 ranged touch 
  Full Attack: 
   
   
  2 slams +7 melee (1d8+4) 
  Space/Reach: 
   
  10 ft./10 ft. 
  Special Attacks: Spores 
  Special Qualities: 
  Plant traits, potion making, 
  spores 
  Saves: 
   
   
  Fort +8, Ref +3, Will +5 
  Abilities: 
   
  Str 18, Dex 12, Con 17, Int 
  12, Wis 17, Cha 17 
  Skills: 
   
   
  Craft 
  (any 
  one) 
  +5, 
  Diplomacy +5, Hide +1, Intimidate +6, Knowledge 
  (nature) +4, Listen +7, Move Silently +3, Profession 
  (farmer) +8, Profession(herbalist) +7, Sense Motive +6, 
  Spot +7, Survival +6 
  Feats: 
   
   
  Alertness, Brew Potion
  B, 
  Toughness, Weapon Focus (spores) 
  Environment: 
   
  Underground 
  Organization: 
   
  Tribe (3-10 circles, plus 1 
  king and 5-10 zombie servants) 
  
   
  DYV4-03 Urban Renewal 
   
  Page 33 
  Challenge Rating: 
  7 
  Treasure: 
   
  No 
  coins, 
  no 
  goods, 
  standard items (potions only) 
  Alignment: 
   
  Usually lawful neutral 
  Advancement: 
   
  7-12 HD (Large); 13-18 HD 
  (Huge) 
  Level Adjustment: 
  +6 
   
  A myconid sovereign is usually at least twenty-four 
  years old.  It rules over a tribe, advised by the oldest of 
  the circle leaders.  Sovereigns in neighboring areas try 
  to ensure regular communication between their tribes, 
  and they occasionally meet to discuss issues that affect 
  multiple tribes. 
  Combat 
  Sovereigns use the same tactics as circle leaders, except 
  that they also usually have a few myconid-animated 
  zombies as servants, to order into combat.  If they join 
  combat at all, sovereigns tend to advance on the enemy 
  behind a rank of servants or circle leaders or both. 
  Spores (Ex): A myconid sovereign has access to 
  distress, 
  reproduction, 
  rapport, 
  pacification, 
  hallucination, and animation spores (save DC 15 where 
  applicable). 
  Potion Making (Su): Though it is not a spellcaster, a 
  myconid sovereign can create various potions that 
  mimic cleric and druid spells.  It can duplicate the 
  following effects, each once per day (but only for the 
  purpose of brewing potions): bull’s strength, cure light 
  wounds, cure moderate wounds, cure serious wounds, 
  delay poison, endurance, endure elements, greater 
  magic fang, invisibility to animals, lesser restoration, 
  magic fang, negative energy protection, neutralize 
  poison, 
  protection 
  from 
  elements, 
  remove 
  blindness/deafness, remove disease, remove paralysis, 
  resist elements.  Caster level 6
  th; save DC 12 + spell 
  level. 
  
   
  DYV4-03 Urban Renewal 
   
  Page 34 
  Appendix Three: The Tower of Pentacles, College of Heralds 
   
  History: 
  The Tower of Pentacles traces its foundation to the 
  Kingdom of Aerdy and the Viceroyalty of Ferrond.  
  Viceroy Stinvri completed the tower itself in CY246 
  with the intention of housing a diplomatic core to train 
  the Heralds of the Great Kingdom's western arm.  
  Beginning with the coronation of Thrommel I in 
  CY254, the Tower of Pentacles enjoyed several decades 
  of prosperity as the official College of Heralds for the 
  newly formed Kingdom of Furyondy.  Thrommel's 
  transfer of power to Chendl in CY288 relegated the 
  Tower of Pentacles to secondary status for the next 240 
  years.  The period of neglect and disrepair was 
  eventually punctuated with the structural collapse of 
  the speaker's dais and a large portion of the first floor.   
  Legends and sightings of Avahn's ghost, a student 
  reputedly killed in the collapse, persist to this day.  A 
  common excuse for uncompleted assignments has 
  attributed the theft of several thousand papers to 
  Avahn since the disaster of CY413.  The secession of 
  the free and independent City of Dyvers from 
  Furyondy in 526 brought about a period of revival for 
  the College of Heralds.  The estates of the few old 
  houses loyal to Furyondy were depleted to swell the 
  coffers of the new gentry, providing badly needed 
  restoration funds for the College of Heralds.   The 
  funding 
  of 
  the 
  college 
  through 
  ouster 
  and 
  dispossession of loyalist nobles brought about the 
  nickname: Tower of Pentacles, a name that amused the 
  Magister of the day.  The counsel signet references the 
  Tower of Pentacles as pertaining to merchantry in the 
  City of Sails and the origins of the name are mostly 
  forgotten.  Championed by Erioth Khells, the Dyvers 
  Ambassador to Ket, the Tower academics ingratiated 
  themselves with the Royal Explorers, founding the 
  Dyvers chapter of the society in CY582.  Rumors 
  persist that Magister Margus, the predecessor of 
  Larissa Hunter, shipped an "inducement" of 200 silver 
  ingots along with the Reliquary of Penn, an Elvish 
  artifact of great interest, to the Royal Society board.  
  The current Magnus is Tirith Halvor, a half-elven 
  ambassador to Greyhawk recently recalled to chair the 
  post. 
   
  Structure: 
  The Tower of Pentacles concerns itself with the 
  training of noble second sons as the repository of 
  diplomacy and heraldic knowledge.  Novitiates begin 
  their training with the study of a predetermined core 
  of requirements.  Senior students enter the diplomat 
  course with a greater laterality, choosing from several 
  academic disciplines.    The rank of ambassador is 
  largely held by alumni who have gone on to pursuits as 
  administrators within the halls of the Tower or to 
  positions within the embassies of various foreign 
  nations.  Enrollments within the college have recently 
  expanded to include those who have performed 
  notable service for the gentry houses of Dyvers.   
  Appointments upon graduation include ambassadorial 
  aids to foreign offices, notaries of such things as land 
  and inheritance rights, and battlefield emissaries in 
  times of war. 
   
  Secret Societies: 
  A large number of academic and politically based 
  secret societies exist within the walls of the Tower of 
  Pentacles.  The graduates of these societies permeate 
  the mercantile and government clockworks of Dyvers, 
  facilitating the advancement of each other within 
  positions of power.   Amongst the largest and most 
  publicly faced of these societies is the Unicorn Guiles.  
  This organization is charged with the maintenance and 
  update of the Dyvers Register, a detailed account of the 
  noble families of Dyvers.  The register includes such 
  information as noble births, deaths, marriages, grants 
  of title or arms, illustrated devices, and mottos. 
    
  
   
  DYV4-03 Urban Renewal 
   
  Page 35 
  Judge’s Map 1: The City of Dyvers 
  
   
  DYV4-03 Urban Renewal 
   
  Page 36 
  Judge’s Map 2: N-10 Overview of all Areas 
   
  
   
  DYV4-03 Urban Renewal 
   
  Page 37 
  Judge’s Map 3: Tower of Pentacles Sewer Access 
   
  
   
  DYV4-03 Urban Renewal 
   
  Page 38 
  Judge’s Map 4: Tharizdun Seal and Vault Chamber 
   
   
  
   
  DYV4-03 Urban Renewal 
   
  Page 39 
  Judge’s Map 5: N-13 Evernight Street 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/594/Normal Scenarios/DYV4-03 - Urban Renewal (APL 2-12)/DYV4-03 - Urban Renewal.pdf