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.  
   
  HIG3−08 
   
   
   
   
   
   
   
   
  The Evil Within 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
  by Greg Marks 
  Reviewed by Jason Bulmahn 
   
   
  Fleeing the ravages of war, refugees have flooded Highfolk town triggering a string of murders that suggest more than 
  simple racial strife.  Clearly malevolent forces are working behind the scenes, but politics and lies plague the 
  investigation.  Something must be done before Highfolk falls, brought down from within.  This adventure uses the 
  revised Dungeons and Dragons rules. A Highfolk regional scenario for political and investigative PCs, APLs 4 to 12.  A 
  House Divided, Part Two. 
  
  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. 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 three 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for any 
  reported results. Give the Scoring Packet to your event 
  coordinator.  
   
  The Evil Within 
   
  Page 2 
  
  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 sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # 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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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. Three or 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 one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit.  
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  The Evil Within 
   
  Page 3 
  
  Adventure Background 
  The fall of Flameflower was a critical blow to the security 
  of the Vesve.  The elven Court, displaced to the town of 
  Highfolk without their Lord Kashafen Tamarel, have no 
  choice but take stock of the remains of their power and 
  attempt to rebuild their people in a new landscape.  
  Longtime friend of the elves, Mayor Tavin Estreader has 
  invited the Court into the Elven District of Highfolk and 
  given then some measure of self-rule.  Tavin realizes that if 
  the Court of the Vesve does not have a place to call their 
  own, they will likely flee to their cousins in Celene taking 
  much needed resources and soldiers with them; 
  weakening the defense of Highfolk against the onslaught 
  of the Old One.  The Court must be appeased to keep the 
  elves side by side with those that remain to oppose the 
  dark tide from the East.   
   
  But the power of the elven Court is not the only group 
  with influence in Highfolk, and the alteration of the 
  political landscape offers great opportunity for others 
  seeking to exploit the weakness of the elves and imbalance 
  of the normal leadership of Highfolk.   
   
  The last few months have seen a secretive thieves 
  guild known as the Blood Owls winning a nighttime war 
  against the Shadowclaw, a gang of assassins and spies loyal 
  to Iuz.  With the exception of the murder of a few council 
  members, the war has gone largely unnoticed by the rest of 
  Highfolk, and likely would have, but for the intervention 
  of a third power: the elven Court. 
   
  Occurring at approximately the same time as the fall 
  of Flameflower, a cleric of Corellon emphasizing his war 
  aspect, discovered the existence of the Blood Owls.  Rather 
  than exposing them, she joined them and became their 
  latest operative.  Velora Wintershale was paired with 
  another member of the organization, a woman sometimes 
  known as Asarina Violacea, in investigating the possibility 
  of using the Court for the organization’s aims.  The two 
  also became aware of someone calling themselves 
  Whisper, that may have been involved in using the Court 
  to further the aims of the Shadowclaw.  Unfortunately, 
  Velora was found out by the Shadowclaw before she was 
  able to uncover the identity of this Whisper.  She was 
  poisoned and slain in her own bed by an operative of 
  Whisper and the Shadowclaw named Cetus Greenapple.   
   
  Unaware of her partner’s death, Asarina had arranged 
  a meeting with Velora, where she had hoped to convince 
  the generally more squeamish Velora to assist in capturing 
  or slaying Cetus later that evening.  When Velora did not 
  arrive, Asarina feared the worse.  Moving ahead on her 
  own, she killed Cetus.   
   
  However, all of this did not go unnoticed.  Since the 
  arrival of the elven Court in the Elven District, Avereen 
  Volmiryth has suspected that there were other powerful 
  groups at work.  She had sent one of her spies, Indilia 
  Zernea, to find these groups and gather information.  
  Indilia had uncovered evidence of two groups, and was 
  trailing Asarina when the murder occurred.  After the 
  murder she began following and researching Cetus.  
  Looking into Cetus resulted in her death as well, slain by 
  operatives of the Shadowclaw to prevent the Volmiryth 
  from learning too much about them.  However, among 
  Indilia’s belongings, the assassins discovered information 
  about another suspected member of the Shadowclaw, 
  Riscot Gempetal.  Realizing another assassination would 
  draw further attention to themselves, the Blood Owls 
  needed someone to frame.  Enter the PCs. 
   
  Adventure Summary  
  Introduction. The PCs learn of the changes to the town of 
  Highfolk since the occurrences of HIG3-06 Brother 
  Against Brother.  In particular, refugees from Flameflower 
  and the surrounding areas have flooded the Elven District. 
   Some PCs may be given special information or missions 
  depending on their previous actions or alliances.   
   
  Encounter One.  The PCs stumble onto a murder of 
  an elven man.  They are attacked by a demon that was 
  actually summoned to commit the murder.  The demon 
  disappears after when the duration of the spell ends 
  regardless of whether it has been slain or not. 
   
  Encounter Two.  The Homeguard, supplemented by 
  a group of elven guardsmen, arrive to investigate/deal with 
  the murderer.  They arrest the PCs under suspicion of 
  committing the murder.   They are jailed until the Judge 
  can be found.  Ixtacious Rellen, Voice of the King, hears of 
  their plight and sees the PCs as a convenient tool for 
  investigating the recent elven murders.  He gets them 
  released from their holding cell in exchange for 
  investigating the murders (in which they are still 
  suspects). 
   
  Encounter Three.  The PCs investigate the deceased 
  elves, going to the murder sites, their homes, and asking 
  questions of their relatives and friends.  At some point, 
  Rowana Menanine of the elven Court gives the PCs a 
  warning that they may become targets for performing this 
  investigation. 
   
  Encounter Four.  The PCs are attacked during the 
  night by a group of thugs hired to eliminate them because 
  of their interest in the murders.  One of the attackers 
  present participated in the murder of Velora. 
   
  Encounter Five. The night is filled with several 
  murders and reprisals.  Elves and non-elves have been slain 
  in a night of violence.  The PCs are called into a meeting 
  with the Mayor Tavin Ersteader and Raggan Glinttooth of 
  the Fifth District to discuss their involvement and others 
  whom the PCs believe are involved.   
   
  Encounter Six.  The investigation leads the PCs to 
  Velrithir, a servant of House Rellen.  The PCs move to 
  investigate his home and encounter a series of traps.  
  Materials left behind suggest the servant may have known 
  the grugach would attack Flameflower prior to it 
  happening.  There is no clue to where the culprit went. 
  The Evil Within 
   
  Page 4 
  
   
  Conclusion.  The Hand of the King, Tymir Menanine 
  seals the elven district to non-elves, much to the dismay of 
  Ixtacious Rellen and the Mayor. 
   
  DM Note: Due to the purposely confusing nature of 
  this mystery and its plot implications, it is asked that 
  judges refrain from explaining to players what really 
  happened and who is involved.  It will only spoil the future 
  story for them.  While some details are presented here to 
  ease the running of this event, it is the request of the Triad 
  that they not be shared with the players, as these are 
  simply for the aid of the DM. 
   
  Introduction 
  Prior to beginning, inspect the player’s character sheets to 
  determine if any of the PCs should receive any of the 
  player handouts.  It is possible that more than PC may 
  qualify for a given handout, it is important that you choose 
  only one person to receive each handout, as the special 
  missions are unique.  If no one qualifies for a particular 
  handout, no one receives one. 
   
  � Player Handout One: Only a PC that possesses the 
  Spider Token from HIG3-06 Brother Against Brother 
  may receive this handout.  Note that it requires the 
  player to make a choice before reading the second part 
  of the handout.  If more than one PC possesses the 
  token, choose a Volmiryth first, followed by any elf. 
  � Player Handout Two:  This handout is intended for a 
  PC that is a member of the Blood Owls meta-
  organization.  Failing that, select a PC who possesses 
  the Recognition of Nelia Gertrand from HIG2-08 
  Knife in the Wound. 
  � Player Handout Three:  This handout should be given 
  to one PC who has the dragon disciple prestige class 
  granted by the Highfolk region.  PCs granted access to 
  this class from another region do not qualify.   
   
  It has been a long night at the Leaping Deer Tavern.  In 
  addition to fine brews and spiced elven wine to chase 
  the cold night air away, the conversation was filled 
  with speculation about the breaking of the siege of 
  Quaalsten, the destruction of Flameflower, and the 
  flood of refugees that have found their way into 
  Highfolk.  Indeed, the elven district has become 
  overfilled with those who once lived in F ameflower, 
  displacing many of the non-elves who once called the 
  district their home.  All of this runs through your head 
  as you and several other adventurers who shared a 
  round too many with you, make your way home.   
  l
  i
   
   
   
  It is Freeday the 21
  st, in the third week of Sunsebb and the 
  PCs have all recently left the Leaping Deer, an expensive 
  inn and tavern in the elven district of Highfolk.  Whether 
  they have just met or already know each other, they have 
  all chosen to leave for home, or the inn that they are 
  staying at, at the same time.  If the PCs have not yet met, 
  now is the time for them to introduce themselves.   
   
  Encounter One 
  It is well into the n ght, in fact Pelor’s light cannot be 
  that far off.  Frost has rimmed many of the slim 
  windows in the elven district as you make your way 
  home.  Turning down a sheltered lane to protect your 
  face from the frigid wind, you note someone seems to 
  have passed out in a puddle in the middle of the street. 
  Their cloak whips in the wind, covering their face, but 
  it looks to be an elven man. 
  In fact, the man is not unconscious but rather dead.  As 
  soon the PCs move to inspect the man, they will note the 
  man’s clothes are torn, and the puddle is made from his 
  own blood.   
   
  At this point they should roll a Spot check versus the 
  demon’s Hide to determine surprise, and then move to 
  initiative.   
   
  Creatures:  Asarina Violacea has summoned a demon 
  named Wasodis, to slay the man the PCs have found.  
  Having surprised the man and slain him quickly, it lay in 
  wait for any other passersby that might feed its hunger for 
  violence before the duration of its summoning ends.  The 
  PCs only fight the demon for a four rounds (in addition to 
  the surprise round) before the magic that holds it on this 
  plane ends and it (regardless of whether it is alive or dead) 
  is returned to the Abyss.  For example, APL 4 fights for the 
  demon for two rounds beyond the surprise round, while 
  APL 10 fights it for five rounds in addition to the surprise 
  round.  Note that the EL of this encounter has been 
  lowered by 2, as the demon does not stay for long. 
   
  APL 4 (EL 4) 
  � Uridezu: hp 38; see Appendix Two. 
   
  APL 6 (EL 6) 
  � Palrethee: hp 60; see Appendix Two. 
   
  APL 8 (EL 8) 
  � Palrethee, advanced: hp 92; see Appendix One. 
   
  APL 10 (EL 10) 
  � Maurezhi, advanced: hp 58; see Appendix One. 
   
  APL 12 (EL 12) 
  � Maurezhi, advanced: hp 93; see Appendix One. 
   
  Tactics:  The demon attempts to engage the PCs directly, 
  knowing it cannot truly die on this plane.  As a summoned 
  creature, it cannot use any abilities to summon other 
  The Evil Within 
   
  Page 5 
  
  demons, or plane shift.  The demon leaves behind a 
  longsword when it is dispelled.   
   
  Inspecting the Body 
  After the demon is defeated or dispelled, the PCs will have 
  a few rounds to inspect the body.  Close inspection of the 
  body can determine the following: 
   
  � The deceased is a gray elven male of middle age.  The 
  body has been punctured through the back.   
  � A Heal DC 10 determines the man is freshly slain. 
  � A Heal DC 15 check can determine that the 
  longsword left behind by the demon matches the 
  puncture wound on the body. 
  � A Track check (Survival, DC 18) determines there are 
  no other fresh tracks nearby besides the man, the PCs, 
  and the demon.  (Asarina was under the effect of a 
  pass without trace.) 
  � A speak with dead or similar magic can determine the 
  man’s name is Riscot Gempetal, and he is a hosteller 
  that owes several rented properties in the elven 
  district.  He can describe his attackers.  They match 
  the PCs exactly. 
  � A raise dead or other restorative magic fails.  Riscot 
  does not wish to return. 
   
  A close inspection of the sword bears out the following: 
   
  � The sword appears to average quality and has seen 
  heavy use.  It has no identifying marks. 
  � The sword bares no enchantments. 
  � The sword is covered in rapidly freezing blood to 
  midway down the blade. 
   
  Once the PCs have had a chance to inspect the body and 
  weapon, proceed to Encounter Two. 
   
  Encounter Two 
  “You there!  Halt immediately in the name of the 
  Homeguard.”  Running towards your direction you see 
  three human guardsmen bearing the sashes of the 
  Homeguard.  Curiously behind them follows six elves 
  in white mithral chain shirts bearing white sashes.  
  “What’s going on here?  Why, you’ve killed him!”  
  Without waiting for a command the elves encircle your 
  group and draw their thin elven blades; also painted 
  white, you notice absently.   
   
  The DM is encouraged to have the Homeguard arrive at 
  the most inopportune moment.  The PCs, bloodied and 
  standing over a dead body, make obvious suspects for the 
  murder.  The Homeguard and the Lord’s Guard (working 
  together since the elven Court moved into the elven 
  district following the destruction of Flameflower) do not 
  intend to start a fight.  After a brief exchange of words, the 
  guards decide this is a matter for Judge Hoseik Yellindarth 
  (the only judge in Highfolk).  They expect the PCs to come 
  along quietly, and tell them so.  They listen to any 
  explanation of the PCs guilt or innocence back at the 
  district guard station.   
   
  � Homeguard (3): Hp 8, See Appendix Two. 
  � Lord’s Guard (6): Hp 39, See Appendix Two. 
   
  Development: This should not devolve into combat, but 
  should the situation get out-of-hand, it is likely that the 
  PCs are able to defeat the guards.  In this case, an agent of 
  Ixtacious Rellen who has attempted to clear things up 
  contacts them.  Proceed to the encounter with Ixtacious.  
  Provided no guards died, they are fined half their total 
  worth.  However, if any of the guards were killed, the 
  killing PCs are eventually caught and hung, unless they 
  have a quick and foolproof way out of the region for good. 
   
  The Guard Station 
  Once the PCs acquiesce to the arrest, they are taken to the 
  district guard station where they are placed into a locked 
  room with no windows.   
   
  The Homeguard station of the Elven District is unlike 
  many o  the other surrounding buildings.  While its 
  neighbors 
  are 
  slender 
  elven 
  treehouses, 
  the 
  guardhouse is largely confined to the ground except 
  for two narrow lookout build ngs in the branches of 
  the oak that grows from the center courtyard.  As you 
  approach, an early morning snow begins to fall and the 
  bitter wind lies still.  You are taken inside and into an 
  interior room with no windows and only one 
  reinforced door.  There you are told to wait until Judge 
  Yellindarth can be found to speak with you.  Two 
  guards wait in the locked room with you, standing on 
  either side of the door. 
  f
  i
   
  Give the PCs a chance to speak with each other, cast blame, 
  or speak with one of the guards (Ouin and Irett).  The 
  guards know the following, but do not speak unless 
  spoken to: 
   
  � The town of Highfolk has only one judge, Judge 
  Hoseik Yellindarth, a human male of forty-one years. 
  � If the judge decides there is sufficient evidence to try 
  the case, the PCs are held in the district jail, located on 
  the premises, until the trial.  The PCs are able to hire a 
  barrister to defend them if they can afford it.  The 
  luxury of a barrister usually runs about one solar per 
  day, but the trial would likely be within a day unless 
  the barrister can convince the Judge more time is 
  needed.  That is unlikely. 
  � The guards know none of the specifics of the PCs’ case 
  and will not discuss it. 
  The Evil Within 
   
  Page 6 
  
  � Since the elven Court has taken residence in the elven 
  district, the Sword of the King, Tymir Menanine, has 
  ordered that members of the Lord’s Guard shadow the 
  Highfolk Homeguard and provide aid while in the 
  elven district.  The elves do not aid in any of the other 
  districts.  A Sense Motive (DC 10 + APL) suggests the 
  guards do not seem pleased to be sharing duties with 
  the elves.  If pressed on this matter, the guards offer 
  that the elves' help is really not needed, nor required.  
  In fact, more help might be needed in other districts, 
  but the elves do not offer that help. 
   
  After the PCs have cooled their heels for a while, and 
  perhaps talked with the guards, there is a knock at the 
  door. 
   
  A knock comes to the door.  While one guard watches 
  you carefully, the other attends the door.  On the other 
  side you see two of the elves that participated in your 
  arrest.  They flank an older elven gentlemen in green 
  and red robes.  “Voice of the King, Ixtacious Rellen of 
  Clan Shandareth, Master of House Rellen, to see the 
  prisoners,” one of the elves says loudly.  The robed man 
  enters the room and regards the human guards coolly, 
  “You may leave me.”  Both sets of guards hesitate, 
  looking at the other, but then both leave you alone 
  with the man.  After they leave, his demeanor changes, 
  becoming more tired. “It would seem you have had 
  some troubles?” he questions in your direction. 
   
  Ixtacious has heard of the murder and arrest of the PCs 
  through the Lord’s Guard and has arrived before the Judge. 
   He plans to arrange to free the PCs, as they are clearly 
  innocent, and use them to investigate the murders of elven 
  citizens the last few days.  In bringing someone else to 
  justice, the PCs are able to clear their own names. 
   
  How Ixtacious behaves in some part depends on the 
  actions of the PCs in previous modules.  Some PCs may 
  have been involved in the death of his son in HIG2-05 
  Kinsmen.  Unless one of the PCs was adopted by him, he 
  recognizes the assistance they offer him, but is not 
  immediately friendly.  Of course if one the PCs is now his 
  adopted child, his tack is far friendlier.  Some of the PCs 
  may also have aided in his escape from the fall of 
  Flameflower in HIG3-06 Brother Against Brother.  As 
  these PCs have assisted him much more recently, he is 
  appropriately friendly.  To those PCs who have no ties to 
  him, his tone implies he is helping them so that they have 
  no choice but to help him or be hung, and in the case 
  where he is predisposed toward the PCs, he implies he 
  assists them because of their previous acquaintance and 
  hopes they are willing to assist him once more.  Adjust 
  accordingly: 
   
  � Ixtacious believes that the PCs have been framed.  
  � Four elves have been murdered in the last week.  
  Neither the Homeguard nor the Lord’s Guard has 
  been able to determine who is responsible.  
  Something needs to be done, and this problem may 
  require more varied talent than the guardsmen have to 
  offer. 
  � These murders may be the result of someone 
  attempting to prey on the tensions of war, or it may 
  simply be the work of a racially motivated madman.  
  Either way, something must be done before wide scale 
  violence erupts. 
  � Ixtacious can provide details on the murder victims 
  (Player Handout Four). 
  � Ixtacious has arranged to free the PCs on his 
  authority.  This gives the PCs the opportunity to 
  investigate the murders and clear their name.  If the 
  PCs are not interested, they are welcome to take their 
  chances with the Judge. 
  � Since the fall of Flameflower and the absence of Lord 
  Kashafen, Ixtacious has become the political leader of 
  the remains of the elven Court and Tymir Menanine 
  commands what remains of the military.  Many of the 
  elves now live in Highfolk town, overcrowding the 
  already nervous town. 
   
  Assuming the PCs are interested in clearing their names, 
  continue. 
   
  “I’m glad you’ve agreed to investigate.  I think it is your 
  best chance to clear your name.  You will have to speak
  with Judge Yellindarth before you can go; I will get 
  him.”  Ixtacious knocks on the door and a balding 
  middle age human with wild hair tufted on the sides 
  and dressed in a black robe enters.  This nearly comical 
  grumpy man is overshadowed by the silent and 
  graceful tall woman that follows behind.  The regal 
  woman is of elven features and must be nearly seven 
  feet tall.  Several points o  ligh  circle her head as if a 
  crown and her gossamer gown does not seem warm 
  enough for the frigid weather.  Her face betrays no 
  emotion.  The human speaks.  “I don’t appreciate this 
  interference.  You got no authority here in town, 
  Rellen.” 
   
   
  f
  t
  l
   
  “I am certain you will be satisfied with my 
  measures to protect the people,” Ixtacious replies. 
   
  “It don’t look like I have a choice, now does it.  I 
  already talked to the Mayor to tel  him I’m not happy.  
  We don’t just let accused murderers wander the street 
  in Highfolk, but I guess we’ll try it your way.  Alright 
  woman, do your thing.”  Without speaking, the tall 
  woman waves her hands and a small flame sprouts in 
  the palm of her hand.  “Alright, speak afta me.  I 
  promise to return to the elven district in three days.  I 
  will not murder anyone.  I will attempt to solve the 
  The Evil Within 
   
  Page 7 
  
  murders in the elven district and bring the murderer to 
  light.” 
   
  The human is black robes is Judge Hoseik Yellindarth and 
  the tall woman is Radiance, a fey member of the elven 
  Court.  All PCs are expected to say the words, and they are 
  not allowed to leave until they do so.  A Spellcraft (DC 21) 
  will recognize that the PCs are agreeing to a geas spell.  
  This prevents any save.  Any PC that does not repeat the 
  words is, of course, allowed a saving throw (Will negates, 
  DC 22), but Radiance points out that the PC is resisting.  
  Such PCs are given a second chance to agree, if not, they 
  wait in the Roots until the rest of the PCs finish the 
  scenario. 
   
  The PCs are given a writ listing them as special 
  investigators for the Homeguard for the next three days.  It 
  gives them no special legal authority other than the right 
  to search crime scenes and speak to witnesses. 
   
  Development:  It is possible that the PCs will not 
  choose Ixtacious’s aid.  In this case, Judge Yellindarth 
  arrives and listens to the evidence.  He orders a speak with 
  dead spell with results as listed in Encounter One.  All of 
  the PCs are sentenced to death by hanging, and are held in 
  the Roots (the very secure underground prison beneath 
  the city) until then.  However in this case, the murders 
  continue, suggesting the PCs may be innocent.  Ixtacious 
  again intercedes to free the PCs to investigate.  Should 
  they still refuse, all of them are hung and may not be 
  raised. Should the scenario take this route, the DM is 
  encouraged to consult the Player’s Guide to Highfolk for 
  more information on Highfolk’s legal system. 
   
  Encounter Three A 
  This encounter is broken into sections based upon which 
  murder the PCs are investigating.  The may be done in any 
  order the PCs choose.  Please note that Encounter Three B 
  occurs in the middle of this encounter during the first day. 
   Each murder is further broken up into subsections: crime 
  scene, home (if different from crime scene), gather 
  information, and a summary of what really happened (for 
  use in adjudicating magical intervention).  The PCs may do 
  any or all of these in one day.   
   
  At anytime, the PCs may attempt to contact Ixtacious 
  Rellen.  He will see them, but is in a meeting with Tymir 
  and Quivil Menanine about unrelated business.  He is 
  happy to hear the PCs’ requests and helps them to the best 
  of his ability, but he will not give them soldiers to assault 
  any homes where potential suspects might be hiding 
  without strong proof that the suspects are present; as it will 
  make the elves look bad in the eyes of the town.   
   
  Please note, once the PCs have explored two to three 
  of the sites below, they should encounter Rowana 
  Menanine (Encounter Three B).  While effectively a 
  separate encounter, the discussion with Rowana should 
  occur at some point while investigating the murder sites 
  but before being attacked in Encounter Four. 
   
  Velora Wintershale 
  This female high elf of Clan Seldorian was murdered in 
  her home in the Elven District.  She was found the 
  morning of the 16
  th.  She was known to be a cleric of 
  Corellon Larethian. 
   
  Crime Scene: 
  The home of Velora Win ershale is located in the quiet 
  and inviting Elven District three blocks from the 
  Blessed Glade of the Protector temple.  A slim flight of 
  stairs wraps around a large hickory tree to the small 
  treehouse at the top.  The home is a two-room affair, 
  with one bedroom and a main room with a smal  shrine 
  and hearth.  There are no immediate signs of struggle. 
  t
   
  l
   
  A search of the main room finds little more than a few 
  chairs, a hearth, and a fine elven rug.  However, the 
  bedroom is more interesting.  There are several sets of 
  clothing for an elven woman, grooming supplies, and 
  various personal effects.  A longsword rests on a chair near 
  the bed.  The bed is clearly disturbed (from removing the 
  body).  Blood has pooled (now dry) from below the pillow, 
  to the middle of the bed.  A Search (DC 10) finds a dagger 
  hidden under a pillow on the bed. It has not been used.   
  Succeeding on a Search (DC 11+APL) finds a tiny blood 
  spot on the same pillow.  Next to that spot is a yellow 
  discoloration.  A Craft (alchemy) check (DC 25) or a detect 
  poison spell identifies the discoloration as residue from a 
  poison (dragon bile). 
   
  A PC searching the longsword may find a hidden 
  compartment in the sheath (Search DC 15 + APL).  The 
  slim space contains a folded paper (Player Handout Six).  
  The PCs may have several questions about the note.  Two 
  things can easily be learned.  Any PC making an 
  Intelligence check (DC 5; elves require no roll) notes that 
  Lacysnows is the elven name for Sunsebb.  Also, any PC 
  succeeding with a Knowledge (nature) (DC 15) check 
  recalls that the name signed at the bottom of the note is 
  not a name at all.  Asarina Violacea are pure purple flowers 
  with very neat, heart-shaped leaves. The daintiest of all 
  annual vines, they are also amazingly frost hardy. 
   
   
  Gathering Information: 
  The PCs will likely attempt to find out more about Velora 
  by talking to the Homeguard, the Blessed Glade of the 
  Protector, or the elf's neighbors.  Feel free to role-play out 
  these encounters, or use the Gather Information skill as 
  fits the temperament of the table.  Those that role-play 
  these encounters may receive any of the following 
  information as the judge sees fit based upon whom they 
  speak with.  For those rolling skill checks, members of the 
  Fifth District meta-organization, the Clan Seldorian meta-
  The Evil Within 
   
  Page 8 
  
  organization, the Blood Owls meta-organization, or the 
  Blessed Glade of the Protector temple meta-organization, 
  receive a +10 to this roll.  The PCs should receive an 
  additional +1 to their check for every extra 10 gp they 
  spend (up to +5 for 50 gp spent).  Assume rolling Gather 
  Information costs the PC 3d4 gp in drinks, donations, and 
  bribes.  Depending on whom the PCs specifically 
  approach, the DM may also allow Bluff or Diplomacy 
  checks with certain NPCs. 
   
  � DC 5: Velora Wintershale is a member of the clergy 
  from the Blessed Glade of the Protector. 
  � DC 10: Velora was quiet and kept to herself, which 
  was somewhat odd, as she often went to various 
  taverns and inns late at night. 
  � DC 15: Velora was discovered by a fellow temple cleric 
  who was sent to check on her when she did not arrive 
  for morning prayers.  The cleric’s name was Narthrop 
  Maplewood (Clr2), and he is a young wood elf who 
  lives at the temple. 
  � DC 20: Velora had taken up an interest in gardening 
  since this summer (around Wealsun).  She is known 
  to have borrowed several gardening books from 
  colleagues at the temple, but returned them all shortly 
  thereafter.  (Her home has no garden.) 
  � DC 25: Velora was seen in the gallery, visiting a 
  session of the elven Court two weeks ago.  She did not 
  involve herself in any of the discussion, and left after 
  only a few minutes.   
  � DC 30: After leaving the active session of Court two 
  weeks ago, Velora proceeded to the House Rellen 
  compound.  No one knows what she was doing there. 
   
   
  Summary of Murder: 
  On the night of the 16
  th, Breygar and Cetus, in the employ 
  of Whisper, snuck into Velora’s home after she had retired. 
   Breygar used a dart coated with dragon bile to immobilize 
  Velora and then Cetus slit her throat.  They promptly 
  snuck away.  Velora never saw her attackers.  Any attempts 
  at speak with dead or raise dead fail (a speak with dead was 
  unsuccessfully cast and she does not wish to return) 
  should someone illegally dig up her body that has been 
  laid to rest by her temple. 
   
  Cetus Greenapple 
  Cetus was a male wood elf.  He was found the evening of 
  the 17
  th not far from the Great Oak Market and Old Bough 
  the treant, in the Elven District.   
   
   
  Crime Scene: 
  The Great Oak Market is busier than usual.  With the 
  influx of refugees, there are more people looking for 
  food or other necessities.  The crowd is mostly elven, 
  wrapped behind garments as attractive as functional.  
  However, the fingers of poverty can be seen even here 
  at the fringes of the throng.  The bounty of Highfolk 
  and the High Vale was always well in excess o  what 
  was needed, but war has increased the number of 
  mouths looking for a meal and shelter.  Turning away 
  from the marketplace, you find a quiet nearby alleyway 
  that is your destination. 
  f
   
   
   
  Because of its narrowness, the alley where Cetus was slain 
  is not well traveled, despite being its proximity to the busy 
  market.  This lack of traffic aids the PCs in their search for 
  clues.  A Track check (Survival, DC 13) can determine that 
  several medium-sized booted humanoids have moved 
  around the alley during the last few days; likely other 
  investigators.  Another successful Track roll (Survival, DC 
  19) finds a slight impression of a humanoid body midway 
  through the alley.  A Search check (DC 15 + APL, +5 
  circumstance bonus if tracking reveals the location of the 
  murder) finds a spray of blood on the wall.  
   
   
  Home: 
  The Leaping Deer is one of the most expensive 
  establishments in the Elven District.  It is busy today as 
  you cross to the small boarding house across the street. 
   Many elves are moving in and out while lilting elven 
  music drifts across the cold cobblestones.  By contrast 
  the boarding house appears relatively empty.  One 
  lamp shines in the in the front window. 
  The boarding house is run by a genteel but elderly elven 
  man, Lornth Belar (Com2), although Riscot Gempetal 
  owned the building.  Lornth knows nothing about the 
  murders, but is somewhat concerned now that two people 
  he knows are dead.  This is enough to motivate him to 
  allow the PCs easy access to search Cetus’ room. 
   
  The room is a modest affair despite the generally 
  expensive neighborhood.  There is a bed, a desk, and a 
  closet.  A general Search (DC 20 + APL) encompassing the 
  entire room suggests that the room has already been 
  searched.  The bed is well made and has nothing to offer 
  the PCs.  The closet is filled with clothes appropriate for a 
  male elf of the description the PCs have for Cetus.  
  However, a Search (DC 15 + APL) locates a set of thieves’ 
  tools sewn into the lining of a cloak and a slim knife 
  hidden in the sleeve of a coat.  Another Search check (DC 
  15 + APL) on the desk is most interesting, as it locates 
  Player Handout Eight.  
   
   
  Gathering Information: 
  Much of this information can be gained from speaking 
  with Lornth, but the PCs may not choose to do so, or may 
  be look for information before knowing where Cetus was 
  staying.  Feel free to role-play out these encounters, or use 
  the Gather Information skill as fits the temperament of the 
  table.  Those that role-play these encounters may receive 
  any of the following information as the judge sees fit based 
  The Evil Within 
   
  Page 9 
  
  upon whom they speak with.  For those rolling skill 
  checks, members of the Fifth District meta-organization 
  receive a +10 to this roll.  The PCs should receive an 
  additional +1 to their check for every extra 10 gp they 
  spend (up to +5 for 50 gp spent).  Assume rolling Gather 
  Information costs the PC 3d4 gp in drinks and bribes.  
  Depending on whom the PCs specifically approach, the 
  DM may also allow Bluff or Diplomacy checks with certain 
  NPCs. 
   
  � DC 5: Cetus was staying at the unnamed boarding 
  house across the street from the Leaping Deer. 
  � DC 10: The name of the manager at the boarding 
  house is Lornth Belar, but he does not own the 
  building.  An elven man named Riscot Gempetal owns 
  the building. 
  � DC 15: Cetus said he had recently arrived from 
  Furyondy two months ago.  Cetus said he had come to 
  help with the fight against the Old One.   
  � DC 20: Riscot arranged for a room for Cetus at the 
  boarding house.  Cetus never paid any coin for it.  
  Riscot said he wanted to encourage elves to come 
  home to protect the Vesve against the Old One. 
  � DC 25: A high elven woman came looking for Cetus 
  on the 18
  th before Lornth knew Cetus was deceased.  
  She said she was a relative and asked to wait in his 
  room.  For some reason she just seemed so sincere, so 
  Lornth agreed.  (Some PCs may note Cetus was a 
  wood elf, not a high elf, and thus they could not be 
  directly related.) 
  � DC 30: A dark haired high elven woman was seen 
  hanging around the alleyway where Cetus was killed.  
  The same woman was seen entering the boarding 
  house the next day.  She had a Volmiryth tattoo.   
   
   
  Summary of Murder: 
  Cetus was murdered on the 17
  th as he left the boarding 
  house where he was staying.  Crossing the Great Oak 
  Market late at night, Asarina spotted Cetus and followed 
  him into the alley where his body would later be found.  
  Asarina (without her now deceased partner Velora) snuck 
  up behind Cetus and stabbed him.  He never saw her 
  coming.  She then left the body behind and escaped.  
  Indilia watched all of this from her hiding place in the 
  market, and followed Asarina as she left.  They body has 
  since been burned at Riscot’s expense, and buried.  Only 
  Riscot knew where. 
   
  Indilia Zernea 
  This victim was a female high elf of Clan Volmiryth and 
  was found dead on the morning of the 20
  th in her place of 
  business, Essence of Miracles, a store that sold perfumes, 
  candles, potions, herbs, and some alchemical items.  She 
  was a member of the Guildsmen of the High Art. 
   
   
  Crime Scene: 
  The elven district is alive with activity.  The influx of 
  Flameflower 
  refugees has crowded the streets.  
  However the large numbers of people make it easier to
  ask for directions.  After a brief search, you manage to 
  locate your destination.  An ice-covered shingle 
  displays an elven woman pulling stars and a rainbow 
  out of a sack and lettering in elven says “Essence of 
  Miracles.”  The two-story tall store appears empty 
  despite the traffic on the street in front. 
   
   
  Should the PCs check, the front door is locked (Open 
  Locks DC 25), however, the rear door has been left open.  
  A Search DC 15+APL suggests the lock has been tampered 
  with, possibly picked.  The lower floor is filled with racks 
  and boxes full of herbal concoctions and scented candles.  
  All things of true value are missing (all shelves bearing 
  signs for alchemical items are bare).  The rear of the first 
  floor also contains a storage closet and a privy which both 
  contain nothing of interest.  The second floor holds a 
  living area with bed, and a kitchen.  A Search (DC 20 
  +APL) of her bedroom reveals notes suggesting she was 
  investigating the ownership of the boarding house and 
  Riscot Gempetal.  The papers do not say why.  The kitchen 
  contains the remains of several blood splatters suggesting a 
  violent fight.  A Heal DC 20 + APL suggests that given the 
  number and shape of the blood splatters that there were at 
  least three people in the room.  A Track check (Survival, 
  DC 22) determines that there were four people in the room 
  (counting the victim).  PCs succeeding on a Search check 
  (DC 15 + APL) on the bed can find Indilia’s spellbook. 
   
   
  Gathering Information: 
  The PCs may attempt to contact the Guildsmen of the 
  High Art, or possibly Indilia’s neighbors.  Feel free to role-
  play out these encounters, or use the Gather Information 
  skill as fits the temperament of the table.  Those that role-
  play these encounters may receive any of the following 
  information as the judge sees fit based upon whom they 
  speak with.  For those rolling skill checks, members of the 
  Fifth District or Guildsmen of the High Art meta-
  organizations receive a +10 to this roll.  The PCs should 
  receive an additional +1 to their check for every extra 10 gp 
  they spend (up to +5 for 50 gp spent).  Assume rolling 
  Gather Information costs the PC 3d4 gp in drinks and 
  bribes.  Depending on whom the PCs specifically 
  approach, the DM may also allow Bluff or Diplomacy 
  checks with certain NPCs. 
   
  � DC 5: Indilia has lived in the shop for nearly ten years 
  since she came from somewhere in the northern 
  Vesve.  She joined the Guildsmen of the High Art 
  shortly there after.  She has always been pleasant, 
  although is known to be very inquisitive. 
  The Evil Within 
   
  Page 10 
  
  � DC 10:  Her shop “Essence of Miracles” was repeatedly 
  closed during normal business hours the last few days. 
   No one knows why, but Indilia was seen often 
  leaving the shop and returning very late.  The 
  Homeguard found her body while they were 
  investigating an open back door. 
  � DC 15:  Indilia had been spending a lot of time 
  attending the public sessions of the elven Court lately. 
   She had even gone so far as close her shop and take 
  her meals at inns near the Court so she could spend 
  more time there. 
  � DC 20:  Indilia mentioned she had enjoyed a number 
  of meals at the Leaping Deer, although she had 
  previously rarely eaten at public inns.  She had also 
  been asking around about a man named Cetus, as well 
  as an elven woman with long blonde hair and pale 
  skin. 
  � DC 25:  Indilia was seen entering the boarding house 
  across from the Leaping Deer on the 18
  th. 
  � DC 30:  Indilia had been asking around Court about a 
  man named Cetus, as well as an elven woman with 
  long blonde hair and pale skin.  While she never said 
  so, it appeared that she seemed to think that the Court 
  had become embroiled in the murders that have been 
  happening. 
   
   
  Summary of Murder:  
  Having witnessed Asarina murder Cetus on the 17
  th as part 
  of her investigation into the underworld powers of 
  Highfolk, Indilia began to investigate both Asarina and the 
  victim Cetus.  She followed Asarina (an elven woman 
  possessed of pale skin and long blonde hair) until she lost 
  her entering the compound used to hold Court.  Unable to 
  determine anything more about this mysterious assassin, 
  she began investigating Cetus.  This led her to the 
  boarding house where she tricked the manager into letting 
  her inside Cetus’s room.  After searching the room on the 
  18
  th, but not removing anything, she came to believe that 
  he was part of some thieves’ gang.  However, her lack of 
  subtlety later drew the attention of Riscot Gempetal, 
  owner of the boarding house.  He contacted his allies in 
  the Shadowclaw and ordered her eliminated.  Three 
  agents, including Velrithir, surprised Indilia in her 
  kitchen on the evening of the 19
  th and quickly 
  overpowered her.  She never saw more than their black 
  masks, although one of the murderers held a dagger whose 
  pommel was that of a grinning skull.  PCs investigating the 
  location of her body are directed to the residence of 
  Avereen Volmiryth.  A servant tells them that it has been 
  sent north to her family in Volmiryth lands and the 
  Matriarch of the Clan is not in residence.  This is a lie, as 
  Avereen Volmiryth is in possession of the body, but only 
  those people working for her (Player Handout One) 
  receive this information (away from other PCs), and then 
  only they and an NPC cleric (should the PC wish a speak 
  with dead) are allowed to examine the body.  Other PCs are 
  not told. 
   
  Treasure: The assassins and investigators that have 
  moved through her home have thus far overlooked 
  Indilia’s spellbook.  The PCs may claim it for their own if 
  they wish. 
   
  All APLs – Spellbook - (32 gp). 
   
  Riscot Gempetal 
  This is the gray elven man the PCs are accused of 
  murdering.  He is a hosteller that owes several rented 
  properties in the Elven District, and was found by the PCs 
  (on the night of the 21
  st) a few blocks south of the Leaping 
  Deer. 
   
   
  Crime Scene: 
  The PCs are well acquainted with the murder scene, 
  having started the adventure there.  Several people have 
  passed through the area since, and any useful information 
  beyond that presented in Encounter One is gone.   
   
   
  Home: 
  The fine home stands at a convenient vantage giving it 
  full view of two major streets and a small seldom used 
  path.  Several wide buildings comprise the home some 
  twenty feet in the air amidst the boughs of an ancient 
  hickory.  A winter breeze swirls the faint flurry of snow 
  through the branches, making the whole scene quite 
  inviting. 
   
  The home of Riscot Gempetal appears quite nice, and 
  somewhat wealthy.  There is no one present now, so the 
  PCs are not stopped should they attempt to enter.  The 
  door is locked, however.   
   
  � Wooden Door: 1 in. thick wood; hardness 5; hp 10; AC 
  5; Break DC 18, Open Lock DC 25. 
   
  Once the PCs manage to get inside, they can search the 
  home freely. There is nothing of interest in the home.   
   
   
  Gathering Information: 
  Much of this information can be gained from speaking 
  with Lornth, but the PCs may not choose to do so, or may 
  be look for information before knowing that Riscot owns 
  the boarding house where Cetus was staying.  Feel free to 
  role-play out these encounters, or use the Gather 
  Information skill as fits the temperament of the table.  
  Those that role-play these encounters may receive any of 
  the following information as the judge sees fit based upon 
  whom they speak with.  For those rolling skill checks, 
  members of the Fifth District meta-organization receive a 
  +10 to this roll.  The PCs should receive an additional +1 to 
  their check for every extra 10 gp they spend (up to +5 for 
  50 gp spent).  Assume rolling Gather Information costs the 
  PC 3d4 gp in drinks and bribes.  Depending on whom the 
  The Evil Within 
   
  Page 11 
  
  PCs specifically approach, the DM may also allow Bluff or 
  Diplomacy checks with certain NPCs.  
   
  � DC 5: Riscot owns a number of homes throughout the 
  elven district.  He has graciously arranged homes for 
  many of the elves fleeing the fall of Flameflower. 
  � DC 10:  Riscot has been working closely with the 
  elven Court and the Rellen household to resettle elves 
  from Flameflower. 
  � DC 15:  Riscot recently purchased a property near the 
  House Rellen compound.  He was heard mentioning 
  that it was for a relative coming to town from far away. 
    (The PCs receive directions to the new property.) 
  � DC 20: A Lord’s Guard member was seen entering 
  Riscot’s home nearly a week ago (He matches the 
  description of Quival Menanine if the PCs inquire 
  further). 
  � DC 25: A man named Velrithir moved into the new 
  property purchased by Riscot.  Velrithir has worked 
  within the Rellen household for several years as a 
  courier and scribe.  
  � DC 30:  While many people say Riscot was quite the 
  philanthropist, a few people can be found that claim 
  Riscot had quite the temper.  He once flew into a rage 
  when one of his tenets was unable to pay the rent 
  owed to him and it is rumored that he savagely hit the 
  tenet, although no one knows whom the tenet is. 
   
   
  Summary of Murder: 
  Asarina, having been able to lose Indilia following the 
  murder of Cetus, began investigating the gray elf woman.  
  During her surveillance, she witnessed the murder and 
  realized that she would have to kill again or she would be 
  next.  She incorrectly came to believe that the mysterious 
  Whisper was Riscot Gempetal.  However, in case her belief 
  was incorrect, she would need someone else to be publicly 
  blamed so she could watch them and find out who else 
  might be involved.  As such, she arranged the murder and 
  the PCs were convenient scapegoats.  Asarina used a scroll 
  to summon the demon and ordered it to kill Riscot with 
  the sword she provided.  It did so and the PCs stumbled 
  across the body. 
   
  Once evening has fallen and the PCs are considering 
  going to sleep, continue to Enounter Four. 
   
  Encounter Three B 
  This encounter should occur at some time will the PCs are 
  investigating (Encounter Three A), preferably while they 
  are separated. 
   
  You notice that a woman has been following you for 
  several blocks now.  A bright green cloak hides her 
  from easy view, but you catch the wisp of fine raven 
  hair in the cold winter breeze.  Realizing she has been 
  spotted, she walks toward you, but then veers into an 
  alleyway and appears to be waiting for you to follow. 
   
   
   
  If the PCs do not follow, this encounter is over.  Move on.  
  If they do follow, proceed to the following boxed text. 
   
  As you approach, the woman steps back into the alley 
  and looks up at you.  The woman bares regal elven 
  features of snowy white skin and raven hair.  Her eyes 
  lock onto you with a calm green reminiscent of the 
  trees that fill the elven district.  “You need to be more 
  careful.  I don’t know what’s going on, but they are 
  talking about you in Court.  My brother says he expects 
  someone to try to kill you within the day.  I don’t know
  what you have gotten yourselves mixed up in, but trust 
  no one.  Someone will try to kill you cover their 
  secrets.” 
  Any PC that has played HIG3-06 Brother Against Brother 
  recognizes Rowana Menanine.  While Rowana has come to 
  warn the PCs, she has little more than a hunch to go one.  
  She realizes however, the PCs are being used but she is not 
  sure by whom.  Rowana knows the following: 
   
  � Rowana’s brother Quival Menanine doesn’t care for 
  the PCs one way or the other, but he is curious to see 
  if the PCs will manage to stay alive. 
  � Rowana has no proof that anything is going to 
  happen, but has heard stories of the PCs plight, as well 
  as their heroics throughout the region and believes 
  they may need friends.  She does know that there have 
  been a number of new people in the Rellen household 
  whose countenance disturbs her.  
  � Rowana has nothing in particular that she can do to 
  help, but offers that is the PCs need a place to seek 
  shelter, they should come to the Menanine 
  compound.  She will attempt to intercede with her 
  father Tymir Menanine, the Sword of the King, to 
  offer them sanctuary.   
  � Should any of the PCs possess the Notice of Rowana 
  Menanine from HIG3-06 Brother Against Brother, 
  she implores her “friend” to be very careful, possibly 
  stopping their investigation and to consider coming to 
  her father to get their sentences commuted.  She is 
  pleased to have met such a kind individual and can 
  not bear the thought that they may be slain in 
  someone else’s game.  If there is more than one PC at 
  the table with this recognition, choose one to play off 
  of.   
   
  Rowana does not go with the PCs, but urges caution before 
  raising her hood and leaving the PCs with her warning. 
   
  Development: Should the PCs seek aid from the 
  Menanine household, they will be granted rooms and an 
  audience with Tymir and Quivil Menanine (for a detailed 
  The Evil Within 
   
  Page 12 
  
  explanation of these NPCs, please see HIG3-06 Brother 
  Against Brother).  While Quivil will be somewhat caustic 
  toward the inferiority of non-elves present, Tymir will 
  calmly listen to the PCs tale and ask to be fully informed.  
  He will help them as appropriate to their needs as it will 
  advance his house over that of the Rellen’s. 
   
  Encounter Four 
  This encounter occurs on the first evening of the PC’s 
  investigation when they are headed home, or have decided 
  to investigate Vilrithir’s home. 
   
  A human woman approaches you, “Excuse me, I’m 
  looking for the Leaping Deer.  Could you help me?  I’ve 
  gotten a little lost.”   
   
  A group of thugs have been paid to eliminate the 
  investigative PCs.  They in turn have paid a woman five 
  solars to ask the PCs for directions, claiming that is part of 
  friendly joke.  She is unaware of the impending attack and 
  runs once it begins.  Have the PCs make a Spot check 
  versus the thugs’ Hide to determine surprise. 
   
  Quickly rising from the shadows, two armed men 
  move toward you.  The woman screams and begins to 
  back away from you. 
   
  Creatures: The three less than reputable thugs have been 
  sent to eliminate the PCs.  They don’t care who gets in the 
  way. 
   
  APL 4 (EL 5) 
  � Hayvig & Larsch: hp 12, 12; see Appendix One. 
  � Breygar: hp 22; see Appendix One. 
   
  APL 6 (EL 7) 
  � Hayvig & Larsch: hp 20, 20; see Appendix One. 
  � Breygar: hp 32; see Appendix One. 
   
  APL 8 (EL 9) 
  � Hayvig & Larsch: hp 36, 36; see Appendix One. 
  � Breygar: hp 42; see Appendix One. 
   
  APL 10 (EL 11) 
  � Hayvig & Larsch: hp 52, 52; see Appendix One. 
  � Breygar: hp 52; see Appendix One. 
   
  APL 12 (EL 13) 
  � Hayvig & Larsch: hp 68, 68; see Appendix One. 
  � Breygar: hp 62; see Appendix One. 
   
  Tactics: Hayvig and Larsch charge directly into combat 
  after having used their potions of heroism (at appropriate 
  APLs) while hiding.  From his hiding spot, Breygar uses 
  his Quaal’s feather token while waiting for an opportunity 
  to use his sneak attack (if he has no assassin levels) or 
  studying his target for a death attack.  Note that Breygar 
  has poisoned his blade with dragon bile poison.  As the 
  thugs have come to kill the PCs, they give no quarter.  
  However, they are not especially brave.  Should the 
  situation look hopeless they may run if they believe they 
  can escape. 
   
  Development: It is possible that one of the thugs will 
  be captured and questioned magically or with force.  They 
  do not know much of use, however.  Hayvig and Larsch 
  know only that they work for Breygar doing whatever 
  questionable jobs he comes up.  They believe he works for 
  someone more important who sets up the jobs, but they 
  only provide muscle and have never met any of the 
  connections.  Hayvig hired the woman to distract the PCs - 
  she was uninvolved.  Breygar works for Whisper, although 
  he has never seen her.  They work through a series of drop 
  boxes.  She leaves notes saying what to do to whom and 
  when.  The letters were all burned immediately after 
  reading them.  After the job is performed, money is left.  
  He suspects Whisper is a woman, as her handwriting is 
  very nice, and flowery.   
   
  Treasure: Should the PCs defeat the assassins and take 
  the opportunity to gather their possessions, the party can 
  find the following: 
   
  APL 4 – loot - (218 gp). 
   
  APL 6 – loot - (218 gp), Quaal’s feather token (whip) - 
  (42 gp). 
   
  APL 8 – loot - (218 gp), Quaal’s feather token (whip) - 
  (42 gp), vest of escape - (167 gp). 
   
  APL 10 – loot - (218 gp), Quaal’s feather token (whip) - 
  (42 gp), vest of escape - (167 gp), potion of heroism - (75 gp 
  ea.). 
   
  APL 12 – loot - (218 gp), Quaal’s feather token (whip) - 
  (42 gp), vest of escape - (167 gp), potion of heroism - (75 gp 
  ea.), ring of chameleon power – (1000 gp). 
   
  Encounter Five 
  After the PCs have one night’s sleep, no doubt resting off 
  the attack that occurred in encounter four this encounter 
  occurs.  Should the PCs, against better judgment, proceed 
  to Vilrithir’s home anyway, you may skip this encounter. 
   
  A knocking on the door awakens you.  Gathering 
  yourself together and answering it, you see a young 
  halfling child, “Hi!  Are you <insert PC name>?  I have 
  a message from the mayor and have to give it to <insert 
  PC name>.  I wouldn’t want to give it to someone who
  wasn’t <insert PC name>.  Gee, what did you say your 
  name was again?”
   
   
   
   
  The halfling child is actually a gnome operative of the 
  Fifth District under the effect of a change self spell sent to 
  The Evil Within 
   
  Page 13 
  
  make certain the letter is delivered successfully to the PCs. 
   Once delivered, he leaves the note (Player Handout 
  Seven) and the PCs on their own.  While the PCs are 
  expected to visit the mayor immediately, they can ignore 
  his summons without repercussions, other than the 
  chance for more information.  If so, continue to Encounter 
  Six.  If the gnome’s ruse is discovered, the gnome drops his 
  act, display his Fifth District credentials, and urges the PCs 
  to be quick about responding.  Should they attack or kill 
  the operative, apply the appropriate penalties for killing an 
  officer of the law. 
   
  Assuming the PCs choose to keep their meeting, they 
  are able to find the Town Council building in Ruins Square 
  (also sometimes referred to as Town Council Square) 
  where the ruins of old Highfolk Keep have been turned 
  into a public space.   
   
  Moving through the city you note the night has not 
  been kind and signs of violence are prevalent.  All 
  about you, people are speaking of the attacks on non-
  elves in the district and the reprisals they sparked 
  upon elves living in the district. It sounds as if several 
  racially motivated crimes occurred while you slept. 
  You can only hope you aren’t being blamed for these as 
  well.  The main city marketplace, Ruins Square, is also 
  home to the town council buildings.  Finding your way 
  inside the Town Hall, you are met by Milinor Verra, 
  the mayor’s secretary.  After greeting you, he quickly 
  leads you into a back room where two men sit.  One 
  man is a tall human bearing the chain of office, while 
  the other is a small unassuming gnome in black 
  leather.  “Thank you Milinor, that will be all.”  The 
  secretary closes the door behind him, leaving you 
  alone with the men.  “I believe I already know some of 
  you.  I am mayor Tavin Ersteader, and this is a good 
  friend of mine, Raggan Glinttooth.  You seem to have 
  been in some trouble, and I was hoping you could tell 
  me what you know of it.” 
   
  l
   
   
   
  � Milinor Verra: Male half-elf Com1. 
  � Tavin Ersteader: Male human Wiz11. 
  � Raggan Glinttooth: Male gnome Brd4/Rog5. 
   
  Raggan’s operatives have keep him somewhat appraised of 
  the PCs movements since their release, and he has come to 
  realize quite a bit more is going on than the may have 
  previously been thought.  He suspects that the elven Court 
  may be somehow involved, but has no real proof.  After 
  consulting with Mayor Ersteader, they decided it was time 
  to bring the PCs in and get their full story.  The Mayor will 
  ask such questions as “What have you learned?” or “Do you 
  believe these are a racially motivated crimes, or is the 
  doing of the O d One?”  He is fishing for as much 
  information as the PCs are will to share with him.  While 
  he will not specifically mention the elven Court, he will 
  try to move the discussion in that direction with questions 
  such as, “Is anyone important involved?” or “Do you 
  believe prominent elven citizens are in danger?” 
   
  While the Mayor and Raggan hope to learn 
  everything the PCs know, this is largely a chance for the 
  DM to help PCs who are uncertain where to go next by 
  talking through the clues with the PCs and perhaps having 
  Raggan offer a few tidbits the PCs have missed that he has 
  received in reports from his operatives.  If the PCs do need 
  help, be sure to offer information as a question so the PCs 
  can piece things together to find Vilrithir.  For example, 
  “My men tell me that this Cetus might have had contact 
  with someone named Vilrithir in the Rellen household, 
  can you tell me anything about this?” 
   
  The most important part of this encounter involves 
  any PCs attempting to cover up what might have been 
  happening.  The DM is encouraged to keep a careful 
  account of what the NPCs learn in order to accurately fill 
  out the Critical Events Summary at the end of this event.  
  Once the PCs have said, or not said, all there is to say, the 
  Mayor urges the PCs to continue their efforts, bring the 
  culprit to justice, and keep him informed. 
   
  Encounter Six 
  This encounter occurs when the PCs finally arrive at 
  Vilrithir’s home (the building recently purchased by 
  Riscot Gempetal).   
   
  The small elven tree house you stand before is located 
  on the western edge of the Elven District in a secluded 
  neighborhood.  There are few souls nearby, only trees 
  and other homes.  The door to the home is located up 
  some fifty feet in the air and the only path to it is a thin
  set of single file stairs that wrap their way around the 
  tree. 
  The elven tree house is typical of the architecture found 
  throughout the district, with the slight home built among 
  the tree branches.  The house is located APL x 5 feet in the 
  air (i.e. APL 4 is 20 feet, APL 6 is 30 feet, etc…) and the 
  only way up is a set of slim stairs that are actually quite 
  sturdy, which lead to a small un-railed balcony that only 
  one person can stand comfortably upon.  The only place to 
  steady oneself is the tree branch that grows to the north of 
  the balcony.  Unfortunately this is all part of a cunning 
  trap left behind for the PCs.   
   
  Trap/Creature:  When the door is opened (it is 
  unlocked) it triggers a poisoned spear, which is fired out of 
  the tree branch.  At nearly the same time, the air elemental 
  from room 2 attempts to bull rush any surprised PCs off 
  the ledge (assuming it hears the PCs coming, DC 10 Listen 
  unless the PCs are attempting to be quiet).  As the 
  elemental has only been bound to defend the home once, 
  it attempts to drive all PCs from the home, and a number 
  of rounds equal to the APL later, it returns to its home 
  The Evil Within 
   
  Page 14 
  
  plane.  If any PCs are in the home or attempting to enter it, 
  the elemental cannot leave as its duty remains.   
   
  APL 4 (EL 5) 
  � Poisoned Spear Trap: CR 2; +10 melee (1d8+4/x3) plus 
  carrion crawler brain juice poison (paralysis/0); Fort save 
  resists (DC 13); Search (DC 24); Disable Device (DC 24). 
   
  � Medium Air Elemental, Advanced: hp 40; see 
  Appendix One. 
   
  APL 6 (EL 7) 
  � Poisoned Spear Trap: CR 4; +15 melee (1d8+12/x3) 
  plus carrion crawler brain juice poison (paralysis/0); Fort 
  save resists (DC 13); Search (DC 24); Disable Device (DC 
  24). 
   
  � Large Air Elemental, Advanced: hp 76; see Appendix 
  One. 
   
  APL 8 (EL 9) 
  � Poisoned Spear Trap: CR 6; +15 melee (1d8+12/x3) 
  plus giant wasp poison (1d6 Dex/1d6 Dex); Fort save 
  resists (DC 18); Search (DC 24); Disable Device (DC 24). 
   
  � Huge Air Elemental, Advanced: hp 154; see Appendix 
  One. 
   
  APL 10 (EL 11) 
  � Poisoned Spear Trap: CR 8; +20 melee (1d8+12/x3) 
  plus giant wasp poison (1d6 Dex/1d6 Dex); Fort save 
  resists (DC 18); Search (DC 29); Disable Device (DC 24). 
   
  � Greater Air Elemental, Advanced: hp 187; see 
  Appendix One. 
   
  APL 12 (EL 13) 
  � Poisoned Spear Trap: CR 10; +20 melee (1d8+12/x3) 
  plus wyvren poison (2d6 Con/2d6 Con); Fort save resists 
  (DC 17); Search (DC 29); Disable Device (DC 24). 
   
  � Elder Air Elemental, Advanced: hp 222; see Appendix 
  One. 
   
  Tactics: The elemental attempts to bull rush any PCs in 
  front of windows, or standing on the balcony if they are 
  unaware of its presence.  Should the PCs notice the 
  elemental, it attempts to use its reach to bottle the PCs up 
  at one of the doorways.  Should the PCs surround the 
  elemental, it moves into room 3 where it can use its 
  maneuverability and whirlwind attack as appropriate.  
  Note that if the PCs attack and flee, the elemental is not 
  present when they return, as it has performed the service 
  that was required of it. 
   
  One the PCs have had a chance to deal with the trap 
  and the elemental, they may more fully explore the house. 
   
  1. 
  Balcony: This slim balcony is covered in decorative 
  carvings that resemble the natural leaves of the oak 
  tree the home resides in.  The balcony has no railing 
  and is rather small, making it hard for more than one 
  person to stand upon it.  The stairs approach from the 
  south side. 
   
  � Wooden Door: 1 in. thick wood; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  � Window: 0.25 in. thick glass; hardness 0; hp 1; AC 
  5; Break DC 12; Open Lock DC 25. 
   
  2. 
  Greeting Room: This small foyer has pegs for wet 
  cloaks, and a comfortable looking bench against the 
  eastern wall.  The bound air elemental waits here to 
  fulfill its duty of defending the house against all 
  intruders.  Should the PCs enter through one of the 
  windows and the elemental hears them, it moves to 
  the intruder in the quickest way possible and attacks. 
  3. 
  Living Room: This large room contains a number of 
  comfortable looking chairs, a hearth upon a large 
  square stone, and a large desk.  It looks as if someone 
  has packed in a hurry as the desk is open and there are 
  papers strewn everywhere.  There are enough papers 
  and ash in the fireplace for the elemental to gain 
  concealment when using whirlwind form, as describe 
  in Appendix One.  Searching (DC 20 + APL) through 
  the papers finds on lose page that may be of interest to 
  the PCs (see Player Handout Nine). 
  4. 
  Bedroom: This room contains a beautifully carved bed, 
  a standing closet, and a fine Kettite rug.  The bed is 
  rumpled and the closet stands empty.  A number of 
  chests are present, and while several are empty, others 
  have clothes of various types and sizes, make-up, 
  various thieves' tools, and concealable weapons (some 
  of which are covered in dried blood from recent use).  
  In Vilrithir’s haste to flee, he has left some valuable 
  processions behind; those can be claimed by the PCs. 
   
  Treasure:  The PCs can keep any of the gear found in 
  Vilrithir’s bedroom.  Each of the items below is spread 
  through the various chests and boxes found in the 
  bedroom. 
   
  APL 4 – bracers of health (+2) -(333 gp), Quaal’s 
  feather token (tree) – (8 gp). 
   
  APL 6 – bracers of health (+2) -(333 gp), Quaal’s 
  feather token (tree) - (8 gp), potion of glibness - (42 gp), 
  potion of nondetection - (62 gp), oil of slipperiness - (62 
  gp). 
   
  APL 8 – bracers of health (+2) -(333 gp), Quaal’s 
  feather token (tree) - (8 gp), potion of glibness - (42 gp), 
  The Evil Within 
   
  Page 15 
  
  potion of nondetection - (62 gp), oil of slipperiness - (62 
  gp), figurine of wondrous power (silver raven) - (318 gp). 
   
  APL 10 – bracers of health (+2) -(333 gp), Quaal’s 
  feather token (tree) - (8 gp), potion of glibness - (42 gp), 
  potion of nondetection - (62 gp), oil of slipperiness - (62 
  gp), figurine of wondrous power (silver raven) - (318 gp), 
  ring of mind shielding - (667 gp). 
   
  APL 12 – bracers of health (+2) -(333 gp), Quaal’s 
  feather token (tree) - (8 gp), potion of glibness - (42 gp), 
  potion of nondetection - (62 gp), oil of slipperiness - (62 
  gp), figurine of wondrous power (silver raven) - (318 gp), 
  ring of mind shielding - (667 gp). 
   
  Conclusion 
  It is important, following the conclusion of Encounter Six, 
  to take careful note of whom the PCs report to, and what 
  they report.  At some point they have to return to the 
  district guardhouse in order to fulfill their geas.  If they 
  have reported their findings to someone before speaking 
  with the Judge, they have successfully fulfilled their geas 
  and need to tell him the truth.  The role-playing of this 
  need part need not be played in depth if it does not suit the 
  temperament of the table, but do keep track of whom is 
  reported too.  Record this on the Critical Events summary 
  at the end of this event.  Please feel free to elaborate the 
  details beyond the yes or no questions asked on the form.   
   
  Once they have reported to whomever they choose to 
  report to, proceed to the following read aloud text: 
   
  As the days pass, the murders stop.  No one is brought 
  to justice but you are free of accusation.  An 
  announcement was scheduled for this morning.  So 
  standing amidst the crowds at the southern edge of the 
  elven district, you watch Tymir Menanine, with the 
  silent support of the Ixtacious Rellen and Mayor Tavin 
  Ersteader, rise to make the announcement to the 
  assembled elven district.  The strong and often silent 
  scion of House Menanine stands tall with his son 
  Quival nearby wearing shining white mithral chain 
  denoting the Lord’s Guard of the elves, “In order to 
  preserve the safety of the elven people living in the 
  district and provide more shelter for the refugees from 
  Flameflower, the Sword of the King orders the removal 
  of all non-elves from the district.  Those non-elves 
  currently living in the elven district will be paid a fair 
  price for their land and buildings.  Housing for them 
  will be provided in the merchant district on a 
  temporary basis.  Non-elves will be prohibited from 
  entering the elven district after dark.  These actions are 
  taken in the name of our Liege, Kashafen Tamarel, 
  Lord of the High Elves and Protector of the Vesve.  
  May he return to us safely.”  With that, Tymir steps 
  from the recently assembled stage, leaving the stunned 
  residents of the district to stare at each other in 
  disbelief.  The Mayor and the Voice of the King sadly 
  depart all too quick y. 
  l
   
  The End 
   
  PASSWORD 
  Password is a system by which players can access the 
  critical event summary for any given Highfolk regional 
  event before the event retires.  
   
  Once the scenario is over, give all of the players at the 
  table the password presented below.  They should record 
  this on their Living Greyhawk character log sheet.  Then, 
  roughly one month after the event has premiered, the 
  players 
  can 
  check 
  the 
  Highfolk 
  website 
  at 
  http://www.moogoogablau.net/~highfolk/.  Once there, 
  they can download the event summary in PDF form and 
  open it using the password below.  The players will need 
  Adobe Acrobat to open the file.   
   
  The summary contains the official narrative for the 
  event in question.  This might tell them what NPCs in the 
  scenario died and whether of not the goal of the scenario 
  was accomplished.  This password should only be given to 
  players who have completed the scenario and giving out 
  the password to those that have not is expressly forbidden. 
   You, the judge, may need to explain this system to the 
  players if they are unfamiliar with it. 
  The PASSWORD for this scenario is: 
   
  Yellindarth 
   
  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 
  role-playing) to each character. 
   
  Encounter One 
  Defeat the demon (kill or fight until dispelled) 
   
   
  APL 4 - 120 xp; APL 6 - 180 xp; APL 8 - 240 xp;  
   
  APL 10 - 300 xp; APL 12 - 360 xp. 
   
  Encounter Four 
  Defeat the assassins 
   
  APL 4 - 150 xp; APL 6 - 210 xp; APL 8 - 270 xp;  
   
  APL 10 - 330 xp; APL 12 - 390 xp. 
   
  Encounter Six 
  Defeat the trap and elemental 
   
  APL 4 - 150 xp; APL 6 - 210 xp; APL 8 - 270 xp;  
   
  APL 10 - 330 xp; APL 12 - 390 xp. 
   
  The Evil Within 
   
  Page 16 
  
  Story Award 
  PCs determine the grugach attack was planned and known 
  by some before it occurred 
   
  APL 4 - 45 xp; APL 6 - 65 xp; APL 8 - 90 xp;  
   
  APL 10 - 110 xp; APL 12 - 135 xp. 
  Individual PC succeeded in special goal (only applicable if 
  a PC is given handout 1, 2, or 3) 
   
  APL 4 – 40 xp; APL 6 - 65 xp; APL 8 - 85 xp;  
   
  APL 10 - 110 xp; APL 12 - 130 xp. 
   
  Discretionary roleplaying award 
   
  APL 4 - 50 xp; APL 6 - 50 xp; APL 8 - 50 xp;  
   
  APL 10 - 50 xp; APL 12 - 50 xp. 
   
  Total possible experience:  
   
   
  APL 4 - 555 xp; APL 6 - 780 xp; APL 8 - 1005 xp;  
   
  APL 10 - 1230 xp; APL 12 - 1455 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes.  Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece value for the 
  loot is subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the item 
  does and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of gold 
  pieces a characters total and coin value increase at the end of 
  the adventure.  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional scenario, 
  characters may spend additional Time Units to practice 
  professions or create items immediately after the adventure 
  so this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Three:   
   
  APL 4: L: 32 gp 
   
  APL 6: L: 32 gp 
   
  APL 8: L: 32 gp 
   
  APL 10: L: 32 gp 
   
  APL 12: L: 32 gp 
   
  Encounter Four:   
   
  APL 4: L: 218 gp; 
   
  APL 6: L: 218 gp; M: 42 gp 
   
  APL 8: L: 218 gp; M: 209 gp 
   
  APL 10: L: 218 gp; M: 359 gp 
   
  APL 12: L: 218 gp; M: 1359 gp 
   
  Encounter Six:   
   
  APL 4: M: 342 gp 
   
  APL 6: M: 508 gp 
   
  APL 8: M: 824 gp 
   
  APL 10: M: 1491 gp 
   
  APL 12: M: 1491 gp 
   
  Total Possible Treasure 
   
  APL 4: 592 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1250 gp 
   
  APL 10: 2100 gp 
   
  APL 12: 3000 gp 
   
  Special 
   
  Dragon Bile Poison 
  Type: Contact (Fort save resists, DC 26); Damage: 3d6 
  Str/0; Market Price: 1,500 gp.  Only one vial may be 
  purchased per PC. 
   
  Magical reward from Avereen Volmiryth:  You have 
  completed mission for the Iron Spider, Avereen 
  Volmiryth.  Instead of repaying your debt to her, you have 
  asked for a magical reward.  As such your PC still owes this 
  debt to her, but now has access to learn all of the following 
  spells from Tome & Blood: negative energy ray, negative 
  energy burst, feign death, or ghostform.  If you do not 
  choose to learn these spells, you may instead gain access to 
  the magic item ring of protection +3.  Both learning the 
  The Evil Within 
   
  Page 17 
  
  spells and the purchasing the item are considered to have a 
  frequency of Regional. Cross off the benefit not gained. 
   
  Favor of Ixtacous Rellen: For assisting in solving the 
  murders of the Elven District, Ixtacious Rellen offers to 
  assist you in the future.  You may exchange this favor for 
  two influence points with Kashafen Tamarel or access to 
  purchase the magical item quiver of Ehlonna once.  Once 
  this favor is used, cross it out.  You do not gain access to the 
  other choice, and may not reuse this favor to gain the same 
  choice again. 
   
  Indilia’s Spellbook: You have aquired Indilia’s spellbook.  
  It is covered in a red leather, and stamped with the symbol 
  of Clan Volmiryth.  It contains the following spells: 0
  th – 
  detect magic, detect poison, ghost sound, read magic; 1
  st – 
  change self, charm person, comprehend languages, 
  expeditious retreat, Nystul’s undetectable aura, spider 
  climb; 2
  nd – darkvision, detect thoughts, invisibility, knock, 
  misdirection; 3
  rd – illusionary script, secret page, 
  suggestion, tongues; 4
  th – detect scrying, Rary’s mnemonic 
  enhancer.  Market Value: 380gp; Frequency: Adventure. 
   
  Contact: Asarina Violacea.  For successfully completing 
  your assigned task, you have made contact with Asarina 
  Violacea.   
   
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  � 
  Bracers of health (+2) (Adventure, DMG) 
  Dragon bile poison (Adventure (limit one), DMG) 
  Indilia’s Spellbook (Adventure, DMG) 
  Quaal’s feather token (tree) (Adventure, DMG) 
  APL 6 (All of APLs 4 plus the following) 
  Oil of slipperiness (Adventure, DMG) 
  Potion of glibness (Adventure, DMG) 
  Potion of nondetection (Adventure, DMG) 
  Quaal’s feather token (whip) (Adventure, DMG) 
  APL 8 (All of APLs 4-6 plus the following) 
  Figurine 
  of 
  wondrous 
  power 
  (silver 
  raven) 
  (Adventure, DMG) 
  Vest of escape (Adventure, DMG) 
  APL 10 (All of APLs 4-8 plus the following) 
  Potion of heroism (Adventure, DMG) 
  Ring of mind shielding (Adventure, DMG) 
  APL 12 (All of APLs 4-10 plus the following) 
  Ring of chameleon power (Adventure, DMG) 
   
  The Evil Within 
   
  Page 18 
  
  Appendix #1: NPC Statistics  
  Encounter One 
   
  APL 8 (EL 8) 
  � Palrethee, Advanced: CR 10; Medium-size Outsider; 
  HD 12d8+24; hp 92; Init +3 (Dex); Spd 30 ft; AC 23 (+3 
  Dex, +10 natural); BA/G: +12/+17; Atk: +19 melee 
  (1d8+7/19-20 crit., +1 flaming longsword),  +17 melee 
  (1d8+5, slam); Full Atk +19/+14 melee (1d8+7/19-20 crit., 
  +1 flaming longsword),  +17 melee (1d8+5, 2 slams); SA 
  Demonic burn, spell-like abilities; SQ DR 10/good, fiery 
  shield, fire subtype, outsider traits, SR 18, summon tanar’ri, 
  tanar’ri traits; AL CE; SV Fort +11, Ref +11, Will +9; Str 20, 
  Dex 16, Con 16, Int 13, Wis 12, Cha 11. 
   
  Skills: Bluff +15, Diplomacy +19, Hide +18, Intimidate 
  +2, Knowledge (arcana) +16, Listen +16, Sense Motive +16, 
  Search +16, Spellcraft +18, Spot +16.  Feats: Dodge, 
  Expertise, Improved Disarm, Weapon Focus (longsword). 
   
  SA: Demonic Burn (Ex) – Any creature hit by a 
  palrethee’s slam attack must succeed at a Reflex save (DC 
  17) or catch fire.  The fire burns for 1d4 rounds (see 
  Catching Fire in Chapter 3 of the Dungeon Master’s 
  Guide.)  A burning creature can take a move-equivalent 
  action to put out the flame; Spell-Like Abilities (Ex) – At 
  will – detect good, detect magic, see invisibility; 1/day – 
  fear (30-foot radius).  Caster level 12
  th, save DC 10 + spell 
  level. 
   
  SQ: Fiery Shield (Sp) – A palrethee is wreathed in 
  scorching flames that cause damage to each creature that 
  attacks it with a natural or hand-held melee weapon.  Such 
  an attack deals normal damage to the palrethee (assuming 
  its damage reduction is overcome), but at the same time 
  the attacker takes 1d6+8 points of fire damage (spell 
  resistance applies; caster level 8
  th).  Weapons with 
  exceptional reach such as longspears, do not endanger 
  their users in this way; Fire Subtype (Ex) – A palrethee is 
  immune to fire damage, but has vulnerability to cold. A 
  palrethee takes half again as much (+50%) damage as 
  normal from cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure; Summon 
  Tanar’ri (Sp) – Once per day, a palrethee can attempt to 
  summon another palrethee with a 30% chance of success. 
   
  APL 10 (EL 10) 
  � Maurezhi, Advanced: Medium-size Outsider; HD 
  9d8+9; hp 58; Init +2 (Dex); Spd 40 ft; AC 19 (+2 Dex, +7 
  natural); BA/G: +9/ +13; Atk: +13 melee (1d6+4+paralysis, 
  bite), or +13 melee (1d4+4+paralysis, 2 claws); Full Atk 
  +13/8 melee (1d6+4+paralysis, bite),  +11 melee 
  (1d4+4+paralysis, 2 claws); SA Consume, paralysis, pounce, 
  spell-like abilities; SQ Assume shape, DR 10/good, outsider 
  traits, SR 20, summon tanar’ri, tanar’ri traits; AL CE; SV 
  Fort +7, Ref +8, Will +7; Str 18, Dex 15, Con 12, Int 13, Wis 
  12, Cha 17. 
   
  Skills: Bluff +19, Diplomacy +13, Disguise +19* (+21* 
  acting), Hide +18, Intimidate +15, Jump +26, Listen +19, 
  Move Silently +18, Spot +19.  Feats: Alertness, Multiattack, 
  Quicken Spell-like ability (hold person). 
   
  SA: Paralysis (Ex) – Any creature hit by a maurezhi’s 
  claw or bit attack must succeed on a Fortitude save (DC 15) 
  or be paralyzed for 1d6+4 minutes; Pounce (Ex) – If a 
  maurezhi charges, it can make a full attack even though it 
  has moved; Spell-Like Abilities (Ex) – Always active – 
  death watch; at will – animate dead, blur, cause fear, chill 
  touch, death knell, hold person, invisibility; 3/day – fear.  
  Caster level 15
  th, save DC 13 + spell level. 
   
  SQ: Assume Shape (Su) – A maurezhi can take on the 
  appearance of any humanoid creature whose corpse it has 
  consumed.  This ability functions like the alter self spell 
  (caster level 10
  th), except that the maurezhi can remain in 
  the chosen form indefinitely.  It can assume a new form or 
  return to its own as a standard action; Summon Creatures 
  (Sp) – This ability functions like a summon monster spell 
  of the appropriate level, except that it has only a limited 
  chance of success.  Once per day, a maurezhi can summon 
  1d4 ghouls with a 100% chance of success, or 2d4 dretches 
  with a 60% chance of success (result of 41-100 on a d%).  
  This works like the summon tanar’ri ability of other 
  demons. 
   
  APL 12 (EL 12) 
  � Maurezhi, Advanced: Medium-size Outsider; HD 
  15d8+15; hp 93; Init +2 (Dex); Spd 40 ft; AC 25 (+2 Dex, 
  +13 
  natural); 
  BA/G: 
  +15/+22; 
  Atk: 
  +22 
  melee 
  (1d6+2+paralysis, bite), or +22 melee (1d4+2+paralysis, 
  claw); Full Atk +22/17 melee (1d6+2+paralysis, bite),  +20 
  melee (1d4+2+paralysis, 2 claws); SA Consume, paralysis, 
  pounce, spell-like abilities; SQ Assume shape, DR 10/cold 
  iron and good, outsider traits, SR 22, summon tanar’ri, 
  tanar’ri traits; AL CE; SV Fort +10, Ref +11, Will +10; Str 24, 
  Dex 15, Con 12, Int 19, Wis 12, Cha 17. 
   
  Skills: Bluff +21, Diplomacy +21, Disguise +19* (+21* 
  acting), Hide +20, Intimidate +21, Jump +26, Listen +19, 
  Move Silently +20, Sense Motive +19, Spellcraft +16, Spot 
  +19, Tumble +20.  Feats: Alertness, Multiattack, Quicken 
  Spell-like ability (fear), Quicken Spell-like ability (hold 
  person), Quicken Spell-like ability (invisibility). 
   
  SA: Paralysis (Ex) – Any creature hit by a maurezhi’s 
  claw or bit attack must succeed on a Fortitude save (DC 18) 
  or be paralyzed for 1d6+4 minutes; Pounce (Ex) – If a 
  maurezhi charges, it can make a full attack even though it 
  has moved; Spell-Like Abilities (Ex) – Always active – 
  death watch; at will – animate dead, blur, cause fear, chill 
  touch, death knell, hold person, invisibility; 3/day – fear.  
  Caster level 15
  th, save DC 13 + spell level. 
   
  SQ: Assume Shape (Su) – A maurezhi can take on the 
  appearance of any humanoid creature whose corpse it has 
  consumed.  This ability functions like the alter self spell 
  (caster level 10
  th), except that the maurezhi can remain in 
  The Evil Within 
   
  Page 19 
  
  the chosen form indefinitely.  It can assume a new form or 
  return to its own as a standard action; Summon Creatures 
  (Sp) – This ability functions like a summon monster spell 
  of the appropriate level, except that it has only a limited 
  chance of success.  Once per day, a maurezhi can summon 
  1d4 ghouls with a 100% chance of success, or 2d4 dretches 
  with a 60% chance of success (result of 41-100 on a d%).  
  This works like the summon tanar’ri ability of other 
  demons. 
   
  Encounter Two 
  � Homeguard, male human War1: Medium Humanoid; 
  HD 1d8; hp 8; Init +1 (Dex); Spd 30 ft.; AC 13 (+2 leather 
  armor, +1 Dex); BA/G: +1/+1; Atk +2 melee (1d6, club), or 
  +1 melee (1d6 [crit x3], halfspear), or +2 ranged (1d6 [crit 
  x3], shortbow); Full Atk +2 melee (1d6, club), or +1 melee 
  (1d6 [crit x3], halfspear), or +2 ranged (1d6 [crit x3], 
  shortbow); AL Varies (usually CG, NG, or LG); SV Fort +2, 
  Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 
  11. 
   
  Skills: Listen +3, Sense Motive +1 (+2 if human), Spot 
  +3. Feats:  Weapon Focus (club), Alertness. 
   
  Equipment: Leather armor, club, halfspear, shortbow, 
  20 arrows, Home Guard uniform. 
   
  � Lord’s Guard, male high elf Ftr4/Rgr1: CR 5; 
  Medium-size Humanoid; HD 5d10+5; hp 39; Init +2 (Dex); 
  Spd 30 ft; AC 16 (+4 chain shirt, +2 Dex); BA/G: +5/+8, Atk 
  +8 melee (1d8+3/crit 19-20, longsword), or +8 melee 
  (1d6+3/crit 19-20, short sword) or +7 ranged (1d8/crit x3, 
  longbow); 
  Full 
  Atk 
  +8 
  melee 
  (1d8+3/crit 
  19-20, 
  longsword), or +8 melee (1d6+3/crit 19-20, short sword) or 
  +7 ranged (1d8/crit x3, longbow); SA favored enemy; AL 
  CG; SV Fort +7, Ref +5, Will +3; Str 16, Dex 14, Con 12, Int 
  12, Wis 10, Cha 11. 
   
  Skills: Climb +11, Handle Animal +3, Listen +6, Ride 
  +10, Search +7, Spot +6, Survival +4. Feats: Blind-Fight, 
  Combat Reflexes, Dodge, Iron Will, Power Attack, Track. 
   
  Equipment: Longsword, short sword, mithral chain 
  shirt, longbow, 20 arrows, 50' rope, cloak. 
   
  Encounter Four 
  APL 4 (EL 5) 
  � Hayvig & Larsch, male human Ftr1: Medium-size 
  Humanoid; HD 1d10+2; hp 12; Init +1 (Dex); Spd 20 ft; AC 
  16 (+5 breastplate, +1 Dex); BA/G: +1/+4; Atk +6 melee 
  (1d10+4/crit 19-20, bastard sword); Full Atk +6 melee 
  (1d10+4/crit 19-20, bastard sword); AL CE; SV Fort +4, Ref 
  +1, Will +0; Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills: Climb +7, Jump +7, Ride +5, Swim +7. Feats: 
  Dodge, Expertise, Weapon Focus (bastard Sword). 
   
  Equipment: Masterwork bastard sword, breastplate. 
   
  � Breygar, male half-orc Rog4: Medium-size Humanoid; 
  HD 4d6+4; hp 22; Init +7 (Dex, Improved Initiative); Spd 
  30 ft; AC 16 (+3 studded leather, +3 Dex); BA/G: +3/+4; Atk 
  +6 melee (1d6+4/crit 18-20, rapier); Full Atk +6 melee 
  (1d6+4/crit 18-20, rapier); SA sneak attack; SQ evasion, 
  half-orc traits, uncanny dodge; AL NE; SV Fort +2, Ref +7, 
  Will +2; Str 17, Dex 16, Con 12, Int 12, Wis 10, Cha 6. 
   
  Skills: Disguise +5, Escape Artist +10, Hide +10, Listen 
  +7, Open Lock +10, Move Silently +10, Spot +7, Tumble 
  +10, Use Magic Device +5. Feats: Improved Initiative, 
  Dodge. 
   SA: Sneak Attack (Ex)–Breygar deals +2d6 damage 
  against an opponent with a discernable anatomy who is 
  denied a Dex bonus or is flanked. 
   SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood; 
  Uncanny Dodge–Dex bonus to AC. 
   
  Equipment: Rapier, studded leather armor, vial of 
  dragon bile poison. 
   
  APL 6 (EL 7) 
  � Hayvig & Larsch, male human Ftr2: Medium-size 
  Humanoid; HD 2d10+4; hp 20; Init +1 (Dex); Spd 20 ft; AC 
  16 (+5 breastplate, +1 Dex); BA/G: +2/+5; Atk +6 melee 
  (1d10+4/crit 19-20, bastard sword); Full Atk +6 melee 
  (1d10+4/crit 19-20, bastard sword); AL CE; SV Fort +5, Ref 
  +1, Will +0; Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills: Climb +8, Jump +8, Ride +6, Swim +8. Feats: 
  Combat Reflexes, Dodge, Expertise, Weapon Focus 
  (bastard Sword). 
   
  Equipment: Masterwork bastard sword, breastplate. 
   
  � Breygar, male half-orc Rog5, Asn1: Medium-size 
  Humanoid; HD 6d6+6; hp 32; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft; AC 16 (+3 studded leather, +3 Dex); 
  BA/G: +3/+6; Full Atk +6 melee (1d6+4/crit 18-20, rapier); 
  Full Atk +6 melee (1d6+4/crit 18-20, rapier); SA death 
  attack, sneak attack; SQ evasion, half-orc traits, poison use, 
  uncanny dodge; AL NE; SV Fort +2, Ref +9, Will +2; Str 17, 
  Dex 16, Con 12, Int 12, Wis 10, Cha 6. 
   
  Skills: Disguise +7, Escape Artist +12, Hide +12, Listen 
  +9, Open Lock +12, Move Silently +12, Spot +9, Tumble 
  +12, Use Magic Device +7. Feats: Improved Initiative, 
  Dodge, Mobility. 
   SA: Death Attack–If Breygar makes a successful sneak 
  attack after observing the victim for 3 rounds, the victim is 
  killed or paralyzed for 1d6+1 rounds (Fort negates DC 12). 
  Sneak Attack (Ex)–Breygar deals +4d6 damage against an 
  opponent with a discernable anatomy who is denied a Dex 
  bonus or is flanked. 
   SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood. 
  Uncanny Dodge–Dex bonus to AC, can't be flanked. 
   
  Equipment: Rapier, studded leather armor, vial of 
  dragon bile poison, 
  Quaal’s feather token (whip). 
   
  Assassin Spells Known (1, base DC = 11 + spell level): 
  1
  st – obscuring mist, true strike.  
   
  APL 8 (EL 9) 
  The Evil Within 
   
  Page 20 
  
   
  � Hayvig & Larsch, male human Ftr4: Medium-size 
  Humanoid; HD 4d10+8; hp 36; Init +2 (Dex); Spd 20 ft; AC 
  17 (+5 breastplate, +2 Dex); BA/G: +4/+7; Atk +9 melee 
  (1d10+4/crit 19-20, bastard sword); Full Atk +9 melee 
  (1d10+4/crit 19-20, bastard sword); AL CE; SV Fort +6, Ref 
  +3, Will +1; Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills: Climb +10, Jump +10, Ride +9, Swim +10. Feats: 
  Combat Reflexes, Dodge, Expertise, Mobility, Spring 
  Attack, Weapon Focus (bastard Sword). 
   
  Equipment: Masterwork bastard sword, breastplate. 
   
  � Breygar, male half-orc Rog5, Asn3: Medium-size 
  Humanoid; HD 8d6+8; hp 42; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft; AC 16 (+3 studded leather, +3 Dex); 
  BA/G: +5/+9; Atk +9 melee (1d6+6/crit 18-20, rapier); Full 
  Atk +9 melee (1d6+6/crit 18-20, rapier); SA death attack, 
  sneak attack, spells; SQ +1 save vs. poison, evasion, half-orc 
  traits, poison use, improved uncanny dodge; AL NE; SV 
  Fort +3, Ref +10, Will +3;Str 18, Dex 16, Con 12, Int 12, 
  Wis 10, Cha 6. 
   
  Skills: Disguise +9, Escape Artist +20, Hide +14, Listen 
  +11, Move Silently +14, Open Lock +18, Spot +11, Tumble 
  +14, Use Magic Device +9. Feats: Improved Initiative, 
  Dodge, Mobility. 
   SA: Death Attack–If Breygar makes a successful sneak 
  attack after observing the victim for 3 rounds, the victim is 
  killed or paralyzed for 1d6+3 rounds (Fort negates DC 14). 
  Sneak Attack (Ex)–Breygar deals +5d6 damage against an 
  opponent with a discernable anatomy who is denied a Dex 
  bonus or is flanked. 
   SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood. 
  Uncanny Dodge–Dex bonus to AC, can't be flanked. 
   
  Equipment: Rapier, studded leather armor, vial of 
  dragon bile poison, 
  Quaal’s feather token (whip), 
  vest of escape. 
   
  Assassin Spells Known (3, base DC = 11 + spell level): 
  1
  st – disguise self, obscuring mist, true strike. 
   
  APL 10 (EL 11) 
  � Hayvig & Larsch, male human Ftr6: Medium-size 
  Humanoid; HD 6d10+12; hp 52; Init +2 (Dex); Spd 20 ft; 
  AC 17 (+5 breastplate, +2 Dex); BA/G: +6/+9; Atk +11 
  melee (1d10+6/crit 19-20, bastard sword); Full Atk +11/+6 
  melee (1d10+6/crit 19-20, bastard sword); AL CE; SV Fort 
  +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills: Climb +12, Jump +12, Ride +11, Swim +12. 
  Feats: Combat Reflexes, Dodge, Expertise, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (bastard 
  Sword), 
  Weapon 
  Specialization (bastard Sword), Whirlwind Attack. 
   
  Equipment: Masterwork bastard sword, breastplate, 
  potion of heroism. 
   
  � Breygar, male half-orc Rog5, Asn5: Medium-size 
  Humanoid; HD 10d6+10; hp 52; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft; AC 16 (+3 studded leather, +3 Dex); 
  BA/G: +6/+10; Atk +10 melee (1d6+6/crit 18-20, rapier); 
  Full Atk +10/+5 melee (1d6+6/crit 18-20, rapier); SA death 
  attack, sneak attack, spells; SQ +2 save vs. poison, evasion, 
  half-orc traits, poison use, improved uncanny dodge; AL 
  NE; SV Fort +3, Ref +11, Will +3; Str 18, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 6. 
   
  Skills: Disguise +11, Escape Artist +22, Hide +16, 
  Listen +13, Move Silently +16, Open Lock +20, Spot +13, 
  Tumble +16, Use Magic Device +11. Feats: Improved 
  Initiative, Dodge, Mobility, Spring Attack. 
   SA: Death Attack–If Breygar makes a successful sneak 
  attack after observing the victim for 3 rounds, the victim is 
  killed or paralyzed for 1d6+5 rounds (Fort negates DC 16). 
  Sneak Attack (Ex)–Breygar deals +6d6 damage against an 
  opponent with a discernable anatomy who is denied a Dex 
  bonus or is flanked. 
   SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood. 
  Uncanny Dodge–Dex bonus to AC, can't be flanked, +1 vs. 
  traps. 
   
  Equipment: Rapier, studded leather armor, vial of 
  dragon bile poison, 
  Quaal’s feather token (whip), 
  vest of escape. 
   
  Assassin Spells Known (4/3, base DC = 11 + spell 
  level): 1
  st – disguise self, feather fall, obscuring mist, true 
  strike; 2
  nd – fox's cunning, invisibility, spider climb.  
   
  APL 12 (EL 13) 
  � Hayvig & Larsch, male human Ftr6, WpnMastr2: 
  Medium-size Humanoid; HD 8d10+16; hp 68; Init +2 
  (Dex); Spd 20 ft; AC 17 (+5 breastplate, +2 Dex); BA/G: 
  +8/+11; Atk +13 melee (1d10+6/crit 19-20, bastard sword); 
  Full Atk +13/+8 melee (1d10+6/crit 19-20, bastard sword); 
  SA Ki damage, Increased Multiplier; AL CE; SV Fort +7, 
  Ref +7, Will +2. 
  Str 17, Dex 14, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills: Climb +12, Jump +12, Ride +11, Spot +7, Swim 
  +12. Feats: Combat Reflexes, Dodge, Expertise, Mobility, 
  Spring Attack, Weapon Focus (bastard Sword), Weapon 
  Specialization (bastard Sword), Whirlwind Attack. 
   
  Equipment: Masterwork bastard sword, breastplate, 
  potion of heroism. 
   
  � Breygar, male half-orc Rog5, Asn7: Medium-size 
  Humanoid; HD 12d6+12; hp 62; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft; AC 16 (+3 studded leather, +3 Dex); 
  BA/G: +8/+12; Atk +12 melee (1d6+6/crit 18-20, rapier); 
  Full Atk +12/+7 melee (1d6+6/crit 18-20, rapier); SA death 
  attack, sneak attack, spells; SQ +3 save vs. poison, evasion, 
  half-orc traits, poison use, improved uncanny dodge; AL 
  NE; SV Fort +4, Ref +12, Will +4; Str 18, Dex 16, Con 12, 
  Int 13, Wis 10, Cha 6. 
  The Evil Within 
   
  Page 21 
  
   
  Skills: Disguise +13, Escape Artist +24, Hide +33, 
  Listen +15, Move Silently +18, Open Lock +22, Spot +15, 
  Tumble +18, Use Magic Device +13. Feats: Blind-Fight, 
  Improved Initiative, Dodge, Mobility, Spring Attack. 
   SA: Death Attack–If Breygar makes a successful sneak 
  attack after observing the victim for 3 rounds, the victim is 
  killed or paralyzed for 1d6+7 rounds (Fort negates DC 18). 
  Sneak Attack (Ex)–Breygar deals +7d6 damage against an 
  opponent with a discernable anatomy who is denied a Dex 
  bonus or is flanked. 
   SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc blood. 
  Uncanny Dodge–Dex bonus to AC, can't be flanked, +1 vs. 
  traps. 
   
  Equipment: Rapier, studded leather armor, vial of 
  dragon bile poison, 
  Quaal’s feather token (whip), 
  vest of escape, ring of chameleon power. 
   
  Assassin Spells Prepared (4/4/3, base DC = 11 + spell 
  level): 1
  st – disguise self, feather fall, obscuring mist, true 
  strike; 2
  nd – cat's grace, fox's cunning, invisibility, spider 
  climb; 3
  rd – false life, magic circle against good, 
  nondetection.  
   
  Encounter Six 
  APL 4 (EL 5) 
  � Medium Air Elemental, Advanced: CR 4; Medium-
  size Outsider (Air); HD 6d8+12; hp 40; Init +9 (+5 Dex, +4 
  Imp. Init.); Spd fly 100 ft (perfect); AC 18 (+5 Dex, +3 
  natural); BA/G: +4/+5; Atk +9 melee (1d6+1, slam); Full Atk 
  +9 melee (1d6+1, slam); SA Air mastery, whirlwind; SQ 
  Elemental; AL N; SV Fort +4, Ref +10, Will +2; Str 12, Dex 
  21, Con 14, Int 4, Wis 11, Cha 11. 
   
  Skills: Listen +4, Spot +5.  Feats: Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse. 
   
  SA: Air Mastery (Ex) – Airborne creatures suffer a -1 
  penalty to attack and damage rolls against an air elemental; 
  Whirlwind (Su) – The elemental can transform itself into a 
  whirlwind once every 10 minutes and remain in that form 
  for up to 1 round for every 2 HD it has. In this form, the 
  elemental can move through the air or along a surface at its 
  fly speed.  The whirlwind is 5 feet wide at the base, up to 
  30 feet wide at the top, and up to 50 feet tall, depending on 
  the elemental’s size. The elemental controls the exact 
  height, but it must be at least 10 feet.  Creatures one or 
  more sizes smaller than the elemental might take damage 
  when caught in the whirlwind (1d6) and may be lifted into 
  the air. An affected creature must succeed at a Reflex save 
  when it comes into contact with the whirlwind or take the 
  listed damage. It must also succeed at a second Reflex save 
  or be picked up bodily and held suspended in the powerful 
  winds, automatically taking the listed damage each round. 
  A creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects is DC 13.  The elemental 
  can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A 
  summoned elemental always ejects trapped creatures 
  before returning to its home plane.  If the whirlwind’s base 
  touches the ground, it creates a swirling cloud of debris. 
  This cloud is centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those farther 
  away have total concealment. Those caught in the cloud 
  must succeed at a Concentration check to cast a spell (DC 
  equal to the Reflex save DC). 
   
  SQ: Elemental – Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  APL 6 (EL 7) 
  � Large Air Elemental, Advanced: CR 6; Large-size 
  Outsider (Air); HD 10d8+30; hp 74; Init +11 (+7 Dex, +4 
  Imp. Init.); Spd fly 100 ft (perfect); AC 20 (-1 size, +7 Dex, 
  +4 natural); BA/G: +6/+8; Atk +13 melee (2d6+3, slam); Full 
  Atk +13/+8 melee (2d6+3, slam); Space/Reach: 10 ft./10 ft.; 
  SA Air mastery, whirlwind; SQ Elemental, damage 
  reduction 5/-; AL N; SV Fort +6, Ref +14, Will +3; Str 14, 
  Dex 25, Con 16, Int 6, Wis 11, Cha 11. 
   
  Skills: Listen +6, Spot +7.  Feats: Combat Reflexes, 
  Dodge, Flyby Attack, Improved Initiative, Weapon 
  Finesse. 
   
  SA: Air Mastery (Ex) – Airborne creatures suffer a -1 
  penalty to attack and damage rolls against an air elemental; 
  Whirlwind (Su) – The elemental can transform itself into a 
  whirlwind once every 10 minutes and remain in that form 
  for up to 1 round for every 2 HD it has. In this form, the 
  elemental can move through the air or along a surface at its 
  fly speed.  The whirlwind is 5 feet wide at the base, up to 
  30 feet wide at the top, and up to 50 feet tall, depending on 
  the elemental’s size. The elemental controls the exact 
  height, but it must be at least 10 feet.  Creatures one or 
  more sizes smaller than the elemental might take damage 
  when caught in the whirlwind (2d6) and may be lifted into 
  the air. An affected creature must succeed at a Reflex save 
  when it comes into contact with the whirlwind or take the 
  listed damage. It must also succeed at a second Reflex save 
  or be picked up bodily and held suspended in the powerful 
  winds, automatically taking the listed damage each round. 
  A creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects is DC 16.  The elemental 
  can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A 
  summoned elemental always ejects trapped creatures 
  before returning to its home plane.  If the whirlwind’s base 
  touches the ground, it creates a swirling cloud of debris. 
  This cloud is centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  The Evil Within 
   
  Page 22 
  
  feet away have one-half concealment, while those farther 
  away have total concealment. Those caught in the cloud 
  must succeed at a Concentration check to cast a spell (DC 
  equal to the Reflex save DC). 
   
  SQ: Elemental – Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  APL 8 (EL 9) 
  � Huge Air Elemental, Advanced: CR 8; Huge-size 
  Outsider (Air); HD 18d8+72; hp 154; Init +13 (+9 Dex, +4 
  Imp. Init.); Spd fly 100 ft (perfect); AC 21 (-2 size, +9 Dex, 
  +4 natural); BA/G: +11/+15; Atk +20 melee (2d8+6, slam); 
  Full Atk +20/+15/+10 melee (2d8+6, slam); Space/Reach: 
  15 ft./15 ft.; SA Air mastery, whirlwind; SQ Elemental, 
  damage reduction 5/-; AL N; SV Fort +10, Ref +20, Will +6; 
  Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills: Listen +12, Spot +13.  Feats: Alertness, Combat 
  Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Mobility, Spring Attack, Weapon Finesse. 
   
  SA: Air Mastery (Ex) – Airborne creatures suffer a -1 
  penalty to attack and damage rolls against an air elemental; 
  Whirlwind (Su) – The elemental can transform itself into a 
  whirlwind once every 10 minutes and remain in that form 
  for up to 1 round for every 2 HD it has. In this form, the 
  elemental can move through the air or along a surface at its 
  fly speed.  The whirlwind is 5 feet wide at the base, up to 
  30 feet wide at the top, and up to 50 feet tall, depending on 
  the elemental’s size. The elemental controls the exact 
  height, but it must be at least 10 feet.  Creatures one or 
  more sizes smaller than the elemental might take damage 
  when caught in the whirlwind (2d8) and may be lifted into 
  the air. An affected creature must succeed at a Reflex save 
  when it comes into contact with the whirlwind or take the 
  listed damage. It must also succeed at a second Reflex save 
  or be picked up bodily and held suspended in the powerful 
  winds, automatically taking the listed damage each round. 
  A creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects is DC 22.  The elemental 
  can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A 
  summoned elemental always ejects trapped creatures 
  before returning to its home plane.  If the whirlwind’s base 
  touches the ground, it creates a swirling cloud of debris. 
  This cloud is centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those farther 
  away have total concealment. Those caught in the cloud 
  must succeed at a Concentration check to cast a spell (DC 
  equal to the Reflex save DC). 
   
  SQ: Elemental – Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  APL 10 (EL 11) 
  � Greater Air Elemental, Advanced: CR 10; Huge-size 
  Outsider (Air); HD 22d8+88; hp 187; Init +14 (+10 Dex, +4 
  Imp. Init.); Spd fly 100 ft (perfect); AC 26 (-2 size, +10 Dex, 
  +8 natural); BA/G: +14/+19; Atk +24 melee (2d8+7, slam); 
  Full Atk +24/+19/+14 melee (2d8+7, slam); Space/Reach: 
  15 ft./15 ft.; SA Air mastery, whirlwind; SQ Elemental, 
  damage reduction 10/-; AL N; SV Fort +11, Ref +23, Will 
  +7; Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills: Listen +14, Spot +15.  Feats: Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Iron Will, Mobility, Power Attack, Spring 
  Attack, Weapon Finesse. 
   
  SA: Air Mastery (Ex) – Airborne creatures suffer a -1 
  penalty to attack and damage rolls against an air elemental; 
  Whirlwind (Su) – The elemental can transform itself into a 
  whirlwind once every 10 minutes and remain in that form 
  for up to 1 round for every 2 HD it has. In this form, the 
  elemental can move through the air or along a surface at its 
  fly speed.  The whirlwind is 5 feet wide at the base, up to 
  30 feet wide at the top, and up to 50 feet tall, depending on 
  the elemental’s size. The elemental controls the exact 
  height, but it must be at least 10 feet.  Creatures one or 
  more sizes smaller than the elemental might take damage 
  when caught in the whirlwind (2d8) and may be lifted into 
  the air. An affected creature must succeed at a Reflex save 
  when it comes into contact with the whirlwind or take the 
  listed damage. It must also succeed at a second Reflex save 
  or be picked up bodily and held suspended in the powerful 
  winds, automatically taking the listed damage each round. 
  A creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects is DC 25.  The elemental 
  can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A 
  summoned elemental always ejects trapped creatures 
  before returning to its home plane.  If the whirlwind’s base 
  touches the ground, it creates a swirling cloud of debris. 
  This cloud is centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those farther 
  away have total concealment. Those caught in the cloud 
  must succeed at a Concentration check to cast a spell (DC 
  equal to the Reflex save DC). 
   
  SQ: Elemental – Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  APL 12 (EL 13) 
  � Elder Air Elemental, Advanced: CR 12; Huge-size 
  Outsider (Air); HD 26d8+88; hp 222; Init +15 (+11 Dex, +4 
  Imp. Init.); Spd fly 100 ft (perfect); AC 27 (-2 size, +11 Dex, 
  +8 natural); BA/G: +17/+23; Atk +28 melee (2d8+9, slam); 
  Full 
  Atk 
  +28/+23/+18/+13 
  melee 
  (2d8+9, 
  slam); 
  The Evil Within 
   
  Page 23 
  
  Space/Reach: 15 ft./15 ft.; SA Air mastery, whirlwind; SQ 
  Elemental, damage reduction 10/-; AL N; SV Fort +12, Ref 
  +26, Will +9; Str 22, Dex 33, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills: Listen +31, Spot +31.  Feats: Alertness, Blind-
  Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Spring Attack, Weapon Finesse. 
   
  SA: Air Mastery (Ex) – Airborne creatures suffer a -1 
  penalty to attack and damage rolls against an air elemental; 
  Whirlwind (Su) – The elemental can transform itself into a 
  whirlwind once every 10 minutes and remain in that form 
  for up to 1 round for every 2 HD it has. In this form, the 
  elemental can move through the air or along a surface at its 
  fly speed.  The whirlwind is 5 feet wide at the base, up to 
  30 feet wide at the top, and up to 50 feet tall, depending on 
  the elemental’s size. The elemental controls the exact 
  height, but it must be at least 10 feet.  Creatures one or 
  more sizes smaller than the elemental might take damage 
  when caught in the whirlwind (2d8) and may be lifted into 
  the air. An affected creature must succeed at a Reflex save 
  when it comes into contact with the whirlwind or take the 
  listed damage. It must also succeed at a second Reflex save 
  or be picked up bodily and held suspended in the powerful 
  winds, automatically taking the listed damage each round. 
  A creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects is DC 27.  The elemental 
  can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A 
  summoned elemental always ejects trapped creatures 
  before returning to its home plane.  If the whirlwind’s base 
  touches the ground, it creates a swirling cloud of debris. 
  This cloud is centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have one-half concealment, while those farther 
  away have total concealment. Those caught in the cloud 
  must succeed at a Concentration check to cast a spell (DC 
  equal to the Reflex save DC). 
   
  SQ: Elemental – Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
   
  The Evil Within 
   
  Page 24 
  
  Appendix #2: New Rules 
  New Creatures 
   
  Maurezhi 
  (from Fiend Folio, p. 51; altered in accordance with the 3.5 
  rules changes in Living Greyhawk) 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar) 
  Hit Dice:  
   
  5d8+5 (27 hp) 
  Initiative: 
   
  +2 
  Speed:  
   
  40 ft. 
  AC: 
   
   
  15 (+2 Dex, +3 natural)  
  Base Attack/Grapple: 
  +5/+7 
  Attack:  
   
  Bite +7 melee  
  Full Attack: 
   
  Bite +7 melee and 2 claws +5 
  melee 
  Damage:  
  Bite 1d6+2 plus paralysis, claw 1d4+1 
  plus paralysis 
  Face/Reach: 
   
  5 ft./5 ft. 
  Special Attacks:  
  Consume, paralysis, pounce, 
  spell-like abilities 
  Special Qualities: 
  Assume shape, DR 10/good, 
  outsider traits, SR 19, summon 
  creatures, tanar’ri traits 
  Saves: 
   
   
  Fort +5, Ref +6,Will +5  
  Abilities: 
   
  Str 14, Dex 15, Con 12, Int 9, 
  Wis 12, Chr 17 
   
  Skills: 
   
   
  Bluff 
  +11, 
  Diplomacy 
  +5, 
  Disguise +11* (+13* acting), 
  Hide +11, Intimidate +5, Jump 
  +18, Listen +11, Move Silently 
  +10, Spot +11  
  Feats: 
   
   
  Alertness, Multiattack 
  Climate/Terrain:  
  Any land and underground 
  (Abyss) 
  Organization: 
   
  Solitary, pair, or pack (3-5) 
  Challenge Rating:  
  9 
  Treasure: 
   
  Standard, 
  plus 
  consumed 
  characters’ gear 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  See text 
   
  Maurezhis are hideous demons that feed on corpses.  
  Unlike common ghouls, they can assume the forms of 
  humanoid creatures they consume. 
   
  In its natural form, a Maurezhi strongly 
  resembles an ordinary ghoul.  Its hunched and gaunt body 
  has the pallor of death.  Its ears are long and pointed, and 
  its mouth is full of serrated teeth for rending flesh.  Its 
  elongated fingers end in wicked claws, and its muscular 
  legs, which resemble those of a big cat, allows it to run 
  quickly and pounce on its prey. 
   
  Maurezhis speak Abyssal.  When a maurezhi 
  assumes another creature’s form, it can speak any language 
  that creature could speak.  Like other tanar’ri, maurezhis 
  can also communicate telepathically. 
  Combat: In its natural form, a maurezhi pounces on its 
  prey and tears the flesh with its claws and teeth.  It fights 
  in a consumed creature’s guise only if it wishes to maintain 
  that disguise or if it can gain some clever advantage by 
  doing so. 
   
  Consume (Ex): When maurezhi slays a sentient 
  living creature (Int 3 or higher) and consumes the body, it 
  gains additional power from its grisly food.  It must begin 
  eating the corpse within 10 minutes of its death and 
  requires 30 minutes to complete the consumption.  If the 
  maurezhi is interrupted during this process, it can’t 
  completely consume the corpse or gain the benefits. 
   
  A creature that has been consumed by a maurezhi 
  cannot be restored to life through any form of raising or 
  resurrection that requires part of the corpse.  A wish, 
  miracle, or true resurrection spell can restore a consumed 
  victim to life, but there is a 50% chance that even such 
  powerful magic will fail. 
   
  There is no limit to the number of corpses a maurezhi 
  can consume in this fashion, but only it advances (see 
  below) by devouring the corpses of humanoids whose Hit 
  Dice or levels are at least half its current Hit Dice.  For 
  example, a maurezhi of 13 Hit Dice can only advance by 
  devouring the corpse of a character of at least 7
  th level. 
   
  For each suitable humanoid corpse a maurezhi 
  consumes, its Hit Dice, natural armor bonus, Strength, 
  Intelligence, and base attack bonuses increase by +1.  Its 
  base saving throw bonuses improve according to its new 
  Hit Dice.  It gains additional skill points equal to 8 + its 
  Intelligence modifier, and it spends these additional points 
  on skills possessed by its victims (all of which are treated as 
  class skills for the maurezhi). If the added Hit Dice brings 
  the maurezhi’s total HD to a multiple of four, it gains a new 
  feat as well, which it can choose from among the feats its 
  previous victims had, assuming that it meets the 
  prerequisites.  In addition, the maurezhi gains access to the 
  memories of the creature it has consumed, can speak any 
  language that creature knew, and can assume that 
  creature’s form (see below).   
   
  The maurezhi can reach a maximum of 20 Hit Dice 
  through advancement.  Its damage reduction, spell-
  resistance, and Challenge Rating improve based on its Hit 
  Dice, as shown on the table below. 
  Maurezhi 
  Total HD 
  Damage 
  Reduction 
  Spell 
  Resistance 
  CR 
  5-7 
  10/good 
  19 
  9 
  8-9 
  10/good 
  20 
  10 
  10-14 
  10/good 
  and iron 
  21 
  11 
  The Evil Within 
   
  Page 25 
  
  15-19 
  10/good 
  and iron 
  22 
  12 
  20 
  15/good 
  and iron 
  23 
  13 
   
   
  Paralysis (Ex): Any creature hit by a maurezhi’s claw 
  or bite attack must succeed on a Fortitude save (DC 10 + ½ 
  maurezhi’s HD + maurezhi’s Con modifier) or be paralyzed 
  for 1d6+4 minutes. 
   
  Pounce (Ex): If a maurezhi charges, it can make a full 
  attack even though it has moved. 
   
  Spell-Like Abilities: Always active – deathwatch; at 
  will – animate dead, blur, cause fear, chill touch, death 
  knell, hold person, invisibility; 3/day – fear.  Caster level 
  equals Hit Dice; save DC 13 + spell level. 
   
  Assume Shape (Su): A maurezhi can take on the 
  appearance of any humanoid creature whose corpse it has 
  consumed.  This ability functions like the alter self spell 
  (caster level 10
  th), except that the maurezhi can remain in 
  the chosen form indefinitely.  It can assume a new form or 
  return to its own as a standard action. 
   
  Summon Creatures (Sp): This ability functions like a 
  summon monster spell of the appropriate level, except that 
  it only has a limited chance of success.  Once per day, a 
  maurezhi can summon 1d4 ghouls with 100% chance of 
  success, or 2d4 dretches with a 60% chance of success 
  (result of 41-100 on d%).  This works like the summon 
  tanar’ri ability of other demons. 
   
  Skills: A maurezhi has a +8 racial bonus on Jump 
  checks.  *When using its assume shape ability, a maurezhi 
  receives an additional +12 circumstance bonus on Disguise 
  checks (reflecting its access to the consumed form’s 
  memories as well as its physical alteration). 
   
  Palrethee 
  (from Monster Manual II, p. 59; altered in accordance with 
  the 3.5 rules changes in Living Greyhawk) 
  Medium-Size Outsider (Chaotic, Evil, Fire, Tanar’ri) 
  Hit Dice:  
   
  8d8+24 (60 hp) 
  Initiative: 
   
  +3 
  Speed:  
   
  30 ft. 
  AC: 
   
   
  23 (+3 Dex, +10 natural)  
  Base Attack/Grapple: 
  +8/+12 
  Attack:  
   
  +1 flaming longsword +14 
  melee 
  Full Attack: 
   
  +1 flaming longsword +14/+9 
  or 2 slams +12 melee 
  Damage:  
  +1 flaming longsword 1d8+7/19-20 plus 
  1d6 fire, slam1d8+4 
  Face/Reach: 
   
  5 ft. by 5 ft./5 ft. 
  Special Attacks:  
  Demonic 
  burn, 
  spell-like 
  abilities 
  Special Qualities: 
  DR 10/good, fiery shield, fire 
  subtype, outsider traits, SR 18, 
  summon tanar’ri, tanar’ri traits 
  Saves: 
   
   
  Fort +9, Ref +9,Will +7  
  Abilities: 
   
  Str 19, Dex 16, Con 16, Int 13, 
  Wis 12, Chr 11 
   
  Skills: 
   
   
  Bluff +11, Diplomacy +15, 
  Hide 
  +14, 
  Intimidate 
  +2, 
  Knowledge (arcana) +12, Listen 
  +12, Sense Motive +12, Search 
  +12, Spellcraft +14, Spot +12 
  Feats: 
   
   
  Combat 
  Expertise, 
  Dodge, 
  Weapon Focus (longsword) 
  Climate/Terrain:  
  Any land and underground  
  Organization: 
   
  Solitary 
  Challenge Rating:  
  8 
  Treasure: 
   
  None 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  9-12 HD (Medium Size) 
   
  According to legend, palrethees were once ambitious 
  demons who yearned to rule the Abyss as balors.  Despite 
  their great malice and their sadism, these lost souls failed 
  in some unknown trial by fire, and now they burn for all 
  eternity.  Many balors use palrethee s as sergeants or 
  messengers, taking great pleasure in reinforcing the 
  ambitious demons’ subservient positions.  This connection 
  between the two kinds of tanar’ri has lent credence to the 
  bards’ tales about the palrethees’ origins.    
   
  A palrethee is a tall, emaciated creature of humanoid 
  shape with blood-red or blue skin and bony, white, 
  vestigial wings.  The entire length of its body is sheathed 
  in fire.  The creature can alter the color and appearance of 
  its flames at will, making them appear translucent and 
  ghostly, or the red-orange shade of a fiery forge, or even 
  blue-white and delicate.  No matter how the flames look, 
  their effects remain unchanged.  
   
  Combat:  Palrethees have all the necessary combat 
  abilities to enjoy the din battle, but these arrogant fiends 
  often believe themselves to be above the petty assignments 
  they receive.  Desperate to acquire magic, mortal souls, or 
  some other currency with which they can gain power, they 
  try to make bargains, use humans as tools, or trick unwary 
  mortals into doing their bidding.   
   
  When forced into combat, a palrethee usually employs 
  its fear spell-like ability first to scatter as many opponents 
  as possible, the wades into melee with its flaming 
  longsword.   
   
  Demonic Burn (Ex): Any creature hit by a palrethee’s 
  slam attack must succeed at a Reflex save (DC 17) or catch 
  fire.  The flame burns for 1d4 rounds (see Catching on Fire 
  in Chapter 3 of the Dungeon Master’s Guide).  A burning 
  creature can take a move-equivalent action to put the flame 
  out.  
  The Evil Within 
   
  Page 26 
  
   
  Spell-Like Abilities: At will – detect good, detect 
  magic, see invisibility; 1/day – fear (30-foot radius).  Caster 
  level 8
  th; save DC 10 + spell level. 
  F ery Shield (Sp): A palrethee is wreathed in 
  scorching flames that cause damage to each creature that 
  attacks it with a natural or hand-held melee weapon.  Such 
  an attack deals normal damage to the palrethee (assuming 
  its damage reduction is overcome), but at the same time 
  the attacker takes 1d6+8 points of fire damage (spell 
  resistance applies; caster level 8
  i
  th).  Weapons with 
  exceptional reach, such as longspears, do not endanger 
  their users in this way. 
  Fire Subtype (Ex): A palrethee is immune to fire 
  damage, but has vulnerability to cold. A palrethee takes 
  half again as much (+50%) damage as normal from cold, 
  regardless of whether a saving throw is allowed, or if the 
  save is a success or failure. 
  Summon Tanar’ri (Sp): Once per day, a palrethee can 
  attempt to summon another palrethee with a 30% chance 
  of success. 
  Tanar’ri Traits: Unlike most tanar’ri, palrethees have 
  no resistance to cold attacks. 
   
  Uridezu 
  (from Manual of the Planes, p. 164; altered in accordance 
  with the 3.5 rules changes in Living Greyhawk) 
  Medium-Size Outsider (Chaotic, Evil, Tanar’ri) 
  Hit Dice:  
   
  7d8+7 (38 hp) 
  Initiative: 
   
  +3 
  Speed:  
   
  40 ft. 
  AC: 
   
   
  15 (+3 Dex, +2 natural)  
  Base Attack/Grapple: 
  +7/+8 
  Attack:  
   
  Claw +8 melee 
  Full Attack: 
   
  2 claws +8 melee, bite +6 melee 
  or tail slap +10/+5 ranged 
  Damage:  
  Claw 1d4+1, bite 1d6, tail slap 1d2+1 
  Face/Reach: 
   
  5 ft. by 5 ft./5 ft. 
  Special Attacks:  
  Paralysis bite, whip tail, spell-
  like abilities, rat empathy, 
  summon tanar’ri 
  Special Qualities: 
  DR 5/cold iron or good, 
  outsider traits, SR 17, tanar’ri 
  qualities, scent 
  Saves: 
   
   
  Fort +6, Ref +8,Will +7  
  Abilities: 
   
  Str 13, Dex 17, Con 13, Int 8, 
  Wis 14, Chr 14 
   
  Skills: 
   
   
  Bluff +15, Hide +13, Jump +12, 
  Listen +12, Move Silently +13, 
  Search +4, Spot +12, Tumble 
  +15 
  Feats: 
   
   
  Blind-fight, Multiattack 
  Climate/Terrain:  
  Any land and underground  
  Organization: 
   
  Solitary, pack (2-5), or troupe 
  (2-5 plus 10-40 rats or 5-8 dire 
  rats) 
  Challenge Rating:  
  6 
  Treasure: 
   
  Standard 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  8-16 HD (Medium Size), 17-21 
  HD (Large) 
   
  These rat-fiends are among the most common demons 
  found outside the Abyss.  They are often sent to the 
  Material Plane on errands for more powerful tanar’ri.  
  Some have been trapped there for centuries, befriending 
  the local rats and making life miserable for nearby 
  residents.  Craven creatures, they delight in praise from 
  their masters and do nearly anything to please them. 
   
  Uridezu resemble hairless rat-people, walking upright 
  but sniffling the air with whiskered snouts.  They have 
  long, flexible tails and feral claws.  Aware that most 
  creatures find them hideous, uridezu stranded on another 
  plane often lair underground where they have a measure of 
  privacy.  They command local rats to act as scouts and spies 
  while scavenging for their own food. 
   
  Combat: An uridezu likes to attack from surprise, 
  using its rats to act as scouts and soften up opponents.  
  Then it covers the area in darkness, attempts to disarm an 
  opponent with its tail, and paralyzes it with its bite.  
  Paralyzed victims are often dragged off to feed the uridezu 
  or its rats. 
   
  Paralyzed Bite (Ex): Those hit by an uridezu’s bite 
  must succeed at a Fortitude save (DC 14) or be paralyzed 
  for 2d6 minutes. 
   
  Spell-Like Abilities: At will – darkness, desecrate, 
  detect good; 1/day – unholy blight.  These abilities are as 
  the spells cast by a 14
  th level sorcerer (save DC = 12 + spell 
  level). 
   
  Rat Empathy (Ex): Normal and dire rats instinctively 
  recognize uridezu as their lord and master.  This gives the 
  uridezu a +4 racial bonus on checks when influencing the 
  animal’s attitude and allows the communication of simple 
  concepts and commands such as “friend,” “foe,” “flee,” and 
  “attack.”  
   
  Summon Tanar’ri (Sp): Once per day, a uridezu can 
  attempt to summon another uridezu with a 40% chance of 
  success. 
  The Evil Within 
   
  Page 27 
  
  New Prestige Class 
  Weapon Master  
  (Sword & Fist, p. 38; altered in accordance with the 3.5 
  rules changes for Living Greyhawk) 
   
  The monk, the red avenger, the drunken master, and the 
  master samurai all harness ki energy as part of their martial 
  disciplines; they are not, however, the only such persons to 
  do so. Some pursue the study of fet mastering a single 
  melee weapon. To unite this weapon of choice with the 
  body, to make them one, to use the weapon as naturally 
  and without thought as any other limb, is the goal of 
  weapon master.  
   
  Monks who follow this path may choose unarmed 
  attacks or the kama, nunchaku, siangham (see the Player's 
  Handbook, Chapter 7) or the three-section staff (see 
  Chapter 5 of this book) as their weapon of choice. In order 
  to gain any of the special abilities of the weapon master 
  class, you must use your weapon of choice. Once chosen, 
  the weapon of choice cannot be later changed.  
   
  This does not mean that, if your weapon of choice is 
  the longsword, you can only use the longsword you owned 
  when you first became a weapon master. The only material 
  requirement for the class is a masterwork version of your 
  weapon. It means you can use any masterwork longsword 
  and gain the benefits of the weapon master.  
   
  If you use any other weapon, you can use none of the 
  special abilities of the prestige class.  
   
  Hit Die: d10.  
   
  REQUIREMENTS 
  To qualify to become a weapon master, a character must 
  fulfill all the following criteria:  
   
  Base Attack Bonus: +5.  
   
  Intimidate: 4 ranks.  
   
  Proficiency: With your weapon of choice.  
   
  Weapon: Masterwork weapon (unless unarmed).  
   
  Feats: Dodge, Mobility, Combat Reflexes, Expertise, 
  Weapon Focus, Whirlwind Attack, Dex 13+.  
  CLASS SKILLS 
   
  The weapon master's class skills (and the key ability 
  for each skill) are: Craft (weaponsmith), Intimidate (Cha), 
  Listen (Wis), Sense Motive (Wis), and Spot (Wis). See 
  Chapter 4: Skills in the Player's Handbook for skill 
  descriptions.  
   
  Skill Points at Each Level: 2 + Int modifier. 
  CLASS FEATURES 
   
  Ki Damage: After you score a hit with your weapon of 
  choice, you do not roll dice to determine the damage. 
  Instead, you figure the normal maximum damage (not a 
  critical hit) you can inflict with that weapon and do that 
  much damage to the target. Assume you use a longsword, 
  have a base attack bonus of+7, and possess a 17 Strength. A 
  longsword does ld8 damage, so its maximum damage is 8 
  points. Your Strength modifier is +3, so add that for a total 
  of II. Additional damage, such as from using the Power 
  Attack feat (following all the rules for it normally) and the 
  sneak attack ability are determined normally; they are not 
  maximized. This ability cannot be used when you roll a 
  successful critical hit.  
   
  Increased Multiplier: Determine the standard 
  critical multiplier for your weapon of choice. With this 
  ability, you can increase that multiplier by +1. For example, 
  the longsword has a critical multiplier of X2. Using this 
  ability, you can increase that multiplier to X3 (2+l=3) once 
  per day at 2nd level. You must declare the use of this ability 
  before you roll any damage dice.  
   
  Superior Weapon Focus: Stacking with any existing 
  Weapon Focus bonus, this adds an additional +1 to all 
  attack rolls with the weapon master's weapon of choice.  
   
  Superior Combat Reflexes: This ability lets you make 
  a total number of attacks of opportunity in a round equal to 
  your Dexterity modifier plus your Wisdom modifier.  
   
  Ki Critical: Gain the Improved Critical feat for free. If 
  you already possess this feat, there is no other benefit. 
   
  Ki Whirlwind: You can make a Whirlwind Attack as 
  a standard action rather than a full attack action.  
   
  Multiclass Note: Monk characters can freely 
  multiclass with this class. In other words, you can give 
  your monk PC a weapon master level, then return to the 
  monk class for your next level, take a weapon master level 
  after that, and so on.  
  The Evil Within 
   
  Page 28 
  
   
  Table 2 – 1: The Weapon Master 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Ki 
  damage 
  1/day/level 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Increased 
  multiplier 
  1/day 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Superior 
  Weapon 
  Focus 
  4
  th 
  +3 
  +1 
  +4 
  +1 
  Increased 
  multiplier 
  2/day 
  5
  th 
  +4 
  +1 
  +4 
  +1 
  Superior 
  Combat 
  Reflexes 
  6
  th 
  +5 
  +2 
  +5 
  +2 
  Increased 
  multiplier 
  3/day 
  7
  th 
  +6 
  +2 
  +5 
  +2 
  Ki critical 
  8
  th 
  +6 
  +2 
  +6 
  +2 
  Increased 
  multiplier 
  4/day 
  9
  th 
  +7 
  +3 
  +6 
  +3 
  Ki 
  Whirlwind 
  Attack 
  10
  th 
  +8 
  +3 
  +7 
  +3 
  Increased 
  multiplier 
  5/day 
   
  The Evil Within 
   
  Page 29 
  
  Appendix 3: Map of Velrithir’s Home 
   
   
   
  The Evil Within 
   
  Page 30 
  
  Appendix 4: DM Summary of Events Prior to, and During, the 
  Scenario  
   
  What follows below is a timeline of the events the PCs are investigating during the course of the scenario.  This is for 
  the DM’s benefit and is not a player handout. 
   
  12 Wealsun CY 593: Velora Wintershale becomes a member of the Blood Owls 
  28, Patchwall CY 593:  Cetus Greenapple arrives from Doraaka and settles in the elven district. 
  15, Sunsebb CY 593:  Cetus Greenapple and Breygar murder Velora Wintershale. 
  16, Sunsebb CY 593:  Velora Wintershale is found by Narthop Maplewood in her home.  
  17, Sunsebb CY 593:  Asarina Voilacea murders Cetus Greenapple near the Great Oak Market when Velora does not 
  appear for their meeting.  Indilia Zernea witnesses the murder and loses Asarina Voilacea while attempting to follow 
  her. 
  18, Sunsebb CY 593:  While investigating Asarina Voilacea (who’s name she does not know) and Cetus Greenapple, 
  Indilia Zernea comes to the attention Riscot Gempetal.  Indilia Zernea, posses as a relative of Cetus Greenapple and 
  charms Lornth Belar to gain entry into Cetus Greenapple’s room. 
  19, Sunsebb CY 593:  Riscot Gempetal orders the murder of Indilia Zernea, which is carried out by Vilrithir and two 
  others.   
  20, Sunsebb CY 593:  The body of Indilia Zernea is discovered by a member of the Homeguard when he investigates 
  what appears to be a left open back door. 
  21, Sunsebb CY 593:  The PCs stumble upon the body of Riscot Gempetal and are accused of his murder.  Asarina flees 
  the town of Highfolk under the cover of protective spells to stop tracking her or scrying upon her.  Some PC Blood 
  Owls may be used to cover her escape.  
  22, Sunsebb CY 593:  The PCs begin their investigation of the murders.  During the day they are warned that they will 
  be attacked, and that evening they are.  Realizing all of his contacts have been murdered, Vilrithir flees town. 
  23, Sunsebb CY 593:  Following a night of racially motivated violence, they PCs are called to speak with Mayor Tavin 
  Ersteader and Fifth District Director of Operations Raggan Glinttooth.  They then move to deal with their only lead, the 
  home of Vilrithir. 
  24, Sunsebb CY 593:  In order to protect the elven citizens from the violence and murders by non-elves, Tymir 
  Menanine the Sword of the King, seals the Elven District to non-elves.  Ixtacious Rellen is unable to dissuade him from 
  this course of action, and Mayor Tavin Ersteader remains silent, afraid of losing Highfolk’s most valuable allies. 
  The Evil Within 
   
  Page 31 
  
  Player Handout #1: Debt to Avereen Volmiryth 
   
  This morning, you met with a young woman who claimed to be in the employ of Avereen Volmiryth, High Mage of 
  Volmiryth.  While she would not speak of her mistress, happenings of Court, or the current fate of Flameflower, this 
  woman who gave her name as Giela Xerlos, said, “My mistress wishes a favor.  You must make a choice.  You will 
  perform a service for the High Mage.  For this duty you may choose to be rewarded magically or your debt to her may 
  be repaid.  You must choose which prior to learning the details of the mission.  If you are unsuccessful in your task, you 
  will not be rewarded nor will your debt be considered repaid.” 
   
  Choose (circle one)     Magic Reward      or       Repayment of Debt  
   
   
  -----------------------------------------------------------Fold here----------------------------------------------------------- 
   
  “Something is happening in the elven district.  There have been and will be several murders that appear to be racially 
  motivated.  Their purpose does not concern my mistress, however, who commits them does.  She believes it is possible 
  that a member of Court may be involved in some way.  You are to investigate these murders at all costs, and no 
  information as to the identity of the murderer may discovered by anyone outside of The Voice of the King, Ixtacious 
  Rellen, or The Sword of the King, Tymir Menanine.  You must do anything necessary to ensure all details of the 
  murders are hidden from view by all others.  My mistress realizes you often travel in the company of others, and as such 
  realizes that they may come to know some of the details as you investigate.  If this occurs, it is vital that you convince 
  them that no members of Court are involved.  I repeat, no members of Court could be held responsible for these acts.” 
   
  The Evil Within 
   
  Page 32 
   
  
  Player Handout #2: Assistant Groundskeepers  
   
  Dear Friend of the Garden,  
   
   
  This night, you will be blamed for a murder.  You WILL admit to the murder. 
   The victim was a threat to the garden, and had to be pruned.  We will be certain 
  you are freed from captivity should you be unable to convince the guards of the 
  righteousness of your act.   
   
   
  If you are questioned, you will, under duress of course, admit that you were 
  hired by Quivol Menanine to slay the pest.  A fellow gardener, Asarina Violacea, 
  must not be blamed for the murder.  It is best for your cover and safety if you 
  acquire other unsuspecting adventurers to accompany you this evening.  Feel 
  free to blame or not blame them, as appropriate to protect yourself. 
   
   
  Good luck to you and beware of thorns, 
   
  Nelia Gertrand 
   
   
   
   
   
   
   
  The Evil Within 
   
  Page 33 
   
  
  Player Handout #3: Children of the Scale 
   
  You realize at once this isn’t real.  You have had the dreams frequently enough to realize you are not really in the woods, 
  but rather in your dream state.  You are sitting on the ground and in front of you are two items.  The first is a carved 
  darkwood rose, beautiful yet fragile, with the stem nearly a foot long.  The other is a thin elven blade, with enameled 
  filigree along the hilt, of a familiar color.  You have not seen it’s equal. A familiar cacophonous voice reverberates 
  through your being. 
   
  “I require a service from you, which I know you will not fail me in.  You will soon cross paths with the leaders of elves 
  and you will give a gift to each of them.  That is all I require.  Place the blade and rose into the hands of the Sword and 
  Voice.  They need not, and indeed should not, know where these gifts truly come from.  That is all you need do.” 
   
  When you wake, the items from your dream are on your bed and the sun is rising.  Investigations made into the nature 
  of the gifts prove fruitless. 
  The Evil Within 
   
  Page 34 
   
  
  Player Handout #4: The Murder Victims 
  It is Freeday the 21
  st, in the third week of Sunsebb (the twelfth month of the year) when the PCs find Riscot.   
   
  Velora Wintershale: This female high elf of Clan Seldorian was murdered in her home in the Elven District. 
   She was found the morning of the 16
  th.  She was a cleric of Corellon Larethian. 
  Cetus Greenapple: Cetus was a male wood elf.  He was found the evening of the 17
  th not far from the Great 
  Oak Market and Old Bough the treant, in the Elven District.  His occupation is unknown, but he was 
  relatively new to town. 
  Indilia Zernea: This victim was a female high elf of Clan Volmiryth and was found dead on the morning of 
  the 20
  th in her place of business in the Elven District, Essence of Miracles, a store that sold perfumes, candles, 
  potions, herbs, and some alchemical items.  She was a member of the Guildsmen of the High Art. 
  Riscot Gempetal: This is the gray elven man the PCs are accused of murdering.  He is a hosteller that owes 
  several rented properties in the Elven District, and was found by the PCs (on the night of the 21
  st) a few 
  blocks south of the Leaping Deer. 
  The Evil Within 
   
  Page 35 
   
  
  Player Handout #5: Calendar of Oerth 
  Calendar for the month of Sunsebb for use by players in organizing clues.  The scenario begins the night of the 21
  st.  
   
   
  Starday 
  Sunday 
  Moonday 
  Godsday
  Waterday
  Earthday 
  Freeday
  �� 
  1 
  2 
  3
  4
  5
  6 
  7
  �� 
  8 
  9 
  10
  11
  12
  13 
  14
  ��
  15 
  16 
  17
  18
  19
  20 
  21
  � � 
  22 
  23 
  24
  25
  26
  27 
  28
  Sunsebb 
  The Evil Within 
   
  Page 36 
   
  
  Player Handout #6: Hidden Note 
  Found within the scabbard of a longsword in the bedroom of Velora Wintershale. 
   
   
  gxÇà{ wtç Éy _tvçáÇÉãá 
   
   \ {täx ÑÄtvxw à{|á |Ç à{x wÜÉÑ {ÉÑ|Çz çÉâ ã|ÄÄ y|Çw |à áÉÉÇA  g{x 
  àtÜzxà {tá tvvxÄxÜtàxw {|á ÑÄtÇ yÉÜ |Çyxáàtà|ÉÇ Éy à{x ztÜwxÇA  \ áâáÑxvà 
  à{x áâvvxáá tà vÄxtÜ|Çz à{x y|xÄwá {tá ÅÉà|ätàxw {|á {táàxA  `xxà Åx |Ç 
  à{x á{twx Éy à{x bÄw `tÇ |Ç áxäxÇ wtçáA  \ uxÄ|xäx à{x ÉÇx Éy à{x 
  Zâxáàá Åtç ux vÉÅÑÜÉÅ|áxwA  \ ã|ÄÄ ~ÇÉã ÅÉÜx à{xÇA 
   
  TátÜ|Çt i|ÉÄtvxt 
  The Evil Within 
   
  Page 37 
   
  
  Player Handout #7: Delivered Note 
   
   
   
   Please come to the Mayor’s Office in the Town Council Hall 
  immediately.  I should like to discuss recent events with you and 
  the rest of your party.   As I understand it, time grows short for 
  you and you are in need of friends. 
   
  Tavin Ersteader, 
   Mayor of Highfolk 
  The Evil Within 
   
  Page 38 
   
  
  Player Handout #8: Folded loose page found in Cetus’ desk behind the drawer 
   
  Upon arriving in Highfolk, your handler will be Riscot Gempetal. 
   He can get you started and acquire the supplies you need.  After 
  you are set up, attempt to contact Velrithir.  He will be able to 
  get you the access you need.  If all goes as planned, by next year, 
  the High Vale will be firmly in the hands of the Old One. 
  The Evil Within 
   
  Page 39 
   
  
  Player Handout #9: Loose fragment of paper from Velrithir’s home 
  This loose, yellowed fragment appears to have been torn from a book or larger piece of paper.  It is partially burned. 
   
   
   
  … following the grugach attack on Flameflower which should 
  occur within the next moon, it is expected that the any surviving 
  members of the Court will relocate to the District.  Once winter 
  begins, Cetus will arrive from Dora…. 
  The Evil Within 
   
  Page 40 
   
  
  Critical Events 
  For Dan’s Con of the Vale October 2003 
   
  1.  Did any of the PCs receive a special goal from  
   
  YES 
   
  NO 
   
  Avereen Volmiryth? 
   
  -If Yes, Who?  (PC name, player name, player RPGA#) 
   
   
  -Did they succeed in hiding any involvement of the 
  YES 
   
  NO 
   
  Court? 
   
  2.  Did any of the PCs receive a special goal from  
   
  YES 
   
  NO 
   
  the Blood Owls? 
   
  -If Yes, Who?  (PC name, player name, player RPGA#) 
   
   
  -Did they succeed in hiding any involvement of Asarina? YES 
   
  NO 
   
  3. Did any of the PCs receive a special goal from a dragon? 
  YES 
   
  NO 
   
  -If Yes, Who?  (PC name, player name, player RPGA#) 
   
   
  -Did they succeed in placing the items into the 
   
  YES 
   
  NO 
   
  hands of the elven rulers? 
   
  4. Who is blamed for each of the murders? 
   
  - Velora Wintershale: 
   
  - Cetus Greenapple: 
   
  - Indilia Zernea: 
   
  - Riscot Gempetal: 
   
  5. Which of the NPCs where told the above?  (Write details next to each name if different) 
   
  -Mayor Tavin Ersteader:  
   
   
   
   
  YES 
   
  NO 
   
  -Raggin Glinttooth:   
   
   
   
   
  YES 
   
  NO 
   
  -Ixtacious Rellen: 
    
   
   
   
   
  YES 
   
  NO 
   
  -Tymir Menanine: 
    
   
   
   
   
  YES 
   
  NO 
   
  -Judge Hoseik Yellindarth:   
   
   
   
  YES 
   
  NO 
   
  -Avereen Volmiryth:   
   
   
   
   
  YES 
   
  NO 
  The Evil Within 
   
  Page 41 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Normal Scenarios/HIG3-08 - The Evil Within (APL 4-12)/HIG3-08 - The Evil Within.pdf