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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP8-01 
   
   
   
   
   
  The Sinister Spire 
   
  A Multi-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Adapted Adventure 
  Version 0.1 
   
   
  Adapted by Pieter Sleijpen 
   
  Reviewers and contributors: the Circle  
   
   
  The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with 
  pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of 
  the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A 
  few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk 
  within? A multi-round Core adaptable adventure set in the Underoerth for characters level 5-6 (APL 6; two ARs). This 
  adventure costs 14 TUs to play. Sequel to ADP7-05 Barrow of the Forgotten King. It is strongly advised to play ADP7-05 
  before this adventure, but it is not required. 
   
  Resources for this adventure [and the authors of those works] include Barrow of the Forgotten King [Ed Stark], Magic Item 
  Compendium [Andy Collins], The Sinister Spire [Bruce R. Cordell and Ari Marmell].
  
  ADP8-01 The Sinister Spire 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure.
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To calculate 
  the Average Party Level (APL), follow the process 
  below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the 
  PC it is accompanying for calculating APL. 
  (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC 
  with Mounted Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs 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 and 
  gold a PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC 
  was not challenged as much as normal or relied on help 
  by higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of 
  the Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current 
  version of the LGCS and follow any updated rules 
  presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a multi-round Core adventure set in the 
  Underdark. All characters pay 14 Time Units (6 TU in 
  part 1, 7 TU in part 2). 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  time unit. Rich Upkeep costs 50 gp per time unit. 
  Luxury Upkeep costs 100 gp per time unit. Characters 
  that fail to pay at least Standard Upkeep retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or 
  more ranks in Survival and succeeds on a DC 20 
  Survival check, he heals temporary ability damage as if 
  he had Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the character has at least four ranks in 
  Craft (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  This is an adaptation of the adventure The Sinister Spire 
  by Bruce R. Cordell and Ari Marmell published by 
  Wizards of the Coast. As such you cannot run this 
  adventure without a copy of said adventure. It is the 
  sequel to the adventure Barrow of the Forgotten King by 
  Ed Stark. It is advised that the players play this 
  adventure with the same character and in the correct 
  order, but this is not required. Sinister Spire contains 
  minor spoilers for Barrow of the Forgotten King and some 
  things make much more sense if played in the correct 
  order. 
   
  ADVENTURE BACKGROUND 
  As per the adventure The Sinister Spire with the 
  following changes: 
  • 
  The adventure starts in Kingsholm in the Good 
  Hills (the same town Barrow of the Forgotten King) 
  either as a direct sequel to Barrow of the Forgotten 
  King or stand alone adventure.  
  • 
  Banrhialorg is just a masterwork quarterstaff that 
  also functions as a lesser metamagic rod of Extend 
  Spell and sheds light like a candle as a free action. 
  It is not a legacy item. 
  • 
  Use the Adventure Continues and/or the King’s 
  Bones adventure hooks. 
   
  ADVENTURE SUMMARY 
  The adventure should be run as written, with the 
  exceptions noted below. It is assumed that the 
  adventure is played in the order presented in The 
  Sinister Spire. The APL of the adventure is 6, and the 
  adventure is recommended for characters of level 5-7. 
  Characters of 8th level and higher may not find the 
  adventure challenging enough, while 4th level and 
  lower characters will be overwhelmed. 
   
  The experience and gold is presented per area in 
  the Experience Point and Treasure Summary below. 
  There is a chance that the PCs could earn more gold 
  than the maximum; however, they can only earn the 
  maximum gold that is listed at the end of this 
  document and on each Adventure Records (AR). 
   
  Before entering the Necromancer’s Spike the first 
  AR should be handed out. Begin the next round with 
  the Necromancer’s Spike and finish the adventure 
  from there. It is noted that players must play both 
  rounds right after each other and cannot play other 
  adventures in between this one because of story 
  purposes. 
   
  Note: This adventure requires 8-12 of gameplay. 
  You should ensure that players are aware of this before 
  beginning, and that multiple sessions are set up to 
  cover the entirety of the adventure.  
   
  INTRODUCTION 
  The adventure starts in the town of Kingsholm at the 
  Coronet and Cabbage Inn, either as the direct sequel to 
  Barrow of the Forgotten King or as an independent 
  adventure. In the first case, the adventurers spend a 
  one or more nights at the inn recovering from the 
  previous adventure, before going down again to 
  retrieve the stolen bones and items. In the second, Ian 
  Turbrand, the innkeeper, tells his guests (the PCs) 
  about the fact that a group of thieves looted a venerated 
  tomb, stealing its treasure, but above all taking the 
  bone’s of the king interred in the tomb as discussed in 
  the King’s Bones plot hook. Note that even though he 
  promises the gold, since the PCs will not recover the 
  bones in this adventure and hence they do not gain the 
  gold (yet). 
   
  More information on Kingsholm can be found 
  below and in the adventure Burrow of the Forgotten King. 
  The information below is enough to run this adventure 
  though, since the adventure itself is set far away from 
  Kingsholm. 
   
  � Kingsholm (small town): Conventional; AL LG; 
  577 gp limit; Assets 49,824 gp; Population: 1,732; Mixed 
  ADP8-01 The Sinister Spire 
   
  Page 3 
  
  (75% human, 11% dwarf, 7% halfling, 4% gnome, 3% 
  other). 
   
  Authority Figures: Town speaker Phodor Landros 
  (LG male human aristocrat 3), leader of town council 
  (currently away on business); Ian Turbrand (LG male 
  human expert 4), town councilor and innkeeper of the 
  Coronet and Cabbage Inn. 
   
  Important Characters: Banjatha Minwitten (N 
  female gnome diviner 3), town councilor and most 
  potent local arcanist; Egden Frumm (LN male human 
  commoner 7), town councilor and oldest and most 
  respected farmer in town; Gran Stoutbrace (LG male 
  dwarf expert 3), town councilor and owner of the 
  Kingsholm General Store; Hergon Hilltopple  (CG 
  male halfling rogue 1/cleric 2 of Olidammara), town 
  councilor and most powerful divine spellcaster; Sannl 
  Ungart (LN female dwarf expewrt 6), town councilor 
  and trade overseer. 
   
  Town Guard: Mia Desarna (LG female human 
  warrior 4), captain of the guard; two 3rd-level warriors; 
  seven 2nd-level warriors; one 2nd-level ranger; and 
  three 1st-level rangers. The militia can call on about 
  seventy other individuals. 
   
  EXPERIENCE POINT AND 
  TREASURE SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  E1: Chimney’s Edge 
  See Player’s Handout 1 for the note in the hands of the 
  halfling. 
   
  E2: Within the Node 
  Without a spellcaster that can cast at least 2nd level 
  spells (either by them selves or from scroll), it is 
  impossible to proceed with the adventure. The PCs can 
  hire Banjatha Minwitten from Kingsholm for 50 gp. 
  Banjatha immediately returns home, but she is willing 
  to return after a set amount of time for the same price. 
  Otherwise the PCs need to think of a method of their 
  own to return. 
   
  Defeating the cockroaches (either here or in E3): 
   
  APL 6: 180 XP. 
   
  E3: Giant Cockroach Warrens 
   
  Treasure: 
   
  APL 6: Coin: 9 gp; Magic 442 gp; jasper spider 
  figurine (417 gp), potion of cure moderate wounds (25 gp); 
  Total 451 gp. 
   
  G1: Grotto Node 
  Peacefully dealing with Bruthwoll: 
   
  APL 6: 60 XP. 
   
  G6: Bridge Askew 
  Defeating the skum: 
   
  APL 6: 210 XP. 
   
  Looting the skum’s treasure: 
   
  APL 6: Coin 16 gp; Magic 121 gp; dust of dryness (71 
  gp), pearl of speech (Undercommon) (50 gp); Total 137 
  gp. 
   
  P: Random Encounters 
  Reward the PCs three times for random encounters, 
  assuming an EL 7 and two EL 4 encounters. Additional 
  random encounters do not reward additional xp: 
   
  APL 6: 210 XP. 
   
  APL 6: 120 XP. 
   
  APL 6: 120 XP. 
   
  Looting the opponents divided over three encounters: 
   
  APL 6: Loot 700 gp. 
   
  P1: South Gate 
  Defeating the kuo-toas: 
   
  APL 6: 210 XP. 
   
  Looting the kuo-toas: 
   
  APL 6: Loot 10 gp; Coin 135 gp; Magic 80 gp; 
  potion of cat’s grace (25 gp), scroll of protection from energy 
  (31 gp), wand of detect magic (38 charges) (24 gp); Total 
  225 gp. 
   
  P2: Dripstone Inn 
  Making an alliance with Es Sarch: 
   
  APL 6: 120 XP. 
   
  Gaining the obsidian ring: 
   
  APL 6: Coin 5 gp; Total 5 gp. 
   
  P3: Dock 
  Dealing with the duergar (whether peacefully or with 
  violence) – apply only once: 
   
  APL 6: 210 XP. 
   
  Looting the duergar: 
   
  APL 6: Loot 162 gp; Coin 33 gp; Magic 502 gp; 4x 
  potions of cure moderate wounds (25 gp each), 4x potions of 
  water breathing (63 gp each); Total 697 gp. 
   
  P4: Old Tannery 
  Dealing peacefully with Numa: 
   
  APL 6: 60 XP. 
   
  P7: Plagueburst 
  Defeating the plaguelost: 
   
  APL 6: 210 XP. 
   
  P9: Elessarwa’s Sanctum 
  Defeating Elessarwa and Muvaysil: 
  ADP8-01 The Sinister Spire 
   
  Page 4 
  
   
  APL 6: 210 XP. 
   
  Freeing the svirfneblin: 
   
  APL 6: 60 XP. 
   
  Looting Elessarwa and Muvaysil: 
   
  APL 6: Loot 40 gp; Magic 718 gp; +1 mithral chain 
  shirt (175 gp), amulet of dark blessing (100 gp), cloak of 
  resistance +1 (83 gp), potion of cure moderate wounds (25 
  gp), organripper (275 gp), scroll of hold portal (2 gp), scroll 
  of see invisibility (13 gp), wand of magic missile (CL 3; 12 
  charges) (45 gp); Total 758 gp. 
   
  Rikaryon’s Isle 
  Defeating the phantom fungi: 
   
  APL 6: 180 XP. 
   
  Finding the drow corpse: 
   
  APL 6: Magic 175 gp; +1 mithral chain shirt (175 
  gp); Total 175 gp. 
   
  BEGIN ROUND 2 
  If a character levels during this round, you can assign 
  experience points in between encounters and allow the 
  characters to level especially if the characters are still 
  5th level.  
   
  S1: Spike Entry 
  Defeating the drow mercenaries: 
   
  APL 6: 210 XP. 
   
  Looting the drow: 
   
  APL 6: Loot 243 gp; Coin 10 gp; Magic 50 gp; 2x 
  potion of cure moderate wounds  (25 gp each); Total 303 gp. 
   
   
  S2: Guardian Chamber 
  Bypassing the trap: 
   
  APL 6: 150 XP. 
   
  Looting the room: 
   
  APL 6: Magic 793 gp; +1 leather armor (97 gp), +2 
  greatsword (696 gp); Total 793 gp. 
   
  S5: Haunted Trophy Room 
  Finding the cloak: 
   
  APL 6: Magic 208 gp; cloak of elvenkind (208 gp); 
  Total 208 gp. 
   
  S7: Shrine of Lolth 
  Defeating the spider guardians: 
   
  APL 6: 210 XP. 
   
  S8: Dining Room 
  Taking the twelve dinner settings: 
   
  APL 6: Coin: 6 gp; Total 6 gp. 
   
  S9: Kitchen 
  Defeating the undead: 
   
  APL 6: 240 XP. 
   
  Looting the kitchen: 
   
  APL 6: Loot 2 gp; Coin 142 gp; Total 144 gp. 
   
  S10: Spiral Stairs 
  Passing the glyph of warding: 
   
  APL 6: 120 XP. 
   
  S12: Charnel Pits 
  Defeating the guardians: 
   
  APL 6: 240 XP. 
   
  S15: Hall of Audience 
  Defeating the spell oozes: 
   
  APL 6: 240 XP. 
   
  S16: Study 
  Looting the study: 
   
  APL 6: Loot 10 gp; Magic 533 gp; gloves of dexterity 
  +2 (333 gp), scroll of create undead (138 gp), scroll of haste 
  (31 gp), scroll of vampiric touch (31 gp); Total 544 gp. 
   
  S17: Library 
  Taking the spellbook: 
   
  APL 6: Loot 217 gp. 
   
  S18: Graveyard 
  Defeating the undead: 
   
  APL 6: 210 XP. 
   
  S19: Mausoleum 
  Looting the mausoleum: 
   
  APL 6: Coin 250 gp; Magic 250 gp; shroud of 
  perpetual beauty (250 gp); Total 500 gp. 
   
  S20: Overlook 
  Defeating the undead: 
   
  APL 6: 210 XP. 
   
  S24: Hall of Mirrors 
  Defeating the constructs: 
   
  APL 6: 240 XP. 
   
  S27: Vestry 
  Taking the black velvet robes: 
   
  APL 6: Loot 2 gp; Total 2 gp. 
   
  S28: Shrine of Orcus 
  Defeating the undead: 
   
  APL 6: 240 XP. 
   
  Taking the elemental gems: 
   
  APL 6: Magic 375 gp; elemental gem (air) (188 gp), 
  elemental gem (fire) (188 gp); Total 375 gp. 
   
  S29: Cursed Stairs 
  Bypassing the trap: 
  ADP8-01 The Sinister Spire 
   
  Page 5 
  
   
  APL 6: 150 XP. 
   
  Bypassing the collapsing stairs: 
   
  APL 6: 90 XP. 
   
  S33: Storage 
  Taking the artwork: 
   
  APL 6: Coin 254 gp; Total 254 gp. 
   
  S35: Fadheela’s Lair 
  Defeating Fadheela and her minions: 
   
  APL 6: 270 XP. 
   
  Looting Fadheela and her minions: 
   
  APL 6: Loot 7 gp; Magic 439 gp; +1 buckler (97 gp), 
  +1 studded leather (98 gp), +1 short bow (194 gp), 2x potions 
  of cure moderate wounds (25 gp each); Total 446 gp. 
   
  S36: Closet 
  Looting the closet: 
   
  APL 6: Coin 687 gp; Magic 1,292 gp; Banrhialorg 
  (300 gp), field provisions box (167 gp), 3x oil of stone to flesh 
  (275 gp each); Total 1,979 gp. 
   
  Conclusion 
  Reward from Es Sarch for information on assassin’s 
  guild and the Vanguard: 
   
  APL 6: Coin 167 gp. 
   
  In addition to the gold, Es Sarch also offers his services 
  for the future, providing the PCs with his favor. See the 
  AR for more details. 
   
  TOTALS EXPERIENCE 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Discretionary roleplaying award (round 1) 
  APL 6  
  540 XP 
   
  Total Possible Experience (round 1) 
  APL 6  
  2,700 XP 
   
  Discretionary roleplaying award (round 2) 
  APL 6  
  780 XP 
   
  Total Possible Experience (round 2) 
  APL 6  
  3,600 XP 
   
  TOTALS TREASURE 
   
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Treasure Cap (round 1) 
  APL 2: 2,700 gp. 
   
   
  Total Possible Treasure (round 1) 
  APL 2: 3,148 gp. 
   
  Treasure Cap (round 2) 
  APL 2: 3,600 gp. 
   
   
  Total Possible Treasure (round 2) 
  APL 2: 5,938 gp 
   
  ADVENTURE RECORD ITEMS 
  Round 1 
  Amulet of dark blessing: The amulet bestows 24 
  temporary hit points on its wearer. Once those hit 
  points are used up, the amulet crumbles into dust. 
   
  Craft Wondrous Item, aid, shield other; CL 12th; 
  1,200 gp. 
  ADP8-01 The Sinister Spire 
   
  Page 6 
  
   
  Jasper Spider Figurine: When this object is tossed 
  down and the word “lurux” is spoken, the figurine 
  becomes a living Large monstrous spider (MM 289). 
  Activating the figurine is a standard action. It can’t 
  attack, but a Medium or smaller creature can ride it. 
  The spider remains for up to 12 hours per use. After 12 
  hours have passed, when the monstrous spider is 
  killed, or when the command word is spoken once 
  more, the jasper spider returns to figurine form and 
  cannot be activated again for 24 hours. 
   
  Craft Wondrous Item, animate object; CL 11th; 
  5,000 gp. 
   
  Organripper: This knife is a +1 dagger that deals an 
  extra 1d6 points of damage to helpless creatures and 
  creatures denied their Dexterity bonus to AC, as well as 
  foes the wielder flanks. “Organripper” is inscribed in 
  Undercommon on the blade. The weapon can be 
  upgraded as a standard magical weapon. 
   
  Craft Magic Arms and Armor, inflict light wounds; 
  CL 5th; 3,302 gp. 
   
  Round 2 
  Banrhialorg: A finely tapered staff of ash wood, 
  Banrhialorg is shod with unblemished gold on its foot 
  and a golden draconic head with sapphire eyes and a 
  ruby tongue on its top. It is a masterwork quarterstaff 
  that also functions as a lesser metamagic rod of Extend 
  Spell. In the hands of an arcane spellcaster, Banrhialorg 
  can shed light as bright as a candle; it is a free action to 
  activate or deactivate this ability. 
   
  Shroud of perpetual beauty: Created to preserve the 
  bodies of important persons, a shroud of perpetual beauty 
  is also a boon to others who need or want to preserve 
  the fallen. A body draped in a shroud does not 
  decompose, and time spent draped in the shroud does 
  not count against the time limit for spells that raise the 
  dead. 
   
  Craft Wondrous Item, gentle repose; CL 3rd; 1,500 
  gp. 
   
  Maroe’s Spellbook: 1st–alarm, backbiter (SC), chill 
  touch, comprehend languages, detect undead, expeditious 
  retreat, identify, mage armor, protection from evil, ray of 
  enfeeblement, unseen servant; 2nd–blindness/deafness, 
  command undead, false life, ray of weakness (SC), scare, see 
  invisibility, spectral hand; 3rd–dispel magic, gentle repose, 
  halt undead, ray of exhaustion, vampiric touch; 4th–animate 
  dead, bestow curse, fear. 
   
  Favor of Es Sarch: You gain access Any to the items 
  marked with an * in the items found section. In 
  addition, you gain access Any to the following items 
  from the MIC: daylight pellet, everlasting rations, glitter 
  stone, magic bedroll, pearl of speech (Undercommon), troll 
  gut rope and watchlamp. 
   
  ITEM ACCESS 
  APL 6 (round 1): 
  • 
  +1 mithral chain shirt (Adventure; DMG) 
  • 
  Amulet of dark blessing (Adventure; see above) 
  • 
  Dust of dryness (Adventure; DMG) 
  • 
  Jasper Spider Figurine (Adventure; see above) 
  • 
  Organripper (Adventure; see above) 
  • 
  Pearl of speech (Undercommon) (Adventure; CL 7th; 
  MIC; 600 gp) 
  • 
  Wand of detect magic (38 charges) (Adventure; 
  DMG; 285 gp) 
  • 
  Wand of magic missile (12 charges) (Adventure; CL 
  3rd; DMG; 540 gp) 
   
  APL 6 (round 2): 
  • 
  Banrhialorg (Adventure; see above; 3,600 gp)* 
  • 
  Elemental gem (air) (Adventure; DMG) 
  • 
  Elemental gem (fire) (Adventure; DMG) 
  • 
  Field provision box (Adventure; MIC; 2,000 gp) 
  • 
  Maroe’s Spellbook (Adventure; see above; 2,600 
  gp)* 
  • 
  Oil of flesh to stone (Adventure; DMG) 
  • 
  Scroll of create undead (Adventure; DMG) 
  • 
  Shroud of perpetual beauty (Adventure; see above) 
   
  ADP8-01 The Sinister Spire 
   
  Page 7 
  
  ADP8-01 The Sinister Spire 
   
  Page 8 
  PLAYER HANDOUT 1 
  Note in the hands of the halfling corpse: 
   
  Fadheela, 
   
  I have been delayed. My servants carry the king’s bones and all the items of his champions 
  that I could find. Merthuvial I cannot locate. I shall spend a bit more time trying to find it, 
  but I am sending these on so our rendezvous is not compromised. Please give the Vanguard 
  my regards. I shall be along shortly. 
  – Xeron 
   
   
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 2: SCROLL 1 
  My Lord Gazaron, 
  Hail the Vanguard of Sertrous! 
   
  As you can see, I am good to my word. Through Fadheela, I have sent you the bones 
  and most of the items you requested. I still search for Merthúvial s I write this–the blade is 
  hidden well. I hope the Vanguard is pleased. 
   
  You would do well, my lord, to consider your contract with the hobgoblin mercenaries 
  breached. The brutes went on a looting spree that almost compromised the entire mission. 
   
  Should you desire it, I volunteer to deal with Krootad–their leader, the priest of Hextor, 
  if you remember–myself. 
  – Xeron 
  
  PLAYER HANDOUT 3: SCROLL TWO 
  Fhadheela, 
   
  You have our thanks for sending the bones and items to us here in the fortress. With the king’s 
  bones in hand, the prohecy is about to be bent to the will of the Vanguard of Sertrous! However, two 
  of the items are missing from what you sent–Merthúvial and Banrhialorg. Please explain this 
  discrepancy. 
  –Gazaron 
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 4: SCROLL THREE 
  Gazaron, 
   
  That fool Xeron never sent Merthúvial as he promised he would, nor has he arrived in 
  Pedestal  to deliver it to me. That’s your mess to clean. His worthless lackeys tried to 
  withhold the items you wanted until their master arrived, so you got what you have only 
  because I brook no defiance. The sword might still show up, or Xeron is dead. I do not know 
  which is likely, nor do I care. 
   
  I am taking the staff as my own, and if you want it, you’ll have to face me. I’ve sent the 
  bones and other weapons along. Count yourself lucky I did not reserve anything else for 
  myself. 
  –Fadheela 
   
   
  ADP8-01 The Sinister Spire 
   
  Page 9 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Adapted/ADP8-01 The Sinister Spire (3E).pdf