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.  
   
   
  VER 3-06 
   
   
   
   
   
   
   
   
   
  Never Read Somebody’s Diary 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
  By  Darren Spurrier 
  Triad Edit: Ron Lundeen 
  Circle Edit: David Christ 
   
   
   
   
  Personal memories and information typically written in a diary often time reveal the deepest secrets in a person’s life. 
  When an elven scouting party discovers a hidden diary, its contents could provide the Elven Clans of Gnarley vital 
  information. But, the elven scouting party has disappeared. For APLs 2 to 12.  Part 1 of  “The Dance of Darkness”. 
   
   
   
   
   
   
   
  
  Never Read Somebody’s Diary 
   
  Page 2  
  Introduction 
  This is an RPGA® Network adventure for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this adventure, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA adventure.  
   
  Preparation 
   
   
   
   
   
  First you should print this adventure. This adventure 
  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 adventure 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 adventure is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the 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. 
  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. 
  
  Never Read Somebody’s Diary 
   
  Page 3  
  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 three 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 Ket.  Characters native to Ket 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. 
   
  Verbobonc Honorifics 
  Courtly travelers and Political Scholars throughout the 
  Flanaess must make careful study of titles, honorifics, 
  and hierarchies of nobility used in the many royal 
  courts and noble houses throughout. To aid those who 
  move among such circles, or the simply curious, the 
  following primer on royalty, nobility, titles and 
  honorifics is presented. The DM is strongly 
  encouraged use the following information 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  on honorifics of Verbobonc during play to aid in the 
  representation the NPC Nobility. 
   
  In general, the ruling class of Verbobonc is disdainful 
  of those without titles or position. Titles of nobility and 
  rank matter greatly and those without titles-gentlemen 
  and peasants are not unimportant, but they are simply 
  not of the same social class. Wealth and power have 
  little to do with it. Furthermore, rank within the 
  nobility is important. Those of lesser status are 
  expected to show deference to their superiors. Even 
  the commoners of Verbobonc suffer from the 
  arrogance of class. Gentlemen do not associate with 
  simple peasants. Tradesmen are better than merchants, 
  merchants above common laborers. 
   
  The Rhennee are considered gypsies of the river – 
  outcasts and river pirates. 
   
  Titles in descending order of importance: 
   
  Title 
  Honorific 
  Viscount .........................................................Noble Lordship 
  Bishop ..........................................................................Holiness 
  Baron......................................................................Prominence 
  Lord Mayor.................................................................Lordship 
  Knight Commander............................Most Honorable Sir 
  Abbot....................................................................Father Abbot 
  Knight Bannerette..............................Right Honorable Sir 
  Mayor......................................................Honorable Worship 
  Knight Companion...................................Most Worthy Sir 
  Knight Bachelor....................................................Worthy Sir 
  Elder.........................................................................................Sir 
  Gentlemen......................................................................Master 
  Esquire..............................................................................Squire 
  Yeoman..........................................................................Socman 
   
  # 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 
  C
  R 
  7 
  7 
  9 
  10 
  11 
  
  Never Read Somebody’s Diary 
   
  Page 4  
  Adventure Summary and 
  Background 
   
  During the last days of the Temple of Elemental evil, 
  Lareth the Beautiful, the former priest of Lolth was 
  recruited by Kendrick, of the temple of elemental Evil, 
  to be the next chosen one of Tharizdun.  Before leaving 
  Nulb, Lareth left behind his holy symbol of Lolth and a 
  diary. The diary contains details of an entrance to the 
  Underdark, as well as a drow outpost called Nafshekal, 
  located in the Lortmil Mountains. 
   
  Recently, an elven scouting party entered the ruined 
  village of Nulb. The party numbered 5 elven rangers 
  from Clan Sherendyl and an elven wizard from Clan 
  Enlanefel. A sudden rainstorm caused them to seek 
  shelter. The former herb shop, being the most stable 
  building remaining, provided the party cover from the 
  storm. The wizard in the party noticed a curious 
  imperfection in one of the floorboards. This particular 
  floorboard concealed access to a secret compartment. 
  Within the elves discovered Lareth’s old holy symbol 
  and his diary. At first the elves wanted to destroy the 
  items, however the wizard protested and decided to 
  keep the diary. However, they did destroy the holy 
  symbol. 
   
  Meanwhile, inside Nafshekal, Vashalara, the high 
  cleric of Lolth was furious. She happened to be scrying 
  the area and discovered what had happened. She 
  became concerned that the diary’s contents might 
  reveal vital information about the Drow. The diary does 
  include details on the location of the outpost, the 
  training rites of the Drow soldiers, the religious dogma 
  of Lolth, details of experiments they are currently 
  working on, and the ability to function in daylight as 
  their surface enemies. Vashalara sent a hunting party of 
  trained spiders, ettercaps, drow soldiers, a drider, a 
  wizard to get the diary and eliminate the elves. As a 
  leader she also sent her daughter, a cleric of Lolth, in 
  order to see to it that nothing would go wrong. 
   
  The elven party left Nulb and headed back to the Elven 
  lands. The hunting party found and captured the elves. 
  They are now held prisoners in a secluded and long 
  abandoned mine in the Kron Hills. One of the elves 
  managed to escape and is traveling in the Gnarley 
  forest 
  heading 
  back 
  to 
  the 
  elven 
  clans 
  for 
  reinforcements.  
   
   
  Adventure Summary 
  The characters are recruited by the swanmay/minions 
  to investigate the disappearance of the elven scouting 
  party. After doing some back tracking they meet up 
  with the escaped elf. The elf was drugged and fled 
  during the night and has some memories on where he 
  was held captive, but with incomplete details. The 
  characters with some investigation and a few combats 
  find the mine and hopefully rescue the prisoners. 
  Depending on the timing of the characters, the drow 
  wizard might escape with the diary. However, the 
  elven wizard, had taken notes from the diary just in 
  case. From the notes or the diary, the characters will 
  learn of a possible drow threat. 
   
   
  Introduction 
   
  It has been a long and tiring journey for your 
  group. You have just completed your mission 
  escorting a caravan to Sheernob, the gnomish 
  community. You are on your way toward the village 
  of Homlett for some rest, relaxation, a hot meal, and 
  a warm bed. Some of you know each other quite 
  well and some may be new to your company.  
   
  Allow players to introduce their characters, and 
  provide character descriptions. Once that is completed 
  have everyone the make Listen checks (DC 15).  For 
  those that succeed hear the sound of leaves moving off 
  to their left. Once they investigate proceed to 
  Encounter 1.  
   
   
  Encounter One: Meeting with 
  Thistle 
   
  If one person makes the check, then go ahead and read 
  the boxed text, otherwise Thistle has complete 
  surprise. 
     
  As you proceed to investigate the sound, you notice 
  that the noise suddenly stops. It may only have 
  been a small bird or squirrel.  
   
  At this point Thistle, a pixie, is in the air and invisible. 
  She already has been following the characters for quite 
  some time. She first decides to have some fun with the 
  characters. (Based on the character descriptions, 
  especially classes and sexes.) Thistle has set some snare 
  traps in the bushes off to the characters’ right. She uses 
  her ventriloquism to make a noise. If there is a ranger, 
  druid, or cleric who worships nature, the noise is that 
  of an injured bear. If there are none of these character 
  types present, then the noise is that of an injured 
  young maiden.  
   
  As you think about moving on you hear the sound 
  of an injured bear, (or fair maiden), off to your 
  right, behind a couple of bushes.  
   
  If any character goes over to investigate, the first 
  person over there, usually the quickest movement, 
  
  Never Read Somebody’s Diary 
   
  Page 5  
  needs to be quick or be caught in the snare trap and 
  lifted off the ground and in the air.  
   
  �Loop Snare Trap: CR 1; mechanical; proximity 
  trigger; manual reset; Reflex save avoids [DC 15]; 
  Search (DC 20); Disable Device (DC 10) 
   
  Once the snare is activated or avoided, have a second 
  person make Reflex save (DC 15), as their boot laces are 
  tied together, magically of course, and that character is 
  tripped and falls down. Amidst the confusion Thistle 
  will appear on someone’s shoulders either laughing 
  hysterically or with a slight serious look on her face.  
   
  Suddenly appearing on (randomly chosen player, on 
  who wasn’t the victim of the tricks) is a small, lithe 
  woman, about two feet tall with gossamer wings. 
  She speaks, “Don’t mind me having some fun with 
  you all. I was just testing your mettle. Now then, 
  my mistress needs your help and has sent me, to 
  recruit you. If you will please follow me and I’ll 
  brief you when we arrive. “  
   
  At this point Thistle flies off the character’s shoulders 
  and heads into the woods, down a deer trail. She 
  doesn’t fly fast and looks back to make sure the 
  characters keep up. If anybody is stupid enough to 
  attack her, she does defend herself. The swanmays are 
  monitoring this and would be very upset if any harm 
  comes to Thistle.  
   
  You follow the fairy into the woods for a short 
  distance and arrive in the area surrounded by oak 
  trees. She sits in one of the lower branches and 
  waits for you to arrive. “My name is Thistle and I 
  have been ordered to recruit a party of adventures 
  for a task that needs to be done. My mistress cannot 
  promise a tangible reward, but can promise 
  something in the future.  A scouting party of elves 
  from the Gnarley Elven Clans has disappeared. 
  They should have checked in three days ago. They 
  consisted of five elven rangers and one elven 
  wizard. They were on their way back to the elven 
  clans from the City of Greyhawk. My mistress is 
  worried that something has happened to them and 
  has ordered me to find brave adventures to check it 
  out. Any questions?” 
   
  � 
  The five elven rangers are wood elves; they can be 
  recognized by their blue sashes that has a picture 
  of a small golden sun with a gray crescent moon.  
   
  � 
  The elven wizard is an older male elf. He wears a 
  blue/green robe decorated by gray stars and a 
  picture of a tree trunk. His common name is 
  Glorfindestra, even though his elven name is 
  difficult to pronounce.  
   
  � 
  The elves were in the City of Greyhawk on 
  diplomatic mission. 
  � 
  The elven rangers were experienced and should 
  have experienced no difficulty getting lost in the 
  Gnarley Forest. 
   
  � 
  I would suggest following the northeast path and 
  look for the elves. My mistress has other servants 
  like me, searching the area as well and will know 
  of your presence. They won’t attack you but won’t 
  be overly friendly either.  
   
  � 
  My mistress and I will check on your progress 
  now and then, so if you feel a presence of being 
  watched, it is probably just one of us. 
   
  � 
  The area has seen attacks by orcs, ogres, and gnolls 
  so be careful.  
   
  � 
  My mistress wishes to keep her identity a secret 
  but in time perhaps you might meet her. 
   
  All APLs (EL 5) 
  �Thistle: female pixie (sprite); hp 3; see Monster 
  Manual.  Note: Thistle can cast Otto’s irresistible dance 
  (caster level 8
  th) once per day. 
   
  Proceed to Encounter 2, At this point you should ask 
  for a marching order and watch order. 
   
   
  Encounter Two: A Hunting We 
  Will Go 
   
  You have been traveling now for over a day looking 
  for the elven scouting party.  The forest canopy 
  provides shade, comfort, and some good intense 
  hues of greens and yellows. It is almost hard to 
  believe with the humanoid and giant threat out 
  there that the Gnarley Forest can be considered 
  dangerous. After a short time you hear the sounds 
  of combat from ahead.  (Ask for their actions, when 
  they arrive:) You come to a small clearing, 50 feet 
  away is a strangely dressed elf locked in battle with 
  a group of Orcs. 
   
  � 
  Allow Spot checks (DC 10+APL) to notice a half-
  torn blue sash on his belt. 
   
  � 
  The battle is 50 feet away with one of the elves 
  from the scouting party named Taurindelas and a 
  group of Orcs.  
   
  � 
  The orcs fight to the death and if the adventures 
  intervene they will attack them as well. Keep track 
  of hit points for the elven ranger, as it is crucial 
  that he survives. Mainly focus on the characters 
  once they intervene. If the characters hesitates or 
  
  Never Read Somebody’s Diary 
   
  Page 6  
  watches, run combat as normal but make spot 
  checks for the Orcs and the elf. If they notice the 
  characters, then the Elf cries for their assistance 
  while the Orcs break off and attack the characters.  
   
  All APLs (EL 3) 
  �Taurindelas: male elf Rgr3; hp 25 (currently 21, 
  fatigued); see Appendix One. 
   
  �Orcs (one per APL): hp 5 each; see Monster 
  Manual. 
   
  Tactics:  The orcs attack Taurindelas until the 
  characters intervene, then turn on the characters. If 
  more than half of them are defeated, the rest try to flee. 
  The orcs really don’t pose a challenge to the characters 
  at any APL. Taurindelas fights defensively and is 
  currently fatigued. 
   
  Development: Once the characters look at Tarindelas, 
  they notice he is wearing ill-fitting orcish armor and 
  using orcish weaponry. He has scavenged this gear 
  during his desperate flight home. It is important that 
  Taurindelas survive, but he may be killed if the orcs are 
  lucky or the characters are very cowardly. If 
  Taurindelas is killed and the party lacks the ability or 
  desire to speak with dead or raise him, the characters 
  may still gain more clues if they follow the elf’s 
  backtrail. 
   
   Once the battle is concluded, proceed to the next 
  boxed text. 
   
  As the last orc falls, the strangely dressed elf sits 
  down from exhaustion. You notice that besides the 
  blue sash with the symbol of a sun and a crescent 
  moon, he is dressed in crude leather armor and 
  carries a large curved sword. He turns to you and 
  speaks; (in Elven or in a rough accented common if 
  there are no elves in the party.) “Greetings and well 
  met indeed, my name is Taurindelas or Taurin in 
  the common tongue. Thank you for the assistance. 
  May I know your names of the strangers that 
  assisted me. Wait for introductions. What brings you 
  out here?” 
   
  Taurindelas will answer questions and knows the 
  following: 
   
  � 
  He was traveling from the Free City of Greyhawk 
  back to his elven lands. He remembers stopping in 
  the village of Nulb, due to bad weather and for the 
  night.  
   
  � 
  During there overnight stay, Glorfindestra, the 
  party leader, discovered a diary underneath an 
  loose floorboard. Taurindelas never read the diary 
  but will say that Glorfindestra was reading it and 
  seemed to be studying it intently. Glorfindestra 
  also stated after skimming it that they need to 
  bring this back to the homeland. Taurindelas also 
  noticed that Glorfinestra had taken notes from the 
  diary and placed them in his scroll cases.  
   
  � 
  On their first night out from Nulb, spiders and a 
  humanoid spider creature waylaid them. They 
  were captured and drugged with spider venom. 
   
  � 
  He remembers waking up in a cave and seeing his 
  friends tied up. More concerning still, he saw a 
  couple of dark elf soldiers and a female, Drow 
  priestess who seemed to be their leader. 
  Taurindelas managed to loosen his bonds without 
  detection and escaped the mine. He remembers 
  running for miles before encountering a couple of 
  orcs. He slew them barehanded and took their 
  equipment. 
   
  � 
  He is not sure how long he wandered before being 
  attacked by the orcs the characters helped him 
  defeat. But, the poison or drugs must be wearing 
  off. He feels better now.  
   
  Taurindelas asks the characters to rescue his friends. 
  Following the track to the southeast from which he 
  came leads back to the mine where his companions 
  remain prisoners. He tells the characters that he needs 
  to go back to his homeland and warn them of what has 
  happened. He insists that he can make it back on his 
  own with his skills and is likely not be noticed.  
   
  Unknown to the party, the drow wizard is attempting 
  to scry on the escaped elf. If Taurindelas makes a Will 
  save (DC 20) at a –5 penalty, then the wizard is unable 
  to scry on the elf and learn of the characters’ assistance. 
   
  If the party agrees to help proceed with encounter 3, 
  otherwise he thanks the party again and proceeds to go 
  off on his own, the module ends here. 
   
  Treasure: 
  Defeat the orcs and take their equipment. 
   
  APL 2: L: 17 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 34 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 51 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 67 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 100 gp; C: 0 gp; M: 0 gp 
   
   
  Encounter Three: A Walk in the 
  Woods 
   
  Your journey turns southeast. As you travel the 
  forest gets darker as the thick canopy nearly blocks 
  out the sun. The combination of greens, yellows, 
  oranges, and the occasional browns prove autumn is 
  on its way.  You travel until evening when you find 
  
  Never Read Somebody’s Diary 
   
  Page 7  
  a suitable campsite. The campsite appears to have 
  seen recent use.  
   
  � 
  If the characters decide to make Search checks 
  (DC 10 + APL), they find the remains of bedrolls 
  that have dried blood on them. They also see half-
  torn blue sashes in the campsite.  
   
  � 
  By making a Heal check (DC 20), they notice that 
  the blood is days old. 
   
  � 
  If the characters want to do a general perimeter 
  search and make a Survival check (DC 15) they 
  determine that the campers were attacked type of 
  forest creatures, and that the campers were beaten 
  and dragged off down the southeast trail. If the 
  searching character beats a [DC 20], then the party 
  notices that the attackers were arachnid creatures, 
  some with 8 legs, and a few with 2 legs. One of 
  them is a large arachnid, and with them were 4 
  booted humanoid prints. 
   
  The evening passes on without any further incident.  
   
    
  Encounter Four: Carnage in the 
  Gnarley Forest 
   
  The next morning you renew your travels. Later in 
  the day you come upon a small clearing. The canopy 
  does clear out for a bit and the noise of a river can 
  be heard in the distance.  In the clearing you see a 
  scene of carnage and destruction.  In the center of 
  the clearing is the smoking remains of 2 wagons 
  and numerous dead bodies.    
   
  � 
  If the characters search they find the remains of 14 
  bodies. If they make a Heal check (DC 10) they 
  discover that 13 of the bodies are human, while 
  the 14
  th is a half-elf. On 12 bodies they find broken 
  pieces of leather armor, longswords, and shields. 
  On the 13
  th body they notice the remains of a 
  merchant outfit. The half-elf body has the remains 
  of a short bow, leather armor, a short sword, and a 
  pin. By making a Knowledge (local) [DC 15], they 
  can tell that the half-elf was a member of the 
  Gnarley Rangers. Or any character who is a 
  Gnarley Ranger, Gnarley Druid, People of the 
  Woods, or member of a Gnarley Elven Clan 
  recognize the pin immediately. 
   
  � 
  By making a successful Search check (DC 10+APL) 
  they find a standard in the wagon remains. By 
  making a successful Knowledge (local) check (DC 
  15), they can tell the standard belongs to a 
  merchant house of Janneth Greer.  
   
  � 
  The party also finds the remains of 6 horses. By 
  making a Heal check of (DC 10) they realize that 
  something has eaten the horses from the inside, if 
  the Heal check beats a [DC 15], they find 
  remnants of poison in the horses. By making a 
  successful Craft (alchemy) or Knowledge (nature) 
  check (DC 15) they can deduce that the poison is 
  some type of  spider venom. 
   
  � 
  If anybody casts makes a Spellcraft check (DC 20), 
  they find traces of magic spells having been used 
  in this battle. If the Spellcraft check [DC 25], they 
  can recognize the use of a fireball spell. 
   
  � 
  By making a successful Survival check (DC 15) the 
  characters pick up the attackers’ trail. 
   
  DM Note: The drow force, was traveling late in the day 
  and discovered that a merchant caravan had made 
  camp here. Rather then trying to go around them, 
  under fear of detection, they decided to attack the 
  caravan. By using sleep spells and fireballs, they 
  managed to kill off the merchants and the spiders fed 
  on the horses. By witnessing this, the characters may 
  now have another reason besides rescuing the elves to 
  pursue the Drow and their spider minions. 
   
  Once the party discovers the trail with the tracks and 
  leaves the carnage, proceed to encounter 5 
   
    
  Encounter Five: Pick a Trail, 
  Any Trail 
   
  After leaving the clearing of destruction you travel 
  on. Late in the afternoon you come to a spot where 
  the trails split. One trail continues southwest, the 
  other heads briefly northeast and turns slightly 
  north. You notice that trail going northwest seems 
  to climb up on rolling hills and briefly over the 
  forest canopy. The trail going southwest goes into a 
  valley, deeper under the forest canopy.   
   
  � 
  A successful Survival check (DC 15) will notice a 
  group of arachnids + humanoids went down the 
  southwest trail. A successful Survival check (DC 
  25) will notice a faint trail of dragged bodies, going 
  to the northeast 
   
  � 
   If the characters decide to go down the southwest 
  trail, they are ambushed by spiders and ettercaps 
  hiding in the trees along the trail. Allow the 
  characters Spot or Listen checks (DC 15+APL) to 
  act in the surprise round. The spiders and 
  ettercaps spring their ambush when the characters 
  are within forty feet. 
   
  
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  � 
   If the characters follow the trail to the north, 
  allow them Spot checks (DC 20 - APL) to notice 
  the spiders and ettercaps hiding in the trees. This 
  foils any attempt of surprise by the monsters.  
  Allow the ettercaps and spiders to make a Spot 
  check (DC 15, or 15 plus the lowest Hide check 
  amongst the characters if they are being stealthy) 
  to notice the characters leaving by the northeast 
  trail. If any foe notices the characters, they all rush 
  into combat immediately. The ettercaps and 
  spiders begin ninety feet from the characters. The 
  characters can bypass this encounter outright if 
  they decide to sneak past the monsters and the 
  monsters don’t notice them.  
   
  APL 2 (EL 3) 
  �Ettercap: hp 27; see Monster Manual. 
  �Monstrous spider, small: hp 4; see Monster 
  Manual. 
   
  APL 4 (EL 5) 
  �Ettercap: hp 27; see Monster Manual. 
  �Monstrous spiders, medium (3): hp 11 each; see 
  Monster Manual. 
   
  APL 6 (EL 7) 
  �Ettercaps (2): hp 27 each; see Monster Manual. 
  �Monstrous spider, huge: hp 52; see Monster 
  Manual. 
   
  APL 8 (EL 9) 
  �Ettercaps (3): hp 27 each; see Monster Manual. 
  �Monstrous spiders, huge (3): hp 52 each; see 
  Monster Manual. 
   
  APL 10 (EL 11) 
  �Ettercaps (6): hp 27 each; see Monster Manual. 
  �Monstrous spiders, huge (4): hp 52 each; see 
  Monster Manual. 
   
  APL 12 (EL 11) 
  �Ettercaps (6): hp 27 each; see Monster Manual. 
  �Monstrous spiders, huge (4): hp 52 each; see 
  Monster Manual. 
   
  Tactics:  These spiders are web spinners.  The spiders 
  and the ettercaps begin combat by attempting to 
  entangle the characters in webs.  They fight to the 
  death. 
   
  Once they completed this encounter, proceed to 
  encounter 6 
     
   
   
  Encounter Six: An opening in 
  the darkness 
   
  After defeating the spiders you move on.  You travel 
  the rest of the afternoon and on to the evening. You 
  noticed that the elevation here increases. The next 
  day the wooded area of the Gnarley Forest parts 
  slightly and you realize that you are in the Southern 
  part of the Kron Hills. The tracks continue on. You 
  continue traveling and by early evening you see an 
  opening set in a hill. The opening almost looks like 
  a cave opening.   
  � 
  The cave is actually an old silver mine that the 
  gnomes used 50 years ago. The gnomes abandoned 
  it due to the instability of the lower mines. The 
  upper reaches are stable,.  
   
  � 
  At this point have the party make Spot checks 
  opposed by the drow guards’ Hide checks. If 
  successful have them notice the figures lurking 
  near the opening in the hill.  
   
  APL 2 (EL 5) 
  �Drow Guards (2): male drow Rgr1; hp 10 each; see 
  Appendix One. 
   
  APL 4 (EL 7) 
  �Drow Guards (2): male drow Rgr3; hp 24 each; see 
  Appendix One. 
   
  APL 6 (EL 9) 
  �Drow Guards (2): male drow Rgr5; hp 38 each; see 
  Appendix One. 
  �Medium viper animal companions (2): hp 9 each; 
  see Monster Manual. 
   
  APL 8 (EL 11) 
  �Drow Guards (2): male drow Rgr7; hp 52 each; see 
  Appendix One. 
  �Medium viper animal companions, advanced (2): 
  hp 18 each; see Appendix One. 
   
  APL 10 (EL 13) 
  �Drow Guards (2): male drow Rgr9; hp 66 each; see 
  Appendix One. 
  �Medium viper animal companions, advanced (2): 
  hp 18 each; see Appendix One. 
   
  APL 12 (EL 15) 
  �Drow Guards (2): male drow Rgr11; hp 80 each; see 
  Appendix One. 
  �Medium viper animal companions, advanced (2): 
  hp 18 each; see Appendix One. 
   
  Tactics: These guards are very professional, and know 
  what they are doing. At the first opportunity, one of 
  them throws his thunderstone into the cave. This won’t 
  
  Never Read Somebody’s Diary 
   
  Page 9  
  hurt any of the combatants, unless one of the 
  characters is in there. The noise of the thunderstone 
  will alert those downstairs of the assault, allowing the 
  priestess to prepare (see Encounter 10).  When 
  fighting, the rangers gang up on weak-looking humans, 
  attempt to gain flanking for their Dual Strike feat, and 
  make full attacks to benefit from their Two-Weapon 
  Fighting. 
   
  Note:  Even though it is still early evening, and the sun 
  is still above the horizon, these guards have no penalty 
  while fighting. This is from the surface training the 
  drow forces are pursuing, granting these drow the 
  Daylight Adaptation feat. 
   
  Development: Even if they are captured, these guards 
  only know silent communication, as they both had 
  their tongues removed for the pleasure of the drow 
  priestess.   
   
  Once the party has defeated the guards, read: 
   
  You see a 30’ diameter cave built into the hill. In 
  the back [portion of the cave you see a ramp 
  heading downward. There are no visible light 
  sources in here and all is quiet.   
   
  Once the party decides to proceed down the ramp, get 
  marching order and light sources. Proceed to 
  encounter 7. 
   
  Treasure: 
  Defeat the drow guards and take their equipment. 
   
  APL 2: L: 143 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt). 
   
  APL 6: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt) 
   
  APL 8: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt) 
   
  APL 10: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt); 2 rings of protection 
  +1 (167 gp per character / per ring). 
   
  APL 12: L: 77 gp; C: 0 gp; M: M: 2 +1 chain shirts 
  (104 gp per character / per chain shirt); 2 rings of 
  protection +1 (167 gp per character / per ring); 4 +1 
  short swords (167 gp per character / per sword). 
   
   
   
  Encounter Seven: Decent to 
  Darkness 
   
  You descend down the ramp into the darkness. The 
  ramp goes down for a while (100 ft if dwarves or 
  gnomes are in the party). At the end of the ramp you 
  arrive in a 60’ long by 60’ wide by 20’ high chamber. 
  In the corners of the chamber there are empty 
  hangers where lanterns might have been, now it is 
  empty. The chamber has 3 exits one to your left, 
  one to your right, and one straight ahead.  
  Otherwise there is nothing of interest here.  
   
  If the characters choose the left tunnel, proceed to 
  encounter 8 
   
  If the characters choose the right tunnel, proceed to 
  encounter 9 
   
  If the characters choose to go straight, proceed to 
  encounter 10 
   
   
  Encounter Eight: Into the 
  Garbage Chute 
   
  You travel down the left tunnel for 100 feet, it 
  slopes down slightly and opens out in a chamber. In 
  this 40’ long by 40’ wide by 20’ high chamber is 
  garbage, rubble, and some equipment.  Also in here 
  are the  skeletal husks of animals.  
   
  � 
  This room has the elven party’s equipment. During 
  a search, the characters find longswords, long 
  bows, chain shirts, and the Elven Clan sashes. The 
  characters also discover a spell book, spell 
  components, and two scroll cases.  The two scroll 
  cases contain Glorfindestra’s notes from the diary.  
  They are all written in Elven. If the party tries to 
  decipher the Elven Wizard’s notes they need to 
  make a Decipher Script roll (DC 20), but 
  deciphering it will take six hours due to the high 
  complexity of the code.   
   
  � 
  If the characters search the skeletal husks they 
  find the remains of animals the drider and spiders 
  have fed upon. 
   
  � 
  There are no other exits from this room.  
   
  The party can go back to the main room and go down 
  the right tunnel (see encounter 9,) or they can go take 
  the center one. (see encounter 10).  
   
   
  Encounter Nine: A Long Lost 
  Mine 
   
  The right passage continues forward for about 100 
  feet before turning to the right again and going 
  another 50 ft before coming into a large 80’ long, 80’ 
  wide, 20’ high chamber. Half of the chamber is 
  collapsed and there is a big hole in the center. The 
  hole goes down for several hundred feet. Inside the 
  collapsed area are the remains of a large wooden flat 
  board and several damaged chains, otherwise 
  nothing of interest is here.  
  
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  � 
  This is the remains of a mining tunnel. The hole 
  leads down to several of the lower areas of the 
  mine.   The elevator is trashed and in the rubble. 
  The hole goes down for 300 feet. The characters 
  would need at least 300 feet of rope or magic of 
  some type to get down there. Make normal climb 
  checks if they use the rope and if they fall do the 
  appropriate damage. At the bottom they find 
  another collapsed empty chamber with no exit, as 
  the exits are buried under rock and rubble.    
   
  � 
  Searching reveals mostly damaged equipment and 
  rubble, a successful Search check (DC 20) reveals a 
  body buried in the rubble. The body is from a long 
  dead gnome. On the gnome is a scroll case with 3 
  spell scrolls inside.   
   
  The party can then go back to the main room and go 
  down the left tunnel, (see encounter 8), or they can go 
  down the center passage, (see encounter 10). 
   
  Treasure: 
  Find the scrolls on the gnome miner’s body. 
   
  All APLs: L: 0 gp; C: 0 gp; M: scroll of enlarge 
  person (1
  st caster level), 2 gp; scroll of jump (1
  st caster 
  level), 2 gp; scroll of false life (3
  rd caster level), 13 gp.  
   
   
   
  Encounter Ten: The Final Battle 
   
  The center passage goes straight for 100 feet. As you 
  proceed down the tunnel you can hear the sounds 
  of chanting. The passage opens up into a 80’ long by 
  80’ wide by 20’ high chamber.  As you peer inside 
  you see four tied up elves in the corner, and one 
  elderly elf tied up to a slab of black stone. 
  Surrounding the stone is intricate patterns of silver 
  drawn around it almost forming a web-like pattern. 
  The slab of stone has 8 burning black candles on 
  the ends of the intricately carved web. Standing 
  over the elf with a sacrificial spider-like dagger in 
  hand is a drow priestess. Next to her is a male drow 
  in robes, and on the other side of the priestess is an 
  abomination of nature. This creature has the torso 
  of a drow male and the lower half of a spider. Also 
  near them is a demonic-looking spider creature.  
  Roaming the room are large spiders. 
    
  � 
  At all APLS, the wizard teleporta out, diary in 
  hand, as if he has an initiative of 32. 
   
  � 
  At APL 2 and 4, the drider and the bebiliths 
  teleport with the wizard out as well, still having an 
  initiative of 32. 
   
  � 
  At APL 10 and 12, the drider teleports out with the 
  wizard, leaving the bebilith (or, at APL 12, 
  bebiliths) behind to fight the characters. 
  � 
  The elven hostages are in no condition to fight, 
  having been affected by the drow drugs. 
   
  APL 2 (EL 5) 
  �Drow Priestess: female drow Clr3; hp 27; see 
  Appendix One. 
  �Monstrous spider, large: hp 22; see Monster 
  Manual. 
   
  APL 4 (EL 7) 
  �Drow Priestess: female drow Clr5; hp 39; see 
  Appendix One. 
  �Monstrous spiders, large (2): hp 22 each; see 
  Monster Manual. 
   
  APL 6 (EL 10) 
  �Drow Priestess: female drow Clr6; hp 45; see 
  Appendix One. 
  �Drider: hp 45; see Monster Manual.  This creature 
  has sorcerer spells as presented in the Monster Manual. 
   
  APL 8 (EL 12) 
  �Drow Priestess: female drow Clr9; hp 63; see 
  Appendix One. 
  �Drider: hp 45; see Monster Manual.  This creature 
  has sorcerer spells as presented in the Monster Manual. 
  �Monstrous spiders, large (3): hp 22 each; see 
  Monster Manual. 
   
  APL 10 (EL 14) 
  �Drow Priestess: female drow Clr11; hp 75; see 
  Appendix One. 
  �Bebilith: hp 150; see Monster Manual. 
   
  APL 12 (EL 16) 
  �Drow Priestess: female drow Clr13; hp 87; see 
  Appendix One. 
  �Bebiliths (2): hp 150 each; see Monster Manual. 
   
  Pre-Combat Tactics:  If the drow guards in Encounter 
  6 were able to throw a thunderstone into the mine, 
  then these foes are warned that trouble is approaching. 
  Refer to Appendix One for preparatory spells the drow 
  priestess casts once she hears the thunderstone.  The 
  drider, if present, casts mage armor on himself, which 
  lasts for 6 hours.  If the drow guards were not able to 
  throw a thunderstone, then none of these preparations 
  are made. 
   
  At higher APLs, the wall above the doorway leaving 
  this room is inscribed with a magical symbol placed by 
  the priestess.  At APL 8, this is a symbol of sleep; at APL 
  10, this is a symbol of persuasion; at APL 12, this is a 
  symbol of stunning. The symbol activates when a good 
  creature looks at the rune, and will affect everyone in 
  the room (except the foes in the room, who are attuned 
  to it). Further details on the priestess’ symbols are 
  found in Appendix One. 
  
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  Tactics:  The priestess begins next to the altar, and her 
  first action is to cast hold person on the most 
  threatening fighter-type (at APL 2-6) or cast giant 
  vermin on two spiders in the room (at APL 8-12).  Her 
  second action is to perform a coup de grace on the 
  elven wizard tied to the slab (he has 32 hit points and a 
  Fortitude save of +5).  The drider attempts to keep back 
  and blast the characters with lightning bolts.  The other 
  monsters in the room try to get between the priestess 
  and the characters in order to protect her.  Once the 
  priestess has stabbed the bound elf wizard, she casts her 
  most destructive and damaging spells as efficiently as 
  possible.  All these foes fight to the death. The priestess 
  would rather kill herself than be captured.  
   
  Development:   If the characters win the elves are 
  grateful and wish to have their equipment back. If the 
  characters did not find the equipment, the elves will go 
  look for it. 
   
  Treasure: 
  Defeat the drow priestess and take her equipment. 
   
  APL 2: L: 44 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character). 
   
  APL 4: L: 44 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character). 
   
  APL 6: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 spider dagger (196 gp per character). 
   
  APL 8: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 spider dagger (196 gp per character); pearl of power 
  [1
  st level] (83 gp per character); bead of force (250 gp 
  per character). 
   
  APL 10: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 keen spider dagger (696 gp per character); pearl of 
  power [1
  st level] (83 gp per character); bead of force 
  (250 gp per character). 
   
  APL 12: L: 11 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 keen spider dagger (696 gp per character); pearl of 
  power [1
  st level] (83 gp per character); bead of force 
  (250 gp per character); periapt of wisdom +2 (333 gp 
  per character). 
   
  Once they are ready to leave, proceed to encounter 11 
   
   
   
   
   
  Encounter Eleven: The voyage 
  home 
   
  The surviving elves thank you for their rescue and 
  ask you to escort them home. You leave the mines 
  and head back to the Gnarley Forest. You travel for 
  another three days, enjoying the company of the 
  elves and telling some good campfire stories. 
  During the second day, one of the elves named 
  Havenstormal informs you that the reason the drow 
  captured them was to the diary they found in Nulb. 
  Their wizard, Glorfindestra explained that the diary 
  used to belong to Lareth the Beautiful, a Human 
  worshipper of Lolth and a key player in the Temple 
  of Elemental Evil’s return. Lareth was thought to be 
  a worshipper of Thrazidun but actually was a Cleric 
  to Lolth. Loreth explained in his diary the training 
  he received from the drow. The diary also 
  references 
  the 
  drow 
  experimentation 
  on 
  functioning better on the surface world. The diary 
  contains information on a survival technique for 
  sunlight and for developing a spell that allows them 
  to see in their own darkness. Havenstormal is 
  taking the information back to his homeland but 
  asks you to inform your superiors.  In addition, the 
  diary mentions a Drow outpost in the Lortmill 
  Mountains. 
   
  On the fourth morning a patrol of elves dressed in 
  greens and browns, come out of the forest. They 
  surround you and you recognize one of them is 
  Taurindelas. After a brief conversation with the 
  elves you rescued, Taurindelas turns and speaks to 
  your group. “Thank you brave adventures for saving 
  my friends, if it wasn’t for you they would have 
  surely perished. As a reward take these green, leaf 
  pins as a token of remembrance. Our leaders will be 
  informed on what you have done and your names 
  will be placed in our records. “ (Speaking to any elves 
  in the party, otherwise skip this part) You have a 
  special place with us, and I would recommend you 
  if you decide to join our clans. I do come to 
  Verbobonc City from time to time and will be 
  checking in on your deeds. Thanks again brave 
  adventures. “ With that said the elves take your 
  leave and vanish into the forest. 
   
  As you leave and head back to Homlet, you feel a 
  quick breeze and suddenly Thistle appears into the 
  air. She speaks to you, “Thanks again for your 
  services, my mistress wanted to give you this in 
  return. In your hands appears a small, swan token. 
  If you are in danger, use this token and it will help 
  aid in your defense. Take care, and perhaps we will 
  meet again.” She then vanishes with a giggle.  
   
   
   
  
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  Page 12  
  Conclusion 
   
  As you head toward Homlet, you can’t stop 
  thinking of what has happened; drow elves 
  appearing in the Gnarley, the danger of a drow 
  outpost located in the Lortmil Mountains, the 
  experimentations of drow magic in order to adapt 
  to fighting in the daylight, as well as the ability to 
  see in their own darkness. For that matter the drow 
  wizard disappeared and he had the diary. The fact 
  that you destroyed a drow priestess and that the 
  wizard got away, could lead to more trouble, but 
  hopefully you’ll be ready to handle it. 
   
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Encounter Two: 
  Save Taurin from the orcs 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Encounter Five:  
  Defeat the ettercaps and spiders 
   
   
  APL 2 
   
   
    90 XP 
   
   
  APL 4 
   
   
  150 XP 
   
   
  APL 6 
   
   
  210 XP 
   
   
  APL 8 
   
   
  270 XP 
   
   
  APL 10  
   
  330 XP 
   
   
  APL 12  
   
  330 XP 
   
  Encounter Six:  
  Defeat the drow guards 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
  Encounter Ten: 
  Defeat the drow priestess 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  300 XP 
   
   
  APL 8 
   
   
  360 XP 
   
   
  APL 10  
   
  420 XP 
   
   
  APL 12  
   
  480 XP 
  Prevent Glorfindelstra from being slain 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Conclusion 
  Good roleplaying and combat heroics 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Total Possible Experience 
   
  APL 2 
   
   
    450 XP 
   
   
  APL 4 
   
   
    675 XP 
   
  APL 6 
   
   
    900 XP 
   
   
  APL 8 
   
   
  1,125 XP 
   
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
   
  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 
  
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  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. 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter Two: 
  Defeat the orcs and take their equipment. 
   
  APL 2: L: 17 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 34 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 51 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 67 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 83 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 100 gp; C: 0 gp; M: 0 gp 
   
  Encounter Six: 
  Defeat the drow guards and take their equipment. 
   
  APL 2: L: 143 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt). 
   
  APL 6: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt) 
   
  APL 8: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt) 
   
  APL 10: L: 125 gp; C: 0 gp; M: 2 +1 chain shirts (104 
  gp per character / per chain shirt); 2 rings of protection 
  +1 (167 gp per character / per ring). 
   
  APL 12: L: 77 gp; C: 0 gp; M: M: 2 +1 chain shirts 
  (104 gp per character / per chain shirt); 2 rings of 
  protection +1 (167 gp per character / per ring); 4 +1 
  short swords (167 gp per character / per sword). 
   
  Encounter Nine: 
  Find the scrolls on the gnome miner’s body. 
   
  All APLs: L: 0 gp; C: 0 gp; M: scroll of enlarge 
  person (1
  st caster level), 2 gp; scroll of jump (1
  st caster 
  level), 2 gp; scroll of false life (3
  rd caster level), 13 gp.  
   
  Encounter Ten: 
  Defeat the drow priestess and take her equipment. 
   
  APL 2: L: 44 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character). 
   
  APL 4: L: 44 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character). 
   
  APL 6: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 spider dagger (196 gp per character). 
   
  APL 8: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 spider dagger (196 gp per character); pearl of power 
  [1
  st level] (83 gp per character); bead of force (250 gp 
  per character). 
   
  APL 10: L: 25 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 keen spider dagger (696 gp per character); pearl of 
  power [1
  st level] (83 gp per character); bead of force 
  (250 gp per character). 
   
  APL 12: L: 11 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); +1 breastplate (113 gp per 
  character); +1 heavy steel shield (98 gp per character); 
  +1 keen spider dagger (696 gp per character); pearl of 
  power [1
  st level] (83 gp per character); bead of force 
  (250 gp per character); periapt of wisdom +2 (333 gp 
  per character). 
   
   
  Total Possible Treasure 
   
  APL 2:  
  400 gp 
   
  APL 4:  
  600 gp 
   
  APL 6:  
  800 gp 
   
  APL 8:  
  1,250 gp  
   
  APL 10:  
  2,100 gp 
   
  APL 12:  
  3,000 gp 
   
   
   
  Special: 
   
  Gold Leaf Pin: If the characters rescued the elves, each 
  character is granted a gold, leaf-shaped pin.  This 
  counts as one Influence Point with the Elven Clans of 
  the Gnarley Forest.  The elves also offer to sell the 
  characters the following items (based on the APL – see 
  below): 
   
  APL 2: Elixirs of Hiding (Freq: Adventure; DMG) 
  APL 4: Cloak of Elvenkind (Freq: Adventure; DMG) 
  APL 6: Elven Chain (Freq: Adventure; DMG) 
  APL 12: Celestial Armor (Freq: Adventure; DMG)  
   
  Thistle’s Token: If the characters rescued all of the 
  elves, each character is granted a tiny white token 
  shaped like a swan. This swan token feels very flexible 
  and emits a humming noise. This item can be used only 
  once by the character who owns it only. When used, it 
  lets the wearer re-roll any saving throw (the token must 
  be used before the DM declares the result of the first 
  roll and you must accept the result of the re-roll even if 
  it is worse then the original roll), as if using the Luck 
  domain granted power. Once used, cross this item off 
  of this Adventure Record.  
   
   
  
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  Spider 
  Dagger: 
  This 
  eight-pronged dagger-like 
  weapon looks like a serrated spider. Drow use it in their 
  horrific rituals, and it can be wielded as a fearsome 
  weapon. A spider dagger is always sized for Medium 
  creatures. Drow become enraged to see it in a non-
  drow’s hands, and other elves find the dagger fearsome 
  and abhorrent. This dagger always detects as a dim, 
  lingering evil. 
  Spider Dagger (exotic one-handed melee weapon): 
  Dmg (M) 1d6; Critical 19-20; Range Increment –; 
  Weight 3 lb.; Type Piercing. 
  The magical enchantments upon this spider dagger, 
  and its cost, vary by APL (see below). 
   
  Copy of Glorfindestra’s Diary Notes: The drow 
  seemed particularly interested in retrieving a diary 
  discovered in Nulb by an elven scouting party.  
  Although the drow escaped with the diary itself, the 
  elven wizard Glorfindestra made several notes about 
  the diary in the short time he possessed it. This 
  character has made a copy of Glorfindestra’s notes. 
  Market Price: 30 gp (Frequency: Adventure). 
   
  
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  Appendix One:  Non-Player Characters 
   
  Encounter Two: A Hunting We Will Go 
   
  All APLs 
  �Taurindelas: male elf Rgr3; CR 3; Medium humanoid 
  (elf); HD 3d8+9; hp 25 (currently 21); Init +3; Spd 30 ft.; 
  AC 15 (+3 Dex, +3 studded leather), touch 13, flat-footed 
  13; Base Atk +3; Grp +5; Atk +5 melee (2d4+3/18-20, 
  falchion) or +6 ranged (1d6+2, javelin); SA favored enemy 
  (orc) +2; SQ elf traits, wild empathy; AL NG; SV Fort +5, 
  Ref +6, Will +2 (+4 against Enchantment spells and spell-
  like abilities); Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 
  10. 
  Skills and Feats: Heal +3, Hide +8, Listen +9, Move 
  Silently +8, Search +2, Sense Motive +3, Spot +9, Survival 
  +7; Diehard, Endurance, Rapid Shot, Toughness, Track. 
  Possessions: orcish studded leather armor, falchion, three 
  javelins, tattered blue sash. 
  Fatigued:  when the characters first meet Taurindelas for 
  the first time, he is fatigued. 
   
  Encounter Six: An Opening in the Darkness 
   
  APL 2 (EL 5) 
  �Drow Guards: male drow Rgr1; CR 2; Medium 
  humanoid (elf); HD 1d8+2; hp 10; Init +3; Spd 30 ft.; AC 
  19 (+3 Dex, +4 chain shirt, +2 masterwork large steel 
  shield), touch 13, flat-footed 16; Base Atk +1; Grp +3; Atk 
  +4 melee (1d6+2/19-20 and poison, masterwork short 
  sword) or +4 ranged (1d4/19-20 and poison, hand 
  crossbow); SA favored enemy (human) +2; SQ darkvision 
  120 ft., dancing lights, darkness, faerie fire 1/day as 1st 
  level caster, wild empathy; SR 12; AL NE; SV Fort +4, Ref 
  +5, Will +1 (+3 against spells and spell-like abilities); Str 
  14, Dex 17, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +4, Hide +5, 
  Listen +7, Move Silently +5, Search +2, Sense Motive +2, 
  Spot +7, Survival +5; Daylight Adaptation, Track. 
   
  Possessions: 
  masterwork 
  short 
  sword 
  (poisoned), masterwork heavy steel shield, masterwork 
  chain shirt, hand crossbow with two bolts (both 
  poisoned), thunderstone. 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  APL 4 (EL 7) 
  �Drow Guards: male drow Rgr3; CR 4; Medium 
  humanoid (elf); HD 3d8+6; hp 24; Init +3; Spd 30 ft.; AC 
  18 (+3 Dex, +5 chain shirt), touch 13, flat-footed 15; Base 
  Atk +3; Grp +5; Atk +6 melee (1d6+2/19-20 and poison, 
  masterwork short sword) or +6 ranged (1d4/19-20 and 
  poison, hand crossbow); Full Atk +4/+4 melee (1d6+2/19-
  20 and poison, masterwork short sword); SA favored 
  enemy (human) +2; SQ darkvision 120 ft., dancing lights, 
  darkness, faerie fire 1/day as 3rd level caster, wild 
  empathy; SR 14; AL NE; SV Fort +5, Ref +6, Will +2 (+4 
  against spells and spell-like abilities); Str 14, Dex 17, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +4, Hide +8, 
  Listen +9, Move Silently +8, Search +2, Sense Motive +3, 
  Spot +9, Survival +7; Daylight Adaptation, Combat 
  Reflexes, Endurance, Track, Two-Weapon Fighting. 
   
  Possessions: two masterwork short swords (both 
  poisoned), +1 chain shirt, hand crossbow with two bolts 
  (both poisoned), thunderstone. 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  APL 6 (EL 9) 
  �Drow Guards: male drow Rgr5; CR 6; Medium 
  humanoid (elf); HD 5d8+10; hp 38; Init +4; Spd 30 ft.; AC 
  19 (+4 Dex, +5 chain shirt), touch 14, flat-footed 15; Base 
  Atk +5; Grp +7; Atk +8 melee (1d6+2/19-20 and poison, 
  masterwork short sword) or +9 ranged (1d4/19-20 and 
  poison, hand crossbow); Full Atk +6/+6 melee (1d6+2/19-
  20 and poison, masterwork short sword); SA favored 
  enemy (human) +4, favored enemy (elf) +2; SQ animal 
  companion (Medium viper), darkvision 120 ft., dancing 
  lights, darkness, faerie fire 1/day as 5th level caster, wild 
  empathy; SR 16; AL NE; SV Fort +6, Ref +8, Will +2 (+4 
  against spells and spell-like abilities); Str 14, Dex 18, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Hide +11, 
  Listen +11, Move Silently +11, Search +2, Sense Motive 
  +3, Spot +11, Survival +9; Daylight Adaptation, Combat 
  Reflexes, Endurance, Track, Two-Weapon Fighting. 
   
  Possessions: two masterwork short swords (both 
  poisoned), +1 chain shirt, hand crossbow with two bolts 
  (both poisoned), thunderstone. 
   
  Ranger Spells Prepared (1; save DC 11 + spell 
  level): 1st—entangle. 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  APL 8 (EL 11) 
  �Drow Guards: male drow Rgr7; CR 8; Medium 
  humanoid (elf); HD 7d8+14; hp 52; Init +4; Spd 30 ft.; AC 
  19 (+4 Dex, +5 chain shirt), touch 14, flat-footed 15; Base 
  Atk +7; Grp +9; Atk +12 melee (1d6+2/19-20 and poison, 
  masterwork short sword) or +11 ranged (1d4/19-20 and 
  
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  poison, hand crossbow); Full Atk +10/+10/+5/+5 melee 
  (1d6+2/19-20 and poison, masterwork short sword); SA 
  favored enemy (human) +4, favored enemy (elf) +2; SQ 
  animal companion (Medium viper), darkvision 120 ft., 
  dancing lights, darkness, faerie fire 1/day as 7th level 
  caster, wild empathy, woodland stride; SR 18; AL NE; SV 
  Fort +7, Ref +9, Will +3 (+5 against spells and spell-like 
  abilities); Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Hide +13, 
  Listen +13, Move Silently +13, Search +2, Sense Motive 
  +4, Spot +13, Survival +11; Daylight Adaptation, Combat 
  Expertise, Endurance, Improved Two-Weapon Fighting, 
  Track, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: two masterwork short swords (both 
  poisoned), +1 chain shirt, hand crossbow with two bolts 
  (both poisoned), thunderstone. 
   
  Ranger Spells Prepared (2; save DC 11 + spell 
  level): 1st—entangle, resist energy. 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  �Medium Viper, Advanced: CR –; Medium animal; 
  HD 4d8; hp 18; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; 
  AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base 
  Atk +3; Grp +2; Atk +7 melee (1d4-1 plus poison, bite); SA 
  poison; SQ scent, link, share spells, evasion; AL N; SV 
  Fort +4, Ref +8, Will +2; Str 9, Dex 18, Con 11, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide 
  +13, Listen +6, Spot +6, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Poisonous bite.  Fort save (DC 11), 
  initial and secondary damage 1d6 Con. 
   
  APL 10 (EL 13) 
  �Drow Guards: male drow Rgr9; CR 10; Medium 
  humanoid (elf); HD 9d8+18; hp 66; Init +4; Spd 30 ft.; AC 
  20 (+4 Dex, +5 chain shirt, +1 deflection), touch 15, flat-
  footed 16; Base Atk +9; Grp +11; Atk +14 melee 
  (1d6+2/19-20 and poison, masterwork short sword) or +13 
  ranged (1d4/19-20 and poison, hand crossbow); Full Atk 
  +12/+12/+7/+7 
  melee 
  (1d6+2/19-20 
  and 
  poison, 
  masterwork short sword); SA favored enemy (human) +4, 
  favored enemy (elf) +2; SQ animal companion (Medium 
  viper), darkvision 120 ft., dancing lights, darkness, faerie 
  fire 1/day as 9th level caster, evasion, swift tracker, wild 
  empathy, woodland stride; SR 20; AL NE; SV Fort +8, Ref 
  +10, Will +4 (+6 against spells and spell-like abilities); Str 
  14, Dex 19, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +8, Hide +15, 
  Listen +15, Move Silently +15, Search +2, Sense Motive 
  +4, Spot +15, Survival +13; Daylight Adaptation, Combat 
  Reflexes, Dual Strike, Endurance, Improved Two-
  Weapon Fighting, Track, Two-Weapon Fighting, Weapon 
  Finesse. 
   
  Possessions: two masterwork short swords (both 
  poisoned), +1 chain shirt, ring of protection +1, hand 
  crossbow with two bolts (both poisoned), thunderstone. 
   
  Ranger Spells Prepared (2; save DC 11 + spell 
  level): 1st—entangle, resist energy. 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  �Medium Viper, Advanced: CR –; Medium animal; 
  HD 4d8; hp 18; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; 
  AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base 
  Atk +3; Grp +2; Atk +7 melee (1d4-1 plus poison, bite); SA 
  poison; SQ scent, link, share spells, evasion; AL N; SV 
  Fort +4, Ref +8, Will +2; Str 9, Dex 18, Con 11, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide 
  +13, Listen +6, Spot +6, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Poisonous bite.  Fort save (DC 11), 
  initial and secondary damage 1d6 Con. 
   
  APL 12 (EL 15) 
  �Drow Guards: male drow Rgr11; CR 12; Medium 
  humanoid (elf); HD 11d8+22; hp 80; Init +4; Spd 30 ft.; 
  AC 22 (+5 Dex, +5 chain shirt, +1 deflection, +1 natural), 
  touch 16, flat-footed 17; Base Atk +11; Grp +13; Atk +17 
  melee (1d6+3/19-20 and poison, +1 short sword) or +17 
  ranged (1d4/19-20 and poison, masterwork hand 
  crossbow); Full Atk +15/+15/+10/+10/+5/+5 melee 
  (1d6+3/19-20 and poison, +1 short sword); SA favored 
  enemy (human) +6, favored enemy (elf) +2, favored 
  enemy (gnome) +2; SQ animal companion (Medium 
  viper), darkvision 120 ft., dancing lights, darkness, faerie 
  fire 1/day as 11th level caster, evasion, swift tracker, wild 
  empathy, woodland stride; SR 22; AL NE; SV Fort +9, Ref 
  +12, Will +4 (+6 against spells and spell-like abilities); Str 
  14, Dex 20, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +10, Hide +18, 
  Listen +17, Move Silently +18, Search +2, Sense Motive 
  +4, Spot +17, Survival +15; Daylight Adaptation, Combat 
  Reflexes, Dual Strike, Endurance, Greater Two-Weapon 
  Fighting, Improved Two-Weapon Fighting, Track, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: two +1 short swords (both 
  poisoned), +1 chain shirt, ring of protection +1, 
  masterwork hand crossbow with two bolts (both 
  poisoned), two thunderstones. 
   
  Ranger Spells Prepared (2/1; save DC 11 + spell 
  level): 
  1st—entangle, 
  resist 
  energy; 
  2nd—bear’s 
  endurance 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  
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  �Medium Viper, Advanced: CR –; Medium animal; 
  HD 4d8; hp 18; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; 
  AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base 
  Atk +3; Grp +2; Atk +7 melee (1d4-1 plus poison, bite); SA 
  poison; SQ scent, link, share spells, evasion; AL N; SV 
  Fort +4, Ref +8, Will +2; Str 9, Dex 18, Con 11, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide 
  +13, Listen +6, Spot +6, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Poisonous bite.  Fort save (DC 11), 
  initial and secondary damage 1d6 Con. 
   
  Encounter Ten: The Final Battle 
   
  APL 2 EL 5) 
  �Drow Priestess: female drow Clr3; CR 4; Medium 
  humanoid (elf); HD 4d8+4; hp 27; Init +3; Spd 20 ft.; AC 
  21 (+3 Dex, +6 breastplate, +2 shield), touch 13, flat-footed 
  18; Base Atk +2; Grp +2; Atk +3 melee (1d6/19-20/x3 plus 
  poison, masterwork spider dagger) or +5 ranged (1d4/19-
  20 and poison, hand crossbow); SQ spells, darkvision 120 
  ft., dancing lights, darkness, faerie fire 1/day as 3rd level 
  caster, rebuke undead; SR 14; AL CE; SV Fort +5, Ref +5, 
  Will +8 (+10 against spells and spell-like abilities); Str 10, 
  Dex 16, Con 12, Int 10, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +6, Concentration +7, 
  Listen +6, Search +2, Spot +6; Daylight Adaptation, Exotic 
  Weapon Proficiency (spider dagger). 
   
  Possessions: 
  masterwork 
  spider 
  dagger 
  (poisoned), +1 breastplate, heavy steel shield, cloak of 
  resistance +1, holy symbol of Lolth, hand crossbow with 
  two bolts (both poisoned), torture implements. 
   
  Cleric Spells Prepared (4/3+1/2+1; save DC 14 
  + spell level): 0—guidance (2), light, read magic; 1st—
  bless, entropic shield, inflict light wounds*, shield of 
  faith; 2nd—hold person (2), shatter*. 
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following order:  entropic shield, shield of faith, bless, 
  and guidance.  All of these spells remain active for 3 
  minutes except guidance, which lasts for one minute. 
   
  APL 4 (EL 7) 
  �Drow Priestess: female drow Clr5; CR 6; Medium 
  humanoid (elf); HD 6d8+6; hp 39; Init +3; Spd 20 ft.; AC 
  21 (+3 Dex, +6 breastplate, +2 shield), touch 13, flat-footed 
  18; Base Atk +3; Grp +3; Atk +4 melee (1d6/19-20/x3 plus 
  poison, masterwork spider dagger) or +6 ranged (1d4/19-
  20 and poison, hand crossbow); SQ spells, darkvision 120 
  ft., dancing lights, darkness, faerie fire 1/day as 5th level 
  caster, rebuke undead; SR 16; AL CE; SV Fort +6, Ref +5, 
  Will +9 (+11 against spells and spell-like abilities); Str 10, 
  Dex 16, Con 12, Int 10, Wis 19, Cha 10. 
   
  Skills and Feats: Bluff +8, Concentration +9, 
  Listen +6, Search +2, Spot +6; Daylight Adaptation, Exotic 
  Weapon Proficiency (spider dagger). 
   
  Possessions: 
  masterwork 
  spider 
  dagger 
  (poisoned), +1 breastplate, heavy steel shield, cloak of 
  resistance +1, holy symbol of Lolth, hand crossbow with 
  two bolts (both poisoned), torture implements. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save 
  DC 14 + spell level): 0—create water, guidance (2), light, 
  read magic; 1st—bless, entropic shield, inflict light 
  wounds*, protection from good, shield of faith; 2nd—
  hold person (2), shatter*, sound burst; 3rd—dispel magic, 
  nondetection*, prayer. 
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following order:  nondetection, entropic shield, shield of 
  faith, bless and guidance.  All of these spells remain active 
  for 5 minutes except nondetection, which lasts for 5 
  hours, and guidance, which lasts for one minute. 
   
  APL 6 (EL 10) 
  �Drow Priestess: female drow Clr6; CR 7; Medium 
  humanoid (elf); HD 6d8+6; hp 45; Init +3; Spd 20 ft.; AC 
  21 (+3 Dex, +6 breastplate, +2 shield), touch 13, flat-footed 
  18; Base Atk +4; Grp +4; Atk +5 melee (1d6+1/19-20/x3 
  plus poison, +1 spider dagger) or +7 ranged (1d4/19-20 
  and poison, hand crossbow); SQ spells, darkvision 120 ft., 
  dancing lights, darkness, faerie fire 1/day as 6th level 
  caster, rebuke undead; SR 17; AL CE; SV Fort +7, Ref +6, 
  Will +10 (+12 against spells and spell-like abilities); Str 10, 
  Dex 16, Con 12, Int 10, Wis 19, Cha 10. 
   
  Skills and Feats: Bluff +9, Concentration +10 
  (+14), Listen +6, Search +2, Spot +6; Combat Casting, 
  Daylight Adaptation, Exotic Weapon Proficiency (spider 
  dagger). 
   
  Possessions: +1 spider dagger (poisoned), +1 
  breastplate, masterwork heavy steel shield, cloak of 
  resistance +1, holy symbol of Lolth, hand crossbow with 
  two bolts (both poisoned), torture implements. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; save 
  DC 14 + spell level): 0—create water, guidance (2), light, 
  read magic; 1st—bless, entropic shield, inflict light 
  wounds*, protection from good, shield of faith; 2nd—
  hold person (2), owl’s wisdom, shatter*, sound burst; 
  3rd—dispel magic, invisibility purge, nondetection*, 
  prayer. 
  
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  Page 18  
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following 
  order: 
   
  nondetection, 
  entropic 
  shield, 
  protection from good, shield of faith, invisibility purge, 
  owl’s wisdom, bless and guidance.  All of these spells 
  remain active for 6 minutes except nondetection, which 
  lasts for 6 hours, and guidance, which lasts for one 
  minute. 
   
  APL 8 (EL 12) 
  �Drow Priestess: female drow Clr9; CR 10; Medium 
  humanoid (elf); HD 9d8+9; hp 63; Init +3; Spd 20 ft.; AC 
  22 (+3 Dex, +6 breastplate, +3 shield), touch 13, flat-footed 
  19; Base Atk +6; Grp +6; Atk +7 melee (1d6+1/19-20/x3 
  plus poison, +1 spider dagger) or +9 ranged (1d4/19-20 
  and poison, hand crossbow); Full Atk +7/+2 melee 
  (1d6+1/19-20/x3 plus poison, +1 spider dagger); SQ spells, 
  darkvision 120 ft., dancing lights, darkness, faerie fire 
  1/day as 9th level caster, rebuke undead; SR 20; AL CE; 
  SV Fort +8, Ref +7, Will +12 (+14 against spells and spell-
  like abilities); Str 10, Dex 16, Con 12, Int 10, Wis 20, Cha 
  10. 
   
  Skills and Feats: Bluff +12, Concentration +13 
  (+17), Listen +7, Search +2, Spot +7; Combat Casting, 
  Daylight Adaptation, Exotic Weapon Proficiency (spider 
  dagger), Spell Focus (Necromancy). 
   
  Possessions: +1 spider dagger (poisoned), +1 
  breastplate, +1 heavy steel shield, cloak of resistance +1, 
  holy symbol of Lolth, hand crossbow with two bolts (both 
  poisoned), torture implements, pearl of power (1
  st level), 
  bead of force. 
   
  Cleric Spells Prepared (6/5+1/ 5+1/4+1/ 
  3+1/2+1; save DC 15 + spell level, DC 16 + spell level for 
  Necromancy spells): 0—create water, detect magic, 
  guidance (2), light, read magic; 1st—bless, divine favor, 
  entropic shield, inflict light wounds*, protection from 
  good, shield of faith; 2nd—bear’s endurance, hold person 
  (2), owl’s wisdom, shatter*, sound burst; 3rd—bestow 
  curse, dispel magic, invisibility purge, nondetection*, 
  prayer; 4th—confusion*, divine power, freedom of 
  movement, giant vermin; 5th—mass inflict light 
  wounds*, righteous might, slay living. 
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following order: nondetection, freedom of movement, 
  entropic shield, shield of faith, invisibility purge, bear’s 
  endurance, owl’s wisdom, and bless.  She recalls her 
  shield of faith with her pearl of power and then casts it on 
  the drider.  All of these spells remain active for 9 minutes 
  except nondetection, which lasts for 9 hours, and 
  freedom of movement, which lasts for 90 minutes. 
   
  There is also a symbol of sleep (Will DC 20) set 
  into the wall above the exit from her sacrificial chamber 
  (it is not visible until the room is entered), triggered 
  whenever any good character passes under it.  The 
  priestess and all the denizens of the room are attuned to 
  the symbol.  
   
  APL 10 (EL 14) 
  �Drow Priestess: female drow Clr11; CR 12; Medium 
  humanoid (elf); HD 11d8+11; hp 75; Init +3; Spd 20 ft.; 
  AC 22 (+3 Dex, +6 breastplate, +3 shield), touch 13, flat-
  footed 19; Base Atk +8; Grp +8; Atk +9 melee (1d6+1/17-
  20/x3 plus poison, +1 keen spider dagger) or +11 ranged 
  (1d4/19-20 and poison, hand crossbow); Full Atk +9/+4 
  melee (1d6+1/17-20/x3 plus poison, +1 keen spider 
  dagger); SQ spells, darkvision 120 ft., dancing lights, 
  darkness, faerie fire 1/day as 11th level caster, rebuke 
  undead; SR 22; AL CE; SV Fort +9, Ref +7, Will +13 (+15 
  against spells and spell-like abilities); Str 10, Dex 16, Con 
  12, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Bluff +14, Concentration +15 
  (+19), Listen +7, Search +2, Spot +7; Combat Casting, 
  Daylight Adaptation, Exotic Weapon Proficiency (spider 
  dagger), Spell Focus (Necromancy). 
   
  Possessions: +1 keen spider dagger (poisoned), 
  +1 breastplate, +1 heavy steel shield, cloak of resistance 
  +1, holy symbol of Lolth, hand crossbow with two bolts 
  (both poisoned), torture implements, pearl of power (1
  st 
  level), bead of force. 
   
  Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/ 
  3+1/1+1; save DC 15 + spell level, DC 16 + spell level for 
  Necromancy spells): 0—create water, detect magic, 
  guidance (2), light, read magic; 1st—bless, divine favor, 
  entropic shield, inflict light wounds*, protection from 
  good, shield of faith; 2nd—bear’s endurance, hold person 
  (2), owl’s wisdom, shatter*, sound burst; 3rd—bestow 
  curse, dispel magic, invisibility purge, nondetection*, 
  prayer; 4th—confusion*, divine power, freedom of 
  movement, giant vermin, spell immunity; 5th—mass 
  inflict light wounds*, flame strike, righteous might, slay 
  living; 6th—harm*, heal. 
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  
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  Page 19  
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following order:  nondetection, freedom of movement, 
  spell immunity (against magic missile, dispel magic, and 
  flame strike), entropic shield, shield of faith, invisibility 
  purge, bear’s endurance, owl’s wisdom, and bless.  She 
  recalls her shield of faith with her pearl of power and 
  then casts it on the drider.  All of these spells remain 
  active for 11 minutes except nondetection, which lasts for 
  11 hours, and freedom of movement and spell immunity, 
  which last for 110 minutes. 
   
  There is also a symbol of persuasion (Will DC 
  21) set into the wall above the exit from her sacrificial 
  chamber (it is not visible until the room is entered), 
  triggered whenever any good character passes under it.  
  The priestess and all the denizens of the room are attuned 
  to the symbol. 
   
  APL 12 (EL 16) 
  �Drow Priestess: female drow Clr13; CR 14; Medium 
  humanoid (elf); HD 13d8+13; hp 87; Init +3; Spd 20 ft.; 
  AC 22 (+3 Dex, +6 breastplate, +3 shield), touch 13, flat-
  footed 19; Base Atk +9; Grp +9; Atk +10 melee (1d6+1/17-
  20/x3 plus poison, +1 keen spider dagger) or +12 ranged 
  (1d4/19-20 and poison, hand crossbow); Full Atk +10/+5 
  melee (1d6+1/17-20/x3 plus poison, +1 keen spider 
  dagger); SQ spells, darkvision 120 ft., dancing lights, 
  darkness, faerie fire 1/day as 13th level caster, rebuke 
  undead; SR 24; AL CE; SV Fort +10, Ref +8, Will +14 (+16 
  against spells and spell-like abilities); Str 10, Dex 16, Con 
  12, Int 10, Wis 23, Cha 10. 
   
  Skills and Feats: Bluff +16, Concentration +17 
  (+21), Listen +8, Search +2, Spot +8; Combat Casting, 
  Daylight Adaptation, Exotic Weapon Proficiency (spider 
  dagger), Greater Spell Focus (Necromancy), Spell Focus 
  (Necromancy). 
   
  Possessions: +1 keen spider dagger (poisoned), 
  +1 breastplate, +1 heavy steel shield, cloak of resistance 
  +1, special silver unholy symbol of Lolth (focus for 
  destruction spell), hand crossbow with two bolts (both 
  poisoned), torture implements, pearl of power (1
  st level), 
  bead of force, periapt of wisdom +2. 
   
  Cleric Spells Prepared (6/6+1/6+1/5+1/5+1/ 
  4+1/ 3+1/1+1; save DC 16 + spell level, DC 18 + spell level 
  for Necromancy spells): 0—create water, detect magic, 
  guidance (2), light, read magic; 1st—bless, divine favor, 
  entropic shield, inflict light wounds*, protection from 
  good, shield of faith (2); 2nd—bear’s endurance (3), hold 
  person, owl’s wisdom, shatter*, sound burst; 3rd—bestow 
  curse, dispel magic (2), invisibility purge, nondetection*, 
  prayer; 4th—confusion*, divine power, giant vermin, 
  freedom of movement, poison, spell immunity; 5th—
  mass inflict light wounds*, flame strike, righteous might, 
  slay living, true seeing; 6th—harm*, harm, heal; 7th—
  blasphemy, disintegrate*. 
   
  *Domain spell.  Domains:  Destruction (once per 
  day, may declare a smite on a single melee attack.  This 
  adds +4 to hit and the cleric’s level to damage), Trickery 
  (Bluff, Disguise, and Hide are cleric class skills). 
   
  Poison (Ex): An opponent hit by a drow’s 
  poisoned weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious.  After 1 minute, the subject must 
  succeed on another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours.  Since this poison is not a 
  magical effect, drow and other elves are susceptible to it. 
   
  Pre-cast Spells:  If the priestess hears the 
  guards’ thunderstone, she immediately casts, in the 
  following order:  nondetection, freedom of movement, 
  spell immunity (against magic missile, dispel magic, and 
  flame strike), entropic shield, shield of faith (on herself 
  and one bebilith), invisibility purge, true seeing, owl’s 
  wisdom, bear’s endurance (on herself, then on the two 
  bebiliths) and bless.  She recalls her shield of faith with 
  her pearl of power and then casts it on the other bebilith.  
  All of these spells remain active for 13 minutes except 
  nondetection, which lasts for 13 hours, and freedom of 
  movement and spell immunity, which last for 130 
  minutes. 
   
  There is also a symbol of stunning (Will DC 23) 
  set into the wall above the exit from her sacrificial 
  chamber (it is not visible until the room is entered), 
  triggered whenever any good character passes under it.  
  The priestess and all the denizens of the room are attuned 
  to the symbol. 
   
   
   
   
  
  Never Read Somebody’s Diary 
   
  Page 20  
  Appendix 2:  New Rules Items 
   
   
  Dual Strike [General] (from Sword and Fist) 
  Your combat teamwork makes you a more dangerous 
  foe. 
   
  Prerequisites:  Base attack bonus +3, Combat 
  Reflexes. 
   
  Benefit: If you and an ally both have this feat 
  and are flanking your opponent you both get a +4 
  bonus on your attack roll. 
   
  Normal: The standard flanking attack roll 
  bonus is +2. 
   
  Daylight Adaptation [General] (from the Forgotten 
  Realms Campaign Setting) 
  Through long exile from the shadowed homelands of 
  your kind, you have learned to endure the painful 
  sunlight of the surface world. 
  Benefit: If you are a type of creature that 
  suffers circumstance penalties when exposed to bright 
  light (such as drow or duergar), you no longer suffer 
  those penalties, whether the light comes from natural 
  or magical sources of illumination. 
   
   
  
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/593/Normal Scenarios/VER3-06 - Never Read Somebody's Diary (APL 2-12)/VER3-06 - Never Read Somebody's Diary.pdf