TEXT: This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast. 
  ADP-STE-9-02 
   
   
   
   
   
   
  Shadow of the Abyss 
  An adventure for our Home Greyhawk Campaign  
  Set in Sterich 
  By Greg A. Vaughan 
   
  Something was not right in Istivin… More than a few speculated in private that it seemed that the taint 
  of war had brought a touch of the Abyss. Living Greyhawk Gazeteer. 
  The Tainting of Istivin part 2. 
  A three round adventure set in Sterich for characters levels 8-14 (APL 11) 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 2 
  Adapted to LG Style 
  This adventure was published in Dungeon 
  118. It has been adapted by a DM who never 
  played in the Sheldomar Valley and his advice is 
  “just have fun”. 
  The adventure is a standard Greyhawk 
  adventure and needs no adaptation apart from 
  Treasure and XP. The DM should become 
  familiar with the article on Istivin in Dungeon 117 
  and the adventure before running.  
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If a PC purchases the Kaorti Ribbon dagger 
  they receive the “Chrylis Dagger” AR 
  reward. 
  • 
  If a PC purchases the Kaorti Resin armour 
  they receive the “Chrylis Armour” AR 
  reward. 
  • 
  If a PC purchases the kaorti’s ring they 
  receive the “Ring of Charisma” AR reward. 
  Experience Points 
  Each encounter should earn the PCs a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame.  
  Encounters grant 30xp per EL faced. 
  Adventures should always grant at least 60% of 
  its xp through combat. 
  Only include encounters that grant the PCs 
  experience. 
  Chapter 1 – Finding Ilkharis 
  Shadows in the House of Radiance 
  For defeating Chrylis 
  APL11 
  390xp 
  Chapter 2 – The Journey South 
  Event 1: Little Sister 
  For defeating Sufrira and her gorgons 
  APL11 
  420xp 
  Event 2: Mad Amos 
  For defeating the Baron Teusele and his 
  henchemen, and for befriending Mad Amos 
  APL11 
  360xp 
  Chapter 3 – The Border Fort 
  1: Gate Towers and Curtain Walls 
  For defeating the Frost Giants 
  APL11 
  390xp 
  2: Bailey 
  For defeating the Dire Tigers 
  APL11 
  330xp 
  5: Burned Keep 
  For 
  encountering 
  or 
  bypassing 
  the 
  Collapsing Wall Trap 
  APL11 
  300xp 
  6: Anteroom 
  For defeating the Hill Giants and the Gray 
  Render 
  APL11 
  300xp 
  9: Larder 
  For defeating the fiendish advanced dire 
  boar 
  APL11 
  300xp 
  10: Abandoned Hall 
  For defeating the rpoer 
  APL11 
  360xp 
  11: Postern 
  For defeating Skurver the Hill Giant Dire 
  Wereboar 
  APL11 
  330xp 
  13: Guard Room 
  For defeating the Gray Render 
  APL11 
  240xp 
  14: Western Watch Room 
  For defeating the Hill Giant Fighters 
  APL11 
  390xp 
  18: Velikar’s Chamber 
  For defeating Velikar 
  APL11 
  450xp 
  20: Cell 
  For defeating Gleodites 
  APL11 
  390xp 
  21: Collapsed Cavern 
  For defeating Asiroxus 
  APL11 
  420xp 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 3 
  Total 
  XP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  xp. 
  APL11 
  5,370xp 
  Treasure 
  At the end of every adventure, all the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold.  
  Add the cost of the loot found in each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp. 
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting. 
  Total GP allowed per TU 
  Below are the maximum XP that can be 
  awarded per TU spent. A PC may spend an 
  extra TU to obtain 20% more by making a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL. 
  APL11 
  9,145gp 
  Special Rewards 
  List here any special favors or enmities the 
  PCs may have earned.  
  Do NOT give any favor that grant a 
  permanent bonus that mimics another class’s 
  abilities permanently (no free smite for life if you 
  are not a cleric or paladin). Any such favors 
  should have a limited number of uses (1, 3 or 5). 
  If not mentioned, assume you can use  once. 
  Chrylis Dagger: This is a medium-sized +1 
  keen ribbon dagger made of kaorti Resin. It 
  consists of a rsin handle to which is attached a 
  long flexible strip of razor-sharp resin. A creature 
  properly trained in the dagger’s use can cause it 
  to wrap around objects with ease or to slash as 
  a standard metal blade. When using a ribbon 
  dagger you gain a +2 bonus on opposed attack 
  rolls made to disarm an opponent, including the 
  roll to avoid being disarmed. A standard ribbon 
  dagger is a light exotic melee weapon, does 1d4 
  damage critical x4, weight 1lb, type slashing. 
  Chrylis Armour: This resin suit causes 
  rashes and hives when worn. Standard resin 
  armour is light armour, armour bonus +4, max 
  dex bonus +3, armour check penalty -4, arcane 
  spell failure 25%, speed (30ft), weight 20lb.. 
  Ring of Charisma: This acts as a cloak of 
  charisma, but is more expensive to buy as it is a 
  non-standard item.  
  Item Access 
  APL 11: 
  • 
  +1 Keen Ribbon Dagger (Adventure; See 
  Above; 8,350 gp) 
  • 
  +2 Resin Suit (Adventure; See Above; 
  4,800gp) 
  • 
  Boots of Speed (Adventure; DMG) 
  • 
  Ring of Charisma +4 (Adventure, See 
  Above, 24,000gp) 
  • 
  Wand of magic Missiles, caster level 7, 26 
  charges (Adventure; DMG) 
  • 
  Ring of Feather Falling (Adventure; DMG) 
  • 
  +1 Icy Burst Arrow – 7 only (Adventure; 
  DMG) 
  • 
  Rhino Hide Armour (Adventure; DMG) 
  • 
  +1 Large Unholy Morningstar (Adventure; 
  DMG) 
  • 
  +1 shadow silent moves studded leather 
  armour (Adventure; DMG) 
  • 
  Ring of Climbing (Adventure; DMG) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP-STE9-02 - Shadow of the Abyss (APL 11)/ADP-STE9-02 - Shadow of the Abyss.pdf