TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING 
  GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE 
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  COINCIDENTAL. © 2008 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  ADP8-02 
   
   
   
   
  Fortress of the Yuan-ti  
   
  A One-Round  
  D&D
  ® LIVING GREYHAWK
  TM Adapted Adventure 
   
  Adapted by Tim Sech 
   
  Reviewers and Contributors: The Circle 
   
  Castle Serastis, headquarters of the Vanguard of Sertrous, is all that stands between victory and defeat.  The denizens 
  have raced to gather the needed components to raise the Risen King for their own dastardly designs.  Will there be any 
  brave adventurers that can stop them?  A Core Adaptable adventure set in the outer planes for characters level 7-11 (APL 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 2 
  9). Sequel to ADP7-05 Barrow of the Forgotten King and ADP8-07 Sinister Spire. It is strongly advised to play both of 
  these adventures before this adventure, but it is not required. 
   
  Resources for this adventure [and the authors of those works] include Fortress of the Yuan-Ti [Ari Marmell] 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 3 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARATION FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
  You also need a copy of Fortress of the Yuan-ti, the 
  adventure to use with this supplement.   
   
  Throughout this adventure supplement, text in 
  bold italics provides player information for you to 
  paraphrase or read aloud when appropriate. 
   
  Along with this adventure supplement you’ll find 
  a RPGA Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  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 dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine 
  the number of levels you add to the sum of step 
  one. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 4 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  TIME UNITS AND UPKEEP 
  This is a Core adapted adventure, set in various planes. 
  Since players do not pay Time Units in the Living 
  Greyhawk Campaign any further the need for keeping 
  track of that is unnecessary.   
  Adventurer’s 
  Standard Upkeep costs 12 gp per Time Unit. Rich 
  Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. Characters that fail to pay 
  at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As per the adventure Fortress of the Yuan-Ti with the 
  following changes: 
  • 
  Remove the Quickened Spell-Like Abilities of the 
  Risen King in encounter S4A. 
  • 
  Aegis Inviolable and Nanietharil are not Weapons 
  of Legacy.  Only one PC at the table can have 
  access to either of these items (Can be same PC or 
  different ones) See the AR for more details on 
  what they have become.   
  • 
  The random encounters can be used against the 
  PCs.  However the PCs do not gain any extra 
  experience from each one.  They can keep any 
  treasure that they find and use that during the 
  adventure as well as for over the cap treasure.    
  • 
  The action points listed in the adventure are not 
  used at all during the course of the adventure. 
   
  ADVENTURE SUMMARY 
   
  The adventure should be run as written, with the 
  exceptions noted below. It is assumed that the 
  adventure will be played in the order presented in 
  Fortress of the Yuan-Ti. The APL of this adventure is 9, 
  and the adventure is recommended for characters of 
  levels 7-11. Characters of 12th level and higher may not 
  find the adventure challenging enough, while 6th level 
  characters and lower will certainly be overwhelmed.  
   
  The experience and gold is presented per area in 
  the Experience Point Summary and Treasure Summary 
  below. There is a chance that the PCs could earn more 
  gold than the maximum; however, they can only earn 
  the maximum gold that is listed at the end of this 
  document and on the Adventure Record (AR).  
   
  Note: This adventure requires approximately 2-4 
  sessions of gameplay. You should ensure that players 
  are aware of this before beginning, and that multiple 
  sessions are set up to cover the entirety of the 
  adventure.  Players may play other Living Greyhawk 
  adventures in between these sessions though again it is 
  recommended they play this as one continuous 
  adventure.  
   
  PREPARATION FOR PLAY 
  This is an adaptation of the adventure Fortress of the 
  Yuan-Ti by Ari Marmell and Gwendolyn F.M. Kestrel 
  published by Wizards of the Coast. As such you cannot 
  run this adventure without a copy of said adventure. 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 5 
   
  INTRODUCTION 
  There are various ways the PCs can be introduced to 
  this adventure.  If they have just finished ADP8-01 
  Sinister Spire then they immediately start right where 
  they left off. 
   
  If the PCs have not played any of the previous 
  adventures in the series or have played other 
  adventures in between then use the ‘Missing Villagers’ 
  and/or the ‘Castle Awaken’ hooks supplied in the 
  adventure. 
   
   
  Continue with the adventure as normal. 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  ENCOUNTER F: THE 
  SURROUNDING FIELDS 
  Defeat the Yuan-Ti and her minions: 
  APL 9:  360 XP 
   
  Treasure:  
   
  Loot: 345 gp; Coin: 0 gp; Magic: cloak of charisma 
  +2 (333 gp) 
   
  A SECOND RESCUE 
  If the PCs defeat or befriend Clora they are awarded 
  extra experience.  
  APL 9:  60 XP 
   
  K3: THE GREAT HALL 
  Defeat the cleric and undead raptor. 
  APL 9:  210 XP 
   
  Treasure: 
   
  L: 30 gp; C: 0 gp; M: +1 full plate (193 gp), gloves of 
  dexterity +2 x2 (333 gp), potions of cure light wounds 
  x6 (4 gp) 
   
  K7: MEETING HALL 
  Defeat or bypass the hidden pit trap: 
  APL 9:  90 XP 
   
  K8: THE LESSER SHRIINE 
  Defeat/Use diplomacy against Chavakuth: 
  APL 9:  180 XP 
   
  Treasure: 
  L: 0 gp; C: 0 gp; M:  +1 light wooden shield (96 
  gp), +1 leather armor (97 gp), potion of cure moderate 
  wounds (25 gp) 
   
  K9: THE DUNGEON 
  Defeat Yuan-Ti ghost: 
  APL 9:  210 XP 
   
  K10: CELLS 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  adamantine dagger (250 
  gp) 
   
  K11: GARBAGE PIT 
  Note that the ring of counterspells currently has charm 
  person cast in it. 
   
  Defeat Gophodros, the spellwarped otyugh: 
  APL 9:  150 XP 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  ring of counterspells (333 
  gp) 
   
  K12: STORAGE CHAMBERS 
  The PCs can take all the mundane items out of here if 
  they wish but receive no gold if they try to sell the 
  items as they are in poor shape. 
   
  K14: TEMPORARY STORAGE 
  On the table is Nanietharil, scale mail that is legendary. 
   However in this adventure it is not a legacy item but 
  instead is +2 darkwood scale mail.  
   
  If no PCs have Merthuvial (from Barrow of the 
  Forgotten King) that sword is on the table as well and 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 6 
  is treated as a +1 adamantine longsword. PCs do not 
  gain access to purchase this item.  
   
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: pearl of power 1
  st level (93 gp), 
  pearl of power 2
  nd level (333 gp), Nanietharil (+2 
  darkwood scale mail) (346 gp) 
   
  K16: BARRACKS 
  Treasure: 
  L: 0 gp; C: 48 gp; M:  0 gp 
   
  K18: THE WAY FORWARD 
  Defeat Kallist and Shillonok: 
  APL 9:  180 XP 
   
  Treasure: 
  L: 0 gp; C: 65 gp; M:  0 gp 
   
  K20: THE BLACK ZIGGURAT 
  Treasure: 
  L: 0 gp; C: 65 gp; M:  lesser bracers of archery 
  (417 gp) 
   
  BLOODY GROTTO 
  There are many environs in Castle Serastis that are 
  reachable by the active portals.  The PCs may decide to 
  venture into any one of them. Run each as they are 
  written. 
  If a PC follows the guidelines within the adventure 
  then award them the favor, ‘Avenge the Bloody 
  Grotto’. 
   
   
   
  THE WRETCHED SWAMP 
  Defeat Udmuela and destroy the phylactery. 
  APL 9:  240 XP 
   
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: Boccob’s blessed book (1,041 
  gp). 
   
  THE CAVES OF HORROR 
  The PCs can sell the scepter if they wish once the 
  adventure is over with.  They will get the base cost of 
  the material components.  This is noted in the loot 
  section of the treasure.   
   
  Remember if they do decide to sell this without 
  first asking to give it back to the townspeople of 
  Kingsholm they do not receive the extra experience. 
   
  Defeat Siolim the gauth. 
  APL 9:  210 XP 
   
  Defeat Gidrius and Lusudrus. 
  APL 9:  270 XP 
   
  Treasure: 
   
  L: 150 gp; C: 0 gp; M: ring of jumping (208 gp), 
  lesser metamagic rod (extend) (250 gp) 
   
  THE BLASTED LAND 
  The PCs can sell the scepter if they wish once the 
  adventure is over with.  They will get the base cost of 
  the material components.  This is noted in the loot 
  section of the treasure.   
   
  Remember if they do decide to sell this without 
  first asking to give it back to the townspeople of 
  Kingsholm they do not receive the extra experience. 
   
  Defeat the writhing blackness and recover the stone 
  tablet. 
  APL 9:  270 XP 
   
  Treasure: 
   
  L: 105 gp; C: 0 gp; M: 0 gp 
   
  Y1/Y5: STAGING AREA 
  Defeat the Issiel and Snapwing 
  APL 9:  240 XP 
   
  Treasure:  
  L: 500 gp; C: 0 gp; M:  bracers of armor +4 
  (1,333 gp), potion of levitate x2 (25 gp), gloves of arrow 
  snaring (333 gp) 
   
  Y2: MAP ROOM 
  Treasure: 
  L: 26 gp; C: 0 gp; M:  arcane scroll of explosive 
  runes (31 gp), arcane scroll of magic mouth (13 gp), 
  arcane scroll of sepia snake sigil (73 gp) 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 7 
   
  Y3: THE BLACK ZIGGURAT 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  Issiel’s spellbook (29 gp) 
   
  Y6: UPPER LANDING 
  Defeat the yeth hound 
  APL 9:  210 XP 
   
  D1: ENTRY CHAMBER 
  Defeat the scale golem  
  APL 9:  210 XP 
   
  D2: ARCANE SUPPLIES 
  Defeat or bypass the chain lightning trap 
  APL 9:  210 XP 
   
  Treasure: 
   
  L: 147 gp; C: 0 gp; M: 0 gp 
   
  D3: ARCANISTS’ LIVING 
  QUARTERS 
  There is no spell book here left behind.  The helm is in 
  the room south of this area. 
   
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: helm of comprehend languages 
  and read magic (433 gp) 
   
  D4: TOLVUL’S LIVING 
  QUARTERS 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: circlet of persuasion (375 gp) 
   
  D5: THE LABORATORY 
  The king’s crown can be used against the risen king at 
  the end. 
   
  Defeat Tolvul the mind flayer. 
  APL 9:  270 XP 
   
  Treasure: 
   
  L: 167 gp; C: 0 gp; M: potion of cure moderate 
  wounds x2 (25 gp), potion of invisibility (25 gp), 
  bracers of armor +2 (333 gp), ring of protection +1 (167 
  gp), headband of intellect +2 (kings crown) (333 gp) 
   
  D7: THE LIBRARY 
  The king’s crown can be used against the risen king at 
  the end. 
   
  Defeat Zoldathra in battle. 
  APL 9:  270 XP 
   
  OR 
   
  Use diplomacy to talk with Zoldathra. 
  APL 9:  240 XP 
   
  Treasure 
  (ONLY 
  AWARD 
  IF 
  THEY 
  KILL 
  ZOLDATHRA): 
   
  L: 107 gp; C: 0 gp; M: 0 gp 
   
  P2: LANDING 
  Defeat the baboon wights. 
  APL 9:  180 XP 
   
  P3: MAIN SANCTUARY 
  Defeat Vsolt and his minions. 
  APL 9:  240 XP 
   
  Treasure: 
   
  L: 170 gp; C: 0 gp; M: cloak of resistance +1 (83 gp), 
  +1 studded leather armor (98 gp), potion of barkskin 
  (25 gp), potion of cure moderate wounds (25 gp), 
  potion of levitate (25 gp), wand of ghoul touch, 41 
  charges (307 gp). 
   
  P4: RELIQUARY 
  The PCs only get Shiuahn’s gear if they kill her.  
  However they do get the maximum amount of 
  experience regardless if they kill her or allow her to 
  follow them. 
   
  Defeat Arzanezra. 
  APL 9:  240 XP 
   
  Treasure: 
   
  L: 153 gp; C: 0 gp; M: +1 shortspear (192 gp), rhino 
  hide (430 gp) 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 8 
   
  S1: THE PORTAL CHAMBER 
  Defeat the Wretched Tide. 
  APL 9:  240 XP 
   
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: dusty rose prism ioun stone 
  (417 gp) 
   
  S2: THE VESTIBULE 
  Defeat Effandra and her nagathas. 
  APL 9:  270 XP 
   
  Treasure: 
   
  L: 1 gp; C: 0 gp; M: potion of fly (63 gp), ring of 
  protection +1 (167 gp), +2 shortbow (694 gp). 
   
  S3: ENDLESS STAIR 
  Defeat or bypass the flame strike trap. 
  APL 9:  180 XP 
   
  S4: THE SACRAMENTAL 
  CHAMBER 
  Note that Sulvaugren uses a +1 keen scimitar as in his 
  possessions even though the stat block has it as a 
  normal +1 scimitar.  The Aegis Inviolabe, while a 
  legacy item, is not one for the purposes of the Living 
  Greyhawk Campaign.  Instead it is a +1 light 
  fortification heavy steel shield that serves as a holy 
  symbol for purposes of turning, spellcasting, etc. 
   
  Defeat Sulvaugren, Master of Worlds. 
  APL 9:  330 XP 
   
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: Aegis Inviolable, +1 light 
  fortification heavy steel shield (348 gp), wand of cure 
  serious wounds, 6 charges (112 gp), +1 keen scimitar 
  (193 gp). 
   
  S4A: THE SACRAMENTAL 
  CHAMBER 
  The battle against the Risen King is a challenging one.  
  All of the chosen ‘legacy’ items in the various 
  adventures still affect the Risen King just like the 
  adventure says.   
   
  When fighting the Risen King remove all of the 
  Quicken Spell-Like Ability bonus feats only.  The Risen 
  King has all his other special abilities but those.  Note 
  he still has the spells though they are not Quickened.   
   
  Remember the PCs do not gain any action points 
  in the adventure. 
   
  Defeat the Risen King. 
  APL 9:  480 XP 
   
  CONCLUSION 
  Follow the conclusions in the adventure depending on 
  how well the PCs did. 
   
  If the PCs thwarted the Sacrament of the Risen Abyss 
  and return the bones back to the town of Kingsholm 
  award them 150 experience.   
   
  If the PCs return the special weapons award them 
  another 60 experience points for a total of 210.  They 
  also are awarded the thanks of the townspeople. 
   
  The town speaker Phodor Landros listens intently 
  to the retelling of the heroic adventures.  After the 
  noise of the crowded inn dies down he turns to you 
  all. 
   
  “I think I speak for us all in saying that you 
  have the thanks of many generations of Kingsholm. 
   We are indebted to you forever more.  A few of our 
  braver soldiers came across some unusual steeds 
  while searching the old tomb.  They didn’t respond 
  until we actually decided to mount them like a 
  regular horse.  They are made of metal and seem to 
  be in good shape.  However in our fair town they 
  are so out of place that we have no such need for 
  them.  Please take them as our gift to you. 
   
  The PCs have earned the favor ‘Thanks from the 
  Town of Kingsholm’.  The PC must choose if they 
  want a Clockwork Steed or Pony, but they cannot have 
  both.  The PCs receive this favor for defeating the 
  Risen King regardless if they offer to give back the 
  special items or not. 
   
  If the PCs failed to stop the Sacrament then the Risen 
  King returns to his land to dominate.  The PCs have a 
  tough road ahead of them trying to explain to the 
  populace that the king is not what he seems.   
   
  The PCs do not earn the extra experience. 
   
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 9 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Discretionary roleplaying award  
  APL 9 
  1,358 XP 
   
  Total Possible Experience  
  APL 9 
  7,500 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Encounter F: The Surrounding 
  Fields 
  Treasure:  
   
  Loot: 345 gp; Coin: 0 gp; Magic: cloak of charisma 
  +2 (333 gp) 
   
  K3: The Great Hall 
  Treasure: 
   
  L: 30 gp; C: 0 gp; M: +1 full plate (193 gp), gloves of 
  dexterity +2 x2 (333 gp), potions of cure light wounds 
  x6 (4 gp) 
   
  K8: The Lesser Shrine 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  +1 light wooden shield (96 
  gp), +1 leather armor (97 gp), potion of cure moderate 
  wounds (25 gp) 
   
  K10: Cells 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  adamantine dagger (250 
  gp) 
   
  K11: Garbage Pit 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  ring of counterspells (333 
  gp) 
   
  K14: Temporary Storage 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: pearl of power 1
  st level (93 gp), 
  pearl of power 2
  nd level (333 gp), Nanietharil (+2 
  darkwood scale mail) (346 gp) 
   
  K16: Barracks 
  Treasure: 
  L: 0 gp; C: 48 gp; M:  0 gp 
   
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 10 
  K18: The Way Forward 
  Treasure: 
  L: 0 gp; C: 65 gp; M:  0 gp 
   
  K20: The Black Ziggurat 
  Treasure: 
  L: 0 gp; C: 65 gp; M:  lesser bracers of archery 
  (417 gp) 
   
  The Wretched Swamp 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: Boccob’s blessed book (1,041 
  gp). 
   
  The Caves Of Horror 
  Treasure: 
   
  L: 150 gp; C: 0 gp; M: ring of jumping (208 gp), 
  lesser metamagic rod (extend) (250 gp) 
   
  The Blasted Land 
  Treasure: 
   
  L: 105 gp; C: 0 gp; M: 0 gp 
   
  Y1/Y5: Staging Area 
  Treasure:  
  L: 500 gp; C: 0 gp; M:  bracers of armor +4 
  (1,333 gp), potion of levitate x2 (25 gp), gloves of arrow 
  snaring (333 gp) 
   
  Y2: Map Room 
  Treasure: 
  L: 26 gp; C: 0 gp; M:  arcane scroll of explosive 
  runes (31 gp), arcane scroll of magic mouth (13 gp), 
  arcane scroll of sepia snake sigil (73 gp) 
   
  Y3: The Black Ziggurat 
  Treasure: 
  L: 0 gp; C: 0 gp; M:  Issiel’s spellbook (29 gp) 
   
  D2: Arcane Supplies 
  Treasure: 
   
  L: 147 gp; C: 0 gp; M: 0 gp 
   
  D3: Arcanists’ Living Quarters 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: helm of comprehend languages 
  and read magic (433 gp) 
   
  D4: Tolvul’s Living Quarters 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: circlet of persuasion (375 gp) 
   
  D5: The Laboratory 
  Treasure: 
   
  L: 167 gp; C: 0 gp; M: potion of cure moderate 
  wounds x2 (25 gp), potion of invisibility (25 gp), 
  bracers of armor +2 (333 gp), ring of protection +1 (167 
  gp), headband of intellect +2 (kings crown) (333 gp) 
   
  D7: The Library 
  Treasure 
  (ONLY 
  AWARD 
  IF 
  THEY 
  KILL 
  ZOLDATHRA): 
   
  L: 107 gp; C: 0 gp; M: 0 gp 
   
  P3: Main Sanctuary 
  Treasure: 
   
  L: 170 gp; C: 0 gp; M: cloak of resistance +1 (83 gp), 
  +1 studded leather armor (98 gp), potion of barkskin 
  (25 gp), potion of cure moderate wounds (25 gp), 
  potion of levitate (25 gp), wand of ghoul touch, 41 
  charges (307 gp). 
   
  P4: Reliquary 
  Treasure: 
   
  L: 153 gp; C: 0 gp; M: +1 shortspear (192 gp), rhino 
  hide (430 gp) 
   
  S1: The Portal Chamber 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: dusty rose prism ioun stone 
  (417 gp) 
   
  S2: The Vestibule 
  Treasure: 
   
  L: 1 gp; C: 0 gp; M: potion of fly (63 gp), ring of 
  protection +1 (167 gp), +2 shortbow (694 gp). 
  
  ADP8-02 Fortress of the Yuan-Ti 
   
  Page 11 
   
  S4: The Sacramental Chamber 
  Treasure: 
   
  L: 0 gp; C: 0 gp; M: Aegis Inviolable, +1 light 
  fortification heavy steel shield (348 gp), wand of cure 
  serious wounds, 6 charges (112 gp), +1 keen scimitar 
  (193 gp). 
   
  Total Possible Treasure 
  APL 9:   
  13,388 gp 
   
  Treasure Cap  
  APL 9:   
  9,900 gp  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ADP (Adaptable)/ADP8-02 Fortress of the Yuan-ti (3E).pdf