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-9-03 
   
   
   
   
   
   
  Wrath 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 3. 
  A three round adventure set in Sterich for characters levels 9-15 (APL 12) 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 2 
  Adapted to LG Style 
  This adventure was published in Dungeon 
  119. 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. 
  Do not use any random encounters in the 
  Underdark.  
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If the PCs killed Marquis Querchard they 
  receive the “Killed the Marquis” AR reward. 
  • 
  If the PCs found the Maquis’ journal they 
  receive the “Recovered Journal” AR reward. 
  • 
  All PCs receive the “Friends in Istivin” 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 – The Oestral Abyss 
  B: The Spider Queen’s Womb 
  For defeating the gargantuan fiendish 
  monstrous spiders 
  APL12 
  390xp 
  C: House Oester 
  For defeating Zephru 
  APL12 
  300xp 
  Chapter 2 – Mirith Glarnon 
  1: Lower Entrance 
  For defeating the bugbear fighters 
  APL12 
  330xp 
  2: Bugbear Warrens 
  For defeating the bugbears 
  APL12 
  390xp 
  3: Crawling Cavern 
  For defeating the carrion crawlers and their 
  master 
  APL12 
  360xp 
  4: Upper Entrance 
  For defeating Belgos and Silussa 
  APL12 
  420xp 
  5: Surface Emissary 
  For defeating Ajakstu 
  APL12 
  330xp 
  7: Fallen House Eilservs 
  For defeating the drow of house Eilservs 
  APL12 
  420xp 
  9: Second Descent 
  For defeating the roper 
  APL12 
  360xp 
  11: Chasm of the Chasme 
  For defeating Zzylyzz 
  APL12 
  300xp 
  13: Derakshan’s Sanctum 
  For defeating Derakshan 
  APL12 
  450xp 
  14: The Foyer 
  For encountering or bypassing the Glyph of 
  Warding 
  APL12 
  210xp 
  16: Hulk Hole 
  For defeating the umber hulks 
  APL12 
  360xp 
  18: The Pit of Ilkharis 
  For 
  obtaining 
  Ilkharis 
  information 
  and 
  complying with his last request 
  APL12 
  420xp 
  Chapter 3 – Return to Istivin 
  Qualtaine Square 
  For defeating the wolves of the Javan Gate 
  APL12 
  390xp 
  Unearthing Galmoor 
  For defeating Galmoor and the statues 
  APL12 
  420xp 
  The Malgoth Manifests 
  For defeating The Malgoth 
  APL12 
  480xp 
  
  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. 
  APL12 
  6,5330xp 
  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. 
  APL12 
  13,260xp 
  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. 
  Armband of Charisma: This acts as a 
  cloak of charisma, but is more expensive to buy 
  as it is a non-standard item. It takes up a bracer 
  slot.  
  Handspur: You picked up the handspur, 
  and it latched upon you. You have the handspur 
  (refer over). 
  Lesser Tentacle Rod: This is a long sinous 
  rod of organic composition with three branches 
  (refer over).   
  Mask of Pallid Ruin: This mask is made up 
  from bleached skin taken from surface elves 
  (refer over). 
  Book of the Dark Eye: After the conclusion 
  of this adventure, this book gives the possessor 
  a +2 circumstance bonus on Knowledge 
  (religion) checks on the worship of the Elder 
  Elemental Eye and Tharizdun when it can be 
  referenced.  
  Item Access 
  APL 12: 
  • 
  Gloves 
  of 
  swimming 
  and 
  climbing 
  (Adventure; DMG) 
  • 
  Boots of elvenkind (Adventure; DMG) 
  • 
  Boots of striding and springing (Adventure; 
  DMG) 
  • 
  Ring of sustenance (Adventure; DMG) 
  • 
  +1 keen longsword (Adventure; DMG) 
  • 
  Ring of force shield (Adventure; DMG) 
  • 
  Medallion of thoughts (Adventure; DMG) 
  • 
  +1 human bane kukri (Adventure; DMG) 
  • 
  Ring 
  of 
  counterspells 
  (dismissal) 
  (Adventure; DMG) 
  • 
  Armband of charisma (Adventure; see 
  above; 24,000gp) 
  • 
  Staff of power (5 charges) (Adventure; 
  DMG) 
  • 
  Pearl of power (3rd level) (Adventure; DMG) 
  • 
  +1 keen scimitar (Adventure; DMG) 
  • 
  +1 defending scimitar (Adventure; DMG) 
  • 
  +2 adamantine Breastplate (Adventure; 
  DMG) 
  • 
  Handspur (Adventure; see above; 500gp) 
  • 
  Lesser 
  Tentacle 
  Rod (Adventure; 
  see 
  above; 21,000gp) 
  • 
  Mask of Pallid Ruin (Adventure; see above; 
  14,000gp) 
  • 
  Ring of wizardry (I) (Adventure; DMG) 
  • 
  Book of the Dark Eye (Adventure; see 
  above; 1,000gp) 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 4 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP-STE9-03 - Wrath of the Abyss (APL 12)/ADP-STE9-03 - Wrath of the Abyss.pdf