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. 
   
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  COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
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  PER5-07 
   
   
   
   
   
  Dark Days In Deed 
   
  A One-Round D&D Living Greyhawk
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Bruce Paris 
  Aristocratic backgrounds thanks to Bruno Marques 
  Reviewed by Chris Tulach 
   
   
  Leaving the battlefront, it is time to return to Traft City for a well-earned rest. But something more annoying and 
  frustraiting awaits you: the ongoing machinations of Traft’s aristocracy, and the unveiling of a new orphanage which 
  rivals the local opera house in sheer opulence. Soon you will wish you were back on the frontline! A very aristocratic 
  adventure for APLs 2-16.  
  
  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 game master. 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 game master. The person who sanctions the 
  event is called the senior game master, 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 game master 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, 2006.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on non-player 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure 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.  
  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. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  # 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 
  CR of Animal 
  4 
  4 
  6 
  7 
  8 
  PER5-07 Dark Days In Deed 
   
  Page 2 
  
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
   
  7 
  7 
  9 
  10 
  11 
  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. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland 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. 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 
  Two Years Ago 
  When Da’Trelle, a mad druid, saw a way to steal the 
  precious Coin Of Destiny from a temple of St Cuthbert in 
  Keoland, he saw it as a chance to bring ruin upon the 
  land (and organisation) which once shunned him. 
  Rejected by The Grove because he worshipped Incabulos, 
  Da’Trelle swore he would return and bring a plague of 
  blight upon all those he hated. The Coin Of Destiny 
  would allow him to do this. And through it, he now saw 
  what he must do. He must bring poison and disease to 
  the forests of the Kershane Pass. Then, and only then, 
  would the armies of Iuz The Old be able to pass 
  unhindered into Perrenland. Without their forests, the 
  Kershsane Empire would also crumble, and it was the 
  Kershane who most villainously shunned Da’Trelle’s 
  entrance into the Grove. 
  One Year Ago 
        To test his poison, Da’Trelle chose the TrussTree, a 
  sacred oak which grew in Traft City. He knew that if such 
  a tree was able to be killed, then the forests of the 
  Kershane would be a mere formality. The death of such a 
  tree would also bring shame and despondency to the 
  Perrenders - and the more the better. So, in 594 CY, 
  Da’Trelle hired a Tiger Nomad, well versed in the Old 
  Ways, to conjure up a mix of Da’Trelle’s magic (alongside 
  nomad shamanism) to poison and sicken the TrussTree. 
  The nomad shaman, Clawcrow Countingcrane, hid out 
  with his cronies at The Cut Snake Tavern, awaiting 
  payment for his dastardly deeds from Da’Trelle himself 
  (who had taken up residence in an old dungeon in the 
  North Wood). 
        Slowly, Da’Trelle gathered around him two groups of 
  cultists. The first were the Tiger Nomads who would do 
  his dirty work for him in the city. The second were some 
  evil druids who lived around a swamp in the darker 
  reaches of the North Wood. Da’Trelle persuaded the 
  druids to come and guard his dungeon for him. Inside 
  the dungeon, he turned one of the rooms into a 
  makeshift temple dedicated to Incabulos. It was in here, 
  PER5-07 Dark Days In Deed 
   
  Page 3 
  
  above the altar, that Da’Trelle mounted the Coin Of 
  Destiny in a frame. Da’Trelle was planning on building a 
  bigger and better temple (deeper in the complex) once he 
  gained more finance during the upcoming war between 
  Iuz and Perrenland (foreseen through the Coin Of 
  Destiny).  
        Fortunately for Perrenland, a group of adventurers 
  tracked down the Coin and liberated it from Da’Trelle’s 
  dungeon. After a battle with some druidic cronies, and a 
  climactic battle at the Traft city docks, the adventurers 
  were able to prevent the nomad shaman from poisoning 
  the TrussTree. Unfortunately, Da’Trelle escaped – 
  swearing vengeance as he left. 
  Three Months Ago 
  Da’Trelle fulfilled his dream of building an underground 
  temple in the North Wood (near Traft) dedicated to 
  Incabulos – the God Of Disease. He did this with the aid 
  of his evil swamp druids, as well as through the 
  intervention of a new ally: the drow from the Hollows Of 
  Mordaine. The drow allowed Da’Trelle to populate 
  various parts of his temple with particularly fierce 
  guardians. Should the temple be invaded, Da’Trelle 
  would be able to lock himself away in a secret, protective 
  chamber – only able to be opened if somebody got past 
  every guardian (which was highly unlikely).  
        In return for the help of the drow, Da’Trelle allowed 
  the dark elves to use the temple as a launch-pad to 
  infiltrate Traft City. They would do this by building a 
  tunnel from the temple into the undercity of Traft.  
        When many sectors of Traft City began falling victim 
  to various outbreaks of disease, a druidic informant led 
  adventurers back to Da’Trelle’s Temple of Incabulos. 
  Here, the adventurers defeated the guardians of the 
  temple, and finally ended the pathetic plans of the druid, 
  Da’Trelle. Unfortunately, Da’Trelle (once again) escaped. 
  His current location is unknown. 
  Two Days Ago 
        The adventurers, however, never found the secret 
  passage linking the temple with The Hollows – and then 
  on underneath Traft City. As a result, the drow have now 
  finished their tunnel and are ready to infiltrate Traft 
  herself. Unfortunately, and much to their chagrin, 
  somebody has gone and built a children’s orphanage on 
  the (once empty) space of land which the drow were 
  digging up under.  
        No matter, human children are expendable for the 
  greater good of the new Drow Empire … 
  ADVENTURE SUMMARY 
  During the Introduction the PCs discover that a gala 
  event is about to take place. Dannas von Oostmeeren has 
  finished building Traft City’s first real orphanage, The 
  Orphanage Of The Silver Heart. This building will care 
  for many of the street urchins who have been (up until 
  now) under the inauspicious care and influence of the 
  city’s wicked Beggermeister. The PCs either receive an 
  invitation to play personal bodyguard to the von 
  Oostmeeren family (APLs 2-8), or are invited as honored 
  guests to sit at the von Oostmeeren table (APLs 10-16) at 
  the Orphanage Gala Ball – to be held this evening.  
        In Encounter One, the PCs arrive at the Orphanage 
  Gala Ball. They will have an opportunity to re-acquaint 
  themselves with many of Traft’s aristocracy, as well as 
  learn about recent events in Traft City. This is a very 
  freeform encounter, and will have PCs running around 
  the ballroom completing several “mini-quests” involving 
  members of Traftian aristocracy. During this time, the 
  children of the orphanage go off to bed. This entire 
  encounter should run for around 60-75 minutes of actual 
  game time. 
        In Encounter Two, a few brief speeches are made 
  after dinner. During this time (unbeknownst to the PCs), 
  the drow break through their tunnel, and into the 
  basement of the orphanage. They quickly secure the 
  downstairs area of the orphanage, set up a high level wall 
  of force around the perimeter, and take the children 
  hostage in their dormitories. They also drag some 
  children downstairs to the basement as well. At this 
  point, a drow warrior (First Unit) climbs up the dumb 
  waiter (from the basement) and dispatches the chef in the 
  banquet hall kitchen. Whilst in the kitchen, he starts to 
  pour diseased particles into the dessert. The PCs have a 
  chance to hear an unusual commotion in the kitchen 
  during this time. If they fail to hear, the drow warrior 
  polymorphs himself into the chef and brings out the 
  dessert. The Oostmeers require (or request) the PCs to 
  taste their food for them before they eat. This opens up a 
  possibility of each PC being inflicted with a nasty disease 
  – one which causes them to suddenly grow old! If the 
  PCs investigate the commotion in the kitchen, the drow 
  never gets the chance to disease the dessert. Instead, he 
  throws down a vial which explodes – possibly doing 
  much damage to the PCs and aristocratic guests! 
        In Encounter Three, Drow Commander Malachai 
  Ker’Kral is teleported into the banquet room (preferably 
  somewhere on the dance floor). He has with him three 
  children as hostages!  Commander Ker’Kral tells the 
  drow plan to the PCs and the aristocrats. He orders the 
  PCs to start killing aristocrats. For every aristocrat the 
  PER5-07 Dark Days In Deed 
   
  Page 4 
  
  PCs refuse to kill, the drow commander orders that one 
  child hostage dies in the basement.  
        Most PCs will not stand by and do what the drow ask. 
  They will attack! The idea here is to defeat the drow – but 
  do so by minimizing the death of any child hostages! 
  After this, it is fairly clear that the orphanage is overrun 
  with drow, and that they have children as hostages 
  (particularly in the basement). High level PCs might 
  magically get to the basement; whilst low level PCs might 
  find the dumb waiter in the kitchen and quickly get 
  down that way. Some parties might fight their way from 
  First Floor to Basement. That’s OK as well. 
        In Encounter Four, the PCs meet Drow Captain 
  Persephone Koo’Koora and her Third Unit on the ground 
  floor of the Orphanage. After the defeat of this unit, the 
  PCs are free to search the dormitories, or proceed directly 
  to the basement. 
        In Encounter Five the PCs enter a dormitory on the 
  ground floor and must defeat a nasty monster from the 
  underdark which the drow have brought with them to 
  terrorize (and eventually eat) the children of the 
  orphanage. 
        In Encounter Six, the PCs enter the basement of the 
  Orphanage (either via the stairs, or magic, or via the 
  dumb waiter). Here they encounter the Fourth Drow 
  Unit – along with some child hostages.  
        In the Conclusion, the PCs find an antidote to their 
  disease (if need be), and lead the aristocrats and children 
  to safety (whilst securing the perimeter of the 
  orphanage). The adventure ends with Cesarea Aaronfar 
  greeting the PCs. She informs them that the Auszug has 
  intercepted information that says that the drow from The 
  Hollows have been kept out of Traft City (for now), but 
  are successfully raiding small villages in and around the 
  rest of the Canton. The 1
  st Auszug must now invoke 
  martial law. The Council of Traft is disbandoned. Traft is 
  now a city surrounded … 
  PREPARATION FOR PLAY 
  Before any play actually starts, it is imperative that the 
  DM enquire of the players about their clan affiliations 
  and fill in the form found in Appendix 6. Have this form 
  pinned prominently to your DM screen (or kept handy) – 
  because you will be referring to it quite a bit during this 
  adventure. It should also be noted that there is not much 
  “read aloud text” in this adventure. The DM should be 
  familiar enough with the plots and subplots to keep 
  things moving whilst letting PCs investigate at their own 
  pace (and in their own way). 
        Although not absolutely necessary, the DM might also 
  DOWNLOAD the latest 595CY version of the “Traft City 
  Visitor’s Guide” (TCVG) from the Towns Page on the 
  Perrenland Website  http://perrenland.lythia.com/  . 
  This is an updated Word document of the one first found 
  in PER2-08 Dark Waves. It does, however, correct some 
  errors from that document, and helps position players for 
  events in Traft during 595 CY. You may wish to allow 
  players to see the Maps in this document (so they know 
  their way around); and PCs who have played “Dark 
  Waves”, “Darker Waves”, “Mind Games”, or “Furgotten 
  Business” will generally have some idea of where the 
  main taverns, goods stores, and churches are, etc. The 
  DM might like to refer to the TCVG at various times 
  during this adventure, though it is not imperative. 
        The following effects are also in place in this regional 
  adventure, and for aspects of it that occur within 
  Perrenland.  These effects are divinely inspired by Iuz. 
        At some stage the PCs may decide to cast some form 
  of divination magic.  The Nation Mocked series 
  introduced the following effect into Perrenland regional 
  adventures.  The following divination spells no longer 
  function correctly in a Perrenland regional adventure.  
  They can still be cast but the following effects occur 
  instead. 
   
  Speak with dead: The corpse lets out a deep groan 
  and says the following “your doom is at hand mortal” and 
  then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a sound burst 
  spell instead of a message. 
   
  Commune with nature: Works normally if cast from 
  a Grove or similar natural holy place sacred to the PC.  
  Otherwise the PC receives the effects of a doom spell cast 
  at 9
  th level and an overwhelming feeling that the land is 
  being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Scrying and Scrying, greater: The PC’s sensor ends 
  up in an unexpected place, the Scryer’s Hall in Dorakka.  
  PER5-07 Dark Days In Deed 
   
  Page 5 
  
  Instead of seeing what they thought they would see they 
  instead see the following. 
  Your view is of a large flame lit cavern.  Seated in a 
  semi-circle must be upwards of two-dozen Clerics of 
  Iuz, within the circle sits a further four clerics.  Your 
  sensor is directly above the centre of the four.  They 
  are looking directly at you.  One of them begins 
  casting a spell and you instantly recognize it as a 
  summoning spell.  What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
  APL 2: Summon monster II (fiendish monstrous 
  spider, medium). See stats below. 
   
  APL 4: Summon monster IV (Howler). 
   
  APL 6: Summon monster VI (fiendish monstrous 
  spider, huge). See stats below. 
   
  APL 8: Summon monster VII (fiendish girallon). 
   
  APL 10: Summon monster VIII (Vrock) 
   
  APL 12: Summon monster IX (Hezrou) 
  The PCs get no XP for this encounter as they could have 
  avoided it.  The Summoned Monster will stay for APL + 2 
  rounds. 
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and a -4 
  penalty to wisdom for 3 minutes. 
   
  Whispering wind: The spell causes a loud popping 
  sound when it reaches its destination, and the air is filled 
  with quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
  Fiendish Medium Monstrous Spider: CR 1; Medium 
  magical beast (Augmented Vermin, Extraplanar); HD 
  2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14 
  (touch 13, flat-footed 11); BAB/GRP +1/+1; Atk +4 melee 
  (1d6 plus poison, bite); Full Att +4 melee (1d6 plus 
  poison, bite); Face/Reach 5 ft./5 ft.; SA Poison, smite 
  good 1/day, web; SQ Cold & Fire Resistance 5, darkvision 
  60 ft., spell resistance 7, tremorsense 60 ft., vermin traits; 
  AL NE; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 
  12, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B).  * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee (2d6+6 
  plus poison, bite); Face/Reach 15 ft./10 ft.; SA Poison, 
  smite good 1/day, web; SQ Cold & Fire Resistance 10, 
  damage reduction 5/magic, darkvision 60 ft., spell 
  resistance 13, tremorsense 60 ft., vermin traits; AL NE; 
  SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int 3, 
  Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot 
  +4*).  * See Monster Manual pg 288 for notes. 
  The Ongoing Effects Of Hell’s Gloom 
  Perrenland has now entered a freeze period due to the 
  ongoing effects of the eruption of Mount Hellspaar. Lake 
  Quag is beginning to freeze over prematurely in the 
  eastern areas, and black ice is now common in many 
  locations (particularly around Traft City).  This means 
  winter conditions in all regional adventures until further 
  notice.  Overland movement is at half normal rate, due to 
  the conditions. 
   
  INTRODUCTION 
  Before you begin this adventure, size up your players. Are 
  they keen role-players? Or are they more interested in 
  combat? If they are role-players, then you should be 
  prepared to actually play each NPC presented in this 
  Introduction (and subsequent encounters). Please do not 
  just read the box text, but act it out, paraphrase, and bring 
  the NPCs to life. Let the players interact – not just listen 
  passively. If, however, your players are more interested in 
  combat, then you can simply read what they need to 
  know, and greatly pare down Encounter One so that they 
  get to the “action” much faster. 
  Read or paraphrase the following when the players are 
  ready to begin: 
  Your arrival back in Traft City, gateway to the 
  Perrenland frontier, has been fraught with difficulty. 
  It is Midday. Normally, the city is open and 
  welcoming to everybody (and it is from this that it 
  gets its charm); but now the gates are securely shut, 
  and highly ranked officers of the 1
   
  st Auszug stand 
  guard and bar your way inside.  
        “Halt!” says one of the officers in a harsh tone. “By 
  order of the Lord Constable, state your name and 
  business!” 
  Give the PCs a chance to introduce themselves and to 
  concoct a reason for returning to Traft. The guards are 
  angry, hardened frontiersmen who have just returned 
  from fighting Iggwilv in Nederboden. They have been to 
  the abyss and back, and won’t be fooled by sassy-mouthed 
  adventurers. Each PC will need to make a Diplomacy 
  PER5-07 Dark Days In Deed 
   
  Page 6 
  
  check in order to (somehow) get past the guards into the 
  city. Ask if any PC has played the Interactive, “Return To 
  The Temple Of Incabulos”. If so, then those PCs have the 
  Favor Of Cesarea Aaronfar. Such PCs get +4 to their roll: 
  • 
  Below DC 14: The guards do not trust the PC. They 
  will not let the PC past the gates unless they hand 
  over their most expensive item for security. The PCs 
  won’t know this, but they will get the item back at 
  the start of Encounter One. 
  • 
  DC 15-24: The guards will still not trust the PCs, but 
  will let them into the city grudgingly. 
  • 
  DC 25-39: The guards will recognize the PCs as 
  heroes of Perrenland. Those PCs who are Level 10 
  and over will be addressed as “My Lord” or “My 
  Lady”. One guard will look embarrassed and say: 
  “Excuse me, [insert a PC name and title], the gloom 
  has clouded our v s on and our good senses. Please 
  forgive us. Two months ago, a terrible series of 
  plagues swept through the city. The cause of the 
  plague was traced to a Temple of Incabulos, not far 
  from here – in the North Wood. Although the evil 
  presence in that place was destroyed, and the plagues 
  abated, the adventurers who braved that quest 
  discovered something even more terrible. 
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        It appeared that the priest who built the Temple 
  was a mad druid called Da’Trelle. He had signed a pact 
  with some drow from a place known only as The 
  Hollows. It seems that these drow have their designs 
  on Traft City as their new home base, and that they 
  are presently exploring ways in which to invade.  
        In response to this, our Lady Cesarea Aaronfar has 
  disbanded the Traft City Council and placed the city 
  under military rule. We are the remnants o  the 1
  st
  Auszug, who are fighting elsewhere. Lord Boone, the 
  constable, has been made our temporary Commander-
  In-Chief. We once again apologise for offending you 
  but, as you may agree, we can be none too cautious in
  this time of encroaching darkness.” 
  If questioned, the guards know no more than this.  
  • 
  DC 40+ Diplomacy check: Any PC who makes this 
  roll will not only have the guard say the same speech 
  as above, but will also be escorted directly to the 
  Raggletail Tavern and shown the best room and 
  board (along with the rest of the party). Folks in the 
  tavern will swoon over the PCs, and thank them for 
  their heroic presence in this “time of encroaching 
  gloom”. 
  Either way, the PCs enter the city gates and head directly 
  for the Raggletail Tavern (as the rest of the city is 
  practically empty and lifeless in this foreboding time). 
        Note: Any smarty-pants PC who tries to just fly, 
  dimension door or teleport into the city (without going 
  through the guards) is arrested at the Raggletail Tavern 
  by Lord Boone and his entourage. The PC is held in Traft 
  City 
  Gaol 
  while 
  Lord 
  Boone 
  determines 
  the 
  trustworthiness of the PC. The PC completely misses 
  Encounter One, but is cleared by Boone in time enough 
  to arrive at the Silver Heart Orphanage just before all hell 
  breaks loose in Encounter Two. Any PC who tries to 
  attack (or spell) Lord Boone or his entourage stays in gaol 
  for the entire adventure. 
  THE RAGGLETAIL TAVERN 
  Read or paraphrase to players as they enter through the 
  city gates: 
  As you enter through the huge city gates, the state of 
  the city overwhelms your senses. Whereas once the 
  streets were alive with folk from all over the Flanaess, 
  they are now virtually empty save for a few meager 
  stalls in the market area, and the heavy presence of 
  the 1
  st Auszug standing watch. These Auszug are 
  children – some no more than 15 years old. Most of 
  those who are older are at the front. This does not 
  bode well … 
        The only place of real activity seems to be the 
  nearby Raggletail Tavern. As you enter, you see that 
  folks inside are making the best of the ominous lock-
  down and ultra-security. They are quietly talking, 
  drinking, and singing somber dirges in the dank dark 
  corners of the pub. 
  This tavern is probably the most visited tavern in all of 
  Traft Canton. It is well known as “The Adventurer’s 
  Watering Hole”, and doubles as a place to hire on parties 
  of varying levels; as well as henchmen and hirelings. The 
  tavern is owned and run by a Lawful Neutral half-orc 
  called Balthoc (Male half-orc, Ftr7,Exp4, 40hp).  
        The tavern is large, has a bar area and a dining area, as 
  well as 2 storeys above ground for sleeping quarters. 
  There is an effective sewerage system in the building, 
  along with stables to the side. An overnight stay with 
  evening meal and breakfast costs 4 gp single room per 
  night; 3 gp for a 2 beds; 2 gp for 3 beds; and 1 gp for 4 
  beds to a room. There are also a few suites for couples 
  (double beds) as well priced at 3gp per night.  
        The PCs can mingle in the bar and learn the 
  information given by the guards at the gate (if they have 
  not learned it already). 
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        Balthoc, whilst having no taste or decorating 
  inclination, is served well by his 10 human staff members 
  who enjoy working at the tavern so they can pick up on 
  gossip. His barmaid, and serving wench, called Priss, is 
  both comely and helpful towards adventurers. It is Priss 
  who eventually serves the PCs a drink or some food and, 
  at the same time, speak to them about some possible 
  employment: 
  APLs 2-8 
  At these APLs the PCs are not well known and Priss 
  makes the following offer of possible employment (as she 
  serves drinks or food): 
  “Here you go,” the comely barmaid called Priss says as 
  she places your orders on the table, “but I’m sure you 
  folks aren’t here to just drink ale and fill up on stew, 
  eh? Interested in a little employment?” 
  If PCs say “No”, then the adventure is, effectively over 
  (unless the DM can see some way to get the PCs 
  interested). If the PCs say “Yes”, then she continues. The 
  DM may read or paraphrase here as he/she feels 
  comfortable: 
  “Listen up. The desirably eligible aristocrat, Dannas 
  von Oostmeeren, has just finished building a new 
  orphanage in the city. Rumor has it that the 
  Beggermeister is furious because he won’t be able to 
  involve the city urchins in his robberies no more. The 
  Dark Wave ain’t happy either, because it’s from the 
  youngling ranks that they recruit and train the best 
  for their dirty operations.  
        “Tonight, the Family von Oostmeeren are holding 
  a gala dinner in the top-room of the new Silver Heart 
  Orphanage, in honor of the bui d ng’s completion. 
  Ton ght will also be the first night that the children 
  stay within the confines of the orphanage.  
   
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        “However, Lady Cesarea Aaronfar and Lord Boone 
  are certain that the Beggermeister or the Dark Wave 
  will try some k nd of funny business, and make 
  trouble for the aristocrats (as minor as it might be). 
  Our Lady, and Lord Boone, are looking for some 
  adventurers to go to the dinner and protect the 
  aristocrats and, of course, the children on this first 
  night.  
        “Are you interested? If so, you should go 
  immediately to the office of the City Constable and 
  speak directly to Lord Boone. Tell him Priss sent ya 
  …” Then she gives a wink and goes on serv ng other 
  patrons.”
  APLs 10-16 
  At this APL range the PCs are well-known and 
  recognized as heroes of Perrenland. Priss will make the 
  following offer of possible employment (as she serves 
  drinks or food): 
  “Here you go,” the comely barmaid called Priss says as 
  she places your orders on the table, “But I’m sure you 
  folks aren’t here to just drink ale and fill up on stew, 
  eh? Interested in a little employment?” 
  If PCs say “No”, then the adventure is, effectively over 
  (unless the DM can see some way to get the PCs 
  interested). If the PCs say “Yes”, then she continues. The 
  DM may read or paraphrase here as he/she feels 
  comfortable. If Dannas von Oostmeeren is actually 
  present in the party, then Lady Aaronfar recognises him 
  and paraphrases her conversation accordingly. 
  “There’s a lovely Lady here who wishes to see you 
  once again…” 
        And, with that, Priss steps aside and you see a 
  cloaked lady approach and sit down. It is ex-
  Councilor Cesarea Aaronfar. She smiles at you all in 
  recognition and says each of your names and touches 
  your hands in warm greeting. Then she speaks: 
        “It is good to see the gloom does not make 
  strangers of our greatest friends. Welcome back to 
  Traft. You may or may not have heard, but Dannas 
  von Oostmeeren, has just finished building a new 
  Orphanage in the city. Rumor has it that the 
  Beggermeister is furious because he will no longer be 
  able to involve the city urchins in h s nefarious 
  robberies. The Dark Wave is also said to be angry, 
  because it is from these youngling ranks that they 
  recruit and train the best for their underworld 
  operations.  
        “Tonight, the Family von Oostmeeren are holding 
  a gala dinner in the top room of the Silver Heart 
  Orphanage n honor of the build ng’s completion. 
  Ton ght will also be the first night that the children 
  stay within the confines of the Orphanage.  
        “However, myself and Lord Boone are certain that 
  the Beggermeister or the Dark Wave will attempt 
  some treachery, and place our treasured aristocratic 
  families, as well as the children o  the orphanage, in 
  danger. The Family von Oostmeeren have requested 
  that you all join them at their dinner table during the 
  banquet this evening. That way, if there is any 
  trouble, you will be on hand to deal with it admirably.  
       “Are you interested? If so, you should go 
  immediately to the office of the City Constable and 
  PER5-07 Dark Days In Deed 
   
  Page 8 
  
  speak directly to Lord Boone. Tell him Lady Aaronfar 
  sent you.”  
  Cesarea Aaronfar tells PCs what has been going on in 
  Traft (if they ask), but really says nothing more than what 
  the guards said on the way into town. After this: 
  Cesarea Aaronfar wishes you all well, and disappears 
  quietly out through the rear door of the tavern. 
  No matter what the APL, the PCs now proceed directly to 
  the office of the constable, Lord Boone. 
  AT THE OFFICE OF THE CONSTABLE 
  When the PCs arrive at the constable’s office (it’s only a 
  short walk from the Raggletail Tavern, across the square), 
  read or paraphrase the following: 
  The office of the constable, Lord Boone, is a place 
  most law-abiding citizens usually avo d. It is from this 
  thick-walled, gargoyle-ridden, monol th that Boone 
  dispenses 
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  version of justice in Traft City. This is a 
  justice with no gray areas. To Boone, your actions are 
  either lawful or unlawful. So i  is good to know what 
  is lawful in Traft, and what is not. Unfortunately, the 
  law is written on a scrap piece of paper locked in an 
  unmarked cupboard in Boone’s office. So, there you 
  go. 
        As you enter the office Boone’s deputy, Durka 
  Bingle, greets you and asks you your business. 
  Allow the PCs the opportunity to respond. Most will say 
  that they are looking for Lord Boone regarding the Gala 
  Banquet at the Silver Heart Orphanage. 
  Durka Bingle begs that you wait momentarily whilst 
  he goes and gets Lord Boone. Durka ets you all know 
  that Lord Boone is a man of very few words, so do not 
  expect much conversation from him. After a few 
  moments, Durka returns, fol owed by Lord Boone. 
  For those of you who have not seen Lord Boone 
  before, you should know that he is truly an imposing 
  figure. Legend tells that he is not originally from 
  Traft, or even Perrenland. He is a traveler from 
  another land beyond The Flanaess, cal ed The 
  Khartoumian Spheros. Many doubt that this and 
  even exists on Oerth, but nobody is prepared to upset 
  Boone to ask him.  
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        Boone lives wholly to uphold the law – any way he 
  sees fit. He is solidly built, dresses entirely in black, 
  ties his black hair back in a ponytai , and speaks 
  (mostly) via grunts, slurs, and witty quips. Even the 
  locals step aside when Boone shows up; and he is 
  rarely invited to aristocratic parties unless a po nt of 
  law and order wishes to be made. That is most 
  probably why YOU are going to go to the banquet, 
  and he is not.  
        Lord Boone s not married, and has no time for 
  petty 
  affairs, 
  cocky 
  adventurers, 
  or 
  groveling 
  guttersnipes. He and Watch Detective Trocklespit 
  work well together and this has kept Boone constable 
  of Traft for nearly four years - the longest he has ever 
  stayed in one single place. 
  APLs 2-8 
       “So,” Boone says, eyeing you al  up and down like 
  vermin, “You think you can do my job better than 
  me?” 
  Lord Boone likes people who are straight talking, but not 
  arrogant. He will speak with disdain to any PC who 
  challenges him, or grovels. Let PCs explain why they’re 
  here. Regardless, Boone needs to hire bodyguards for the 
  Family von Oostmeeren – so he will ultimately say: 
  “Your job will be to go to the banquet ton ght in the 
  company of the Family von Oostmeeren. You are to 
  make contact with Jarvin a von Oostmeeren outside 
  the Silver Heart Orphanage at 1800 hours. None of 
  you must ever let her or her family out of your sight – 
  unless of course it is to deal with any forces which 
  might see fit to disrupt the occasion. We have word 
  that the local Beggarmeister is angry that the 
  orphanage will deplete his numbers of thieving 
  urchins. He has sought solace with the Dark Wave 
  who may be planning revenge on the von 
  Oostmeeren family. Tonight’s gala banquet would be 
  a superb opportunity for such a strike.”
  Lord Boone then hands the PCs Player Handout #1. 
  “Here is an excellent map of the layout of the 
  orphanage. I went there earlier today and drew it 
  myself. It is truly a work of art, don’t you agree?” 
  Boone will wait for a response. The DM should hope it is 
  positive (even though the map is really bad). The PCs can 
  clarify things with him. If they ask: “Where is a map of 
  the basement?” Boone simply replies: 
  “What is there to map? It is just a basement. It has 
  two entrances and takes up the entire lower area. It is 
  used to store foodstuffs in a cool place before they are 
  sent up to the kitchen via the trolley thing.” 
  The “trolley thing” is what Boone calls the “dumb waiter”. 
  Whatever PCs ask, Boone will also relay the following 
  information: 
  “Your ultimate objective is to protect the von 
  Oostmeeren family, then the children of the Silver 
  Heart Orphanage, then lastly the other aristocratic 
  PER5-07 Dark Days In Deed 
   
  Page 9 
  
  families at the banquet. You will be paid [10gp x APL] 
  each for this assignment. Do you accept it, or not?”  
  If the PCs accept, move on to Encounter One. If they 
  refuse, the adventure ends at this point. 
  APLs 10-16 
  “You may not bel eve this,” Boone says forcing a very 
  tiny smile, “But it is good to see you all. Family von 
  Oostmeeren have requested that you join them at 
  their banquet table this evening. Although your 
  primary task will be to enjoy an overly sumptuous 
  and fatty meal whilst being bored by pompous twats, 
  you should also keep your eyes open. We have word 
  that the local Beggarmeister is angry that the 
  orphanage will deplete his numbers of thieving 
  urchins. He has sought solace with the Dark Wave 
  who may be planning revenge on the von 
  Oostmeeren family. Tonight’s gala banquet would be 
  a superb opportunity for such a strike.”
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  Lord Boone then hands the PCs Player Handout #1. 
  “Here is an excellent map of the layout of the 
  orphanage. I went there earlier today and drew it 
  myself. It is truly a work of art, don’t you agree?” 
  Boone will wait for a response. The DM should hope it is 
  positive (even though the map is really bad). The PCs can 
  clarify things with him. If they ask: “Where is a map of 
  the basement?” Boone simply replies: 
  “What is there to map? It is just a basement. It has 
  two entrances and takes up the entire lower area. It is 
  used to store foodstuffs in a cool place before they are 
  sent up to the kitchen via the trolley thing.” 
  The “trolley thing” is what Boone calls the “dumb waiter”. 
  Whatever PCs ask, Boone will also relay the following 
  information: 
  “Your ultimate objective is to protect the von 
  Oostmeeren family, then the children o  the Silver 
  Heart Orphanage, then lastly the other aristocratic 
  families at the banquet. I thank the gods, who I do 
  not believe in, that the Oostmeerens wanted you, and 
  not me. I have more important things to do than suck 
  on peppered pickles and quaff pink bubble-wine! You 
  are to make contact with Jarvinia von Oostmeeren 
  outside the Orphanage at 1800 hours. None of you 
  must ever let her or her fami y out of your sight – 
  unless of course it is to deal with any forces which 
  might see fit to disrupt the occasion.” 
        “Is this acceptable to you?” 
  If the PCs accept, move on to Encounter One. If they 
  refuse, the adventure ends at this point. 
  ENCOUNTER 1: THE 
  BANQUET 
  Allow the PCs some time to wander Traft City during the 
  afternoon leading up to the banquet. As this is a city, it is 
  possible to purchase just about any item allowed via the 
  latest Living Greyhawk Campaign Sourcebook, or via an 
  Adventure Record. When the party have bought all they 
  want, it will be time to proceed to the Silver Heart 
  Orphanage (which is situated next to the Theatre in the 
  Unterstaat District).  
  When it is nearing sunset, you realise that it is time to 
  make your way to the Silver Heart Orphanage. It is 
  situated in a part of the city called Unterstaat. The 
  district is mostly home to nomads (who are rowdy but 
  harmless), and little folk (such as halflings and 
  gnomes). It was a good choice as a place to build an 
  orphanage, as it s far from the seedier influences of 
  Quagsijdt or Das Arena.  
       As you approach the orphanage, you see that it is 
  more than usually ostentatious, and considerably 
  larger, than most other orphanages you have seen 
  elsewhere. What you do notice is that it is extremely 
  secure. There is a guarded gate, a spiked perimeter 
  fence, Auszug officers on the doors, and thick grates 
  over the windows. For a moment you start to think 
  that your presence here is hardly necessary, and that 
  maybe the Dark Wave threat was just a ruse by the 
  aristocracy to get you involved in some long overdue 
  political wrangling. In fact, it is looking very much 
       
   
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  the reason … 
   Outside the Silver Heart Orphanage is a throng of
  “beautiful people”. Through the crowd, you see only 
  coiffed hair, plastered faces, ghoul sh gowns, horrid 
  hats, limp wrists, turned toes, and nodding, bobbing, 
  chuckling, yawning, bloated aristocratic heads. 
        There is a red carpet leading up to the entrance of 
  the orphanage – flanked on either side by the 
  appreciative, wax smiles of children who have been 
  rescued from a life of adventure. They wait to hand 
  each aristocrat a carving of a painted flower (as a 
  memento of the occasion).  
        Asking around, it is not long before you find the 
  Family von Oostmeeren, and make contact with 
  Jarvinia von Oostmeeren. She is a pretty young 
  woman about 21 years of age. She has beautiful long 
  tresses of curled, black hair, porcelain skin, and a 
  smile that would melt the heart of an Urzun orc. 
  Around her neck hangs a family pendant – a silver 
  chalice suspended in the sky above Lake Quag. The 
  PER5-07 Dark Days In Deed 
   
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  chal ce is pouring holy water into the backdrop of the 
  Sun. 
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  A Knowledge (Religion) check DC 10 reveals this to be a 
  pendant which aligns the family strongly with the god, 
  Pelor. If a cleric, monk, or paladin of Pelor is present in 
  the party, then Jarvinia will make contact with this 
  person straight away. Regardless, she says: 
  APLs 2-8 
  “You must be the adventurers that Lord Boone has 
  sent to protect us this evening? You are welcome. Just 
  be sure to stay close to the Oostmeeren Family 
  throughout the event. Your duty is to us before all 
  else. During the banquet, do not speak unless you are 
  spoken to, and be prepared to do whatever is asked. 
  You will address me as “Fraulein”, whilst the men you 
  will address as “Herr”, followed by their last name. 
  And please, do not stand too close to our table, else 
  you cough and send a germ into our food. Remember, 
  we are your superiors and know what is best.”
  It is possible that PCs might be smart or rude to Jarvinia 
  in response to her precociousness, however, give them a 
  Sense Motive check (DC 10) to understand that she is 
  just “playing the aristocrat”, and that her comments mean 
  nothing sinister or insulting. If any PC really does insult 
  her (even after the check is successful), then Jarvinia 
  attempts to dismiss that PC from her family’s service. 
  Unless the PC apologizes and makes a Diplomacy check 
  (DC 15) then this adventure is over (for that PC). 
  Proceed to Entering The Orphanage. 
  APL 10-16 
  “Ah! Dearest [names one or two of the PCs 
  personally]. It is so graceful of you to accept our 
  inv tation at such short notice. We are sure that you 
  have braver things to do than be our guests, but we 
  love you for being here all the same. I am Jarvinia von
  Oostmeeren, daughter to Elessa, family matriarch. 
  Unfortunately my mother cannot be here tonight, so 
  she has sent her children to represent her. After all, 
  we children of aristocrats must show those lesser than 
  us the finer ways of behavior, and this lovely new 
  orphanage is just perfect for such an evangelical 
  venture, don’t you think?” 
  If Dannas von Oostmeeren is present in the party, then 
  Jarvinia will hug her brother and say: 
  “Dearest brother, this orphanage is just perfect. I shal
  make it my Sunday chore to v sit and bring happiness 
  to these poor, wretched, l ttle urchins.” 
  When the PCs have finished with the small talk, Jarvinia 
  ushers them up the red carpet and into the orphanage. 
  Proceed to Entering The Orphanage. 
  ENTERING THE ORPHANAGE 
  At this point, you follow Jarvinia into the Silver Heart 
  Orphanage, fol owed by the other members of her 
  family, then the rest of the aristocratic ensemble. 
  Inside, the orphanage is more sumptuous than 
  outside. Plaster cherubims guard the cornices, whilst 
  the staircase leading up to the second floor has its 
  edges gilded in an ornate design. Everbody is 
  stunned, and your hear gasps of: “Ooo! Look at that!” 
  and “Just super!”, and “How opulently scrumptious!”. 
  One fat aristocratic lady starts to sing opera, she is so 
  overwhelmed.  
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        Going up the stairs you soon find yourself in the 
  children’s mess hal  on the second floor. Tonight, 
  however, the simple eatery has been transformed into 
  a sumptuous banquet hall fit for an opening gala 
  event. There are tables for guests, and a polished 
  wooden dance floor. To the right of the hall is a large 
  kitchen with the smell of everything good wafting 
  through the swinging doors – now being propel ed by 
  dozens of Furyondan chefs brought in especial y for 
  the occasion. 
  APLs 2-8 
  Jarvinia von Oostmeeren requests that you stand 
  behind the von Oostmeeren banquet table, ready to 
  defend them al  should anything nasty happen. She 
  also introduces the rest of the family, and tells you’re 
  their ages. At the table sits herself, her sisters 
  Arabelle (age 20) and Lorelei (age 15); as well as her 
  brothers, Heinrich (age 20), Orlan (age 17), and 
  Stefan (age 16). Also at the table sits Suzzianna von 
  Kuursen (nee Oostmeeren) and her new husband, 
  Broger, who is significantly older than she is. 
  APLs 10-16 
  Jarvinia von Oostmeeren requests that you all sit at 
  the banquet table with a family member of your 
  choice. So you may choose, she introduces the rest of 
  the family, and tells you’re their ages. At the table sits 
  herself, her sisters Arabelle (age 20) and Lorelei (age 
  15); as well as her brothers, Heinrich (age 20), Orlan 
  (age 17), and Stefan (age 16). Also at the table sits 
  Suzzianna von Kuursen (nee Oostmeeren) and her 
  new husband, Broger, who is signi cantly older than 
  she is. 
  Ask each PC who they are standing behind (APL 2-8) or 
  sitting with (APL 10-16). Some PCs may know Suzzianna 
  Von Kuursen from the Perrenland adventure Mind 
  Games (594 CY), or when she was seen quite sick from 
  PER5-07 Dark Days In Deed 
   
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  plague in Return To The Temple of Incabulos (595 CY 
  Interactive). If they do know her she is polite and 
  graceful towards them. She asks them how they are since 
  last they met, and she says that she and Broger are very 
  happy together now that they are married. If asked, 
  Suzzianna no longer pines for “what-his-name”, as Broger 
  now “satisfies” her nicely. 
  Once all the PCs are in position, go to During The 
  Banquet. 
  DURING THE BANQUET 
  During the banquet, the PCs have the opportunity to 
  interact with the aristocrats – based on their APL. What 
  follows are a series of three mini-quests for each APL tier. 
  The entire series of quests should take 60-75 minutes 
  real-time, but if you’re running short, then only do as 
  many as time permits. The key point here is to let the PCs 
  have fun getting to know the various “hobnobs” (and 
  their families). When addressing the PCs at this level, the 
  aristocrats refer to the PCs as “boy” or “gel” (or “little elf” 
  or “little gnomy-person”, or “little halfling-person”). 
        It might also be good to place down a battlemat at this 
  point (with the banquet room drawn). That way the PCs 
  will not become “suspicious” at any particular point … 
  Mini-Quests APL 2-8 
  1. Getting To Know You
  Give each PC the chance to speak with their von 
  Oostmeeren charges; or (as a group) to all of them. 
  Generally, the von Oostmeerens are fairly aloof (at this 
  APL), but a Diplomacy check (DC 15) will cause them to 
  open up and speak quite freely. This check must be made 
  by each PC who wishes to initiate conversation. 
  • 
  Jarvinia (as mentioned earlier) is extremely attractive 
  and very charismatic. And she knows it. She is 
  secretly in love with Hackett von Stoger (a 
  Vuurzward). He is sitting at another table, but 
  Jarvinia will not let any PC intervene (not at this 
  APL, anyway). Jarvinia will only tell of her love of 
  Hackett to another female PC. She will play coy and 
  sexy with male PCs (think: medieval Paris Hilton), 
  but refuses any advances due to her “status”. 
  • 
  Arabelle is pretty, but lives in the shadow of her 
  socialite sister, Jarvinia. She will try and be coy and 
  sexy; but will appear quite clumsy. She is interested 
  in cooking and home-making. 
  • 
  Lorelei is very studious. She will test the PC’s 
  knowledge of Traft City, Perrenland, and Greyhawk 
  in general. Make up some questions. If the PCs 
  answer them correctly, then they will make a friend 
  of Lorelei. 
  • 
  Heinrich is a know it all. He will speak long and 
  boringly about all manner of small topics: the 
  weather, opera, the environment, and what a grand 
  idea the orphanage is. Think: younger version of 
  Prince Charles. 
  • 
  Orlan can’t wait to join the 1
  st Auszug. He has a 
  fondness for fighters, and will ask all manner of 
  questions about life in the military. Those PCs who 
  tell Orlan a good story will make a friend of him. 
  • 
  Stefan is still a naughty little boy (even though he’s 
  16). He is forever being treated “like a baby”, but 
  does nothing to reverse that reputation. He will ask 
  PCs: “what evil things have you seen … or done … 
  lately?” 
  • 
  Suzzianna and Broger. Suzzianna is in her late 
  twenties. Broger is in his early sixties. Although 
  quite an odd couple, they seem very happy together. 
  They make eyes, say sweet little things to eachother, 
  and laugh a lot. Suzzianna is a Captain in the 1
  st 
  Auszug, and is presently on leave of absence. She 
  will ask the PCs how things are going at the front, as 
  well as what is happening in the Land Of Iuz. 
  2. Food Testing.  
  At this APL, it is customary for the PCs to “test” the main 
  meal before their allotted aristocrat eats it (just in case it’s 
  poisoned, etc). When the main meal arrives, Jarvinia will 
  instruct the PCs to “test the food, please” of the aristocrat 
  they are standing behind. This sequence is important 
  because it sets up events which might transpire later in 
  Encounter Two. The aristocrats are so used to eating the 
  following dishes that they are now immune to their 
  immediate effects (Heal check DC 10). 
        Jarvinia’s meal is a medium portion of  “Furyondian 
  Duck Bladder With A Dose Of Black Pepper” (her 
  favorite). The PC who tastes this dish must make a Fort 
  Save (DC 20) or sneeze continuously for the duration of 
  this encounter.  
        Arabelle’s meal is a medium portion of “Nyrondese 
  Hedgehog Legs” (her favourite). The PC who tastes this 
  dish must make a Fort Save (DC 20) or suffer “ouchy, 
  ouchy” pins and needles all over their body for the 
  duration of the encounter. They will make the PC jump 
  spasmodically and yell “Ooo! Ouch! Ooo! Ouch!”  
        Lorelei’s meal is a medium portion of “Keoland Dodo 
  – Unplucked” (her favorite). The PC who tastes this dish 
  must make a Fort Save (DC 20) or suffer the effect of 
  being tickled by feathers all over their body for the 
  duration of the encounter. This will make the PC jump 
  PER5-07 Dark Days In Deed 
   
  Page 12 
  
  spasmodically and giggle uncontrollably (even in serious 
  situations). 
        Heinrich’s meal is a medium portion of “Tusmit Sloth 
  Broth” (his favorite). The PC who tastes this dish must 
  make a Fort Save (DC 20) or suffer the effect of having to 
  talk r-e-a-ll-y s-l-o-w-l-y (and deeply) for the duration of 
  the encounter. Apart from being bloody annoying, it has 
  no other effect on the PC. 
        Orlan’s meal is a medium portion of “Velunese Parrot 
  served with Tiny Taters and Cooshee Sauce” (his 
  favorite). The PC who tastes this dish must make a Fort 
  Save (DC 20) or suffer the effect of having a really bad 
  stutter for the duration of the encounter. Apart from 
  being bloody annoying, it has no other effect on the PC. 
        Stefan’s meal is a medium portion of “Burneal Jaguar 
  wrapped in Perrenese Pastry” (his favorite). The PC who 
  tastes this dish must make a Fort Save (DC 20) or suffer 
  the effect of having to speak really quickly for the 
  duration of the encounter. Apart from being bloody 
  annoying, it has no other effect on the PC. 
        Suzzianna and Broger both have a medium portion of 
  Kettie Curry (their favorite). PCs who taste this dish must 
  make a Fort Save (DC 20) or suffer the effect of “breaking 
  wind and belching” uncontrollably for the duration of 
  the encounter. Apart from being bloody annoying (and 
  anti-social), it has no other effect on the PC. 
        Look for PCs to role-play the effects of each dish for 
  experience points at the end of this adventure. No PC is 
  uniquely immune to the mundane effects of these dishes. 
  If any PC refuses to “taste”, then Jarvinia will say: 
  “We are displeased with your refusal. If you do not 
  taste for us, you will have our disfavor.” 
  A PC who continues to refuse will not receive the very 
  nice “Favor Of Family Von Oostmeeren” at the end of 
  this adventure. The DM should make a note of this! 
  3. The Crunchy Roll 
  Stefan von Oostmeeren simply hates little Lulu von 
  Ayedder (age 9), daughter to Lord and Lady Leonard von 
  Ayedder. They are Weisspeers, and are currently all 
  sitting at the Weisspeer table. At his birthday party, 
  earlier in the year, Lulu pulled the tail of Stefan’s favorite 
  cat, Kerkpuss, then threw him across the backyard to “see 
  what noise he made”. Now Stefan wants revenge … 
        Any PC standing behind, or near, Stefan von 
  Oostmeeren will be spoken to as follows: 
  “Pfssst 
  …” 
  Stefan 
  von 
  Oostmeeren 
  whispers, 
  “[Boy/Girl/Elf etc] come closer. Do you see the 
  Weisspeer table over yonder?” 
  Hopefully the PC will answer in the affirmative. 
  “Do you see the little girl with dark hair and a large 
  pink bow in her hair?” 
   
   
  li
  t
  Hopefully the PC will answer in the affirmative. 
  Stefan looks up at you and grins a wicked little grin – 
  a grin that only a boy with a plan might give. With 
  that, Stefan reaches into his pocket and produces a 
  large, dead cockroach. He then opens up his bread 
  roll on his plate, and places the squashed vermin on 
  the roll. He then covers it in butter and closes the 
  bread roll so that the cockroach is well concealed. 
  “Now, my servant …” he says looking seriously at 
  you, “Your task is to take this bread roll and switch it 
  with the one on 
  ttle Lulu’s plate. She has been 
  torturing my cat, Kerkpuss, and she will do it for the 
  last time!” 
  Stefan is happy to tell the PC further details of little 
  Lulu’s treachery. Stefan is also content if the chosen PC 
  passes the task on to one of his/her other more “suitable” 
  comrades (ie. a rogue). All Stefan asks is that the PCs do 
  not make a scene, and whisper quietly amongst 
  themselves. If any PC refuses Stefan, or tries to trick him, 
  or vary his request in any way, read: 
  Stefan scowls and goes over and whispers something 
  to his sister, Jarvinia. She then looks at you and says: 
  “We are displeased with your refusal. If you do not do 
  what Stefan asks – no  matter what it is, you will have 
  our disfavor.” 
  PCs who continue to refuse will not receive the very nice 
  “Favor Of Family Von Oostmeeren” at the end of this 
  adventure. The DM should make a note of this! 
        Some PCs might completely blow Stefan’s plan and 
  warn the Ayedder family. In this case, Stefan wails and 
  protests his innocence – but Jarvinia is embarrassed. She 
  knows that her brother has wanted revenge against Lulu, 
  and considers Stefan’s involvement quite plausible. 
  Jarvinia stands and apologizes to the Weisspeer table for 
  her brother’s rude behavior. She then gives her word that 
  Stefan will be punished according to family tradition 
  (locked in bedroom for one week). The Weisspeers are 
  happy with this and the banquet continues. 
        Any PC who follows Stefan’s plan could do any 
  number of things in order to make a successful “switch” 
  of the bread rolls. He/she could try Sleight of Hand (vs. 
  +0 Spot check by either Lulu or her father, Leonard). This 
  would be with a +4 bonus if the PC was able to have the 
  Weisspeers distracted for a moment (Diplomacy check 
  Vs. Sense Motive). This part is left for the DM to 
  adjudicate – and common sense and “sense of fun” should 
  PER5-07 Dark Days In Deed 
   
  Page 13 
  
  prevail (even if it’s not much fun for poor cruel little 
  Lulu). 
  If the switch is successful, read or paraphrase the 
  following: 
  Not long after switching the bread rolls, you see little 
  Lulu von Ayedder pick up her bread rol . She pauses 
  momentarily, then bites down hard on t. Ooo!” she 
  quips, “It’s very crunchy!” Then you see it. As she 
  chews, an insect leg protrudes from her lip – and 
  suddenly, little Lulu realizes what she is eating … 
  l
  i
  “
   
   
   
  “
  i
  t
  f
        “Ahhhhhh!!!” Lulu screams as she spits bread and 
  cockroach everywhere! 
        Stefan giggles quietly to himself, whilst Leonard 
  von Ayedder rises furiously to his feet. “You!” he 
  shouts, pointing to the Furyondian pastry chef who 
  has just walked unwittingly from the kitchen. How 
  dare you not check the bread for vermin infestation! 
  How dare you defile my daughter with such filth! You 
  are hereby dismissed! You will pay a very h gh 
  kophiris for your fault, and receive a public whipping 
  for defiling the daugh er o  an aristocrat!” 
  The pastry chef gets tears in his eyes and starts to try and 
  deny the charge. Stefan continues giggling, most amused. 
  The PCs now have a choice: 
  • 
  Stay Quiet. In this case, the chef is dismissed and 
  taken away for punishment.  
  • 
  The PC/s who switched the bread roll own up, but 
  find some way to protect Stefan. In this case, the 
  PC/s who own up get scowls from the Weisspeer 
  family (and the DM should make the PCs feel really 
  bad). But as the PC/s are protected by the 
  Oostmeeren family, nothing more eventuates. 
  • 
  The PC/s who switch the bread roll own up, and 
  blame Stefan for requesting the deed be done. In this 
  case, Stefan wails and protests his innocence – but 
  Jarvinia is embarrassed. She knows the PC was 
  requested to do something by Stefan, and will now 
  pay the price (along with her brother). Jarvinia 
  stands and apologizes to the Weisspeer table for her 
  brother’s rude request. She then gives her word that 
  Stefan will be punished according to family tradition 
  (locked in bedroom for one week). The Weisspeers 
  are happy with this, but then go on to chastise the 
  PC/s (who should have been wiser). In this case, the 
  PC/s who own up get scowls from the Weisspeer 
  family (and the DM should make the PCs feel really 
  bad). But as the PC/s are protected by the 
  Oostmeeren family, nothing more eventuates. 
  • 
  The PCs tell the Weisspeer family that Stefan left his 
  seat and somehow switched the bread roll when 
  nobody was looking (or some similar story). In this 
  case, Stefan wails and protests his innocence – but 
  Jarvinia is embarrassed. She knows that her brother 
  has wanted revenge against Lulu, and considers 
  Stefan’s involvement quite plausible. Jarvinia stands 
  and apologizes to the Weisspeer table for her 
  brother’s rude behavior. She then gives her word 
  that Stefan will be punished according to family 
  tradition (locked in bedroom for one week). The 
  Weisspeers are happy with this and the banquet 
  continues. 
  There may be variations of this event, and the DM is 
  asked to wing it and make the best decision he/she can at 
  the time (in line with obvious choice and consequences). 
        If the PC is not successful in switching the bread roll 
  (for any reason), read: 
  Suddenly, you attempt to switch the roll is foiled! 
  Leonard von Ayedder, Lulu’s father, stands up and 
  says, firmly: “Just what are you doing there with my 
  daughter’s bread roll?” 
  We are assuming here that the roll has not yet been 
  switched. The PC can now answer Leonard von Ayedder 
  any way he/she desires: 
  • 
  The PC can try to tell a lie.  Make a Bluff Vs. Sense 
  Motive (at +0). If the PC succeeds, then whatever 
  they said is believed and the banquet continues. 
  Stefan’s plot has been foiled. There are no further 
  consequences. If the PC is not believed, then von 
  Ayedder will tell the PC to return to the Von 
  Oostmeeren table. He will personally see to it that 
  the PC is investigated. The DM should make the PCs 
  feel really bad about what they tried to do. 
  • 
  The PC can own up and tell the truth (or a variant of 
  the truth). See the consequences outlined earlier, 
  and resolve this based on those possibilities. The DM 
  should use common sense above anything else. 
  4. Gossip And Innuendo 
  Read or paraphrase the following to the PCs: 
  Near the end of the main course, Berit von Stoger (a 
  Vuurzward) comes over to the Oostmeer table and 
  sits down next to Jarvinia. Berit is in her late twenties, 
  and is a socialite in the same vein as Jarvinia. In fact, 
  Jarvinia is trying to mimic and follow Berit so that she 
  might be introduced to her twin brother, Hackett 
  (whom she likes). The two girls begin to gossip and 
  giggle together. It is all mostly harmless, until at one 
  point you hear Berit say: 
   
  PER5-07 Dark Days In Deed 
   
  Page 14 
  
        “I say, Jarvinia, I hear rumor that Frederika von 
  Roodgardt is … pregnant!” 
        “No?” Jarvinia gasps. 
       “Oh, yes! But nobody knows who the father is!” 
       “I suppose the child will be a bastard, like herself 
  …”
   
   
   
   
  i  
  l
       
   
  f
  l
  l
        “Too true, too true. But how do we find out for 
  sure?” 
        “See if she smells like Lavender!” 
        “Lavender?” 
       “Yes! It is customary to bathe oneself in Lavender 
  if one is pregnant. So, if she smells of Lavender, then 
  she must be pregnant.”
        “How do we get close enough to her to find out? 
  She hates us both soooo much …” 
        Jarvin a ponders for a moment, then exclaims 
  triumphantly: “I’l  send in a couple of my goons. 
  They’ll find out for us!” 
   Then Jarvinia swings around to you all, and smiles 
  her very best smile. “Dear guardians … my protectors 
  … would you be soooo kind as to do something for 
  us?” Jarvinia batters her eyelids, and is certain that 
  you have overheard nothing of her conversation with 
  Berit. 
  If the PCs refuse her, or delay, she says: 
  “We are displeased with your refusal. If you do not 
  help for us … you will have our disfavor!” 
  PCs who continue to refuse will not receive the very nice 
  “Favor Of Family Von Oostmeeren” at the end of this 
  adventure. The DM should make a note of this! 
  If PCs do accept the offer to help, Jarvinia continues: 
  “Over at the Roodberg table sits Frederika von 
  Roodgardt. She is the illegitimate love child o  her 
  father, Flik von Roodgardt. She is terribly plain, and 
  not at all popular, however … recently she … fell 
  into a … lavender bush and … it was prick y … and 
  … we want to see if she is alright. We particularly 
  want to know if she still smells … like Lavender …” 
        Berit von Stoger giggles mischievously. 
        Jarvinia continues: “One, two, or three of you must 
  go over to the Roodberg table and find some way of 
  introducing yourselves and getting talking with 
  them. Then you must get close enough to young 
  Frederika so that you might see if she is wounded … 
  and then … sniff her! Once you have ascertained her 
  condition, and smel , return here to us, and report 
  what you’ve found out!” 
  It is possible that a PC might step forward and chastise 
  Jarvinia and Berit. Or refuse them, still. If this happens, 
  then this mission is thwarted, and Jarvinia and Berit are 
  embarrassed. The PC who thwarts them will not get the 
  very nice “Favour Of Family Von Oostmeeren” at the end 
  of this adventure. The DM should make a note of this! 
        Should PCs accept the mini-quest, then they need to 
  find some way of getting close to the Roodberg table, 
  talking with them, then eventually getting close enough 
  to Frederika to smell lavender on her. The DM should 
  play this fairly freeform. At first, the PCs will need to 
  introduce themselves and make Diplomacy checks (DC 
  15 – with +4 to Roodberg PCs) in order to even receive an 
  audience at the table. If this is successful, then they will 
  ask to be seated. Both chairs either side of Frederika are 
  taken, so the PCs will have to find some way of getting 
  one of those next to her to move. This can all be left up to 
  the ingenuity of the PCs (and a good reactive DM).  
  The Roodberg personalities are as follows: 
  • 
  Flik von Roodgardt. Family patriarch. Famed 
  Perrenland swordsman. Respects authority and the 
  Auszug. Wants to know what’s happening in “the 
  war”. He thinks Traft is a “bastion of defense” and 
  will never be broached. Very protective of his 
  daughter. Think: stuffy military general who knows 
  he’s good. 
  • 
  Frederika von Roodgardt. Daughter of Flik. Very 
  plain. Shy. But absolutely worships adventurers – 
  particularly fighters, barbarians, or paladins. She will 
  smile a lot if one of the PCs are in these classes, and 
  give amorous looks if that PC is male. She does, 
  however, come across as awkward, bookish, and even 
  slightly nerdy. 
  • 
  Gunther von Roodgardt. Flik’s older Uncle. Cleric of 
  Rao (high level). He’s very interested in Knowledge. 
  He will asks the PCs: “What exactly happened at the 
  Battle Of St. Cuthbert’s Monastery? Were you there? 
  Was Gutherie really a traitor?” and “What do you 
  know about this Hell’s Gloom? How was it caused? 
  And what’s all this Hollows Of Mordaine garbage?” 
  Hopefully, the PCs can answer some of these 
  questions intelligently. If not, Gunther sighs and the 
  PCs will have some difficulty getting the Roodbergs 
  to take them seriously. 
  • 
  Odessia von Kordanis. Matriarch of the Kordanis 
  family. She is very intelligent and kind towards the 
  PCs. She will ask them what they are doing at the 
  banquet, and ask why they are not currently assigned 
  PER5-07 Dark Days In Deed 
   
  Page 15 
  
  to a unit fighting Iggwilv? She does not offend, but 
  simply thinks that the PCs might be wasting their 
  time, and that perhaps they were brought here as 
  patsies for bored aristocrats? The PCs don’t know it, 
  but Odessia is Frederika’s real mother, and she is 
  Flik’s secret lover. They cannot marry because they 
  are “family”. A Sense Motive (DC 20) uncovers some 
  strange bond between Flik, Frederika and Odessia 
  … 
  • 
  Garin von Kordanis. Son of Odessia (and her 
  deceased husband). Garin just wants to know how to 
  kill orcs and undead. He likes gory details! 
  On one side of Frederika sits Gunther. On the other side 
  sits Garin. Both should be easy to distract with a Bluff Vs. 
  Sense Motive (+3 for Gunther, +0 for Garin). 
        If and when a PC goes to “sniff” Frederika, that PC 
  will need to make a Hide Vs. Spot (by Flik at +0).  
        If the PC succeeds the Hide check, then they do, 
  indeed, smell Lavender. A further Spot check (DC 12) 
  will reveal a tiny tummy on Frederika. She is, indeed, 
  pregnant. But to whom? If any PC asks, or reveals 
  Frederika’s pregnancy (or suggests it), then Flik will fly 
  into an uproar (denying everything). The PCs will all be 
  summarily dismissed from the table immediately. 
        If the PC fails the Hide check, then Flik von 
  Roodgardt will frown, lean across the table, and sternly 
  say: 
  “Young man/woman … exactly WHY are you … 
  sniffing … my daughter?” 
  Let the PC give an excuse. If it’s a lie, make a Bluff Vs. 
  Sense Motive (at +0). If the Bluff fails, then Flik tells the 
  PC he/she is rude and to leave the table immediately. The 
  PC will, however, discover that Frederika does smell of 
  Lavender! If any PC reveals Frederika’s pregnancy (or 
  suggests it), then Flik will fly into an uproar (denying 
  everything). The PCs will all be summarily dismissed. If 
  the PC succeeds in the Bluff, then Flik sits back down 
  and the DM might get the PC to make a Heal check (DC 
  12) which reveals a tiny tummy on Frederika (invisible to 
  ordinary eyes). She is, indeed, pregnant. But to whom? 
        Once the PCs know what they know (or don’t) they 
  can return to Jarvinia and Berit. The PCs can tell Jarvinia 
  or Berit a lie (Bluff Vs. Sense Motive at +0); or the truth. 
  If Jarvinia discovers the PCs are lying to her, then the PC 
  will not receive the very nice “Favor Of Family Von 
  Oostmeeren” at the end of this adventure. The DM 
  should make a note of this! 
        If Jarvinia and Berit discover the truth about 
  Frederika, read or paraphrase the following: 
  Upon hearing the news confirmed, Berit giggles and 
  says: “Watch this!” And starts to write something 
  real y nasty on one of the table napkins! Jarv n a, at 
  first, laughs – then her face turns sorrowful. “Hey, 
  Berit. That’s not nice. I just wanted to hear gossip. 
  What you’re doing there is wrong …” 
  l
  i i
   
  t
  Ask PCs to make a Spot check (DC 15). If they make the 
  check they see that Berit has written: “Frederika: a fat, 
  pregnant cow!” on the napkin. If the PCs see this, they 
  can react and stop the note being passed. 
  You see Berit tell a waiter to “Pass the napkin on to 
  the plain looking girl at the Roodberg table …”
  If any PC/s try to stop the waiter, then get them to make 
  Initiative rolls. The waiter is quite swift (at +4). If any PC 
  beats the waiter, then the note is intercepted. If no PC 
  beats the waiter, then Frederika gets the note: 
  When the waiter delivers the no e, you see 
  Frederika’s eyes fill up with tears. She tears up the 
  napkin under the table, then looks in YOUR 
  direction – certain that one of you has betrayed her. 
  And her eyes tell you that she will NOT forget!” 
   
  Mini-Quests APL 10-16 
  1. Getting To Know You
  The DM should note that the role-playing opportunities 
  at APLs 10-16 are less than at APLs 2-8. This is due to the 
  usually longer combats associated with higher APL 
  tables. If, however, the DM feels that the PCs have time, 
  then feel free to use a modified version of “Crunchy 
  Roll”, or “Gossip And Innuendo” from APLs 2-8. 
        Give each PC the chance to speak with each von 
  Oostmeeren they sit next to; or to them all as a group. 
  They are all very friendly with the PCs and consider 
  them national and personal heroes. If Dannas von 
  Oostmeeren is present, then Jarvinia will treat him 
  warmly. Be careful, however, not to let him dominate 
  these mini-quests too much. He is the “guest of honor” at 
  this function, so he should be dissuaded from getting 
  involved in any difficult politics. 
  • 
  Jarvinia (as mentioned earlier) is extremely attractive 
  and very charismatic. And she knows it. She is 
  secretly in love with Hackett von Stoger (a 
  Vuurzward). He is sitting at another table, and 
  Jarvinia will (later) ask the PCs to help her get his 
  attention! Generally, Jarvinia will play coy and sexy 
  with male PCs (think: medieval Paris Hilton), and 
  will be quite open to any gentlemanly “advances”. 
  • 
  Arabelle is pretty, but lives in the shadow of her 
  socialite sister, Jarvinia. She will try and be coy and 
  PER5-07 Dark Days In Deed 
   
  Page 16 
  
  sexy; but will appear quite clumsy. She is interested 
  in cooking and home-making. 
  • 
  Lorelei is very studious. She will test the PC’s 
  knowledge of Traft Cit, Perrenland, and Greyhawk 
  in general. Make up some questions. If the PCs 
  answer them correctly, then they will make a friend 
  of Lorelei. 
  • 
  Heinrich is a know it all. He will speak long and 
  boringly about all manner of small topics: the 
  weather, opera, the environment, and what a grand 
  idea the Orphanage is. Think: younger version of 
  Prince Charles. 
  • 
  Orlan can’t wait to join the 1
  st Auszug. He has a 
  fondness for fighters, and will ask all manner of 
  questions about life in the military. Those PCs who 
  tell Orlan a good story will make a friend of him. 
  • 
  Stefan is still a naughty little boy (even though he’s 
  16). He is forever being treated “like a baby”, but 
  does nothing to reverse that reputation. He will ask 
  PCs: “what evil things have you seen … or done … 
  lately?” 
  • 
  Suzzianna and Broger. Suzzianna is in her late 
  twenties. Broger is in his early sixties. Although 
  quite an odd couple, they seem very happy together. 
  They make eyes, say sweet little things to eachother, 
  and laugh a lot. Suzzianna is a Captain in the 1
  st 
  Auszug, and is presently on leave of absence. She 
  will ask the PCs how things are going at the front, as 
  well as what is happening in the Land Of Iuz. 
  2. Food Testing.  
  When the main meal arrives, Jarvinia will pout and 
  exclaim the following: 
  “Oooo! How can we all be so silly?” she says looking at 
  her other fami y members. “We have forgotten to 
  bring our food tasters! Who knows what horrors e 
  within this Furyondian food? We may al  be slain!”  
  l
  li
  l
  i
  l 
        At this point, Jarv nia looks towards al of YOU. 
  The look is one of: “Will you taste the food for us?” 
  But she is too ashamed to so directly ask such heroes 
  and honored guests. 
  This sequence is important because it sets up events 
  which might transpire later in Encounter Two. The 
  aristocrats are so used to eating the following dishes that 
  they are now immune to their immediate effects (Heal 
  check DC 10). 
        If no PC tastes, or only a few, then that’s OK. As 
  heroes of the land, the DM should not feel it necessary to 
  “railroad” PCs into doing anything which might be 
  against the nature of his/her character. Dannas von 
  Oostmeeren will NOT be required to taste food – though 
  he might ask one of his compatriots … 
        Jarvinia’s meal is a large portion of  “Furyondian Duck 
  Bladder With A Dose Of Black Pepper” (her favorite). The 
  PC who tastes this dish must make a Fort Save (DC 30) or 
  sneeze continuously for the duration of this encounter.  
        Arabelle’s meal is a large portion of “Nyrondese 
  Hedgehog Legs” (her favorite). The PC who tastes this 
  dish must make a Fort Save (DC 30) or suffer “ouchy, 
  ouchy” pins and needles all over their body for the 
  duration of the encounter. They will make the PC jump 
  spasmodically and yell “Ooo! Ouch! Ooo! Ouch!”  
        Lorelei’s meal is a large portion of “Keoland Dodo – 
  Unplucked” (her favorite). The PC who tastes this dish 
  must make a Fort Save (DC 30) or suffer the effect of 
  being tickled by feathers all over their body for the 
  duration of the encounter. This will make the PC jump 
  spasmodically and giggle uncontrollably (even in serious 
  situations). 
        Heinrich’s meal is a large portion of “Tusmit Sloth 
  Broth” (his favorite). The PC who tastes this dish must 
  make a Fort Save (DC 30) or suffer the effect of having to 
  talk r-e-a-ll-y s-l-o-w-l-y (and deeply) for the duration of 
  the encounter. Apart from being bloody annoying, it has 
  no other effect on the PC. 
        Orlan’s meal is a large portion of “Velunese Parrot 
  served with Tiny Taters and Cooshee Sauce” (his 
  favorite). The PC who tastes this dish must make a Fort 
  Save (DC 30) or suffer the effect of having a really bad 
  stutter for the duration of the encounter. Apart from 
  being bloody annoying, it has no other effect on the PC. 
        Stefan’s meal is a large portion of “Burneal Jaguar 
  wrapped in Perrenese Pastry” (his favorite). The PC who 
  tastes this dish must make a Fort Save (DC 30) or suffer 
  the effect of having to speak really quickly for the 
  duration of the encounter. Apart from being bloody 
  annoying, it has no other effect on the PC. 
        Suzzianna and Broger both have a large portion of 
  Kettie Curry (their favorite). PCs who taste this dish must 
  make a Fort Save (DC 30) or suffer the effect of “breaking 
  wind and belching” uncontrollably for the duration of 
  the encounter. Apart from being bloody annoying (and 
  anti-social), it has no other effect on the PC. 
        Look for PCs to role-play the effects of each dish for 
  experience points at the end of this adventure. No PC is 
  uniquely immune to the mundane effects of these dishes. 
  If Jarvinia sees any PC adversely affected by the food, she 
  will be most upset and extremely apologetic. 
  PER5-07 Dark Days In Deed 
   
  Page 17 
  
  3. Jarvinia’s Secret Love
  Jarvinia’s secret love is Hackett von Stoger (a Vuurzward). 
  He is sitting at the Vuurzward table. When an 
  appropriate moment arises during the banquet, read: 
  As the banquet continues, you soon realize that the 
  beautiful Jarvinia is somewhat pre-occupied. She is 
  stabbing at her food, but not eating. Her hand rests 
  on her chin, and she is staring, dreamily, across the 
  room. Her pretty face frames a smile, and it appears 
  that she is … in love …? 
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  Hopefully, the PCs will ask her who she is staring at. At 
  first, she will act all coy and be reluctant – but if pressed, 
  she will relent and tell the PCs this: 
  “H s name is Hackett von Stoger. He is 27 years old. 
  He is a Vuurzward, and a fighter in the 1
  st Auszug. He 
  is presently on leave of absence – but he goes back to 
  the frontline tomorrow. This s only the second time 
  that we have been in the same room together. We met 
  at a party shortly before he was sent to the Battle of 
  St. Cuthbert. He has looked my way several times 
  tonight and given me his kind smi e. I am certain that 
  he, too, loves me. But I am too nervous to go and talk
  to h m and confirm his love … Will some o  you do 
  this for me? Will you go speak with him for me, and 
  ascertain h s love? If I go, my sisters will tell my 
  father and there will be too many questions!” 
  Hopefully, at least one (maybe a few) PCs will accept 
  Jarvinia’s request. Certainly, if Dannas is present, he 
  should at least want to help his sister (or check out the 
  man she’s in love with). If no PC seems interested in this 
  quest, you might like to tempt them with one of the 
  others from APL 2-8 (in a modified form). 
        The objective of this quest is for PCs to go to the 
  Vuurzward table and somehow get talking privately with 
  Hackett von Stoger. To do this, the PCs will need to 
  distract the other family members in order to sit in the 
  empty chair next to Hackett, and speak with him. 
  The von Stoger family are as follows: 
  • 
  Antje von Stoger. Family matriarch. She is a very 
  strict, pompous, gossipmonger. If she can say 
  something nasty about somebody or something, 
  then she will. She dislikes “heroes”, and thinks that 
  the job they do is overrated compared with the 
  regular armed services. She will be kinder to 
  members of the Auszug – but will tell them they’re 
  “idiots” for spending their time with druids, rogues, 
  and swords-for-hire.  
  • 
  Berit von Stoger. Berit is an even bigger 
  troublemaker and gossipmonger than her mother. 
  She is 27 years old, and has struck up a friendship of 
  convenience with poor Jarvinia von Oostmeeren 
  (who often tries to emulate the older socialite). Berit 
  is a guttersnipe. She will look for flaws in PC’s 
  conversations and demeanor, and try to think of 
  ways in which she can exploit those flaws and make 
  them feel smaller and insecure. She is the twin sister 
  of Hackett von Stoger (poor bugger). 
  • 
  Hackett von Stoger. 27 years old. Blonde hair. 
  Strong. Good looking. Nice guy. He is a rabbit 
  caught in a pit of vipers. He is secretly in love with 
  Idonia von Fredrikkson (age 23). She is a Weisspeer, 
  and is presently sitting over at the Weisspeer table 
  with the von Ayedder family. Hackett likes (but not 
  loves) Jarvinia von Oostmeeren. She reminds him 
  too much of his sister (particularly when they are 
  gossiping together). He does not know that Jarvinia 
  is in love with him. 
  • 
  Alric von Stoger (age 9) and Adelmo von Stoger (age 
  7). These two boys are mischievous little twats. They 
  will flick food at the PCs, punch them in the nuts 
  (from under the table), and blow raspberries at them. 
  Antje von Stoger will call them “cute little puppies”, 
  but most PCs will think otherwise. The DM should 
  be creative here. 
  Once any PC gets talking with Hackett von Stoger, 
  he/she soon discovers that Hackett does not reciprocate 
  Jarvinia’s love. In fact, Hackett will seize the opportunity 
  to ask the PCs to do something for him: 
  “I know that you are a great hero of our nation, but 
  would you do something for me? The lady I love, 
  Idonia von Fredrikkson, is a beautiful, but cold fish. 
  She s sitting over yonder at the Weisspeer table. It is 
  well known that she will only be woo’d by poetry and 
  song. I lack the talent to write love poetry, and I sing 
  like a strangled bear. I have heard of your talents! 
  Would you write a love poem from me to dear Idonia 
  – then go over and sing it to her, from me? Oh, 
  please! If she accepts, she will deliver me from the pit 
  of vipers which, as you can see, is my poor excuse for 
  a family …” 
  Hackett is happy for any of the party to do this for him. If 
  the PCs accept, they will have to also find some way of 
  breaking the bad news to Jarvinia. If they break the news 
  to Jarvinia before they sing to Idonia, then Jarvinia will 
  be upset, but philosophical. She will thank the PCs for 
  trying, at least. If they sing to Idonia before they tell 
  Jarvinia the bad news, then Jarvinia will react very badly. 
  See the note about this, later. 
  PER5-07 Dark Days In Deed 
   
  Page 18 
  
        Give the PCs about 20 minutes to compose the love 
  poem and practice it. When they are ready, let them go 
  over to the Weisspeer table. They will need to find 
  someway to introduce themselves. The Weisspeer table is 
  as follows: 
  • 
  Leonard von Ayedder. Patriarch of the von Ayedder 
  family. He is a strict, but gentlemanly man. His 
  family originally came to Traft over 200 years ago, 
  from Krestible. He will ask PCs about “news from 
  Krestible” if the opportunity arises. 
  • 
  Leyna von Ayedder. Leonard’s wife. She is an older, 
  but very beautiful lady. She is wise and calm. She 
  will smile, and be particularly fond of any female 
  members of the party – taking an interest in their 
  profession and background. 
  • 
  Lulu von Ayedder. Age 9. Daughter. She is sweet 
  looking, but a bit of a sassy-mouth when she speaks. 
  A Sense Motive (DC 12) on her has PCs suspect that 
  she is a “little miss” – all sweetness in front of 
  mummy and daddy, but away from them she could 
  be a troublemaker. 
  • 
  Laloria Von Ayedder. Age 7. Second daughter. A nice 
  little girl who just wants to show the PCs her new 
  dolly, called: “Iggy”. 
  • 
  Idonia von Fredrikkson. Age 23. She is the last of her 
  entire aristocratic family. Her family were all 
  murdered on a hunting trip in Vesbergen (Sepia 
  Uplands) last year. Iuzian assassins are suspected, but 
  nobody is sure. She has been taken in by the kindly 
  von Ayedder family whist the affairs of her estate are 
  being settled. 
  The Weisspeers will not stop Idonia being serenaded, in 
  fact they will smile and seem quite happy for this sad 
  young woman to hopefully find some love after such a 
  tragedy. 
        If the PCs sing to Idonia before they tell Jarvinia that 
  Hackett does not love her, then read the following: 
  After the poem is finished, you are quickly 
  interrupted by somebody pushing past you, towards 
  Idonia. It is Jarvinia von Oostmeeren. In an instant, 
  Jarvinia swings her hand back, then violen ly slaps 
  Idonia across the face. 
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        “Night Hag! Swamp Thing! How DARE you take 
  the man I love away from me? Just because YOUR 
  family is DEAD, and you’ve got disposable MONEY! 
  Well, dispose THIS …”  
        And with that, Jarvinia slaps Idonia again, then 
  goes back to the Oostmeeren table. Idonia is in tears. 
  It takes a while for the uproar at all banquet tables to 
  settle down, but eventually they do. Traftian 
  aristocrats seem more used to this behavior than you. 
  When you go back to the von Oostmeeren table 
  Jarv nia looks at you all very disappointed.  
        “You were my heroes! I thought I could trust you!” 
  she says in tears. “Now you have our Enmity.” 
  As a result of their disloyalty towards Jarvinia, PCs will 
  not receive the very nice “Favor Of Family Von 
  Oostmeeren” at the end of this adventure. The DM 
  should make a note of this! 
        If the PCs warn Jarvinia they are going to sing to 
  Idonia, then Jarvinia is upset, but philosophical. Idonia 
  thanks the PCs, and smiles in the direction of Hackett 
  von Ayedder. She then mouths the little words: “I love 
  you, too” to him. He grins, and everybody cheers! 
  Everybody except Jarvinia von Oostmeeren. 
  ENCOUNTER 2: SABOTAGE! 
  From this point on it is important that the DM be very 
  familiar with the drow plan of attack, and how they take 
  over the Orphanage. Depending on how the PCs have 
  “staked out” the Orphanage, they may or may not be 
  aware of the drow’s presence: 
  • 
  Round 1: Main Meal and Encounter One Ends: 
  Drow Break through into basement of Orphanage. 
  The drow sorcerer does a detect magic on the 
  basement area before they enter. If he discovers any 
  spells such as alarm, then he will cast dispel magic 
  (CL 17) on the Basement Area before the drow break 
  through. The drow will continue with this strategy 
  as they progress from area to area in the orphanage. 
  This will get rid of any alarm (or other) warning 
  spells on the place. The drow will also target (and 
  dispel) any spells on PCs who are guarding any of 
  these areas (but the PCs may not realize it). Any PC 
  who is in the Basement will see the drow break 
  through and be in a position to react. Let them. 
  Wing it from here on in. 
  • 
  Round 2: Speeches begin in upstairs banquet hall: 
  Drow Fourth Unit secures basement. The drow 
  sorcerer puts up a wall of force (CL 17) around the 
  outside of the Orphanage. This effectively prevents 
  anyone from entering or leaving. 
  • 
  Round 3: Speeches continue: Drow send First Unit 
  up the dumb waiter to the kitchen. Also send Third 
  Unit up to secure the Ground Floor. Any PC who is 
  guarding the Ground Floor will see the drow enter 
  and be in a position to react. Let them. Wing it from 
  here on in. 
  PER5-07 Dark Days In Deed 
   
  Page 19 
  
  • 
  Round 4: Speeches continue. Drow First Unit kills 
  the kitchen crew. The PCs in the banquet hall have a 
  chance to hear this! If they do, they will enter 
  combat with the First Unit drow. 
  • 
  Round 5: Speeches continue: Drow First Unit puts 
  disease in the dessert. He then drinks a potion of 
  alter self and comes out as the Furyondian chef to 
  serve dessert. He goes back in the kitchen. If they 
  are unimpeded, the drow start to take orphans 
  hostage. Some are taken by the Second Unit, some 
  are taken to the basement, whilst others are kept in 
  their rooms guarded by an underdark creature. 
  • 
  Round 6: The PCs are asked (as usual) to taste the 
  food of the von Oostmeerens (or any other aristocrat 
  they have aligned with). If they do, there is a chance 
  they will immediately contract an Aging Disease. OR 
  they confront and fight the drow warrior (First Unit) 
  in the kitchen. 
  • 
  Round 7: Drow Second Unit teleports into banquet 
  hall with children as hostages. Go to Encounter 
  Three. 
  It is quite possible that none or all of the events above 
  occur (or occur at different times in another order). The 
  DM is encouraged to have the drow react to the PCs in 
  any way the situation requires. Most parties, however, 
  will be enjoying the repartee with the aristocrats. We 
  expect very few PCs will sit “on guard” at different points 
  of the Orphanage for 60-75 minutes of game time 
  (although they may get their animal companions, 
  familiars, or henchmen to do so, if they think of it). Any 
  PC or companion on guard outside the Orphanage will 
  be trapped outside once the wall of force goes up in 
  Round 2. 
  What If PCs Dispel The Wall Of Force Or Send For 
  Help? 
  If the PCs dispel the wall of force and try to leave or get 
  help, then the guards outside will run away in fear (they 
  were expecting human trouble, not drow!). Boone and 
  the Auszug leftovers will take 5 minutes (50 rounds) 
  rounds to get to the Orphanage. In this time, the PCs will 
  need to fight the drow or watch children die. If PCs 
  simply wait for help, or leave the Orphanage, then the 
  drow will kill all the children in the Orphanage and 
  retreat through the basement. The PCs have failed to 
  protect the Orphanage. 
  SPEECHES AFTER THE MAIN MEAL 
  In between the end of the Main Meal and the Dessert, 
  there are a few speeches and some ceremony. Generally, 
  the PCs just stand with the von Oostmeeren family (as 
  they have been doing). They may (if they wish) position 
  themselves elsewhere. Just remember that if they leave 
  the banquet hall they may witness the arrival of the drow 
  prematurely. It should also be noted that any effects from 
  the earlier taste testing have now worn off. 
        The first person to speak will be Leonard von 
  Ayedder, a close friend to Dannas von Oostmeeren: 
  It is that time of the night when speeches must be 
  made, and ceremonies take place. 
  Round One: Determine where the PCs are standing on 
  the battlemat. If they don’t ask, don’t suggest they go 
  anywhere else in the Orphanage. But if they request it 
  directly, let them! At this point, some parties might be 
  immediately aware of the drow incursion. If the PCs 
  make the aristocrats aware, then the speeches never 
  begin, and panic ensues. Otherwise, continue … 
  The first aristocrat to stand up is Leonard von 
  Ayedder, of the Weisspeer Clan. Leonard clears his 
  throat once, then speaks: 
        “Dear friends. It is indeed a great pleasure to be 
  here tonight to celebrate the opening of the very first 
  orphanage in Traft City. As many of you know, our 
  homeless children have been, for years, at the mercy 
  of the wicked Beggermeister who lives in Quagsijdt. 
  What you may not know is that the Beggermeister 
  not only trained the chi dren to become part of the 
  Dark Wave criminal syndicate, but also subjected the 
  children to years of the most terrible abuse. Although 
  this orphanage was not able to rescue every child, just 
  yet, we sincerely hope that such a task can be 
  completed long before we win the war against Iuz and 
  h s mother, Iggwilv.  
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  Round Two: Speeches continue … 
        “Finally, there is only one person to thank for 
  bui ding and financing this orphanage, and that is 
  one of the first sons of our great city – our very own 
  Dannas Von Oostmeeren!” 
  Everybody applauds.  
  Round Three: If Dannas is present at the game table, then 
  Leonard von Ayedder now calls on Dannas to make a 
  short speech. If he is not present at the game table, then 
  von Ayedder says: 
  “Unfortunately, Dannas cannot be with us tonight. 
  He was due to go on leave from his unit, but he 
  bravely stayed behind to fight so that others in his 
  company might get the chance to visit their families 
  and friends. He is a true hero of Perrenland! Thank 
  you all.” 
  Everybody applauds. 
  PER5-07 Dark Days In Deed 
   
  Page 20 
  
  Round Four: In this round, Flik von Roodgardt gets up to 
  make a speech. Halfway through, the PCs get one chance 
  to hear a “commotion” in the kitchen area and get one 
  chance to investigate if they hear something. 
  After the rousing applause dies down, another 
  imposing Traftian aristocrat rises to his feet. It is Flik 
  von Roodgardt – master swordsman and true patriot. 
  He speaks: 
        “This … s a time of war. Iuz is on our doorstep, 
  but we shall no  let h m in! His mother, Iggwilv, is at 
  our window, but we shal  not let her through! The 
  Dark Wave is in our midst, but we shall not recognize 
  their treachery! Only by standing together, will we 
  stand fast! And together, Traft City will never fall, and 
  her walls will never be breached!” 
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  Thunderous applause. 
  Now get each PC to make a Listen check. At APLs 2-8 the 
  check is a flat DC 20. This is due to less people at the gala 
  banquet, therefore less noise in the kitchen from 
  workers, etc. At APLs 10-16, the check is a flat DC 30. 
  This is due to more people in the room, and therefore 
  more worker noise in the kitchen.  
  Only if one or more PCs succeed in the check should you 
  read the following: 
  Even though it is very noisy, you hear what sounds 
  like an unusual commotion coming from the kitchen 
  … 
  Do not let PCs move or do anything if they fail to make 
  their check. This will be excruciatingly frustrating for 
  some parties, but realistic. Those PCs who do hear, may 
  move to investigate. 
  Round 5: Flik finishes his speech. The PCs stand as 
  normal. OR they move to investigate the kitchen. During 
  this round, the drow poisons the dessert, but is stopped if 
  surprised by investigating PCs! Flik finishes his speech: 
  “And so, in conclusion, et me say how proud I am of 
  young Dannas von Oostmeeren. He is a true 
  philanthrop st, and one whose name will go down in 
  history I am sure. And his story has only just begun. 
  Ladies and gentlemen, I’d like you to raise your 
  glasses and join with me in this final toast. To Dannas 
  von Oostmeeren! 
   
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  Everybody replies. 
  “And may the Holy Kerk watch over the Voormann!”
  Everybody replies: “To the Kerk!” 
  Now … Either one of two paths will occur … 
  INVESTIGATING THE COMMOTION 
  Round 6: If the PCs heard the commotion coming from 
  the kitchen, and decide to investigate, read this as soon as 
  Flik von Roodgardt finishes his toast: 
  As you enter the kitchen, you see an alarming, and 
  terrifying sight! The entire kitchen is awash with 
  blood! Bodies of the Furyondian chefs lie on the floor 
  – their carcasses slit from ear to ear – their jugulars 
  still spurting thick streams o  red life. At the cen re 
  bench, pouring over the dessert, rap er still in one 
  hand, a lone drow stands pouring some kind of iquid 
  into each of the desserts. He has a mask over his face, 
  as if being careful not to inhale any of the fumes 
  coming from the liquid …  
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        But then he sees you! And he stops – ready to 
  slaughter you much like those who already lie on the 
  floor! 
  Roll for initiative! 
  ALL APLs (EL 1) 
  Mookawe, Drow Warrior: hp 4; see Monster Manual 
  page 102. 
  Tactics: There is a good chance that the PCs will get the 
  drop on him and kill him before he gets to act. But that’s 
  OK. On his turn, the first thing Mookawe does is throw 
  his vial of diseased liquid on the ground nearest the PCs 
  (AC 5 to hit). Not only is the vial diseased, but it is also 
  explosive! Fortunately, the disease is destroyed if the vial 
  explodes. For combat purposes, treat the vial as per 
  Alchemist’s Fire (page 128 of the Player’s Handbook), 
  with the following exceptions: 
       The vial is a larger size at higher APLs, so does more 
  damage: 
  APL 2: Tiny vial – 1d6 dam on direct hit (1hp splash 
  damage). Additional damage 1d4/round. 
  APL 4: Small vial – 1d8 dam on direct hit (2hp splash 
  damage). Additional damage 1d6/round. 
  APL 6: Larger vial – 2d6 dam on direct hit (3hp splash 
  damage). Additional damage 2d4/round. 
  APL 8: Larger vial – 3d8 dam on direct hit (5hp splash 
  damage). Additional damage 2d6/round. 
  APL 10: Larger Vial – 4d8 dam on direct hit (10hp splash 
  damage). Additional damage 2d8/round. 
  APL 12: Larger Vial – 4d10 dam on direct hit (15hp splash 
  damage). Additional damage 2d10/round. 
  APL 14: Larger Vial – 4d12 dam on direct hit (20hp splash 
  damage). Additional damage 3d12/round. 
  PER5-07 Dark Days In Deed 
   
  Page 21 
  
  APL 16: Larger Vial – 7d12 dam on direct hit (30hp splash 
  damage). Additional damage 4d12/round. 
  Mookawe will try to blow himself up in this combat, 
  along with the PCs, rather than submit himself for 
  capture. If he is captured, he “accidentally” bites down on 
  a suicide capsule he got from the Dark Wave (as soon as 
  he goes to speak). 
        The explosion from the vial causes a fire in the 
  kitchen/banquet hall. Widespread panic ensues, and the 
  PCs will need to help put the fire out. Water can be 
  pumped from the large kitchen sink into buckets, and 
  then poured onto the fire. The fire takes 4 rounds to put 
  out.  
        However, in Round 7 the Second Drow Unit teleports 
  into the Banquet Hall with another surprise. At least one 
  PC in two will need to stay with the fire to help save the 
  Orphanage. The others must now attend to Encounter 
  Three. 
  STAYING PUT 
  Round 6: PCs who did not hear the commotion in the 
  kitchen will simply finish listening to Flik’s speech. 
  Meanwhile, the drow in the kitchen has poured diseased 
  liquid into all the desserts. After this, he drinks a potion 
  of alter self, disguising himself as the master chef. As the 
  PCs have not yet seen the master chef, they will not get 
  the chance to Spot any anomalies with him when he 
  brings out the dessert. After Mookawe puts down the 
  dessert, he goes back into the kitchen and climbs back 
  down the dumb waiter to the basement. The PCs will 
  meet him in Encounter Six. Read the following: 
  After a rapturous applause, the kitchen doors swing 
  open and the master chef arrives with a sumptuous 
  dessert: Chocolate Fortress Fudge – made by our very 
  own Mr. Mordenkainen from his House of Chocolate 
  in Schwartzenbruin! As it is placed on the table, 
  everybody seems to be looking your way … yes, they 
  are waiting for the taste testing, as per usual … 
  PCs can, of course, refuse as noted earlier – garnering the 
  same response from Jarvinia (at APLs 2-8), or just being 
  understanding (at APLs 10-16). 
  Some PCs might have the ability to detect the poison in 
  the dessert. If they do, then great. 
  If PCs opt to taste, then ask “who is tasting”. Those PCs 
  who put their hand up, all now have to make a Fortitude 
  save. The save is different at higher APLs because the 
  disease batch is larger and stronger (see Encounter with 
  Mookawe).  
  APL 2: Fort Save DC 8. 
  APL 4: Fort Save DC 10. 
  APL 6: Fort Save DC 12. 
  APL 8: Fort Save DC 16. 
  APL 10: Fort Save DC 18. 
  APL 12: Fort Save DC 22. 
  APL 14: Fort Save DC 26. 
  APL 16: Fort Save DC 30. 
  Effects Of The Disease 
  The disease is the last terrible thing cooked up by 
  Quasimodo Da’Trelle – the mad priest of Incabulos who 
  adventurers killed only a few months before. Da’Trelle 
  allowed the drow to use his temple as a base from which 
  to build their tunnel under Traft. He also gave them a 
  gift: a Vial Of Aging Disease (his own concoction).  
        When 
  poured 
  over 
  food, 
  and 
  ingested, 
  the 
  supernatural disease causes those affected to suddenly 
  start to age at an accelerated rate.  
        First Stage (Encounter 2): The PC starts to feel stiff. 
  He/she gets aches and pains in the joints. Skin starts to 
  look “patchy” and blemishes are more obvious. 
        Second Stage (Encounter 3): The PC now starts to feel 
  the effects of being Middle Aged (see page 109 of the 
  Player’s Handbook). 
        Third Stage (Encounter 4): The PC now starts to feel 
  the effects of being Old Aged (see page 109 of the Player’s 
  Handbook). 
        Fourth Stage (Encounters 5 and 6): The PC now starts 
  to feel the effects of being Venerable (see page 109 of the 
  Player’s Handbook). If the victim does not seek reversal 
  at this point within 1 hour, then they die). 
        The Cure: The only way to cure this disease is to cast 
  both cure disease and break enchantment on hallowed 
  ground. A Spellcraft or Heal check (DC 10) reveals how 
  the disease can be cured. If the PCs have some means of 
  casting hallow, then the other spells, that would suffice. 
  Otherwise, if they survive, they can get it done at the end 
  of the adventure (for free) at the Church Of The Old 
  Kerk in Traftstaat.  
        If all the PCs make their Fort Save, there is a good 
  chance that they will not suspect anything is amiss with 
  the food. Unless they actually do smell a rat and stop the 
  aristocrats from eating, then they will all eat. As a result, 
  read or paraphrase the following: 
  The chocolate fortress fudge is no doubt the best any 
  of you have tasted. However, after a few moments a 
  strange thing becomes apparent. Jarvinia starts to 
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  complain of sore eyes and an aching back. The 
  children start to squirm in their chairs and suddenly 
  appear a bit tal er and older looking than they did a 
  moment ago. Then another moment passes and you 
  realize that all the aristocrats in the hall are starting 
  to get considerably … older!  
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        A second glance at Jarvinia reveals that she is no 
  longer a beautiful young girl, but a matron 
  somewhere around the age of 50 … 
        “By Pelor! Help me! Help me!” she screams as her 
  bones begin to grow brittle and her face turns to that 
  of a prune … 
  A Heal check (DC 12) will reveal that the aristocrats have 
  all been supernaturally diseased! A Spellcraft or Heal 
  check (DC 10) reveals how the disease can be cured (see 
  above). If the PCs have some means of casting hallow, 
  then the other spells, that would suffice. 
        No matter what, the PCs must now deal with 
  Encounter Three. 
  ENCOUNTER 3: HOSTAGES 
  AND TERRORISTS 
  Round 7: At this point, no matter what is going on, Drow 
  Commander Malachai Ker’Kral (the Second Unit) is 
  teleported into the banquet room (preferably somewhere 
  on the dance floor). He has with him three children as 
  hostages! Remember that some PCs may not be present 
  for any number of reasons listed earlier. The DM may 
  need to adjust this encounter to suit the circumstances. 
  Read or paraphrase the following. 
  Suddenly, a 
  ght flashes somewhere on the dance 
  floor and, as the flash subsides, you see a majestic, 
  white-haired drow commander! By his side are three 
  orphans, still in their night clothes. They are crying, 
  and you realize that they each have a knife presses up 
  against their necks. The knives are attached to chains 
  which in turn attach to the drow commander. It 
  appears that even by turning his body, left or right, he 
  would sl ce the jugulars of these poor innocent 
  children! In his right hand he holds an ornate rapier, 
  which he now taps on the ground and begs your 
  attention … 
        “Nobody move! I wish
  to
  give instructions! 
  Anybody move, and children die!” 
  Of course, gung-ho parties will immediately attack, and 
  there’s nothing wrong with that. Don’t forget to apply 
  aging effects if PCs were affected by the fudge! Roll 
  initiative! 
  ALL APLs (EL 1) 
  Commander Malachai Ker’Kral, Drow Warrior: hp 
  4; see Monster Manual page 102. 
  Tactics: Ker’Kral is all bluff and no bite. His job is to get 
  as many aristocrats eliminated as he can. If this fails, carry 
  out his threat – kill the children. On his turn, Ker’Kral 
  can (as a move action) turn his body and kill all three 
  children. He can also attack with his rapier, or cast 
  darkness (as a standard action). The idea here is for the 
  PCs to shut him down before he (or any PCs) can harm 
  the children! Remind the PCs that killing any of the 
  aristocrats is an evil act. So is letting drow kill children 
  without taking any action to prevent it. 
        For all intents and purposes, all children in the 
  orphanage have 1hp. Children “killed” by the drow go 
  unconscious and bleed as per normal until death at –10. 
  The PCs may get the chance to heal fallen children, but 
  this takes time (and DMs and players need to be aware of 
  this). 
        If the PCs let Commander Ker’Kral speak (he has a 
  kind of Rastafarian accent), then he says the following to 
  them: 
  “Mmm … so you all scared of me, eh? Ha ha ha. I 
  make you suffer, I will. I am be called Drow 
  Commander Malachai Ker’Kral. I am in charge of de 
  Second Unit. Dis would be de second unit which has 
  come from de Hollows to invade your city. Our 
  tunnel was supposed to come up on a vacant piece of 
  land, but somebody gone done bui d a Orphanage 
  over it. No matter. We eat da children for our 
  midnight snack.” 
        “Now. Here’s da plan. You heroes ova dare – you 
  are gonna start killin’ dese rich folks. For every rich 
  folk you kill, I release a child. We start wid dat one 
  dare …” 
        Commander Ker’Kral points to Jarvina von 
  Oostmeeren. 
        “Kill her. Now!” 
  If no PC immediately moves and kills Jarvinia, then 
  Ker’Kral will turn his body slightly and kill ONE child 
  (ie. render the child unconscious on –1hp). Read the 
  following: 
  Commander Ker’Kral scowls at your lack of action, 
  and turns his body sl ghtly. One small chi d ooks at 
  you for the last time, as a drow dagger swiftly ends 
  her short little life.  
        “I said: Kill her!” 
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  Ker’Kral will continue killing his child hostages and 
  threatening the PCs. When he kills his last child, he says: 
  “Mmm … you have no morals. Like me. Now come, 
  fight me!” 
  Roll for initiative! 
        If the PCs obey Ker’Kral (and kill Jarvinia), then the 
  order will be: Jarvinia, Flik, and Antje. After this, Ker’Kral 
  will turn his body and kill the children, anyhow. He will 
  then say: 
  “Mmm … you have no morals. Like me. Now come, 
  fight me!” 
  At any point, the PCs can decide to fight and kill 
  Ker’Kral. The DM will need to play this encounter so that 
  it is suspenseful. You should never give away that 
  Commander Ker’Kral is weak. Let PCs always believe he 
  is their match – until they hit him, of course! 
  After The Hostage Encounter 
  After this, it is fairly clear that the orphanage is overrun 
  with drow, and that they have children as hostages. High 
  level PCs might magically get to the basement or other 
  parts of the Orphanage; whilst low level PCs might find 
  the dumb waiter in the kitchen and quickly get down 
  that way. Some parties might fight their way from First 
  Floor to Ground Floor to Basement. 
        If PCs do not realize, give them INT checks (DC 8) to 
  realize that the Orphanage is overrun with drow, and that 
  they must: a) save children; b) kill the drow to save the 
  children and aristocrats.  
        Some PCs will soon discover the wall of force. Some 
  will dispel it. This might allow the PCs to shepherd out 
  some children and aristocrats – but many children are 
  held hostage in their dormitory and in the basement. The 
  DM will need to react to what the PCs do at every turn – 
  using the Encounters as guidelines only. 
        Some PCs might decide to go down the dumb waiter 
  from the kitchen. Two medium-sized persons can travel 
  in this at a time. If they do go to the basement via this 
  route, then they will get one full round of surprise on the 
  drow guarding that room. The dumb waiter takes one 
  round to get down and one round to pull up. Getting on 
  and off is a move action on the part of those traveling (so 
  long as there is always one person to work the pulleys up 
  and down). This could be an aristocrat, if asked nicely. 
  ENCOUNTER FOUR: GROUND 
  FLOOR, THIRD DROW UNIT 
  When the PCs come down the stairs to the Ground Floor 
  area of the Orphanage, they will encounter the Third 
  Drow Unit. This unit consists of a sorcerer, a fighter, and 
  a cleric. The sorcerer is the leader. Her name is Captain 
  Persephone Koo’Koora. The fighter’s/warrior’s name is 
  Ba’nadock, and the cleric is Priestess Dan’ana. They will 
  introduce themselves to PCs as a free action on their 
  turn. 
        This drow unit is positioned in and around the 
  number “2” on the Ground Floor map (see Appendix). 
  They have arranged themselves in a triangular formation 
  with the fighter and cleric out front (with a 5ft space in 
  between them), and the sorcerer 10 feet directly behind 
  them in the centre. There is also  one small child sitting 
  in the centre of the triangle, crying. They “buffed” 
  themselves earlier, so that they are well prepared to 
  encounter trouble. They are even slightly “cocky”, and 
  will smirk and give a subtle “come on” with their hand 
  (like Neo in The Matrix) when they see the first PC. 
        As soon as is possible, let combat begin. Don’t forget 
  to apply aging effects if PCs were affected by the fudge 
  upstairs! The drow will not negotiate under any 
  circumstances – and the child, to them, is expendable. 
  Their orders are to take the Orphanage and use the 
  children as hostages. 
  APL 2 (EL 4) 
  Drow Sorcerer: hp 5. See Appendix 1. 
  Drow Warrior: hp 9. See Appendix 1. 
  Drow Cleric: hp 9. See Appendix 1. 
  APL 4 (EL 6) 
  Drow Sorcerer: hp 20. See Appendix 2. 
  Drow Warrior: hp 17. See Appendix 2. 
  Drow Cleric: hp 9. See Appendix 2. 
  APL 6 (EL 8) 
  Drow Sorcerer: hp 29. See Appendix 3. 
  Drow Fighter: hp 38. See Appendix 3. 
  Drow Cleric: hp 20. See Appendix 3. 
  APL 8 (EL 10) 
  Drow Sorcerer: hp 42. See Appendix 4. 
  Drow Fighter: hp 54. See Appendix 4. 
  Drow Cleric: hp 32. See Appendix 4. 
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  APL 10 (EL 12) 
  Drow Sorcerer: hp 62. See Appendix 5. 
  Drow Fighter: hp 75. See Appendix 5. 
  Drow Cleric: hp 48. See Appendix 5. 
  APL 12 (EL 14) 
  Drow Sorcerer: hp 76. See Appendix 6. 
  Drow Fighter: hp 88. See Appendix 6. 
  Drow Cleric: hp 64. See Appendix 6. 
  APL 14 (EL 16) 
  Drow Sorcerer: hp 55. See Appendix 7. 
  Drow Fighter: hp 100. See Appendix 7. 
  Drow Cleric: hp 72. See Appendix 7. 
  APL 16 (EL 18) 
  Drow Sorcerer: hp 65. See Appendix 8. 
  Drow Fighter: hp 135. See Appendix 8. 
  Drow Cleric: hp 90. See Appendix 8. 
  Tactics: It is difficult to write a tactics section here 
  because these drow could be encountered in any place 
  under any circumstances within the Orphanage. The DM 
  is advised to read over the statblock entries carefully, and 
  play these creatures as being highly intelligent and 
  extremely adaptive. Generally, though, the sorcerer will 
  use spells to attack/damage the party. The fighter will use 
  his longbow until someone engages him in close melee. 
  In this instance he will drop the bow and draw his rapier. 
  The cleric will seek to support the drow with protective 
  spells, seek to disrupt the PCs with spells, and lastly 
  attack using a melee weapon.  
        The DM should also remember that smart PCs will 
  stay on top of the melee by using the stairs as advantage 
  ground (+2 to attacks). PCs also can “buff” themselves for 
  up to three rounds before they leave the banquet-hall. 
  This advantage has been balanced out by allowing the 
  drow to “pre-cast” several nice buff spells before the 
  combat. Even if the PCs encounter this unit elsewhere in 
  the Orphanage, they will still be “buffed”, and use the 
  formation (plus hostage) as described above. 
        Treasure: Please note that all the drow weapons are 
  coated in drow poison. The poison cannot be recovered. 
  It should also be noted that drow weapons, armor, and 
  shields are considered worthless, as they crumble to dust 
  once exposed to sunlight or daylight conditions. That is 
  why these items have not been calculated into the 
  treasure haul of this encounter. PCs can make an INT 
  check (DC 10) to remember this. 
        APL 2: Loot: 47gp; Coin: 0 gp; Magic: 8 gp – 2x 
  potions of cure light wounds (4 gp each) 
   
  APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 113 gp – 2 x 
  potions of cure moderate wounds (50 gp each), wand of 
  magic missiles (63gp) 
        APL 6: Loot: 3 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 865 gp – +1 
  cloak of resistance (83gp), +2 ring of protection (666gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 1699 gp – +1 
  cloak of resistance (83gp), +3 ring of protection (1500gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +2 (333 gp). 
        APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +3 (750 gp). 
        Development: After the PCs have defeated the third 
  drow unit, they should probably proceed next to securing 
  the children’s dormitories. Go straight to Encounter 
  Five. 
  ENCOUNTER FIVE: SECURING 
  THE DORMITORIES 
  Don’t forget to apply aging effects if PCs were affected by 
  the fudge upstairs! 
        It does not matter which dormitory the PCs search or 
  secure first – which ever one they search first, read or 
  paraphrase the following once they open a door: 
  As you open the door to this dormitory, you are 
  greeted with a foul stench – and the sounds of forty 
  or so little children, all sobbing and crying softly out 
  for help. In room are a number of bunk-beds, all
  ned 
  next to eachother, along the wal s of the room.  
   
   
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  A Spot check Vs. child Hide check of +4 will determine 
  that the children in the room appear to be hiding from 
  someone (or some thing). No child will speak to a PC 
  from the doorway. As soon as any PC walks or drifts 20 
  feet into the room, give the PC/s a Spot check (vs. Hide 
  check of the creature) at all APLs except 12 and 14; then 
  read or paraphrase the following according to the APL at 
  which you are playing: 
  APL 2 (EL 3) 
  Yuan-Ti Pureblood: hp 18; see Monster Manual page 
  263. 
  From between the bunk-beds steps a figure, no more 
  than 10 feet from you, which at first looks like a 
  beautiful young woman with sharp features and 
  unblinking eyes. Closer examination, however, 
  reveals a forked tongue, pointed teeth, and scaly 
  patches on her neck and limbs. She is carrying a 
  scimitar and a shield, and she is defin tely NOT 
  happy to see you! Roll for initiative! 
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  APL 4 (EL 5) 
  Greater Barghest: hp 67; see Monster Manual page 22. 
  From between the bunk-beds crawls a creature, no 
  more than 10 feet from you, which appears to be a 
  horrifying wolf like monster with blue-tinged fur, 
  long sharp claws, and a fiendish glint o  intelligence 
  in its hateful, glowing eyes. It is defin tely NOT 
  happy to see you! Roll for initiative! 
  APL 6 (EL 7) 
  Yuan-Ti Abomination: hp 67; see Monster Manual 
  page 264. 
  From between the bunk-beds sl thers a figure, no 
  more than 10 feet from you. It looks like a large 
  snake, except that it has a h n  o  intelligence in its 
  eyes, as well as two humanoid arms – each carrying a 
  masterwork scimitar. It is defin tely NOT happy to 
  see you! Roll for initiative! 
  APL 8 (EL 9) 
  Spirit Naga: hp 76; see Monster Manual page 192. 
  From between the bunk-beds sl thers a figure, no 
  more than 10 feet from you. This loathsome serpent 
  has a black body banded in swaths of bright crimson. 
  Its head is vaguely human, with stringy hair. It is 
  definitely NOT happy to see you! Roll for initiative! 
  APL 10 (EL 11) 
  Troll Hunter: hp 130; see Monster Manual page 247. 
  From between the bunk-beds steps a large figure, no 
  more than 10 feet from you. It has green skin, 
  elongated arms and legs, sharp claws, and a hooked 
  nose. It grins, showing off its rubbery features in a 
  ghastly way. Then you realize that it is definitely 
  NOT happy to see you! Roll for initiative! 
  APL 12 (EL 13) 
  Displacer Beasts, Pack Lords (2): hp 203 each; see 
  Monster Manual page 66. 
  Suddenly, two huge creatures blink into existence in 
  front of you! It is clear they were teleported in here 
  by someone or some thing. They both look like 
  emaciated panthers, with blue-black fur, six legs, and 
  a body that s nothing but muscle and bone. A pair of 
  huge tentacles sprout from its shoulders and end in 
  thorny-ridged pads. They are definitely NOT happy to 
  see you! Roll for initiative! 
  APL 14 (EL 14) 
  Umber Hulk, Truly Horrid: hp 270; see Monster 
  Manual page 249. 
  Suddenly, a huge creature blinks into existence in 
  front of you! It is clear i  was teleported in here by 
  someone or some thing. It has the appearance of a 
  cross between a great ape and a beetle. The low, 
  rounded head is dominated by a massive pair of 
  mandib es and rows of triangular teeth. It has two big 
  compound eyes like a beetle, with two smaller eyes, 
  like an ape’s, in between. Armor plates cover virtually 
  all of its chitinous body, whose scattered feelers 
  resemble sparse hair. 
  APL 16 (EL 17) 
  Demon, Marilith: hp 216; see Monster Manual page 
  44. 
  From between the bunk-beds slithers a large figure, 
  no more than 10 feet from you. This creature appears 
  to be an attractive human female with six arms – and 
  in every hand she wields a deadly longsword! From 
  her waist down, this lady has the lower body of a 
  snake – complete with slimy green scales. She tosses 
  her head back, laughs in defiance, swishes her 
  swords, and looks like she is going to kill you all … 
  very quick y. Roll for initiative. 
  Tactics: See the respective Monster Manual entries for 
  suggested tactical responses of each creature. The drow 
  have given explicit instructions to each of these 
  creatures: guard the hostages and destroy all intruders. 
        Treasure: None. 
  The children (about 50 of them) are pleased to be rescued 
  by the heroes. They want to go with the heroes, but most 
  PCs will simply ask the kids to stay put until they have 
  secured the entire orphanage.  
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        At some point, one little boy, Kurt, will yell out: 
  “What’s happened to my friend Johannes Bejelke? A 
  white-haired elf grabbed him and some other 
  children. They said they were taking them to the 
  basement! I think they are going to take him back to 
  their dungeons and torture him! Waaaaahhhhh!” 
  Kurt wails and cries. He will, if the PCs don’t guess, show 
  the party how to get to the basement. 
        If the PCs check out the other dormitory, they will 
  find 50 hiding children, but no monsters.  
  ENCOUNTER SIX: THE 
  BASEMENT, FOURTH DROW 
  UNIT 
  Don’t forget to apply aging effects if PCs were affected by 
  the fudge upstairs! 
        When the PCs come down the stairs to the Basement 
  area of the Orphanage (see DM’s Maps), they will 
  encounter the Fourth Drow Unit. This unit consists of a 
  sorcerer, a fighter, and a cleric. The sorcerer is the leader. 
  His name is Captain Dezran Attarrd. The fighter’s name 
  is Cas’umaar, and the cleric is Priestess Rek’ba’nok. They 
  will introduce themselves to PCs as a free action on their 
  turn. 
        This drow unit is positioned in and around the 
  number “3” on the Basement map (see Appendix). They 
  have arranged themselves in a triangular formation with 
  the fighter and cleric out front (with a 5ft space in 
  between them), and the sorcerer 10 feet directly behind 
  them in the centre. The fighter and the cleric will be 
  facing the PCs – no matter which set of basements stairs 
  they enter down. There is also one small child sitting in 
  the centre of the triangle, crying. This is clearly Johannes 
  Bejelke. There is also one child tied to each set of barrels 
  (Area 4). An INT check (DC 10) will make PCs realize 
  that some of the ingredients in these barrels might be 
  toxic or highly explosive. In fact, they are NOT (but let 
  the PCs think they are). 
        The drow “buffed” themselves earlier, so that they are 
  well prepared to encounter trouble. If, however, the PCs 
  came to the basement via the “dumb-waiter”, then the 
  drow will not be expecting them! These PCs will get one 
  full round of actions on the drow before they react. 
  As soon as is possible, let combat begin. The drow will 
  not negotiate under any circumstances – and the child, to 
  them, is expendable. Their orders are to take the 
  Orphanage and use the children as hostages. 
  APL 2 (EL 4) 
  Drow Sorcerer: hp 5. See Appendix 1. 
  Drow Warrior: hp 9. See Appendix 1. 
  Drow Cleric: hp 9. See Appendix 1. 
  APL 4 (EL 6) 
  Drow Sorcerer: hp 20. See Appendix 2. 
  Drow Warrior: hp 17. See Appendix 2. 
  Drow Cleric: hp 9. See Appendix 2. 
  APL 6 (EL 8) 
  Drow Sorcerer: hp 29. See Appendix 3. 
  Drow Fighter: hp 38. See Appendix 3. 
  Drow Cleric: hp 20. See Appendix 3. 
  APL 8 (EL 10) 
  Drow Sorcerer: hp 42. See Appendix 4. 
  Drow Fighter: hp 54. See Appendix 4. 
  Drow Cleric: hp 32. See Appendix 4. 
  APL 10 (EL 12) 
  Drow Sorcerer: hp 62. See Appendix 5. 
  Drow Fighter: hp 75. See Appendix 5. 
  Drow Cleric: hp 48. See Appendix 5. 
  APL 12 (EL 14) 
  Drow Sorcerer: hp 76. See Appendix 6. 
  Drow Fighter: hp 88. See Appendix 6. 
  Drow Cleric: hp 64. See Appendix 6. 
  APL 14 (EL 16) 
  Drow Sorcerer: hp 55. See Appendix 7. 
  Drow Fighter: hp 100. See Appendix 7. 
  Drow Cleric: hp 72. See Appendix 7. 
  APL 16 (EL 18) 
  Drow Sorcerer: hp 65. See Appendix 8. 
  Drow Fighter: hp 135. See Appendix 8. 
  Drow Cleric: hp 90. See Appendix 8. 
  Tactics: The DM is advised to read over the statblock 
  entries carefully, and play these creatures as being highly 
  intelligent and extremely adaptive. Generally, though, 
  the sorcerer will use spells to attack/damage the party. 
  The fighter will use his longbow until someone engages 
  him in close melee. In this instance he will drop the bow 
  and draw his rapier. The cleric will seek to support the 
  drow with protective spells, seek to disrupt the PCs with 
  spells, and lastly attack using a melee weapon.  
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        The DM should also remember that smart PCs will 
  stay on top of the melee by using the stairs as advantage 
  ground (+2 to attacks). PCs also can “buff” or heal 
  themselves for up to three rounds before they go down to 
  the basement. This advantage has been balanced out by 
  allowing the drow to “pre-cast” several nice buff spells 
  before the combat. 
        Treasure: Please note that all the drow weapons are 
  coated in drow poison. The poison cannot be recovered. 
  It should also be noted that drow weapons, armor, and 
  shields are considered worthless, as they crumble to dust 
  once exposed to sunlight or daylight conditions. That is 
  why these items have not been calculated into the 
  treasure haul of this encounter. PCs can make an INT 
  check (DC 10) to remember this. 
        ALL APLs: The drow sorcerer has a backpack. In the 
  backpack is a large vial of antidote for the ageing disease. 
  There is enough in here to cure everybody (including the 
  aristocrats upstairs). One gulp is enough (Heal check DC 
  10). The drow have it in case they wanted to cure, 
  interrogate, and torture aristocrats for information. 
        APL 2: Loot: 47gp; Coin: 0 gp; Magic: 8 gp – 2x 
  potions of cure light wounds (4 gp each); wand of detect 
  magic (31gp). 
   
  APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 113 gp – 2 x 
  potions of cure moderate wounds (50 gp each), wand of 
  magic missiles (63gp) 
        APL 6: Loot: 3 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 865 gp – +1 
  cloak of resistance (83gp), +2 ring of protection (666gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 1699 gp – +1 
  cloak of resistance (83gp), +3 ring of protection (1500gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +2 (333 gp). 
        APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +3 (750 gp). 
  Investigating The Tunnel 
  Some PCs may wish to investigate the tunnel which the 
  drow used to infiltrate the Orphanage. When they do, 
  read or paraphrase the following: 
  Investigating the tunnel, you see that it is very well 
  constructed. No doubt hundreds of drow toi ed in its 
  making, and there is evidence that it has been 
  constructed over a period of at least one year. 
  Direction-wise, the tunnel leads off in the direction 
  of the North Wood – possibly in the direction of the 
  old Temple Of Incabulos (which some of you may 
  have heard of). That aside, the tunnel needs thorough 
  investigating by the proper authorities, and this is not
  the time to do it. There are children and aristocrats 
  upstairs who are in need of your more immediate 
  attention. 
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  i
  Once the PCs have secured the rest of the Orphanage, 
  then let them go back upstairs (or to wherever they last 
  left the aristocrats). Proceed to the Conclusion. 
  CONCLUSION 
  Read or paraphrase the following: 
  This drow incursion has been duly noted, and the 
  proper authorities are already beginning to gather at 
  the orphanage for a full investigation. Upstairs, the 
  gala banquet has come to a terrible, thumping 
  conclusion. Some, older, aristocrats have not made t 
  through the ordeal. Others are helping Lord Boone 
  with his inquiries. He looks in your direction and 
  nods – a rare acknowledgement of “good work” from a 
  man so hardened to horror.  
        Jarvinia von Oostmeeren staggers up to you – 
  shaken and teary eyed. “I never thought this would 
  happen … to us. I thought that we were so far away 
  from everything that al  we had to do was to send 
  troops to the frontl ne, and we could then just sit 
  back here and watch things unfold. I never thought 
  that this war would come to us! But we now know 
  that we must fight on ALL fronts.” 
  APLs 2-8 
  She extends her hand of friendship to you. “I was a 
  fool, earlier, to treat you all as if you were my lessers. 
  In fact, you are greater than all of us, and I want you 
  to accept my apology … and I’d like you to be my 
  friend, and I yours.” 
  PER5-07 Dark Days In Deed 
   
  Page 28 
  
  Let the PCs respond. If they all respond generally 
  positively read the following. If not, then go directly to 
  Enter Cesarea Aaronfar below. Otherwise, read: 
  Jarvinia von Oostmeeren smiles, then says: “Thank 
  you. And for that thanks I invite you all tomorrow to 
  the von Oostmeeren Estate. There, you will choose a 
  reward from the family vault. You have done great 
  deeds ton ght, and it is our meager way o  telling you 
  how much you mean to all of us.” 
  i
  f
   
  i
  f
  Allow the PCs to respond to this very generous offer. 
  What they choose is then recorded on the AR. Go 
  straight to Enter Cesarea Aaronfar. 
  APLs 10-16 
  Jarvinia then hugs each of you, holding you close to 
  her bosom, and says: “You are the greatest heroes our 
  nation has ever known! I just thank Pelor that you 
  were here with us tonight. I don’t know what might 
  have happened … to us … to all of us! You have my 
  undying love, as always, and the gratitude of the 
  entire Traftian aristocracy – and, of course, the little 
  children of this orphanage, who will never forget 
  you!” 
  Let the PCs respond. If they all respond generally 
  positively read the following to all except APL 12. 
  Otherwise, go directly to Enter Cesarea Aaronfar below. 
  Jarvinia von Oostmeeren smiles, then says: “Thank 
  you. And for that thanks I invite you all tomorrow to 
  the von Oostmeeren Estate. There, you will choose a 
  reward from the family vault. You have done great 
  deeds ton ght, and it is our meager way o  telling you 
  how much you mean to all of us.” 
  Allow the PCs to respond to this very generous offer. 
  What they choose is then recorded on the AR. Go 
  straight to Enter Cesarea Aaronfar. 
  Enter Cesarea Aaronfar 
  As Jarvinia and the other aristocrats leave the 
  orphanage, they are replaced by dozens of troops, 
  now securing every nch of the orphanage in an 
  almost overly meticulous fashion. “We already did 
  that,” you think to yourselves as you shake your heads 
  and move along. Little children, still awake, look on 
  with stunned faces. Upstairs, at an open window, 
  Cesarea Aaronfar stands, looking out. Going up to 
  her, she smiles gently, but sadly, at you all. 
  i
  l
   
   
   
        “Traft will never be the same. We forgot what 
  horror we unleashed when we destroyed the 
  Sturgenblood Totem. Now they’re out there. They’re 
  watching us. Sizing us up. They know we can be 
  vu nerable. They know that we can fight. But they are 
  drow. They will never give up. They will never give 
  in. They will pour out of the underdark like rats from
  a sewer.” 
        “When will they come? Will they win? Will we be 
  able to fight them with so many battles on so many 
  fronts?” 
        “These are dark days, indeed.” 
  The End 
   
  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 
  role-playing) to each character. 
  Encounter 1 
  Effective Role-Playing With Aristocrats 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
  Encounter 2 
  Killing/Disabling The Drow Fighter In The Kitchen 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  0 XP 
  APL 8  
  0 XP 
  APL 10  
  0 XP 
  APL 12  
  0 XP 
  APL 14  
  0 XP 
  APL 16  
  0 XP 
  Encounter 3 
  Killing/Disabling Ker’Kraal  
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  PER5-07 Dark Days In Deed 
   
  Page 29 
  
  APL 6  
  0 XP 
  APL 8  
  0 XP 
  APL 10  
  0 XP 
  APL 12  
  0 XP 
  APL 14  
  0 XP 
  APL 16  
  0 XP 
  Encounter 4 
  Killing/Disabling The Third Drow Unit 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
  Encounter 5 
  Killing/Disabling The Dormitory Creature 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  420 XP 
  APL 16  
  510 XP 
  Encounter 6 
  Killing/Disabling The Fourth Drow Unit 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  870 XP 
  APL 8  
  1095 XP 
  APL 10  
  1320 XP 
  APL 12  
  1545 XP 
  APL 14  
  1740 XP 
  APL 16  
  1995 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. 
  PER5-07 Dark Days In Deed 
   
  Page 30 
  
   
  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 adventure, 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 4:  Third Drow Unit 
        APL 2: Loot: 47gp; Coin: 0 gp; Magic: 8 gp – 2x 
  potions of cure light wounds (4 gp each) 
   
  APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 113 gp – 2 x 
  potions of cure moderate wounds (50 gp each), wand of 
  magic missiles (63gp) 
        APL 6: Loot: 3 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 865 gp – +1 
  cloak of resistance (83gp), +2 ring of protection (666gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 1699 gp – +1 
  cloak of resistance (83gp), +3 ring of protection (1500gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +2 (333 gp). 
        APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +3 (750 gp). 
    
  Encounter 6: Fourth Drow Unit 
        APL 2: Loot: 47gp; Coin: 0 gp; Magic: 8 gp – 2x 
  potions of cure light wounds (4 gp each); wand of detect 
  magic (31gp). 
   
  APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 113 gp – 2 x 
  potions of cure moderate wounds (50 gp each), wand of 
  magic missiles (63gp) 
        APL 6: Loot: 3 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 282 gp – +1 cloak 
  of resistance (83gp), +1 ring of protection (83gp), pearl of 
  power 1
  st Level (83gp), potion of bull’s strength (33gp). 
        APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 865 gp – +1 
  cloak of resistance (83gp), +2 ring of protection (666gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 1699 gp – +1 
  cloak of resistance (83gp), +3 ring of protection (1500gp), 
  pearl of power 1
  st Level (83gp), potion of bull’s strength 
  (33gp). 
        APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +2 (333 gp). 
        APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 1115 gp – pearl 
  of power 1
  st Level (83gp), potion of bull’s strength (33gp), 
  ring of counterspells - disintegrate (333 gp); ring of 
  counterspells – reciprocal gyre (333 gp); cloak of 
  resistance +3 (750 gp). 
   
  Conclusion: Von Oostmeeren Vault  
        APL 2: Loot: 0gp; Coin: 0 gp; Magic: 10gp 
   
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 12gp 
        APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 21gp 
        APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 42gp 
        APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 75gp 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 125gp 
        APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 188gp 
        APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 308gp 
  Total Possible Treasure 
        APL 2: Loot: 94 gp; Coin: 0 gp; Magic: 403 gp  - Total: 
  528 gp 
   
  APL 4: Loot: 196 gp; Coin: 0 gp; Magic: 454 gp  - 
  Total: 650 gp 
   
  APL 6: Loot: 6 gp; Coin: 0 gp; Magic: 894 gp  - Total: 
  900 gp 
  PER5-07 Dark Days In Deed 
   
  Page 31 
  
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 1300 gp  - Total: 
  1300 gp 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 2300 gp  - 
  Total: 2300 gp 
        APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 3398 gp  - Total: 
  3398 gp 
   
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: 6600 gp  - 
  Total: 6600 gp 
   
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: 9900 gp  - 
  Total: 9900 gp 
  Special 
  • Defender Of Traft: [Note: Only PCs who played 
  Return To The Temple of Incabulos can receive this 
  special favor]. For your services in the recent past, 
  coupled with those of today, Cesarea Aaronfar gives you 
  the following reward: For the term of one year, any ONE 
  ITEM on any Perrenland Regional AR marked 
  Adventure can be considered a Regional item as well. 
  Item Name:  _____________________________ 
  AR Purchased:  ______ 
  • Favor Of The Family Von Oostmeeren: This favor 
  grants the recipient free Luxury upkeep for any 
  adventure set in Traft Canton, the Clatspurs, or the Sepia 
  Uplands (Vesbergen). This includes the granting of all 
  benefits associated with Luxury upkeep. 
  • Item From The Von Oostmeeren Family Vault: For 
  your help, Jarvinia allows you to choose ONE of the 
  following Wondrous Items (DMG only) from the von 
  Oostmeeren Family Vault. The item I chose to take was 
  _________________________. 
  I understand that this item (or its box) is encrusted with 
  the markings of the von Oostmeeren Family, and my 
  possession of this item may be shown to verify the love 
  which that family has towards me. I also understand that 
  if I take this item, half it’s full value is deducted from the 
  total GP earned for this adventure (see value below). 
  Higher APLs have access to lower APL items as well. 
  APL 2: Elixir of sneaking (DMG, 125gp) 
  APL 4: Quaal’s feather token, bird (DMG, 150gp) 
  APL 6: Quaal’s feather token, whip (DMG, 250gp) 
  APL 8: Bracers of armor +1 (DMG, 500gp) 
  APL 10: Hat of disguise (DMG, 900gp) 
  APL 12: Chime of opening (DMG, 1500gp) 
  APL 14: Circlet of persuasion (DMG, 2250gp) 
  APL 16: Periapt of health (DMG, 3700gp) 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  • 
  Wand of detect magic (Adventure, DMG, 375gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand Of Magic Missiles (Adventure, DMG, 750gp) 
  APL 6-8 (all of APLs 2-4 plus the following): 
  • 
  pearl of power 1
  st Level (Adventure, DMG, 1000gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +2 ring of protection (Adventure, DMG, 8000gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +3 ring of protection (Adventure, DMG, 18000gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  +2 cloak of resistance (Adventure, DMG, 4000gp)  
  • 
  Ring of Counterspells (Adventure, DMG, 4000gp) 
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  +3 cloak of resistance (Adventure, DMG, 9000gp) 
  PER5-07 Dark Days In Deed 
   
  Page 32 
  
  APPENDIX 1: CREATURES 
  APL 2
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sorcerer1: CR 2; Medium Humanoid (Elf); 
  HD 1d4+1(Sorcerer) ; hp 5; Init +2; Spd 15; AC:15 
  (Flatfooted:13 Touch:12); Atk +0 base melee, +1 base 
  ranged; +1 (1d4+1+Poison, Dart); SA: Poison (Ex) , 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 12; 
  Spell Failure: 10%; AL NE; SV Fort +1, Ref +2, Will +2; 
  Str 12, Dex 15, Con 12, Int 13, Wis 10, Cha 20. 
        Skills: Balance +3, Concentration +5, Listen +2, 
  Search +3, Spellcraft +5, Spot +2. Feats: Combat 
  Casting, Simple Weapon Proficiency. 
        Spells Known (Sor 5/5 DC = 15 + spell level): 0
  th – 
  touch of fatigue, ray of frost, flare, daze; 1
  st – burning 
  hands, ray of enfeeblement. 
        Possessions: Weapons: Dart (5 sp); Armor: Studded 
  leather (25 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Warrior1: CR 1; Medium Humanoid (Elf); 
  HD 1d8+1(Fighter) ; hp 9; Init +4; Spd 15; AC:19 
  (Flatfooted:15 Touch:14); Atk +4 base melee, +5 base 
  ranged; +6 (1d6+3+Poison, Rapier, Masterwork); +5 
  (1d8+Poison, Longbow); SA: Poison (Ex) , Spell-like 
  Abilities Dancing Lights 1 (1) Darkness 1 (1) Faerie 
  Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), Low-light 
  Vision (Ex), +2 Saves vs. Enchantment Spells and 
  Effects, +2 Will Saves vs. Spells and Spell-like Effects, 
  Light Blindness (Ex), Spell Resistance (Ex): 12; AL NE; 
  SV Fort +3, Ref +4, Will +2; Str 16, Dex 18, Con 13, Int 
  10, Wis 14, Cha 15. 
        Skills: Balance +3, Escape Artist +2, Intimidate +3, 
  Jump +1, Listen +4, Search +2, Spot +4. Feats: Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Shield Proficiency, Simple 
  Weapon Proficiency, Tower Shield Proficiency, 
  Weapon Finesse. 
        Possessions: Weapons: Rapier, Masterwork (320 gp); 
  Dagger (2 gp). Armor: Chain shirt (100 gp). Shields: 
  Shield, light wooden (3 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Cleric1: CR 2; Medium Humanoid (Elf); 
  HD 1d8+1(Cleric) ; hp 9; Init +2; Spd 15; AC:17 
  (Flatfooted:15 Touch:12); Atk +3 base melee, +2 base 
  ranged; +3 (1d8+3+Poison, Mace, heavy); +2 (1d4+3, 
  Sling); SA: Poison (Ex) , Spell-like Abilities Dancing 
  Lights 1 (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: 
  Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 
  Saves vs. Enchantment Spells and Effects, +2 Will 
  Saves vs. Spells and Spell-like Effects, Light Blindness 
  (Ex), Spell Resistance (Ex): 12; AL NE; SV Fort +3, Ref 
  +2, Will +6; Str 16, Dex 15, Con 12, Int 11, Wis 18, Cha 
  11. 
        Skills: Balance +0, Concentration +5, Listen +6, 
  Search +2, Spellcraft +2, Spot +6. Feats: Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Combat 
  Casting, 
  Shield 
  Proficiency, Simple Weapon Proficiency. 
        Spells Prepared (Clr 3/2 DC = 14 + spell level): 0 -- 
  Guidance, Inflict Minor Wounds, Resistance; 1st -- 
  Cause Fear, Doom. 
        Possessions: Weapons: Sling (0 gp); Mace, heavy (12 
  gp). Armor: Chain shirt (100 gp). Shields: Shield, light 
  wooden (3 gp). Magic: Potion: Cure Light Wounds (1) 
  (50 gp); Potion: Cure Light Wounds (1) (50 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  PER5-07 Dark Days In Deed 
   
  Page 33 
  
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
   
   
  PER5-07 Dark Days In Deed 
   
  Page 34 
  
  APPENDIX 2: CREATURES 
  APL 4 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sorcerer4: CR 5; Medium Humanoid (Elf); 
  HD 4d4+8(Sorcerer) ; hp 20; Init +8; Spd 15; AC:17 
  (Flatfooted:13 Touch:14); Atk +3 base melee, +5 base 
  ranged; +5 (1d4+2+Poison, Dart); +3 (1d4+2, Dagger); 
  SA: Poison (Ex) , Spell-like Abilities Dancing Lights 1 
  (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: 
  Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 15; Chance Spell Failure: 10%; AL 
  NE; SV Fort +3, Ref +5, Will +4; Str 15, Dex 18, Con 15, 
  Int 15, Wis 10, Cha 20. 
        Skills: Balance +5, Concentration +9, Escape Artist 
  +6, Listen +2, Search +4, Spellcraft +9, Spot +4. Feats: 
  Combat Casting, Improved Initiative, Simple Weapon 
  Proficiency. 
        Spells Known (Sor 6/8/4 DC = 15 + spell level): 0
  th – 
  touch of fatigue, ray of frost, flare, daze, resistance, acid 
  splash; 1
  st – burning hands, ray of enfeeblement, 
  shocking grasp; 2
  nd – scorching ray. 
        Possessions: Weapons: Dart (5 sp); Dagger (2 gp). 
  Armor: Studded leather (25 gp). Magic: Wand: Magic 
  Missile (1) (Charges: 50) (750 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Warrior2: CR 2; Medium Humanoid (Elf); 
  HD 2d8+4 (Fighter) ; hp 17; Init +2; Spd 15; AC:17 
  (Flatfooted:15 Touch:12); Atk +5 base melee, +4 base 
  ranged; +7 (1d6+3+Poison, Rapier, Masterwork), +5 
  (1d8+Poison, Longbow, Masterwork); SA: Poison (Ex) , 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 13; 
  AL NE; SV Fort +5, Ref +2, Will -1; Str 17, Dex 15, Con, 
  15, Int 13, Wis 8, Cha 14. 
        Skills: Balance +3, Escape Artist +3, Intimidate +7, 
  Listen +1, Search +3, Spot +2. Feats: Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, Tower Shield Proficiency, Weapon Focus: 
  Rapier. 
        Possessions: Weapons: Rapier, Masterwork (320 gp). 
  Armor: Chain shirt, Masterwork (250 gp). Shields: 
  Shield, light wooden, Masterwork (153 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Cleric1: CR 2; Medium Humanoid (Elf); 
  HD 1d8+1(Cleric) ; hp 9; Init +2; Spd 15; AC:17 
  (Flatfooted:15 Touch:12); Atk +3 base melee, +2 base 
  ranged; +3 (1d8+3+Poison, Mace, heavy); +2 (1d4+3, 
  Sling); SA: Poison (Ex) , Spell-like Abilities Dancing 
  Lights 1 (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: 
  Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 
  Saves vs. Enchantment Spells and Effects, +2 Will 
  Saves vs. Spells and Spell-like Effects, Light Blindness 
  (Ex), Spell Resistance (Ex): 12; AL NE; SV Fort +3, Ref 
  +2, Will +6; Str 16, Dex 15, Con 12, Int 11, Wis 18, Cha 
  11. 
        Skills: Balance +0, Concentration +5, Listen +6, 
  Search +2, Spellcraft +2, Spot +6. Feats: Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Combat 
  Casting, 
  Shield 
  Proficiency, Simple Weapon Proficiency. 
        Spells Prepared (Clr 3/2 DC = 14 + spell level): 0 -- 
  Guidance, Inflict Minor Wounds, Resistance; 1st -- 
  Cause Fear, Doom. 
        Possessions: Weapons: Sling (0 gp); Mace, heavy (12 
  gp). Armor: Chain shirt (100 gp). Shields: Shield, light 
  wooden (3 gp). Magic: Potion: Cure Moderate Wounds 
  (1) (300 gp); Potion: Cure Moderate Wounds (1) (300 
  gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
  PER5-07 Dark Days In Deed 
   
  Page 35 
  
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  PER5-07 Dark Days In Deed 
   
  Page 36 
  
  APPENDIX 3: CREATURES 
  APL 6 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sorcerer6: CR 7; Medium Humanoid (Elf); 
  HD 6d4+12(Sorcerer) ; hp 29; Init +3; Spd 15; AC:18 
  (Flatfooted:15 Touch:14); Atk +2 base melee, +6 base 
  ranged; +6 (1d4-1+Poison, Dart); +2 (1d4-1, Dagger); SA: 
  Poison (Ex) , Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 19; Chance Spell Failure: 10%; AL 
  NE; SV Fort +5, Ref +6, Will +8; Str 9, Dex 16, Con 14, 
  Int 15, Wis 14, Cha 20. 
        Skills: Balance +7.5, Bluff +6, Concentration +11, 
  Hide +6, Listen +4, Search +4, Spellcraft +11, Spot +5. 
  Feats: Boost Spell Resistance, Disciple of Darkness, 
  Empower Spell, Simple Weapon Proficiency. 
        Spells Known (Sor 6/8/6/0 DC = 15 + spell level): 0
  th 
  – touch of fatigue, ray of frost, flare, daze, resistance, 
  acid splash, read magic; 1
  st – burning hands, magic 
  missile (empowered x4), ray of enfeeblement, shocking 
  grasp, ; 2
  nd – scare, scorching ray; 3
  rd – haste (used slots). 
        Possessions: Weapons: Dart (5 sp); Dagger (2 gp). 
  Armor: +1 Studded leather (1,175 gp). Magic: 
  Wondrous: Cloak of Resistance +1 (1,000 gp); 
  Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp); 
  Ring: Protection +1 (2,000 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Male Elf, Drow Fighter4: CR 5; Medium Humanoid 
  (Elf); HD 4d10+8(Fighter) ; hp 38; Init +8; Spd 10; 
  AC:20 (Flatfooted:18 Touch:12); Atk +8 base melee, +8 
  base ranged; +10/+10 (1d6+5+Poison, +1 Rapier); +9 
  (1d8+1+Poison, Longbow, +1); SA: Poison (Ex) , Spell-
  like Abilities Dancing Lights 1 (1) Darkness 1 (1) Faerie 
  Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), Low-light 
  Vision (Ex), +2 Saves vs. Enchantment Spells and 
  Effects, +2 Will Saves vs. Spells and Spell-like Effects, 
  Light Blindness (Ex), Spell Resistance (Ex): 17; AL NE; 
  SV Fort +6, Ref +5, Will -1; Str 18, Dex 18, Con 14, Int 
  14, Wis 6, Cha 11. 
        Skills: Balance +3, Escape Artist +3, Hide +2, 
  Intimidate +7, Jump -5, Listen +0, Search +4, Spot +2. 
  Feats: Armor Proficiency: heavy, Armor Proficiency: 
  light, Armor Proficiency: medium, Boost Spell 
  Resistance, Combat Reflexes, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Toughness, Tower Shield Proficiency, Weapon Focus: 
  Rapier. 
        Possessions: Weapons: +1 Rapier (2,320 gp). Armor: 
  +1 Chainmail (1,300 gp). Shields: +1 Shield, light 
  wooden (1,153 gp). Magic: Potion: Bull`s Strength (4) 
  (400 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Cleric2: CR 3; Medium Humanoid (Elf); 
  HD 2d8+4(Cleric) ; hp 20; Init +3; Spd 10; AC:20 
  (Flatfooted:18 Touch:12); Atk +3 base melee, +4 base 
  ranged; +4/+4 (1d6+3+Poison, +1 Mace, light); SA: 
  Poison (Ex) , Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 15; AL NE; SV Fort +5, Ref +3, 
  Will +7; Str 14, Dex 16, Con 14, Int 10, Wis 18, Cha 14. 
        Skills: Concentration +7, Heal +6, Listen +6, Search 
  +2, Spellcraft +3, Spot +6.  Feats: Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Boost Spell Resistance, Shield Proficiency, 
  Simple Weapon Proficiency. 
        Spells Prepared (Clr 4/3 DC = 14 + spell level): 0 -- 
  Guidance, Inflict Minor Wounds, Resistance, Detect 
  Magic; 1st – Bless, Cause Fear, Doom. 
        Possessions: Weapons: +1 Mace, light (2,305 gp). 
  Armor: +1 Chainmail (1,300 gp). Shields: +1 Shield, 
  light wooden (1,153 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  PER5-07 Dark Days In Deed 
   
  Page 37 
  
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  PER5-07 Dark Days In Deed 
   
  Page 38 
  
  APPENDIX 4: CREATURES 
  APL 8 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sorcerer8: CR 9; Medium Humanoid (Elf); 
  HD 8d4+16(Sorcerer) ; hp 42; Init +4; Spd 15; AC:20 
  (Flatfooted:16 Touch:15); Atk +5 base melee, +8 base 
  ranged; +9/+9 (1d4+2+Poison, +1 Dart); SA: Poison (Ex) 
  , Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex) 21; 
  50% Displacement; Chance Spell Failure: 10%; AL NE; 
  SV Fort +5, Ref +7, Will +9; Str 13, Dex 19, Con 15, Int 
  15, Wis 14, Cha 24. 
        Skills: Balance +7, Concentration +13, Escape Artist 
  +9, Hide +5, Listen +4, Search +4, Spellcraft +13, Spot 
  +6. Feats: Boost Spell Resistance, Disciple of Darkness, 
  Maximize Spell, Simple Weapon Proficiency. 
        Spells Known (Sor 6/8/7/6/0 DC = 17 + spell level): 
  0
  th – touch of fatigue, ray of frost, flare, daze, resistance, 
  acid splash, read magic, detect poison; 1
  st – burning 
  hands, magic missile (maximised x4), ray of 
  enfeeblement, shocking grasp, cause fear; 2
  nd – eagle’s 
  splendour (pre-cast), scare, scorching ray; 3
  rd – haste 
  (pre-cast on party), displacement (pre-cast); 4
  th – 
  stoneskin (used slots). 
        Possessions: Weapons: +1 Dart (2,301 gp). Armor: +2 
  Studded leather (4,175 gp). Magic: Wondrous: Cloak of 
  Resistance +1 (1,000 gp); Wondrous: Pearl of Power, 
  1st-Level Spell (1,000 gp); Ring: Protection +1 (2,000 
  gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Male Elf, Drow Fighter6: CR 7; Medium Humanoid 
  (Elf); HD 6d10+12(Fighter) ; hp 54; Init +8; Spd 10 
  AC:20 (Flatfooted:18 Touch:12); Atk +10 base melee, 
  +10 base ranged; +12/+12/+7 (1d6+5+Poison, +1 
  Rapier); +12/+12/+7 (1d8+1+Poison, Longbow, +1); SA: 
  Poison (Ex) , Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 18; AL NE; SV Fort +7, Ref +6, 
  Will 0; Str 18, Dex 18, Con 14, Int 14, Wis 6, Cha 11. 
        Skills: Balance +5, Escape Artist +4, Hide +2, 
  Intimidate +7, Jump -5, Listen +2, Search +4, Spot +3. 
  Feats: Armor Proficiency: heavy, Armor Proficiency: 
  light, Armor Proficiency: medium, Boost Spell 
  Resistance, Combat Reflexes, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Toughness, Tower Shield Proficiency, Weapon Focus: 
  Rapier; Weapon Focus: Longbow. 
        Possessions: Weapons: +1 Rapier (2,320 gp). Armor: 
  +1 Chainmail (1,300 gp). Shields: +1 Shield, light 
  wooden (1,153 gp). Magic: Potion: Bull`s Strength (4) 
  (400 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area. 
  Elf, Drow Cleric4: CR 5; Medium Humanoid (Elf); 
  HD 4d8+8(Cleric) ; hp 33; Init +3; Spd 10; AC:22 
  (Flatfooted:20 Touch:14); Atk +6 base melee, +6 base 
  ranged; +8/+8 (1d6+4, +1 Mace, light); SA: Poison (Ex) , 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 17; 
  AL NE; SV Fort +6, Ref +4, Will +8; Str 16, Dex 16, Con 
  14, Int 14, Wis 19, Cha 15. 
        Skills: Balance +0, Concentration +9, Diplomacy +3, 
  Escape Artist +0, Heal +11, Listen +6, Search +4, 
  Spellcraft +9, Spot +7. Feats: Armor Proficiency: heavy, 
  Armor Proficiency: light, Armor Proficiency: medium, 
  Boost Spell Resistance, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus: Mace, light. 
        Spells Prepared (Clr 5/4/3 DC = 16 + spell level): 0 -- 
  guidance, inflict minor wounds, resistance, detect 
  magic, read magic; 1st – bless, cause fear, doom, shield 
  of faith (pre-cast); 2
  nd – desecrate, hold person, owl’s 
  wisdom (pre-cast). 
        Possessions: Weapons: +1 Mace, light (2,305 gp). 
  Armor: +1 Chainmail (1,300 gp). Shields: +1 Shield, 
  light wooden (1,153 gp). 
  PER5-07 Dark Days In Deed 
   
  Page 39 
  
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
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  APPENDIX 5: CREATURES 
  APL 10 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sor10: CR 11; Medium Humanoid (Elf); 
  HD 10d4+30(Sorcerer) ; hp 62; Init +4; Spd 30; AC:22 
  (Flatfooted:18 Touch:16); Atk +6 base melee, +9 base 
  ranged; +10/+10 (1d4+2, +1 Dart); SA: Poison (Ex), 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 23; 
  50% Displacement; DR 10/-; Chance Spell Failure: 10%; 
  AL NE; SV Fort +7, Ref +8, Will +10; Str 13, Dex 19, 
  Con 16, Int 15, Wis 14, Cha 21. 
        Skills: Balance +7, Concentration +16, Escape Artist 
  +10, Hide +5, Listen +4, Search +4, Spellcraft +15, Spot 
  +7. Feats: Boost Spell Resistance, Disciple of Darkness, 
  Maximize Spell, Quicken Spell, Simple Weapon 
  Proficiency. 
        Spells Known (Sor 6/8/7/7/6/4): DC = 17 + spell 
  level): 0
  th – touch of fatigue, ray of frost, flare, daze, 
  resistance, acid splash, read magic, detect poison, 
  mending; 1
  st – burning hands, magic missile 
  (maximised x6, three quickened), ray of enfeeblement, 
  shocking grasp, cause fear; 2
  nd – eagle’s splendour (pre-
  cast), scare, scorching ray, touch of idiocy; 3
  rd – haste 
  (pre-cast on party), displacement (pre-cast), hold 
  person; 4
  th – stoneskin (pre-cast), fear; 5
  th – feeblemind 
  (used three slots). 
        Possessions: Weapons: +1 Dart (2,301 gp). Armor: +3 
  Studded leather (9,175 gp). Magic: Ring: Protection +2 
  (8,000 gp); Wondrous: Cloak of Resistance +1 (1,000 
  gp); Wondrous: Pearl of Power, 1st-Level Spell (1,000 
  gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Ftr8: CR 9; Medium Humanoid (Elf); HD 
  8d10+16(Fighter) ; hp 75; Init +8; Spd 20; AC:21 
  (Flatfooted:19 Touch:12); Atk +12/+7 base melee, 
  +12/+7 base ranged; +16/+16/+11 (1d6+6+Poison, +2 
  Rapier); +12/+12/+7 (1d8+1+Poison, Longbow, +1); SA: 
  Poison (Ex), Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 21; AL NE; SV Fort +8, Ref +6, 
  Will +0; Str 18, Dex 18, Con 15, Int 14, Wis 6, Cha 11. 
        Skills: Balance +3, Bluff +5, Climb +2, Escape Artist 
  +3, Hide +2, Intimidate +13, Jump -5, Listen +0, Search 
  +4, Spot +2. Feats: Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Blind-
  Fight, Boost Spell Resistance, Combat Reflexes, Dodge, 
  Greater Weapon Focus: Rapier, Improved Initiative, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Toughness, Tower Shield Proficiency, Weapon Focus: 
  Rapier. 
        Possessions: Weapons: +2 Rapier (8,320 gp). Armor: 
  +2 Chainmail (4,300 gp). Shields: +1 Shield, light 
  wooden (1,153 gp). Magic: Potion: Bull`s Strength (4) 
  (400 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Clr6: CR 7; Medium Humanoid (Elf); HD 
  6d8+12(Cleric) ; hp 48; Init +3; Spd 20; AC:22 
  (Flatfooted:20 Touch:12); Atk +7 base melee, +7 base 
  ranged; +10/+10 (1d6+5+Poison, +2 Mace, light); SA: 
  Poison (Ex), Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 19; AL NE; SV Fort +7, Ref +7, 
  Will +9; Str 16, Dex 16, Con 14, Int 14, Wis 19, Cha 15. 
        Skills: Balance +1, Concentration +11, Diplomacy 
  +3, Escape Artist +0, Heal +13, Listen +6, Search +4, 
  Spellcraft +11, Spot +7.  Feats: Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Boost Spell Resistance, Lightning Reflexes, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus: Mace, light. 
        Spells Prepared (Clr 5/4/4/3): DC = 16 + spell level): 
  0 -- guidance, inflict minor wounds, resistance, detect 
  magic, read magic; 1st – bless, cause fear, doom, shield 
  PER5-07 Dark Days In Deed 
   
  Page 41 
  
  of faith (pre-cast); 2
  nd – desecrate, hold person, owl’s 
  wisdom (pre-cast), desecrate (pre-cast); 3
  rd -deeper 
  darkness, invisibility purge (pre-cast), bestow curse. 
        Possessions: Weapons: +2 Mace, light (8,305 gp). 
  Armor: +2 Chainmail (4,300 gp). Shields: +2 Shield, 
  light wooden (4,153 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
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  APPENDIX 6: CREATURES 
  APL 12 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sor12: CR 13; Medium Humanoid (Elf); 
  HD 12d4+36(Sorcerer) ; hp 76; Init +4; Spd 30; AC:24 
  (Flatfooted:20 Touch:17); Atk +7/2 base melee, +10/+5 
  base ranged; +11/+11/+6 (1d4+2+Poison, +1 Dart); SA: 
  Poison (Ex), Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1); SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 25; 50% Displacement; DR 10/-; 
  Chance Spell Failure: 10%; AL NE; SV Fort +8, Ref +9, 
  Will +11; Str 13, Dex 19, Con 16, Int 15, Wis 14, Cha 
  22. 
        Skills: Balance +7, Concentration +18, Escape Artist 
  +11, Hide +5, Listen +4, Search +4, Spellcraft +17, Spot 
  +8. Feats: Boost Spell Resistance, Disciple of Darkness, 
  Improved Natural Armor, Maximize Spell, Quicken 
  Spell, Simple Weapon Proficiency. 
        Spells Known (Sor 6/8/8/7/7/6/4): DC = 17 + spell 
  level): 0
  th – touch of fatigue, ray of frost, flare, daze, 
  resistance, acid splash, read magic, detect poison, 
  mending; 1
  st – burning hands, magic missile 
  (maximised x6, three quickened), ray of enfeeblement, 
  shocking grasp, cause fear; 2
  nd – eagle’s splendour (pre-
  cast), scare, scorching ray, touch of idiocy; 3
  rd – haste 
  (pre-cast on party), displacement (pre-cast), hold 
  person, slow; 4
  th – stoneskin (pre-cast), confusion, fear; 
  5
  th – feeblemind (used three slots), wall of force; 6
  th – 
  disintegrate. 
        Possessions:  Weapons: +1 Dart (2,301 gp). Armor: 
  +3 Studded leather (9,175 gp). Magic: Ring: Protection 
  +3 (18,000 gp); Wondrous: Cloak of Resistance +1 
  (1,000 gp); Wondrous: Pearl of Power, 1st-Level Spell 
  (1,000 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Ftr10: CR 11; Medium Humanoid (Elf); HD 
  10d10+20(Fighter) ; hp 88; Init +8; Spd 20; AC:23 
  (Flatfooted:21 Touch:12); Atk +14/9 base melee, +14/9 
  base ranged; +18/+18/13 (1d6+6+Poison, +2 Rapier, 16-
  20/x2); +14/+14/+9 (1d8+1+Poison, Longbow, +1); SA: 
  Poison (Ex) , Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 23; AL NE; SV Fort +9, Ref +7, 
  Will +1; Str 18, Dex 18, Con 15, Int 14, Wis 6, Cha 11. 
        Skills: Balance +3, Bluff +5, Climb +2, Escape Artist 
  +6, Hide +2, Intimidate +15, Jump -5, Listen +0, Search 
  +4, Spot +2. Feats: Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Blind-
  Fight, Boost Spell Resistance, Combat Reflexes, Dodge, 
  Greater Weapon Focus: Rapier, Improved Critical: 
  Rapier, Improved Initiative, Quick Draw, Shield 
  Proficiency, Simple Weapon Proficiency, Toughness, 
  Tower Shield Proficiency, Weapon Focus: Rapier. 
        Possessions: Weapons: +2 Rapier (8,320 gp). Armor: 
  +3 Chainmail (9,300 gp). Shields: +2 Shield, light 
  wooden (4,153 gp). Magic: Potion: Bull`s Strength (4) 
  (400 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Clr8: CR 9; Medium Humanoid (Elf); HD 
  8d8+16(Cleric) ; hp 64; Init +3; Spd 20; AC:23 
  (Flatfooted:20 Touch:12); Atk +9/4 base melee, +9/4 
  base ranged; +12/+12/+7 (1d6+5+Poison, +2 Mace, 
  light); SA: Poison (Ex) , Spell-like Abilities Dancing 
  Lights 1 (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: 
  Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 
  Saves vs. Enchantment Spells and Effects, +2 Will 
  Saves vs. Spells and Spell-like Effects, Light Blindness 
  (Ex), Spell Resistance (Ex): 21; AL NE; SV Fort +8, Ref 
  +7, Will +11; Str 16, Dex 16, Con 14, Int 14, Wis 20, 
  Cha 15. 
        Skills: Balance +1, Concentration +13, Diplomacy 
  +3, Escape Artist +1, Heal +16, Listen +7, Search +4, 
  Spellcraft +13, Spot +8. Feats: Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Boost Spell Resistance, Lightning Reflexes, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus: Mace, light. 
  PER5-07 Dark Days In Deed 
   
  Page 43 
  
        Spells Prepared (Clr 6/6/4/4/3): DC = 16 + spell 
  level): 0 -- guidance, inflict minor wounds, resistance, 
  detect magic, read magic; 1st – bless, cause fear, doom, 
  shield of faith (pre-cast); 2
  nd – desecrate, hold person, 
  owl’s wisdom (pre-cast), desecrate (pre-cast); 3
  rd - deeper 
  darkness, invisibility purge (pre-cast), bestow curse, 
  magic vestment (pre-cast); 4
  th – freedom of movement, 
  restoration, divine power. 
        Possessions: Weapons: +2 Mace, light (8,305 gp). 
  Armor: +2 Chainmail (4,300 gp). Shields: +2 Shield, 
  light wooden (4,153 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  APPENDIX 7: CREATURES 
  APL 14 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sor13: CR 14; Medium Humanoid (Elf); 
  HD 14d4+14(Sorcerer) ; hp 55; Init +3; Spd 30; AC:20 
  (Flatfooted:17 Touch:13); Atk +7/2 base melee, +9/+4 
  base ranged; +10/+10/+5 (1d4+2+Poison, +1 Dart); SA: 
  Poison (Ex), Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  PER5-07 Dark Days In Deed 
   
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  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 26; 50% Displacement; DR 10/-; 
  Chance Spell Failure: 10%; AL NE; SV Fort +7, Ref +9, 
  Will +11; Str 12, Dex 16, Con 13, Int 14, Wis 11, Cha 
  21. 
        Skills: Concentration +18, Escape Artist +8, Listen 
  +3, Search +4, Spellcraft +18, Spot +10.  Feats: Boost 
  Spell Resistance, Disciple of Darkness, Improved 
  Natural Armor, Maximize Spell, Quicken Spell, Simple 
  Weapon Proficiency. 
        Spells Known (Sor 6/8/6/6/6/6/4): DC = 17 + spell 
  level): 0
  th – touch of fatigue, ray of frost, flare, daze, 
  resistance, acid splash, read magic, detect poison, 
  mending; 1
  st – burning hands, magic missile 
  (maximised x6, three quickened), ray of enfeeblement, 
  shocking grasp, cause fear; 2
  nd – eagle’s splendour (pre-
  cast), scare, scorching ray, touch of idiocy; 3
  rd – haste 
  (pre-cast on party), displacement (pre-cast), hold 
  person, slow; 4
  th – stoneskin (pre-cast), confusion, fear; 
  phantasmal killer 5
  th – feeblemind (used three slots), 
  symbol of pain, wall of force; 6
  th – disintegrate, true 
  seeing. 
        Possessions:  Weapons: +1 Dart (2,301 gp). Armor: 
  +3 
  Studded 
  leather 
  (9,175 
  gp). 
  Magic: 
  Ring: 
  Counterspells 
  - 
  disintegrate 
  (4,000 
  gp); 
  Ring: 
  Counterspells – reciprocal gyre (4,000 gp); Wondrous: 
  Cloak of Resistance +2 (4,000 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Ftr11: CR 13; Medium Humanoid (Elf); HD 
  11d10+22(Fighter) ; hp 100; Init +8; Spd 20; AC:23 
  (Flatfooted:21 Touch:12); Atk +15/+15/+10/+5 base 
  melee, +15/+15/+10/+5 base ranged; +19/+19/+14/+9 
  (1d6+6+Poison, +2 Rapier, 16-20/x2); SA: Poison (Ex), 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1); SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 24; 
  AL NE; SV Fort +9, Ref +7, Will +1; Str 18, Dex 18, Con 
  15, Int 14, Wis 6, Cha 11. 
        Skills: Balance +3, Bluff +5, Climb +2, Escape Artist 
  +6, Hide +2, Intimidate +16, Jump -2, Listen +0, Search 
  +4, Spot +2.  Feats: Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Blind-
  Fight, Boost Spell Resistance, Combat Reflexes, Dodge, 
  Greater Weapon Focus: Rapier, Improved Critical: 
  Rapier, Improved Initiative, Quick Draw, Shield 
  Proficiency, Simple Weapon Proficiency, Toughness, 
  Tower Shield Proficiency, Weapon Focus: Rapier. 
        Possessions: Weapons: +2 Rapier (8,320 gp). Armor: 
  +3 Chainmail (9,300 gp). Shields: +2 Shield, light 
  wooden (4,153 gp). Magic: Potion: Bull`s Strength (4) 
  (400 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Clr9: CR 10; Medium Humanoid (Elf); HD 
  9d8+18(Cleric) ; hp 72; Init +3; Spd 20; AC:24 
  (Flatfooted:22 Touch:12); Atk +9/+4 base melee, +9/+4 
  base ranged; +13/+13/+8 (1d6+6+Poison, +3 Mace, 
  light); SA: Poison (Ex), Spell-like Abilities Dancing 
  Lights 1 (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: 
  Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 
  Saves vs. Enchantment Spells and Effects, +2 Will 
  Saves vs. Spells and Spell-like Effects, Light Blindness 
  (Ex), Spell Resistance (Ex): 22; AL NE; SV Fort +8, Ref 
  +8, Will +11; Str 16, Dex 16, Con 14, Int 14, Wis 20, 
  Cha 15. 
        Skills: Balance +1, Concentration +14, Diplomacy 
  +4, Escape Artist +1, Heal +17, Listen +7, Search +4, 
  Spellcraft +14, Spot +8.  Feats: Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Boost Spell Resistance, Combat Casting, 
  Lightning 
  Reflexes, 
  Shield 
  Proficiency, 
  Simple 
  Weapon Proficiency, Weapon Focus: Mace, light. 
        Spells Prepared (Clr 6/6/5/4/3/2): DC = 16 + spell 
  level): 0 -- guidance, inflict minor wounds, resistance, 
  detect magic, read magic; 1st – bless, cause fear x2, 
  doom x2, shield of faith (pre-cast); 2
  nd – desecrate, hold 
  person x2, owl’s wisdom (pre-cast), desecrate (pre-cast); 
  3
  rd - deeper darkness, invisibility purge (pre-cast), 
  bestow curse x3, magic vestment (pre-cast); 4
  th – 
  freedom of movement, restoration, divine power; 5
  th – 
  slay living, break enchantment. 
  PER5-07 Dark Days In Deed 
   
  Page 45 
  
        Possessions: Weapons: +3 Mace, light (18,305 gp). 
  Armor: +3 Chainmail (9,300 gp). Shields: +3 Shield, 
  light wooden (9,153 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
  Page 46 
  
  APPENDIX 8: CREATURES 
  APL 16 
  ENCOUNTERS 4 AND 6 
   
   
   
  Elf, Drow Sor16: CR 17; Medium Humanoid (Elf); 
  HD 16d4+16(Sorcerer) ; hp 65; Init +3; Spd 30; AC:21 
  (Flatfooted:18 Touch:13); Atk +9/4 base melee, +11/6 
  base ranged; +12/+12/+7 (1d4+2+Poison, +1 Dart); SA: 
  Poison (Ex), Spell-like Abilities Dancing Lights 1 (1) 
  Darkness 1 (1) Faerie Fire 1 (1) ; SQ: Immunity: Sleep 
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs. 
  Enchantment Spells and Effects, +2 Will Saves vs. 
  Spells and Spell-like Effects, Light Blindness (Ex), 
  Spell Resistance (Ex): 29; 50% Displacement; DR 10/-; 
  Chance Spell Failure: 10%; AL NE; SV Fort +9, Ref +11, 
  Will +13; Str 12, Dex 16, Con 13, INT 14, Wis 11, Cha 
  22. 
        Skills: Balance +4, Concentration +20, Escape Artist 
  +12, Listen +3, Search +4, Spellcraft +21, Spot +10. 
  Feats: Boost Spell Resistance, Combat Casting, Disciple 
  of Darkness, Improved Natural Armor, Maximize 
  Spell, Quicken Spell, Simple Weapon Proficiency. 
        Spells Known (Sor 6/8/8/7/7/7/7/5/3): DC = 18 + 
  spell level): 0
  th – touch of fatigue, ray of frost, flare, 
  daze, resistance, acid splash, read magic, detect poison, 
  mending; 1
  st – burning hands, magic missile 
  (maximised x6, three quickened), ray of enfeeblement, 
  shocking grasp, cause fear; 2
  nd – eagle’s splendour (pre-
  cast), scare, scorching ray, touch of idiocy; 3
  rd – haste 
  (pre-cast on party), displacement (pre-cast), hold 
  person, slow; 4
  th – stoneskin (pre-cast), confusion, fear; 
  phantasmal killer 5
  th – dominate person, feeblemind 
  (used three slots), symbol of pain, wall of force; 6
  th – 
  disintegrate, flesh to stone, true seeing; 7
  th – insanity, 
  finger of death, symbol of weakness. 
        Possessions:  Weapons: +1 Dart (2,301 gp). Armor: 
  +4 Studded leather (16,175 gp). Magic: Ring: 
  Counterspells 
  - 
  disintegrate 
  (4,000 
  gp); 
  Ring: 
  Counterspells – reciprocal gyre (4,000 gp); Wondrous: 
  Cloak of Resistance +3 (9,000 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
   
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Ftr14: CR 15; Medium Humanoid (Elf); HD 
  14d10+28(Fighter) ; hp 135; Init +8; Spd 20; AC:23 
  (Flatfooted:21 Touch:12); Atk +18/13/8 base melee, 
  +18/13/8 
  base 
  ranged; 
  +24/+24/+19/+14 
  (1d6+10+Poison, +4 Rapier, 14-20/x2); SA: Poison (Ex), 
  Spell-like Abilities Dancing Lights 1 (1) Darkness 1 (1) 
  Faerie Fire 1 (1) ; SQ: Immunity: Sleep Effects (Ex), 
  Low-light Vision (Ex), +2 Saves vs. Enchantment Spells 
  and Effects, +2 Will Saves vs. Spells and Spell-like 
  Effects, Light Blindness (Ex), Spell Resistance (Ex): 27; 
  AL NE; SV Fort +11, Ref +8, Will +2; Str 19, Dex 18, 
  Con 15, Int 14, Wis 6, Cha 11. 
        Skills: Balance +6, Bluff +5, Climb +2, Escape Artist 
  +6, Hide +2, Intimidate +19, Jump +1, Listen +0, Search 
  +4, Spot +2.  Feats: Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Blind-
  Fight, Boost Spell Resistance, Combat Reflexes, Dodge, 
  Greater Weapon Focus: Rapier, Hold the Line, 
  Improved Critical: Rapier, Improved Initiative, Power 
  Critical: Rapier, Quick Draw, Shield Proficiency, 
  Simple Weapon Proficiency, Toughness, Tower Shield 
  Proficiency, 
  Weapon 
  Focus: 
  Rapier, 
  Weapon 
  Specialization: Rapier. 
        Possessions: Weapons: +4 Rapier (32,320 gp). 
  Armor: +3 Chainmail (9,300 gp). Shields: +2 Shield, 
  light wooden (4,153 gp). Magic: Potion: Bull`s Strength 
  (4) (400 gp). 
              Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
  Elf, Drow Clr12: CR 13; Medium Humanoid (Elf); HD 
  12d8+24(Cleric) ; hp 90; Init +3; Spd 20; AC:24 
  (Flatfooted:22 Touch:12); Atk +12/7 base melee, +12/7 
  base ranged; +17/+17/+12 (1d6+7+Poison, +4 Mace, 
  light); SA: Poison (Ex), Spell-like Abilities Dancing 
  Lights 1 (1) Darkness 1 (1) Faerie Fire 1 (1) ; SQ: 
  Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 
  Saves vs. Enchantment Spells and Effects, +2 Will 
  Saves vs. Spells and Spell-like Effects, Light Blindness 
  (Ex), Spell Resistance (Ex): 25; AL NE; SV Fort +10, Ref 
  +9, Will +13; Str 16, Dex 16, Con 14, Int 14, Wis 21, 
  Cha 15. 
        Skills: Balance +3, Concentration +17, Diplomacy 
  +4, Escape Artist +1, Heal +19, Listen +7, Search +4, 
  Spellcraft +17, Spot +8.  Feats: Armor Proficiency: 
  PER5-07 Dark Days In Deed 
   
  Page 47 
  
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Boost Spell Resistance, Combat Casting, 
  Dodge, Lightning Reflexes, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus: Mace, light. 
        Spells Prepared (Clr 6/7/5/5/4/4/2): DC = 17 + spell 
  level): 0 -- guidance, inflict minor wounds, resistance, 
  detect magic, read magic; 1st – bless, cause fear x2, 
  doom x2, shield of faith (pre-cast); 2
  nd – desecrate, hold 
  person x2, owl’s wisdom (pre-cast), desecrate (pre-cast); 
  3
  rd - deeper darkness, invisibility purge (pre-cast), 
  bestow curse x3, magic vestment (pre-cast); 4
  th – 
  freedom of movement, restoration x2, divine power; 5
  th 
  – slay living x2, break enchantment x2; 6
  th – dispel 
  magic, greater x2. 
        Possessions: Weapons: +4 Mace, light (32,305 gp). 
  Armor: +3 Chainmail (9,300 gp). Shields: +3 Shield, 
  light wooden (9,153 gp). 
        Drow Poison (Ex): An opponent hit by a drow’s 
  poison weapon must succeed on a DC 13 Fortitude save 
  or fall unconscious. After 1 minute the subject must 
  make another DC 13 Fortitude save or remain 
  unconscious for 2d4 hours. 
        Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. On subsequent rounds they are dazzled so 
  long as they remain in the area.  
   
   
   
  PER5-07 Dark Days In Deed 
   
  Page 48 
  
   
  APPENDIX 5 : MAPS OF THE ORPHANAGE 
   
  TRAFT ORPHANAGE : UPSTAIRS GALA BANQUET HALL 
   
  Key To Map 
  1. 
  Dance Floor 
  2. 
  Oostmeer Table 
  3. 
  Roodberg Table 
  4. 
  Vuurzward Table 
  5. 
  Weisspeer Table 
  6. 
  Kitchen (First Drow Unit) 
  7. 
  Dumb Waiter (leads directly to Basement) 
  8. 
  First Floor Landing 
  9. 
  Stairs Down To Ground Floor 
  Note: The Second Drow Unit (Commander Ker’kral) is teleported into the banquet hall. Ker’kral appears at #1. 
   
  PER5-07 Dark Days In Deed 
   
  Page 49 
  
  TRAFT ORPHANAGE : DOWNSTAIRS (GROUND FLOOR ENTRANCE) 
   
  Key To Map 
  1. 
  Stairs Up To First Floor 
  2. 
  Entrance Hallway (Third Drow Unit) 
  3. 
  Front Door To Orphanage 
  4. 
  Orphan Dormitories (Underdark Monster) 
  5. 
  Stairs Down To Basement (Below Ground Floor) 
   
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
  Page 50 
  
  TRAFT ORPHANAGE : BASEMENT (BELOW GROUND LEVEL) 
   
  Key To Map 
  1. 
  Stairs Up To Ground Floor 
  2. 
  Tunnel Entrance 
  3. 
  Fourth Drow Unit (and orphan hostages) 
  4. 
  Water and Spice Barrels 
  5. 
  Dumb Waiter (leads directly up to the First Floor Kitchen) 
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
  Page 51 
  
   
  APPENDIX 6 : ARISTOCRATIC ALLIANCES IN TRAFT CITY 
   
  In this adventure, the players are likely to do lots of interaction with Traftian Aristocrats. As DM, you 
  should take a moment at the start of this adventure to determine how those Aristocrats will react/interact 
  with the players during any encounter. To do this, find out which clan each PC belongs to, and write their 
  name underneath the Family Alliance Chart.  
   
  Those PCs who are of a clan aligned to that family get a +2 circumstance bonus when using Bluff, Diplomacy or Gather 
  Information checks against members of that family. Those PCs of another clan alliance receive a –2 circumstance 
  penalty for those same checks. Those PCs who are Councilors Of Traft City, Businesspersons Of Traft City, or 
  Defenders Of Traft City (via Special Certs) receive no penalty versus families of clans outside their own alliance. 
  Outlanders (those of no clan) will not be spoken to by any Aristocrat. If every PC in the party is non-aligned, then 
  Aristocrats will speak, but all checks will be at –4. 
   
  Hussen, Morganrood, Rosrijder 
  Clan 
  Weisspeer, Vestmeer, Vosser Clan 
  Roodberg, Oostmeer, Vuurzward 
  Clan 
  Family von Nurwolf (Rosr) 
  Family von Siff (Voss) 
  Family von Rickentropf  (Oost)  
  Family von Kuurssen (Huss) 
  Family von Bruegellian (Vest) 
  Family von Frillnius (Oost) 
  Family von Malachian (Morg) 
  Family von Vienerhauss (Vest) 
  Family von Kordanis (Rood) 
  Family von Girnhimuus (Morg) 
  Family von Fredrikkson (Weis) 
  Family von Roodgardt (Rood) 
   
  Family von Ayedder (Weis) 
  Family von Oostmeeren (Oost) 
   
   
  Family von Stoger (Vurz) 
   
   
  Family von Cheigrich (Rood) 
   
   
  Family von Lolveig (Oost) 
   
   
  Family von Urwiggen (Oost) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PER5-07 Dark Days In Deed 
   
  Page 52 
  
  THESE PC’S ARE CONSIDERED “OUTLANDERS” AND RECEIVE A –4 PENALTY TO ALL CHECKS 
  WHEN DEALING WITH ALL ARISTOCRATS : 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 ____________________________________ 
   
  _____________________________________                 _____________________________________  
   
   
  PLAYER HANDOUT 1: PLAYER’S MAP OF THE ORPHANAGE 
   
  PER5-07 Dark Days In Deed 
   
  Page 53 
  
   
  PER5-07 Dark Days In Deed 
   
  Page 54 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/595/Normal Scenarios/PER5-07 - Dark Days In Deed (APL 2-16)/PER5-07 Dark Days in Deed.pdf