TEXT: CORS3-01 
   
   
   
   
   
   
   
   
  High−Level Version 
   
  A One−Round D&D® LIVING GREYHAWK® 
  Special Adventure 
  Winter Fantasy 2003 verison 
   
   
   
  by Jason Bulmahn 
   
   
   
  An adventure for characters level 7+.  
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written 
  permission. To learn more about the Open Gaming License and the d20 system License, please visit www.wizards.com/d20. 
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA
  ® are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of 
  Wizards of the Coast, Inc. Scenario detail copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA Network scenario for the Dungeons & 
  Dragons game.  A four-hour time block has been 
  allocated for each round of this scenario, but actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game.  Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario. 
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well.  There is enough room 
  along the inside margin to bind the adventure, if you 
  desire. 
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure.  It may help to highlight particularly 
  important passages. 
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual.  We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  sccrap paper, a pencil, an RPGA scoring packing, and 
  your sense of fun.  It is also a good idea to have a way to 
  track movement during combat.  This can be as simple as 
  a pad of graph paper and a pencil, as handy as a vinyl grid 
  map and cits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction. 
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for a game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a name tag in front of him or her. The 
  tag should have the player's name at the bottom, and the 
  character's name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster. 
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It is strongly recommended that you 
  paraphrase the player text, instead of reading it aloud, as 
  some of the text is general and must be adapted to the 
  specific situation or to actions of the player characters.  
   
  SCORING 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  the DM score the game.  The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario. 
  1. 
  No vote scoring:  The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheets, and 
  provide personal information, but don’t vote for 
  other players.  The game master rates the scenario 
  and completes personal and event information, 
  but does not rate the players as a team or vote for 
  players.  This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback 
  on his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player.  If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes. 
   
  When using voting,  rank the players in order of your 
  voting choice while they are completing their forms so 
  that you are not influenced by their comments on your 
  abilities.  It is a good idea to have the players vote while 
  you are determining treasure and experience awards for 
  the scenario. 
   
  After voting, give the Scoring Packet to your event 
  coordinator. 
  Assault on the Vault 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players fo not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – 
  round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a one-round special adventure, set in Sterich. All 
  characters pay two Time Units to play this event. 
  Adventurer’s Standard Upkeep costs 12gp per time unit. 
  Rich Upkeep costs 50gp per time unit. Luxury Upkeep 
  costs 200gp per time unit. 
  Assault on the Vault 
   
  Page 3 
  
  Adventure Setup 
  This is a special event set to run at Winter Fantasy 2003.  
  As such it is broken into two distinct sections.  The first is 
  a section dealing with the general assault on a drow 
  compound while the second deals with rescuing a 
  number of prisoners held deep within the compounds 
  dungeons. The first portion is for characters of up to level 
  seven while the second portion is for characters eighth 
  level and up. The first portion of this event will be played 
  out on the provided maps using tokens or possibly 
  miniatures to represent the heroes and the villains 
  involved. The second portion will be played out using 
  Master Maze provided by Dwarven Forge. This portion 
  will use miniatures for all of the heroes and villains. 
   
  This event is scheduled to run within four hours.  
  Groups that do not complete the quest within four hours 
  must withdraw. At that point and time, all unconscious 
  PCs that are not in safety or the company of another 
  conscious PC are lost, never to be seen again. Note that 
  while resurrection is possible (if a part is recovered), true 
  resurrection is NOT available during this event.  
   
  Adventure Background 
  Deep underneath the surface of the Flaneass lies a vault 
  full of the most horrible depravities and inhuman acts 
  imaginable. Not surprisingly this vault is full of drow.  
  Although chaos rules supreme in this city of murders, 
  lies and cheats, there is one governing order. Over all sits 
  the spider queen and under her the noble houses, 
  overseers of the city and perhaps some of the worst of the 
  lot. 
   
  One house in particular, House Noquar, has set itself 
  on a path of destruction.  Due to various sources of 
  information, this house is absolutely certain that 
  something in the March of Sterich threatens both their 
  existence and possibly even the vault itself. However, 
  despite all of their prayers and various ploys, they have 
  yet to learn the nature of this threat. In previous 
  adventures (Birthday Bash and Beneath the Veil) the 
  drow of house Noquar have attempted to garner some of 
  this information but have failed both times.  Now they 
  have gone to an extreme, one that may make their worst 
  fears come true. 
   
  Far above the machinations of the drow, in the 
  March of Sterich a minor noble (distant cousin to the 
  current Marchioness), Lady Tismina was being escorted 
  to Istivin along with her fiancée, a foppish man by the 
  name of Lord Stophane.  The group was being escorted 
  by a contingent of the army as well as one of their more 
  prominent generals from the reclamation, one General 
  Telgran Krill.  The group was only a day out of Istivin and 
  camped for the night when a group of drow (sent by 
  house Noquar) appeared within their camp and attacked. 
  The battle was brief and in the end, all of the guards were 
  dead. Lady Tismina, Lord Stophane, and General Krill 
  were all kidnapped, taken deep beneath the earth to the 
  dungeons beneath house Noquar. 
   
  The matron of house Noquar commanded this raid, 
  hoping to capture someone who might be able to tell 
  them of the imminent threat. They quickly learned that 
  Lord Stophane was of absolutely no use, so he was 
  thrown into the dungeon for later sacrifice, while his 
  bride to be was taken to the temple and awaits sacrifice. 
  The general proved to be the most interesting to the 
  drow, so he was entrusted to some of their masterful 
  interrogators (Mind Flayers) for further questioning. 
   
  Back in Sterich, the marchioness is furious. 
  Marchioness Emondav has ordered the army to find 
  those responsible and deal out justice to them. After a 
  great deal of divination and consulting with the dead 
  guards, the army finally realized exactly what has 
  happened. Fully evaluating the situation, the generals 
  came to the understanding that the army was not enough 
  to make a full assault on the vault but a small surgical 
  strike might serve just as well.  Needing their full 
  strength to defend their newly reclaimed homeland, the 
  army of Sterich has put out a quiet call to heroes from 
  around the Flanaess, hoping to use them to get the 
  revenge they seek and perhaps rescue the captives before 
  the drow grow tired of them. 
   
  In essence, the actions of house Noquar have 
  brought doom upon them from Sterich and in their own 
  arrogance they have failed to realize it. 
   
  Adventure Summary 
  After gathering together sufficient forces, the army has 
  separated all potential allies into two groups, those that 
  will assault the house directly and those that will delve 
  beneath it and attempt to retrieve the prisoners. When 
  ready, a number of wizards will cast a few teleportation 
  circles and bring the entire group of heroes close to their 
  designated targets. There the wizards will wait until the 
  heroes return or two hours have passed. At that time, 
  they will teleport the heroes back to the surface. 
   
  Characters playing in the high level event will have 
  one of three routes to take each one holding one of the 
  three hostages. The first route is to the prison where Lord 
  Stophane is being held. Heroes taking this route will face 
  much of the Houses elite humanoid troops as well as the 
  dreaded warden. The second route leads to the 
  laboratories of House Noquar’s Mind Flayer allies. It is 
  here that the Mind Flayers are busy attempting to extract 
  as much information at possible from General Krill. The 
  Assault on the Vault 
   
  Page 4 
  
  final route leads to House Noquar’s primary temple to 
  Lloth and the sacrificial alter holding the beautiful Lady 
  Tismina. 
   
  General Guidelines 
  Unless otherwise noted, please take the following effects 
  in mind. 
   
  � Most of the chambers within this dungeon are 
  without light. The PCs will need to provide their 
  own light source unless all of them can see without 
  light. 
  � Unless noted, most of the creatures within this 
  dungeon can see without light of any kind. The drow 
  are particularly adept at this. 
  � The drow are not easily fooled and every dark elf 
  present knows all of their fellow housemates by 
  name and appearance. 
  � The PCs are free to teleport into and out of the 
  dungeon under their own power if they have that 
  ability. However, please note that after two hours, 
  the 
  dungeon 
  will 
  be 
  overrun 
  with 
  drow 
  reinforcements from the city (not too far away from 
  the house compound) and the PC s will be forced to 
  flee. 
  � The ceiling of each chamber is about 10 ft. tall unless 
  otherwise noted. The walls and doors have the 
  following statistics: 
   
  � Hewn Stone Walls: 3 ft. thick; Break DC 50; 
  Hardness 8; Hit Points 540; Climb DC 22. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Stuck DC 28. 
   
  Part A – The Prison 
  This section of the adventure deals with the prison 
  holding Lord Stophane.  It is written for APLs 8 and 10. 
   
  Introduction 
  When the players are ready begin, read or paraphrase the 
  following to them. 
   
  The drow have gone to far. As of late, the March of 
  Sterich has been experiencing problems with the 
  dark 
  elves, 
  from 
  ruined 
  birthdays 
  to 
  minor 
  kidnappings. Four days ago, rumor began to spread all 
  throughout the March that a minor noble, her 
  fiancée, and a prominent general of the reclamation 
  have disappeared. Rumor has i  that the drow are 
  beh nd this as well. 
  t
  i
   
   
   
   
   
  The next day, a quiet word has gone out that the 
  army of the reclamation has need for adventurers for 
  a mission of utter secrecy and extreme danger. 
  Further investigating these rumors, you have found 
  out that they are true. The army is looking for a 
  number of heroes to take the fight to the drow and 
  recover those that have been taken. Along the way 
  they also want to deliver a message. Sterich will not 
  stand for these attacks and will deal fierce retribution
  on those that stand against them. To top off the deal, 
  they are also offering a reward. Are you interested? 
   
  Allow the players a chance to respond. If the players do 
  not agree, this adventure is over for them, otherwise 
  proceed. 
   
  Speaking with a Lieutenant Bregrin, you learn that 
  Lady Tismina (a distant cousin of the Marchioness) as 
  well as her fiancé, one Lord Stophane, was on their 
  way to Istivin being escorted by a number of army 
  regulars as well as General Krill, a hero of the 
  reclamation. Only one day from the city, the group 
  was ambushed by a number of drow. All the guards 
  were slain and the Lady, Lord, and General were 
  kidnapped.  
   
  Since then, the army has been involved in many 
  divinations to find the location of the missing as well 
  as whatever they could about their assailants. These 
  divinations have revealed that the kidnappers hail 
  from the Vault of the Drow, a veritable city of evil 
  located deep beneath the surface of the Flanaess. No 
  ordinary drow, these in particular are members of 
  House Noquar, one of the noble houses in the city. 
  Lacking the strength for a direct assault, the army has 
  decided instead for a precise strike at the house itself, 
  using adventurers as the backbone of the forces. 
   
  Due to your skill in these matters, it has been 
  decided that your group will assist in rescue of the 
  prisoners, in particular Lord Stophane who is being 
  held in some sort of prison beneath the house 
  complex proper. Little else is known about his 
  location. If recovered, they Marchioness is prepared 
  to offer you the title of Lord and a small land grant 
  when you are ready to retire. You have until dawn of 
  the next day to prepare for your journey. 
  Allow the PCs to adjust their spell selections as necessary. 
   
  The next morning you gather with well over a 
  hundred other adventurers, preparing for the assault. 
  You are informed that your group will be teleported 
  to your location and will have two hours to complete 
  Assault on the Vault 
   
  Page 5 
  
  your task. Others present will be attempting to rescue 
  other prisoners but the majority of heroes here will 
  be leading an assault against the house itself, hop ng 
  to deal a crippling blow. Lieutenant Bregin stops by 
  to ask if your group is ready, you can see fear in his 
  eyes. After that, the wizards begin their chant and the 
  light of the sun fades away. With luck you may live to
  see it again. 
   
   
  i
   
   
   
   
  It is important to note here what the PCs will be allowed 
  to bring with them. Other than their personal 
  belongings, the wizards have very limited resources in 
  what they can teleport. The PCs may bring along 1 large 
  animal, 2 medium animals, or up to 4 small animals total 
  amongst them (animals tiny or smaller count for ½ a 
  small animal). If they choose, they may instead bring 1 
  medium and 2 small animals. Familiars do not count in 
  this effect. Undoubtedly many groups will attempt to 
  contrive ways to bring more (via reduce or their own 
  teleport) but for safety reasons it is not allowed for this 
  event (the mages are concerned that they may not have 
  enough teleportation ability if a good number of 
  prisoners are retrieved).  
   
  Proceed to area 1. 
   
  Area 1 – Prison Entry 
  The PCs have been teleported to the dungeon beneath 
  house Noquar in the area of the Prison. When ready, read 
  or paraphrase the following to the players. 
   
  The sky above has been replaced dark cavern ceiling. 
  The mage who brought you here points in the 
  direction of a winding tunnel, one of many that leads 
  into this chamber. He says; “That is the way to the 
  prison, retrieve the Lord and meet me back here in 
  two hours! Do not be late!” With that he vanishes, off 
  to assist in other areas of the assault. 
   
   
   
  Have the PCs place their miniature in Area 1 of the 
  prison complex (see Map A for a full layout). Although 
  there are other passageways to explore they are not 
  within the scope of this event. The PCs are free to explore 
  this area a bit and will undoubtedly notice that the 
  natural tunnel turns into a worked one after only a short 
  distance. If the PCs ask for a Listen check (DC 15) it 
  reveals the sounds of conversation coming for the 
  direction of the tunnel but because of the echoes it is 
  impossible to make out.  The guards in Area 2 are making 
  this noise. 
   
  Area 2 – Barracks 
  This large chamber is used as a barracks for the humanoid 
  guards employed by House Noquar. When the PCs 
  arrive, the guards are all awake but not specifically 
  awaiting an attack. Unlike many other chambers four 
  torches spaced out on the walls light this one. When the 
  PCs approach, read or paraphrase the following to them. 
   
  The worked stone corridor empties out into a large 
  chamber. Scattered about the chamber are a number 
  of bunks and straw mats. Sitting on them or 
  wandering about the space are a number of 
  humanoids, mostly orcs but there are larger creatures 
  as well. They do not seem to notice your approach. 
  There appear to be two exits from the room as well, 
  one to the north and one to the south. 
   
  Creatures: The guards here have been put on high alert 
  since House Noquar began to get paranoid and arrived 
  with the prisoners from Sterich. As such they are fully 
  armed and armored. Unless invisible they will notice 
  anyone entering the chamber and immediately move to 
  attack. If the heroes are disguised as drow in some way 
  they must be able to speak undercommon to converse 
  with the guards. Assuming the PCs do not have the 
  symbols of House Noquar about their person, they 
  assume that the heroes are intruders. They order them to 
  leave and if they do not, they attack. 
   
  APL 8 (EL 10) 
  � Orc Guards (4): hp 42 each, see Appendix A. 
  � Krad, Ogre Brb4: hp 80, see Appendix A. 
  � Blendir, Ogre Rgr4: hp 63, see Appendix A. 
   
  APL 10 (EL 12) 
  � Orc Guards (8): hp 42 each, see Appendix A. 
  � Krad, Ogre Brb6: hp 100, see Appendix A. 
  � Blendir, Ogre Rgr6: hp 80, see Appendix A. 
   
  Tactics: Although chaotic in nature, these humanoids 
  have been trained to fight by the drow. When in combat, 
  the orcs charge forward forming a front while the ogres 
  stand behind and strike over their heads. If for some 
  reason the guards are alerted to the PCs approach, 
  Blendir casts resist elements fire on both himself and 
  Krad if able. 
   
  Treasure: Each of the guards carries a potion of cure 
  moderate wounds and some alchemical items in addition 
  to their other gear. Krad has a +1 huge greatsword as well 
  as +1 chainmail. Blendir carries a +1 greataxe as well as 
  pair of potions of cure moderate wounds. At the higher 
  APL he also has a +1 battleaxe. For a complete breakdown 
  Assault on the Vault 
   
  Page 6 
  
  of value see the treasure summary. Other than spoiled 
  food and filthy rags, there is little else of value in the 
  room. 
   
  Developments: The door leading to the north is 
  lock requiring an Open Lock skill check (DC 25) to open. 
  The southern door (leading to area 6) contains a spider 
  shaped depression in the center but no handle or 
  keyhole. This door is a full foot thick (upping its Hit 
  Points to 180 and break DC to 34) and cannot be opened 
  without the spider brooch key possessed by Zytir, the 
  drow lieutenant located in area 3. The door radiates 
  moderate abjuration if detected for. 
   
  Area 3 – Zytir’s Quarters 
  Assuming that the battle in Area 2 was a loud one (which 
  is impossible unless all of the combatants were dropped 
  before they could act or the entire room was silenced), 
  Zytir, a drow lieutenant for House Noquar is well aware 
  of the PCs approach. 
   
  When the PCs approach the intersection they are 
  free to look one way or the other seeing the cells (areas 4 
  and 5) as well as a table and chair in this chamber. 
  Assuming that Zytir can see the PCs, when they enter the 
  intersection, read or paraphrase the following to them. 
   
  Stepping into the intersection the entire world 
  suddenly goes black and you can hear the sound of 
  opening grates. 
   
  Creatures: Zytir’s first action is cast a darkness in the 
  hallway while throwing a lever that opens up the cells at 
  the end of the hall. This releases the creatures inside 
  (slaad) who immediately attack the PCs. After this, he 
  waits to assault any PC that comes out of the darkness. If 
  the darkness is dispelled, he waits until the PCs are 
  engaged with the slaad before assaulting the PCs from 
  the other side. 
   
  APL 8 (EL 10) 
  � Zytir, drow Sor6: hp 32; see Appendix A 
  � Red Slaad (2): hp 52 each; One has a very wide mouth 
  (+2 bite damage), the other has an extra arm (granting an 
  extra claw attack); see the Monster Manual page 166. 
   
  APL 10 (EL 12) 
  � Zytir, drow Sor8: hp 42, see Appendix A 
  � Green Slaad (2): hp 67 each; One is of a magical 
  nature (can cast magic missile at will, 9
  th level caster), the 
  other has an extra arm (granting an extra claw attack); see 
  the Monster Manual page 166. 
   
  Tactics: Assuming that Zytir hears the fight happening 
  in Area 2, he casts the following spells in order: see 
  invisibility, mirror image, and finally shield. He saves 
  using his potion of haste until the heroes are through the 
  door. Zytir also knows that the Slaad are resistant to his 
  lightning and uses it without thought often using the 
  double wide version to hit everyone in the corridor. 
   
  Treasure: Zytir has a number of valuable items on is 
  person including a ring of protection +1, bracers of armor 
  +2, potions of haste and a wand of melf’s acid arrow. At 
  higher APLs he also has a cloak of charisma +2. Most 
  importantly he has the spider brooch necessary to open 
  up the door leading to Area 6. 
   
  Developments: If for some reason, the PCs manage 
  to get the drop on Zytir before he pulls the lever, the 
  Slaad are still in their cells when the PCs approach those 
  areas. 
   
  Area 4 – Simple Cell 
  This small cell is used by the drow to keep their more 
  powerful prisoners. This cell contained a Slaad (as noted 
  in Area 3). The door to this chamber is a cold iron 
  portcullis. It has the following statistics: 
   
  � Cold Iron Portcullis: 2 in. thick; Hardness 10; Hit 
  Points 60; Lift DC 30. 
   
  Aside from a half devoured goblin there is nothing of 
  value in this cell. 
   
  Area 5 – Simple Cell 
  This small cell is used by the drow to keep their more 
  powerful prisoners. This cell contained a Slaad (as noted 
  in Area 3). The door to this chamber is a cold iron 
  portcullis. It has the following statistics: 
   
  � Cold Iron Portcullis: 2 in. thick; Hardness 10; Hit 
  Points 60; Lift DC 30. 
   
  Treasure: Buried underneath the offal of this small 
  chamber is vest of escape that a less fortunate prisoner 
  never got a chance to use. 
   
  Area 6 – Stairs Down 
  When the PCs open the door, read or paraphrase the 
  following to them. 
   
  Slowly the thick stone door slides open revealing a 
  small chamber in the center o  which is a tight 
  staircase going down. This chamber has only one 
  other feature, aside from a small path to the staircase 
  f
  Assault on the Vault 
   
  Page 7 
  
  the room is absolutely covered in deep scarlet 
  mushrooms the size of small barrels. 
   
  Beyond the locked door is a simple chamber with stairs 
  leading down. However, the drow have left a nasty 
  surprise here for anyone how dares to bring light into the 
  depths of Lloth’s domain.  
   
  Trap: The mushrooms covering the floor walls and 
  ceiling are very sensitive to light. If inside the radius of 
  any light source greater than a candle for more than 1 
  round, the mushrooms burst into purple flame emitting a 
  horrible toxin. Burning the mushrooms has the same 
  effect as exposing them to light, however acid destroys 
  them outright and cold makes them dormant for 2d6 
  minutes. If released the poison fills the entire chamber 
  and remains in the air for 2d6 minutes. A successful 
  Knowledge: Nature skill check (DC 25) reveals the 
  mushrooms for what they are and details their trigger 
  and weaknesses. 
   
  APL 8 (EL 5) 
  � Scarlet Mushroom Trap: CR 5; inhaled poison fills 
  the entire room (2d6 Con/1d6 Con); Fort save resists (DC 
  18); Search (DC NA), Disable Device (DC NA). 
   
  APL 10 (EL 6) 
  � Scarlet Mushroom Trap: CR 6; inhaled poison fills 
  the entire room (2d6 Con/1d6 Con); Fort save resists (DC 
  23); Search (DC NA), Disable Device (DC NA). 
   
  Area 7 – The Warden 
  The stairs descend in a straight run for almost 30 feet 
  before ending in a natural cavern. An eerie bluish 
  phosphorescent moss that grows all over the walls and 
  ceiling lights this chamber. When the PCs reach the 
  bottom, read or paraphrase the following to them. 
   
  The stairs have descended nearly thirty feet before 
  ending in a natural cavern. Looking about you see 
  what might be a crude bedroom of some sort along 
  with a desk and ledger. Before you can even get off 
  the stairs, a huge hulking form rushes out of the 
  darkness, its dark crimson horns leading the way in 
  front o  its pale bulk. It appears to be some sort of 
  albino minotaur and it is charging. 
  f
   
  Creature: The minotaur is the prison warden and all of 
  the drow simple call him the Pale Warden for his 
  unusually albino hide. The Pale Warden is a straight 
  forward combatant charging the PCs before they get off 
  the stairs to prevent them all from getting involved. 
   
  Note that the Pale Warden is not expecting any 
  guests at all unless it is the drow high priestesses. Being 
  that he can smell outsiders before they even enter his 
  chamber, the Pale Warden is more than ready for a fight. 
   
  APL 8 (EL 10) 
  � The Pale Warden, Minotaur Ftr6: hp 88; see 
  Appendix A. 
   
  APL 10 (EL 12) 
  � The Pale Warden, Minotaur Ftr8: hp 110; see 
  Appendix A. 
   
  Treasure: All of the treasure in this chamber is carried by 
  the Pale Warden. He carries a +1 huge greataxe, ring of 
  protection +1, cloak of resistance +1, brooch of shielding 
  (101 charges), as well as gauntlets of ogre strength. At 
  APL 10 his cloak is upgraded to +2 and he receives an 
  extra potion of cure serious wounds.. 
   
  Sitting on his desk is a ledger of all the prisoners that 
  have been kept in his special prison over the past couple 
  of years. While most are simple drow there are a couple 
  of creatures worth note. The ledger mentions a strange 
  ether creature, a half drow dissident, and one Lord 
  Stophane. 
   
  Developments: The battle in this chamber will 
  undoubtedly be a loud one. This alerts the drow in the 
  maze to the PCs presence and allows them to prepare. See 
  Area 8 for further details. 
   
  Area 8 – The Maze 
  When the PCs approach this chamber read or paraphrase 
  the following to them. 
   
  The chiseled stone corridor opens up into a broad 
  chamber. Arranged about the room in are a number of 
  stone partitions rising all the way to the ceiling 
  twenty feet above. Opposite your entry you can see a 
  large leering maw carved into the wall, through 
  which you can see another chamber. Standing in that 
  chamber, surrounded by a pale blue glow is a human 
  man dressed like a noble. He stands unmoving, 
  apparently unaware of you. 
   
  This is the final chamber before the stasis prison being 
  used by the drow to keep Lord Stophane captive. For 
  more information on that chamber, see Area 9 below. 
  Before reaching that chamber, the heroes will have to 
  deal with a number of drow who have been stationed in 
  this chamber to guard the prisoner. 
   
  Creatures: The drow here have a well-developed 
  plan for dealing with intruders should the opportunity 
  Assault on the Vault 
   
  Page 8 
  
  present itself. Led by Vyrnia, priestess of Lloth the group 
  sports a pair of rogues and the junior mage Salizan. When 
  the PCs enter, Vyrnia begins combat by casting confusion 
  on the party. 
   
  APL 8 (EL 10) 
  � Vyrnia, Drow Clr7: hp 64, see Appendix A. 
  � Salizan, Drow Wiz5: hp 26, see Appendix A. 
  � Drow Rog4 (2): hp 24, see Appendix A. 
   
  APL 10 (EL 12) 
  � Vyrnia, Drow Clr9: hp 78, see Appendix A. 
  � Salizan, Drow Wiz7: hp 35, see Appendix A. 
  � Drow Rog6 (2): hp 35, see Appendix A. 
   
  Tactics: Assuming that the drow are alerted to the PCs 
  approach, Vyrnia casts the following spells on herself: 
  endurance, freedom of movement, bless, shield of faith, 
  divine favor and prayer from a scroll. If at APL 10, she 
  also casts greater magic weapon on all of the crossbow 
  bolts possessed by the drow rogues. If 
  allowed 
  to 
  prepare, Salizan casts cat’s grace, blur, and shield, 
  beginning combat by casting haste before moving to 
  offensive options. The sum effects of these spells are 
  listed in below. 
   
  APL 8 
  Stat 
  Vyrnia 
  Salizan 
  Rogues  
  AC 
  +3 
  +11 
  - 
  Attacks 
  +4 
  +2 
  +2 
  Damage 
  +3 
  +1 
  +1 
  Saves 
  +1 
  +1 
  +1 
  Skills 
  +1 
  +1 
  +1 
  Misc 
  +1d4+1 Con 
  +1d4+1 Dex 
   
  APL 10 
  Stat 
  Vyrnia 
  Salizan 
  Rogues  
  AC 
  +3 
  +11 
  - 
  Attacks 
  +5 
  +2 
  +2/+4* 
  Damage 
  +4 
  +1 
  +1/+4* 
  Saves 
  +1 
  +1 
  +1 
  Skills 
  +1 
  +1 
  +1 
  Misc 
  +1d4+1 Con 
  +1d4+1 Dex 
  * This is only with the crossbow. 
   
  Note that any attack against Salizan has a 20% miss 
  chance due to blur. Also note that if allowed to prepare, 
  the drow rogues coat three of their crossbow bolts and 
  their rapier with sleep poison (this uses up two vials). 
  Once engaged in melee, these two are not above 
  dropping darkness at their feet to gain an edge. 
   
  As combat begins, both rogues should be hiding 
  behind partitions waiting for one of the PCs to charge 
  forward and attack the cleric. This can be with a held 
  action. If the PCs to not approach, they instead position 
  themselves to fire their hand crossbows at the weakest 
  PCs. Meanwhile, Vyrnia uses her spells to the best of 
  their ability, preferring quick offensive option. If pressed, 
  she does not hesitate to draw her tentacle rod and wade 
  into battle with it and her mace. Salizan focuses on 
  firepower, always trying to target the most powerful 
  looking fighters in the group. He does not concern 
  himself with the rogues, including them in the radius as 
  necessary, counting on their SR and reflex saves to 
  protect them. If pressed, he is not above retreat. 
   
  Treasure: This group has a good deal of treasure on 
  them, however please note that no one will be able to 
  take the tentacle rod as it will attack any PC that tries to 
  wield it (and even if they do get it out, no one will buy it 
  and the PCs cannot keep it). The most important treasure 
  is the stasis amulet that is necessary for freeing Lord 
  Stophane. 
   
  Area 9 – Stasis Prison 
  Beyond the gaping maw is the still form of Lord 
  Stophane. He is held in the chamber by powerful magics 
  creating a sort of stasis field. Any living thing brought 
  into the chamber is put into stasis as per the spell. 
  However, anyone who possesses the stasis amulet is 
  immune to this effect. This means that if a PC decides to 
  bolt into this chamber during combat without the 
  amulet, they will be frozen and unable to act until 
  someone with the amulet decides to step in and remove 
  them. 
   
  The drow use this chamber to keep their prisoners 
  safe and secure. For purposes of dispel magic, a 17th level 
  caster created this chamber. In addition to the Lord 
  Stophane, there is another prisoner in this chamber, off 
  to one side. Upon entering (with the stasis amulet), read 
  or paraphrase the following to the PCs. 
   
  Stepping into the chamber brings about a cold 
  tingling sensation. Standing directly across from the 
  opening is the man you seek, Lord Stophane. 
  However, there is another in this chamber with him. 
  Placed in a sitting position in the corner is an elf 
  dressed only in rags. The man has a very pale 
  complexion and shows obv ous signs of torture. 
   
  i
   
  Note that the only way to see the other prisoner is from 
  inside the prison itself. Also note that there is no way to 
  remove the prisoners without the stasis amulet. 
   
  Once freed, Lord Stophane is immensely thankful, 
  immediately bursting into tears. Not once does he ask 
  about his fiancée, instead only concerned with his own 
  well-being. The Lord should be played as a pampered fop 
  Assault on the Vault 
   
  Page 9 
  
  who is in well over his head. The other man, if removed 
  appears to be a high elf, although of very odd skin tone. 
  Once removed, he is very disoriented. He does not know 
  his name or where he comes from. All he does remember 
  is that the drow have tortured him and he wants out of 
  here. 
   
  Developments: If the PCs free both the Lord 
  Stophane the unnamed elf, make sure to take down their 
  names and RPGA numbers on a separate piece of paper 
  and turn it in to the event coordinator. 
   
  After succeeding here, the PCs are free to go. 
  Proceed to the conclusion. 
   
  Part A – Conclusion 
  Upon completing the adventure, read or paraphrase the 
  following to the players. Leave off the last paragraph if 
  the PCs were not successful. 
   
  Making your way back to the meeting spot, you find 
  the mage waiting for you. He looks quite battered, but 
  pleased. Apparently the rest of the assault is going 
  well. After checking to make sure everyone is here, 
  he begins muttering the arcane words to take you 
  away from the lightless dep hs. A momen  later you 
  find yourself back in Istivin, the horrible ordeal over. 
  Certain y the drow will remember your expedition, 
  and you know that you will never forget it. 
  t
  t
  l
  t
  i
   
   
  Lord Stophane thanks you profusely for his 
  rescue from the hands of the dark elves. He mentions 
  something about this being all the fault of his fiancée, 
  but promises to repay for your bravery. The elf is 
  another matter entirely. Although grateful for his 
  release, he is no closer to knowing his past and who 
  knows what his future will hold. 
   
  This is the end of the adventure for the PCs. See the 
  treasure and experience summary at the end of this event 
  for the final totals. Note that PCs that save the Lord 
  receive his favor as noted on the AR. Also make sure to 
  note the name and RPGA number of all the players 
  involved with the rescue of the elf as noted in Area 9. 
   
  In addition to this, at the end of the adventure, the 
  characters participating in the assault are awarded a title 
  (see the Lord Errant of Sterich special certificate) as 
  noted in the introduction. 
   
   
  Part B – The Laboratory 
  This section of the adventure deals with the laboratory 
  where General Krill is being interrogated.  It is written 
  for APLs 8 and 10. 
   
  Introduction 
  When the players are ready begin, read or paraphrase the 
  following to them. 
   
  The drow have gone to far. As of late, the March of 
  Sterich has been experiencing problems with the 
  dark 
  elves, 
  from 
  ruined 
  birthdays 
  to 
  minor 
  kidnappings. Four days ago, rumor began to spread all 
  throughout the March that a minor noble, her 
  fiancée, and a prominent general of the reclamation 
  have disappeared. Rumor has i  that the drow are 
  beh nd this as well. 
   
  The next day, a quiet word has gone out that the 
  army of the reclamation has need for adventurers for 
  a mission of utter secrecy and extreme danger. 
  Further investigating these rumors, you have found 
  out that they are true. The army is looking for a 
  number of heroes to take the fight to the drow and 
  recover those that have been taken. Along the way 
  they also want to deliver a message. Sterich will not 
  stand for these attacks and will deal fierce retribution
  on those that stand against them. To top off the deal, 
  they are also offering a reward. Are you interested? 
   
  Allow the players a chance to respond. If the players do 
  not agree, this adventure is over for them, otherwise 
  proceed. 
   
  Speaking with a Lieutenant Bregrin, you learn that 
  Lady Tismina (a distant cousin of the Marchioness) as 
  well as her fiancé, one Lord Stophane, was on their 
  way to Istivin being escorted by a number of army 
  regulars as well as General Krill, a hero of the 
  reclamation. Only one day from the city, the group 
  was ambushed by a number of drow. All the guards 
  were slain and the Lady, Lord, and General were 
  kidnapped.  
   
  Since then, the army has been involved in many 
  divinations to find the location of the missing as well 
  as whatever they could about their assailants. These 
  divinations have revealed that the kidnappers hail 
  from the Vault of the Drow, a veritable city of evil 
  located deep beneath the surface of the Flanaess. No 
  ordinary drow, these in particular are members of 
  House Noquar, one of the noble houses in the city. 
  Lacking the strength for a direct assault, the army has 
  decided instead for a precise strike at the house itself, 
  using adventurers as the backbone of the forces. 
   
  Due to your skill in these matters, it has been 
  decided that your group will assist in rescue of the 
  prisoners, in particular General Krill who is being 
  Assault on the Vault 
   
  Page 10 
  
  held in some sort of laboratory beneath the house 
  complex proper. Little else is known about his 
  location. If recovered, they Marchioness is prepared 
  to offer you the title of Lord and a small land grant 
  when you are ready to retire. You have until dawn of 
  the next day to prepare for your journey. 
   
  Allow the PCs to adjust their spell selections as necessary. 
   
  The next morning you gather with well over a 
  hundred other adventurers, preparing for the assault. 
  You are informed that your group will be teleported 
  to your location and will have two hours to complete 
  your task. Others present will be attempting to rescue 
  other prisoners but the majority of heroes here will 
  be leading an assault against the house itself, hoping 
  to deal a crippling blow. Lieutenant Bregin stops by 
  to ask if your group is ready, you can see fear in his 
  eyes. After that, the wizards begin their chant and the 
  light of the sun fades away. With luck you may live to
  see it again. 
   
   
   
   
   
   
   
  It is important to note here what the PCs will be allowed 
  to bring with them. Other than their personal 
  belongings, the wizards have very limited resources in 
  what they can teleport. The PCs may bring along 1 large 
  animal, 2 medium animals, or up to 4 small animals total 
  amongst them (animals tiny or smaller count for ½ a 
  small animal). If they choose, they may instead bring 1 
  medium and 2 small animals. Familiars do not count in 
  this effect. Undoubtedly many groups will attempt to 
  contrive ways to bring more (via reduce or their own 
  teleport) but for safety reasons it is not allowed for this 
  event (the mages are concerned that they may not have 
  enough teleportation ability if a good number of 
  prisoners are retrieved).  
   
  Although the PCs are not immediately aware of it, 
  there is a secondary goal to this portion of the event. 
  General Krill had three maps on his person, dealing with 
  the troops and military plans of Sterich. Recovering these 
  is of the utmost importance to the General once he is 
  retrieved. The PCs can also earn a XP reward for doing so. 
  The maps are located in Areas 4, 7, and 8. 
   
  When ready to begin, proceed to area 1. 
   
  Area 1 – Laboratory Entry 
  The PCs have been teleported to the dungeon beneath 
  house Noquar in the area of the Laboratory. When ready, 
  read or paraphrase the following to the players. 
   
  The sky above has been replaced dark cavern ceiling. 
  The mage who brought you here points in the 
  direction of a winding tunnel, one of many that leads 
  into this chamber. He says; “That is the way to the 
  laboratory, retrieve the General and meet me back 
  here in two hours! Do not be late!” With that he 
  vanishes, off to assist in other areas of the assault. 
   
   
  Have the PCs place their miniature in Area 1 of the 
  laboratory complex (see Map B for a full layout). 
  Although there are other passageways to explore they are 
  not within the scope of this event. The PCs are free to 
  explore this area a bit and will undoubtedly notice that 
  the natural tunnel opens up into a larger chamber after 
  only a short distance. If the PCs ask for a Listen check 
  (DC 15) it reveals the sounds of conversation coming for 
  the direction of the tunnel but because of the echoes it is 
  impossible to make out.  The derro assistants in Area 2 are 
  making this noise. 
   
  Area 2 – Derro Lounge 
  When the PCs enter this room, read or paraphrase the 
  following to them 
   
  Wandering about this chamber are a number of stout 
  dwarves. Not unlike their surface cousins, these 
  dwarves have pale almost bluish skin. Each of them 
  also bears a horrible wound in the center of their 
  foreheads. They seem to be arguing with one another 
  in some strange tongue. 
   
  Creatures: These are derro and they are the servants of 
  the Mind Flayers that operate this laboratory. When the 
  PCs approach, they are arguing about how to carry out 
  the orders o f their masters concerning guarding this 
  entrance. They are speaking in undercommon. The 
  wound on their skulls is a sign of ownership and it was 
  caused by a single tentacle boring into their skull but not 
  doing any permanent harm. A successful Heal skill check 
  (DC 20) reveals the wound as one done by some 
  burrowing instrument. 
   
  If the PCs are bearing a light source, then the derro 
  are not surprised by their approach and attack 
  immediately. If they are not bearing a light source, the 
  PCs can claim surprise on the derro. These derro have 
  been warned of the PCs approach and will fall for no 
  tricks, even if the PCs are disguised as drow. They have 
  been told by the Mind Flayers to look for the insignia of 
  house Noquar and attack any drow not bearing it. The 
  Mind Flayers, in turn, have been warned about the 
  assault by their elder brain. 
   
  APL 8 (EL 10) 
  � Derro Thralls (3): hp 56, see Appendix B. 
  � Derro Captain: hp 62, see Appendix B. 
   
  Assault on the Vault 
   
  Page 11 
  
  APL 10 (EL 12) 
  � Derro Thralls (3): hp 56, see Appendix B. 
  � Derro Captain: hp 99, see Appendix B. 
   
  Tactics: The derro are very straightforward combatants, 
  hoping to swarm any PC that charges into the fray. The 
  derro captain makes sure to drink a potion of haste on the 
  first round of combat before charging in to attack while 
  the thralls use their rage ability to prepare for combat. If 
  played at the higher APL, the captain has no worries 
  about using his necklace of fireballs while the thralls are 
  in range of the blast. 
   
  Treasure: Although the thralls carry little of value 
  aside from a potion of cure moderate wounds, the captain 
  carries a number of valuable items. Including a pair of +1 
  handaxes, a cloak of resistance +1, potions of cure 
  moderate wounds x2, potions of haste x2, and at higher 
  APLs a necklace of fireballs. 
   
  Area 3 – Intersection 
  Read or paraphrase the following to the players. 
   
  The natural cavern has become a smooth worked 
  stone and after a short time it branches out into a 
  four-way intersection. The north and the east lead 
  directly to large stone doors while the south appears 
  to go on for a bit before turning a corner heading east. 
   
  Traps: This intersection leads to both the working 
  laboratory and the test chamber although the northern 
  passageway leading to the working laboratory (Area 4) is 
  trapped. 
   
  PCs that approach the northern door leading into 
  the lab can set off a poison gas trap. This trap is set off by 
  a pressure plate in the floor and affects the entire ten by 
  ten area in front of the door. 
   
  APL 8 (EL 2) 
  � Poison Gas Trap: CR 3; 10 ft. by 10 ft area in front of 
  the door, mind cloud poison (1d4 Wis/1d4 Wis); Fort 
  save resists (DC 18); Search (DC 22), Disable Device (DC 
  20). 
   
  APL 10 (EL 3) 
  � Poison Gas Trap: CR 4; 10 ft. by 10 ft area in front of 
  the door, mind cloud poison (1d6 Wis/1d6 Wis); Fort 
  save resists (DC 18); Search (DC 22), Disable Device (DC 
  20). 
   
  PCs that succeed at a Listen skill check (DC 20) can hear 
  the heavy breathing of the experiment in Area 6 while a 
  successful Spot check near either one of the doors 
  leading into the laboratory (Area 4) notices the smell of 
  chlorine and sulfur. 
   
  Area 4 – Working Laboratory 
  This laboratory is the primary working laboratory for the 
  Mind Flayers in the employ of House Noquar. When the 
  PCs enter this room (no matter the direction), read or 
  paraphrase the following to them. 
   
  This chamber is obviously some sort of laboratory 
  because it is full of tables littered with beakers, vials, 
  and more than one table with straps for a human 
  sized subject. Standing in the center of the chamber 
  is a hideous creature, roughly of man shape but with a 
  bloated purple head sprouting four tentacles. He 
  looks in your direction and you hear a cold alien 
  voice emanating from deep within your mind. 
  “Foolish surface things, do not look so surprised, we 
  knew you were coming. Surrender now or you will 
  endanger the chattel.” It is then that you notice that 
  eight human children float in the air around him 
  with blank looks on their faces.  
   
   
  Creatures: The creature standing in the center of the 
  chamber is a Xyax, a Mind Flayer of the most despicable 
  sort. Surrounding him are eight young children from 
  Istivin that have disappeared over the past few months. 
  Xyax, being warned of the PCs approach by the elder 
  brain, cast levitate on each of the children and set them 
  to float in front of him. They are arranged in such a way 
  to provide him with one half cover from all directions 
  (except from above). The children are under the effect of 
  a charm monster from Xyax as well. The vile creature 
  uses the children as lab assistants and none of them show 
  any signs of harm. 
   
  What the PCs may not immediately realize is that 
  there is another in the room as well. Hiding under guise 
  of an improved invisibility is a drow wizard named 
  Asinat. The wizard has been informed of the PCs 
  approach and is waiting to see their reaction before 
  striking. 
   
  APL 8 (EL 10) 
  � Xyax, Mind Flayer: hp 44; see Appendix B. 
  � Asinat: hp 35; see Appendix B. 
  � Children (8): hp 3; see Appendix B. 
   
  APL 10 (EL 12) 
  � Xyax, Mind Flayer: hp 56; see Appendix B. 
  � Asinat: hp 45 (63), see Appendix B. 
  � Children (8): hp 3; see Appendix B. 
   
  Assault on the Vault 
   
  Page 12 
  
  Tactics: Xyax is both cunning and cruel. If the PCs do 
  anything other than surrender or retreat, the Mind Flayer 
  opens combat by using his Mind Blast ability. He has no 
  qualm about hitting the children with this power as it 
  does no permanent harm.  Beyond this he uses his charm 
  monster and suggestion abilities to disarm the PCs and 
  promote them to fight one another.  
   
  Xyax only leave his protective circle if he is sure he 
  can quickly incapacitate any remaining PCs. The children 
  can be moved by a PC simply by moving adjacent to them 
  and spending a move equivalent action to remove the 
  child from harms way. Xyax immediately Mind Blasts 
  any PC that attempts this. A dispel magic cast at the 
  children sends them tumbling to the floor but eliminates 
  the chance of hitting the Mind Flayer. 
   
  Without first removing the children, Xyax enjoys a 
  +4 AC bonus due to cover as well as a +2 bonus to Reflex 
  saves. PCs that fire a missile weapon at Xyax and miss by 
  four or less instead hit one of the children. If the PCs 
  intentionally harm any of the children, they receive no 
  experience for this encounter. 
   
  If the PCs make threatening moves towards either 
  him or Xyax, Asinat opens combat by casting haste 
  followed by his offensive spells or blur if it is obvious that 
  his invisibility has been breeched. Although cruel, Asinat 
  does not target the children with any of his spells, hoping 
  to preserve his valuable lab assistants. Asinat has cast cat’s 
  grace, shield and improved invisibility before the PCs 
  arrive. These enhancements are listed in parenthesis in 
  his stat block. 
   
  Treasure: Xyax has a number of magic items on his 
  person, including a Ring of Counterspells (containing 
  magic missile), Ring of Protection +1, Potion of Cure 
  Moderate Wounds x2, and a Potion of Invisibility. At the 
  higher APL he also has a pair of beads of force. Asinat has 
  a number of magic items on his person, including boots 
  of elvenkind, bracers of armor +1, a potion of cure 
  moderate wounds, and a wand of lightning bolt. 
   
  In addition to the gear carried by Xyax and Asinat, 
  on one of the tables in this room is one of General Krill’s 
  three maps concerning the troops and military plans of 
  Sterich. Although of no gp value, it is worth goal XP as 
  noted above. 
   
  Developments: Assuming the PCs find away to stop 
  the vile Xyax, they now have 8 children in tow that must 
  be looked after. After the death of Xyax, the children 
  return to normal, desperately wanting to go home, 
  wanting their parents, etc. They should be used as a 
  nuisance but not detract overly from the event. If the PCs 
  keep them to the rear of the group, they should be safe 
  for the remainder of the event. 
   
  Area 5 – Quiet Darkness 
  These two corridors are more of a hindrance than a true 
  trap, but they are meant to discourage any adventurers 
  from going any further. 
   
  The corridor connecting to the northern end of Area 
  4 is supernaturally dark. This darkness is just like the 
  spell deeper darkness however it cannot be countered 
  with daylight spells. It can be brought down temporarily 
  with a dispel magic if successful against a 17th level 
  caster. Anyone walking across the floor of this corridor 
  has deeper darkness cast onto their footwear (5th level 
  caster). This effect is generated by the floor and does not 
  grant a save. This spell will last five days unless detected 
  and removed. Unlike the corridor, this effect can be 
  countered in the same manner as the spell (daylight, 
  dispel magic as well as just covering them with sacks or 
  removing them). 
   
  The corridor connecting the eastern end of Area 4 is 
  supernaturally quiet. This silence is permanent, but can 
  be temporarily brought down with a successful dispel 
  magic versus a 17th level caster. Anyone walking across 
  the floor of this chamber has silence cast onto their 
  footwear (5th level caster). This effect is generated by the 
  floor and does not grant a save. This spell will last for 
  only five minutes unless removed before that time. 
  Unlike the corridor, this effect is only at 5th level caster 
  and is much easier to dispel. 
   
  The effects in both corridors only extend to the limit 
  of the curved corridor piece. However, the PCs might not 
  realize this if they are taking the “sticky” affect with 
  them. Neither of these effects work on PCs that, for some 
  reason do not wear shoes of any sort.  
   
  Area 6 – Test Chamber 
  Both doors leading into this chamber are locked, 
  requiring a successful Open Lock skill check (DC 25) to 
  open. This chamber contains one of the many 
  experiments of the Mind Flayers. This one however is 
  one of their most successful. When the PCs enter this 
  chamber, read or paraphrase the following to them. 
   
  Looking into this small chamber, you see a large table 
  fitted with broken manacles. Surrounding this is an 
  array of alchemical equipment and, among other 
  things, various heavy iron tools l ke those that might 
  be used by a sculptor. In the middle of the chamber, 
  wearing the remainders of the manacles, is a large 
  hulking green skinned creature covered in warts and 
  strange patches of some spongy tan substance that 
  envelop his entire left arm. He turns a furrowed brow 
  in your direction and lets loose a snarling growl. 
  i
   
  Assault on the Vault 
   
  Page 13 
  
  Creature: This horrible experiment was at one point and 
  time a troll. The Mind Flayers captured the giant and 
  attached pieces of a clay golem to his frame to enhance 
  his resistance and his strength. Now he is a Half-golem 
  (clay) troll. 
   
  Although the troll succeeded at the necessary Will 
  saves and is still sane (and not a full construct), he has 
  proven to be mostly uncontrollable. Since then they have 
  kept him locked away in this chamber until they can 
  decide what to do with him. Once the troll realizes that 
  either of the doors is open, he hopes to escape. He also 
  hopes to garner some food and the PCs might just make a 
  tasty snack. 
   
  APL 8−10 (EL 8) 
  � Half-golem (Clay) Troll: hp 75, see Appendix B. 
   
  Tactics: The Half-golem Troll rushes the nearest PC and 
  attacks, hoping to get a quick meal. He only changes 
  targets if another PC actually manages to damage him. 
  Due to his immunity to slashing and piercing weapons, 
  magic immunites, and regeneration, the only way to 
  harm the creature is with bludgeoning weapons (which it 
  regenerates from) and non-magical fire and acid (as it is 
  immune to the magical varieties).  If the heroes hope to 
  be successful they must beat the creature into negatives 
  using bludgeoning weapons and finish it off with a bit of 
  non-magical fire or acid. They may also have some luck if 
  they happen to possess one of the few spells that actually 
  does affect it but this is unlikely. 
   
  The PCs will undoubtedly want more information 
  about this difficult opponent. Feel free to describe it like 
  any other troll aside from the large clay patches, 
  including the one that completely replaces its left arm. 
   
  For more information on the Half-golem template, 
  see Appendix D. If freed and the PCs retreat, the Half-
  golem hounds them for a bit unless he can easily escape 
  from the complex. 
   
  Treasure: Sitting on one of the tables in this room is 
  a locked case. Opening the case requires an Open Lock 
  skill check (DC 25). It is also possible to open up the case 
  with by breaking it although this will more than likely 
  damage the two vials that are inside. The vials contain a 
  potion of Protection from Elements (fire) and a potion of 
  Protection from Elements (acid) respectively. These were 
  going to be infused into the troll to make it truly 
  invincible but the Mind Flayers did not have the time. 
   
  Area 7 – The Library 
  The western door leading into this chamber is locked, 
  requiring an Open Lock skill check (DC 25) to open. 
  Once the PCs open the door, read or paraphrase the 
  following to them. 
   
  This chamber contains a small library. Racks of books 
  and rolls of parchments are piled on a few tables 
  scattered around the room.  In the center of the room 
  is a short pedestal topped by a crystal dome. Inside 
  the dome is a rolled up piece of parchment. 
   
  This chamber is used as a library by the Mind Flayers that 
  inhabit this portion of the dungeon. The tomes here are 
  all written in draconic or undercommon and cover topics 
  varying from anatomy to the nature of magic. Although 
  valuable, the PCs do not have the time to collect or 
  transport the entire thing. There are a number of minor 
  magics scattered about the room should the PCs search, 
  as noted under treasure below. 
   
  The real thing of note in this chamber is the rolled 
  up parchment on the pedestal in the center of the room. 
  This parchment is one of the General Krill’s three maps 
  concerning the troops and plans of Sterich. It is 
  underneath a crystal dome and is dangerously trapped. 
   
  Trap: The crystal dome is locked in place and there 
  is a hidden keyhole located on the side of the pedestal. A 
  Search check (DC 25) reveals the hidden keyhole. 
  However, the lock is of excellent quality, requiring a 
  Open Lock (DC 30) skill check to open. If this check is 
  failed or the crystal is shattered the trap goes off as noted 
  below. PCs cannot take 20 on this check unless the trap is 
  first disarmed. Both spells are cast by a 12th level caster 
  for purposes of dispel magic. 
   
  APL 8 (EL 5) 
  � Wall of Fire Trap: CR 5; a wall of fire springs up 
  around the pedestal at a 5 ft. radius going up to the 
  ceiling, heat side in; Search (DC 22), Disable Device (DC 
  28). 
   
  Note, this trap does 2d4 damage to anyone inside the 
  radius and 2d6 +12 points of damage to anyone crossing 
  through the wall or in it when it appears. Those inside 
  the wall when it appears receive a Reflex save (DC 16) for 
  half damage. This trap also destroys the parchment 
   
  APL 10 (EL 7) 
  � Chain Lightning Trap: CR 7; a chain lightning fires 
  off at the PC (12d6 to the PC, 6d6 to anyone else in the 
  room); Reflex save (DC 19) for half damage; Search (DC 
  22), Disable Device (DC 28). 
   
  Treasure: Although the parchment is of no value aside 
  from the goal XP, there are a number of minor magic 
  items scattered around the room. A Search check (DC 15) 
  reveals one of these items, while a detect magic finds 
  them all automatically. Scattered about the room there is 
  Assault on the Vault 
   
  Page 14 
  
  a scroll of invisibility sphere, as well as a hand of the 
  mage. At APL 10, there is also a scroll of mislead. 
   
  Area 8 – Interrogation Chamber 
  The door to this chamber is both locked and the area in 
  front of it is alarmed as noted below. Opening the door 
  requires a successful Open Lock skill check (DC 25). 
  Once open, read or paraphrase the following to the 
  players. 
   
  Opening up the door you see a small chamber lit by 
  only a single candle. Against the far wall is a broad 
  table covered in dark stains, on which rests the body 
  of a human man. He looks both emaciated and 
  tortured and is wearing little more than a loin cloth. 
  He appears conscious but too weak to move. Standing 
  over him is a dark elf, dressed in black and purple 
  vestments. She is holding a long curved dagger over 
  the man as if prepared to strike. 
   
   
  Creatures: This is all part of a ruse. The man on the table 
  is not General Krill but instead Ilzim, a skilled Mind 
  Flayer illusionist. The drow elf standing over him is 
  Sylina, a priestess of Lloth and she has no intention of 
  striking Ilzim. The duo is aware of the PCs approach to 
  the lab and has been waiting for them here. Only an hour 
  before their arrival, the Mind Flayer’s elder brain warned 
  Ilzim of the PCs approach and he in turned warned the 
  others in the complex. The real General Krill is in this 
  room but hidden in a secret closet in the wall behind the 
  table. For more information on him, see Developments 
  below. 
   
  The pair is ready for the PCs because of an alarm cast 
  by Ilzim on the area right outside the door to this room. 
  This is a silent alarm. 
   
  APL 8 (EL 10) 
  � Ilzim, Mind Flayer Ill1: hp 49, see Appendix B. 
  � Sylina, Drow Clr6: hp 40 (57), see Appendix B. 
   
  APL 10 (EL 12) 
  � Ilzim, Mind Flayer Ill3: hp 56, see Appendix B. 
  � Sylina, Drow Clr8: hp 50 (71), see Appendix B. 
   
  Tactics: Before combat begins, both combatants have cast 
  a number of spells. Ilzim has cast both mage armor and 
  change self (to appear like a human). Sylina has cast a 
  number of spells, including divine favor, shield of faith, 
  aid, endurance,  and magic vestments (on her shield). At 
  the higher APL, Ilzirm has also cast shield, cat’s grace, 
  and misdirection (targeting the hidden general). At APL 
  10, Sylina has also cast spell immunity protecting herself 
  from magic missile and hold person. Where applicable, 
  the modifications caused by these spells are listed in 
  parenthesis. In addition to spells, Sylina has coated her 
  dagger with drow sleep poison. Also note that Ilzim used 
  an elixar of arcane power when preparing his spells this 
  morning, see Appendix D for further details on this item. 
   
  When combat begins, Sylina throws her dagger at 
  the PCs before casting spells. She also makes use of her 
  tentacle rod if pressed into melee. Ilzim is another matter 
  however. He will not get actively involved in combat 
  until the third round, spending the first two getting off 
  the table and trying to leave the chamber. Once behind 
  the party, he chooses the rearmost party member to lean 
  on for support. Only then does he take a full attack, 
  hoping to attach all four tentacles on the surprise round. 
  If his ruse is discovered he immediately goes on the 
  offensive, using his mind blast power as well as his 
  suggestion and charm monster abilities to force the 
  group into fighting itself. 
   
  Treasure: Both Ilzim and Sylina have a variety of 
  powerful magic items at their disposal. Ilzim carries a 
  cloak of resistance +2, ring of protection +1, wand of 
  magic missile (5th level caster, 10 charges), potion of cure 
  moderate wounds, and one does of his elixir of arcane 
  power. Sylina carries a emerald tentacle rod, +1 
  Chainmail of Light Fortification, a, Drow Sleep Poison 
  x2, potion of cure serious wounds. At APL 10, Ilzim has a 
  ring of protection +2, while Sylina has a Cloak of 
  Archnida and her tentacle rod is scarlet as opposed to 
  emerald. Note that the PCs cannot take the tentacle rod 
  with them under any circumstances as it attacks any non-
  drow that attempts to pick it up. 
   
  In addition to this, sitting on a small table in the 
  room is a piece of parchment. This parchment is one of 
  General Krill’s three maps concerning the troops and 
  military plans of Sterich. Although of no gp value, it is 
  worth goal XP as noted below. 
   
  Developments: After the Ilzim and Sylina are 
  defeated the PCs are free to explore the room. A 
  successful search check (DC 20) reveals a secret door 
  located behind the interrogation table. Upon opening the 
  door, read or paraphrase the following to the players. 
   
  The heavy stone door slowly gl des open, al owing a 
  man to come tumbling out. He is human, apparently 
  in his later years. His body shows the scars of many 
  battles and he appears to be unconscious. 
  i
  l
   
  This is General Krill. Before the PCs arrived here, Sylina 
  knocked him unconscious with he mace and stuffed him 
  in this small closet. Any healing spell applied to him will 
  rouse him. 
   
  The General is in relatively poor condition. He is 
  weak and mildly drugged. Even if restored from this 
  Assault on the Vault 
   
  Page 15 
  
  condition, he will provide little help during the rest of 
  this event. He can explain to the PCs what has happened 
  up to this point. Shortly after his kidnapping, he was 
  teleported here by a dark elf. Since then he has been here 
  having his mind probed and his resistances worn away. 
  The mind flayer and drow have been primarily interested 
  in something they call “The Threat” and they seemed 
  certain that he would know what that means. Of course, 
  he has no idea about this “Threat”. Of more importance to 
  the General is the retrieval of three strategic maps that he 
  had on his person when he was brought here. One of 
  these maps is in this chamber while the other two pieces 
  are in Areas 4 and 7. He stresses to the party the 
  importance of retrieving these maps as they deal with the 
  future of Sterich and the strength of its army. There is 
  Goal XP awarded for each map piece retrieved as noted in 
  the experience summary. 
   
  Rescuing the General also awards his favor, as noted 
  on the Adventure Record.  In addition to this, at the end 
  of the adventure, the characters participating in the 
  assault are awarded a title (see the Lord Errant of Sterich 
  special certificate) as noted in the introduction. 
   
  Part B – Conclusion 
  Upon completing the adventure, read or paraphrase the 
  following to the players. Leave off the last paragraph if 
  the PCs were not successful. 
   
  Making your way back to the meeting spot, you find 
  the mage waiting for you. He looks quite battered, but 
  pleased. Apparently the rest of the assault is going 
  well. After checking to make sure everyone is here, 
  he begins muttering the arcane words to take you 
  away from the lightless dep hs. A momen  later you 
  find yourself back in Istivin, the horrible ordeal over. 
  Certain y the drow will remember your expedition, 
  and you know that you will never forget it. 
  t
  t
  l
  i
  t
  i
   
   
  General Krill thanks you profusely for h s rescue 
  from the hands of the dark elves. He promises to 
  repay you for your bravery. He hopes to repay the 
  dark elves for their deeds as well. After a toast of a job 
  well done, he offers for you to stay. The army of the 
  reclamation could use good soldiers or perhaps even a 
  skilled general. 
   
  This is the end of the adventure for the PCs. See the 
  treasure and experience summary at the end of this event 
  for the final totals. Note that PCs that save the General 
  receive his favor as noted on the AR. Also make sure to 
  note the name and RPGA number of all the players 
  involved with the rescue of the general on a separate 
  piece of paper. Also ask them if they would be interested 
  in military service. Make sure to indicate this next to 
  their names and turn it in to the event coordinator. 
   
  Part C – The Temple 
  This section of the adventure deals with the temple 
  where Lady Tismina is being prepared for sacrifice.  It is 
  written for APLs 10 and 12. 
   
  Introduction 
  When the players are ready begin, read or paraphrase the 
  following to them. 
   
  The drow have gone to far. As of late, the March of 
  Sterich has been experiencing problems with the 
  dark 
  elves, 
  from 
  ruined 
  birthdays 
  to 
  minor 
  kidnappings. Four days ago, rumor began to spread all 
  throughout the March that a minor noble, her 
  fiancée, and a prominent general of the reclamation 
  have disappeared. Rumor has i  that the drow are 
  beh nd this as well. 
   
  The next day, a quiet word has gone out that the 
  army of the reclamation has need for adventurers for 
  a mission of utter secrecy and extreme danger. 
  Further investigating these rumors, you have found 
  out that they are true. The army is looking for a 
  number of heroes to take the fight to the drow and 
  recover those that have been taken. Along the way 
  they also want to deliver a message. Sterich will not 
  stand for these attacks and will deal fierce retribution
  on those that stand against them. To top off the deal, 
  they are also offering a reward. Are you interested? 
   
  Allow the players a chance to respond. If the players do 
  not agree, this adventure is over for them, otherwise 
  proceed. 
   
  Speaking with a Lieutenant Bregrin, you learn that 
  Lady Tismina (a distant cousin of the Marchioness) as 
  well as her fiancé, one Lord Stophane, was on their 
  way to Istivin being escorted by a number of army 
  regulars as well as General Krill, a hero of the 
  reclamation. Only one day from the city, the group 
  was ambushed by a number of drow. All the guards 
  were slain and the Lady, Lord, and General were 
  kidnapped.  
   
  Since then, the army has been involved in many 
  divinations to find the location of the missing as well 
  as whatever they could about their assailants. These 
  divinations have revealed that the kidnappers hail 
  from the Vault of the Drow, a veritable city of evil 
  located deep beneath the surface of the Flanaess. No 
  Assault on the Vault 
   
  Page 16 
  
  ordinary drow, these in particular are members of 
  House Noquar, one of the noble houses in the city. 
  Lacking the strength for a direct assault, the army has 
  decided instead for a precise strike at the house itself, 
  using adventurers as the backbone of the forces. 
   
  Due to your skill in these matters, it has been 
  decided that your group will assist in rescue of the 
  prisoners, in particular Lady Tismina who is being 
  held in some sort of temple beneath the house 
  complex proper. Little else is known about his 
  location. If recovered, they Marchioness is prepared 
  to offer you the title of Lord and a small land grant 
  when you are ready to retire. You have until dawn of 
  the next day to prepare for your journey. 
   
  Allow the PCs to adjust their spell selections as necessary. 
   
  The next morning you gather with well over a 
  hundred other adventurers, preparing for the assault. 
  You are informed that your group will be teleported 
  to your location and will have two hours to complete 
  your task. Others present will be attempting to rescue 
  other prisoners but the majority of heroes here will 
  be leading an assault against the house itself, hoping 
  to deal a crippling blow. Lieutenant Bregin stops by 
  to ask if your group is ready, you can see fear in his 
  eyes. After that, the wizards begin their chant and the 
  light of the sun fades away. With luck you may live to
  see it again. 
   
   
   
   
   
   
   
  It is important to note here what the PCs will be allowed 
  to bring with them. Other than their personal 
  belongings, the wizards have very limited resources in 
  what they can teleport. The PCs may bring along 1 large 
  animal, 2 medium animals, or up to 4 small animals total 
  amongst them (animals tiny or smaller count for ½ a 
  small animal). If they choose, they may instead bring 1 
  medium and 2 small animals. Familiars do not count in 
  this effect. Undoubtedly many groups will attempt to 
  contrive ways to bring more (via reduce or their own 
  teleport) but for safety reasons it is not allowed for this 
  event (the mages are concerned that they may not have 
  enough teleportation ability if a good number of 
  prisoners are retrieved).  
   
  When ready to begin, proceed to area 1. 
   
  Area 1 – Temple Entry 
  The PCs have been teleported to the dungeon beneath 
  house Noquar in the area of the Temple. When ready, 
  read or paraphrase the following to the players. 
   
  The sky above has been replaced dark cavern ceiling. 
  The mage who brought you here points in the 
  direction of a winding tunnel, one of many that leads 
  into this chamber. He says; “That is the way to the 
  temple, retrieve the Lady and meet me back here in 
  two hours! Do not be late!” With that he vanishes, off 
  to assist in other areas of the assault. 
   
   
  The PCs begin play in a tunnel leading to area 1 of the 
  temple complex (not on the map). When they proceed, 
  have the PCs place their miniature in Area 1 (see Map C 
  for a full layout). Although there are other passageways to 
  explore they are not within the scope of this event. The 
  PCs are free to explore this area a bit and will 
  undoubtedly notice that the natural tunnel opens up into 
  a larger chamber after only a short distance. If the PCs 
  ask for a Listen check (DC 15) it reveals the sounds of 
  howling wind coming for the direction of the tunnel. 
   
  Area 2 – Web Bridge 
  When the PCs enter this chamber, read or paraphrase the 
  following to them. 
   
  Opening up before you is a vast natural chamber. 
  Running down the center of the chamber is a fissure 
  at least twenty feet wide that goes to some unknown 
  depth. Running across this fissure is a bridge made 
  entirely of spider webs, swaying gently in the breeze. 
  The other side of the chasm is shielded from your 
  sight by a thick curtain of spider webs, only parted 
  where the bridge meets the other side. 
   
  This chamber contains both a number of creatures and a 
  trap as noted below. 
   
  Trap: The drow of house Noquar are of the most 
  cunning sort. Expecting that someone might try and 
  burn their web bridge and the wall of webs on the other 
  side, the web bridge and curtain on the other side of the 
  chasm have both been covered in a special poison. This 
  poison is of the inhaled variety, but since it has been 
  applied to the webs, it is not dangerous unless burned. If 
  the PCs burn the webs, it releases a toxin as noted below. 
  This toxin is localized within 10 feet of the spot burned 
  unless burned with a fireball or some other large fire 
  magic, in which case the entire room is affected. The PCs 
  receive no experience for this trap. 
   
  All APLs 
  � Spider Web Poison: CR na; Burnt Othur Fumes 
  released if the webs are burned (1 Con*/3d6 Con); Fort 
  save DC 18 negates; Search (DC 20); Disable Device (DC 
  na); * - this is a permanent loss. 
   
   
  Creatures: Hiding in the ceiling 4o ft above on both 
  sides of the fissure are a number o f huge fiendish spiders 
  Assault on the Vault 
   
  Page 17 
  
  that have been trained by house Noquar to attack anyone 
  not bearing the symbol of house Noquar. As soon as the 
  PC approach the fissure, they climb down from the 
  ceiling to attack. As half the spiders are on the other side, 
  they wait to attack until some PCs have crossed the 
  bridge. Noticing the spiders on the ceiling requires a 
  Spot skill check (DC 20) otherwise the creatures have 
  surprise. 
   
  APL 10 (EL 12) 
  � Huge Fiendish Spider (8): hp 55 each; see Appendix 
  C. 
   
  APL 12 (EL 14) 
  � Huge Fiendish Spider - Advanced (8): hp 82 each; 
  see Appendix C. 
   
  Tactics: The spiders begin combat by charging down a 
  web strand, allowing them to take one attack. Beyond 
  that, they fight until slain. Note that they spiders are 
  immune to all mind influencing effects, including 
  invisibility and the like. 
   
  Any PC that touches the webs on either the bridge 
  or the wall on the other side of the chasm must succeed 
  at a Strength check (DC 15) or be stuck fast. This check 
  must be made for every five feet of the bridge traversed. 
   
  Developments: Hidden up in the recesses of the 
  chambers ceiling is the familiar of Kyzzat, a drow mage 
  located in Area 4. When the PCs arrive, Kyzzat is 
  immediately informed and passes word throughout the 
  rest of the temple complex. 
   
  Area 3 – Temple Gate 
  The door leading into this chamber is locked requiring an 
  Open Lock skill check (DC 25) to open. In addition to 
  this, the door has been treated with leomund’s trap at the 
  lock. This will make it appear as though the door is 
  trapped even though it is not. When the PCs finally open 
  the door, read or paraphrase the following to them. 
   
  The chamber before you is made o  finely polished 
  black stone with ve ns of purple running through i . 
  Although the near walls are unadorned, the far wall is 
  covered in runes and glyphs, most prominently 
  among them is the symbol of Lolth. In the center of 
  this wall is a large gaping maw but inside it is only a 
  shimmering curtain of black energy. You cannot see 
  what is beyond. 
  f
  i
  t
   
   
  Although the black curtain is certainly dangerous, the 
  real danger in this chamber is on the floor directly in 
  front of the maw. This area has been trapped as noted 
  below. The black energy curtain saps the life out of any 
  non-drow passing through it as noted below. 
   
  PCs wishing to examine the symbols on the wall 
  must succeed at a Knowledge Religion skill check (DC 
  20) to realize that they are about to enter the outer temple 
  to Lolth. The wall also warns of horrible death to any 
  outside who steps through the maw. 
   
  Trap: Stepping into the 10 ft. by 10 ft. area directly in 
  front of the maw without first saying a silent prayer to 
  Lloth triggers a blade barrier in the room at about 1 foot 
  from the ground.  At the same time, it causes the door 
  leading into this chamber to slam shut. Those adjacent to 
  the door may make a Reflex save (DC 20) to catch the 
  door before it closes but must also succeed at a Strength 
  check (DC 20) each round to keep it open. Once closed 
  the door cannot be reopened until the blade barrier ends 
  but it can be destroyed by persistent PCs.  
   
  Those inside the room when the effect goes off must 
  either find a way to not touch the floor or pass through 
  the energy curtain. Those hoping to climb one of the 
  walls must succeed at a Climb skill check (DC 22). This 
  effect does not reset itself after being triggered. This 
  effect is created by the floor itself and is treated as a 17th 
  level caster for purposes of dispel magic.  
   
  APL 10 (EL 6) 
  � Blade Barrier Trap: CR 6; blade barrier 1 ft. from the 
  floor (11d6 damage per round); Reflex save (DC 19) 
  negates so long as the PC can leave the area; Search (DC 
  20); Disable Device (DC 24). 
   
  APL 12 (EL 7) 
  � Blade Barrier Trap: CR 7; blade barrier 1 ft. from the 
  floor (11d6 damage per round); Reflex save (DC 19) 
  negates so long as the PC can leave the area; Search (DC 
  24); Disable Device (DC 28). 
   
  Beyond the blade barrier trap, the black energy curtain 
  leading out of this chamber is charged with negative 
  energy. Any non-drow passing through this curtain must 
  succeed at a Fort save (DC 18/22 for APL 12) or suffer one 
  point of temporary Constitution damage. This effect is 
  created by divine powers beyond the reach of mortal ken 
  and cannot be dispelled. PCs protected from negative 
  energy, such as through negative energy protection, 
  receive protection from this effect. For the purposes of 
  those spells, this effect is at 10th level caster. This curtain 
  also has the additional effect of dispelling any active light 
  spell such as light or daylight brought through it. 
  Permanent items are only shut down for 1d6 rounds. 
  Also note that the wall separating this chamber and the 
  next has been treated with such magics as to make it 
  immune to stone shape.  
  Assault on the Vault 
   
  Page 18 
  
   
  PCs going through the curtain end up in Area 4, the 
  Minor Fane. 
   
  Area 4 – The Minor Fane 
  When the PCs cross over into this chamber, read or 
  paraphrase the following to them. 
   
  Passing through the dark curtain, you can feel it 
  tugging at your life. As that sensation passes, it is 
  replaced with another of pure dread. Before you is a 
  large chamber glowing with a soft purple light 
  emanating from the veins in the black stone walls. 
  This entire chamber is covered in the symbols of 
  Lolth, celebrated most highly in the center around an 
  altar. In front of the altar is a creature of pure hatred, 
  half spider and half dark elf. Other, full blooded dark
  elves surround him and they do not appear happy at 
  your intrusion. 
   
   
  This is the minor fane to Lolth here in the temple 
  complex. The room is under the affects of an unhallow 
  that is tied to a cause fear. This spell has the following 
  effects. 
   
  � All evil creatures in the chamber receive a +2 
  deflection bonus to AC from attacks by good 
  creatures and a +2 resistance bonus to saves for spells 
  or effects made by good creatures. 
  � All evil creatures in the chamber are protected from 
  attempts at mental possession or control such as 
  through magic jar and dominate person. 
  � Summoned or conjured creatures cannot make 
  physical contact with evil creatures in this chamber. 
  All such attacks automatically fail. 
  � All creatures that do not worship Lolth entering this 
  chamber must make a Will save (DC  17) or be 
  affected by a cause fear.  
   
  There is nothing on the altar right at the moment aside 
  from deep crimson stains. These are from previous 
  sacrifices. Behind the altar is a staircase leading down to 
  Area 5. 
   
  Creatures: This chamber is inhabited by a drider 
  cleric of Lolth as well as the drow wizard Kyzzat. There 
  are also a number of drow soldiers here as well, taking 
  part in a ceremony. 
   
  APL 10 (EL 12) 
  � Drider: hp 45, see Appendix C. 
  � Kyzzat, drow Wiz8: hp 35, see Appendix C. 
  � Drow Soldiers, Ftr3/Rog3 (3): hp 50, see Appendix 
  C. 
   
  APL 12 (EL 14) 
  � Drider: hp 45, see Appendix C. 
  � Kyzzat, drow Wiz12: hp 56, see Appendix C. 
  � Drow Soldiers, Ftr3/Rog3 (3): hp 50, see Appendix 
  C. 
   
  Tactics: The drow here have been warned of the PCs 
  approach by Kyzzat’s familiar located in Area 2. As such 
  they have taken a few precautions. Just before the PCs 
  arrive, the drider casts bull’s strength, resist elements 
  (fire), prayer, and bless (from his necklace). Kyzzat casts 
  stonesking and shield. The modification of these effects 
  is noted in parenthesis in their stat blocks. Note that the 
  effects of unhallow are not added to their stat blocks. The 
  drow soldiers as well as the drider also coat their melee 
  weapons in drow sleep poison (this is above and beyond 
  that which they still have on them) 
   
  As the first PC enters the chamber, Kyzzat drinks a 
  potion of haste before laying into the PCs with his most 
  powerful spells. The drider primarily uses his spells, only 
  resorting to melee combat when those are used up or 
  ineffective. One of the drow soldiers holds back to 
  protect Kyzzat, only moving into melee if the 
  opportunity is good. 
   
  Treasure: Most of the treasure in this chamber is 
  possessed by Kyzzat. On his person is the following: 
  bracers of armor +3, cloak of resistance +2, potion of haste 
  x2, potion of cure moderate, and a potion of see invisible. 
  At the APL 12 he also has a headband of intellect +2. The 
  drider has drow sleep poison x2, a potion of cure 
  moderate wounds x2, and a necklace of prayer beads 
  (blessing). The soldiers each have a potion of cure 
  moderate wounds, a potion of invisibility, and drow sleep 
  poison x2 (this is in addition to what they use before 
  combat). 
   
  Area 5 − Stairway 
  Going down this stairway, the PCs are confronted with 
  another black energy curtain at the bottom of the stairs. 
  Any non-drow passing through this curtain must succeed 
  at a Fort save (DC 18/22 for APL 12) or suffer one point of 
  temporary Constitution damage. This effect is created by 
  divine powers beyond the reach of mortal ken and 
  cannot be dispelled. PCs protected from negative energy, 
  such as through negative energy protection, receive 
  protection from this effect. For the purposes of those 
  spells, this effect is at 10th level caster. This curtain also 
  has the additional effect of dispelling any active light 
  spell such as light or daylight brought through it. 
  Permanent items are only shut down for 1d6 rounds. 
   
  PCs proceeding through the curtain arrive in Area 6. 
   
  Assault on the Vault 
   
  Page 19 
  
  Area 6 – Stone Lattice Chamber 
  Read or paraphrase the following to PCs entering this 
  chamber. 
   
  On the other side of the Black Curtain, you see a vast 
  underground chamber. In the middle of this chamber 
  is a broad pit whose bottom is unknown. Spanning 
  this pit is network o  stone bridges covered in spider 
  webs arranged not unlike a huge spider web. On the 
  other side of the chamber, you can just barely make 
  out  another staircase, going down. 
  f
   
  In the center of this chamber is an 80 ft. by 80 ft. pit that 
  goes down 100 ft. Crossing it is a very dangerous stone 
  lattice as part of it is not really there. The entire bridge is 
  covered under the effects of an illusionary wall, including 
  the areas that are real (this makes the effects of 
  spiderwebs which are not actually present). For a diagram 
  of the location of the actual pieces of the stone lattice, see 
  the bottom half of Map C. The appearance map shows 
  how this lattice looks to the PCs. The actual map shows 
  where the bridge is and where it is not. If the PCs cast 
  detect magic, the entire bridge glows giving them no 
  indication as to what is real and what is not. Those 
  hoping to dispel the illusion must do so against a 15th 
  level caster and that only dispels a 10 ft. by 10 ft. section. 
  Only true seeing allows the PCs to make out the actual 
  location of the bridges. The only way to reliably cross the 
  bridge is to tap the ground in front of you the entire way, 
  moving at most 10 ft per round. 
   
  Anyone who is moving across the bridge and walks 
  into an empty section must succeed at a Reflex save (DC 
  15) or fall into the pit if they were moving at only 5ft. per 
  round. If moving at up to the character’s speed, this DC 
  increases to 20. If moving at above base speed, this DC 
  increases to 25. Those that fall into the pit suffer 10d6 
  points of falling damage. 
   
  Creatures: However, there is another threat in this 
  chamber as well. On the far side of the pit are a number 
  of drow positioned here to guard the entryway down into 
  the major fane. 
   
  APL 10 (EL 12) 
  � Temple Mage (2): hp 35, see Appendix C. 
  � Temple Guard (2): hp 64, see Appendix C. 
   
  APL 12 (EL 14) 
  � Temple Mage (2): hp 45 (63), see Appendix C. 
  � Temple Guard (2): hp 80, see Appendix C. 
   
  Tactics: Before combat begins, the two temple mages 
  prepare by casting shield, cat’s grace, and invisibility on 
  themselves. They then cast improved invisibility on the 
  temple guards. Meanwhile, the temple guards drink a 
  potion of fly and coat their weapons in drow sleep 
  poison.  
   
  As the PCs begin to cross the chasm, the Temple 
  Mages wait until a PC tries to fly or levitate over the 
  cavern. Only then do they reveal themselves, targeting 
  the offender with a dispel magic. Meanwhile, the temple 
  guards fly about the chamber, and using their rings of the 
  ram and improved bull rush abilities, attempt to push PCs 
  from the bridge before engaging them in melee. Only if 
  it becomes obvious that the PCs cannot be pushed off do 
  the guards slow down to engage the PCs in melee. The 
  Temple Mages, once revealed, assault the PCs their entire 
  journey across the chasm. Make sure to note that the 
  Temple Guards both have rings of counterspells with 
  dispel magic within, which will counter the first dispel 
  fired at them directly. 
   
  Should any PCs get knocked unconscious while on a 
  bridge, there is a 50% chance that the PC falls off the 
  bridge when they collapse. If another PC is within 5 ft. of 
  the fallen PC, he or she can attempt a Reflex save (DC 20) 
  to grab the companion before he or she goes over the 
  edge. 
   
  Treasure: The Temple Mages carry a number of 
  minor items, including bracers of armor +1, a wand of 
  dispel magic (5th level caster, 10 charges), a potion of 
  cure moderate wounds, and a ring of protection +1. The 
  Temple Guards have a +1 Rapier, a ring of the ram (10 
  charges), a ring of counterspells (dispel magic), potion of 
  cure moderate wounds x2, potion of fly x2, and drow 
  sleep poison x2. At APL 12, the Temple Guards have +1 
  studded leather and slippers of spider climb. 
   
  The stairs in the back of the chamber lead down to 
  the outer hall of the major fane (Area 7). 
   
  Area 7 – Outer Hall 
  Coming down the stairs puts the PCs in the outer hall of 
  the Major Fane. When the PCs enter this chamber, read 
  or paraphrase the following to them. 
   
  Standing on the stairs you can see rows and rows of 
  fungus, arranged to form two pathways that lead from 
  the stairs to two black curtains of energy on the 
  opposite side of the room. Resonating through the 
  chamber you can hear some sort o  dark litany, calling 
  praise for things best left unmentioned. 
  f
   
  A Listen skill check (DC 15) reveals that the sound is 
  coming from behind the curtains on either side of the 
  room. While a successful Listen skill check (DC 20) by 
  someone who can speak Drow reveals that the litany is 
  one of sacrifice and praise to Lloth.  
  Assault on the Vault 
   
  Page 20 
  
   
  In addition to this, there are a pair of Shriekers in 
  the chamber hidden amongst the other fungus a little 
  over 15 feet from the stair. PCs that leave the stairs, 
  walking along the floor towards the curtains have no 
  choice but to set of the plants. This alerts the drow in 
  Area 8 of the presence of intruders. 
   
  Area 9 – Major Fane 
  Before entering this final chamber, the PCs must pass 
  through one final black energy curtain. Any non-drow 
  passing through these curtains must succeed at a Fort 
  save (DC 18/22 for APL 12) or suffer one point of 
  temporary Constitution damage. This effect is created by 
  divine powers beyond the reach of mortal ken and 
  cannot be dispelled. PCs protected from negative energy, 
  such as through negative energy protection, receive 
  protection from this effect. For the purposes of those 
  spells, this effect is at 10th level caster. This curtain also 
  has the additional effect of dispelling any active light 
  spell such as light or daylight brought through it. 
  Permanent items are only shut down for 1d6 rounds. 
   
  Once the PCs breech the black energy curtain and 
  enter the major fane, read or paraphrase the following to 
  the players. 
   
  Piercing the black curtain reveals a chamber 
  pulsating with dark power. Shafts o  dim purple light
  ring the chamber in the center of which is an altar 
  carved of the blackest stone. Lying on the altar is the 
  unconscious form of a pale human maiden. She is tied 
  to the altar. Standing over her is a drow priestess, a 
  long dagger in one hand and a rod that ends in 
  tentacles in the other. In front of the altar is a dark 
  knight, dressed in resplendent black platemai . 
  Flanking the altar on either side are two mounds of 
  ever shifting wax, each has a bulbous eye staring at 
  you menacingly. It appears that you have interrupted 
  their ceremony.  
  f
   
  l
   
  This is the major fane to Lolth here in the temple 
  complex. The room is under the affects of an unhallow 
  that is tied to a freedom of movement. This spell has the 
  following effects. 
   
  � All evil creatures in the chamber receive a +2 
  deflection bonus to AC from attacks by good 
  creatures and a +2 resistance bonus to saves for spells 
  or effects made by good creatures. 
  � All evil creatures in the chamber are protected from 
  attempts at mental possession or control such as 
  through magic jar and dominate person. 
  � Summoned or conjured creatures cannot make 
  physical contact with evil creatures in this chamber. 
  All such attacks automatically fail. 
  � All creatures that worship Lolth in this chamber are 
  always under the effect of a freedom of movement.  
   
  The woman on the altar is Lady Tismina. When the PCs 
  enter, she is unconscious and bound to the altar. 
  Assuming she is freed, see the developments below. 
  Creatures: The priestess behind the altar is High 
  Priestess Cyaza. She has been expecting the intruders but 
  did not know exactly when they would arrive. In front of 
  the altar is Axxen, a drow blackguard. The two creatures 
  on either side of the altar are a pair of demons dedicated 
  to Lloth known as Yochlol. The moment the PCs are in 
  the chamber, these four move to attack, hoping to deal 
  with them quickly enough to get back to their ritual. 
   
  APL 10 (EL 12) 
  � Yochlol, demon (2): hp 33, see Appendix C. 
  � Cyaza, High Priestess: hp 72 (90), see Appendix C. 
  � Axxen, Blackguard: hp 71, see Appendix C. 
   
  APL 12 (EL 14) 
  � Yochlol, demon (2): hp 33, see Appendix C. 
  � Cyaza, High Priestess: hp 88 (112), see Appendix C. 
  � Axxen, Blackguard: hp 90, see Appendix C. 
   
  Tactics: As mentioned above, the High Priestess is 
  expecting the PCs. As such she has cast the following 
  spells, endurance, bull’s strength, spell immunity (magic 
  missile, lightning bolt, and at APL 12 fireball), shield of 
  faith and bless. Where applicable, these modifications to 
  the stat block are listed in parenthesis. 
   
  When combat begins, Axxen charges into melee, 
  while Cyaza hangs back to assault the PCs with her spells 
  and tentacle rod. The two Yochlols hang back to protect 
  the priestess, only engaging in combat when a PC 
  approaches (although they can use their spell abilities). 
  Remember that all of the drow and the Yochlol are under 
  the effects of a freedom of movement and as such you can 
  use web with impunity. At the higher APL, Cyaza 
  activates her boots of speed immediately to best effect. 
   
  Treasure: Cyaza carries a number of magical items 
  on her including a Scarlet Tentacle Rod, Drow Chain, +1 
  Large Steel Shield, Potion of Cure Moderate Wounds x2, 
  Cloak of Arachnida, Wand of Cure Light Wounds (1st 
  level, 50 charges). At APL 12, her tentacle rod becomes 
  the purple variety and she has boots of speed. Axxen 
  carries a +2 unholy greatsword, +1 full plate, amulet of 
  natural armor +1, gauntlets of ogre power, potion of cure 
  serious x2,  and drow sleep poison x2. Note that the PCs 
  Assault on the Vault 
   
  Page 21 
  
  cannot take the unholy greatsword nor the tentacle rod 
  as these are evil items (they can be taken to be destroyed 
  but not sold for value). Remember that the tentacle rod 
  attacks any non-drow that picks up the item. 
   
  Developments: Lady Tismina is in a vulnerable spot. 
  Where she is at, she fails all saves, and only has 20 hit 
  points. Assuming the players do not recklessly fireball 
  her, she can be revived with any cure spell. Once awake, 
  or out of the complex, she is very grateful to the PCs for 
  her release. PCs that rescue the Lady receive her boon as 
  noted on the adventure certificate (if she dies but it later 
  raised by the PCs, they still receive the boon). Proceed to 
  the conclusion. 
   
  Part C – Conclusion 
  Upon completing the adventure, read or paraphrase the 
  following to the players. Leave off the last paragraph if 
  the PCs were not successful. 
   
  Making your way back to the meeting spot, you find 
  the mage waiting for you. He looks quite battered, but 
  pleased. Apparently the rest of the assault is going 
  well. After checking to make sure everyone is here, 
  he begins muttering the arcane words to take you 
  away from the lightless dep hs. A momen  later you 
  find yourself back in Istivin, the horrible ordeal over. 
  Certain y the drow will remember your expedition, 
  and you know that you will never forget it. 
  t
  t
  l
  i
   
  Lady Tismina warmly thanks you for her rescue 
  from the hands of the dark elves. She promises to 
  repay you for your bravery, mentioning something 
  about needing a new fiancée as her current one is a 
  coward. Shortly thereafter you learn that she has 
  broken off her engagement with the foppish Lord 
  Stophane. However, she has inv ted a number of you 
  to see her more often. 
   
  This is the end of the adventure for the PCs. See the 
  treasure and experience summary at the end of this event 
  for the final totals. Note that PCs that save the Lady 
  receive her boon as noted on the AR. Also make sure to 
  note the name and RPGA number of all the players with 
  male characters involved with the rescue of the Lady on a 
  separate piece of paper. Also ask them if they would be 
  interested in courting her. Make sure to indicate this 
  next to their names and turn it in to the event 
  coordinator. 
   
  In addition to this, at the end of the adventure, the 
  characters participating in the assault are awarded a title 
  (see the Lord Errant of Sterich special certificate) as 
  noted in the introduction. 
   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Part A – The Prison 
  Area 2 – The Barracks 
  Defeating the orcs and ogres 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Area 3 – Zytir’s Quarters 
  Defeating Zytir and the Slaad 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Area 6 – Stair’s Down 
  Setting off or bypassing the scarlet mushrooms 
   
   
  APL 8 – 150 xp 
   
   
  APL 10 – 180 xp 
  Area 7 – The Warden 
  Defeating the Pale Warden 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Area 8 – The Maze 
  Defeating the drow 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Objective XP 
  Rescuing Lord Stophane 
  APL 8 – 125 xp 
   
   
  APL 10 – 170 xp 
   
  Total experience for objectives 
  APL 8 – 1,475 
   
   
  APL 10 – 1,790 
   
  Discretionary roleplaying award 
  0-100 xp 
   
  Total possible experience 
  APL 8 – 1,575 xp 
   
   
  APL 10 – 1,890 xp 
   
  Part B – The Laboratory 
  Area 2 – Derro Lounge 
  Defeating the derro 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Area 3 – Intersection 
  Detecting and disarming or bypassing the trap 
   
   
  APL 8 – 60 xp 
   
   
  APL 10 – 90 xp 
  Assault on the Vault 
   
  Page 22 
  
  Area 4 – Working Laboratory 
  Defeating Xyax and Asinat 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Area 6 – Test Chamber 
  Defeating the half-golem troll 
  APL 8 – 240 xp 
   
   
  APL 10 – 240 xp 
  Area 7 – The Library 
  Disarming or setting off the trap 
  APL 8 – 150 xp 
   
   
  APL 10 – 210 xp 
  Area 8 – The Interrogation Chamber 
  Defeating Ilzim and Sylina 
  APL 8 – 300 xp 
   
   
  APL 10 – 360 xp 
  Objective XP 
  Rescuing General Krill 
  APL 8 – 50 xp 
   
   
  APL 10 – 95 xp 
   
  Award for each Map piece recovered 
  APL 8-10 – 25 xp 
   
  Total experience for objectives 
  APL 8 – 1,475 
   
   
  APL 10 – 1,790 
   
  Discretionary roleplaying award 
  0-100 xp 
   
  Total possible experience 
  APL 8 – 1,575 xp 
   
   
  APL 10 – 1,890 xp 
   
  Part C – The Temple 
  Area 2 – Web Bridge 
  Defeating the Spiders 
  APL 10 – 360 xp 
   
   
  APL 12 – 420 xp 
  Area 3 – Temple Gate 
  Disarming or being Damaged by the trap 
   
   
  APL 10 – 180 xp 
   
   
  APL 12 – 210 xp 
  Area 4 – Minor Fane 
  Defeating the Drow and Drider 
  APL 10 – 360 xp 
   
   
  APL 12 – 420 xp 
  Area 6 – Stone Lattice Chamber 
  Defeating the Drow 
  APL 10 – 360 xp 
   
   
  APL 12 – 420 xp 
  Area 7 – Major Fane 
  Defeating the Drow and Yochlols 
  APL 10 – 360 xp 
   
   
  APL 12 – 420 xp 
  Objective XP 
  Rescuing Lady Tismina 
  APL 10 – 170 xp 
   
   
  APL 12 – 215 xp 
   
  Total experience for objectives 
  APL 10 – 1,790 
   
   
  APL 12 – 2,105 
   
  Discretionary roleplaying award 
  0-100 xp 
   
  Total possible experience 
  APL 8 – 1,890 xp 
   
   
  APL 10 – 2,205 xp 
   
   
  Treasure Summary 
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for 
  the player characters to form relationships with 
  NPCs, but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 250 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief. For other stolen items which 
  meet the criteria in #1 above, use your judgment and 
  the circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Because of the complex amount of treasure presented 
  in this adventure, the PCs are only allowed to keep the 
  magical treasure, or treasure that might be listed on the AR. 
  All other treasure is not factored in. To help with the 
  allotment of treasure, this event has provided treasure 
  worksheets located in Appendix E. Note that the values 
  listed is the sum of GP earned by each PC as opposed to the 
  items full market value. In many cases, the prices have 
  been rounded to the nearest 5 gp for ease of calculation. 
  Listed below are the caps based of what APL the event was 
  played at. 
  Assault on the Vault 
   
  Page 23 
  
   
  APL 8 – Maximum GP Award 
  1,875 gp 
  APL 10 – Maximum GP Award 
  3,150 gp 
  APL 12 – Maximum GP Award 
  4,500 gp 
   
  In most cases, there is more than enough gp to award the 
  PCs maximum, any excess goes to the Sterich Reclamation 
  army. 
  Assault on the Vault 
   
  Page 24 
  
  Map A – The Prison 
   
   
   
   
  Assault on the Vault 
   
  Page 25 
  
  Map B – The Laboratory 
   
   
   
   
  Assault on the Vault 
   
  Page 26 
  
  Map C – The Temple 
   
   
   
   
   
  Enlargement of Area 6 
   
   
   
  Assault on the Vault 
   
  Page 27 
  
  Appendix A 
  Statistics for Part A – The Prison
  Area 2 – Barracks 
  All APLs 
  � Orc Guard, Ftr 4: CR 4; Medium-sized Humanoid 
  (orc); HD 4d10+8; hp 42; Init +5; Spd 20; AC 17 (touch 
  10, flat-footed 17); Atk +9 melee (1d12+6, Greataxe, 
  Masterwork, x3 crit), or +5 ranged (alchemical item); 
  SQ: Light sensitivity, Darkvision 60 ft.; AL CE; SV Fort 
  +6, Ref +2, Will +1; STR 16, DEX 12, CON 14, INT 9, 
  WIS 10, CHA 8. 
   
  Skills and Feats: Climb-2, Jump-3, Listen+1, 
  Spot+1; Cleave, Improved Initiative, Power Attack, 
  Weapon Focus: Greataxe, Weapon Specialization: 
  Greataxe. 
   
  Light Sensitivity (Ex): Orcs suffer a –1 penalty  
  to attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  Gear: 
  Greataxe, 
  Masterwork, 
  Half-plate, 
  Alchemist's fire x2; Tanglefoot bag, potion of cure 
  moderate wounds. 
   
  APL 8 
  � Krad, Ogre Brb4: CR 6; Large Giant; HD 
  4d8+4d12+32; hp 80; Init -1; Spd 40; AC 18 (touch 8, 
  flat-footed 18); Atk +14/+9 melee (2d8+11, +1 Huge 
  Greatsword, 19-20 crit); Face/Reach: 5 ft. x 5 ft./10 ft.; 
  SA Rage 2/day; SQ fast movement, Uncanny dodge 
  (dex bonus to AC); AL CE; SV Fort +12, Ref +1, Will +2; 
  STR 24, DEX 8, CON 18, INT 9, WIS 10, CHA 8. 
   
  Skills and Feats: Climb+6, Intimidate+10, Jump+5, 
  Listen+8, Spot+4; Cleave, Power Attack, Sunder. 
   
  Gear: +1 Huge Greatsword, Chainmail. 
   
  � Blendir, Ogre Rng4: cR 6; Large Giant ; HD 
  4d8+4d10+16; hp 63; Init +5; Spd 30; AC 19 (touch 10, 
  flat-footed 18); Atk +12/+7 melee (1d12+7, +1 Greataxe, 
  x3 crit), +11 melee (1d8+3, Battleaxe, Masterwork, x3 
  crit); SA favored enemy (human); Face/Reach: 5 ft. x 5 
  ft./10 ft.; AL CE; SV Fort +10, Ref +3, Will +3; STR 22, 
  DEX 12, CON 15, INT 9, WIS 12, CHA 8. 
   
  Skills and Feats: Heal+4, Hide+1, Listen+8, Move 
  Silently+6, Spot+8; Improved Initiative, Power Attack, 
  Track, Weapon Focus: Greataxe.  
   
  Gear: 
  +1 
  greataxe, 
  masterwork 
  battleaxe, 
  masterwork chain shirt, potion of cure moderate 
  wounds x2, potion of invisibility.  
   
  Spells Prepared (Rgr --/1; Base DC 11 + spell level): 
  1st - Resist Elements. 
   
  APL 10 
  � Krad, Ogre Brb6: CR 8; Large Giant; HD 
  4d8+6d12+40; hp 100; Init -1; Spd 40; AC 18 (touch 8, 
  flat-footed 18); Atk +16/+11 melee (2d8+11, +1 Huge 
  Greatsword, 17-20 crit); Face/Reach: 5 ft. x 5 ft./10 ft.; 
  SA Rage 2/day; SQ fast movement, Uncanny dodge 
  (dex bonus to AC, can’t be flanked); AL CE; SV Fort 
  +13, Ref +2, Will +3; STR 24, DEX 8, CON 18, INT 9, 
  WIS 10, CHA 8. 
   
  Skills and Feats: Climb+8, Intimidate+12, Jump+7, 
  Listen+8, Spot+4; Cleave, Improved Critical: Huge 
  Greatsword, Power Attack, Sunder. 
   
  Gear: +1 Huge Greatsword, Chainmail. 
   
  � Blendir, Ogre Rng6: CR 8; Large Giant; HD 
  4d8+6d10+16; hp 80; Init +5; Spd 30; AC 19 (touch 10, 
  flat-footed 18); Atk +14/+9 melee (1d12+7, +1 Greataxe, 
  x3 crit), +13 melee (1d8+4, +1 Battleax, x3 crit); 
  Face/Reach: 5 ft. x 5 ft./10 ft.; SA favored enemy 
  (human) +2, (dwarf) +1; AL CE; SV Fort +10, Ref +3, 
  Will +3; STR 22, DEX 12, CON 15, INT 9, WIS 12, 
  CHA 8. 
   
  Skills and Feats: Heal+4, Hide+1, Listen+8, Move 
  Silently+6, Spot+8; Improved Initiative, Power Attack, 
  Track, Weapon Focus: Greataxe.  
   
  Gear: +1 greataxe, +1 battleaxe, masterwork chain 
  shirt, potion of cure moderate wounds x2, potion of 
  invisibility.  
   
  Spells Prepared (Rgr --/2; Base DC 11 + spell level): 
  1st - Resist Elements x2. 
   
  Area 3 – Zytir’s Quarters 
  APL 8 
  � Zytir, Male Drow Sor6: CR 7; Medium-sized 
  Humanoid (drow); HD 6d4+12; hp 32; Init +8; Spd 30; 
  AC 16 /23 with shield spell (touch 15, flat-footed 12); 
  Atk +2 melee (1d4-1, Dagger, 19-20 crit); SA: Spell-like 
  abilities, spells; SQ: SR 17; Drow traits, Darkvision 120 
  ft., Light blindness; AL CE; SV Fort +3, Ref +6, Will +6; 
  STR 8, DEX 18, CON 14, INT 16, WIS 12, CHA 16. 
   
  Skills and Feats: Concentration+10, Hide+7, 
  Knowledge (arcana)+9, Listen+7, Move Silently+6, 
  Search+5, Spellcraft+9, Spot+6; Combat Casting, 
  Improved Initiative, Silent Spell.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
  Assault on the Vault 
   
  Page 28 
  
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: Dagger x2, bracers of armor +1, ring of 
  protection +1, potion of cure moderate wounds, potion 
  of haste (x2), wand of melf’s acid arrow (6
  th level caster, 
  10 charges), spider brooch and toad familiar. 
   
  Spells Known (Sor 6/7/6/4, Base DC 13 + spell 
  level): 0 - Daze, Detect Magic, Ghost Sound, Mage 
  Hand, Prestidigitation, Ray of Frost, Read Magic; 1st - 
  Cause Fear, Charm Person, Magic Missile, Shield; 2nd - 
  Mirror Image, See Invisibility; 3rd - Lightning Bolt. 
   
  APL 10 
  � Zytir, Male Drow Sor8: CR 9; Medium-sized 
  Humanoid (drow); HD 8d4+16; hp 42; Init +8; Spd 30; 
  AC 16 /23 with shield spell (touch 15, flat-footed 12); 
  Atk +3 melee (1d4-1, Dagger, 19-20 crit); SA: Spell-like 
  abilities, spells; SQ: SR 19; Drow traits, Darkvision 120 
  ft., Light blindness; AL CE; SV Fort +4, Ref +6, Will +7; 
  STR 8, DEX 18, CON 14, INT 16, WIS 12, CHA 19. 
   
  Skills and Feats: Concentration+13, Hide+9, 
  Knowledge (arcana)+9, Listen+7, Move Silently+8, 
  Search+5, Spellcraft+9, Spot+6; Combat Casting, 
  Improved Initiative, Silent Spell.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: Dagger x2, bracers of armor +1, ring of 
  protection +1, potion of cure moderate wounds, potion 
  of haste (x2), wand of melf’s acid arrow (6
  th level caster, 
  10 charges), cloak of charisma+2, spider brooch and 
  toad familiar. 
   
  Spells Known (Sor 6/7/6/4, Base DC 14 + spell 
  level): 0 - Daze, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Prestidigitation, Ray of Frost, Read Magic; 
  1st - Cause Fear, Charm Person, Magic Missile, Ray of 
  Enfeeblement, Shield; 2nd - Darkness, Mirror Image, 
  See Invisibility; 3rd - Dispel Magic, Lightning Bolt; 4th 
  - Enervation. 
   
  Area 7 – The Warden 
  APL 8 
  � Pale Warden, Male Minotaur Ftr6: CR 10; Large 
  Monstrous Humanoid ; HD 6d8+6d10+24; hp 88; Init 
  +4; Spd 30; AC 15 (touch 10, flat-footed 15); Atk +17 
  melee (1d8+9, Gore); +19/+14/+9 melee (2d8+12, +1 
  Huge Greataxe, 19-20 x3 crit); Face/Reach: 5 ft. x 5 
  ft./10 ft.; SA: Charge; SQ: Natural cunning, Scent; AL 
  CE; SV Fort +12, Ref +8, Will +10; STR 22, DEX 10, 
  CON 15, INT 7, WIS 10, CHA 8. 
   
  Skills and Feats: Climb+9, Intimidate+5, Jump+12, 
  Listen+12, Search+2, Spot+12; Cleave, Great Fortitude, 
  Improved 
  Critical: 
  Huge 
  Greataxe, 
  Improved 
  Initiative, Iron Will, Power Attack, Sunder, Weapon 
  Focus: Huge Greataxe, Weapon Specialization: Huge 
  Greataxe. 
   
  Charge (Ex): On a charge, the Pale Warden (in 
  addition to the normal penalties and bonuses) may 
  make a single gore attack dealing 4d6+9 points of 
  damage. 
   
  Natural Cunning (Ex): The Pale Warden can 
  never get lost and is unaffected by the maze spell. He 
  can also never be caught flat footed. 
   
  Gear: +1 Huge Greataxe, ring of protection +1, 
  gauntlets of ogre power, cloak of resistance +1, brooch 
  of shielding (101 charges), potion of cure serious 
  wounds (x2). 
   
  APL 10 
  � Pale Warden, Male Minotaur Ftr8: CR 12; Large 
  Monstrous Humanoid ; HD 6d8+8d10+42; hp 110; Init 
  +4; Spd 30; AC 15 (touch 10, flat-footed 15); Atk +19 
  melee (1d8+10, Gore); +21/+16/+11 melee (2d8+12, +1 
  Huge Greataxe, 19-20 x3 crit); Face/Reach: 5 ft. x 5 
  ft./10 ft.; SA: Charge; SQ: Natural cunning, Scent; AL 
  CE; SV Fort +15, Ref +9, Will +11; STR 22, DEX 10, 
  CON 16, INT 7, WIS 10, CHA 8. 
   
  Skills 
  and 
  Feats: 
  Climb+11, 
  Intimidate+5, 
  Jump+12, Listen+12, Search+2, Spot+12; Blind-Fight, 
  Cleave, Great Fortitude, Improved Critical: Huge 
  Greataxe, Improved Initiative, Iron Will, Power Attack, 
  Sunder, Weapon Focus: Huge Greataxe, Weapon 
  Specialization: Huge Greataxe. 
   
  Charge (Ex): On a charge, the Pale Warden (in 
  addition to the normal penalties and bonuses) may 
  make a single gore attack dealing 4d6+9 points of 
  damage. 
   
  Natural Cunning (Ex): The Pale Warden can 
  never get lost and is unaffected by the maze spell. He 
  can also never be caught flat footed. 
   
  Gear: +1 Huge Greataxe, ring of protection +1, 
  gauntlets of ogre power, cloak of resistance +2, brooch 
  Assault on the Vault 
   
  Page 29 
  
  of shielding (101 charges), potion of cure serious 
  wounds (x3). 
   
  Area 8 – The Maze 
  APL 8 
  � Vyrnia, Female Drow Clr7; Medium-sized 
  Humanoid (drow); HD 7d8+14; hp 64; Init +9; Spd 30; 
  AC 22 (touch 17, flat-footed 15); Atk +8 melee (1d8+3, 
  +1 Mace, heavy); SA: Spell-like abilities, Spells; SQ: SR 
  18, Drow traits, Darkvision 120 ft., Light blindness; AL 
  CN; SV Fort +7, Ref +7, Will +9; STR 15, DEX 20, CON 
  14, INT 15, WIS 19, CHA 12. 
   
  Skills and Feats: Concentration+12, Heal+10, 
  Knowledge 
  (religion)+8, 
  Listen+9, 
  Search+4, 
  Spellcraft+8, Spot+9; Blind-Fight, Combat Casting, 
  Improved Initiative.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: +1 heavy mace, drow chain, +1 small steel 
  shield, emerald tentacle rod, potion of cure moderate 
  wounds x2, potion of wisdom, scroll of deeper 
  darkness, scroll of prayer, stasis amulet. 
   
  Spells Prepared (Clr 6/5/4/3/2, Base DC 14 + spell 
  level): 0 - Cure Minor Wounds x3, Detect Magic, 
  Virtue x2; 1st - Bless, Change Self*, Command x2, 
  Divine Favor, Shield of Faith; 2nd - Endurance, Hold 
  Person x2, Invisibility*, Silence; 3rd – Contagion*, 
  Cure Serious Wounds, Dispel Magic, Invisibility 
  Purge; 4th – Confusion*, Cure Critical Wounds, 
  Freedom of Movement. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +7 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  � Salizan, 
  Male 
  Drow 
  Wiz5; Medium-sized 
  Humanoid (drow); HD 5d4+10; hp 26; Init +9; Spd 30; 
  AC 17 (touch 14, flat-footed 12); Atk +2 melee (1d4, 
  Dagger, 19-20 crit); SA: Spells, Spell-like abilities; SQ: 
  AR 16, Drow traits, Darkvision 120 ft., Light blindness; 
  AL NE; SV Fort +3, Ref +6, Will +7; STR 10, DEX 20, 
  CON 14, INT 20, WIS 16, CHA 13. 
   
  Skills and Feats: Concentration+10, Hide+9, 
  Knowledge (arcana)+13, Listen+9, Move Silently+9, 
  Search+7, Spellcraft+13, Spot+9; Empower Spell, 
  Improved Initiative, Scribe Scroll, Spell Focus: 
  Evocation.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: dagger x2, bracers of armor (+2), wand of 
  fireball (5th level caster, 10 charges), potion of cure 
  moderate wounds. 
   
  Spells Prepared (Wiz 5/6/4/3, Base DC 15 + spell 
  level, 17 + spell level for evocation spells): 0 - Detect 
  Magic, Flare x2, Ghost Sound x2; 1st - Magic Missile 
  x3, Shield, Silent Image, True Strike; 2nd - Blur, Cat's 
  Grace, Flaming Sphere x2; 3rd - Fireball, Haste, Slow. 
   
  � Drow Rogue, Female Drow Rog4: Medium-sized 
  Humanoid (drow); HD 4d6+4; hp 24; Init +9; Spd 30; 
  AC 19 (touch 15, flat-footed 14); Atk +6 melee (1d6+2, 
  Rapier, Masterwork, 18-20 crit); +9 ranged (1d4, 
  Crossbow, hand, Masterwork, x3 crit); SA: Spell-like 
  abilities; SQ: SR 15, Drow traits, Darkvision 120 ft., 
  Light blindness; AL CE; SV Fort +2, Ref +9, Will +1; 
  STR 15, DEX 20, CON 12, INT 12, WIS 10, CHA 9. 
   
  Skills and Feats: Balance+12, Climb+9, Hide+12, 
  Innuendo+7, Jump+9, Listen+9, Move Silently+12, 
  Search+3, Spot+9, Tumble+12 ; Blind-Fight, Improved 
  Initiative. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: masterwork rapier, masterwork hand 
  crossbow, bolts x20, masterwork studded leather, 
  buckler, drow sleep poison x3, potion of cure moderate 
  wounds. 
   
  APL 10 
  � Vyrnia, Female Drow Clr9; Medium-sized 
  Humanoid (drow); HD 9d8+18; hp 78; Init +9; Spd 30; 
  AC 22 (touch 17, flat-footed 15); Atk +9 melee 
  (1d8+3+1d6, +1 heavy mace of frost); SA: Spells, Spell-
  Assault on the Vault 
   
  Page 30 
  
  like abilities; SQ: SR 20, Drow traits, Darkvision 120 ft., 
  Light blindness; AL CN; SV Fort +9, Ref +11, Will +12; 
  STR 15, DEX 20, CON 14, INT 15, WIS 20, CHA 12. 
   
  Skills and Feats: Concentration+14, Heal+11, 
  Hide+9, Knowledge (religion)+9, Listen+10, Search+4, 
  Spellcraft+9, Spot+10; Blind-Fight, Combat Casting, 
  Improved Initiative, Lightning Reflexes.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: +1 heavy mace of frost, drow chain, +1 small 
  steel shield, scarlet tentacle rod, potion of cure 
  moderate wounds x2, potion of wisdom, scroll of 
  deeper darkness, scroll of prayer, pearl of power (2nd), 
  cloak of resistance +1, stasis amulet. 
   
  Spells Prepared (Clr 6/6/5/4/3/2, Base DC 15 + 
  spell level): 0 - Cure Minor Wounds x3, Detect Magic, 
  Virtue x2; 1st - Bless, Change Self*, Command x3, 
  Divine Favor, Shield of Faith; 2nd - Endurance, Hold 
  Person x3, Invisibility*, Silence; 3rd – Contagion*, 
  Cure Serious Wounds, Dispel Magic x2, Invisibility 
  Purge; 4th – Confusion*, Cure Critical Wounds, 
  Freedom of Movement, Greater Magic Weapon; 5th – 
  Circle of Doom*, Flame Strike, Slay Living. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +9 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  � Salizan, 
  Male 
  Drow 
  Wiz7: Medium-sized 
  Humanoid (drow) ; HD 7d4+14; hp 35; Init +9; Spd 30; 
  AC 17 (touch 14, flat-footed 12); Atk +3 melee (1d4, 
  Dagger, 19-20 crit); SA: Spells, Spell-like abilities; SQ: 
  SR 18, Drow traits, Darkvision 120 ft., Light blindness; 
  AL NE; SV Fort +4, Ref +7, Will +10; STR 10, DEX 20, 
  CON 14, INT 20, WIS 16, CHA 13. 
   
  Skills and Fests: Concentration+12, Hide+10, 
  Knowledge (arcana)+15, Listen+10, Move Silently+10, 
  Search+7, Spellcraft+15, Spot+10; Empower Spell, 
  Improved Initiative, Iron Will, Scribe Scroll , Spell 
  Focus: Evocation.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: dagger x2, bracers of armor +2, wand of 
  fireball (5th level caster, 10 charges), potion of cure 
  moderate wounds, scroll of dominate person x2. 
   
  Spells Prepared (Wiz 5/7/5/4/3, base DC 15 + spell 
  level, 17 + spell level for evocation spells): 0 - Detect 
  Magic, Flare x2, Ghost Sound x2; 1st - Magic Missile 
  x4, Shield, Silent Image, True Strike; 2nd - Blur, Cat's 
  Grace, Flaming Sphere x2, Shatter; 3rd - Fireball x2, 
  Haste, Slow; 4th - Improved Invisibility, Shout, Wall of 
  Ice. 
   
  � Drow Rogue, Female Drow Rog6: Medium-sized 
  Humanoid (drow); HD 6d6+6; hp 35; Init +9; Spd 30; 
  AC 19 (touch 15, flat-footed 14); Atk +7 melee (1d6+2, 
  Rapier, Masterwork, 18-20 crit); +10 ranged (1d4, 
  Crossbow, hand, Masterwork, x3 crit); SA: Spell-like 
  abilities; SQ: SR 17, Drow traits, Darkvision 120 ft., 
  Light blindness; AL CE; SV Fort +3, Ref +10, Will +2; 
  STR 15, DEX 20, CON 12, INT 12, WIS 10, CHA 9. 
   
  Skills and Feats: Balance+14, Climb+11, Hide+14, 
  Innuendo+9, Jump+11, Listen+11, Move Silently+14, 
  Search+3, Spot+11, Tumble+14; Blind-Fight, Dodge, 
  Improved Initiative.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: masterwork rapier, masterwork hand 
  crossbow, bolts x20, masterwork studded leather, 
  buckler, drow sleep poison x3, potion of cure moderate 
  wounds. 
  Assault on the Vault 
   
  Page 31 
  
  Appendix B 
  Statistics for Part B – The Laboratory
  Area 2 – Derro Lounge 
  ALL APLs 
  � Derro Thrall, Male Derro Bbn5: Medium-sized 
  Humanoid (dwarf); HD 5d12+20; hp 56; Init +4; Spd 
  25; AC 19 (touch 14, flat-footed 15); Atk +9 melee 
  (1d8+3, Warhammer, x3 crit); SA: Rage 1/day; SQ: SR 
  18, Darkvision 30 ft., Derro traits, Vulnerability: 
  sunlight; AL CE; SV Fort +8, Ref +5, Will +2; STR 16, 
  DEX 18, CON 19, INT 11, WIS 13, CHA 8. 
   
  Skills and Feats: Climb+2, Hide+3, Intimidate+3, 
  Listen+9, Move Silently+3, Blind-Fight, Power Attack, 
  Weapon Focus: Warhammer. 
   
  Derro Traits (Ex):  Derro have the following 
  traits: SR 18, darkvision 30 ft., and the Blind Fight feat. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of temporary constitution damage for every hour they 
  are exposed to sunlight, dying when their constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Gear: warhammer, hide armor, large wooden 
  shield, alchemist’s fire x2, potion of cure moderate 
  wounds. 
   
  APL 8 
  � Derro Captain, Male Derro Rog2/Ftr4: Medium-
  sized Humanoid (dwarf); HD 2d6+4d10+24; hp 62; Init 
  +9; Spd 20; AC 18 (touch 15, flat-footed 13); Atk +8 
  melee (1d6+6, +1 Handaxe, x3 crit), +8 melee (1d6+4, 
  +1 Handaxe, x3 crit); SQ: SR 18, Darkvision 30 ft., 
  Derro traits, Evasion, Vulnerability: sunlight; AL CE; 
  SV Fort +9, Ref +10, Will +4; STR 17, DEX 20, CON 18, 
  INT 15, WIS 15, CHA 7. 
   
  Skills and Feats: Balance+10, Climb+8, Escape 
  Artist+8, 
  Hide+14, 
  Jump+8, 
  Listen+11, 
  Move 
  Silently+14, Spot+11, Tumble+14; Ambidexterity, 
  Blind-Fight, Combat Reflexes, Improved Initiative, 
  Two-Weapon Fighting, Weapon Focus: Handaxe, 
  Weapon Specialization: Handaxe. 
   
  Derro Traits (Ex):  Derro have the following 
  traits: SR 18, darkvision 30 ft., and the Blind Fight feat. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of temporary constitution damage for every hour they 
  are exposed to sunlight, dying when their constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Gear: +1 handaxe x2, masterwork studded leather, 
  cloak of resistance +1, potion of cure moderate wounds 
  x2, potion of haste x2. 
   
  APL 10 
  � Derro Captain, Male Derro Rog2/Ftr8: Medium-
  sized Humanoid (dwarf); HD 2d6+8d10+40; hp 99; Init 
  +9; Spd 20; AC 18 (touch 15, flat-footed 13); Atk +13/+8 
  melee (1d6+7, +1 Handaxe, x3 crit), +13/+8 melee 
  (1d6+7, +1 Handaxe, x3 crit); SQ: SR 18, Darkvision 30 
  ft., Derro traits, Evasion, Vulnerability: sunlight; AL 
  CE; SV Fort +11, Ref +11, Will +5; STR 18, DEX 20, 
  CON 18, INT 15, WIS 15, CHA 7. 
   
  Skills and Feat: Balance+10, Climb+15, Escape 
  Artist+8, 
  Hide+14, 
  Jump+15, 
  Listen+12, 
  Move 
  Silently+14, Spot+12, Tumble+14; Ambidexterity, 
  Blind-Fight, Combat Reflexes, Expertise, Improved 
  Critical: Handaxe, Improved Initiative, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Weapon 
  Focus: Handaxe, Weapon Specialization: Handaxe. 
   
  Derro Traits (Ex):  Derro have the following 
  traits: SR 18, darkvision 30 ft., and the Blind Fight feat. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of temporary constitution damage for every hour they 
  are exposed to sunlight, dying when their constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
  Gear: +1 handaxe x2, masterwork studded leather, 
  cloak of resistance +1, potion of cure moderate wounds 
  x2, potion of haste x2, necklace of fireballs (type I). 
   
  Area 4 – Working Laboratory 
  ALL APLs 
  Children, Male Human Com1; Small Humanoid 
  (human); HD 1d4; hp 3; Init +1; Spd 20; AC 12 (touch 
  12, flat-footed 11); Atk -4 melee (1d3-1, fist); AL N; SV 
  Fort +0, Ref +1, Will -1; STR 8, DEX 13, CON 10, INT 
  9, WIS 8, CHA 10. 
   
  Skills and Feats: Climb+2, Jump+2. 
   
  APL 8 
  � Xyax, Mind Flayer: Statistics as those found in the 
  Monster Manual. 
   
  Gear: Ring of Counterspells (magic missile), Ring 
  of Protection +1, Potion of Cure Moderate Wounds x2, 
  Potion of Invisibility, tanglefoot bag x2. 
   
  � 
  Asinat, 
  Male 
  Drow 
  Wiz7: 
  Medium-sized 
  Humanoid (drow) ; HD 7d4+14; hp 35; Init +9; Spd 30; 
  AC 18 / 25 with shield (touch 17, flat-footed 11); Atk +3 
  melee (1d4, Dagger, 19-20 crit); SA: Spells, Spell-like 
  abilities; SQ: SR 18, Drow traits, Darkvision 120 ft., 
  Light blindness; AL NE; SV Fort +4, Ref +7, Will +10; 
  Assault on the Vault 
   
  Page 32 
  
  STR 10, DEX 20 (24), CON 14, INT 20, WIS 16, CHA 
  13. 
   
  Skills and Fests: Concentration+12, Hide+10, 
  Knowledge (arcana)+15, Listen+10, Move Silently+10, 
  Search+7, Spellcraft+15, Spot+10; Empower Spell, 
  Improved Initiative, Iron Will, Scribe Scroll , Spell 
  Focus: Evocation.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: dagger x2, bracers of armor +1, potion of 
  cure moderate wounds, wand of lightning bolt (5th 
  level caster, 10 charges). 
   
  Spells Prepared (Wiz 5/7/5/4/3, base DC 15 + spell 
  level, 17 + spell level for evocation spells): 0 - Detect 
  Magic, Flare x2, Ghost Sound x2; 1st - Magic Missile 
  x4, Shield, Silent Image, True Strike; 2nd - Blur, Cat's 
  Grace, Flaming Sphere x2, Shatter; 3rd - Fireball x2, 
  Haste, Slow; 4th - Improved Invisibility, Shout, Wall of 
  Ice. 
   
  APL 10 
  � Xyax, Male Mind Flayer: Aberration/Rog2; 
  Medium Aberration ; HD 8d8+2d6+10; hp 56; Init +6; 
  Spd 30; AC 16 (touch 13, flat-footed 14); Atk +9 melee 
  (1d4+1, 4 Tentacles); SA: Mind blast, Improved grab, 
  Extract, Psionics; SQ: Evasion, SR 25, Telepathy; AL 
  LE; SV Fort +3, Ref +7, Will +9; STR 12, DEX 14, CON 
  12, INT 19, WIS 17, CHA 17. 
   
  Skills and Feats: Bluff+8, Concentration+12, 
  Escape Artist+15, Hide+15, Intimidate+15, Knowledge 
  (Engineering)+7, 
  Knowledge 
  (Mathematics)+7, 
  Listen+18, Move Silently+15, Spot+18, Tumble+15; 
  Alertness, 
  Combat 
  Casting, 
  Dodge, 
  Improved 
  Initiative, Weapon Finesse, Weapon Focus.  
   
  Mind Blast (Sp): 60 ft cone, stun for 3d4 rounds. 
  Will save (DC 17) resists. 
   
  Psionics (Sp): At will – astral projection, charm 
  monster, detect thoughts, levitate, plane shift, and 
  suggestion. These abilities are as the spells cast by an 
  8th level sorcerer. (save DC 13 + spell level) 
   
  Improved Grab (Ex): To use this ability, the Mind 
  Flayer must hit a small to large size creature with a 
  tentacle. If successful, the tentacle attaches to the 
  targets head. If successful, the Mind Flayer can attempt 
  to attach all of its other tentacles with a single grapple 
  check. Likewise, the target can attempt to escape a 
  single grapple or Escape Artist check. The Mind Flayer 
  gets a +2 circumstance bonus to these checks for each 
  tentacle that was attached at the beginning of the 
  round. 
   
  Extract (Ex): A Mind Flayer that begins its turn 
  with all four tentacles attached and successfully 
  maintains its hold automatically extracts the opponents 
  brain, instantly killing that creature. 
   
  Telepathy (Su): Mind Flayers can communicate 
  telepathically with any creature within 100 ft. that has 
  a language. 
   
   
  Gear: Ring of Counterspells (magic missile), Ring 
  of Protection +1, Potion of Cure Moderate Wounds x2, 
  Potion of Invisibility, bead of force x2, and tanglefoot 
  bag x2. 
   
  � 
  Asinat, 
  Male 
  Drow 
  Wiz9: 
  Medium-sized 
  Humanoid (drow); HD 9d4+18; hp 45 (63); Init +9; Spd 
  30; AC 18 / 25 with shield (touch 18, flat-footed 12); 
  Atk +4 melee (1d4, Dagger, 19-20 crit); SA: Spells, 
  Spell-like abilities; SQ: SR 20, Drow traits, Darkvision 
  120 ft., Light blindness; AL NE; SV Fort +5, Ref +8, 
  Will +11; STR 10, DEX 20 (24), CON 14 (18), INT 23, 
  WIS 16, CHA 13. 
   
  Skills and Fests: Concentration+14, Hide+11, 
  Knowledge (arcana)+18, Listen+11, Move Silently+11, 
  Search+7, Spellcraft+18, Spot+11; Empower Spell, 
  Improved Initiative, Iron Will, Scribe Scroll, Spell 
  Focus: Evocation.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: dagger x2, bracers of armor +1, headband of 
  intellect +2, potion of cure moderate wounds, ring of 
  protection +1, wand of lightning bolt (5th level caster, 
  10 charges). 
   
  Spells Prepared (Wiz 5/7/7/5/4/3, base DC 16 + 
  spell level, 18 + spell level for evocation spells): 0 - 
  Detect Magic, Flare x2, Ghost Sound x2; 1st - Magic 
  Missile x4, Shield, Silent Image, True Strike; 2nd - 
  Blur, Cat's Grace, Endurance, Flaming Sphere x2, 
  Shatter x2; 3rd – Dispel Magic, Fireball x2, Haste, Slow; 
  4th - Improved Invisibility, Shout, Stoneskin, Wall of 
  Fire; 5th - Cone of Cold x2, Feeblemind. 
   
  Assault on the Vault 
   
  Page 33 
  
  Area 6 – The Test 
  All APLs 
  � Half-golem (clay) Troll: CR 5; Large Giant; HD 
  6d8+48 (Giant); hp 75; Init +1; Spd 30; AC 17 (touch 10, 
  flat-footed 17); Atk +13 melee (1d6+10, 2 claws), +8 
  (1d6+5, Bite); Face/Reach: 5 ft. x 5 ft./10 ft.; SA: Rend, 
  Wound; SQ: Berserk, DR 10/silver, Darkvision 90 ft., 
  Haste, immune to piercing and slashing, magic 
  immunities, Regeneration 5, Scent; AL CE; SV Fort 
  +15, Ref +3, Will +3; STR 31, DEX 12, CON 27, INT 1, 
  WIS 9, CHA 1. 
   
  Skills and Feats: Listen+5, Spot+5; Alertness, Iron 
  Will. 
   
  Rend (Ex): If a troll hits with both claws in one 
  attack it rends for 2d6+15 points of damage. 
   
  Berserk (Ex): A clay half-golem that takes damage 
  in combat flies into a berserk rage the following round, 
  attacking wildly until either it of its opponent is dead. 
  It gains +4 Strength, +4 Constitution, and –2 AC. A 
  clay half-golem cannot end its berserk state voluntarily. 
  If the clay half-golem is a barbarian, the bonuses and 
  the penalties are cumulative with the barbarian rage 
  class feature. 
   
  Wound (Ex): The damage a clay half golem deals 
  doesn’t heal naturally. Only a spell of 6th level or 
  higher with the healing descriptor (such as heal)  can 
  repair it. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat on a given day, a clay half-golem can use 
  haste upon itself once during that day as a free action. 
  The effect lasts 3 rounds and is otherwise the same as 
  the spell. 
   
  Immunity to Slashing and Piercing (Ex): 
  Slashing and piercing weapons, whether normal or 
  magical, deal no damage to a clay half-golem. 
   
  Magic Immunities (Su): This creature is immune 
  to all spells and spell-like abilities except for as follows. 
  A move earth spell drives it back 120 feet and deals 
  3d12 damage. A disintegrate slows it for 1d6 rounds 
  and deals 1d12 damage. An earthquake cast directly at 
  it stops it from moving for one round and deals 5d10 
  points of damage. The creature gets no save against the 
  above named effects. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to this creature. 
   
  For full information on the Half-golem template, 
  please see Appendix D. 
   
  Area 8 – Interrogation Chamber 
  APL 8 
  � Ilzim: Male Mind Flayer Wiz(Ill)1; Medium-sized 
  Aberration ; HD 8d8+1d4+9; hp 49; Init +6; Spd 30; AC 
  16 / 20 with mage armor (touch 13, flat-footed 17); Atk 
  +8 melee (1d4+1, 4 Tentacles); SA: Spells, Mind blast, 
  Improved grab, Extract, Psionics; SQ: SR 25, Telepathy; 
  AL NE; SV Fort +5, Ref +6, Will +13; STR 12, DEX 14, 
  CON 12, INT 19, WIS 17, CHA 17. 
   
  Skills and Feats: Bluff+11, Concentration+13, 
  Hide+10, Knowledge (arcana) +16, Listen+13, Move 
  Silently+10, Spellcraft+16, Spot+13; Alertness, Combat 
  Casting, Dodge, Improved Initiative, Scribe Scroll , 
  Spell Focus: Illusion, Weapon Finesse.  
   
  Mind Blast (Sp): 60 ft cone, stun for 3d4 rounds. 
  Will save (DC 17) resists. 
   
  Psionics (Sp): At will – astral projection, charm 
  monster, detect thoughts, levitate, plane shift, and 
  suggestion. These abilities are as the spells cast by an 
  8th level sorcerer. (save DC 13 + spell level) 
   
  Improved Grab (Ex): To use this ability, the Mind 
  Flayer must hit a small to large size creature with a 
  tentacle. If successful, the tentacle attaches to the 
  targets head. If successful, the Mind Flayer can attempt 
  to attach all of its other tentacles with a single grapple 
  check. Likewise, the target can attempt to escape a 
  single grapple or Escape Artist check. The Mind Flayer 
  gets a +2 circumstance bonus to these checks for each 
  tentacle that was attached at the beginning of the 
  round. 
   
  Extract (Ex): A Mind Flayer that begins its turn 
  with all four tentacles attached and successfully 
  maintains its hold automatically extracts the opponents 
  brain, instantly killing that creature. 
   
  Telepathy (Su): Mind Flayers can communicate 
  telepathically with any creature within 100 ft. that has 
  a language. 
   
   
  Gear: cloak of resistance +2, ring of protection +1, 
  wand of magic missile (5th level caster, 10 charges), 
  potion of cure moderate wounds, elixir of arcane 
  power. 
   
  Spells Prepared (Wiz 3/2, base DC 14 + spell level, 
  16 + spell level for illusion spells): 0 - Detect Magic, 
  Flare x2, Ghost Sound (s); 1st - Alarm, Change Self, 
  Mage Armor. 
   
  � Sylina, Female Drow Clr6: Medium-sized 
  Humanoid; HD 6d8+6; hp 40 (57); Init +8; Spd 20; AC 
  20 (25) (touch 15, flat-footed 23); Atk +7 (+10) melee 
  (1d8+2 (+3), Mace, heavy, Masterwork); +7 (+10) melee 
  (1d4+2 (+3), Dagger, Masterwork); SA: Spells, Spell-like 
  abilities; SQ: SR 17, Drow traits, Darkvision 120 ft., 
  Light blindness; AL CE; SV Fort +6, Ref +8, Will +9; 
  STR 14, DEX 18, CON 12 (16), INT 10, WIS 18, CHA 
  13. 
   
  Skills and Feats: Concentration+10, Knowledge 
  (religion)+4, Listen+6, Search+2, Spellcraft+5, Spot+6; 
  Assault on the Vault 
   
  Page 34 
  
  Blind-Fight, Improved Initiative, Lightning Reflexes. 
  Possessions: 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: Masterwork Heavy Mace, Masterwork 
  Dagger, emerald tentacle rod, +1 Chainmail of Light 
  Fortification, Large Steel Shield, Drow Sleep Poison x2, 
  potion of cure moderate wounds. 
   
  Spells Prepared (Clr 5/4/4/3, base DC 14 + spell 
  level): 0 - Detect Magic, Guidance x2; 1st - Cause Fear, 
  Cure Light Wounds, Divine Favor, Inflict Light 
  Wounds*, Shield of Faith; 2nd - Aid, Cure Moderate 
  Wounds, Endurance, Hold Person, Invisibility*; 3rd – 
  Contagion*, Cure Serious Wounds, Dispel Magic, 
  Magic Vestment. 
   
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +6 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  APL 10 
  � Ilzim: Male Mind Flayer Wiz(Ill)3; Medium-sized 
  Aberration ; HD 8d8+3d4+11; hp 56; Init +6; Spd 30; 
  AC 18 / 29 with mage armor and shield (touch 13, flat-
  footed 17); Atk +11 (1d4+1, 4 Tentacles); SA: Spells, 
  Mind blast, Improved grab, Extract, Psionics; SQ: SR 
  25, Telepathy; AL NE; SV Fort +6, Ref +7, Will +14; 
  STR 12, DEX 14 (18), CON 12, INT 19, WIS 17, CHA 
  17. 
   
  Skills 
  and 
  Feats: 
  Alchemy+11, 
  Bluff+11, 
  Concentration+15, Hide+10, Knowledge (arcana)+18, 
  Listen+13, Move Silently+10, Spellcraft+17, Spot+13; 
  Alertness, 
  Combat 
  Casting, 
  Dodge, 
  Improved 
  Initiative, Scribe Scroll , Spell Focus: Illusion, Weapon 
  Finesse, Weapon Focus. 
   
  Mind Blast (Sp): 60 ft cone, stun for 3d4 rounds. 
  Will save (DC 17) resists. 
   
  Psionics (Sp): At will – astral projection, charm 
  monster, detect thoughts, levitate, plane shift, and 
  suggestion. These abilities are as the spells cast by an 
  8th level sorcerer. (save DC 13 + spell level) 
   
  Improved Grab (Ex): To use this ability, the Mind 
  Flayer must hit a small to large size creature with a 
  tentacle. If successful, the tentacle attaches to the 
  targets head. If successful, the Mind Flayer can attempt 
  to attach all of its other tentacles with a single grapple 
  check. Likewise, the target can attempt to escape a 
  single grapple or Escape Artist check. The Mind Flayer 
  gets a +2 circumstance bonus to these checks for each 
  tentacle that was attached at the beginning of the 
  round. 
   
  Extract (Ex): A Mind Flayer that begins its turn 
  with all four tentacles attached and successfully 
  maintains its hold automatically extracts the opponents 
  brain, instantly killing that creature. 
   
  Telepathy (Su): Mind Flayers can communicate 
  telepathically with any creature within 100 ft. that has 
  a language. 
   
  Gear: cloak of resistance +2, ring of protection +1, 
  wand of magic missile (5th level caster, 10 charges), 
  potion of cure moderate wounds, elixir of arcane 
  power. 
   
  Spells Prepared (Wiz 4/6/2, base DC 14 + spell 
  level, 16 + spell level for illusion spells): 0 - Detect 
  Magic, Flare x2, Ghost Sound, Mage Hand; 1st - Alarm, 
  Change Self, Mage Armor, Shield, Silent Image, 
  Ventriloquism; 2nd - Cat's Grace, Mirror Image, 
  Misdirection. 
   
  � Sylina, Female Drow Clr8; Medium-sized 
  Humanoid (drow); HD 8d8+8; hp 50 (71); Init +8; Spd 
  20; AC 20 (25) (touch 15, flat-footed 23); Atk +9 (+12) 
  melee (1d8+2 (+3), Mace, heavy, Masterwork); +9 (+12) 
  melee (1d4+2 (+3), Dagger, Masterwork); SA: Spells, 
  Spell-like abilities; SQ: SR 19, Drow traits, Darkvision 
  120 ft., Light blindness; AL CE; SV Fort +7, Ref +8, Will 
  +10; STR 14, DEX 18, CON 12 (16), INT 10, WIS 19, 
  CHA 13. 
   
  Skills and Feats: Concentration+12, Knowledge 
  (religion)+5, Listen+6, Search+2, Spellcraft+6, Spot+6; 
  Blind-Fight, Improved Initiative, Lightning Reflexes. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: Masterwork Heavy Mace, Masterwork 
  Dagger, scarlet tentacle rod, +1 Chainmail of Light 
  Fortification, Large Steel Shield, Cloak of Archnida, 
  Drow Sleep Poison x2, potion of cure moderate 
  wounds. 
   
  Spells Prepared (Clr 6/5/4/4/3, base save DC 14 + 
  spell level): 0 - Cure Minor Wounds x3, Detect Magic, 
  Guidance x2; 1st - Cause Fear, Command, Cure Light 
  Wounds, Divine Favor, Inflict Light Wounds*, Shield 
  Assault on the Vault 
   
  Page 35 
  
  of Faith; 2nd - Aid, Cure Moderate Wounds, 
  Endurance, Hold Person, Invisibility*; 3rd - Bestow 
  Curse, Contagion*, Cure Serious Wounds, Dispel 
  Magic, Magic Vestment; 4th – Confusion*, Cure 
  Critical Wounds, Poison, Spell Immunity. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +8 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  Assault on the Vault 
   
  Page 36 
  
  Appendix C 
  Statistics for Part C – The Temple
  Area 2 – Web Bridge 
  APL 8 
  � Huge Fiendish Spider (Web): Huge Vermin; HD 
  10d8+10; hp 55; Init +3; Spd 30 ft, 20 ft (climb); AC 16 
  (touch 11, flat-footed 13); Atk +9 melee (2d6+6 +poison, 
  Bite); Face/Reach: 15 ft. x 15 ft./10 ft.; SA: Smite Good; 
  Poison, Web; SQ: Darkvision 60 ft.; Cold and Fire 
  Resistance 15, DR 5/+2; SR 20; Vermin; AL N; SV Fort 
  +8, Ref +6, Will +3; STR 19, DEX 17, CON 12, INT 3, 
  WIS 10, CHA 2. 
   
  Skills: Climb+16, Hide+2, Spot+7. 
   
  Smite Good (Su): Once per day, this creature may 
  make a normal attack dealing +10 damage versus a 
  good foe. 
   
  Poison (Ex): Huge Spider Venom; (1d8 Str/1d8 
  Str); Fort save DC 22 negates. 
   
  Web (Ex): Up to eight times per day the spider 
  can cast a web at a single target with a range increment 
  of 10 ft (max 50 ft). This attack is at a +8 bonus. Webs 
  that hit anchor the target in place. The webs have a 
  Escape DC 28, Break DC 34, and 14 hit points. 
   
  Vermin: Immune to mind influencing effects. 
   
  APL 10 
  � Huge Fiendish Spider (Web) - Advanced: Huge 
  Vermin; HD 15d8+15; hp 82; Init +3; Spd 30 ft, 20 ft 
  (climb); AC 16 (touch 11, flat-footed 13); Atk +13 melee 
  (2d6+6 +poison, Bite); Face/Reach: 15 ft. x 15 ft./10 ft.; 
  SA: Smite Good; Poison, Web; SQ: Darkvision 60 ft.; 
  Cold and Fire Resistance 20, DR 10/+2; SR 25; Vermin; 
  AL N; SV Fort +10, Ref +8, Will +5; STR 19, DEX 17, 
  CON 12, INT 3, WIS 10, CHA 2. 
   
  Skills: Climb+16, Hide+8, Spot+7. 
   
  Smite Good (Su): Once per day, this creature may 
  make a normal attack dealing +15 damage versus a 
  good foe. 
   
  Poison (Ex): Huge Spider Venom; (1d8 Str/1d8 
  Str); Fort save DC 22 negates. 
   
  Web (Ex): Up to eight times per day the spider 
  can cast a web at a single target with a range increment 
  of 10 ft (max 50 ft). This attack is at a +12 bonus. Webs 
  that hit anchor the target in place. The webs have a 
  Escape DC 28, Break DC 34, and 14 hit points. 
   
  Vermin: Immune to mind influencing effects. 
   
   
  Area 4 – The Minor Fane 
  All APLs 
  � Drider, Cleric: Large Aberration; HD 6d8+18; hp 
  45; Init +2; Spd 30, Climb 15; AC 17 (touch 11, flat 
  footed 15); Atk +0 (+5) melee (1d4+2 + poison, bite); +4 
  (+9) melee (1d6+5, masterwork shortsword, 19-20 crit); 
  +5 (+7) ranged (1d6, Shortbow, x3 crit); Face/Reach: 10 
  ft. x 10 ft./5 ft.; SA: Spell-like abilities, Poison, Spells; 
  SQ: SR 14; AL CE; SV Fort +5, Ref +4, Will +8; STR 15 
  (20), DEX 15, CON 16, INT 15, WIS 16, CHA 16. 
   
  Skills and Feats: Climb+14, Concentration+10, 
  Hide+8, Listen+9, Move Silently+7, Spellcraft+10, 
  Spot+9; Ambidexterity, Combat Casting, Two-Weapon 
  Fighting.  
   
  Spell like abilities: 1/day – dancing lights, 
  darkness, detect chaos, detect evil, detect good, detect 
  law, 
  detect 
  magic, 
  faerie 
  fire, 
  levitate, 
  clairaudience/clairvoyance, discern lies, dispel magic 
  and suggestion (save DC 13 + spell level). All cast as a 
  6th level caster. 
   
  Poison (Ex): bite, Fortitude save (DC 16), initial 
  and secondary damage 1d6 temporary Strength. 
   
  Gear: shortbow, masterwork shortsword x2, drow 
  sleep poison x2, potion of cure moderate wounds x2, 
  necklace of prayer beads (blessing). 
   
  Spells Prepared (SA Spells: Clr 5/4/4/3, base DC 
  13 + spell level): 0 - Guidance x3, Mending, Read 
  Magic; 1st - Cause Fear, Doom x3; 2nd - Bull's Strength, 
  Hold Person x2, Resist Elements; 3rd - Bestow Curse, 
  Cure Serious Wounds, Prayer. 
   
  � Drow Soldier, Female Drow Rog3/Ftr3; Medium-
  sized Humanoid (drow); HD 3d6+3d10+18; hp 50; Init 
  +9; Spd 30; AC 21 (touch 15, flat footed 16); Atk +11 
  (+13) melee (1d6+4, masterwork rapier, 18-20 crit); SA: 
  Sneak-attack 2d6; Spell-like abilities; SQ: Evasion, SR 
  17; Drow traits, Darkvision 120 ft., Light blindness; AL 
  CE; SV Fort +7, Ref +9, Will +5; STR 18, DEX 20, CON 
  16, INT 12, WIS 16, CHA 13. 
   
  Skills and Feats: Balance+13, Hide+13, Jump+12, 
  Listen+14, Move Silently+13, Search+3, Spot+14, 
  Tumble+13; Blind-Fight, Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus: Rapier. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
  Assault on the Vault 
   
  Page 37 
  
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  Gear: masterwork rapier, +1 chain shirt, darkwood 
  shield, potion of cure moderate wounds, potion of 
  invisibility, drow sleep poison x2. 
   
  APL 10 
  � Kyzzat, Male Drow Wiz8 (con); Medium-sized 
  Humanoid (drow); HD 8d4+8; hp 35; Init +7; Spd 30; 
  AC 16 / 23 with shield (touch 13, flat-footed 13); Atk +4 
  (+6) ranged (1d4, masterwork hand crossbow); +4 (+6) 
  melee (1d4, Dagger); SA: Spells, Spell-like abilities; SQ: 
  SR 19, Drow traits, Darkvision 120 ft., Light blindness; 
  AL NE; SV Fort +5, Ref +7, Will +9; STR 11, DEX 16, 
  CON 12, INT 22, WIS 13, CHA 10. 
   
  Skills 
  and 
  Feats: 
  Alchemy+12, 
  Bluff+4, 
  Concentration+12, Diplomacy+4, Hide+6, Knowledge 
  (arcana)+13, Listen+5, Move Silently+7, Scry+10, 
  Search+8, Spellcraft+12, Spot+5, Tumble+6; Blind-
  Fight, Empower Spell, Improved Initiative, Scribe 
  Scroll , Spell Focus: Conjuration.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: masterwork hand crossbow, masterwork 
  bolts x20, dagger x2, bracers of armor +3, cloak of 
  resistance +2, potion of haste x2, potion of cure 
  moderate wounds, potion of see invisible. 
   
  Spells Prepared (Wiz 4/6/5/4/3, base DC 16 + spell 
  level, 18 + spell level for conjuration): 0 - Daze x2, 
  Detect Magic x2, Ray of Frost; 1st - Magic Missile x3, 
  Obscuring Mist, Shield, Silent Image, True Strike; 2nd 
  - Melf's Acid Arrow x3, Mirror Image, Summon 
  Swarm, Web; 3rd - Dispel Magic, Flame Arrow x2, 
  Lightning Bolt, Vampiric Touch; 4th - Enervation, 
  Evard's Black Tentacles, Stoneskin, Wall of Fire. 
   
  APL 12 
  � Kyzzat, Male Drow Wiz8 (con); Medium-sized 
  Humanoid (drow); HD 12d4+12; hp 56; Init +7; Spd 30; 
  AC 16 / 23 with shield; Atk +6 (+8) ranged (1d4, 
  masterwork hand crossbow); +6 (+8) melee (1d4, 
  Dagger); SA: Spells, Spell-like abilities; SQ: SR 23, 
  Drow traits, Darkvision 120 ft., Light blindness; AL 
  NE; SV Fort +7, Ref +9, Will +12; STR 11, DEX 16, 
  CON 12, INT 24, WIS 14, CHA 10. 
   
  Skills 
  and 
  Feats: 
  Alchemy+14, 
  Bluff+4, 
  Concentration+15, Diplomacy+4, Hide+6, Knowledge 
  (arcana)+22, Listen+6, Move Silently+9, Scry+17, 
  Search+9, Spellcraft+22, Spot+6, Tumble+6; Blind-
  Fight, Empower Spell, Improved Initiative, Maximize 
  Spell, Quicken Spell, Scribe Scroll , Silent Spell, Spell 
  Focus: Conjuration. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: masterwork hand crossbow, masterwork 
  bolts x20, dagger x2, bracers of armor +3, cloak of 
  resistance +2, potion of haste x2, potion of cure 
  moderate wounds, potion of see invisible, headband of 
  intellect +2. 
   
  Spells Prepared (Wiz 4/6/6/6/4/4/3, base DC 17 + 
  spell level, 19 + spell level for conjuration): 0 - Daze x2, 
  Detect Magic x2, Ray of Frost; 1st - Magic Missile x3, 
  Obscuring Mist, Shield, Silent Image, True Strike; 2nd 
  - Melf's Acid Arrow x4, Mirror Image, Summon 
  Swarm, Web; 3rd - Dispel Magic, Flame Arrow x2, 
  Lightning Bolt, Stinking Cloud, Vampiric Touch; 4th - 
  Enervation x2, Evard's Black Tentacles, Stoneskin, 
  Wall of Fire; 5th – Cloudkill, Cone of Cold, 
  Feeblemind, quickened Magic Missile x2; 6th - Chain 
  Lightning, empowered Enervation, maximized Flame 
  Arrow, Mislead. 
   
  Area 6 – Stone Lattice Chamber 
  APL 10 
  � Temple Mage, Male Drow Wiz7: Medium-sized 
  Humanoid (drow); HD 7d4+14; hp 35; Init +9; Spd 30; 
  AC 18 / 25 with shield (touch 16, flat-footed 12); Atk +3 
  melee (1d4, Dagger, 19-20 crit); SA: Spells, Spell-like 
  abilities; SQ: SR 18, Drow traits, Darkvision 120 ft., 
  Light blindness; AL NE; SV Fort +4, Ref +7 (+8), Will 
  +10; STR 10, DEX 20 (23), CON 14, INT 20, WIS 16, 
  CHA 13. 
   
  Skills and Fests: Concentration+12, Hide+10, 
  Knowledge (arcana)+15, Listen+10, Move Silently+10, 
  Search+7, Spellcraft+15, Spot+10; Empower Spell, 
  Improved Initiative, Iron Will, Scribe Scroll , Spell 
  Focus: Evocation.  
  Assault on the Vault 
   
  Page 38 
  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: dagger x2, bracers of armor +1, wand of 
  dispel magic (5th level caster, 10 charges), potion of 
  cure moderate wounds, ring of protection +1. 
   
  Spells Prepared (Wiz 5/7/5/4/3, base DC 15 + spell 
  level, 17 + spell level for evocation spells): 0 - Detect 
  Magic, Flare x2, Ghost Sound x2; 1st - Magic Missile 
  x4, Shield, Silent Image, True Strike; 2nd - Cat's Grace, 
  Flaming Sphere x2, Invisibility, Shatter; 3rd – Dispel 
  Magic, Fireball x2, Haste; 4th – Fear, Improved 
  Invisibility,  Wall of Fire. 
   
  � Temple Guard, Female Drow Rgr1/Ftr6; Medium-
  sized Humanoid (drow); HD 7d10+14; hp 64; Init +5; 
  Spd 30; AC 18 (touch 15, flat-footed 13); Atk +10/+5 
  melee (1d6+6, +1 Rapier, 18-20 crit), +10 melee (1d6+3, 
  masterwork shortsword, 19-20 crit); SA: Favored 
  Enemy (human); Spell-like abilities; SQ: Track, SR 18, 
  Drow traits, Darkvision 120 ft., Light blindness; AL CE; 
  SV Fort +9, Ref +7, Will +4; STR 16, DEX 20, CON 14, 
  INT 15, WIS 14, CHA 14. 
   
  Skills and Feats: Hide+15, Jump+7, Listen+4, Move 
  Silently+15, Search+4, Spot+12; Blind-Fight, Improved 
  Bull Rush, Power Attack, Track, Weapon Focus: Rapier, 
  Weapon Focus: Sword, short, Weapon Specialization: 
  Rapier, Weapon Specialization: Sword, short.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: +1 Rapier, masterwork shortsword, studded 
  leather, ring of the ram (10 charges), ring of 
  counterspells (dispel magic), potion of cure moderate 
  wounds x2, potion of fly x2, drow sleep poison x2 
   
  APL 12 
  � Temple Mage, Male Drow Wiz9: Medium-sized 
  Humanoid (drow); HD 9d4+18; hp 45 (63); Init +9; Spd 
  30; AC 18 / 25 with shield (touch 16, flat-footed 12); 
  Atk +4 melee (1d4, Dagger, 19-20 crit); SA: Spells, 
  Spell-like abilities; SQ: SR 20, Drow traits, Darkvision 
  120 ft., Light blindness; AL NE; SV Fort +5 (+7), Ref +8 
  (+9), Will +11; STR 10, DEX 20 (23), CON 14 (18), INT 
  21, WIS 16, CHA 13. 
   
  Skills and Fests: Concentration+14, Hide+10, 
  Knowledge (arcana)+17, Listen+11, Move Silently+10, 
  Search+7, Spellcraft+17, Spot+11; Empower Spell, 
  Improved Initiative, Iron Will, Scribe Scroll , Spell 
  Focus: Evocation.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: dagger x2, bracers of armor +1, wand of 
  dispel magic (5th level caster, 10 charges), potion of 
  cure moderate wounds, ring of protection +1. 
   
  Spells Prepared (Wiz 5/7/6/5/4/3, base DC 15 + 
  spell level, 17 + spell level for evocation spells): 0 - 
  Detect Magic, Flare x2, Ghost Sound x2; 1st - Magic 
  Missile x4, Shield, Silent Image, True Strike; 2nd - Cat's 
  Grace, Endurance, Flaming Sphere x2, Invisibility, 
  Shatter; 3rd – Dispel Magic x2, Fireball x2, Haste; 4th – 
  Fear, Ice Storm, Improved Invisibility, Wall of Fire; 
  5th – Cone of Cold, Telekinesis x2. 
   
  � Temple Guard, Female Drow Rgr1/Ftr8; Medium-
  sized Humanoid (drow); HD 9d10+18; hp 80; Init +5; 
  Spd 30; AC 19 (touch 15, flat-footed 14); Atk +12/+7 
  melee (1d6+6, +1 Rapier, 15-20 crit), +12 melee (1d6+3, 
  masterwork shortsword, 17-20 crit); SA: Favored 
  Enemy (human); Spell-like abilities; SQ: Track, SR 20, 
  Drow traits, Darkvision 120 ft., Light blindness; AL CE; 
  SV Fort +10, Ref +7, Will +4; STR 17, DEX 20, CON 14, 
  INT 15, WIS 14, CHA 14. 
   
  Skills and Feats: Climb+7, Hide+15, Jump+11, 
  Knowledge (religion)+8, Listen+4, Move Silently+15, 
  Search+4, Spot+12; Blind-Fight, Improved Bull Rush, 
  Improved Critical: Rapier, Improved Critical: Sword, 
  short, Power Attack, Track, Weapon Focus: Rapier, 
  Weapon Focus: Sword, short, Weapon Specialization: 
  Rapier, Weapon Specialization: Sword, short. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
  Assault on the Vault 
   
  Page 39 
  
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: +1 Rapier, masterwork shortsword, +1 
  studded leather, ring of the ram (10 charges), ring of 
  counterspells (dispel magic), slippers of spider climb, 
  potion of cure moderate wounds x2, potion of fly x2, 
  drow sleep poison x2 
   
  Area 9 – Major Fane 
  All APLs 
  � Yochlol, demon; Medium-sized outsider (chaotic, 
  evil0; HD 6d8+6; hp 33; Init +2; Spd 30; AC 12 (touch 
  12, flat-footed 10); Atk +10 melee (1d4+4, tentacle); SA: 
  Psionics, Spell-like abilities; SQ: Gaseous Form, 
  Immunities, Fire Resistance 20, DR 10/+2, Telepathy, 
  SR 15; AL CE; SV Fort +6, Ref +7, Will +7; STR 19, DEX 
  14, CON 13, INT 14, WIS 15, CHA 16. 
   
  Skills and Feats: Bluff +12, Concentration +7, 
  Diplomacy +14, Intimidate +14, Knowledge (Drow 
  Religion) +11, Listen +11, Spot +11; Blind Fight, 
  Combat Casting. 
   
  Alternate Forms (Su): For the purpose of this 
  event, the Yochlol does not possess the ability to 
  change form into a drow or spider. 
   
  Psionics (Su): At will as an 8th level sorcerer: 
  domination, detect thoughts, and mind blank. (DC 13 
  + spell level). 
   
  Spell-like abilities (Su): At will as an 8th level 
  sorcerer: charm person, darkness, desecrate, spider 
  climb, stone shape, teleport without error, web. (DC 13 
  + spell level). 
   
  Gaseous Form (Ex): Yochlols can transform 
  themselves into  a large column of gas, 10 ft tall and 5 ft 
  in diameter. This form is exactly like that produced by 
  a gaseous form. Creatures that come into contact with a 
  Yochlol in this form are affected as if by a stinking 
  cloud. 
   
  Immunties (Ex): Immune to gas, poison, and 
  electricity. 
   
  Telepathy (Su): Yochlols can communicate 
  telepathically with any creature within 100 ft that has a 
  language. 
   
  Appearance: Yochlols, also called Handmaidens of 
  Lolth, appear as 6 ft. tall heaps of reeking ooze, with 
  eight powerful tentacles and a single glaring red eye.   
   
  APL 10 
  Cyaza, Female Drow Clr9; Medium-sized Humanoid 
  (drow); HD 9d8+18; hp 72 (90); Init +7; Spd 30; AC 21 
  (24) (touch 13, flat-footed 18); Atk +9/+4 (+12/+7) 
  melee (1d8+2 (+4), masterwork heavy mace); SA: Spells, 
  Spell-like abilities; SQ: SR 20, Drow traits, Darkvision 
  120 ft., Light blindness; AL CE; SV Fort +8 (+10), Ref 
  +8, Will +11; STR 15 (18), DEX 16, CON 14 (18), INT 
  14, WIS 20, CHA 15. 
   
  Skills and Feats: Concentration+14, Knowledge 
  (arcana)+14, 
  Knowledge 
  (religion)+14, 
  Listen+7, 
  Search+4, Spellcraft+14, Spot+7; Blind-Fight, Combat 
  Casting, Improved Initiative, Lightning Reflexes.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: masterwork Heavy Mace, Scarlet Tentacle 
  Rod, Drow Chain, +1 Large Steel Shield, Potion of Cure 
  Moderate Wounds x2, Cloak of Arachnida, Wand of 
  Cure Light Wounds (1st level, 50 charges). 
   
  Spells Prepared (Clr 6/6/5/4/3/2, base DC 15 + 
  spell level): 0 - Cure Minor Wounds x2, Detect Magic 
  x2, Guidance x2; 1st - Bless, Cause Fear x2, Command 
  x2, Inflict Light Wounds*, Shield of Faith; 2nd - Bull's 
  Strength, Endurance, Hold Person x2, Invisibility*, 
  Silence; 3rd - Bestow Curse, Cure Serious Wounds x2, 
  Dispel Magic, Nondetection*; 4th – Confusion*, Cure 
  Critical Wounds, Poison, Spell Immunity, 5th – Circle 
  of Doom*, Flame Strike, Slay Living. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +9 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  Axxen, Male Drow Rgr1/Ftr5/Blk2; Medium-sized 
  Humanoid ; HD 8d10+16; hp 71; Init +2; Spd 20; AC 21 
  (touch 11, flat-footed 20); Atk +16/+11 melee (2d6+11, 
  +2 Unholy Greatsword, 19-20 crit); SA: Spells, Spell-
  like abilities, Smite Good; SQ: Detect Good, Poison 
  Use, Dark Blessing, SR 19, Drow traits, Darkvision 120 
  ft, Light blindness; AL CE; SV Fort +20, Ref +12, Will 
  +12; STR 20, DEX 14, CON 14, INT 15, WIS 15, CHA 
  16. 
   
  Skills and Feats: Climb+7, Concentration+6, 
  Hide+2, 
  Intimidate+10, 
  Jump+7, 
  Knowledge 
  (religion)+4, Listen+11, Search+4, Spot+12; Blind-
  Fight, Cleave, Power Attack, Sunder, Track, Weapon 
  Focus: 
  Greatsword, 
  Weapon 
  Specialization: 
  Greatsword. 
   
  Smite Good (Ex): Once per day, +3 to hit, +2 to 
  damage versus a good opponent. 
  Assault on the Vault 
   
  Page 40 
  
   
  Poison Use (Ex): Blackguards are skilled at using 
  poison and never risk poisoning themselves. 
   
  Dark Blessing (Su): Blackguards add their 
  Charisma bonus, if positive, to all their saves. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: +2 unholy greatsword, +1 full plate, amulet 
  of natural armor +1, gauntlets of ogre power, potion of 
  cure mod x2, drow sleep poison x2. 
   
  Spells Prepared (Blk --/2, base DC 13 + spell level): 
  1st - Cause Fear, Doom. 
   
  APL 12 
  Cyaza, Female Drow Clr12; Medium-sized Humanoid 
  (drow); HD 12d8+24; hp 88 (112); Init +7; Spd 30; AC 
  21 (25) (touch 13, flat-footed 18); Atk +12/+7 (+15/+10) 
  melee (1d8+2 (+4), masterwork heavy mace); SA: Spells, 
  Spell-like abilities; SQ: SR 23, Drow traits, Darkvision 
  120 ft., Light blindness; AL CE; SV Fort +10 (+12), Ref 
  +9, Will +13; STR 15 (18), DEX 16, CON 14 (18), INT 
  14, WIS 21, CHA 15. 
   
  Skills and Feats: Concentration+17, Knowledge 
  (arcana)+17, 
  Knowledge 
  (religion)+17, 
  Listen+7, 
  Search+4, Spellcraft+17, Spot+7; Blind-Fight, Combat 
  Casting, Dodge, Improved Initiative, Lightning 
  Reflexes.  
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: masterwork Heavy Mace, Purple Tentacle 
  Rod, Drow Chain, +1 Large Steel Shield, Potion of Cure 
  Moderate Wounds x2, Boots of Speed, Cloak of 
  Arachnida, Wand of Cure Light Wounds (1st level, 50 
  charges). 
   
  Spells Prepared (Clr 6/8/6/6/5/5/3, base DC 15 + 
  spell level): 0 - Cure Minor Wounds x2, Detect Magic 
  x2, Guidance x2; 1st - Bless, Cause Fear x3, Command 
  x3, Inflict Light Wounds*, Shield of Faith; 2nd - Bull's 
  Strength, Endurance, Hold Person x2, Invisibility*, 
  Silence; 3rd - Bestow Curse, Cure Serious Wounds x2, 
  Dispel Magic x2, Nondetection*; 4th – Confusion*, 
  Cure Critical Wounds x2, Poison, Spell Immunity; 5th 
  – Circle of Doom*, Flame Strike x2, Slay Living x2; 6th 
  – Harm x2*, Heal.. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day, +4 to hit, +9 to damage); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  Axxen, Male Drow Rgr1/Ftr5/Blk4; Medium-sized 
  Humanoid ; HD 10d10+20; hp 90; Init +2; Spd 20; AC 
  21 (touch 11, flat-footed 20); Atk +18/+13 melee 
  (2d6+11, +2 Unholy Greatsword, 17-20 crit); SA: Sneak 
  Attack 1d6, Spells, Spell-like abilities, Smite Good; SQ: 
  Aura of Despair, Detect Good, Poison Use, Command 
  Undead, Dark Blessing, SR 21, Drow traits, Darkvision 
  120 ft, Light blindness; AL CE; SV Fort +21, Ref +13, 
  Will +13; STR 20, DEX 14, CON 14, INT 15, WIS 15, 
  CHA 16. 
   
  Skills and Feats: Climb+7, Concentration+10, 
  Hide+2, 
  Intimidate+10, 
  Jump+7, 
  Knowledge 
  (religion)+8, Listen+11, Search+4, Spot+12; Blind-
  Fight, Cleave, Improved Critical: Greatsword, Power 
  Attack, Sunder, Track, Weapon Focus: Greatsword, 
  Weapon Specialization: Greatsword. 
   
  Smite Good (Ex): Once per day, +3 to hit, +4 to 
  damage versus a good opponent. 
   
  Poison Use (Ex): Blackguards are skilled at using 
  poison and never risk poisoning themselves. 
   
  Dark Blessing (Su): Blackguards add their 
  Charisma bonus, if positive, to all their saves. 
   
  Aura of Despair (Su): All enemies within 10 ft 
  suffer a –2 morale penalty to all saves. 
   
  Spell-like abilities (Su): 1/day – dancing lights, 
  darkness, and faerie fire. All cast at the drow’s level. 
   
  Drow Traits (Ex): SR 11 + class level, +2 racial 
  bonus to Will saves versus spells and spell-like abilities, 
  darkvision 120 ft. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow 
  for 1 round. In addition they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Gear: +2 unholy greatsword, +1 full plate, amulet 
  of natural armor+1, gauntlets of ogre power, potion of 
  cure serious x2, drow sleep poison x2. 
   
  Spells Prepared (Blk --/2/2, base DC 13 + spell 
  level): 1st - Cause Fear, Doom; 2nd – Cure Moderate 
  Wounds, Death Knell. 
   
   
  Assault on the Vault 
   
  Page 41 
  
  Appendix D 
  New Rules Items
  Drow Chain 
  This finely crafted suit of chainmail is made by the 
  drow for their more elite troops. This suit of armor is 
  identical to +1 elven chain with the addition of 
  granting the wearer a +2 circumstance bonus to Hide 
  and Move Silent skill checks. 
   
  Caster Level: 5th; Prerequisites: Craft Arms and 
  Armor, invisibility, silence, creator must be drow; 
  Market Price: 5,500 gp. 
   
  Drow Sleep Poison 
  Drow Sleep Poison: This insidious toxin is commonly 
  used by the drow, coated on their weapons. One vial of 
  this poison is enough to coat one melee weapon or up 
  to three arrows or bolts. Once opened, the entire vial 
  must be used. Those wounded by the weapon must 
  succeed at a Fort save (DC 17) or fall unconscious. 
  Those that fail the first save must make another Fort 
  save (DC 17) one minute later or remain unconscious 
  for 2d4 hours. This poison has no secondary damage. 
  Note that this poison does not cause true sleep and 
  does affect elves. Those attempting to use the poison 
  risk poisoning themselves as noted in the DMG. 
   
  Caster Level: 7th; Prerequisites: Brew Potion, 
  poison, creator must be drow; Market Price: 300 gp. 
   
  Elixir of Arcane Power 
  This awful tasting green fluid was created by Mind 
  Flayers to increase their arcane power. If consumed 
  while memorizing spells, this elixir allows an arcane 
  spell caster to memorize twice the number of 1st level 
  arcane spells for one class. Bonus spells for high ability 
  scores and school specialization are not doubled. 
  Arcane casters cannot benefit from more than one vial 
  of this elixir in one day nor does the benefits of this 
  elixir stack with a ring of wizardry. These bonus spells 
  fade in 24 hours if not used.  
   
  Caster Level: 13th; Prerequisites: Brew Potion, 
  limited wish, creator must be a Mind Flayer; Market 
  Price: 500 gp. 
   
  Tentacle Rod 
  This insidious weapon created by the drow is used as a 
  favored tool of the Priestesses of Lloth for torture and 
  punishment. Fashioned from a foot long rod of ebony 
  detailed with many runes, where there should be a 
  whip there are instead a number of writhing tentacles. 
  As a standard action the wielder can direct the 
  tentacles to attack a single target within range. Using a 
  tentacle rod does not provoke an attack of opportunity. 
   
  There are a number of different types of tentacle 
  rods, each with a different number of tentacles, range, 
  attack bonus, damage, and side effects. The three types 
  used in this adventure are detailed below. 
   
  Type 
  Tentacles 
  Range 
  Att Bonus Damage 
  Emerald 
  3 
  10 ft. 
  +8 
  1d8 
  Scarlet 
  4 
  15 ft. 
  +10 
  1d10 
  Purple 
  6 
  15 ft. 
  +12 
  1d12 
   
  Type 
  Additional Effect 
  Emerald 
  Requires 3 hits, stuns target for 1d4 rounds 
  Scarlet 
  Requires 3 hits, 1d6 Str damage 
  Purple 
  Requires 3 hits, affects target with 
  blindness, if all 6 hit, the target is affected 
  by a harm (this happens after the damage 
  from the tentacles).  
   
  All of the additional effects require multiple tentacles 
  to strike the target in one round. There is no save to 
  avoid these additional effects, but spell resistance does 
  still apply. 
  Despite the fact that these tentacles have a range, 
  this is not a reach weapon in the true sense. They do 
  not 
  under 
  any 
  circumstance 
  take 
  attacks 
  of 
  opportunity, nor can the priest use them for that 
  purpose. 
  These rods do have a drawback; they can be 
  wounded and destroyed. PCs adjacent to the wielder 
  can attack an individual tentacle just like any other 
  sunder attempt. Those farther away can strike at a 
  tentacle that attacks them or a character adjacent to 
  them with a readied action. Each tentacle has an AC of 
  20, a hardness of 5, and a number of hit points equal to 
  its attack bonus. If brought to zero hit points that 
  tentacle is destroyed but the others continue to 
  function. Wounded tentacles recover one hit point per 
  hour until back to full hit points. 
   
  These weapons are specifically attuned to the 
  priestesses of Lloth. Anyone who picks up the rod who 
  does not venerate the spider goddess is immediately 
  attacked by all of the tentacles. This assault continues 
  each round until the rod is put down. 
   
  Caster Level: 8th (emerald), 10th (scarlet), 12th 
  (purple); Prerequisites: Craft Rod, animate objects (all), 
  hold person (emerald), poison (scarlet), harm (purple); 
  Assault on the Vault 
   
  Page 42 
  
  Market Price: 10,000 gp (emerald), 14,000 gp (scarlet), 
  22,000 gp (purple). 
   
   
  Half-Golem Template 
  Half-golems are the results of good-intentioned actions 
  taken too far. While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb. Such magic 
  is often beyond the reach of the ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
   
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness. While the initial results were 
  promising, there was a limit to the effectiveness of the 
  technique – many people who received one or more 
  new limbs through this process proved unable to 
  withstand the trauma of the transformation and 
  became permanently evil as a result. Individuals of evil 
  intent now exploit this limitation, purposely creating 
  ravening, unholy crosses between living beings and 
  golems. 
   
  Construction 
  There are two steps to making a half-golem. The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
   
  Molding a limb from clay, preparing one made of 
  flesh, carving it from stone, or forging it from iron 
  requires an appropriate skill (see the specific half-
  golem descriptions for details) and can be done by 
  anyone. Infusing a formed limb with magic requires 
  the Craft Wondrous Item and Craft Magic Arms and 
  Armor feats. It takes one month to complete the 
  magical rituals. The creator must labor for at least 8 
  hours each day in a specially prepared laboratory or 
  workroom. The chamber is similar to an alchemist’s 
  laboratory and costs 500 gp to establish. 
   
  When not working on the rituals, the creator must 
  rest and can perform no other activities, just as if he or 
  she were creating a golem. As with a golem, if the 
  creator is personally constructing the limbs, he or she 
  can perform the building and the rituals together. 
   
  Once created, the limbs are treated as spell 
  completion items. Any character capable of casting the 
  appropriate level of spell (see specific descriptions) can 
  attach the limb. All that’s left to do is perform the final 
  gestures and speak the words needed to imbue the 
  limb with magic. All the limbs to be attached to a 
  particular body must be of the same type – it’s not 
  possible, for instance, to attach a limb made of iron to a 
  half-golem that already has a new limb made of stone. 
  Any such attempt automatically fails, leaving the 
  second type of limb unattached. 
   
  The Danger 
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received 
   
   
   
   
   
  Save DC 
  First new limb 
   
  15 
  Second new limb  
  19 
  Third new limb 
   
  25 
  Fourth new limb  
  33 
  Fifth new limb 
   
  43 
  Sixth new limb 
   
  55 
   
  A character who succeeds at all the save he or she is 
  required to make takes on the attributes of a half-golem 
  as described below – except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits. As 
  soon as the character fails one of these required saves, 
  he or she becomes a half-golem of neutral evil 
  alignment. The character then has no Constitution 
  score and the character’s type changes to construct, 
  granting him or her construct traits. A neutral evil half-
  golem retains the memories and knowledge of its 
  former life, but its personality becomes murderous and 
  cruel. It demonstrates the hatred of flesh creatures 
  common to elementals, and it seeks methods 
  appropriate to its class to slaughter as many flesh 
  creatures as possible. 
   
  Creating a Half-Golem 
  “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast, 
  or monstrous humanoid (referred to hereafter as the 
  character). There is no minimum level of Hit Dice 
  requirement to become a half-golem. The character’s 
  type changes to construct once a Will save is failed. 
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone, or iron) as 
  described later in this section. 
   
  A half-golem’s abilities are primarily those of the 
  character with the following exceptions. 
   
  Hit Dice: Same as the character 
   
  Intiative: Same as character –1 to account for the 
  half-golem’s reduced Dexterity (See Abilities, below) 
   
  Speed: Same as character, but a half-golem cannot 
  run. 
  Assault on the Vault 
   
  Page 43 
  
   
  AC: A half-golem replaces any natural armor 
  bonus it may have had with a new bonus according to 
  its type (see the table below). The change to Dexterity 
  (see Abilities, below) also effects the half-golem’s 
  Armor Class. 
   
  Attacks: Same as character. 
   
  Damage: Same as character. 
   
  Face/Reach: Same as character. 
   
  Special Attacks: Same as character (and see the 
  table below). 
   
  Special Qualities: Same as character; plus 
  construct traits (upon a failed Will save), damage 
  resistance (see table below), and others by type (see 
  table below). 
   
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves; otherwise same as character. 
   
  Abilities: Half-golems have –2 Dex, +4 Con (or no 
  Con upon a failed Will save), –6 Int, +0 Wis, and –6 
  Cha. Strength varies by type (see the table below). The 
  number of limbs attached does not alter a half-golem’s 
  Strength score. 
   
  Skills: Same as character, modified by new ability 
  modifiers. The drop in Intelligence does not 
  retroactively remove skill points spent. 
   
  Feats: Same as character. 
   
   
  Climate/Terrain: Same as character. 
   
  Organization: Solitary, pair, or squad (5-20) 
   
  Challenge Rating: Same as character +3. 
   
  Treasure: Standard. 
   
  Alignment: Same as character (if all Will save 
  succeed) or always neutral evil (if any Will save fails). 
   
  Advancement: By character class. 
   
  Half Golems Traits 
  Clay 
  Natural Armor 
  +7 
  Special Attacks 
  Wound 
  Damage Reduction 
  10/silver 
  Special Qualities 
  Berserk, haste, immune to 
  piercing and slashing 
  Strength 
  +8 
  Magic Immunity 
  As clay golem 
   
  Combat 
  A half-golem fights as the character from which it is 
  created. Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day. They rarely use teamwork or 
  cooperation even when banded together. 
   
  Construct Traits: A half-golem is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A half-golem has 
  darkvision (60-foot range). 
   
  Magic Immunity: Half-golems completely resist 
  all magical and supernatural effects, expet as noted in 
  the appropriate golem descriptions (see Monster 
  Manual). 
   
  Clay Half-golem 
  A clay golem has a grotesquely distorted musculature, 
  such as an over large chest, arms attached by thick 
  knots of muscle at the shoulder, stubby fingers, or arms 
  that hang almost to the ground. Its features often 
  appear partially melted. Typically it drips bits of clay, 
  and its slimy replacement “flesh” coats it weapons 
   
  Berserk (Ex): A clay half-golem that takes damage 
  in combat flies into a berserk rage the following round, 
  attacking wildly until either it of its opponent is dead. 
  It gains +4 Strength, +4 Constitution, and –2 AC. A 
  clay half-golem cannot end its berserk state voluntarily. 
  If the clay half-golem is a barbarian, the bonuses and 
  the penalties are cumulative with the barbarian rage 
  class feature. 
   
  Wound (Ex): The damage a clay half golem deals 
  doesn’t heal naturally. Only a spell of 6th level or 
  higher with the healing descriptor (such as heal)  can 
  repair it. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat on a given day, a clay half-golem can use 
  haste upon itself once during that day as a free action. 
  The effect lasts 3 rounds and is otherwise the same as 
  the spell. 
   
  Immunity to Slashing and Piercing (Ex): 
  Slashing and piercing weapons, whether normal or 
  magical, deal no damage to a clay half-golem. 
   
  Construction 
  A clay limb must be sculpted from a single block of 
  clay weighing at least 100 pounds. The carving requires 
  a successful Craft (sculpting) or Craft (mason) check 
  (DC 20). The rituals cost 12,000 gp and 240 XP and 
  require geas/quest and animate objects. Attaching the 
  limb requires the ability to cast 6th-level divine spells. 
   
   
   
  Assault on the Vault 
   
  Page 44 
  
  Appendix E – Treasure Worksheets 
  Part A – The Dungeon
  APL 8 
  Item 
  Value 
  Acquired? 
  Area 2 
  Potion of cure mod x6 
  30 gp each _______________ 
  +1 huge greatsword 
  195 gp 
  _______________ 
  +1 greataxe 
  190 gp 
  _______________ 
  Potion of invisibility 
  30 gp 
  _______________ 
   
  Area 3 
  Bracers of armor +1 
  85 gp 
  _______________ 
  Ring of protection +1 
  165 gp 
  _______________ 
  Potion of cure mod 
  30 gp 
  _______________ 
  Potion of haste x2* 
  60 gp each _______________ 
  Wand of Melf’s Acid Arrow* 
  150 gp 
  _______________ 
   
  Area 5 
  Vest of escape* 
  165 gp 
  _______________ 
   
  Area 7 
  +1 Huge Greataxe 
  195 gp 
  _______________ 
  ring of protection +1 
  165 gp 
  _______________ 
  gauntlets of ogre power* 
  335 gp 
  _______________ 
  cloak of resistance +1 
  85 gp 
  _______________ 
  brooch of shielding (101 chrgs)* 125 gp 
  _______________ 
  potion of cure serious x2* 
  60 gp each _______________ 
   
  Area 8 
  +1 heavy mace 
  190 gp 
  _______________ 
  drow chain* 
  460 gp 
  _______________ 
  +1 small steel shield 
  95 gp 
  _______________ 
  potion of cure mod x5 
  30 gp each _______________ 
  potion of wisdom 
  30 gp 
  _______________ 
  scroll of deeper darkness 
  30 gp 
  _______________ 
  scroll of prayer 
  30 gp 
  _______________ 
  Bracers of armor +2 
  330 gp 
  _______________ 
  wand of fireball*  
  190 gp 
  _______________ 
  drow sleep poison x6* 
  30 gp each _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
   
  Max Cap  
  1,875 gp 
   
  * - denotes appearing on the AR 
  APL 10 
  Item 
  Value 
  Acquired? 
  Area 2 
  Potion of cure mod x6 
  30 gp each _______________ 
  +1 huge greatsword 
  195 gp 
  _______________ 
  +1 battleaxe and greataxe 
  190 gp each _______________ 
  Potion of invisibility 
  30 gp 
  _______________ 
   
  Area 3 
  Bracers of armor +1 
  85 gp 
  _______________ 
  Ring of protection +1 
  165 gp 
  _______________ 
  Potion of cure mod 
  30 gp 
  _______________ 
  Potion of haste x2* 
  60 gp each _______________ 
  Wand of Melf’s Acid Arrow* 
  150 gp 
  _______________ 
  Cloak of charisma +2 
  335 gp 
  _______________ 
   
  Area 5 
  Vest of escape* 
  165 gp 
  _______________ 
   
  Area 7 
  +1 Huge Greataxe 
  195 gp 
  _______________ 
  ring of protection +1 
  165 gp 
  _______________ 
  gauntlets of ogre power* 
  335 gp 
  _______________ 
  cloak of resistance +2* 
  335 gp 
  _______________ 
  brooch of shielding (101 chrgs)* 125 gp 
  _______________ 
  potion of cure serious x3* 
  60 gp each _______________ 
   
  Area 8 
  +1 heavy mace of frost* 
  690 gp 
  _______________ 
  drow chain* 
  460 gp 
  _______________ 
  +1 small steel shield 
  95 gp 
  _______________ 
  pearl of power (2
  nd)* 
  335 gp 
  _______________ 
  potion of cure mod x5 
  30 gp each _______________ 
  potion of wisdom 
  30 gp 
  _______________ 
  scroll of deeper darkness 
  30 gp 
  _______________ 
  scroll of prayer 
  30 gp 
  _______________ 
  Bracers of armor +2 
  330 gp 
  _______________ 
  wand of fireball*  
  190 gp 
  _______________ 
  scroll of dominate person* 
  95 gp 
  _______________ 
  drow sleep poison x6* 
  30 gp each _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
   
  Max Cap  
  3,150 gp
  Assault on the Vault 
   
  Page 45 
  
  Part B – The Laboratory
  APL 8 
  Item 
  Value 
  Acquired? 
  Area 2 
  Potion of cure mod x5 
  30 gp each _______________ 
  +1 Handaxe x2 
  190 gp each _______________ 
  Cloak of Resistance +1 
  85 gp 
  _______________ 
  Potion of Haste x2* 
  60 gp each _______________ 
   
  Area 4 
  Ring of Counterspells* 
  335 gp 
  _______________ 
  Ring of Protection +1 
  165 gp 
  _______________ 
  Potion of cure mod x3 
  30 gp each _______________ 
  Potion of invisibility 
  30 gp 
  _______________ 
  Bracers of Armor +1 
  85 gp 
  _______________ 
  Wand of Lightning Bolt* 
  185 gp 
  _______________ 
   
  Area 6 
  Potion of Pro Elements (fire)* 
  60 gp 
  _______________ 
  Potion of Pro Elements (acid)* 
  60 gp 
  _______________ 
   
  Area 7 
  Scroll of invisibility sphere 
  30 gp 
  _______________ 
  Hand of the Mage* 
  85 gp 
  _______________ 
   
  Area 8 
  Cloak of Resistance +2* 
  335 gp 
  _______________ 
  Ring of Protection +1 
  165 gp 
  _______________ 
  Wand of Magic Missile* 
  65 gp 
  _______________ 
  Potion of cure mod x2 
  30 gp 
  _______________ 
  Elixir of Arcane Power* 
  40 gp 
  _______________ 
  +1 Chainmail of Lt. Fortification* 360 gp 
  _______________ 
  Drow Sleep Poison x2* 
  30 gp each _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
   
  Max Cap  
  1,875 gp 
   
  * - denotes appearing on the AR 
   
   
   
  APL 10 
  Item 
  Value 
  Acquired? 
  Area 2 
  Potion of cure mod x5 
  30 gp each _______________ 
  +1 Handaxe x2 
  190 gp each _______________ 
  Cloak of Resistance +1 
  85 gp 
  _______________ 
  Potion of Haste x2* 
  60 gp each _______________ 
  Necklace of Fireballs (type 1)* 
  135 gp 
  _______________ 
   
  Area 4 
  Ring of Counterspells* 
  335 gp 
  _______________ 
  Ring of Protection +1 x2
  165 gp each _______________ 
   
  Potion of cure mod x3 
  30 gp each _______________ 
  Potion of invisibility 
  30 gp 
  _______________ 
  Bead of Force x2* 
  165 gp each _______________ 
  Bracers of Armor +1 
  85 gp 
  _______________ 
  Wand of Lightning Bolt* 
  185 gp 
  _______________ 
  Headband of Intellect +2* 
  335 gp 
  _______________ 
   
  Area 6 
  Potion of Pro Elements (fire)* 
  60 gp 
  _______________ 
  Potion of Pro Elements (acid)* 
  60 gp 
  _______________ 
   
  Area 7 
  Scroll of invisibility sphere 
  30 gp 
  _______________ 
  Hand of the Mage* 
  85 gp 
  _______________ 
  Scroll of mislead* 
  135 gp 
  _______________ 
   
  Area 8 
  Cloak of Resistance +2* 
  335 gp 
  _______________ 
  Ring of Protection +1 
  165 gp 
  _______________ 
  Wand of Magic Missile* 
  65 gp 
  _______________ 
  Potion of cure mod x2 
  30 gp 
  _______________ 
  Elixir of Arcane Power* 
  40 gp 
  _______________ 
  +1 Chainmail of Lt. Fortification* 360 gp 
  _______________ 
  Drow Sleep Poison x2* 
  30 gp each _______________ 
  Cloak of Arachnida* 
  500 gp 
  _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
   
  Max Cap  
  3,150 gp
   
  Assault on the Vault 
   
  Page 46 
  
  Part C – The Temple
  APL 10 
  Item 
  Value 
  Acquired? 
  Area 4 
  Drow Sleep Poison x8* 
  30 gp each _______________ 
  Potion of Cure Mod x6 
  30 gp each _______________ 
  Necklace of Prayer Beads* 
  40 gp 
  _______________ 
  +1 chain shirt x3 
  105 gp each _______________ 
  Darkwood Shield* x3 
  20 gp each _______________ 
  Potion of Invisibility x3 
  30 gp each _______________ 
  Potion of Haste* x2 
  60 gp each _______________ 
  Bracers of Armor +3* 
  750 gp 
  _______________ 
  Cloak of Resistance +2* 
  335 gp 
  _______________ 
  Potion of See Invisible 
  30 gp 
  _______________ 
   
  Area 6 
  Bracers of Armor +1 x2 
  85 gp each _______________ 
  Wand of Dispel Magic x2* 
  185 gp each _______________ 
  Potion of Cure Mod x6 
  30 gp each _______________ 
  Ring of Protection +1 x2 
  165 gp each _______________ 
  +1 Rapier x2 
  190 gp each _______________ 
  ring of the Ram x2 * 
  145 gp each _______________ 
  Ring of Counterspells x2* 
  335 gp each _______________ 
  Potion of Fly x2* 
  60 gp each _______________ 
  Drow Sleep Poison x4 
  30 gp each _______________ 
   
  Area 8 
  Drow Chain* 
  460 gp 
  _______________ 
  +1 Large Steel Shield 
  90 gp 
  _______________ 
  Cloak of Arachnida* 
  500 gp 
  _______________ 
  Potion of Cure mod x4 
  30 gp each _______________ 
  Wand of Cure Light* 
  60 gp 
  _______________ 
  +1 Full Plate 
  220 gp 
  _______________ 
  Amulet of Natural Armor +1 
  165 gp 
  _______________ 
  Gauntlets of Ogre Power* 
  335 gp 
  _______________ 
  Drow Sleep Poison x2 
  30 gp each _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
  Max Cap 
   
  3,150 gp 
   
  * - denotes appearing on the AR 
  APL 12 
  Item 
  Value 
  Acquired? 
  Area 4 
  Drow Sleep Poison x8* 
  30 gp each _______________ 
  Potion of Cure Mod x6 
  30 gp each _______________ 
  Necklace of Prayer Beads* 
  40 gp 
  _______________ 
  +1 chain shirt x3 
  105 gp each _______________ 
  Darkwood Shield* x3 
  20 gp each _______________ 
  Potion of Invisibility x3 
  30 gp each _______________ 
  Potion of Haste* x2 
  60 gp each _______________ 
  Bracers of Armor +3* 
  750 gp 
  _______________ 
  Cloak of Resistance +2* 
  335 gp 
  _______________ 
  Potion of See Invisible 
  30 gp 
  _______________ 
  Headband of Intellect +2* 
  335 gp 
  _______________ 
   
  Area 6 
  Bracers of Armor +1 x2 
  85 gp each _______________ 
  Wand of Dispel Magic x2* 
  185 gp each _______________ 
  Potion of Cure Mod x6 
  30 gp each _______________ 
  Ring of Protection +1 x2 
  165 gp each _______________ 
  +1 Rapier x2 
  190 gp each _______________ 
  ring of the Ram x2 * 
  145 gp each _______________ 
  Ring of Counterspells x2* 
  335 gp each _______________ 
  Potion of Fly x2* 
  60 gp each _______________ 
  Drow Sleep Poison x4 
  30 gp each _______________ 
  +1 S udded Leather x2 
  90 gp each _______________ 
  t
  Slippers of Spider Climb x2* 165 gp each _______________ 
   
  Area 8 
  Drow Chain* 
  460 gp 
  _______________ 
  +1 Large Steel Shield 
  90 gp 
  _______________ 
  Cloak of Arachnida* 
  500 gp 
  _______________ 
  Potion of Cure mod x4 
  30 gp each _______________ 
  Wand of Cure Light 
  60 gp 
  _______________ 
  +1 Full Plate 
  220 gp 
  _______________ 
  Amulet of Natural Armor +1 
  165 gp 
  _______________ 
  Gauntlets of Ogre Power 
  335 gp 
  _______________ 
  Drow Sleep Poison x2 
  30 gp each _______________ 
  Boots of Speed* 
  665 gp 
  _______________ 
   
   
  TOTAL 
  _______________ 
   
   
   
   
  Max Cap 
   
  4,500 gp 
  Assault on the Vault 
   
  Page 47 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/593/CORS3-01 Assault on the Vault/CORS3-01AssaultontheVault-HL.pdf