TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
  actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP8-03 
   
   
   
   
   
   
   
   
   
   
   
   
  Expedition to the Ruins of 
  Greyhawk 
   
  A Four-Part Dungeons & Dragons®  
  Living Greyhawk™ Adapted Adventure 
  Version 1 
  Adapted By Creighton Broadhurst 
   
   
   
   
  What secrets protected by fiendish traps and fierce monsters lurk in the dungeons under Castle Greyhawk? A four-part 
  core adapted adventure set in the Domain of Greyhawk for characters level 8-15 (APLs 8-12). 
   
   
  Resources for this adventure [and the authors of those works] include Expedition to the Ruins of Greyhawk [Jason 
  Bulmahn, James Jacobs, Erik Mona].
  598 CY 
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  To play this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide D&D® campaign set in the 
  GREYHAWK setting—it must be sanction as part of an 
  RPGA event. This event could be a big convention, or a 
  group of friends playing at a game store or at home. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and is 
  reported to the RPGA in a timely manner. The person 
  who runs the game is the session Dungeon Master (or 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. 
    
   
  Sanctioning 
  and 
  reporting 
  this 
  adventure, 
  accomplishes a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you plan to play this adventure, stop reading now. The 
  rest of the adventure text is for the DM only. If you read 
  farther than this section, and are playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  You need copies of the following D&D rulebooks: the 
  Player’s Handbook, Dungeon Master’s Guide, and the Monster 
  Manual and a copy of the Living Greyhawk Sourcebook. 
  Core adventures often utilize new rules items – including 
  classes, prestige classes, races, feats, spells, and equipment 
  (including magic items) – that do not appear in any of the 
  three core D&D books. The full write-up of any featured 
  feats, spells, or equipment appears in Appendix 2. 
  Information on featured classes, prestige classes, and 
  races appears in the relevant creature’s stat block. This 
  adventure includes all the information required to run 
  these characters. The DM should double-check that he 
  fully understands any new rule items presented in this 
  adventure before play begins. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate.  
   
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 is split 
  by APL 
   
  Along with this adventure, you will find a RPGA 
  session tracking sheet. If you are playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You 
  will also find a LIVING GREYHAWK adventure record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  This adventure’s challenges are proportionate to the 
  modified average character level of participating PCs. 
  Before play begins, calculate the Average Party Level 
  (APL) by following the process below:  
  1. Determine the character level for each of the PCs. 
  Each PC may bring one animal, plus any creatures 
  gained from class abilities to help in combat. (PCs can 
  bring more creatures but they cannot help in 
  combat). If you deem that the animal bestows a 
  significant benefit in combat add the animal’s CR to 
  the level of the PC it is accompanying for calculating 
  APL. (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If there are six PCs, add one to that average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  Experience and Treasure: APL affects the amount 
  of experience and gold a PC can gain at the end of the 
  adventure. A player character more than three levels 
  higher than the APL at which the adventure is played 
  cannot participate. If a player character is more than two 
  levels away from the APL at which the adventure is 
  played, he suffers a 50% penalty to the amount of gold 
  and XP gained in the adventure. 
   
  These APL calculation rules reference version 7.0 of 
  the Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 3 
  PLAY NOTES 
  This document presents all the information the DM 
  requires to run Expedition to the Ruins of Greyhawk as part 
  of the Living Greyhawk campaign. 
   
  The adventure comprises four parts: 
  • Part 1: Chapters 1-3 
  • Part 2: Chapter 4 
  • Part 3: Chapter 5 
  • Part 4: Chapter 6 
   
  The PCs should play the adventure parts in order; to do 
  otherwise creates a distorted play experience and will 
  negatively impact the players’ enjoyment of the 
  adventure. 
   
  Once a DM starts to run any part of this adventure, 
  he cannot participate as a player in subsequent parts. 
   
  GREYHAWK RUINS 
  For maximum enjoyment of this adventure, it is 
  recommended that the players should have first 
  completed all four adventures comprising the “Greyhawk 
  Ruins” plot arc. 
   
  NPCS OF NOTE 
  This adventure features a number of NPCs of note. 
  Among these are the wizard Vayne and General At-Ur 
  Rehmat. Unfortunately, both these individuals have seen 
  significant development in Living Greyhawk that 
  precludes their appearance in this adventure. 
   
  Thus, instead of using these individuals use the 
  following personages: 
   
  Vayne: Raesene Blackcloak 
   
  General At-Ur Rehmat: General Timor Reestann 
   
  Both have identical stat blocks and similar background to 
  the featured NPCs. Improvise background details as 
  appropriate.
   
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 4 
  Part 1: Chapters 1-3 
   
  TIME UNITS AND UPKEEP 
  This is a five-round core adapted adventure set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ENCOUNTERS TO RUN 
  The notes in this section deal with chapters 1-3 of 
  Expedition to the Ruins of Greyhawk, which comprises the 
  following combat encounters: 
  • 
  1-1 Low Road to Greyhawk: EL 11; page 36 
  • 
  2-1 Rival Explorer: EL 10; page 50 (only two 
  kobold bodyguards) 
  • 
  2-2 Ghostly Scholar: EL 10; page 52 
  • 
  2-3 Burrowing Menace: EL 8; page 54 
  • 
  3-1 The War Wagon: EL 10; page 70 
  • 
  3-2 Feasthall: EL 9; page 72 
  • 
  3-3 Nerull’s Temple: EL 10; page 74 
  • 
  3-4 The Quartermaster: EL 8; page 73 
  • 
  3-5: Atolamyr’s Chamber: EL 10; page 76 
  • 
  3-6 The Elevator: EL 8; page 78 
  • 
  3-7 Guarded Elevator: EL 11; page 80 (only 
  three hobgoblin archers)  
  • 
  3-8 Den of the Dark Naga: EL 9; page 79 
  • 
  3-9 Chasm of Woe: EL 10; page 82 
  • 
  3-10 The Arena: EL 11; page 84 
  • 
  3-11 General’s Quarters: EL 9; page 86 
   
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 5 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1-1: Low Road to Greyhawk  
  Slay the bandits 
  APL 8  
  330 XP 
   
  2-1: Rival Explorer  
  Slay Logras and his minions 
  APL 8  
  300 XP 
   
  2-2: Ghostly Scholar  
  Destroy Viliryth 
  APL 8  
  300 XP 
   
  2-3: Burrowing Menace  
  Destroy the xorns 
  APL 8  
  240 XP 
   
  3-1: The War Wagon  
  Destroy the undead 
  APL 8  
  300 XP 
   
  3-2: The Feasthall  
  Slay the orcs and Kilsog 
  APL 8  
  270 XP 
   
  3-3: Nerull’s Temple  
  Kill the monsters 
  APL 8  
  300 XP 
   
  3-4: Quartermaster  
  Defeat Therrat and his animated objects 
  APL 8  
   
  240 XP 
  3-5: Atolamyr’s Chamber  
  Defeat Atolamyr and his succubus ally 
  APL 8  
   
  300 XP 
  3-6: The Elevator  
  Defeat the flesh golem guardian 
  APL 8  
   
  240 XP 
  3-7: Guarded Elevator  
  Defeat the goblins and their allies 
  APL 8  
  330 XP 
   
  3-8: Den of the Dark Naga  
  Slay Sassinal 
  APL 8  
  270 XP 
   
  3-9: Chasm of Woe  
  Defeat the servants of Iuz 
  APL 8  
  300 XP 
   
  3-10: The Arena 
  Defeat the servants of Iuz 
  APL 8  
  330 XP 
   
  3-11: General’s Quarters  
  Defeat the vrock 
  APL 8  
  270 XP 
   
  Story Award 
  Explore the dungeons 
  APL 8  
  180 XP 
   
  Discretionary Roleplaying Award 
  APL 8  
  1,125 XP 
   
  Total Possible Experience 
  APL 8  
  5,625 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has its treasure listed in 
  this section. Treasure is split into three categories: loot, 
  coins, and magic. 
   
  Loot: The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all their 
  earthly possessions. Looting takes at least 10 minutes for 
  every five enemies. If the characters are unable to loot the 
  bodies, they do not gain this gold. If it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are still there, characters may gain the loot.  
   
  Coin: The coin total is the number of gold pieces 
  each character gains if they take the coin, gems, and 
  jewelry available. A normal adventuring party can usually 
  gather this wealth in a round or so.  
   
  Magic: Magic treasure is the hardest to adjudicate, 
  because magic items are varied and because PCs may 
  want to use them during the adventure. Many times PCs 
  must cast identify, analyze dweomer, or similar spell to 
  determine the item’s properties and how to activate it. 
  Other times they may attempt to use the item blindly. If 
  the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used during the adventure, the 
  PCs do not gain its gp value or access to it in the Items 
  Found field of the AR. 
   
  How much do they get? Add the gp value of all 
  claimed treasure from each encounter. This is how much 
  each PC gets. Write the total in the GP Gained field of the 
  AR. 
   
  Treasure Cap 
  APL 8: 6,500 gp 
   
   
   
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 6 
  Total Possible Treasure 
  APL 8: 17,662 gp  
   
  1-1: Low Road to Greyhawk  
  APL 8: Loot 809 gp; Magic 2,401 gp; potion of cure serious 
  wounds (2) (124 gp [62 gp each]), potion of resist energy (2) 
  (50 gp [25 gp each]), cloak of resistance +1 (83 gp), eyes of the 
  eagle (208 gp), +1 throwing axe (8) (1,536 gp [192 gp each]), 
  potion of cure moderate wounds (16) (400 gp [25 gp each]); 
  Total 3,210 gp. 
   
  2-1: Rival Explorer 
  APL 8: Loot 172 gp; Magic 597 gp; potion of cure moderate 
  wounds (25 gp), scroll of wall of ice (58 gp), staff of fire (91 gp), 
  amulet of natural armor +1 (166 gp), cloak of resistance +1 (83 
  gp), ring of protection +1 (166 gp), potion of cure light wounds 
  (8 gp [4 gp each]); Total769 gp. 
   
  2-2: Ghostly Scholar 
  APL 8: Magic 454 gp; scroll of inflict critical wounds (58 gp), 
  wand of magic missiles (CL 5) (34 gp), +1 ghost touch 
  breastplate (362 gp); Total 454 gp. 
   
  3-1: The War Wagon 
  APL 8: Loot 73 gp; Magic 336 gp; +1 breastplate (3) (336 gp 
  [112 gp each]; Total 409 gp. 
   
  3-2: Feasthall 
  APL 8: Loot 55 gp; Magic 296 gp; +1 greatsword (196 gp), 
  potion of cure moderate wounds (4) (100 gp [25 gp each]); 
  Total 351 gp. 
   
  3-3: Nerull’s Temple 
  APL 8: Loot 133 gp; Coin 50 gp; Magic 48 gp; scroll of 
  invisibility (4) (48 gp [12 gp each]); Total 231 gp. 
   
  3-4: The Quartermaster 
  APL 8: Loot 1 gp; Magic 328 gp; +1 rapier (193 gp), potion 
  of cure moderate wounds (25 gp), scroll of invisibility (12 gp), 
  +1 studded leather armor (98 gp); Total 329 gp. 
   
  3-5: Atolamyr’s Chamber 
  APL 8: Loot 151 gp; Magic 845 gp; +1 flaming longsword 
  (692 gp), potion of cure serious wounds (2) (124 gp [62 gp 
  each]), wand of cure light wounds (29 gp); Total 996 gp. 
   
   3-6: The Elevator 
  APL 8: Magic 1,526 gp; +2 flaming longsword (1,526 gp); 
  Total 1,526 gp. 
   
  3-7: Guarded Elevator 
  APL 8: Loot 339 gp; Coin 25 gp; Magic 4,999 gp; potion of 
  cure light wounds (6) (24 gp [4 gp each]), +1 shock arrow (24) 
  (4,008 gp [167 gp each]), +1 keen short sword (692 gp), 
  javelin of lightning (2) (250 gp [125 gp each]), potion of 
  levitate (25 gp); Total 5,363 gp. 
   
  3-8: Den of the Dark Naga 
  APL 8: Coin 302 gp; Magic 504 gp elemental gem (air) (187 
  gp), figurine of wondrous power (silver raven) (317 gp); Total 
  806 gp. 
   
  3-9: Chasm of Woe 
  APL 8: Loot 54 gp; Magic 929 gp; oil of magic weapon (4 
  gp), scroll of sound burst (12 gp), scroll of heal (137 gp), wand 
  of searing light (206 gp), +1 full plate (208 gp), +1 greatsword 
  (196 gp), ring of protection +1 (166 gp); Total 983 gp. 
   
  3-10: The Arena 
  APL 8: Magic 2,235 gp; +1 handaxe (192 gp),  +2 breastplate 
  (362 gp),  ring of minor energy resistance (fire) (1,000 gp),  
  ring of counterspells (333 gp), cloak of resistance +1 (83 gp), 
  gauntlets of ogre power (333 gp),  potion of cure serious wounds 
  (2) (124 gp [62 gp each]); Total 2,235 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Boon of Ricard Damaris: You have returned the 
  Blade of Chaos to Ricard Damaris and he is very pleased. 
  As well as providing you with free Rich upkeep during 
  Expedition to the Ruins of Greyhawk, he may also offer 
  other aid in the future. 
   
  ITEM ACCESS 
  APL 8: 
  • Eyes of the eagle (Adventure; DMG) 
  • Staff of fire(Core; DMG) 
  • Wand of magic missile (Adventure; CL 5; DMG) 
  • +1 ghost touch breastplate (Adventure; DMG; 4,350 gp) 
  • +1 flaming longsword (Any; DMG) 
  • Wand of cure light wounds (Any; DMG) 
  • Elemental gem (air) (Adventure; DMG) 
  • Figurine of wondrous power (silver raven) (Adventure; 
  DMG) 
  • +2 flaming longsword (Any; DMG) 
  • +1 shock arrow (Any; DMG) 
  • +1 keen short sword (Any; DMG) 
  • Javelin of lightning (Any; DMG) 
  • Scroll of heal (Core; DMG) 
  • Wand of searing light (Core; DMG; CL 5) 
  • Ring of minor energy resistance (fire) (Core; DMG) 
  • Ring of counterspells (Core; DMG) 
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 7 
  Part 2: Chapter 4 
   
  TIME UNITS AND UPKEEP 
  This is a three-round core adapted adventure set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ENCOUNTERS TO RUN 
  The notes in this section deal with chapter 4 of Expedition 
  to the Ruins of Greyhawk, which comprises the following 
  combat encounters: 
  • 
  4-1 The Wizards’ Laboratory: EL 14; page 100 
  • 
  4-2 Chamber of Seven Secrets: EL 11; page 99 
  • 
  4-3 Escape from the Guildhall: EL 11; page 
  102 
  • 
  4-4 Iuzites Attack: EL 14; page 104 
  • 
  4-5 Haunted House: EL 10; page 103 
  • 
  4-6 Rogue Returned: EL 12; page 106 
  • 
  4-7 Zouken’s Finest: EL 11; page 107 
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 8 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  4-1: The Wizards’ Laboratory  
  Defeat the beholder, Galubgex 
  APL 10  
  420 XP 
   
  4-2: Chamber of Seven Secrets  
  Defeat the proctors 
  APL 10  
  330 XP 
   
  4-3: Escape from the Guildhall  
  Defeat or evade Ascariel 
  APL 10  
  330 XP 
   
  4-4: Iuzites Attack  
  Destroy the agents of Iuz 
  APL 10 
  420 XP 
   
  4-5: Haunted House  
  Destroy the cold shadows 
  APL 10  
  300 XP 
   
  4-6: Rogue Returned  
  Slay or capture Fidd 
  APL 10  
  360 XP 
   
  4-7:Zouken’s Finest  
  Defeat Zouken’s finest 
  APL 10  
  330 XP 
   
  Story Award 
  Recover Zagig’s Key 
  APL 10  
  750 XP 
   
  Discretionary roleplaying award 
  APL 10  
  810 XP 
   
  Total Possible Experience 
  APL 10  
  4,050 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has its treasure listed in 
  this section. Treasure is split into three categories: loot, 
  coins, and magic. 
   
  Loot: The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all their 
  earthly possessions. Looting takes at least 10 minutes for 
  every five enemies. If the characters are unable to loot the 
  bodies, they do not gain this gold. If it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are still there, characters may gain the loot.  
   
  Coin: The coin total is the number of gold pieces 
  each character gains if they take the coin, gems, and 
  jewelry available. A normal adventuring party can usually 
  gather this wealth in a round or so.  
   
  Magic: Magic treasure is the hardest to adjudicate, 
  because magic items are varied and because PCs may 
  want to use them during the adventure. Many times PCs 
  must cast identify, analyze dweomer, or similar spell to 
  determine the item’s properties and how to activate it. 
  Other times they may attempt to use the item blindly. If 
  the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used during the adventure, the 
  PCs do not gain its gp value or access to it in the Items 
  Found field of the AR. 
   
  How much do they get? Add the gp value of all 
  claimed treasure from each encounter. This is how much 
  each PC gets. Write the total in the GP Gained field of the 
  AR. 
   
  Treasure Cap 
  APL 10: 6,900 gp 
   
  Total Possible Treasure 
  APL 10: 11,123 gp 
   
  4-1: The Wizard’s Laboratory 
  APL 10: Magic 1,667 gp; ring of invisibility (1,667 gp): 
  Total 1,667 gp. 
   
  4-2: Chamber of Seven Secrets  
  APL 10: Magic 4,575 gp; +2 thundering greatclub (3) (4,575 
  gp [1,525 gp each]): Total 4,575 gp. 
   
  4-3: Escape from the Guildhall 
  APL 10: Magic 1,600 gp; ring of force shield (708 gp), wand 
  of fox’s cunning (375 gp), figurine of wondrous power (silver 
  raven) (317 gp), sovereign glue (200 gp); Total 1,600 gp. 
   
  4-4: Iuzites Attack  
  APL 10: Loot 112 gp; Magic 2,022 gp; oil of magic weapon 
  (4) (20 gp [5 gp each]), scroll of harm (4) (552 gp [138 gp 
  each]), +2 splint mail (4) (1,450 gp [362 gp each]); Total 
  2,134 gp. 
   
  4-6: Rogue Returned 
  APL 10: Loot 40 gp; Magic 1,107 gp; +1 rapier (193 gp), 
  potion of cure moderate wounds (25 gp), +2 studded leather 
  armor (348 gp), boots of striding and swinging (458 gp), cloak 
  of resistance +1 (83 gp); Total 1,147 gp. 
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 9 
  ADVENTURE RECORD ITEMS 
  �Zagig’s Key: You possess Zagig’s Key, which enables 
  you to continue your exploration of the dungeons below 
  Castle Greyhawk. 
  �Notice of the Archmage: You have met the archmage 
  Mordenkainen. Such a powerful individual has many 
  interests, allies, and enemies in the Flanaess. Who know 
  what future schemes of his you might be wittingly or 
  unwittingly drawn into... 
   
  �Iquoyan’s Boon: You have bested three of Zuoken’s 
  finest in ritual combat. As a mark of your prowess, 
  Iquoyan gifts you with a fist-sized ruby that marks you to 
  followers of Zouken as a an honourable and skilled 
  fighter. The ruby grants you a +4 circumstance bonus to 
  all Charimsa-based checks made against followers of 
  Zouken. You cannot sell it. 
   
  ITEM ACCESS 
  APL 10: 
  • +2 thundering greatclub (Adventure; DMG) 
  • Ring of invisibility (Core; DMG) 
  • Ring of force shield (Core; DMG) 
  • Wand of fox’s cunning (Any; DMG) 
  • Figurine of wondrous power (silver raven) (Any; DMG) 
  • Sovereign glue (Core; DMG) 
  • Scroll of harm (Any; DMG) 
  • Boots of striding and springing (Core; DMG) 
    
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 10 
  Part 3: Chapter 5 
   
   
  TIME UNITS AND UPKEEP 
  This is a three-round core adapted adventure set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ENCOUNTERS TO RUN 
  The notes in this section deal with chapter 5 of Expedition 
  to the Ruins of Greyhawk, which comprises the following 
  combat encounters: 
  • 
  5-1 The Pool of Black Ruin: EL 9; page 130 
  • 
  5-2 Verbeeg Caverns: EL 10; page 131 
  • 
  5-3 Iaxithrax’s Lair: EL 10; page 132 
  • 
  5-4 Vyrthoon’s Redoubt: EL 10; page 134 
  • 
  5-5 Kalystys’s Prison: EL 13; page 135 
  • 
  5-6 Golem Forge: EL 12; page 136 
  • 
  5-7 Mining Cavern: EL 12; page 138 
  • 
  5-8 Statue of Nerull: EL 10; page 139 
  • 
  5-9 Ruined Barracks: EL 12; page 140 
  • 
  5-10 Ruined Homes: EL 11; page 141 
  • 
  5-11 Underdark Staircase: EL 13; page 142 
  • 
  5-12 Avagozel’s Library: EL 12; page 148 
  • 
  5-13 Chapel of the Old One: EL 11; page 144 
  • 
  5-14 Summoning Chamber: EL 13; page 146 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  5-1: The Pool of Black Ruin 
  Destroy the black pudding 
  APL 10 
  270 XP 
   
  5-2: Verbeeg Caverns 
  Defeat the verbeeg 
  APL 10 
  300 XP 
   
  5-3: Iaxithrax’s Lair 
  Defeat Iaxithrax and his minions 
  APL 10 
  300 XP 
   
  5-4: Vyrthoon’s Redoubt 
  Slay Vytthoon 
  APL 10 
  300 XP 
   
  5-5: Kalystys’s Prison 
  Destroy Kalystys 
  APL 10 
  390 XP 
   
  5-6: Golem Forge 
  Defeat Ajah-Kahar, Bailak and their minions 
  APL 10 
  360 XP 
   
  5-7: Mining Cavern 
  Slay Mashface 
  APL 10 
  360 XP 
   
  5-8: Statue of Nerull 
  Destroy the statue 
  APL 10 
  300 XP 
   
  5-9: Ruined Barracks 
  Destroy the black pudding 
  APL 10 
  360 XP 
   
  5-10: Ruined Homes 
  Destroy the fungus 
  APL 10 
  330 XP 
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 11 
  5-11:Underdark Staircase 
  Defeat Shyrath and his arrow demon minions 
  APL 10 
  390 XP 
   
  5-12: Avagozel’s Library 
  Slay Avagozel 
  APL 10 
  360 XP 
   
  5-13: Chapel of the Old One 
  Destroy the skeletons and Lorzag 
  APL 10 
  330 XP 
   
  5-14: Summoning Chamber 
  Destroy Bittertonge, Raesene and the rutterkins 
  APL 10 
  390 XP 
   
  Story Award 
  Objective(s) met: 
  APL 10  
  760 XP 
   
  Discretionary roleplaying award 
  APL 10  
  1,350 XP 
   
  Total Possible Experience 
  APL 10  
  6,750 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has its treasure listed in 
  this section. Treasure is split into three categories: loot, 
  coins, and magic. 
   
  Loot: The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all their 
  earthly possessions. Looting takes at least 10 minutes for 
  every five enemies. If the characters are unable to loot the 
  bodies, they do not gain this gold. If it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are still there, characters may gain the loot.  
   
  Coin: The coin total is the number of gold pieces 
  each character gains if they take the coin, gems, and 
  jewelry available. A normal adventuring party can usually 
  gather this wealth in a round or so.  
   
  Magic: Magic treasure is the hardest to adjudicate, 
  because magic items are varied and because PCs may 
  want to use them during the adventure. Many times PCs 
  must cast identify, analyze dweomer, or similar spell to 
  determine the item’s properties and how to activate it. 
  Other times they may attempt to use the item blindly. If 
  the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used during the adventure, the 
  PCs do not gain its gp value or access to it in the Items 
  Found field of the AR. 
   
  How much do they get? Add the gp value of all 
  claimed treasure from each encounter. This is how much 
  each PC gets. Write the total in the GP Gained field of the 
  AR. 
   
  Treasure Cap 
  APL 10: 11,500 gp 
   
  Total Possible Treasure 
  APL 10: 29,155 gp 
   
   
  5-2: Verbeeg Caverns 
  APL 10: Loot 450 gp; Coin 10 gp, Magic 1,829 gp; +1 
  glaive (6) (1,154 gp [192 gp each], +1 breastplate (6) (675 gp 
  [112 gp each]); Total 2,289 gp. 
   
  5-3: Iaxithrax’s Lair 
  APL 10: Loot 225 gp; Coin 5 gp, Magic 915 gp; +1 glaive 
  (3) (577 gp [192 gp each], +1 breastplate (3) (337 gp [112 gp 
  each]); Total 1,145 gp. 
   
  5-4: Vyrthoon’s Redoubt 
  APL 10: Magic 1,293 gp; wand of greater invisibility (945 
  gp), +2 studded leather armor (348 gp); Total 1,293 gp. 
   
  5-5: Kalystys’s Prison 
  APL 10: Magic 3,791 gp; bracers of armor +3 (750 gp), 
  amulet of health +4 (1,333 gp), ring of protection +2 (667 gp), 
  ring of force shield (708 gp), cloak of resistance +2 (333 gp); 
  Total 3,791 gp. 
   
  5-6: Golem Forge 
  APL 10: Loot 212 gp; Coin 5 gp, Magic 2,123 gp; minor 
  ring of cold resistance (1,000 gp), +1 full plate (221 gp), +1 
  heavy steel shield (98 gp), +1 frost composite longbow (717 gp), 
  potion of cure serious wounds (62 gp), potion of eagle’s splendor 
  (25 gp); Total 2,340 gp. 
   
  5-7: Mining Cavern 
  APL 10: Loot 169 gp; Magic 1,667 gp; ring of invisibility 
  (1,667 gp); Total 1,836 gp. 
   
  5-9: Ruined Barracks 
  APL 10: Magic 450 gp; Murlynd’s spoon (450 gp); Total 450 
  gp. 
   
  5-11:Underdark Staircase 
  APL 10: Loot 2 gp; Coin 14 gp, Magic 9,275 gp; potion of 
  invisibility (25 gp), wand of cure moderate wounds (2,520 gp), 
  +1 light fortification full plate (471 gp), +2 unholy heavy mace 
  (2,693 gp), +2 cloak of resistance (333 gp), periapt of Wisdom 
  +2 (333 gp), +1 composite longbow (4) (2,900 gp [725 gp 
  each); Total 9,291 gp. 
   
  5-13: Chapel of the Old One 
  APL 10: Loot 138 gp; Coin 87 gp, Magic 946 gp; lesser rod 
  of extend (250 gp), +1 flaming greatsword (696 gp) 
  Total 1,171 gp. 
   
  5-14: Summoning Chamber 
  APL 10: Loot 1,004 gp; Coin 42 gp, Magic 4,504 gp; bone 
  wand (1,361 gp), wand of scorching ray (41 gp), wand of 
  displacement (50 gp), wand of ghoul touch (240 gp), scroll of 
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 12 
  planar binding (137 gp), scroll of lesser planar binding (2) (188 
  gp [94 gp each]), scroll of summon monster VI (137 gp), scroll 
  of summon monster V (93 gp), scroll of summon monster III 
  (31 gp), scroll of wall of force (94 gp), ring of protection +1 (167 
  gp), +1/+1 quarterstaff (717 gp), headband of intellect +2 (333 
  gp), portable hole (1,667 gp), +1 studded leather armor (3) 
  (294 gp [98 gp]; Total 5,550 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Whiteshiver Mushrooms: You can purchase drafts of 
  whiteshiver elixir (EttRoG 222). Whiteshiver elixir costs 1,500 
  gp a vial and bestows the plant type upon the drinker for 
  1o minutes. 
   
  �Nerull’s Blessing: As a full-round action, you can call 
  out to Nerull and demand that a soul be returned to its 
  body. This effect functions like a raise dead (CL 20th), 
  without the normal time limit or the need for a material 
  component. You cannot use this ability on yourself if you 
  are killed. You can use ability only once. 
   
  �Lord Henway’s Thanks: Lord Henway offers you his 
  thanks for returning one or more of this pet 
  aurumvoraxes. Unfortunately, he is a little short of cash 
  right now and instead of your agreed upon reward offers 
  to use his extensive contacts in the free city to find an 
  item you wish to purchase. Designate any one item that 
  you once had or currently have adventure access to. You 
  now have core access to that item. You may use this 
  favour once. 
   
  ITEM ACCESS 
  APL 10: 
  • 
  Wand of greater invisibility (Adventure; DMG) 
  • 
  Ring of force shield (Core; DMG) 
  • 
  +1 frost composite longbow (Any; DMG) 
  • 
  Minor ring of cold resistance (Core; DMG) 
  • 
  Ring of invisibility (Core; DMG) 
  • 
  Murlynd’s spoon (Core; DMG) 
  • 
  +1 light fortification full plate  (Any; DMG) 
  • 
  Lesser rod of extend (Any; DMG) 
  • 
  +2 unholy heavy mace (Adventure; DMG) 
  • 
  Bone wand (Adventure; Expedition to the Ruins of 
  Greyhawk) 
  • 
  Wand of scorching ray (Any; DMG) 
  • 
  Wand of displacement (Any; DMG) 
  • 
  Wand of ghoul touch (Any; DMG) 
  • 
  Scroll of planar binding (Any; DMG) 
  • 
  Scroll of lesser planar binding (Any; DMG) 
  • 
  Scroll of summon monster VI (Any; DMG) 
  • 
  Scroll of summon monster V (Any; DMG) 
  • 
  Scroll of wall of force (Any; DMG) 
  • 
  Portable hole (Adventure; DMG) 
   
   
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 13 
  Part 4: Chapter 6 
   
  TIME UNITS AND UPKEEP 
  This is a three-round core adapted adventure set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly benefits) as detailed 
  in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ENCOUNTERS TO RUN 
  The notes in this section deal with chapter 6 of Expedition 
  to the Ruins of Greyhawk, which comprises the following 
  combat encounters: 
  • 
  6-1 Hall of the Juggernaut: EL 13; page 190 
  • 
  6-2 Raknian’s Retreat: EL 13; page 192 
  • 
  6-3 Temple of Boccob: EL 13; page 194 
  • 
  6-4 Intellect Devourer: EL 13; page 196 
  • 
  6-5 Shodei’s Laboratory: EL 13; page 198 
  • 
  6-6 Garden of Golden Ruin: EL 11; page 197 
  • 
  6-7 Zagig’s Ziggurat: EL 12; page 200 
  • 
  6-8 The Great Spiral Staircase: EL 12; page 
  201 
  • 
  6-9 Chamber of the Orb: EL 13; page 202 
  • 
  6-10 Gallery of Wonder: EL 13; page 204 
  • 
  6-11 Royal Court: EL 14; page 206 
  • 
  6-12 Arrival at the Isle: EL 12; page 203 
  • 
  6-13 The Dormant King: EL 12; page 208 
  • 
  6-14 The Ichor Shrine: EL 14; page 211 
  • 
  6-15 Warden’s Ziggurat: EL 14; page 209 
  • 
  6-16 Livashti’s Chapel: EL 15; page 212 
  • 
  6-17 The Godtrap: EL 17; page 214 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  6-1: Hall of the Juggernaut 
  Destroy the juggernaut and the redcaps 
  APL 12  
  390 XP 
   
  6-2: Raknian’s Retreat 
  Defeat Raknian and his aurumvoraxes 
  APL 12  
  390 XP 
   
  6-3: Temple of Boccob 
  Destroy the temple guardians 
  APL 12  
  390 XP 
   
  6-4: Intellect Devourer Prison 
  Destroy the intellect devourers 
  APL 12  
  390 XP 
   
  6-5: Shodei’s Laboratory 
  Slay Shodei 
  APL 12  
  390 XP 
   
  6-6: Garden of Golden Ruin 
  Destroy the yellow musk creeper and its creatures 
  APL 12  
  330 XP 
   
  6-7: Zagig’s Ziggurat 
  Destroy Mavaug 
  APL 12  
  360 XP 
   
  6-8: The Great Spiral Square 
  Destroy Han-Tan Chun 
  APL 12  
  390 XP 
   
  6-9: Chamber of the Orb 
  Slay Wedrah and Aluuq 
  APL 12  
  390 XP 
   
  6-10: Gallery of Wonder 
  Defeat Komoghet and his guards 
  APL 12  
  390 XP 
   
  6-11: Royal Court 
  Slay Lyndurm 
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 14 
  APL 12  
  420 XP 
   
  6-12: Arrival at the Isle 
  Slay the island ape 
  APL 12  
  360 XP 
   
  6-13: The Dormant King 
  Slay the Dormant King 
  APL 12  
  340 XP 
   
  6-14: The Ichor Shrine 
  Slay Vejakilar and the cultists 
  APL 12  
  420 XP 
   
  6-15: Warden’s Ziggurat 
  Destroy the hezrous 
  APL 12  
  420 XP 
   
  6-16 Livashti’s Chapel 
  Slay Livashti and Riggby 
  APL 12  
  450 XP 
   
  6-17: The Godtrap 
  Destroy the false Iggwilv and her minions 
  APL 12  
  510 XP 
   
  Discretionary roleplaying award 
  APL 12  
  1,145 XP 
   
  Total Possible Experience 
  APL 12  
  7,875 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has its treasure listed in 
  this section. Treasure is split into three categories: loot, 
  coins, and magic. 
   
  Loot: The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all their 
  earthly possessions. Looting takes at least 10 minutes for 
  every five enemies. If the characters are unable to loot the 
  bodies, they do not gain this gold. If it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are still there, characters may gain the loot.  
   
  Coin: The coin total is the number of gold pieces 
  each character gains if they take the coin, gems, and 
  jewelry available. A normal adventuring party can usually 
  gather this wealth in a round or so.  
   
  Magic: Magic treasure is the hardest to adjudicate, 
  because magic items are varied and because PCs may 
  want to use them during the adventure. Many times PCs 
  must cast identify, analyze dweomer, or similar spell to 
  determine the item’s properties and how to activate it. 
  Other times they may attempt to use the item blindly. If 
  the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used during the adventure, the 
  PCs do not gain its gp value or access to it in the Items 
  Found field of the AR. 
   
  How much do they get? Add the gp value of all 
  claimed treasure from each encounter. This is how much 
  each PC gets. Write the total in the GP Gained field of the 
  AR. 
   
  Treasure Cap 
  APL 12: 16,500 gp. 
   
  Total Possible Treasure 
  APL 12: 52,376 gp. 
   
  6-2: Raknian’s Retreat 
  APL 12: Magic 3,019 gp; breastplate of command (915 gp), 
  +2 buckler (347 gp), +1 mighty cleaving bastard sword (695 
  gp), cloak of Charisma +2 (333 gp), ring of protection +2 (667 
  gp), potion of haste (62 gp); Total 3,019 gp. 
   
  6-3: Temple of Boccob 
  APL 12: Magic 1,708 gp; amulet of health +2 (333 gp), ring 
  of force shield (708 gp), ring of protection +2 (667 gp); Total 
  1,708 gp. 
   
  6-5: Shodei’s Laboratory 
  APL 12: Magic 3,485 gp; ring of protection +2 (667 gp), 
  headband of intellect +4 (1,333 gp), wand of displacement (213 
  gp), wand of phantasmal killer (1,190 gp), wand of resist 
  energy (82 gp); Total 3,485 gp. 
   
  6-9: Chamber of the Orb 
  APL 12: Magic 3,152 gp; potion of cure moderate wounds (25 
  gp), scroll of song of discord (94 gp), scroll of mass suggestion 
  (137 gp), wand of grease (55 gp), +1 chain shirt (119 gp), +1 
  merciful whip (692 gp), cloak of Charisma +2 (333 gp),  wand 
  of magic missile (CL 9th, 495 gp) +1 mithral chain shirt (175 
  gp), +1 keen rapier (193 gp), ring of protection +1 (167 gp), 
  amulet of natural armor +1 (2) (334 gp [167 gp each]), gloves 
  of Dexterity +2 (333 gp); Total 3,152 gp. 
   
  6-10: Gallery of Wonder 
  APL 12: Loot 19 gp; Magic 2,733 gp; gloves of Dexterity +2 
  (333 gp), belt of giant strength +4 (1,333 gp), ring of protection 
  +2 (667 gp), slippers of spider climbing (400 gp); Total 2,752 
  gp. 
   
  6-11: Royal Court 
  APL 12: Loot 88 gp; Coin 208 gp, Magic 2,997 gp; +1 
  thundering light crossbow (685 gp), Murlynd’s spoon (450 gp), 
  headband of intellect +2 (333 gp), gloves of Dexterity +2 (333 
  gp), +1 greatsword (6) (1,196 gp [196 gp each]); Total 3,293 
  gp. 
   
  6-14: The Ichor Shrine 
  APL 12: Loot 663 gp; Coin 250 gp, Magic 5,426 gp; +1 
  seeking composite longbow (700 gp), gloves of arrow snatching 
  (333 gp), ring of protection +2 (667 gp), potion of cure 
  moderate wounds (6) (150 gp [25 gp each]), potion of fly (6) 
  (372 gp [62 gp each]), +1 breastplate (6) (672 gp [112 gp 
  
   
  ADP8-03 Expedition to the Ruins of Greyhawk Adaptation 
   
  Page 15 
  each], rod of wonder (1,000 gp), wand of stoneskin (1,228 gp), 
  amulet of natural armor +1 (167 gp), ring of protection +1 (167 
  gp); Total 6,339 gp. 
   
  6-16 Livashti’s Chapel 
  APL 12: Coin 250 gp, Magic 6,142 gp; wand of glibness (656 
  gp), lesser rod of extend metamagic (250 gp), scroll of demand 
  (300 gp), scroll of greater dispel magic (137 gp), scroll of heal 
  (137 gp), scroll of project image (137 gp), scroll of restoration 
  (67 gp), +1 animated heavy steel shield (764 gp), +3 keen 
  spiked chain (2,694 gp),  cloak of charisma +2 (333 gp), ring of 
  protection +2 (667 gp); Total 6,392 gp. 
   
  6-17: The Godtrap 
  APL 12: Coin 1,417 gp, Magic 20,819 gp; wand of magic 
  missile (CL 9th, 111 gp), bracers of armor +8 (5,333 gp),  ring 
  of protection +3 (1,500 gp),  ring of freedom of movement 
  (3,458 gp),  amulet of health +4 (1,333 gp),  gloves of Dexterity 
  +4 (1,333 gp), boots of levitation (625 gp),  circlet of persuasion 
  (375 gp),  dusty rose ioun stone (417 gp),  pale green ioun stone 
  (2,500 gp), stone of good luck (1,667 gp), pearl of power (5th-
  level) (2,083 gp),  true seeing ointment (4) (84 gp [21 gp 
  each]); Total 22,236 gp. 
   
  ADVENTURE RECORD ITEMS 
  �True Seeing Ointment: You have core access to 
  ointment of true seeing (CL 11th; 250 gp per application). 
   
  �Scrolls: You have access to the following scrolls and 
  may craft them as normal: demand, greater dispel magic, 
  heal, project image, restoration, song of discord, mass suggestion. 
   
  �Wands: You have core access to the following wands 
  and may craft them as normal: displacement, phantasmal 
  killer, resist energy, magic missile (CL 9th); grease, stoneskin 
  glibness. 
   
  �Blessing of Zouken: You have freed the god Zouken 
  from the godtrap and in exchange he grants you a 
  permanent +1 insight bonus to AC and on Will saving 
  throws. 
   
  �Robilar Returned: You have freed Robilar from the 
  godtrap and touched him with the Orb of Opposition. He is 
  grateful for rescuing him from Lynn and may help you in 
  the future. 
   
  �Thanks of Your Comrades: You have saved the free 
  city from a terrible enemy and the folk of your affiliation 
  are grateful. You receive a +3 bonus to your affiliation 
  score with your first or primary affiliation. Note the 
  name of the affiliation here: 
   
   
   
   
   
  ITEM ACCESS 
  APL 12: 
  • 
  Breastplate of command (Adventure; DMG) 
  • 
  +1 mighty cleaving bastard sword (Core; DMG) 
  • 
  Ring of force shield (Any; DMG) 
  • 
  +1 keen rapier (Any; DMG) 
  • 
  +1 mithral chain shirt (Any; DMG) 
  • 
  +1 merciful whip(Core; DMG) 
  • 
  Slippers of spider climbing (Any; DMG) 
  • 
  +1 thundering light crossbow (Core; DMG) 
  • 
  Murlynd’s spoon (Adventure; DMG) 
  • 
  +1 seeking composite longbow (Any; DMG) 
  • 
  Gloves of arrow snatching (Any; DMG) 
  • 
  Rod of wonder (Adventure; DMG) 
  • 
  +1 seeking composite longbow (Core; DMG) 
  • 
  Gloves of arrow snatching (Any; DMG) 
  • 
  +1 animated heavy steel shield (Core; DMG) 
  • 
  +3 keen spiked chain(Core; DMG) 
  • 
  Lesser rod of extend metamagic (Adventure; DMG) 
  • 
  Boots of levitation (Core; DMG) 
  • 
  Circlet of persuasion (Core; DMG) 
  • 
  Dusty rose ioun stone (Adventure; DMG) 
  • 
  Pale green ioun stone (Adventure; DMG) 
  • 
  Stone of good luck (Core; DMG) 
  • 
  Pearl of power (5th-level) (Any; DMG) 
  • 
  True seeing ointment (Adventure; DMG) 
  • 
  Ring of freedom of movement (Any; DMG) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/ADP (Adaptable)/ADP8-03 Expedition to the Ruins of Greyhawk (3E).pdf