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. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV8-03 
   
   
   
   
   
  Wake the Dead 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
   
   
  by Kevin Elmore 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Michael Mockus 
  Playtesters: David Blackwell, Crystal Elmore, Brendon Hays, Andrew Terrill, Jeff Terrill  
   
   
  The ambition of Turrosh Mak is not the only evil threatening the City of Sails.  Another malignant force focuses its 
  attention on the destruction of Dyvers.  An unlikely request comes from one of the more controversial figures in 
  Dyvers; the temple of Nerull needs your help in stopping an even greater evil.  Warning:  This adventure contains at 
  least one untiered encounter.  A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in Dyvers, for 
  characters level 6-15 (APLs 8-14).  
   
  Resources for this adventure [and the authors of those works] include Libris Mortis [Andy Collins and Bruce R. 
  Cordell]. 
  
  DYV8-03 Wake the Dead 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, 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 are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. 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’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Dyvers adventure. As of 
  September 1, 2007, there is no Time Unit cost to 
  play the adventure portion of this adventure; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The 
  cost for Standard Upkeep is 12 gp for PCs whose 
  home region is in Dyvers, or 24 gp for out-of-region 
  PCs. Both Rich Upkeep and Luxury Upkeep cost 75 
  gp regardless of home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A PC that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the PC possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the PC will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the PC has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The forces of Turrosh Mak have taken over the Gnarley 
  Forest, and a push toward the city of Dyvers is 
  inevitable.  This causes concern among denizens of the 
  Jewel of the Flaness, and even the morally bankrupt are 
  concerned about the effect this has on their homes.  
  One such person is Xullithan, the high priest of 
  Nerull. 
   
  Ever since reports surfaced in CY 591 of a lich 
  lurking in the sewers, Xullithan has been driven to 
  learn more about the monster.  He has learned that the 
  lich is obsessed with destroying the city of Dyvers.  
  The lich is actually Alenfius, a thief who survived an 
  Alliance assassination attempt in CY 444.  Alenfius 
  swore revenge on the entire city and devoted his life to 
  magic and, eventually, to undeath. 
   
  Knowing that the lich excels at causing strife, 
  Xullithan is concerned that it is biding its time until 
  the Mak's lieutenant, Gnasher Barrock, marches the 
  Pomarj forces upon Dyvers.  Xullithan hopes to 
  neutralize the lich before it has a chance to cause strife 
  from within the city when Gnasher attacks.  His 
  research has revealed the lair of the Lich of the Sewers, 
  but it has protected its lair from the agents of Nerull.  
  Xullithan must recruit outside help to stop the lich.  If 
  he can persuade them into entrusting him with the 
  lich's phylactery, so much the better, but considering 
  the impending attack, Xullithan is willing to settle for 
  the lich being destroyed.   
   
  Through his research, Xullithan discovered that 
  Alenfius had a halfling friend named Zafree, who was 
  murdered by the Alliance.  Utilizing the closeness of 
  the two thieves, Xullithan brewed special potions that 
  would render people invisible to the lich.  With these 
  potions and his divinations, Xullithan is convinced 
  that he can get a group of adventurers to infiltrate the 
  lich's lair.   
   
  Getting them out of the lich's lair is the big 
  problem.  The temple of Nerull contacted the cathedral 
  of Pelor and requested the use of one of their paladins.  
  DYV8-03 Wake the Dead 
   
  Page 3 
  
  The cathedral initially refused, but the high priest 
  performed divinations of his own and learned that 
  there is some truth to Xullithan's lies.  The cathedral 
  assigned Harveign the Bold to aid Xullithan in his 
  mission.  
   
  While Xullithan would love to be involved with 
  the delivery of the lich, he has other duties that take 
  him away from the city.  He assigned a priest named 
  Kylar to speak on his behalf.  In fact, Kylar is to 
  pretend to be Xullithan so that nobody is aware that 
  Xullithan is actually somewhere else. 
   
  Meanwhile, one of Xullithan's enemies, the Cult 
  of the Elemental Eye, is moving against the temple of 
  Nerull.  The Tharizdun-worshippers constructed a 
  facsimile of the Maiden of Carceri, a Nerullite artifact 
  that was stolen from Xullithan in CY 595.  The faux 
  Maiden of Carceri is enchanted so that it would 
  explode if it enters the temple of Nerull.  Azeeth, one 
  of the worshippers of Tharizdun, has planted the 
  Maiden of Carceri in a warehouse.  He looks for agents 
  of Nerull that would take the bait.  Azeeth mistakes the 
  adventurers as being loyal followers of Nerull (or at 
  least mercenaries).  He attempts to lure them to the 
  warehouse where the false Maiden of Carceri is 
  waiting.   
   
  ADVENTURE SUMMARY 
  Introduction: The PCs receive a message from the 
  high priest of Nerull asking for an audience.  
  Alternatively, the PCs may receive a missive from a 
  priestess of Pelor for the same reason. 
   
  Encounter 1: Xullithan's Proposal: A priest of Nerull, 
  speaking for the high priest, explains the origins of the 
  Lich of the Sewers and offers them an opportunity to 
  capture it. Through Xullithan's magic, the PCs can 
  sneak past the lich and steal its phylactery. 
   
  Encounter 2: Gloranda's Proposal: PCs who refuse 
  Xullithan's offer are asked instead by the cathedral of 
  Pelor to perform this task.  While Xullithan is not one 
  to be trusted lightly, divinations show that Xullithan's 
  proposal can lead to the destruction of the lich. 
   
  Encounter 3: Spilling the Beans: The PCs might 
  learn that Harveign, the paladin of Pelor sent by 
  Xullithan to accompany the PCs, is not protected by 
  Xullithan's magic.  If they inform Harveign of this, he 
  realizes that he is being sent as a sacrificial lamb to 
  distract the lich while the PCs steal the phylactery.  He 
  asks them to destroy the lich so his sacrifice is not in 
  vain. 
   
  Encounter 4: Speaking with Zafree: PCs have the 
  opportunity to meet with a former associate of the Lich 
  of the Sewers while it was alive.  They may learn a bit 
  more about the persona before he became a lich. 
   
  Encounter 5: Entering the Sewers: PCs meet with 
  Amirgo, a servant of Nerull, who shows them the 
  location of the entrance to the lich's lair.  
   
  Encounter 6: The Lair of the Lich:  The entrance is a 
  tunnel too small for the typical adventurer.  The 
  potions of gaseous form given to them by the church of 
  Nerull help out here. 
   
  Encounter 7: Throne Room: The lich can be found 
  here.  It is likely here that the lich spots Harveign and 
  tortures him, leaving the PCs free to explore the lair. 
   
  Encounter 8: Phylactery Entrance: The doors leading 
  to the lich's phylactery are locked and trapped.   
   
  Encounter 9: Obsessive Genocide: An altar to the 
  destruction of Dyvers has been erected by the 
  obsessive lich.  Its phylactery, plus some decoys, are 
  found in this room.  It is also guarded by an undead 
  servant. 
   
  Encounter 10: Fighting the Lich:  A group of 
  ambitious (or unlucky) PCs can take on the lich 
  directly in combat. 
   
  Encounter 11: Dead Man Talking:  A group of 
  ambitious (or desperate) PCs can attempt to negotiate 
  on behalf of the temple of Nerull to convince the lich 
  to side with Xullithan instead of focusing on the 
  destruction of the city. 
   
  Encounter 12: Baiting the Trap: Along the way down 
  the streets, the PCs are accosted by a Tharizdun cultist, 
  who poses as a murder victim. He leaves a clue that an 
  artifact known as the Maiden of Carceri is in a 
  warehouse. 
   
  Encounter 13: Maiden Voyage: PCs who investigate 
  the warehouse find the Maiden of Carceri is guarded 
  by a demon(s).   
   
  Encounter 14: Cash on Delivery: PCs have the 
  opportunity to deliver the Maiden of Carceri to the 
  temple of Nerull.  Those who do not are approached by 
  a priest of Tharizdun and may be told that the Maiden 
  is a trap designed to punish the Horned Society. 
   
  DYV8-03 Wake the Dead 
   
  Page 4 
  
  Conclusion: PCs may be rewarded by the temple of 
  Nerull or the cathedral of Pelor.  PCs are not rewarded 
  if they contribute to the destruction of the temple of 
  Nerull. 
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party 
  is of a Dyvers regional meta-org. In particular you need 
  to know about members in: 
   
  • 
  The Alliance 
   
  Also take note if the PCs have the following AR items: 
   
  • 
  Enmity of House Pengallen from Dyv4-05 
  Tiptoeing Among Dragons. 
  • 
  Gem of Xullithan from VTF5-02 Reaping the 
  Darkness. 
  • 
  Betrayed the Betrayer from VTF5-02 Reaping the 
  Darkness or DYV6-05 Black as Night 
   
  DIVINATIONS 
  Higher-level clerics may attempt to discern the correct 
  path based on divination spells.  This should be 
  encouraged, with the answers being helpful but 
  cryptic.  Some example answers could be: 
   
  • 
  Are the potions real? All of the potions aid you 
  but one does not obfuscate. The false potion makes 
  the other potions stronger. 
  • 
  How do you kill the lich? To destroy the lich, 
  one must destroy Dyvers. 
  • 
  Is this the real Maiden of Carceri? It is not the 
  portal to Carceri, though it may send some there.  
  • 
  Should we destroy the Maiden of Carceri? 
  Greed will destroy the device, consuming itself in 
  the process.  
   
  INTRODUCTIONS 
  XULLITHAN INTRODUCTION 
  The introduction takes place in the city of Dyvers.  
  Each PC is within the city for his own reason; they can 
  be together or apart, depending on PC history.  The 
  PCs are invited to meet with the high priest of Nerull 
  for a business proposition.  Keep in mind that if the 
  PCs refuse this invitation, they are shortly after invited 
  by the Cathedral of Pelor for a similar proposal (though 
  the PCs don't know that).  When the players are 
  settled, read or paraphrase the following: 
   
  The streets of Dyvers have become increasingly 
  crowded, as refugees from the surrounding lands 
  flock to the safety of the walled city.  With people 
  constantly bumping into each other, the smart 
  Dyvers resident keeps an even tighter hold on his 
  coin purse.  As you wrest yourself away from the 
  crowd this morning and into a relatively open area, 
  you see a young girl dart between the legs of the 
  people and approach you.   
   
  "Good day," she says, "I have a message for you. 
   The temple of the Reaper wishes an audience with 
  you 1 bell after sunrise tomorrow to discuss matters 
  of the safety of the fair city.  You will be fairly 
  compensated, and you will help bring peace in 
  these troubled times.  Please arrive promptly and 
  don't wear your nicest clothes."  She stops and waits 
  expectantly.   
   
  The girl is a member of the Messenger's Guild.  She 
  does not immediately leave the PCs' presence unless 
  she realizes that they are not going to tip her. She then 
  shrugs and runs off into the crowd. 
   
  If the PCs do give her a tip of at least 1 gold piece, 
  she adds the following message: 
   
  "Thank you, kind folks.  Oh, it may please you to 
  know that the message also notes that those of the 
  academic or faithful persuasion may wish to keep 
  their belfries clean until after hearing the 
  proposition." 
   
  The messenger doesn't know what this last message 
  means, but a PC who prepares spells can make a DC 14 
  Sense Motive check to realize that they are being asked 
  to keep some spell slots free and prepare them later (a 
  process that can take 15 minutes to an hour). 
   
  Development: If the PCs take the temple of Nerull up 
  on its invitation, continue on to Encounter 1: 
  Xullithan's Proposal.  If the PCs do not agree to meet at 
  the temple, then they receive a different invitation the 
  following morning; go to Encounter 2: Gloranda's 
  Proposal. 
   
  GLORANDA INTRODUCTION 
  This introduction happens if the PCs reject Xullithan's 
  proposal or don't meet with Xullithan to begin with.  
  They are contacted by an acolyte of Pelor and asked to 
  meet with one of the priests of Pelor.  Read or 
  paraphrase the following: 
   
  The next morning finds you in a tavern, relaxing or 
  fighting a hangover.  A teenaged boy in white robes 
  DYV8-03 Wake the Dead 
   
  Page 5 
  
  stares at you apprehensively, nervously toying with 
  a golden sun on a chain.  When he realizes that you 
  see him, he gulps and approaches you timidly. He 
  says, "Good afternoon in the name of the Sun 
  Father.  I am Rabert, a humble servant of his 
  radiant glory.  I come beseeching you to follow me 
  to the Cathedral of the Sun Father where my 
  mistress waits." He turns toward the door and 
  pauses; a hopeful look crosses his face. 
   
  Rabert is simply an errand boy who has been sent by 
  Sister Gloranda.  He is very green and unaccustomed to 
  dealing with people, especially those who live in or 
  visit Dyvers.  He is cowed by the reputation of Dyvers, 
  so he half-expects the PCs to stab him in the back and 
  take his golden holy symbol.  Aside from the identity 
  of his mistress, he has no substantial information.  If 
  the PCs ply him with too many questions, he pales and 
  despairs quickly.   
   
  Development: If the PCs follow Rabert to the 
  Cathedral of Pelor, continue to Encounter 2: 
  Gloranda's Proposal.  If the PCs refuse at this point, 
  then the adventure is over.  They have about an hour 
  still to decide to visit Xullithan or Gloranda, but make 
  it clear to the players that nothing exciting is going to 
  happen if they don't heed the call of one of the priests. 
   
  1: XULLITHAN'S PROPOSAL 
  In this encounter, the PCs agree to meet with Kylar 
  Blackheart, masquerading as Xullithan, the high priest 
  of Nerull.  If PCs have played VTF5-02 Reaping the 
  Darkness, DYV6-05 Black as Night, DYV7-04 Throw 
  Open the Gates of Heaven or DYV7-09 Darkness 
  Cometh, they may have already met Xullithan before.  
  As the PCs approach the gate to the temple of Nerull, 
  read or paraphrase the following: 
   
  The Temple District is more crowded than usual, 
  even this early in the morning, as refugees seek 
  food and shelter from the temples of various faiths. 
   One temple is devoid of refugees, though—the 
  Temple of Nerull.  The wrought-iron fence coldly 
  marks the graveyard surrounding the building.  
  Though the gates are wide open, no one passes 
  through them.  Upon seeing your approach, two 
  armored men carrying scythes greet you.  One of 
  them, whose breath reeks of grave rot, says, "You 
  are expected.  Deliver this to the priest within the 
  walls or suffer the consequences."  He hands each 
  of you a small bone. 
   
  The guards give each PC a toad bone.  The guards do 
  not explain the purpose of the bone, as Xullithan 
  prefers to keep an air of mystery about the temple.  The 
  path winds 30 feet between several tombstones and 
  leads to the door of the temple.  Read or paraphrase the 
  following: 
   
  After walking past several tombstones, you stand 
  before the door to the temple of the Reaper.  
  Staring down at you through empty eye sockets is 
  the skull of a troll, a silver scythe etched in its 
  forehead.  The door is wide open, and a robed man 
  beckons you to come inside and deliver the token 
  given to you by the guards.   
   
  The front door is trapped by a blasphemy spell cast at 
  level 16.  It does not activate if the person entering is of 
  evil alignment or carries a dead toad bone (toad 
  familiars don't count if they're still living).  The bone is 
  given to the PCs so that they may enter freely.  Any PC 
  who rejects the bone is struck by the blasphemy spell 
  upon entering (DC 25).  As the PCs pass through the 
  doors, this is a good time to ask for their alignments.  
  The alignment has nothing to do with triggering the 
  trap (unless they detect as evil), but it could make the 
  players a little nervous.  This is the perfect time to note 
  which PCs detect as good for later. 
   
  Anyone who is killed by the blasphemy is not out 
  of the adventure.  He is called a fool by the Nerullites, 
  but Kylar does agree to resurrect the PC for only the 
  cost of the material component.  The Gem of 
  Xullithan from VTF5-02 Reaping the Darkness fulfills 
  the requirement for resurrection, but he provides a 
  substitute gem; do not mark off the Gem of Xullithan. 
  Kylar can only use the three scrolls of resurrection 
  from Xullithan's personal store, claiming that he 
  doesn't have the spell memorized (in actuality, Kylar is 
  only 12th level). 
   
  Note:  If a PC does die at this stage, you may 
  recalculate the APL, as they have not encountered any 
  challenges yet.   
   
  After the PCs hand over the bones (the priest has 
  Spot of +4 if someone wishes to palm a substitute), read 
  the following: 
   
  The priest silently leads you to a darkwood table 
  surrounded by several darkwood chairs.  At the 
  head of the table is a dark-haired man in full plate, 
  seated in a throne comprised of human bones.  
  Stroking the skull on the arm of his throne with a 
  mailed hand, he stares at you, as if assessing your 
  worth.  Finally, he congenially says, "Sit, my 
  friends, and hear me out.  Or, if you'd rather stand, 
  DYV8-03 Wake the Dead 
   
  Page 6 
  
  you can go join the life of the party over there."  He 
  motions to a man wearing full plate decked out 
  with holy symbols of Pelor.  He stands rigidly and 
  hardly acknowledges the Nerullite's insult. 
   
  The man on the throne continues, "My name is 
  Xullithan, and we have an enemy in common.  This 
  enemy is none other than the Lich of the Sewers.  
  It's all right; you may snicker, if you'd like.  For 
  many ignorant folks, the lich is simply a myth.  I 
  assure you that he is real, and he poses a very real 
  threat.  You can come to the city's rescue like a 
  gallant knight by aiding me in stopping the lich's 
  next plan.  All I ask from you is the lich's 
  phylactery." 
   
  For all intents and purposes, the man is indeed 
  Xullithan, the high priest of Nerull.  In actuality, the 
  man is Kylar Blackheart, Xullithan's lieutenant.  He is 
  under the effect of a disguise self spell, giving him a 
  DC 38 Disguise check. 
   
  Kylar has a detect good up and concentrates of 
  each PC as they approach him. He notes which PC are 
  good and will have a special session for PCs who are 
  not good. 
   
  PCs very likely have all sorts of questions.  
  Harveign the Bold (the Pelorite) says nothing, 
  preferring to speak when he is outside of the temple.  
  He is not being coerced in any way, though his attitude 
  may cause some to think otherwise.  Kylar is 
  forthcoming on most points, but he isn't entirely 
  truthful.  PCs who make a Sense Motive check against 
  Kylar's Bluff skill of +41 (skills plus a potion of 
  glibness) can tell he is lying or holding something 
  back.  Kylar wants the PCs to help high priest 
  Xullithan, so he'll reluctantly tell the truth if he is 
  caught in a lie.   
   
  Kylar freely tells the PCs the following: 
   
  • 
  Xullithan has been researching the Lich of the 
  Sewers.  Kylar has a series of notes that he can 
  share with the PCs and gives them Players' 
  Handout 1 after their conversation (which 
  actually were penned by Xullithan himself).   
  • 
  Part of Xullithan's research involves interviewing 
  Zafree, a former associate of the lich when he was 
  alive.  Xullithan feels that Zafree has nothing 
  more to add, but the PCs are welcome to talk with 
  her if they don't believe him (Kylar is holding 
  something back). 
  • 
  Through various divinations, Xullithan has 
  learned that the lich is actively hiding from 
  followers of the Reaper.  No doubt, he is aware of 
  the blasphemy he is committing against his 
  rightful god and hides from his masters.  As such, 
  Xullithan is forced to hire outsiders to enter the 
  lair of the lich.   
  • 
  Harveign the Bold has been assigned by his 
  temple to aid in this endeavor.  As a paladin, he 
  has certain skills that would aid in infiltrating the 
  lair of a lich (Kylar is holding something back).  
  • 
  Above all, Xullithan wants the lich's phylactery in 
  his hands, so he may command it.  The lich seeks 
  the destruction of Dyvers, and it plans to inflict 
  great harm on the city the next time it is 
  vulnerable, which is likely while the forces of the 
  Pomarj march on the city.  While under 
  Xullithan's control, the lich can act to protect the 
  city, rather than destroy it.  While Xullithan may 
  worship an evil god, he is not interested in losing 
  his home. 
  • 
  If the PCs would rather destroy the phylactery, 
  then 
  Kylar 
  grudgingly 
  agrees 
  with 
  their 
  assessment.  Xullithan does not want the lich to 
  attack the city alongside the orcs.  Kylar insists 
  that the best course of action is to give him the 
  phylactery and is willing to reward the PCs greatly 
  if they hand it over to him.  If they choose to 
  destroy the phylactery, then they get nothing 
  from the temple of Nerull.  Obviously, the reward 
  of a dead lich is far greater for them than what he 
  can offer them.   
  • 
  Delivering the phylactery to Xullithan earns each 
  PC 700 gp plus whatever favors he can pull 
  together.  He can be talked up to paying them 
  1200 gp apiece if the PCs make a DC 25 
  Diplomacy check.  Again, he reiterates that he 
  won't pay them anything for destroying the 
  phylactery.  If the PCs feel that the destruction of 
  a lich is so important to them, then the temple of 
  Nerull is actually doing them a favor by revealing 
  the lich's lair to them; they should be paying 
  Xullithan for services rendered! 
  • 
  Xullithan has brewed some potions that can aid 
  them in their task.  Kylar can give each PC (plus 
  animal companions, familiars, etc) one potion of 
  hide from undead.  This potion has been brewed 
  in a complex ritual, involving portions of the lich's 
  past.  As a result of this sympathetic magic, the 
  lich is unable to penetrate the magic of the potion. 
   The 
  potion 
  does 
  not 
  offer 
  extraordinary 
  protection from other undead, though, and the 
  magic might be broken once they take the 
  phylactery, so be careful.  Harveign has already 
  taken his potion (Kylar is holding something 
  back), so the PCs have two and a half hours to pull 
  this off.  Kylar reminds PCs that attacking 
  DYV8-03 Wake the Dead 
   
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  anything, even in self-defense, breaks the 
  enchantment of the potion.   
  • 
  In order to ensure that the PCs don't sell the very 
  rare potions on the black market, Kylar insists that 
  PCs and their animals drink their potions before 
  leaving.  Anyone who refuses to drink the potion 
  is thanked for his time and dismissed. He may 
  come back if he changes his mind, but the clock is 
  ticking (Kylar is not worried about the black 
  market; he wants to ensure that no one gives 
  Harveign one of the potions, as Harveign's 
  ignorance is the key to the PCs' success). 
  • 
  Xullithan has a person in the sewers that can lead 
  them toward the lair.  None of his people really 
  know what is in the lair, due to the lich's 
  protection magic.  
  • 
  Divinations have shown that the lair is not easily 
  accessible.  Kylar is willing to part with a wand of 
  knock with 3 charges left and enough potions of 
  gaseous form to get them in and out of the lair 
  (Kylar only gives them enough potions for the PCs 
  to use twice and for Harveign to use once; he 
  claims that it is all they have). 
   
  Kylar does not reveal the following unless the PCs 
  push him: 
   
  • 
  Kylar won't discuss what Harveign's skill is.  He 
  only states that everyone has a talent; perhaps 
  Harveign just hasn't realized his yet (a successful 
  Sense Motive check reveals that Kylar speaks 
  about Harveign as if he won't be coming back).  
  • 
  The lich's former friend was resurrected, but 
  Zafree's not the same person she used to be.  Kylar 
  would rather keep her amputee status a secret 
  simply 
  because 
  he 
  delights 
  in 
  disgusting 
  adventurers, but he reveals her state if pressed. 
  • 
  Harveign's potion is the same thing that Xullithan 
  offers the PCs (Kylar is lying here; he gave 
  Harveign a potion of endure elements).   
  • 
  Xullithan does not have any more special potions 
  of hide from undead.  He brewed just enough for 
  the PCs and their animals; that's why he recruited 
  them.  If a PC wishes to give one his potions to 
  Harveign instead, Kylar advises against it, saying 
  that everyone has his place in life.   
  • 
  If someone has Betrayed the Betrayer from 
  VTF5-02 Reaping the Darkness or DYV6-05 Black 
  as Night, Kylar is willing to sweeten the pot by 
  communing with his god to grant forgiveness 
  (this is a lie, as Kylar is fully aware how much 
  Nerull loves betrayal and that Xullithan could 
  never sway his god to remove his "blessing").  The 
  real Xullithan is indisposed at the moment, but 
  Kylar Blackheart speaks on his behalf and is 
  authorized to make this offer to the PCs.  He does 
  not know where Xullithan is (this is a lie, but 
  Kylar refuses to acknowledge this). 
   
  If the PCs agree to Xullithan's terms, Kylar gives them 
  enough potions for themselves and their animals.  The 
  potions detect as weak abjuration magic.  Kylar allows 
  them to cast divination spells on the potions (but never 
  on himself), chuckling if they cast detect poison, since 
  it's so cute that the PCs think they're important 
  enough for the high priest of Nerull to poison them.  If 
  anyone focuses a detect magic on Harveign, they see an 
  aura of faint abjuration (his potion of endure 
  elements).   
   
  Any attempt to get Harveign to talk (even if he 
  discovers that Kylar gave him a false potion) does not 
  work.  Harveign stands at attention and flatly tells the 
  PCs that he'll gladly talk with them when they are 
  away from this source of corruption.  If Harveign 
  learns about Kylar's plan to dispose of him, then run 
  Encounter 3: Spilling the Beans when they are out of 
  earshot of the temple of Nerull. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 8: Loot 0 gp; Coin 1200 gp; Magic 0 gp. 
   
  APL 10: Loot 0 gp; Coin 1200 gp; Magic 0 gp. 
   
  APL 12: Loot 0 gp; Coin 1200 gp; Magic 0 gp. 
   
  APL 14: Loot 0 gp; Coin 1200 gp; Magic 0 gp. 
   
  A QUICK MEETING 
  After the potions are drunk, Kylar dismisses any PCs 
  who detect as good (which definitely includes 
  Harveign) and any PC who acts in a good fashion, such 
  as offering to kill the lich for no money or displaying 
  the holy symbol of a good-aligned god.  He asks for a 
  special audience with the remaining PCs.  When he is 
  alone with the PCs who don't detect as good, he relays 
  the following: 
   
  "You do realize that you don't stand a chance, don't 
  you?  No, no, spare me the platitudes about how 
  you're different from everyone else.  The fact is that 
  you are dealing with a powerful lich, you are a sack 
  of meat, and you cannot possibly hope to survive an 
  encounter with him.  No, not even with those 
  potions.  The potions will get you to the phylactery; 
  they won't help you get out of his lair.  That's why I 
  have recruited additional help.  I'll give you one 
  word of advice:  Do not stand too near to Harveign." 
   
  DYV8-03 Wake the Dead 
   
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  Kylar does not expound on his warning, but a DC 15 
  Sense Motive check reveals that he is amused by what 
  he has said.  It is clear that Kylar does not intend for 
  Harveign to survive the encounter with the lich. 
   
  Development: If the PCs choose to meet with Zafree, 
  go to Encounter 4: Speaking with Zafree.  If the PCs 
  head straight toward the sewers, go to Encounter5: 
  Entering the Sewers.  If the PCs refuse Xullithan's 
  terms, then they are shown out of the temple.  After a 
  couple of hours pass in the game, go to Encounter 2: 
  Gloranda's Proposal.  If the PCs should ever tell 
  Harveign the truth about his potion, go to Encounter 
  3: Spilling the Beans.  
   
  2: GLORANDA'S PROPOSAL 
  This encounter happens if the PCs reject Xullithan's 
  offer or flat-out refuses to go to the temple of Nerull.  
  Sister Gloranda is a priestess of Pelor who has been 
  tasked by the high priest with convincing the PCs to 
  seek out the destruction of the lich.  When the PCs 
  follow the messenger, read or paraphrase the 
  following: 
   
  Your guide takes you to the cathedral of Pelor, a 
  shining beacon offering hope to the desperate 
  masses clogging the streets.  When you enter, an 
  austere woman in white robes immediately 
  approaches you.  She says, "Thank the Radiant 
  Father; you've arrived.  I am short on time, so I 
  apologize for being terse.  It may seem strange, but 
  I think the greater good can be served if you 
  consider Xullithan's offer."  She pauses briefly and 
  then adds, "With a degree of healthy suspicion." 
   
  Gloranda truthfully offers the following: 
   
  • 
  Xullithan, the high priest of Nerull, has already 
  approached the high priest of Pelor two days ago 
  and requested a warrior pure in heart.  Initially, 
  the high priest refused, but divinations convinced 
  him to reconsider Xullithan's offer. 
  • 
  The high priest believed Xullithan enough to send 
  a somewhat experienced holy champion of Pelor, 
  but he is not willing to risk hurting the cathedral 
  by sending a warrior vital to the safety of the 
  church.  Gloranda fears that this champion, a 
  devout 
  paladin 
  named 
  Harveign, 
  is 
  not 
  experienced enough to withstand Xullithan's craft. 
  Since the PCs apparently oppose the temple of 
  Nerull, she would feel more comfortable if they 
  were with Harveign instead of some mercenaries 
  who are willing to meet Xullithan's price.  
  • 
  While the cathedral of Pelor firmly believes that 
  Xullithan seeks only to further his own ambitions, 
  the divinations show that with Xullithan's aid, the 
  PCs could indeed destroy a great evil (Gloranda 
  does not outright mention the lich, as she feels it 
  is bad luck to discuss undead, but it is obvious to 
  the PCs if they visited the temple of Nerull first).  
  The cathedral is willing to work with the temple 
  of Nerull to a limited extent in the hopes of 
  performing a greater good. 
  • 
  Gloranda believes that time is of the essence.  
  Even now, Xullithan is seeking mercenaries to 
  take the PCs' place.  Gloranda doubts that these 
  mercenaries would be virtuous enough to destroy 
  an item of great evil (indeed, if the PCs still refuse 
  to accept Xullithan's offer, mark on the Critical 
  Event Summary that Xullithan now has the 
  phylactery).   
  • 
  Since the PCs refused Xullithan's money, 
  Gloranda assumes that the PCs would help the 
  cathedral of Pelor without the need for payment.  
  If PCs do ask about money, then the cathedral 
  offers 500 gp for bringing back the phylactery to 
  ensure its destruction (or proof of its destruction). 
   With the increase in refugees, the cathedral's 
  coffers are looking more barren, but a DC 25 
  Diplomacy check can raise the payment to 800 gp. 
    
  • 
  The high priest is on an important mission of 
  mercy and is not available for questions.  His 
  character is above reproach, and Gloranda speaks 
  for the cathedral of Pelor in asking the PCs for aid. 
   She submits to divination magics if it appeases the 
  PCs. 
   
  Assuming the PCs agree to Gloranda's terms, she parts 
  from them with a warning: 
   
  "Thank you for doing this.  We are always at war 
  with evil, and it churns my stomach that a church 
  devoted to death and decay would flourish so well 
  in this city.  No doubt, the church of the Reaper 
  will try to twist this for its own gain, so guard 
  yourselves carefully." 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 8: Loot 0 gp; Coin 800 gp; Magic 0 gp. 
   
  APL 10: Loot 0 gp; Coin 800 gp; Magic 0 gp. 
   
  APL 12: Loot 0 gp; Coin 800 gp; Magic 0 gp. 
   
  APL 14: Loot 0 gp; Coin 800 gp; Magic 0 gp. 
  DYV8-03 Wake the Dead 
   
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  Development:  If the PCs decide to accept Xullithan's 
  offer after all, go to Encounter 1: Xullithan's Proposal.  
  Even if Harveign's supposed potion expires, he is given 
  another fake potion so he believes he is still under the 
  effects.  If the PCs continue to refuse, the adventure is 
  over for them; mark on the Critical Event Summary 
  that Xullithan has the phylactery and that Harveign 
  died without knowing about Xullithan's treachery. 
   
  3: SPILLING THE BEANS 
  This encounter happens if anyone informs Harveign of 
  Xullithan's treachery.  The revelation is traumatic, but 
  it brings Harveign's perspective into a new light.  
  Upon Harveign hearing the news, read or paraphrase 
  the following: 
   
  Though Harveign remains composed, the blood 
  visibly leaves his face as he takes in the news that 
  Xullithan has sent him to die.  In a steady voice, he 
  says, "Yes, well, I suppose that makes sense now.  
  The scoundrel did seem far too agreeable with my 
  commitment to destroy the phylactery.  Now we 
  know that he intends to dispose of me so I am no 
  longer a threat to his ambitions. 
   
  "I implore you, good folks, to grant me two 
  wishes before I should die.  First, allow me just an 
  hour's time at the temple of Pelor so that I may say 
  goodbye to my family and put my affairs in order.  
  Second, destroy the phylactery!  Swear that you will 
  take it to my temple so they may bear witness to the 
  fruits of my sacrifice.  Do not let my death be in 
  vain, and, for the gods, please do not let my death 
  fuel that evil priest's malignant goals! 
   
  "If you grant me these two wishes, then I vow 
  by Pelor's good grace that I will strive to distract 
  that vile creature as long as I have the strength to 
  do so." 
   
  The PCs can choose to let Harveign spend time in his 
  temple.  If they do not, then Harveign does not argue, 
  but his resolve is shattered when the lich captures him, 
  and he betrays the PCs.  A detect thoughts or similar 
  spell reveals that Harveign's spirit is broken, and he 
  wonders why he should sacrifice his life for people 
  who wouldn't even grant him such a simple gift.  These 
  thoughts become more frequent and more damning 
  the closer they get to the lich.   
   
  If the PCs allow Harveign to spend time in his 
  temple, he thanks them and suggests a place to meet in 
  an hour.  He goes to the temple and informs his 
  superiors of his impending doom.  As he has given his 
  word and the final result could be the end of a great 
  evil, Harveign is willing to go through with the task.  
  After saying his final goodbyes, Harveign's resolve is 
  stronger.  Treat the lich encounter as one APL level 
  lower for the purposes of determining how effective 
  Harveign is in delaying the lich.  Furthermore, he 
  secretly names the PCs as recipients of some of his 
  family's prized possessions on the condition that they 
  bring the phylactery to be destroyed in the temple of 
  Pelor. He does not tell the PCs this, as he wants them 
  to benefit for doing the right thing (though creative 
  use of magics could allow PCs to witness this).  If the 
  PCs fulfill Harveign's final wishes, they receive the AR 
  Item, Bequeathed by Sir Harveign. 
   
  Even if the PCs lie about bringing the phylactery 
  to the temple, Harveign's resolve is strengthened just 
  by spending an hour in the temple.   
   
  Development:  If the PCs choose to meet with Zafree, 
  go to Encounter 4: Speaking with Zafree.  If the PCs 
  head straight for the sewers, go to Encounter 5: 
  Entering the Sewers. 
   
  4: SPEAKING WITH ZAFREE 
  In this encounter, the PCs meet with Zafree in the 
  hopes of learning more about Alenfius.  If prompted, 
  Xullithan gives the PCs directions to the house where 
  Zafree lives.  The door is answered by a zombie (with 
  makeup and decent clothing to at least not draw 
  suspicion from onlookers) who leads the PCs to 
  Zafree's room. When the PCs meet with her, read or 
  paraphrase the following: 
   
  While the exterior of the house looks normal 
  enough, the interior of Zafree's room—not to 
  mention the zombie butler—belies the influence of 
  the high priest of Nerull.  The windows are boarded 
  up, the only lights coming from black candles 
  placed around the room.  A thick haze of incense 
  smoke threatens to choke you as enter. 
   
  A halfling woman, her head and body wrapped 
  in a blanket, regards you from her rocking chair. 
  Her single eye seems to sparkle as you enter, 
  despite the gloomy conditions.  She gives you a 
  warm smile, which looks odd, since her lips are 
  split vertically in the middle. 
   
  With a raspy voice and a thick accent, she says, 
  "Thank you for visiting.  Tell me, what else is 
  happening within Furyondy?" 
   
  Zafree was a thief and friend of Alenfius.  When both 
  of them refused to submit to the Alliance in CY 444, 
  the Enforcer's Guild came after both of them.  Zafree 
  and Alenfius quickly made plans to flee to Greyhawk.  
  DYV8-03 Wake the Dead 
   
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  They chose to split up in order to draw less attention to 
  themselves.  Unfortunately for Zafree, she was caught 
  by the Alliance.  The enforcers tortured her, mutilating 
  her body, and imprisoning her in the sewers.   
   
  The Alliance cut off both of her hands at the 
  elbow, removed her left leg at the knee, and made 
  several disfiguring cuts on her, including cutting her 
  lips open down the middle.  Three weeks later, she 
  finally broke down and told the Alliance everything 
  she could about Alenfius and their plans to escape.  
  Five days later, the Alliance members who went to 
  Greyhawk City confirmed that Alenfius had been 
  taken care of.  With that confirmation, the enforcers 
  entered Zafree's cell and killed her, making an example 
  out of her for other independent thieves.  After a few 
  days 
  of 
  display 
  have 
  passed, 
  the 
  constables 
  conveniently found her body and buried her in a 
  common plot.   
   
  Unfortunately for Zafree in CY598, her wounds 
  healed enough that her injuries are now a part of her 
  "original" form.  During Xullithan's research and 
  divinations, he dug up Zafree's bones.  Knowing the 
  importance of the bones, he brought them to this 
  house and resurrected Zafree, who retained all of her 
  injuries sustained during torture.  Xullithan made his 
  new guest comfortable and promised to reward her for 
  the information about Alenfius.  Being a callous man, it 
  didn't occur to Xullithan that Zafree craves contact 
  with the human world.  He instructed the zombie to 
  give her food and empty her bedpan.  Given her 
  current condition, Zafree is unable to meet with other 
  people or learn that Dyvers is a free city, independent 
  from Furyondy.  She isn't even aware that 150 years 
  have passed.   
   
  Zafree is grateful for conversation, so she chatters 
  nonstop with the PCs.  During the course of the 
  conversation, she imparts the following: 
   
  • 
  Zafree and Alenfius were good friends during the 
  mid-400s.  He was a human of good humor and 
  rapier wit.  In fact, if he were only a halfling, 
  Zafree would have made an honest man out of 
  him.   
  • 
  The two of them did engage in burglary during 
  that time.  In CY 444, they were each approached 
  by a human woman with violet eyes.  She was 
  cordial enough, but her message was clear:  Pay a 
  portion of their heists to the alliance of thieves' 
  guilds or suffer the consequences. 
  • 
  While Zafree and Alenfius had heard of the 
  Alliance, they were not impressed by what it 
  offered and felt the stories of their violence were 
  exaggerated.  They figured they could protect each 
  other and not dilute their profits by paying a 
  bunch of corrupt bureaucrats.  When they learned 
  that their business associates were found in alleys 
  with their limbs hacked off, the two of them took 
  the threats seriously and made plans to flee to 
  Greyhawk City. 
  • 
  Zafree knew that the Enforcers' Guild was 
  watching them and that they could not both 
  escape.  She convinced Alenfius that they should 
  flee separately.  She lied to him about seeing him 
  in Greyhawk City.  Sure enough, after he left, the 
  Enforcers realized they were duped and captured 
  Zafree. 
  • 
  She held out for several days (possibly weeks!), but 
  she could endure their tortures no longer.  She 
  told the Enforcers where Alenfius was hiding, 
  including his habits (he used to smoke a pipe with 
  gnomish 
  tobacco, 
  he 
  always 
  looked 
  both 
  directions thrice before crossing any street or 
  alley, and he loved to read).  They kept her alive 
  until they could confirm her story.  Since they 
  came back a week later and killed her, she guesses 
  that they succeeded. 
  • 
  She appreciates that Xullithan brought her to life, 
  but she doesn't feel comfortable around him.  She 
  can't help but feel like a crippled mouse lying 
  before an inquisitive cat.  He promises to 
  regenerate her limbs and eye if her story checks 
  out, whatever that means. 
  • 
  Xullithan did have a price for bringing Zafree 
  back to life.  He took her eye and one of her ears.  
  She protested, but he reminded her that she 
  would still be bones if it wasn't for him.  She 
  relented, and it was only mildly painful (in 
  comparison to the tortures leading up to her 
  death).  A DC 30 Spellcraft check tells the PCs that 
  the eye and the ear could be brewed into a potion 
  that bestows invisibility; the sympathetic energies 
  can make the potion more potent against certain 
  people. 
  • 
  Xullithan did tell her something odd.  He said that 
  Zafree is going to ensure that her lovely body stays 
  exactly as it was when she was killed. It was very 
  creepy.  A DC 26 Spellcraft check lets the PC 
  realize that this is likely a quest spell that activates 
  if Zafree ever allows her body to be modified 
  through external means.. 
  • 
  If the PCs tell Zafree that Alenfius is now a lich, 
  she is incredulous at first.  Upon reflection, she 
  believes that during her time in the Enforcers' 
  torture chamber, she could easily succumb to such 
  darkness herself.  She mourns the loss of Alenfius 
  DYV8-03 Wake the Dead 
   
  Page 11 
  
  and asks that the PCs at least make his death a 
  quick one (if they plan to fight the lich).   
   
  If anyone offers to regenerate Zafree's injuries, she 
  rejoices and agrees immediately.  Unfortunately for 
  Zafree, she is still useful to Xullithan, who does not 
  want to lose his bargaining chip.  After the halfling's 
  resurrection, Xullithan has placed a quest spell on her.  
  If she ever regenerates, the effect kicks in, slowly 
  killing her until the offending body parts are removed 
  again.  Such an act breaks her resolve, and she collapses 
  into a tearful heap.  For purposes of breaking the 
  enchantment, Xullithan's caster level is 18 (16th-level 
  cleric and candle of invocation).   
   
  Development: When the PCs are ready to go to the 
  sewers, go to Encounter 5: Entering the Sewers. 
   
  5: ENTERING THE SEWERS 
  In this encounter, the PCs meet up with Xullithan's 
  agent within the Sewer Patrol, who leads the PCs to the 
  assumed location of the entrance to the lich's lair.  This 
  portion is a bit free-form, as the PCs must navigate 
  through the tunnels.  It takes the average group 20 
  minutes to arrive at the rendezvous point in the 
  northwest section of the city, modified by party speed 
  or distractions.  Read or paraphrase the following when 
  the PCs are ready to proceed: 
   
  Despite the laws against being in the sewer, you 
  easily make your way into the dark, dank tunnels.  
  The clean walls indicate that a gelatinous cube has 
  been through here recently, marking the tunnel as 
  safe, in comparison.  Following Xullithan's 
  instructions, you arrive at the rendezvous point and 
  meet a member of the Sewer Patrol.  Hidden within 
  his cloak, a crude symbol of the Reaper is barely 
  visible.  The Flan man gives a toothless grin and 
  says, "Praise the Reaper!  My name is Amirgo.  You 
  are the ones sent to find the door, eh?  There's not 
  much to look at, but I'll take you there." 
   
  The Sewer Patrol member is Amirgo, and he is a lay 
  worshipper of Nerull.  His alignment is actually 
  Neutral, but he has a dim view of life after spending so 
  much time in the sewers.  While most people avoid 
  Amirgo, the Nerullites accept him, and he considers 
  the temple of Nerull to be his family.  He just doesn't 
  partake in the murders, which is fine with Xullithan, as 
  a constable with a clean record is a good resource to 
  have.   
   
  As Amirgo leads the PCs, read or paraphrase the 
  following: 
   
  Amirgo leads you through several twisting service 
  tunnels for 10 minutes.  Finally, he stops in an 
  isolated location.  It is a difficult spot to reach for 
  the gelatinous cubes, and, as a result, smugglers 
  obviously don't make much use of the tunnels since 
  their tracks would not be cleaned up.  Amirgo 
  points to an unassuming wall and says, "From what 
  I've been told, that's the spot.  I can save you the 
  time, though, because there's nothing there.  I've 
  been looking at it for a while, and it's just a wall."  
   
  The entrance is a small secret door hidden behind a 
  permanent image.  The illusion is fortified against 
  worshippers of Nerull through the use of a talisman 
  embedded in the door.  This makes it impossible for 
  Nerullites to see through the illusion (with no save).  
  In fact, a Nerullite cannot even put his hand through 
  the illusion because of how his mind refuses to believe 
  that the wall is not real.  Only by being forced against 
  the illusion can the Nerullite realize that the wall isn't 
  real.  Because of the similarities to Nerull, worshippers 
  of Winter suffer a -10 penalty to their Will saves to 
  disbelieve the illusion. 
   
  A DC 28 Spot check or a detect magic spell reveals 
  the talisman within the secret door.  It is in the shape 
  of a broken scythe.  If this talisman is removed, then 
  the Nerullite can interact with the illusion as usual.  
  The illusion can be disbelieved by a non-Nerullite with 
  a DC 25 Will save.  Unless the talisman is nullified, 
  Amirgo cannot figure out why the PCs are so 
  interested in this section of wall.  To his eyes, the PCs' 
  hands are never through the wall.   
   
  If the PCs cannot locate the secret door behind 
  the illusion and are willing to give up the search, 
  remind the players that they can take 20 and assist each 
  other.  Keep track of their time if the PCs are not suited 
  for searching.  Harveign can assist with a Search skill 
  of +1.  
   
   
  Secret Door: Search DC 25. 
   
  SMALL TUNNEL 
  The secret door and the hidden tunnel are only 8 
  inches across.  The lich does not have much use of 
  corporally moving in and out of its lair and only has 
  this entrance in case it is not practical to memorize 
  teleport.  The entrance behind the secret door is little 
  more than a crack in the wall. Nothing larger than 8 
  inches can navigate through the tunnel.  This is a good 
  time for the potions of gaseous form, though 
  resourceful PCs may find other ways to pass. 
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  The tunnel is protected by an alarm spell, though 
  this is not obvious at first.  The tunnel goes into the 
  wall 15 feet before it turns downward and proceeds 
  another 40 feet before opening up into a larger tunnel.  
  This entire stretch of the tunnel is protected by the 
  alarm spell.  It activates when someone turns the 
  corner and proceeds downward (even in gaseous form, 
  a PC is still larger than Tiny).  The spell mentally pings 
  the lich, so it is aware that someone is coming.  It 
  prepares itself with spells and waits patiently in its 
  throne room.  The spell's magical aura is just out of 
  sight for anyone peering through the secret door with 
  detect magic or arcane sight. 
   
  COMFORTABLE TUNNEL 
  Consult DM's Map #1 for the layout of the tunnel.  
  While the map shows one single tunnel winding its 
  way to the lair, there are actually several openings 
  along the way. They branch off to various dead ends 
  and are so small that they are not worth 
  investigating—a trivial examination of the main 
  tunnel shows the passage of the lich. 
   
  The tunnel below the secret door is not part of the 
  sewers.  It is a combination of natural tunnels and 
  worked stone.  The floor is uneven and slopes 
  downward.  Due to the connection to the sewers and 
  the proximity of the Nyr Dyv, the tunnels are wet.  In 
  some areas, there is just a trickle of water going down 
  the middle of the tunnel, while other areas have 
  rivulets of water cascading down the walls and filthy 
  water surging down mini-rapids.   
   
  The tunnels sometimes are wide enough to fit a 
  person comfortably, but they are generally 4 to 7 feet 
  wide with the ceiling rising as high as 8 feet and 
  dipping as low as 4 feet.  Convey a sense of 
  claustrophobia to the players.  This is simply not a 
  pleasant place to be.  The tunnels down here are not so 
  tight that Medium and smaller PCs need to squeeze.    
   
  The lich's lair is about 300 feet from where the 
  crack opens up into a passable tunnel.  For the purpose 
  of determining how long spells on both sides last, the 
  time passed before the PCs reach the lair is listed 
  below: 
   
  PC speed 
  Time 
  60 ft (double move for most 
  parties) 
  5 rounds 
  40 ft (double move for slower 
  parties) 
  8 rounds 
  30 ft (regular move for most parties 
  while concentrating) 
  10 rounds 
  20 ft (regular move for slower 
  parties while concentrating) 
  15 rounds 
  5 ft (speed for someone checking 
  for traps) 
  60 rounds 
  Taking 20 on searching for traps 
  1200 rounds 
  (2 hours) 
   
  Development: When the PCs reach the end of the 
  tunnel, go to Encounter 6: The Lair of the Lich. 
   
  6: THE LAIR OF THE LICH 
  At the end of the tunnel is the home of the Lich of the 
  Sewers.  Consult DM's Map #2 for the details of the 
  lich's lair.  At this point, the tunnel opens up to be 
  mostly 10 feet wide, though it can narrow or widen 
  along the way.  There are green continual flame 
  torches lighting the area, not because the lich needs 
  them but because it finds the atmosphere pleasing. 
   
  Due to the echoes in the tunnel and the sloshing 
  of the water, Move Silently checks are at a -8.  As long 
  as the PCs are still under Xullithan's hide from undead 
  potions, they cannot be heard by the lich.  Harveign, 
  however, stands a good chance of alerting the lich to 
  his presence.  Even if Harveign successfully sneaks, the 
  lich sees him walking down the tunnel past the throne 
  room.  Feel free to add to the tension by having each 
  PC walk past the entrance and seeing the lich stare 
  hollowly in their direction as it sits upon its moldy 
  throne.   
   
  The lair is comprised of the following encounters: 
  • 
  7: Throne Room: The lich resides here with its 
  thoughts.  The potions of hide from undead 
  prevent it from seeing the PCs, but it does see 
  Harveign who presumably distracts the lich so the 
  PCs can reach the phylactery. 
  • 
  8: Phylactery Entrance: The doors to the 
  phylactery room are locked and trapped. 
  • 
  9: Obsessive Genocide: The phylactery rests in this 
  room.  It is carved into a replica of the city of 
  Dyvers.  It is guarded by an undead servant and 
  has plenty of fake phylacteries surrounding it. 
   
  Development: When the PCs reach the throne room, 
  go to Encounter 7: Throne Room.  If the PCs somehow 
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  skip past the throne room, go to Encounter 8: 
  Phylactery Entrance.  
   
  7: THRONE ROOM 
  If someone looks into the throne room, read or 
  paraphrase the following (omit the last paragraph if the 
  PCs somehow come to the room without the lich in it): 
   
  Despite the flickering green light—or perhaps 
  because of the feeble light—this room is shrouded 
  in darkness.  On the far end of the room is a throne 
  covered in moldy red velvet.  The water covering 
  the floor reeks with the smell of dead fish.   
   
  On the throne, a silent skeletal figure sits.  A 
  pair of glowing yellow eyes pierces the darkness 
  and seems to stare directly at you. 
   
  PCs that are under the effects of Xullithan's hide from 
  undead potion cannot be seen by the lich.  As long as 
  they don't do anything to make it suspect that someone 
  is there (such as excessive splashing, carrying a light 
  source, picking up an object, etc.), the lich is simply 
  unaware of the PCs' presence.  If the lich is distracted 
  by Harveign, then even the above list could be 
  performed by the PCs and be ignored by the lich. 
   
  As soon as Harveign enters the lich's view, read or 
  paraphrase the following: 
   
  An icy voice cuts through the dank gloom. "Who 
  dares intrude on my home?" it rasps.  "You are 
  foolish indeed if you think you can leave here with 
  your life intact." 
   
  As long as Harveign's spirit is not broken by being 
  prevented from making peace at his temple in 
  Encounter 3: Spilling the Beans, read the following.  If 
  he knows that Xullithan did not give him the right 
  potion, skip the first paragraph. 
   
  When Harveign realizes that the cold, glowing 
  embers of the lich's eyes are focused directly on 
  him, he mutters under his breath, "Curse that 
  traitor and his unholy god." 
   
  Harveign cocks his head a little, imperceptibly 
  nodding you toward the tunnel.  In a flash, he 
  draws his sword and advances on the lich.  "I, 
  Harveign the Bold, have come to put an end to your 
  wicked tyranny.  Prepare to meet the judgment of 
  the gods!" 
   
  The lich steps forward to meet the paladin.  
  "Fool!" it cries.  "I shall flay the skin off your bones 
  and then kill you after I learn how you found this 
  sanctuary." 
   
  Judging from the time you've spent with 
  Harveign and the stories you've heard of liches, you 
  surmise that Harveign won't be able to stay silent 
  about your presence for very long. 
   
  If Harveign's spirit is broken because the PCs told him 
  that his potion was a fake and also refused to let him 
  make peace at the cathedral of Pelor, read the 
  following: 
   
  When Harveign realizes that the cold, glowing 
  embers of the lich's eyes are focused directly on 
  him, he stammers.  "I, Harveign the B-B-B-Bold, 
  have come to…Bah!  More like Harveign the 
  Gullible Sap!  How could I assume the best about 
  people when they wouldn't even grant me the 
  decency to see my family? I'm not risking my life 
  for these ingrates!" 
   
  He whirls upon you, malice flooding his once-
  serene eyes, and says through clenched teeth, "I do 
  not come alone.  Others have been hidden by the 
  Reaper from you.  Spare my life, and I shall aid you 
  in destroying them!" 
   
  In this case, the lich responds violently and lashes out 
  with its spells in an attempt to stop as many invisible 
  people as possible.  It does spare Harveign's life, and it 
  might even make an effort to avoid damaging him if he 
  continues to be useful.  Naturally, Harveign loses his 
  paladin abilities, so he might end up running in fear, 
  which prompts the lich to erect a wall of stone at the 
  entrance. 
   
  DISTRACTING THE LICH 
  If Harveign is alive and does not betray the PCs, then 
  he tries his best to keep the lich busy.  He is aware that 
  the potions' magic is probably going to end soon, so he 
  makes as much noise as possible.  As a result, the lich 
  does not hear the phylactery's guardian cry out.  The 
  lich does not even notice if its phylactery is being 
  moved or attacked.  Each time the lich seems to sense 
  something, Harveign begins a new campaign of 
  cursing and laughing at the lich in order to enrage it. 
   
  If the PCs do not intervene, then Harveign first 
  goes in swinging.  He is ineffective against the lich.  
  Eventually, the lich grabs the sword and wrests it from 
  Harveign's hands.  The lich then tortures Harveign (for 
  this purpose, assume that Harveign saves against 
  paralysis).  Eventually, Harveign spills the beans that 
  other people are here and have a specially brewed hide 
  from undead potion that works on the lich.  Once 
  Harveign gives up this information, the lich seals off 
  the lair with a wall of stone and casts spells that could 
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  root out the invisible people.  This could mean certain 
  death for some groups.  
   
  How long Harveign lasts depends on the APL.  If 
  the PCs have informed him of Xullithan's treachery 
  and allowed him to make peace at his temple in 
  Encounter 3: Spilling the Beans, treat the APL as one 
  lower.  When the PCs have 9 rounds remaining, a DC 
  19 Sense Motive check lets the PCs determine from 
  Harveign's screams that he'll break in less than a 
  minute.  This gives PCs a chance to flee if they have 
  failed to secure the phylactery.  As long as Harveign is 
  still distracting the lich, it does not notice them 
  fleeing, even if the hide from undead has been 
  nullified. 
   
  Harveign's resolve lasts for: 
  APL 8 – 40 rounds 
  APL 10 – 30 rounds 
  APL 12 – 20 rounds 
  APL 14 – 15 rounds 
   
  A PC could take Harveign's place and sacrifice himself 
  to the lich.  Run the combat as normal.  The lich 
  attempts to subdue the PC, but it does kill the PC if he 
  poses a threat.  As long as the PC is alive, the lich 
  interrogates him.  Each round, it makes an Intimidate 
  check until it succeeds (it's not that it doesn't believe 
  the PC if the Intimidate check fails; it just enjoys 
  torturing the PC).  When the Intimidate check 
  succeeds, the lich becomes alarmed about intruders.  It 
  kills the PC and passes through the secret door to 
  protect its phylactery.  Most likely, Harveign is the 
  better choice. 
   
  ANOTHER EXIT 
  Behind the lich's throne is a secret door.  The lich uses 
  this entrance to visit its phylactery.   
   
   
  Secret Door: Search DC 25. 
   
  Development:  If the PCs continue on, go to 
  Encounter 8: Phylactery Entrance.  If the PCs have to 
  fight the lich for any reason (they defend Harveign, 
  Harveign runs out of time, Harveign betrays them, 
  etc.), go to Encounter 10: Fighting the Lich. If the PCs 
  wish to parlay with the lich, go to Encounter 11: Dead 
  Man Talking 
   
  8: PHYLACTERY ENTRANCE 
  In this encounter, the PCs must open the double doors 
  leading to the lich's phylactery room.  This encounter 
  can be bypassed if the PCs instead find the secret door 
  in the throne room.  As the PCs round the corner, read 
  or paraphrase the following: 
   
  The tunnel opens up to a full 10 feet wide and ends 
  at a set of stone doors.  The doors are adorned with 
  the crest of Dyvers defaced by some metal tool. The 
  handles are made from bronze and fastened 
  together by a rusted lock.  From behind the door, 
  you hear muffled weeping. 
   
  Due to the moisture, the lock is rusty, but it is 
  functional.  The rust has weakened the lock, so 
  someone could break it, but the sound alerts the 
  phylactery's guardian (causing a sudden silence of 
  weeping as it hides behind a tapestry).   
   
  Opening or destroying the door shifts the 
  counterweight that activates the pit trap. The pit is 
  sealed tight, so it has no water in it, but sewage does 
  eventually fill it up (but not quickly enough to float the 
  PC to the top before the lich discovers their presence).  
  Anyone who takes damage from the spikes risks 
  suffering from Filth Fever as the sewage pours from 
  above and infects the wounds.   
   
   
  Stone Doors: 2 in. thick; hardness 8; hp 30; AC 5; 
  Break DC 24. 
   
  Rusted Lock: hardness 8; hp 5; Open Lock DC 30; 
  Break DC 24 
   
  APL 8 (EL 4) 
   
  Spiked Pit Trap: CR 4; mechanical; location 
  trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (all targets within a 10-
  ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 each); Search DC 20; Disable 
  Device DC 20. 
   
  APL 10 (EL 6) 
   
  Spiked Pit Trap: CR 6; mechanical; location 
  trigger; automatic reset; DC 25 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (all targets within a 10-
  ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 each); Search DC 25; Disable 
  Device DC 20. 
   
  APL 12 (EL 7) 
   
  Spiked Pit Trap: CR 6; mechanical; location 
  trigger; automatic reset; DC 27 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (all targets within a 10-
  ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 each); Search DC 32; Disable 
  Device DC 24. 
   
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  APL 14 (EL 7) 
   
  Spiked Pit Trap: CR 6; mechanical; location 
  trigger; automatic reset; DC 29 Reflex save avoids; 60 ft. 
  deep (6d6, fall); multiple targets (all targets within a 10-
  ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 each); Search DC 37; Disable 
  Device DC 24. 
   
  Development:  When the PCs pass through the doors, 
  go to Encounter 9: Obsessive Genocide.  If the Lich of 
  the Sewers is no longer distracted by Harveign in 
  Encounter 7: Throne Room, then it enters through the 
  secret door and assaults the PCs; go to Encounter 10: 
  Fighting the Lich.   
   
  9: OBSESSIVE GENOCIDE 
  In this encounter, the PCs have a chance to find the 
  lich's phylactery.  Naturally, the lich does not want to 
  make this an easy task for any intruders. Read or 
  paraphrase the following, omitting the last paragraph if 
  the phylactery's guardian is alerted to the PCs presence 
  and makes an effort to hide. 
   
  The room can only be described as a temple 
  devoted to the singular destruction of the city of 
  Dyvers.  Rotted, water-logged tapestries line the 
  walls, depicting scenes of the city of Dyvers, some 
  as far back as two centuries ago.  Each tapestry is 
  marred with red marks splashed across the image.  
  Mounted around the room above the tapestries are 
  nine obsidian skulls with deep green gems in their 
  eye sockets.  
   
  Upon a pedestal in the center of the room sits a 
  stone, carved remarkably into a single sculpture of 
  buildings and walls.  A spout in the 10-foot-high 
  ceiling splashes red liquid onto the city sculpture, 
  where it runs down the streets into a drain in the 
  pedestal.  A single sword dangles above the city, 
  anchored to the ceiling by a single mithral chain, 
  ready to plunge into the heart of the city below. 
  Barely visible from behind the pedestal, you can 
  make out the edge of a lead chest. 
   
  A lone figure paces around the room, weeping 
  black tears and crying out, "My lord, I serve you 
  well!  Why do you hurt me so?  I do everything that 
  is best for House Pengallen!  Please forgive me!" 
   
  THURGEN 
  The undead guardian is Thurgen, a sycophant who 
  faithfully served Dereg Lord Pengallen before the 
  corrupt House Pengallen was dissolved in CY 595.  
  Without the backing of one of the most powerful 
  Gentry in the city, Thurgen fled his enemies and ran 
  afoul of the Lich of the Sewers.  Recognizing the value 
  of Thurgen, the lich kidnapped him and tortured him 
  for information about the Gentry houses and the 
  Alliance in modern-day Dyvers.  When Thurgen 
  ceased to be useful, the lich transformed him into a 
  wheep.   
   
  Thurgen went insane before he was killed, and 
  this insanity has carried over into his undead state.  He 
  constantly weeps and begs for forgiveness from Lord 
  Pengallen.  He is unaware that the lich is not Lord 
  Pengallen and constantly cries out for Pengallen's 
  mercy.  PCs who played Dyv4-05 Tiptoeing Among 
  Dragons may have encountered Thurgen before.  PCs 
  who make a DC 35 Knowledge (VTF) can recall that 
  Thurgen was a servant of House Pengallen until it was 
  revealed that Dereg Lord Pengallen was allied with 
  Greyhawk.  It may not be obvious in the heat of battle, 
  but it should become clear that the Lich of the Sewers 
  could not be Dereg Lord Pengallen; Thurgen has 
  simply gone insane. 
   
  If Thurgen makes a DC 17 Will save, he sees 
  through the potion of hide from undead for that PC.  
  He calls an alarm, which is ignored as long as Harveign 
  keeps the lich occupied, and attacks the PCs.  Thurgen 
  recognizes PCs who have Enmity with House 
  Pengallen from Dyv4-05 Tiptoeing Among Dragons 
  and attacks them first, even ignoring other combatants. 
    
  APL 8 (EL 11) 
   
  Thurgen: hp 58; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Thurgen: hp 74; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Thurgen: hp 90; Appendix 1. 
   
  APL 14 (EL 17) 
   
  Thurgen: hp 106; Appendix 1. 
   
  Note:  Attacking Thurgen does drop the hide from 
  undead effect, which can be a problem if Harveign is 
  unable to stall the lich any longer. 
   
  THE PHYLACTERY 
  Unlike other liches, the Lich of the Sewers does not 
  hide his phylactery away underground or deep in the 
  sea.  The Lich of the Sewers is obsessed with the 
  destruction of Dyvers, and it enjoys being near its 
  phylactery.  It displays its phylactery proudly and often 
  spends hours (or days) just admiring it.  Because of 
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  this, the lich has a couple of decoys to steer intruders 
  away from the true phylactery.   
   
  The Lead Chest 
  The most obvious location for the phylactery is the 
  lead chest located behind the pedestal.  It is sealed and 
  trapped, just like a real phylactery container would be.  
  Within the chest is a strip of parchment with magical 
  runes etched on it.  The strip detects as magical (strong 
  necromantic). Destroying the parchment does not 
  destroy the lich.   
   
   
  Lead Chest: 1 in. thick; hardness 10; hp 30; AC 7; 
  Break DC 28. 
   
  APL 8 (EL 5) 
   
  Phantasmal Killer Trap: CR 5; magic device; 
  touch trigger; automatic reset; spell effect (phantasmal 
  killer, 7th-level wizard, DC 16 Will save for disbelief 
  and DC 16 Fort save for partial effect); Search DC 29; 
  Disable Device DC 29. 
   
  APL 10 (EL 5) 
   
  Phantasmal Killer Trap: CR 5; magic device; 
  touch trigger; automatic reset; spell effect (phantasmal 
  killer, 7th-level wizard, DC 16 Will save for disbelief 
  and DC 16 Fort save for partial effect); Search DC 29; 
  Disable Device DC 29. 
   
  APL 12 (EL 5) 
   
  Phantasmal Killer Trap: CR 5; magic device; 
  touch trigger; automatic reset; spell effect (phantasmal 
  killer, 7th-level wizard, DC 16 Will save for disbelief 
  and DC 16 Fort save for partial effect); Search DC 29; 
  Disable Device DC 29. 
   
  APL 14 (EL 8) 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset; spell effect (prismatic spray, 
  13th-level wizard, DC 20 Fortitude, Reflex, or Will 
  save, depending on effect); Search DC 32; Disable 
  Device DC 32. 
   
  The Gem 
  At least one of the skulls on the walls has a gem that 
  radiates strong necromantic magic.  It has a Nystul's 
  magic aura placed on it.  Suspicious PCs may believe 
  this to be the phylactery instead and take it.  The 
  gem(s) is not trapped.  Destroying any of the gems does 
  not destroy the lich. 
   
  The number of gems that radiate magic depends 
  on the APL: 
  APL 8 – 1 gem (western wall) 
  APL 10 – 4 gems (one in each direction) 
  APL 12 – 9 gems (one in each skull) 
  APL 14 – 18 gems (two in each skull)  
   
   
  Gem: 1 in. thick; hardness 12; hp 18; AC 7; Break 
  DC 30. 
   
  The Sculpture 
  When Alfenius first began his road down lichdom, he 
  carved a replica of Dyvers out of a rock 16 inches 
  across.  So intense was his hatred of the city that he 
  focused his energies on this sculpture, making it his 
  phylactery.  The sculpture's value constantly reminds 
  Alfenius why it exists and what its goal is.   
   
  The city is carved from a single stone.  The 
  fountain of blood is a magical construct that pours 
  blood through the streets of Dyvers continuously.  The 
  city looks similar to Dyvers but has some buildings out 
  of place.  A DC 17 Knowledge (history) reveals that the 
  sculpture resembles Dyvers as it stood in CY 444.  The 
  sculpture also radiates as strong necromancy.  It 
  weighs 80 pounds, but its bulk can make it difficult to 
  transport.  Due to the connection between the lich and 
  the phylactery, touching it nullifies the special effect of 
  hide from undead.  At this point, the lich can make a 
  Will save, as normal.  This does not matter if Harveign 
  is keeping the lich busy. 
   
  The sword hanging above the city and the blood 
  pouring into the streets are simply symbolic.  They 
  have no effect on the phylactery or the PCs.  The 
  tapestries and the skulls also have no impact on the 
  PCs (unless Thurgen hides behind one).   
   
  Destroying the replica of Dyvers does destroy the 
  lich. 
   
  Note: Attacking the phylactery does drop the hide 
  from undead effect, which can be a problem if 
  Harveign is unable to stall the lich any longer.  
  Attacking the gem or chest does not drop the effect, 
  though the PCs may not realize this. 
   
   
  City of Dyvers: 16 in. thick; hardness 8; hp 240; 
  AC 6; Break DC 35. 
   
  The phylactery has so many hit points because it has to 
  be utterly pulverized.  If it is not, then one of the 
  fragments still holds the magic.  It is impossible to tell 
  which piece holds the lich's life force unless the PCs 
  wait the 10 to 60 minutes for the residual magic to fade 
  from the useless pieces. If the PCs have the luxury of 
  seeing the magical auras after they fade, then reduce 
  the remaining hit points to only 20%.  
   
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  ANOTHER EXIT 
  Hidden behind one of the tapestries is a secret door 
  leading to the throne room.   
   
   
  Secret Door: Search DC 25. 
   
  LOOT 
  For the enterprising adventurer, loot is available here.  
  The tapestries are ruined, but the gems in the skull eye 
  sockets are worth some money.  How much the gems 
  are worth depends on the APL. 
   
  APL 8 – 200 gp apiece 
  APL 10 – 550 gp apiece 
  APL 12 – 900 gp apiece 
  APL 14 – 2,000 gp apiece 
   
  It takes a standard action to pry a gem out of a skull or a 
  full-round action to pry a skull off the wall and netting 
  two gems.  The skulls are 10 feet off the ground, so 
  most PCs need assistance in reaching them.  If the PCs 
  are trying to avoid the attention of the lich, keep track 
  of what they can take before the time runs out. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 8: Loot 0 gp; Coin 600 gp; Magic 0 gp. 
   
  APL 10: Loot 0 gp; Coin 1650 gp; Magic 0 gp. 
   
  APL 12: Loot 0 gp; Coin 2700 gp; Magic 0 gp. 
   
  APL 14: Loot 0 gp; Coin 6000 gp; Magic 0 gp. 
   
  Development:  If the PCs have to fight the lich for any 
  reason (they defend Harveign, Harveign runs out of 
  time, Harveign betrays them, etc.), go to Encounter 10: 
  Fighting the Lich.  Shortly after the PCs leave the 
  sewers, they are approached by a dead cultist in 
  Encounter 12: Baiting the Trap.  The PCs can deliver 
  the phylactery to the temple of Nerull.  Role-play 
  Xullithan's pleasure but they only get the gold as 
  payment for now.  The PCs can deliver the phylactery 
  to the cathedral of Pelor to be destroyed.  If Harveign 
  has named them in his will, they receive the AR 
  reward, Bequeathed by Harveign the Bold.  Any 
  church (except for Nerull, of course) would be willing 
  to help destroy such an evil creature.   
   
  10: FIGHTING THE LICH 
  This encounter outlines the battle with the Lich of the 
  Sewers.  For the most part, PCs SHOULD NOT BE 
  FIGHTING THE LICH.  Give the players every 
  opportunity to avoid this encounter.  If a showdown 
  happens between the lich and the PCs, it should be 
  either a choice or a consequence of a choice.  PCs 
  should not fight the lich because of bad luck. 
   
  If the PCs follow Xullithan's directions, the PCs should 
  not face the lich.  Some of the possible reasons for 
  facing the lich could include: 
   
  • 
  Being betrayed by Harveign by telling him of the 
  false potion and denying him the luxury of 
  visiting the cathedral of Pelor; 
  • 
  Leaving Harveign outside so the lich does not 
  have a distraction; 
  • 
  Not being under the effects of the hide from 
  undead potion; 
  • 
  Attacking the lich; 
  • 
  Running out of time for Harveign's sacrifice (be 
  sure to give the PCs a 9-round warning if they 
  make their DC 19 Sense Motive check). 
   
  LICH TACTICS 
  The lich's tactics depend largely on how many enemies 
  it perceives.  If there is only one person, the lich deals 
  with him in a direct manner.  If the lich believes that 
  there are multiple people, especially multiple people, it 
  lays down some area-of-effect spells, including fireball 
  and Evard's black tentacles.  If it becomes really 
  desperate, it seals the area off with a wall of stone and 
  then casts control waters to raise the sewage to the 
  ceiling.   
   
  Other tactics it can employ are: 
   
  • 
  Grab the phylactery and cast dimension door to 
  another location in the sewers; 
  • 
  Cast spells prepared as uttercold in order to deal 
  damage to foes and heal itself and possibly 
  Thurgen; 
  • 
  Slow fleeing foes with acid fog; 
  • 
  Use spectral hand to deliver touch of idiocy to a 
  protected spellcaster.  
   
  If the alarm spell in Encounter 5: Entering the Sewers 
  has been triggered, then the lich has the following 
  spells precast: 
   
  • 
  greater mage armor 
  • 
  protection from energy (fire) 
  • 
  protection from energy (acid) 
  • 
  mirror image 
  • 
  resist energy (fire) 
  • 
  spectral hand 
  • 
  protection from good 
  • 
  shield 
  DYV8-03 Wake the Dead 
   
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  All APLs (EL 17) 
   
  Lich of the Sewers: lich wizard 15; hp 110; 
  Appendix 1. 
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  All APLs - L: 191, C: 0, M: headband of intellect +6 
  (3000 gp per character), ring of protection +3 (1500 gp 
  per character), amulet of natural armor +4 (2666 gp per 
  character), cloak of resistance +5 (2083 gp per 
  character), bracers of armor +4 (1333 gp per character), 
  gloves of dexterity +6 (3000 gp per character), ring of 
  freedom of movement (3333 gp per character); Total 
  magic: 16916.  
   
  PCs who destroy the phylactery while the Lich of the 
  Sewers is still in its lair can gain this treasure, as well.  
  PCs that destroy the phylactery later do not get this 
  treasure, as the lich has already left on its quest to find 
  its phylactery.  Some lucky homeless person might 
  find a ring of freedom of movement. 
   
  Development: If the PCs defeat the lich or 
  successfully escape, go to Encounter 12: Baiting the 
  Trap after some time passes.  If the PCs wish to 
  negotiate with the lich, go to Encounter 11: Dead Man 
  Talking.  
   
  11: DEAD MAN TALKING 
  Ambitious PCs might consider using diplomacy 
  instead of stealth to convince the lich to ally with 
  Xullithan.  It is a risky proposition as the lich hates 
  Dyvers and has little need for the services of a Dyvers 
  resident.  Still, it can be reasoned with, however 
  unlikely it may be. 
   
  To begin negotiations, the PCs must drop all 
  pretense of stealth and approach the lich directly.  The 
  PCs may attempt to negotiate with the lich after it has 
  attacked them, but it must be a fast Diplomacy check at 
  -10.  The lich is not easily impressed by positive 
  modifiers such as Rich lifestyle or being a hero of 
  Dyvers.  On the other hand, it's not disgusted by 
  negative modifiers such as having a belt of halfling 
  heads or being responsible for the deaths of innocents. 
   
  In the end, gather all of the Diplomacy modifiers 
  that the PC has and determine which modifiers apply.  
  Generally speaking, anything that would appeal to 
  undead would apply.  Because of its opposition to the 
  city, the PCs begin with a -5 penalty to the check.   
   
  The Lich of the Sewers starts off as Hostile.  Once 
  PCs announce the desire to parlay, it allows them one 
  attempt to sway it.  How it reacts depends on the final 
  attitude. 
   
  "DEATH TO ALL!" 
   
  If the lich is Hostile, Unfriendly, or Indifferent 
  (failing a DC 35 Diplomacy check), read the following: 
   
  The glowing eye sockets and desiccated face show 
  no emotions, but the lich seems to be pondering 
  your words.  Finally, it speaks, "Clever words, 
  Dyversian.  Try convincing your gods to bring you 
  back to life."  It begins casting a spell. 
   
  Roll for initiative and see Encounter 10: Fighting the 
  Lich for running the lich in combat. 
   
  "GET OUT OF MY SIGHT!" 
  If the lich is Friendly (meeting DC 35 Diplomacy 
  check but failing DC 50), read the following: 
   
  The glowing eye sockets and desiccated face show 
  no emotions, but the lich seems to be pondering 
  your words.  Finally, it speaks, "The next time you 
  cross my path, I will kill you."  It turns and stands 
  by the wall. 
   
  The lich is retiring to the phylactery room (or stands by 
  the secret door if it's already in the phylactery room).  
  If no PC is in the phylactery room, it grabs the 
  phylactery and teleports out.  It moves its lair and 
  cleans this one out over time.  If there is a PC still in 
  the phylactery room after 5 rounds, it attempts to kill 
  him before leaving.  It doesn't want people to realize 
  what form the phylactery is in.   
   
  "YOU HAVE A DEAL, FOR NOW" 
  If the lich is Helpful (made the DC 50 Diplomacy 
  check), read the following: 
   
  The glowing eye sockets and desiccated face show 
  no emotions, but the lich seems to be pondering 
  your words.  Finally, it speaks, "I will consider the 
  Reaper's puppet's offer.  Tell this Xullithan that he 
  can deliver a message to me by sending one of his 
  zombies into the sewer with a bell around its neck.  
  I will find it. 
   
  "Before I can commit to this, I need to 
  privately consult with someone who speaks for the 
  Alliance.  Are you a member of the Alliance?" 
   
  The lich asks each PC specifically if he is a member of 
  the Alliance.  Its hatred of the Alliance is still strong, 
  and it wishes to murder any Alliance members.  Any 
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  Alliance member who denies membership must make 
  a Bluff check against the lich's Sense Motive check.   
   
  After the lich has asked each PC if he belongs in 
  the Alliance, it suggests a private talk in the next room 
  (which is probably the phylactery room). It invites 
  anyone that it believes to be in the Alliance.  This 
  includes: 
   
  • 
  Anyone who answers "yes." 
  • 
  Anyone who answers "no" that fails to beat the 
  lich's Sense Motive check. 
  • 
  Anyone who gives a wordy answer in an attempt 
  to avoid saying "no," regardless of the Bluff check. 
   
  When the lich gets the Alliance members alone, it 
  attacks, possibly with Thurgen's help.  Anyone who 
  tries to interfere is warned that this is a condition of 
  the agreement.  If the PCs do not allow the lich to get 
  its revenge, it targets them, as well.  Diplomacy with an 
  evil being is a very tricky subject indeed. 
   
  As long as there are no living Alliance members 
  among the PCs (as far as the lich knows), it agrees to 
  ally with the temple of Nerull.  The encounter is a 
  success, and Xullithan eventually takes advantage of 
  the lich's complacency and steals the phylactery.  
  Modify the Conclusion for this, but Xullithan's reward 
  is the same as if he has the phylactery in his possession.  
   
  Development: If the PCs negotiate with the lich, or 
  successfully escape, go to Encounter 12: Baiting the 
  Trap after some time passes.   
   
  12: BAITING THE TRAP 
  This encounter takes place after the PCs have left the 
  sewers but before they reach the Temple District.  If 
  PCs use other means of travel (such as teleport), this 
  encounter happens after they leave the Temple 
  District.  It can happen anywhere in the city, as long as 
  it is not near the temple of Nerull.  
   
  In this encounter, the Tharizdun leader, Azeeth, 
  has set the stage for the PCs to find the false Maiden of 
  Carceri, stolen from the temple of Nerull in CY 595.  
  Knowing that the temple wants to recover the Maiden 
  of Carceri, the Cult of the Elemental Eye has 
  constructed a magical booby-trap (much like the 
  Trojan horse).  This encounter assumes that the PCs are 
  working for the temple of Nerull.   
   
  As you walk down the street, a clatter in a nearby 
  alley catches your attention.  Passersby yelp as a 
  man in black robes staggers out of the alley in your 
  direction.  An acrid smell wafts off him, and you see 
  that the skin on his face and hands have burned off, 
  almost to the bone.  He looks at you with a 
  delirious recognition in his eyes.  He gasps, "The 
  Maiden of Carceri!  I found it!  Warehouse 4 on 
  Mermaid Street.  Avenge me!  Take it back to the 
  unholy one, and we will all be rewarded!"  He 
  collapses, with flecks of red foam caking his 
  melting lips.  Around his neck is a copper pendant 
  in the shape of a scythe.  Clutched in his bony hand 
  is a damaged parchment wrapped around a twisted 
  tin spiral. 
   
  The Nerullite is actually a Tharizdun cultist who has 
  sacrificed himself for the cult.  As Azeeth believes the 
  PCs to be loyal to Nerull, he feels that they are the best 
  agents for inserting the false Maiden of Carceri into 
  the temple.  The cultists have been watching the PCs, 
  and they staged this encounter.  The cultist dressed up 
  as a follower of Nerull, splashed acid on his faces, and 
  stabbed himself with a poisoned dagger.  As the poison 
  runs its course, the cultist ran to meet the PCs to 
  deliver his final message.  The note is almost entirely 
  consumed by the acid, but PCs recognize it as a 
  manifest indicating that a large crate is scheduled to be 
  shipped out of Dyvers in 2 days.  The ship name and 
  destination are burned away (though a make whole 
  spell reveals that these items are scribbled rather than 
  written; only the date is written clearly). The twisted 
  spiral is a holy symbol of Tharizdun (DC 15 Knowledge 
  [religion] check). 
   
  PCs who played VTF5-02 Reaping the Darkness 
  may recall that in CY 595, a proxy of Tharizdun 
  invaded the temple of Nerull amidst the chaos of the 
  One-Day War.  It slaughtered most of the followers of 
  Nerull to gain access to the Maiden of Carceri in an 
  attempt to shatter the prison that holds Tharizdun on 
  Carceri. Adventurers intervened and destroyed the 
  proxy.  The Maiden of Carceri was removed from the 
  temple and disappeared.  Xullithan was grievously 
  injured by the attack and was unable to stop the theft 
  of his artifact.  Otherwise, a DC 18 Knowledge (VTF), 
  Knowledge (religion), or Bardic Knowledge check lets 
  the PCs recall this rumor. 
   
  The Tharizdun cultist timed his entrance carefully 
  in order to minimize interference. The PCs have one 
  round to save him.  If they cannot identify and stop the 
  poison (save DC of 23), in that time then the cultist 
  dies.  The acid mars his face, so not even Xullithan can 
  tell if he was one of the faithful or not (members of the 
  Horned Society have a nasty habit of disappearing).  A 
  speak with dead spell gives vague, cryptic answers.  See 
  the bullet points below, but feel free to shroud the 
  answers in enigmas.   
  DYV8-03 Wake the Dead 
   
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  If the cultist is saved, then his task becomes much 
  harder.  He only has a Bluff skill of -1.  He tells the PCs 
  the following lies: 
   
  • 
  He was looking for a dockworker to kill, when he 
  stumbled into Warehouse 4.  
  • 
  There were several Tharizdun cultists in there, 
  along with a demon of some sort. 
  • 
  The cultists were dancing around a sarcophagus-
  sized structure that had the face of a twisted 
  woman.  He recognized this as the Maiden of 
  Carceri.   
  • 
  The Maiden of Carceri is a direct connection to 
  the plane of Carceri, Nerull's home plane.  It is 
  said that Tharizdun is imprisoned there, and the 
  Cult of the Elemental Eye once attempted to use 
  the Maiden of Carceri to release Tharizdun from 
  his prison.   
  • 
  The Maiden of Carceri must be returned to the 
  temple of Nerull, as only Xullithan has the 
  strength to keep the Cult of the Elemental Eye at 
  bay. 
  • 
  Two of the cultists spotted him and gave chase.  
  They eventually caught him here. 
  • 
  One cultist held him still, while another cultist 
  splashed acid on his face.  Another cultist stabbed 
  him with a dagger (if the players realize that this 
  contradicts the previous bullet point, give them 
  another chance at Sense Motive). 
  • 
  He has seen the PCs at the temple of Nerull 
  before, so he knew that he was among friends. 
   
  If the cultist is caught in his lie, then he clams up.  A 
  successful Intimidation check (against the cultist's +2) 
  gets him to reveal that a trap was set at the warehouse 
  and that it's really important that the Maiden of 
  Carceri is delivered to the temple of Nerull.  He 
  doesn't know that the Maiden of Carceri is a fake or 
  what it will do, but he knows that success leads to the 
  downfall of the Horned Society.   
   
  INVESTIGATING THE CRIME SCENE 
  A DC 24 Track check shows that the Nerullite left the 
  only recent footprints in the alley.  No one else was 
  with him when the cultist mutilated and killed 
  himself.  Examination of the alley reveals a broken vial 
  and several drops of acid in the area. A trail of blood 
  begins here, indicating that the cultist was stabbed 
  here.  A DC 30 Search check of the acid splash pattern 
  reveals that the victim's face was splashed at 
  dangerously close range (which might only raise more 
  questions).   
   
  Development: If the PCs decide to go to Warehouse 4, 
  go to Encounter 13: Maiden Voyage.  If the PCs do not 
  follow up this lead, then go straight to the Conclusion.  
   
  13: MAIDEN VOYAGE 
  In this encounter, the PCs approach Warehouse 4, 
  which is allegedly where the Maiden of Carceri is 
  being kept.  The facsimile is indeed kept here and is 
  guarded by some demon(s), whose purpose is to 
  provide a suitable ruse so that it seems that the artifact 
  is well guarded.   
   
  The warehouse is 100 feet long and 40 feet wide.  
  All windows have been boarded up from the inside so 
  no light enters the back room.  The warehouse is split 
  into two sections:  The front office and the back room.  
  The back door is 10 feet wide, but it is barred from the 
  inside.  An opening in the door or windows alerts the 
  demon in the pitch-black gloom.  Refer to DM Aid #3 
  for the map.  
   
   
  Front Door Alarm: CR 0; mechanical; touch 
  trigger; automatic reset; rings bell (DC 0 Listen check 
  to detect); Search DC 14; Disable Device DC 15. 
   
  Front Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  Barred Back Door: 1 in. thick; hardness 5; hp 10; 
  AC 4; Break DC 28. 
   
  Boarded Windows: 1/2 in. thick; hardness 5; hp 
  5; AC 6; Break DC 18. 
   
  FRONT OFFICE 
  The front door to the warehouse is secured with a 
  simple lock.  A bell is attached to the front door that 
  rings when it is opened.  Unless the PCs take the steps 
  necessary to silence the bell, the demon has a chance to 
  hear the PCs enter (DC 11 Listen check).  Once the 
  PCs access the front office, read or paraphrase the 
  following: 
   
  This room looks like the typical warehouse office.  
  A few chairs and tables are arranged in the room, 
  but there is no other sign of human occupation.   
   
  A few papers can be found here.  They are manifests 
  and shipping orders dated 4 months ago.  It is clear that 
  this building has not been used since then.  The door 
  to the back room also has a simple lock.  Due to the 
  boarded-up windows, the front office is dark.    
   
  BACK ROOM 
  The back room is completely dark, which gives the 
  demon an advantage in spotting intruders.  As soon as 
  DYV8-03 Wake the Dead 
   
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  it is alerted to an intruder (such as the back door 
  opening or the bell in the front office), it prepares for 
  combat.  Assuming the PCs have a light source, read 
  the following: 
   
  Judging from the echoes, this back room must be 
  over 40 feet deep.  Your light dances feebly off of 
  dusty crates.  The dust on the floor, however, has 
  been disturbed a lot lately.  From between two 
  crates, you see the face of a young woman, frozen in 
  pain.   
   
  In the middle of the room is the false Maiden of 
  Carceri.  It is a 9-foot-tall iron maiden with many 
  blades and spikes that can be pushed into the cavity 
  within.  A large purple spiral has been painted on the 
  front, as if warding the place where the maiden opens.  
  The maiden's exterior does not detect as magical.  
  When the PCs enter, the demon(s) acts. 
   
  APL 8 (EL 9) 
   
  Vrock: hp 115; Monster Manual 48. 
   
  APL 10 (EL 11) 
   
  Hezrou: hp 138; Monster Manual 44. 
   
  APL 12 (EL 14) 
   
  Nalfeshnee: hp 115; Monster Manual 45. 
   
  APL 14 (EL 15) 
   
  Nalfeshnee: hp 115; Monster Manual 45. 
   
  Hezrou: hp 138; Monster Manual 44. 
   
  Tactics:  The demon is ordered to not kill all of the 
  PCs.  It does try to kill as many as possible, though.  
  While the demon is capable in combat, it focuses on 
  inflicting pain instead of survival.  It takes the effort to 
  kill a downed foe instead of attacking someone who is 
  up and fighting.  Its purpose is to hurt the PCs and 
  suffer grievous wounds itself.  A DC 28 Sense Motive 
  reveals that it fights with wild abandon, as if it wants to 
  be killed.  If a demon gets down to below 20 hit points, 
  it teleports to a location outside of Dyvers.  A desperate 
  retreat is just as convincing as being killed and sent to 
  the Abyss. 
   
  If the demon drops every PC but one, it switches to 
  nonlethal attacks.  If it drops everyone, it makes sure 
  that the two strongest PCs are stabilized and then 
  slaughters the others.  The demon lures two of the 
  constabulary to come investigate and kills their men, 
  leaving their corpses behind.  It smears their weapons 
  with its blood and then leaves.  The demon intends to 
  trick the PCs into believing that it was driven off and 
  that they were saved by interlopers. 
   
  THE MAIDEN OF CARCERI 
  The Maiden of Carceri is a 9-foot-tall hollow statue 
  with several implements of torture attached to it.  
  There are dials and knobs that control the spikes and 
  blades.  A PC who defeated the proxy of Tharizdun in 
  VTF5-02 Reaping the Darkness can make a Wisdom 
  check of DC 12 to realize that these implements do not 
  look the same.  The Maiden of Carceri is sealed shut 
  with molten mithral.  A large purple spiral has been 
  drawn on the Maiden of Carceri, spanning the crease 
  where the Maiden would open. 
   
  PCs can attempt to break the seal, but the inside is 
  hollow.  The Maiden of Carceri has been trapped so 
  that when it enters the temple of Nerull, it unleashes a 
  devastating explosion.  The outside of the Maiden of 
  Carceri does not detect as magical, but the inside does.  
  It radiates with moderate divination and strong 
  evocation. 
   
   
  Mithral Seal: 1/4 in. thick; hardness 15; hp 8; AC 
  5. 
   
  Development:  If the PCs return the Maiden of 
  Carceri to the temple of Nerull, then go to the 
  Conclusion.  If the PCs show no sign of returning the 
  Maiden of Carceri to the temple of Nerull, then Azeeth 
  intervenes.  Go to Encounter 14: Cash on Delivery. 
   
  14: CASH ON DELIVERY 
  This encounter happens only if the PCs recover the 
  false Maiden of Carceri and indicate that they are not 
  delivering it to the temple of Nerull.  Azeeth is scrying 
  upon the Maiden of Carceri from a warehouse nearby, 
  so he can see and hear everything that happens near 
  the device.  He can also see what direction the PCs are 
  taking it.  When the PCs travel for a few blocks, he 
  follows, staying 200 feet behind (this should help with 
  his Hide check of only +1).  If the PCs clearly do not 
  intend to deliver the Maiden of Carceri to the temple 
  of Nerull, Azeeth approaches them.  If Azeeth is forced 
  to encounter the PCs, read or paraphrase the following: 
   
  A man in a filthy purple robe hisses through rotted 
  teeth, "I cannot stop the powerful servants of the 
  Reaper, so do your worst!  While that sniveling 
  Xullithan will reward you well, your pathetic death 
  god cannot stop the Maiden of Carceri from being 
  stolen again!"   
   
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  Azeeth believes that the PCs are actually servants of the 
  Reaper.  If they inform him that they are not, then he 
  appeals to their mercantile side, hinting that Xullithan 
  would surely pay plenty for his precious Maiden of 
  Carceri to be returned.  If the PCs tell him that they 
  won't return it out of loyalty or greed, then Azeeth can 
  only conclude that they fear giving Xullithan that 
  much power. In that case, he resorts to the truth and 
  tells them the following: 
   
  • 
  He orchestrated the events that have led the PCs 
  here.  One of his followers splashed acid on his 
  face and stabbed himself with a poisoned dagger 
  while posing as a servant of the Reaper.  Azeeth 
  has intended all along for the PCs to intercept the 
  message and find the Maiden of Carceri.   
  • 
  He is a follower of the Elemental Eye, but his cult 
  is not so dangerous as of late.  If the PCs should 
  worry about anyone, it is how the city embraces 
  the high priest of the Reaper.  Xullithan worships 
  the god of betrayal, and the more trust people 
  place in him, the bigger the betrayal.  At least you 
  know where you stand with Tharizdun. 
  • 
  This is not the real Maiden of Carceri; only a fool 
  would give something as powerful as that to 
  Xullithan.  Nobody knows where the real artifact 
  is hidden, but Xullithan has been pining for its 
  return for 3 years.  Undoubtedly, he would be so 
  consumed by greed that he would wheel this 
  forgery into his temple. 
  • 
  Once the device is within the walls of the temple, 
  a trap activates.  Azeeth does not know the details 
  of the trap, only that it would punish the Horned 
  Society for its opposition to Tharizdun's cult. As 
  payment for letting him live and delivering the 
  trapped item to the Nerullites, Azeeth suggests 
  that the PCs don't be near it when it is opened. 
  • 
  Azeeth does not want to fight the PCs.  Anyone 
  that can so easily defeat the demon guardian(s) can 
  easily overpower him.  He does point out that the 
  law is on his side.  They trespassed and stole his 
  merchandise. Surely, they don't want to have a 
  murder traced back to them, do they? He 
  conveniently leaves out that Tharizdun-worship is 
  illegal in most cities. 
   
  Azeeth tries to pull himself away from the group, if 
  possible.  His first priority is to ensure that the Maiden 
  of Carceri is delivered to the temple of Nerull by 
  "friends."  If it pleases the PCs, he even submits to 
  being killed or knocked unconscious if his delivery 
  would validate the story.  Naturally, he prefers to live 
  so he can sow entropy elsewhere and tries to weasel 
  out of capture or death. 
   
  Development:  After the PCs decide whether or not to 
  return the Maiden of Carceri to the temple of 
  Xullithan, take note of the decision and go to the 
  Conclusion. 
   
  CONCLUSION 
  There are many different outcomes possible.  Consult 
  each subheading below and read the appropriate text.  
  You may have to read one Conclusion text in the 
  middle of the adventure (e.g., the PCs deliver the 
  phylactery to the temple of Nerull and then go 
  investigate 
  Warehouse 
  4). 
   
  Merge 
  multiple 
  Conclusions as best as you can. 
   
  THE FATE OF THE PHYLACTERY 
   
  Real Phylactery Delivered to Xullithan 
  Read the following if the PCs deliver the real 
  phylactery to the temple of Nerull: 
   
  Xullithan and a handful of guards meet you at the 
  temple gates.  As you present the 80-pound 
  sculpture, Xullithan's eyes brighten.  He summons 
  two guards to take it off your hands.  Xullithan 
  speaks some magical words and then asks, "Is this 
  indeed the lich's phylactery?"  As if listening to 
  nonexistent words, the high priest of Nerull grins 
  broadly.  He tells you, "You have proven yourself an 
  ally of Dyvers.  Here is the money I promised.  I'll 
  gather my resources to further reward you." 
   
  The PCs receive payment and the Favor of Xullithan 
  (unless revoked in another Conclusion). 
   
  Fake Phylactery Delivered to Xullithan 
  Read the following if the PCs deliver one of the decoy 
  phylacteries to the temple of Nerull: 
   
  Xullithan and a handful of guards meet you at the 
  temple gates.  As you present the phylactery in 
  hand, Xullithan's eyes brighten.  Xullithan speaks 
  some magical words and then asks, "Is this indeed 
  the lich's phylactery?"  As if listening to 
  nonexistent words, the high priest of Nerull scowls 
  darkly.  He tosses the phylactery into the gutter, 
  and his voice changes, letting his disguise drop. 
  "Master Xullithan warned me against using 
  adventurers in doing such a simple job," he growls. 
   He regains his composure and smiles hollowly at 
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  you.  "You tried your best. Pity that so many people 
  might be killed because of your best, eh?" 
   
  This conclusion does not earn the PCs any additional 
  AR items. 
   
  Phylactery Delivered to Gloranda 
  Read the following if the PCs deliver any of the 
  phylacteries to the cathedral of Pelor: 
   
  Sister Gloranda meets you on the front steps of the 
  cathedral of Pelor.  Disgust crosses her face as she 
  looks upon the phylactery you carry.  Summoning 
  several priests and guards, Gloranda holds a service 
  dedicated to the Sun Father and his compassion.  
  Bathed in the rays of the sun, one of the cathedral 
  guards sunders the phylactery.  The tensions melt 
  away among the Pelorites, and Gloranda thanks you 
  for your valor. 
   
  The PCs receive payment if they were hired by 
  Gloranda as well as Destroyer of Liches. 
   
  Phylactery Destroyed by the PCs 
  Read the following if the PCs destroy the real 
  phylactery on their own (not through the cathedral of 
  Pelor): 
   
  One might expect the soul of a powerful undead to 
  erupt spectacularly when destroyed, but the model 
  of Dyvers simply crumbles anticlimactically.  A 
  chill wind blows briefly, replaced soon by a warm 
  breeze, as if the world acknowledges that one less 
  evil exists. 
   
  The PCs receive Destroyer of Liches. 
   
  THE FATE OF THE MAIDEN OF 
  CARCERI 
  Read the following if the PCs deliver the fake Maiden 
  of Carceri to the temple of Nerull: 
   
  Xullithan meets you at the temple gates.  Upon 
  seeing the Maiden of Carceri, Xullithan lets out a 
  hearty laugh.  He immediately summons several 
  guards to wheel the hideous contraption into the 
  temple.  He chortles uncharacteristically, and his 
  voice changes as he says, "After all this time, it's 
  finally back!" 
   
  It becomes apparent that you have not been 
  dealing with the high priest of Nerull but one of 
  his lackeys.  All composure is lost as he celebrates 
  the return of the Nerull relic.  He ignores you and 
  babbles, "Master Xullithan will reward me well for 
  this.  I cannot wait to see the look on his face when 
  he sees how I succeed and how Brother Lars fails.  
  Maybe he'll finally turn Lars into a couch, so I can 
  stop worrying about him.  I think Lars would make 
  a very comfy couch.  And I'll have my pick of 
  delicious ghoul concubines.  What a glorious day!" 
   
  The man disguised as Xullithan continues 
  babbling as he follows the Maiden of Carceri into 
  the temple.  As he passes through the doors, an 
  explosion knocks the troll skull off its mount, 
  crushing the imposter.  The walls of the temple of 
  Nerull collapse inward, and the temple grounds 
  sink 20 feet.  The only thing remaining of the 
  temple of Nerull is a pile of rubble.  Several 
  constables and priests arrive to ascertain the 
  damage and keep onlookers at bay.  Perhaps it is 
  simply the shadows, but one could almost swear 
  that the temple ruins are in the shape of an eye. 
   
  This conclusion does not earn the PCs any additional 
  AR items, and they cannot gain the Favor of 
  Xullithan. 
  If the real phylactery was delivered, this should still be 
  marked on the Critical Event Summary, as Nerullites 
  never let death get in the way. 
   
  THE FATE OF HARVEIGN THE BOLD 
  Harveign Sacrifices Himself 
   
  Read the following if Harveign was killed by the lich 
  and the PCs fulfilled their promise to him—allowing 
  him to visit the cathedral of Pelor and bringing the 
  phylactery to the cathedral of Pelor for its destruction 
  (even if it's the fake phylactery): 
   
  Two days later, you are summoned to the cathedral 
  of Pelor by Sister Gloranda.  She leads you to an 
  office and invites you to sit.  The authority of her 
  station melts away, and her voice fills with sadness 
  as she says, "We mourn the loss of the paladin, 
  Harveign the Bold.  Even knowing about 
  Xullithan's treachery, he remained resolute in 
  completing his sworn duty.  He holds a special 
  place in our hearts." 
   
  Moving toward a chest, she continues, "But in 
  these dark times, we must not dwell on the sadness. 
   In the short period that Harveign has known you, 
  he has considered you as friends.  His final wish is 
  that some of his wealth be bequeathed to you.  It's 
  not much, but the cathedral of Pelor has agreed to 
  supplement his estate to reward your generosity." 
   
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  The PCs receive Bequeathed by Harveign the Bold. 
   
  Harveign's Life Is Saved 
  Read the following if the PCs save Harveign's life or 
  bring him back from the dead: 
   
  Four days later, you are summoned to the cathedral 
  of Pelor by Sister Gloranda.  She leads you to an 
  office and invites you to sit.  The authority of her 
  station melts away, and her voice fills with sadness 
  as she says, "You may recall one of our paladins, 
  Harveign the Bold.  True to his name, he served the 
  Sun Father bravely.  Yesterday, he defended a 
  merchant against a group of thugs.  One of the 
  thugs struck from the shadows and murdered 
  Harveign.  Our hearts all ache at his passing." 
   
  Moving toward a chest, she continues, "But in 
  these dark times, we must not dwell on the sadness. 
   Harveign has expressed his gratitude for what you 
  did for him.  His final wish is that some of his 
  wealth be bequeathed to you.  It's not much, but 
  the cathedral of Pelor has agreed to supplement his 
  estate to reward your heroism." 
   
  The PCs receive Bequeathed by Harveign the Bold. 
   
  THE FATE OF BETRAYED THE 
  BETRAYER 
  Read the following to PCs who were promised by 
  Xullithan that he would commune with Nerull to 
  remove the AR item, Betrayed the Betrayer: 
   
  The next day, you receive a letter from the temple 
  of Nerull.  It is signed by high priest Xullithan and 
  reads, "I have communed with the Reaper about 
  your problem.  We had a good laugh over that.  As 
  you have betrayed our temple at least once before, 
  you can now enjoy the fruits of betrayal from the 
  other end.  Suck it up, adventurer." 
   
  This conclusion does not earn the PCs any additional 
  AR items, and he does not get to cross off Betrayed the 
  Betrayer off of other ARs. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  8: Phylactery Entrance 
  Encountering or bypassing the trapped door: 
  APL 8  
  120 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  210 XP 
   
  9: Obsessive Genocide 
  Defeating Thurgen: 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  9: Obsessive Genocide 
  Encountering or bypassing the trapped decoy 
  phylactery: 
  APL 8  
  150 XP 
  APL 10  
  150 XP 
  APL 12  
  150 XP 
  APL 14  
  240 XP 
   
  13: Maiden Voyage 
  Defeating the Tharizdun guardians: 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  420 XP 
  APL 14  
  450 XP 
   
  Story Award 
  Determining the fates of the phylactery and the 
  Maiden of Carceri: 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
   
  Total Possible Experience 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
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  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. Do not list a category if the PCs find no treasure 
  belonging to it. For example if the PCs find no coins or 
  gems do not list “Coin” in the treasure summary. To 
  calculate the amount of gold each PC gets from selling 
  an item divide its full market price by 12. 
   
  1: Xullithan's Proposal (cannot stack with 
  Encounter 2) 
  APL 8: Coin 700 or 1200 gp. 
  APL 10: Coin 700 or 1200 gp. 
  APL 12: Coin 700 or 1200 gp. 
  APL 14: Coin 700 or 1200 gp. 
   
  2: Gloranda's Proposal (cannot stack with 
  Encounter 1) 
  APL 8: Coin 500 or 800 gp. 
  APL 10: Coin 500 or 800 gp. 
  APL 12: Coin 500 or 800 gp. 
  APL 14: Coin 500 or 800 gp. 
   
  9: Obsessive Genocide 
  APL 8: Coin 600 gp. 
  APL 10: Coin 1650 gp. 
  APL 12: Coin 2700 gp. 
  APL 14: Coin 6000 gp. 
   
  Treasure Cap 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
  APL 14  
  6,600 gp 
   
   
  Total Possible Treasure 
  APL 8  
  1,800 gp 
  APL 10  
  2,850 gp 
  APL 12  
  3,900 gp 
  APL 14  
  7,200 gp 
   
  Note that if the Lich of the Sewers is defeated in 
  Encounter 10: Fighting the Lich, the possible treasure 
  increases by 16,916 gp per PC, which is enough over-
  the-cap gold to handle most resurrection needs 
  (though true resurrection is not accessible). 
   
  ADVENTURE RECORD ITEMS 
  Favor of Xullithan: For delivering the Lich of the 
  Sewers into the hands of the high priest of Nerull, you 
  have been rewarded with Regional access to the 
  following items from Libris Mortis:  exoskeleton, 
  ghoul shell, ghost shroud, shadow veil, vampire hide, 
  wight shield, wrapped tower, zombie hide, ghoul 
  gauntlets, goggles of lifesight, bonemail, ghostly arm, 
  mohrg's tongue. 
   
  Bequeathed by Harveign the Bold: For being 
  virtuous in the eyes of the late paladin of Pelor, you 
  have been named in his will.  The cathedral of Pelor is 
  willing to augment this inheritance with an offering of 
  its own.  You have been rewarded with Regional access 
  to the following items from Libris Mortis: ghostoil, 
  holy water sprinkler, ectoplasmic feedback armor 
  enhancement, ghost ward armor enhancement, ghost 
  strike 
  weapon 
  enhancement, 
  sacred 
  weapon 
  enhancement, sacred burst weapon enhancement. 
   
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  Destroyer of Liches: Very few adventurers can claim 
  to bring true death to a lich.  Such bragging rights are 
  not without consequences.  You receive the following 
  effects: 
  • 
  You gain a +4 Competence bonus to Diplomacy, 
  Perform, and Gather Information checks as long 
  as the audience appreciates such tales of heroism.  
  • 
  The forces of the Reaper are not pleased with this 
  turn of events.  Undead receive a +1 Profane bonus 
  to attack you.   
  • 
  You have been blessed by the gods of the 
  pantheon of good.  You may expend this blessing 
  as an immediate action to have bless, divine favor, 
  restoration, magic circle against evil, air walk, 
  death ward, freedom of movement, and cure 
  critical wounds cast on you all at once.  You cannot 
  name another beneficiary; they all target only you. 
   These spells are cast as if by a 13th-level caster. 
  The blessing can only be used once, but the bonus to 
  social interactions and hatred from undead do not go 
  away.  
   
  ITEM ACCESS 
  All APLs 
  • 
  ring of freedom of movement (Adventure, DMG) 
   
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  DYV8-03 Wake the Dead 
   
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  ALL APLS 
  1: ENCOUNTER NAME 
   
   
   
  H ARV E I G N 
  CR  3 
  Male human paladin 3 
  LG Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Aura Moderate Good 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
  Chance  
  hp 25 (3 HD);  
  Immune Fear, Disease 
  Fort +6, Ref +3, Will +3 
  Speed 20 ft. in half-plate (4 squares); 
  Melee greataxe +5 (1d12+3) or longsword +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options smite evil 
  Special Actions lay on hands, detect evil 
  Abilities Str 15, Dex 10, Con 12, Int 11, Wis 10, Cha 14 
  SQ aura of good, divine grace, aura of courage, divine 
  health 
  Feats Blind-Fight, Iron Will, Power Attack 
  Skills Diplomacy +10, Handle Animal +8, Sense Motive 
  +6 
  Possessions half -plate, greataxe, longsword, holy 
  symbol of Pelor 
   
  1: ENCOUNTER NAME 
   
   
   
  L I C H  O F  T H E  S E W E R S 
  CR  17 
  Male medium human wizard 15 
  NE Medium undead (augmented humanoid) 
  Init +4; Senses Listen +16, Spot +16, Darkvision 60 
  feet 
  Aura strong evil 
  Languages Common  
  AC 30, touch 17, flat-footed 26 
  Miss Chance  
  hp 110 (15 HD); DR 15/bludgeoning and magic 
  Immune cold, electricity, polymorph, mind-affecting 
  Fort +10, Ref +14, Will +15 
  Speed 30 ft. (6 squares).; 
  Melee touch +6/+1 (1d8+5 negative energy plus 
  paralysis) or dagger +6/+1 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options fear aura, paralyzing touch (DC 18), spells 
  Wizard Spells Prepared (CL 15th): 
   8th—uttercold silent still fell weaken repeat chain 
  lightning (cold), maze 
   7th—silent greater dispel magic, Mordenkainen's 
  sword, still disintegrate  
   6th—uttercold acid fog (cold), silent still fell weaken 
  chain lightning, uttercold silent still fell weaken chain 
  lightning (cold), control water, disintegrate 
   5th—greater blink*, uttercold cone of cold, silent 
  dimension door, uttercold sculpted silent still fell 
  weaken repeat fireball (cold) (x2), wall of stone 
   4th—dimension 
  door, 
  Evard's 
  black 
  tentacles, 
  uttercold wall of fire (cold), mass reduce person, 
  uttercold sculpted silent still fell weaken fireball 
  (cold) (x2) 
   3rd—dispel magic, greater mage armor*, protection 
  from energy (x2), slow, sculpted silent still fell 
  weaken fireball 
   2nd—mirror image (x2), resist energy, scorching ray, 
  spectral hand, touch of idiocy, glitterdust 
   1st—burning hands (cold), magic missile (x2), 
  protection from good, shield, shocking grasp, true 
  strike 
   0—acid splash (cold), dancing lights, ghost sound, 
  resistance 
  Abilities Str 8, Dex 18, Con --, Int 30, Wis 12, Cha 13  
  SQ +4 turn resistance, undead traits  
  Feats Arcane Thesis (fireball)*, Arcane Thesis (chain 
  lightning)*, Combat Casting, Energy Substitution* 
  (cold), Silent Spell, Spell Focus (evocation), Scribe 
  Scroll, Lord of the Uttercold*, Repeat Spell*, Sculpt 
  Spell*, Fell Weaken* 
  Skills Concentration+18, Decipher Script +18, Hide +17, 
  Intimidate +5, Knowledge (arcane) +24, Knowledge 
  (dungeoneering) +24, Knowledge (Velverdyva) +13, 
  Knowledge (the planes) +19, Listen +16, Move 
  Silently +12, Search +18, Sense Motive +18, 
  Spellcraft +30, Spot +16. 
  Possessions phylactery, headband of intellect +6, ring 
  of protection +3, amulet of natural armor +4, cloak of 
  resistance +5, bracers of armor +4, gloves of 
  dexterity +6, ring of freedom of movement 
  Spellbook spells prepared plus 1—disguise self, 2—
  rope trick, 4—illusory wall, phantasmal killer, 5—
  teleport, 7—prismatic spray. 
  Fear Aura (Su) Liches are shrouded in a dreadful aura 
  of death and evil. Creatures of less than 5 HD in a 
  60-foot radius that look at the lich must succeed on a 
  Will save (DC 18) or be affected as though by a fear 
  spell from a 16th-level caster.  A creature that 
  successfully saves cannot be affected again by the 
  same lich's aura for 24 hours. 
  Paralyzing Touch (Su) Any living creature a lich hits 
  with its touch attack must succeed on a Fortitude 
  save (DC 18) or be permanently paralyzed.  Remove 
  paralysis or any spell that can remove a curse can 
  free the victim.  The effect cannot be dispelled.  
  Anyone paralyzed by a lich seems dead, though a 
  DC 20 Spot check or a DC 15 Heal check reveals 
  that the victim is still alive. 
  Turn Resistance (Ex) A lich has +4 turn resistance. 
  Damage Reduction (Su) A lich's undead body is tough, 
  giving the creature damage reduction 15/bludgeoning 
  and magic.  Its natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
  Immunities (Ex) Liches have immunity to cold, 
  electricity, 
  polymorph 
  (though 
  they 
  can 
  use 
  polymorph effects on themselves), and mind-affecting 
  attacks. 
  
  Skills Liches have a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot 
  checks (already calculated above). 
  * see Appendix 2: New Rules Items 
   
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  DYV8-03 Wake the Dead 
   
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  APPENDIX 1: APL 8
  9: OBSESSIVE GENOCIDE 
  T H U R G E N 
  CR  11 
  Male human wheep 
  LE Medium undead 
  Init +2; Senses Listen +8, Spot +8, Blindsight 60 feet, 
  Darkvision 60 feet 
  Aura strong evil 
  Languages Common  
  AC 29, touch 17, flat-footed 27 
  hp 58 (9 HD); fast healing 10; DR 5/magic and 
  piercing 
  Fort +8, Ref +10, Will +13 
  Speed 30 ft. (6 squares); 
  Melee 2 claws +16 (1d8+11 plus poison tears) and 
  bite +13 (1d6+5 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11 
  Atk Options poison tears (DC 19) 
  Special Actions weeping dirge (DC 19) 
  Abilities Str 33, Dex 15, Con --, Int 6, Wis 14, Cha 20  
  SQ undead traits, unholy grace, +4 turn resistance 
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  (claws) 
  Skills Hide +8, Listen +8, Move Silently +8, Spot +8 
   
  The empty orbs of this wizened corpse leak a 
  vile, black ichor that streaks the creature's face and 
  body, coating its clawed limbs. As the ichor runs into 
  the creature's mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
   
  Wheeps are undead servants of more powerful 
  unliving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength. fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour, because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds. 
   
  Wheeps speak Common. 
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep's empty eyes are actually an 
  injury poison that coats the creature's claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC 19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistics above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep's awful, grave-
  born sorrow must make DC 19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep's dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
  
  APL 10 
  9: OBSESSIVE GENOCIDE 
  T H U R G E N 
  CR  13 
  Male human wheep expert 4 
  LE Medium undead 
  Init +2; Senses Listen +8, Spot +8, Blindsight 60 feet, 
  Darkvision 60 feet 
  Aura strong evil 
  Languages Common  
  AC 29, touch 17, flat-footed 27 
  hp 74 (13 HD); fast healing 10; DR 5/magic and 
  piercing 
  Fort +9, Ref +11, Will +17 
  Speed 30 ft. (6 squares); 
  Melee 2 claws +20 (1d8+12 plus poison tears) and 
  bite +17 (1d6+6 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +15 
  Atk Options poison tears (DC 19) 
  Special Actions weeping dirge (DC 19) 
  Abilities Str 34, Dex 15, Con --, Int 6, Wis 14, Cha 20  
  SQ undead traits, unholy grace, +4 turn resistance 
  Feats Combat Reflexes, Dodge, Mobility, Multiattack, 
  Weapon Focus (claws) 
  Skills Hide +8, Listen +8, Move Silently +8, Spot +8, 
  Tumble +18 
  The empty orbs of this wizened corpse leak a vile, 
  black ichor that streaks the creature's face and body, 
  coating its clawed limbs. As the ichor runs into the 
  creature's mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
   
  Wheeps are undead servants of more powerful 
  unliving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength. fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour, because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds. 
   
  Wheeps speak Common. 
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep's empty eyes are actually an 
  injury poison that coats the creature's claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC 19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistics above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep's awful, grave-
  born sorrow must make DC 19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep's dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
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  APL 12 
  9: OBSESSIVE GENOCIDE 
  T H U R G E N 
  CR  15 
  Male human wheep expert 8 
  LE Medium undead 
  Init +2; Senses Listen +8, Spot +8, Blindsight 60 feet, 
  Darkvision 60 feet 
  Aura strong evil 
  Languages Common  
  AC 30, touch 18, flat-footed 28 
  hp 90 (17 HD); fast healing 10; DR 5/magic and 
  piercing 
  Fort +10, Ref +12, Will +19 
  Speed 30 ft. (6 squares); 
  Melee 2 claws +22 (1d8+11 plus poison tears) and 
  bite +19 (1d6+5 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +17 
  Atk Options poison tears (DC 20) 
  Special Actions weeping dirge (DC 20) 
  Abilities Str 33, Dex 15, Con --, Int 6, Wis 14, Cha 22  
  SQ undead traits, unholy grace, +4 turn resistance 
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  (claws) 
  Skills Bluff +22, Hide +8, Listen +8, Move Silently +8, 
  Spot +8, Tumble +18 
  The empty orbs of this wizened corpse leak a vile, 
  black ichor that streaks the creature's face and body, 
  coating its clawed limbs. As the ichor runs into the 
  creature's mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
   
  Wheeps are undead servants of more powerful 
  unliving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength. fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour, because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds. 
   
  Wheeps speak Common. 
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep's empty eyes are actually an 
  injury poison that coats the creature's claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC 20, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistics above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep's awful, grave-
  born sorrow must make DC 20 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep's dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
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  APL 14 
  9: OBSESSIVE GENOCIDE 
  T H U R G E N 
  CR  17 
  Male human wheep expert 12 
  LE Medium undead 
  Init +2; Senses Listen +8, Spot +8, Blindsight 60 feet, 
  Darkvision 60 feet 
  Aura strong evil 
  Languages Common  
  AC 30, touch 18, flat-footed 28 
  hp 106 (21 HD); fast healing 10; DR 5/magic and 
  piercing 
  Fort +12, Ref +14, Will +21 
  Speed 30 ft. (6 squares); 
  Melee 2 claws +26 (1d8+12 plus poison tears) and 
  bite +23 (1d6+6 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +21 
  Atk Options poison tears (DC 20) 
  Special Actions weeping dirge (DC 20) 
  Abilities Str 34, Dex 15, Con --, Int 6, Wis 14, Cha 22  
  SQ undead traits, unholy grace, +4 turn resistance 
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  (claws) 
  Skills Bluff +26, Hide +12, Listen +8, Move Silently 
  +8, Spot +8, Tumble +22 
  The empty orbs of this wizened corpse leak a vile, 
  black ichor that streaks the creature's face and body, 
  coating its clawed limbs. As the ichor runs into the 
  creature's mouth, it bubbles and pops, so that its 
  constant wailing emerges as a gurgling keen. 
   
  Wheeps are undead servants of more powerful 
  unliving lords, usually serving as bodyguards but 
  sometimes sent on missions to procure from guarded 
  cemeteries the remains of particularly powerful and 
  trusted figures. Their average size belies a powerful 
  undead strength. fueled by their undying sorrow. 
   
  Eyeless, a wheep is in constant pain, sniffling and 
  crying aloud unless it is trying to hide or move silently. 
  From its hollow eye sockets, a wheep continuously 
  produces a poison with the appearance of black bile. 
  It is easy to track wheeps that have passed through 
  an area in the last hour, because they leave behind a 
  trail of their poisonous tears. After an hour, the bile 
  decomposes and evaporates. 
   
  A wheep stands nearly 6 feet tall and weighs 
  about 200 pounds. 
   
  Wheeps speak Common. 
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep's empty eyes are actually an 
  injury poison that coats the creature's claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC 20, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistics above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep's awful, grave-
  born sorrow must make DC 20 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep's dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Arcane Thesis [General] 
  You have studied a single spell in –depth Your 
  expertise grants you formidable though narrowly 
  focused arcane mastery. 
  Prerequisite: Knowledge (arcane) 9 ranks, ability to 
  cast arcane spells. 
   
  Benefit: Choose one arcane spell that you can cast 
  to be your thesis spell. When casting that spell, you do 
  so at +2 caster level. When you apply a metamagic feat 
  other than Heighten Spell to that spell, the enhanced 
  spell uses up a spell slot one level lower than normal.  
  For example, an empowered thesis spell uses up a spell 
  slot one level higher than the spell’s actual slot (rather 
  than the normal two levels higher). 
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new spell. 
   
  Source: Players Handbook II 74. 
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Source: Complete Arcane 79. 
   
  Fell Weakening [Metamagic] 
  Living foes damaged by your spell are also weakened.  
   
  Benefits: You can alter a spell that deals damage to 
  foes so that any living creature that is dealt damage also 
  takes a -4 penalty to Strength for 1 minute. Strength 
  penalties from multiple spells enhanced by the Fell 
  Weakening feat do not stack. A fell weakening spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Source:  Libris Mortis 27. 
   
  Lord of the Uttercold [Metamagic] 
  Through careful study of the Elemental Planes and 
  their interactions with the Negative Energy Plane, you 
  have learned to wield the uttercold. 
   
  Prerequisite: Knowledge (the planes) 9 ranks, 
  Energy Substitution (cold), ability to cast a spell with 
  the cold descriptor. 
   
  Benefit: You can turn spells with the cold 
  descriptor into uttercold spells. Half the damage dealt 
  by an uttercold spell is cold damage, and the other half 
  is negative energy damage. The spell’s saving throw 
  remains unchanged, but creatures can apply cold 
  resistance or immunity to cold only to the cold portion 
  of the damage. An undead creature can be healed by 
  the negative energy damage of an uttercold spell, 
  though if it doesn’t have resistance to cold, the effects 
  of damage and healing cancel each other out. 
   
  An uttercold spell uses a spell slot of the spell’s 
  normal level. 
   
  Source: Complete Arcane 80. 
   
  Repeat Spell [Metamagic] 
  You can cast a spell that repeats on the following 
  round. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: A repeated spell is automatically cast 
  again at the beginning of your turn in the following 
  round. No matter where you might have moved in the 
  previous round, the second spell originates from the 
  same location and affects the same area as the 
  originated spell. If the original spell designates a 
  ranged target, the repeated spell affects the same target 
  if it is within 30 feet of its original position; otherwise, 
  the second spell fails. Touch range spells cannot be 
  affected by this feat.  
   
  A repeated spell uses up a spell slot three levels 
  higher than the spell‘s actual level. 
   
  Source: Complete Arcane 82. 
   
  Sculpt Spell [Metamagic] 
  You can alter the area of arcane spells. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot, 30 feet 
  high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
  radius spread), or a 120-foot line. The sculpted spell 
  works normally in all respects except for its shape. For 
  example, a lightning bolt whose area is changed to a 
  ball deals the same amount of damage, but affects a 20-
  foot-radius spread. 
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level.  
   
  Source: Complete Arcane 82. 
   
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  SPELLS 
  Blink, Greater 
  Transmutation 
  Level: Bard 5, Celerity 8, sorcerer/wizard 5 
   
  An immaterial fog descends over your eyes as you 
  complete the spell. You perceive the closeness of a 
  parallel, ethereal reality, and you know that you can 
  pass freely between that world and the one upon 
  which you stand. 
   
  This spell functions like blink (PH 206), except that 
  you have control over the timing of your “blinking” 
  back and forth between the Ethereal Plane and the 
  Material Plane. You can also ready an action to blink 
  away from any physical or magical attack. The attack 
  misses automatically unless it also affects ethereal 
  targets (as a force effect does). While blinking, you 
  have no chance of interfering with you own attacks or 
  your own spells. When moving through solid objects, 
  you do not risk materializing inside one unless you 
  actually end your movement there, in which case you 
  materialized and are shunted off to the nearest open 
  space, taking 1d6 points of damage per  5 feet traveled 
  in this manner. 
  Reference: Spell Compendium 33. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
  Reference: Spell Compendium 136. 
   
   
   
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  DM’S MAP #1: ENTRANCE TO THE LICH'S LAIR 
   
   
  DYV8-03 Wake the Dead 
   
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  DM'S MAP #2: LAIR OF THE LICH 
   
   
  DYV8-03 Wake the Dead 
   
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  DM'S MAP #3: THE MAIDEN OF CARCERI 
   
   
  DYV8-03 Wake the Dead 
   
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  PLAYER HANDOUT 1 XULLITHAN'S NOTES 
  THREAT LEVEL 
  The eponymous Lich of the Sewers has captured the 
  imaginations of everyone in Dyvers, but most dismiss 
  him as a mere myth.  I know that the lich is real, and he 
  presents a bigger threat to the city than the Magister 
  realizes.  His goal is the destruction of the city, and he 
  has made several attempts to follow through with that 
  goal—starting with an organized pirate attack in CY 
  591.  Should the forces of the Pomarj distract the city 
  sufficiently, I have no doubt that another attempt is 
  forthcoming. 
   
  HISTORY 
  The lich has had a delightfully miserable life, which is 
  the perfect fuel for his current state of being.  About a 
  century and a half ago, the mortal shell, known as 
  Alenfius, spent his unhappy life pickpocketing.  Who 
  knew that such a magnificent specimen could have 
  started as a lowly thief!   
  Documentation prior to the independence of Dyvers is 
  incredibly sparse, especially considering the subject 
  matter, but I have learned that Alenfius was ordered in 
  CY 444 to submit himself to an employer.  This 
  employer, of course, is the same entity that rules 
  Dyvers today.  This employer was not nearly as 
  organized during that time, and Alenfius apparently 
  did not see any reason to be subsumed into the group.   
  Alenfius must have realized his mistake, as the 
  bloodshed increased during that time.  Oh, how the 
  days of public murders and mutilated corpses must 
  have lined the streets!  With the criminal element 
  becoming even more organized and more vindictive, 
  Alenfius fled the city, but his name was already known 
  to the enforcers.  He was cornered in Greyhawk.   
  A beautiful display of torture and revenge was exacted 
  upon Alenfius, and the assailants left him for dead.  If 
  only the enforcers of CY 444 were as brutally efficient 
  as they are now, we wouldn't have a lich problem.  
  Alenfius did not die, and his body was discovered by 
  smugglers. 
  The exact details are sketchy at best, but I have 
  ascertained from speaking with the descendants of the 
  people involved that Alenfius must have promised 
  these smugglers the location of his stash.  The 
  smugglers healed him and then betrayed him.  The 
  records of the Greyhawk constabulary indicate that 
  two men were found at the bottom of a pit trap lined 
  with poison spikes.  The trap was designed to activate 
  only upon exiting and not by entering.  How 
  revoltingly delicious!  Even as a common thief, 
  Alenfius exhibited exceptional ingenuity.  
  I have confirmed through records that Alenfius 
  petitioned the Cathedral of Pathetic Brightness to have 
  his hands and feet grown back.  The gullible cathedral 
  bought his sad story and took him on as an indentured 
  servant to pay for his debts.  In CY 446, Alenfius 
  proved himself unable to fulfill his duties and was sold 
  to the College of Wizards.  Judging from the insipid 
  reactions I received from the Sunshine worshippers, I 
  believe that Alenfius was simply disdainful of their sun 
  god, and the weak priests chose to sell him off instead 
  of disciplining him. 
  The College of Wizards is very jealous of its secrets, so 
  it took some convincing to acquire the meager 
  knowledge I have gleaned.  I confirmed that Alenfius 
  was indeed sold to the wizards, and he became an 
  apprentice of the arcane arts.  Alenfius paid off his debt 
  early in CY 451 and left the College of Wizards.  There 
  were no further records of this man in Greyhawk since 
  then, but there are interesting rumors of unsolved 
  murders.  Between CY 451 and 453, no less than 38 
  visitors from the city of Dyvers were found dead.  Their 
  hands and feet were severed, a mirror of how Alenfius 
  was left in CY 444. 
  I have not found any other records of Alenfius from 
  CY 453 through CY 591, when drunken adventurers 
  claim to have seen a lich in the sewers during the 
  pirate attack.  Since that time, I have interviewed many 
  people whose lives have been touched by this lich, 
  though they were unaware of how close death was to 
  them.  My communion with the Reaper has verified 
  that the lich and Alenfius are one in the same. 
   
  ENEMIES 
  Without a doubt, Alenfius considers the city of Dyvers 
  to be his enemy. More specifically, he blames the 
  alliances of guilds (not that anything of the sort could 
  ever exist, ha ha) for trying to kill him.  He has spent 
  the last 150 years cultivating a hatred that sings entire 
  symphonies.  I am in awe of his boiling animosity, but 
  I also must confess a fear of what his fury would do to 
  my home.   
   
  FRIENDS 
  There is no history of Alenfius since he abandoned 
  Greyhawk, but considering his current state, I can only 
  imagine that he made no friends along the way.  I was 
  able to unearth a former acquaintance of Alenfius 
  before he fled Dyvers.  One of the murdered thieves in 
  CY 444 was a halfling named Zafree.  She has agreed to 
  join me and, in fact, was instrumental in learning about 
  Alenfius's origins.   
  DYV8-03 Wake the Dead 
   
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  While liches are not known for their gregariousness, I 
  am convinced that Alenfius has established a network 
  within Dyvers.  So many people here can be bought so 
  easily.  I am certain I can see his tendrils pervading 
  people's everyday lives.  I believe that Alenfius may 
  even be partially—if not wholly—responsible for the 
  recent infighting within the organization that hunted 
  him down.  I'm confident that he has even met with a 
  few of the guilds under the assumed name of Barnaby.  
    
   
  LOCATION 
  After 7 years of research, I finally found the lair of the 
  lich.  The blasphemer refuses to acknowledge his 
  submissiveness to the Reaper and actively performs 
  magics to hide his presence from those of the chosen 
  faith.  At the end of CY 597, one of my expeditions 
  found the lair.  It was only because they worshipped 
  the Scourge of Battle that they made it farther than any 
  of us.  It is a shame that they could not return with a 
  full report, but that is why only a fool pays his 
  mercenaries upfront.   
  The lair is in the northwest section of the city.  It is not 
  connected directly to the main tunnels of the sewers.  I 
  believe that smugglers use the tunnels nearby, which 
  further supports the notion that he has an alliance with 
  the smuggler's guild.   
   
  DEVELOPMENT 
  Such a beautiful creature should serve me.  The Reaper 
  demands acquiescence, and he will not be denied.  If 
  only I had another year to pursue such a lofty goal, 
  Alenfius would exist only to serve Dyvers, rather than 
  destroy it.  Alas, I must resort to a more common 
  approach and steal his phylactery. It is not quite as 
  effective as persuading him, but it is more satisfying.  
  He would obey me just enough to stall any plans he has 
  regarding the destruction of Dyvers and can even be 
  used against the forces of the Pomarj.   
   
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  DYV8-03 Wake the Dead 
   
  Page 41 
  CRITICAL EVENTS SUMMARY 
   
  • 
  Did the PCs destroy the phylactery? 
  YES 
  NO 
   
  • 
  Did the PCs give the phylactery to the temple of Nerull? 
  YES 
  NO 
   
  • 
  Was the Temple of Nerull destroyed? 
  YES 
  NO 
   
  • 
  Did Harveign survive? 
  YES 
  NO 
   
  • 
  Did Harveign learn from the PCs of Xullithan's treachery? 
  YES 
  NO 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/598/Normal Scenarios/DYV8-03 - Wake the Dead (APL 8-14)/DYV8-03 - Wake the Dead.pdf