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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PERSM04-01 
    
   
   
   
   
   
  Dark Risings 
   
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Special Adventure 
  Version 1.2 
  by Jean-Philipe ‘JP’ Chapleau and Patrick Williamson 
   
   
  The new Lord of the Khund needs your help on a matter of state. Will you dive headfirst into darkness to 
  rise to the challenge? Or will darkness rise up and challenge you? A special mission which can be 
  played in 594 CY by both Perrenland and Tusmit characters at APL 2-8.
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to 
  know who played the “best” amongst the 
  Dark Rising / L’éveil des ténèbres 
   
  Page 2 
  
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  # 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 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. 
  Throughout this 
  adventure, APLs 
  categorize the level of 
  challenge the PCs will 
  face. APLS are given in 
  even-numbered 
  increments. If the APL of 
  your group falls on an 
  odd number, ask them 
  before the adventure 
  begins whether they 
  would like to play a 
  harder or easier 
  adventure. Based on 
  their choice, use either 
  the higher or the lower 
  adjacent APL. 
  APL also affects the 
  amount of experience you may gain at the end of 
  the adventure. If your character is three character 
  levels or more either higher or lower than the APL 
  this adventure is being played at, that character 
  will receive only half of the experience points 
  awarded for the adventure. This simulates the face 
  that either your character was not as challenged 
  as normal, or relied on help by higher-level 
  characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Dark Rising / L’éveil des ténèbres 
   
  Page 3 
  
  Time Units and Upkeep  
   
   
  This is a special one-round Regional adventure, 
  set in the Khund enclave betwixt Perrenland and 
  Tusmit.  Characters native to Perrenland pay one 
  Time Unit to play this adventure.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
        This adventure takes place AFTER the events 
  in PER3-07 Under The Hills. PCs must have 
  played Under The Hills in order to play this 
  mission. It is best played in-between Under The 
  Hills and Moradin’s Forge (though this is not 
  compulsory). 
        Be warned that the start of the adventure has 
  quite a long narrative. This is to bring all PCs up-
  to-speed. 
  Adventure Summary  
     PCs go get some artefact for Barandon, the 
  soon-to-be King of the Khund dwarves. 
  Introduction 
  Read or paraphrase the following :  
        About a month ago, a loud blowing noise 
  (like that of a loud horn) was heard throughout 
  the Yatil Mountains. Since then, quite a large 
  number of dwarves from Tusmit, Perrenland, 
  Ekbir, Ket and the lands of the Tiger and Wolf 
  Nomads have been travelling into the Yatil 
  Mountains. 
  Rumours 
  abound 
  as 
  to 
  the 
  meaning of the sound. Some say that it signals 
  the beginning of an invasion by extra-planar 
  creatures; others that it signals the return of 
  the great Dwarven Kingdoms; whilst others 
  say that a great Dragon has been spotted. 
  Others even speculate that some great hero 
  has been secretly deified.  
        You and your companions know better.  A 
  new nation is being forged from the ruins of an 
  ancient one.  By your own actions, you have 
  helped in the lifting of the great curse that 
  sundered the Khund Dwur: the “Khund 
  Astoog”.   Now Khund in the thousands are 
  reuniting within their ancient halls to form a 
  new nation:  a new nation which you are 
  playing a vital role within. 
   
        Now Dwur and non-Dwur alike from across 
  the Flaeness have come to pay homage to 
  Barandon, the Khund Haigh-Righ.  Most stay in 
  the relative safety of the halls of the Dunoloree 
  Llith (Eastern Gate).  Here, the Khund of the 
  Oosterkhund sept hold court near the city of 
  Exag in Perrenland.  For although many Khund 
  patrol the halls of Khundholm, the Haigh Righ 
  is unwilling to extend a guarentee of safe 
  passage past Dunoloree Lilth.  Even his own 
  halls of Dunoveer Lilth (Middle Gate) are held 
  too thinly to be safe. Ambushes by Derro (or 
  other 
  beasts) 
  are 
  still 
  common. 
  Other 
  adventurers such as yourselves have found 
  good employ running escort to Dunoveer Lilth, 
  adding some measure of safe re-supply to the 
  large number of Khund working at restoring 
  the ancient halls and strong-points along the 
  “tunnel-path” between Perrenland and Tusmit. 
        Even now, you find yourselves at the end 
  of another journey bringing welcome supplies 
  and artisan to Dunoveer Lilth.  The “Great Hall” 
  when you stand enjoying a hard earned pint of 
  strong Dwur ale, is filled with life, and even the 
  usually grumpy Khund laugh and smile. 
        Towards the back of the Hall, you can see 
  Barandon, 
  surrounded 
  by 
  foreign 
  ambassadors.  Most are Dwarven lords 
  dressed in heavy adamantine armor. Some are 
  Tusman ambassadors dressed in fine silks, 
  wearing elaborate turbans, jeweled-encrusted 
  scimitars and pointed shoes.  Serious and 
  plainly dressed Perrenders of the Auszug, and 
  several members of the Morganrood, Hussen 
  and Vuurzward clans are also present. 
        One of the Khund warpriests you have met 
  recently, Tordek Tonderstone, spots you as he 
  is going past.  He turns and greets you warmly. 
  Encounter One 
  Tordek says to the PCs: 
         
  “Well met my friends how goes it with you?” 
  Tordek says. 
   
        This is a golden opportunity to get some 
  information. 
        Gather Information check DC 15 (or good role-
  playing) will get the following tid-bits: 
  1) “Things are going well for us the despite 
  stubborn resistance by the Derro and their 
  Dark Rising / L’éveil des ténèbres 
   
  Page 4 
  
  creatures.  Several unknown ways into the 
  lower chambers have been discovered this 
  morning and are now guarded.  So 
  hopefully, the upper halls are that bit more 
  safer.” 
  2) “The Haigh Righ is hammering out a treaty 
  with 
  Perrenland 
  and 
  Tusmit 
  (points 
  behind).  It looks as if Perrenland and 
  Tusmit may be hammering out their own 
  trade agreement as well.” 
  3) Barandon’s formal coronation is set to 
  happen soon.  It must so that he can crown 
  the Righs (sub-kings) of the Oosterkhund 
  and Vesterkhund to properly unit the three 
  great halls of the Khund (Dunoveer Lilth, 
  Dunoloree Lilth and Dunoeeree Lilth.)” 
  4) The Khund of Dunoeeree Lilth are trying to 
  secure the last sections of the “Anau-
  caurak a Zharr” the great highway that 
  runs under and through the monitions 
  between Perrenland and Tusmit.  These 
  Tusmit halls have been reclaimed by the 
  Vesterkhund. 
        When you feel the PCs have exhausted this 
  source of information read the following: 
        You are surprised to see that Barandon is 
  gestering to Tordek to come to him.  Frowning, 
  Tordek excuses himself and walks over to the 
  Haigh Righ.   The two Khund talk together with 
  grim faces.  Both look in your direction for a 
  moment before shaking hands and exchanging 
  nods, having very likely decided something 
  involving you.  You get that sinking feeling in 
  your stomach that tells you that once again 
  you are in the wrong place at the right time. 
  Tordek comes back quickly. “If you are 
  interested my friends I have a job for you.” 
   
        Tordek takes you aside and takes a 
  conspiratorial tone 
   
         “We have received some news that is a 
  great import to us.  To ensure that his rule is 
  absolute, the Haigh Righ requires an ancient 
  sceptre called the “Skelm-Hund” (trans: The 
  Binder of Hounds).  We have been searching 
  for it, and other heirlooms, since we re-took 
  these halls.  Some we have recovered, enough 
  to see Barandon rightfully crowned but without 
  Skelm-hund 
  any 
  coronation 
  is 
  open 
  to 
  challenge by another claimant if one should 
  step forward with the sceptre in hand.   
   
        The Haigh Righ has just learned that a 
  group of Versterkhund have left in the last 
  hour seeking the sceptre.  They have passed 
  our guards on one of the new ways into the 
  lower halls.  When questioned, they said they 
  were seeking Moril Hall.  Moril Hall is one of 
  the places we have been seeking, as it was a 
  holding place of many Khund treasures.  If 
  these Vesterkhund have some information 
  regarding the location of this hall, they have 
  not shared it with us.   It could be that if they 
  recover the sceptre they may put forward a 
  claimant of their own. We need you to see if 
  they are, indeed, following a hot lead on the 
  location of the sceptre.  Will you do it?” 
   
        Tordek is ready to answer any questions and 
  provide the PCs with any supplies they may need 
  up to the cost of 150gp if they leave quickly. 
        He imparts the following additional information 
  once the PC are on their way towards the place 
  that the Vesterkhund descended into the lower 
  halls.  
  1) “It is known through divination, that the 
  sceptre is in the hands of some Derro 
  worshipping their foul god Diirinka, in Moril 
  Hall. We have known this for some time, we 
  simply have not been able to locate Moril 
  Hall.” 
  2) We have an old map of the layout of Moril 
  Hall [Give the PCs Handout #1], but the 
  function of each room is lost to us.  
  Move to Encounter Two. 
  Encounter Two 
        Following Tordek’s map, you eventually 
  come to an old dwarven shaft funneling 
  downwards. Going down the shaft is slow, and 
  takes a few minutes.  The thirty or so guards 
  looking after the shaft said little as you where 
  bundled into a crude looking lift platform big 
  enough to hold eight medium sized creatures.. 
  Tordek offers you the blessing of Moradin as 
  the guards begin lowering the platform into the 
  darkness. 
         After several minutes (300 feet below), the 
  platform hits the bottom. Your light source 
  shows you have come to a natural cavern. 
  Strange fungi reflect your light with bright 
  colours. The air here is stale and unpleasant.  
  Shadows dance behind tall stalactites; the 
  closeness of the walls, and the ceiling above, 
  Dark Rising / L’éveil des ténèbres 
   
  Page 5 
  
  stuffs the air even more, enhancing the 
  choking feeling.  
        PCs can make a Survival check DC 15 to pick 
  up the recent footprints of a group of Dwur.  The 
  ground is quite moist here, and tracking these 
  prints for an hour is possible once they have been 
  picked up. 
        Either way have the PCs wander through lots 
  of closely confined caverns for about an hour.   
  This should be a short trip, but keep the PCs on 
  their toes. I leave it up to the individual DM to fill 
  the PCs voyage through the underdark. Make 
  them edgy and scared, but nothing should 
  happen, at least until they reach Moril Hall.  
        Note: Unless specified otherwise, all corridors 
  leading ‘nowhere’, have all been collapsed long 
  ago during the Khund-Derro war. There is no way 
  to open them up in this adventure.  
        Further Note: Unless specified otherwise, all 
  the doors have been bashed in, and are now 
  unusable as barriers - except, potentially, to delay 
  a pursuing enemy. 
        Also Note: Unless specified otherwise, all 
  skeletons are found WITHOUT their skulls. 
        Development:  After building some suspense, 
  move the PCs into Moril Hall via Room A. 
  ROOM A: Guardroom 
        As you leave the caves, you enter into a 
  more carved tunnel system.  Dust and fungi 
  cover the once beautifully carved murals. 
  Turning a corner, you can see the passageway 
  ahead has been recently cleared of some of 
  the rubble and is now only half-blocked. 
  Crawling on hands and knees will allow you to 
  gain access to the dark room beyond … 
        Though the pile of rubble isn’t trapped as such, 
  the Derro have set up a temporary alarm trap once 
  they discovered this was the way Vesterkhund 
  group entered the complex. 
    
        Trap: The alarm is composed of a number of 
  hollowed-out rocks and boulders. When triggered, 
  the alarm will make a very large ‘BONG’ sound 
  and alert everyone in Moril Hall that someone is 
  coming. It is a typically simple and cunning Derro 
  trap. If the PCs manage to bypass the alarm, the 
  Derro won’t be surprised by the PCs, but they 
  won’t be able to set up ambushes. 
  Derro Alarm: CR 0; makes loud noises; Search 
  (DC 21); Disable Device (DC 15). 
        The room beyond must once have served 
  as a guard room. Despite the terrible-looking 
  graffiti, it is the seven headless Dwur bodies 
  striped to their loincloths that catches your 
  attention … 
        If one of the PCs decide to investigate the 
  bodies, on a Heal check DC10, they will find them 
  to be all Dwur, and all of them have died from 
  multiple recent wounds, puncture and slashing 
  injuries sustained in the last hour or so. These 
  guys went down fighting. Anything of value has 
  been stripped away.  Heavy splatterings of blood 
  covers most of the floor.  
  ROOM B: Shrine of Beronar Truesilver 
         The corridor leading “nowhere” really leads 
  further down into the lower halls. 
        The door to this room is covered in graffiti 
  and has been covered by foul material. 
  However, the stone door stands strong. 
        Because of the holiness of the place, the Derro 
  haven’t been able to open these doors. They are 
  locked in from the inside, and the PCs will have to 
  break them down. 
  Stone Doors: 4 in. thick; hardness 8; hp 60; 
  Break DC 28. 
        The room beyond is surprising. The foul 
  hands that defiled Moril Hall have obviously 
  not gotten into this room. Serenity emanates 
  from the statue of a tall Dwarven woman. The 
  skeleton of a Dwarven woman, still fully 
  armoured, lies kneeling in front of the statue. 
        Knowledge Religion DC 15 will recognize the 
  statue as Beronar Truesilver, Dwarven goddess of 
  the Hearth & Home. The skeleton (with skull) is 
  that of her last priestess.  
        On her, the characters can find a parchment 
  with details of the fall of Moril Hall, written in Dwur. 
  Give them Player Handout #2 if anyone can read 
  Dwur. Hiln Thonderstone is an ancestor of both 
  Tordek and Berglan Thonderstone (the proposed 
  Righ of the Oosterkhund).  
        Treasure: The body of the priestess has a 
  heavy mace +2 with the symbol of Beronar 
  Truesilver upon it. She is also wearing half-plate 
  armour and a golden holy symbol. Telling Tordek 
  of her will earn them the friendship of the 
  Thonderstone family. 
  Treasure: 
  All APLs: loot–130gp, +2 Heavy Mace (666gp). 
  Dark Rising / L’éveil des ténèbres 
   
  Page 6 
  
  ROOM C: The Dorm 
        Approaching the former door to this place, 
  there are numerous skeletons. This place was 
  taken only after a long and difficult fight. 
  Traces of magic burns are obvious on the 
  walls. Still, there are no skulls on any of the 
  bodies. 
        This was where the Dwarves of Moril Hall 
  made their last stand. They still lie here, as a 
  symbol of their bravery. As usual, the whole place 
  has been looted. 
  ROOM D: The Crypt 
        Passing by the broken doors, symbols of 
  Moradin 
  are 
  obvious 
  under 
  the 
  crude 
  defilements of the Derro. This must once have 
  been the final resting place of the heroes of 
  Moril Hall.   
        The granite sarcofagus that once must’ve 
  been impressive have been smashed open. 
  Their content pillaged and the remains of the 
  heroes of Moril Hall scattered across the room. 
        This is the crypt. As usual, the whole place has 
  been looted. Any PC who spends some time 
  cleaning the symbols of Moradin of the filth that 
  covers them will gain a +1 luck bonus to all attack, 
  damage and skill checks in this scenario. 
  ROOM E: The Shrine of Moradin 
        The doors have been smashed using 
  powerful magic. Beyond, you can make out an 
  earthen-floored cavern.  What must once have 
  been a mighty statue of Moradin, now 
  smashed to smaller bits and used in the 
  construction of a series deeply dug privies for 
  generations of Derro.  The stink is unthinkable. 
        A relgion DC20 check will recognise that this is 
  a temple that connects Moradin to the Oerth.  Any 
  PC who spends 1,000gp to assist in the recovery 
  and restoration of this temple will gain the 
  Gratitude of Moradin (see below). 
        The Gratitude of Moradin: Your dedication to 
  the cause of Moradin has so impressed the god 
  himself that he has granted you his gratitude.  If, at 
  anytime in the future, a physical blow (not magic 
  spell, spell like effect etc) would reduce you to -10 
  hit points or lower, that damage is deflected by the 
  grace of Moradin.  You are, instead of dying, 
  placed on -9 hit points, but in a stabalised 
  condition.  This is a once-off favour and must be 
  struck through when used. 
        Development: There is nothing of importance 
  here. 
  ROOM F: The Forge 
        If the Derro have been alerted to the presence 
  of the PCs, then they will be here, ready to 
  ambush the PCs. (See Room I for the statistics of 
  the Derro war party). Otherwise, the room will be 
  empty. Remember that Derro don’t need light in 
  order to see PCs (and fight).  
        The room beyond used to be a forge. But 
  now it lies cold and empty. Where once, up to 
  ten dwarves craftsmen might have worked 
  metal, in near infernal-heat, now the room lies 
  silent, silent and cold. The vandals have 
  defiled this once mighty place, the true heart of 
  Moril Hall. 
        There is nothing of importance in the forge. 
        Tactics: Unless PCs make a contested Spot 
  check vs the Derro Hide check of 21, the Derro 
  get a surprise round on the PCs.  The Goblins are 
  there as canon fodder and to lure the PCs in.  The 
  Derro will fire into the melee regardless of the 
  Goblins being in hand to hand.  The Derro will 
  open up melee and use their sound blast power.  
  The Derro are well placed in this room and get a 
  +4 cover bonus (and all it benefits like improved 
  evasion).  They are quite happy to get off a few 
  rounds of crossbow fire before they retreat if the 
  characters approach them too quickly. They will 
  retreat to the Armoury then to the Great Hall. 
  Creatures: Derro Warparty 
  APL 2 (EL4)  
  Derro (1): hp 16 see Monster Manual 3.5 page 
  49. 
  Goblins (4): hp 5,5,5,5 see Monster Manual 3.5 
  page 133. 
  APL 4 (EL5)  
  Derro (2): hp 16,16 see Monster Manual 3.5 page 
  49. 
  Goblins (4): hp 5,5,5,5 see Monster Manual 3.5 
  page 133. 
  APL 6 (EL6 
  Derro (4): hp 16, 16, 16, 16 see Monster Manual 
  3.5 page 49. 
  Dark Rising / L’éveil des ténèbres 
   
  Page 7 
  
  Goblins (4): hp 5,5,5,5 see Monster Manual 3.5 
  page 133. 
  APL 8 (EL9)  
  Derro (6): hp 16,16,16,16,16,16 see Monster 
  Manual 3.5 page 49. 
  Goblins (4): hp 5,5,5,5 see Monster Manual 3.5 
  page 133. 
  ROOM G: The Armoury 
        Many Dwur must once have died here, 
  protecting this area. This must once have been 
  the armoury. But now its weapons and armour 
  racks lie empty and broken. 
        There is nothing of importance in the Armoury. 
  ROOM H: The Derro’ dorm 
        This room has a semblance of order. Moldy 
  and stinking furs have been placed upon the 
  ground, seemingly to serve as beds for the 
  creature who now dwell within this place.  
        There is nothing of importance in the Dorm. 
  ROOM I: The Great Hall 
        Large statues once adorned the walls of 
  the Great Hall. But now, they lie broken, face 
  down on the ground. The room is filled with 
  trash and rubble, and has a particular foulness 
  to it. A great fire has been lit at the far end of 
  the hall. Over it is a cage with a humanoid in it. 
  The 
  poor 
  creature 
  is 
  thrashing 
  around, 
  obviously not dead yet. 
        If the Derro weren’t alerted to the players 
  presence, the war party will be here, hiding among 
  the rubble. They will have heard the PCs moving 
  around. 
        The humanoid in the cage will die before the 
  PCs can change anything about it. It was a male 
  Drow that has been tortured to death. 
        Tactics: If the PCs have not encountered the 
  warparty yet they are here (See Room F).  In this 
  case, unless PCs make contested Spot check vs 
  the Derro Hide check of 21, the Derro get a 
  surprise round. The Goblins are there as canon 
  fodder and to lure the PCs in.  The Derro will fire 
  into the melee regardless of the Goblins being in 
  hand to hand.  The Derro If the PC have not 
  encountered the war-party already they will open 
  using their sound blast power.  The Derro are well 
  placed in this room and get a +4 cover bonus (and 
  all it benefits like improved evasion).  They will use 
  their poisoned crossbow blots to good effect.  
        Beron the Derro Savant and his goblin slaves  
  are here as well.  He will stay well out of range 
  and use his spells to support his troops.  The 
  Goblin slaves will act as body shields for Beron. 
  The Goblins are fanatically loyal to Beron.  
  APL2 (EL3) 
  Beron, Derro Savant: Male Derro Sor1; Hp 25 
  see appendix One 
  Goblin Slave (1): Male Goblin War1; Hp: 4 see 
  appendix One 
  APL4 (EL4) 
  Beron, Derro Savant Male Derro Sor3, Hp: 33; 
  see appendix One 
  Goblin Slaves (3): Male Goblin War1; Hp: 4,4,4 
  see appendix One 
  APL6 (EL6) 
  Beron, Derro Savant Male Derro Sor5, Hp: 49; 
  see appendix One 
  Goblin Slaves (3): Male Goblin War1; Hp: 4,4,4 
  see appendix One 
  APL8 (EL8) 
  Beron, Derro Savant Male Derro Sor7, Hp: 59; 
  see appendix One 
  Goblin Slaves (3): Male Goblin War1; Hp: 4,4,4 
  see appendix One 
  ROOM J: The Prisoner 
        As the PCs approach this room let them make 
  a listen roll. On a success, inform them that 
  something is moving in the room ahead. 
        The stone door ahead has seemingly been 
  repaired and is in good shape. It is barred on 
  your side. 
  Stone Doors (use only if the PCs are locked 
  in): 4 in. thick; hardness 8; hp 60; Break DC 28. 
        If the PCs start to break it down or unbar the 
  door, then a voice in Undercommon will call out 
  from the other side. If the PCs don’t respond, it will 
  try again in Drow, then finally broken Common. 
        “Are you friend or foe?” 
  Dark Rising / L’éveil des ténèbres 
   
  Page 8 
  
        The PCs will most likely ask a few questions. 
  The person on the other side will say that it is not 
  a friend of the Derro, and that it wants them dead. 
  He will not say who he is or what he is. 
        If the PCs open the door, they will find a male 
  Drow standing in the far corner of the room. The 
  PCs can fight him in a very one-side battle.  
        If the PCs decide to talk to the Drow, he will 
  say that his name is Sarrl Elondil, and that he is a 
  wizard of immense power (not true). He was 
  captured by the Derro when he was isolated from 
  his party (true). He hates the derro more than the 
  surface-dwellers (true).  
        He is ready to promise anything to the players 
  if they set him free. He is even ready to agree to 
  help the PCs and accompany them on their quest. 
  He will, of course run off at the first occasion, and 
  make himself just useful enough to be kept alive. 
        Sarrl Elondil: Male drow Wiz1. (All APL) 
        Tactics: If the PCs attack him, he will fight 
  defensively bare-handed, but will flee at the first 
  occasion. 
        Treasure: Sarrl has no treasure as the Derro 
  stole it all. 
  ROOM K: Foulness on Oerth 
        Along the corridor here are numerous 
  skulls and bones. Arranged in a macabre 
  religious manner.  
        Knowledge Religion DC 20 reveals unholy 
  symbols of Diirinka on every bone. Diirinka is a 
  chaotic deity of magic and cruelty and is believed 
  to be the god of the Derro.  
        As you approach the broken door, the air 
  becomes fouler than before. It has a revolting 
  and unnatural feeling about it. An unnatural 
  red glow emanates from beyond. The glow 
  radiates out from the far end of the room. 
  There, dwarven skulls are piled from floor to 
  ceiling.  
        A short evil-looking dwarf-like being, with 
  white eyes and a white beard, stands, dagger 
  in hand over the body of a jet-black skinned 
  female elf. Saying prayers to his dark god. 
  Next to him vaguely humanoid stooped figures 
  turn to face you. Emitting a ‘woop’ to attract 
  the dwarf priests’ attention. The evil dwarf turn 
  his gaze toward you, murderous insanity 
  readable upon his ugly facial traits! 
        Tactics: The savant orders his Dretch to 
  attack while he uses his spells to best support 
  them. Once he runs out of useful spells, he 
  charges into combat. 
  APL2 (EL4) 
  Arragk, Derro Savant: Male Derro Sor2, Hp: 25; 
  see Appendix One 
  Dretch (1): HP: 13; see Monster Manual p43-44 
  APL4 (EL7) 
  Arragk, Derro Savant: Male Derro Sor4, Hp: 33; 
  see Appendix One 
  Dretch (2): HP: 13 each; see Monster Manual 
  p43-44 
  APL6 (EL9) 
  Arragk, Derro Savant: Male Derro Sor6, Hp: 49; 
  see Appendix One 
  Dretch (2): HP: 13 each; see Monster Manual 
  p43-44 
  Dretch Sorcerer: Sor2; HP: 27; see Appendix 
  One 
  APL8 (EL11) 
  Arragk, Derro Savant: Male Derro Sor8, Hp: 59; 
  see Appendix One 
  Dretch (3): HP: 13 each; see Monster Manual 
  p43-44 
  Dretch Sorcerer: Sor4; HP: 34; see Appendix 
  One 
        With the defeat of Arragk and its demonic 
  cohorts, the PCs can find the scepter they were 
  looking for amongst his belongings and return it to 
  Barandon. 
  Treasure: The Sceptre of Skelm-Hund. This item 
  must be returned to Barandon immediately. 
  Conclusion 
        Emerging from the halls of the Derro, the 
  Khund gather all around you. They are very 
  curious, and act more like halflings than Dwur. 
  They swarm you with questions, each wanting 
  to know how went the mission. 
        As you hand the scepter to the King, 
  cheers from everyone ring out.  
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  If the PCs discovered the old Temple Of Moradin, 
  read: 
        You also tell the Kund about the old 
  Temple 
  Of 
  Moradin 
  which 
  you 
  found. 
  Barandon steps forward: 
        “Such a temple will need much gold to be 
  restored. If any of you would like to donate 
  1,000 gold pieces (each) to the restoration 
  fund, I am sure that Moradin will reward you as 
  only a great god is able.” 
        The PCs must donate NOW. Barandon does 
  not know what “reward” Moradin will give a 
  donator. He tells the PCs to “have faith”. Only after 
  everyone has donated, should you hand out a cert 
  to each donator. Then continue: 
        For the next few days, there is a feeling of 
  serenity and enthusiasm that spreads through 
  Moradin’s Forge. Numerous dwarves from 
  different nations have gathered here, but so 
  have representatives from both Tusmit and 
  Perrenland. The negotiations over what would 
  happen next have gone on till just before the 
  ceremony. You were given places of honour 
  for your bravery and devotion. 
        The 
  High 
  Clergy 
  of 
  Moradin 
  name 
  Barandon Haigh Righ of the Khund, crowning 
  him with the Crown of the Khund (a last minute 
  gift from the Tusman delegation) and giving 
  him the Scepter of office.  
        Once the Haigh Righ sits on his throne, 
  Tordek shouts out. “Behold Barandon, Haigh 
  Righ of the Khund! ALL HAIL THE HAIGH 
  RIGH,” 
  “Moradin's 
  Farg 
  hur 
  nar 
  karng  
  broon” echo’s throughout the hall. 
   
  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. 
  [To award XP for an encounter the DM should 
  award 30xp per EL defeated in the encounter.  So 
  at APL2 the party defeats a monster at EL4 and 
  gets 120xp, while at APL 4 the monster is EL6 
  awarding the party 180xp.  Each APL will be 
  written for no more than 5 times the APL in EL’s, 
  so at APL4, the highest possible XP awarded 
  would be  600 (4*5*30xp.)  Up to 20% of the total 
  xp may be used for story and/or role-playing 
  awards.  So in the APL 4 example, there could be 
  480xp for specific encounters, 60xp for a story 
  award and 60xp for role-playing.] 
  Encounter Two: Moril Hall 
  Defeating the Warparty (out smarting them also 
  counts)  
  APL 2 150 xp; APL 4 210 xp; APL 6 270 xp;  
  APL 8 330 xp; 
  Dealing with the Prisoner  
   
  APL 2 15 xp; APL 4 30 xp; APL 6 45 xp;  
  APL 8 60 xp; 
  Defeating the Savant and his demonic allies 
   
  APL 2 150 xp; APL 4 210 xp; APL 6 270 xp;  
  APL 8 330 xp; 
  Story Award 
  Objective(s) met: 
  APL 2 30 xp; APL 4 45 xp; AP L6 60 xp; 
  APL 8 75 xp; 
  Total possible experience:   
  APL 2 225 xp; APL 4 337 xp; APL 6 450 xp; 
  APL 8 562xp; 
  [Add up all the XP in the adventure and top it at 
  the cap, which is half the normal XP cap per APL.] 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  Dark Rising / L’éveil des ténèbres 
   
  Page 10 
  
  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.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  All APLs: L:130gp, C 0gp; M: 666 gp 
   
   
  Total Possible Treasure (Capped) 
  APL 2: L: 25 gp; C: 0 gp; M: 200 gp  - Total: 
  225 gp 
  APL 4: L: 25 gp; C: 0 gp; M: 300 gp  - Total: 
  325 gp 
  APL 6: L: 25 gp; C: 0 gp; M: 425 gp  - Total: 
  450 gp 
  APL 8: L: 25 gp; C: 0 gp; M: 625 gp  - Total: 
  650+ gp 
   
  Special Certificates: 
        The Gratitude of Moradin: Your dedication to 
  the cause of Moradin has so impressed the god 
  himself that he has granted you his gratitude.  If, at 
  anytime in the future, a physical blow (not magic 
  spell, spell like effect etc) would reduce you to -10 
  hit points or lower, that damage is deflected by the 
  grace of Moradin.  You are, instead of dying, 
  placed on -9 hit points, but in a stabalised 
  condition.  This is a once-off favour and must be 
  struck through when used. 
        Trust of the Thunderstone Family: For 
  having discovered the body of their ancestor, the 
  Thunderstone family consider you friends. This will 
  come in handy later in the character’s life. This 
  should be written by the DM on the Generic AR. 
  Items for the Adventure 
  Record 
  The DM should write this in the ITEMS FOR 
  ADVENTURE RECORD section of the Generic 
  AR. 
  ALL APLs 
  +2 Heavy Mace (Regional, DMG)
  Dark Rising / L’éveil des ténèbres 
   
  Page 11 
  
  Appendix One: Monster And NPC Statistics
  APL2: Derro Warparty 
  Beron: Derro savant Sor1; CR 4; Small-Sized 
  Humanoid (Derro); HD 3D8+D4+4; hp 25; Init 
  +6; Spd 20 ft; AC 15 (touch 12, flat-footed 11); 
  Atk +3 melee (1d4, dagger), +5 melee (1d6, light 
  crossbow); SA: Poison, spell-like ability, sneak 
  attack; SQ madness, SR15, Vulnerability to 
  sunlight; AL CE; SV Fort +2, Ref +5, Will +8; Str 
  11, Dex 14, Con 13, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Bluff +5, Concentration +3, Hide+10, 
  Listen+4 
  Possessions: Repeating Crossbow, Dagger, 20 
  Bolts, Greenblood Oil (10 doses). 
  Spells Known  (5/4 base DC = 13 + spell level): 
  0—[Detect magic, Acid Splash, Daze]; 1st—
  [Color Spray, Shield]. 
  Goblin Slaves: as Monster Manual p133. 
   
  APL4: Derro Warparty 
  Beron: Derro savant Sor3; CR 6; Small-Sized 
  Humanoid (Derro); HD 3D8+3D4+6; hp 33; Init 
  +6; Spd 20 ft; AC 15 (touch 12, flat-footed 11); 
  Atk +4 melee (1d4, dagger), +7 ranged (1d6, 
  light crossbow), +6 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +3, Ref +6, Will +9; Str 11, Dex 14, 
  Con 13, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +7, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses). 
  Spells Known  (6/6 base DC = 13 + spell level): 
  0—[Detect magic, Acid Splash, Daze, Read 
  Magic]; 1st—[Color Spray, Shield, Ray of 
  Enfeeblement]. 
  Goblin Slaves: Rog1; CR 1/2; Small-Sized 
  Humanoid (Goblin); HD 1D6+1; hp 7; Init +1; 
  Spd 30 ft; AC 15 (touch 12, flat-footed 14); Atk 
  +1 melee (1d6, morningstar), +2 ranged (1d6, 
  light crossbow); SA: Sneak (1D6), Poison; SQ: 
  Darkvision 60ft; AL NE; SV Fort +1, Ref +3, Will 
  -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.  
  Skills and Feats: Exotic Weapon Proficiency 
  (Repeating Crossbow), Hide+7, Move Silently 
  +7. 
  Possessions: 
  Morningstar, 
  Repeating 
  Crossbow, 20 Bolts, Greenblood Oil (10 doses), 
  Studded Leather Armour  
   
  APL6: Derro Warparty  
  Beron: Derro savant Sor5; CR 8; Small-Sized 
  Humanoid (Derro); HD 3D8+5D4+16; hp 49; Init 
  +6; Spd 20 ft; AC 16 (touch 13, flat-footed 12); 
  Atk +5 melee (1d4, dagger), +8 ranged (1d6, 
  light crossbow), +7 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +4, Ref +6, Will +10; Str 11, Dex 
  14, Con 14, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +9, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses), 
  Bracers of Armour +1 
  Spells Known  (6/7/5 base DC = 13 + spell 
  level): 0—[Detect magic, Acid Splash, Daze, 
  Read Magic]; 1st—[Color Spray, Shield, Ray of 
  Enfeeblement]; 2nd—[Invisibility, Ghoul Touch]. 
  Hobgoblin Warriors: Rog1; CR 1; Medium-
  Sized Humanoid (Hobgoblin); HD 1D6+2; hp 8; 
  Init +1; Spd 30 ft; AC 15 (touch 12, flat-footed 
  14); Atk +1 melee (1d6, morningstar), +2 ranged 
  (1d6, light crossbow); SA: Sneak (1D6), Poison; 
  SQ: Darkvision 60ft; AL NE; SV Fort +2, Ref +3, 
  Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, 
  Cha 8.  
  Skills and Feats: Exotic Weapon Proficiency 
  (Repeating Crossbow), Hide+8, Listen+4, Move 
  Silently +10. 
  Possessions: 
  Morningstar, 
  Repeating 
  Crossbow, 20 Bolts, Greenblood Oil (10 doses), 
  Studded Leather Armour, Small Shield 
  Dark Rising / L’éveil des ténèbres 
   
  Page 12 
  
  APL8: Derro Warparty 
  Beron: Derro savant Sor7; CR 10; Small-Sized 
  Humanoid (Derro); HD 3D8+7D4+20; hp 59; Init 
  +6; Spd 20 ft; AC 16 (touch 13, flat-footed 12); 
  Atk +6 melee (1d4, dagger), +9 ranged (1d6+5, 
  light crossbow), +8 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +6, Ref +8, Will +12; Str 11, Dex 
  14, Con 14, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +9, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses), 
  Ring of Protection +1 
  Spells Known  (6/7/7/5 base DC = 13 + spell 
  level): 0—[Detect magic, Acid Splash, Daze, 
  Read Magic]; 1st—[Color Spray, Shield, Ray of 
  Enfeeblement]; 2nd—[Invisibility, Ghoul Touch, 
  Sorching 
  Ray]; 
  3rd—[Invisibility 
  Sphere, 
  Vampiric Touch]. 
  Hobgoblin Warrior: Rog3; CR 3; Medium-Sized 
  Humanoid (Hobgoblin); HD 3D6+6; hp 22; Init 
  +1; Spd 30 ft; AC 15 (touch 12, flat-footed 14); 
  Atk +2 melee (1d6, morningstar), +3 ranged 
  (1d6, light crossbow); SA: Sneak (3D6), Poison; 
  SQ: Darkvision 60ft, Evasion; AL NE; SV Fort 
  +3, Ref +7, Will +0; Str 13, Dex 13, Con 14, Int 
  10, Wis 9, Cha 8.  
  Skills and Feats: Exotic Weapon Proficiency 
  (Repeating 
  Crossbow) 
  Lighting 
  Reflexes, 
  Hide+12, Listen+4, Move Silently +14 
  Possessions: 
  Morningstar, 
  Repeating 
  Crossbow, 20 Bolts, Greenblood Oil (10 doses), 
  Studded Leather Armour, Small Shield 
   
  Room J: The Prisoner 
  Sarrl Elondil: Wiz1; CR 3(2); Medium-Sized 
  Humanoid (Elf); HD 1D4; hp 3; Init +6; Spd 20 ft; 
  AC 15 (touch 12, flat-footed 11); Atk +4 melee 
  (1d4, dagger), +7 ranged (1d6, light crossbow), 
  +6 ranged (ray spells); SA: Darkvision 120ft; SQ 
  Drow Traits, SR12, Vulnerability to light; AL CE; 
  SV Fort +2, Ref +1, Will +1; Str 13, Dex 13, Con 
  10, Int 16, Wis 9, Cha 10.  
  Skills 
  and 
  Feats: 
  Combat 
  Casting, 
  Concentration +3 (+7), Knowledge (Arcana) +7, 
  Knowledge (The Planes) +7, Spellcraft +7 
  Possessions:  Tattered rags. 
  Spells Prepared (Sarrl used all his spells before, 
  he only have a few still memorised, but not 
  enough to be a real threat) (2/6 base DC = 13 + 
  spell level): 0—[Detect magic, Read Magic]; 
  1st—[Expeditious Retreat]. 
   
  Room K: Foulness on Oerth 
  APL2 
  Derro Savant: Sor1; CR 4; Small-Sized 
  Humanoid (Derro); HD 3D8+D4+4; hp 25; Init 
  +6; Spd 20 ft; AC 15 (touch 12, flat-footed 11); 
  Atk +3 melee (1d4, dagger), +5 melee (1d6, light 
  crossbow); SA: Poison, spell-like ability, sneak 
  attack; SQ madness, SR15, Vulnerability to 
  sunlight; AL CE; SV Fort +2, Ref +5, Will +8; Str 
  11, Dex 14, Con 13, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Bluff +5, Concentration +3, Hide+10, 
  Listen+4 
  Possessions: Repeating Crossbow, Dagger, 20 
  Bolts, Greenblood Oil (10 doses). 
  Spells Known  (5/4 base DC = 13 + spell level): 
  0—[Detect magic, Acid Splash, Daze]; 1st—
  [Monster Summoning I, Shield]. 
  APL4 
  Derro Savant: Sor3; CR 6; Small-Sized 
  Humanoid (Derro); HD 3D8+3D4+6; hp 33; Init 
  +6; Spd 20 ft; AC 15 (touch 12, flat-footed 11); 
  Atk +4 melee (1d4, dagger), +7 ranged (1d6, 
  light crossbow), +6 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +3, Ref +6, Will +9; Str 11, Dex 14, 
  Con 13, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +7, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses). 
  Dark Rising / L’éveil des ténèbres 
   
  Page 13 
  
  Spells Known  (6/6 base DC = 13 + spell level): 
  0—[Detect magic, Acid Splash, Daze, Read 
  Magic]; 1st—[Monster Summoning I, Shield, Ray 
  of Enfeeblement]. 
  APL6 
  Derro Savant: Sor5; CR 8; Small-Sized 
  Humanoid (Derro); HD 3D8+5D4+16; hp 49; Init 
  +6; Spd 20 ft; AC 16 (touch 13, flat-footed 12); 
  Atk +5 melee (1d4, dagger), +8 ranged (1d6, 
  light crossbow), +7 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +4, Ref +6, Will +10; Str 11, Dex 
  14, Con 14, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +9, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses), 
  Bracers of Armour +1 
  Spells Known  (6/7/5 base DC = 13 + spell 
  level): 0—[Detect magic, Acid Splash, Daze, 
  Read Magic]; 1st—[Monster Summoning I, 
  Shield, Ray of Enfeeblement]; 2nd—[Invisibility, 
  Monster Summoning II]. 
  Dretch Sorcerer: Dretch sor2; CR4; small 
  outsider; HD 2D8+2D4+8; hp 27; Init +4; Spd 
  20ft.; AC 16 (touch 11, flat-footed 16) [+1 size, 
  +5 natural]; Atk +6 melee (1d6+1, 2 claws) and 
  +4 melee (1d4, bite); SA spells; SQ DR5/cold 
  iron or good, darkvision 60ft, immunity to 
  electricity and poison, resistance to acid 10, cold 
  10 and fire 10, summon Tanar’ri; AL CE; SV Fort 
  +6, Ref +4, Will +7; Str 12, Dex 10, Con 14, Int 
  5, Wis 11, Cha 12. 
  Spell-like 
  ability: 
  1/day—scare 
  (DC 
  14), 
  stinking cloud (DC15) caster level 2nd.  
  Summun Tanar’ri (sp): Once per daya dretch 
  can attempt to summon another dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 1st-level spell.  
  Telepathy(Su): 
  Dretches 
  can 
  communicate 
  telepathically with creatures within 100ft. that 
  speak Abyssal. 
  Skills and Feats: Concentration +7; Improved 
  initiative, multiattack. 
  Spells Known  (6/5; base DC = 11 + spell level): 
  0—[acid splash, detect magic, ray of frost, read 
  magic, touch of fatigue]; 1st—[mage armour, 
  magic missile]. 
  APL8  
  Derro Savant: Sor7; CR 10; Small-Sized 
  Humanoid (Derro); HD 3D8+7D4+20; hp 59; Init 
  +6; Spd 20 ft; AC 16 (touch 13, flat-footed 12); 
  Atk +6 melee (1d4, dagger), +9 ranged (1d6+5, 
  light crossbow), +8 ranged (ray spells); SA: 
  Poison, spell-like ability, sneak attack; SQ 
  madness, SR15, Vulnerability to sunlight; AL 
  CE; SV Fort +6, Ref +8, Will +12; Str 11, Dex 
  14, Con 14, Int 10, Wis 5, Cha 16.  
  Skills and Feats: Blind-Fighting, Improved 
  Initiative, Exotic Weapon Proficiency (Repeating 
  Crossbow), Weapon Focus (Ray), Bluff +5, 
  Concentration +9, Hide+10, Listen+4 
  Possessions:  Masterwork Repeating Crossbow, 
  Dagger, 20 Bolts, Greenblood Oil (10 doses), 
  Ring of Protection +1 
  Spells Known  (6/7/7/5 base DC = 13 + spell 
  level): 0—[Detect magic, Acid Splash, Daze, 
  Read Magic]; 1st—[Monster Summoning I, 
  Shield, Ray of Enfeeblement]; 2nd—[Invisibility, 
  Monster Summoning I, Sorching Ray]; 3rd—
  [Invisibility Sphere, Vampiric Touch]. 
  Dretch Sorcerer: Dretch sor4; CR6; small 
  outsider; HD 2D8+4D4+12; hp 34; Init +4; Spd 
  20ft.; AC 16 (touch 11, flat-footed 16) [+1 size, 
  +5 natural]; Atk +6 melee (1d6+1, 2 claws) and 
  +4 melee (1d4, bite); SA spells; SQ DR5/cold 
  iron or good, darkvision 60ft, immunity to 
  electricity and poison, resistance to acid 10, cold 
  10 and fire 10, summon Tanar’ri; AL CE; SV Fort 
  +6, Ref +4, Will +7; Str 12, Dex 10, Con 14, Int 
  5, Wis 11, Cha 12. 
  Spell-like 
  ability: 
  1/day—scare 
  (DC 
  14), 
  stinking cloud (DC15) caster level 2nd.  
  Summun Tanar’ri (sp): Once per daya dretch 
  can attempt to summon another dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 1st-level spell.  
  Telepathy(Su): 
  Dretches 
  can 
  communicate 
  telepathically with creatures within 100ft. that 
  speak Abyssal. 
  Skills and Feats: Concentration +9; Improved 
  initiative, multiattack. 
  Spells Known  (6/3/1; base DC = 11 + spell 
  level): 0—[acid splash, detect magic, ray of frost, 
  Dark Rising / L’éveil des ténèbres 
   
  Page 14 
  
  read magic, touch of fatigue]; 1st—[mage 
  armour, magic missile, sleep]; 2nd—[Web]. 
  Dark Rising / L’éveil des ténèbres 
   
  Page 15 
  
  Player Handout #1 and DM’s Map Of Moril Hall 
  Dark Rising / L’éveil des ténèbres 
   
  Page 16 
  Dark Rising / L’éveil des ténèbres 
   
  Page 16 
  
  Player Handout #2: Parchment on the Dwarven skeleton 
   
  To those poor souls who have died fighting, May Berronar Truesilver bless you with eternal repose.  
   
  I, Hiln Thunderstone, devoted follower and chosen of the Lady-of-our-Hearth do pray with my last breath 
  that this, my beloved shrine to my beloved Lady never be violated by those evil things bent on destroying 
  our way of life. 
  To those who will find this, Do know of the last days of Moril Hall. Because of our priviledged location 
  near Moradin’ Forge we thought the war wouldn’t reach us. Everyday, more wounded came in and more 
  warriors went out. Even the old ones left to defend us. None was prepared to see those cursed Derro 
  emerge from our tunnels.  
  Oh We fought valiantly, even the young ones. No one thought of surrender. Though we did send a few 
  couriers to fetch help from Moradin’s Forge, all of them returned saying the place fell.  
  I hope that our sacrifice will live on in the saga of my people. I myself defended this shrine to my dying 
  breath. I can hear those evil things trying to breach the door, but the lady won’t let them.  
  I pray for help from the outside, but none came. So I find myself the last of the Khund.  
  May the Lady forgive us our trespass and our lack of vigilance.  
   
  Hiln Thunderstone 
  Dark Rising/ L’éveil des ténèbres 
   
  Page 17 
   
  
   
   
  _____________________________________________ 
  has acquired the following Special Cert during the Mini Mission Dark Risings during 594 CY 
   
  The Gratitude of Moradin: Your dedication to the cause of Moradin has so impressed the god himself 
  that he has granted you his gratitude.  If, at anytime in the future, a physical blow (not magic spell, spell 
  like effect etc) would reduce you to -10 hit points or lower, that damage is deflected by the grace of 
  Moradin.  You are, instead of dying, placed on -9 hit points, but in a stabalised condition.  This is a once-
  off favour and must be struck through by your DM when used. 
   
   
   
   
   
   
   
   
   
   
   
                           GP Value: 
  1,000 gp 
   
                           Weight: 
  None 
   
                           Use Restriction:   Once Only 
   
                           Tradeable: 
   NO 
   
                           Total Bonus:   See text above 
   
  Judge Signature  
   
  RPGA #  
   Date  
   
  Convention/Game Day  
   
   
  ® and ™ designate trademarks of Wizards of the Coast, Inc. © 2000 Wizards of the Coast, Inc. This certificate is 
  the property of Wizards of the Coast and has $0 actual cash value. 
   
   
  Dark Rising/ L’éveil des ténèbres 
   
  Page 18 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER4-S01 - Dark Risings.pdf