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. © 2007 Wizards of the Coast, Inc..Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  INT7-04 
   
   
   
   
   
  Ritual of the Damned 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Core Introduction Adventure 
   
   
  by Tim Sech 
   
   
  The pieces are back in Aramis’s hands and the only thing left to do is set them in play.  Aramis is ready for his dreams to 
  come true and relies on friends to help him see it through.  The ritual is about to happen, will it be for the good of 
  Greyhawk or be yet another disaster in the Domain of Greyhawk’s long storied history?  A one -round Core 
  Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only).  This is the fourth and final 
  adventure in the series of Living Greyhawk Core Introduction Adventures.  It is not necessary to play the first three 
  Core Introduction Adventures, Ambition’s Folly, Trial by Fire, or A Dead Man’s Job. 
   
  Resources for this adventure [and the authors of those works] include Living Greyhawk Journal [Denis Tetreault and 
  Erik Mona], Magic Item Compendium [Andy Collins], Greyhawk Ruins Campaign Guide [Creighton Broadhurst, Chris 
  Chesher, Paul Looby, Bruce Paris, and Sam Weiss] 
  
  INT7-04 Ritual of the Damned 
   
  Page 1 
  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. 
  
  INT7-04 Ritual of the Damned 
   
  Page 2 
  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:  
  • 
  Enlist a sixth player. 
  • 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Greyhawk City. All characters pay 1 Time Unit if their 
  home region is Greyhawk all other characters must pay 2 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Aramis Raspet is a relatively unknown aristocrat in the 
  Artisans Quarter.  This is unacceptable in his eyes and 
  thus must be corrected immediately.  He recently 
  inherited a decent size fortune from his uncle who 
  passed suddenly.  Now with his new found wealth he has 
  decided to enact his plan to rise in nobility and become 
  one of Greyhawk’s most notable aristocrats.  
   
  Aramis however is not above getting his power by 
  unsavory means.  He recently came across a tome of 
  papers detailing a dark ritual that gives its user untold 
  power.  Through adventurers, he has acquired all the 
  necessary items for the ritual.  He now is all set up for the 
  ultimate power that he seeks.  He once again calls upon 
  his trustworthy adventurers to protect him from 
  Humanchi the rival noble intent on stopping him. 
   
  Humanchi is another mysterious noble that came 
  upon the scene as soon as the papers of the ritual were 
  found.  He has been trying to lure the adventurers that 
  are helping Aramis for a few months.  He will stop at 
  nothing to make sure that Aramis does not complete the 
  ritual.  He will make it known where he stands at the end 
  where he demands that Aramis be stopped so he can get 
  the power of the demon. 
   
  ADVENTURE SUMMARY 
  Introduction:  There are three possible beginnings 
  depending on the PCs prior actions.   
     
  Encounter 1: Whoever the PCs are working for details 
  out their mission to them. 
   
  Encounter 2: The PCs are attacked on the road by 
  Aramis/Humanchi’s gnoll bandits.  This only happens if 
  they did not have the ritual items with the appropriate 
  noble. 
   
  Encounter 3: Inside the abandoned tomb in the Cairn 
  Hills the PCs set up for the final ritual. 
   
  Encounter 4: The PCs must fend off some curious 
  demons. 
   
  Encounter 5: The PCs battle undead that are summoned 
  by the ritual.  
  
  INT7-04 Ritual of the Damned 
   
  Page 3 
   
  Encounter 6: The PCs must defeat hobgoblins sent by 
  the rival noble.   Or this could be the PCs coming in to 
  disrupt the ritual. 
   
  Encounter 7: Aramis/Humanchi summons the demon. 
  The PCs must choose to either let them be infused with 
  power or destroy the pillars in the ritual thus killing the 
  noble.  
   
  Conclusion: The PCs are victorious or have let the ritual 
  succeed.   
   
  BEFORE PLAYING 
  It is suggested to read over the Greyhawk Ruins 
  Sourcebook before playing.  This is available on the 
  RPGA website at www.rpga.com/lg. Player Characters 
  (PCs) can choose to have Greyhawk City be their home 
  region and thus can also participate in the Greyhawk 
  Ruins Mini-Campaign.  (Although they still have to be 1
  st 
  level when they play the first official adventure of the 
  series.)  
   
  Let the PCs choose affiliations which are found in 
  the Greyhawk Ruins Sourcebook if they wish, as this may 
  impact future Core introduction adventures.    
   
  Allow the PCs at any point in the adventure to go to 
  the City Watch and tell them what is going on.  The 
  statistics for the City Watch are in the Greyhawk Ruins 
  Sourcebook, page 16. Remember time however in the 
  session and do not allow them to go to far away from the 
  main story.  The City Watch thanks them for the 
  information but tells the PCs that without definitive 
  proof or intent there is not much that can be done at this 
  point.   The City Watch makes sure the PCs have their 
  licenses and all the proper documentation before they 
  leave. 
   
  If PCs have played any of the Core Introduction 
  adventures make note of who the PCs have worked for.  
  If they have switched back and forth between Aramis and 
  Humanchi ask them who they’d like to work for now.  If 
  it is no one go to the default introduction.  
   
  The adventure assumes that the PCs have sided with 
  Aramis or Humanchi. If the PCs have not then they are 
  tasked by the Nightwatchmen to go after Aramis (the 
  default noble) and destroy the ritual.  Instead of 
  defending the ritual they are the ones going in to attack.  
  Thus the encounters will have to be switched by the DM 
  to incorporate the PCs on the attack instead of the 
  defensive.  The creatures are the same no matter what.  
   
  During the combats while the ritual is going on 
  describe small rocks and wisps of air floating towards the 
  center of the room.  When a creature is killed their body 
  floats into the air and is sucked into the ritual, melding 
  into the crimson ichor.  This includes any PCs that are 
  killed.  However the PCs have 2 rounds to try and save 
  their comrade by either pinning them to the ground or 
  finding some other suitable way of making sure they stay 
  put.  They are permanently out of play if they are sucked 
  into the ritual unless the PCs destroy the pillars thus 
  negating the ritual. 
   
   
   
  DUNGEONS & DRAGONS 
  MINIATURES® 
  To run this adventure, you may want to use the following 
  miniatures: 
   
  From the Desert of Desolation™ set 
  1 Mercenary General (21/60) to represent Humanchi. 
  3 Boneshard Skeletons (39/60) to represent the skeletons. 
   
  From the Night Below™ set: 
  1 Gnoll Claw Fighter (53/60) to represent the varag. 
  2 Carnage Demons (47/60) to represent the 2 manes. 
  2 Hobgoblin Marshals (33/60) to represent the 2 
  hobgoblins.  
   
  From the Blood War™ set: 
   2 Gnoll Barbarians (52/60) to represent the 2 gnolls. 
  1 Blood of Vol Cultist (29/60) to represent Aramis. 
   
  From the War of the Dragon Queen™ set: 
  1 Hobgoblin Talon of Tiamat (36/60) to represent Onker 
  The Bloody. 
   
  From the Giants of Legend™ set: 
  1 Glabrezu (70/72) to represent the Glabrezu. 
   
  DUNGEONS & DRAGONS 
  DUNGEON TILES® 
  To run this adventure, you may want to use the following 
  Dungeon Tiles.  Abbreviations for the sets are: Dungeon 
  Tiles (DT), Arcane Corridors (AC), Hidden Crypts (HC), 
  Ruins of the Wild (RW), and Lost Caverns of the 
  Underdark (LCU). 
   
  The Gnoll Attack (DM Map 1): 
  1 Camp / Field 8x8 (RW)  
  1 Field / Skeleton 4x8 (RW)  
   
  Invading the Tomb (DM Map 2): 
  1 Floor / Tunnel w/Stream 4x8 (LCU) (back) 
  1 Cave Corner / Tunnel Corner 4x4 (LCU)  
  1 Cave Corner / Tunnel Bend 4x4 (LCU)  
  
  INT7-04 Ritual of the Damned 
   
  Page 4 
  1 Cave Wall / Tunnel Bend 4x8 (LCU) 
  1 Tunnel End w/Water / U-Tunnel 4x4 (LCU) (back) 
   
  End Battle (DM Map 3): 
   1 Blood Mist / Floor 4x4 (AC)  
  1 Floor / Tunnel 4x8 (LCU)  
  1 Floor w/Debris / Cave Pillar 2x2 (LCU)  
  1 Floor / Cave Pillar 4x2 (LCU) 
  1 Floor / Tunnel w/Stream 4x8 (LCU) 
  1 Floor / Tunnel 4x4 (LCU) 
  1 Floor / Floor 4x2 (LCU) 
  1 Cave Corner / Tunnel Corner 4x4 (LCU) 
  1 Cave Corner / Tunnel Bend 4x4 (LCU) 
  1 Cave Corner / Lava Pit 4x2 (LCU) 
  1 Cave Corner / Tunnel Bend 4x8 (LCU) 
  1 Cave Wall / Tunnel 4x2 (LCU) 
  1 Cave Wall / Tunnel 4x2 (LCU) 
  1 Cave Corner / Tunnel 2x2 (LCU) 
  1 Cave Corner / Tunnel 2x2 (LCU) 
   
  LAW AND ORDER IN THE 
  FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the Free 
  City is constantly in flux depending on the aims and 
  goals of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, below. 
   
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter). They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item 
  (see below). 
   
  WEAPON AND SPELL RESTRICTIONS 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic 
  use, prohibiting the use of such except in 
  moments of extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold 
  person, are permitted. 
  • 
  Spells that do damage only to a foe, such as 
  magic missile, are allowed, but only in self-
  defense.  
  • 
  Spells that damage a wide area, like fireball, 
  bring a prosecution for property damage and 
  any other relevant charges included murder, 
  except in exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect 
  evil, are frowned upon. Spells that can be used 
  for a variety of illicit purposes, like invisibility, 
  are also disapproved of. However, the use of 
  either type of spell is legal. 
   
  In regards to weapons, the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s 
  belt or in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters 
  wanting to carry such weapons in the city must 
  purchase a license (5 gp for one-handed, 20 gp 
  for two-handed weapons). Licenses are valid for 
  one week. 
  
  INT7-04 Ritual of the Damned 
   
  Page 5 
  • 
  Polearms, spears and other large weapons such 
  as crossbows and bows are banned. Visitors 
  must deposit these with the Guild of 
  Nightwatchmen who maintain a secure storage 
  facility 
  warded 
  with 
  powerful 
  magics 
  maintained by the Guild of Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra-dimensional spaces without fear of their 
  discovery. 
   
  TWO MINOR LAWS 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  can’t talk with any patrons, or sell any loot. If a character 
  is paying standard or better upkeep, that character does 
  not have to worry about the Freesword Tax. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  BREAKING THE LAW 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a DC 10 Wisdom check to avoid 
  attracting suspicion and provoking a search. The guards 
  also perform random searches, and these will be specified 
  in adventures from time to time. If a PC is caught 
  smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it is treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. They may be waived by the 
  adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction). 
   
  AVOIDING THE PENALTY FOR BREAKING 
  THE LAW 
  Once you’ve been caught, there remains one way to avoid 
  the penalty – commit another crime. Namely, bribe the 
  City Watch. Greyhawk being what it is, this is almost 
  expected. Bribery is a simple matter of offering the City 
  Watch some portion of the expected fine to simply look 
  the other way. Treat this as a Diplomacy check with the 
  City Watch being indifferent. If they become unfriendly, 
  you must pay the full fine. If they remain indifferent, you 
  must pay 80% of the fine. If they become friendly, they 
  only take 60% of the fine. And if you make them helpful, 
  they let you off for only 40% of the normal fine. 
   
  INTRODUCTION 
  There are three possible introductions for the PCs.  All 
  the PCs are in Greyhawk City to begin the adventure.  
  They can come up with a reason for being there or if you 
  as the Dungeon Master (DM) feel there is a more suitable 
  reason can make one up. 
   
  If the players have been working with Aramis for most of 
  the adventure series and do not have the Enmity of 
  Aramis AR reward, then they are assumed to be working 
  for him.  Aramis has all the items he needs for the ritual 
  and is now set to journey to the abandoned tomb in the 
  Cairn Hills. 
   
  A letter, with big bold inscription states ‘Open 
  Immediately’ on it, has been sent to you each of you 
  with the seal of Aramis on it.  
   
  Inside there are invitations for a dinner in your 
  honor with Aramis at his estate at 5 bells that 
  
  INT7-04 Ritual of the Damned 
   
  Page 6 
  evening.  It is asked that you are prepped for a 
  journey into the Cairn Hills but to tell no one. 
   
  Once the PCs are done making any preparations they 
  need and go to Aramis’s estate continue to encounter 1. 
   
  If the players have been working with Humanchi for 
  most of the adventure series and do not have the Enmity 
  of Humanchi AR reward, then they are assumed to be 
  working for him.  Humanchi has all the items he needs 
  for the ritual and is now set to journey to the abandoned 
  tomb in the Cairn Hills. 
   
  A letter, with big bold inscription states ‘Open 
  Immediately’ on it, has been sent to you each of you 
  with the seal of Humanchi on it.  
   
  Inside there are invitations for a sparring match 
  in your honor with Humanchi at his estate at 5 bells 
  that evening.  It is asked that you are prepped as if for 
  battle.   
   
  Once the PCs are done making any preparations they 
  need and go to Humanchi’s estate continue to encounter 
  1. 
   
  If PCs have the Collection of Items and/or Keeping the 
  Red Pearl AR reward then they start with this 
  introduction.   If more than one person has the red pearl 
  or the items just consider one of the PCs in the party has 
  the items and forego the rest. 
   
  You have been sitting in a rather plush chair with 
  quite a bit of tart treats and delicious fruits for a while 
  now.  You were summoned by the Nightwatchmen, a 
  private security force in Greyhawk City an hour ago 
  and no one has shown up except for a few other 
  adventuring types.  (Name the PC that has the 
  items/red pearl) has a large bag nearby.  The door 
  swings open and a well built man strides in wearing a 
  light blue tabard with the symbol of a cudgel on it. 
   
  “Good day to you all, the name is Nightwatchmen 
  Haxin.”  He takes a bite out of an apple and sits down. 
   “I have asked all of you here because of certain 
  decisions you have made in the past to keep, how 
  should I say this, delicate items.  I have been tasked 
  to repossess those items from you immediately.  Now 
  before you get in a huff let me explain to you that this 
  is for the greater good.  The noble whose items those 
  belongs to, Aramis, has rightfully asked for them 
  back.  Now of course I know that they are for some 
  nefarious plot but in order to catch him in the act I 
  need him to have those items.  So look at it as bait.” 
   
  “You will be handsomely compensated for this 
  and are going to be in charge of this investigation.  
  My contacts have done a bit of snooping and this 
  Aramis has let slip that he is to take these items into 
  an abandoned tomb in the Cairn Hills.  Why I have 
  no idea but that’s where I’d like you to catch him.  I’ll 
  contact you when he’s left the city.  We need to let 
  him get ahead and think he’s safe before you hounds 
  go after him.  Agreed?” 
   
  If the PCs agree then the nightwatchmen takes the items 
  and comes back to the PCs in about 6 hours.  He tells 
  them that Aramis left heading east and shows them on a 
  map where he is headed.  He’ll thank the PCs again and 
  hope they have bought all their items.  Continue to 
  encounter 2. 
   
  If the PCs are new to the series read the following below. 
   Also if the PCs have worked for Aramis or Humanchi in 
  the past but choose not to work with them to begin this 
  adventure then they follow this path.   
   
  If PCs are members of an affiliation for the Greyhawk 
  Ruins Campaign then when reading this sub out their 
  affiliation for the default Nightwachmen.  If the PCs do 
  have different affiliations then take them aside and read 
  this to them separately because they may not want it 
  known that they are part of the seedier ones and adjust as 
  needed. 
   
  A contingent of guards bearing a symbol of a cudgel 
  on a light blue tunic, march towards you.   
   
  “Halt!” One yells as all the men stop suddenly.  A 
  well built man steps forward and acknowledges your 
  presence.   
   
  “Good sirs and ladies, it is requested that you all 
  meet with me now inside.  There is an urgent matter 
  that needs your full attention.  Please let us go inside.” 
   The last statement not a question but sounding more 
  like an order. 
   
  After settling into a private room the man takes 
  off his light blue hat and tenses a bit. 
   
  “I am a member of the Nightwatchmen, a private 
  security force of people here in Greyhawk City.  It 
  has come to our attention that two nobles, Aramis and 
  Humanchi, have been feuding over a collection of 
  items that are said to be needed for a disturbing ritual. 
   Aramis left yesterday for the Cairn Hills.  Through a 
  few ‘contacts’ of mine I have determined that he is 
  headed to this abandoned tomb.” The nightwatchmen 
  pulls out a map of the area and points to the tomb. 
   
  “I have no idea what is so special about this tomb 
  just the matter of him being stopped.  The other 
  nobles have become suspicious about this.  Do you 
  accept?” 
   
  
  INT7-04 Ritual of the Damned 
   
  Page 7 
  If the PCs ask for payment he will tell them they will be 
  well compensated for their efforts.  If they agree he will 
  urge them to leave right away.  He will tell the PCs that 
  they will have to sleep overnight in the Cairn Hills which 
  could be dangerous. Continue to the encounter 2. 
   
  ENCOUNTER 1: THE HOUSE 
  OF SLAUGHTER 
  Working for Aramis 
  If the PCs are working for Aramis they meet with him at 
  his estate. 
   
  Aramis has seen better fortune lately as his estate has 
  gotten some much needed repairs.  Everything has 
  been redecorated inside and there seems to be more 
  staff on hand milling about doing menial jobs.  After 
  being shown in by the butler, Aramis himself comes 
  out to greet you all. 
   
  “Ahh my intrepid fellows!  Good to see you, good 
  to see you.  Please why don’t we make our way to my 
  newly furbished dining hall.”  He motions his hand 
  out to the side beckoning everyone to follow. 
   
  “Please sit down. I have a sumptuous feast 
  prepared tonight before we begin our journey to the 
  Cairn Hills.  Now is the moment we must seize upon, 
  my luck has changed since you retrieved all the items 
  and I have finally figured out all the ritual parts.  At 
  first I thought it would be something nefarious but lo 
  and behold it’s actually quite angelic.  Everything is 
  in the eye of the beholder and this ritual will open 
  everyone’s eyes to see that I mean no harm just a little 
  uplifting. 
   
  I do hope I have your support on this one.  As I 
  have promised your rewards will be substantial, 
  especially since you have seen this through to the 
  end. 
   
  Good, we leave for an abandoned tomb tomorrow 
  morning.  It is just me and all of you that are going.  
  The road should be fairly easy and safe.  Any 
  questions?” 
   
  I have heard this ritual is evil? /You are evil right? 
  Nonsense. I would never do anything like this if I 
  thought it was going to harm me in any way.  I have been 
  told on good authority that what I am doing is right and 
  just.  It is for the good of all and prosperity of course.  
  (DC 25 Sense Motive check to notice he is lying) 
   
  Won’t Humanchi come looking after us? 
  I am sure he will but he will fail like he always has.  All of 
  you will make sure of that I know.   
   
  What is going to be summoned? 
  Honestly I do not know exactly which kind but it is a 
  beautiful creature built of power and splendor. I cannot 
  wait for it to happen; I am bursting at the seams! 
   
  Will anything attack us, get in the way, after effects 
  during the ritual? 
  It is possible there may be some repercussions during the 
  ritual.  Some things may be attracted to its harmonious 
  chants but what I cannot say.  I’d be prepared for 
  anything. 
   
  When the PCs decide to quit asking questions they rest 
  for the night in his house and continue to encounter 3. 
   
  Working for Humanchi 
  If the PCs are working for Humanchi they meet with 
  him at his estate. 
   
  Humanchi’s estate is really anything but that.  It 
  seems to be an old warehouse that has been turned 
  into a living quarters.  It has the look of something 
  that is temporary at best.  Everything that lines the 
  walls has something to do with battle.  The tapestries, 
  weapons, armor all of it hung neatly and by specific 
  order to match the tapestry next to it.   Coming out of 
  a tent is Humanchi. 
   
  “Well, well my intrepid fellows have come!  Good 
  to see you are in time.” He claps his hands and twenty 
  or so men in arms file out of different tents and form 
  a circle.   
   
  “Tonight instead of eating dinner and being all 
  fancy like I have prepared sparring matches between 
  my men.  If you wish to join in one of them by all 
  means please do.” Humanchi claps his hands together 
  and two men get up in a roaring good match where all 
  the men cheer on their respective comrades. 
   
  If any PC wishes to spar they may do so.  Just use Tyrell 
  the Half-Orc statistics in Appendix 1 for the opponent.  
  All damage is non-lethal and no magic may be used. 
   
  During the matches Humanchi will excitedly talk about 
  the ritual to the PCs.   
   
  “Now is the moment we must seize upon, my 
  luck has changed since you retrieved all the items and 
  I have finally figured out all the ritual parts.  At first I 
  thought it would be something nefarious but lo and 
  behold it’s actually quite angelic.  Everything is in the 
  eye of the beholder and this ritual will open 
  everyone’s eyes to see that I mean no harm just a little 
  uplifting. 
   
  I do hope I have your support on this one.  As I 
  have promised your rewards will be substantial, 
  
  INT7-04 Ritual of the Damned 
   
  Page 8 
  especially since you have seen this through to the 
  end. 
   
  Good, we leave for an abandoned tomb tomorrow 
  morning.  It is just me and all of you that are going.  
  The road should be fairly easy and safe.  Any 
  questions?” 
   
  I have heard this ritual is evil? /You are evil right? 
  Nonsense. I would never do anything like this if I 
  thought it was going to harm me in any way.  I have been 
  told on good authority that what I am doing is right and 
  just.  It is for the good of all and prosperity of course.  
  (DC 25 Sense Motive check to notice he is lying) 
   
  Won’t Aramis come looking after us? 
  I am sure he will but he will fail like he always has.  All of 
  you will make sure of that I know.   
   
  What is going to be summoned? 
  Honestly I do not know exactly which kind but it is a 
  beautiful creature built of power and splendor. I cannot 
  wait for it to happen; I am bursting at the seams! 
   
  Will anything attack us, get in the way, after effects 
  during the ritual? 
  It is possible there may be some repercussions during the 
  ritual.  Some things may be attracted to its harmonious 
  chants but what I cannot say.  I’d be prepared for 
  anything. 
   
  When the PCs decide to quit asking questions they rest 
  for the night in the compound and continue to 
  encounter 3. 
   
  ENCOUNTER 2: THE ROAD 
  THROUGH THE CAIRN HILLS 
  If they are helping Aramis and Humanchi right from the 
  beginning then skip this and go to encounter 3.  Read the 
  following to the rest of the PCs as they trek through the 
  Cairn Hills.   
   
  If the PCs are working with the Nightwatchmen, began 
  the adventure with the items, or are working for 
  Humanchi to stop the ritual, the bandits that attack them 
  along the road work for Aramis.  If the PCs are working 
  for Aramis to stop- the ritual then the men are 
  Humanchi’s. 
   
  Set up a watch order for the PCs.  The attack happens at 
  night during the second watch when the PCs make camp. 
    
  All seems quiet this clear cool night.  Nothing seems 
  amiss until a feral scream breaks the silence.  Two 
  creatures with a head like a hyena’s with a reddish 
  gray mane charge with their battleaxes held high! 
   
  Use DM Map 1.  Place the PCs around the campfire, 
  using tents if they have them.  The gnolls can come at the 
  PCs anywhere the DM wishes them to. 
   
  APL 2 (EL 2) 
   
  Gnoll Bandits (2): Medium Humanoid; hp 11 each; 
  see Monster Manual page 130.  
   
  Tactics: The gnolls use their darkvision to see the PCs 
  that are on watch.  They charge at the nearest PC as soon 
  as they can.  They fight to the death. 
   
  If the PCs capture the gnolls and try to learn any 
  information the gnolls simply state the noble that hired 
  them.  They do not know any more than that. 
   
  ENCOUNTER 3: LET IT BEGIN 
  This encounter is run only if the PCs are helping Aramis 
  or Humanchi set up the ritual.  See DM Map 3 as all the 
  fights happen on this map for the PCs.   
   
  Aramis/Humanchi gets the horse carriages off to one 
  side.   
   
  “Alright let’s get going here. Time is of the 
  essence as I’m sure that I am being watched and soon 
  we’ll have problems.  I need to get all these items out 
  and into the center of those decrepit pillars.  Quickly 
  now we mustn’t tarry.” 
   
  Aramis/Humanchi grabs some chalk and the 
  much sought after ritual papers.  He begins to outline 
  various symbols and runes on the ground, while 
  pointing out where certain items go.   
   
  “I cannot be disturbed while reciting the phrases 
  to summon this beautiful creature. Again remember, 
  you will be rewarded beyond your wildest dreams 
  when this is over.”   
   
  A DC 12 Knowledge (arcana) check spots that the 
  symbols are indeed summoning circles.  A successful 
  check also reveals that they are drawn correctly thus have 
  no flaws.  A DC 17 Sense Motive check alerts the PCs 
  that Aramis/Humanchi is lying about not knowing what 
  creature is going to be summoned.  The noble insists that 
  this ritual is for the greater good and that they are not 
  summoning something that is evil.  This is of course false, 
  but only say this if the PCs call them out on it. 
   
  
  INT7-04 Ritual of the Damned 
   
  Page 9 
  “Let me begin.  Face up front as I do not know what is 
  going to happen once I begin.” 
   
  Aramis/Humanchi flawlessly speaks beautiful, 
  graceful words that make the room glow a soft white 
  light.  After a few moments a low scratching noise 
  begins to crawl its way out of Aramis/Humanchi’s 
  throat.  The words turn into some ancient dark 
  speech that throws the room into a shadow and the 
  items begin to melt.  The items begin to meld 
  together into crimson ichor that oozes out all over the 
  floor but contains itself within the summoning circle. 
    
  The noble shakes violently and a shimmer of 
  light encases his body but continues to speak loudly 
  as a roar comes from up ahead as it seems something 
  was awoken by the ritual.  
   
  The ritual begins with the noble speaking a few words of 
  celestial (if any PC speaks celestial they understand that 
  the noble is giving thanks to the angelic beings and begs 
  for forgiveness).  Then the noble will begin speaking in 
  Infernal.  If the PCs can speak Infernal then they are able 
  to understand the dark speech.  As a DM just describe the 
  words as vile, despicable, horrific acts that even the most 
  evil person would not dare to say.   
   
  Development: The PCs do not know yet that the pillars 
  are the key to the whole ritual. If they are destroyed then 
  the ritual fails.  However, as soon as the boxed text is 
  finished the manes from encounter 4 come into view and 
  attack the PCs leaving little time for the PCs to try and 
  rescue the noble. 
   
  The PCs can try and stop the noble but he is the 
  equivalent of a statue, unmoving as the demon he is 
  trying to summon takes hold of him so that it can come 
  into the world.  The only way to destroy everything is to 
  go after the pillars.  If the PCs try to attack 
  Aramis/Humanchi they have the equivalent of Hardness 
  20 and any spell fails. 
   
  During the combats while the ritual is going on describe 
  small rocks and wisps of air floating towards the center of 
  the room.  When a creature is killed their body floats into 
  the air and is sucked into the ritual, melding into the 
  crimson ichor.  This includes any PCs that are killed.  
  However the PCs have 2 rounds to try and save their 
  comrade by either pinning them to the ground or finding 
  some other suitable way of making sure they stay put.  
  They are permanently out of play if they are sucked into 
  the ritual. 
   
  Also after each battle the items in the center melt 
  gradually into blood and infuse into the pillars.  This is 
  another signal that the pillars are the key to the ritual. 
   
   
  Damaged Stone Pillars (4): 12 in. thick; hardness 3; 
  hp 10; AC 5; Break DC 15. 
   
  ENCOUNTER 4: CURIOUS 
  DEMONS 
  The foul words spoken by the noble is heard by curious 
  demons from the abyss. They have sent a few manes to 
  check out who is doing this.  The manes come 
  meandering up to attack the PCs and feed on them and 
  the noble. 
   
  If the PCs are entering the tomb looking to stop the ritual 
  the manes attack them right as they enter.  Use DM Map 
  2. 
    
  A thick cloud of greenish gas emanates from the 
  passageway.  The smell is overwhelming but not 
  enough to keep you from peering through the haze.  
  In front of you two small creatures with maggots 
  crawling all over its eyes and sores stare back at you.  
  It lets out a strange noise, clicks its claws together 
  and moves swiftly towards you!   
   
  APL 2 (EL 2) 
   
  Mane (2): Small Outsider: hp 6; see Appendix 1. 
   
  Tactics: The manes are not smart enough to try and 
  sneak up on the PCs.  They come through the passageway 
  tentatively trying to seek out what is making the noise.  
  Once they engage they full out attack on the PC that hits 
  them first.   
   
  Once the manes are killed the skeletons attack.  Continue 
  to encounter 5. 
   
  ENCOUNTER 5: DENIZENS OF 
  THE TOMB 
  Undead are awakened by the foul words spoken by 
  Aramis/Humanchi.  The skeletons crawl out of the earth 
  around the summoning circle.  Place the skeletons 
  anywhere behind the PCs to give a bit more excitement 
  that things are crawling out of the earth. 
   
  Any PC who makes a DC 15 Listen check can faintly hear 
  bones rattling together near the ritual.  A DC 15 Spot 
  check notices something coming up from the ground 
  near that same spot behind the PCs.  Adjust the text on 
  whether or not the PCs make the checks. 
   
  
  INT7-04 Ritual of the Damned 
   
  Page 10 
  As the ‘fog’ clears a rattling noise cracks near the 
  ritual.  Parting the earth, three skeletal humanoids 
  erupt from the ground, fire in their eyes.  They scan 
  the area then with almost glee go after what has 
  ultimately called them to this area – the noble! 
   
   
  APL 2 (EL 1) 
   
  Skeletons (3): Medium Undead; hp 7 each; see 
  Monster Manual page 225.  
   
  Tactics: The skeletons are drawn to the ritual via the 
  growing power emanating from the items.  They tear into 
  the PCs with reckless abandon.  They just want to get to 
  the source of the power. 
   
  Once the skeletons have been dispatched the PCs have 1 
  round to rest before the adventuring party attacks them.   
   
  Development: If the PCs are invading the tomb then use 
  DM Map 2 for this encounter.  One note however is that 
  the skeletons have already risen and are walking towards 
  the chanting.  The PCs can hear the chanting while doing 
  battle with the undead. 
   
  ENCOUNTER 6: HOBGOBLIN 
  THREAT 
  A group of hobgoblins have been employed by Aramis or 
  Humanchi to stop the ritual for them.  If the PCs are the 
  ones invading the tomb, then the hobgoblins are the ones 
  defending the ritual.  Adjust the boxed text if that is the 
  case.    
   
  “HALT ADVENTURERS! “  A booming voice echoes 
  around the tomb.   
   
  “We have come to destroy this ritual of power on 
  behalf of (Aramis/Humanchi).  Time for negotiations 
  is over, prepare to die!” A bestial humanoid rises up to 
  about 7 feet tall, waves its scimitar in the air and 
  begins running towards you on all fours. 
   
  “Lck’ago you fool!  Go after the pillars not those 
  dolts!!” Another intimidating hobgoblin barks out 
  from behind him. 
   
   
  APL 2 (EL 4) 
   
  Lck’ago the Varag: Medium Humanoid; hp 16; see 
  Appendix 1. 
   
  Onker the Bloody: Hobgoblin Duskblade 2; hp 19; 
  see Appendix 1. 
   
  Hobgoblins (2): Medium Humanoid (goblin) 
  Warrior 1; hp 6 each; see Monster Manual page 153. 
   
  Tactics:  The varag charges the first chance he gets and 
  Onker uses his ray spells before moving into combat.  He 
  casts blade of blood only if it looks like certain death for 
  him. The other hobgoblins flank when possible and 
  attack the same target at all times.  
   
  Treasure:  
   
  APL 2: Loot 124 gp; Coin 10 gp; Magic +1 chain shirt 
  (104 gp), +1 light steel shield (96 gp), potion of cure light 
  wounds x3 (3 gp each) 
   
  Development: Make sure Onker yells out to attack the 
  pillars to stop the ritual a few times during the fight.  This 
  will alert the PCs that this is what they have to do to 
  destroy the ritual in encounter 7.   
   
  ENCOUNTER 7: DECISION 
  TIME 
  The PCs must decide whether to allow the ritual to go on 
  without interruption or to put a stop to this madness.  
   
  Whatever noble is not doing the summoning appears and 
  confronts the one who is when the ritual is nearly 
  complete.  Adjust the text, switching the nobles when 
  appropriate. 
   
  An eerie calm silence hangs in the room for a 
  moment.  Aramis/Humanchi turns offering a smile to 
  you all.  Then a blinding blast of lightning envelops 
  the room as a huge muscular creature with four arms 
  ending in claws and pincers appears! Its violet eyes 
  stare out into the low lit area with discontent.   
   
  A violent booming voice shouts in your head, 
  “Who dares call upon me?!” 
   
  In unison you hear, “I do” as you see both Aramis 
  and Humanchi staring at each other. 
   
  The demon’s lips part and strangely show a bit of 
  a smile. 
   
  Aramis turns pointing at you, “I have been 
  faithful to you for months now.  Earn your pay and 
  destroy this nuisance once and for all!” 
   
  The PCs now have a choice.  They can attack the pillars 
  and ruin the ritual.  The glabrezu will under no 
  circumstances attack the party but it will roar with rage at 
  the PCs for attacking the pillars.  If the PCs choose this 
  path both Aramis and Humanchi are stunned.  The PCs 
  can get a surprise round before the nobles do anything.   
   
  If the PCs destroy at least one pillar, Humanchi realizes 
  that the ritual will not hold and races forward to attack 
  Aramis.  Read the following if that happens: 
  
  INT7-04 Ritual of the Damned 
   
  Page 11 
   
  Humanchi lets out a guttural roar of frustration and 
  races forward, claws extending out of his hands.  He 
  takes a swipe at Aramis who just stands there smiling 
  at Humanchi.  Humanchi’s cuts deep into Aramis’s 
  face, or appears to, as all of a sudden Humanchi’s 
  hand falls to the ground severed completely off at the 
  wrist.  His face contorts in pain and rage as the area 
  around him begins to shake.  The ground erupts and 
  Humanchi is no longer there. 
   
  Once a PC destroys a pillar read the following 
  (Remember to replace Aramis with Humanchi if that is 
  who is doing the ritual): 
  A shrill scream comes out of Aramis as the pillar 
  topples over.  A bit of flesh tears open on his forehead 
  as he stands their dumbfounded.    
   
  After each pillar is destroyed, Aramis or Humanchi falls 
  apart each time with a different body area being ripped 
  apart.  When the final pillar is destroyed go to 
  conclusion: Success. 
   
  If the PCs decide to side with the noble who did the 
  summoning then the ritual completes.  Before the PCs 
  get to the other noble to deal with them the ritual is 
  finished.  Realizing that they have lost, the noble  
  attempts to run out of the tomb but is engulfed in flames 
  as the other noble kills them with his newfound power. 
   
  “You gullible fools!  Did you really think I was going 
  to share this power?  I thank you for all your help, 
  pitiful weaklings.”  The demon inside the circle 
  begins to laugh as it dissipates away, along with 
  Aramis/Humanchi.  All that is left in the tomb are 4 
  pillars and a bunch of dust. 
   
  Go to conclusion: Failure 
   
  CONCLUSION 
  Conclusion: Success 
  This outcome is the best possible scenario and likeliest 
  one.  The PCs have stopped the ritual and the nobles are 
  gone.   
   
  The pillars stand destroyed and the circle is broken.  
  The items used in the ritual however are still 
  destroyed.   
   
  Have the PCs make a DC 10 Spot check to notice an 
  amulet shining out of one of the broken pillars.  This is 
  the lost Amulet of the Cairn Hills.   It is detailed on the 
  AR for this adventure.  The PCs can ask the 
  Nightwatchmen about this when they get back to the 
  city. 
   
  Once the PCs go back to Greyhawk City they will be 
  greeted by Nightwatchmen Haxin.  He will recognize the 
  amulet if the PCs ask him and gives them a substantial 
  reward.  If the PCs are in the Nightwatchmen affiliation 
  they increase their affiliation score by 1.  Adjust the text 
  if the PCs already met with Haxin. 
   
  As soon as you enter Greyhawk City a contingent of 
  militia all wearing a light blue tabard with a symbol of 
  a cudgel walk toward you.  
   
  “It appears that you did a fine job indeed.  I am 
  Nightwatchmen Haxin, we are a private security force 
  here in Greyhawk City.  I think all of you have a bit of 
  explaining to do of how things went.  Please come 
  with me to my headquarters.” 
   
  The walk isn’t far as you are ushered into the 
  modest quarters of the Nightwatchmen.   
   
  “Please sit and tell me what transpired.”  He 
  listens to what you have to say then smiles.  “I am 
  glad that is over and you dealt with it like true noble 
  adventurers.  For protecting the safety of Greyhawk I 
  think it is only fair that you receive this.”  He hands 
  each of you a bag.  “There is 100 gold in there. Spend 
  it wisely.” 
   
  If asked about the amulet he’ll respond that it’s the 
  amulet of the Cairn hills.  He has only heard of it in 
  legends but says it’s a worthy prize to pull out of a place 
  like that.  He tells the PCs what the item does, read off 
  the AR entry if this happens. 
   
  If the PCs have played any of the adventures in the series 
  then they receive a letter from Yr. 
   
  “Oh and I have a letter here from a man named Yr. 
  Appears he took notice of your achievement as well.”   
   
  The PCs receive the Thanks of Yr AR award. 
   
  Conclusion: Failure 
  This outcome is not the desirable one but the PCs may 
  find themselves defeated. 
   
  The pillars are intact and the place echoes with 
  laughter.  Having been outsmarted by Aramis is a 
  hard pill to swallow. 
   
  Have the PCs make a DC 10 Spot check to notice an 
  amulet shining out of one of the broken pillars.  This is 
  
  INT7-04 Ritual of the Damned 
   
  Page 12 
  the lost Amulet of the Cairn Hills.   It is detailed on the 
  AR for this adventure.   
   
  Once back in Greyhawk City the Nightwatchmen seek 
  the PCs out and ask them what happened. They are not 
  pleased by the sudden events.  The PCs get paid only 50 
  gold for their efforts.  The Nightwatchmen also explain 
  what the amulet does if asked. 
   
  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. 
   
  ENCOUNTER 2: Bandits 
  Defeat the noble’s bandits  
   
  60 XP 
   
  ENCOUNTER 4: Curious Demons 
  Defeat the demons 
   
   
  60 XP 
   
  ENCOUNTER 5: Denizens of the Tomb 
  Defeat the undead  
   
   
  30 XP 
   
  ENCOUNTER 6: Hobgoblin Threat 
  Defeat the h0bgoblins 
   
   
  120 XP 
   
  ENCOUNTER 7: Decision Time 
  Destroy the pillars 
   
   
  60 XP 
   
  Roleplaying Award  
   
   
  Good roleplaying at the DM’s discretion 
  90 XP 
   
  Total Possible Experience  
  420 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  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.  
   
  2: Bandits 
   
  APL 2: Loot 7 gp; Coin 0 gp; Magic 0 gp 
   
  6: Hobgoblin Threat 
   
  APL 2: Loot 124 gp; Coin 10 gp; Magic +1 chain shirt 
  (104 gp), +1 light steel shield (96 gp), potion of cure light 
  wounds x3 (3 gp each) 
   
  7: Decision Time 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic amulet of the 
  Cairn Hills (167 gp) 
   
  Conclusion 
   
  APL 2: L 0 gp; C 100 gp; M 0 gp. 
   
  OR 
   
  APL 2: L 0 gp; C 50 gp; M 0 gp. 
  
  INT7-04 Ritual of the Damned 
   
  Page 13 
   
  Total Possible Treasure 
   
  450 GP 
   
  ADVENTURE RECORD ITEMS 
  Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay 225 gp 
  to avoid imprisonment. 
   
  Amulet of the Cairn Hills: You have found a unique 
  amulet, thought lost amongst the folk of Greyhawk.  This 
  amulet protects the wearer from all attacks from undead.  
  Any physical attack, spell, or special ability used by an 
  undead that affects you is unsuccessful.  (This includes 
  area of effect spells if you are in them and so forth).  
  Activating the amulet is an immediate action.  However 
  this power is not unlimited.  Every time an undead 
  attacks you with a physical attack, spell, drain levels or a 
  special ability it uses 1 charge.  The charges are still taken 
  off even if death ward or similar spells are cast on you.   
  This amulet has 5 charges and cannot be recharged or 
  crafted again.  Cost: 2,000 gp; cannot be crafted. 
   
  Yr’s Letter: Inside the letter is a declaration of gratitude 
  from Yr.  He offers that since you helped defeat a great 
  evil that if at any time while in Greyhawk City you need 
  help deciphering anything he will translate it for you.   
  For example if the PC has a map or note that is written in 
  a language they do not understand Yr will translate it.  
  This is a one time favor. 
   
  Job Well Done: If this PC is affiliated with the 
  Nightwatchmen their affiliation score is increased by 1. 
   
  ITEM ACCESS 
  APL 2: 
  Amulet of the Cairn Hills (Any; see above; 15,000 gp) 
   
   
  
  INT7-04 Ritual of the Damned 
   
  Page 14 
  APPENDIX 1: STAT BLOCKS 
  ENCOUNTER 4 
  M ANE 
  CR  1 
  Fiendish Codex 1: Hordes of the Abyss page 45 
  CE Small outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +0; Senses darkvision 60 ft, Listen -4, Spot -4 
  Languages Telepathy 100 ft. 
  AC 14, touch 11, flat-footed 14 
   
  (+1 size, +3 natural) 
  hp 6 (1 HD); DR 5/cold iron or good  
  Fort +4, Ref +2, Will -2  
  Speed 20 ft. (4 squares)  
  Melee 2 claws +2 (1d3) and 
   
  bite +0 (1d4)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp -3 
  Abilities Str 10, Dex 10, Con 14, Int 3, Wis 3, Cha 3.  
  Feats Multiattack 
  Skills Climb +4, Hide +8, Jump +4, Move Silently +4 
  Acidic Cloud (Su): When a mane dies, it dissolves 
  into a cloud of noxious vapor.  Anyone within 10 
  feet of a slain mane who fails a DC 12 Reflex save 
  takes 1d6 points of acid damage.   
  Physical Description: This three-foot-tall humanoid 
  is bloated with rot and rancid gas.  Maggots squirm 
  in the sores on its pasty gray flesh.  Its filmy white 
  eyes show the barest sign of sentience, and its 
  claws and jagged teeth betray its feral nature.  
   
  ENCOUNTER 6 
  V ARAG  
   
   
   
  CR 1 
  CE Medium humanoid (goblinoid) 
  Init +6; Senses Darkvision 60 ft., scent; Listen +0, 
  Spot +0 
  Languages Goblin 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +3 mwk studded leather, +3 natural) 
  hp 16 (3 HD)  
  Fort +2, Ref +5, Will +1  
  Speed 60 ft. (12 squares); Run, Spring Attack  
  Melee mwk scimitar +6 (1d6+2/18-20) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 
  Combat Gear potion of cure light wounds 
  Abilities Str 15, Dex 15, Con 13, Int 6, Wis 10, Cha 
  10.  
  Feats Improved Initiative, RunB, Spring AttackB, 
  Weapon Focus (scimitar)  
  Skills Jump +17, Listen +0, Move Silently +13*, Spot 
  +0, Survival +0 (+4 when tracking by scent) 
  Possessions combat gear plus masterwork studded 
  leather, masterwork scimitar. 
  Skills Varags have a +8 racial bonus on Move Silently 
  checks and a +4 racial bonus on Survival checks 
  when tracking by scent. 
   
  O N K E R  T H E  B L O O D Y 
  CR  2 
  Male Hobgoblin Duskblade* 2 
   
  *Player’s Handbook II page 19 
  LE Medium humanoid (goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Draconic, Goblin 
  AC 19, touch 12, flat-footed 17 
   
  (+2 Dex, +5 chain shirt +1, +2 shield) 
  hp 19 (2 HD)  
  Fort +6, Ref +2, Will +5  
  Speed 30 ft. (6 squares)  
  Melee mwk longsword +6 (1d8+2)  
  Ranged longbow +4 (1d8)  
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4 
  Combat Gear potion of cure light wounds 
  Duskblade Spells Known (CL 2nd) 
   
  1st – (4/day) – blade of blood*, ray of 
  enfeeblement (+4 ranged touch), shocking grasp 
  (+4 melee touch) 
   
  0 (4/day) – acid splash (+4 ranged touch), ray of 
  frost (+4 ranged touch), touch of fatigue (+4 melee 
  touch, DC 11) 
  Spell-Like Abilities (CL 2nd) 
   
  Combined total of 4/day – dancing lights, detect 
  magic, flare (DC 11), ghost sound (DC 11), read 
  magic. 
  Abilities Str 15, Dex 14, Con 16, Int 13, Wis 10, Cha 
  8.  
  Feats Combat CastingB, Iron Will, Weapon Focus 
  (longsword),  
  Skills Concentration +8, Listen +0, Move Silently +5, 
  Ride +7, Spellcraft +6, Spot +0 
  Possessions combat gear plus +1 chain shirt, 
  masterwork longsword, +1 light steel shield, 
  longbow, 25 arrows, backpack, wrap for equipment, 
  10 gp. Encumbrance – Light. 
  Armored Mage (Ex) A hobgoblin duskblade does not 
  have an arcane spell failure chance when wearing 
  light armor or carrying a light shield. 
  * See Appendix 2: New Rules Items 
   
   
  
  INT7-04 Ritual of the Damned 
   
  Page 15 
  APPENDIX 2: NEW RULES ITEMS 
  Blade of Blood  
  Player’s Handbook II page 103 
  Necromancy 
  Level: Duskblade 1 
  Component: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell infuses the weapon touched with 
  baleful energy.  The next time this weapon strikes a 
  living creature, blade of blood discharges.  The spell 
  deals an extra 1d6 points of damage against the target 
  of the attack.  You can voluntarily take 5 hit points of 
  damage to empower the weapon to deal an extra 2d6 
  points of damage (for a total of 3d6 points of extra 
  damage). 
   
  The weapon loses this property if its wielder drops 
  it or otherwise loses contact with it. 
   
  
  INT7-04 Ritual of the Damned 
   
  Page 16 
  DM MAP 1 
   
  BANDITS (ENCOUNTER 2) 
   
  
  INT7-04 Ritual of the Damned 
   
  Page 17 
   
  DM MAP 2 
   
  MANES AND SKELETONS (ENCOUNTERS 3−4) 
   
   
  
  INT7-04 Ritual of the Damned 
   
  Page 18 
  DM MAP 3 
   
  END BATTLE (ENCOUNTERS 3−6) 
   
  P = pillar 
  P 
  P 
  P 
  P 
  Enemies 
  enter 
  South passage leads 
  to nowhere
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Intros/597/INT7-04 Ritual of the Damned/INT7-04 Ritual of the Damned.pdf