PER5-07		Dark Days In Deed
Author		Bruce Paris

Password	raggletail

Convention	09-29-05
Game Days	10-29-05
Home Games 	11-29-05

Blurb
Leaving the battlefront, it is time to return to Traft City for a well-earned rest. But something more annoying and frustraiting awaits you: the ongoing machinations of Trafts aristocracy, and the unveiling of a new orphanage which rivals the local opera house in sheer opulence. Soon you will wish you were back on the frontline! A very aristocratic adventure for APLs 2-16.

*** Errata And Clarifications (as of 26/9/05) ***
with thanks to Gary Johnson

1. It is left to the DM to prep the buffing spells for the parties of drow, then apply the effects of those spells to the stat blocks. How much the drow get to buff really depends on how quickly the PC engage them (which is why the buffs were not set in stone in the adventure text).

2. The sorcerer currently has the feat Disciple of Darkness at APL 6 and up. As the sorcerer has the Quicken Spell feat at APL 10 and up, swap Disciple of Darkness (at ALL APLs) for Arcane Preparation (this allows the drow to prepare spell slots in advance as a wizard does). Otherwise the sorcerer can't use the Quicken Spell feat, and that is a deliberate character feature. The text explaining Arcane Preparation is re-printed below.

3. The sorcerer currently has the feat Improved Natural Armour at APL 10 and up, but doesn't meet the prerequisite of having Natural Armour. Reomve the Improved Natural Armor feat. Replace it wil the Explosive Spell feat (detailed below). 

4. Have the sorcerer drink a Potion Of Barkskin +2 before combat at APL 10 and up. This will now raise the AC listed in the adventure by +1 at APLs 10 and above. Please adjust this before you play.

5. The sorcerer will cast Stoneskin as a buff on each of themselves before combat (where possible) at higher APLs. This will already be in effect from Round 0 of any combat with the PCs.

6. The drow of The Hollows worship the little-known drow goddess, Kiaransali. Clerics of Kiaransali choose the domains of Chaos and Evil. The drow cleric met in Encounter Four prefers the Chaos Domain spells. The drow cleric met in Encounter Six prefers the Evil Domain spells. If possible, the drow cleric will use some of these spells to buff self and party before encountering the PCs.

7. The speed for all three drow opponents should be doubled at APL 2 to 8 (30 ft instead of 15 ft, 20 ft instead of 10 ft). 

8. The sorcerer's spells per day at APL 6 and 8 has "0" for the highest spell level instead of "4". 

9. The fighter's threat range for the rapier at APL 12 to 16 should be 15-20, not 16-20.

NEW FEAT - ARCANE PREPARATION (from The Complete Arcane, page 73)
      You can prepare an arcane spell ahead of time , just as a wizard does. 
      Prerequisite: Ability to cast arcane spells without preparation.
      Benefit: Each day you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell - but without an increase in the casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can't be used for anything else until the prepared spell is cast.
      Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers) who apply a metamagic feat to a spell must cast it as a full round action instead of a standard action.

NEW FEAT - EXPLOSIVE SPELL (from he Complete Arcane, page 79)
      You can cast spells that blast creatures off their feet.
      Benefit: On a failed Reflex save, an explosive spell ejects any I creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.
      For example, all creatures in the area of an explosive  fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the explosive spell's radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defined by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional ld6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. 
      If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes ld6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.