Dungeon Magazine #113 - Text
Dungeon Magazine #113 - Text
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In This Issue
For hours the battle had raged until, in the center of the field, Brand
Dungeon =
had met in a single combat with Kal Torak himself. Upon that duel
ged the outcome of the battle At the final moment, when it
seemed that he must inevitably be overthrown, Brand had removed the
covering from his shield, and Kal Torak, taken aback by some
momentary confusion, had lowered his gu rd and had been instantly
writing to become visible. In any event, you can CHAPTER ONE: THE
use the journal as a hook for the PCs. The entry
immediately before all his notes about the lost ——______ EXCAVATION
Cannith foundry describes an unusual excavation The domain of the Queen with Burning Eyes lies deep in
in the Cogs beneath the city, and mentions the ruins of ancient cities beneath the current city of
rumors of monsters emerging from that excava- Sharn. Vestan’s excavation site is in the part of the city
tion. The journal provides enough information to known as the Cogs, where great furnaces and foundries
locate the excavation, support Sharris industry and exports. The PCs can take a
magical lift (a heavy iron cage ridingaline of glowing blue
USING D&D MINIATURES force through a form of levitation) from the rowdy tavern
Many of the monsters in this adventure canbe represented district of Downstairs to a foundry in the Cogs (10 min-
by miniatures from the first three sets of DsDMinia- utes). From there, it's a matter of walking down a long, spi-
Tres: Harbinger, Dragoneye, and Archfiends. In many raling ramp lit only occasionally by torches (30 minutes),
‘ses, you can use monster statistics directly from the sta- then a short walk through narrow tunnels to the excavation
tistics cards that come with the miniatures. In addition, all (15 minutes). The read-aloud text in area 1, below, describes
‘f the rooms in the dungeon can be formed from various the entrance.
Combinations of the terrain tiles that come in De DMinta- DUNGEON FEATURES
TuRes Entry Packs. The “Tiles” entry at the end of each
Encounter area indicates which tiles you'll need for that
The following features are true unless otherwise noted in
oom. Refer to the map of the ruins to see how to lay the the specific area description
tiles out to create the room in question. Doors: Average doors have the following qualities:
Refer to the table above for suggestions on which D&D @ Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5;
Miniatures to use for the creatures encountered in this
break DC 18.
adventure, Their use is by no means required. Ceilings: Ceilings in the dungeon average around 8feet
high. Built by goblins, the dungeon does not offer a great
deal of head room for Medium or larger creatures.
Light: The dungeon is inhabited by kobolds (who dislike
light) and grimlocks (who have no need of it). Human
& Domain of the Guea
Pk de with Burning Eye
cultists bring their own torches when they visit the excava- southeast corner of the room, depicting a long-forgotten
tion. Most rooms are lightless. noble of Dorasharn. Near the southwest corner of the room,
Rubble: The walls, ceilings, and floors all show the signs surrounded by the heaviest rubble, is a 5-foot-square hole in
of great age. In many places the floors are strewn with the floor leading down into the domain of the Queen with
rubble, Assume that every floor has at least light rubble, Burning Eyes. It is an 8-foot drop to area 2 below.
adding 2 to the DC of Balance and Tumble checks (see Creatures: Three goblin mercenaries (two warriors and a
page 60 of the DuNGEON Masrer’s Guide). Areas of dense rogue) guard the entrance to the ruins. One warrior
rubble are marked on the map; it costs 2 squares of move- lounges in the entrance to the room; another warrior and a
ment to enter a square with dense rubble. Dense rubble rogue lurk out of sight behind the doorway.
adds 5 to the DC of Balance and Tumble checks, and it adds Goblin Wart (2): hp 5; Monster Manual 133.
2.to the DC of Move Silently checks. @ Pakus, Male Goblin Rogr: CR 1; Small humanoid
(goblinoid); HD 1d6+1; hp 7; Init +3; Spd 30 ft.; AC 16,
1, THE DIG SITE (EL 2) touch 14, flat-footed 13; Base Atk +0; Grap -3; Atk/Full Atk
+2 melee (1d4+1, short sword) or +5 ranged (1d6, master-
The artisanship of the narrow passage changes dramati- work light crossbow); SA sneak attack +146; SQ darkvision
cally here. Up to this point, the tunnel was crafted purely Go ft., trapfinding; AL LN; SV Fort +1, Ref +5, Will +1; Str
toprovide access between one point and another, Sud- 12, Dex 17, Con 12, Int 10, Wis 13, Cha 6.
denly, it seems to have been crafted by someone who Skills: Balance +5, Climb 45, Disable Device +4, Hide +9,
| actually cared about its appearance. It grows wider, and Jump +43, Move Silently +9, Listen +5, Open Lock +5, Ride
‘ornamentation is carved into the stone walls.The floor is +7, Search +4, Spot +5, Tumble +5,
| littered with dust and rubble, but there might once have Feats: Dodge
been tracings carved there as well. Languages: Goblin.
| This wider passage soon ends in a handsome doorway, Possessions: Leather armor, short sword, masterwork
its lintel holding a very worn relief carving. Beyond the light crossbow, ro bolts, potion ofinvisibility, 2 potions of
| doorway, you can see a rubble-filled room lit by torches. cure light wounds, 100 gp amethyst.
Tiles: Use a Rubble Room terrain tile to depict this room,
Characters who want more information about the well-
crafted hallway and make a successful Knowledge (archi- 2, ENTRANCE (EL 2)
tecture and engineering) check (DC 20) identify the archi-
tectural style as characteristic of the human city of The room below seems to bean even older level of ruins
Dorasharn, built atop the ruins of an even older goblin city than the one above, Rubble chokes the floor
ofthis wide
named Ja’shaarat. This city was itself destroyed in the War chamber and the mouths of the six tunnels leading off
of the Mark, 1,500 years ago from it.Two hideous statues face you from opposite ends
The room beyond the doorway is the excavation site. A ‘of the room, each representing emaciated humanoids
passage leads off to the east, but ends after a short distance with whiplike tentacles extending from their shoulders,
in impenetrable rubble. Dense rubble is strewn over the
floor, making much of the room difficult to walk through This level of the ruins was built by goblins long ago.
(see “Dungeon Features,” above). A statue stands in the After the war against the daelkyr devastated the goblinoid
THE COGS
A dark and smoke-filled region of furnaces and foundries, rumble with the noise of the Cogs’ industries. Widely
the Cogs perch above a massive lake of lava that provides spaced everburning torches provide the only light, sepa-
power for the city's industry. Combined with extensive mag- rated by long and dangerous stretches of darkness. When
ical resources, workers in the Cogs process ores and the members of the Sharn Watch move through the Cogs, they
other raw materials needed to sustain Sharn’s industrial carry bright light with them—giving the unsavory elements
machine. The Cogs are also home to many businesses that plenty of opportunity to slink away into the shadows.
the people on the surface don’t want to have to see, smell, In some places, homes and shops are carved into the
or deal with—tanneries, slaughterhouses, and other walls of the Cogs to form an actual city beneath the city,
unpleasant trades. with the streets alittle wider and the ceilings rising slightly
The Cogs are a honeycomb of passages, just wide higher. The heat in these areas is less intense, but the air is
enough for the carts and caravans that transport goods to filled with the stench of smoke and garbage. These areas
and from the surface. The heat is palpable, and smoke and are home to goblinoids and a wide variety of more mon-
sulfur scent the air. The soot-covered ground and walls strous inhabitants.
a
empire of Dhakaan, some twisted goblins took to the wor- ? Krang, Male Kobold Sor2: CR 2; Small humanoid
ship of the departed daelkyr. A group of these debased gob- (reptilian); HD 2d4+3; hp 9; Init +3; Spd 30 ft.; AC 16,
ling built this temple in the ruins of the great city of touch 15, flat-footed 13; Base Atk +1; Grap -5; Atk +0
Ja’shaarat, the city that stood on the site of Sharn before the melee (146-2, spear); Full Atk +0 melee (1d6-2, spear);
human metropolis of Dorasharn. A successful Knowledge SA spells; SQ light sensitivity, toad familiar; AL LE; SV
(dungeoneering) check (DC 12) allows a character to iden: Fort +0, Ref +3, Will +4; Str 6, Dex 16, Con 11, Int 10,
tify the subjects of the statues as dolgaunts, aberrations Wis 12, Cha 15.
created by the daelkyr from hobgoblin stock. Skills; Concentration +5, Craft (trapmaking) +2.
Creatures: Two grimlocks are stationed here to guard the Search+2, Spellcraft +5.
entrance to the Queen with Burning Eyes's domain. If they Feats: Toughness.
hear the sounds of combat with the goblin guards above, Languages: Draconic.
they hide in the corridors leading out of this room in order Spells Known (6/5; DC 12 + spell level): o—acid splash,
to get the jump on characters entering from area 1. daze, detect magic, prestidigitation, read magic; 1st—magic
2 Grimlocks (2): hp 1 each; Monster Manual 140. missile, magic weapon.
Possessions: Battleaxe, flask of alchemist's fire. Possessions: Spear, ring of protection +1,
Tiles: You can make the room by overlapping two Rubble ‘Trap: The door leading into this room is trapped, Touch-
Room tiles. Be sure to note which edges of the tiles are ing the doorknob without first depressing a hidden switch
walls and which lead off into corridors. ‘on the wall to the left of the door causes a scythe blade to
swing out from the wall. The blade slashes out at anyone
3, SORCERER'S CHAMBER (EL 2) standing in front of the door. The kobolds in this room and
‘The door leading into this room is trapped (see “Trap,” below). in area 4 know about the hidden switch bypass and use it
as a matter ofcourse.
This rectangular room has a shallow alcove on one 7 Wall Blade Trap: CR 1; mechanical; touch trigger
wall, in which sleeping furs are spread out. A statue in (door knob); automatic reset; hidden switch bypass (Search
the far corner depicts a tentacle-faced humanoid DC 25); Atk +10 melee (2d4/x4, scythe); Search DC 22;
devouring a goblin’s brain. Two short, scaly humanoids Disable Device DC 22.
leap to the attack, while a third keeps its distance. They Treasure: Amidst the rubble at the east end of the room
yip at you like dogs while brandishing their spears. is an inlaid mahogany chest worth 1,300 gp. Inside the
chest are 190 gp and a divine scroll of resist energy.
The statue depicts a mind flayer feasting on a goblin Development: If they hear the trap triggered (Listen DC
Creatures: Three kobolds lurk in this room. Upon notic- 5), the kobolds in area 4 run to defend their leader.
ing the PCs, they leap up and brandish spears. Tiles: Use a Treasure Room tile for this room, with the
Draconic, “Depart from here or taste our steel! sleeping alcove in the north wall formed by a Corridor tile.
them are warriors, The third is a sorcerer named Krang.
Krang leads the kobolds here and in area 4 in the service of 4. KOBOLD ROOMS (EL 2)
the Queen with Burning Eyes.
2 Kobold Wart (2): hp 4 each; Monster Manual 161.
Possessions: Spear, light crossbow, 20 bolts.
DUNGEON
EYES
BURNING
THE
WITH
QUEEN
reduction 5/byeshk or magic, darkvision Go ft., dual con- where they think the characters are coming, trying to lure
sciousness; AL NE; SV Fort +3, Ref +1, Will +3; Str 15, as many opponents as possible to fall into the pit.
Dex 13, Con 12, Int 8, Wis 9, Cha 6 Treasure: The doglrims haveastash of 200 gp carelessly
Dual Consciousness (Ex): A dolgrim has two brains hidden behind the statue in the northeast corner of the
coordinating its attacks. In addition to providing a +2 room (Search DC 15).
bonus on Will saves, the dual brain enables a dolgrim to Tiles: Use a Corridor tile, an Abattoir tile, and a
make attacks with one off-hand weapon at no penalty Rubble Room tile to form this room. Both the Corridor
Skills: A dolgrim’s additional arms grant it a +4 racial and the Rubble Room overlap the Abattoir by one
bonus on Climb checks and grapple checks. square. The blood rock on the Abattoir tile has no effect
Skills: Climb +5, Hide +5,Listen +1, Spot +1 in this room.
Feats: Toughness.
Languages: Undercommon. 7. DOLGAUNT HAUNT (EL 3)
Possessions; Leather armor, light wooden shield, morn-
ingstar, light crossbow, 20 bolts, spear. This room seems vaguely X-shaped. The darkness seems
Trap: While the room seems to allow easy passage from to gather menacingly in the corners of the walls, aided per-
one side to the other, a pit trap is in fact located between haps by the fact that the walls do not seem to run straight
the two sides. There are two hidden switch bypasses, one for any significant distance anywhere in the room. A
on either side of the pit, so the dolgrims can move across it. noticeable chill in the air amplifies the sense of menace.
The switch must be held down while creatures cross the
pit, however. Normally, the dolgrims accomplish this by Two hazards lurk in this room. The lesser of the dangers
having one hold down the switch on one side while the is located in the northeastern corner of the room, where a
other crosses the pit to the other switch so the first one can patch of brown mold (Dunceon Master's Guide, page 76)
cross. (When they are alone, they go around the long way.) grows. It is the source of the unusual chill.
+f Camouflaged Pit Trap: CR 1; mechanical; location Creature: A dolgaunt makes its home in the southern por-
trigger; manual reset; hidden switch bypass (Search DC tion of the room, keeping its distance from the brown mold
22); DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search but enjoying the slight degree ofprotection it offers. The dol-
DC 24; Disable Device DC 20. gaunt race is another creation of the daelkyr, which the PCs
Tactics: The dolgrims begin on the west side of the might recognize from the statues in areas 2 and 6—though
room. Ifthey hear the party coming from one direction or much of the horrifying details of their anatomy are not appar-
the other, they move to the opposite side of the pit from ent in the stone statues. This gaunt figure resembles a pale,
emaciated hobgoblin. It moves with eerie grace despite its mold offthechest). The wooden chest is locked (the dolgaunt
empty eye sockets, Its skin is covered in a layer of writhing carries the key) and holds 200 gp and an ancient goblet set
Glia, and a mane of longer tendrils surrounds its head. Two with rubies worth 900 gp. The goblet dates from the ancient
long, whiplike tentacles extend from its shoulders. empire of Dhakaan, making ita historical treasure worth dis-
Assuming that the dolgaunt heard sounds of combat in playing in a museum, such as the Dezina Museum of Antiq-
atea 2 (even if the PCs passed through that area some time uities near Morgrave University, in the city far above.
4g0), it is on its guard and ready for the PCs’ intrusion into @ Wooden Chest: Hardness 5; hp 15; Break DC 23;
its lair—and more so if it heard them fighting the dolgrims Open Lock DC 20.
inarea 6. Tiles: Use two Abattoir tiles for the room, abutting at the
Dolgaunt: CR 2; Medium aberration; HD 2d8+2; hp 15-foot-wide openings on each tile, A Corridor tile repre-
Ui; Init +3; Spd 30 ft; AC 16, touch 13, flat-footed 13; Base sents the hallways north of
this area, leading toward area 6
Atk +1; Grap +3; Atk +3 melee (1d3+2, tentacle); Full Atk +3 and area 2. The blood rock on the Abattoir tiles has no
melee (1d3+2, 2 tentacles); SA vitality drain; SQ blindsight effect in this room.
360 ft., damage reduction 5/byeshk or magic; AL LE; SV
Fort +1, Ref +3, Will +5; Str 14, Dex 16, Con 12, Int 13, Wis 8. ANCIENT CRYPT (EL 3)
45, Cha 11.
Vitality Drain (Ex): If adolgaunt gets hold of an oppo- At the end ofalong, rubble-filled passage, a large room
hent, it can burrow into the flesh of its victim and draw out ‘opens out. Two huge stone sarcophagi stand in state
vital fluids using the tendrils that cover its skin. On a suc- before a hideous stone statue depicting some kind of
cessful grapple check, the dolgaunt deals 1 point of Consti- slime or ooze covered in eyes and mouths and full of
tution damage in addition to normal damage. An injured protruding bones, In the wall opposite, a heavy iron
dolgaunt recovers 2 hit points every time it successfully door stands closed beside another statue ofa tentacled
uses this ability. humanoid. Ahead, across more rubble-strewn floor, a
Skills: Dolgaunts havea+4 racial bonus on Balance and passageway seems to lead into another room,
Climb checks,
Skills; Balance +7, Climb +6, Hide +6, Jump +5, Listen In this area, the goblins who built this ancient shrine laid
45, Move Silently +6, Spot +5, their honored dead to rest. The stone sarcophagi are not dec-
Feats: Combat Reflexes, Improved Trip’. rated, but they hold the corpses of two honored goblin war-
Languages: Common, Undercommon. riors from the community. A successful Knowledge (religion)
Treasure: The dolgaunt has a cache of treasure it keeps in check (DC 20) reveals the purpose of this room, as well as the
chest near the brown mold (though it carefully keeps the identity of the creature depicted by the statue behind the sar-
SELLING ANTIQUITIES
When characters find themselves in possession of antiqui- other collectors. Kidro Osanak (N male gnome Exp8) owns
ties, such as the ancient goblin armor in area 8 orthe goblet Window on the Past. A wizened old gnome, he harbors a
inarea 7, the Upper Menthis neighborhood of Sharn is the deep resentment toward Haga Wissel for giving her busi-
place to visit. Morgrave University's Dezina Museum of ness a name so similar to his. He is one of the only dealers
Antiquities has the finest collection of artifacts from Xen'- in Little Xen'drik who is more interested in the historical
drik and ancient Sharn in the world. The uppermost level of knowledge contained in his treasures than in their mone-
Thurias Tower near the museum is sometimes called “Little tary worth, Biballin Postar (CG male halfling Exp4) owns
Xen'drik,” thanks to the six competing dealers in antiquities Postar’s Jewelry Art Gallery, specializing in the jewelry of
that share that tower space. There is a tremendous rivalry ancient Xen’drik. He is absent-minded and keeps com-
among the dealers, all of whom sponsor expeditions to pletely irregular hours, but can be counted on to pay the
Xen'drik and pay top dollar for items brought back. best price for jewelry items. Reina Doiran (NG female
Jaster Mekdall (N male elf Exp3/Wiz2) owns the Mekdall human Exp2/Sor6) owns Cloud Antiquities, A flamboyant
Gallery. He is gloomy and moans frequently about being character, she judges items quickly based on her own aes-
cheated by his customers, but his prices are good. Haga thetic sense rather than their historical value, and pays
Wissel (NE female human Exp2/Rog4) owns Echoes of the more for pretty items than dusty potsherds. Her twin sister,
Past. She is cheerful and friendly but extremely hard-nosed Fista Doiran (NG female human Exp8) is the opposite, and
about prices, and she has been accused of having criminal the twins cooperate to some extent despite a strong sense
connections and even paying burglars to steal items from of rivalry. Fista owns the Doiran Gallery.
Ee
DUNGEON
Feats: Education‘, Research‘.
"Feat from the Eserron Campaign Setting.
head. The heavy perfumed smoke that seems
only to emphasize the charnel smell of the place.
Languages: Common, Draconic.
Possessions: Black hooded robes, 2dto gp each. This is the lair of theQueen with Burning Eyes, her sanc- |
i
Alternative Ritual (EL 5+): If the PCs have already killed the tum sanctorum for many years. She adopted it as her own
Queen with Burning Eyes, then the purpose of the ritual is to. abode because of the statue of anaga in the corner, but it is
summon a new aberration to replace her as the object of the a fitting place to serve as her throne room, The evil of cen-
cult's devotion. Vestan offers this prayer to the Dragon Below: turies has seeped into the stone floor, and the power of death
“We bring before you the slayers of the Queen with Burning is strong here. Anyone standing in the northern half ofthe |
Eyes, offering them as a sacrifice of appeasement. O Dragon room gains the benefit of
the Improved Critical feat with any
Below, send ts a new incarnation of your maleficence to daim weapon. In the southern part of the room a magical circle is
this blood offering and lead us to the depths of Khyber!” As he inscribed on the floor and demarcated with lit braziers full of
finishes this prayer, a nothic clambers out of the pit and coal and incense. Any character standing in the circle (even
begins haphazardly attacking whomever is nearby (roll 1d4 to partially) gains a +2 enhancement bonus on attack rolls and
see which side of the pit the nothic emerges from). can bypass damage reduction as if wielding a magic weapon.
‘A nothic is a hunched aberration with a single huge eye that Creature: The Queen with Burning Eyes hides (Hide -3)
dominates
itsentireface.Itsbodyisbloated andmisshapen,
and its between the two short walls in the northern part of the room.
limbs are wiry but strong, Its arms end in claws that reach the When threatened, she rises to her full height and demands,
ground asit emerges fromthepitwithan awkward hop. “Who dares to come unannounced before the Queen with
2 Thugs: See above. Burning Eyes? Prepare to meet your doom!" She prefers
@ Vestan ir’Simul: See above.
to fight with part of her body on the blood rock in
2 Nothic: CR 3; Medium aberration; HD the northern part of the room and part of her
548+20; hp 42; Init +5; Spd 30 ft; AC 15, body within the sacred circle in the southern
touch 11, flat-footed 14 (+1 Dex, +4 natu- part of the room, gaining the benefits of both
ral); Base Atk +3; Grp +7; Atk +7 melee
magical effects.
(1d4+4, claw); Full Atk +7 melee 2 Queen with Burning Eyes: See area
(1d4+4, 2 claws); SA flesh-rotting 11, above.
gaze; SQ darkvision 120 ft., see invis- Treasure: The naga’s lair contains its
ibility; AL CE; SV Fort +5, Ref +2, accumulated treasure. A large chest
Will +7; Str 18, Dex 12, Con 19, Int 9, holds 200 gp and a golden amulet worth
Wis 13, Cha 8. 800 gp. The front of the amulet has a
Flesh-Rotting Gaze (Su): Deals 146 runic inscription that reads “3 turns right,
damage, 30 feet, Will DC 16 negates. 3 turns left, 1 right, and push!” The inscrip-
See Invisibility (Su): A nothie can see tion circles the outside edge of the round
invisible and ethereal creatures as though amulet, and in the middle is a crude map showing
constantly under the effect of asee invisibility spell.
part of the coastline of Xervdrik. Stormreach is marked
Skills; Spot +13. with the image of a gate, while another location is
Feats: Improved Initiative, Iron Will.
marked with a star. The reverse of the amulet has a large
Languages: Undercommon. number of strange protrusions in a haphazard arrange-
‘Trap: The pit in the center of theroom is of apparently infi- ment. The amulet is a key designed to open an ancient
nite depth. Tunnels lead off from it into the hidden recesses
vault in Xerfdrik.
ofthe underworld of Khyber. The nothic clambers up the Tiles: You can make the room using an Abattoir tile and
sides of the pit from one of these side passages. Any charac- a Shrine tile next to each other. Unlike in most rooms, use
ter falling into the pit is likely lost forever.
the D&D Miniatures effects of both tiles in this room, as
Tiles: The room is formed from four Shrine tiles abutting described above.
each other, with a space in the middle representing the pit.
12. DEATH SHRINE (EL 3) CHAPTER TWO: CULTISTS
This dark and crowded room reeks ofblood, and indeed
——_____ AND THE CLAW
Vestan’s cult does not sit idly by while the PCs explore their
‘the rock of the floor itself seems stained with ancient hidden sanctuary and threaten their aberration patron, the
gore. Fartotheright, in the corner ofthe room, stands Queen with Burning Eyes. Likewise, the Order of the
a hideous statue of a snake-like creature with a human Emerald Claw closes in on the amulet just as the PCs enter
the ruins, and are ready to try to win it when the PCs search for the stolen amulet. He has no interest in fighting
emerge from the ruins. the PCs atthis point, and certainly would prefer not to fight
them alone. If they refuse his offer outright, he backs off
EVENT 1: UP FROM THE RUINS (EL 3) gracefully—but he returns later.
Unless the PCs have taken extraordinary precautions about 2 Travack, Male Human Rog3: CR 3; Medium
felling no one of their plans in the Excavation and have humanoid (human); HD 34643; hp 16; Init +6; Spd 30 ft
Made sure that none saw them enter the tunnel leading to AC 16, touch 12, flat-footed 14; Base Atk +2; Grap +4; Atk
it,aspy and member of the Order of the Emerald Claw +5 melee (1d6+2, masterwork rapier); Full Atk +3 melee
jamed Travack quickly learns that the PCs are in the dun- (1d6+2, masterwork rapier) and +2 melee (1d4+1, dagger);
gon. When they first emerge from the excavation, he is SA sneak attack +2d6; SQ evasion, trap sense +1, trapfind-
there to greet them. ing; AL N; SV Fort +3, Ref +6, Will +2; Str 14, Dex 15, Con
13, Int 8, Wis 10, Cha 12.
‘handsome man with shifty eyes approaches and asks Skills: Balance +10, Climb +8, Disable Device +5, Diplo-
fhe can talk with you for a moment. He wears black macy +3, Hide +8, Jump +4, Move Silently +8, Open Lock
ided leather armor and carries a rapier and dagger +8, Sense Motive +6, Tumble +8.
belt. His black hair is cropped close to his head, Feats: Improved Initiative, Two-Weapon Fighting,
he has a neat mustache. Languages: Common.
Possessions: +1 studded leather, masterwork rapier, dagger,
Assuming the PCs let him speak, he tells them astory that cloak ofresistance +1, 30 gp.
Isvery close to the truth, Development: If the PCs give Travack the amulet, he
takes it back to Demise and the two immediately set about
‘Almost a year ago, an item was stolen from me, an booking passage on a ship to Stormreach in Xerfdrik. In
let. | have spent nearly every waking hour since this case, event 3 does not occur.
n attempting to recover it. It has been impossibly If the PCs refuse to give him the amulet, he grows obvi-
d work and the law has offered no assistance, but | ously angry and storms off. He reports his failure to
finally tracked the thief to this area. | cannot claim Demise, and the two begin planning to ambush the PCs
that he is believed to be dead, Unfortunately, when they emerge from the ruins again, as detailed in
died in the exploration of an ancient ruin beneath event 3,
ieCogs of
this city, and his body was never recovered.
only assume that the amulet—my amulet—still 2. THE FIRST NIGHT (EL 4)
swith his rotting corpse atthe site ofhis death, or in Whenever and wherever the PCs rest for the first time—
the possession of
his killer. whether they make camp in the ruins or retreat to a com-
am no adventurer, and | do not wishto explore these fortable inn in the city above—Vestan sends a gang of
;. | understand, however, that’you are currently hired thugs to kidnap them. The thugs force their way into
din the exploration of those same ruins. | will the PCs' presence (breaking down inn doors as needed)
lypay more than the amulet’s actual valueto have it and attack them, attempting to knock them unconscious
isturned to my possession. Say...200 gold pieces?” and bring them to the Khyber Shrine in the ruins.
Creatures; The thugs are a motley assembly of humans
‘Travack doesnit yet know whether the PCs have the amulet and goblinoids, basically paid muscle recruited from the
‘ornct, though he watches their reactions very carefully as he worst neighborhoods of Sharn. They take delight in their
speaks to see if they do. If they do not yet have it or convince assignment, though they attack for nonlethal damage in
ick that they dont, he urges them to contact him if they order to keep the PCs alive for the ritual.
find it in the course of their adventuring, telling them to 2 Human Thugs (3): hp 4 each; see area 1.
Hobgoblin Wart (2): hp 4 each; Monster Manual 153.
Possessions; Sap, studded leather, light shield.
@ Thug Leader, Male Human War2: CR 1; Medium
height points around the outside edge. The front con- humanoid (human); HD 2d8+5; hp 14; Init +0; Spd 20 ft.
‘an inscription and a little bit of map, while the back is AC 15, touch 10, flat-footed 15; Base Atk +2; Grap +3;
He would prefer Atk/Full Atk +3 melee (1d6+1 nonlethal, sap) or +4 melee
“hot to say what purpose the amulet might serve or why he (1d6+1, masterwork club); AL LE; SV Fort +4, Ref +0, Will
it back so desperately, but he emphasizes that it is 1; Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.
Thisproperty that was wrongfully stolen from him. Skills: Intimidate +5.
| Greature: Travack is a spy in the service of the Order of Feats: Dodge, Toughness.
theEmerald Claw assigned to accompany Demise in her Languages: Common.
ae
ay
i
yz7ar7>>>-
Possessions: Scale mail, light wooden shield, masterwork NE; SV Fort +1, Ref +3, Will +6; Str 6, Dex 14, Con 10,
dub, sap. Int 16, Wis 13, Cha 14.
Tactics: The thugs attack using their saps, trying to Artisan Bonus: Demise gains a +2 bonus on Use Magic
bludgeon the PCs into unconsciousness, Although they Device checks to activate an item of akind for which she
‘enjoy their work, they are paid muscle, and arentt so des- has the prerequisite item creation feat.
ietate for cash that they'll willingly give their lives in the Disable Trap: An artificer can use the Search skill to
‘course of their work. The thugs flee if any of them is killed locate traps when the task has a DC higher than 20, and can
Sutright by an attack. use the Disable Device skill to disarm magic traps.
Development: If the thugs manage to knock all the PCs Item Creation (Ex): An artificer can create a magic item
linconscious, they carry the bodies to area mi in the ruins. even if she does not have access to the spells that are pre-
They bind the PCs in manacles with average locks (Escape requisites for the item.
Uttist DC 30, break DC 26, Open Lock DC 25). Skills: Concentration +7, Craft (alchemy) +9, Intimidate
+4, Knowledge (arcana) +5, Knowledge (history) +5, Spell-
EVENT 3: FINAL CHALLENGE (EL 7) craft +9, Use Magic Device +4 (+6 involving scrolls).
When the characters emerge from the dungeon for the Feats: Scribe Scroll*, SpellFocus (necromancy), Still Spell.
last time, they are confronted by agents of the Emerald Languages: Common, Draconic, Elven, Giant, Gnome,
law, including Travack, who are in search of the Wizard Spells Prepared (5/4/3; save DC 13 + spell level, 14
imulet. (Naturally, this encounter does not occur if the + spell level for necromancy spells): o—detect magic (2),
PCs negotiated a deal with Travack, unless they renege light, message, touch offatigue*; 1st—chill touch*, expeditious
on the deal.) It is left to the DM to determine the ideal retreat, mage armor, ray of enfeeblement*; 2nd—command
time and place for this encounter to occur: it could be in undead*, invisibility, scare*.
the Cogs as the PCs emerge from the ruins, battered and Spellbook: o—all except acid splash, daze; 1st—cause fear*,
bedraggled, or it could happen some days later while the chill touch*, detect undead, disguise self, expeditious retreat,
re heading home after a night of celebrating identify, mage armor, ray of enfeeblement*, shield; 2»d—com-
their gains in the dungeon. Note that as an EL 7 mand undead, false life*, fox's cunning, invisibi
ieocounter, this event is quite likely beyond the scope of * These spells belong to the school of necromancy,
What aparty of low-level adventurers can handle. This is which is Demise’s specialty. Prohibited Schools: Conjuration
deliberate; this event is intended to set up Demise as a and enchantment.
rring villain in your campaign. Infusions (3 1st-level infusions, DC 13 + infusion level), If
Creatures: The leader of this mission is Demise, an elf you do not have access to the Ensrron Campaign Setting,
Hrecromancer from Aerenal whose fascination with death Demise can cast identify, light, magic stone, magic vestment,
beyond elven norms. She wears a black robe and a ‘magic weapon, or shield offaith freely, a total of three times
darkweave cloak that covers her like a strip of pure per day,
jadow, Her face is hidden behind a beautiful deathmas Possessions: Dagger, darkwood longbow with 15 arrows,
ihere her flesh is revealed—her hands, forearms, and robe of bones, potion ofcure light wounds, potion of protection
it is gray and rotting. In this respect she appears to ‘from good, wand ofcause fear (50 charges), darkweave cloak
a zombie or a lich, but in fact her skin condition is arti- (a cloak with strands of shadow interwoven with black
cially induced, and she is perfectly healthy and alive. She threads that grants a +1 circumstance bonus on Hide
achillingly nihilistic attitude, challenging all the checks made in shadow illumination or dark conditions,
heroes’ achievements and encouraging them to give up the darkweave cloak is worth 100 gp), alabaster deathmask,
their struggle and surrender to the inevitability of death. 20 gp in a belt pouch.
(Demise is fully described in Chapter 9 of the Eserron Travack: hp 16; see event 1.
Campaign Setting.) ? Emerald Claw Soldiers, Human War2 (2): CR 1;
Demise brings a selection of her grisliest minions on Medium humanoid (human); HD 2d8+5; hp 14; Init +0;
is errand, as well as her right-hand man (Travack) and Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+5 armor, +2
0 well-trained Emerald Claw soldiers. shield); Base Atk +2; Grap +3; Atk/Full Atk +3 melee
Y Demise, Female ElfArtificer 1/Necromancer 3: CR (1d8+1, flail) or +2 ranged (1d8/19-20, light crossbow); AL
Medium humanoid (elf); HD 1d6 plus 34: hp 15; Init LE; SV Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int
#3; Spd 30 ft.; AC 16 (with mage armor), touch 12, flat- 9, Wis 10, Cha 8.
joted 14; Base Atk +1; Grap —1; Atk/Full Atk -1 melee Skills: Intimidate +1, Knowledge (religion) +0, Ride +2.
id4~-2/19-20, dagger) or +4 ranged (1d8/x3, darkwood Feats: Power Attack, Toughness.
‘A infusions, spells; SQ artisan bonus, dis- Possessions: Chainmail, heavy wooden shield, flail, light
ale trap, elf traits, item creation, low-light vision; AL crossbow with 20 bolts, sunrod, tabard with a claw
ee
insignia, pouch with 8 sp and 3 gp, identification papers
(two sets, one false). CONCLUDING
2 Human Warrior Skeletons (3): hp 6 each; Monster
Manual 226. Ifthe PCs manage to kill the Queen with Burning Eyes and |
Wolf Skeleton: hp 13; Monster Manual 226. disrupt Vestan ir’Simul's cult, the robberies and disappear.
2 Human Commoner Zombies (2): hp 16 each; Mon- ances occurring in the Cogs cease. The ruins and the shaft
ster Manual 266. to Khyber remain dangerous, and more creatures quickly
Tactics: Travack thinks kind characters are weak, and move into the vacated chambers, but without the cultists
tries to play on that perceived weakness. If it is possible for around to organize things they remain in the ruins and do
him to take a hostage before the PCs emerge from the not trouble the nearby residents. ;
ruins or immediately upon their arrival, he does so, hold- The strange amulet that the Emerald Claw and Demise
ing his dagger blade to the hostage’s throat while Demise are so anxious to steal from the PCs opens an ancient vault |
makes her demands. in Xer‘drik, the approximate location of which is shown on |
None of the villains fight until Demise gives the word to the amulet. Its contents, and the details of getting there—
do so, First, she asks the characters to hand over the with or without the amulet, and whether chasing the Emer. |
amulet. “Sorry to make such a fuss over this,” she says, ald Claw agents or being chased by them—are left to the
“but we really must have it—it was stolen from us, and the DM's imagination in devising the next adventure! 2
lock it works has frustrated all our attempts to open it with-
out the key.” James Wyatt is an RPG designer at Wizards of the Coast, He}
If the PCs refuse to hand over the amulet, Demise casts is the author of Oriental Adventures and the Origins award-
invisibility on herself and retreats to a safe distance while winning City of the Spider Queen, a contributor to many
her minions attack, She flees (as does Travack) if it other D&D products, and a codesigner of the EneRRon Cam:
becomes apparent the PCs are going to win. If the PCs do paign Setting. He lives near Seattle with his wife and 7-year
hand over the amulet, Demise, Travack, and the soldiers old son, who spends his dad's gaming days designing his own
leave immediately with the amulet, while the undead adventures, complete with miniatures.
remain behind and attack.
Drascon..
. © oe
ARTWORK BY ANDREW HOU & ARNOLD TSANG
CARTOGRAPHY BY ROBERT LAZZARETTI AND CHRISTOPHER WEST
P Practical Magic” is a’ FoRGotren Reams D&D adventure magical creations. Although minor in nature, the items
Suitable for a party of four oth-level characters. To adapt are both practical and useful for hard-working traders,
jsadventure to any campaign setting, simply swap the travelers, and adventurers; favorites include Ellie’s wate
lity of Marsember for-a similarly-sized port city in your proof pack, El ie's selflighting lantern, and Ellie's quickened
Campaign world and change the names of the deities as campsite. In Ellie, Delthrin found a kindred spirit—some-
Bppropriate. Note that several encounters utilize the one practically minded who might see the untapped
Squatic combat rules in the Dunckon Masrer’s Guide, market potential in animated servants. Hé resolved to con-
Pige'o2~93. Clerics, paladins, and other classes that can tact her immediately.
fur or destroy undead should be especially helpful during Delthrin learned of Ellie's fomance with one Zabados
Practical Magic,” as the majority of the enemies encoun: Dalamutha, an aquatic elf bard, and through intermedi-
feted in this adventure are undead. aries the necromaficer tried to get Zabados to set up a
meeting with Ellie the next time she came to Ma sember,
DVENTURE BACKGROUND He assumed his offer of sharing practical magic: secrets
Marsember is perched on the edge ofalarge inland sea known would be ample enticement for Ellie, but when she next
@
the Lake of Dragons, a city of canals and islands connected came to Marsember, an entire tenday passed without an
bitturnerous stone bridges. The weather seems always damp, acceptance. Delthrin grew angry and decided ‘to fix two
iid the buildings are somber and often rotting. Marsember problems at once. He would arrange his “meeting” with
dbesrit welcome visitors by appearance, yet the city remains Ellie by ordering his ghast cohort, Haver Sosinoy, to kidnap
themost important port in the nation of Cormyr. her, while punishing Zabados for his failure to arrange the
Delthrin is an oddity, a native Cormyrean necromancer. meeting by framing him for the crime.
He has always lived in Marsember, but he appears in Two nights ago, Haver followed Zabados to a bar and
jiblic only rarely, usually when the city is in dire peril watched him get drunk from a nearby alley, When the
- his actions in defense of the city,he remains a dark aquatic elf staggered out of the bar, Haver lifted Zabados’s
Bid menacing figure whose name is a byword in the city key to Ellie's room at the Roaring Griffon Inn, From there,
ised to frighten children nple matter for the ghast to disguise himself as
Delthrin is amused by his reputation and the fear it s, walk boldly into the RoaringGriffon, and use the
figenders in locals, as he feels it both enhances his infamy stolen key to get into Ellie's room. He found her asleep and
Bind helps protect his privacy. Yet the rumors about him tried to knock her unconscious with a sneak attack, but
fen! comp! tely false; he would as soon do without the succeeded only in waking Her. A brief scuffle ensued, but
fommon masses anid replace them with an obedient and Haver was able to subdue Ellie with Igedrazaar’s miasma
iteless undead laboring class, He considers himself the spells before using his cape of the mountebank to escape
iiltimate pragmatist, striving to make something useful out with her unconscious body and gear.
Gfadiscarded resource—dead flesh and bone. “Waste not, Unbeknownst to Delthrin, Ellie had been working on a
Ant not” is his mantra, and he envisions a day whenevery special project with Bledryn Scoril, the King’s Lord of
Home can buy,sell, and tradetireless undead servants, con Marsember, to create self-repairing hulls for the king's
folled by a simple magical device that anyone can aise naval vessels. Her abduction in the midst of this work has
Und now, Delthrin has found someone who may just be caused a quiet uproar amongst the city’s leadership, espe-
Bletohelp him realize his dreams. cially since Lord Scoril planned a formal presentation for
Eloranta “Ellie” Naslun is a well-known and well-loved officials of the War Wizards visiting from Suzail at the Feast
Sembian wizard who travels the Inner Sea hawking her of the Moon in just three days. Time is of the essence, so
Lord Scoril sends Constable Charnae Truesil to recruit of merchant companies and the crown alike. Time is short,
adventurers to assist with a discreet but quick rescue. and she needs investigators who can get things done that the!
A third, mostly hidden factor exists as well. Zabados and Watch cannot. Rewards can be negotiated as appropriate for
his cousin Lashandra have been dominated for the past six your campaign, perhaps including legal or political favors or
months by a mysterious vampire mermaid named Coryl cash up to 1,000 gp per PC for a complete success.
Erazem, Zabados thus has his own secrets to hide and reason After the PCs accept their commission from the consta-
to fear interrogation by the authorities. And finally, Ellie her- ble, she informs them that Ellie was last seen at an inn,
self turns out to be more practical than Delthrin anticipated, named the Roaring Griffon, the most logical place to start
and she is prepared to turn her abduction to her advantage... their investigation into the wizard’s disappearance.
ADVENTURE HOOKS
Cormyr has a unique method of encouraging (and control- CHAR EER,ONT |
ling) the adventuring lifestyle—all adventuring groups
who wish to explore dungeons, fight dragons, or otherwise Marsember is a metropolis of 36,007 spread over a cluster]
risk life and limb in the more dangerous regions of the of sandy islands at the western edge of the Starwater River
nation must secure a royal charter. Securing a charter estuary. The marshy region is riddled with sand bars, and
requires an initial payment of 1,000 gp and a yearly Marsember guards the primary river channel into]
renewal fee of 300 gp. A successful Diplomacy check (DC Cormyr’s interior with a fleet of adozen royal warships,
30) decreases the initial payment to 500 gp. Charters can The city itself is constantly damp and looks run down and |
also be granted to adventuring groups as a reward for serv- tired, and with good reason. It is the most important port
ice to the nation. A charter can cover up to 30 individuals, in all of Cormyr, anda fantastic amount of trade takes place
but most only cover groups of four. in the city, Fishing, spices, perfume, cabinetry, and ship-
An adventuring group without a charter quickly finds building are thriving businesses in the metropolis, as is
that the authorities in Cormyr are much more difficult to smuggling (although smuggling is not as rampant as it
deal with. Any Bluff, Diplomacy, or Gather Information once was).
checks made against Cormyrian officials suffer a -6 Marsember's network of
canals can make it difficult for
penalty if the adventurer’s name is not registered on a royal citizens to get around. Fortunately, a large number of
skiff
charter. Conversely, registered adventuring groups gain a are available for easy transport along the canals. The great-
+2 circumstance bonus on these skill checks if they display est landmark in town is undoubtedly the King's Tower, the
their royal charter at the time. abode of Lord Bledryn Scoril and the city garrison. Other
Another benefit of registering with the government is notable buildings include Morningmist Hall (the rosy
less tangible. Since government officials track the walled temple of Lathander) and the frowning ramparts of
strengths and weaknesses of chartered adventuring Starwater Keep.
groups, they know which ones are right for specific tasks. 'W Marsember (metropolis): Conventional; AL. LN; pop-
When a group with a charter enters a Cormyrian city and ulation 36,007; 100,000 gp limit; Assets 180,035,000 gp;
the local government has a job that suits their skills, an Mixed (79% human, 7% halfling, 4% half-elf, 3% elf, 396
official soon contacts the group with a job offer. Chartered gnome, 2% dwarf, 1% half-orc, 1% other races). |
adventurers rarely want for employment in Cormyr. Authority Figures: Lord Bledryn Scoril, LG male human’
This adventure assumes that the PCs already have a Ftrg (the King’s Lord of Marsember); Ayesunder Truesil-
charter. Only a few hours after they enter Marsember, a ver, LG male human Ftr 15 (Warden of the Port).
courier contacts them with a job offer. If the PCs are inter- Important Characters: Blentra Whaelbuckler, CG female
ested, they are to report to Constable Charnae Truesil for human Ftrg/Rogt/Harper Scout 2 (Harper agent); Charnae
details. Groups without a charter are given the opportunity Truesil, LN female human Ari2/Exp6 (Constable of
to register when they enter the city; if the PCs resist, Con- Marsember); Delthrin the Deadmaster, NE male human
stable Charnae Truesil may still seek them out. After all, Nec7/Loremaster 5 (mysterious necromancer and defender
their lower profile makes them ideal for the job, since the of thecity); Elestra Blaebur, CG female human BrdG (popu-
government doesrit necessarily want news of Ellie's disap- lar singer and dancer who secretly delivers messages for
pearance to spread. In this case, Constable Truesil offers War Wizards); Filfaeril Stormbillow, CG female human
the party a charter as a reward for service. Wiz16 (retired adventurer and magic item merchant); High
Constable Truesil (LN human female Ari2/Exp6) is a sober Morninglord Chansobal Dreen, NG male human Clri2—
woman just entering her middle years, with graying blonde Lathander (high priest of Morningmist Hall); Scoril, LG
hair and deceptively soft brown eyes. She does not want the male human Ftrg (Herald of Marsember); Szwentil, NE
city’s reputation tainted, and the disappearance of someone as male human Ftrs (merchant and shipwright); Vindala Cha-
notable as Ellie would damage the city’s standing in the eyes lanther, NG female human Ill15 (tutor and mage for hire).
THE ROARING GRIFFON MAGICAL INVESTIGATION
The Roaring Griffon is a three-story building now owned ‘The investigation can be augmented with clever use of var
by Hari Lorebb (N human male Coms). Hari recently pur- ious divination spells. Charm person, suggestion, and similat
chased the inn from a shrewd businessman named Szwen- spells can adjust the attitudes of specific NPCs at the tavern
til, who seemed only too eager to sell it for some unknown if things turn sour, Likewise, spells like detect thoughts or
reason. Its common room, private dining rooms, game ‘even commune can help to uncover information that can be!
room, and tavern are on the first floor. The second floor gained through Gather Information checks.
holds good rooms and the third floor excellent rooms. Both Scrying spells, locate object, and locate creature can be
upper floors are reached by separate locked stairwells; each used to locate Ellie. Note that attempting to locate Ellie (or
guest is given a key for their room that also unlocks the anything she wears) with either spell requires a caster level
associated stairwell door. check vs, DC 23 due to the nondetection spell Delthrin has
‘The tavern room is open from sunrise to midnight, and placed upon her.
remains quite busy at all hours. The majority of the tavern's Zabados is easier to locate magically, He spends the
patrons are sailors and merchants, and they're gregarious majority of the day sleeping in Cory!'s grotto, about a mile
and happy to talk to visitors. west of Marsember. The PCs might even try to scry on
When the PCs begin their interrogation of the patrons, Delthrin or one of his minions once they learn of their
have them make Gather Information checks. A successful involvement, Consult the second half of this adventure to
check obtains not only the indicated information for that determine where Delthrin is and what he's up to if the PCs
result, but all of the information contained for lower DCs. successfully scry on him.
Each Gather Information check takes only one hour, since A divination spell cast to locate Ellie yields the following
the locals are fairly eager to talk and friendly. cryptic rhyme:
Gather “All bridges span the way, but only one has only one.
Information Result Twisting vine shades watery grave, where endless work is
DC 10 Ellie keeps a room on the third floor of the never done.”
Roaring Griffon. She stays there whenever she The first line refers to the bridges that link the islands of
visits Marsember. Marsember. Only one island can be reached by a single
DC 15 Ellie spends much of her free time in bridge, and the burned-out shell of the Everet villa is found
Marsember with a local bard named Zabados. there. The second line refers to the assassin vines that
The two keep their relationship low-key, but gen: shroud the hidden entrance to the catacombs, where
eral consensus among the patrons is that they Delthrin’s undead laborers toil.
are lovers. No one seems to know where
Zabados lives, but he’s scheduled to perform ELLIE'S ROOM
here at the Roaring Griffon at sundown tonight. Ellie's room remains as it has since her abduction two
C20 A patron reveals that the day before yesterday, nights ago. Hari is loath to give the key to the PCs, but will
she saw Ellie and Zabados speak for several min- do so if his attitude can be adjusted from indifferent to
Utes after the bard's last performance of the helpful. Otherwise, the PCs must sneak up to her room
night, They seemed to be arguing about some- and pick the amazing lock (DC 40) to get inside.
thing, but kept their voices low and spoke in a ‘The room itself contains a bed, a desk, a dressing table,
strange language (Elven). Ellie then went upstairs and a large chair next to a single window overlooking an
and Zabados left via the front door. Zabados has alleyway behind the building. There are no obvious signs of a
been seen on several occasions around town struggle, but a search turns up numerous clues. The number
with a mysterious tall, slender woman. Perhaps of clues discovered depends on the result of the Search
this is the reason for their argument? check. A single Search check of the room takes one minute.
pe 2s Another patron reveals that, close to closing time
the day before yesterday and about two hours ‘Search
after Ellie and Zabados argued, Zabados returned Check Clue Discovered
to the tavern, He said nothing, but let himselfin DC 15 While most of Ellie's miscellaneous belongings
to the third floor stairwell with a key, and no one remain scattered throughout the room, nothing
saw him leave. The patron assumes he stayed the of value remains, (Haver Sosinov made sure to
night with Ellie, but now that she's disappeared, gather up her gear before leaving.)
this does indeed look suspicious. Ifasked, Hari
Lorebb says that Zabados does indeed have a key
for the upper floor—it’s a duplicate of Ellie's, but
imprinted with a seashell-shaped rune.
DEVIL’S WORKSHOP
(On the floor under the window sits a small invisibility, blink, expediti Presents
brass key with ashell-shaped rune etched upon retreat, or alter self. He fig
it; the key fits the lock to Ellie's door and also only if cornered, using charm
unlocks thedoor to the stairs leading upto this personor suggestion to turn ene-
floor from the tavern below. (Sosinov plan mies to his side and resorting
this key here to help implicate Zabados once he to melee only if no other
used it to gain access to Ellie’s room.) option is available
Under the bed is a small, silver shirt button set Creature: Like most aquatic
with slivers of jade. The button is worth 100gp. elves of the Sea of Fallen Stars,
but no one in the Roaring Griffon recognizes it Zabados has pale blue skin
(This button belongs to Haver. It was acciden: Faint stripesofwhite mark the
tally torn from his shirt in the brief tussle that backs of his arms and legs
took place when hekidnapped Ellie. The button He's quite handsome, and
can beused asalinkto scryonHaver takes pains to remain well
the PCs don't know who he Is yet. If the PCs use groomed at all times,
the button to scry on him without knowing who 2 Zabados Dalamutha,
he is, Haver gains @ net +6 bonus on his Will Male Aquatic Elf Brd7: CR 7;
save to resist the scrying,) Medium humanoid (elf
aquatic); HD 7d6+14; hp 46;
ZABADOS Init +3; Spd 30 ft. swim 4o
Although the initial clues point to Zabados as the primary ft; AC 13 (touch 13, flat-footed
Suspect for the kidnapping, he is in fact unaware that Ellie 10); Base Atk +5 Grp +6
has been abducted. He returns to the Roaring Griffon for Atk/Full Atk +9 melee
his usual nightly performance (1d6+2/19-20, +1 rapier) or
just before sunset. He is +8 ranged (1d4+t, dart); SA
aloof and standoffish bardic music (countersong, >=
and has an initial fascinate, inspire courage +1 —
attitude of indiffer- inspire competence sugges- =
ent. If told that ay; SQ b dic knowl- a
Ellie has van 7, improved low-light
ished he vision; AL N; SV Fort +4, Ref
becomes visibly +8, Will +6; Str 12, Dex 16,
agitated for a Con 14,Int11,Wis13,Cha 16,
few moi Skills: Balance+5,Bluff +13,
before r nis Concentration +7, Diplomacy
his composure +5, Disguise +3 (+5 acting)
He realizes that the PCs
probably see him as a primary
Gather Information
Jump +3, Knowledge (local)
+15
100 All-New
Suspect, and tries
to disengage himself from the conver
ition to flee back to Coryl's lair as soon as possible. If asked
+5, Perform (act) +13,Perform
(dance) +8, Sense Motive +5
Powers
about the argument he had with Ellie, he tries to Bluff that Swim +9, Tumble +13 for every true M&M
itwas nothing more than a minor di ment about Feats: Breathing Link
conflicting schedules. (allows one creature within 5 Superlink™ fan
In fact, Zabados is dominated by Coryl Erazem, a vam- feet to breathe water), Land
piric mermaid who lives in an underwater ruin about a walker (allows Zabados to sur
Mile to the west of Marsember, His cousin Lashandra (the
Same tall woman with whom he is sometimes seen) is also
vive out of water for 42 hours).
Weapon Finesse. (Breathing POWER
CORRUPTED
dominated by Coryl. The vampire uses the two aquatic Link and Landwalker are
fives as living minions to attend her interests in Marsem described in detail in Races of
ter and beyond without exposing herself to undesirables. Faeriin)
A successful Sense Motive check (DC 15) allows anyone Languages Common
Whospeaks to Zabados to note that he is dominated. If he real- Aquan, Elve Serusan Coming soon
ittshe's been found out, or even if the questioning grows too Spells Known (3/4/3/1; base Mau toyour local
Uincomfortable, he tries to escape to the nearest canal, using DC = 13 + spell level): o— gaming store
www.ipjdesign.com
CORYL'S LAIR
Altar to Beshaba
\ = Seaweed Beds
ali |
Groton! square = 5 feet
MAGIC
PRACTICAL ™> Flooded Basement of
Ruined Sea-Tower
Spee |
Rocky Shoal
Forms Dome Over L
Sea Floor,
dancing lights, light, mage hand, message, prestidigitation, dos. Zabados fell under Coryl's spell when he noticed a
summon instrument; tst—charm person, detect secret doors, strange new darkness and cruelty in his cousin's attitude
expeditious retreat, feather fall:2nd—alter self. cat's grace, and followed her back to Cory!’ lair late one night.
invisibility, heroism; 3rd—blink, slow. Zabados fears for his cousinis safety, and begs the PCs to
Possessions: +1 rapier, 2 darts, wand of hold person (44 help rescue her from Coryl. He continues to plead his inno-
charges), wand of cat's grace (5 charges), potion of remove fear, cence in Ellie's disappearance, but he infers that he might
performer's outfit, watertight costume case, 9 pp, 17 gp. know something about where she may have gone. He wonlt
Development: If Zabados is freed from domination, he divulge this information until Lashandra is safe. If the PCs
reveals that he and his cousin have been, for the past sev- don't manage to free him from Coryl's influence, Zabados
eral months, under the influence of a beautiful mermaid can still lead them to her (either by bringing a charmed PC to
with eerie powers. This mermaid, named Coryl, uses Zaba- her or by bluffing the PCs that Coryl can help them).
dos to entice lonely and desperate people to visit her with What Zabados does not know is that Coryl Erazemisactu
claims that she can read and influence the future. It's been ally a vampire who uses Bluff and Disguise to hide her true
Zabados's responsibility to find such individuals in town nature, She dominates her victims and then feeds on them,
and to bring them to Coryl. They invariably accept Coryt's leaving their corpses for her shark minions to devour
invitation, and for the next few days, Zabados is sent back
to Marsember. He doesnit actually know what happens to THE SEA VAMPIRE'S LAIR (EL 11)
these people, but he has never seen any of them again Coryl Erazems lair is located in the flooded basement of a
More than once, he's found fresh humanoid bones near ruin d sea-tower a mile west of Marsember, some 300 feet
Cory!'s home. Of course, these could just be victims of local offshore. All that remains of the ruins is a low shoal of
monsters, but Zabados suspects foul play stone that protrudes from the surface at low tides. If
When Coryl does not have guests, he stays with her and approached at night, there is a 109 chance that Coryl is
serves at her pleasure. Zabados’s cousin Lashandra stays resting on the ruin-shoal gazing at the moon and stars
with Coryl most of the time, patrolling the area and tend- Otherwise, she can be found within the grotto.
ing to the sharks that infest the waters. Lashandra has Underwater, much of the ruins are shrouded by sea!
been serving Coryl for at least a month longer than Zaba- weed. The seaweed obscures vision and grants conceal-
z=3
a3
OS2
ment. Movement through the seaweed costs double. The Seven sharks patrol the waters around the mound. Of
tower ruins form a bulbous mound underwater; Coryl used these, one is Coryl's animal companion, and the other six
numerous stone shape spells to create a dome-shaped lair to are wild sharks she has befriended.
hide in during the day. Several underwater openingsonthe Inside the mound, Coryl's lair is defended by four
northern half of the dome allow access to the chamber aquatic ogre s and a zombie giant crocodile. These
inside. The top of the dome protrudes from the surface undead lurk in the seaweed and attack anyone not accom
during low tide, but the surrounding sea floor is 30 feet panied by Coryl, Lashandra, or Zabados. The mermaid
down. A powerful riptide around the dome counts as vampire herself lurks in the southern reachesof the grotto,
tough water for the purposes of making Swim checks any but sometimes lounges onthe roof during night low tides
where within 30 feet of the northern face of the dome. to stargaze
Inside, the grotto's floor is stone covered with a layer of Coryl is a hauntingly beautiful mermaid, with long
sand and a sprinkling of shells thick, blood-red hair woven with strings of shells and
A coral altar dedicated to Beshaba protrudes from the pearls. Her skin is a pale silver in hue, deepening toabril
Sand in the southern reach of the grotto. Coryl casts dese liant scarletonher fish-like tail. She uses her skill in dis
(rate spells daily on the altar (oneatdawn, one at dusk), so guise to hide her sallow complexion and murderous shark
Within a 20-ft. radiusofthe altar clerics suffer a -6 profane like fangs. She takes great delight in tormenting her prey
penalty on turn undead checks, and any undead in the area with horrifying tales before feeding from them. Although
gaina+2 profane bonuson attack rolls, damage rolls, and she has several undead minions, she’s somewhat wary
saving throws and gain +2 hit points per Hit Die about creating more vampires or vampire spawn, since this
Creatures: Coryl has many undead guardians and min: would increase the number of victims she needs to pluck
jons, The most dangerous minion, of course, is Lashandra, from the surrounding region, thus increasing the chances
Zabados’s cousin. During the day while Coryl sleeps of her being discovered. Nevertheless, she has been enter
lashandra patrols the waters surrounding the dome. At ining the concept of rewarding Lashandra’s service with
hight, she rests for a few precious hours but spends the eternal unlife
test of the time inside the dome attending to Coryl's needs Lashandra is a grim-looking aquatic elf with mostly bl
or providing her an audience for her unholy sermons skin except for patches of white on her shoulders and back.
Her shoulder-length green hair is wild and unkept, and a 1st—bane, deathwatch, entropic shield, sanctuary, shield of|
dangerous, almost sadistic gleam shines in her eyes. Her faith, true strike*; 2nd—desecrate (2), hold person, invisi- |
time spent under Coryl's domination has enhanced her cru- bility*, sound burst; 3rd—bestow curse, dispel magic, non-
elty. Unlike Zabados, Lashandra has recently deduced detection*, prayer.
Coryl's true nature, and is darkly intrigued by the prospect *Domain spell. Domains: Fate (gain uncanny dodge as a
of becoming a vampire herself. 4th-level rogue), Trickery (Bluff, Disguise, and Hide are
2 Coryl Erazem, Female Merfolk Vampire Clr6— class skills).
Beshaba: CR 8; Medium undead (aquatic); HD 6d12; hp Possessions: +1 glamered chain shirt, +2 periapt of wisdom,
39; Init +8; Spd 5 ft., swim 50 ft.; AC 25 (touch 14, flat- ring of counterspells (searing light), scroll of
death knell, scroll
footed 21); Base Atk +4; Grp +7; Atk +7 melee (1d6+3 plus of water breathing, unholy symbol, vial of unholy water,
energy drain, slam); Full Atk +7 melee (1d6+3 plus energy pouch of silver dust (25 gp).
drain, slam); SA blood drain, children of the night, create @ Lashandra Aldine, Female Aquatic Elf Rgr6: CR 6;
spawn, dominate (DC 17), energy drain, rebuke/command Medium humanoid (aquatic, elf); HD 6d8+18; hp 545 Init +3;
undead 7/day, spells; SQ alternate form, amphibious, Spd 30 ft. swim 40 ft; AC 17 (touch 13, flat-footed 14); Base
damage reduction 10/silver and magic, darkvision 60 ft., Atk +6; Grp +8; Atk +9 melee (1d8+2, master-
fast healing 5, liquid form, low-light vision, resistance work trident) or +11 ranged (1d843, +1 aquatic
to cold 10 and electricity ro, turn resistance +4, composite longbow); Full Atk +9/+4 melee
uncanny dodge, undead traits, vampire weak- (1d8+2, masterwork trident) or +9/+9/+4
nesses; AL NE; SV Fort +5, Ref +8, Will +12; Str ranged (1d8+3, +1 aquatic composite long-
16, Dex 19, Con —, Int 16, Wis 20, Cha 18. bow); SA archery improved combat style,
Children of the Night (Su): Once per day favored enemy (animals) +2, favored enemy
Coryl can call forth a pack of 346 medium (humans) +4, spells; SQ animal companion,
sharks. They arrive in 246 rounds and serve wild empathy +9; AL NE; SV Fort +10, Ref
for 1 hour. +8, Will +3; Str 15, Dex 17, Con 16, Int 12,
Alternate Form (Su); Coryl can assume Wis 12, Cha 13.
the form of a crocodile, shark (medium or Skills: Climb +2 (+4 with ropes),
large), or squid as a standard action. This Escape Artist +3 (+5 with ropes)
ability is similar to polymorph (caster level Handle Animal +8, Hide +12, Knowl-
rath), except she does not regain hit points edge (nature) +8, Listen +12, Move
for changing form and must choose from the forms Silently +12, Profession (sailor) +2, Search +3, Spot
mentioned above. When in an alternate form, she loses her +12, Survival +12 (+14 in natural aboveground environ-
slam attack and gains the natural weapons and extraordi- ments), Swim +10, Use Rope +8.
nary special attacks of her new form. Feats: Endurance", Manyshot", Point Blank Shot, Rapid
Liquid Form (Su): At will as a standard action, Coryl can Shot", Survivor, Track", Weapon Focus (longbow).
assume liquid form. This duplicates the effect of gaseous Languages: Common, Aquan, Elven, Serusan.
form (caster level 5th), but it may be maintained indefi- Region: Aquatic Elf.
nitely and grants a land speed of 20 and a swim speed of Spells Prepared (2; save DC = 11 + spell level): 1st—charm
20, rather than a fly speed. When immersed in water in animal, hunter's mercy.
this form, she gains concealment. Possessions; +1 studded leather, +1 aquatic composite long-
Vampire Weaknesses: Coryl is not harmed by running bow (+2 Str), 20 arrows, 20 sea arrows, terwork trident,
water, but all other weaknesses associated with vampires potion of cure light wounds, scroll of speak with animals,
still apply. scroll of bear's endurance, ro pp, 16 gp.
Skills: Bluff +21, Concentration +11, Diplomacy +6, Dis- The aquatic composite longbow and sea arrows (detailed
guise +13 (+15 acting), Hide +12, Intimidate +6, Knowledge in Races ofFaeriin) can be used underwater without penalty
(arcana) +5, Knowledge (history) +4, Knowledge (religion) with a range increment of 60 feet.
+9, Listen +15, Move Silently +12, Search +11, Sense Motive 2 Namdi, Medium Shark Animal Companion: CR —
413, Spellcraft +12, Spot +15, Swim +11 Medium animal (aquatic); HD 54845; hp 29; Init +3; Spd
Feats: Alertness", Combat Reflexes*, Discipline, swim 6o ft; AC 18 (touch 13, flat-footed 15); Base Atk +3;
Dodge*, Improved Initiative*, Lightning Reflexes®, Grp +5; Atk/Full Atk +6 melee (1d8+3, bite); SA —; SQ eva
Mobility, Spring Attack. sion, keen scent, link, share spells; AL N; SV Fort +5, Ref
Languages: Common, Aquan, Chondathan, Elven, +7, Will +2; Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2.
Gnome, Halfling. Skills: Listen +7, Spot +7.
Spells Prepared (5/5+1/4+1/3+1; save DC = 15 + spell Feats: Alertness, Improved Natural Attack (bite), Weapon
level): o—detect magic, guidance (2), resistance, virtue; Finesse*,
Tricks: Attack (all creatures), Come, Guard, Track. silver mirror that Coryl owned in life; though it is now cov-
Large Sharks (6): hp 38 each; Monster Manual 279, ered with a shroud of seaweed, it's still worth 200 gp. Ona
Giant Crocodile Zombie: CR 4; Huge undead; HD rock shelf near the covered mirror sits a jeweled golden
14di24+3; hp 117; Init +0; Spd 20 ff. (canit run), swim 30 ft; comb worth 350 gp and an ivory coffer worth 150 gp. The
AC 19 (touch 8, flat-footed 19); Base Atk +7; Grp +24; coffer contains 200 gp, 60 pp, and a set of four color-
Atk/Full Atk +14 bite (248413) or +14 tail slap (1d12#13); SA changing iol stones that Coryl uses in her bogus fortune-
=; SQ single actions only, DR 5/slashing, darkvision 60 telling; each stone is worth 50 gp. Sitting on another rock
fk, undead traits; AL NE: SV Fort +4, Ref +4, Will +9; Str shelf are three small nautilus shells, each filled with 50 gp
29, Dex 11, Con —, Int —, Wis 10, Cha 1. worth of diamond dust, and 4 onyx stones worth 150 gp
Feats: Toughness. each, A seaweed basket nearby holds five stoppered nau-
2 Merrow (aquatic ogre) Skeletons (4): CR 2; Large tilus shells; each contains a vial of unholy water.
undead; HD 4dr2; hp 26 each; Init +4; Spd 30 ft, swim Development: Although she is evil, Coryl does not nec-
40 ft.; AC 11, touch 9, flat-footed 11; Base Atk +2; Grp +11; essarily immediately attack intruders. Given time and at
Atk/Full Atk +6 melee (1d6+7, claw); SA —; SQ damage least a few minutes of advance warning (which is the case
reduction 5/bludgeoning, immune to cold; AL NE; SV if Zabados is still dominated), she slips out of hiding to wel-
Fort +1, Ref +1, Will +4; Str 21, Dex 10, Con —, Int —, come them to her abode, She uses her Disguise skill to
Wis 10, Cha 1. conceal her vampiric nature when she meets with others.
Feats: Improved Initiative. Naturally suspicious of adventurers, her initial attitude is
Tactics: Lashandra hides if she notices the approaching unfriendly (or hostile if she or her minions have already
PCs before they notice her. She starts combat by casting been attacked). If made friendly, she agrees to answer one
War's endurance on herself (Namdi shares the benefit of question the PCs may have for her. If made helpful, she
this spell) on the first round of combat. answers any questions the PCs may have for her. Sample
Coryl uses her ability to summon sharks as soon as she questions and responses follow.
fealizes that the PCs are in the area. She then sends these What do you know about Ellie's disappearance? Coryl
sharks out to support Lashandra and the sharks already admits that she has several spies lurking in the canals of
present in the water. Ifa PC makes it into her grotto, she Marsember, and one recently reported seeing a particularly
attempts to dominate the strongest-looking character. She foul-smelling creature lurking near the Roaring Griffon.
then casts inflict wound spells, delivered with her slam attack Her spy recognized the creature as Haver Sosinov, a tattoo-
{along with her energy drain), using Spring Attack and her covered lacedon ghast Coryl knows to be a favored minion
high movement rate to her advantage. Coryl may even of a local necromancer named Delthrin. Two nights ago,
attempt a targeted dispel magic to eliminate a PC's water- her spies noted that Haver was watching Zabados as well.
breathing magic, She then bargains for the character's life, If she learns that Ellie has vanished, Coryl immediately
offering to use her water breathing scroll to save the hero. suspects Delthrin and his lacedons are behind it. She sees
If reduced to o hit points, Coryl is forced into liquid them as competitors, and tries to convince the PCs to con-
formand flees to her coffin via a narrow passageway in the front Delthrin about the situation. Any trouble for Delthrin
southern reach of the grotto. Her coffin is located in a is good news for Coryl
Sunken cave on the sea floor (200 feet below the surface) Will you free Lashandra and/or Zabados? If the party
tne mile to the south, and is guarded by three aquatic elf demands that Lashandra or Zabados be freed, Coryl offers
vampire spawn. to do so only if the PCs promise to leave her alone to con-
Treasure: Coryl keeps a fairly large stash of treasure in tinue her unique ministry amongst the underprivileged of
the southern end of her lair. Leaning against a wall is a Marsember. Ofcourse, she also knows Lashandra has
w tide (early morning and early evening) the bodies of what were sk led laborers or experts in life, he has
h is 5 feet lower. The murky water grants a +2 discovered a way to anii ate zombies that are unusually adept
penalty on Spot and Search checks into (or atperforming menial, repetitive, but nonetheless skilled tasks
Within) the water. The doors are made of oak and rein 35 stonemasonry, smithing, trapmaking, locksmithing,
forced with iron; the damp nature of the dungeon tends to and even copying text.These zombies function inallwayssim-
take the doors stick and difficult to open ilar to regular zombies, except that their natural inclination is
Delthrin has warded the entire catacomb with a perma ue working at their chosen task. A mason zombie, for
pent Mordenkainen's private san m spell. As a result example, continues tocarve tunnelsifleft uncontrolled, while
anyone looking into area 1 from outside sees only d continues to craft locks. If attacked, the
and hears nothing, Divination (scrying) spells cannot pe ut if they survive they return totheir tasks
teive anything in the catacombs, and beings within are with whatevermaterials are at hand, The products created by
Immune to detect thoughts nctional at best; the artistic spark and
¥ Catacomb Doors: 1 in. thick; Hardness 5;hp 10: reak required to make masterwork objects or aestheti-
DCH, ng work is beyond them,
© Catacomb Walls: 1 ft.thick; Hardness8;hp 90;Br n order to aid in guiding e zombies’ work, Delthrin
DC35;ClimbDC 1, has recruited several lacedon experts culled from
flooded warrens below Marsember's graveyards. The
THE WORKING UNDEAD
Delthrir’s necromantic studies have allowed him to animate zombies on a new project, but
gombies for purposes other than combat, By selecting the mes given to defend the dungeon from intruders.
Creatures: Six more zombie stonemasons work here, Creatures: This room contains a platoon of scrivener zom-
slowly clearing away rubble and rebuilding stairs. They bies that perform piecework under the direction ofa pair of|
ignore the sounds of combat in area 4, but they attack any lacedon calligraphers. The end results are not artistic, but are
living creatures approaching within 15 feet of the stairs. much more presentable than one would think, Completed
2 Human Zombie Stonemasons (6): hp 16 each; see books are relocated and sold to merchants in bulk.
The Working Undead (page 45). 2 Human Zombie Scriveners (12): hp 16 each; see The
Working Undead (page 45).
6. THE OLD QUAYS (EL 8) Lacedon Calligraphers (2): hp 20 each; see The Work-
ing Undead (page 45).
Five ancient pillars risefrom the sloshing waters ofthe
western half ofthis large chamber. A long stone pier 8. WORKROOM CEL 6)
tuns along the eastern portion of the room. A red light
glows in a large archway in the eastern wall, from. This room is dominated by a long U-shaped table cov-
which issues the discordant sounds of metalwork.The ered with small metal plates, screws, springs, hasps, and
southern end of the room is mostly filled with large wires, along with numerous tools and curious devices.
wooden boxes and crates, though steps lead up to a
raised platform to the southwest. Creatures: As in room 7, this room is “staffed” by undead |
workers, Delthrin has not yet found any suitable bodies to ani-
The large wooden boxes and crates to the south are mate as zombie locksmiths or trapmakers to serve under the |
filled with corpses, intact skeletons, and loose bones or lacedon experts here. Until then, he allows the four lacedons to
body parts scavenged from graves, shipwrecks, and the work at their own pace; as they finish projects, they are
nearby wilderness. rewarded with nice, ripe body parts harvested elsewhere.
Creatures: Four zombie stonemasons work at expanding Lacedon Locksmiths (2): hp 20 each; see The Work:
the northern portion of the room under the direction of ing Undead (page 45).
two lacedon stonemasons. Eight more zombies move loads Lacedon Trapmakers (2): hp 20 each; see The Work-
from the workrooms to the east to the waiting boats ing Undead (page 45).
moored at the stone piers.
Four lacedon ghasts lurk in the water, one at each pier. 9. FOUNDRY (EL 9)
‘They attack anyone they don't recognize. The action of the
sudden attack is enough to rile up the zombies, who aban- This long chamber is split nearly in two byapair
ofroar-
don their tasks to join in the fray; if the PCs can make it ing foundry fires. Anvils line each side of the room, and
through this chamber without being attacked by any of the numerous metal rods and plates lie heaped upon tables
lacedons, the zombies ignore them. nearby, ready to be forged into weapons and armor.
2 Human Zombie Stonemasons (12): hp 16 each; see
‘The Working Undead (page 45). This large foundry is set up to produce both weapons
Lacedon Stonemasons (2): hp 20 each; see The Work- and armor. Weaponsmithing takes place in the western
ing Undead (page 45). wing of the forge, while armorsmithing occurs to the east.
Lacedon Ghasts (4): hp 31 each; Monster Manual 119. The heat here is high, but not quite intolerable. Weapons
Development: Ifcombat breaks out here, the undead in areas and armor are shipped to merchants on a daily basis as
7-9 quickly respond. The lacedons order the zombies to aban- they are finished.
don their tasks and move into area 6to joininthebattle, after Creatures: A total of 12 skilled zombies toil here, six work-
which the lacedons themselves focus theirattacks onclerics, pal- ing on armor and six on weapons. They are overseen by six
adins, and other characters whoseem to be particularly effective lacedons, three armorsmiths and three weaponsmiths.
against the undead. This battle can quickly tum into a major Both forges consist of an iron box inscribed with a call.
conflict, especially if noneofthePCscantumundead, sobepre- ing diagram, within which a large fire elemental has been
pared to run a large battle before the players reach this area. bound with a planar binding spell.
2 Human Zombie Smiths (12): hp 16 each; see The
7. COPY ROOM CEL 6) Working Undead (page 45).
This room is dominated by a long, U-shaped table at
Lacedon Armorsmiths (3): hp 20 each; see The Work-
ing Undead (page 45).
which are seated a dozen of workers hunched over
2 Lacedon Weaponsmiths (3): hp 20 each; see The
books, papers, quills, and inks. Some are sewing the
Working Undead (page 45).
leaves and covers of books together, while others Large Fire Elementals (2): hp 65, G2; see Monster
inscribe texts from copy samples. Manual 99.
Tactics: The undead fight to defend their forge if they Possessions: Masterwork chain shirt
haverit already joined a combat in area 6. The fire elemen: Tactics: If they witness a disturbance in area 6, one of
tals have agreed to erve as foundry fires, and have no the ghasts slips into area 11 to warn Haver while the other
interest in defending the forge from intruders. If either hides nearby and readies an action to attack anyone who
one takes damage in the battle, both of them surge out of tries to open the door.
the forges to fight back
Il. HAVER’S HAVEN (EL 10)
10. SUPERVISOR'S PLATFORM (EL 5)
The floor, walls, and ceiling of this room are of
polished
A platform rises at the corner of the quay, five feet marble, and the furnishings are of stately dark wood,
above the rest of the floor. Several tables are arranged polished to a shine. A long, mirrored dressing stand
here, most covered with charts and ledgers. A set of displays a variety of elaborate wigs and masks, as
steps ascends the side of the upraised area, and a might be worn at a masquerade ball. Elsewhere in the
single door is in the nearby wall room, mannequins garbed in elegant fashions pose,
though some are rather strangely marred and re-cut
Delthrin has been doing brisk business with his from their original beauty—one is absent an arm,
undead-forged armor and weapons and zombie-penned another is contorted in an impossible pose, and a third
books, as anyone who looks through the ledgers on this has only a portion ofits head. A large locked chest sits
desk cantell, The papersalsoinclude alargelist of census against the west wall, partially hidden by a ruined
reports and obituaries, Many names are circled; most of courtier's outfit.
these names are of dead locksmiths, scribes,
carpenters, sculptors, shipwrights, and other Creatures: This is Haver Sosinov's personal chamber, where
skilled individuals. Some aren't quite dead he indulges his fancy for fine clothes and mundane
yet. These are, of course, potential zom disguises. Sometimes he practices duplicating
bies for future projects. These papers them with his hat of disguise, and at other
can go a long way toward proving times he seeks to improvethedesigns from
Delthrin doesn't have Marsember’s his own twisted imagination.
best interests at heart, and Con Haver is a spellstitched lacedon
stable Truesil adds an additional S ghast (details on the spellstitched
500 gp per PC if they turn these yy template appear on page 215 of
documents over to her. Monster Manual 1!, but everything
Creatures: Two lacedon ghasts required for play is reprinted
stand guard here, part of Haver Sosi below). He typically uses his hat of dis
nov's personal entourage. guise to appear as he did in life, a rakishly hand
Lacedon Ghasts (2) some man with long brown hair, brown eyes,
AC a1, touch ra, flat and a fair complexion. In his true form, Sosi
footed 18; hp 31 each; nov's soggy, rotten flesh is covered with
Monster Manual 119. hundreds of arcane rune tattoos
Skills: Balance +6 2 Haver Sosinoy, Male Spellstitched
Climb +8, Hide +7, Jump Lacedon Ghast Rogs: CR 9; Medium
+8, Move Silently + undead (aquatic); HD 4dra+5d6+3
Spot +8. hp 57; Init+7; Spd 30ft.swim 30
ft; AC 22 (touch 14, flat-footed
19); Base Atk +5; Grapple +9
Atk +10 melee (1d8+5 plus dis:
ease and paralysis, bite) or
+10 melee (1d6+4 non
lethal, masterwork sap);
2 Full Atk +10 melee
(1d8+5 plus disease and
paralysis, bite) and +8
melee (1d4+3 and
paralysis, 2 claws)
or +10/+5 melee
(1d6+4 nonlethal, masterwork sap); SA ghoul fever, paraly- +f Poisoned Clothes: CR 4; mechanical; touch trigger;
sis, sneak attack +346, spell-like abilities; SQ +4 tum resist- automatic reset; poison (sassone leaf residue, DC 16 resists,
ance, damage reduction 5/magic silver, darkvision 60 ft., adi2 hp/1d6 Con); Search DC 30; Disable Device DC 20.
evasion, spell resistance 18, uncanny dodge, undead traits; ‘Treasure: Haver's collection of masks and wigs is worth
AL CE; SV Fort +4, Ref +10, Will +9; Str 18, Dex 17, Con —, 400 gp, and his mannequins and wardrobe chests hold
Int 13, Wis 14, Cha 16. five royal outfits and five noble outfits. The furniture in this
Skills: Balance +5, Bluff +9, Climb +11, Diplomacy +5, room is also quite valuable: it's worth 1,500 gp and weighs
Disable Device +7, Disguise +11 (+13 acting), Hide +13, 1,000 Ibs.
Intimidate +5, Jump +13, Open Lock +9, Move Silently +12,
Sleight of Hand +11, Spot +9, Swim +12, Tumble +14. 12. SECRET PASSAGE (EL 9)
Feats: Empower Spell-Like Ability (Igedrazaar's miasma), This empty passageway is accessible only by secret doors,
Improved Initiative, Multiattack, Toughness. all of which are equally well hidden on both sides. A suc-
Spell-Like Abilities: 3/day—mage armor, Igedrazaar's miasma, cessful Search check (DC 25) is required to find one of
1/day—command undead, obscuring mist, stinking cloud, these doors.
undead torch. Caster level gth; save DC 13 + spell level. Trap: Delthrin has warded all four of the secret doors
Possessions: +1 amulet of mighty fists, hat ofdisguise, ring of that lead into this hallway with fire traps. The fire traps have
protection +1, cape of the mountebank, masterwork sap, mas- been attuned to Delthrin, Haver, and all of the lacedon
terwork thieves’ tools, 83 pp, golden collar worth 500 gp. 2 ghasts; anyone else who opens one of the doors triggers
pearls worth 50 gp and 100 gp, silver signet ring of House the trap.
Everet (50 gp), key to locked chest. 4" Fire Trapped Secret Door (4): CR 5; spell; spell trig:
Lacedon Ghasts (2): AC 21, touch 12, flat-footed 18; ger; no reset; spell effect (fire trap, rath-level wizard, 1d4+12
hp 31 each; Monster Manual 119. fire, DC 20 Reflex save half damage); Search DC 29; Dis-
Skills: Balance +6, Climb +8, Hide +7, Jump +8, Move able Device DC 29.
Silently +7, Spot +8.
Possessions: Masterwork chain shirt. 13, THE HONEYMOON SUITE CEL 12)
‘Tactics: If Haver realizes that the catacombs have been
invaded (most likely because he hears combat in area 6 or This elegant room is floored in polished gray marble
the undead in area 10 alert him of the same), he quickly with veins ofblue. The gleaming columns that support
runs to area 13 to inform Delthrin, Delthrin responds by the ceiling are fashioned of the same material, Sump-
summoning 143 bearded devils with summon monster VI, tuous antique blue and gray divans sit against the
and sends Haver and the devils back to this area to stop the walls, and several polished tables, decorative screens,
PCs, It takes five rounds for Haver to leave, inform and brass braziers stand elsewhere. One table holds
Delthrin, and return with the diabolical reinforcements. large silver bowls of fruit, bread, and nuts, alongside
The devils themselves reach this area only one round after several bottles of wine and two crystal goblets. A large
being summoned by Delthrin, so atbest (if they encounter stuffed and mounted draconic lion, complete with
the PCs here in area 11), they'll have 11 rounds to fight golden wings, stands against the north wall, silently
before the summon monster VI spell expires. menacing the room.
Haver keeps mage armor active at all times; the bonus to
his Armor Class is included in his stat block. He uses Ige- This room is Delthrin's private chambers, where he goes
drazaar’s miasma and stinking cloud against clusters of ene- to rest, relax, and plan new uses for his undead “tools.” He
mies, those engaged with undead, and in particular against has other sleeping quarters, laboratories, and storerooms
spellcasters. He casts undead torch upon himself before scattered in hidden areas throughout Marsember, but this
engaging in melee. If hard-pressed, he may use Bluffto one is perhaps his favorite.
create a distraction and hide or else use his cape of the Creatures: The primary guardian of this chamber is the
mountebank to flee to Delthrin’s side. The lacedons attempt “stuffed lion’ that stands near the north wall. This is, in
to flank opponents with Haver. fact, a dragonne zombie.
Trap: The large locked chest contains all but one of Delthrin himselfismost likely encountered here as well,
Haver's royal outfits. The chest can be opened with a key along with his shocker lizard familiar, Sirjo. The lizard
he carries, or with a successful Open Lock check (DC 30). gnaws upon apile of bones in an large ceramic bowl next
Although the chest is not trapped, the clothing inside is. to Delthrin’s chair. Delthrin lets Haver Sosinov deal with
Haver coats the inside of his royal outfits with sassone leaf intruders, but if one of the undead is forced to retreat here
residue. Of course, anyone who wears these clothes comes to warn him, Delthrin responds by casting summon monster
in contact with the poison; being undead, Haver has little VI to summon 143 bearded devils. He sends the devils out
worry about being poisoned by the clothes. to attack the PCs while he plans his escape.
The final inhabitants of this room are Eloranta “Ellie” dle ioun stone (sustains without food or water), wand ofener-
Naslun and her viper familiar Mazin. When Ellie first vation (9 charges), potion of cure serious wounds,
arrived here a few nights ago, Delthrin laid out his ® Sirjo, Shocker Lizard Familiar: hp 22; Monster
desires to trade secrets and use her knowledge of magi- Manual 224.
cally animating objects to enhance his undead minions. Eloranta “Ellie” Naslun, Female Human Expr/Wizro:
Ellie found his suggestion interesting, but would rather CR 10; Medium humanoid; HD 1d6+1 plus 1od4+10; hp
use his secrets to enhance her own business and skills. 4t; Init +2; Spd 30 ft; AC 14 (touch 14, flat-footed 12); Base
For the last few days, she has successfully bluffed Atk +5; Grp +5; Atk/Full Atk +5 melee (1d3 nonlethal,
Delthrin into thinking that she's interested in becoming unarmed strike); SA spells; SQ viper familiar (named
his business partner, when in fact she’s surreptitiously Mazin); AL N; SV Fort +4, Ref +5, Will +11; Str 11, Dex 14,
learning his secrets and waiting for a chance to escape Con 12, Int 20, Wis 14, Cha 16,
with his gear. Skills: Appraise +11, Balance +4, Bluff +15, Concentra-
Delthrin Everet, Male Human Necy/Lors: CR 12; tion +11, Decipher Script +6, Diplomacy +11, Disguise
Medium humanoid; HD 12d4+12; hp 44; Init +2; Spd 30 +7, Forgery +9, Gather Information +9, Knowledge
fi; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +5; Atk (arcana) +16, Knowledge (architecture & engineering)
47 melee (1d4/19-20, masterwork dagger) or +9 ranged +7, Knowledge (dungeoneering) +7, Knowledge (geog-
(id4/19-20, masterwork dagger); Full Atk +7/+2 melee raphy) +10, Knowledge (history) +8, Knowledge (local)
(id4/19-20, masterwork dagger) or +9 ranged (1d4/19-20, +10, Knowledge (nature) +6, Knowledge (nobility) +10,
masterwork dagger); SA spells; SQ applicable knowledge Listen +8, Profession (bookkeeper) +3, Sense Motive
secret, lore +10, prohibited schools (evocation and illu- +10, Sleight of Hand +6, Spellcraft +21, Spot +4,
sion), secrets of inner strength, weapon trick secret; AL Tumble +7.
NE; SV Fort +6, Ref +5, Will +11; Str tr, Dex 15, Con 13, Int Feats: Brew Potion, Craft Wondrous Item, Negotiator,
22, Wis 10, Cha 8. Quicken Spell, Scribe Scroll, Silver Palm, Skill Focus
Skills: Appraise +10, Concentration +18, Craft (black- (bluff), Spell Mastery (dispel magic, invisibility, mage armor,
smithing) +7, Craft (bookbinding) +7, Craft (calligraphy) magic missile, tongues).
+7. Craft (locksmithing) +7, Craft (stonemasonry) +8, Languages: Common, Chondathan, Elven, Serusan.
Craft (trapmaking) +8, Decipher Script +7, Gather Infor- Spells Prepared (4/6/5/4/4/3; save DC = 15 + spell level):
mation +10, Listen +2, Knowledge (arcana) +23, Knowl- o—dancing lights, detect magic, mage hand, message; 1st—
edge (architecture and engineering) +15, Knowledge detect secret doors, endure elements, expeditious retreat, mage
(local) +15, Knowledge (religion) +20, Spellcraft +22, armor (2), magic missile; 2nd—alter self, darkvision, glitter-
Spot +2. dust, knock, minor image; 3rd—dispel magic, fly, shrink item,
Feats: Alertness (as long as Sir} in arm's reach), Craft tongues, vampiric touch; 4th—dimension door, dimensional
Wand, Craft Wondrous Item, Discipline, Improved Famil- anchor, minor creation, phantasmal killer; sth—feeblemind,
iar, Leadership, Point Blank Shot, Scribe Scroll, Skill Focus passwall, quickened true strike,
(Knowledge—arcana), Silent Spell. Spellbook (contains all spells currently prepared plus the
Languages: Common, Aquan, Draconic, Elven, Infernal. following): o—all cantrips; rst—identify; 2nd—bear's
Spells Prepared (5/7/7/6/5/5/4; save DC = 16 + spell endurance, rope trick; 3rd—arcane sight, water breathing:
level): o—detect magic, detect poison, mage hand, 4th—Leomund’s secure shelter; 5th—overland flight.
open/close, touch offatigue; 1st—endure elements (already Possessions: +2 headband of intellect, +2 ring of protection.
cast), mage armor (already cast, extended by his metan Heward’s handy haversack, spellbook.
agic rod), obscuring mist, protection from good, ray of enfe Mazin, Tiny Viper Familiar: hp 20;Monster Manual 280.
blement (2), shield; 2nd—command undead, darkvision Zombie Dragonne: CR 6; Large undead; HD
{already cast, extended by his metamagic rod),false life, 18d12+3; hp 120; Init +1; Spd 4o ft. (can't run), fly 30 ft.
Igedrazaar’s miasma (2), spectral hand, touch of idiocy, AC 20 touch 11, flat-footed 19; Base Attack +9;
jrd—deep slumber, nondetection (already cast on Ellie, Grp +18; Atk +13 bite (2d6+5); Space/Reach ro ft./5 ft.; SQ
extended by his metamagic rod), protection from energy, single actions only, DR 5/slashing, darkvision 60 ft.,
suggestion, tongues, vampiric touch; 4th—dimension door undead; AL CE; SV Fort +6, Ref +7, Will +11; Str a1, Dex 13,
(2). fear, dispel magic (silent), lesser globe of invulnerability; Con —, Int —, Wis 10, Cha 1.
sth—cloudkill, dimension door (silent), summon monster V, Tactics: If Haver alerts Delthrin to the presence of
waves of fatigue (2), Gth—eyebite (2), greater dispel magic, intruders, Delthrin summons 143 bearded devils, as
summon monster VI. detailed in the Tactics section of area 11. As long as the
Possessions: +1 light fortification mithril buckler, 2 master- bearded devils remain within roo feet of area 13,
work daggers, +2 gloves of dexterity, headband ofintellect +2, Delthrin is able to stay abreast of the battle via their
rod of extended metamagic, necklace ofadaptation, clear spin- telepathy; he orders them to send him brief updates each
‘Treasure: Two crystal goblets (50 gp each), three silver
bowls (80 gp each), and three bottles of fine wine (60 gp
each). The furniture here is worth 3,000 gp total and
weighs 1,000 Ibs.
Development: If Delthrin escapes but Ellie remains
alive, she quickly sets about searching the chamber for
secret doors. She knows Delthrin has a hidden chamber
nearby, but not how to get to it. She finds the notion that
the PCs are here to “rescue” her quaint, but ultimately
unnecessary as she believes she had the situation well in
hand. Until she can find the necromancer's notes on
creating his skilled undead (hidden in area 14) she
refuses to leave.
“Foundation of Flame” is the eighth adventure in the Shack- deeply into the awakening volcano to confront the
led City Adventure Path, and represents the beginning of Cagewrights for the first time and to prevent them from
the final story arc in the series. In these last three adven- transforming Cauldron into a gateway to Carceri, In the
tures, the PCs finally get to make some important decisions final adventure, “Asylum” (appearing in DUNGEON #115),
and strike decisive blows against the Cagewrights and the the PCs finish the job of defeating the Cagewrights after
sinister forces that have organized them. they flee to their home base in the ruins of Shatterhorn,
In the next adventure, “The Thirteen Cages” (appearing and confront the demon lord Adimarchus himself in his
in Dunceon #114), the PCs return to Cauldron and delve
Jenya Urikas has called a meeting of the towns remain- reminds them of this on a few occasions, They should feel
ing powerful, influential, or perceptive members. She the weight of this responsibility, and know that suffering
intends to determine a course of action for the city, includ- could arise if they make the wrong choice
ing compiling alist of potential replacements for the lord The various participants at the meeting are detailed
mayor's office. In addition to inviting the PCs, she also below. Only brief statistics aregiven for each, for two rea-
invites all other allies to the cause, including clerics from sons. First, when combat breaks out (see Insanity Plea,
the other temples (excluding the now closed temple of Wee below), the majority of these NPCs quickly flee. Even if
jas), prominent merchants, and members of the Chisel they were to remain, only a few of them are capable of pro-
and the StridersofFharlanghn viding concrete assistance. Second, many of the NPCs at
Jenya’s invitation list also includes the heads of Cauldroris this meeting have played key roles in prior adv ntures in
most important noble families, some of which are parentsof the series. As a result, they may have progressed in wildly
NPCs the player characters might have already encountered different ways in different campaigns Feel free to replace
The meeting itself takes place in a large conference room in the NPCs here with others that have become important in
the Town Hall. As the meeting progresses, the PCs should your specific campaign. After all, the purpose of this
have ample opportunities to size up the nobles and others, encounter is to allow the players a chance to roleplay with
either through conversation (Diplomacy the numerous friends and allies they have made
checks) or careful observation (Sense over the course of the Shackled City Adventure
Motive checks). Most of the nobles do not Path.
respond well to intimidation, and any
attempted Intimidate checks automati THE NOBILITY
cally turn their attitude unfriendly. The # Lord Ankhin Taskerhill, Male
nobles arerit foolish enough to assault the Human Ari8: AL NE; Bluff +15, Diplo-
PCs, but they are generally brave enough macy +10, Sense Motive +12.
toargue with them: Lord Taskerhill is the wealthiest noble
The meeting begins with Jenya intro- who has not yet abandoned Cauldron
ducing everyone. Her goals for the meet Lord Taskerhill owns several mines in
ing include the following: the nearby mountains, as well as a promi:
+ How should Cauldron go about nent workshop that ships exquisitely
replacing the lord mayor? His: crafted obsidian furniture and knick-
torically he appointed a knacks to the indolent cities of the
successor, but unfortu- 5 north, Before the trouble in
nately the previous Cauldron really started
mayor never took this (and the PCs appeared on
step. the scene), Lord Taskerhill
Would a new form of gov made contacts in the nearby city
ernment be better for the of Sasserine to hire an assassin to
city? Jenya is pondering the con remove the lord mayor. He was forced to
cept of going to a ruling council format, with abandon those plans when his contact abruptly went
the office of lord nayor becoming a tie-breaking silent (the work of the Cagewrights, who wanted a mal
position in the council leable person in charge of the city)
+ Jenya asks the PCs to report on what they've Ankhin responds poorly to diplomatic attempts to pursue
learned about the city’s troubles. another candidate for lord mayor, and tries to return the
Of course, the meeting quickly crumbles into several subject to the appointment at any opportunity. Although
heated discussions amongst those present. The most haughty and cool to the PCs, he probably responds best to
important thing to do here is allow the PCs the chance to intimidation, since he's quite a coward at heart.
form their own opinion about what's good for Cauldron He has always made the appearance of being a dutiful citi-
and to let them flex their political muscles a bit. Allow zen, even spending time socializing with the boorish ex-lord
them to endorse their own candidates and make their own mayor. Secretly, Lord Taskerhill has always dreamed of
case for him or her. Encourage roleplaying between the becoming lord mayor himself, using his combined political
PCs and the others present by asking for Diplomacy checks power and material wealth to rise to heights of power
or Sense Motive checks. undreamed of by previous lord mayors. From this meeting,
Ultimately, the PCs should feel like they have a great he seeks to cement the support ofthe other nobles for his can-
responsibility here to the cityand its people. If you feel didacy. He wanted to hold this meeting at his own manor—all
they're losing sight of the goal of the meeting, Jenya the better to impress his inferiors with his wealth and
power—but Jenya flatly lord mayor. His time on
denied him for all the same the streets gave him
reasons. something of a rough
Unknown to him, edge, and he asks the
Taskerhill is currently PCs to call him Premi-
being scryed by a ach or “Vandy,”
deranged derro sorcerer whichever they prefer.
named Kravichak (see He doesn't say much
Insanity Plea). If aPC throughout the proceed-
has an Intelligence of at ings, speaking mostly
least 12, he may notice the only when directly
scrying sensor. Make a solicited for input. He
secret Intelligence check also has the bad habit of
OF
FLAME (DC 20) for him; suc- occasionally interrupting
FOUNDATION cess indicates that we, someone when an idea
he notices it. V% occurs to him, and he
Likewise, spells often makes crass jokes
like detect scrying when he's nervous
can reveal the {and he's very nervous
sensor. If the PCs notice at this meeting).
the sensor and take drastic action (such as attempting to Lady Vanderboren is fiercely protective of her husband
dispel it), Kravichak immediately teleports in (as detailed and her family’s newfound status. As a resul
under Insanity Plea) and the meeting detailed here must overly assertive and might even come acros
be rescheduled, tious, power-hungry person. Perceptive PCs who see the
# Lord Premiach Vanderboren, Male Human Exp3/Arig: nobles interacting with each other will begin to suspect the
AL LN; Bluff +11, Diplomacy +14, Knowledge (geography) truth before long, though.
+8, Knowledge (local) +10, Sense Motive +8, The Vanderborens were the only family invited that sent
Lady Aeberrin Vanderboren, Female Human Exp2/Arig: two representatives. They didn't realize that tradition in
AL LG; Bluff +11, Diplomacy +11, Sense Motive +10. Cauldron is that one person (the head of the household)
The Vanderborens are the equivalent of real estate speaks for the family so no other family feels as though one
tycoons. Less respected by the other nobles because they're of its rivals is more heavily favored than any other. The
self made, they constantly look for ways to make the other Vanderborens realized this only too late due to an over-
nobles look bad to increase their standing among their new heard remark made by Lord Aslaxin, and they're still
peers. They also own and fund two orphanages in town, embarrassed. The Vanderborens want the city to remain
including the Lantern Street Orphanage, which played a safe and prosperous and have no real political agenda
prominent role in "Life's Bazaar” (DUNGEON #97). Both However, Premiach is most interested in hearing about
Vanderborens got their start on their feet: Premiach as a Orbius Vhalantru’s lair, and he tries to find out repeatedly
runner for a messenger service and Aeberrin as a server at who owns it (so he can make an offer on the place).
a tavern. ¢ Lord Zachary Aslaxin 1, Male Human Arig: AL N;
Lord Vanderboren is a savvy businessman with a keen Bluff +12, Diplomacy +12, Sense Motive +10.
eye for things that other people often overlook. He is still The Aslaxins are primarily art dealers. They ship most of
uncomfortable with the title bestowed on him by the late the non-obsidian artwork crafted by local craftsmen out of
CAMPAIGN SEED: THE STORMBLADES adventures. If the PCs are heated competitors with the
The PCs may have had prior encounters with some of the Stormblades, they may suffer a -2 or -4 penalty on Diplo-
noble families in the past; specifically, with their children, macy and Intimidate checks during the meeting. If the two
The Stormblades are a competing adventuring group com- adventuring groups have become allies, they may gain a +2
prised of Ankhin Taskerhill's daughter, Zachary Aslaxin's or +4 circumstance bonus on these skill checks,
son, and the adopted son of the Vanderborens. A fourth In any case, the Stormblades themselves are not currently
member of the Stormblades exists (Cora Lathenmire), but available for the PCs to speak with, nor do they aid in the
her parents are not among Cauldron’s nobility. The nobles’ coming evacuation of Cauldron. Their current whereabouts
attitudes regarding the PCs at this meeting depends on and activates are explored in an upcoming adventure; for
how the heroes have interacted with their children in prior now, any attempt to find or contact them should fail,
fown, but the bulk of
the family’s fortune is tied up in ship- came to this meeting determined to walk out the only can-
ping art and furniture, both simple and exotic, into town. didate for lord mayor. He never broaches the subject, but
The Aslaxins don't get along particularly well with the once it comes up, he circuitously approaches the idea of a
Taskerhills. Lord Aslaxin has always resented the Taskerhill nominee from this group. Although he seems as if he's not
control of the local obsidian trade, which turns a tidy profit personally interested, he really wants the position, mostly
tach year. for the salary and the opportunity to steal the coveted
Zachary can be described in one word: ice. Cool, silent, obsidian trade from his rival house: the Taskerhills,
and calculating, he always gives the impression that he’s Lady Ophellha Knowlern, Female Elf Exp4/Aria: AL.
appraising everything he sees, almost as if everyone he NG; Bluff +8, Diplomacy +10, Knowledge (local) +14,
meets is a piece of art whose value must be determined. Sense Motive +13.
Lord Aslaxin becomes very interested in any PC with a Lady Knowlern owns a multitude of businesses. She
Charisma of 12 or more, spending time engaged in conver- has never married, and inherited her money from her
sation with that character in an attempt to win him or her parents. She owns a small brewery, the Drunken
over. He is sincere, serious, and earnest, but he also takes Morkoth Inn, and two crematories in the city, among 40
awl
the opportunity to quietly inform anyone he speaks with many other interests and investments. Not nearly as NOLLVGNN
that he expects Ankhin Taskerhill to make a bid for the openly powerful as the other nobles present, she was
office of lord mayor. He believes that only someone with invited because she knows the city, is a genuinely com-
ulterior motives would actually want passionate person who likes Cauldron, and is a close
such a difficult position. He friend of
Jenya Urikas.
also mentions occasionally
that he'd prefer a lord
mayor who was reluc-
tant to take the posi-
tion, an orchestrated
move to set up his
actual plan.
Aslaxin wants a
peaceful Cauldron
because he’s had diffi-
culty with his business
lately. In fact, for the
past few months, his
financial situation has
grown more and more
dite. His primary con-
tacts in other cities
have been reluc-
tant to do busi-
ness lately, and ny
he's getting
desperate. He
Person Gender Race Class/Level Allegiance
Fario Ellegoth Male Halfelf FtrS/RogS Striders of Fharlanghn
Fellian Shard Male Halfelf Rog3/Clr7 Striders ofFharlanghn
Keygan Ghelve Male Gnome Exp3/ll2 Merchant
Kristof Jurgensen Male Human os Clergy (Pelor)
Maavu Arlintal Male Human Exp5/Wiz4/Hgh2* The Chisel
Meerthan Eliothorn Male Halfelf Wizié Striders ofFharlanghn
Omar Tiskinsen Male Human Che? Clergy (Kord)
Shensen Tesseril Female Halfdrow Mnk1/Brd1/Drd11 Striders
ofFharlanghn
Skie Aldersun Female Gnome Sor6 Merchant:
ig
‘a 232
aa |
7 ae Obsidian’Avenue.
: <q i
A
F gi @y MagmayAvenue
ao jLavavAvenue
Asi Nene
Avenues
:d Tavern
Orphanage
pain alerted several nearby citizens who immediately person is rescued by a flying PC, each attempted flight
rushed to their aid, not realizing the danger. Only when rescue requires the flying PC to make a successful Diplo
they got close enough to see the lick of flames from the macy or Intimidate check (DC 15) to convince a trapped
hole did they realize their mistake local to trust the flying PC. A flying PC can attempt to
To add to the danger, lava has begun seeping to the sur- grapple a stubborn civilian, but if he fails to do so the
face again. Not enough has seeped up to cause the crust to struggle causes the crust below to fracture, dealing 246
break apart, but fissures begin forming 2 minutes after this points of fire damage to the local and 146 points of fire
event begins. Every round thereafter, one citizen succumbs damage to the PC.
to the lava and perishes, The PCs must move quickly to Citizen Aid: There is little aid that helpful citizens can
save the ten scattered and panicked townsfolk, provide, with the possible exception of using the aid another
Walking out to save the townsfolk is dangerous because action to help with Diplomacy or Intimidate checks
the added weight could cause the shell of rock to crack Development: The PCs earn 10 Evacuation Points for
open, especially if aPC enters a local's square to pick him rescuing the ten trapped civilians. Reduce this amount by 1
up. The PCs can convince the locals to walk toward them point for each civilian who perishes.
with a successful Diplomacy or Intimidate check (DC 25);
remember that these checks normally take a minute to per- 6. STAMPEDE! (EL 11)
form and if the PCs wish to rush the check as a full-round Light: Overcast daylight (as sunlight),
action they take a -10 penalty on the roll. Talking the indi- Sound: Faint rumbling (automatic); crackle of energy
viduals off the lava must be done one at a time. (automatic); rumble of approaching herd as opposed to the
Cold and water spells harden any volcanic crust within constant rumble ofthe tremors (Listen DC 30).
their areas of effect. Increase the support weight by 25 Sure Foot Livery, near the lake at the center of town, is the
pounds for each 10 points of damage such a spell deal largest livestock (and livestock accessory) business in Caul-
Any spell that deals non-cold damage, including ice storm, dron. When the tremors first began, the animals kept in
actually causes the crust to break apart, sending any crea- the stables here began to panic, and as the situation in
tures within 20 feet on the crust into the lava unless they Cauldron worsened, the staff eventually lost control of the
succeed at a DC 15 Reflex save. herd. As the tremors grew worse and fissures and gouts of
Flight can result in a speedy rescue. However, the locals Java began to appear, the animals went berserk. Sure Foot
are terrified, and aren't necessarily convinced that a PC Livery’s employees fled to their homes to see to their per-
won't drop them back onto the lava. Until at least one sonal affairs, leaving the livestock to fend for itself. It didn't
take long for the animals to break out and begin stamped- each group of stampeding livestock killed, reduce this
ing through the streets of Cauldron. award by 2, toa minimum of 5 points.
The PCs can encounter multiple stampedes as they
attempt to evacuate Cauldron. If you run this event more 7. ANGRY ELEMENTAL CEL 11)
than once you should liven things up with falling Light: Overcast daylight (as sunlight).
demodands or volcanic hazards. In any case, the animals Sound: Faint rumbling (automatic); crackle of energy
madly attempt to find a way out of the bucking, heaving (automatic).
city, but they've mostly just been running around the
streets in giant circles, A steaming fissure yawns at the edge ofthe street here, lit
PCs can deal with the herd in several ways, Destroy- from below
byanominous orange glow. Instantly, thefire
ing the herd is the most obvious solution, although within surges, growing suddenly brighter and fiercer. A
doing so impacts the number of Evacuation Points ‘sprayoflava spurts from thefissure and spatters the sur-
gained for this event. rounding area as a glowing appendage of flame erupts
A less destructive option is to try to herd the animals from within. A burning figure clambers out of the vent,
along the city streets, eventually leading them to a city gate howling in a voice that crackles and roars like an inferno.
so they can escape down the mountainside. This is a more
challenging prospect, but animal-loving PCs might seek ‘The lava vent remains active for 1d6 rounds. Depending
such an avenue. To accomplish this, the PCs must first on where you place this event, the lava may or may not
calm a heard down so that it can be led, A DC 30 Handle create secondary fires that the PCs must battle.
Animal check is enough to stop a stampeding herd. Creatures: The magma-filled reservoirs of the volcano
Making a Handle Animal check in this manner is a full- below Cauldron have been home to numerous fire ele-
round action. Characters with the wild empathy ability mentals. Much like a beehive incited to frenzy by
receive a +2 bonus on this check. mayhem, these elementals have been shaken into a bril-
Creatures: The livestock herd is composed mostly of liant furor. They flow with the rest of the magma, eventu-
horses, although a few oxen, cattle, and other animals are ally surfacing at various points in the region to unleash
scattered throughout it as well. Details on the mob subtype their fury on the surrounding terrain, They are quite
appear in the Appendix. enraged as well to find that “squatters” have taken up resi-
Livestock Stampede (3): CR 8; Gargantuan animal dence on the surface of “their” voleano. Those fire ele-
(mob); HD 3048+60 (mob of 3HD animals); hp 195; Init mentals that emerge into Cauldron proper, like this one,
+1; Spd 40 ft.; AC 9, touch 9, flat-footed 9; Base Atk +22; seek to drive the terrified citizens away and cleanse the
Grp +40; Atk mob (5d6+9); Full Atk mob (5d6+9); mountain of the taint of humanity.
Space/Reach 20 ft./o ft.; SA —; SQ low-light vision, scent, Elder Fire Elemental: hp 204; Monster Manual 99.
mob traits; AL CN; Fort +20, Ref +17, Will +10; Str 22, Dex Tactics: The fire elemental attacks the first creatures it sees,
8, Con 15, Int 8, Wis 12, Cha 12. which is likely to be the PCs unless they're being stealthy.
Skills: Listen +4, Spot +4, Otherwise, it immediately attacks nearby buildings or towns-
Feats: Endurance, Improved Bull Rush*, Improved Over- folk. The elemental isrit particularly smart, so it won't try to
run’, Run. bull nish or carry PCs into the area of the lava vent, but it
‘Tactics: The animals in the stampede are terrified, and does find fighting near the vent more comforting.
are simply looking for a way out of the city. The stampede Citizen Aid: Civilians can't help the PCs in this straight-
attempts to overrun any PCs in its path during the first up fight. The most helpful thing citizens can do is run in
round of combat. PCs that enter the stampede or are over- and drag unconscious PCs to safety if no elementals are
run by it are subject to the herd’s mob damage. within 10 feet of the down character.
PCs can try to control the stampede by erecting magical bar- Development: The PCs gain 11 Evacuation Points for
riers (like walls ofstone or fire) in its path. Such obstacles can be defeating the fire elemental.
used to direct the herd out of town while causing minimal This event works well multiple times, although as the
damage. Six such spells placed in strategic locations should be adventure progresses you should make the encounter
sufficient to redirect the stampede to a city gate. more difficult. Adding another elder fire elemental or 1dq
Citizen Aid: If the PCs secure the aid of a local with greater fire elementals to the battle is an effective way to
ranks in Handle Animal (see page 67), that local can aid a accomplish this. The PCs should gain an additional Evacu-
single Handle Animal check with the aid another action. If ation Point over the standard 11 for each additional ele-
none of the PCs has the Handle Animal skill, one of
these mental slain.
helpful locals can make the check for them.
Development: The PCs gain 11 Evacuation Points for 8. MOB TROUBLE (EL 12)
calming the animals or redirecting them out of
the city. For Light: Overcast daylight (as sunlight).
Sound: Faint rumbling (automatic); crackle of energy Infectious Frenzy (Ex): In crowded areas (such as on the
(automatic); sound of shouting mob over the constant city streets of Cauldron) the angry mob's frenzy has an
rumbling and crackle of energy above (Listen DC 20). infectious quality that draws bystanders and other nearby
Fear does terrible things to people. At several times during humanoids ofnomore than 1 HD into its mass. This effec-
the evacuation, the PCs could encounter mobs of panicked tively grants the mob fast healing 5 in such situations.
citizens, fueled by fear and guided by the cries of a few insur- Additionally, every round the number of negative levels
gents and doomsayers. Usually, these mobs are interested inflicted on the mob from effects that target specific num-
only in attempting to flee the city, but sometimes the mobs bers of individuals is reduced by 1.
are more destructive, Some of them loot shops and homes, Skills: Listen +7, Spot +7.
but the worst are the mobs who have become convinced that Feats: Alertness, Improved Bull Rush", Improved Overrun’
certain groups or individuals are responsible for the trouble. Tactics: If the PCs hear the mob before they see it, they
In this event, the PCs come face to face with a mob that is have a chance to avoid this event by hiding or otherwise
convinced that the volcano is awakening as a direct result of escaping. Likewise, once the mob attacks, the PCs can
the trouble the PCs have been stirring up. probably escape via flight or teleportation with little diffi
If you're playing this adventure as part of the Shackled culty. Although this prevents unnecessary violence, it also
City Adventure Path, make some of the mob's leaders fails to defuse the mob, which is free to do more damage to
minor NPCs that the PCs may have slighted, insulted, or the city.
otherwise annoyed in a prior adventure, They could even The mob is a collection of irrational, frightened towns-
be people the PCs have never met but through their actions folk, and they behave as such. They attack with mindless
in prior adventures may have influenced. One might be a ferocity until reduced to 0 or fewer hit points, at which
housewife whose husband was killed in the Cauldron Tax point the mob disperses. The mob charges the PCs, hoping
Riot (DuNGEoN #104, “The Demonskar Legacy’), Another to grapple them and drag them down so they can begin
might be Mergala, the female elf rogue who the PCs might crushing them. If the PCs seek to avoid the mob rather
have apprehended while they fought an umber hulk that than confront them, the mob exults in their perceived vic-
was sayaging the town (DUNGEON #102, “Zenith Trajec- tory. So emboldened, they march toward a location in town
tory’). They might even be surviving members of a minor the PCs frequent; a favorite tavern (perhaps the Tipped
thieves’ guild known as the Alleybashers that the PCs all Tankard), the building in which they live, or even the
but wiped out many months ago (Duncron #98, “Flood church ofSt. Cuthbert. Once there, they quickly begin to
Season’), Whatever the tie, the PCs may or may not recog- dismantle and destroy the location to vent the anger and
nize these individuals, but they should certainly recognize fear they had hoped to inflict upon the PCs themselves.
the threat the mob represents, The best tactic in handling the mob is a non-hostile
Creatures; When the angry mob attacks, it surges forth approach, The mob's initial attitude is hastile, and ifa PC
and tries to overwhelm the PCs. They make grapple attacks has attacked them already, Diplomacy checks are made at a
en masse and try to pummel the characters to death, Each ~10 penalty, or -20 if the attacking PCs are using lethal
mob consists of about 40 people, and there are three mobs attacks. The mob disperses if the PCs can adjust its attitude
in all. to friendly (DC 35) or helpful (DC 50). Intimidate checks
9 Angry Mob (3): CR 9; Gargantuan humanoid (mob); can also disperse the mob, but rather than calm them
HD 40d8+80 (mob of HD humanoids); hp 260; Init +0; down these checks (jfsuccessful) merely cause the mob to
Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +30; scatter, only to reform about 20 minutes later to hunt down
Grp +47; Atk mob (5d6+7); Full Atk mob (546+7); SA con- the PCs again.
strict 546+7, expert grappler, improved grab; SQ infectious Of course, magic is perhaps the PGs’ best way to handle
frenzy, mob traits; AL CN; Fort +14, Ref +12, Will +25; Str the angry mobs. Any of the mass enchantment spells
20, Dex 10, Con 15, Int 10, Wis 12, Cha 8. (mass charm person, mass suggestion, etc.) or a bard's fasci-
Expert Grappler (Ex): The mob can maintain a grapple hate ability can cause large portions of the crowd to dis-
without penalty and still make attacks normally against perse. Each individual affected imparts 2 negative levels
other targets (normally, attacking other targets while grap- on the mob as a whole, as detailed in the Appendix. Spells
pling imposes a ~20 penalty on grapple checks). like entangle can slow down the mob without hurting indi-
Improved Grab (Ex): To use this ability, the mob must viduals. Illusion spells and fear spells can also be effective
damage an opponent with its mob attack. It can then at directing or dispersing the mob. Ofcourse, the group's
attempt to start a grapple as a free action without provok- combined wrath and mob mentality has given it a partic-
ing an attack of opportunity. If it wins a grapple, it estab- ularly high Will save, so mind-affecting attacks are far
lishes a hold and constricts. It can continue to deal auto- from a sure thing.
matic constriction damage each round it maintains the Citizen Aid: Civilians are likely to be more a hin-
hold with a successful grapple check. drance than help in this event. The mob assumes that
anyone in the company of the PCs is likewise responsi- to Go feet. Everything in the primary blast radius takes 846
ble for their woes, and regular Cauldronites aren't likely fire damage and 8d6 bludgeoning damage; a successful
to survive the mob’s crush for long without quick think- Reflex save (DC 18) halves the damage. Everything in the
ing on the PCs’ part. This challenge is best handled by secondary blast radius takes 2d6 fire damage and ad6
the characters alone. bludgeoning damage; a successful Reflex save (DC 12)
Development: The PCs earn 12 Evacuation Points for halves the damage.
dispersing the mob in a non-violent manner. If
the mob is The resulting crater in the street is 30 feet in diameter
dispersed with violence, word of the heavy-handed heroes and 15 feet deep at the center. Smoke rises from the rift,
spreads quickly. This grants all future angry mobs encoun- obscuring everything in the crater and for an additional 30
tered a +2 morale bonus on all attack rolls, grapple checks, feet beyond. Anyone breathing the smoke must make a
and saving throws. Likewise, any Diplomacy checks made Fortitude save each round (DC 15, +1 per previous check) or
against future angry mobs suffer a -2 penalty. PCs earn spend that round coughing and choking. A character who
only 3 Evacuation Points for dispersing the mob violently. chokes for 2 consecutive rounds takes 1d6 points of non-
lethal damage. The smoke also obscures vision, and pro-
9. GAS EXPLOSION (EL 12) vides concealment to characters within it.
Light: Overcast daylight (as sunlight). Dense rubble chokes the entire 60-foot-diameter area.
Sound: Faint rumbling (automatic); crackle of energy Entering a square of dense rubble requires two squares of
(automatic); hissing and rumbling of the gas building movement, the DCs for Balance and Tumble checks increase
beneath the street (Listen DC 40). by 5, and the DC of Move Silently checks increases by 2.
When this event begins, the PCs should make a Listen There's little the PCs can do to prevent the gas explo-
check (DC 40) and a Spot check (DC 30). A successful sion, although a few spells can minimize or stop it. A wall
Listen check allows them to hear a strange rumbling and ofstone or wall of iron (cast to topple onto the bulge) placed
hissing sound under the ground, and a successful Spot over the bulging section of ground delays the explosion by
check indicates they notice the ground swelling slowly, one round per caster level, but such a spell can only be
almost imperceptibly, upward about 20 feet ahead of them. cast once this area has been cleared of pedestrians. A wall
A successful Knowledge (nature) check (DC 25) indicates spell used in this manner reduces the final radius of
that these are signs of imminent volcanic activity. This rubble to 30 feet. Wall spells also can be used to provide
knowledge grants the character and anyone he warns a +4 cover from the explosion. Transmute rock to mud immedi-
bonus on the Reflex save to halve damage done by the ately triggers the explosion, but reduces all bludgeoning
impending explosion. damage inflicted by the explosion to the minimum possi-
The PCs have only three rounds after this event begins ble. Creatures inside a prismatic sphere or a solid wall
to react. If none of them make the Listen or Spot check to forcecage are completely protected from the explosion.
notice the impending explosion, they are caught at ground Simply changing the shape of the stone (with spells like
zero when it does explode. stone shape or disintegrate) causes the explosion to occur
immediately. Of course, miracle or wish can negate the
The ground heaves suddenly, lurching violently explosion with ease.
upward. An instant later, amassive explosion rips Creatures: When this event begins, three locals are
through the street. A ball of
fire the size ofalarge standing in the primary blast zone and nine are in the
house tears through the cobbles, followed by a thun- secondary blast zone. If the PCs notice the bulging
derous blast of stone debris. ground in time, they can yell at the locals to run, or can
even use magic or physical force to move them. Any local
Pockets of toxic, volatile gas have been building in the caught in the primary blast radius is probably killed
many chambers and passages riddling the mountain instantly, but those in the secondary blast radius might
beneath Cauldron, Some manage to dissipate harmlessly survive, Certainly several locals need immediate atten-
in the form of gas vents, but others—like this one—are tion or they'll die of their wounds. Of course, the rubble
touched off by the smallest spark and burn away in an and thick smoke complicate matters, making it difficult
explosive flash. This particular pocket had been building for the PCs to reach wounded locals,
for some time beneath the streets of the city. When a crack Citizen Aid: Helpful citizens can provide great help here
beneath the pocket allowed some magma to seep into the in tending to the wounded; an average citizen of Cauldron
cavity, it triggered a massive explosion that has now left a has Heal +0, but they can also use the aid another action to
large crater in a major thoroughfare of Cauldron. assist PCs who use Heal to stabilize dying locals.
The explosion has a primary blast radius that affects a Development: The PCs earn 12 Evacuation Points for pre-
30-foot-radius burst. It also has a secondary blast radius venting the explosion from killing anyone. Each local slain
that affects everything in a ring-shaped burst from 31 feet by the explosion reduces this award by 1 Evacuation Point.
10. URBAN AVALANCHE (EL 12) reopened, The street can be cleared manually, but doing so
Light: Overcast daylight (as sunlight). requires 16 hours of work for one person. Each additional
Sound: Faint rumbling (automatic); crackle of energy person reduces the amount of time appropriately; thus, a
(automatic); rumble of approaching avalanche (automatic). group of four PCs could clear the road enough to allow
passage in 4 hours. A far more efficient solution is to use
A low rumble that permeates the air sounds and even magic to help clear the street. Using the various summon-
feels different than the periodic tremors that have been ing spells to call upon aid is a good start; a summoned
shaking Cauldron. The sound continues to build, earth elemental is a tremendous boon here if the sum-
quickly adding numerous screams to its chorus. An moning PC can speak Terran. An earth elemental of size
instant later, the source of the strange sound is appar- Large or larger counts as two additional people in deter-
ent. From one of the steep streets that leads to the mining how long it takes to clear the road, even given the
edge of the city, rubble from collapsed buildings and short duration of
the summoning spell. A creature with a
other debris is sliding and tumbling downward, form- burrow speed counts as one additional person, Other sum-
ing an avalanche ofdetritus and ruin that threatens to moned creatures do not remain long enough to provide
engulf everything in Its path, any substantial aid, unless they can cast some of the fol-
lowing spells.
A group of well-meaning city guards and townsfolk Spells such as move earth and telekinesis can clear huge
sought to consolidate the rubble from a number of struc- chunks of rubble at once. Each such spell cast on the
tures in order to keep the streets clear. Unfortunately, these affected area counts as an additional person. Disintegrate
good intentions have resulted in catastrophe. One of these can also cut down on the time required; each use of disinte-
piles of rubble has collapsed and shifted into several other grate counts as an additional person. Sympathetic vibration
piles, As this event begins, the mass of rubble slides down does an excellent job at reducing the larger pieces of rubble
one ofthe steep streets toward the city’s center. The ava- to manageable fragments; every two rounds a sympathetic
lanche of rubble picks up steam and mass as it tumbles vibration spell continues it acts as an additional person,
down the slope. Many citizens piled their belongings in the Similar spells can also help, but most destructive area-
street in preparation to leave the city, and the avalanche is affect spells like fireball generally do nothing to help and
only too happy to pick them up and carry them along on its create new problems oftheir own.
journey. The shifting, sliding, tumbling mass now moves To determine the final time required to clear the road,
quickly down the slope toward the PCs. simply add up the number of people assisting with the
When this event begins, all PCs can make a DC 20 project and the number of “people” provided by spells,
Listen check to hear the approaching slide (and to realize and then divide 16 hours by this amount. For example, a
it's something different than a tremor), or a DC 25 Spot group of four PCs assisted by 6 citizens can clear the road
check to see its rapid approach. Those who notice the ava- in a little more than 90 minutes of work. If the PCs cast
lanche have one round to react. move earth, two telekinesis spells, and two disintegrate
The urban avalanche has a width of 100 feet. Any PC in its spells, summon a Large earth elemental, and use a sym-
path takes 1546 points of bludgeoning damage (Reflex DC 20 pathetic vibration spell for 16 rounds, the magic adds 15 to
halves). A PC that fails to save against this damage becomes the total, reducing the time required to clear the street to
buried and pinned by the rubble. Buried characters take 146 about 38 minutes.
points of nonlethal damage per minute; if'a buried character Every 10 minutes, there's a 10% chance that a new event
falls unconscious, he or she must make a DC 15 Constitution occurs, or some new volcanic activity manifests in the
check or take 146 points of lethal damage each minute there- clean-up area. You can determine the new event or hazard
after until freed or dead. Finding a buried character requires randomly, or select one that seems appropriate. These new
a DC 25 search check. Onceacharacter is found, a successful events normally wor't increase the time required to clear
Strength check (DC 20) frees the character, the street, but they can put locals at risk and can further
Ofcourse, the PCs arerit the only ones caught in the ava- deplete the PCs’ resources.
lanche. Several townsfolk are caught up in its path, most of Citizen Aid: If the PCs successfully enlist the aid of the
whom are slain outright by the swath of rubble. The disas- locals for this event, they can gather 3d6 citizens to aid in
ter leaves a trail of chaos in its wake as it comes to a shud- clearing the street. Once the cleaning begins, the PCs don't
dering stop on the street where it struck the PCs. After the even need to remain to help, freeing them up to continue
avalanche, 146 locals remain alive but buried in the rubble. with the evacuation elsewhere. Of course, if the PCs leave
If they aren't rescued in 1d6 minutes (determine times for the locals to clear the street and a new event or hazard
each local individually), they perish. manifests, the locals will likely be slain.
In addition, a major route out of the city has been Development: The PCs earn 12 Evacuation Points for
blocked, and the PCs must ensure that the street is clearing the street of the urban avalanche. Each of the 146
locals trapped in the avalanche that perishes reduces this Adhesive Slime (Ex): The black slime farastus exude
award by 1; likewise, each local that perishes while helping grant them a +8 racial bonus on grapple checks and disarm
to clear the street reduces the award by 1, checks. A weapon that strikes a farastu becomes stuck fast
unless the wielder succeeds on a Reflex save (DC 17).
11, FALLING FARASTU (EL 14) Prying offastuck weapon requires a Strength check (DC
Light: Overcast daylight (as sunlight). 17). Oil dissolves the farastu’s adhesive slime; it requires 10
Sound: Faint rumbling (automatic); crackle of energy minutes to renew its adhesive coating. It can also dissolve
(automatic). its slime at will, and the substance breaks down 1 minute
Auras: Overwhelming evil (farastu). after the creature dies,
Rage (Ex): The farastu can fly into a rage three times per
Without warning, a body tumbles from the sky, landing day, much like a barbarian. The farastu gains +4 Strength,
with a wet thump in the middle ofthestreet, splattering a +4 Constitution, +2 Will saves, and -2 AC. Its statistics
largeareaaround it witha copious spray ofthick black change as follows: hp +22; AC 23, touch 9, flat-footed 22;
sludge. Thecreature is humanoid in shape, about seven Base Atk +13; Grp +25; Atk +17 melee (1d4+6, claw); Full
feettallandpossessing overly longarms andlegsanda Atk +17 melee (1d4+6, 2 claws) and +12 melee (1d6+3,
deformed, oblong head. Itsskin secretes
more ofthetar- bite); SV Fort +11, Will +10; Str 23, Con 18; Climb 424, The
like ooze even asitsbody shudders twice andthen liesstill. rage lasts for 7 rounds, but the farastu can end it earlier if
This unfortunate creature only seems to be the precursor it desires. It is not fatigued at the end of
its rage.
ofa fullfledged storm of
falling bodies as another dozenor Spell-Like Abilities: At will—detect magic,
so similar creatures tumble out ofthesky. They simply dlairaudience/clairvoyance, fear (DC 17), invisibility, tongues;
appear in the sky at varying elevations, crashing down 3/day—fog cloud, ray of enfecblement; 2/day—dispel magic.
through roofs, glancing offofstatues and walls, orsimply Caster level uth, The Save DCs are Charisma-based,
‘thudding down intothestreet likethefirst.And unlike the ‘Summon Demodand (Sp): Once per day, a farastu can attempt
initial victim, itappears
that atleast a fewofthecreatures to summon 1d4 farastus with a 30% chance of success.
have angrily survivedtheirfalls. Skills; A farastu’s adhesive slime gives it a +8 racial
bonus on Climb checks.
As the ritual of planar junction continues to build and Skills: Climb +22, Concentration +13, Diplomacy +6, Hide
the life forces of the Shackleborn are drained, some +12, Intimidate +16, Listen +14, Move Silently +12, Search +10,
demodands begin finding ways to push through the portal Sense Motive +12, Spot +14, Survival +1 (+3 following tracks).
prematurely. However, since the portal isn’t completely Feats; Alertness, Cleave, Improved Initiative, Power
formed, only a few make it through (usually in small Attack.
groups of about a dozen), and most appear high enough Languages: Abyssal, Demodand.
above the city that the fall slays them. Some, however, are ‘Tactics: Farastus are not the most intelligent of crea-
healthy enough on landing to still pose a threat. tures, but they possess a natural cunning that enables
Creatures: A few farastu demodands that have landed them to spot trouble when they see it. They are unlikely to
near the PCs still live. The demodands waste no time in assume the PCs are normal townsfolk as a result unless
rounding up civilians for their new prison on the Material the PCs use adisguise. The farastus are also used to work-
Plane, but they eagerly engage hostile PCs. On the initial ing in groups to subdue unruly prisoners on their home
farastu rain, four of
the creatures survive in varying levels plane. Since that's all they think of the PCs, they fall back
of health. The EL for this encounter has been reduced on their habitual tactics.
slightly to account for the damage the demodands have The first thing the farastus attempt is to summon more
already suffered. If you run this event multiple times, feel of their kind. This done, at least one farastu uses ray of
free to increase or decrease the number of surviving faras- enfeeblement on the toughest-looking melee fighter; if the
tus (and their corresponding hit points) PCs face more than two farastus, two of them target the
Farastu Demodands (4): CR 11; Medium outsider (evil, same PC with their rays. The remaining farastus become
extraplanar); HD 11d8+22; hp 71 (currently 68, Go, 56, and invisible and attempt to disarm the weakened character, If
42); Init-+5; Spd go ft; AC 25, touch 11, flat-footed 14; Base Atk this tactic works, the farastus repeat it on another target. If
+11; Grp +23; Atk +15 melee (1d4+4, claw); Full Atk +15 melee it doesrit prove successful, some resort to more rays in an
(1d4+4, 2 claws) and +10 melee (1d6+2, bite); SA adhesive attempt to subdue one character, while the others try to
slime, improved grab, rage, spell-like abilities, summon pummel the other characters with their natural attacks. A
demodand; SQ cold resistance 10, damage reduction 10/g00d, farastu that manages to engage an arcane spellcaster in
fire resistance 10, immune to acid, immune to poison, scent, melee attempts to grapple the foe.
spell resistance 23: AL NE; SV Fort +9, Ref +8,Will +8; Str19, Citizen Aid: In this event, the citizens of Cauldron are
Dex 13, Con 14, Int8,Wis 12, Cha 16; Fiend Folio 42. more likely to be a hindrance than a help. Farastus wor't
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hesitate to use citizens as hostages, threatening to tear out has wings and was able to descend safely to the city below.
throats unless the PCs surrender. The best thing the PCs It has already begun rounding up terrified townsfolk for
can do for the townsfolk is order any helpful citizens away the new prison and is already giving orders to begin build-
Development: The PCs gain 12 Evacuation Points for ing anew set of cells. The kelubar knows that the cells are
defeating the demodands. likely to collapse from tremors, a fact that makes it enjoy
the rebuilding all the more due to its hopelessness, So far,
12. DESCENDING KELUBAR (EL 13) it has recruited fifteen strapping locals,
Light: Overcast daylight (as sunlight). Kelubar Demodand: CR 13; Medium outsider (evil,
Sound: Faint rumbling (automatic); crackle of energy (auto- ext aplanar); HD 13d8+39; hp 97; Init+5;Spd 3o ft., fly Go
matic); kelubar shouting at its prisoners (Listen DC 20). fi. (average); AC 27, touch 11, flat-footed 27; Base Atk +13;
Auras: Overwhelming evil (kelubar). Grp +18; Atk +18 melee (1d4+5 plus 146 acid, claw); Full
If the PCs hear the shouting kelubar demodand before Atk +18 melee (1dq+5 plus 1d6 acid, 2 claws) and +16
they see it, they'll have a better chance to get to it before it melee (1d6+2 plus 146 acid, bite); SA acidic slime, sneak
hurts any of the locals. attack +446; spell-like abilities, stench, summon demodand;
SQ damage reduction 15/good, evasion, immune to acid,
‘An immensely obese creature flies in lazy circles in the immune to cold, immune to fire, immune to poison, spell
sky on batslike wings that seem too small to effectively resistance 5, uncanny dodge; AL NE; SV Fort +11, Ref +9,
support its bulk. The creature's leathery skin is Will +10; Str 20, Dex 13, Con 17, Int 14, Wis 15, Cha 18;
knobbed, rough, and coated with pale green slime. Its Fiend Folio 44.
bloated face is demonic and hateful. Acidic Slime (Ex): The slime secreted by a kelubar adds
A crowd of cowering civilians huddles below the cir- 1d6 points of acid damage to each of its melee attacks. On
cling monster as it barks out orders in a thick, phleg- a successful critical hit, this burst of acid deals an addi:
matic voice. The townsfolk root through the rubble of a tional rdro points of acid damage.
fallen building, placing stones atop each other as if Spell-Like Abilities: At detect magic,
building some sort of structure, clairaudience /clairvoyance, fear (DC 18), invisibility, Melf's
acid arrow, spider climb, tongues; 3/day—fog cloud, ray of
Creature: A kelubar arrived early from Carceri due to the enfeeblement; 2/day—acid fog, dispel magic
same sporadic magic that brought the falling farastus (see Stench (Ex): Akelubar’s slimereeksoffilth and decay, All
event 11). However, unlike its lesser brethren, the kelubar non-demodands within 3o feet must succeed on a Fortitude
save (DC 19) or be overcome with nausea. This condition cure light wounds), faint evocation (wand of lightning bolt);
lasts as long as the creature remains in the area, and for 10 overwhelming evil (half-fiend morkoth)
rounds after the creature leaves. A successful save means Since this event takes place on the shores of
the central lake,
the creature is immune to that kelubar’s stench for 1 day it can only occur in the central section of
the city. Ifyou choose
(but not to the stench of other kelubars). to start this event when the PCs are in another part of the city,
Summon Demodand (Sp): Once per day, a kelubar can they can be drawn into this event by hearing the screams of cit-
attempt to summon 1d2 kelubars with a 40% chance of izens attacked by the morkoth (or the morkothis roars, for that
success or 1d4 farastus with a 60% chance of success. matter). Ifthe PCs have a view of the lake, they might evensee
Uncanny Dodge (Ex): A kelubar retains its Dexterity the massive creature surface from quite a distance.
bonus to Armor Class even when flat-footed or struck by an
invisible attacker, and it cannot be flanked except bya rogue ‘The waters ofthecentral lake have been steaming and bub-
of rith level or higher. It can flank characters that also have bling periodically forsome time, butthecurrent uprising of
uncanny dodge as if it were a 7th-level rogue. frothywaterisunusual. Suddenly, a massive palegrayshape
Skills: Kelubars have a +4 racial bonus on Bluff, Diplo- ‘surges outoftheboiling water with a thunderous roar! The
macy, and Sense Motive checks, creature's face isthat ofa deep-sea fish with protruding red
Skills: Bluff +24, Concentration +19, Diplomacy +28, ‘eyes and a gaping fanged maw. Horns protrude
from its
Disguise +4 (+6 acting), Gather Information +6, Hide +9, brow andchin, anda spiny saillikefinrunsalong itsback.Its
Intimidate +22, Knowledge (local) +18, Listen +18, Move lower body resembles that ofanoctopus in thatit haseight
Silently +9, Sense Motive +22, Spot +18, Survival +2 (+4.0n tentacles, butthecreature also sports long,lobster-like legs,
other planes). ‘The frontpairofthese legsendinmassive pincers. A pairof
Feats: Dodge, Improved Initiative, Mobility, Multiattack, huge silvery wings orflippers unfurl from thecreature's
Spring Attack. | sides, liftingitoutofthewater andintotheair.Thecreature's
Languages: Common, Abyssal, Demodand. flesh isblistered inplaces, obviously scalded bytheboiling
‘Tactics: Allow the kelubar Spot and Listen checks at an initial water, anditroars again asitapproaches theshore and a
encounter distance of 100 feet to notice the PCs, and another at large group of panicked citizens.
50 feet. Remember to apply penalties for distance, and the
kelubar takes a 5 penalty on its checks since it’s distracted. If Once this encounter begins, the waters of the central lake
the kelubar notices the PCs before they engage it, it immedi- have become suffused with toxins and heat from the volcanic
ately attempts to summon 1d2 more kelubars. Ifit still hasrit activity deep below. Anyone who contacts the lake takes 146
been engaged in melee, it casts acid fog on the locals below out points of
fire damage, and anyone immersed in the water
of
spite before focusing its attention on the PCs. takes 10d6 points of fire damage per round. In addition, the
‘The kelubar uses its stench in an attempt to ensure that toxins in the water are released into the air, Anyone who
none of the surviving townsfolk can come to the PCs’ aid. breathes the water or the air within 10 feet of the water's sur-
It then flies up into the air and activates its invisibility, fol- face must make a DC 17 Fortitude save or take 1d4 points of
lowed by another acid fog centered on the PCs. The kelubar Strength damage and 1d4 points of Constitution damage.
then alternates invisibility with Melf’s acid arrow and other The initial and secondary damage is the same.
ranged attacks, moving between each attack to keep the Creature: This is a powerful half-fiend morkoth, the leg-
PCs off guard. If the PCs seem capable of seeing through endary monster of the lake that has long haunted the tales
its invisibility, the kelubar abandons the ranged attacks and of Cauldron’s fishermen and lakeside dwellers. Ages ago,
moves to engage a spellcaster in melee. the depths of the volcano were the home of twooutposts of
Citizen Aid; As with the farastus, Cauldronites are powerful creatures, the aquatic kopru and the enigmatic
unlikely to help here. The kelubar is a savage opponent, spell weavers. The two races clashed over territory in the
and it has no qualms about annihilating irritating towns- depths below until a now-forgotten disaster caused both
folk that get in its way (or even those that get out of its way). outposts to collapse. The Morkoth has lived in the depths
Development: The PCs gain 13 Evacuation Points for of
the lake for hundreds of years, ever since it was origi-
defeating the kelubar. Subtract 1 point for each local slain nally called from the outer planes by the kopru to guard
during the battle. their deep underwater lairs,
Since then, the morkoth has lurked in the depths of the
13. THE MORKOTH RISES (EL 13) lake, expanding its vast network of spiraling tunnels and
Light: Overcast daylight (as sunlight), occasionally swimming to the surface on exceptionally
Sound: Faint rumbling (automatic); crackle of energy dark nights to pluck one or two victims from midnight
(automatic); screams and roars of the morkoth (automatic) swims or early morning fishing trips for its own debased
Auras: Faint abjuration (ring ofprotection +2), moderate amusement. Stories spread of the lake monster, but before
conjuration (bracers ofarmor +2), faint conjuration (wand of today the beast has never surfaced in daylight. The sudden
awakening of the volcano transformed the lower reaches of Y Vrocks (13): hp 115 each; Monster Manual 48.
the lake into a boiling hell, and the morkoth has been ‘Tactics: After summoning the vrocks, the morkoth takes
forced to swim upward to escape the scathing currents. As to the air, flying in circles and using its spell-like abilities and
it reaches the surface, it's already taken some damage from wand of lightning bolt at random on the crowd below. In order
the boiling water. It leaps clear of the water on wings never to use its wands, the morkoth must make a successful Use
used to fly, but after a few flopping false starts it takes to Magic Device check (DC 20). Its check is high enough that it
the air with a fury and vents its rage on the hapless popu- always makes the check, unless it rolls a 1 (in which case it
lace nearby. The half-fiend morkoth's first action in combat carit use that particular wand for a day). Despite its bestial
is to use summon monster IX to summon 143 vrocks to aid form, the creature is quite intelligent and if it encounters the
in its assault on Cauldron. PCs it quickly realizes that they should be the focus of its
@ The Crater Lake Monster, Advanced Half-fiend attacks, It resorts to melee only as a last resort.
Morkoth: CR 13; Large outsider (aquatic, extraplanar); HD Since the morkoth is an aquatic creature, it carit stay out
21d8+126; hp 220 (currently 176); Init +9; Spd swim 50 ft., fly of the water for long. It must hold its breath while out of
50 ft. (average); AC 27, touch 16, flat-footed 22; Base Atk +15; the water; it can do so for 11 rounds since it's taking stan-
Grp +25; Atk +20 melee (1d8+6/19-20, claw}; Full Atk +20 dard and full-round actions. Once this time runs out, the
melee (1d8+6/19~20, 2 claws) and +15 melee (24645, bite); morkoth must make a DC 10 Constitution check every
Space/Reach 10 ft./s ft.; SA hypnotism, smite good(1/day +20 round to continue holding its breath; each round, the DC
damage against good target), spell-like abilities; SQ damage increases by 1. Ifit fails the check, it begins to suffocate
reduction 10/magic, darkvision 60 ft., immunity to poison, (see the Duncron Master's Guide, page 304). The
resistance to acid 10, resistance to cold 10, resistance to elec- morkoth tries to retreat to the water one or two rounds
tricity 10, resistance to fire 10, spell reflection, spell resistance before it must start making Constitution checks; it also
31; AL CE; SV Fort +12, Ref +13, Will +16; Str 22, Dex 20, Con retreats if brought below 40 hit points. It's immune to
23, Int 18, Wis 18, Cha 19; Monster Manual II 152. poison so it doesn't have to worry about the toxic effects of
Hypnotism (Su): The morkoth can hypnotize any the water or the air above it, but it only has fire resistance
number of creatures within 20 feet. Any creature in this 10 so it likely takes damage each round from the boiling
area must make a successful Will saving throw (DC 24) or water. Once it has its breath back, the desperate morkoth
stand motionless and watch the morkoth. Hypnotized bursts out of the boiling lake and flies at top speed in a
creatures are helpless against the morkoth's attacks but random direction, hoping to find more hospitable waters to
may attempt a new saving throw at the same DC each retreat to. There are several rivers in the surrounding area,
round that the morkoth attacks it. Hypnosis is a mind- but the chances of the morkoth reaching one before it suf-
affecting compulsion effect. focates is a mere 10%. Each round that it is prevented from
Spell Reflection (Su): Any spell effect resisted by the making a double move, this chance is reduced by 1%, so if
morkoth’s spell resistance reflects the spell back upon the the PCs can keep it busy for ten rounds, victory is assured.
caster. In this case, the caster becomes the target or point Citizen Aid: As with the demodand encounters, Caul-
of origin for the spell’s effect, as appropriate. If the dronites are more likely to die than help in this event.
morkoth is the subject of adispel magic spell, its spell Development: The PCs gain 14 Evacuation Points for
reflection ability is suppressed for 1 round. defeating the half-fiend morkoth. In fact, the destruction of
Spell-Like Abilities: 3/day—darkness, poison (DC 18), the legendary lake monster increases the heroes’ Evacua-
unholy aura (DC 22); 1/day—desecrate, unholy blight (DC tion Point totals by +2 for the four other sections of the city
18), contagion (DC 17), blasphemy (DC 21), horrid wilting ‘as well. Reduce the Evacuation Points earned for this sec-
(DC 22), summon monster IX (fiends only), destruction (DC tion by 1 for every citizen killed, but as long as the morkoth
21). Caster level a1. The save DC is Charisma-based. is eventually defeated, the bonus points for other city sec-
Skills; Balance +7, Concentration +18, Hide +28, Intimi- tions are still earned.
date +16, Knowledge (arcana) +28, Knowledge (nature) +16,
Knowledge (the planes) +16, Listen +28, Spellcraft +30, Spot
+28, Swim 438, Tumble +17, Use Magic Device +19. CHAPTER THREE:
Feats: Blind-Fight, Dodge, Improved Critical (claw),
Improved Initiative, Improved Natural Attack (claw), Light- Once the PCs successfully evacuate the city, having accu-
ning Reflexes, Mobility, Skill Focus (Hide)’, Skill Focus mulated at least 16 evacuation points in each of the five city
(Use Magic Device). sections, they may feel like celebrating, Certainly, their
Languages: Abyssal. accomplishment is impressive. A few stragglers remain in
Possessions: Ring of protection +2, bracers ofarmor +2, wand the shuddering city, but for the most part Cauldron has
ofcure moderate wounds (22 charges), wand of lightning bolt been successfully emptied. Yet the deadliest part of this
(18 charges), adventure has yet to begin.
A mature adult red dragon named Hookface has laired augmenting their numbers with some friendly NPCs like
in the mountains near Cauldron for nearly 300 years. He Jenya or some of the Striders of Fharlanghn encountered
spent the last 50 asleep in his lair far to the north. The in previous installments of the Adventure Path.
dragon has had little interest in the city, and its residents 2 Hookface, Male Mature Adult Red Dragon: CR 18;
have come to believe him to be more myth than fact. Hook Huge dragon (fire); HD 25d1a+150; hp 312; Init +0; Spd
face is all too real, however, and the recent events in Caul 40 ft,, fly 150 ft. (poor); AC 34, touch ro, flat-footed 32;
dron have woken him from his dreaming. Base Atk +25; Grp +45; Atk +35 melee (2d8+12, bite); Full
The first few tremors could be felt for miles around, and Atk +35 melee (2d8+12, bite), +30 melee (2d6+6, 2
they woke Hookface immediately and angered him greatly claws), +30 melee (1d8+6, 2 wings), and +30 mele
As the tremors increased, his anger became curiosity, and (2d6+18, tail slap); Space/Reach 15 ft./ro ft. (15 ft. with
he flew to the top of his mountain lair to see if he could dis bite); SA breath weapon (50 ft. cone, 14dro fire, Reflex
cover the source of the seismic activity. He immediately DC 28 half), crush (248+18, DC 28), frightful presence
took note of the strange, swirling black cloud roiling above (210-ft. radius, HD 24 or fewer, Will DC 26 negates),
Cauldron to the south. He gathered his gear and took wing, spell-like abilities, spells; SQ blindsense Go ft., damage
eager to see if new plunder could be had from the once reduction 10/magic, darkvision 120 ft., immunity to fire
thriving town, immunity to magic sleep effects and paralysis, low-light
The timing of this final event is up to you, but it's best vision, spell resistance 23, vulnerability to cold; AL CE;
played as the PCs are leading the last group of citizens SV Fort +24, Ref +20, Will + Str 35, Dex 10 (currently
from the city, As the refugees leave via one of the cracked 14), Con 23, Int 18, Wis 19, Cha 18.
city gates, allow the PCs to make DC 20 Spot checks to Skills: Appraise +32, Bluff +9, Concentration +24, Diplo
notice Hookface's approach as he swoops down out of the macy +22, Intimidate +27,Jump +40, Knowledge (arcana)
clouds and weaves between the occasional falling +21, Knowledge (geography) +15, Knowledge (history) +15,
demodand, Hookface doesn't immediately single out the Knowledge (nature) +12, Knowledge (the planes) +12,
PCs, preferring to swoop over the city looking for treasure. Knowledge (religion) +15, Listen +32, Search +29, Sense
He casts detect magic,and flies Go feet above the ground, Motive +14,Spellcraft +17, Spot +32.
searching for magic auras. If the PCs don't take precau Feats: Adroit Flyby Attack, Cleave, Flyby Attack,
tions to hideordisguise themselves, allow Hookface a Spot Improved Snatch, Multisnatch, Power Attack, Quicken
check each round (DC 40). Success means the dragon's Breath, Snatch, Wingover
amazing eyesight picks up the PCs’ gear, If the PCs haver't Languages: Draconic
taken action against the dragon yet, they'll be forced to Spell-Like Abilities: 7/day locate object. Caster level gth
react asheattacks. Spells Known (6/7/7 save DC 14 + spell level): o:
Note that Hookface is a deadly foe. If the PCs are par arcane mark, dancing lights, detect magic, ghost sound, guid:
ticularly low on resources, you might wish to consider ance, mage hand, read magic, resistance; 1st—alarm, magic
ee eee
DRACONOMICON FEATS
Several of Hookface's feats are from the Draconomicon. If
you don’t have this book, brief descriptions of the effects of
these feats are detailed below.
Draconomicon Feat Effect
Adroit Flyby Attack Flyby attacks do not provoke attacks
of opportunity,
Improved Snatch You can use the Snatch feat on crea
tures two size categories smaller
than yourself
Multisnatch You take only a -10 penalty on grapple CAMPAIGN SEED: HOOKFACE'S LAIR
checks when grappling with only the Hookface has 20,000 gp worth of coins, goods, and art
part of your body that made the attack items, roughly 60 gems (average value of 100 gp), 1d4
Quicken Breath You can use your breath weapon as a medium magic items, and at least one major magic item in
free action, When you use this fet, his hoard, in addition to the magic items he's carrying.
add +4 to the number of rounds you Finding this hoard, and negotiating the traps and guardians
must wait before using your breath within Hookface's lair, is an adventure beyond the scope of
weapon again “Foundation of Flame.”
missile, protection from good, shield, shocking grasp; 2nd— Unfortunately, the volcanic activity has thrown Red-
cat's grace, cure moderate wounds, darkness, sound burst: gorge into chaos as well. More refugees join those fleeing
3rd—dispel magic, protection from energy, stinking cloud; from Cauldron, and the city’s leaders (including the
4th—fire shield, greater invisibility. potential replacement for the position of lord mayor)
Possessions: Cloak ofresistance +4, pale blue rhomboid ioun decide to lead the refugees further from danger and
stone, ring ofminor cold resistance, ring offeather falling, bag begin the long trek to a roadhouse inn about a day's
of holding (type 1). travel away—The Lucky Monkey. Jenya plans on keeping
Tactics: Hookface has already cast cat's grace, fire shield, the surviving townsfolk there for three days while the
protection from energy (cold), protection from energy (electric- PCs attempt to stop the ritual of planar junction deep
ity), and protection from good on himself. He takes a great beneath Cauldron. She also sends riders to the nearby
deal of joy in the fear his appearance causes, so he saves towns of Hollowsky and Kingfisher Hollow to apprise
his greater invisibility spell for troublesome opponents or them of the situation.
to escape. Finally, remember that the PCs will need most of
their
Hookface prefers to fight from the air, making fyby strength to deal with the Cagewrights and their minions
attacks and snatching a single PC, then flying high into the deep under Cauldron. Allow them time to rest, recuper-
air. He uses Multisnatch to maintain a hold on the grap- ate, and prepare for the assault on the Cagewrights—the
pled character, only taking a -10 penalty on the grapple ritual of planar junction takes several days to complete.
check to maintain the hold. Sooner than later, however, the PCs must return to
In the first round of combat, he uses this tactic along Cauldron and make one last desperate attempt to stave
with a quickened breath weapon. After successfully snatch- offaterrible doom. If the Cagewrights complete their
ing a character, he swoops into the air to a height ofatleast ritual, the volcanic eruption quickly becomes the least of
100 feet before dropping the unfortunate character into the their worries.
city below. Hookface repeats this attack unless it proves
ineffective, at which point he lands and engages in an all-
out brawl.
Hookface doesn't fight to the death if he can help it. If
————__—_—___ APPENDIX
he can't slay a magic-loaded PC quickly and depart with THE MOB SUBTYPE
the body, he flees if reduced to 100 or fewer hit points. If A mob is in many ways similar to a swarm, save that it is
Hookface succeeds in taking one of the PCs down and made of much larger creatures. A mob can be composed of
flying offwith the body, he doesnt go far. He stops about Small, Medium, or Large creatures,
100 yards north ofthe city walls and begins the process of A mob has a single pool of Hit Dice and hit points, a
stripping the character of her possessions. Once that task single initiative modifier, a single speed, and a single
is done (which takes about 2 minutes), he roasts the body Armor Class. A mob makes saving throws as a single crea-
with his breath weapon and gulps it down. With that ture. A mob of Small or Medium creatures consists of 40
accomplished, he finally takes flight for his lair in the individual creatures. A mob of Large creatures consists of
north mountains. 15 individual creatures.
A single mob occupies a square 20 feet on a side, but its
CONCL ING TH reach is © feet, In order to attack, it moves into an oppo-
nent’s space, which provokes an attack of opportunity, It
can occupy the same space as a creature of any size since it
“Foundation of Flame” concludes as the PCs successfully tramples over and moves around its victim. A mob can
evacuate Cauldron and defeat Hookface, Not long after the move through squares occupied by enemies and vice versa
PCs arrive at the prearranged location (likely the village of without impediment, although the mob provokes an attack
Redgorge), Jenya contacts them with some information of opportunity if it does so. A mob can move through open-
she’s uncovered about the Cagewrights and the source of ings large enough for its component creatures.
the volcanic activity. Her findings are revealed in the next Larger mobs are represented by multiples of single
issue of Dunczow. In the meantime, the PCs have accom- mobs. The area occupied by large mob like this is com-
plished something incredible. For successfully evacuating pletely shapable, though the mob usually remains in con-
Cauldron, award the party experience points as if for aCR tiguous squares.
17 creature. This large experience point award in part com- A mob has no clear front or back and no discernable
pensates for the relatively light haul of treasure to be anatomy, so it is not subject to critical hits or flanking.
gained in this adventure, but also rewards the PCs for role- Reducing a mob to o hit points or lower causes it to
playing and the sheer accomplishment of saving hundreds break up, though damage taken until that point does
(if not thousands) of lives from certain doom. not degrade its ability to attack or resist attack. Mobs
are never staggered or reduced to a dying state by
damage. Also, they cannot be tripped, grappled, or bull HELL... Im A LITE
rushed, and they cannot grapple an opponent unless Boy ...MY LEG IS BROKEN..
otherwise specified. rm NA\LEE DIN A BOX...
o PLEASE SomEBoDY
Unlike standard swarms, mobs are made up of relatively WELL LP MEEEES...
small numbers of individual creatures, so spells or effects
that target specific number of creature: can have an effect
on a mob. Each specific creature that is slain, disabled, or
otherwise incapacitated by spells or effects that target spe-
cific creatures inflicts 2 negative levels on the mob. A mob
that gains negative levels equal to its Hit Dice breaks up as
if reduced to o hit points. Negative levels gained in this
manner are not the result of negative energy (and thus
cannot be blocked by death ward or removed by restoration),
but never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that HOW DO L KNOW THIS ISNT
affect an area, such as splash weapons and many evocation ATRAP?
THIS WHOLE
spells. Unlike normal swarms, they are not especially sus- SITUATION
ceptible to high winds. SEEMS...
FISHY.
Unlike swarms of smaller creatures, a mobs skills and
feats do not increase to match its increased Hit Dice
Rather, the mobs skills and feats remain identical to those
possessed by the individual creatures in the mob. All
mobs gain Improved Bull Rush and Improved Overrun as
bonus feats,
Although mobs are treated as one creature, it sometimes
becomes necessary to determine the fate of a specific indi-
vidual caught up in the mob. Ifa mob is dispersed by non-
lethal attacks, there are no casualties. If the mob is dis-
persed by lethal attacks, assume that 30% of its number are You THIS IS NOT A
KNow, TRAP! HELP ME
slain and 30% are reduced to o hit points. To determine a WHAT? PLEASE! 1’
specific individuals fate, simply roll d96; a result of 01-30 Im BEGGING You !
LEAVING! #508 S08 +
indicates death, 31~Go indicates the victim is reduced to 0 COME BACK,
hit points, and a roll of 61-100 indicates the victim escapes Come BAAAACK
relatively unscathed.
Mob Attack: Mobs attack and damage foes in the same
manner as swarms (see page 316 of the Monster Manual). 2
Chris Thomasson is the former editor of DUNGEON, but this is
his first appearance in its pages as an author. Writing this bio,
he’s reminded of allthe authors whose bios he was forced to
compose when they forgot to send one in—and the occasional
humiliation he put them through as a result—and he’s glad he
remembered to write this silly thing. PARANOID
FR EAK!!
Cy
Tony Moseucy
nan
|
4
86 Dungeon/Polyhedron August O4
Nightingale-class
Grappling System Upgrade: Tractor beam emitter (replaces
grapplers)
Other Upgrades: The starship increases its passenger capac-
ity by 50%,
88 Dungeon/Polyhedron August O4
Defense Systems Upgrade: Decoy Drone Launcher, stealth
New Starship Defense Mechanis: screen (this is added to any existing defense systems).
Sensor Blackout (PL 7) Sensors Upgrade: Class VI sensor array (+2 initiative),
‘An improved version of the stealth screen (see the d20 Communications Upgrade: Laser transceiver, mass transceiver.
Furure sourcebook), the sensor blackout combines the elec- Other Upgrade: 1/4 of the ship's cargo space is converted to
tromagnetic baffling systems of
the stealth screen with light- shielded smuggling compartments, These require a Search
bending gravity technology and mass-altering techniques. check (DC 20) to locate and confer a ~5 penalty on any attempts
While it doesn't completely hide the starship from sight, it to locate the hidden cargo area with sensors of any kind,
does act as a stealth-enhancing device that can prevent a
ship from being detected by sensors. The sensor blackout Nightingale-class Infirmary Vessels
also deflects a ship's own emissions, preventing accidental As travel between the stars introduced mankind to coiintless
revelation of the ship's position. new perils, the need for mobile medical facilities increased rap.
Sensor checks made against a ship with an active sensor idly. Space warfare made the convenience of interstellar hospi
blackout are made at a -20 penalty. tals a necessity, Instead of transporting the wounded from the
‘deployed mine has a 75% chance of not detecting the ship. battlefield to the hospital, the hospital could come to the
Finally, a starship with an active sensor blackout gains wounded. Within the first few months of active service,
one-half concealment against all attacks (20% miss chance). Nightingale-class starships saved thousands of lives that would
A mine can be equipped with a sensor blackout. have been lost due to lengthy travel time
Purchase DC: 12 + one-half the base purchase DC of
the Nightingale-class ships carry stat of-the-art medical technol-
starship or mine. gy and attract more skilled professionals than planet-based
Restriction: Military (+3). hospitals, These ships host research facilities that make it
much easier to develop new techniques and medicines. With
Other Upgrades: 3/4 the px enger capacity of the starship is cutting edge methods and the most advanced machines at their
converted to prison cells, each with containment mechanisms disposal, doctors aboard infirmary ves Is are rarely out of
requiring a Disable Device check (DC 30) or an Escape Artist options when facing a problem. After all, if there is no ready
check (DC 40) to escape solution, theresearchers aboard a Nightingale-class shipsimply
get to work inventing one.
Dagger-class Smuggler Vessels Unfortunately, success does not come without a cost. In
The Dagger-class starship is actually more of an after-market combat zones, enemy fire frequently targets these ships first,
modification to an existing vessel than a true line of starships. crippling a force's ability to heal and refresh its numbers.
Since reputable starship manufacturers cannot claim to pro- Nightingale-class ships rarely possess the necessary armament
duce ships designed to aid in illegal activities, companies mar- to mount a potent defense, and must rely upon support vessels
ket Dagg class vessels by noting that the interior is designed for protection. Some Nightingale-class ships are government
for convenient and private cargo separation. Most Dagger-class sponsored, and thus open for use by citizens, while others are
ships come off the assembly line as the stock model and are privately owned vessels that frequently deny assistance to those
later altered in chop shops or smuggling dens. Dageer-c in need unless patients pay exorbitant fees or find a sponsor
ships are popular smuggling vessels and see frequent use in within the ship's hierarchy
criminal circles and in areas where trade is severely limited.
Dagger-class ships tend to be small enough to avoid attract Nightingale-class Template (PL 7)
ing attention butt large enough to carry a decent amount of The Nightingalé-class template can be applied to any PL 7 medi-
cargo; after all, a vessel without enough space to transport con- umweight or heavier starship. The starship's design specs
ttaband would be of little use. Larger vessels are too high pro- should be adjusted as follows.
file for most smug; glers’ tastes. Light and mediumweight Defense Systems Upgrade: Particle field, radiation shielding,
starships tend to be the perfect size and are the most common repair drone
ships to receive Dagger classification. Sensors Upgrade: ass Vsensor array
Most Dagger-class ships operate independently and must be Communications Upgrade: Drivesat comm array, mass
autonomous, They are usually more than simply transportation transceiver.
they are homes and hideouts for entire groups of smugglers. Grappling System Upgrade: Tractor beam emitter (replaces
grapplers)
Dagger-class Template (PL 7) Other Upgrades: The ship has advanced medical facilities
The Dagger-class template canbe applied to any PL 6 light or onboard, granting a +4 equipment bonus to all Treat, Injury
mediumweight starship, The starship’s design specs should be checks performed in those facilities. Additionally, at least 1/4
adjusted as follows the passenger compliment on the ship is composed of doctors
gine Upgrade: Induction engine, thrusters (tactical speed and other medical technicians
+1,000 feet),
Armor Upgrade: Hardness 40 (20 vs. ballistic attacks)
August 04 Dungeon/Polyhedron 87
Greyhawk’s Knights
of Holy Shielding
Lovat. Brave. Honorante. Just. These words are used across ‘The primary duty of every Shield Knight has always been the
the Flanaess to describe the Knights of Holy Shielding. Less defense ofthe Shield Lands. Over the years their enemies may
generous individuals might add arrogant, foolish, or even have changed, but never has their devotion, In the War of
ineffectual to the list. Regardless of their reputation, the truth Reclamation to regain land lost to the forces of the evil
behind the Knights of Holy Shielding is far more complex demigod luz during the Greyhawk Wars of the last decade, the
than any simple list of words can accurately convey. Order believes it is their sacred duty to carry the Holy Realm to
‘An overview of the order's history appears in the LIVIN victory. They feel their failure in the past was a sign of
Grevlawx Gazetteer, and Knights of the Shield have played a Heironeous's displeasure at the arrogance and pride they fool-
role in the setting’s development since Greyhawk's earliest ishly carried in place of honor and humility. To many, the War
days. Although this article is written specifically with the Livinc of Reclamation means not only reclaiming the lost lands, but
GrEYHAWK campaign in mind, the concept ofa vigilant order of also reclaiming thelost honor of the Knights of Holy Shielding.
knights guarding lands conquered by unthinkable evil has par- ‘The war is not a means of assuaging their wounded pride, but
allels in several fantasy novels and in many DuNGEons & rather a way to regain the favor of Heironeous and the respect
Dracons campaigns. With the change ofa few proper nouns, of the people they are sworn to protect.
this article provides a good framework for a similar order of
knights appropriate for any D&D campaign. Organization
At the top of the order is the knight commander, who is tradi-
Mission tionally the earl of Walworth, the province that contains the
The Knights of Holy Shielding are the quintessential mounted Shield Lands’s capital city, Admundfort. The current knight
knights of legend. They form the iron backbone ofthe Shield commander is Countess Katarina Walworth. It is her sworn
Lands army, acting aseliteheavy cavalry andpatrolling thebor- duty to lead the Order in all matters.
der between outposts andborder keeps. Mounted onswift horses Supporting the knight commander are a number of knights
and sometimes even more exotic mounts, the knights are able to bannerette. Knights bannerette are knights who have served
respond far more rapidly to threats than typical infantry or less the Shield Lands and the Order with distinction and valor and
experienced cavalry. This places the Order at the forefront of have earned the right to bear their own banners into battle.
most battles with the enemies ofthe Shield Lands. Knights bannerette have also often gained the lands and titles
Within the Shield Lands, the knights act as traveling arbiters associated with true nobility and hold as vassals several lesser
of law, providing the common folk and lesser nobility swift and knights. It is their duty to command battalions of knights, and
evenhanded justice. Sworn to the Shield Lands as a whole and to advise and report to the knight commander,
not to one lord or noble house, the knights are able to dispense ‘The knight is the next rank of knighthood within the Order,
justice within their homeland with an impartiality sometimes Often referred to as vassal knights (ifthey hold their own lands)
lacking from noble courts. Though binding once given, the or as knights-errant (if they do not), they are accorded the
judgments of Shield Knights may be appealed to the local honor of being addressed as “Sir” or “Lady.”
noble family. This is extremely rare, as even in the past at the ‘The newest knights of the Order are often placed under the
height of the Order's overconfidence and arrogance the knights tutelage of a more experienced knight to whom they report and
performed their judicial responsibilities with honor and fair- from whom they receive training, These knights-errant are the
ness beyond reproach. most common knights of the Order, and many spend years per-
When between missions or not on duty, Shield Knights forming their duties loyally.
travel widely in search of adventure and glory. The elder Junior knights yet to swear their oaths are called squires. They
knights of the order have found that well-traveled and expe- are not officially members of the Order, but most members
rienced knights tend to exhibit greater wisdom and ingenu- accord them at leastasmall level of respect for their current posi-
ity when dealing with issues of both war and peace. The tion as all knights were once squires and each still depends on
returning knights have a greater pool of life experiences to the services they perform as servants, grooms, and assistants.
draw from, making them better knights and servants of the Particularly promising youths are sometimes taken as pages
Shield Lands, to assist squires in their duties and begin learning what it takes
92 Dungeon/Polyhedron August 04
Lady Katerina
to be a knight at a young age. Their duties are usually mundane Shielding. As Earl of Walworth and Knight Commander of the
and onerous, but these lessons in humility serve them well in Shield Lands, Lord Holmer served the Shield Lands with dis-
later years. tinction and honor for decades, Even when alarge portion of the
The ranks of the Order of the Holy Shield are organized into Holy Realm fell to the Homed Society, Lord Holmer managed
several units, The smallest unit within the Order is the single to hold Critwall against the enemy's advances. In the aftermath,
knight who is attended by his squire and any other retinue he he led the Knights of Holy Shielding and the armies of the
may possess. Next is the shield, consisting of six knights and Shield Lands in the rapid recovery of
the fallen lands in the face
their followers. For larger engagements, four shields form a of the Hierarchs' retreat,
lance. Lances are usually commanded by a senior Shield Knight Sadly, despite his years of valorous service, Lord Holmer is
with many years of experience. Four lances form a banner, which most remembered as the man who doomed the Shield Lands.
can boast the strength of nearly one hundred mounted knights He had always believed that King Belvor and his Noble Council
and is commanded by young knights bannerette. Four banners wished the Shield Lands to fall under Furyondy’s control. When
form a battalion, the largest formation of Shield Knights. Furyondy's emissaries arrived offering aid against the advances
Battalions are commanded by senior knights bannerette and of luz, Holmer refused their entreaties, believing they were sim-
consist of as many as four hundred mounted knights and often ply a thinly veiled ruse to quietly make the Shield Lands a new
three times as many followers and support personnel. Furyondian province. Never one to run from a challenge, Lord
At its height, the Order of the Holy Shield stood at an amaz- Holmer vowed to face luz alone and ordered Furyondy’s ambas-
ing strength of five battalions. Between the invasions by the sadors evicted from the Shield Lands. The Holy Realm fell soon
Hierarchs of the Horned Society and the Empire of luz, the afterward, and Lord Holmer was dragged off to Dorakaa in
Order suffered heavy losses and currently manages to field only chains. Broken and defeated, Lord Holmer was eventually res-
two under-strength battalions, Due to the current extent of the cued, and mercifully died within a year of his return,
border and the lack of soldiers to adequately defend it, Shield The current Knight Commander of the Order of the Holy
Knights are rarely, if ever, organized into units larger than ban- Shield is Katarina Walworth (LG female human Palro/KoHS7),
ners any longer. Countess of Walworth and cousin of Lord Holmer. As Lady
As of 593 CY, a garrison of one banner of Shield Knights is High Marshall of the Great Northern Crusade, she led the
stationed at Critwall, Bright Sentry, Torkeep, Gensal, and the armies of Furyondy, Veluna, and the Shield Lands to victory by
South Keep Outpost. Shields or Lances are garrisoned at each reclaiming lands lost to luz during the Greyhawk Wars. As
of the other major outposts along the border and at Critwall Knight Commander, Lady Katarina also leads the Council of
Bridge. The remaining knights are tasked with patrolling the Lords of the Shield Lands and acts as a unifying voice of reason
reclaimed lands and defending the recovering villages and in the troubled times of the War of Reclamation. To some she
manors from raiders, brigands, and deserters. These free-rid- is a rash youngster far too eager to forget the traditions of
the
ers often work alone, with companions, or rarely as part of a Shield Lands. To others she is a refreshing change from the
shield of knights. arrogant and pig-headed nobles so often associated with the
Shield Lands. Regardless, she is immensely popular with the
Well-Known Knights
of Holy Shielding common folk of the nation as well as its allies, and has so far
Holmer Walworth (LG male human Palg [Heironeous]/KoHS7) led the Order and the Shield Lands to unexpected success
is perhaps the most famous (or infamous) Knight of Holy against the Old One.
August 04 Dungeon/Polyhedron 93
Franz Torkeep
Lemanda lormad
Knight Bannerette Incosee of the Bronze Band (NG male submitted her name to the knight commander, With such
human Ftr8/Rgr3/Rog2/KoHS3) is Lady Katarina’s right hand impressive backing, Lemanda of Heironeous was quickly ush-
in the War of Reclamation and second in command of the ered into the Order's ranks. This came as a complete surprise
Order of the Holy Shield. Incosee and his Bronze Band (a to the young woman, who briefly considered refusing the
group of primarily Flan-blooded Shield Knights) act as trusted honor until she learned that her duties to Heironeous and the
eyes and ears for the Knight Commander, performing a great Shield Lands would remain largely unchanged. Content that
many tasks for which only the finest and most loyal knights she could continue to serve as she felt was her duty, she
will do, Incoseeisa grim pureblood Flan warrior known for his accepted. During the tumultuous years that followed, she con-
bluntness, practicality, and honesty. He has little patience for timued to risequickly and waseventually placed in command of
the intricacies of politics, preferring instead to do what he has the Northern Border Forts at Gensal aS Knight Bannerette
sworn a blood oath to do—fight and die if necessary for the Lemanda of Heironeous.
Shield Lands, After the fall of the Shield Lands to the Old One, Lady
Knight Bannerette Franz Torkeep (LG male human Valderesse Sharn, Sir Artur Jakartai (LG male human
Ftr1o/KoHS9) is the Earl of Torkeep and a well known and Ftrrt/KoHS3), and four other Shield Knights retreated to
respected member of the Council of Lords. Often a bit rash, Greyhawk's Sanctum of Heironeous to regroup and gather sup-
Lord Torkeep is not one to sit idly by while others suffer or port for the eventual recovery of the Shield Lands, After thePact
allow important deeds to go undone. Often outspoken, he says of Greyhawk, many believed the Shield Lands had fallen forever,
what is on his mind no matter the results, a trait that invariably making attempts to gather allies and gold extremely difficult for
leads to wildly varying opinions of the man. Torkeep was part the refugee knights. With few options, the Shield Knights under
of the group that braved the dungeons of Castle Greyhawk to Valderesse’s command were forced to act as mercenaries across
retrieve the Crook ofRao, later used by Canon Hazen of Veluna the Flanaess. When the Great Northern Crusade began,
to banish a great many fiends from the Flanaess. Since that Valderesse, Artur, and their fellow knights flocked to Lady
adventure, Torkeep has devoted himself to the War of Katarina’s banner, bringing with them the meager resources
Reclamation. His ancestral lands were the first beyond Critwall they had managed to gather. During the fighting Lady
and Bright Sentry to be recovered. The story of the Battle of Valderesse was killed by a priest of luz at Crockport. Having
Torkeep is a tremendously popular tale told by bards across the been in love with Valderesse for years, Sir Artur was devastated
reclaimed Shield Lands and beyond. by the loss ofhis comrade and driven mad for a time.
Lemanda lormad (LG female human Ftra/Clry Though many now believe the madness was caused by the
[Heironeous]/KoHS4) did not begin her service to Heironeous same priest of luz who slew Valderesse, Sir Artur still burnt
with any intention of joining the Order of the Holy Shield. many of his bridges with the Order of the Holy Shield and
Foremost in her mind has always been toserve theArchpaladin Council of Lords during that time. The griefstricken knight
and improve the lives of others with His teachings. Oblivious blamed the Council of Lords, particularly Lord Holmer, for
to the attention her heroic exploits drew, she came to the atten- their handling of luz’s invasion and ultimately Valderesse’s
tion of several elder Shield Knights following the Greyhawk death. Sir Artur was eventually cured of his madness, but
Wars, when she traveled the Flanaess gathering support for the refused to return to the Order of the Holy Shield and still har-
refugees and early reclamation efforts. Shortly before the Great bors resentment toward many of the old guard Shield Lands
Northern Crusade began, no fewer than four Shield Knights nobles. Several years later he accepted lordship of the County
94 Dungeon/Polyhedron August 04
of Crystalreach in Furyondy from King Belvor IV, where he
remains today. Lady Valderesse was the sister of Lord Valdaine Artur Jakartai
Sharn, former Earl of Bright Sentry and Scragholm Isle. Had
she survived the Great Northern Crusade, she, rather than
Natan Enerick (her brother's brother-in-law and a well-known
follower of Pholtus), would have become regent for young
Simen Sharn.
Sir Janszen Reyneld (LG male human Pal8
[Heironeous]/KoHSs) is one of two Shield Knights who
remained behind enemy lines in Ringland after the invasion
cut the town off from all possible escape routes. Though
believed lost along with all of the inhabitants of Ringland, Sir
Janszen was recently discovered alive and still living in
Ringland along with the other stalwart survivors of that town.
As firstborn of Earl Irrien Reyneld, Sir Janszen inherited his
father’s titles, lands, and position on the Council of Lords when
Earl Irrien Reyneld died defending the townsfolk of Reyneld
during their retreat to Furyondy. Sir Janszen has yet to claim
his rights, deciding instead to remain in Ringland and con-
tinue protecting its people until they are safe from luz,
Along with Sir Janszen Reyneld, Sir Harmenn Deleven (CG deeds and protecting the people, but are generally free to do as
male human Rer8/KoHS3) remained in Ringland to defend they please unless under orders from their liege lord, a superior
the town after Iuz’s invasion. Unlike most Shield Knights, Sir in the Order of the Holy Shield, or the Council of Lords.
Harmenn's background reflects the life of awoodsman rather Most Knights of Holy Shielding are fighters, clerics, or pal-
than a typical knightly squire. Although equally determined to adins, but a few remarkable rangers have been honored with
defend the people of Ringland, Sir Harmenn disagreed with Sir membership in the past. Barbarians, bards, druids, and rogues
Janszen on how best to accomplish that. Sir Harmen favored usually lack the devotion to law and justice that Knights of Holy
making an attempt to reach friendly lands, whereas Sir Janszen Shielding hold sacred, and monks, wizards, and sorcerers are
considered any attempt to leave Ringland sheer folly. In the usually too encumbered by the heavy armor and weapons typi-
end, Sir Harmenn and a small group of followers of Rao left cally employed by the Order. Humans are by far the most com-
Ringland, hoping to reach Furyondy, None of them were ever mon Knights of Holy Shielding, but an occasional dwarf, elf,
heard from again and their fate is currently a mystery. halfelf, or even halfling has gained membership through loyal
and exceptional service to the Shield Lands and Heironeous.
New Prestige Class: NPC Shield Knights are usually noble lords of the Shield
Knight of Holy Shielding Lands, crusading knights, or elite mounted soldiers in the serv-
The Knights of Holy Shielding are an order of knights residing ice of the Shield Lands army. As symbols of honor, Knights of
in the Restored Holy Realm ofthe Faithful ofthe Shield Lands Holy Shielding always make their presence known to help bol-
devoted to the Shield Lands’ War of Reclamation, They repre- ster the morale of the common soldier and intimidate the cow-
sent the ideals of their patron god Heironeous, seeking to ardly minions of evil.
uphold goodness, law, justice and valor and act as shining Entry Requirements: Must be lawful good, lawful neutral, or
examples to their fellow countrymen. As warriors of the Shield neutral good; base attack bonus +6; Diplomacy 2 ranks,
Lands, they serve as the core of the Holy Realms armies and Knowledge (local) 4 ranks, Knowledge (nobility and royalty) 2
fight to defend their homeland from evil. ranks, Knowledge (religion) 2 ranks, Ride 9 ranks; Cleave,
More important than appearances, actions convey the sincer- Great Cleave, Mounted Combat, Power Attack, Weapon Focus
ity of aShield Knight's vows. Chivalry, honor, justice, and valor (battle axe, heavy lance, or longsword).
are more than just words, They form the code on which Shield Additionally, a Shield Knight must gain the sponsorship of a
Knights base their beliefs, actions, and faith. Failure to live up current Knight of Holy Shielding and complete a dangerous
to the code of the Order is unthinkable to a Shield Knight. quest in the service of the Shield Lands. In most cases, spon-
Shield Knights have an important duty to the Shield Lands, sorship is something a prospective knight is offered, as few
and upon joining the Order must sacrifice a portion of
freedom truly deserving individuals presume to ask for such support.
to serve. As a result, a Shield Knight should never deny an hon- Skills (2 + Int per level): Concentration, Craft, Diplomacy,
orable request for aid from a noble of the Shield Lands or a fel- Gather Information, Handle Animal, Heal, Intimidate,
low Shield Knight. It is considered dishonorable to request Knowledge (local), Knowledge (nobility and royalty),
payment for any aid provided. Knowledge (religion), Ride, Sense Motive.
‘As swom protectors of the Shield Lands, Shield Knights must Holy Realm Hero (Ex): At 1st level, your reputation as a pro-
devote a great deal of time to their duties. While doing so, they tector of the people germinates, This grants you a +1 morale
are encouraged to travel the Shield Lands performing good bonus on the following skill checks: Diplomacy, Gather
August 04 Dungeon/Polyhedron 95
Information, and Intimidate. The bonus increases by +1 each
odd-numbered Knight of Holy Shielding level you gain. When
you use one of these kills against a citizen of the Shield Lands,
the bonus is doubled. As a general rule, a citizen of the Shield
Lands starts any encounter with a Knight of Holy Shielding
with a friendly attitude. Many knights use this ability to
befriend locals and secure hospitality
Spit on the Old One (Su): A ist level, a Knight of Holy
Shielding’s zeal fills him with holy wrath against the minions
of luz the Old. He gains a +2 bonus on Intimidate, Listen,
Sense Motive, and Spot checks when using these skills against
agents of luz (including
allchaotic evil outsiders). Likewise, he
gets a+2bonus on attack rolls, weapon damage rolls, and Will
saves against such creatures.
Atssth level, these bonuses increase to +4. At oth level
the bonuses increase to +6.
Although this ability is similar to the ranger’s fa jored
enemy ability (and should be treated as a favored enemy
ability for the purposes of qualifying for other prestige classes
or feats), the bonuses granted by this ability do not stack with
similar bonuses granted from favored enemy
Prior to the Greyhawk Wars, this ability was called "Death to
the Hierarchs,” with various names before that as the order's
primary enemy changed over the years. As time wears on, the
primary enemy shall doubtless change again, at which time the
name changes and the targets to which the bonuses apply
change as well
Armor ofthe Invincible (Su): At and level, a Knight of Holy
Shielding gains the ability to infuse his armor or clothing once
a day with divinity as a standard action that does not provoke
an attack of opportunity. This duplicates the effects of magic
vestment at a caster level equal to twice his Knight of Holy
Shielding level.
Divine Advancement: At every other level starting at and
level, a Knight of Holy Shielding may select to advance either
his divine spell ing abilities or his bonded mount. At each
level the player must choose which of the two types of advance-
ments he wishes to receive
Bonded Mount: You may add one to your effective paladin
level for purposes of determining the abilities of a special
mount. If you dorit have any paladin levels, you can gain the
special mount ability at roth level if you apply this ability each
time, since by this point your effective paladin level is sth.
KNIGHT OF Hoty SHiELoING Hir Die: d10
Class Base Fort Ref will
Level Attack Save Save Save Special
Ist + +2 +0 +0 Holy Realm Hero +1, Spit on the Old One +2
2nd +2 +3 +0 +0 Armor of the Invincible, Divine Advancement
ard 3 8 41 4 Aura of Courage, Holy Realm Hero +2
4th +4 +4 + +1 Divine Advancement, Righteous Advance
Sth +5 4 rs) 4 Holy Realm Hero +3, Spit on the Old One +4
6th +6 45 #2 +2 Divine Advancement, Strength of the Shield Lands
7th 7 45 +2 42 Holy Realm Hero +4, Ruinous Advance
8th +8 +6 +2 +2 Divine Advancement, Shield of the Invincible
Sth 9 +6 3 8 Holy Realm Hero +5, Spit on the Old One +6
10th +10 +7 +3 +3 Divine Advancement, Words of Valor
96 Dungeon/Polyhedron August 04
and to Armor Class against attacks of opportunity when he
The Code of Knighthood uses his righteous advance ability.
Shield oftheInvincible (Su): At 1oth level, a Knight of Holy
Shielding gains the supernatural ability to create a shield oflaw
once per day as a standard action that does not provoke an
attack of opportunity. The shield oflaw functions at a caster level
equal to twice the knight's class level.
Words ofValor (Su): At 8th level, a Knight of Holy Shielding
can utter the words of valor once per day as a free action that
does not provoke an attack of opportunity. Uttering the words
of valor duplicates the effect of holy word cast at caster level 20,
Paladin Knights
Spells per day: You continue to train in divine magic. You gain Knights of Holy Shielding may multiclass freely as paladins.
new spells per day (and spells known, if applicable) as if you
had also gained a level in a divine spellcasting class you Disadvantages of Knighthood
belonged to before you added this prestige class. You do not, As symbols of good, Shield Knights earn the enmity of the
however, gain any other benefit a character of that class would forces ofevil. Most servants of
evil see Shield Knights as dan-
have gained. If you have more than one divine spellcasting gerous threats and often single them out for destruction during
class, you must decide which class to assign this ability for the combat or even for inadvertently crossing their paths. This is
purpose of determining spells per day. particularly true of followers of luz and Hextor, who often go to
‘Aura of Courage (Su): Beginning at 4th level, a Knight of great lengths to kill or dishonor Knights of Holy Shielding.
Holy Shielding is immune to fear (magical or otherwise). Allies As a long-established order, the Knights of Holy Shielding
within 10 feet of the knight gain a +4 morale bonus on saving have gained their share ofenemies and allies. For the most part,
throws against fear effects. If the Knight already has this ability people know Shield Knights to behonorable andtrustworthy and
from another class, the radius of the morale bonus gained by react accordingly. However, some groups, such as the Knights of
allies increases by +10 feet. the Hart, have developed a dislike for the Shield Knights. Hart
Righteous Advance (Ex): At 4th level, a Knight of Holy Knights feel the Knights ofHoly Shielding failed in their duty to
Shielding may take a five-foot move between bonus attacks protect
the Shield Lands byallowing the nation tofall first
tothe
gained from the Cleave or Great Cleave feats. The attacking Horned Society and then to luz. As such, Hart Knights view
Shield Knight may take a total number of five-foot moves Shield Knights with some disdain and treatthem accordingly,
between Cleave attacks equal to his Dexterity modifier per
round. This ability may be used both on foot and mounted, Advantages of Knighthood
but a successful Ride check (DC 20) is required when Noteverything aboutbeing a Shield Knight comes witha price. As
mounted; a failed check ends the Righteous Advance for that servants oftheShield Lands, Shield Knights canexpectafew ben-
round. These five-foot moves are part of the knight's total efits as they travel. Within the Shield Lands, Knights of Holy
movement for the round; the total distance the Knight can Shielding are entitled to the hospitality of nobles, religious sanc-
move during a righteous advance cannot exceed his current tuaries of Heironeous, and other Shield Knights. This hospitality
speed, including any moves the knight made earlier in the extends to a knight's mount, but other companions must find
round. For example, a knight with a speed of 20 feet moves 10 their own accommodations. Most hosts offer a knight's compan-
feet to close with a clot of goblins. He drops one, moves five ions the hospitality (ifonly by opening their stables) in a show of
more feet and drops a second goblin, then moves five more generosity. Shield Knights are expected to provide the same hos-
feet and drops a third goblin. Although his Dexterity modifier pitality in turn, It isconsidered rudeto make outrageous demands
is +4, he cannot make any more five-foot moves since he has on a host or expect his hospitality to continue indefinitely. Also,
moved a total of 20 feet in the round, demanding hospitality from common folk without providing rea-
‘Taking a five-foot move in this manner provokes attacks of sonable compensation to them is considered dishonorable.
opportunity normally; it is not the same as a 5-foot step. Likewise, As protectors of the land. it falls to some Shield Knights to
you cannot take a 5-foot step in a round in which you use right offer their service as leaders. When this opportunity presents
‘eous advance, since righteous advance is considered moving. itself, a sworn vassal of one of the great noble families may earn
Strength ofthe Shield Lands (Su); At 6th level, a Knight of a “knight's fee” in return for years of exceptional service. The
Holy Shielding gains the ability to infuse his body once a day “fee” usually takes the form of aworking manor large enough to
with holy power. This is a standard action that does not provoke support the knight and his followers in an appropriate manner.
an attack of opportunity, and duplicates the effects of divine It becomes a knight's duty to oversee the workings of his land
power at a caster level equal to twice his Knight of Holy and protect the people who reside there. Shield Knights see this
Shielding level. as the greatest reward they can earn and take their responsibili-
Ruinous Advance (Ex): At 7th level, a Knight of Holy ties very seriously. Extremely high-level and well-respected
Shielding gains an insight bonus equal to his Charisma bonus Shield Knights may eventually earn the right to command a
{minimum of +1) on attack rolls, melee weapon damage rolls, keep or castle protecting a largevillage or town.@
August 04 Dungeon/Polyhedron 97
Global Positioning ___ Cartography
byChristopher West
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98 Dungeon/Polyhedron August 04