The Speaker in Dreams

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The document provides an overview and background for a D&D adventure involving a mind flayer attempting to establish a slave empire starting from a town. It also includes maps, statistics, and a flowchart for running the adventure.

The Temple of Pelor

The town of Brindinford.

The Speaker in Dreams

James Wyatt
Credits
Editor: Roger E. Moore
Creative Director: Ed Stark
Art Director: Dawn Murin
Cover Illustration: Jeff Easley
Interior Illustrations: Dennis Cramer
Cartography: Todd Gamble
Typography: Erin Dorries
Production Manager: Chas DeLong
Project Manager: Josh Fischer
Graphic Design: Sherry Floyd
Playtesters: Julia Martin, Bill Baumann, Eric Haddock, Jason Iha, Gwendolyn F. M. Kestrel, Brooks Peck,
Pat Ryan, Dave Gross, Rob Stewart, Bryan Kinsella, Barbara Walker, Christopher Perkins and Matthew Sernett.

Resources: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson,
and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison. Other sources include The Castle Guide, Cities of Mystery, City System,
City of Splendors, The Illithiad, PLAYER’S OPTION™ Spells & Magic, and The Gates of Firestorm Peak.

Table of Contents
Introduction...........................................................2 Area Effect Spells in Town Streets ....................7
The Town of Brindinford .......................................4 Curse of Lycanthropy ......................................13
Events and Encounters: Part One ........................5 Maps:
Events and Encounters: Part Two.......................18 Adventure Flowchart .......................................32
Concluding the Adventure ..................................26 Brindinford Overview Map ......inside front cover
Appendix: Statistics.............................................27 The Bell Tower ..........................inside front cover
New Creature: Wyste.......................................31 The Reality Wrinkle...................inside front cover
Sidebars: The Temple of Pelor..................inside back cover
Cohorts, Followers and Hirelings.....................4 The Manor House ....................inside back cover
Characters and the Law ....................................5 Maze of Alleys ...........................inside back cover
Exploring the Fair ..............................................6 Heironeous’s Shrine.................inside back cover
Splitting Up .......................................................6 Abandoned Warehouse ............inside back cover

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1
INTRODUCTION

IntrOductiOn who summoned a devil into the heart of Ilkkool Rrem.


The gelugon broke its magical bonds, slaughtered the
beholder, and went on a wild rampage through the
Immense power is acquired by assuring yourself in your secret illithid city. Although Ghaerleth Axom’s involvement in
reveries that you were born to control affairs. the plot was never proven, remaining in the city became
—Andrew Carnegie increasingly dangerous for him. Shortly after that inci-
dent, he fled, an outcast from his kind.
The Speaker in Dreams is a DUNGEONS & DRAGONS® adven- He wandered the Underdark for many years, until he
ture featuring a mind flayer’s attempt to establish a slave set his sights on a great challenge: the infiltration of a
empire, starting from a town called Brindinford. human town on the world’s surface. Ghaerleth Axom
Encounter Levels: The Speaker in Dreams is suitable strode out of the Underdark and into Brindinford.
for four 5th-level player characters. Player characters Under cover of darkness, he moved through the town,
could reach 7th level by the adventure’s conclusion. gathering allies and thralls around him as he had done
In a city adventure, it is relatively easy for player in numerous subterranean cities before. With their help,
characters to rest in safety, regain hit points, and find he plants the seeds of a new illithid empire.
curative magic. As a result, encounters in this adven-
ture are skewed toward slightly greater challenges,
assuming that the characters can meet each one rela- ADVENTURE SYNOPSIS
tively fresh. The Speaker in Dreams brings the player characters to
Brindinford, a town besieged by evil forces within its
walls. Ghaerleth Axom has amassed great power during
PREPARATION his stay here; he and his gangs are a force to be reckoned
You, the Dungeon Master (DM), need a copy of the with in every part of the town. Grimlocks terrorize the
Player’s Handbook, the DUNGEON MASTER’s Guide, and the lower-class neighborhood of Southspur. A cabal of mad
Monster Manual to use this adventure. sorcerers, called Those Who Hear, has taken root in
Text that appears in shaded boxes is player informa- West Hill, the middle-class buffer zone between South-
tion, which you may read aloud or paraphrase as appro- spur and well-to-do Silver Hill. A diabolical cult draws
priate. Text in sidebars contains important DM notes, for its members from Silver Hill and threatens the estab-
you, offering insight into issues peculiar to city adven- lished temple of Pelor in Ford North, the temple dis-
turing. Monster and nonplayer character (NPC) statis- trict. A pack of wererats extorts protection money from
tics are provided with each encounter in abbreviated the merchants of Chatterstreet Market. All these vil-
form. Full monster statistics for standard monsters are in lains report to Ghaerleth Axom. Only the baron’s keep
the Monster Manual, while statistics for citizens, unusual seems free of his influence—for now. As the annual
monsters, and unique individuals are provided in the street fair begins, promoted by wandering halflings
Appendix at the end of this booklet. You should review who make Brindinford a regular stop, Ghaerleth Axom
all of these statistics before the game starts to refresh moves to solidify his power and seize control of the
your memory of the creatures’ abilities. Each encounter town—from the top.
is given an encounter level (EL) to let you know how The adventurers arrive here during the street fair. The
challenging it should be for the adventurers. fair is disrupted, however, by a wererat attack that serves
twin purposes: distracting the town guard while Ghaer-
leth Axom enters the baron’s keep, and thinning out the
ADVENTURE BACKGROUND ranks of the guards. The player characters are near this
Far below the surface of the earth, in the lightless cav- disturbance and can help dispatch the wererats.
erns of the Underdark, a weird and alien city broods on Investigating the wererats leads the party into a web of
memories of ancient glory. Long ago, the mind flayers secret allegiances. Evidence appears to show the wererats’
ruled a mighty empire that spanned hundreds of worlds leaders are the sorcerers of West Hill. These sorcerers
until it met its downfall in a slave rebellion. Every mind babble about an alien master who speaks in their dreams,
flayer in the underground city of Ilkkool Rrem dreams, but no indication exists of an actual, corporeal master. In
plans, and schemes for the restoration of the illithid defeating the cabal and its apparent minions, the charac-
empire, the crowning achievement of their kind. ters have every reason to believe that they have success-
Ghaerleth Axom is one such mind flayer. His fully completed the adventure. The townsfolk believe so,
dreams are grand indeed: In his vision, the hub of the too, and give a feast in the characters’ honor.
reborn empire will be none other than himself, After the celebration, the characters discover that
Emperor Ghaerleth Axom, Ruler of Worlds. Not only the threat to Brindinford has not been abolished, when
human thralls, but illithids too will bow and grovel they become the targets of an assassination attempt.
before him. He will report to no god, no illithid Elder The baron then declares martial law to crack down on
Brain—all will report to him. He will be a god, and lawlessness within the town. He announces that the
2 even devils will serve him. diabolists will be the enforcers of this new order, insti-
This dreaming frequently bears dangerous fruit, such tuting a reign of fear and mistrust. The town guards
as Axom’s ill-considered alliance with a beholder mage and the baron turn against the characters, who must
INTRODUCTION

find unlikely allies as they strive to overcome the cult kBrindinford is famous for its annual street fair. The fair
and its infernal cohorts. At last, the characters con- originated when a large clan of nomadic halflings
front Ghaerleth Axom, the true mastermind, freeing made the town a regular stop in their travels. Now the
the baron from Axom’s influence and returning order halflings are settled around the town, but the fair
to Brindinford. offers a healthy dose of halfling culture at its finest.
The Speaker in Dreams is a combination of event-based Halfling characters may be particularly drawn to the
and site-based adventuring. The primary “map” of the fair, but any character will find it worth visiting.
adventure is a flowchart that allows you to track the char- kOne of the characters is originally from Brindinford
acters’ actions and their repercussions; the party’s physical and has friends or relatives there. The character
location is less important. Certain actions lead the charac- could be returning home to rest, bringing compan-
ters to key sites within (or below) Brindinford, detailed on ions along, or coming for the funeral of a relative.
separate maps and keyed in the same way a site-based Perhaps a young sibling has gotten involved with
adventure would be. shady characters and needs help. (The sibling could
be an infected wererat, a mad sorcerer, a diabolist,
or a member of a gang of thieves—later instrumen-
CHARACTER HOOKS tal in winning the gang’s assistance for the party in
The player characters need not arrive looking for adven- Part Two.)
ture in Brindinford. One advantage of the setting is that kA mentor of one of the characters lives in Brindin-
adventure can find the characters while they are busy ford, but has not been heard from in an unusually
doing other things. Each character may have a different long time. As Ghaerleth Axom prepares to cement
reason to visit the town, they may be united in a his hold on the town, he has eliminated a number of
common purpose, or the group may follow one charac- higher-level characters who could muster significant
ter with a compelling reason to travel here. Consider the opposition to his rule. The mentor could be one of
following motivations for going to Brindinford. his victims, or one of Axom’s controlled allies.

3
THE TOWN OF BRINDINFORD

The TOwn Of The Keep and Silver Hill


Character: Wealthy, elite.
Businesses: Luxury goods, library.
BrindinfOrd Prices: Double normal, except for masterwork items.
Gold Piece Limit: 5,000 gp.
Brindinford: divisive, eccentric, wealthy, and ripe for the picking. Buildings: Free-standing estates.
—Ghaerleth Axom Guard Detail: Four town guards on fair patrol, Lieu-
tenant Shella and veteran guard (day) or two veteran
Brindinford is a large town that can be placed any- guards (night) in the keep.
where in your campaign. It is a trade center on a major
river, and its food comes from small farming villages
scattered in the nearby countryside; no Ford North
fields are in the immediate vicinity. Character: “Holy quarter.”
Cohorts, Followers, Forestation has been cleared in a radius of Businesses: Temples, shrines, icons, good-luck charms.
and Hirelings about a mile outside the town on the east Prices: 150% normal.
Among other things, the sheer side of the river, but much of the west Gold Piece Limit: 3,000 gp.
number of people in a town bank is still heavily wooded. Buildings: Large row houses.
makes it the place to go for a See the Brindinford Overview Map for a Guard Detail: Two town guards at Old Ford Gate, two
character interested in recruit- depiction of the town and its neighbor- town guards on Old Ford Road.
ing a cohort, followers, or hoods. The town follows the rules noted
hirelings. It is likely that the for a town of its size in Chapter 4 of the
characters will reach 6th level DUNGEON MASTER’s Guide. Chatterstreet Market
in the course of this adventure, cBrindinford (large town): Conven- Character: Bustling market.
thus becoming eligible for the tional and Monstrous; AL LG and LE; 5,000 Businesses: Artisans and traders.
Leadership feat. As the charac- gp limit; Assets 1,200,000 gp; Population Prices: Normal.
ters go through the adventure, 4,807; Mixed (human 79%, halfling 9%, elf 5%, Gold Piece Limit: 2,000 gp.
pay close attention to the way dwarf 3%, gnome 2%, half-elf 1%, half-orc 1%). Buildings: Row houses with shops on ground floor,
they interact with the people Authority Figures: Baron Euphemes II, apartments above.
around them. If they treat cer- male human Ari5, LG; Ghaerleth Axom, Guard Detail: Two town guards in Chatterstreet Market.
tain NPCs particularly well and mind flayer, NE.
begin to build relationships The street fair going on during the adven-
with those people, then those ture effectively doubles the town’s total Eastgate
NPCs might be good candi- assets to 2,400,000 gp, though it does not Character: Rough-and-tumble, transients.
dates for cohort or follower affect the maximum value of individual Businesses: Inns, taverns, merchant warehouses, enter-
status, should any of the items. Each neighborhood in the town has tainment, provisioners.
player characters be inclined its own gold piece limit on the maximum Prices: Normal.
toward Leadership. On the value of a single item for sale in that neigh- Gold Piece Limit: 1,000 gp.
other hand, if they are habitu- borhood, reflecting the different levels of Buildings: Row houses, freestanding warehouses and
ally rude, condescending, or affluence in different areas of the town. outdoor businesses, free-standing inns with yards.
insulting toward the people of Guard Detail: Four town guards at East Gate, four town
Brindinford, even characters guards on fair patrol.
with Leadership find it hard to TOWN
recruit followers from among
the spurned citizenry. Allow all
NEIGHBORHOODS
relationships with NPCs to
The town of Brindinford is divided into six West Hill
neighborhoods, or wards. No walls or other Character: Eccentric, intellectual.
develop naturally, based on the clear divisions separate the wards, but the Businesses: Booksellers, scholarly specialists.
characters’ actions. quality of a neighborhood changes rapidly Prices: Normal.
as one travels along the single main road Gold Piece Limit: 3,000 gp.
through town. The neighborhoods are shown on the Buildings: Freestanding houses with small yards.
Brindinford map and briefly described below. Impor- Guard Detail: None (Silver Hill fair patrol is nearby).
tant locations marked on the map are described in the
adventure text.
Brindinford has forty-eight professional guards who Southspur
work on two shifts. In general, the guards on duty in a Character: Poor, rough.
particular neighborhood respond to a disturbance in Businesses: Undesirable (dyers, perfumeries, tanners).
that neighborhood within 2d10 minutes. The guards Prices: Normal.
on specific detail are listed below. Statistics for town Gold Piece Limit: 500 gp.
4 guards, veteran guards, and Lieutenant Shella are pre- Buildings: Row houses, free-standing businesses.
sented in the Appendix for easy reference throughout Fair Patrol: Two town guards at Southspur Gate, two
the adventure. town guards on Southspur Street.
EVENTS AND ENCOUNTERS: PART ONE

Events and axes or spears suffer a –2 penalty to attack and


damage rolls.
kWizards and sorcerers must wrap a thick leather
EncOunters: strap around the middle and ring fingers of each
hand, and “peace -bond” their spell component
Part One pouches by tying them securely shut. The guards
cannot necessarily tell by looking at a
Sometimes a little chaos ultimately serves a higher law. character if he or she is a wizard or sor-
—Ghaerleth Axom cerer, and they rarely challenge bards. Characters and the Law
If the characters decide to
They ask any character they suspect
ignore the laws of the town,
The numbered encounters below refer to the Encounter might be a spellcaster to be peace -
the guards are unprepared to
Flowchart found on page 32. The characters begin the bonded (particularly characters who
handle the challenge. If the
adventure with encounter 1. seem relatively unarmed compared to
guards could deal with a party
their companions), and they may
of 5th-level characters, they
search a character for spell compo-
could deal with the problems
1. A Trip to the Fair (EL 2) nents if unsatisfied with the answer. If
now facing the town. The char-
This encounter assumes that the characters enter the someone is caught lying to the guards,
acters might decide to do as
town through its main gate, the East Gate. The fair runs they angrily impose a 10 gp fine.
they please, figuring (probably
the length of Eastgate Way and continues some distance Casting a spell with somatic com-
correctly) that they can take on
outside the gate. If the characters choose to enter ponents while a character’s fingers are
the whole town guard at one
through a different gate, see encounter 2. bound imposes a 30% chance of spell
time. If so, they are not the
failure. Removing the band or unty-
heroes Brindinford needs, and
ing a spell component pouch requires
The town of Brindinford occupies a low hill beside a group of real heroes (NPCs
a full-round action and makes the
the Brinding River. Crenellated stone walls, inter- directed by you) might emerge
character vulnerable to attacks of
rupted by tall watchtowers, surround the buildings, to protect the town from the
opportunity.
but the life of the town spills beyond its walls today. menace the player characters
kClerics of known neutral or evil
Colorful carts and wagons, flags and ribbons, and have become, then from the
deities must “peace -bond” their
people of all sorts line the road for 100 yards schemes of Ghaerleth Axom.
deities’ symbols. This involves fasten-
beyond the gate. Dozens of halflings in bright- These heroes should be at
ing each such symbol to the cleric’s
colored costumes are directing most activities. A least the same level as the
belt, so it cannot easily be brought to
busy, lively hum of noise rises from the fair, and the player characters. At best, they
bear for spellcasting. Freeing the
smells of roasting meats, exotic spices, and cut can be rivals that the player
symbol requires a full-round action
flowers fill the air. characters are motivated to
and makes the character vulnerable to
Near the gates, the movement of the throng of best, by dealing with the
attacks of opportunity.
people making their way inside the walls slows to a threats to the town first. At
kDruids and rangers must place all
crawl. Four town guards, wearing bright red tabards, worst, they can encourage the
divine focus items into pouches and tie
give each visitor a careful look, though they seem player characters to get out of
them shut. Untying a pouch requires a
relaxed and friendly. The guards can be seen peace- town and move on to their
full-round action and makes the charac-
bonding weapons. next adventure. If the charac-
ter vulnerable to attacks of opportunity.
ters are truly out of control, it
may be time for an out-of-
If the characters proceed through the gates, the guards If a character refuses to submit to peace-
game talk with your players.
insist on limiting the characters’ ability to cause trouble bonding, the guards deny the character’s
in the town. This is common practice in many cities, companions entry to the town as well. If
and if necessary you should encourage the players to the party attempts to force its way in, the guards attack
view it as such. The restrictions are not too limiting and to kill or capture the group, summoning help by sound-
can easily be circumvented. Their purpose is more sym- ing a horn one of the guards carries.
bolic: a reminder that Brindinford is not a dungeon or If the party looks for a different entrance into town,
battlefield. With that in mind, the guards impose the consult encounter 2.
following restrictions. Creatures: The four guards are 1st-level warriors. If
they sound an alarm, four additional guards from the
kAll edged weapons must be peace-bonded (daggers Eastgate fair patrol arrive in 1d4+2 rounds.
excepted). The guards attach swords to scabbards with dTown Guards (4): hp 3, 6, 6, 7.
leather straps. For axes, spears, and similar weapons,
the guards put a leather bag over the blade and tie it 2. Alternative Entrances
with a leather strap. Similarly, they tie bags over open The two other gates into the town are the Southspur Gate
quivers and bolt cases, or secure them closed. Ready- and the Old Ford Gate. Two guards watch each of these
ing a peace-bonded weapon for normal use requires a gates at all times. They peace-bond weapons and spell- 5
full-round action and makes the character vulnerable casters just as the guards at the East Gate do, and they do
to attacks of opportunity. Attacks with peace-bonded not relax those restrictions. If these guards sound an
EVENTS AND ENCOUNTERS: PART ONE

alarm, the guard contingent from the nearest neighbor- Off the Beaten Path: If the adventurers decide to
hood (Southspur or Ford North) arrives in 3d4 rounds leave Eastgate Way and wander the rest of Brindinford,
(see Town Neighborhoods). they find much less excitement. The streets are quiet,
The characters can scale the 25-foot-high town if not deserted. Many shops are closed, having moved
walls with a series of Climb checks (DC 30). Magical their business to the fair for the day, while others offer
means may also provide entry to the town. sale prices but seem to attract few customers anyway.
Spells such as fly and levitate can get char- Allow the characters to explore for a while, then pro-
Exploring the Fair acters over the wall, while dimension door ceed with encounter 4. (Before they have strayed too
How long should you let the
and similar spells allow circumvention of far from the main roads, they hear the noise of the
player characters explore the
the walls entirely. crowds reacting to the sudden appearance of monsters
fair? As long as they are having
in their midst.)
fun. Some players, presented 3. Around the Fair
with a scene like this, jump
right in with specific things The streets of Brindinford bustle with
4. The Fair Gets Foul (EL 7)
On the day the characters arrive in Brindinford, the
they want characters to do or activity as the fair engulfs the main wererat minions of Ghaerleth Axom instigate a distur-
buy. Others want a little more street through town. The main bance along Eastgate Way. This disrupts the fair, draws
direction, and it’s often a good street—none too wide in the first the attention of the town guard, and distracts the town
idea to move to the action as place—is narrowed further by the from Axom’s infiltration of the baron’s keep.
quickly as possible. Reward carts and booths lining its sides. For-
players who take the initiative, tunately, wagons are barred, but
allowing them the chance to pedestrians clog the road effectively A shout from the middle of the busy fair spreads
get a head start on the adven- enough. Artisans, entertainers, and into an expanding ripple of cries and screams,
ture by picking up useful infor- merchants staff the fair booths, call- accompanied by loud crashes that sound like carts
mation (such as rumors from ing to potential customers and trum- and booths being overturned. These ripples of
encounter 5). If they are unsure peting their wares. sound immediately transform into a wave of
what to do, move on to the next Above it all, two notable features people, as bystanders try to escape whatever is
encounter. Pay attention to what define the town’s landscape. A walled wreaking havoc behind them.
the players do: If some are stack- keep crowns the hill at the western end
ing dice while the others are of the town, and in the center of town a For the characters to reach the scene of this distur-
busy at the fair, get things huge bell tower stands like a sentry. bance—ideally 40–150 feet ([1d12+3] × 10) away from
moving so everyone can be
the nearest adventurer—they must make their way
involved. This rule of thumb is
This encounter offers the characters an against a tide of frightened fairgoers and merchants
the key to running a successful
opportunity to explore the fair as much as moving in the opposite direction. Characters using
town adventure.
they want to. The fair is confined to the brute force to push their way through the crowds should
largest thoroughfare through town, Eastgate make a Strength check. If they try to slip between
Splitting Up Way. The flavor of the fair varies by neigh- people, use an Escape Artist check instead, and if they
If the players want to split up,
borhood, as follows. try to intimidate or otherwise convince people to make
each character pursuing a dif-
Silver Hill (from the keep to Old Ford way for them, use an Intimidate check. A successful
ferent goal in town, move
Road): Like the neighborhood, the fair here check against DC 15 allows characters to move their
quickly to the next encounter.
is classy and high-priced. Musicians play speed as a full-round action (or half their speed as a
It may be fine for them to split
sophisticated and serious music. Refined normal move action); failing this check restricts charac-
up later on, but they should
dancers move slowly on clear stages. Arti- ters to moving half that far.
all be together at the outset—
sans sell elaborate items whose function is When the characters come within 20 feet of the
the wererats in encounter 4
almost purely decorative, made from fine trouble, they find a scene of chaos: pushcarts on their
are a tough challenge for the
materials of the highest quality. Food ven- sides, booths smashed, goods strewn over the cobble-
whole party.
dors are less common closer to the keep, and stones. A handful of merchants swat ineffectually at
they sell fine wines, freshly dressed game several big rats with brooms and other implements.
(pheasant and venison) that can be taken home and Creatures: Four wererats in hybrid form continue
cooked, and sweet pastries. The carts are well maintained their work of destruction, while a number of dire rats
and elegant. scramble around the wreckage and bite any human
Eastgate (from Old Ford Road to the East Gate): who does not get out of their way fast enough. If the
Lively entertainment raises the noise level in Eastgate, party attacks the wererats, the dire rats come at their
as minstrels, comedians, poets (lyric, epic, limerick), masters’ call to join in the fight and slay the group.
actors, storytellers, and others compete to be heard. dDire Rats (5): hp 5, 5, 2, 3, 9.
Artisans, merchants, and other professionals sell their dWererats (3): hp 8, 5, 6.
wares and their services. The quality of those wares dSquim (wererat Rog3): hp 20.
and services varies widely, but seems to increase in A contingent of town guards arrives at the scene
6 both aesthetic and practical value the closer one gets 2d10 minutes after the disturbance begins. These four
to Silver Hill. Food includes meat pies, pastries, mead guards are the regulars assigned to the Eastgate por-
and ales, and produce. tion of the fair.
EVENTS AND ENCOUNTERS: PART ONE

dTown Guards (3): hp 8, 6, 3, 6. 5. The Big Picture


Tactics: If one wererat is slain before the town guard After dealing with the wererats or wystes (a new mon-
arrives, the others split up and flee, leaving the dire rats ster, detailed later), the characters need to decide on a
to cause more damage. If the guards arrive before that, course of action if they want to resolve whatever trou-
the wererats attack as many guards as they can, though bles beset Brindinford. This encounter pulls together
they would rather run away than die. what the characters know and can learn, and lays out
If the characters follow the fleeing wererats, com- options for pursuing the villains.
pare the speed of each fleeing wererat (40 feet in
hybrid form) to the speed of the pursuing party Gather Information
member(s). A fleeing wererat takes a double move Given a couple of hours and a few gold pieces, a charac-
action each round, covering 80 feet while running ter with this skill can learn the following information,
along side streets and alleys. If its pursuers have a based on the skill check result. (This skill can also be
speed of 30 feet and also take double move actions, the used untrained, as a simple Charisma check.) A high
wererat gains 20 feet per round. Any attempt to attack check result provides all the information from lower
the wererat while it flees slows down the pursuers, results as well. All this information can
forcing them to take a normal move action at best also be gained without a skill check,
(unless they use a haste spell). Each round, the wererat through roleplaying. Use your discretion,
Area Effect Spells in
makes a Bluff check (+0 for a normal wererat, +5 for the based on how well the players roleplay City Streets
leader), opposed by the pursuer’s Sense Motive check. the process, to decide how much infor- A fireball spell can slay a bunch
If the Bluff succeeds, the wererat makes a Hide check mation to reveal. of wererats. Unfortunately, it can
(+11 for a normal wererat or leader), opposed by the Check Result 10 or Higher: An off- also slay innocent bystanders
pursuer’s Spot check, with a –1 penalty for each 10 feet duty town guard, a little intoxicated, and turn public opinion solidly
of distance. If the Hide check is successful, the wererat mentions that she expects the baron will against the characters. It’s also
eludes the pursuing character. make a speech first thing in the morning likely to set carts and wagons on
Development: It is possible that the player charac- (“You will hear the heralds’ trumpets”). fire, destroy valuable merchan-
ters want to question one of the wererats, either by She also mentions that the captain of the dise, and bring down mer-
capturing and healing a wererat brought below 0 hit town guard, one Merdick Forren, disap- chants’ curses and soldiers’
points, or by use of a speak with dead spell. Any wererat peared the day before the fair began. He rage against the characters.
knows that the lycanthropes live in the bell tower at was last seen in Chatterstreet Market. Wise spellcasters must con-
the center of town. About their activities during the The Truth: Forren was kidnapped by sider spell selection carefully.
fair, the wererats know only that Squim, their leader, Ghaerleth Axom and extensively ques- Spells such as sleep and web are
ordered this course of action, and they were to kill as tioned so the mind flayer could learn the more focused in effect and do
many town guards as possible. details of the guard assignments for the much less harm to bystanders.
Squim is the only wererat who knows anything about street fair and plan accordingly. He is If spellcasters hurl carnage
the relationship between the wererats and the sorcerers now dead and buried. right and left, they end up on
of West Hill. He has met, on a few occasions, the sor- Check Result 15 or Higher: A the wrong side of the law. See
cerer called The Blessed. These meetings occurred in sullen, streetwise young man explains the “Characters and the Law”
the back room of a bookseller’s shop on West Hill, but that there have been a number of grisly sidebar for more on this.
Squim does not believe that he could find the shop deaths in Southspur recently. No bodies
again, as he was guided there by hooded figures. The were found, but the sheer quantity of blood found at
Blessed wore a hooded robe and sat in darkness, so the scenes leaves little doubt as to the victims’ fate.
Squim does not know what the mysterious sorcerer The Truth: A pack of grimlocks is making nocturnal
looks like. Squim believes The Blessed is insane, raids in Southspur, killing people walking alone at
because The Blessed is always ranting about an entity night, then dragging the bodies off to consume at
called “the Speaker in Dreams.” Squim never admits to their leisure.
anyone that he has heard a voice in his dreams as well, Check Result 20 or Higher: A flirtatious barmaid
which is the reason he agreed to a partnership with tells a story circulating the town about the “laughing
The Blessed. ghost of West Hill.” Residents and visitors in West Hill
A spellcaster could use locate object to find an item of have heard strange, otherworldly laughter through the
equipment carried by a wererat who fled the Eastgate streets, with no definite source. Tales say that a scholar,
encounter. If cast within range of the bell tower, the driven mad by his explorations into “things mortals
spell leads the spellcaster and other characters there. were not meant to know,” took his own life, and his
If the characters learn that the wererats live in the ghost now haunts his old neighborhood. The Truth:
bell tower and decide to go there directly, see People are actually hearing gibbering mouthers, which
encounter 12. are connected with Those Who Hear, the sorcerous
After this encounter, the members of the town cabal of West Hill. The legend of the scholarly suicide
guard do not care whether the party’s weapons and is pure fiction.
spell components are peace-bonded. Check Result 25 or Higher: A close-mouthed bar- 7
tender, swayed by a character’s Charisma, mutters only,
“There’s rats in the bell tower, all over that place.”
EVENTS AND ENCOUNTERS: PART ONE

Food and Lodging tance). If the Hide check is successful, the character
Good food and lodging are usually abundant, particu- eludes the wererats.
larly in Eastgate, but inns are now overcrowded because Alternatively, the party may try to lure the wererats
of the fair. One of the characters must make a success- into an ambush—all too easy, since the wererats
ful Diplomacy check against DC 10 to secure poor themselves hope to catch the characters in a dark
accommodations for the group, DC 15 for common, or alley. If the characters continue on their way, the
DC 20 for good (see Chapter 7 of the Player’s Handbook). wererats run to attack them as soon as they enter a
If the characters helped deal with disturbances during secluded area—a deserted alley, a shop with few cus-
the fair, allow a +10 bonus to this check. To eat, charac- tomers (and a proprietor who can be knocked out or
ters must be willing to wait in line for a seat at a killed), or the like.
crowded tavern, but they can also purchase food from Creatures: The wererats are 2nd-level fighters in
street vendors at the fair. human form. They shift into hybrid form at the start of
Seven inns and seven taverns are in the Eastgate combat, preferably while the characters are watching to
neighborhood. Three other inns are in town, in Ford maximize the fear value. They flee combat only if both
North (catering to religious pilgrims), Chatterstreet are wounded to below half their maximum hit points.
Market, and West Hill. The nine other taverns include dWererat Heavies (Wererat Ftr2 ): hp 16, 21.
two in Ford North, four in Chatterstreet Market, one in Development: Characters may question captured
West Hill, and two in Southspur. or incapacitated wererats. These heavies were assigned
to kill them because the characters “caused trouble”
Back to the Fair during the disturbances at the fair. The wererats know
Characters not motivated to investigate the strange nothing of the alliance between their group and Those
happenings in town may wander the fair. However, Who Hear, but they know that all local wererats live in
the villains have their eyes on the characters, and two the bell tower. Otherwise, the characters must spend
wererat thugs are assigned to tail the party (see some time asking more focused questions in the East-
encounter 7). gate or Chatterstreet Market neighborhoods (see
encounter 8).
6. What’s Next?
Depending on which rumors and information the 8. To Market
characters decide to follow, they may make their way Eastgate and Chatterstreet Market have borne the
to one of the following neighborhoods. After dealing brunt of the wererats’ depredations over the last three
with the menace in one neighborhood, characters may months. They have been practicing extortion and out-
examine the rumors they have collected to choose a right theft, relying on their rat forms to elude the
new course. town guards. Until the disturbance in encounter 4, the
kSilver Hill, Eastgate or Chatterstreet Market: see wererats avoided appearing in hybrid form or other-
encounter 7. wise revealing their true nature. The guards were
kSouthspur: see encounter 9. aware of certain crimes and had reports of very elusive
kThe bell tower: see encounter 12. thieves, but no evidence pointed to lycanthropes as
kWest Hill: see encounter 13. being the cause.
If the characters ask questions around the Market
7. Stalked (EL 5) neighborhood, let them roleplay one or two encoun-
While the characters explore Eastgate, Silver Hill, or ters with local merchants or artisans. You can make a
Chatterstreet Market, a pair of wererats in human form random die roll or two on Table 5–5: One Hundred
tail the adventuring party by 50 feet. These wererat Traits in the DUNGEON MASTER’s Guide to get any mer-
thugs are not stealthy in human form, so they make chant’s personality, using that for the NPC’s interaction
untrained Hide checks (+1 for their Dexterity, –5 for with the characters. Most people the characters meet
moving more than half speed) to remain unnoticed by share the following profile.
their quarry. Have players roll Spot checks (with a –5 Initial Reaction: Indifferent.
penalty for the distance of 50 feet: –1 per 10 feet) to see if Friendly (DC 15): Share opinions, pass on rumors or
they notice they are being followed. If a character gossip.
notices the wererats, read the following. Helpful (DC 30): Volunteer to find out specific informa-
tion, admit to being a victim of crime, refer characters to
Shoomma’s Smithy.
Someone is following you: a big man with long, black Shoomma (LG female dwarf Exp13; Craft (weapon-
hair with a rapier at his belt. He may have companions. smithing) +21) is a master weaponsmith, maker of many
famous blades and one of Brindinford’s most famous per-
To lose the wererats, each character must succeed at a sonages. She has plied her trade for one hundred years
Bluff check opposed by the wererats’ Sense Motive under a simple sign reading “Smithy,” and she com-
8 checks (+1 for their Wisdom). If the Bluff succeeds, mands the respect of every other merchant and artisan
the character can make a Hide check opposed by the in town. Her weapons are renowned, not for their
wererats’ Spot check (+1 for Wisdom, –5 for the dis- enchantment (though many were enchanted after leaving
EVENTS AND ENCOUNTERS: PART ONE

Shoomma’s hands), but for the quality of their workman-


ship. Her nephew and apprentice, a dwarven soldier
named Horken (LN male dwarf Ftr5), hopes to continue
the old dwarf ’s legacy.
Shoomma is wiry and muscular despite her age,
though she spends an increasing amount of time in
her rocking chair, rather than bent over the forge, as
she gets older. Her face and arms are dark and leath-
ery from the heat of the forge, and her eyes are sunk
deep and surrounded by wrinkles. She is brutally
honest to the point of being tactless and is quick-tempered
as well.
Initial Reaction: Indifferent, Friendly if introduced by
a merchant.
Friendly (DC 15): Information:

kShe has been thinking, in light of the wererats’ attack


in Eastgate, about the fact that the bell tower is
reported to be crawling with rats. She was well
acquainted with the previous keeper of the tower,
Revven, and remembers the current keeper, Revven’s
son Turvin, as a baby, but she does not know Turvin at
all now.
kThe captain of the town guard, Merdick Forren, disap-
peared just before the fair began. He was in Chatter-
street Market last; in fact, Shoomma spoke with him
just a few hours before he was reported missing. He
was on a routine patrol, not investigating anything in
particular, though he was asking questions about
engaged in a lame farce, though the object of their
reports he’d received of extortion.
lampooning is not immediately obvious. Passersby
kA number of merchants in the Market neighborhood
slow their pace for a moment, watching, then shake
have complained to Shoomma about crime in the last
their heads and move on. Suddenly, the back cur-
few months. Some have suffered theft, while thugs
tain of the stage is torn open to reveal a massive,
offering “protection” from theft and vandalism in
gray-skinned humanoid with wild black hair and
exchange for money or other favors have approached
no eyes. It lifts an axe high over its head, apparently
others. Those who refused to pay were always victim-
savoring the screams of terror this produces, while
ized shortly thereafter. On reflection, Shoomma
more of its kind spill onto the stage and the sur-
notes, the crimes could well have been committed by
rounding street.
wererats—that would explain how the criminals
remained undetected.
Roll initiative for the grimlocks, and ask the players to
Helpful (DC 30, or DC 20 if already Friendly): Nothing do the same. A character who beats the grimlocks’ initia-
further. tive has a chance to stop the first creature before it kills
the actor.
9. Grimlock Raid (EL 5) The wagon-stage is 15 feet long and 10 feet wide, and
If the adventurers venture into Southspur to investi- it stands 4 feet off the ground. Characters can use the
gate the rumors of grisly deaths, it does not take long Jump skill to leap onto the stage, or use projectile weap-
for them to find the source. Like the other gangs in ons (with a –4 penalty for firing into melee) to hit the
Brindinford, the grimlocks use the opportunity of the first grimlock before it strikes the actor.
fair to create havoc. They also hope to thin out the Creatures: The five grimlocks go on a savage ram-
town guard. page, making no distinction between the adventurers
and helpless bystanders. Each grimlock simply attacks
the closest human it senses.
Though the fair really does not extend much into dGrimlocks (5): 8, 9, 16, 18, 10.
this neighborhood, at least one group of entertain- There are ten commoners in the immediate area,
ers has decided to set up a stage in Southspur, including the three on stage.
hoping to find an attentive audience. Prancing dCommoners (10): hp 3, 3, 2, 1, 2, 1, 3, 3, 1, 4.
about in the back of a wagon, a trio of actors are
9
EVENTS AND ENCOUNTERS: PART ONE

Four town guards arrive at the scene 1d6 rounds after


Under the open window, a raised platform, 15 feet
combat begins. These guards are the regulars assigned to
square, stands about 7 feet off the floor in the corner
the Southspur neighborhood during the fair.
of this vacant warehouse. The stench of rot and
dTown Guards (2): hp 7, 3.
decay fills the place, while dust and scraps of wood
Development: A character with the Track feat can
litter the floor below.
follow the grimlocks’ trail with a successful Wilderness
Lore check (DC 19: 20 for hard ground, –1 for a group of
five). The trail leads back to an abandoned, boarded-up Creatures: Felga, Ghaerleth Axom’s second-in-
warehouse. The tracks end abruptly under the window command, leads the grimlocks. This grimlock
in the southern portion of the east wall, the only ranger/assassin leads the grimlocks on their nocturnal
window in the building that is not boarded over. If the raids at the mind flayer’s command. She is in the ware-
characters try to enter the warehouse, proceed to house with two more grimlocks.
encounter 11. dFelga (Grimlock Rgr3/Asn3): hp 69.
If the characters spend more time in Southspur, dGrimlocks (2): hp 7, 11.
asking questions about the murders or looking for the Tactics: As soon as the grimlocks hear the party
grimlocks’ lair, go to encounter 10. enter the warehouse, Felga casts darkness while reach-
ing up to touch the floor of the office platform, in the
10. Southspur corner that protrudes into the room. This spell hurls
If the characters do not track the grimlocks to the ware- most of the warehouse into darkness and blocks out-
house, there is still a chance they can find the hideout. A side light from coming in the one open window (the
successful Gather Information check (DC 20) reveals the one through which the characters enter). The areas
following information about the recent murders. outside the 20-foot radius of the spell and under the
office platform are completely dark unless illuminated
kAll the deaths occurred in roughly the same area, by an artificial light source, but darkvision still oper-
within 100 yards of the grimlock attack in ates. Within the radius of the spell, light sources and
encounter 9. darkvision do not operate. Player characters who
kNo apparent connection exists between the people cannot see suffer a 50% miss chance and must guess
killed, except for their location. They included people their targets’ location (see Table 8–10: Concealment in
living on the street, relatively successful business the Player’s Handbook). The grimlocks, with their blind-
owners, men and women, street toughs and helpless sight ability, suffer no penalties at all.
innocents. Sometimes individuals were killed in dark Two ordinary grimlocks wait for the characters at the
alleys, other times entire families were slaughtered in bottom of the stairs. Felga uses her next action to climb
their homes. quietly up to the platform (Climb DC 21) and block the
kPlenty of locations in the area could hide a band of party’s escape through the window (or intercept party
monsters—abandoned warehouses, deserted homes, members who have not yet entered the warehouse).
that sort of thing. Instead of or in addition to the Treasure: A locked chest (average lock, DC 25) kept
Gather Information check, a successful Search check underneath the stairs holds the treasure the grimlocks
(also DC 20) can reveal the grimlocks’ warehouse as a cannot easily use: 100 gp, a 600 gp black pearl, a ring of
likely candidate. force shield, and four scrolls: one with summon monster I
kIf the characters restrict their search to the area near and enlarge, one with shield and tongues, one with hold
the recent attack, the search is easier: A successful person and summon nature’s ally II, and one with
check against DC 20 means a character notices the summon monster II and mount. The grimlocks hope to
large, abandoned warehouse with one window not trade these scrolls to the sorcerer cabalists for more
boarded over. This search takes about half an hour. useful magic items.
kIf the characters try searching the whole Southspur
neighborhood, the DC is 30, because the characters 12. The Bell Tower
must search more quickly. Even so, the search takes a The bell tower that stands in the middle of town is
full 12 hours. A successful search uncovers 1d6 Brindinford’s architectural pride and joy, a 125-foot-tall
deserted buildings, scattered throughout Southspur, tower of fine workmanship and elegant beauty. The
that could serve as hideouts for the grimlocks. duty of ringing the bells every 3 hours during the day
has been carried out by members of a single family
When the characters discover the warehouse that is the since the tower was built. Unfortunately for this grand
grimlocks’ lair, proceed to encounter 11. tradition, the latest member of the family—an elderly
gentleman named Turvin—is an infected wererat who
11. Grimlock Warehouse (EL 8) enjoys his curse and has control over his transforma-
See the Abandoned Warehouse map on the inside back tions. He shares the tower with the wererat who infected
cover. The grimlocks climb the wall to and from the one him, Squim, and the rats and wererats who follow this
10 window that is not boarded up. If the party uses the rogue (as Turvin does now).
same route into the warehouse (Climb DC 21), proceed Building Features: The bell tower is 30 feet square. A
with the following description. 5-foot-wide stone staircase winds around the outside of
EVENTS AND ENCOUNTERS: PART ONE

the building, climbing 30 feet for every circuit of the 12c. Nests (EL 5)
tower. Each of the four stories of the tower has a 30-foot
This small room is littered with debris and smells
ceiling. Both the outer and inner walls of the tower are
strongly of rodent waste and animal fur.
1-foot-thick stone. Every door is of solid wood.
sWooden Doors: 1 1/2 in. thick; hardness 5; hp 15;
AC 5; break DC 18. The four rooms that form this level of the tower are
Windows on every level are large enough to admit a nearly identical. The majority of the wererats in town
flying or climbing character, though (except on level 4) use these rooms as a large common nest, usually
they simply open into the staircase. sleeping together in a large pile either in rat or
hybrid form.
12a. Antechamber (EL 5) Creatures: One wererat in rat form sleeps in the
The tower’s outer door is locked (average lock, DC 25). corner of the room, but the characters must make a
Spot check (DC 20) to see the Small creature among
the trash. When the characters enter the room and
The door opens into an antechamber, with steep, make noise, the rat wakes up, climbs 20 feet straight
narrow stairs leading up to the right and another up the wall, and squeaks loudly to alert its compan-
heavy door straight ahead. Though the ceiling rises ions. On the next round, one wererat in hybrid form
high above and another window pierces the wall appears in each of the two doorways leading out of
above the door, all light is swallowed up in the dark the room.
granite walls and floor. If Turvin sounded the alarm when the party entered
the tower, all three wererats, in hybrid form, wait on
If the characters make noise in this chamber, roll a the wall above the doorway, waiting for the charac-
Listen check (DC 7) for Turvin, the tower keeper in ters. When the party enters, the wererats jump down
room 12b (his Listen skill modifier is +1). If he hears to attack.
them, he opens the door and peers out—appearing for dWererats (3): hp 2, 7, 8.
all the world like a harmless old man. Treasure: Scattered throughout the debris on this
Creatures: If the characters have not killed the two level is the wererats’ treasure: 6,000 sp and two gems, a
wererats from encounter 7, the latter enter the bell 70 gp amber and an 800 gp topaz. A careful search is
tower immediately behind the party and attack. If required to find this treasure. Allow the group to make
combat erupts in the antechamber, Turvin changes to his a Search check (use the best character’s skill modifier,
rat form and scurries up the ropes to area 12f on the with other characters aiding as described in the
fourth floor. Player’s Handbook, page 62, Cooperation), and assume
dWererat Heavies (Wererat Ftr2): hp 20, 25. that the group finds 4% of the treasure (240 sp) multi-
dTurvin (Wererat Com3): hp 6. plied by the Search check result, to a maximum of
100%. A check result of 10 or higher finds the amber
12b. The Tower Keeper (EL 3) gem as well, and a check result of 20 or higher uncovers
the topaz.
An oil lamp flickering in the far right corner offers
this room’s only illumination. It rests on a low book-
case, beside a comfortable looking, if weathered,
12d. Stairway Trap (EL 5)
Trap: Stepping on the landing (a 5-foot square) trig-
armchair. In the far left corner is a bed, carefully gers this magical trap. The wererats avoid this landing,
made, and a small nightstand. From a 5-foot-square stepping carefully around the corner or climbing up the
hole in the center of the ceiling, four heavy ropes bell ropes in rat form. The trap casts enervation on any
dangle, coiling on the floor. character who steps on the landing, bestowing 1d4 nega-
tive levels. The negative levels last for 8 hours.
If Turvin heard the characters making noise in room aEnervation Trap: CR 5; enervation (1d4 negative
12a, he opens the door and peers out at them; other- levels); Reflex save avoids (DC 16); Search (DC 29); Dis-
wise, he sits in his armchair, staring blankly into able Device (DC 29).
space as the characters open the door. He avoids
combat if possible, fleeing (in rat form) up the ropes if 12e. Nests Again (EL 4)
necessary. If the party questions him, he denies any These rooms are identical to area 12c, but each is home
knowledge of rats or wererats in the tower and tries to to dire rats, the pets and companions of the wererats.
persuade the characters to leave. If the characters Creatures: When the party first enters one of these
ignore him and head up the stairs, he shouts a warn- rooms, 1d6 dire rats are present. The remaining rats
ing up the ropes, alerting Squim and the other were- enter the room at the rate of 1d4 per round of combat,
rats to the approaching intruders. evenly distributed between the two doors to the room.
Creatures: Turvin is an old human, stooped with age dDire Rats (10): hp 3, 7, 5, 3, 6, 6, 6, 7, 2, 9.
and gray-haired. In rat form, he retains his gray hair and 11
gaunt frame.
dTurvin: hp 6.
EVENTS AND ENCOUNTERS: PART ONE

12f. Ropes and Pulleys (EL 6 or 4)


This large room is crisscrossed with ropes and enor-
mous pulleys, the machinery that allows a single
person to ring the enormous bells above with a mere
pull on a rope. The agitated squeaking of a rat echoes
high above you.

Four ropes descend from the ceiling into the room, one
attached to each of the bells at the top of the tower.
Before coming down here, each rope goes through a
pulley in the roof of the tower. The ropes then snake
from floor to ceiling, passing through a number of pul-
leys to distribute the weight of the enormous bells
around the structure of the building. Four sturdy
wooden beams, 1 foot wide, cross the room 20 feet above
the ground, suspending the largest pulleys.
Creatures: If Squim, the wererat leader, escaped
from encounter 4, he is here with two ordinary were-
rats (EL 6). If the characters killed him in encounter 4,
only the two common wererats are here (EL 4).
dWererats (2): hp 4, 9.
dSquim (Wererat Rog3): hp 20.
Tactics: The wererats use the unusual features of this
room to their best advantage when fighting the charac-
ters. When the party enters, the wererats are perched
on the beams 20 feet off the ground, which is where
they spend most of their time. During the move por-
tion of its action, any of the wererats can use one of the
following tactics.

kWalk along a beam or a rope to a pulley so as to give


itself cover behind a pulley. The wererat can choose
the amount of cover it desires, from one-quarter to
nine-tenths. The wererat ends its move on solid foot-
ing, so it does not suffer penalties for climbing if it
is attacked.
kPosition itself among the ropes so as to have up to
three-quarters concealment. The wererat ends its
movement while climbing, so it loses its Dexterity
bonus to AC, and attackers gain a +2 bonus to hit it.
kPosition itself so that it can attack a character from
higher ground, gaining a +1 bonus to its attack
rolls. It suffers the penalties of fighting while
climbing, however.

The wererats are not averse to hiding among the ropes


and pulleys, forcing characters to climb (or fly) to them
and giving the wererats the +1 higher ground bonus.
As a last resort, Squim attempts to use a scroll of
summon monster II that The Blessed gave him. Make a
Use Magic Device check (DC 20) and hope for a result of
23 or higher to achieve a caster level of 3 or higher. If
you get a result higher than 19 but lower than 23, there
is a chance Squim has a mishap with the scroll (see
Scrolls in Chapter 8 of the DUNGEON MASTER’s Guide). If
he casts the spell successfully, he summons an alien
12 squid (summarized in the Appendix). The squid is a
nightmarish, land-dwelling version of its common
cousin, with a writhing mass of translucent tentacles and
EVENTS AND ENCOUNTERS: PART ONE

a gaping, lampreylike mouth. It has seven eyes scattered


across its pale body, and blue-green veins are visible For an instant, the very fabric of space Curse of Lycanthropy
seems to warp—distances stretch to It is possible that one or more
underneath its rubbery skin.
infinity or close to nothing, straight characters leaves the bell
Development: Refer to encounter 4 for details of
lines warp and weave, and vertigo tower carrying the curse of
Squim’s relationship with Those Who Hear. Aside from
assaults your senses. In the eye of this lycanthropy, which causes
Squim’s scroll, no concrete evidence in the bell tower
insane storm, space opens up, and a infected characters to trans-
links the wererats to the cabal—such evidence would be
pool of thick blue slime oozes out form into dire rats on the
an unwarranted risk. If Squim dies, his knowledge of
onto the street. As your vertigo sub- night of the next full moon. (If
Those Who Hear perishes with him.
sides, a huge wormlike creature rises you do not know the date of
With the wererats defeated, the characters can pursue
up from the pool. Its translucent, pur- the next full moon in your
other rumors to West Hill (see encounter 13). On the
plish skin reveals strands of pulsing campaign, roll 1d20 for the
other hand, the characters could travel to Southspur to
organs beneath it, and a ring of number of days from the day
investigate the deaths there (see encounter 9) or gather
hooked tentaclelike limbs surrounds the PCs entered Brindinford.)
more information (see encounter 5).
a gaping lampreylike mouth. The Ford North neighborhood
12g. The Bells (EL 6) is home to a few healers who
The warp of space is a side effect of an can each administer bel-
The stairs end abruptly, and a gust of wind blasts ladonna to an infected charac-
alien summon monster spell cast by The
through this topmost level of the tower. Open arch- ter for a modest charge (5 gp).
Blessed, who lurks on an overlooking
ways afford a splendid view of the town below, as There are no clerics of 12th
roof. Time is warped as well, so the
well as the carved grotesques perched around the level or higher in Brindinford.
process seems to take longer than it
top of the tower. Overhead, four enormous bells High Priest Forgrim (NG male
actually does—in fact, the entire scene
hang in the peaked spire, each suspended in its human Clr6 of Pelor) at the
plays out in less than a round, giving
own archway. Temple of Pelor can cast
the characters an immediate opportunity
to react. remove curse, but he faces
This level of the tower actually consists of three dis- If any characters, instead of charging troubles of his own later in the
tinct layers. At the bottom, where the characters stand into battle, look around for suspicious adventure. If the characters
(unless they are flying or levitating), eight archways are characters, a successful Spot check (DC drive the devils from his
open to the air, with a single stone gargoyle mounted 17) lets them notice The Blessed—a tall temple in Part Two, Forgrim
between each archway. The middle level, where the humanoid in a midnight-blue hooded happily cures their lycanthropy
tower narrows to 20 feet square, is where the bells hang robe—on a rooftop 20 feet above street as a reward.
in their four arches. A stone gargoyle sits outside each level. In the first full round of combat, she
corner of this layer as well. The top level is the spire, casts summon monster IV a second time, bringing one
narrowing from 20 feet square to a point 15 feet above more wyste into the slime pool, then runs off through
the floor. West Hill. She uses her slippers of spider climbing to
Creatures: Two of the grotesques adorning the out- descend the opposite side of the building, then flees
side of the bell tower are actually living gargoyles, through alleys.
though a Spot check (DC 20) is required for a character Creatures: The wormlike creatures are wystes,
to discern this fact before they spring to the attack. The described in the Appendix. Mindless creatures from
gargoyles attack anyone who comes to the top of the an alien dimension, they attack hungrily and fight to
tower. If any adventurers fly to the top of the tower, the the death, unless the summon monster spell wears off
gargoyles meet them to attack in mid-air, since aerial first. The spell lasts 8 rounds. (This encounter is an
combat is a sport that the gargoyles greatly enjoy. exception to the general rule that player characters do
dGargoyles (2): hp 25, 36. not get experience points for defeating summoned
Treasure: Among the stone gargoyles perched outside monsters. Here, the characters are not expected to
the middle level, the one in the south corner has a fight or even notice the sorcerer who cast the spell; the
hollow in its lap. Tucked into this hollow is a sack of 300 summoned monsters themselves are the challenge.
gp, the gargoyles’ treasure. If a character climbs outside Therefore, the characters get experience for defeating
the tower and explores the roof, he can find the treasure the monsters, even if they accomplish that by casting
with a successful Search check (DC 15). dispel magic.)
dWystes (2): hp 51, 42.
13. Wystes on the Hill (EL 7) A contingent of town guards arrives at the scene
If the characters investigate West Hill without learn- 2d10 minutes after combat begins. These four guards
ing about the Reality Wrinkle bookstore, they likely are the regulars assigned to the Silver Hill portion of
will not have a lot of concrete information to go on the fair but happened to be near West Hill when the
(the appearance of the wystes, tales of a laughing chaos began.
ghost, and maybe a captive wererat’s word, at best). dTown Guards (4): hp 2, 4, 2, 6.
They might just hope to stumble across something The sorcerer called The Blessed is responsible for sum- 13
strange. Indeed, as they walk about in West Hill, some- moning the wystes.
thing strange happens. dThe Blessed (Sor8): hp 33.
EVENTS AND ENCOUNTERS: PART ONE

Development: After they defeat the wystes, the cried out. She can only assume that the villains who
player characters overhear a guard or bystander say, “I attacked her were part of the same group that captured
wonder why Alein is not here. She’s usually on top of the older paladin.
anything that happens in West Hill.” Alein, the Cham- If the party captures or kills the sorcerers, Torea recog-
pion of Heironeous, lives in a shrine near the site of this nizes one of the latter. “He was at that bookstore—the
encounter. If questioned, the guards or any resident of Reality Wrinkle, it’s called—when that man was killed!”
West Hill can tell the characters this. If the characters go Torea and Alein were among the first at the scene days
to the shrine, see encounter 14. ago when word spread that a man had died at the book-
If the characters pursue The Blessed, she runs to store. Witnesses were unwilling to describe what had
the shrine of Heironeous as well, knowing that her happened as anything more than an “unfortunate acci-
underlings should have the shrine enveloped in dent.” The proprietor said that the victim fell down a
obscuring mist. staircase, but his body was covered with small bite marks
and strangely drained of blood.
14. A Cry in the Mist (EL 5) Questioning the sorcerers is a frustrating experi-
A map of the shrine appears on the inside back cover. ence. They are slightly mad and heavily indoctrinated
into the “mysteries” of their cabal. Their answers to
questions do not necessarily have anything to do with
Ahead, a shrine decorated with the iconography of
the questions themselves, and they actually do not
Heironeous looms out of a bank of thick mist. A
need questions to start ranting about the “opening of
woman’s voice cries out from behind the shrine.
the gate” and the “end of time.” They often repeat sen-
The words are indistinct, but the tone carries a
tences or phrases over and over. Samples of their bab-
sense of urgency.
bling include:

A pair of Second Circle Cabalists have cast obscuring mist k“She must be out of the way for the gate to open.”
around the shrine and are in the process of kidnapping k“When the gate swings wide, our world will fall into
Torea, the junior paladin at the shrine. The shrine is a the void.”
20-foot-square building with a main entrance on the pri- k“The Blessed will lead us in singing the praise of the
mary street (where the characters are) and a back door Ones Beyond, even as our bodies are consumed and
on the opposite side. Torea cried out not because she is our minds lost to madness.”
in danger (though she is), but because her mentor, k“ The Blessed hears the voice of the Speaker in
Alein, has just been captured and is being carried away. Dreams.”
As soon as Torea emerges from the shrine (in the first k“When the bells toll, they will ring the end of time.”
round of the encounter), a sorcerer casts sleep and the
paladin slumps to the ground, her armor clattering on 15. The Reality Wrinkle
the cobblestones. The Reality Wrinkle is a small bookseller’s shop in
In the second round, the sorcerers try to lift Torea in West Hill, located on a small side street called Arcane
her heavy half-plate, to carry her off through the alleys. Way. The shop specializes in arcana of the strangest
The adventurers cannot see them through the obscuring sort—obscure philosophical treatises dealing with
mist at a distance greater than 5 feet, but they can cer- other dimensions and alternate realities, pseudo-theo-
tainly hear the rattling of Torea’s armor. It takes the sor- logical texts of an alchemical or theosophical bent, and
cerers 2 rounds to lift Torea and distribute her weight the ravings of lunatics who delved too deeply into
(150 lbs., plus 60 lbs. of gear) between them; then they bizarre magical secrets. It is just such lunatics—calling
stagger off with her at a speed of 20 feet. themselves Those Who Hear—who use the bookshop
Creatures: Second Circle Cabalists are the lowest as a base of operations, a meeting place, and a shrine to
rank of the Inner Circle of Those Who Hear. They the “Ones Beyond.”
know enough about the cabal to be slightly mad, but Those Who Hear are devoted to an arcane philosophy
not so much as to have any idea why they are kidnap- called alienism. Alienist scholars postulate a distant uni-
ping the champions of Heironeous, as they were verse with a reality totally alien to their own, a realm
ordered to do. inhabited by creatures whose very existence is madness.
dSecond Circle Cabalists (Sor3): hp 14, 14. This realm is home to the wyste, and may also be the
Development: If the characters incapacitate, drive origin of the gibbering mouther and other alien mon-
off, or kill the sorcerers, rescuing Torea, she is very grate- strosities. Members of the cabal believe they can open a
ful and helps their investigation. Her overriding con- gate to this Beyond, annihilating the real world and
cern, however, is to find Alein, her mentor and the care- becoming the mindless minions of the Powers there.
taker of the shrine. About 5 minutes before the Their leader, a mysterious woman called The Blessed, is
adventurers arrived on the scene, Alein and Torea were the sole voice of authority for the group, because she
together inside the shrine and heard a cry for help from speaks with the voice of the Powers Beyond. This revela-
14 the back. Alein told Torea to remain inside while she tion comes to her in the words of an entity she calls The
investigated, but she did not return. When Torea Speaker in Dreams—actually Ghaerleth Axom,
checked on her mentor, she found the obscuring mist and although The Blessed does not know this. She does
EVENTS AND ENCOUNTERS: PART ONE

whatever The Speaker in Dreams commands, believing This room holds those books most suitable for public
that her actions help open the gate to Beyond and usher consumption, although they push that limit. Charac-
in the new age. ters who browse the shelves might find 1d4 books
Building Features: The Reality Wrinkle stands in a related to any particular subject covered within the
row of similar-looking shops with apartments on the Knowledge (arcana) skill, as well as 1d3 books that
upper stories, built side by side. Like other such row might be minor curiosities to someone with Knowl-
houses, the first story is built from the dark stone edge (religion). The rest of the books are much more
common in West Hill, while the two upper stories are obscure, dealing with the cabal’s primary field of
wood. The bookshop proper occupies the main floor, study: alienism (see area 15).
while members of Those Who Hear and the proprietor During daylight hours, the proprietor of the Reality
of the shop (a member of the cabal’s Outer Circle) live Wrinkle, Jellik, sits on a high stool behind the counter.
in the upper stories. The building also has a basement Creatures: Jellik is a member of the cabal’s Outer
that holds the cabal’s “Arcanium,” the center of its Circle—not yet indoctrinated into the deepest secrets,
magical activities. but already mad enough thanks to his chosen line of
A short series of steps leads up to the front door and work. His eyes are glassy, and he squints constantly.
main floor of the Reality Wrinkle. The outer doors, front His lower lip droops on one side, occasionally allow-
and back, are made from heavy wood. The front door ing a trickle of saliva to escape down his unshaven
remains unlocked during business hours (daylight), chin. Despite his appearance, he is quite intelligent,
while the back door is usually locked. certainly smart enough to avoid combat with an obvi-
sWooden Doors: 1 1/2 in. thick; hardness 5; hp 15; ously superior force. If threatened, he runs upstairs to
AC 5; break DC 18; Open Lock DC 25. find help.
The only windows on the main floor are in the front dJellik, Outer Circle Cabalist (Exp1): hp 6.
and back doors. Since the main floor is actually raised 5
feet above ground level, two windows open into the 15b. Back Room (EL 5 or 7)
basement on the back side (area 15c), and each of the
More bookshelves fill this back room. The disorien-
two upper stories has two full-size windows on each
tation you experienced in the front room is more
front and back face. Iron bars block all windows.
intense here. A door leads out to the back of the
sIron Bars: 1 in. thick; hardness 10; hp 30; AC 6;
building, and two more doors flank a staircase head-
bend DC 24.
ing upstairs. A faint, lunatic humming emanates
The inside of the building is affected by the strange
from the area near the staircase.
magical energies that intrude into the Arcanium’s base-
ment. People entering the storefront typically experi-
ence a brief wave of vertigo and disorientation, and they The books here delve deeper into the mysteries of
feel that the building’s inside space does not quite match alienism than the books in the front, and they serve
up with the outside space. The effect is most pro- more as a reference library for the cabal than as goods
nounced in the basement and lingers faintly in the for sale.
upper stories. Combined with the mingled odors of Creature: A gibbering mouther lives in the closet
incense and musty books, this effect tends to make visi- under the stairs, quietly babbling to itself except when
tors nauseated. Characters entering the Reality Wrinkle food is near. If the characters open the closet door, it
must succeed at a Fortitude save (DC 13) or suffer a –1 immediately starts gibbering and attacks.
morale penalty to all attacks, saves, and skill checks as a dGibbering Mouther: hp 26.
result of nausea and disorientation. This effect lasts as If the characters open the closet door and fight the
long as the character is inside the building and for 1d4 gibbering mouther, one of the cabalists from area 15e
minutes after leaving. Characters entering the basement comes down the stairs to see what is happening, while
must make a second saving throw (see area 15c, below). the other cabalist goes upstairs (to area 15f ) to alert
The Blessed that something is going on. The addition
15a. Storefront (EL 1/2) of one Third Circle Cabalist raises the encounter level
to 7.
Something is not right in this place. The angles dThird Circle Cabalist (Sor4): hp 21.
formed by walls, bookshelves, floors, and ceilings
seem wrong, as if space itself were warped here. 15c. Basement
Scrolls and tomes, some bound in materials you do
not recognize, fill shelves that line every wall. A The stairway descends to open into what looks like a
small table stands in one corner with two chairs meeting room, with a long table surrounded by five
pulled up to it. A counter juts from the opposite chairs. A door is on the wall to the left.
wall. Behind the counter, a brocaded curtain hangs
in a doorway, its design depicting an alien land- Characters descending to the basement must succeed
scape filled with tentacled creatures of unimagin-
able monstrosity.
at another Fortitude save (DC 15) or suffer a –1 circum- 15
stance penalty to all attacks, saves, and skill checks due
to increasing disorientation. This penalty stacks with
EVENTS AND ENCOUNTERS: PART ONE

the penalty for a failed saving throw when entering 15f–h. Top Level (EL 8)
the building. This floor contains sleeping quarters for four more
sorcerers, including a large suite for The Blessed. Area
15d. Arcanium (EL 7) 15g is the cabal leader’s sitting room and private audi-
ence chamber; she sleeps in area 15h. Those Who
What was before a vague sense of wrongness has
Hear live an ascetic lifestyle, and all of these bed-
grown into a grotesque affront to your sense of real-
rooms contain the same spartan furnishings as those
ity. This room defies the boundaries of space as you
in area 15e.
understand them. Distance seems meaningless,
Creatures: If the characters fought the gibbering
angles that should not exist clearly do, and the room
mouther in area 15b, one of the Third Circle Cabalists
itself seems to ebb and flow in time to an alien
from area 15e came up here to warn The Blessed; both
heartbeat. Garish brocades hang on the wall, and
sorcerers are now in area 15f. This Third Circle Cabalist
two figures in dark, hooded robes stand in silence.
holds the curtain open a bit, watching for intruders
An incoherent jabbering erupts from a pile on the
coming up the stairs, while The Blessed prepares for the
floor, a living heap of mouths and flesh and eyes—a
coming fight (see the next paragraph). The addition of
bedlam of howling, hooting, and atonal singing.
the Third Circle Cabalist here does not increase the
Curled into a ball on the floor at one end of the
encounter level.
room—it is impossible to tell how far away—is a
Even if the characters fought both cabalists in area
woman in a red gown, clutching her ears and cover-
15e, they probably made enough noise to alert The
ing her face with her arms.
Blessed. She carefully casts mage armor and resistance on
herself, then fog cloud to fill the whole area. (The fog
The gibbering mouther was gibbering before the rolls down the stairs, because the spell creates more
party entered the room, so the confusion effect on the than enough fog to fill the top story of the building.)
party is immediate. The cabalists are immune to this She then uses slippers of spider climbing to take up a posi-
effect. After resolving the characters’ saving throws, tion on the ceiling of area 15f, leaving the curtain to the
roll initiative for each side as the sorcerers attack room open. Finally, she casts summon monster IV to
without quarter. summon a wyste when she hears someone on the stairs.
The woman curled on the floor is Alein, the Cham- She fights to the death.
pion of Heironeous (LG female human Pal5). She is dThe Blessed (Sor8): hp 33.
helpless until removed from the Reality Wrinkle, too dThird Circle Cabalist (Sor4): hp 26.
long exposed to warped magical energies and the gibber- dWyste: hp 51.
ing mouther.
Creatures: The sorcerers are Second Circle Cabalists, 16. Closure
the lowest-ranking initiates of Those Who Hear. After the adventurers have shut down Those Who Hear,
dSecond Circle Cabalists (Sor3): hp 13, 16. word of their success quickly spreads through town. A
dGibbering Mouther: hp 16. few prominent merchants of Chatterstreet Market
Development: Alein, once away from the book- organize a feast in honor of those who delivered the
shop, provides the same information as her appren- town from the cabal’s mad schemes and the wererats’
tice, Torea (encounter 14). She was captured by the depredations. The characters receive an invitation deliv-
sorcerers and brought to this place for reasons she ered by a messenger boy. It reads as follows.
does not understand. The sorcerers babbled crazy
apocalyptic aphorisms at her, but she paid little atten-
In gratitude for the great services you have rendered
tion to their ravings.
to our community, the citizens of Brindinford invite
you to a feast in your honor, to be held at the Stony
15e. Upper Level (EL 6) Gaze Tavern in Eastgate on the evening of the
This floor of the building contains two tiny bedrooms
morrow. To you we owe a debt that cannot be repaid,
with simple bedrolls and threadbare blankets spread
but we wish to express our gratitude with splendid
on the floor, a kitchen with cupboards and counters, a
food and entertainment.
table with six chairs as a dining area, and a privy (“P”
With heartfelt thanks, Shoomma the Smith, for
on the map).
the merchants of Chatterstreet Market and the citi-
Creatures: If the characters fought the gibbering
zens of Brindinford.
mouther in area 15b, there is no one in this area—a
cabalist who was here went downstairs to fight the
party, while the other went upstairs to The Blessed. The invitation is genuine, and the feast takes place
Otherwise, the two sorcerers are talking at the table regardless of whether the characters choose to attend.
when the party arrives. If necessary, you should encourage them to attend—
dThird Circle Cabalists (Sor4 × 2): hp 21, 26. one of the benefits of city adventuring is that the recog-
16 nition and gratitude of the populace is often more
direct and immediate than when characters delve into
deep dungeons.
EVENTS AND ENCOUNTERS: PART ONE

You should also try to lead the players to believe this is sends his sister to important functions in his stead.
the end of the adventure. The people of Brindinford cer- Eriana (LG female human Ari2), a charming and pious
tainly believe the threat is over and are glad of it. woman with a particular respect for good clerics and pal-
One of Eastgate’s most popular establishments, the adins, takes pains to offer her personal thanks and con-
Stony Gaze Tavern features a stone relief sculpture of a gratulations to the characters, and she gives each of
medusa’s head glowering over the doorway. The owner them a fine silver brooch set with a rich purple
and bartender, Gell (N male halfling Exp5), is a flamboy- amethyst, worth 600 gp.
ant character prone to malapropism, but he has attracted The feast is splendid: A boar is roasted on a spit, ale
an impressive staff. Nankiy (CG male human Brd8) is a and mead flow freely, and Nankiy offers fine entertain-
regular entertainer in the taproom, and has used his ment, culminating with a poetic retelling of the adven-
position to acquire a phenomenal assortment of gossip turers’ exploits—some episodes fabricated from whole
and trivia, as well as occasional tidbits of useful informa- cloth, but all very grand and heroic. A dozen toasts are
tion. The bouncer, Hargg (CN male human Bbn5), is an made in the characters’ honor, and each is greeted with a
exotic foreigner who rarely speaks, though he hears hearty “Hear! Hear!” and loud applause.
more than he lets on. The townspeople do their best to make the adven-
Lieutenant Shella of the town guard, Shoomma and turers feel like heroes. This is a fine time to award
several other prominent merchants, and every NPC with experience points and end the session, leaving the
whom the characters had meaningful interaction during players guessing where the path of adventure will
the adventure all attend the feast. The baron does not take them next. (Make sure you end the session with
attend, but his sister, Eriana, does. The merchants do not the characters at the celebration, not home after it.
find that unusual, since the baron is often occupied by Encounter 17 begins as soon as the characters leave
the weighty business of governing the town, and he the Stony Gaze.)

17
EVENTS AND ENCOUNTERS: PART TWO

Events and sight, planning to flank characters who move between


them, then use their sneak attacks. (They do not have
time to study the characters to make death attacks.)
EncOunters: dAssassins (Rog5/Asn1): hp 31, 25.
Two rogues block alleys that lead out to a main street
Part TwO (marked with “d” on the map), while a third is perched
atop a bridge spanning an alleyway between two
There’s nothing like a taste of hell in this world to whet your rooftops. If one of the rogues on the ground gets
appetite for the next one. involved in melee, the other runs to assist, and the two
—Ghaerleth Axom try to maneuver to use sneak attacks to best advantage.
The rogue on the bridge moves freely between the two
As in Part One, the numbered encounters below refer to rooftops to get a good line of fire to any characters in
the Encounter Flowchart found on page 32. Part Two range. Running or climbing characters are denied their
begins immediately after encounter 16. Dexterity bonuses to AC, meaning that the crossbow-
wielding rogue can sneak attack them if he is within 30
17. Assassins! (EL 12) feet and can see them.
As the characters leave the celebration in their honor dRogues (Rog4): hp 20, 18, 18.
(encounter 16), they become the targets of a concerted A cleric of Hextor, a member of a diabolical cult that
attempt on their lives. will soon take over the temple of Pelor, lurks in a dead-
end alley at the location marked “e.” If the party
approaches his location, he casts summon monster II to
A clear, loud, low voice calls from an alley off the
secure the assistance of a lemure.
main road, “Hey, heroes!”
dInfernal Cleric (Clr4): hp 33.
dLemure: hp 10.
Standing 15 feet inside the alley is an ogre mage, one of Finally, a surviving member of Those Who Hear hides
Ghaerleth Axom’s minions. Ten feet tall, with emerald in another blind alley, marked “f.” His choice tactic is to
green skin, deep blue hair, and small ivory horns, the cast two flaming sphere spells in the first 2 rounds, using
creature is hard to miss. She blasts the party with a cone of all his actions thereafter to direct the movement of the
cold, then runs into the alley, becoming invisible and spheres, unless he is directly threatened.
flying upward as soon as she rounds a corner out of the dThird Circle Cabalist (Sor4): hp 23.
characters’ range of vision. The narrow alley shapes the When melee erupts, all the assassins converge on that
cone of cold effect so it probably cannot affect more than location, acting to ensure that no character escapes their
one character—the one standing directly in front of the net. Characters who escape onto Eastgate Way or Tan-
alley opening. nery Road are safe, since the assassins do not pursue
The ogre mage’s goal, since she cannot kill the entire characters outside the maze of alleys.
party with a single cone of cold, is to lure the adventurers Development: The assassins are all fanatically loyal to
into a deadly trap. Assassins lurk within this small maze their cause; if captured, they refuse to give any informa-
of alleys, and their combined power is more than a tion to the party. The cabalist babbles inanities like his
match for the player characters. The party’s goal for this fellows (see encounter 14), while the cleric makes omi-
encounter should be to escape alive. nous pronouncements of impending doom. The assas-
Creatures: The “Maze of Alleys” map on the inside sins, including Felga, are well trained in their craft and
back cover shows the location of each assassin in the do not speak a word. If escape is impossible, they all try
alleyways. The ogre mage’s initial position is indicated to take their own lives rather than face justice.
with an “a.” After turning invisible and taking to the
air, she follows the characters until they get into melee. 18. The Speaker in Dreams (EL 8)
At that point, she can perch on a rooftop and fire her When the characters next go to sleep, they quickly realize
longbow into the fray, or else wade in with her that the sorcerers’ babbling about “ The Speaker in
greatsword. Dreams” was not pure madness. Using his telepathy abil-
dOgre Mage: hp 37. Possessions: Chain shirt, Huge ity from the inn room above theirs, Ghaerleth Axom
greatsword, Huge longbow, 20 Huge arrows, 270 pp. whispers in each sleeping character’s mind, one at a time.
Location “b” shows the position of Felga, the grim-
lock ranger/assassin, if she survived encounter 11. If
Bizarre dreams trouble your sleep tonight, as images
Felga is dead, no one occupies that location. Felga uses
of your would-be assassins mingle with words that
her Hide skill (+10) to remain out of sight as charac-
seem to come from an alien world beyond space and
ters approach. As soon as a character comes within 20
time. The hissing syllables, foreign to you, seem to
feet of her location, she casts darkness on her handaxe
twist and writhe together like snakes within your
and attacks.
minds, making their sinister intent clear though you
18 dFelga (grimlock Rgr3/Asn3): hp 69.
can discern no meaning. After what seems like an
Two assassins lurk at the locations marked “c” on the
map. They also use their Hide skills (+12) to keep out of
EVENTS AND ENCOUNTERS: PART TWO

eternity of this, words suddenly ring out clearly over Another tall figure lurks in the shadows behind the
the hissing, as if howled by a madman: “The bells baron. His features are shrouded in a hooded cloak.
toll! The gate swings wide!” Then you sink into a
deeper sleep. If any character succeeded by a margin of 10 or more
(exceeding Axom’s Hide check result by that amount,
A character on guard can see that the sleeping characters including modifiers for distance and distraction), that
seem obviously distressed while they are dreaming, and character also notices that the hooded figure’s eyes are
can wake them easily, interrupting the dream. solid white and seem quite large.
Creatures: Ghaerleth Axom avoids any closer contact The baron’s words appear in the box below. His
with the characters at this point. If the characters rouse speech is oddly emotionless, despite his protestations
themselves and search the inn, he jumps out a window, of sadness and regret. He speaks without pause,
levitates to the ground, and disappears into the alley- regardless of interruptions arising from the crowd
ways. In the meantime, the characters are sure to wake a below.
lot of angry inn patrons.
dGhaerleth Axom (Mind Flayer): hp 42.
“Good people of Brindinford, I address you today
with a heavy heart, standing amid the chaos that has
19. The Trumpets Sound befallen our town. Lawlessness and disorder have
Early the next morning, heralds’ trumpets sound
reigned since this street fair began, and even the
throughout the town, announcing the baron’s desire
efforts of a heroic band of adventurers have not put
to speak to his people. The characters have two
an end to the madness. While we celebrated these
options: fight the crowds to get close to the keep and
heroes and feasted in their honor, assassins plotted
hear the baron firsthand, or wait an hour until the
to end their lives.
criers repeat the speech throughout the town. If the
“The guards of our fair city have been decimated.
characters are in a public space when the trumpets
The streets are not safe to walk at night. Therefore, I
sound, they see many people getting up to join the
am forced to call upon a new force of law, one that
crowd, while many others stay where they are, choos-
will restore order to Brindinford. Let it be recorded
ing to wait for the criers.
that I, Baron Euphemes the Second, have decreed
this day these new edicts.
20. In the Crowd (EL 6) “ The street fair is over. All booths must be
A crowd forms outside the baron’s keep around the removed from Eastgate Way before sundown
northeast tower. Less than half of the town’s nearly tonight. Any booths, carts, or wagons found on East-
five thousand citizens are here, but the crowd looks gate Way at sundown will be destroyed.
enormous—and agitated. The morning sky seems “ The gates of the city are closed. No one shall
agitated as well, with heavy black clouds blocking enter or leave Brindinford until further notice.
the sunlight. “The carrying of weapons in the city is prohibited.
The noisy crowd begins to hush as the heralds’ Anyone seen to be in possession of a weapon will
trumpets sound again, and a figure that must be the be arrested.
baron appears on a high balcony near the top of the “The temple of Pelor, whose god has not seen fit
tower. He looks to be over 6 feet tall, dressed in a to defend our city, is closed, and its priests are
white tunic and purple cloak and sporting a close- declared outlaws. A warrant is hereby issued for the
trimmed black beard. He raises his hands, and arrest of High Priest Forgrim of Pelor and Sun’s
silence spreads over the crowd. Champion Marith, as well as all acolytes who have
served in the temple.
Ghaerleth Axom skulks in the shadows directly behind “In order to maintain this new order in our fair
the baron, exerting constant mental control over his city, I summon to duty all able-bodied citizens who
new puppet. A character might notice him with a suc- have enrolled in the militia. They are to report to the
cessful Spot check against a DC equal to Axom’s Hide barracks immediately.
check result (1d20+14), suffering a penalty of –1 per 10 “Let the forces of lawlessness know that we will
feet of distance. (The balcony is 30 feet above the street, brook no disobedience of our law. Defiance will be
and any character closer than 30 feet to the tower has punished by death, and justice will be executed
his or her line of sight blocked by the balcony, so the without delay.”
minimum distance is 40 feet or a –4 penalty.) If the
character pays attention to the baron, impose an addi- As the baron speaks these last words, a figure appears on
tional –5 penalty to the Spot check for being distracted. the roof of the tower. The creature is humanoid, about 9
If any character makes a successful Spot check, read feet tall, but gaunt to the point of being skeletal. A tail
the following text. like a scorpion’s lashes around behind it, stinging the 19
empty air. The baron turns without another word and
disappears into the tower.
EVENTS AND ENCOUNTERS: PART TWO

Creatures: The baron’s new enforcer—an osyluth d% Encounter


summoned by the infernal priests—is hungry for 01–40 No encounter
combat, though it does not initiate it. If the characters 41–60 Militia (EL 4)
somehow attack it on its 35-foot perch, it fights back 61–75 Enforcers (EL 7)
with glee, cackling to itself all the while. 76–90 Assassins (EL 7 or 6)
dOsyluth: hp 31. 91–00 Hellspawn (EL 7 or 6)

21. Criers (EL 6) Militia: Gangs of militia members fearfully wander


the streets to maintain order, clutching their weapons.
About half an hour after the heralds’ trumpets They fear the party and do not instigate trouble.
announced the baron’s address, the horns sound Creatures: The six militia members are armed with
again—this time, it appears, announcing the longswords and wear padded armor.
arrival of criers to repeat the baron’s address dMilitia Members (6): hp 4, 8, 6, 6, 1, 7.
throughout the town. Enforcers: The osyluth that appeared at the climax of
the baron’s proclamation forms a wandering patrol of the
If the characters follow the trumpets to hear the criers, town, accompanied by four terrified militia members.
continue the description. This brute squad accosts anyone engaged in suspicious
activities, including carrying weapons. If the characters
persist in wearing weapons around the town, or are
These are no ordinary criers! While the man carry-
otherwise engaged in “sedition” against the new regime,
ing the trumpet, now unfolding a scroll to read,
this patrol accosts them.
seems normal enough, the creatures who flank him
Creatures: The osyluth is a giant, roughly humanoid
are not Brindinford citizens. They resemble goblins,
being, head and shoulders taller than its human com-
though they stand about 6 feet tall and have violet
panions. Its ashen skin is stretched tight like tanned
skin. Their eyes glow with unearthly excitement as
hide over its alien skeleton, while a monstrous tail,
the crier reads the baron’s words.
tipped with a stinger that drips with poison, lashes out
behind it.
The crier repeats the words of the baron’s proclamation The characters face something of a moral dilemma
(see encounter 20) verbatim, though he seems uncom- when confronted by militia members who are actually
fortable, stumbles over several words, and is sweating operating under compulsion (the baron’s orders, rein-
noticeably. When he is finished, he and his barghest forced by the devil’s charm and suggestion abilities). The
escorts return to the baron’s keep. ideal solution is to use nonlethal attacks (such as subdual
Creatures: The barghests are additional allies of the damage or nonlethal spells) on the militia members
infernal cult that now has the run of Pelor’s temple. Like when necessary, focusing most attacks on the osyluth.
the osyluth in encounter 20, they are under orders not to Militia members drop out of combat after suffering any
initiate combat, but would relish the opportunity to feast injuries, even if they remain conscious.
on some cocky adventurers. dOsyluth: hp 31.
dBarghests (2): hp 31, 37. dMilitia Members (4): hp 2, 3, 5, 4.
The crier is an ordinary commoner. He avoids combat Assassins: The party endangers the unfolding plans
at all costs. of Ghaerleth Axom, and he continues to hunt the char-
dCommoner: hp 3. acters down. Assassins can strike at any time, attempting
death attacks against the most powerful characters.
22. Martial Law (EL variable) Creatures: If Felga is alive, she is the assassin.
In the wake of the baron’s proclamation, Brindinford is a Otherwise, it is a Rogue 5/Assassin 1, like those in
changed place. The citizens are paralyzed by fear. It encounter 17.
becomes painfully obvious that the baron’s last threat dFelga (Grimlock Rgr3/Asn3): hp 69.
was not idle; the osyluth, barghests, and other devils dAssassin (Rog5/Asn1): hp 33.
quickly kill any citizen who disobeys the new laws. Mili- Hellspawn: The open portal to the infernal planes
tia members now guard the gates from the inside, six at that now stands in the Temple of Pelor has allowed a
each gate. (Most members of the militia are 1st-level number of fiendish creatures into the town. These
warriors, but several are ordinary commoners.) Mean- fiends wander the streets, giving the lie to the baron’s
while, a column of flame rises from the collapsed dome proclamation of law and order as they spread wanton
of the temple of Pelor, which has become the lair of the destruction across the town. Roll percentile dice on
devils and their human allies. The fire glows in the over- the following table.
cast sky, visible anywhere in the town.
As the characters continue their work in the town, d% Hellspawn
they have random encounters just as if they were in a 01–30 Hellcat (EL 7)
20 dungeon. Every hour the party spends out in the open, 31–80 Barghests (EL 6)
or whenever you feel the party needs excitement, roll on 81–00 Fiendish megaraptor (EL 6)
the following table or choose an encounter from it.
EVENTS AND ENCOUNTERS: PART TWO

Creatures (EL 7 or 6): A hellcat is the size of a large Town Guard: If the characters hope to gain the sup-
lion, 7 feet long and about 4 feet at the shoulder. Its body port of the town guard, they are going to be disap-
is normally invisible, but in total darkness a faintly glow- pointed. The guard takes its orders from the baron, and
ing outline can be seen. the baron takes his orders from Ghaerleth Axom, who is
dHellcat: hp 52. not at all interested in helping the characters. If the char-
The barghests prefer their wolf forms—monstrous acters visit the guard barracks, a low stone building that
creatures standing nearly 5 feet at the shoulder. juts out from the watch tower at the southeastern corner
dBarghests (2): hp 30, 34. of the baron’s keep, they may be deterred by the pair of
A fiendish megaraptor is a Huge bipedal reptile with barghests (in wolf form) watching the entrance. The
fiery red scales and smoldering coal-black eyes. It con- barghests let them pass, however, and the characters are
forms to the description of the megaraptor in the Mon- free to try to talk to Lieutenant Shella.
ster Manual, but it is a magical beast, it can smite good The guard leaders try to dissuade the characters from
(no attack bonus, but an additional 8 points of damage) acting against the baron or the authorities he has estab-
once per day, it has an Intelligence score of 3, and it has lished. If the characters persist, the guards try to arrest
the fiendish abilities of darkvision 60 feet, cold and fire the party. The barghests attack all characters fleeing the
resistance 15, and damage reduction 5/+2. (See Fiendish barracks if guards are in pursuit.
Creatures in Appendix 3 of the Monster Manual.) dBarghests (2): hp 30, 34.
dFiendish Megaraptor: hp 80. Beyond the Walls: Industrious characters have no
Development: The remainder of the adventure trouble finding a way out of the town despite the gates
unfolds primarily in response to the actions of the player being barred. Climbing over the walls is the most likely
characters. If the grim situation in Brindinford is going course, and one that presents no special obstacles except
to improve, it will be only as a result of their heroic the walls themselves. (The walls are 25 feet high and
deeds. If they do nothing, things change for the worse. smooth—Climb DC 30.)
At the same time, Ghaerleth Axom has an agenda of his Creatures (EL 6): Once outside the walls, the charac-
own, which he continues to pursue regardless of the ters are immediately confronted by a pack of hell
characters’ actions. hounds that roves around the town looking for fugitives
like the characters. The hell hounds attack on sight.
23. On Their Own (EL variable) dHell Hounds (3): hp 25, 23, 18.
Most of the town cowers in terror under the devils’ Holy Grove: A druidic circle maintains a holy site
rule. Few citizens are willing to take any action that directly across the river from Brindinford, for reasons
could possibly bring infernal wrath upon their heads. known only to them. Two elderly humans, Enselle (N
In most cases, this includes leaving the house. By and female human Drd4) and Tier (NG male human Rgr5),
large, the characters are on their own—they are, after are the leaders of this circle. Six druids (two Drd2 and
all, the heroes. four Drd1) and four rangers (one female half-elf Rgr2
Diplomatically minded characters, however, may and three Rgr1) round out the circle. They are mostly
wish to enlist the aid or support of key people in the neutral, remaining aloof from happenings in the town
town. At the least, this approach can gain some useful except where the river or the forest are concerned.
information for the characters. At best, they may be They are nevertheless aware of the situation the town is
able to convince certain people to perform tasks that currently facing.
aid their cause. For the most part, this is left to the Initial Reaction: Indifferent (druids or rangers gain +5
players’ initiative. Suggestions for possible allies bonus to influence, and presenting evidence that the
appear below. party killed the hell hounds gives an additional +5).
Gather Information: Using the Gather Informa- Friendly (DC 15): Information—A portal to another
tion skill becomes both more difficult and more haz- plane of existence has opened within Brindinford. One
ardous in Brindinford under martial law. With travel way to close the portal might be to channel powerful
in or out of the town prohibited and citizens scared to positive energy into it.
leave their homes, most taverns have shut their doors. Helpful (DC 30): Healing and other magic (up to 2nd-
Those people who do venture forth are afraid to speak level druid spells), other tasks possible.
to strangers. Halfling Encampment: The most important fea-
One bit of information the characters may glean is ture outside the town proper is the permanent
that the baron’s proclamation took the entire town by halfling encampment on the river, a floating town of
surprise. Baron Euphemes was never a particularly pop- barges and rafts where these seminomadic folk make
ular leader, but he never displayed a streak of cruelty. their homes. A respected elder in the encampment,
He is generally regarded as wise, benevolent, and though not really a leader, is Dentheira (LG female
authoritarian. He taxed trade heavily, preventing the halfling Clr3 of Yondalla), an aging priestess whose
merchants from gaining as much wealth and power as wisdom is greatly respected. Her son Modeir (LN
they would like, and ruled consistently in favor of keep- male halfling Ftr2) uses her reputation to increase his
ing the aristocracy in their favored place. However, no status among his peers, but he is generally viewed as a 21
one would ever have guessed that he would institute boor. The halflings are great fishers, and before the
such heavy-handed measures. baron’s proclamation, humans regularly journeyed out
EVENTS AND ENCOUNTERS: PART TWO

the Old Ford Gate to buy fish at the encampment. sIron Bars: 1 in. thick; hardness 10; hp 30; AC 6;
Since the proclamation, however, the halflings are cut bend DC 24.
off from the folk of the town (including the many Climbing the walls of the wings requires the normal
halflings who were inside the town for the fair), and Climb check for stone buildings (DC 21). Climbing the
faced with a problem of their own. Somehow, the dome is slightly easier (DC 19) because of the curve of
presence of a portal to the infernal planes within the the wall. This is not an advisable course, however,
Temple of Pelor has brought a monstrous creature to because flames of hellfire lick the opening at the top of
the river, where it is terrorizing the halflings with the collapsed dome.
random attacks.
Initial Reaction: Unfriendly, Friendly if a halfling is 24a. Sanctuary (EL 7)
with the party. Diplomacy fails unless the party first
A huge column of crackling fire, 20 feet in diame-
helps the halflings deal with the monster in the river.
ter, rises from the floor, licking the gaping hole in
Friendly: Nothing.
the top of this enormous dome. A thin layer of
Helpful: Anything, within reason.
ash covers everything, smeared on the floor from
Creatures (EL 5): The monster in the river is a
the passage of many feet. Symbols and icons of
fiendish elasmosaurus—a reptile with a long, snaky tail
Pelor are carved in the wall and etched in the
and neck, an ovoid body covered with a black, leathery
floor, but they all seem scarred, blurred, or
hide, and four flippers. The creature is 70 feet long, and
broken. In the center of the sanctuary, where the
its eyes smolder like hot coals. It lurks underwater,
altar used to stand, a gaping pit now yawns, spew-
swimming underneath the floating platforms that make
ing unholy fire toward the sky, mocking the sun.
up the encampment, surfacing only to attack then
Once a holy place, Pelor’s temple now reeks with
diving again when it has prey to devour.
the stench of evil.
dFiendish elasmosaurus: hp 72.

24. The Temple of Pelor The presence of devils in the temple has both severed
Pelor’s temple in Brindinford is a sprawling stone edi- the sanctuary’s connection to Pelor and imbued it with a
fice dedicated to the sun god and carved with his sym- desecrate effect, imposing a –3 profane penalty to turning
bols. The temple used to be crowned with a gold dome checks made in the sanctuary. A consecrate spell cancels
with a window in the top through which the sun’s light the desecrate effect and negates this penalty.
could (on a clear day) pour into the sanctuary. The night Characters who approach within 5 feet of the
before the baron closed the temple by decree, the infer- column of hellfire suffer 1d6 points of damage each
nal cultists who serve Ghaerleth Axom took the build- round they remain so close. Characters in metal armor
ing over, desecrating the sacred space and converting it
to a sinkhole of evil. The once-grand structure now
smolders with hellfire, and its golden dome has col-
lapsed. High Priest Forgrim and Sun’s Champion
Marith are in hiding, perhaps no longer in the town,
with standing orders for their arrest hanging over their
heads. The dozen acolytes who served in the temple
have scattered as well, replaced by infernal clerics and
their fiendish allies.
Building Features: The temple is a large, free-stand-
ing building made entirely of stone. The building con-
sists of an enormous dome flanked by two smaller, two-
story wings. The wings hold facilities for gatherings of
the faithful (a large open hall, a kitchen, a meeting
room), facilities for the leaders of the temple (Forgrim
and Marith), a vestry, and a library.
The main double doors into the sanctuary are huge
stone doors, always kept unlocked.
sStone Doors: 4 in. thick; hardness 8; hp 60; AC 4;
break DC 28.
The outer doors into the wings, and all the inner
doors, are heavy wooden doors. The outer doors are usu-
ally kept locked (and are always locked during the
fiendish infestation).
sWooden Doors: 1 1/2 in. thick; hardness 5; hp 15;
22 AC 5; break DC 18; Open Lock DC 25.
There are windows into every room in the wings,
blocked by 1-inch-thick iron bars.
EVENTS AND ENCOUNTERS: PART TWO

who approach within 5 feet of the fire are affected as if which opens the door to area 24b on its way from the
by a heat metal spell. Moving away from the fire imme- kitchen (area 24d), bringing the hell hounds with it.
diately causes the heat damage to start decreasing. Any (With the hell hounds, the cleric, and the imp together,
character foolish enough to enter the fire suffers 10d6 this encounter is EL 7.)
points of damage per round, and also falls into the pit dInfernal Cleric (Clr4): hp 33.
(unless the character is flying). The pit is a gate to the
infernal plane the devils call home, so the character is 24d. Kitchen (EL 2)
not likely to survive long. While the temple was in use by the clerics of Pelor,
A good cleric (or a neutral cleric who can turn the kitchen was always immaculately clean. Now, the
undead) can close the infernal gate with a turning check place is a disaster. Pots and pans litter the floor, food
result good enough to turn 10-HD undead. If this hap- from the larder is scattered over the counters and
pens, the column of fire vanishes, and the hole in the walls, and ladles and serving spoons are bent into
floor becomes a simple pit, 20 feet deep. unusual shapes.
Creatures: If the osyluth from encounters 20 and 22 Creatures: In the midst of the destruction, a tiny
is still alive, it is in this room, staying close to the source devil hops gleefully about, looking for things to wreck.
of its life and power. The other inhabitants of the temple The 2-foot-tall, red-skinned humanoid sports leathery,
are accustomed to loud, strange noises in this area, and batlike wings, a long, barbed tail, and curling horns that
do not come to investigate even if the sound of combat gleam as white as its teeth. When intruders enter the
are obvious. kitchen, it screeches for help from the cleric in area 24c
dOsyluth: hp 31. (if he is there) or flees to area 24b (if he is not). If the
Tactics: The osyluth fights as hard as possible, concen- cleric comes, he brings the hell hounds from area 24b
trating on physical attacks backed up with its fear aura, with him. (With the hell hounds, the cleric, and the imp
wall of ice to divide the party, doom, and fly to avoid together, this encounter is EL 7; without the cleric, it is
attacks. If necessary, it summons another osyluth from EL 6.)
the pit. dImp: hp 16.

24b. Hall (EL 4) 24e. Vestry (EL 3)


This large, bare room was used for smaller gatherings in This room is basically an oversized walk-in closet, serving
the temple that do not revolve around worship. A closet as a storage room for clerical robes and accoutrements
under the stairway holds cleaning supplies (mops, such as braziers, candles, censers, incense, and holy water.
brooms, buckets, rags) and a portable lectern. All of the items are marked with Pelor’s symbol.
Creatures: Two hell hounds have turned this room Creatures: When the devils and cultists took over the
into their den. The large, rust-red dogs spend their temple, one of the hell hounds found its way into this
time—when they are not brought out to hunt—chas- room, pulled some of the vestments off their hangers,
ing each other around the room, wrestling together, or pushed the robes into a nest, and curled up on top of
curling up in a corner to sleep. They bay loudly when them. It has steadfastly refused to budge since then,
anyone they do not recognize enters the room, draw- growling fiercely at anyone who approaches. If the char-
ing the immediate attention of the cleric in area 24c acters disturb it, it fights ferociously and noisily, draw-
and the imp in area 24d, who come to join the fray. ing the attention of the cleric in area 24f and Farji in area
(With the hell hounds, the cleric, and the imp 24g, who rush to its aid. (With the cleric and Farji, this
together, this encounter is EL 7; without the cleric, it encounter is EL 7.)
is EL 6.) dHell Hound: hp 25.
dHell Hounds (2): hp 21, 15.
24f. Office (EL 4)
24c. Meeting Room (EL 5) The temple office contains a large oak desk, two wooden
This smaller room holds a large circular table sur- chairs, and the miscellaneous papers and scrolls of the
rounded by six wooden chairs. The surface of the table temple records. A closet under the stairway holds blank
is carved with the symbol of Pelor, though multiple paper (in rolls and sheets), bottles of ink, quills, and
knife cuts and other gouges now mar its surface. A other office supplies.
low bookshelf holds an assortment of religious texts Creatures: At night, an infernal cleric sleeps on a
sacred to Pelor. A door in one wall leads to a privy (“P” bedroll on the floor in this room. During the day, this
on the map). cleric is usually in area 24g with Farji. If the party attacks
Creatures: If the infernal cleric from encounter 17 is at night, the cleric calls for help as soon as possible,
still alive, he spends most of his time in this room, impa- bringing Farji from the next room. (The cleric and Farji
tiently waiting for something interesting to happen. He together make the encounter EL 6.)
whiles away his time by carving profane sentiments into dInfernal Cleric (Clr4): hp 32.
the table, ripping pages out of the books or writing edi-
torial comments in the margins, and sleeping with his 23
feet up on the table. If the characters come into the
room, he reacts quickly, calling for the imp (“Imp!”),
EVENTS AND ENCOUNTERS: PART TWO

24g. Library (EL 5 or 6) the bed in their wolf forms. They do not react to sounds
The walls of this small room are lined with shelves laden of combat below (they are too used to the hell hounds’
with tomes, scrolls, and other writings. While a large noise), but eagerly spring to the attack if strangers enter
number of the books deal with religious matters specific their little den.
to the church of Pelor, there are also books on other dBarghests (2): hp 31, 37.
topics—other religions, arcana and the planes, history,
language, geography, local history, etc. A small table 25. Final Confrontation (EL 9 or 10)
with two chairs occupies one corner of the room. The climax of the adventure comes when the charac-
Creatures: During the day, two cult clerics typically ters head to the keep to confront the baron himself.
sit in this room, playing games of chance with each Whether they believe him to be an evil devil-wor-
other. One is a typical cult cleric (4th level), while the shiper or suspect that he is under the influence of an
other is the military leader of the cult, Farji. The two enchantment, they must confront him—and Ghaerleth
together are EL 6. Axom—before the events of the adventure can be
At night, the cult cleric sleeps in area 24f, while Farji fully resolved.
sleeps on a bedroll on the library floor. If the party The baron’s keep is almost a small neighborhood in
attacks at night, the cleric from area 24f wakes at the itself, nestled within the inner walls that crown Silver
noise of combat and comes to help. Farji alone is EL 5. Hill. Within these walls are the estates of the town’s old
dInfernal Cleric (Clr4): hp 32. hereditary nobility, including (of course) Baron
dFarji (Clr2/Ftr3): hp 43. Euphemes II and his family. The baron is unmarried, but
his younger sister, Eriana, shares the manor house, along
24h. High Priest’s Quarters (EL 8) with her husband, Friedan, and their four children.
This roomy chamber contains a bed, a bureau, and a cur- Besides the manor house, four other noble estates fill the
tained area with a bathtub and a chamber pot. On the interior of the keep.
wall opposite the bureau, a small altar used to provide a Refer to the map of the manor house on the inside
place for the High Priest’s private devotions, but Daros back cover. A portcullis stands open in the entryway,
Hellseeker threw it into the pit of fire when he took over leading in to a heavy door. This door is usually kept
this room for his own private quarters. locked.
Creatures: Daros Hellseeker is a tiefling, looking sWooden Door: 1 1/2 in. thick; hardness 5; hp 15;
rather inhuman: large, ramlike horns jut from his head, AC 5; break DC 18; Open Lock DC 25.
his eyes have the rectangular pupils of a goat’s eyes, and A knock on the door brings a young serving-girl to
his legs are also goatlike, ending in cloven hooves. His open it. She asks the characters their business, then
half-plate armor is specially fitted to his unusual form, ushers them to the balcony on level 2 to see the baron.
stained black, and engraved with the symbol of Hextor. The characters can also force entry, either through the
His magical flail is carved with a multitude of symbols door or through the large glass window (hardness 1; hp
and runes, all portending dire evil. He has a calm, arro- 1; AC 4) into the upper part of the great hall.
gant attitude of superiority that he maintains no matter There are two possible stealthy entrances to the
how badly the battle goes for him. manor house for characters with the ability to climb (DC
dDaros Hellseeker (Clr8): hp 65. 25, with an additional check against DC 30 required to
Tactics: Unless the party is silent in the lower level get over the battlements) or fly. The roof has a doorway
of this wing (areas 5–7), Daros hears any fighting and leading directly into the master bedroom (actually used
prepare himself for battle. Before the characters arrive by Eriana and Friedan). This door is the same as the main
in his quarters, he casts entropic shield, aid, bull’s strength, entrance door (see above). Likewise, the turret has a trap
and invisibility purge on himself or his chamber. Bull’s door leading to the spiral staircase.
strength lasts 8 hours, while the others last 8 minutes— sWooden Trap Door: 1 in. thick; hardness 5; hp 10;
long enough, he trusts, for him to deal with the adven- AC 6; break DC 15; Open Lock DC 25.
turers. He keeps an escape option open: If the battle Characters who enter by stealth will not long escape
turns clearly against him, he casts shatter to clear the the attention of the servants and family members who
bars from his window, then uses either air walk, his live in the house. However, unless the characters are
potion of levitate, or his potion of spider climb to flee out acting obviously suspicious or violent, they can easily
the window. blend in to the crowd of servants and not raise an
alarm. If the characters cause a fuss, the ogre mage
24i. Sun’s Champion’s Quarters (EL 6) comes to intercept them, if she is still alive. If they
This chamber is the mirror image of area 24h, having attack her, she reverts to her natural form and fights
served as the private quarters of Sun’s Champion Marith back, but her primary purpose is to bring them to the
before the fiendish takeover. While Daros threw High baron. If the ogre mage is dead, the baron himself
Priest Forgrim’s altar into the pit of hellfire, Marith’s comes to find them, with Ghaerleth Axom skulking in
small personal altar still stands in her room, though it is the shadows behind him.
24 badly damaged, as if chewed. If the characters enter undetected, Ghaerleth Axom
Creatures: If the barghests from encounter 21 are and the ogre mage are sitting on the balcony, in the
still alive, they are in this room, comfortably curled on chairs by the fireplace, discussing the ogre mage’s latest
EVENTS AND ENCOUNTERS: PART TWO

report from the town. The baron sits at the table in the obscure his four tentacles, mauve skin, and white, pupil-
middle of the room, awaiting his master’s next com- less eyes, except to characters with darkvision, who can
mand. At any sign of trouble, the ogre mage turns see his face in all its hideous splendor.
invisible, while Axom retreats into the adjoining ser- dOgre Mage: hp 37. Possessions: Chain shirt, Huge
vants’ quarters, leaving the door ajar to keep an ear on greatsword, Huge longbow, 20 Huge arrows, 270 pp.
the situation. dBaron Euphemes (Ari5): hp 38.
Creatures: The ogre mage’s natural form is described dGhaerleth Axom (Mind Flayer): hp 42.
in encounter 17. Tactics: Ghaerleth Axom calls the shots in this cli-
Baron Euphemes is a striking man, standing 6 feet 6 mactic encounter, to the full extent of his ability and his
inches tall. He has distinctly noble features, a regal bear- genius intelligence. He uses his levitate power to keep
ing, and an excellent physique. He wears an ornate away from melee attacks, then launches mind blasts at
breastplate, greaves, and a leather skirt, carries a fine the party. As a last resort, Ghaerleth Axom uses plane shift
steel shield bearing his family crest (an eagle), and wears to flee to another plane of existence. Defeated but not
a splendid longsword at his side. A cloak of rich purple killed, he may yet return to plague the characters.
velvet trimmed with sable completes his attire. If the characters have not figured it out before arriv-
Ghaerleth Axom hides his alien features under a volu- ing at the keep, it should be clear by the time Ghaerleth
minous hooded cloak of black velvet, embroidered with Axom reveals himself that the baron is an unwilling
silver thread forming arcane symbols and weird designs. pawn in the mind flayer’s power game. Killing the
His right hand sports a splendid ruby ring on one of its baron is reckless at best, evil at worst, and brings the
four fingers, and a silver amulet set with bloodstones anger of the town on the characters if the whole story
hangs around his neck. The shadows of his cloak becomes known.

25
CONCLUDING THE ADVENTURE

Gray clouds hang low over Brindinford, and a weak


drizzle dampens the shaken town. As you leave the
baron’s keep, a few townspeople dog your foot-
steps—keeping their distance at first, but getting
closer as the crowd grows. Soon people shout your
names, call you heroes, and reach out to touch you in
joyful celebration. A minstrel sings, people dance in
the street, carts and wagons appear again, and the
smell of cooking food fills the air. Someone asks you
to tell what happened in the keep, and the request
becomes a clamor from the crowd.

The adventure ends with a feast more spectacular than


the first, all the more remarkable for being a sponta-
neous outpouring of gratitude from the townsfolk. Food
vendors give away their wares, a wine merchant taps a
huge cask and passes cups and flagons around, and
everyone dances.
What’s next? The characters could remain in Brindin-
ford for a while. If any of their enemies survived the
adventure, they could still be up to mischief. Further
adventures in the town could include the following.

kSomeone (a surviving member of Those Who Hear, a


reclusive scholar, or a necromancer) creates a flesh
golem that goes on a rampage through the town.

COncluding kThe characters are asked to explore a haunted house.


Perhaps the house is haunted (by a spectre or minor
ghost), or it might house a chaos beast or red slaad.
the kIt is possible that the fiendish elasmosaurus in the
Brinding River and the hellspawn in encounter 22
Adventure are not the only creatures that escaped through the
infernal gate into this plane. Perhaps a fiendish
When hell breaks loose, it cannot be easily bound again. Colossal monstrous centipede now lurks in the
—Common saying in Brindinford woodlands, terrorizing the rangers and druids, or a
fiendish Colossal monstrous spider could lurk in an
abandoned building.
Ghaerleth Axom is dead or has fled to another plane of
existence. The hellfire that burned in the temple of On the other hand, the party might well decide to leave
Pelor is extinguished, and the devils are destroyed. Brindinford and head on to further adventures. If you
The characters are probably battered and bruised, began this adventure by planting seeds to the next, the
looking for nothing more than a good rest⎯but the characters might decide to continue on their way. Other-
people of Brindinford have yet another heroes’ cele- wise, they could hear rumors of trouble in an isolated
bration in mind. town deep in the nearby forest, or legends of ancient
treasure buried in the nearby mountains.

26
APPENDIX: STATISTICS

APPendix: Skills and Feats: Climb +2, Intimidate +3, Jump +2, Spot
+4; Alertness, Weapon Focus (halberd).

Statistics Creatures and Villains


Alien Squid: CR 1; Medium-size magical beast; HD
3d8; hp 16 (average); Init +3 (Dex); Spd 20 ft.; AC 16 (+3
Townsfolk Dex, +3 natural); Atk +5/+0 melee (0 plus grab, arms;
Baron Euphemes II: Male human Ari5; CR 4; 1d6+1, bite); SA Improved grab; SQ Ink cloud, acid
Medium-size humanoid HD 5d8+10; hp 38; Init +0; Spd resistance 5; SR 6; AL CN; SV Fort +3, Ref +6, Will +2; Str
20 ft.; AC 17 (+5 breastplate, +2 large shield); Atk +6 melee 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2.
(1d8+3, +1 longsword), +5 ranged (1d8/19–20, light cross- Skills and Feats: Listen +8, Spot +8; Alertness.
bow); AL LG; SV Fort +3, Ref +1, Will +7; Str 14, Dex 11, Special Qualities: Improved grab—On a hit with arms
Con 15, Int 10, Wis 13, Cha 14. Height 6ⴕ 6ⴖ. attack, attempts grapple as a free action without incur-
Skills and Feats: Diplomacy +12, Intimidate +10, ring attack of opportunity; on hold, deals automatic bite
Knowledge (history) +4, Knowledge (nobility and roy- damage each round.
alty) +4, Ride +8, Sense Motive +9; Iron Will, Mounted Special Attacks: Ink cloud—Gaseous cloud 10 ft. high
Combat, Skill Focus (Diplomacy). by 10 ft. wide by 10 ft. long creates total darkness (once
Possessions: masterwork breastplate, masterwork large per minute, free action).
steel shield, +1 longsword, masterwork light crossbow, 20 Assassin: Human Rog5/Asn1; CR 6; Medium-size
masterwork bolts, potion of heroism. humanoid; HD 6d6+6; hp 27 (average); Init +7 (+3 Dex,
Commoner: Human Com1; CR 1/3; Medium-size +4 Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, +3
humanoid; HD 1d4; hp 2 (average); Init +0; Spd 30 ft.; studded leather); Atk +8 melee (1d6+1, rapier), +9 ranged
AC 10; Atk +0 melee (1d3 subdual, unarmed strike); AL (1d4/19–20, hand crossbow); SA Sneak attack +4d6,
LN; SV Fort +0, Ref +0, Will +0; Str 11, Dex 11, Con 11, death attack, poison use; SQ Evasion, uncanny dodge ;
Int 10, Wis 10, Cha 10. AL NE; SV Fort +2, Ref +9, Will +1; Str 12, Dex 16, Con
Skills and Feats: Craft or Profession (any two) +8; Skill 13, Int 14, Wis 10, Cha 10.
Focus (Craft or Profession [×2]). Skills and Feats: Bluff +9, Disable Device +11, Disguise +9,
Lieutenant Shella: Female human War5; CR 4; Hide +12, Intimidate +9, Listen +11, Move Silently +12,
Medium-size humanoid; HD 5d8; hp 28; Init +0; Spd 30 Open Lock +14, Search +11, Spot +11, Tumble +12; Alert-
ft.; AC 16 (+4 chain shirt, +2 large steel shield); Atk +7 ness, Dodge, Improved Initiative, Weapon Finesse (rapier).
melee (1d10+1/19–20, bastard sword), +5 ranged Special Attacks: Sneak attack—Deal +4d6 damage
(1d8/19–20, light crossbow); AL LN; SV Fort +4, Ref +1, when opponent is flat-footed or flanked. Death attack—
Will +1; Str 12, Dex 10, Con 11, Int 10, Wis 11, Cha 10. After studying victim for 3 rounds, sneak attack can kill
Height 5ⴕ 10ⴖ. or paralyze victim who fails DC 12 Fortitude save; Paral-
Skills and Feats: Intimidate +8, Listen +6, Spot +6; Alert- ysis lasts 1d6+1 rounds. Poison use—Blades usually
ness, Exotic Weapon Proficiency (bastard sword), coated with giant wasp poison (DC 18, initial and sec-
Weapon Focus (bastard sword). ondary 1d6 Dex).
Militia Member: Human War1; CR 1/2; Medium- Special Qualities: Evasion—Take no damage on success-
size humanoid; HD 1d8; hp 4 (average); Init +0; Spd 30 ful Reflex save for half. Uncanny dodge—Retains Dex-
ft.; AC 11 (+1 padded); Atk +1 melee (1d8, longsword), terity bonus to AC when flat-footed or attacked by an
+1 ranged (1d8/19–20, light crossbow); AL LN; SV Fort invisible opponent.
+2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis Possessions: Masterwork studded leather armor, master-
11, Cha 10. work rapier, masterwork hand crossbow, 20 masterwork
Skills and Feats: Climb +2, Craft or Profession (any one) bolts, 6 doses giant wasp poison, 50 ft. silk rope, master-
+4, Intimidate +2, Jump +2, Swim +2; Endurance, Skill work thieves’ tools, magic items by individual:
Focus (Craft or Profession). Assassin #1 in encounter 17, assassin in encounter 22:
Town Guard: Human War1; CR 1/2; Medium-size Boots of elvenkind, potion of darkvision, potion of glibness,
humanoid; HD 1d8; hp 4 (average); Init +0; Spd 30 ft.; potion of invisibility.
AC 14 (+4 chain shirt); Atk +2 melee (1d10, halberd), +1 Assassin #2 in encounter 17: Potion of vision, rope of
ranged (1d8/19–20, light crossbow); AL LN; SV Fort +2, climbing.
Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Spells Prepared (1): 1st—spider climb.
Cha 10. Fiendish Elasmosaurus: CR 5 (+40% XP); Huge
Skills and Feats: Climb +2, Intimidate +2, Jump +2, Spot magical beast (aquatic); HD 7d10+35; hp 73 (average);
+3; Alertness, Weapon Focus (halberd). Init +2 (Dex); Spd 20 ft., swim 50 ft.; AC 13 (–2 size, +2
Veteran Guard: Human War2; CR 1; Medium-size Dex, +3 natural); Atk +9 melee (2d8+8, bite); Face/Reach
humanoid; HD 2d8; hp 9 (average); Init +0; Spd 30 ft.; 10 ft. by 20 ft./10 ft.; SA Smite good; SQ Scent, cold and
AC 14 (+4 chain shirt); Atk +3 melee (1d10, halberd), +2 fire resistance 10, damage reduction 5/+1, darkvision 60
ranged (1d8/19–20, light crossbow); AL LN; SV Fort +3, ft.; SR 14; AL LE; SV Fort +10, Ref +7, Will +3; Str 26, 27
Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 11, Dex 14, Con 20, Int 3, Wis 13, Cha 9.
Cha 10. Skills and Feats: Listen +3, Spot +6.
APPENDIX: STATISTICS

Special Attacks: Smite good—Once per day, can deal +7 Special Qualities: Evasion—Take no damage on success-
damage to a good creature. ful Reflex save for half. Uncanny dodge—Retains Dex-
Special Qualities: Scent—Detect creatures within 30 ft. terity bonus to AC when flat-footed or attacked by an
(60 ft. upwind, 15 ft. downwind) by smell; +8 to tracking invisible opponent.
checks (base DC is always 10). Possessions: Masterwork studded leather armor, master-
Infernal Cleric: Human Clr4; CR 4; Medium-size work rapier, masterwork light crossbow, 20 masterwork
humanoid; HD 4d8+4; hp 22 (average); Init +0; Spd 20 ft.; bolts, 50 ft. silk rope, masterwork thieves’ tools, 4 doses
AC 18 (+8 full plate); Atk +6 melee (1d10+1/19–20, heavy of giant wasp poison, magic items by individual:
flail), +3 ranged (1d8/19–20, light crossbow); SA Rebuke Rogue #1 in encounter 17: Potion of cat’s grace, potion of
undead, smite; AL LE; SV Fort +5, Ref +1, Will +9; Str 12, hiding, potion of neutralize poison, potion of sneak.
Dex 10, Con 13, Int 10, Wis 16, Cha 10. Rogue #2 in encounter 17: Dust of tracelessness, potion of
Skills and Feats: Concentration +8, Knowledge (devils) alter self, potion of haste.
+7, Spellcraft +7; Combat Casting, Enlarge Spell, Iron Rogue #3 in encounter 17: Pipes of the sewers, potion of
Will, Martial Weapon Proficiency (heavy flail), Weapon reduce (5th-level caster).
Focus (heavy flail). Second Circle Cabalist: Human Sor3; CR 3;
Special Attacks: Smite—Once per day, make single Medium-size humanoid; HD 3d4+6; hp 13 (average); Init
melee attack with +4 attack bonus and +4 damage bonus. +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 11 (+1
Possessions: Full plate armor, masterwork heavy flail, light Dex); Atk +1 melee (1d8/×3, shortspear), +3 ranged
crossbow, 10 bolts, magic items by individual (see below). (1d8/19–20, light crossbow); AL CN; SV Fort +2, Ref +2,
Cleric in encounter 17 and area 24b: Phylactery of faith- Will +2; Str 10, Dex 13, Con 13, Int 12, Wis 8, Cha 16.
fulness, wand of detect magic. Skills and Feats: Concentration +7, Knowledge
Cleric in area 24f: Pearl of power (1st), potion of ghoul (alienism) +7, Profession (scribe) +5, Spellcraft +7;
touch, potion of hiding. Combat Casting, Improved Initiative, Toughness.
Spells Prepared (5/5/4): 0—cure minor wounds, detect Possessions: masterwork light crossbow, magic items
magic, inflict minor wounds, light, resistance; 1st—bane, by individual:
cause fear, cure light wounds, inflict light wounds, magic Cabalist #1 in encounter 14: Potion of cat’s grace, potion of
weapon (d); 2nd—by individual (see below). Deity: cure moderate wounds, potion of invisibility, scroll with color
Hextor; Domains: Destruction, War. spray (2) and shield (2), wand of burning hands.
Cleric in encounter 17 and area 24g: 2nd—Darkness, Cabalist #2 in encounter 14: Potion of blur, potion of
death knell, spiritual weapon (d), summon monster II. charisma, potion of levitate, scroll with change self, enlarge,
Cleric in area 24f: 2nd—Death knell, hold person, inflict and sleep (2), wand of color spray.
moderate wounds, spiritual weapon (d). Cabalist #1 in encounter 15d: Dust of appearance.
Outer Circle Cabalist: Human Exp1; CR 1/2; Cabalist #2 in encounter 15d: Potion of jump, potion of
Medium-size humanoid; HD 1d6; hp 3 (average); Init +0; spider climb, 5 screaming bolts (attack +5 ranged, damage
Spd 30 ft.; AC 10; Atk +0 melee (1d3 subdual, unarmed 1d8+2), wand of shocking grasp.
strike); AL CN; SV Fort +0, Ref +0, Will +1; Str 11, Dex Spells Known (cast 8/6): 0—daze, detect magic, flare, light,
10, Con 11, Int 11, Wis 8, Cha 10. read magic; 1st—magic missile, obscuring mist, sleep.
Skills and Feats: Craft (bookbinding) +6, Decipher Third Circle Cabalist: Human Sor4; CR 4; Medium-
Script +4, Knowledge (alienism) +4, Knowledge (arcana) size humanoid; HD 4d4+11; hp 21 (average); Init +6 (+2
+4, Knowledge (local) +4, Profession (scribe) +5, Speak Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 Dex,
Language (Abyssal, Celestial, Draconic, Infernal); Skill +1 bracers); Atk +2 melee (1d8/×3, shortspear), +6 ranged
Focus (Craft: bookbinding and Profession: scribe). (1d8/19–20, light crossbow); AL CN; SV Fort +3, Ref +3,
Rogue: Human Rog4; CR 4; Medium-size humanoid; Will +3; Str 11, Dex 15, Con 14, Int 12, Wis 9, Cha 17.
HD 4d6+4; hp 18 (average); Init +7 (+3 Dex, +4 Skills and Feats: Concentration +9, Knowledge
Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, +3 stud- (alienism) +8, Profession (scribe) +6, Spellcraft +8;
ded leather); Atk +7 melee (1d6+2 plus poison, rapier), Combat Casting, Improved Initiative, Toughness.
+8 ranged (1d8/ 19–20, light crossbow); SA Sneak attack Possessions: masterwork light crossbow, 10 master-
+2d6, poison; SQ Evasion, uncanny dodge; AL NE; SV work bolts, bracers of armor +1, additional magic items
Fort +2, Ref +7, Will +0; Str 14, Dex 17, Con 13, Int 14, by individual:
Wis 9, Cha 12. Cabalist #1 in encounter 15e: Brooch of shielding, wand
Skills and Feats: Bluff +8, Disable Device +11, Disguise of light.
+8, Hide +10, Intimidate +8, Listen +6, Move Silently Cabalist #2 in encounter 15e: Ring of jumping.
+10, Open Lock +12, Search +9, Spot +6, Tumble +10; Cabalist in encounter 17: Dust of tracelessness, potion of
Dodge, Improved Initiative, Weapon Finesse (rapier). fire breath, potion of protection from elements (fire).
Special Attacks: Sneak attack—Deal +2d6 damage when Spells Known (cast 6/7/4): 0—daze, detect magic, flare,
opponent is flat-footed or flanked. Poison—Blades usu- light, ray of frost, read magic; 1st—mage armor, magic
ally coated with giant wasp poison (DC 18, initial and missile, obscuring mist, sleep; 2nd—by individual:
28 secondary 1d6 Dex); attack roll of 1 requires Reflex save Cabalist #1 in encounter 15e: Melf ’s acid arrow.
(DC 15) or poison self, 5% chance of poisoning self when Cabalist #2 in encounter 15e: glitterdust.
applying poison to weapon. Cabalist in encounter 17: flaming sphere.
APPENDIX: STATISTICS

Wererat Heavy: Ftr2; CR 3; Medium-size shape- crossbow); SA Darkness, rebuke undead, smite; SQ
changer; HD 2d10+4; hp 15 (average); AL LE; three Cold, fire, and electricity resistance 5; AL LE; SV Fort
alternate forms. +9, Ref +3, Will +10; Str 13, Dex 10, Con 14, Int 12, Wis
Human Form: Init +5 (+1 Dex, +4 Improved Initiative); 17, Cha 10. Height 6ⴕ 2ⴖ.
Spd 30 ft.; AC 13 (+2 natural, +1 Dex); Atk +6 melee Skills and Feats: Concentration +13, Hide +5, Knowl-
(1d6+2, rapier); SQ Rat empathy; SV Fort +6, Ref +3, Will edge (the planes) +7, Spellcraft +7; Combat Casting, Mar-
+5; Str 14, Dex 12, Con 13, Int 12, Wis 12, Cha 11. tial Weapon Proficiency (heavy flail), Power Attack,
Skills and Feats: Climb +7, Jump +7, Listen +7, Spot +7, Sunder, Weapon Focus (heavy flail).
Swim +4; Blind-Fight, Dodge, Improved Initiative, Special Attacks: Smite—Once per day, make single
Weapon Focus (rapier). melee attack with +4 attack bonus and +8 damage
Hybrid Form: Init +8 (+4 Dex, +4 Improved Initiative); bonus. Darkness—Once per day, cast darkness as an 8th-
Spd 40 ft., climb 20 ft.; AC 17 (+4 Dex, +3 natural); Atk level sorcerer.
+8/+4 (1d6+2, rapier; 1d4+1, bite); SA Curse of lycan- Possessions: +1 shock heavy flail, half-plate armor, large
thropy; SQ Rat empathy, scent, damage reduction steel shield, 2 potions of cure light wounds, potion of levitate,
15/silver; SV Fort +7, Ref +6, Will +5; Str 14, Dex 18, Con potion of spider climb.
15, Int 10, Wis 12, Cha 8. Spells Prepared (6/6/5/5/3+): 0—cure minor wounds,
Skills and Feats: Climb +12, Hide +12, Jump +7, Listen detect magic, guidance, inflict minor wounds, light, resist-
11, Move Silently +7, Spot +11, Swim +4; Blind-Fight, ance; 1st—cause fear, command, divine favor, entropic
Dodge, Improved Initiative, Multiattack, Weapon Finesse shield, inflict light wounds (d), obscuring mist; 2nd—aid,
(bite), Weapon Finesse (rapier), Weapon Focus (rapier). bull’s strength, death knell, hold person, shatter (d); 3rd—
Rat Form: As hybrid form except: Small; AC 18 (+1 contagion (d), cure serious wounds, dispel magic, invisibility
size, +4 Dex, +3 natural); Atk +7 melee (bite 1d4+1); purge, meld into stone; 4th—air walk, inflict critical
Hide +16. wounds (d), unholy blight. Deity: Hextor; Domains:
Special Attacks: Curse of lycanthropy—As common Destruction, War.
wererat. Farji: Female human Clr2/Ftr3; CR 5; Medium-size
Special Qualities: Rat empathy—As common wererat. humanoid; HD 2d8+2 (cleric) plus 3d10+3 (fighter); hp
Scent—As common wererat. 43; Init +4 (Improved Initiative); Spd 20 ft.; AC 18 (+8
Possessions: masterwork rapier, magic items by individual: full plate); Atk +8 melee (1d8+4, +1 dire flail) or +6/+2
Wererat heavy #1: +1 cloak of resistance (+1 to all saves (1d8+3/1d8+2, +1 dire flail), +5 ranged (1d8+2, mighty
listed above), potion of enlarge (5th-level caster), potion of composite longbow); SA Rebuke undead; AL LE; SV Fort
reduce (5th-level caster). +7, Ref +1, Will +7; Str 14, Dex 10, Con 13, Int 8, Wis 16,
Wererat heavy #2: Bracers of armor +1 (+1 bonus to AC Cha 12. Height: 5ⴕ 9ⴖ.
listed above), potion of nondetection. Skills and Feats: Climb +2, Concentration +3, Jump +2,
Knowledge (religion) +1; Exotic Weapon Proficiency
(dire flail), Improved Initiative, Power Attack, Two-
Named Creatures Weapon Fighting, Weapon Focus (dire flail).
The Blessed: Female human Sor8; CR 8; Medium- Special Attacks: Smite—Once per day, make single
size humanoid; HD 8d4+16; hp 33; Init +2 (Dex); Spd 30 melee attack with +4 attack bonus and +2 damage bonus.
ft.; AC 13 (+1 Dex, +1 ring of protection); Atk +5 melee Enhance evil spells—Cast evil spells at caster level 3.
(1d8+1, +1 morningstar), +8 ranged (1d8/19–20, light Possessions: Full plate with armor spikes and spiked left
crossbow); SA Spells; AL NE; SV Fort +4, Ref +4, Will +5; gauntlet, +1 dire flail, mighty composite longbow (+2), 10
Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 16. Height: 6ⴕ. masterwork arrows.
Skills and Feats: Concentration +15, Hide +13, Knowl- Spells Prepared (4/4): 0—detect magic, light, resistance,
edge (alienism) +12, Spellcraft +14; Combat Casting, Run, virtue; 1st—bane, cause fear, doom, protection from good (d).
Skill Focus (Concentration), Skill Focus (Spellcraft). Domains: Destruction, Evil.
Possessions: Masterwork light crossbow, 50 masterwork Felga: Female grimlock Rgr3/Asn3; CR 7; Medium-
bolts, +1 morningstar, potion of cure light wounds, +1 ring of size monstrous humanoid; HD 2d8+6 (grimlock) plus
protection, slippers of spider climbing, wand of magic missile 3d10+9 (ranger) plus 3d6+9 (assassin); hp 69; Init +5 (+1
(5th-level caster, 17 charges remaining). Dex, +4 Improved Initiative); Spd 30 ft.; AC 18 (+1 Dex,
Spells Known (cast 6/7/7/6/3): 0—dancing lights, daze, +4 natural, +2 leather, +1 ring of protection); Atk +11 melee
detect magic, ghost sound, light, ray of frost, read magic, resist- (1d8+6 plus poison, +1 battleaxe) and +10 melee (1d6+2
ance; 1st—color spray, mage armor, magic missile, sleep, plus poison, handaxe); SA Blindsight, favored enemy
summon monster I; 2nd—fog cloud, Melf ’s acid arrow, (human +1), sneak attack +2d6, death attack, poison use;
summon monster II; 3rd—flame arrow, summon monster SQ Immunities, scent, resist poison, uncanny dodge; AL
III; 4th—summon monster IV. NE; SV Fort +7, Ref +8, Will +5; Str 20, Dex 12, Con 17,
Daros Hellseeker: Male tiefling Clr8; CR 8; Int 14, Wis 10, Cha 4. Height: 6ⴕ.
Medium-size humanoid; HD 1d8+2 (tiefling) plus Skills and Feats: Climb +13, Disguise +7, Hide +10,
8d8+16 (cleric); hp 65; Init +0; Spd 20 ft.; AC 17 (+7 half- Listen +7, Move Silently +10, Search +7, Spot +7, Wilder- 29
plate); Atk +9/+4 melee (1d10+2/19–20 plus 1d6 elec- ness Lore +7; Alertness, Cleave, Improved Initiative,
tricity, +1 shock heavy flail), +6 ranged (1d8/19–20, light Power Attack, Track.
APPENDIX: STATISTICS

Special Attacks: Blindsight—No penalties in melee Special Qualities: Telepathy—Mind flayers can commu-
combat, and can detect all foes within 40 ft.; beyond nicate telepathically with any creature within 100 ft. that
that range all targets are totally concealed. Favored has a language.
enemy—Bonus (+1 vs. humans) applies to Bluff, Listen, Possessions: Potion of clairaudience/clairvoyance, 2,100 gp,
Sense Motive, Spot, Wilderness Lore, damage. Death black velvet hooded cloak with silver embroidery (80
attack—After studying victim for 3 rounds, sneak gp), ruby ring (4,000 gp), silver amulet with bloodstones
attack can kill or paralyze victim who fails DC 13 Forti- (700 gp).
tude save. Paralysis lasts 1d6+3 rounds. Poison use— Squim: Male wererat Rog3; CR 4; Medium-size shape-
Blades usually coated with shadow essence (DC 17, ini- changer; HD 3d6+6; hp 20; AL LE; three alternate forms.
tial 1 Str*, secondary 2d6 Str) or giant wasp poison (DC Human Form: Init +6 (+2 Dex, +4 Improved Initia-
18, initial and secondary 1d6 Dex). See Possessions for tive); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +5
poisons available. melee (1d6+2/crit 18–20, +1 rapier), +4 ranged (1d8/
Special Qualities: Immunities—Immune to gaze 18–20, light crossbow); SA Sneak attack +2d6; SQ Eva-
attacks, visual effects, illusions, and other attack forms sion, uncanny dodge, rat empathy; SV Fort +5, Ref +5,
that rely on sight. Uncanny dodge—Retains Dexterity Will +3; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
bonus to Armor Class when flat-footed. Scent—Detect Height: 5ⴕ 10ⴖ.
creatures within 30 ft. (60 ft. upwind, 15 ft. downwind) Skills and Feats: Bluff +5, Climb +7, Diplomacy +5,
by smell; +8 to tracking checks (base DC is always 10). Disable Device +10, Hide +8, Listen +10, Move Silently
Resist poison—Receives +1 bonus to saving throws +8, Open Locks +10, Search +12, Spot +10, Use Magic
against poison. Device +5; Dodge, Improved Initiative, Weapon
Possessions: +1 battleaxe, +1 ring of protection, masterwork Finesse (rapier).
leather armor, handaxe, 3 doses of giant wasp poison, 2 Hybrid Form: Init +9 (+4 Improved Initiative); Spd 40
doses of shadow essence, 1 dose of deathblade (DC 20, ft., climb 20 ft.; AC 19 (+5 Dex, +3 natural); Atk +8/+5
initial 1d6 Con, secondary 2d6 Con). melee (1d6+2/18–20, +1 rapier; 1d4 bite), +7 ranged (1d8,
Spells Prepared (2/1): 1st—obscuring mist, spider climb; light crossbow); SA Sneak attack +2d6, curse of lycan-
2nd—darkness. thropy; SQ Evasion, uncanny dodge, rat empathy, scent,
Spellbook: 1st—change self, obscuring mist, spider climb; damage reduction 15/silver; SV Fort +6, Ref +8, Will +3;
2nd—alter self, darkness. Str 12, Dex 21, Con 15, Int 14, Wis 10, Cha 8.
Ghaerleth Axom: Mind flayer; CR 8; Medium-size Skills and Feats: Bluff +5, Climb +7, Diplomacy +5, Dis-
aberration; HD 8d8; hp 42; Init +7 (+3 Dex, +4 Improved able Device +10, Hide +11, Listen +14, Move Silently
Initiative); Spd 30 ft.; AC 16 (+3 Dex, +3 natural); Atk +9 +11, Open Locks +13, Search +16, Spot +14, Use Magic
melee (1d4+1, 4 tentacles); SA Mind blast, psionics, Device +5; Dodge, Improved Initiative, Multiattack,
improved grab, extract; SQ Telepathy; SR 25; AL NE; SV Weapon Finesse (bite), Weapon Finesse (rapier).
Fort +2, Ref +5, Will +10; Str 12, Dex 17, Con 10, Int 23, Rat Form: As hybrid form except: Small; AC 19 (+1
Wis 19, Cha 20. Height: 6ⴕ. size, +5 Dex, +3 natural); Atk +7 melee (1d4+1, bite);
Skills and Feats: Bluff +16, Concentration +11, Diplo- Hide +14.
macy +16, Hide +14, Intimidate +16, Knowledge Special Attacks: Sneak attack—Inflict +2d6 damage
(arcana) +10, Knowledge (the planes) +10, Listen +17, when opponent is flat-footed or flanked. Curse of lycan-
Move Silently +14, Search +12, Spot +17; Alertness, thropy—As common wererat.
Combat Casting, Dodge, Improved Initiative, Weapon Special Qualities: Evasion—Suffer no damage on suc-
Finesse (tentacle). cessful Reflex save for half. Uncanny dodge—Retain
Special Attacks: Mind blast—Creatures in a 60-ft. cone Dexterity bonus to AC when flat-footed or attacked by
must succeed at a Will save (DC 17) or be stunned for an invisible opponent. Rat empathy—As common were-
3d4 rounds. Psionics—At will, as 8th-level sorcerer rat. Scent—As common wererat.
(save DC 13 + spell level)—astral projection, charm mon- Possessions: +1 rapier, potion of cat’s grace, potion of haste,
ster, charm person, detect thoughts, levitate, plane shift, and scroll of summon monster II (see encounter 12f ), master-
suggestion. Improved grab—If hits a Small, Medium- work thieves’ tools.
size, or Large opponent (Huge if can reach head) with a Turvin: Male wererat Com3; CR 3; Medium-size shape-
tentacle attack attempts to start a grapple without pro- changer; HD 3d4–3; hp 6; AL LE; three alternate forms.
voking an attack of opportunity; on hold, attaches ten- Human Form: Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex,
tacle to the opponent’s head; after a successful grab, can +2 natural); Atk –1 melee (1d3–2 subdual, unarmed
attach remaining tentacles with a single grapple check; strike); SQ Rat empathy; SV Fort +2, Ref +1, Will +5; Str
opponent can escape with a single successful grapple 7, Dex 8, Con 7, Int 13, Wis 12, Cha 12. Height: 5ⴕ 9ⴖ.
check or Escape Artist check, but the mind flayer gets a Skills and Feats: Control Shape +9, Knowledge (local)
+2 competence bonus for every tentacle that was +6, Profession (engineer) +9; Skill Focus (all skills).
attached at the beginning of the opponent’s turn. Hybrid Form: Init +2 (Dex); Spd 40 ft., climb 20 ft.; AC
Extract—A mind flayer that begins its turn with all four 15 (+2 Dex, +3 natural); Atk +3/+1 melee (1d6–2, rapier;
30 tentacles attached and successfully maintains its hold 1d4–2, bite); SA Curse of lycanthropy; SQ Rat empathy,
automatically extracts the opponent’s brain, instantly scent, damage reduction 15/silver; SV Fort +3, Ref +4,
killing that creature. Will +5; Str 7, Dex 14, Con 9, Int 13, Wis 12, Cha 12.
APPENDIX: STATISTICS

Skills and Feats: Climb +10, Control Shape +9, Hide +6,
Knowledge (local) +6, Move Silently +5, Profession
(engineer) +9; Skill Focus (Control Shape, Knowledge,
Profession), Multiattack, Weapon Finesse (bite), Weapon
Finesse (rapier).
Rat Form: As hybrid form except: Small; AC 16 (+1
size, +2 Dex, +3 natural); Atk +3 melee (1d4–2, bite);
Hide +10.
Special Attacks: Curse of lycanthropy—As common
wererat.
Special Qualities: Rat empathy—As common wererat.
Scent—As common wererat.

New Creature

WYSTE
Huge Aberration
Hit Dice: 5d8+25 (47 hp)
Initiative: +1 (Dex)
Speed: 10 ft., swim 40 ft.
AC: 18 (+1 Dex, –2 size, +9 natural)
Attacks: 7 tentacle rakes +5 melee
Damage: Tentacle rake 1d4+6
Face/Reach: 5 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, bite
Special Qualities: Blindsight, acid immunity
Saves: Fort +6, Ref +2, Will +4 others nearby might be attracted by the commotion,
Abilities: Str 22, Dex 13, Con 20, Int 1, Wis 11, Cha 8 too. Despite its size, a wyste is fast, whipping and
Skills: Listen +4, Spot +4 writhing to bring its clawed tentacles to bear. When a
Feats: Alertness wyste kills a victim, it drags its prey away to be con-
sumed at leisure.
Climate/Terrain: Any underground Improved Grab (Ex): When a wyste hits with one or
Organization: School (2–8) more tentacle attacks against the same opponent in a
Challenge Rating: 5 single round, it can attempt to grapple as a free action,
Treasure: None without provoking an attack of opportunity. No touch
Alignment: Always neutral attack is required, but it makes only a single grapple
Advancement: 6 –15 HD (Huge) check regardless of the number of tentacles that hit. The
wyste’s grapple check bonus is +17, but it adds +2 to its
The wyste (pronounced “wist”) is an alien creature grapple check for each additional tentacle that hits
much like a giant worm that inhabits fetid pools of beyond the first.
alien slime. A typical specimen is 2 feet in diameter Bite (Ex): When a wyste grapples an opponent, its
and 25 feet long. tentacles draw the victim to its toothed sucker hole. On
A wyste’s skin is translucent, showing strange, twisted the round after the wyste grabs, it makes a regular
strands of pulsing organs underneath. The creature has no attack with its bite (in lieu of any claw attacks), gaining
face, just a large sucker hole fringed by long, claw-tipped a +4 bonus to hit. If the bite attack misses, the wyste
tentacles. The tentacles allow the wyste to feed and defend drops the character, who falls prone in front of the crea-
itself, and they also serve as sensory organs. So far as is ture. If the bite attack is successful, the victim takes
known, a wyste operates only by instinct and lives to feed. 1d6+9 points of damage. The wyste can then inflict
biting damage automatically every round. The victim
Combat can escape by winning an opposed grapple check
A wyste is aggressively territorial and lunges up to 15 against the wyste, making a successful Escape Artist
feet out of its slimy pools to attack creatures that check against the wyste’s grapple check result, or by
approach. Wystes in an area often attack as a group; killing the wyste.

31
Part One The Speaker in Dreams:
1
Adventure Flowchart
2
A Trip to the Alternative
Fair Entrances
Action Encounters
3
Around the
Fair Location Encounter

Interaction Encounters
4 5
The Fair Gets The Big Picture
Foul

6 9
What’s Next? Grimlock Raid
7
Stalked

11 10
Grimlock Southspur
Warehouse

12 13
8 The Bell Wystes on the
To Market Tower Hill

14 15
A Cry in the The Reality 16
Mist Wrinkle Closure

20 19 18 17
In the Crowd The Trumpets The Speaker Assassins!
Sound in Dreams

Part Two
22 21
Martial Law Criers
This flowchart should not be followed
rigidly if character plans or events in the
campaign reasonably dictate otherwise.
24 For example, characters can go from
23
The Temple
On Their Own encounter 5 to encounter 12, or from 12
of Pelor
to 5, based on what they learn or
what transpires.

25
Final Concluding the
Confrontation Adventure

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