The Speaker in Dreams
The Speaker in Dreams
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
1
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
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
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
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
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.
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
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 (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.
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
26
APPENDIX: STATISTICS
APPendix: Skills and Feats: Climb +2, Intimidate +3, Jump +2, Spot
+4; Alertness, Weapon Focus (halberd).
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