Age of Worms #2 The Three Faces of Evil
Age of Worms #2 The Three Faces of Evil
Age of Worms #2 The Three Faces of Evil
he Ebon Triad seeks to create a all published over the course of the next
fiendish Overgod, a monstrosity of 11 months in Dungeon. For additional
pure evil that combines the power aid in running this campaign, check out
of Erythnul, Hextor, and Vecna. The cult’s Dragon’s monthly “Worm food” articles, a
research indicates that a anciant being series that provides additional material to
known as Kyuss is tied to the Overgod’s help players survive this campaign. Issue
rise. Little is known of Kyuss, save that he #334 of Dragon provides comprehensive
was once a powerful being that spawned a lists of all the things you can find for sale
horrific variety of undead creatures. Now, in Diamond Lake’s (o�en) dubious shops.
in the bowels of Diamond Lake, the Ebon Finally, you can head online to paizo.com
Triad pursues rumors that the worm-like to download Age of Worms Overload, a free
progeny of Kyuss have once again risen. Is PDF that includes details on the hinter-
the Age of Worms finally at hand? lands surrounding Diamond Lake, stat
“The Three Faces of Evil” is a Dungeons blocks for nearly everyone in town, con-
& Dragons adventure suitable for four version notes for running the campaign
3rd-level characters. It is also the second in the Forgotten Realms or Eberron
installment of the Age of Worms Adventure settings, and more.
Path, a complete campaign consisting of 12 Of course, you can also run “The
adventures, several “Backdrop” articles to Three Faces of Evil” as a stand-alone
help Dungeon Masters run the series, and adventure, or even as part of a campaign
a handful of poster maps of key locations, of your own design.
BY MIKE MEARLS
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH LOW–LEVEL (1ST-5TH) DUNGEON CRAWL
guards) suspect the truth, and all of them When the elevator is at the top of the sha�, per round. Up to three people may use
know that intrusion into these caves is the chain is wrapped around the spool. As the elevator at once, with each additional
forbidden by their employer. the car descends, the spool spins and the person granting a +2 bonus to the high-
Once in the mines, the characters chain plays out above the car. est Strength score among the operators,
should have little trouble making their The elevator is operated by first releas- for purposes of determining load.
way to the elevator. The guards have ing a brake mechanism set into the A character who tries to raise or lower
set up several obvious signs warning wheel and slowly turning the wheel. The the elevator when it is overloaded imme-
the miners to stay away from the sha�, elevator sha� descends 200 feet to area diately loses control. The elevator doesn’t
and the miners know better than to 1 below. The elevator car itself weighs enter free fall, since the winch itself con-
risk the guards’ ire. 500 pounds. The maximum amount of trols its descent somewhat. Characters
The mines are crude passages and tun- weight a character can lower or li� with inside the elevator must make DC 20
nels hacked into the ground. Torches are the elevator system equals five times Balance checks to avoid losing their foot-
set into the wall every 50 feet, but half of his or her maximum load. In this case, ing. While falling, the elevator descends
them are burnt out and useless. Ragno- the elevator can be moved upward or at a rate of 50 feet per round. When it
lin is too cheap to provide good lighting downward at a rate of 5 feet per round. hits bottom, all creatures in the elevator
in this place. Instead, most miners must If the elevator’s weight is equal to or less take 5d6 falling damage. The elevator car
carry their own torches and lanterns (pur- than the operator’s heavy load, it can be itself suffers this damage as well—it has
chased with their own meager salaries). raised or lowered at the rate of 20 feet hardness 5 and 50 hit points.
Forty feet from the main entrance,
the passage to the elevator cuts down
and to the le� from the main tun-
nel. Timbers and planks nailed to the
Dark
wooden frame of the passage’s entrance
block access to the area beyond. A DC
Cathedral Area
22
18 Strength check or an assault (the bar-
rier has hardness 5 and 15 hit points)
smashes this barrier to pieces, while a
DC 10 Cra� (woodworking or carpen-
try) check disassembles the barrier in Area Area
1d4 minutes. In the former case, the 12 2
guards make DC 20 Listen checks to
hear the commotion. A Cra� check is
too quiet for the guards to hear.
During the day, 2d4 miners are pres- elevator
ent in the tunnels near the elevator
entrance when the PCs enter. They make N
no attempt to fetch the guards, but they
keep an eye on the characters in case the
PCs are looking for trouble. If the PCs
try to access the elevator sha� without 1
first making the miners’ attitudes help-
ful, they report the party to the guards.
The Elevator
The tunnel to the elevator stretches to the
west and has a sharp, downward slope.
A�er 400 feet, the PCs come to a chamber
in which a large, wooden platform with a
5-foot wall built around its edges. Struts
rise 10 feet from each of the platform’s
corners, joining in an X above the plat-
form. A thick iron chain runs through
the X’s midpoint to a large, wooden spool
set in the middle of the platform. The
One square = 5 feet
platform is 10 feet wide and 10 feet long.
along the west wall. A suit of leather armor a generous amount of animal dung, covers chamber, near the stairway to area 11. If
lies on the table with a variety of tools the floor of this crude, cave-like chamber. the PCs attempt to batter down the door,
spread out around it. the two guards fight them off while the
Creature: This chamber serves as the third warns Theldrick.
This chamber serves as barracks for home for the cult’s mascot, a vicious If the PCs are trapped in area 11, the
a pair of tiefling guards charged with dire boar named Beast that was raised two guards move to guard the door lead-
watching the door. The guards rely on and tended by Theldrick. The creature ing out of the shrine while the third joins
the cultists in area 3 to alert them to any attacks anyone it doesn’t recognize on Theldrick in the upper gallery.
trouble. They tend to take their time sight. Scars cover its hide, while its tusks Treasure: In addition to the coins
in responding to anything short of the have been capped with iron. These modi- listed in their stat block, one tiefling car-
sound of battle. fications make the boar more intimidat- ries a plain, silver ring inlaid with several
Creatures: The two tieflings stationed ing in appearance but do little to alter its small emeralds worth 200 gp total.
here wear chainmail masks to conceal actual statistics.
their faces. Both have elaborate tattoos Dire Boar: hp 52; Monster Manual 63. 7. Barracks
of hellish fiends, symbols of Hextor, and Tactics: Unless the characters are quiet
prayers to Hextor written in Infernal or clever, there is little chance that they Two sets of bunk beds are set along the far
along their bare arms. face the dire boar here. If a cultist or the wall of this chamber, with a thick, bearskin
Tiefling guards (2): hp 12 each; see guard from areas 2 or 3 retreats past area rug between them. Three wooden stools
page 23. 4, he uses a full-round action to undo the are arranged on the rug, while a weapon
Tactics: The tieflings have learned to chains, open the door, and unleash Beast. rack sports several javelins, a bow, several
fight as a pair. While one readies his axe, The boar rampages through the area, quivers filled with arrows, and a sword.
the other casts darkness on a coin or small bearing down on the characters with a
stone and throws it into the midst of the berserker’s ferocity. It fights to the death. This chamber serves as a barracks for
enemy. The two then take advantage of Luckily, it lacks the intelligence for tac- the guards in area 5 and for the tiefling
Blind-Fight to harass their foes. If pressed, tics more complicated than a headlong on watch in the main temple.
the second tiefling uses his darkness spell charge. The cultists use Beast to buy time Treasure: The rack holds 6 javelins,
to cover their retreat to area 6. If cornered to prepare their defenses. a longsword, a composite longbow
or cut off, they fight to the death. (+2 Strength), and four quivers of 20
Treasure: The leather armor is a mun- 6. Inner Guard arrows each.
dane suit that one of the tieflings is in Chamber (EL 4)
the process of repairing, while the tools 8. Priests’ Chambers (EL 4)
around it comprise a complete set of A tapestry depicting a six-armed, fiend-
artisan’s tools. The tieflings carry their ish beast carrying a bewildering variety Light from a pair of torches casts strange
coins, a DC 15 Search of one bed reveals of weapons dominates the north wall. shadows across the blood-red walls of this
a small, velvet bag containing 20 pp and chamber. Two wooden chairs are set oppo-
a golden necklace worth 100 gp. This chamber serves as a guardroom site each other around a round table. Upon
for the inner temple of Hextor and the the table rests a thick, leather-bound book,
5. Chamber of the priest’s quarters. a rusty dagger, a quill, inkpot, and several
Beast (EL 4) Creatures: Three tiefling guards watch sheets of parchment. A wooden screen
Use the following description as the char- this area. Their tattoos depict holy sym- blocks off half the room near a large bed
acters approach the door to this chamber. bols of Hextor, various devils, and scenes covered in blankets and furs.
from Hextor’s unholy texts.
A thick chain is wrapped around the han- Tiefling guards (3): hp 12 each; see page 23. This chamber is the residence of two
dles of these double doors. A crude pad- Tactics: The three guards attempt to priests of Hextor, a married couple named
lock holds the chain in place, keeping the prevent the characters from progressing Garras and Kendra. The two serve Thel-
door locked from this side. The faint, musky any further into the temple. One uses drick only grudgingly, and together they
smell of a large creature kept in a small area darkness to disorient intruders, a second plot to seize control of this temple.
fills the hallway. wades into melee, while the third runs to Creatures: Garras is a hulking brute
warn the high priest in area 10. whose large gut and bulging muscles
The lock can be picked with a DC 25 Chances are slim that the PCs fight strain against his half-plate’s straps and
Open Lock check. Once the PCs enter this the guards here. If word reaches them buckles. He is shaved bald and has a holy
chamber, read or paraphrase the following. of intruders, they rush to the door just symbol of Hextor branded onto his face.
south of area 6 and bar it shut. Two of Kendra is a slender, pale woman with
A single stone spike flickering with magical them wait at the door to repel intruders, long, dark hair pulled back in a tail. She
flame lights this area. Filthy hay, mixed with while the third stands just outside this wears a pair of steel earrings shaped
This cramped spartan chamber is obviously normally holds Theldrick’s armor. If Melee mwk heavy flail +7 (1d8+2) or
someone’s living quarters. A small bed is set he is currently wearing this armor, the dagger +5 (1d4+2/19–20)
in the corner to the le�. Next to the bed is a chest is empty. Ranged mwk light crossbow +5 (1d8/19–20)
short table holding a leather-bound book, The table holds the true items of Base Atk +3; Grp +5
an inkpot, a stone key, and several scrolls. A interest here. The scrolls appear blank, Combat Gear scroll of dispel magic, scroll of
small chair with velvet cushions sits before but anyone who views them using spiritual weapon, scroll of bull’s strength, potion
the table. On the wall to the right stands a detect magic sees a weak aura of univer- of protection from arrows (DR 10/magic)
weapons rack that holds a mace, two flails, sal magic. Read magic reveals writing Spells Prepared (CL 5th, CL 6th for evil spells):
and a light crossbow. A wooden chest rests in a strange script. A DC 40 Decipher 3rd—create food and water, magic
below the rack. Script check allows the PCs to crack vestmentD, summon monster III
the code. Otherwise, the must recover 2nd—aid, hold person (DC 15), sound burst
Theldrick keeps this chamber as his the codebook from the temple of Vecna (DC 15), spiritual weaponD
quarters. He attends to his personal (see area 27) in order to read the scrolls. 1st—bane (DC 14), bless, cure light wounds,
business here, but otherwise spends When the PCs have cracked the code, divine favor, magic weaponD
most of his time in the main temple give them Handout #1. 0—create water, cure minor wounds,
at area 11. The book is Theldrick’s record of guidance, light, resistance
The weapons on the rack have no spe- the Ebon Triad’s progress in the mines. D: Domain spell; Domains: Evil, War
cial abilities or qualities, Reading it over takes one hour. Read or Abilities Str 15, Dex 12, Con 16, Int 13, Wis
while the chest give the players a copy of Handout #2 16, Cha 14
when they’ve read it. The book is SQ rebuke undead, spontaneous casting
written in Common. (inflict spells)
The stone key opens the door Feats Combat Casting, Lightning Reflexes,
that leads to the caves of Eryth- Rapid Reload, Weapon Focus (heavy flail)B
nul. It is marked with that god’s Skills Concentration +11, Diplomacy +10,
holy symbol. Knowledge (religion) +9, Spellcra� +9
Creature: Theldrick is the Possessions combat gear, +1 full plate,
high priest of the temple heavy steel shield, masterwork heavy flail,
and commander of the Ebon masterwork light crossbow with 20 bolts,
Triad’s military forces in dagger, ring of protection +1, holy symbol
the Dark Cathedral. He is a of Hextor, pouch with 8 gp, key to area 10,
canny tactician and an eager keys to chests in areas 9 and 10
fighter. One of his eyes is
missing, and his face bears Tactics: If the PCs catch Theldrick in
scars and burns from a battle his room, he tries to surrender to buy
against a young red dragon. time. He accuses the PCs of needlessly
He wears one of the dragon’s butchering his followers, and points out
talons as a necklace. His black that their invasion of his domain is obvi-
armor has a crude holy ously illegal. In many ways, he is right.
symbol of Hextor scribed A�er all, the temple of Hextor has not yet
on its chest plate in broken any laws. Theldrick has taken care
dried blood. to avoid arousing any suspicion, and he
has managed to keep the other two arms
Theldrick CR 5 of the Ebon Triad in line. Lawful charac-
Male human cleric 5 ters cannot simply murder him without
LE Medium just cause. He takes particular joy in taunt-
humanoid ing followers of Heironeous, calling them
Init +1; Senses out on the cowardice of a sneaky assault,
Listen +3, Spot +3 and scoffing that the PC’s actions reflect
Languages poorly upon the mighty Invincible One.
Common, Infernal In the meantime, his followers prepare a
AC 23, touch 12, counterattack. If the situation is dire, they
flat-footed 22 flee to the temple of Erythnul for help.
hp 47 (5 HD) Regardless of the situation, Theldrick
Fort +7, Ref +4, Will +7 never leaves the cathedral without a fight.
Theldrick Spd 20 �. He uses his spells to escape, or orders his
red gem set in the statue’s forehead glit- gather along the balconies to take in While most of the chairs in the view-
ters in the flickering light. A thick layer the spectacle. ing box are mundane, one is magical in
of sand covers the floor to a depth of a The walls along the arena floor are nature. A large, wooden throne branded
few inches. The walls are smooth, pol- kept smoothed and polished, though with the symbol of Hextor has three
ished rock, while a crimson banner with a few cracks and pockmarks make gems embedded in its armrests. One
the symbol of a black, gauntleted hand climbing difficult but possible (DC 25 opens or closes the doors to the arena
clutching six barbed arrows is set above Climb check). floor, the second one locks the doors, and
the double doors leading into the bottom The statue in the center of the arena the third unlocks the doors.
level of this chamber. is nearly 20 feet tall. Unfortunately for Treasure: The blood-red ruby set on
the Hextorites, but luckily for the PCs, it the statue’s forehead is worth 800 gp.
This is a battle temple dedicated to is badly mounted on its pedestal. A sin- Development: The clerics of Hex-
Hextor. Here, the faithful and heretics gle, strong push (DC 20 Strength check) tor attempt to trap intruders in this
alike fight to the death for glory, honor, sends it crashing down to the north. It chamber and defeat them from the
and the blessings of the Scourge of slams into the balcony, creating a 10- safety of the balconies. The rabble
Battle. The clerics watch the battle foot-wide ramp to the upper level. The from area 2 rallies here in an effort
from their sitting box while the other statue is difficult ground if anyone uses to draw the PCs into the chamber.
denizens of this place commonly it as a ramp a�er it falls. The high priest Theldrick uses the
temple’s throne to close the door
behind the PCs and lock it. He then
Grimlock Kennel Master CR 2 Abilities Str 16, Dex 12, Con 15, Int 13, Wis moves to block the exit and calls out
Male grimlock fighter 1 9, Cha 10 to his krenshars to attack. The kren-
CE Medium monstrous humanoid SQ scent shars use their scare ability to drive
Monster Manual 141 Feats Skill Focus (Handle Animal), the PCs down the cliff to area 14 via
Init +1; Senses blindsight 40 �.; Listen +2, Toughness, Weapon Focus (battleaxe) the iron spikes pounded into the wall.
Spot +2 Skills Climb +3, Handle Animal +9, Hide +1, While the grimlocks normally attack
Languages Common, Grimlock, Listen +2, Spot +2 the PCs’ light sources, here they leave
Undercommon Possessions combat gear, studded leather them intact so that intruders affected
AC 20, touch 11, flat-footed 19 armor, masterwork battleaxe, composite by the krenshars can spot and use the
hp 28 (3 HD) longbow (+3 Str bonus) with 20 arrows, spikes. The grimlocks want to drive
Immune gaze attacks, visual effects, illusions pouch with 5 gp their enemies deeper into their lair
Fort +4, Ref +4, Will +2 so that the archers in area 14 can pick
Spd 30 �. Krenshars (2): 11 hp; Monster Manual 163. them off as they climb.
Melee mwk battleaxe +8 (1d8+3/×3) Tactics: The kennel master attempts Treasure: If the PCs make a DC 15
Ranged composite longbow +4 (1d8+3/×3) to hide at his location (Spot DC 21, Search of the campsite they find four
Base Atk +3; Grp +6 assuming he takes 10 and with his +10 agates worth 50 gp each and a large ruby
Combat Gear potion of cure light wounds, 2 racial bonus for using Hide in a rocky worth 200 gp.
potions of remove fear setting). As the PCs enter the room, he
14–17. The
Horseshoe Cavern
The following encounter areas require
a thorough familiarity with the rules
14. Descent
5 ft. into the Dark (EL 4)
Possessions +1 studded leather armor, 2 upon them, taking 2d6 falling damage. above, a crude rope bridge links a stone shelf
masterwork daggers, sling with 10 bullets, In her lust for battle, she pays little mind almost directly overhead to a second shelf
pouch with 21 gp to such incidental injuries. set thirty feet up on the opposite wall.
Rage (Ex): While she is raging, the grimlock Treasure: In addition to her equip-
barbarian’s stats change as follows: ment, the barbarian has several tro- In their religious fervor to reach
hp 54 phies from a drow priestess that she this place, the grimlocks were forced
AC 18, touch 10, flat-footed 16; uncanny slew. In a bloodstained burlap sack are to tunnel through several feet of
dodge 200 gp, the preserved head of a female rock. When they reached this shaft,
Melee mwk dagger +12 (1d4+5/19–20) or dark elf, and a wand of cure light wounds they pushed the accumulated debris
mwk dagger +10 (1d4+5/19–20) (34 charges). down it. The debris pile is both diffi-
mwk dagger +10 (1d4+2/19–20) cult ground and a steep slope. Thus, it
Ranged sling +7 (1d4+5) 16. Choker Tunnels (EL 4) costs 4 squares of movement to enter
Grp +10 each square it covers.
Fort +7, Will +5 The cavern’s floor is choked with loose rub- Creatures: A pair of chokers hides
Abilities Str 20, Con 19 ble, fallen stalactites, and other debris. Here in this area. The grimlocks drove them
Skills Climb +13 and there, stalagmites poke up through the from their original lair to this pit. Thus
loose rocks. Ahead, a ten-foot-wide passage far, they have managed to survive on
Tactics: The grimlock lurks in the opens in the far wall. rats and other vermin, but eventually
passage waiting for approaching PCs starvation will do them in. They hide
if she hears the sounds of battle from The passage is 10 feet wide and nearly in the debris pile and lash out at any
area 14. Otherwise, she keeps watch at 8 feet tall. If the characters enter the area character that draws close. Their hun-
the base of the rope bridge to area 12. beyond, read or paraphrase the following. ger drives them to attack, even if they
If she spots PCs below her in area 16, are outnumbered.
she waits until they battle the chokers. If The passageway emerges at the base of Chokers (2): hp 16, Monster Manual 34.
they defeat them, she quaffs her potion of another sha�. A large pile of rocks and stony Tactics: The two chokers fight to the
bull’s strength, rages, and then leaps down debris is piled in the corner ahead, while death. They attempt to hide at the top of
While the rope bridge appears fragile, The roof of this large cavern glistens
the grimlocks took care to ensure that it twenty feet above and is traced with faint
is sturdy enough to hold them. Cross- veins of iron ore. The quarters here are
ing the bridge is a slow, deliberate pro- tight and cramped. Barely ten feet to the
cess at best. The bridge sways precipi- east, the cavern floor rises up into a nearly
tously, while the rope has an unnerv- vertical slope.
ing tendency to creak and shudder as
it bears weight. This rough, uneven chamber con-
Characters can move across the bridge sists of a series of sharp slopes leading
at one quarter their normal speed with- upward. Each contour line on the map
out making a Balance check. A PC who represents about a ten-foot rise. The
wants to move at half speed must make characters can climb these slopes with a
a DC 10 Balance check. Moving at full DC 5 Climb check.
speed requires a DC 15 Balance check. Creatures: Two grimlocks stand guard
Increase these checks by +5 if the PCs here just outside room 19. Unless alerted,
only use one hand to steady themselves, they pay little attention to their duties.
or by +10 if they use no hands. They wrestle, sharpen their weapons, and
On a failed Balance check, a PC makes talk loudly, granting them a –5 penalty on
no progress. If the check is failed by 5 or all Listen and Spot checks.
more, the character falls from the bridge Grimlocks (2): AC 17, touch 11, flat-
and suffers the appropriate falling dam- footed 16; hp 11 each; Monster Manual
age. If the chokers in area 16 are still 140. These grimlocks fight with morn-
active, they move to attack. ingstars rather than battleaxes, and
Creatures: The three grimlocks on carry heavy wooden shields and three
guard duty here wait a few feet up the javelins each.
passage on the far side of the shaft. Tactics: The grimlocks try to use their
They are unnerved by the feral grim- longspears to attack PCs as they climb the
lock at area 15 and prefer to remain sharp slopes in this chamber. Once they
out of sight. If they hear anyone spot intruders, they shout for help. The
crossing the bridge, they move out to monsters in areas 19 and 20 arrive in 1d6
defend the ledge. rounds. Roll separately for each area.
20. Chieftain’s
Lodge (EL 4)
up
18 This chamber presents a macabre sight.
A bewildering variety of humanoid and
monstrous skulls are mounted on the
walls just outside this chamber with crude,
20 iron spikes. The chamber beyond is a small,
cramped space that smells strongly of damp
earth. A great pile of furs and blankets lies
in the center of the room.
21. Temple to
Erythnul (EL 6)
Labyrinth of Vecna
27
N 25
26
23
24
S
S
S
S
S S S S S
W
S
S
S
S
S
S S
S S
S
S S
S
S Group 2
22
Group 3
S S S S S
Group 1
at the right place to map the entire maze. Great Ally (Ex): When successfully aided on SQ mimicry, trap sense +1, trapfinding
You should start the PCs at the 10th a skill check or attack roll by an ally, or Feats Rapid Reload, Point Blank Shot
square from the le� corner, along the when aiding another, a kenku applies or Skills Bluff +8, Disable Device +8, Hide
long edge of the grid. gains a +3 bonus on its check or attack +13, Listen +9, Open Lock +11, Move
The “Labyrinth Features” section roll. Furthermore, a kenku gains a +4 Silently +13, Search +8, Spot +9,
above details the secret doors and mun- bonus on attack rolls against an opponent Tumble +11
dane doors found in this area. flanked by an ally. Possessions combat gear, masterwork
The three chambers marked Group 1, Mimicry (Ex): A kenku can perfectly mimic studded leather, club, masterwork light
Group 2, and Group 3 are campsites for familiar sounds, voices, and accents. crossbow with 20 bolts, elixir of hiding,
groups of kenkus. Each of these rooms This ability does not enable the kenku to elixir of sneaking, elixir of vision, 5 sunrods,
has bed rolls, crates of food, barrels of speak languages it can’t normally speak. pouch with 7 gp
water, and other supplies. The labyrinth’s To duplicate a specific individual’s voice, Great Ally (Ex): When successfully aided
dire weasel guardians start in the area a kenku makes a Bluff check. A listener on a skill check or attack roll by an ally,
marked W. familiar with the voice being imitated must or when aiding another, a kenku applies
Creatures: Four groups of monsters succeed on an opposed Sense Motive check or gains a +3 bonus on its check or
inhabit the labyrinth, three small bands to discern that the voice isn’t genuine. attack roll. Furthermore, a kenku gains
of kenkus and a pair of dire weasels a +4 bonus on attack rolls against an
trained to patrol the maze. Each group Group 2 (EL 4): A second group of opponent flanked by an ally.
is treated as a separate encounter. six kenku rogues serves as backup to Mimicry (Ex): A kenku can perfectly mimic
Group 1 (EL 4): These six kenku group 1. They move out to stalk the familiar sounds, voices, and accents.
rogues are charged with watching over maze if they receive word of trouble This ability does not enable the kenku to
the entrance to the labyrinth. They use from their brethren. speak languages it can’t normally speak.
a small peep hole in the secret pas- Labyrinth denizens (6): hp 6; see stat To duplicate a specific individual’s voice,
sage east of their campsite to watch block above. a kenku makes a Bluff check. A listener
the entrance. Group 3 (EL 6): This band of kenku familiar with the voice being imitated
includes the kenku leader, his sorcerer must succeed on an opposed Sense
Labyrinth Denizens (6) CR 1 lieutenant, and 2 rogues. If the kenku Motive check to discern that the voice
Kenku rogue 1 leader hears word from groups 1 or 2, isn’t genuine.
NE Medium humanoid (kenku) he moves his followers to the secret
Monster Manual III 87 doors just south of the inner sanctum Kenku Lieutenant CR 2
Init +4; Senses low-light vision; Listen +5, to ambush anyone who comes too close Kenku sorcerer 2
Spot +5 to the secret chambers. NE Medium humanoid (kenku)
Languages Common, Goblin, Kenku Monster Manual III 87
AC 17, touch 14, flat-footed 13 Kenku Boss CR 4 Init +3; Senses low-light vision; Listen +6,
hp 7 (1 HD) Male kenku rogue 4 Spot +3
Fort +1, Ref +6, Will +1 NE Medium humanoid (kenku) Languages Common, Kenku
Spd 30 �. Monster Manual III 87 AC 13, touch 13, flat-footed 10
Melee club +0 (1d6) and Init +4; Senses low-light vision; Listen +9, hp 8 (2 HD)
claw –5 (1d3) Spot +9 Fort +1, Ref +4, Will +4
Ranged mwk light crossbow +5 (1d8/19–20) Languages Common, Goblin, Kenku Spd 30 �.
Base Atk +0; Grp +0 AC 17, touch 14, flat-footed 13; uncanny dodge Melee club +1 (1d6) and
Atk Options sneak attack +1d6, great ally hp 26 (4 HD) claw –4 (1d3)
Combat Gear potion of shield of faith (+2), Fort +3, Ref +8, Will +3; evasion Ranged mwk light crossbow +5 (1d8/19–20)
vial of alchemist’s fire Spd 30 �. Base Atk +1; Grp +1
Abilities Str 10, Dex 18, Con 12, Int 13, Wis Melee club +3 (1d6) and Atk Options Point Blank Shot, great ally
12, Cha 10 claw –2 (1d3) Combat Gear wand of magic missiles (38
SQ mimicry, trapfinding Ranged mwk light crossbow +7 (1d8/19–20) charges), Quall’s feather token (whip), potion
Feats Rapid Reload Base Atk +3; Grp +3 of shield of faith (+2), vial of alchemist’s fire
Skills Bluff +5, Disable Device +5, Hide +10, Atk Options Point Blank Shot, sneak attack Spells Prepared (CL 2nd; +4 ranged touch):
Listen +5, Open Lock +8, Move Silently +2d6, great ally 1st (5/day)—grease (DC 13), ray of
+10, Search +5, Spot +5, Tumble +8 Combat Gear necklace of fireballs (type I: 1 enfeeblement
Possessions combat gear, masterwork 5d6, 2 3d6 fireballs), potion of shield of 0 (6/day)—acid splash, daze (DC 12),
studded leather, club, masterwork light faith (+2), vial of alchemist’s fire dancing lights, detect magic, light
crossbow with 20 bolts, 5 sunrods, pouch Abilities Str 10, Dex 18, Con 14, Int 13, Wis Abilities Str 10, Dex 16, Con 12, Int 10, Wis
with 7 gp 14, Cha 10 12, Cha 14
small diamonds worth 100 gp each. 2d10 rounds, any surviving kenkus from 26. The Inner
Group 3 has another 300 gp and a pair the labyrinth (area 22) enter this area to Sanctum (EL 4)
of eyes of the eagle kept hidden within repel the intruders.
a hollow in the floor of their chamber Tactics: The tactics entries in areas An acrid, almost metallic stink fills the air
(Search DC 20). 22, 26, and 27 cover the particulars of of this chamber. The walls here consist of a
the monsters that might come here to strange, green rock with purple veins that
23. Outer Sanctum attack the PCs. In general, Vecna’s cult- writhe and dance within it. Six black pil-
ists fight to protect the wizards of this lars form two rows along the length of this
This ten-foot-wide, L-shaped passage is place, leaving them free to rain spells chamber. They have a tar-like appearance,
broken up by a series of slender, mar- upon the enemy. and what looks like human hands push at
ble columns that run down its center. their surfaces from within, as if a crowd
Strange patterns of wispy green veins 24. Storage Chamber of humanoid creatures was trapped within
writhe and undulate within the stone. each one. A plain, basalt altar rests at one
The floor here consists of square, bone- Boxes and crates fill this room, leaving end of the chamber.
white tiles that measure about a foot only a narrow alley to cross. Kegs of water,
across. The walls are made of a dull gray boxes of rations, and other mundane gear This unholy place was one of Vecna’s
marble covered with strange, circular are arranged in neat, orderly piles. lairs in his mortal days. Now, it is a cha-
bulges in an irregular pattern. pel to his blasphemous faith.
This place serves as a central storage The pillars hold within them the
This is the outer sanctum of the point for the Vecna cult. Both the kenkus trapped souls of those sacrificed within
temple of Vecna. This place was cre- in area 22 and the denizens of the inner this temple. If the PCs have the opportu-
ated thousands of years ago, when sanctum draw from it. Creatures of less nity to inspect them, the pillars consist
Vecna was still a living mortal being. than Small size can move along the path- of a thick, gummy, tar-like substance, and
When he made his relatively recent way through the boxes and crates with- the hands that strain to escape from them
transformation to divinity, many sites out penalty. Small and Medium creatures are all le� hands. Anyone who enters a
where he spent time in his mortal must squeeze, while larger creatures can- square occupied by a pillar comes under
life (including this one) surged with not fit into the room. attack from the desperate spirits trapped
divine energy. Once, Vecna used this A successful DC 20 Search check within. The pillar attacks with a +6 bonus.
place to conduct unholy experiments. uncovers any item from the Player’s On a successful attack, the target cannot
Now, his followers seek to recreate Handbook worth less than 5 gp. There leave the square until he beats the pillar’s
his works. are no weapons or armor stored here, +11 grapple check. A pillar can only grasp
The pattern of green energy within and no more than five of any given one creature at a time.
the columns is a physical manifesta- piece of equipment aside from food The energy that dances along the
tion of the arcane and divine powers and water. walls casts a strange, eldritch light
that surge through this place. Anyone Even more interesting, such a Search across this chamber. Any nonworshiper
who closely inspects a column must check reveals telltale evidence that link of Vecna who stares at it for more than
make a DC 16 Will save or slip into a these goods to Balabar Smenk. The crates a round must make a DC 15 Will save
catatonic state. Anyone affected by the and boxes are branded with his trad- or suffer 1d4 Wisdom damage as his
columns hears strange, whispering ing company’s sign, a rampant rooster mind is overwhelmed with strange,
voices in his mind that seem to hint perched upon a large gold coin. fragmented shards of cosmic secrets
of great power and sinister mysteries. beyond mortal comprehension.
The victim is rendered helpless for 25. Acolytes’ Chamber The unholy energy of this place grants
2d4 minutes. At the end of this time, undead turn resistance +4. This bonus
he awakes from his strange state and This room is cramped with two sets of bunk stacks with any turn resistance the
suffers 1d4 Wisdom damage. beds, a small writing table, and several undead might already possess.
The strange bulges on the walls con- stools. A single torch casts light across the Creatures: Two acolytes of Vecna and an
ceal human eyes embedded into the room from a sconce between the beds. allip occupy the Inner Sanctum. The allip
stone. If anyone other than a Vecna wor- is a spectral figure clad in wizard’s robes.
shiper casts a divine or arcane spell of The acolytes of Vecna bunk here. The robe’s hood completely conceals the
any level within the outer sanctum, the Normally, two of them remain in the figure’s face, leaving it a black void. The
bulges open to reveal human eyes that inner sanctum while the other pair two acolytes are humans wearing ragged,
dart back and forth, alerting all of Vecna’s assists the Faceless One with his work purple robes. They fight to the death to
cultists in this temple of the intrusion. within the laboratory (area 27). The aco- protect the Inner Sanctum, though if pos-
In 1d4 rounds, the guardians from area lytes have no treasure aside from the sible one runs to area 27 to warn the Face-
26 and 27 arrive to confront the PCs. In arcane items they carry. less One of the intrusion.
HANDOUT #1
HANDOUT #2
Joachim Barrum
THE THREE
FACES OF EVIL
By Mike Mearls
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Ragnolin
Eva Widermann Dourstone
Eva Widermann
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Grallak Kur
Eva Widermann
Steve Prescott
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Horshoe Area 17
Caverns
5 ft.
Area 14
Robert Lazzaretti Robert Lazzaretti
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
KK
13
A
G
18
14
17
15
16
One square = 5 feet
Grimlock
Cavern 19
up
18
20
down
N 21
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
11
7
2 4
3
Dark
Cathedral Area
22
Area Area
12 2
elevator
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
27
N 25
26
23
24
S
S
S
S
S S S S S
W
S
S
S
S
S
S S
S S
S
S S
S
S Group 2
22
Group 3
S S S S S
Group 1
Robert Lazzaretti
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.