cium LON Ope ope stp ese Scien eboperey
~~ _ FACING FURRY FIENDS OF THE FORGOTTEN REALMS
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——SUS grt bess assole) VOLUME 19, NO 12
Tames tte}
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ee 38 A GATHERING OF Wil
Se Wfgang Baur ae ff,
ml oberon When the ‘ r
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air they find the
Lacie
: Part
of a terrible dragon's rampage og
through town. Unfortuna
nonin the characters, the dragon i
pees ay the
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Adventure Path sce
ere level characters.
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eee ADVENTURES
pe
Nie a 22 MURDER IN OAKBRIDGE
Heer) Kurlianchik
A killer has come to Oakbridge,
1e wont stop her murderous
have come to Sharn in an attempt
to start new lives in the aftermath
An EnERRON
70 THE TWISTED RUN
Upchruch
The Beastlord Malar h
enough of the people of
Silver Marches trying to“
the Northlands. Now, with the
‘a powerfill new weapon,
6 DUNGEON. DECEMBER 2005,68 Mt. Zogon
88 The Portent
104 Downer
ANS
ee
8 Editorial
14 Prison Mail
90 Gamer Guide
92 Dungeoncraft
CAMPAIGN
WORKBOO
98 The Cast
100 The Dungeon
102 Critical Threat
James Ryman shows us why
it’s unwise to meddle in the
affairs of dragons.
“And so they came
at last deep into the
glen; and there stood
a sheer wall of rock,
and in the wall the
Dark Door gaped
before them like the “4
mouth of night. Signs \
and figures were ee
carved above its
wide arch too dim
to read, and fear flowed
from it like a grey vapour.”
J.RR. Tolki
The Lord of the Rings, Volume V
Drop by www.rpga.com for more |
details, and use the following
| with the adventures ftom this issue of
| Doxczon! Each adventure is worth
2 D&D Plyer Rewards points, andass celss
ssi
LY the pain Abe
Ted we pec nto ar
sions into our weekly Age of Worms cam-
paign here atthe Paizo office. The stunned
heroes gathered his grisly remains and
brought them back to Diamond Lake's
shrine of Heironeous, where he could be
buried according to the traditions of his
faith. In the campaign's most poignant
moment to date, one of the fallen hero's
companions painted a phrase upon the
‘wall of the party's home base: “Abelard’s
Band” The paladin’ loss weighed heavily
on the campaign, and continues to be felt
months afterit occurred.
Duringthe PCY exploration ofthe secret
chambersbelow the Dourstone mine (see
“The Three Faces of Evil” Duweow #25),
conversation turned tothe absent Abelard.
They discussed using spoils gained from.
slain cultists to purchase astone cenotaph
and place it near the abandoned mine
offce that serves as their headquarters.
‘The only one who didn't have much of
anything to contribute tothe grave discus-
son was the ninja Vyth, who had not saida
wwordin the course ofthe entire campaign
on account of the fie that he is mute.
Was mute.
It tums out he may have wanted to
get in some words about what the party
graveyard should look lke, because after
the events ofthe last session, I'm afraid
Vth the ninja has joined Abelard the
paladin as an official resident. Yes, that's
right. Last week, killed the ninja. Really
it was a horrible villain called the Face-
less One who did the dirty deed, using
that old DM trick, the magic missile, to
crushing effect, bu Il take the blame.
Before I go on about what effet the
death of a mute ninja will have upon the
party, like to take a moment to reflect
nis brief carer,sothat the sheer power
of his “Vythness” can be appreciated by
all. For starters, yth wasnt very good
ninja. When his player, DRacoN Assistant
Editor Mike McArtor, came to me with
theidea of running a ninja my first reace
tion was not only to say no, but to scream
"NO000000"" from the top of the Gen
Con convention center so that all gamers
everywhere could know how serious Lwas
about protecting my beloved Wort oF
Gxevnawx from the incursion of Power-
Ranger-like ninja influence. (Wel, every
gamer but Mike, of course, who was cru-
«llytrapped backin the office and couldn't
come tothe convention)
Later, in a story outlined in the edito-
tial for Draco #233, I decided to relent
and let Mike have is way although 1 as
still bit worried thatthe antics ofa ninja
right come off as too superheroic for the
gritty campaign Ta been envisioning, Asit
happens I shouldnt have worried, IfVyth
had any sweet nina skills he fled to dis-
play them in the campaign. In any combat,
you could be sure that yth (with his robust
6 Hit Dice and n Constitution) would be
thefirstto hit the ground. 'm not sure Tve
seen D&D player roll more 1s than Mike
‘managed with poor Wyth. And we're not just
talking aboutattackrolls Vth lso excelled
at filing saving throws and especially) Bal-
ance checks. One time he tured invisible
and climbed a al to getthe drop on some
villains only to fh Jump check and land
himself into negative hit points
Because poor Vyth never spoke up
in his own defense, we have no famous
quotes with which to remember him. We
have little insight into who he was, or
what he believed in. His grave marker,
next to Abelard’ won't record alist of is
honored achievements (mostly because
he didn't have any) But it will stand as
2 symbol, a marker honoring a paragon
of bad dice rolling, filed saves, and last-
minute escapes from death (and one
near-escape), A marker of great laughs
and a great player adept at taking bad
news in stride. The group may be named
after Abelard, but the legend of Wyth wil
Z2ZiK
Editor-in-Chief
erikm@paizocomSe +
== -PRISON MAIL \
Tell us what you think ofthis issue,
Wire to: Prison Mall, Paize Publishing, 2760
Richards Read, Suite 201, Bllewe, WA 98605.
4200 or send an email te dungeon @paizacom,
Check out the Dunceon messageboards at
paio.com/dungeon
pT Toda aL)
pala
di ° é
n ]
Once in a while, 2 great new author
‘sweeps in with a marvelous vision that is
asreffeshingasitissurprising. DUNcEON
426 featured one such author, B, Mats
‘thew Conklin Il, Matt's adventure, “The
Menagerie,” combined a ravid, some
shocker lizards, and an old curio shop
into one of the most entertaining sce-
natios we've published ina long time.
It’s a good thing Matt was up to the
challenge, because the other authors
in that issue were far from first-timers.
Wolfgang Baur, the former Deacon and
Dunceow editor who this month brings
us “A Gathering of Winds," contributed
“The Clockwork Fortress” following up
‘on themes he first introduced in #5
“Raiders of the Black Ice”
Forcorren Reais guru Eric L.
Boyd ain't too shabby, either. #326
kicked off his three-part Vampires of
Waterdeep Campaign Arc with "The
‘Blood of Malar.” and Sean K Reynolds
joined the growing legion of Age of
Worms Adventure Path authors to
deliver “Encounter at Blackwall Keep”
the first installment to introduce
dragons to the ongoing campaign.
Back issues of Dunceon #125 and
dozens of other great issues ae avail-
able at paizo.com,
DUNGEON DEcEWaER 2005,
Fiendish Foot Gets Props
Dunczox #z2's “Tiendish Footprints*
fitso nicely into my current campaign. At
this point, the PCs are on their way to the
Ashen Tower. Planning for the upcom
ing game night I got an idea tha exited
‘me probably more than it should have:
T could make a real wooden kag map!
Players love getting props, and what a
great object to create for them. So, last
night I went in search of chopped trees
ina nearby park. found a suitable slice
of wood and, “voila” Attached is a photo
ofthe knag map. Thanks, Duncrow and
thank you Tito Leati, Chad DuLac, and
Jim Zabkavich for making my game all
the bette!
Brian Baier
Via Email
Poster Map Request
Tm a great fan of Duncroy and have
been for avery long time. About a year
ago, I finally managed to finish getting
the entire collection when I stumbled
acrossan auction on eBay and was able to
Duy issues a through #6. ve even been
published in its pages afew times
You mentioned in Prison Mail that
you're looking for ideas for more poster
‘maps. In the old City of Greyhawk boxed
set, there was a beautiful poster-sized
illustration ofthe city that showed liter
ally every building in it. It was great. 1
framed the poster when my players were
in the City of Greyhawk and kept it on
Prison Mail
the wall behind me so they could liter-
ally see where they were going and have
a good idea of what the city looked and
felt like. It helped me as a DM as well.
Td love to see an illustration of the
City of Greyhawk circa 591 cy that
matches the map put out in the Lrvewe
GaerHawk Journal as a poster included
with Duncron.
Andy Miller
Bryan, OH
While I would love to publish a poster map
he Cty of Greyhawk, i doesn't look likely
city should
seek out a copy of the Living GReyHawx
Journal #2, now several years out of print
‘and on onli Jn sites. We
Haw setting will probably enjoy, but
‘for now the exact details of that map mustungeon #130
Within the Circle
By Sam Brown
‘The hamlet of Thistle has 2 problem.
The river they depend upon for trade
and food was recently poisoned with
a tide of filth, and a goblin named
Belig has claimed responsibilty. Ifthe
‘people of Thistle don't pay a ransom,
Belig has promised them much worse
will come with the next poison tide.
‘A FORGOTTEN ReAims adventure for
astlevel characters.
Palace of Plenty
By Tito Leati
“The fairayoseiwere the children of an
ancient tribe and benign river spirit,
Until they tried to preserve their para-
dlise by trapping the power ofthe Void
Dragon, Their home was indeed pre-
served, butata terrible cost Today, the
descendants ofthe Yayosei have degen-
cated into beasts, but what remains
‘rapped within the Palace of Plenty is
much worse. An Oriental Adventures
scenario for ith-level characters.
‘The Spire of Long Shadows
By Jesse Decker
Centuries ago, the despotic prest-
king Kyuss sacrificed his nation to fuel
his lust for divinity. He left legions of
‘the hungry dead in his wake, along
‘with a ruined city that now hides the
‘truth behind the advent of the com-
ing apocalypse. A man became a god
in this worm-eaten city, and the secrets
hidden within may hold the keysto his
defeat. An Age of Worms Adventure
Path scenario for izth-level characters.
‘The 30 Best Reprints
Back in issue #116 we saw a list of the
best adventures ever printed—will those
adventures ever come out as 3rd edi-
tion reprints? It's great we have all these
sequels coming out, but for the younger
folks who never got to play the original
‘Temple of Elemental Evil,playinga sequel is
like watching The Tiwo Towers while never
having seen Fellowship ofthe Ring,
Steven Shepherdson
‘Via Email
The Two Towers is good enough that it
would probably be worth watching anyway,
but ( get your point. While I can't promise
3rd edition reprints of any classic modules
inthe near future, those of-you who missed
them the first time around will be pleased
to learn that several of the Top 30 are now
‘avsilable in PDF format as affordable
downloads from Paizo.com, under special
license from our friends at Wizards of the
Coast. The Top 30 doubles as one of the
{finest gaming shopping lists you'r likely to
{find anywhere, and is «good starting point
‘for further exploration ofthe rich publishing
history of DUNGEONS & Deacons,
Challenge Accepted
T wanted to comment on a dialogue
coccurting in Draco magazine because
fel thatthe root ofthe problem could
be addressed by Dunczon. Letters in the
past few issues of Dzacon have com-
‘mented on the lack of women in D&D
gaming groups. In Draco #333, Joanne
Ellem wrote that most women leave the
game in response to the overwhelming
presence of female objectification and/or
because ofthe hack-and:slash attitude of
‘most gamers. Ken Lacy goes even farther
in Deacon #334, noting that male gam-
ers should think more about their com-
ments and actions in and out of game
regarding female players.
Thave gamed with a andfal of women
over the past 25 years and have really
enjoyed their focus on story and prob-
Jem solving with their minds rather than
with a sword. The D&D rules now pro-
vide a system for giving experience for
problem solving—let's use those rules.
Ken's call to action is only part of
the battle to include more female gam-
ers. I think that Duxczow can be at
the foreffont of the other half of the
battle by encouraging story telling and
plot development that interest women.
‘Though I have been extremely excited
aboutt DUNGEON’ recent format change,
some slight changes in emphasis could
help include the types of adventures that
most women and I ike.
‘The pas sixissues of Duxcrow maga-
zine only had one adventure that was not
a dungeon crawl. Nothing epitomizes
the stereotypes of Munchkinesque
gaming more than a dungeon crawl,
Admittedly, the unique non-linear
adventure “The Whispering Cairn” was
a recent dungeon that got me excited.
However, the investigation aspect of
“The Styes” in issue 4ra1, the monster
ally in “Box of Flumph’ (issue #118), and
the environmental plot lead-in 6f"Palace
of the Twisted King” in issue #6 are all
examples bursting the stereotypes that
‘keep most female gamers away from the
table, The planning behind the recent
adventure path led me to hope that
mazes of rooms with a monster in each
would give way to smart adventures and
‘open-ended plots that make for more
interesting gaming,
However, the most recent adventure
path, “The Three Faces of Evil,” was once
‘again a dungeon crawiThe introduction
called forthe PCs sneaking into the mine,
and more emphasis should have been
placed on this aspect of the adventure.
1 would challenge Duncrow to pub-
lish more non-typical adventures if they
wish to see more female gamers stick
with D&D. Furthermore, the descrip-
tion at the beginning of each adven-
ture (Setting, Level, Dungeon Craw!
or Urban) should be fleshed out to be
more descriptive and perhaps encour.
age a wider variety of adventures.
Dungeon Crawl, Urban and Wilderness
seem to be describing two different
things—the type of adventure and the
location. Maybe you should separate
these categories so we see the type (eg.
Dungeon Crawl, Investigative, Event-
Based, etc) and the setting (eg. Urban,
Cold Wilderness, Coastal, ete.
Lance Larkin
Via Email
All of the boys who work on this magazine
hhave o deep (one might say “pathetic”)afin-
ity for the classic dungeon craw, but even
we agree that too much of @ good thing can
sometimes get you into trouble. As a result,
we've increasingly been looking for and buy-
ing) edventures that offer more than a simple
snotch-and-grab, As always, well continue
to refine the adventures in this magazine to
‘make them appeal to a wide variety of De
enthusiasts, our female readers very definitely
included.—Erik Mona
6 me conciseBY URI KURLIANCHIK
|G BY RAMON PEREZ,
@ BY ROBERT LAZZARETTI ,
EBERRON , LEVEL (IST-5TH) , URBAN
22 DUNGEON DEcEWEER 2005akbridge is a haven in the City
Or sey gut
trict with friendly neighbors
and a cozy atmosphere. Alas, even a
quiet place like Oakbridge isn't immune
to the repercussions of the Last War. A
killer has come to Oakbridge, and she
won't stop her murderous work until
she exacts revenge against a group of ex-
‘amies who have come to Sharm in an
attempt to start new lives in the shadows
ofthe Last War
“Murder in Oakbridge’ is a Duxcsons
& Daacons adventure suitable for
a group of four sth-level characters.
Although set in the metropolis of Sharm
in the Esexxon campaign setting, it can
be converted to other campaign worlds
as detailed in the “Adapting the Adven-
ture” sidebar This adventure sa murder
mystery, and is presented in a freeform
manner. The exact route a party takes to
solving the Oakbridge Murders can vary
‘wildly, so make sure you're familiar with
the descriptions of the crime scenes, the
various clues the PCs can find, and the
NPCs they will encounter.
ADVENTURE BACKGROUND
During the Last War, any diversion
from the daily atrocities became a wel-
come luxury to the anxious population
of Breland. High on the list of diver-
sions were traveling circus groups that
brought crude, vulgar, and often violent
entertainment tothe citizenry at afford-
able prices.
One such group was the famed Peace
Gircus.a group of war orphans tumed art-
{sts and showmen. The Peace Circus did
‘what it could to spread a message of hope
‘and peace among the rural population of
Breland. Many disagreed with their paci-
fisticand anti-government views, but none
‘who visited the traveling circus harbored.
‘malice against the performers.
‘The Peace Gircus’s most popular act
‘was an amusing dance performed by a
pair of trained deinonychuses named
Kaiwakit and Panch. Imported at
great expense from the Talenta Plains
and trained by an expert named Volin
Krober, the on-stage antics of the two
Drightly-colored dinosaurs brought joy
and entertainment to dozens, if not
hundreds of war-torn villages near the
end of the Last War,
Yet one evening, tragedy struck the
Peace Circus. The dinosaur trainer, 2
‘man named Volin Krober, had fallen in
love with Corlina, the wife ofthe circus’s
strongman, Distracted by his love, Volin
failed to see how his prize dinosaurs had
been growing sickly and cantankerous.
When he tried to put on his show a few
days later, the rabid dinosaurs went ber-
sserk and attacked the audience, includ-
ing a young changeling mother and her
baby daughter. This changeling was Ziki,MURDER IN OAKBRIDGE
a small-time thief who had come to visit
the circus, hoping to find some solace in
the wake of news her husband had been
Killed on the war's front lines.
In the time it took Volin and the rest of
the circus crew to subdue the ferocious
dinosaurs, several people were wounded.
Ziki’s child was torn to ribbons and she
herself lost two fingers to the dinosaur's
savagery. The local Watch responded
quickly to the uproar, deemed the act too
dangerous, confiscated the beasts, and
fined the circus into bankruptcy. The
Peace Circus disbanded and its members
scattered across the now peacefill king-
dom of Breland, each eager to put behind
‘them the memories of the tragedy. Several
of the carnies came to Sharn and settled
in the comfortable district of Oakbridge.
After the tragedy, Ziki spent several
days convalescing. Once she recovered
from her wounds, she was shocked to
discover that no one was seriously pun-
ished for the death of her only child.
No one even apologized for ruining her
life. She had been forgotten. Worse—she
had been ignored. Something in her soul
perished then, and her life narrowed toa
single goal—vengeance.
Adventure Synopsis
A successful art dealer dies after filling
from his balcony, buta careful examina-
tion ofhis body proves he was murdered.
“Every passing day yields additional vie-
‘tims, each with small patches of skin
missing. As the PCs dig deeper into the
‘ase, they discover that all ofthe vitims
‘were members of the Peace Cizcus in
their youth. The litle skin pieces that
the killer removes are the tattoos that
identify ther as members.
The investigation proves problematic.
Vague clues and false rumors mislead
the PCs into suspecting or confronting
twoinnocent men. Worse, the killer soon
learns that the PCs are on her trail and
tries to deal with them using her own
violent methods. The PCs must uncover
“iki before she finishes her bloody work
and tums her attention to them.
Adventure Hooks
A dramatic method to start this adven-
ture is to have the PCs witness Svan's
‘murder, as detailed in Murder 1 on page
28, You need only create a reason for the
PCs to be passing through Oakbridge to
start the adventure in this manner,
Otherwise, you'll need to draw the PCs
in from elsewhere. In this case, Sergeant
‘Viduk (LG warforged fighter 3) of the
‘Sharn Watch approaches the PCs for aid.
With no other accomplished detectives
in the area, the PCs are recommended
to Viduk based on their previous suc-
cesses and adventures. Viduk himself
is good at scaring away thugs and hoo-
ligans, but his investigative skills leave
much to be desired. He can offer the
PCs a 1.250 gp award if they can catch
the murderer. Ifthe PCs accepthis offer,
hie takes them to the Oakbridge Church
‘to examine Svans's body before it is cre-
mated. Ifasked what he thinks has hap-
pened, Viduk admits that he is not very
good at thinking. That's why he wants to
hire the PCs.
PART ONE: OAKBRIDCE
Oakbridge is located in Middle
Northedge in the city of Sharn, a quiet
and sleepy neighbothood with no estab-
lished history of violent crime. The
‘majority of the townhouses and apart-
ments in Oakbridge are well-built, if
‘middle-class, The district is not osten-
tatious—an Oakbridge address conveys
zo status on its owner, but the buildings
are large and the inhabitants friendly.
‘They tend to keep an eye out for one
another. Someone who moves to Oak-
bridge will have a dozen new friends
within the week.
‘Oakbridge is populated mainly by
craftsmen and middle-class merchants,
and supports an incredible variety of
shops ranging from general stores to
shops that specialize in capes or juices.
Assume that if the PCs require some
‘mundane item or service, they can easily
locate someone who sels it for standard
price. The majority ofthe shops and stalls
are located along Argent Street, with the
‘owners and most employees living lower
‘or higher in the same tower.
You may add additional descriptions
to the shopkeepers and the residents as
needed. In general, these characters are
insignificant to the plot of this adven-
ture. All of the important locations and
NPCs in Oakbridge are detailed below.
1, Oakbridge Church
This elegant wood and metal building
stands out among the masses of simple
homes and shops with its beautiful stained
glass windows and skilfully engraved
walls. The facade shows righteous paladins
defeating the powers of darkness.
‘The Oakbridge Church was built more
‘than halfa century ago by aich and deeply
religious member of House Cannith. The
church and its surrounding plaza have
served as Oakbridge’ spiritual and cul-
tural center ever since. Loffer Magnalin
(UG male human cleric Silver Flame) is
the current caretaker of Oakbridge Church.
He is considered stern and pious even by
the high standards of the Church of the
Silver Fame and preaches to his flock that
the kind of evil they must fear the most is
‘not that ofthe infernal horrors but that of
the indifference of good men. Ifthe PCs
can get past his constant preaching and
criticizing, Loffer gladly aids them with
divination and healing spells during their
‘investigation. His initial attitude is indif=
ferent toward adventurers, but if he ean
‘be made helpful, he gives the PCs a 20%
discount off spells cast as long as they're
‘hunting the murderer.
2, Bluebird Inn
AA decorated wooden fence surrounds this
large building. A sign above the door pro-
claims the place to be the "Bluebied Inn.”
Although simple in design, there is cer
‘tain rural charm to the inn that most city
buildings lack
‘The walls of this cozy little inn are
painted in a bright, cheery blue. Anyone
‘who asks about a good place to stay in
Oakbridge is invariably sent here—it
costs 8 spa night to stayin the Bluebird,
price that includes both a hearty dinner
and breakfast.
Graff Pendrong and his wife Sarfina
run the inn, Their daughter Mina heads
a staff of four barmaids (poor village girls
‘who work for food and lodging) and theirCitizens of Oakbridge
This adventure features a large number of NPCS. The lst below gives the names and roles ofeach NPC inthis adventure, along
eer a cera tr can ace nT a
NPC can Cen’
een era ee me ee eter a
eee ee es te "Bakes a mean meatpie, Definately better cook than that blowhard
ro
Cd “ties a great smith, but needs to-ease back onthe hate tl”
Sie ees aes
a eer Ty She's beautiful! Can't see how that thug Ractar got her to marry him!
eed ore ye a ee eee
ce ee es eee een ot eee
re mee gee eaten rt eer etd
Kroge Brax Baker ne en ee
ce
ee ee oT Perens
er Leta en oe en ee eee ee
Lucian Cruzgar_Alchoholicartist and ex-sldier “He scares me. Always talking about people he killed during the wa
Ca mm te feet trim eee eee ey a ener ee eer ee a
erg
Sa Se ae oe ee ee ee eee
SarfinaPendrong Wife of Graff Pendrong ee ee ees
Peer ae ‘Don't know much about him he keeps to himself mostly.”
Viduk ee “He's a nice enough fllow, but nat the sharpest knife inthe drawer.”
Nees Retied animal trainer and bard “i hear he used t train dinosaurs forthe circus! Not sure what he does
eee et
DECEMBER 2005 DUNGEON 25,son Horken tends the stables. The cook-
ing is done by a dwarf named Borgo Ddl-
borde (see page 28)—his dishes are simple
but quite palatable, Unfortunately for
Borgo, he was alsoa member ofthe Peace
Circus and is on Ziki’s list. Ziki herself
spends a fair amount of time here, in the
shape ofa human gitl named Adrina. She
‘works as one of the maids, and tries to
avoid contact with the customers, Lucian
Gruzgar (see page 3) spends a fairamount
of time here as well, trying to drown his
‘painful memories in cheep wine and gos-
sip. He's overly fond of bragging about
his kills during the war, and most of the
other regulars tend to avoid his table out
of fear that he might one day snap. One
comer ofthe taproom has been converted
‘ntoa stage. A beautiful elf woman named
Corlina (see page) often dances here for
the entertainment of the patrons, usually
tothe percussion ofthe warforged janitor
‘Drummer (see page 25), who lives in the
basement below.
“Most of the adult population of Oak-
bridge spends their after-work hours
in the Bluebird’s taproom, and in their
less-than-sober state they are more likely
to be open, frank and talkative. Gather
Information checks made here gain a-+2
circumstance bonus Unfortunately, ask-
ing questions about the murders here
also attracts Ziki’s attention, alerting her
to the PCs' interest in her actions.
Ziki herself lives in an unimposing
room two floors above the taproom,
although she is rarely there since most
of her time is spent working (during the
day) or prowling the streets carrying out
the night’s murders. When she is here,
she’s usually asleep. A DC 25 Search of
her room uncovers a cleverly hidden
niche in the wall behind her bed’s head-
board. This niche contains a silver and
darkwood portable shrine on which are
arranged dozens of swaths of skin bear-
ing a tattoo of a triangle with a beast’s
claw inside, A DC 20 Knowledge (local)
or bardic knowledge check identifies this
tattoo as the sign of the Peace Cireus,
When this adventure begins, Ziki has 52
skin patches here, and each is carefully
preserved to prevent decomposition.
Discovering this shrine in Zik’s room
can be damning evidence, but only if
the PCs can also prove that Ziki and the
young girl Adrina are the same person.
8.Sigvar Smithy
‘This massive smithy is made solely of stone
and steel it stands on a large metallic plat-
form that protects the wooden floor from
flying embers. A large steel plate saying
“The Gods made Iron but Man made Stee!”
hhangs above the entrance.
‘Borlan Sigvar (CN male human expert
5, Craft blacksmithing] +10) i a large and
ppowerfill man who lives above this simple
‘workshop with his wife and four sons. Bor-
lan is obsessed with stories about barbar-
ans, and with is wild golden mane, great
unkempt beard, and crude leather clothes,
he looks like one himself A quiet racist,
‘he believes that just as there are superior
and inferior types of metal there ae supe-
rior and inferior races. His initial attitude
is fiendly unless the group contains any
elves, halfings,orhalfelves, in which case
his initial attitude is unfriendly. If the
group consists only of these races his ini-
tal attitude is hostile. He wor't initiate an
attack on such a group unless he feels he
can getaway with it,
Despite his intolerance, Borlan isa very
talented blacksmith and his inexpensive
but high-quality products are known
not only in Oakbridge but throughout
Northedge.
4. Chikor’s Arcanary
‘This small townhouse is designed and
decorated in an exotic and outlandish style
uncharacteristic to the rather plain build-
ings elsewhere in Oakbridge. Eerie green
lights and strange hummings iter through
its dim windows. A large black plate above
the entrance reads: "Chikorir'Cronix: Wiz-
ard par excellence.”
Chikor ir'Cronix (LN male human
‘wizard 6) retired from the adventuring
life after marrying a woman he rescued
from gnoll slaver. His wife, Liandra
i'Cronix (NG female human commoner
2) is now pregnant with their first child.
‘The house's modest interior is the exact
opposite to its fancy exterior.
NES EASE
hikor now makes his living casting
spells for gold. His office is a small and
unadorned room, bare except for a plain
Dlack table, two comfortable armchairs,
and two bookshelves loaded with fiction
and history books. A menu on the wall
listsal ofthe spells he regularly provides:
comprehend languages, continual flame,
darkvision, detect magi, detect poison, dispel
‘magic, gentle repose, greater magic weapon,
identify (he typically prepares three each,
day), Leomund’s trap, read magic prestidigita-
tion, and whispering wind. A second mena
listsall other spells he knows but typically
doesn’t prepare: all other cantrips, alarm,
arcane lock, charm person, claraudienc/lir-
‘voyunce, daylight, deep slumber, detect secret
doors detect thoughts, detect undead, expedi-
fious rere, father al fy, gaseous form, hl
‘person, hold portal, hypnotism, invisibility,
noc, levitte, locate object, resist energy, see,
spider climb, tongues, and unseen servant.
§.Lucian's Studio
‘This small and pathetic building seems
about ready to collapse. Its bare, window-
less walls are covered with signs of decay
and negligence. Above the doorframe, in a
‘crude, almost unintelligible handwriting, is
‘writen “Lucians Studio.” Black paint stains
cover the fractured door and the soiled and
unkempt porch rug, An awful smell of refuse
‘comes from within,
Lucian Crizgar maybecome one ofthe
‘prime suspects in the murders. He spends
‘increasingly litle time here at his studio,
‘which is bare except foran uncomfortable
iron bed that stands in the middle of the
‘toom; his various belongings and many
empty or broken bottles are strewn care
lessly across the dusty and greasy floor,
‘A dozen of his paintings hang on the
‘walls—hauntingly beautiful but repug-
nantly violent depictions of apocalyptic
battles ofthe Last War.
‘Treasure: Among the litter scattered
on the floorlie several of Lucian’ belong-
‘ngs left here carelessly in his madness.
‘These belongings consist of two potions
of cure moderate wounds, a potion of bull's
strength, a masterwork composite short-
bow (+2 Str) 16 masterwork arrows, and
4 large amethysts worth 150 gp apiece.
© 26 ouncon cecnsen 0sThere is no evidence here that incrimi-
nates him in the murders.
6. Kroga’s Bakery
one-story building Is painted in
sant yellow hue. An impressive ass
of cakes, breads, cookies and ott
cacies lies behind a wide glass window.
und the bakery the aris filled with
large, painted plate withthe words "Kroga’s
Bakery —Three Generations of Experience
hhangs above the entrance.
Everything in this bakery seems to
be constantly covered in a thin layer of
flour, including an angry looking
in a stained white apron who stands
behind the counter and does his poor
best to look friendly. This man is Kroga
Brax (CE male human commoner 2)
one of Oakbri
angriest residents, Kroga Brax especially
hates Borgo Delborde, the cook at the
Bluebird Inn, seeing in him a danger-
‘ous rival in the baking arena. "The locals
don't treat Kroga’s threats seriously since
everyone knows the baker's a coward at
heart. He beats his wife and daughter for
the sma
lest mistakes, but the moment
anyone stands up to him he backs down,
simpers, and begs for mercy.
PART TWO: ZIKI'S WRATH
As this adventure beings, Ziki murders
Svans and hurls his body from his bal-
cony. After this killing, she continues to
stalk and slay her victims over the course
ofa week. This part lists Ziki’s murders
and other events that take place through-
out the adventure's six.
Actions taken
ay timeframe.
by the PCs can alter, delay,
or even prevent some of these events.
Other events only occur if certain situ-
ations come to pass.
The first si events detailed here are
murders. Unlike the other events, azmur-
der event generally takes place offstage,
with the PCs arriving on the scene after
the fact. Fach murder is presented with
a short description of how Ziki achieves
her goal, followed by a list of clues that
the PCs can gather relating tothe murder,
got riddles?
era
1a child of dire abuses,
citherat the crime scene or elsewhere in
Oakbridge. Murders are timed—and if
the PCs can eatch Ziki or hide or protect
a victim before the murder is scheduled
to occur, they can save that victim from
his or her fate. OF course, as long as Ziki
remains at large, these murders are really
only postponed—Ziki eventually figures
out a way to reach all of her targets if
she's not stopped
Once the PCs discover t
all of the
murder victims were members of the
Peace Circus and that the killer has been
stripping them of their shared tattoos,a
smart group gets word out to the public
(or at the very least tries to find out if
there are any other ex-camnies in Oak-
bridge). A DC 20 Gather Information
check is enough to find out who these
folk are, Ifthe PCs stake out one of the
homes of these folk, protect them, or
otherwise make things difficult for Ziki
to get to them, she bides her time and
waits for a chance to strike, disrupting
and altering the order of her murders
as necessary but keeping Corlina as her
final victim.
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Murder 1. Svans ir'Klimansor
@ay 1)
Svans ir'Klimansor (LG male human
aristocrat 3)is a successfil art dealer. He
was also, several years ago, the manager
ofthe Peace Gircus,asaDCa5 Knowledge
(local) check reveals. Svans never married
and spent his declining days enjoying
his extensive at collection and the com
pany of his books. The others who once
worked forhim in the Peace Circus know
he lives in the area, but none of them
‘maintain relations with the man, since
theyall till on some level hold him par-
tially responsible for the circus's banke
ruptcy. Svans has a fatal habit—he often
leaves his front door unlocked,
“Murder: Ziki enters Svans’s apartment
through his unlocked door on the eve=
ning of the first day of this adventure
and finds him standing near the edge
of is balcony, enjoying the sunset. She
‘sneaks up to him and kills hirn with a
single swift jab to the base of his neck
with her dagger. After removing his ci-
cus tattoo, she pushes his body off the
bbalcony—itlands on the walkway 20 feet
below and immediately creates a scene.
Ziki has no problem escaping out the
window on the opposite side and down
to the walkway below.
Clues: If the PCs are on the street
when Svans's body hits, they can imme-
diately examine it for clues. fon the
other hand, Viduk brings them into the
investigation, they'll need to visit the
Oakbridge Church to examine him.
The body is cremated at noon on the
second day. A DC 10 Search of Svans's
body reveals that a small strip of skin
has been flensed from his chest. A
DC 15 Heal check establishes that the
strip was removed just after the man's
death. ADC 10 Heal check establishes
the cause of death as head trauma from
the fall, but a DC 20 Heal check reveals,
something more sinister—the man
‘was, in fact, killed by a blow to the base
of the neck with a sharp knife, likely a
curved dagger.
‘Speak with dead east on Srans's body
reveals little since he was jumped fom
behind and never saw his Killer. He also
has no known enemies.and cannotexplain
‘why someone would want to kill him
A search of Svans's home turns up two
additional clues. With a DG 10 Search
check, a spray of blood is found om his bal-
‘ony. Witha DG 20 Search check,a charaec-
teruncoversa patch ofbaking flour on the
floor by the wall inthe living room near the
balcony entrance. There is no other flour
stall in the building Ziki came directly up
+here to murder Svans ater working a shift
inthe Bluebird Inn kitchen where she was
‘baking bread. When she struck, some flour
that had collected in a fold in her clothes
spilled onto the floor.
If the PCs investigate Svans in an
attempt to determine who may have
wanted to kill him, a DCs Gather Infor
‘mation check establishes that he was well
liked, but that he didn't seem to have any
real friends. No one but the other mem-
bers ofthe Peace Circus know what was on
the strip of skin removed fiom his chest,
sovuless the PCs are asking one of them,
the residents of Oakbridge can't explain
why astrip of his flesh was stolen
‘Murder 2. Borgo Delborde
@ay 2)
Borgo Delborde (LG male dwarf war-
ior a/expert 2) works as a chef at the
Bluebird Inn. Several years ago, he was
‘the cook for the Peace Circus. Unusu-
ally friendly and cheerful for a dwarf,
he is a popular and beloved figure in
Oakbridge and a close friend of Dram:
mer the warforged. Although he's Ziki's
second victim, Borgo's body is likely the
third or fourth to be discovered,
“Murder: Ziki cast spider limb to climb
up to Borgo’s window three hours after
sunset, She easily and silently opens the
simple lock and enters the room, find-
ing the dwarf asleep in his bed. She sits
his throat, removes his tattoo and leaves
the room the same way she entered.
Borgo has day} off from work, and isnot
rissed until day 4 of the adventure, when
‘one of the Bluebird Inn's maids comes
to his house to see if he's okay after he
falls to arrive at work in the morning,
‘This maid, a gnome giel named Lirana
Borken, discovers his body and flees back
to the inn to tell Graff Pendrong. News
of Bongos murder spreads quickly, and
by late afternoon the PCs should hear of
it if they haventt already discovered the
dwarf’s body on their own after seeking
hhim out to question him about Drum-
‘mer's murder on day 3,
‘Glues: A DC 20 search of Borgo's bed=
room reveals the fact that the lock on
‘his window was picked by someone quite
skilled. In addition, small dots of flour
can be found on the windowsill (again,
iki came here from work and left traces
of flour in her wake).
‘A character with Track who makes a
DC a1 Search of his room and the wall
under the window discovers serapes that
indicate someone clambered up the wall,
through the window, and then retreated
the same way.
An examination of Borgo’s body
reveals the fact that his throat has been
cut. A DC 15 Heal check reveals the cut
was likely from a curved knife.A patch of
skin identical to the patch missing from
Svans’ body is missing from Borgo's
chest. Speak with dead is relatively use-
less, since Borgo never woke before he
was killed.
If the PCs ask around about Borgo, a
DC 15 Gather Information check reveals
that he was well-liked and hard working.
His bestfriend was the warforged janitor
‘Drummer. Mote importantiyanyone who
knew Borgo also knows that Kroga Brax,a
local baker, hated Borgo intensely. Most
people assumed this hatred stemmed
from jealousy over Borgo’ greater skill at
baking, and although no one would have
believed Kroga capable of murder, once
Borgo turns up dead, Krogi’s name is the
first to come to many tongues.
‘Witness: Corlina Herfast spends the
carly night with her lover Volin on the
night Ziki murders Borgo. The window
from Volin’s bedroom provides a fairly
good view of the window Ziki uses to
enter Borgo's room, and Corlina sees
the changeling exit Borgo’s window but,
at the time, is unsure what itis she sees.
‘Additionally, reporting what she comes to
believe is just another thief would reveal
her adultery and likely enrage her short-
tempered husband, so she remains silent
‘until her husband is murdered on day ¢
Murder 3. Drummer (Day 3)
Drummer (N warforged expert 1) was
rescued by Svans decades ago from‘gang of racist dwarves that had attacked
hhim. Svans gave the warforged a job in
the Peace Circus as a drummer, and he
proved so adept at this task that he took
the profession as his name. After the
Peace Circus went bankrupt, he followed
Svans to Oakbridge and the man got him
aajob at the Bluebird Inn as. janitor. He
lives im a small room in the inn's base-
ment, and while many view Drummer as
‘unfriendly and aloof, he in fact simply
lacks the social skills needed to express
himself: Those who take the time to get
to know him know his skill with drums
hhas not atrophied over the years
Murder: Ziki originally intended to
save Drummer’s murder for just before
Corlinas, but her success with Svans and
‘Borgo makes her careless and she decides
{instead to kill him on the third day. Unable
to sleep after Borgo’s murder, she sneaks
downstairs from her room an hour after
‘midnight to the inn’s basement. Having
never attacked a warforged before, she is
unsure ifher dagger will do the trick and
instead grabs an axe from the woodbox.
She then sneaks into Drummer’s room
and finds the warforged sitting on abench
staring at a set of drums—warforged do
not sleep. Unable to catch the warforged
bysurprise,a short but brutal battle erupts.
Drummer lands a solid blow to the side
of her head just before she kills him with
the axe. The changeling continues to hack
at his twitching body, unsure how much
damage she needs to do to make sure the
living construct was actually dead. Once
Drummer is in pieces on the floor, she
returns the axe to the woodbox, pries out
a plate on his chest engraved with the
Peace Circus rune, and returns quietly to
hher room upstairs. The thrill of the fight
results in hermaking an error though—as
she flees the basement, she leaves a bloody
handprint on the door.
Drummer’s body is discovered at
10:00 am, the next morning when a
maid comes downstairs to get more
wine and sees the janitor’s open door
and the ruin beyond,
‘Glues: Drummer's body is in pieces—
speak with dead is useless. A DC 35 Heal
check s enough to establish his body was
hacked apart with large slashing weapon
like an axe. Ifthe PCs say they search the
area for an axe they find the one Ziki
used for the job in the nearby woodbox
bears direct indications that it was used
forthe deed. ADCa5 Search check reveals
missing plate from his torso that seems
to have been pried loose after his death
‘with a smallerblade.
ADC 1s Search of the room turns up
droplets of dark blood here and there
on the floor, as well as a bloody hand-
print on the door itself The handprintis
uunique—it seems to have only three fin-
sgers.A DCas Knowledge (local) or Gather
Information check reveals that the only
resident of Oakbridge with three fingers
is Lucian Cruzgar.
If the PCs ask around about Drummer,
4 DC 5 Gather Information check reveals
that he kept to himself The dwarven cook
‘Borgo often spent time with Drummer in
his basement apartment, and the two were
apparently good fiends Of course, by the
time Drummers murdered, Borgo himself
is already dead—the PCs may well be the
ones to discover his body if they go to his
‘house to inform him of his friends death.
Murder 4. Roctar Herfast
@ay 4)
Roctar Herfast(CN malehuman warrior 4)
isa bodybuilder and a professional wres-
tler of some renown, now in late middle-
age but unable to completely let go of his
glory days. He worked as astrongman for
the Peace Circus and amazed people with
his feats of strength and his impressive
figure. ter the circus disbanded, he trav-
led with his wife Cortina to Sharn, where
hhe worked as a warrior trainer for several
years before retiring, Roctar is arash and
DECEMBER 2005 DUNGEON 25fierce man and often threatens his wife
with physical violence. To date, though,
he’s never actually hurt her and always
apologizes later for his outbursts.
‘Murder: Ziki comes to Roctar and Cor-
lina's home an hour after sundown and
finds the retired strongman exercising
{in his living room. She creeps up behind
hhim and stabs him in the back. Roctar
crumplestto the ground, dying, Ziki leans
over him, sees he still lives, and feeling
the urge to make sure Roctar knows why
he's dying, she murmurs “revenge” into
his ear. He reaches up to grab at her, gets
only a handfl of hair, and as Ziki pulls
away with ease she slices his tattoo fom.
his chest before cutting his throat, then
slips back out into the night. His body
is discovered a few minutes later by his
wife, Corlina, who reports itto the Watch,
and then flees to Volin’s home to seek
comfort in her lover's arms.
(Glues: Any search of Rocta's body auto-
‘matically evealsastab wound tothe back,
a slashed throat, and a missing patch of
skin on the chest. A DG 2a Search check
reveals a few long, pale hairs clenched
in one of his hands, The hairs seem to
change color slightly as one turns them
over and examines them. A DC 15 Knowl-
‘edge (local) check reveals the fact that the
Ihairs came from a changeling,
Roctar’s body is likely the first the PCs
discover that can actually divulge some
solid information via a speak with dead.
He can describe Ziki’s true form and her
uunique-looking dagger. With the right
‘questions, the PCs can lear she whis-
pered “revenge” into his ear and skinned
his tattoo before she killed him.
Murder 8. Volin Krober Day §)
Volin Krober (CG male elf bard ranger
expert 2) isa talented bard, a skilled
fencer,and an expert animal traines—his
specialty is dinosaur training. He joined
the Peace Gircus after his entire village
‘was slaughtered by platoon of warforged.
soldiers during the Last War. His great=
est success (and his greatest failure) was
the capture and taming of two deinony-
chuses he named Kaiwakit and Panch.
“He met Corlina atthe Peace Circus, and
although she was already married to
Roclar, the two fell in love. They met in
coco ocoseocs
clandestine meetings late at night, keep-
ing their affair secret from everyone. But
as their trysts grew more heated, Volin’s
attention to Kaiwakit and Panch less-
ened, and when the dinosaurs grew sick
he filed to notice. Driven insane by the
sickness the deinonychuses went berserk
one fatefl day Volin has since learned to
forgive himself for the accident, bt still
‘wakes in the middle of the night once
or twice a year with a start, convinced
‘that someone, or something, is nearby,
‘waiting to Kill him, On day five of this
adventure, his dreams come true.
‘Murder: Ziki picks the lock to Volin's
hhouse and sneaks up to Volin’s bedroom.
She does not expect to find him awake,
nor with company. For a few seconds,
Ziki regards Volin and Corlina with
shock, When Corlina screams, Volin
leaps out of bed, snatches up his rapier
and attacks Ziki, The resulting battle is
tough—Volin is easily Ziki’s match ina
straight-up duel. Ziki manages to retreat
to another room of the house and hides.
Volin and Corlina try to escape while
Ziki uses a scroll of summon nature's ally
Vito summon a pair of deinonychuses.
‘The dinosaurs leap on Volin as he and
Corina stagger out onto the street. AS
the summoned animals tear into Volin,
Cortina manages to escape. Ziki, badly
‘wounded in the battle, carves off Volin's
tattoo after he is slain by the dinosaurs
and then limps back to her room at the
Bluebird inn, climbing up the back alley
wall and entering her room via the win-
dow to avoid running into anyone who
might notice her bloody clothes and
‘wounded body.
‘Glues: Volin’s body is torn apart. A
DC 15 Heal check reveals he was slain
by something with powerfil talons and
teeth—a DC 14 Knowledge (nature) check
identifies the killer as a deinonychus.
His body is too savaged for a speak with
dead to work properly
1s possible to track Ziki back to the
Bluebird if the PCs get to the scene of
the murder quickly enough. The murder
happens an hour after sunset when there
aren't many people on the street. Is ini-
tiallyaDC 0 Survival check to track Ziki's
bloody footprints back to the Bluebird.
‘This DC increases by 1 every 16 minutes
PISS EAST
that pass as foot traffic begins to obscure
the tracks.
Witnesses: Corlina was in bed with
olin when Ziki arrived, and recognized
her as the changeling woman who was
attacked by Kaiwakit and Panch so many
years ago. In addition, one of Volin's
neighbors, an insomniac named Rotgar
Bovar, saw a naked female elf running
away from Volin's home. He recognized
heras“that pretty elf that dances at the
Bluebird sometimes,” and heard the
sounds of a fight on the street below.
He was the first to arrive at the mur-
der scene, but by that point the dei-
nonychuses had vanished and Ziki was
already gone,
Murder 6, Corlina Herfast (Day
6 or thereafter)
Ziki’s final victim is Corlina Herfast, the
petson she most directly blames for the
tragedy that ruined her life. Ziki believes
that Corlina seduced Volin and lured
hhim away from his responsibilities to his
dinosaurs, and thus created the situation
that culminated in her child's death and
herown maiming.
Marder: It’s likely that the PCs stop
iki before she gets this far, or atthe very
least, take steps to protect Corlina. Yet
Zikiis patient. She waits forher opportu-
nity to strike, keeping an eye on Corlina
from the vantage point of ever-changing
disguises. Eventually, shell get a chance
to strike, cutting Corlina’s throat, strip-
ping her of her tattoo, and leaving short
note on parchment pinned to her body
and addressed to the PCs.
it has been fun playing cat and mouse
with you, but now I have to leave. Don't
‘mourn the dead. Believe me, they more
than deserved death. | am sure you will
agree that their fates are fitting. punish-
‘ment for the murder of an innocent child,
| hope we never meet again. | would hate
to rob the world of such courageous
adventurers as yourselves. With great
respect—Ziki”
‘The Investigation
‘As the murders accumulate, the PCs
should fel increasing time pressure. Withbit of investigation, deductive reasoning,
and a dash of luck, they should be able to
catch up to Ziki before she kills everyone
om her list Since the course and nature of|
the investigation depends wholly on the
PCs (and what clues they find), there is
no set list of events that occur at specific
times. The events detailed below are, for
the most part, instigated by player actions,
and can take place at any time once the
PCs trigger them,
Once the PCs get a reliable deserip-
tion of Ziki or obtain of some of her hair
or other belongings, srying becomes the
best bet for locating the murderer. It's
likely that the PCs can't cast this spell,
but Sharn’s a big city, and paying
someone to sery on Ziki isa fairly
simple task. A sorcerer or wizard’s
standard price for string is 380
gp,a clerics is 460 gp, a dru-
id's is 280 gp, and a bards is
io gp.
Ifthe PCs manage to sery
on Ziki (remember, she gets
a Will save to resist), they prob-
ably end up scrying on her while
she works or sleeps at the Blue-
bird Inn, in which case they view
her in her disguise as the human
gicl Adtina, Only if they happen to
sery on the changeling within a half
hour of one of her murders do they
have a chance of catching her in her
true form.
“Murder in Oakbridge” gives charac-
ters with the Investigate feat a chance
to shine. When a character with this feat
makes a Search check to find a clue at
any of the murder scenes, you should
give that character an additional clue.
‘They should be more obscure than those
detailed in the murder scenes above, but
should still point the PCs in the right
direction. These additional clues can also
give the PC hints about Ziki’s capabili-
ties, not just her identity. For example,
the nature of the wounds might allow
the character to realize that the killer has
levels of rogue, or that the wounds were
‘caused bya light human bane weapon.
Event 1: The Surly Baker
‘One of the earliest clues the PCs might
find at the murder scenes are traces of
‘baking flour. This clue likely sends the
PCs to Kroga’s Bakery to interrogate the
surly baker. Once Borgo is murdered,
Kroga becomes an even more plausible
suspect, since the baker has long-estab-
lished and publicly known hatred of his,
competition.
Of course, Kroga is not a murderer,
but his attitude and quick temper are
no ally to his actual innocence. Kroga’s
initial attitude against the characters is
unfriendly. He screams and curses and
threatens the
PGs once he realizes they suspect he's
a killer, but if the PCs can adjust his
attitude to at least friendly he calms
down. Alternately, any successfll attack
against the coward is enough to secure
his cooperation.
Kroga’s wife Kelinda maintains that
hhe was home during any of the mur-
ders that have already happened, but a
DC 20 Sense Motive check reveals that
she seems nervous and might be lying
to cover things up for Kroga. This isn’t
actually the case—she's nervous because
‘Krog:’sa violent man and she hopes that
by stepping forward with an alibi for her
husband she'll save herself and her chil-
dren a beating.
LANES SAU OT
If the PCs explain that baking flour
‘was found at the murder scene, Kroga
demands to see a sample. The flour Ziki
accidentally left at the murder scenes is
run of the mill, while the flour Kroga
uses is of a higher quality. He points
this out immediately, and a DG 12 Pro-
fession (cook) check is enough to con-
firm his claim,
Of course, ultimate proof of Krogas
‘innocence comes after the murders con-
tinue even if he is locked up or killed.
‘Ad-Hoc Experience Award: Ifthe PCs
realize Kroga isa false lead, award them
‘experience as if they had defeated a CR 3
creature in combat.
Event 2:The Three-
Fingered Maniac (EL 6)
‘Another likely suspect for the
killings is Lucian Cruzgar. His
foul attitude and ready glee in
recounting his deadly skills dur-
ing the Last War mark him from
his first meeting with the PCs as
a violent man perfectly capable
of performing the crimes. When
iki leaves a handprint on Drum-
rmer’s door, the fact that both this
handprint and Lucian’s hand
hhave three fingers seems to be a
lock for his guilt.
Before the war, Lucian was a
tall and handsome young man with
dark, mysterious features and an impres-
sive masculine frame, However, the eight
years he spent fighting in the Last War
and his excessive drinking have had a
drastic effect on his appearance. Todzy,
Lucian looks like an old and tired man
with unhealthy yellow eyes, wrinkled pale
skin and a strange, dazed expression. His
posture is bent and broken, and his web-
like hair and unkempt beard are streaked
‘with gray: However, something of his old
pride and power remain, making him a
very frightening person to be around. He
always wears his old and filthy uniform
and his excellent swords. His speech
is slow and almost incomprehensible.
Lucian is covered in scars and burns and
his right hand is missing two fingers.
Lacian spent his youth on the battle-
field. While his fiends stayed home, went
to school, fll in love, and started families,Lucien killed. He was a loyal and ruth:
less soldier—he knew in his heart he was
doing the right thing, and when the war
finally ended he returned home to Sharn
expecting to be hailed as a hero. Instead
he learned that his parents had passed
away and that his home had been con:
fiscated. All his childhood “friends” had
forgotten him or abandoned him, All he
had were his prized swords and armor.
He tried his hand at many jobs, but no
‘one wanted to employ the angry and vio:
lent veteran. To ease his pain
Lucian began drinking, Once he started,
he couldnt stop. He earned some money
by selling the pictures he painted from
time to time and bought a sma
in Oakbridge.
Lucian is not yet completely lost. Ifa
PC befriends the tormented man (not
an easy task) and helps him through his
alcoholism and mental problems, he can
gain a sturdy ally and friend—possibly
even a cohort down the road
If the PCs take the time to examine
Lucien’s maimed hand, a DC 15 Search
nd shame,
studio
check is enough to establish the fact that
his hand is much laxger than the one
that left the print on the door. Unfor-
tunately, getting the chance to exam-
ine Lucian this carefully is difficult. He
makes a Sense Motive check, opposed
by the result of the PCs’ Search checks
If Lucian makes his check, he realizes
he’s being examined and takes offense.
Likewise, if the PCs come right out and
accuse him of murder he takes offense.
And once Lucian is offended, things
turn ugly.
Lacian may not be the one behind
the murders, but he is still quit
He partially believes that agents of the
Emerald Claw are still after him to
murder him for his great prowess dur-
ing the Last War. Once he realizes the
PCs suspect him of murder, he thinks
they're these agents, come to frame
him for murders he didn't commit,
take him away toa dark room, and fin-
ish the job.
At this point, Lucian attacks, As
soon as combat begins, Lucian slips
Ps
te insane.
-
Ps Sy
Rene ed
instantly back into the mindset of a
trained killer. He focuses his rage on
the PGs and tries to kill them before
they can do the same to him.
Lucian Ceuzoar
Male human fighter ranger 2
CN Medium humanoid
Init +1; Senses Listen +5, Spot +5
Languages Common
C16, touch 11, fat-footed 15
hp 47 (6 HO)
Fort +11, Ref +5, Will +0
Spd30%.
Melee +1 longsword +11 (1d8+6/19-20) or
+1 longsword +9/+4 (ad8+6)i9~-20) and
+ shortsword 48 (ad6+a/19-20)
Base Atk 46; Grp +9
‘Atk Options Cleave, Power Attack
Abilities Sir16, Dex 13, Con 16, int 10, Wis
8,Cha 12
Feats Cleave, Diehard, Endurance, Great
Fortitude, Power Attack, Track, Two:
Weapon Figthting, Weapon Focus
(longsword), Weapon Specialization
(Vongsword)
CRE
ACE EXPLORATION!
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For more information, visit us a
www.StateSecretsRPG.com34 DUNGEON oEceMsER:
‘Skills Craft (painting) +6, intimidate 48,
Listen +5, Spot +5
Possessions +1 chain shir, +1 longsword, «1
shortsword
Event 3:A Frightened Witness
Corlina atehes a glimpse of Ziki as she
leaves Borgo’s home, and as the murders
in Oakbridge pile up, she realizes that
someone may well be targeting ex-
members of he Peace Circus. After
her husband is murdered, Cor-
lina seeks out comfort in her
lover's home. The PCs won't
find her if they seek her at
her home; a DC 20 Gather
Information check is enough
to uncover rumors that
she's having an affair
with Volin Krober.
If the PCs find Cor-
lina, she immediately
breaks down and tells
them everything she
knows, Use this event to
bail the PCs out if they
simply haven't had any
luck cracking the case, but
don't give them too much
information. Corlina knows
who Ziki is and has a good idea
why she's killing people, but she has
no idea where to find the changeling.
Corlina is a beautifil woman, even by
the high elven standards. She has high
cheekbones, flowing blonde hair worn in
intricate braids, kind and lively green eyes,
and a perfect feminine figure. Her move-
‘ments are infised with the swiftness and
grace ofa catand the precision and nobil-
ity ofan experienced dancer. Adopted and
raised by the streets of Vethirond after
her parents were killed in the war, Cor-
Jina made a living on thievery and street
performances. One day she met a hand-
some and virile man named Roctar, who
was at the time recruiting for the Peace
Gircus. Roctar saw Corlinas potential as
a dancer and hired her on the spot. The
impressionable elf repaid him for rescu-
ing her from a life as a vagrant by marry-
ing him. Yet during her circus years, she
fell in love with Volin,an affair that would
eventually contribute to the tragedy that
ruined everything.
Corlina's dazzling acrobatic perfor-
‘mances and dances were characterized by
both breathtaking feats of dexterity and
an elegant artistic streak. After the Circus
disbanded, she traveled with her husband
to Sharn where she soon renewed her
romantic relationship with Volin.
In contrast to her striking appear-
ance, Corlina is actually
a rather dull and meek
person. She
Lucian
isn’t too bright
and is almost completely uneducated —
although she is very ftiendly and talk-
ative, she has very little of real import
to say to anyone, Corlina has only a few
friends but is very loyal to them. She
has slowly grown to hate her husband
Roctar, but her fear of his rage and the
shame of a divorce has so far kept her
by his side.
In combat, Corina tres to escape using
‘Tumble to avoid attacks of opportunity
If running away is impossible she tries
to avoid the aggressor's blows using the
full-defense action for as longas possible.
She fights back only ifshe's cornered,
NCES OSA
Cortina Henrast
Female ef expert 3
(CG Medium humanoid
Init +3; Senses Listen +3, Spot +3
Languages Common, Elven
{AC 13, touch 13, at-footed 10
hp 13(3 HO)
Immune sleep
Fort 1, Ref'+4, Will +4
Spd 30
Melee rk dagger +3 (1449-20)
Ranged mw dagger +6 (1d4/19-20)
Base Atk +2; Grp +2
Iblis Str 10, Dex 16, Con 1, nt 8, Wis
12,Cha 1s
Feats Acrobatic Agile
‘Skills Balance +13, Escape Artis +5, Jump
+10, Perform (dance) +8, Sleight of Hand
49, Tumble +12
Possessions courtier’ outfit,
masterwork dagger, silver
necklace worth 65 gp, silver
wedding ring worth 50 gp,
peat earrings worth 100 gp
cR2
Event 4: A Mother's
Rage
Zikiisikely to lear of the
PCs long before they learn
about her. She keeps abreast
of what they know about her
crimes either by listening into
their conversations at the Blue-
bird Inn or by utilizing Gather
Information. Aslong as she remains
convinced that the PCs don't know who
she is she leaves them alone.
‘ikis natural form is tall and grace-
ful with long white hair and a shapely
figure. Her face is not unpleasant or as
alien as most changeling faces tend to
be. Because Zikis left hand is covered
in dreadful scars and two fingers are
missing, she always wears a pair of black
gloves to hide her maimed hand. Her
white eyes have a red hue from all the
hours she's spent crying.
Ziki’s dagger is shaped exactly like
the gutting talon of a deinonychus. She
ordered it from a famous weaponsmith
with the intention of seeing it plunged
into her enemies’ bodies, just like the
dinosaurs’ talons were plunged into
her gentle daughter’s throat so many
years ago.TT nse oncom 3
Ziki’s life is wrought from tragedy.
Although she’s very talented thief and
burglar, she never saw “the big money"
because of her lack of contacts in the
‘underworld, Her husband, a young and
arrogant enforcer, was arrested and was
given a choice: to endure seven years of
forced labor orto goto the Cyrian front.
He picked the latter and never came
back. While still mourning the death of
her husband, another disaster struck.
Her only child was torn to ribbons by a
“tamed” dinosaur during a circus show
and Ziki was severely wounded. After
a lifetime of failures, disappointments
and tragedies, this was the final straw.
She resolved then and there that
those careless carnies who took her
daughter away would pay dearly...
iki isbitterand moody. She does
her best to look into the frture but
allshe sees i her shattered life and
all the good things that should
have happened but never did.
She often sobs for no appar-
ent reason, and almost
never smiles. Nightmares
and memories of her
dead daughter and
‘husband constantly
haunt her, making
both her days and
her nights equally
unbearable,
If she suspects the PCs are on
to her, she still doesnt resort to open
‘combat. Instead, she poisons their drinks
{an easy taskiif the PCs are stil staying at
the Blucbird Inn and they haven't dis-
covered she works there in the guise of
a human maid) with dark reaver powder
{C18 Fort save, initial damage 2d6 Con,
secondary damage 1d6 Con + 1d6 Str).
She doesnit expect she'll kill many PCs
this way, but she does hope to send them
amessage.
‘The PCs may wish to speak with 2iki
in her Adrina guise at some point, per-
haps as they interrogate the employees
of the Bluebird Inn after Borgo or Drum-
‘mer are murdered. In this case, she gladly
speaks with them. She tres to shift suspi-
against Chaos. One phrase in particular
is inscribed in a place of prominence
just over the massive handles, Written
‘in Vaati as well, this phrase reads, “Dare
not enter the tomb of Ieosiol, Lord of
‘aga, Wandering Duke, and Bearer of
the Rod of Law.” His righteous peace
and glorious memory are best left to
the ages, and his enemies are best left
forever sleeping,”
‘These symbols of Law are imbued with
potent magic, and duplicate the effects of
an antipathy spell (caster level 1) as long
as the doors remain closed. The antipa-
thy only affects creatures with a chaotic
alignment—these creatures must make a
C21 Will save or be unable toapproach
within 20 feet of the doors. Even if they
take the save, their Dexterity scores are
reduced by 4s long asthe doors remain
closed and in sight.
‘The doors themselves are sealed with a
permanent arcane ock(cater level 7). Note
thatthe extreme size ofthe doors prevents
Inock from being able to open them. The
arcane lock must be dispelled or bypassed
(or the doors themselves destroyed) if the
PCs wish to pass beyond them.
‘Any character that holds the Seal of
Law aloft before the doors suddenly
feels a sense of weightlessness as sev-
eral words manifest in his mind. These
‘words are “Aaqa’ (the name of the Wind
Duke empire), “Ieosiol” (the name of
the Wind Duke entombed within), and
“Pesh,” the voleanic plain on which the
Wandering Dukes defeated the army
‘of Chaos. Speaking these three names
aloud in this order causes the doors
to swing soundlessly open and remain
open until they are physically closed or
the carrier of the Seal of Law speaks the
three words again.
‘Tomb Doors: s-oot-thick stone plated
with 1-inch-thiek adamantine; Hardness
120; hp oS.
23. The Rising Path
(EL 12)
This chamber contains seven stone col-
tums, each slightly taller than the next,
rising slowly from the entrance to a small
platform at the far end of the room before
‘asecond set of enormous doors: No looris
Visible—in its place isa pit filled at a depth
of eighty feet with glowing blue fog. Swirl-
Ing patterns of wind and lightning dance
and how! along the walls and ceiling of the
chamber, filling the room with a tumultu-
Each of the seven columns appears
slightly different. The closest column's top
is level with the ground in the entrance
room to the west. The next column is two
feet higher. The third rises up to the ceil-
ing forty feet above. The fourth is three feet
higher than the second one, but rotates
slowly in place. The fifh column's upper
surface seems to be covered with a thick
layer of what looks like tar, andis about one
foot higher than the lst. The sixth column
{s two fet higher than the previous one but
is made of a lighter colored stone. Alarger
‘column, nearly twice the diameter of the
‘others, stands to the left ofthe main row.
r was built to impress
upon both visitors and tomb robbers
alike the true power and strength of
the wind and the lightning at the Wind
Dukes command. The columns them-
selves forma path of sorts to the far side
‘ofthe room. Navigating the columns isa
dangerous prospect, made moreso by the
presence of two greater air elementals
charged with preventing any creatures
in the room from using flight to defeat
the room’ obstacles
Each of the columns is labeled with
a letter; specific qualities of each are
summarized below. Check page 77
of the Player's Handbook for a list of
Jump DCs.
Column A: This section is just 5 feet
from the entryway.
Column B: This columns feet higher
than A, and 7 feet away from it.
[DECEMBER 2005 DUNGEON 59.Ca sae Oi LN)
Column C:A permanent image disguises
this pillar. While it is in fact only afoot
higherthan column B,the illusion makes
itappear that the column extends all the
‘way to the ceiling, A character who inter-
acts with the illusion (such as by trying
to thr ck at the pillaz) can disbe-
itwith a successfull DC Will sav.
(Characters who try tojump onto this col-
umn but do not disbelieve the illusion
suffer a~5 penalty on their Jump check
Column D:This entire column rotates
slightly,and its top is about a foot higher
than column C’s top. Jump checks onto
it suffer a~5 penalty, and each round a
characterstands on this column he must
6O DUNGEON DECEMBER 2005
make a DC 12 Balance check to
keep his footing, Failure by 5 or more
indicates the character fills off
Column f: The tar-like substance
smeared on top of this column is in fact
a magically elastic coating of sludge. A
creature that stands or lands on this stuff
bounces and finds keeping his footing
quite difficult, Each round, a creature
standing on this column must make a
DC 20 Balance check to avoid Alling off
Jump checks made from this pillar gain a
‘Ho circumstance bonus.
Column F: This larger column marks
the actual entrance to Icosiol’s tomb. A
DC 20 search of the column's surface
finds a shallow circular indentation in
the center. This indentation is the same
width as the Seal of Law. Placing the Seal
of Law in this indentation causes the
Augerric
pillar to rise up at a rate of 5 feet per
round toward the ceiling above, The
pillar stops its ascent at a point 10
feet below the ceiling, at which
point anyone standing on or
above the Seal of Law is lifted up
through an illusory wall in the
ceiling above arriving in the
westernmost alcove of area
24. Characters nearing
the ceiling in this manner
are protected from the
hurricane-force winds
and the lightning on the
walls, but those who pass
through this opening
without using the Seal of
Law are not. Once this
entrance has been act
vated, it remains active
for one hous, even ifthe
Seal of Law is removed
from the room,
Column GThis column is
made of unstable stone. Ifany
amount of weight in excess of
25 pounds is placed upon it, the
column crumbles to dust. A crear
ture on the column can make a DC
20 Reflex save to get a chance to leap to
anearby column,
Colurin H:"This column abuts the two
lange adamantine doors at the far end.
Unfortunately these doors are filse and
40 not open. Any attempt to force them
{open causes the elementals to attack
Any character that falls into the fog-
filled abyss below plummets 500 feet
into a featureless stone pit, suffering
2od6 falling damage on impact. The
slowing blue fog fills most ofthis pit
obscuring vision beyond s feet. It':a DC
25 Climb check to scale the walls back
up.
Anynnon-elemental approaching within
5 fet of the north or south walls or the
ceiling is struck by a blast of hurrican
force wind and a bolt of lightning. The
lightning deals 10d6 electrical damage,
or half on a DC 20 Reflex save. The blast
of wind has different effects depending
con the target's size and whether he's fly-
ing or not—see page 96 of the Duncro
Masrae's Guide for details.
aCreatures: Two greater air elementals
serve as this chamber's wardens. They
remain hidden in the fog 45 feet below,
‘ining +20 circumstance bonus on Hide
checks for a net total of +22 on their Hide
checks (remember to account for distance
‘Penalties when having the PCs make Spot
checks to see the elementals)
‘If anything tries to “cheat” this room
by flying, or once they are spotted, the
elementals ly up out of the fog to attack
the party. They prefer toattacknon-fiying
targets, and use their whirlwind attacks
to-capture these creatures and then drop
them into the pit blow.
Greater Air Flementals (2): hp 178;
“Monster Manual 96.
24. Icosiol’s Mausoleum
(EL 13)
This chamber is modestly sized but has a
very high ceiling nearly sity feet high. The
room is itby elongated metal lanterns that
‘glow withthe colors of the rainbow. A white
marble sarcophagus floats in the air at the
far end of the room, ten feet off the floor.
The sarcophagus bottom is carved with an
image ofa sleeping Wind Duke, two swords
resting on his chest and a winged helmet
atis feet.
The walls are carved to depict a funeral
procession that winds up ina spiral, show=
ing Wind Dukes, djini,airelementals and
other elemental servants of Law in mourn
ing as they attend the body ofa fallen gen=
‘eral. After the first spiral, the upper sections
show the generals ascension into a primal
vortex of wind and thunder. Many-eyed
abominations, frogc-like humanoids, and
tentacied demons are trampled beneath
his feet ashe rises into 2 golden doorway
atthe end of the fresco.
‘Thisis the burial chamber of the Wind
Duke Icosiol. There is relatively little of
{interest in this austere chamber save for
the sarcophagus itself
‘A search of the sarcophagus reveals
that there seems to be no way to open
it; there is no lid. The carving on the
top side depicts the same sleeping Wind
Duke seen on the underside (Icosiol),
but this carving's hands are empty and
protrude out of the top and seem to be
‘carved as if to hold an object. Placing
the Seal of Lawin these hands causes the
sarcophagusto lowerto the ground. One
round later, the top of the sarcophagus
fades away, leaving the Seal of Law sus-
pended in the air above Icosiol'sremains
bbelow, The sarcophagus can also be bat-
tered open with force, or by spells like
disintegrate or stone shape
Icosiol’s Sarcophagus: 6-inch thick
stone; Hardness 8; hp 90; Break DC 32.
Creatures: Of course, Icosiol’s tomb is
not ungarded, Before the PCs can place
the Seal of Law and gain the blessing of
Lcosiol’s spirit, they must frst defeat the
creature of chaos that has been bound
to this chamber to serve as its eternal
‘guardian, This guardian is an ancient
fiend known as Augerric, an oculus
demon from the primal Abyss. Auger=
ric lurks in the western alcove under
the cloak of invisibility and mirror image.
When he notices the PCs enter the room,
he immediately attacks them with eye-
bolts. Doing so makes him visible, which
of course exposes the party to his para-
lytic gaze. Augerric uses invisibility to
position himself for advantageous uses
(of his spell-like abilities or eyebolts dur-
ing combat, but if directly engaged in
melee he has no qualms about fighting
back with his physical attacks.
‘Augerric, Oculus Demon: hp 387;
see Appendix.
‘Treasure: Icosiol’s body is nothing
more than dust and fragments of bone
‘now, but several potent-looking items
remain within his tomb. These are a
ting ofthe Wind Duies a lightning Sword, 2
sword of Aaga,and a fragment of strange
‘metal rod. This is, in fic, the final por-
tion of the infamous Rod of Seven Pars,
All four ofthese objects are magic items
of great power. Ifthe PCs claim them,
they feela momentary rush of anger and
Jealousy, but this rush quickly gives way
to a feeling of peace and welcome. The
spirit of long-dead Wind Duke Icosiol
can feel the impending doom that is the
Age of Worms, and understands that the
‘weapons of the Vaati must be used once
again to fight against the encroaching
dark. His blessing settles over the PCs
with a soft sigh and a feeling of content-
‘ment and support. From this point on,
zone of the traps or guardian monsters
‘in Icosiol’ tomb will harm the PCs, with
the exception of Flycatcher.
If any of the PCs is carrying the inac-
tive talisman ofthe sphere they may have
found in the Whispering Caim, that PC
{instinctively knows that this item has
been restored to fall functionality by
Icosiol’s blessing, Likewise, if Zosiel’s
silver diadem is present, Icosiol’s bless-
{ng restores this ancient item to its full
potential as wel, transforming it into a
‘rcet of Wisdom +4 that functions also
a a cicet of persuasion and grants its
wearer the ability to speak and under-
stand Auran. Ifthe owner of the diadem
tries to sell the item, Icosiol’s blessing
fades and it becomes a cirlet of Wisdom
agin,
‘Ad Hoe Experence Award Ifthe PCs
recover the treastres kept here and earn
the respect of the Wind Dukes, award
them experiance as if they had defeated
a CRas creature
CONCLUDING THE
ADVENTURE
‘This adventure ends as the PCs recover
the fragment of the Rod of Seven Partsand
‘return to Diamond Lake. They find the
townsfolk worried and nervous. Even
proof of Ilthane's death does little to
brighten their spirits. The miners and
Iknaves of Diamond Lake can feelin their
bones that things are about to change,
and likely not for the better,
Allustan himself is understandably
‘morose and depressed about the turn of
events. The recovery of the Rod of Seven
Parts fragment and the other Wind Duke
treasures brightens his mood a bit, but
leven these mighty treasures cant fx his
ruined home, the lives lost to IIthane’s
attack, or the seemingly unstoppable
advance of the Age of Worms. Allustan
may be the smartest man in Diamond
Lake, but as he looks upon the ruins of
his home and the once-desperate char-
acters who have become true heroes in
their own right,he realizes that his role in
the developing saga has come to an end.
‘There is only one more thing he can do
to aid the PCs. He can show them the way
to his one-time mentor, the archmage
‘Manzorian. Allustan encourages the PCsto take what they know to Manzorian's
hhome to the north in the coastal village
of Magepoint. Surely the archmage can
help put an end tothe threat?
Allustan himself retreats into his stud-
ies, in search of further information,
and begins to strengthen his home with
wwardings and magical fortifications. A
great darkness is close at hand, and the
‘wizard fears what sto come. For the PCs,
this adventure marks a turning point. No
longer are they in the dark. No longerare
they forced to react to the machinations
of Kyuss’ dark plans. Soon, they shall
gaze upon the Spire of Long Shadows,
and the sinister origin of Kyuss himself
shall be laid at their feet.
APPENDIX I: NEW
MONSTERS
True Ghoul
‘Medium Undead
‘Hit Dice: 441243 (a9 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
‘Armor Class:19 (+3 Dex, +4 chain shirt +2
natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/+6
‘Attack Longsword +6 melee (id8+a/ig-20)
Full Attack: Longsword +6 melee
(ad8+4/19-20) and claw (1dge2. plus
paralysis) and bite 44 melee (ad642 plus
paralysis and ghoul fever)
Space/Reaek: 5 f/5 ft.
Special Attacks: Ghoul Fever, paralysis
Special Qualities: Darkvision 120 ft ife-
sense 60 ft, spectral transformation, +4
‘turn resistance, undead traits
Saves: Fort +1, Ref-rg, Will +6
Abilities: Str 19, Dex 16, Con — Int 10,
Wis 15, Cha 8
Skills: Balance +6, Climb #10; Hide 48,
Jump +6, Move Silently +8, Spot +9
Feats: Multiattack, Toughness
Environment: Underdark
Organization: Solitary, pair, troupe (2-5
plus 1-3 ghast servants), patrol (7-12
plus 1 noble), slaving expedition (13-24
plus 146 underpriests and 1 priest) or
legion 70-120 plus 246 underpriests,1d6
priests, and 1dio nobles)
Challenge Rating: 3
‘Treasure: Standard
Alignment: Always neutral evil
‘Advancement: By character class
Level Adjustment: —
Hisclothes are the genteel, rotted garments of
‘ageneration ago, and he speaks in the tones of
4 reasonable man. His skins sallow, almost
parchmentslie in tecture. Only his taloned
fingers, back split tongue, and erue! hooked
teeth betray his deep corruption.
‘True ghoul also called shadow ghouls or
‘greater ghouls) are much more human than
common ghouls and ghasts. They are as
‘well-spoken and cultured as they ae utterly
ruthless and evil True ghouls have pale
skin, sharp teeth, along black tongue and
sunken eyes. Unlike most undead, the true
‘ghouls are not the product of necromantic
‘tinkering or magic. Theyre evelved ghouls
‘who have managed to overcome their bes-
tial and feral natures, or at the very least,
Ihave learned to control them.
‘True ghouls speak Undercommon.
‘These creatures originally appeared
in Dracon #252, and were featured
in DunGFon #70's “Kingdom of the
Ghouls” adventure. DMs seeking more
information concerning true ghouls and
the White Kingdom they rule are encour-
aged to seek out these sources.
Combat
‘True ghouls are organized, canny fght-
cers who seek to gain surprise whenever
possible. Whenever possible, they send
slaves and minions (troglodytes, drow,
goblins, undead, or other slave races)
into battle firs, to throw their enemies
into disarray and weaken them. They
are capable of marching tirelessly, and
use this ability to surprise their enemies
both offensively and defensively.
Although a true ghoul’s bite and claws
are formidable natural attacks, they pre-
fer to wield weapons in combat, if only
to express their superior culture above
their base and feral kin, They prefer
longswords in combat. Nevertheless, a
true ghoul is quick to use its bite and off
hhand claw attacks to augment its sword:
play. They prefer light armor, but only
rarely use shields.
Ghoul Fever (Su): Disease—bite, For-
titude DC 26, incubation period 1 day,
ESTA ASAT
damage 1d4 Con and 144 Cha per day.
‘The save DC is Charisma-based.
An afflicted humanoid who dies of
ghoul fever rises as a ghoul at the next
midnight. A humanoid who becomes
a ghoul in this way retains none of the
abilities it possessed in life. It is not
under the control of any other ghouls,
but it hungers for the flesh of the living
and behaves like a normal ghoul in all
respects. A humanoid of 4 Hit Dice or
‘more rises as a ghast.
Paralysis (Ex): Those hit by a true
ghou!’s bite or clawattack must succeed
‘on a DC 26 Fortitude save or be para
lyzed for 1d6+1 rounds. The save DC is
Charisma-based.
Lifesense (Ex): True ghouls can sense
life energy within 60 feet well enough
to locate living creatures, even in magi-
cal darkness. When a true ghoul detects
life the exact location of the source is not
revealed—only its presence somewhere
within range. The true ghoul can take
‘a move action to note the direction of
the life. Whenever the true ghoul comes
within 5 feet of the souree, the true ghoul
pinpoints the creature's location. A true
‘Bhoul with the Tack feat can follow tracks
of living creatures with this ability, mak-
ing a Wisdom (or Survival) check to find
or follow a track and ignoring the effects
of surfice conditions and poor visibility.
‘The typical DC fora fresh trails 10. This
DC increases or decreases depending on
the number of creatures and the age of the
trail. For each hour that the trail is cold,
the DC increases by 4. The ability other-
‘wise follows the rules for the Track feat.
‘Spectral ‘Transformation (Ex): When
a true ghoul is slain its animating force
tears fice of its body, manifesting as a
glowing, green phantom of the ghoul
‘This spectral force is usually harmless
and fades away to nothingness over the
course of one round. Ifthe true ghoul in
question was anoble, this phantom mani-
fests instead as a free-willed spectre that
can immediately attack its enemies, The
spectre does not retain any class abilities
that the true ghoul may have had in life,
‘True ghoul spectres often retire to roles of
advisor to other true ghoul nobles—these
spectres are known as the Ghostly Court.
62 uNceON oceueeneosPriests and
Underpriests
‘The god of the true ghouls is unknown to
‘most outsiders Itis often called the Lord
‘ofRot and Shadow, or simply the Chanel
God. Many scholars believe the creature
isan Abyssal Lord, though others believe
it is some form of greater yugoloth. In
fact, this divine power is an ancient and
mysterious deity named Mordiggian.
‘True ghoul clerics of Mordiggian gain
access to the domains of Death, Evil, and
‘Knowledge. Ifyou use Libris Mortisin your
‘campaign, his clerics also gain access to
the Hunger and Undeath domains. Cler-
ics of ath-level or lower are called under-
priests. Those of sth-level or higher are
known as priests. True ghoul priests are
‘experts at constructing, commanding,
and destroying golems of all types, espe-
cially stone and bone. They have a love
for automatons of all kinds, and many
are experts at creating new types of con-
structs and necromantic servants.
Nobles
‘The deepest reaches of the Underdark
hide the mysterious White Kingdom,
a nation populated entirely by true
ghouls. The leaders of this kingdom
are nobles who have risen above even
their kin. If you use Libris Moris, many
true ghoul nobles possess the evolved
undead template. Moreto, the true ghoul
noble encountered in this adventure, isa
minor noble and does not have this tem=
plate. True ghoul nobles typically have
class levels as sorcerers, fighters, bards,
or rogues. They often wear mithril or
adamantine plate armor and wield the
‘most powerfll magic weapons they can
find, with a preference for greatswords,
greataxes, longswords, and halberds.
Ghoul noblesare often on good terms
with vampires, liches, yugoloths, and
creatures from the Plane of Shadow.
‘They display great talent in necromancy,
constructing undead war machines and
battering rams from animated corpses.
Oculus Demon
‘Medium Outsider (Chaotic, Extraplanar,
Evil)
Hit Dice: 15484120 (187 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 70 A. (good)
Armor Class: 28 (+9 Dex, +9 natural),
touch 19, flat-footed 19
Base Attack/Grapple: #15/+21
Attack: +1 unholy longsword +22 melee
(4d8+7/19-20) and 3 eycbolts +24 ranged
touch (248 plus special)
Full Attack: +1 unholy longsword
++22/s27/+12 (108+7f19-20) and caw 6
melee (1464) and 3 eyebolts +24 ranged
touch (248 plus special)
Space/Reach:5 fis ft.
Special Attacks: Eyebolts, paralyzing
gaze, spell-like abilities
Special Qualities: All-around vision,
damage reduction 10/cold iron and good,
darkvision 60 R., immune to electricity,
immune to fire, immune to poison, neg-
ative enengy afnity, resist acid 10, resist
cold 10, spell resistance 24
Saves: Fort +17, Ref +8, Will +9
Abilities: Str 23, Dex 28, Con 26, Int 10,
Wis 10, Cha 2
Skills: Concentration +26, Diplomacy
+3, Hide +27, Intimidate +19, Listen #38,
Move Silently +27, Search +26, Sense
Motive +18, Spot +26
Feats: Dodge, Improved Critical (long-
sword), Mobility, Point Blank Shot, Pre-
cise Shot, Shot on the Run
Environment: Infinite Layers ofthe Abyss
Organization: Solitary, pair, flock (3-8)
Challenge Rating: 13,
Treasure: Double standard plus +1
unholy lngsword
‘Alignment: Always chaotic evil
‘Advancement: 16-23 HD (Medium), 24-35
HD (Large), 36-45 HD (Huge)
Level Adjustment: —
The demon binked a hundred eyes a one, a
sign of assent. Tein eyes were nits head,
its neck, its shoulders and tiny ring ees in
itsfingrtips—and with each ep, the in eyes
on the sles of its fet squelched and popped
The oculus demon is a creature of
ancient days, long ago sworn to serve
the Demon Queen of Chaos before the
rise of the tanar'ti. Also ealled “thou-
sand-eye demons,” most were destroyed
during the Battle of Pesh and subsequent
forays against their strongholds and
settlements by the Wind Dukes of Aaqa.
Rumors of the source of their creation
Scaling the
Adventure
“AGatheringof Winds” is designed for
2 group of four sath-level characters,
bbutwitha litle workit can be adapted
for use by oth-soth level characters
or sath-asth level characters. Simply
adjust ll NPC character levels up of
down 35 appropriate by 3 number
‘equal to that which the average party
level of your group deviates from 1.
Increase or decrease the Search and
Disable Device DCs for altaps bythe
same amount. Dont forget to mod-
‘fy the amount of treasure found in
the adventure appropriately. Specific
changes to the adventure include:
sth-aoth-level. characters: Mike
ithane a standard adult black dragon.
Remove 1-2 belkers from area 2
Remove Smoughed from area 5. Make
the elder black pudding in area a35-
Hit Die Huge black pudding. Replace
the dread wraith in area x0 with 232-
Hit Die wraith, Remove 1 or 2 x0rns
from area. Remove one ofthe rele?
olems from areaag, one ofthe blood
amnites from area 6, and one ofthe
joe golems from area 17. Replace the
kolyarut inevitable in area x9 with 2
ast-level fighter zelekhut inevitable.
Reduce the wind warriors in area 20
by xor 2 Remove one or both of the
‘mohrgs from area 2. Remove one of
the greater air elementals from area
23. Replace the oculus deman in area
24 with a hezrou demon.
aath-agth-level characters: Advance
ithane’s it dice bya-2. Add 2-4belk-
fers to area. Give Antress Redpike in
area 51-2 fighter levels or give him a
second Huge fre elemental compan-
Jon. Advance the elder back pudding
imarea7by 4-8 HitDice.Addasecond
dread wrath to area 10. Replace the
six xoms in area 1 with four or Five
elder orns. Add a third relief golem
to area 13,2 third blood amniote to
‘area 26, and 3 third ie golem to area
1. Give the koyarut inevitable area
19 1-2 levels of fighter. Advance the
wind warriors in area 20 by 4 Hit Dice,
Replace the greater air elementals
in area 23 with elder ar elementals.
‘Advance the oculus demon in area 24
by 24 Hit Dice.
SN cen emceon 03Eh as
abound, with perhaps the most fantas-
tic claiming that the first oculus was the
byblow of a liaison between a gibbering
‘mouther demigoddess and an ancient
giant of a hundred eyes, perhaps with a
drop of beholder blood somehow added
into the mix.
Oculus demons stand at roughly
human height, though much broader
through the shoulders. Their posture
is hunched, and all such demons have
either two or four horns, depending on
their gender. In males, the two horns
are straight and long, in female demons
the four horns are round and the tips
often touch over their heads. Some ocu
Jus demons have eyestalksin addition to
hors. very few have.a sort of crown of
eyeballs all the way around their skull;
these demons are driven from the Abyss
to seck their fortunes elsewhere.
Oculus demons always have dozens
or (in extreme cases) hundreds of eyes.
In cases where they have relatively few,
they sometimes tattoo faces featuring
those eyes in the expected location,
Oculus demon skin is rubbery, with chi-
tinous plates covering their shoulders
and a helmet-like skull, In some such
demons, these plates can slide over their
‘most exposed eyes to protect them,
Oculus demons speak Abyssal.
Combat
Oculus demons prefer ranged combat,
using spell-like abilities and eyebolts to
strike at foes. They prolong this stage of
combat as long as possible, and for this
reason usually serve demonic armies a8
ranged support and scouts rather than
25 foot troops.
‘Once hand-to-hand combat begins,
they wield a cruel, curved longsword
in one hand. This longsword is almost
allways a 41 unholy longsword. Their of
hand claw and bite give them second-
aryattacks, and they ean continue to use
their eyebolts even in close range with-
out provoking attacks of opportunity.
Eyebolt (Su: As a free action that
doesn't provoke an attack of opportu-
nity,an oculus demon can project three
separate beams of pale gray negative
energy from any three of the eyes that
cover its body. Each ray has a range of
70 feet. On a successful ranged touch
attack, an. eyebolt inflicts 248 points
damage from negative energy. This
damage heals undead creatures in the
same way an inflict wounds spell does.
‘Acreature that takes damage fom an
eyebolt must make a DG 25 Fortitude
save to avoid the mind-numbing fear
and nausea the energy inflicts on liv-
ing souls. On a failed save, the victim's
body becomes wracked with pain and
fever—the creature becomes sickened
and takes a ~2 penalty on attack rolls,
weapon damage rolls, saving throws,
skill checks, and ability checks. These
effects persist for 1 hour, or until they
are removed by anything that removes a
fear effect.
‘Acteature thats already sickened byan
eyebolt becomes panicked for dq rounds
if'struck by another eyebolt and it fails to
‘make the DC 25 Fortitude save.
‘A creature that is already panicked by
an eyebolt is rendered unconscious if
struck by another eyebolt and it fails to
make the DC 25 Fortitude save. A DC 20
Heal check or any form of magic heal-
{ng restores consciousness to the victim;
otherwise, he remains unconscious for
dg hours.
‘These additional eyebolt effects are
‘mind-affecting necromantic fea effects.
Paralyzing Gaze (Su Paralysis for 1d
rounds, 30 feet, Fortitude DC 18 negates.
‘The save DC is Charisma-based.
Spell-Like Abilities (Sp): At will—
_greater arcane sight, blindness/deafness (DC
13), detect law, dispel magi, invisibility,
dimension door, protection from lin, tongues,
true seeing, vampiric touch. 3/day—dispel
law, chaos hammer (DC 35), mirror image.
Caster levels.
All-Around Vision (Ex): An oculus's
many eyes give it a +8 racial bonus on
Search and Spot checks, and they can't
be flanked.
APPENDIX Il: NEW
MAGIC
Ghoul-Light Lantern
‘These eldritch lanterns are used by
true ghouls to light their cities and
to augment their undead minds
Although they can see in the dark, they
find the necromantic green glow of
the ghoul-light comforting. A ghou!-
light lantern can be command to shed
its sickly green glow as a move action.
Once activated, the glow illuminates a
2o-foot radius and provides shadowy
illumination out to a 4o-foot radius.
Living flesh illuminated by ghoul-light
feels strangely cold and clammy, while
undead within the light feel more
‘energetic. Any living creature within
20 feet of a source of ghoul-light takes
4-1 penalty on Will saves and all Cha-
risma checks (including turn undead
checks and all Charisma-based skills).
Undead within 20 feet of a source of
ghoul-light gain a #1 profane bonus on
‘Will saves and Charisma checks.
Ghoul-light is treated as bright illu-
‘mination against creatures with light
sensitivity (such as drow),
Al creatures exposed to ghoul-light
begin to glow softly themselves with the
nasty green light, This glow does not
provide additional illumination, but it
does affect all creatures within 20 feet of
the source as if by faerie fir, thus redue-
ing the effectiveness of invisibility, dis-
‘placement, and similar effects.
Faint evocation; CL 3rd; Craft Won-
rows Item, creator must bea true ghoul;
Price ,o00 gp: Weight 2 Ib.
Lightning Sword
‘The lightning sword isa +2 shocking burst
mithral short sword. Used by the Wind
Duke Icosiol on the battlefield of Pesh,
the lightning sword is the companion
blade to the sword of Aaga. "The lightning
snvord’s pommel isa single huge star sap-
phire that glitters with electrical energy.
‘Three times per day by drawing the
lightning sword, the wielder can gain the
effects of a fly spell (caster level 9) This,
effect springs into being as part of the act
of drawing the sword.
If the wielder fights with the light-
hing sword and the sword of Aaga, he
may strike the two swords together as a
standard action to generate 30-foot line
of sonic energy. All creatures in this
area take 6d6 sonic damage (Reflex DC
38 half). This ability can be used three
times per day.
sce scr ses”Moderate transmutation; CL oth; Craft
‘Magic Arms and Armor, cal lightning or
lightning bolt, fy; Price 35,000 gp.
Ring of the Wind Dukes
‘This heavy platinum ringis set with four
large, pale blue sapphires and carved
with the crisp runes of Law. The ring
of the Wind Dukes bestows one megative
level on any chaotic creature that wears
it. The negative level remains as long as
the ring is worn and disappears when it
is not. This negative level never results
i actual level los, but it cannot be over-
come in any way (including restoration
spells) while the ring is worn.
Aslongasit is worn the wearer ignores
the effects of strong winds and gains
resistance to electricity 0. Once per day
he may use charm monster against any
creature with the Air subtype. Elemen-
tals suffer a4 penalty on saving throws
against this effect.
‘Once per day asa standard action, the
‘wearer ofthe ring can transform into a 6o-
foot-long line of lightning, All ereatures
inthis line suffer 1od6 points of electrical
damage (Reflex DC 14 halves). The wearer
retums to physical form at the opposite
end ofthe line of lightning,
Strong abjuration, enchantment, and
evocation; CL rath; Forge Ring, charm
‘monster, lightning bolt, resist eneray, Price
46,000 gp.
‘This great artifact of Law was forged eons
ago by the Wind Dukes for use in their
war against the Queen of Chaos It was
sundered into seven parts during
the batle of Pesh, and its frag-
ments scattered across the
multiverse, Overtime,
fragments of the
Rod of Seven
SUNT ons mmm es
have surfaced here and there, often in
times of great need. Unfortunately, the
Rod of Seven Parts remains unstable, and
once its purpose is served it fragments
anew, its components scattering, often
returning tothe site of Wind Duke tombs
or ruins (as isthe case of this fragment)
‘The fragment found in Ieosiols tomb
comes from the tip ofthe orginal od,‘The
fragment messures 15 inches long, and it
can be used to cast heal once per day.
‘Anonlawfil character who possesses
single segment of the Rod must make
DC 19 Will save each week to avoid
becoming lawful. lawful character who
hholds a segment of the Rod and thinks
of it as part ofa larger item can deter-
mine in what direction the next-larger
segment lies by making a successful DC
20 Concentration check. Unfortunately,
this segment is the largest fragment of
the rod, and so cannot be used to find
the others.
"The powers of the remaining frag-
‘ments (2s well as the resonating powers
possessed by the reconstructed rod) can
be found on page 154 of the Arms & Equip-
ment Guide.
CL acth; Weight x Ib
Seal of Law (Major
Artigaco,
Teosiol’s personal glyph
and seal is a disc of
crystal about a
Fragment of the
Rod oF Seven Parts
foot in diameter, carved from a single
large quartz crystal and polished to a
glossy finish. One is engraved with three
runes; a symbol representing Pesh, the
Last Battlefield, the circular sign of the
Wind Duke armies, and Ieosiol’s per-
sonal rune. These runes are in ancient
Vaati—translated, they mean “Pesh,”
“‘Aaga,’ and “Icosiol” The other side of
the seal depicts a wind duke holding the
Seal of Law up before a pair of massive
black doors while standing on a float-
ing disc of air about the same size as the
seal itself
‘Any non-clemental creature touching
the Seal without first speaking the three
‘runes carved into it summons creatures
from the Plane of Air to punish the
transgressos. The first time in a day this,
‘occurs, the Seal summons 1d4 djinn. The
second time, it summons 1d4 invisible
stalkers. The third time, it summon 144
{greater airclementals. Summoned mon-
sters persist for 2 minutes, during which
time they focus all their rage on the crea-
ture responsible for their summoning,
Attempts to handle the Seal after the
third summoning in a day are not met
with reprisal
‘The Seals primary function is to serve
as.a key of sorts to allow safe entrance
into Icosiol's Tomb. If taken far beyond
the boundaries of Icosiol’s Tomb, the
Seal becomes dormant and nonmagic
until itis returned to the tomb,
CL 20th; Weight $ Ib
‘Sword of Aaga
“The sword of Aaga is a-+2 axiomatic mithrl
Jong sword with a hilt set with six pale
sapphires the size of grapes. Used by the
Wind Duke Icosiol on the battlefield of
Pesh, the sword of Aaga is the compan-
fon blade to the lighining sword. When-
ever the wielder scores a critical hit on
a creature with the sword of Aaga (even
if that creature is normally immune to
damage from critical hits), the sword
creates a powerfl blast of windstorm.
force wind. The creature hit can make a
DC:8 Fortitude save to resist the effects
of the wind. Small or smaller creatures
(or flying Medium creatures) are blown
away by this blast of wind. Creatures on
the ground are knocked down and rollA GATHER!
dpa feet, taking 14 points of nonle-
thal damage per 10 feet. Flying creatures
are blown back 2d6xxo feet and take 246
points of nonlethal damage. Medium
creatures (or flying Large creatures) that
fail this save are knocked down. Huge or
land-bound Large) and larger creatures
suffer no noticeable effect from the blast
of wind.
If the wielder fights with the lightning
sword and the sword of Aaga, he may strike
the two swords together as a standard
action to generate 3o-foot ine of
sonic energy. All creatures in
this area take 646 sonic dam-
age (Reflex DC 18 half), This,
ability can be used three
times per day.
Moderate transmutation;
CL oth; Craft Magic Arms
and Armor, order's wrath,
control winds; Price 35,000
ap.
‘Wolfgang Baur isa game designer responsible
_for more than his share of ghouls, neeroman-
cers, genis, and assassins. His most recent
stand-alone project is the Book of Roguish
Lick for Malhavoc Press. This is his tenth
‘appearance in DUNGEON, a run that started
‘way back in issue tas
Sword of Aaqa and
Lightning Sword
Teessieue
IVE Lives
WONDERFUL! So WHERE
De You Sugeest T SPEND
THe NEXT 13 YEARS 7
Mt.zogon
eeTHE TWISTED RUN BY WIL UPCHURCH
THE
@By BY WIL UPCHURCH
@ BY ERIC DESCHAMPS AND DOUG WILLIAMS
@ BY ROBERT LAZZARETTI
FORGOTTEN REALMS ,, HIGH LEVEL (13-20) , URBAN AND WILDERNESS,
Seedy
eeey
erin re always
een a dangerous frontier. The
frozen woods and treacherous
ntains are h
Iycanthropes,and
Lady
northern nations ta
to orcs, trolls,
When the High
9f the Silver Marches brought the
ther, the Beastlord
Malar could no longer watch as his wil-
derness slowly became civilized. The god
called upon his most
the barbarian ant
thy fe
Malar, and
him with his divine essence, Anth-Malar
wasted no time in using his newfound
power to bring devastation and chaos to
all who defile the wilderness,
The Twisted Run
REALMS
a FoRGoTTEX
adventure designed for four
xyth-level characters. Although it is set
orthlands, this adventure is
easily adaptable to any wildemne
in Faertin's
region
dis scaleable for
This adventure is a sequel
near a populous ¢
not necessary to har
Blood” to enjoy "The Twisted Run,” DMs
looking to provide their pla
fuller experience may w
this back iss
vith a
ch to seek out
‘Adventure Background
Anth-Malar, the Chosen of Malar, has
labored long to gather the forces of the
Beastlord and prepare them for the
Furious Hunt, an all-out assault on the
Silver Marches. Utilizing a con
reated by the evil druid Kazok,
anth-Malar has discovered a way to
catalyze the transformation caused by a
lycanthro in seconds rather than
days. The resulting blacktooth lyean-
thropes are much more powerful than
afflicted cousins, but
anth-Malar has been unable to maintain
the virulent strain pa genera
could
produce hundreds of lycanthropes in a
matter ofhours, enough to overrun even
Silverymoon, Gem of the North.
nth-Malar’s primary lai is a s
to Malar called the Twisted Run, a maze
ofp
Silverymoon. It didn’t take him long to
discover the lement
Shanat, whose lower level lay remarkably
close to the Twisted Run. Anth-Malar
considered the dwarven
fect place to test his new strain
thropy. He placed sentzies above
around the complex, and th
through the foundation of th
Lycanthropy ravaged the dwarves before
they could mount a
even thinktto flee, and all anth- Malar had
to do was wait while those whe
immediately afflicted slowly transformed
on. Still, an attack on a large
ageways and caverns
warven se fDeg
\ecessfl defense or
ee
ninto his minions. But while anth-Malar
consolidates his power in Deg Shanat,
zade Iyeanthrope wizard named
Duallen has decided to get a head start
con the invasion,
(On the eve of anth-Malar's assault, the
goddess Selfine decides to intervene. She
sends visions to the High Lord of Sil-
verymoon, Taern Hornblade, indicating
that Malar is about to go on the offensive
throughout the North. Although he is
‘concerned, Taern cannot spare any of his
city’s defenders to seek out the Twisted
Run to find out what anth-Malar is plan-
ning, Spurred into action by the renegade
wizard, he turns to the adventurers
‘Adventure Synopsis
‘Theadventure begins in Silverymoon, as a
park in the Hunter's District is terrorized
by three powerful blacktooth dire were
wolverines, Following clues left by the
beasts and the guidance of Seliine, the PCs
‘rack anth-Malar ton old dwarven smithy
and waystation. Once there, they discover
shrine to the Beastlord populated by evil
ers who plot to sow chaos and
tion across the Silver Marches. In
stop a plague oflycanthropy from
sweeping Silverymoon, the PCs must put
anend toanth-Malar’s threat by destroying
him and the source of his power.
‘Adventure Fiooks
If your characters have adventured in
the Silver Marches for any part of their
career, they have likely
‘encountered the threat of lyeanthropes
and other followers of Malar before. Ide-
ally, they have played through the events
outlined in “Forest of Blood’
thus familiar with the blacktooth paste,
and possibly the greater threat of anth-
Malar. Assuming the PCs have madi
and are
name for themselves in the region or
in Silverymoon, Taern contacts them as
soon as Selfine sends him visions, Their
return to Silverymoon comesju
ck in the Hunter's
before
the werewolverinea
District
It is possible to run this adventure
‘without involving the characters in the
divine war bei e Silver
1g, waged over th
Marches. They might have another rea-
son to travel to the dwarven stronghold of
SSNS EA
Deg Shanat, and come to find it overrun
by lycanthropes from the Twisted Run.
You can use one of the following [ij Abnail iain
adventure hooks to involve the charac-
ters in anth-Malar’s plans,
» Duallen was not the only messenger
sent from Deg Shanat at the beginning
of anth-Malar’s attack. An old ally of
the PCs was in Deg Shanat (either as
a guest or permanent resident) at the
time of the attack and left to contact
1em in hopes that they could help the
beleaguered dwarves.
The characters are known enemies
of the People of the Black Blood and
other Malarite forces. After Duallen
tacks Silverymoon, High Moonmis-
tress Shalyssa Luria
from the Temple ofthe Silver Stars via
a sending, asking them to "Please come
to Silverymoon immediately. The
forces of Malar are poised to attack the
Cees
Deegan eae
mantle, LC
Re ns
ar contacts them ree
Silver Marches and your help could be
vital to our survival.
> The characters are passing through
the Moonlands or the Silverymoon
Pass and plan to make a stop at Deg
Shanat for supplies and information
about the toad ahead. Before they
get there they are attacked by three
unusual werewolverines (use “Attack
in the City” below), an
arrive they find the outpost overrun
by minions of Malar.
CHAPTER ONE: SAVING
‘SILVERYMOON
‘The characters first stop is Silverymoon,
whether they are just visiting between
once they
adventures or have been summoned as.
heroes of the land by Taern Hornblade,
Ifthe characters have not had a chance to
explore Silverymoon before, you might
want to allow them to take in the gran-
deur of the city before springing the first
encounter on them. Ifthey are veterans
of the Gem of the North, they might want
to visit old friends, make use of the city’s
wide array 0
and catch up with NPCs at their favorite
‘magical resources, or relax
inn, In any case, the matter of Taern’s
visions does not become urgent until
the attack, so feel free to let your players
relax and shop as much as they want,Attack inthe City (EL19)
As the attack on Deg Shanat got under-
way, several dwarves were dispatched to
Silverymoon with a plea for help. Unfor-
tunately, anth-Malar‘ssentries, including
a first-generation blacktooth dire wer
wolverine, got to them first. Th
werewol-
verine managed to bite a dwarven wizard
‘pamed Duallen Teirgar, who quickly suc-
cumbed to the curse and turned on his
‘guards. The newly formed lycanthropes
escaped into the nearby hills, where they
spent several days hunting, scavenging
for equipment, and getting used to their
new forms.
The dwarves have now fully suc
‘cumbed to the evil of the curse. While
most of the band has returned to Deg
Shanat to serve anth-Malar, Duallen and
two of his former guards decided to fele-
port just outside of Silverymoon, bearing
a devastating plague rather than a word
of warning.
This attack can take place anywhere and
atany time you choose, evens the charac-
tersare on their way to the High Palace to
seek an audience with Taern Homblade
The attack works best in a reasonably out
of the way location, since an attack in the
Market or an open park would quickly
‘all down the wrath of the Spellguard and
Knights in Silver. In fact ifthe battle goes
against the PCs or lasts for more than 10
rounds, several of the city’s defenders do
show up to help subdue the lycanthrapes
{and take any infected characters into
custody}. These Silveraen should all have
ward tokens and liberally call upon the
powers of Silverymoon's mythal. This is
good chance
the city to characters who might not have
experienced it before.
‘Creatures: These three werewolver-
like all of the lycanthropes in this
adventure, are dwarves, Their goal is to
infect as many people as possible with
blacktooth Iycanthropy, in hopes that the
plague quickly spreads throughout the
city, creating chaos and anarchy that they
can then exploit.
Duatten Teiacak (Dwarr Form) CR18
Male dwar blacktooth dire werewolveine
wizard 13,
Monster Manual 170
CE Medium humanoid (shapechanger)
Init +0; Senses darkvision 60 f, low-light
Vision, scent; Spot +10, Listen +10
Languages Common, Draconic, Dwarven,
Ehen, Giant
‘AC 25, touch 12, flat-footed 25
bhp 77 (92 with false if) (18 HD}
5; DR 10/admantine
Resist cold 30; SR 28
Fort +16 (+18 vs, poison), Ref +11, Will +17
fast healing
10 showease the magic of
Ranged mk light crossbow +10 (1d8/19-20)
Base Atk +9; Grp +9
Combat Gear potion of cure serious wounds
Wizard Spells Prepared (CL 13th, +17 to
‘overcome SR, +9 ranged touch)
th—forcecage
6th—globe of invulnerability, quickened
‘mirror image
sth—baeful polymorph (DC 23), cone
f cold (OC a), quickened ray of
enfeeblement,telepor™
h—Evards black tentacles, confusion (OC
20) ic storm, shout (DC 18), stoneskin®
1c
3d—dispe! magi, haste, lightning bol
16) (2), slow (DC a)
and—false life, lterdust (OC
8), Mel
acid arrow, resist energy, ee ivsibilty
web (0C38)
feather fall, mage armor(3)*, magic
missle, shield
o—daze (DC 16, det
sound
ready cast
Abilities Str 11, Dex 10, Con 13, Int 22, Wis,
10,Cha9
SQ.alternate form, dwarf tats ycanthropic
‘empathy, summon familia (rat)
Feats Alertness, Brew Potion, Craft
Wondrous Item, Great Fortitude, Greater
Spell Penetration, Improved Natural
Attack (ite), Improved Natural Attack
(claw), Iron Wil, Lightning Reflexes,
Quicken Spell Scribe Scroll, Spell
Penetration, Toughness, TrackSkits Climb 46, Concentration +22, Craft
{alcery) 617, Gather Information
+ Hide 02, Knowledge arcana 8
Knowledge (dungeoneering) #18,
Knowledge (isto) +16, Krowiedge
(oca +12, Listen +10, Move Silently 42,
Spell «22, Spot +10
Possessions combat gear, +1 quarters
1g of protection +2, amulet of natural
armor +1 ook of resistance +3, headband
afintelet +2, masterwork light crossbow
with 10 bolts, 1500 gp worth ofraby
dis, 500 gp worth of diamond dust
Spetbook as above plus 0a 1t—buring
hands, cham person, color say sep,
2nd—conmandundeod trek scorching
11y;31d—blnk fy, nondeteton,
Ath—dirension door, mensional anchor,
polymorph Sth—disise, summon
rmonter¥6t—anahyze dweome, rece
nde 7ih—tnited wish
Gare of Blackoth iyeanthropy Suk See
‘lacktooth Lycanthrop sidebar on page 7.
‘Alternate Form (Su} In hybrid form,
Dusllen cnet east any spells wth verbal
components, and his statistics change as
follows
CE Large humanoid (chapechanger)
nits
AC 3, touch 4, atfooted 28
hp 4964 with fale feat eaing
DDR aofsiver, magic and adamantine
Fort +2022 5 poson) Ra sg
Melo > claws (24866) and
bit + (24619 plus curse of blackooth
tyeathropy)
Space 0; Reach of
St 25, Dex, Con 23
Stills Climb +20, Concentration +26,
Move Slely +5
Alternate Form (Su): n dire wolerne form,
Duallen cannot cast spells with verbal,
‘or material components, and his
statistics change a8 follows:
CCE Large humanoid (shapechanger)
Init
AC 38, touch 32, fat footed 27
ip 249 (64 with fle ffs healing
'5DR 10fsiver, magi, and adamantine
Fort +7 (+29 vs. poison) Ref +12 Will 3g
Spd 40f,climb 10.
Melee 2 claws +14 (.d8+6) and
bite +9 (2d6+3 pls curse of blacktooth
Iyeanthropy)
% 0
NGEON
Space 10 fi; Reach 5
Greg
Special Atks ge
Abilities Str 23, Dex 16, Con 22
Skills Climb +20, Concentration +26,
Move Silently +5,
Possessions Duallen cannot use or carry
any of his possessions while in dire
wolverine form.
Rage (Ex: I Duallen takes damage while in
dire wolverine form he flies into berserk
‘age on his nest tur, clawing and biting
‘madly until either he or his opponent
is dead, Duallen cannot end his rage
voluntarily. While Duallen is raging, his
statistics change further as follows:
‘AC 26, touch 20, fat footed 25
bhp 385 200 with flee if fast healing 5:
DR 2o/siver, magic, and adamantine
Fort 419 (421 vs. poison)
Mele 2 claws +26 (14848) and
bite 6 (ad6eg plus curse of backtooth
Iyeanthropy)
Grp +2
Abilities Str 27, Dex 6, Con 25
Skills Climb +22, Move Silently 45,
BuackroorH RANGER (2}, HYBRID FORM.
cris
‘Male dwarf blacitooth dire werewolverine
ranger 10,
‘Monster Marual 170
CE Large humanoid (shapechanges)
Init +4; Senses darkvsion 60 R, low-light
Vision, scent; Spot +16, Listen +17
Languages Common, Owarven
E34, touch ated 30
bhp 179 (15 HD); Fast healing 5; DR 1Ojsiver
and magic
Resist cold 10; $R 25
Fort +18 (420 vs. polson) Ref +17 Will +10
(42 vs. spells evasion
Sao
Melee warhammer +21 (246+9)x3) or
warhammer tg/+24/+9 (2d6+9/x)) and
Medium +2 sivered dwarven waroxe
sag/e24 (adioeghg) and
bite 436 2dé+4 plus curse of blacktooth
Iyeanthropy) or
2 claws +2 ad8+s) and
bite +46 adé+4 plus curse of blacktooth
Iyeanthropy)
Ranged Medium +1 composite longbow
+15/+10/45 (1d8+4/x3)
‘Space 10 A; Reach 10 ft.
Base Ak +13: Grp +26
‘Atk Options favored enemy (humanoid [elf]
46, animal +4, aberration 42)
Combat Gear potion fbr, potion of bls
strength, potion of er serious wounds
Ranger Spells Prepared (CL Sth)
and—berkstn®
1st—longsrider, sist eneay*
already cast
12,¢has
SQ aterate form, dwar traits, eanthropic
‘empathy, swf tracer, wild empathy +11,
woodland stride
Feats Alertness, Diehard, Endurance,
Improved Natural Attack (ite), Improved
Natural Attack (aw) Improved Two-
‘apon Fighting Iron Wil Lightning
Rees, Toughness, Track, Two-Weapon
Defense, Two: Weapon Fighting, Weapon
Focus (dwarven ware)
Skills Climb +17, Handle Animal +12,
Knowledge nature) +12, Listen +17, Spot
416, Survival +14
Possessions combat gear, wathammer,
Medium +1 sbered dwarven warae,
Medium +1 compost longbow (3
Strength, rng of protection +2, boots of
the winterands, brooch of shielding (101
charges)
‘Carve of Blacktooth Lycanthropy (Sup See
Blacktooth Lycanthropy sidebar on page 75.
‘Mtermate Form (Su: In dwar form 3
blacktooth ranger’ statistics change 95
follows:
‘CE Medium humanoid (shapechanger)
ka
‘AC 27 touch 23, fat-footed 26
hp us; fst healing 5
Fort sg (36 vs. poison) Ref og
Spd 40,
Melee + svered duarven wore
‘ajns/s8 di0%s))
Ranged +1 compost longhow +a/+10+5
(dB)
Space 58. Reach sft
Grp-ns
‘Abilities Str 36, Dex 22, Con 36
Skils Climb +3
Aernate Form (Su: n dire wolverine form
the blacktooth ranger’ statistis change
as follows
‘AC 3, touch 13, flat-footed 27
Spd 50, cmb 0 f.
Melee 2 caws +21 (id8es) andCTW Xehacelouinmncer inl col ag
Cee ee
eee eat
een ee
Enea rE)
ee
Pony
thrope rece
eet
‘Armor Class: The base creature
cee el
ee ata)
Ce eee
Ce ee ee eee i
Cente
Eee eat
eee ene tte
Peon
pee els
Cee
mei
ar =
cee
perme enririeteeemiy
eos
first-ge
eas tee
eee aT
cumb to the disease suffer
tion one minute after failing the sav
Poe
ed
fooeamer rs
Space 10 ft. Reach s f.
Special tks rage
Possessions A bla
wiile in di
Rage (Ex: fa
damage while in dite wolverine f
awing and biting madly until either he
his opponent is dead. black
ranger cannot end his rage voluntarily.
While a blacktooth rangers raging his
statisties change further a follows:
AC 26, touch u, flat-footed 25,
hp 96; fast healings: DR
Fort +20 (422 vs poison)
Melee
bite +38 (645 plus curse of bla
sand magie
claws 423 (d8412) and
Seca ney
the base creatures natural
ere
eee
rch rte
Deny
we
ce
cot
eration
ee
anes
eee
See er eis
iver eel
opens
ore
eae
De
ee
ere
irmor bon
ir Wisdom
erate
n addition, whe
Peseres oa tie
pers Tertnt’
ae
care
Sei
ae Seer
ie Careers
el
re
coor
ar
ena
bite attack
itims who su eee
tandaed
Grp +28
Abilities Str 32, Dex 26, Con 28
‘Skills Climb +2
‘Wolverine animal companions (2} hp
28; Monster Manual 2
‘Tactics: Duallen begins combat in
runs out of spells or is dropped to fewer
than 30 hit points, he transforms into a
dire wolverine and attacks.
Duallen cast stoneskin, false life, resist
energy (cold), see invisibilis
armor upon himself, as
and mage
ll as mage
‘armor on each of his companions, before
beginning his assault on the city. Mean:
while, his companions have cast bark-
skin, resist energy (cold), and longstrider on
themselves. These effects remain ifthey
shift into other forms. On the first round
of combat, he casts quickened mirror
Sen es
Pee eee eee
ees
od
Skills: Same as no
ee
eee ee
nthrope gains the additional special
ee ee
Sa ce et
aes
phere isla baer
ove
coon
ae eens
rn ae
eee eee mae
ae)
ee
eee aian aes
Poa
eins eens
ee
Tee ens
s base ereature 45. In addition
image followed by globe of invulnerability
on himself: During the second round, he
casts foreecage on the group's healer, fol-
lowed by a quickened ray of
on their strongest fighter. He is count-
ing on the mythal’s ban on teleportation
magic to keep the healer in the forceag
for the duration of the fight. His guards
do their best to keep opponents off him,
while he pummels the opposition with
offensive spells.
Development: If the characters defeat
the dwarven werewolverines quickly,
a pair of Spellguard mages shows up
and takes the bodies to the High Palace
to be examined. If the charac
nfeeblement
8 pro
knowledge of
the blacktooth fungus, the Spellguard
assures them that they will be privy to
any findings and offers to escort them
to see the High Mage immediately
test or demonstrate am
75exer vigilant over the city below. Of the
High Palace’ four towers, the largest and
‘most ornate is the Moonshield, the cen-
tral tower that houses the city’s admin-
istrative halls
‘The characters enter the High Palace
through the Unicorn Gate in the western
wall, having been directed there by their
p letter of invitation or by the Spellguard
they met earlier in the day. The silver-
clad High Guard escorts them through
the gate and up the massive Silver Stair
F) that leads to the Hall of Greeting. Once
Jn the event that one or more of the
characters falls victim to the blacktooth
‘curse themselves, the Spellguard helps to
subdue them so they can be restrained
‘until a cure is found. The PCs' audience
with the High Mage is postponed, and
later that evening the afflicted charac-
ters are taken to the Temple of the Sil-
ver Stars, where High Moonmistress
Shalyssa Lurialar oversees Seliine’s direct
intervention in curing the afficted char-
acters. When the cured PCs awake in the
‘morning, Taern summons them to the
High Palace without delay.
Audience with the High Mage
‘The High Palace of Silverymoon is one
of the most awe-inspiring sights in
Faeriin. Even ifthe characters still ting
from the fight with Duallen, they should
havea hard time ignoring its beauty and
architectural genius. The grounds are
uniformly green and feature a variety of
trees and foliage from across the North,
all artfully trimmed and placed to pro-
Vide a peerless aesthetic experience. The
palace wall is encased in the pure white
marble that comprises the entire struc-
ture, and the merlons ofits battlements
areall carved to represent unicorn heads,
there, the palace steward greets them and
shows them into the Great Hall.
The two enormous, slver-lined doors open
into a cavernous chamber that feels bigger
than the structure in which it rests. Tow.
ering, sculpted columns rise from a floor
‘made of tightly fitted marble slabs. Designs
wrought in platinum and gold mark differ-
tent areas of the floor and lead you toward
two large thrones near the back of the room.
(One throne is empty, the recessed vantage
point of Lady Alustrel, former High Mage
of Siiverymoon and now leader of the Sil-
ver Marches. The other seat, the legendary
‘Moonthrone, holds the current High Mage
of Silverymoon, Taern Hornblade
“The wizened leader sits on the Moon-
throne apparently lost in thought, but
after several seconds he looks up and the
grim look on his face softens slightly.
71ave called you hereto share the wisdom
of Sele. Our Lady of Silver has shown me
a terrible future, one in which the blight of
the People ofthe Black Blood covers this ity
and all the lands of the North. As we speak,
the Beastlord gathers his forces and plans an
all-outassault onthe Siver Marches. A shrine
to Malar called the Twisted Run stretches for
rmiles underneath the surface of Faerin, and
it's there that 2 powerful Chosen named
anth-Malar marshals the Beastiord’s army.
| have seen alimitless horde of lyanthropes
pouring frth and overrunning Sierymoon's
defenders, and | am determined that this
Future shall not come to pass”
Tuern focuses intently on the air
behind and above the characters, makes
an arcane gesture, and speaks a whis-
pered word of power. The bodies of three
‘dwarves appear in the air, floating in a
stasis field.
“These were the Iyeanthropes you fought
earlier. The Spellguard tells me that in their
hybrid forms they were much larger than
normal werewolverines, and I think | may
have discovered why—blacktooth paste.”
Ifthe characters played through “For-
‘est of Blood,” then they know what the
Dlacktooth paste is. Otherwise a charac-
ter can make a DC 30 bardic knowledge
‘or Knowledge (history) check, or DC 25
Knowledge (local: Silver Marches) check
to have heard or read about Kazok’s
‘experiments in the North. If the party
does not have this knowledge, Taern
continues with the following descrip-
tion.
“If you look closely inside the mouths
of these dwarves, you will see that their
teeth are black and the flesh of their
gums is scaly and gray. Not long ago,
2 druid from the Frontier town of Ber-
Tingford nearly succumbed to a strange
paste made from a cave fungus. His
‘captor called the stuff ‘blacktooth paste;
and its effects left its victim feral, weak:
willed, and physiologically altered. |
had thought it an isolated incident, but
clearly it was not. | believe anth-Malar is
Using this paste to create 2 superior cace
of lycanthropes with which to overrun
the Silver Marches, and | would like you
to help us stop him.”
At this point Taerm gives the PCs time
to talk amongst themselves, ask him
‘questions, or examine the bodies of the
‘dwarves. He answers their questions in
detail and with the respect and candor
afforded characters as powerfilas the PCS.
Once the questioning and discussion are
‘complete, he summons the steward and
remands to his chambers.
The Silver Marches have many great
heroes—why did you call us? “You are
not the only group investigating these
visions, but the ‘many great heroes’ cant
be everywhere at once.”
Whereis the Twisted Run? “Just to the
north and east, running underneath theMoonlands. We have never been able to
penetrate its chambers, however. Magical
transport and scrying seems to be blocked,
and no physical entrances have ever been
found, Until now we had not considered it
a great threat, but it might hold the doom
of the Silver Marches in its tunnels”
Who are these dwarves? “They have
brands on their tongues identifying
them as defenders from the dwarven
outpost of Deg Shanat. It lies north of
Khelb and the Silverymoon Pass. If the
outpost has fallen, I fear the plague of
wwerebeasts may be close at hand”
‘What other aid can you give us?*The city
offers a 10,000 gp reward per member
cof your party. And, you shall have all the
supplies you need; talk to the steward
and he will see to it within the hour”
‘The steward provides the party with
any mundane supplies and equipment
they request, and can supply the charac
ters with up to,000 gp worth of potions
and scrolls for each party member. He
also gives them a map that shows the
route to Deg Shanat and the lands sur-
rounding it. Once their preparations are
made, the steward bids them farewell.
CHAPTER TWO: DEG SHANAT
‘This dwarven waystop was founded in
1287 px when 2 group of explorers from
Waterdeep came upon what they thought
was a ruined outpost ftom the lost civie
lization of Shanatar. The group, includ-
ing a dwarven loremaster named Tarnik
Beatsturm, found a well-hidden entrance
thatled toa series of caverns whose archi-
tecture resembled the craftsmanship
of the ancient kingdom. After digging
deeper into the complex, they discovered
another unusual feature—a swirling ring
cof magma that seemed to have alife ofits
own. The ring surrounded an island of
stone, upon which nothing was found.
‘The group immediately laid claim to
the place and began to explore it as an
archeological ste, but they were unable
to find anything worthwhile. Their
investigation of the traces of arcane and
planar magic they found led nowhere.
Eventually the group's sponsor sold the
find to a clan of displaced dwarves who
had been driven from their home by a
drow invasion. The dwarves kept the
name Deg Shanat out of convenience,
as well as in tribute to the displaced
civilization to which they felt connected
through their own plight.
In fact, the caverns were nevera Shan-
atar outpost, but a proving ground foran
azer mercenary company who was deter-
mined to carve out a small empire on
Faerdn, After repeated failures, the azers
buriedthe entrance totheirunderground
lairand retumed to the Elemental Plane
of Fire. One of these azers, a powerful
sorcerer named Fittz, has returned and
agreed to help anth-Malar in exchange
for a piece of the Silver Marches to call
his own,
‘A rough read leads north off the Sil-
verymoon Pass about 30 miles northeast
of Silverymoon. It ends at Deg Shanat,
and is the route Taern suggests. With a
suecessfil DC 25 Gather Information
check, the crossroads can be described
‘well enough to allow a character to tele-
pport there with greater teleport. Or a local
‘wizard who has been through the pass
could be hired for 1dgsqrioogp. Other-
‘wise the characters will have to reach Deg
Shanat by more conventional means.
‘Approaching Deg Shanat (EL 17)
Read or paraphrase the followingtext when
the characters approach the outpost.
‘Atall stone wall rises from the earth here.
‘Thidetarps spread gently down from a central
‘post, forming 2 barier between the sky and
the outpost beneath. Several chimneys rise
from the structure. A pair of south-facing iron
Upon entering the Twisted Run, char-
acters must succeed on a DC 15 Will
save or be shaken for as long as they
remain inside and for an hour after
leaving, The walls seem to close in
around ll those within the shrine, and
the haunting howls of some vicious
creature never seem too faraway. This
isa mind-affecting fear effect.
» All divine spells except those cast bya
dleric or druid of Malar are cast at -1
caster level This does not affect which
spellsa character has access to,just the
effectiveness of those he casts
> Conjuration (summoning) spells do
not work within the confines of the
shrine, and summoned creatures ean-
not enter it.
The characters’ trip through the
Twisted Run should be short but terrfj-
ing. Anth-Malar will not allow them to
infiltrate too far into his god's sbrine,
and will rush to meet them as soon as
they enter. After several twists and turns
through the tunnels, he meets them in a
Jagged cavern whose stalactites hang low
to the ground.
The tunnel widens into a flat cavern with
at least three other exits. The floor rises
and dips in places, making it difficult toSERA ESS
Ea
see the exact layout ofthe room, Stalactites
hang low throughout the room, sometimes
no more than six feet off the ground, 7
rhythmic drip of condensation is punctu-
ated only by the growls of some fearsome
beast from deeper within the tunnels.
Creatures: Anth-Malar prowls this
cavern, hidden behind one of the folds
in the floor. He leaps to attack as soon as
any character moves into range for him
to charge, or if'someone spots him. Itis
here thathe will stop this incursion into
the Beastlord’s holy shrine. His beast
companion lurks in the stalactites on
the ceiling, dropping on one of the PCs
as soon as anth-Malar strikes. It begins
combat in claw slayer form, and can take
a full attack action on the turn it drops
down.
anth-Malar: hp 252; see Appendix.
Beast oF Masan ciaw staren ron) CRIB
‘Monsters of Foeran 20
CE Medium magical beast (shapechange?)
Init +7; Senses low-light vision, darkvision
GR; Spot 15, Listen +15
E28, touch 13,fatfooted 75
hp 136 (13 HO) regeneration 6; DR S/magic
Immune fear
Fort +13 Ref +1 Will 6 (610 vs.
enchantment); evasion
Spd 20, clin 20°.
Melee bite +25 (246¢11/19-20) and
‘laws 422 (.d6rs9-20)
Base Atk +13; Grp +24
Atk Options Power Attack
Special At improved grab (bite)
15,cha 17
SQlink, share spells
Feats Alertness, Cleave, Combat Reflexes,
Flyby Attack, Improved Critica (bt)
improve Creal (ela), Improved
Initiative, Multittack, Track, Weapon
Finesse, Weapon Focus (oe)
Skills Cimb 422, Hide 6, ump 414, Listen
415, Move Silent 46, Spot +15, Survival
45, Swim #13
Regeneration (Exp Divine magic and good
aligned weapons deal lethal damage to a
beast of Malar
Shapeshifing (Su} As 3 full-round action, 2
beast of Malar can shif between any of te
three forms (claw slayer, hueting panther,
een
and bat), Each time the beast of Malar
uses this ability it regains 13 bit points
Note that his ability allows it to heal lethal
damage it could not normally regenerate
In hunting panther form, the beast of
Malas statistics change as follows:
Init saa
‘AC 26, touch 27, at footed 29
Ref sas
Spd 60f.
Melee 2 claws +20 (d4t3/19-20) and
bite +38 1d6s3/i9-20)
Grp 16
Special Atk improved grab (laws and
bite), pounce, rake ad¢41
Abilities Ste 37, Dex 2g
Skills: Balance +29, Climb 45, Hide +18,
(422 n heavy undergrowth), Move
Silently +28, Swim +5
‘Shapeshifting (Su: In bat form, the beast of
Malar’s statistics change a follows:
Init 20
AC 23, touch 13, flat-footed 19
Ref sng
Spd 20 R. ly 30. (clumsy)
Melee bite +20 (1d6+6)19-20)
Grp +17
Special Atks none
Abilities Str19, Dex 22
Skills: Clim +6, ump 46, Swim +6
‘Tactics: Anth-Malar and his compan
ion attack without mercy, while the cries
of combat and smell of blood attract
werewolverines and wereweasels
from around the shrine. There
is a 25% chance each round
of combat that either
ado blacktooth rang-
ers or 2dg+2 werewex
sels (50% chance of
either) appear out
of the tunnels
and join the fray
‘This continues
until there are
10 lycanthropes,
in the chamber,
anth-Malar is
defeated, or the
PCs retreat or die.
‘One of anth-
Malar's favorite
combat techniq)
in this chamber
is to grapple an
‘opponent and then thrust the oppo-
nent upward, impaling him on one of
the low-hanging stalactites, He does
this by making a successful grapple
check against a creature he is already
‘grappling, The maneuver causes 2dio+9
points of damage, and the character
must make a DG 15 Reflex save or be
impaled on the stone. Impaled erea-
tures automatically suffer adxo+9 points
of damage each round, and must make
DC 20 Strength or Escape Artist check
as a full-round action in order to pull
free. An impaled spelleaster must suc-
ceed on a Concentration check (DC 10+
damage suffered) in order to casta spell.
‘The Chosen relies on his foun stones to
protect him from spells, so he doesn't
particularly go after spelleasters over
other targets
Development: Once anth-Malar is
defeated, the oppression of the Twisted
Run lifts momentarily, then seems to
come back with renewed fury. All char-
acters must make an immediate DC 20
Will save or be shaken until they leave
the shrine. Some characters might want
tofurther explore the shrine and destroy
‘Anth-Malarthe evil within, in which case you can
have them fight as many wereweasels
and blacktooth rangers as you like. Most
of the beasts will attempt to flee into
the lands above, perhaps leaving behind
clues for further adventures
CONCLUDING THE ADVENTURE
If anth-Malar is destroyed, the charac
ters can report back to Taern about what
they have found. The plague of lycan-
thropes has atleast been staved off by the
defeat of their leader and the cessation
of the blacktooth Iyeanthrope creation.
Ofcourse, even a single blacktooth beast
could cause an epidemic whereverit goes.
‘The characters will be celebrated with a
feast at the High Palace and given their
promised rewards. Some of Silverymoon's
‘ost prominent alles will be present at
the feast, possibly including Lady Alus-
triel and her sisters, which raises the
reputation and esteem of the PCs as well
as gives them a chance to court powerfull
allies and friends. The city of Slverymoon
willnot take part in the festivities, though,
as it has seen worse than this before; the
Silveraen prefer not to be bothered with
the grandstanding of heroes, even if they
saved the city itselE
Should the characters fail to destroy
anth-Malar, he quickly brings his
plan to fruition, unleashing a horde
of blacktooth Iycanthropes against
the Silver Marches. He likely attacks
a smaller city, such as Khelb, before
attacking Silverymoon, Sundabar, and
Everlund, The consequences of this,
assault could make good fodder for a
follow-up campaign.
IfGyneweir escaped with the secret of
the blacktooth fiangus intact, itis likely
that Taern willtask the PCs with finding
her and ending the blacktooth threat
forever. This can be used to launch
further adventures, as well as give the
characters a chance to gallivant across
the planes (since Gyneweir will prob-
ably cool her heels in Hades for a bit
after her defeat).
APPENDIX: CHOSEN OF MALAR
Like the goddess of magic, Mystra, Malar
sometimes endows his most powerful fol-
lowers with abit of divine essence so that
they may better serve him in the world,
Unlike Mystra, however, Malar chooses
only his most devout and powerful fol-
lower at any given time for this honor.
‘The current Chosen of Malar is
anth-Malar, a barbaric cult leader in
the Silver Marches who has assembled
an army of lycanthropes in a bid to
destabilize the region.
Sample Chosen of Malar
‘This example uses a human barbarian 35
as the base creature.
anth-Malar
Medium Humanoid
Hit Dice: 154i24135 252 hp)
Initiative: +2
Speed: 408.
AC: 26 (+3 Dex, +4 natural, +7 skin of
‘Malar, +2 ring of protection), touch a, flat-
footed 23
Base Attack/Grapple: 35/423
Attack: Claw of Malar +26 melee
(a48+n1/19-20 plus wounding)
Fall Attack: 2 claws of Malar +26 melee
(2d8#11/19-20 plus wounding)
‘Space/Reach: 5 ft/s ft.
Special Attacks: Claws of Malar, greater
rage a/day
Special Qualities: Beast companion,
damage reduction 5/—, fast healing
10, fast movement, illiteracy, improved
uncanny dodge, immunities, indomits-
ble will, lord of beasts, resistance to acid
5, cold 5, electricity 5, fire 5, and sonic 5,
trap sense +5
Saves: Fort 18, Ref +8, Will 4g
Abilities: Str 23, Dex 17, Con 28, Int 32,
Wis 15, Cha xy
Skills: Climb +18, Handle Animal +9,
Intimidate 418, Jump a8, Listen +14,Ride
+o, Spot +7, Survival 4, Swim +35
Feats: Dodge, Improved Grapple,
Improved Unarmed Strike, Iron Will,
Leadership, Mobility, Power Attack.
Environment: Any
Organization: Solitary
Challenge Rating: 19
‘Treasure: Standard
Alignment: Chaotic evil
‘Advancement: By character class
Level Adjustment: +8
A monstrous besial warrior leaps ou of the
darkness. His body is covered in wild ur, and
bod drips fom: his cruel hooked claws
Combat
Claws of Malar (Su; Anth-Malar has
two claw attacks as a primary attack,
‘These attacks deal damage as if he had
the Improved Critical and Improved
Natural Attack feats for each attack. They
each have a +5 enhancement bonus on
attack and damage rolls, and deal vicious
wounds asifeach had the wounding spe-
cial quality. These claws are considered
to be magic, chaotic-aligned, and evil
aligned for the purpose of overcoming
damage reduction,
Immunities (Ex): Anth-Malar is
immune to aging effects and does not
age. Bonuses still accrue, and anth-Malar
still dies of old age when his time is up.
‘Anth-Malar is also immune to discase,
disintegration, and poison. He has no
need to sleep (although he must rest nor-
‘mally in order to prepare spells)
Lord of Beasts Ex) Anth-Malar gets a
‘Ho bonus om all Charisma-related skill
checks when dealing with lycanthropes.
‘Rage (Ex When antheMalar rages, his
statistics change as follows: hp 297; AC 24,
touch 1, flat-footed a; Grp 4g Atk claw of
‘Malar +29 melee(xd814/i9-20 plus wound
{ng} Full Atk 2 claws of Malar 429 meleeAUER
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(ad8t14/10-20 plus wounding} SV Fort +21,
‘Will +12 (116 versus enchantment} Str 29,
(Gon 34 Clim +21, Jump +21, Swim +97.
Possessions: Skin of Malar, amulet of natu
ral armor +4 ring of protection +2, pate lav-
ender elipsoid, clear spindle, and iridescent
spindle ioun stones, minor cloak of displace
rent, boots of speed, gloves of Dexterity +2
Creating a Chosen of Malar
"Chosen of Malar” is an acquired template
that can be applied to any giant, human-
oid or monstrous humanoid (ceferred to
hereafter as the base creature). Chosen
of Malar uses the base creature's st
tics and special abilities except as noted
here. A Chosen of Malar only retains this
power at the will of Malar; should the
Beastlord decide to remove Chosen sta-
tus from the base creature, itreverts to its
THE PORTENT.
ee
original abilities. Normally there is only
‘one Chosen of Malar at atime.
Size and Type: The creature's size and
type remain unchanged.
‘Armor Class: Same as the base creature.
Attacks: The Chosen of Malar gains
two claw attacks as a primary natural
attack ifit did not already have them. It
retains the ability to use weapons.
Damage: The Chosen of Malar has
clawattacks. Ifthe base creature does not
havea claw attack, use the damage value
on the table below.
Size Bite Damage
Fine
Diminutive 1d2
Tay 183
‘Small 14
Medium a6
Large 18
Huge: 246
Gargantuan 36
Colossal 446
Special Attacks: The Chosen of Malar
retains the base creature's special attacks,
and gains the following special attack:
Claws of Malar (Su}: The Chosen of
Malar’ claw attacks are enhanced by the
power of Malar. They deal damage as if
the base creature had the Improved Critie
caland Improved Natural Attack feats for
each attack. Each claw has a +5 enhance-
‘ment bonus on attack and damage rolls,
and deals vicious wounds as if each had
the wounding special quality, These claws
are considered to be magic, chaotic.
aligned, and evil-aligned for the purpose
of overcoming damage reduction.
Special Qualities: A Chosen of Malar
retains all special qualities of the base
creature and also gains the following:
Beast Companion (Ex): Malar sends a
beast of Malar to his Chosen as a com-
panion.‘The beast of Malar acts in all ways
like druid’s animal companion, includ-
ing gaining additional HD and abilities
as ifthe Chosen was a druid 9 levels lower
than his class level (minimum 1).
Fast Healing (Ex: The Chosen is
expected to engage in vicious hand-to-
hhand combat with enemies of Malar. The
Beastlord grants him the ability to heal
damage suffered in such pursuits. The
Chosen gains fast healing 1.
Lord ofBeasts‘The Chosen of Malar gets
a-n10 bonus on all Charisma-related skill
checks when dealing with lycanthropes.
Immunities (Ex The Chosen of Malar is
immune to aging effects and does not age.
Bonuses still accrue, and the Chosen still
dies of old age when his time is up. The
‘Chosen of Malar isalso immune to disease,