Plague of Dreams
Plague of Dreams
Plague of Dreams
This task must be undertaken with the gravest care and secrecy .
A Fantasy Roleplaying Adventure for Monte Cooks Arcana Evolved
Requires the use of Monte Cooks Arcana Evolved, published by Malhavoc Press, and the use of the Dungeons
& Dragons Third Edition Core Books, published by Wizards of the Coast, Inc.
Credits
Authors: Monte Cook, James Bell, and Todd Secord
Additional Design: Scott Holden and Sren Keis Thustrup
AE Conversion: Sren Keis Thustrup
Developers: James Bell & Todd Secord
Editor: Mike Johnstone
Graphic Design & Layout: Philip J. Reed
Cover Artist: Kieran Yanner
Interior Artists: Leanne Buckley, Brian LeBlanc,
Claudio Pozas, Todd Secord, and Kieran Yanner
Cartography: Ed Bourelle and Mike Johnstone
Production: Jason Kempton
This material is protected under the copyright laws of the United States of America and Canada. Any reproduction, retransmission, or unauthorized use of
the artwork or non-Open Game Content herein is prohibited without the express written permission from Fiery Dragon Productions, Inc., except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her
own personal use only. The Region Map on page 8 is copyright 2003 Mystic Eye Games. All rights reserved
This book is produced under special license from Malhavoc Press. The Monte Cooks Arcana Evolved logo and Arcana Evolved Product Identity are used
with permission. All rights reserved. Fiery Dragon Productions, Inc., has no rights to make open any Product Identity owned by Malhavoc Press and Monte
J. Cook. Malhavoc is a registered trademark owned by Monte J. Cook. All rights reserved.
Unearthed Arcana is a trademark of Wizards of the Coast, a subsidiary of Hasbro Inc. Arcana Evolved is used with permission, and all rights are reserved.
Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission.
FDP 4008: Plague of Dreams
ISBN: 1-894693-19-1
INTRODUCTION...................................................3
Preparation ..........................................................................3
Adventure Background ......................................................4
Adventure Synopsis............................................................5
Adapting Plague of Dreams to Your Own Campaign .....5
Setting the Stage .................................................................6
Synopsis ............................................................................45
Starting the Adventure......................................................45
Pointing the Way ..............................................................45
Traveling to the Lake of Lost Voices ..............................46
Synopsis ............................................................................49
Starting the Adventure......................................................49
Attacking the Bandits.......................................................49
Synopsis ............................................................................27
Starting the Adventure......................................................27
Approaching the Battlehome...........................................27
The Battlehome Fortress..................................................30
Entering the Battlehome ..................................................30
Exploring the Battlehome ................................................31
The Curse of the Vultrek..................................................35
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So deep and varied is the history of these lands that its true memory can only be found in dreams.
Nirnura, Akashic Master
The Malus Morphaera, known by some as the
Sphere of Nightmares, is an unusual and rarely discussed artifact of great destructive potential. Several
different forces are searching for this elusive treasure.
Some seek to exploit its untapped knowledge, some
to unleash its cataclysmic properties, and at least one
hopes to use its abilities to gain wealth and prestige.
A simple caravan robbery has set off a chain of
events that will pit several factions against one
another, all fighting to secure this single prize.
Will the heroes act as unwitting pawns in this
contest of wills, or will they succeed despite the
odds and prevent the plague of dreams?
Plague of Dreams is a fantasy roleplaying
adventure for use with the d20 System and
requires Monte Cooks Arcana Evolved, published by Malhavoc Press. This introductory
adventure is designed for a party of four 1stlevel player characters (PCs), but it can easily
be modified to present a challenge to larger
groups or more powerful characters. On average, four 1st-level PCs that complete this
adventure will gain enough experience to reach
3rd-level.
While Plague of Dreams is an introductory
adventure, it should not be mistaken for a simple adventure or an adventure only for novice
players. Plague of Dreams serves as an introduction to the rules of Monte Cooks Arcana
Evolved, as well as to the expanded setting of
The Diamond Throne, and contains various
roleplaying opportunities and challenging combat situations. We should also note that The
Diamond Throne setting book is not needed to
run this adventure successfully. Furthermore,
the players need not use Arcana Evolved to create their characters; any d20-based fantasy roleplaying game can be used in conjunction with
this adventure. The Game Master (GM) should,
however, be familiar with Arcana Evolved in order
to use the NPCs to their fullest.
Preparation
Before running this adventure, the GM should read it
through carefully to gain a familiarity with its layout
and various features. The adventure is divided into
chapters to make the information easier to digest. After
the Introduction, the first chapter covers the town of
Gahanis, which contains several charts and lists to aid
improvisational roleplaying and allows the PCs to
explore the town in a free-form fashion. The following
chapters detail the adventure itself. The final section is
Appendix I: Monsters and NPCs, which contains the
stat blocks and write-ups for the various creatures and
NPCs encountered in the adventure. Photocopying
Appendix I for easy reference during play may be wise,
and keeping copies of the maps on hand is also advisable.
In addition, the GM should be familiar with the new
races, classes, spells, and abilities presented in Monte
Cooks Arcana Evolved. If you are using a tabletop map
and counters, such as those found in Fiery Dragons
Counter Collection IV: World of the Diamond Throne,
you should prepare the counters you will need for this
adventure ahead of time. Suggestions for creating new
characters and developing backgrounds are included in
Setting the Stage, below.
Adventure
Background
Though the history of the Malus Morphaera itself is
long and violent, the particular events currently
unfolding in Gahanis are the result of more recent
activity. The Jaren, a secretive and mysterious trade
guild, have long sought the Malus Morphaera, the
Sphere of Nightmares. After the artifact was revealed
to them in a dream-vision, the Jaren first enlisted the
aid of a verrik akashic named Nefenr, who had become
indebted to them in order to fund his artistic works.
When Nefenr could not find the information they
sought, the Jaren began quietly using their network of
trade alliances and clients to locate information and
resources that might shed light on the mysterious artifact. One distant ally, Xibalba from Zalavat, found a
centuries-old mojh-written tome, the Inmagus
Libellum, which was thought to contain a brief mention
of the orb. The Jaren hoped that this text would represent the first step in the artifacts discovery and
arranged to have the tome delivered to them with their
next trade shipment.
Just days before the book was to arrive, however, the
caravan was attacked by bandits, and the Inmagus
Libellum, along with other valuable treasure, was
taken. Even as the Jaren felt the loss, a surviving caravan guard claimed to recognize two of the bandit
attackers. Merril Yannis and Den Rudiger, residents of
Gahanis, were implicated in the robbery and a bounty
was offered for their capture. While the Jaren are very
public in their support to capture the bandits, since the
safety of the trade routes are key to their economic
longevity, they are quietly seeking mercenaries and
bounty hunters to pursue their more covert goal of
recovering the Inmagus Libellum and, hopefully, the
ancient orb.
Adventure Synopsis
The adventure starts in the town of Gahanis. The
heroes will be contacted by the Jaren, a mysterious
trade organization, who hope to employ the PCs aid in
recovering an important tome taken in a recent caravan
robbery. Two of the bandits have been identified, and
the Jaren notify the heroes of their location the longabandoned Battlehome keep that lies several miles
southwest of the town.
Entering the dilapidated Battlehome, the heroes will
discover the entrance to the old slave tunnels, used to
hide from the dramojh when they ruled the world.
Exploring the tunnels will lead to encounters with a
local goblin tribe, as well as some new and unusual
creatures. Eventually, the bandits hideout will be discovered, and the heroes will have an opportunity to
confront and possibly capture them.
Gleaning information from the two bandits will
uncover the existence of a larger bandit network and the
location of its lair far to the northwest at the Lake of
Lost Voices. The heroes will then be asked to take a 2day overland journey to investigate and defeat the bandits in their lair. Along the way, the heroes will face several challenges and develop new allies and foes.
Finding the bandits lair hidden in a fallen temple
near the Lake of Lost Voices, the PCs will unravel the
true prize sought by the Jaren: the Sphere of
Nightmares, a powerful and potentially deadly artifact.
The heroes will then be confronted not only by the bandit leader and his men, but by the mysterious Blue
Knight, a champion of death.
Success will ensure the safety of Gahanis and the
security of local trade routes, while failure could lead to
further looting, bandit retaliation, and, possibly, the
plague of dreams.
Story Hooks
The main challenge of developing new characters
and uniting them in play to form an adventuring party
is finding a common theme or motivation. The GM
and individual players can develop character-related
motivations, possibly including these driving forces
directly in a characters background.
Following the adventure as written, the PCs will
be quietly approached by the Jaren and hired to
track the two bandit spies and recover the stolen
tome. Alternate hooks include:
Caravan Survivor: The character is one of the
few caravan guards or passengers who survived
the bandit attack. Arriving in town, the character
learns of the identity of two of the attackers and
seeks revenge.
The entire party of PCs may be survivors of this
attack, not knowing each other beforehand, but
banding together for survival and retribution.
Perhaps playing out a brief skirmish with a few
bandits before beginning in Gahanis could familiarize the players with their characters and draw
them into the story.
Revenge: Rather than surviving the bandit
raid, the PCs are actually related to someone
slain in the attack. Learning the identity and possible location of two of the bandits, the PCs have
found their chance for revenge.
Bounty Hunters: Gold talks, and the reward
for the two bandit spies has been heard loud and
clear. The PCs have come to Gahanis to capture
the bandits and collect the prize. They could be
thrown together by town officials, suggesting
they pool their resources to overcome a formidable foe.
Civic Duty: The characters are members of
the Gahanis town guard, and this assignment has
come up during their shift. This strategy affords
an easy way to unite a varied party: the PCs
superiors who are consumed with preparing
for an upcoming ceremony and with patrolling
the trade routes have ordered them to work
together and investigate the possibility that the
two known bandits are hiding in the Battlehome.
Sibeccai youth all volunteer for a season of
guard duty as a rite of passage that honors both
their community and Mynorath the Peacekeeper,
the guard captain. Young giants sometimes join
the town guard as an extension of the Si-Karan,
their protective nature driving them to help. Some
humans join out of civic duty; others hope to find
an opportunity to wield authority over others.
Life in Gahanis
The geographic situation in Gahanis has made it
ideal for some activities such as iron mining, the
main economic drive in the area, and less than
ideal for other matters such as crop growing. The
soil in Gahanis is rocky and rough, and, while the
ranchers who dwell to the east and southeast of the
city do not have trouble providing grazing pastures
for their herds, the area has never been able to support the wide-spread cultivation of grain or other
necessary crops. Fortunately, the iron and ore mines
have given Gahanis more than enough material to
trade for the items they lack. The trade route, which
once passed several days to the east of Gahanis, now
diverts into this ore-rich town.
The secondary, and no less famous, exported product from Gahanis is beef. While the soil may not
support grain or related food crops, it does produce enough pasture to maintain more than 1,000
dairy and meat animals, primarily
cows and pigs. When not
herding them north or south, travelers often enjoy a traditional Gahanis Steak, seasoned with special mountain flowers and spices. Meat and dairy are the main
staples of dining in the town, augmented by hardy
local-grown vegetables and various fruits. Exotic produce and grain-based foods, such as breads and pastas,
are rare but still enjoyed by the hard-working populace.
Gahanis is a town full of hustle-and-bustle, with a
seemingly endless array of traffic both local and visiting.
Due to the frequent trade caravans, the population of
Gahanis can often double in a single week during the
busy summer months. Fine inns often serve as a second
home to wealthy merchants and visiting Guild Masters,
while the lesser inns, taverns, barracks, and hostels hold
the caravan guards and hirelings who stay within city limits. Beyond the city, along the trade routes heading north
and south, are frequently used campgrounds and small
way stations where less urban (or less wealthy) travelers
stay.
Surrounding the town, past the campsites, are the local
ranchers who call Gahanis home. Some have small fields
of vegetables, though these fields are usually nothing
more than glorified gardens, but as noted above, the land
is mostly used as grazing pastures for livestock. There are
twelve main cattle ranches outside of Gahanis, each with
Although the peoples of Gahanis celebrate the normal festivals that are respected by the various races,
they have also developed a few local customs. One
such day is the Bounty Day, possibly an outgrowth
of the giants Landwarding festival and a general
thanksgiving ceremony. Bounty Day has been set
by tradition and finds all of the inhabitants of
Gahanis even the verrik co-operating to celebrate and ensure their continued prosperity.
During the festival, various tools of the local
industries are blessed and empowered in song
and ceremony. It is said that animals branded
with irons blessed during Bounty Day are
immune to disease, while shovels and pick axes
so honored are guaranteed to strike iron, gold, or
other precious metals. In a diverse community
such as Gahanis, Bounty Day is one day for all
to put aside their differences and enjoy the spirit of a vibrant town.
Keeping order during the rest of the year is
Mynorath the Peacekeeper, the sibeccai sheriff
and Captain of the town guard. There are 50
full-time guards in Gahanis, double the usual
number for a similar sized town, but understandable in a town where frequent caravans
bring strangers in on a regular basis. In addition, there are 100 semi-trained citizens who
can quickly form into a stand-by militia. The
town guard patrols in pairs, each pair patrolling
a regular location during the day and night.
Location patrols are redistributed every week,
as directed by Ne-Chardath, both to promote
racial awareness and harmony and to dissuade
bias and corruption. Sibeccai youth often spend
some time as town guards, viewing the service
as a sign of respect for the community and to
Mynorath in particular. While they still may
share the normal racial and cultural biases of
their people, the sibeccai respect the Steward
and their Captain and have a strong commitment to order and law.
The town council, governed by Neril Sann,
the human Speaker, has a fairly relaxed but codified attitude to law and order within the town.
Rules and regulations exist and are expected to
be followed. Truthfully, most residents are fairly
well behaved and live in an orderly fashion,
though there is some racial tension below the
calm surface. Common infractions are usually
punished with fines or time spent in the towns
jail, while greater incidents are dealt with very
thoroughly by the Captain and his guards.
Mynoraths tolerance and patience are as respected as his wrath is feared. One encounter with the
Guard Captains anger is often enough to put an
end to further activity.
Organizations in Gahanis
Town Council
The town council is made up of 21 members, including its overseer, Neril Sann. Ne-Chardath does not
actually sit on the council, but as Steward he retains
final approval over all decisions and actions the council
undertakes. The other members of the council are elected semi-regularly and are representative of the population at large. There are 10 humans (including the
Speaker), 3 sibeccai, 3 faen, 2 verrik, 2 giants, and 1
litorian. While a handful of mojh live in the town, none
have taken part in the council.
Mining Guild
Controlled by the sibeccai, the Mining Guild is one
of the main power centers in Gahanis. All workers
(packers, miners, and other related occupations)
involved in activity at either of main iron mines or at
any of the precious metal mines must report in to the
Mining Guild. The Guild controls all wages and work
conditions and therefore is involved in the lives of nearly a third of the towns residents. Taking its fair share of
the income generated, the Mining Guild has become
very wealthy and diversified, owning stakes in several
caravan operations, merchant houses, as well as having
an interest in the foundry itself. Though it professes to
remain impartial, the Mining Guild has occasionally
aligned with one of the Trade Guilds, if only to gain a
temporary concession.
10
pose,
the
various Masters of each branch are very competitive
with one another. The Trade Guild Master in Gahanis
is Ibrian Mossel, and he works night and day to post
greater earnings than his rival in nearby Lothis,
Follaren Mithellin. Ibrian does well, though he constantly complains of his rivals unfair advantage of
not having to worry about the law. Lothis has no
Steward, and the Trade Council there is able to perform dealings that are sometimes a little shady in
nature.
Ibrians operation is not all above board, however, as he does keep his fingers involved in
Gahaniss underground economy. He is careful,
though, to maintain the appearance of innocence in
these dealings and will never compromise the
safety, security, and reputation of his guild. He
presents himself as extremely honest and forthright, to avoid any suspicion of his less reputable
activities, as well as to provide cover for lesswatched Trade Council operations in other towns
and cities.
The Jaren
Across the lands of the Diamond Throne, the
Jaren have become firmly established as the most
successful mercantile organization, as well as the
most mysterious. The Jaren seemed to arrive
shortly after the disappearance of the dramojh,
their true identities hidden under long purple
robes and burnished bronze masks. No one has
ever seen their faces or bodies and those who
have were later slain in bandit raids or grievously harmed in accidents or have simply vanished.
The Jaren Guild of Gahanis is most unusual, an
anomaly within a riddle. For years, the Jaren were
content to remain based in the larger cities, avoiding the smaller trade towns such as Gahanis and
Lothis. Slightly more than seven years have
passed since the Jaren came to Gahanis or
rather, since Gahanis came to them.
Five outcasts socially awkward and misunderstood among their own kind found each other
and immediately formed a strong bond. Victims of
a rare genetic quirk, they are all albino verrik.
Rather than having the wine-colored skin and light
hair of their folk, they have pinkish skin and dark
hair, like some humans. While they may appear
human, they are truly verrik in spirit and mind, odd
and consumed and finding themselves apart from
society. Not accepted in their distant homes due to
their freakish appearance, they each left their families and communities and settled in Gahanis. Taking
human names and lives, they gained some minor
acceptance from the citizens, though they were not
very social and never truly fit in with any group. Until
one night, when they each shared a vision .
The five outcast verrik, each unknowingly living
parallel lives as humans, found each other in the first
Roleplaying in Gahanis
When describing Gahanis to your players, here are
some elements to remember when roleplaying in the
bustling town. With regular trade caravans, a diverse
and varied population, dynamic artists and performers,
and a thriving mercantile culture, Gahanis is always
alive with more activity than one would expect from a
town of its size. There are always pedestrians walking
the streets, travelling to a specific destination or simply
browsing the storefronts.
In addition to the 3,500 residents noted in the town
stat block, there are more than 800 children and adolescents who reside with their families in town. Kicking
leather balls, staging mock sword fights, or simply
practicing their skill with the sling, the young people of
Gahanis play joyfully in all areas of town.
Remember that the town exists outside of the PCs
experience and that the citizens of Gahanis do not sit at
fixed locations, waiting for the characters to arrive. Be
sure to make them evolve and grow; create relationships and continuity. Feel free to use clichs at first
when introducing the various races of the Diamond
Throne, developing individuals further as the PCs
become more accustomed to the town and its residents.
For example, giants are fond of ritual and ceremony and
live a rigid and regimented life. Faen are free spirited
and joyous, with toadstool chairs and butterfly pets.
Verrik are awkward and unsubtle, failing to understand
humor and missing sarcasm. Litorians like milk and
sleeping in late. Sibeccai wake early, preparing for possible giant guests that never arrive. The mojh are rarely
seen and rarely discussed.
The people of Gahanis are used to strangers and
know that the economic health of the town is based on
trade, so they take pride in their wares and workers.
They are generally friendly and helpful, as long as they
are approached in a respectful and polite manner. While
some of the races do display the occasional bias, NeChardath and the town council have worked very hard
to instill a community spirit.
On the surface, Gahanis may seem like an ideal small
town, and for the most part it is. Lurking just below the
surface, though, there are some darker aspects. An
underground economy, nurtured by Ibrian Mossel of the
Trade Council and others, operates in the shadows.
Occasional reports of robberies and thievery do reach
the ears of Mynorath, and his men are not always able
to find the culprits. Some individuals in the town also
harbor darker secrets or selfish desires, often hidden
behind a faade of congeniality.
Gahanis is an ideal home base for low-level characters, as the regular traffic and local geography introduce many options for adventure, while the small town
politics remain interesting but not overwhelming. There
are no retired 15th-level magisters or warmains with
exploits and abilities that would overshadow the characters. Truly, Gahanis is a place for a lowlevel party to grow and shine,
11
Gahanis Weather
Heat wave
Hot
Sunny
Bright
Breezy
Dull
Mist
Windy
Overcast
Light Rain
Heavy Rain
Fog
Sleet
Snow
Spring
12
45
67
8
910
1112
13
1415
1617
18
19
20
Summer
12
45
67
89
1011
12
13
1415
1617
18
19
20
Random Encounters
in Gahanis
As mentioned, the citizens of Gahanis do not stand in
place waiting for the characters to approach. Instead,
everyone in Gahanis who is not encountered in their residence or place of employment is traveling from one
location to another. For these chance encounters, first
determine where the NPC is traveling from and where he
is traveling to by rolling 1d12. There are 12 main areas
in Gahanis, and the number generated corresponds to the
general area that is either the origin or the destination of
the NPCs journey. If a more specific location is needed,
each area has been divided into a number of specific
locations that can be represented by further die rolls.
For example, rolling a 10 means that the NPC set out
from the Trade Center area, which contains 6 specific
locations that can be determined by rolling 1d6. Area 2,
the Market Square, is divided into 10 locations that can
be generated by rolling 1d10.
Once the origin and destination are determined, the
race of the NPC can be established with a simple 1d20 roll:
12
Autumn
1
2
34
56
78
911
1213
1415
16
17
1819
20
1d20
Winter
1
2
3
45
6
79
10
1112
13
1516
17
1820
NPC Race
1
Special*
28
Human
910
Sibeccai
1112
Faen, Quickling
13
Faen, Loresong
14
Faen, Spryte**
1516
Giant
1718
Verrik
19
Litorian
20
Mojh***
* Special indicates that one of the notable personalities listed below is encountered, likely
Nefenr.
** Sprytes will only be traveling to or from
Area 4, the Faen Park.
*** Mojh will only be encountered traveling to
or from Areas 1 or 10.
Notable Personalities
Ne-Chardath
Giant Steward of Gahanis (Giant 2/Greenbond
1/Aristocrat 3)
The Steward sees himself as the shepherd of the
community, fostering economic growth through trade
negotiations and incentives, but also nurturing the spirit of the citizens with a love of art, music, ritual, and
history. He is aware that nearby Lothis is siphoning off
some of the areas trade, but feels that the culture of
Neril Sann
Human Speaker of Gahanis (Aristocrat 2)
The Speaker of Gahanis serves as the ombudsman for those who feel disenfranchised from the
rule of the Diamond Throne. He is a practical man
and always tries to find the fair solution. He is
more interested in order and peace than artistic
pursuits, but he supports the Stewards wishes,
especially in public. He sees himself as a public
servant rather than a politician.
Locations in Gahanis
Area 1: Civic Center
The political center of town, this area is made up of
many recently built structures and showcases the
themes and concepts that Ne-Chardath would like to
spread to the rest of the community. This area is heavily traveled, with town guards, newly-arrived nobles,
powerful merchants, and artists frequently encountered.
It is clear that many of these buildings are of giant
design the large pillars, ornate scrollwork, and other
decorative touches show the attention to detail and
architecture for which giants are known.
Elantor
Litorian Healer (Champion of Life 2)
Elantor is a compassionate and caring individual and sees himself as the caretaker of
Gahaniss health. He has a small supply of healing capsules and potions available for those in
need, as well as his own class-derived abilities.
Nefenr
Popular Verrik Artisan (Akashic 2/Magister 4)
Nefenr is the puppet master behind the scenes
in Gahanis. While he has both akashic and spellcasting ability, his true power is in information.
He is an agent of the Jaren, the leader of the bandits, and a trusted advisor to the Steward and
Speaker of Gahanis. In truth, Nefenr works for
himself, providing a lavish lifestyle and valuable
position within the community. Nefenr will seek
out the PCs, hoping to gain information about any
and all activities in which they may be involved.
He will use this information to his greatest advantage and will be most curious if these activities
should overlap his own, such as the PCs being hired
to investigate the bandits or other orb-related activity sponsored by the Jaren guild.
Nefenrs stats can be found in Appendix I.
13
Heaths Goods and Trade and purchased in large quantities by Redjak Brown, the human baker who runs this
shop. Redjak is assisted by his wife and daughter, a
young wind witch named Kirsten who runs her own
delivery business during the morning hours.
Location 2C: Sron & Marl This unfortunately
named enterprise is the local occult shop and fortuneteller. Sron, a 1st-level verrik mind witch, and
Marl, a 4th-level verrik akashic, sell various potions,
supposedly magical items, and entertain customers with
awkwardly delivered prognostications.
Location 2D: Hods General Store This store,
owned and operated by Hod Dandenning (male human
Exp3) and family, carries all regular items needed for
day-to-day life in Gahanis. Occasionally, Hod will pick
up a minor curiosity to sell to his customers, but he
prefers to maintain a standard catalogue and not get all
fancy like his competitor, Mithellin & Mithellins
Mercantile (Those fellas from Lothis, as Hod is wont
to remind customers.)
Location 2E: Glass & Pottery Shop Lile and
Yrene Morris (both human Exp3) once ran competing
craft-based businesses, but decided to merge into a
stronger and more varied shop. Shortly thereafter, they
were married.
In a book of notes passed down from his grandfather,
Lile has some strange drawings and symbols that are
unknown and undecipherable. If the proper circumstances presented themselves, they would be revealed
as an ancient map of dimensional portals used by the
dramojh to collect slaves from other worlds.
Location 2F: Dairy Shop The litorian Grafton
runs this shop, with the aid of his family and 2 young
apprentices. This building is kept cool with the aid of
magic and has a large cold cellar under the main store
filled with iced creams and other treats enjoyed by the
residents of Gahanis as well as the travelling caravan
members. Grafton also purchases milk (both cow and
goat) from local farmers and sells it or processes it into
cheese or cream. Litorians love milk.
In the cellar, under a thick layer of dust and discarded blankets, is a sealed barrel containing the remains of
Tralion the Investigator, a former sibeccai town guard
who went missing 2 years ago. Grafton stored the barrel for a friend and has since forgotten about it.
Location 2G: Wee Carpenter & Tinker This
small shop features a troupe of quickling craftsmen
who have joined together to offer their services to the
greater community. While they do quite well charging
for their exceptional skills, they make considerably
more money behind-the-scenes as enforcers and extortionists.
Location 2H: The Wedding Present Inn A gift
from his in-laws, Gedge Frumleeds has run this prosperous inn and tavern since the day of his wedding ceremony. To honor his wifes parents, Gedge changed the
name of the inn and promised to provide a life
of fortune for his wife and family.
15
16
Always organized and practical, the verrik community is comprised of linked row houses: structures that
share common walls, reducing the need for materials and
adding insulation value. These long buildings are divided
into smaller housing units, with up to 4 verrik inhabiting
a single living space. A terrace in each unit is used for
hanging clothes out to dry or for enjoying evening meals
in the warmer seasons. Verrik runes over each entryway
act as an address system.
Location 5A: Book Shop A source for old tomes
and ancient information, at a cost. Dajson and Yendac
are verrik magisters who have established this successful business serving like-minded verrik, inquisitive
loresongs, and questing adventurers. They occasionally
will sell tomes to the civic library at a minor discount,
but only if they are slow sellers or specially ordered items
that were never picked up. Recently, they helped a human
client source a mojh-penned book in Zalavat. Little did
they realize that this human client was, in fact, an albino
verrik and one of the Jaren.
Location 5B: Cartography & Copies Master cartographer Dowmas (verrik Exp5) uses his exceptional skill to
create maps and to copy text, for 1 gp per page. In a practice book kept in a locked chest, Dowmas has recorded the
truename of the dragon known as Shivawrang, who is
rumored to haunt the Devanian Coast.
Dowmas once had a human apprentice, Den Rudiger,
but ended the relationship when it was revealed that Den
had been using his skills to forge royal treasury notes and
civil documents.
Location 5C: End Unit Inn The final two units in
this row house have been converted into a modest verrikrun inn. A small common room serves simple meals in the
afternoon and evening, and the inn has 6 rooms available
17
18
19
Litorians generally begin their day in the late morning, with their first meal coinciding with the humans
and giants lunch break. Litorians prefer to work during the dusk and into the night and are known to keep
local taverns open well past midnight.
Location 8A: Hostel These empty tents were set
up to accommodate the tribal litorians who often
dropped in to visit for a day or two. Unlike the other
hostels and inns in Gahanis, the litorians do not charge
fees or require payment from those who need lodging.
Location 8B: Cook House Similar to the faen,
the litorians enjoy community meals, prepared at one
of the large cookhouses. Unlike the faen, meat is
always on the menu, with visiting litorians often
bringing wild game from the nearby grasslands.
Location 8C: Abattoir The slaughter house used
by the town is kept on the litorian side of the lake and
away from the more civilized sections of society.
Farmers and ranchers sell their animals to the litorians, who in turn sell the prepared meat to the inns and
taverns. Smaller orders are handled through the butcher shop.
Location 8D: Butcher Shop Meat from the abattoir is cut and prepared here and sold to the citizens of
Gahanis for their mid-day and evening meals. Charnor
is the lead butcher and has mastered his craft. Before
settling in Gahanis, he used his 5th-level unfettered
skills as a bounty hunter, but a near-fatal encounter
with some chorrim cost him two fingers and led to his
retirement. He keeps his past to himself, and most
assume that he lost his fingers plying his trade.
20
21
22
Synopsis
While in Gahanis, the characters will be approached by the Jaren. The secretive guild desires the capture of the two bandit spies and the return of a special item, the Inmagus Libellum, a rare tome from far-away Xavel. The characters will then have some time to gather resources and information before
setting out for the supposed location of the bandits, the abandoned
Battlehome fortress.
Dreamspeach
In ritual, the Jaren are able to expand and guide their
dream-vision ability. When the character (or characters)
is asleep, he or she will have a vivid dream. Read or
paraphrase the following:
23
Messenger Witch
While supernatural means are at their disposal, the
Jaren will also use more common tactics. Kirsten
Brown, the young daughter of the towns popular baker,
runs a small delivery service during the morning hours.
The character (or characters) will be approached by the
youth while in town. Read or paraphrase the following:
24
25
Gathering Information
The characters may talk to citizens and visitors alike
to discover the following information, listed by topic.
Each topic investigated will require a few hours socializing and a few gold pieces spent, as well as a Gather
Information (DC 10) check, with greater success
revealing further information as noted. Characters who
are native to Gahanis or who have established historic
ties to specific residents may take 10 on this check.
Bandits
DC 10: Rewards have been offered in the past, but
none of the bandits identities or their location was previously known. It is only recently that any leads have
been available, but the town guard and Steward have
been unable to act on them, as a busy trade season and
upcoming festival consume their time.
DC 10: Some believe that the bandits are being paid
by the jealous merchants of Lothis!
DC 12: The bandits have been attacking the trade
routes for some time, but it is only within the last year
or so that the attacks seem to have become more organized and deadly. It is assumed that the two identified
bandits, Merril Yannis and Den Rudiger, acted as spies
within the community.
DC 14: Some say that the bandits are led by the Blue
Knight, a mysterious and deadly figure who haunts the
countryside. The Blue Knights hallmark is a sapphiretipped dagger left at the scene of brutal carnage and
slaughter.
DC 16: Merril Yannis was a somewhat accomplished
snake totem warrior and formerly served as an escort at
the local weavers shop (though no one seemed to purchase much weaving while he worked there). Den
Rudiger was an apprentice to a verrik cartographer and
copier, but was fired when he began forging official
documents. Its said that he was well versed in rune
lore.
Jaren
DC 10: The Jaren are the largest mercantile organization, but also the most mysterious. They have maintained guild halls across the realm since the disappearance of the dramojh, but have only come to Gahanis
within the last 8 years. No one, not even their most
trusted employees, has ever seen their true identity.
DC 12: The Jaren, while skilled negotiators and dedicated businessmen, also seem to have a genuine public
concern. Funds have been established to aid orphans
and widows and to provide the poor with occasional
relief.
DC 14: The Jaren do not always pay the highest price
for goods or sell at the best cost, yet they are still very
26
Battlehome
DC 10: The Battlehome fortress was built during
the war against the dramojh by incredibly skilled
giant architects. The vast tunnel network under the
complex served as a hideout for escaped slaves and
eventually became an important giant outpost in
the war.
DC 12: The fortress has long been abandoned,
but periodic visits from concerned guards and
officials help keep it from becoming too dilapidated. Still, the main doors are chained and
locked, and it is against the town charter to trespass. It has often been assumed, though, that the
fortress is used as a hideout for the criminal element.
DC 12: Nefenr is currently consulting with the
Society of the Home with regards to refurbishing
Battlehome or at least documenting its importance to the town of Gahanis.
DC 14: The Battlehome fortress once held the
famed Ebonring, an evil artifact that was said to
have tainted the very stone of the building itself.
DC 18: Maps of the fortress do exist, but maps
of the tunnels and caverns under the fortress, let
alone a living guide, are impossible to attain. The
tunnels are so complex that they are nearly
impossible to navigate without aid, and some are
said to lead to the Dark Depths.
Kowledge (history), Knowledge (humans), or
Knowledge (giants) might also reveal information
about the Battlehome corresponding to the results
of the DC 10 and DC 14 Gather Information check
about the Battlehome. However, the DCs to get the
info are slightly higher: DC 10 Gather Information
becomes DC 15 Knowledge, and DC 14 Gather
Information becomes DC 25 Knowledge.
Synopsis
The PCs, having either been assigned a task by the Jaren or simply pursuing
the matter on their own, enter the long-abandoned Battlehome fortress. Once
inside, they discover that the keep is being used as a home for various creatures, including some transformed goblins, as well as a hide-out by the two
bandit spies. Capturing or eliminating the bandits, the PCs will discover that
the item desired by the Jaren is being kept at a different location the bandits main lair two days travel to the south. At this point, the characters may
have enough experience to gain a level.
Approaching the
Battlehome
The journey to the fortress will take only a few hours
once the characters set out from Gahanis. The road
through the Derenblack Hills is unused and rough, but
will not present an obstacle. As the PCs near the location of the Battlehome, they may encounter Howorand
Sala, an artist working with Nefenr on the Battlehome
preservation project. A Spot check (DC 10) will alert
the PCs to his presence from a distance; otherwise, they
will suddenly encounter him as they clear the final rise
before viewing the Battlehome.
Howorand sits cross-legged on a rock formation, a
blue crystal in one hand and an expression of concentration on his brow. If the PCs spot him at a distance,
they may simply avoid him in his thought-consumed
state. If, however, they stumble upon him or purposely
interrupt him, he will begin the encounter as
Indifferent. A Diplomacy or Charisma check (DC
15) can shift this attitude to Friendly.
27
Battlehome
1 square = 10 ft.
1D
2A
2A
2
6
5
7
8
38
14
15
15
31
18
16
17
27
19
21
30
22
28
40
29
25
23
23A
21
20
24
20A
34
26
33
35
36
37B
37
39E
32
37C
37A
37D
Youre going in to the Battlehome? How fortuitous that Ive encountered you! Id love to create
some works based on the interior majesty of the
fortress, but again my disdain for physical danger cautions me against pursuing this course. Would
it be possible for you to take this memory stone of
Nefenrs in with you, to record some of your observations and capture details of the interior?
1B
1C
Battlehome
Upper
1 square = 10 ft.
10
11
12
13
29
30
There are two alternate means of entry: undertaking a difficult climb over the wall or passing
through the makeshift opening in the eastern
tower (Area 1). Climbing the fortress walls
requires a series of Climb checks (DC 25),
allowing a character to travel one-half of her
movement rate for each successful Climb check.
Since the wall is 100 feet in height (before opening into the lattice structure), most characters will
need between 7 and 10 successful checks. Once
the characters have penetrated the lattice, they
can either repeat the process, climbing down the
inside (though they risk interference from the
dark scamps see Area 13), or they can affix a
very long rope, reducing the Climb check DC to
5.
The tower on the east side of the gates may
present the most attractive opportunity. A
makeshift opening, roughly 10 feet by 12 feet is
barred by a mounted iron gate. This gate was
installed long after the fortress was officially
decommissioned, allowing easy access for official business. It is bound with heavy iron chains and
a padlock. Scribed on padlock is the symbol for the
town of Gahanis, a stylized G. A plaque mounted
beside the makeshift gate reads:
With regard to any intent of entrance: The
Battlehome and its outlying caves fall under the
jurisdiction of the Gahanis township. Any entry without the required permit will be considered trespassing.
Any violation of this order will lead to punishment
under the specified laws of Gahanis. This order is for
your protection, as well as the free peoples of Gahanis.
Permits for lawful entry can be obtained at the Gahanis
Town Hall.
Exploring the
Battlehome
The open nature of the fortress will yield sufficient light to navigate the first 14 areas of the
fortress. Penetrating deeper into the structure
will require the characters to supply their own
light source or else suffer all darkness related
penalties (i.e., half-movement rate, 50% miss
chance due to concealment, penalties to Spot
and Search skill checks, and so forth).
Any keyed encounters will list the creatures
name and hit points; complete stat blocks can
be found in Appendix I. Several encounters
within the dungeon, though taking place in specific areas, are fluid in nature. Creatures may
attack and retreat, only to appear in another
part of the complex; some may be forewarned
of the partys presence and make an aggressive
attack; others may stick to their main lairs,
oblivious of the world around them. Read
through the possible encounters carefully and
make notes when creatures relocate or retreat.
Use the map as an aid, noting locations for
traps and ambushes. While the adventure as
written is set up to do most of the simple work,
bringing the complex to life is the purview of
the Game Master, and the more believable the
inhabitants of the Battlehome are, the greater
the chance for an enjoyable adventure.
Areas 1B and 1C
From this level above the iron gates, the giants
would be able to pour hot oil upon and cast spells
through murder holes in the tower at those near
the entrance. These holes were bricked up many
years ago. Archways 15 feet tall lead from these
rooms to ramparts on the main wall. Traveling along
the ramparts may attract the ire of the dark scamps
located in Area 13.
Area 1D
Traveling down the stair case into the enclosed base
of the tower, the party will come across a ghastly smell
and an even grislier sight.
At the base of the stairs awaits a dreadful scene.
A man in heavy brigandine armor lays sprawled
out from an apparent fall, his head twisted completely around due to a crushed neck.
A Heal check (DC 10) will reveal that the decomposition of the body suggests it is at least 2 weeks old, while
a Survival check (DC 10) will further suggest that the
body has been consumed by something more than time
(the handy work of the dark scamps).
The body is that of Stariff Blackweather, a relatively
inexperienced warmain who decided to track down the
bounty on the bandit spies in order to bolster his reputation. Unfortunately for him, the dark scamps from Area
13 swarmed him, forcing his fall down the tower stairs.
His body has been picked clean by the dark scamps, and
his possessions have been stolen by the goblin tribe,
including his permit and entry key, which are now in the
hands of the bandit spies.
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Area 2A
Four ramparts stretch across the interior of the main
wall. All of them are accessed by the iron spiral staircases at the east and west ends and are 10 feet wide.
There was once evidence that an iron guardrail had
been mounted to prevent soldiers from slipping and
falling. The lowest rampart stands 45 feet above the
floor and connects with Areas 1B and 1C (which puts it
25 feet above the main gate). The next rampart is 55
feet above the first, where the lattice structure begins.
From that point, there are two more ramparts, one 20
feet up and the last one another 20 feet above that.
Venturing out on to the higher ramparts, the wonder
of the Battlehome will become more apparent. The top
three ramparts coincide with each level of the inner
tower (Areas 9B, 9C, and 9D). Openings in the tower
align with the ramparts in such a way as to suggest that
at one time a soldier could walk from rampart to tower
by means of the suspended catwalk. Of course, these
catwalks no longer exist, but there is evidence to imply
their positioning. A Knowledge (architecture or engineering) check (DC 10) will immediately point out the
exact positioning of where the catwalks might have led.
From the upper three levels of the central towers, they
fanned out into a complicated network that allowed
access to the entire upper portion of the cavern.
Defenders were most likely positioned along the ramparts/catwalks with bows and long javelins to form a
devastating formation against the flying dramojh.
Any characters who have surmised this scenario or
acquired this information through successful
Knowledge checks, may make an Knowledge
(Engineering) check (DC 10) to gain a further insight:
the catwalks were likely made of metal, as wood would
be too flammable and stone too heavy and dangerous to
those below. Steel or iron would have been only slightly less deadly if toppled, but would present the best
compromise to the giant designers.
32
15) will suggest that the rune is indeed the cause of this
effect. If this check was completed by a runethane, the
character will further surmise that the rune appears to
be a modified rune of transport. The magical effects
of this unorthodox defense have diminished greatly
over the years. Giant warriors and their allies wore a
special applied rune on the soles of their footwear
that would counteract this teleport effect.
A Search check (DC 20) will lead to the discovery of a secret door against the cavern wall
(depressing a section of rock beside the door will
unlock it with a noticeable click noise; pushing
the one side will swing it open). Behind the secret
door is a natural underground passage that leads to
Area 30. This passage was used as a quick access
to the natural caverns, an option for escape, or a
means for a surprise counter attack.
33
As noted, the Battlehome was built to combat the aerial dramojh, with the upper lattice structure and ancient
catwalks designed to provide attack and defense vantages
against a flying foe. The fortress defenses did not end
there, however. The safety of the defenders was also considered, and a battle ceremony conducted in this room
would activate the eight runes, which would blanket the
Battlehome fortress with a safe fall spell effect. Any
defenders wearing special footwear marked with a
special applied rune on the soles would gain the protective effects of this spell should they be knocked off the
catwalk or rampart during combat.
34
The party will hear chanting from another room or from down a darkened hallway, suggesting that a ceremony is in progress. The effect lasts as long as the
GMs target point has been reached i.e., a particular room, the corner of a
hallway, and so on. (As per the vultreks ghost sound ability; no saving throw.)
A gusting wind, as per the spell, will blow through the party for 1 round. (As per
the vultreks gusting wind ability, Fortitude save [DC 12].)
The party wanders through a 10-ft. x 10-ft. field of touch of nausea. The effect
lasts as long as a character remains in the field, and 1 round thereafter. The field
will remain in place for 2 hours. (As per the Vultreks touch of nausea ability,
Fortitude save [DC 10].)
An ancient weapon, discarded and forgotten, rises and attacks as per an animate
weapon spell. Assume a longsword (AC 11; Hardness 10; hp 5) that will stay
animated for 4 rounds. It has a speed of 30 ft. and a +2 attack bonus.
A ghost-like figure can be seen 40 feet away and then disappears from sight. (As
per the Vultreks lesser illusory creature ability.)
The party will hear moans of pain from another room or from down a darkened
hallway. The effect lasts as long as the GMs target point has been reached
i.e., a particular room, the corner of a hallway, and so on. (As per the Vultreks
ghost sound ability; no saving throw.)
A party member, randomly determined, feels the effects of distraction, as per the
spell. The type of distraction is up the GM, but one suggestion might be the horrific visage of the vultrek itself. The effect lasts for 2 rounds. (As per the
Vultreks distraction ability, Will save [DC 11].)
The party will hear loud, blasphemous voices growling from another room or
from down a darkened hallway. The effect lasts as long as the GMs target point
has been reached i.e., a particular room, the corner of a hallway, and so on.
(As per the Vultreks ghost sound ability no saving throw.)
The opposite doors are not necessarily passable, however, which will be evident should the
PCs attempt the southwestern door. The goblins
have barred it from the inside (see Area 17 for
further details). They do not have the resources
to control the fortress complex properly, but they
have taken the necessary precautions to fortify
the areas that lead to their lair.
Good Wooden Door: 1 1/2 in. thick;
Hardness 5; hp 15; Break DC 18.
35
36
Area 20A
This cave is the starting point for the tunnel that
leads directly to the goblins lair. It extends roughly
100 feet until it reaches an intersection (Area 40A).
About 20 feet down the cave, on the eastern wall, a
Area 23A
Lying among the clutter and trash is the body of a
young warrior, face up, his leather armor torn from his
torso. Like the body of the young woman, he has been
opened up in a savage and brutal way, stripped of his
weapons, and the contents of his backpack spilled out.
Needless to say, blood and dried viscera are sprayed
about him. Closer inspection of the body (as per the criteria detailed in Area 23) will yield the same results. His
empty scabbard was for a scimitar. A Search check
(DC 10) of his backpack only shows standard equipment needed for underground exploration: 4 torches, 8
tindertwigs, 6 oil flasks, 2 days rations (for one person), 25 feet of hemp rope, a small blanket, crowbar,
thieves tools, and so forth. Smeared with blood, however, is what looks to be an official town permit to
explore the fortress, made out to a Master Jedrith Heros
of Mi-Theron (see Area 36 for further details).
The rooms purpose was that of sleeping chambers
for giants who focused on the upkeep of the ceremonial chamber (Area 33) and leading the Chi-Julud rituals.
37
38
1.
2.
3.
4.
39
40
however, the aura of the ring still very much alive within
the tiny chamber.
The vultrek entered the Battlehome from the Dark
Depths, immediately attracted to the aura of evil. Due
to the synergy of this location, the vultreks powers
manifested heavily, haunting the fortress as the ring
did in its own time. The same can be said about the
seether: it, too, wandered into the fortress feeling the
ancient evil of the Ebonring. The pair formed an
alliance of sorts, the seether feeding on the flesh of
its victims and the vultrek on their souls.
Although the rooms aura of evil is noticeable,
once the characters get over the initial shock, they
will not suffer any other ill effects. Within the
chamber is the vultreks treasure scattered about
the floor (a +1 scimitar recovered from its most
recent victim, a brilliant necklace made of 10
amethyst stones worth 800 gp, and a carved bone
statue worth 45 gp). Also among the treasure is
Jedriths family seal, a pendant worth 25 gp. On
the obverse is an inscription: To my son Jedrith,
heir to our future. Our hopes go with you. An
Appraise check (DC 10) will confirm the pendants importance, not only as a piece of jewelry,
but as a powerful token that Jedriths father, Able
Heros, may wish returned. Given the town permit
found in Area 23A and this pendant, it may occur
to the players that a journey to Mi-Theron could
be a possibility: the return of the family seal and
the sad news that accompanies it may answer the
lingering questions of the Heros clan and possibly add to the PCs coin pouches.
Battlehome
Caves
1 square = 10 ft.
38
41C
41A
41D
39
40
41B
42B
39A
40A
42A
42C
Area 37B
Area 37
Area 37C
Area 37A
This passage is most likely thought of, by
those who know the fortress, as the main entry
to the uncharted tunnel complex that carries
throughout the mountain and the surrounding
region. Many expeditions have started here,
never to return. Graffiti, carved on the tunnels
walls, provides the evidence: The Company of
the Righteous Sword 1752 and The Blazing
Hands spit at luck are but a few of the signatures.
About 30 feet down the tunnel is the official warning, carved and filled in with white dye: If thy
wish is to live no longer, then by the Bitter Suns,
please proceed.
Area 37D
Normally, the vultrek lives in Area 36, but given the
evil energies of the area and the vultreks desecration
ability, the creature is able to sense when prey is close.
Therefore, it prefers to position itself in this room as
described above. It allows for long range attacks and an
easy mode of escape. This chamber used to be a workshop, either to fashion clothing and small bits of jewelry or more intricate items such as glass and pottery.
Two ovens are located in the wall to the east.
Area 37E
The seether lairs in this room. The floor is clawed
and marked up from the creatures nervous scratching.
41
Area 40A
This is the junction with the tunnel of Area 20A.
No sentry is posted here.
Area 39A
Area 41A
42
Area 41B
A sleeping chamber for a number of goblins, a
Search check (DC 10) will yield 65 gp, some of
the payment given to them by the bandits. Other
goblin personal effects are in here as well, such as
furs, odd shaped stones, goats bladders full of goblin moonshine, and so on.
Area 41C
A fire pit set with a spit rests to the west of the cave,
with a number of cooking utensils scattered about.
Several sacks hold dried meats and fish. A keg of
human beer (half full) sits on saw horses to the south.
Area 41D
The same as Area 41B, but two goblins lie here,
passed out after having just taken a large dose of
sweet spore. Should combat in Area 40 become
excessively loud, they will wake, albeit in a very
groggy state, and attempt to join the fight. They
will suffer a 2 circumstances bonus to attack
and damage rolls, saving throws, and skill and
ability checks, but gain a +2 natural armor
bonus to AC due to their sorry state. The goblins
appearance will be a shock as the effects of
heavy sweet spore ingestion are starting to take
hold. Much of their bodies are covered in mold,
with toadstools sprouting from their flesh in
many areas.
Should the cave be searched (Search check
DC 10), the PCs will find the following treasure: an unused akashic memory stone (500 gp),
a pair of dried spryte wings, a piece of chalk, 2
glass beads, and a tindertwig.
Goblins (2): hp 3, 3.
helping their bandit leader Nefenr spy on other merchant companies, rich travelers, and anyone else who
drew attention to themselves. Now that they have been
identified, however, Nefenr considers them a detriment to his operations and has made it clear to them to
lay low in the Battlehome until all is fine. They only
leave the fortress in order to get supplies or hunt for
heartier food. To relieve the boredom of their present
existence, they found solace in the sweet spore, its
effects discovered by accident when Den decided to
make a mushroom soup. While Merril suffers from
a mild addiction thus far, Den is completely overcome by the drug. Given this addiction, neither will
venture too far from the fungus, no matter what, due
to its powerful control.
Area 42A
This is Den Rudigers cave; he lies passed out on its
floor. Like the goblins in Area 41D, he is now in the
second stage of the sweet spores influence his
body being ravaged with the growth of mold and fungus, toadstools beginning to protrude through his tattoos and twisting their patterns. If combat breaks out
in the caves, it is the GMs discretion on whether Den
wakes from the sound, but Merril will most likely
wake him in any event. Should he be in a position to
do battle, he will suffer a 2 circumstances penalty
to attack and damage rolls, saving throws, and skill
and ability checks, but gain a +2 natural armor
bonus to AC. Knowing his skill in melee is basic at
best, Den prefers to attack with mudballs before
resorting to his nearby club.
The cave is furnished with a table, chair, and bed.
On the table are a number of inks, quills, and stamps,
as well as maps of Gahanis, the immediate region, and
lands to the north and east all of which detail
known trade routes of various merchant companies. A
Search check (DC 10), however, will single out one
map in particular that features the Lake of Lost
Voices. This is peculiar due to the fact that the lake is
2 days trek from Gahanis and has no direct trails to it.
Furthermore, the map carries an odd symbol: that of a
square with a black circle in the middle, the symbol of
the bandit gang. There are also a number of notes and
documents; some are shipping schedules, but most are
falsified invoices, shipping licenses, and personal
papers (an Appraise check [DC 10] will verify all
this). A second Search check (DC 10) will also
uncover Stariff Blackweathers official town permit to
enter the fortress. Another Search check (DC 10) will
yield a small chest kept underneath the bed. A small
dart trap protects the contents of the chest, which
includes 285 gp, a silver dice cup worth 30 gp, and a
fine bottle of wine worth 10 gp (Dens personal trove,
as well a separate sack that holds Merrils) and correspondence to the bandit camps leader.
43
Area 42B
The main cave is empty (this could change, however;
see below), but in an alcove to the west are two bird
coups up on saw horses. The coups hold four carrier
pigeons each with a small brass ring around one of its
legs. Upon closer examination, each ring is inscribed
with the bandits symbol (see above), a square with a
circle in the middle. The spies use these pigeons to
communicate with their comrades at the Lake of Lost
Voices. A sack of bird feed and a toolbox sit beside the
coups.
Area 42C
This is Merrils cave. At the time the adventurers
invade the caves, he will be lucid and aware, despite his
addiction to the sweet spore, but he will be resting in his
cave. Should noticeable sounds of battle echo into his
area, Merril will rise and prepare for combat. His first
thought will be to wake Den in order to augment his
attack, should he have time to do so. Otherwise, he will
send his viper into Area 42B to act as a distraction to let
him attempt an ambush from the southern tunnel. The
snake will lie in wait, attempting a surprise strike on a
passer-by.
44
Synopsis
Information gained from the bandit spies will lead the PCs to the main bandit lair at the Lake of Lost Voices. Two days of overland travel are needed to
reach the lake, and the PCs will encounter a few situations during their travels that may aid or hinder them. Upon arriving at the lake, the PCs must figure out how to gain access to the bandit lair, while the restless spirits of those
trapped in the lake itself will try to lure the weak willed to their death.
The Jaren
First off, the PCs will not be able simply to walk in and
discuss their mission with the mysterious Jaren. They must
book an appointment with the clerk on duty and return at
the designated time. All meetings of such nature with the
Jaren will always be conducted during the night, likely one
hour after twilight. Should the PCs bring captured prisoners to the Jaren Guild Hall, guards will seize them, holding
them within the hall as prisoners for the Jaren themselves
to deal with. Again, the PCs will need to schedule an
appointment for later that night. They will not see the bandit spies again.
Their eventual meeting with the Jaren will be held under
similar circumstances to their first meeting: during the
night, in a dimly lit room, a single Jaren seated on a black
chair. From the start, the Jaren will remind the PCs that they
have not completed their full assignment until the book is
returned. If the PCs have captured the spies alive, Jaren
questioning will reveal the location of the bandit lair as the
Lake of Lost Voices, two days south of Gahanis. If the prisoners are not available to interrogate, the Jaren will ask to
examine any evidence or clues that the spies may have
held.
45
Evidence: Den
Rudigers Papers
If the PCs deduce the existence
and location of the bandits main lair,
then any citizen of Gahanis will be
able to provide them with simple
directions to the Lake of Lost Voices
(as simple as, Follow the southern
stream for two days. It winds some,
but itll take you there.)
If the PCs have not correctly interpreted the documents, examination
by the Jaren will raise this point.
Again, should the PCs have failed to
gather the obvious clues, the Jaren
will send them back into the
Battlehome to collect the information and then provide the party with
a clear course of action.
Regardless of the evidence used,
the Jaren will advise the PCs that
they have not yet completed their
assignment and therefore are unable
to be compensated as agreed. The
Jaren will advise the PCs that their
goal is likely held at the larger lair
and will request that they set out for
the Lake of Lost Voices at once.
Should the PCs balk, the Jaren will
agree to pay the fee for the
capture/elimination of the spies (400
gp unless further negotiated) and will
double the payment for the retrieval
of the tome (to an additional 600 gp).
If the PCs pursued the bandit spies
for alternate means, either to claim
the towns reward or for personal
reasons, then the towns steward and
sheriff will play roles similar to the
Jaren, outlined above. A reward (300
gp) will be offered for the capture or
execution of the bandit leader, and
the officials will similarly direct the
PCs to the Lake of Lost Voices.
46
Traveling
to the
Lake of
Lost Voices
Before setting out, a
Gather Information
check (DC 10) will provide the characters with
directions to the Lake of
Lost Voices (confirmed
by Dens map) and an
oft-repeated rumor about
he location: the Lake of
Lost Voices is haunted.
Possibly related to the
feared Blue Knight, the
lake is a place of doomed
souls looking to add to
their number. No one
from Gahanis will travel
there.
The trip to the lake is
simple: an almost-dry
stream flows south to the
lake. Following it is an easy
task, though the stream
does wind back and forth
throughout the hilly area.
Due to the rough and rocky
nature of the terrain, traveling
on horseback will be no quicker than traveling on foot.
The party will have three encounters before reaching the
lake, where it will need to deal with the restless spirits that
haunt the area. See the overland map for the locations of
these encounters.
If the PCs are able to chase the bear away, the rhodin will
let out a choking gasp and motion them to come closer. With
its last breath, it will whisper (Listen DC 10) a final warning
in broken common: Beware she wants the sphere to
destroy us all. Do not let her have the orb.
Unless treated, the rhodin will reach 13 hit points and
death the following round. Should the characters foolishly
heal this creature, it will attack the characters quickly for 2
rounds before retreating into the forest.
Should the rhodin die, a Wilderness Survival check (DC
10) or a greenbond will reveal that the rhodin was not a victim of the black bear. Rather, the terrible gashes and cuts
were delivered by a fierce weapon, wielded by expert hands.
A character, with a successful Intelligence check (DC 10),
will be able to identify these wounds as the result of a dire
weapon. Investigating the dead rhodins body, a Search
check (DC 18) will uncover a sapphire-studded masterwork
dagger protruding from its back. The PCs may not realize it,
but this dagger is the sign of the Blue Knight. The rhodins
armor has been destroyed by the killing blows, and any other
items of value have been taken.
47
Encounter 3: Nefenr
on the Road Home
Nefenr is returning from his most recent visit to the orb,
there once again to charge his memory stone. Nefenr will
feign surprise, wondering what the party would be doing
traveling down this inhospitable route to nowhere. He will
then have a coughing fit (due to the dry air, he will say),
allowing him to consume a capsule of glamour (see
Nefenrs stats in Appendix I).
If questioned as to his actions, Nefenr will first offer a
feeble explanation, saying that he was working on some
natural landscape features in a painting and in desperate
need for reference material. This explanation will quite
obviously be a false statement (Sense Motive DC 5), which
he intends to have doubted. With only minor prompting, he
will then seemingly break down and reveal the true story,
hoping to misdirect any suspicion or theories the PCs may
have as to his relationship with the bandits.
Nefenrs story, told with a total Bluff modifier of +11, is
that he is the unwitting victim of the bandits. He needed
funds to begin his observatory and latest operation, but
could not find sponsorship with any of his regular patrons.
A rich man in Gahanis, introduced to him by Den Rudiger,
promised to support him, but would require a favor in the
future. Only after Dens involvement with the bandits did
Nefenr suspect that the rich patron was, in fact, in league
with the bandits, but he has since learned that his repayment
has come due. Now that the bandit spies have been rousted,
Nefenr has been ordered to provide the bandits with critical
caravan schedules and guard schedules. Nefenr is frightened, especially since he is just now returning from receiving these orders at the bandits lair in a secret cave by the
Lake of Lost Voices.
Of course, this story is a total fabrication. Nefenr is hoping to gain the PCs sympathy and plans to send them to
their doom against the bandits. Still, hes hedging his bets
and will be leaving town immediately upon his return. His
primary goal in this encounter is to deflect any suspicion
and buy time to escape. If confronted further, Nefenr will
use his spells to escape, knowing that physical combat is
not his strong suit. He will cast cloak of darkness and silent
sheath and slip away into the country, which he knows
much better than the PCs. Once out of sight, he will travel
to a nearby location, where bandit scouts have hidden a
cache of homing pigeons, releasing one in time to warn the
bandit lair of the partys approach.
Nefenr (1): 24 hp.
Encounter 4:
The Lake of Lost Voices
The bandit lair is located in a hidden cave near the haunted Lake of Lost Voices. Centuries ago, a small city once
existed at the base of these mountains, dedicated to worshiping the astral bodies viewed in the night sky. Blessed
by their gods, the citys people received a great gift: a meteorite landed in the nearby area and was brought back to the
city by the wise men and elders. The
meteorite was worked and
polished until it
48
Synopsis
Having discovered the bandits lair in an ancient temple, the PCs must penetrate the complex and deal with the various traps and creatures inside, not to
mention the bandits themselves. Learning more of the origins of the Malus
Morphaera and the history of the Lake of Lost Voices, the PCs may realize
that the true danger inhabiting the temple is not the bandit gang, but the dangerous orb should it fall into the wrong hands. The heroes will have a
chance to confront the bandit leader and his lieutenant and decide the final
fate of the orb. Just as the matter appears to be settled, however, the enigmatic and deadly Blue Knight will show up, seeking her deadly prize. The fate of
the region may be decided in a final confrontation with the Champion of
Death. Should the PCs survive this encounter, they may well reach 3rd level.
49
4B
1 square = 10 ft.
4A
9A
10
9B
8
2
7
11
5
5A
21
11C
20
11A
19
11B
12
12A
18
18A
14
13
16
15
17
1 square = 10 ft.
23A
22
27
24
22A
22B
25
26
24A
28
The party can certainly set up something of a nearby base camp, hoping that repeated raids and hit-andrun tactics, along with purely investigative forays,
could provide an advantage. This is also a sound
strategy, and the bandits would not expect invaders
to remain close to their lair. Should the PCs make
repeated attempts on the temple, however, eventually the lairs bandit leader will realize that they
must be located nearby and a more determined
search party will be sent.
There are two entries into the temple: the
secret door on the far side of the mountains
ridge (Area 12A), which requires a Search
check (DC 30) to locate from the exterior, and
the lake-side entrance (Area 1), which has been
noted in the previous chapter. If the heroes need
a push to investigate this entry, perhaps a loose
raft has slipped free of its mooring at Area 1 and
drifted into visibility in the lake. Regardless,
eventually the PCs must find their way in if
they wish to complete their Jaren-appointed
task or personal quest. Entering through Area 1
is the partys safest bet, as the lake level of the
complex is rarely patrolled by the bandits, who
prefer to use the mountain door to enter and
exit.
Area 3: Vestry
This small room was once a vestry, but now its floor
is unstable. PCs who enter the room will have found
they just stepped in a collapsing floor trap. The space
below is another room that is surrounded on all sides
with stacked rubble. A Search check (DC 10) within
the rubble, however, will lead to a pendant shaped like
a griffon (81 gp value).
Collapsing Floor Trap: CR 1; mechanical; location trigger; manual reset; Reflex save (DC 20)
avoids; 10 ft. deep (1d6 fall); Search DC 24; Disable
Device DC 20.
Area 4A
One of many shrines devoted to the celestial gods of
the temples former worshipers, this rectangular room
features a humanoid iron statue resting on a pedestal,
devoid of arms or a head. Iron poles extend from the
torso in place of these missing body parts, similar to a
scarecrow. If detect magic is cast on upon the statue, it
will radiate a faint glow for 1d6 minutes. Should the
statue be touched in any way, then an electrical charge
will erupt from the poles, striking the two closest PCs
and unleashing a lesser transfer wounds spell as a 1stlevel caster. This effect will not occur again until it is
recharged through a heavy presence of ozone in the
atmosphere (such as a major lightning storm).
Transfer Wounds Trap: CR 1; magic device; touch
trigger; automatic reset; spell effect (transfer
wounds [lesser], 1st-level magister, 1d10+1 hp
healed, half dealt as subdual; Will save [DC 10]
half); Search DC 26; Disable Device DC 26.
51
Area 4B
A second shrine devoted to the energies of the universe, the humanoid statue situated in this rectangular
room can be found levitating above its pedestal. If
detect magic is cast on upon the statue, it will radiate a
faint glow for 1d6 minutes.
Entering the room will trigger the statues magnetism
power. The statue itself will become magnetic, affecting anything metallic within a 10-foot radius. PCs
wearing metal armor must make a Strength check (DC
15) in order to resist the pull. Similarly, a Reflex save
(DC 15) must be made to keep held weapons or other
affected items from being snatched from a characters
grasp. Every round that is spent within the statues
radius of effect requires another round of Strength
checks or Reflex saves. Items or characters pinned to
the statue may attempt to pull free with a Strength
check (DC 20) or Escape Artist check (DC 25). This
effect will last for 12 hours and then dissipate, requiring an additional 12 hours to recharge.
One round after the statue ignites, the dire rats from
Area 4 will arrive (the magnetizing hum of the statue
attracts them). They will split into two groups of 3,
approaching the room from both ends of the corridor
that surrounds the statue room. They will fight to the
death.
Magnetic Trap: CR 2; magic device; proximity
trigger; automatic reset; spell effect (magnetism,
3rd-level magister, effects noted above); Search DC
27; Disable Device DC 27.
Area 5A
The 20-foot by 25-foot area of this room is completely enveloped in a veil of darkness spell. Magical
light does penetrate this version of the spell, but only in
a 5-foot radius. Due to this magical compromise, light
spells of any level or strength cannot cancel or dispel
this manifestation. Should a PC have the darkvision
ability and enter the room, after 3 rounds he will begin
to see what appears to be a vision of the night sky. As
the PC remains in the room, the vision becomes
stronger, as if the PC were standing outdoors. If the PC
stays in the room for 1 hour, he will be
given the benefit of a diminished foretell future
52
ble that they may make enough racket to alert the bandit guard in Area 11B (possibly with a successful
Listen check [DC 20]; this check may also apply
should the party make an even bigger commotion in
combat with the violet fungus).
Violet Fungus (1): hp 15.
Area 11A
Once the PCs reach the top of the steps, they will discover that the bandits have placed a number of stone
partitions (sections that have fallen from the temples
structure) as a gate of sorts. They have left a 5-foot
space clear to negotiate. This is a minor defensive
measure assisting the bandit guard in Area 11B.
Through this space, as the PCs climb the stairs, they
will see the light of a hooded lantern, fixed to the eastern wall, illuminating the stone partitions. The lantern
oil will last for 6 hours before it must be attended by the
bandit guard. Furthermore, if they peer down the chamber from behind the partition, the PCs will have a
chance to view (Spot DC 20) the light of an arrow slit
fashioned in the northern wall of Area 11B. Opposed
Sneak/Spot checks will give the bandit a +4 bonus
should he be on alert, or a 1 modifier if not.
If they are successful in clearing the staircase, the
PCs will then have the option to hide behind a large pile
of fallen rock and rubble to the southwest that provides
1/4 cover or in an alcove to the east. From there, the
guard receives a +6 bonus if he is on alert and a +1
bonus if not.
If the bandit gang has been warned of the party by
Nefenr or if there is some other reason for the bandit
guard to be cautious, consider him on alert status
meaning that he will be peering through his arrow slit
watching and listening for any signs of activity during
his shift. Otherwise, he will sit by his post, paying modest attention while he smokes his pipe. Should the PCs
decide to wait for the lantern light to fade, this will signify the end of the shift for the present guard (roll 1d6
to determine randomly how many hours of fuel are
left). He will signal for the next bandit in line, and
while his partner takes up a position in Area 11B, he
will refuel the lantern, holding a small candle to see his
way.
Should the guard spot any invaders, he will signal a
silent alarm to rouse his comrades to arms in Area 13.
They will arrive in 4 rounds. While he waits for their
support, the guard will start firing with his short bow
through the arrow slit.
It should be noted that the bandits are aware that this
method of guarding the back door is awkward, but
Nefenr has commanded that they leave nothing to
chance. They have rejected the idea of setting up a trap,
fearing it would place undo stress on the fragile structure but also to maintain a clear alternate escape route.
53
Area 11B
The guard post features a 2-foot long arrow slit
carved through the wall to spy and fire upon possible
intruders, providing 9/10 cover (+10 AC bonus; +4
Reflex save bonus) for the bandit guard. Should the
need arise, he will trigger the silent alarm: a system
of twine and pulleys that are threaded through the various hallways (along the ceiling) leading to Areas 13 and
14 which will ring a small bell in each room. A single
pull signals a shift change, a vigorous ringing signifies
the alarm. Although a war horn would be a more efficient means of alerting the temple complex, it has not
been employed for fear of causing stress to the structure.
Bandit (1): hp 6.
The bandits from Area 13 will arrive in 4 rounds
from the time of the alarm (see Area 13 for more
details). Once they have assessed the situation, they
will immediately send one of their number to warn the
other group of bandits in Area 12. If this action is possible, then that bandit and Therder from Area 17 will be
on the move, arriving in 12 rounds (see Area 12 for
more details).
Also located in the room are several stools, 10 boxes
of candles, a small pitcher, and 3 barrels each holding
20 pints of lantern oil.
Area 11C
This space is unoccupied, but does contain several
stacks of timber used in the shoring up of the temples
construction.
54
Area 12A
The area outside, should the party reconnoiter
the ridge that surrounds the Lake of Lost Voices.
Sixty feet from the secret door, the PCs will find
a small decayed stone arch standing on the rocky
slope. Upon closer inspection, they will see that
underneath the arch there appears to be a hollow
space. Within this space are a number of bird
perches. A Spot check (DC 10) or the presence of
a greenbond will note that on the ground surrounding the arch is bird seed. This is the collection point for the bandits carrier pigeons. Every
4 hours, a bandit from Area 12 is sent to check on
the hollow to see if any pigeons have returned.
The slope of the ridge rises abruptly to steep
facing. A Search check (DC 30) will be required
in order to discover the secret door leading to
Area 12. The mechanism is the same as it is to
open it from the inside.
Area 18A
A makeshift kitchen, this room is complete
with a cooking pit, spit, tables, and shelving
containing cooking utensils, dried foods, and
spice jars. It is presently unoccupied.
Area 22A
Resting here (or waiting, if alerted) is a single bandit
crossbowman. On the steps of Area 22A, he has placed
a bullseye lantern, aimed down the hallway. If he is in
a ready position, he will fire upon intruders immediately, yelling down the hallway to his comrades in Area
22B. If he feels he will be outmatched for melee, he
will turn and run to Area 22B.
Area 22B
Two more crossbowmen wait here for a signal from
their partner at Area 22A. They too have a bullseye
lantern trained down the hallway. If alerted, they will
shout out to warn the bandit chief, Odthow, in Area 25.
Bandit Crossbowmen (3): hp 8, 8, 8.
55
Area 23A
Three large pigeon coups are here, each holding a
total of 15 pigeons with a small brass ring around one
of their legs. Each ring is inscribed with the bandits
symbol: a square with a circle in the middle. Many
sacks of bird feed sit beside a stool where a lit lantern
rests.
Area 24A
When Nefenr stays at the temple (which is, at times,
as regular as once every two weeks), he takes this room.
An oak poster bed, very polished, occupies the southeast corner, a matching nightstand with candles right
beside it. An ornate footlocker, full of ceremonial robes,
sandals, and a travelers outfit, sits at the foot of the
bed. Another oak writing table with a chair is set against
the north wall, with a number of books in its shelves:
Celestial Navigation of the Ancients, Runes of Power
Dictionary, and Hulalehas Guide to Magical Stones
are the most notable titles. The total collection is worth
700 gp. Blank parchment and notebooks sit to the side
with a number of quills and bottles of ink. There is also
an ink stamp with the bandits seal (a square with a
black circle within it) resting on top of it. Three paintings of the Gahanis landscape (by an unknown artist)
hang on the rooms walls.
56
57
Synopsis
Upon discovery of the Malus Morphaera, the Inmagus Libellum, and
Nefenrs notes, the PCs very well may realize that they have been told only
part of the greater picture. The orb is a dangerous tool, and the PCs might feel
it necessary to keep it from falling into the wrong hands but whom can
they trust? Certainly, the writings in the temple put the motives of the Jaren
in question, and the author of the note itself does not have the purest of interests in the artifact. Ne-Chardath and the town council of Gahanis may provide
a safe haven, but are they fully aware of the machinations being plotted
around them? Should the orb be destroyed or protected?
While the PCs dwell on these possibilities, the final
piece of the puzzle appears: the Blue Knight. Striking
quickly, she will attempt to liberate the orb for her own
dark purposes.
58
Attacking During
the Overland Trek
If, however, the PCs plan to carry the orb back to
Gahanis to seek further guidance, or perhaps a
reward, then the Blue Knight will move against the
party during the 2-day overland journey. Preferring
to strike at night in order to gain the maximum
advantage from her Night Owl feat, the Blue
Knight will attack the party with savage ferocity
and dark cunning, calling upon the power of death
should the party present a significant challenge.
Concluding the
Adventure
Success and
Continuing Plot Hooks
Should the PCs survive and return to Gahanis,
there will be several avenues to pursue. If the
PCs have retrieved the Inmagus Libellum, they
will be paid their full reward by the Jaren. The
Jaren, however, will begin using information
found within the book and seeking the orb in
earnest. Should they determine that it is now in
the possession of the PCs, or if the PCs were
involved in its destruction, then the Jaren will
become a dangerous threat indeed. The PCs will
be safe in public, as the Jaren work hard to
maintain their benevolent appearance, but the
heroes will be the target of repeated assassination attempts and robbery. Should the Jaren be
exposed, the Gahanis branch of the Jaren guild
will be terminated by the Jaren organization at
large, and the five outcasts may possibly find
themselves without their vast network of
resources, which may make them even more
dangerous as the matter becomes personal.
Nefenr will have left for Lothis by the time the
PCs return to Gahanis, though he will monitor
stories and rumors that come from the town for
some time. Should his name be discussed in relation to the bandits, the Jaren, or the orb itself, he
will quickly move on to a large community, likely Ka-Rone or Khorl on the coast. There, he will
live under an assumed name, trying to restore the
opulent lifestyle that he had built in Gahanis and
possibly planning revenge against those who
thwarted his plans.
Adventure Aftermath
Regardless of the final outcome, there will be plenty of
loose ends and plot threads to follow. These five chaotic
Jaren are directed by dream visions and may be only the
smallest manifestation of a greater dark plan. The Blue
Knight could haunt the PCs for some time, appearing at
unexpected times and interfering in completely unrelated
adventures. Nefenr could be disgraced, plotting revenge,
or may have completely escaped detection and taken his
activities to the next level. The PCs might need to bide
their time, collecting experience and power, until they can
finally confront those who they know have plotted against
the town. Spending time in Gahanis while the Jaren,
Nefenr, and the party all have their hidden agendas can
lead to some tense and exciting roleplaying moments, as
each group struggles to learn the others secrets without
revealing its own.
59
Black Bear
CR 2; Medium-sized Animal; HD 3d8+6; hp 19 (3
dying/15 dead); Init +1 (Dex); Spd 40 ft.; AC 13 (+1 Dex,
+2 natural; touch 11, flat-footed 12); BAB +2; Grap +6;
Single Atk +6 melee (1d4+4, claw); Full Atk +6/+6 melee
(1d4+4, 2 claws) and +1 melee (1d6+2, bite); SQ Lowlight vision, scent; SV Fort +5, Ref +4, Will +2; Str 19,
Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Skills: Climb +4, Listen +4, Spot +4, Swim +8. Feats:
Endurance, Run.
Feat Notes: Endurance bestows a +4 bonus on checks or
saves to resist nonlethal damage. Run allows the black
bear to run at 5 times normal speed and gain a +4 bonus on
jump checks made after a running start.
Black Scathe
CR 2; Large Aberration; HD 4d8+23; hp 41 (3 dying/15
dead); Init +0; Spd 30 ft.; AC 14 (1 size, +5 natural; touch
9, flat-footed 14); BAB +5; Grap +11; Full Atk +7/+7 melee
(1d6+5 plus 1d6 fire, 2 slams); Face/Reach 5 ft./10 ft.; SA
Burn; SQ Blindsight 60 ft., ooze; SV Fort +3, Ref
+1, Will +3; Str 20, Dex 10, Con 15,
Int 4, Wis 8, Cha 7.
60
Dark Scamp
CR 1/3; Small Aberration; HD 1d8; hp 4 (1
dying/11 dead); Init +6 (+2 Dex, +4 Improved
Initiative); Spd 20 ft., climb 15 ft., fly 60 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural; touch 13,
flat-footed 12); BAB +1; Grap 3; Single Atk +3
melee (1d6, tail whip); Full Atk +3/+3 melee (1d3,
2 claws) or +3/2/2 melee (1d4 and 1d2, bite and
2 rakes); SV Fort +0, Ref +2, Will +3; Str 10, Dex
15, Con 11, Int 5, Wis 12, Cha 5.
Skills: Climb +9, Jump +6, Listen +3, Sneak +5,
Spot +3. Feats: Flyby Attack*, Improved Initiative,
Weapon Finesse (tail whip)*. *Bonus feats.
Dire Rat
CR 1/3; Small Animal; HD 1d8+1; hp 5 (2
dying/12 dead); Init +3 (Dex); Spd 40 ft., climb 20
ft.; AC 15 (+1 size, +3 Dex, +1 natural; touch 14,
flat-footed 12); BAB +0; Grap 4; Single Atk +4
melee (1d4 plus disease, bite); SA Disease; SQ Lowlight vision, scent; SV Fort +3, Ref +5, Will +3; Str
10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills: Climb +11, Listen +6, Sneak +8, Spot +6,
Swim +11. Feats: Skill Application (Listen and Spot);
Weapon Finesse (bite).
Disease (Ex): Filth fever, bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
The save DC is Constitution-based.
Goblin
CR 1/4; Small Humanoid (Goblinoid); HD 1d8; hp 4
(1 dying/11 dead); Init +1 (Dex); Spd 30 ft.; AC 15 (+1
size, +1 Dex, +3 studded leather; touch 12, flat-footed 14);
BAB +0; Single Atk +1 melee (1d81, morningstar) or +3
ranged (1d61/x3, 30 ft., javelin); SQ Darkvision 60 ft.;
SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10,
Wis 11, Cha 8.
Languages: Goblin, Common.
Skills: Hide +6, Listen +3, Move Silently +5, Spot +3.
Feats: Point Blank Shot, Skill Application (Listen and
Spot).
Possessions: 2 javelins, morningstar, studded leather
jack, 1d4 sp.
Goblin, Phungoid
CR 1/4; Small Humanoid (Phungoid); HD 1d8+1; hp 5
(2 dying/13 dead); Init +1 (Dex); Spd 30 ft.; AC 16 (+1
size, +1 Dex, +4 natural; touch 16, flat-footed 15); BAB
+0; Grap 5; Single Atk +1 melee (1d81, morningstar) or
+3 ranged (1d61/x3, 30 ft., javelin); SA Spore cloud; SQ
Darkvision 60 ft.; SV Fort +3, Ref +1, Will 2; Str 8, Dex
13, Con 13, Int 6, Wis 7, Cha 4.
Languages: Goblin, Common.
Skills: Hide +6, Listen +1, Move Silently +5, Spot +1.
Feats: Point Blank Shot, Skill Application (Listen and Spot).
Possessions: Morningstar.
Spore Cloud (Su): As a free action once per day, a phungoid goblin may expel a cloud of spores in a 10-foot radius
from its body. Any living creature within the cloud must
make a Fortitude save (DC 10 + 1/2 the phungoids HD +
the phungoids Constitution modifier) or be stunned for 1
round; further, if it fails this save, the creature gains a level
of sweet spore dependence 24 hours later. Multiple failed
saves against phungoid spore clouds stack with one another
(so a creature with Stage One dependence that fails a second
time against a spore cloud gains Stage Two dependence 24
hours later), and they also stack with dependence brought on
normally by sweet spore consumption.
Fey are immune to the effects of the spore cloud, as they
are to sweet spore consumption.
61
Monstrous Spider
CR 2; Large Vermin; HD 4d8+4; hp 22 (2 dying/13
dead); Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 14 (1
size, +3 Dex, +2 natural; touch 12, flat-footed 11); BAB
+3; Grap +9; Single Atk +4 melee (1d8+3 and poison,
bite); Face/Reach 10 ft. by 10 ft./5 ft.; SA Poison; SQ
Darkvision 60 ft., immune to all mind-affecting effects;
SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int
, Wis 10, Cha 2.
Skills: Climb +14, Jump +8, Sneak +6,
Spot +15.
62
Dependence Level
Penalty
Bonus
1
Stage One
1
+1
2
Stage Two
2
+2
3
Stage Three
4/2
+2/+1
4
Stage Four
6/4
+3/+2
5
Stage Five*
(1d6+1/*3*3, 70 ft., mighty [+1] composite shortbow); SA Combat Rites; SQ Low-light vision, +1
AC vs. swords; Fort +5, Ref +5, Will +3; Str 16,
Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Skills: Climb +7, Handle Animal +1,
Intimidate +4, Jump +7, Listen +2, Search +2,
Sneak +2, Spot +2, Survival +2; Feats: Bite,
Defensive Stance, Fleet of Foot, Natural
Swordsman.
Possessions: 20 arrows, +1 greatsword, masterwork chain shirt, mighty (+1) composite shortbow, potion of lesser battle healing (CL 5:
1d6+5), 60 gp.
Combat Rites (Su): Rank 1: 5, Rank 2: 1.
Rhodin
Seether
CR 1; Small Aberration; HD 3d8+6; hp 19 (3
dying/14 dead); Init +2 (Dex); Spd 40 ft., burrow 10
ft., climb 20 ft.; AC 16 (+1 size, +2 Dex, +3 natural;
touch 13, flat-footed 14); BAB +3; Grap +1; Single
Atk +5 melee (1d6+1, bite); Full Atk +5/+5/+0 (1d4+2
and 1d6+1, 2 claws and bite); SQ Blindsight 60 ft.; SV
Fort +3, Ref +3, Will +4; Str 15, Dex 14, Con 14, Int 6 ,
63
Violet Fungus
Vultrek
CR 3; Medium-sized Outsider (Chaotic, Evil); HD
3d8+3; hp 16 (2 dying/13 dead); Init +1 (Dex); Spd 30
ft., fly 50 ft. (average); AC 16 (+1 Dex, +5 natural; touch
11, flat-footed 15); BAB +3; Grap +4; Single Atk +4 melee
(1d6+1, claw); Full Atk +4/+4/1 melee (1d6+1 and 1d4,
2 claws and bite); SA Desecration, spells; SQ Darkvision
60 ft., telepathy, fast healing 1, immunities, resistances, SR
14; SV Fort +4, Ref +4, Will +4; Str 12, Dex 13, Con 13,
Int 14, Wis 12, Cha 13.
64
NEW MONSTERS
Description
DARK SCAMP
Small Aberration
Hit Dice:
1d8 (4 hp)
Initiative:
+6
Speed:
AC:
Attack:
When landing on or near a target (swarming is a common tactic), dark scamps typically attack with their two lower claws;
only when grounded do they attack with their vicious bite and
rake with the bony claws located at the tip of their wings. Dark
scamps can use their tail attack at any time, although they tend
to do so only while flying, in combination with their Flyby
Attack feat.
Damage:
SCATHE, BLACK
Face/Reach:
Special Attacks:
Hit Dice:
Special Qualities:
Darkvision 90 ft.
Initiative:
+0
Saves:
Speed:
30 ft.
Abilities:
AC:
14 (1 size, +5 natural),
touch 9, flat-footed 14
Skills:
Attack:
2 slams +7 melee
Damage:
Feats:
Face/Reach:
Environment:
Special Attacks:
Burn
Organization:
Special Qualities:
Saves:
Challenge Rating:
1/3
Abilities:
Treasure:
None
Alignment:
Skills:
Advancement Range:
23 HD (Small)
Feats:
Environment:
Organization:
Solitary
Challenge Rating:
Treasure:
None
Alignment:
Advancement Range:
512 HD (Large)
Combat
Large Aberration
SEETHER
Small Aberration
Hit Dice:
Initiative:
+2
Speed:
AC:
Attack:
Damage:
Description
Face/Reach:
Special Attacks:
Special Qualities:
Blindsight 60 ft.
Saves:
Abilities:
Skills:
Feats:
Combat
Environment:
Underground
Black scathes are terrible foes, for they do not know fear and
they do not tire. Their assaults are simple, straightforward, and
savage.
Organization:
Challenge Rating:
Treasure:
None
Alignment:
Advancement Range:
46 HD (Small); 79 HD
(Medium-size)
Description
Seethers were first bred long ago by the dramojh; these small,
agile, yet strong creatures were designed to burrow into enemy
strongholds and attack their draconic masters foes from sur-
Combat
Alignment:
Advancement Range:
47 HD (Medium-size); 89
HD (Large)
Seethers use fairly simple tactics in combat, as befits their relatively weak intellects. They are fierce foes, though, and their
attacks are always sudden and concerted.
Blindsight (Ex): Seethers can see by way of sound, allowing them to locate objects and creatures within 60 feet. A silent
sheath spell or any similar effect negates this ability and effectively blinds the seether.
Skills: Seethers receive a +2 racial bonus to Escape Artist
checks. *Seethers receive a +4 racial bonus to Listen and
Search checks, and may always make Listen checks in place of
Spot checks. These bonuses and ability are lost if blindsight is
negated.
Description
VULTREK
Medium-Size Outsider (Chaotic, Evil)
Hit Dice:
Initiative:
+1
Speed:
AC:
Attack:
Damage:
Face/Reach:
Special Attacks:
Desecration, spells
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Any
Organization:
Solitary
Challenge Rating:
Treasure:
None
Combat
Vultreks are cunning and malevolent foes, reveling in terror
and bloodshed. They are spellcasters first and warriors second,
using their spells to weaken, harry, and dishearten their foes
before rending them to pieces and feeding on both flesh and
spirit.
Being descended from one of the most effective scavengers,
vultreks are not averse to allowing other creatures to kill their
prey and feed on the physical remains it is the soul of the
victim that truly nourishes them. For this reason, it is not
uncommon for vultreks to form alliances with other fierce
predators, assisting from a distance with magic while their
allies tear into their victims.
Desecration (Su): The very presence of a vultrek imbues its
sanctum with negative energy; once the vultrek assigns a sanctum (per the Sanctum feat), it may cast any spell it knows at
any point within the affected area, even if it cannot see the targeted area or if the area would normally be beyond its spell
range. This ability is in addition to any other spell modifications made possible by the vultreks Sanctum feat or any other
feats.
Incidentally, undead creatures within such a desecrated area
gain a +1 profane bonus to attack rolls, damage rolls, and sav-
Penalty
Bonus
FUNGOID
1
Stage One
-1
+1
Stage Two
-2
+2
Stage Three
-4/-2
+2/+1
Stage Four
-6/-4
+3/+2
Stave Five*
N/A
N/A
Fey are immune to the effect of the spore cloud, as they are to
sweet spore consumption.
Special Qualities: Same as base creature.
Saves: Same as base creature.
Abilities: A fungoids Intelligence, Wisdom, and Charisma
each decrease by 2 points, and its Constitution increases by 2;
these modifiers stack with those from Stage Four sweet spore
consumption.
Skills: Same as base creature, but modified for any change in
ability scores.
Feats: Same as base creature, although the benefits of some
feats may be lost if the creatures ability score prerequisites
drop too far.
Climate/Terrain: Any temperate or warm, but usually underground.
Organization: Solitary, but often encountered with other fungoids if a sweet spore patch has existed in the area for any length
of time.
Challenge Rating: If the base creatures HD are 3 or less, then
same as base creature; if the base creatures HD are 4 or more,
then as base creature +1.
Advancement Range: Same as base creature.