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Shadowdale

Table of Contents
Prologue.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter 1: The Coming of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 2: A Rescue Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Chapter 3: The Castle of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Chapter 4: Mystras Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Chapter 5: The Quest for the Tablets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Chapter 6: Storm in Shadowdale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Non-Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Avatars of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
New Magical Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Magical Chaos Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside front cover


Physical Chaos Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside back cover
Monster Summary Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside gatefold

Credits

Design: Ed Greenwood
Editing: Chris Mortika, Scott Haring, Karen S. Boomgarden
Avatar Trilogy Coordinator: Jim Lowder
Cover Art: Jeff Easley
Interior Art: Ned Dameron
Typography: Betty Elmore
Keylining: Paul Hanchette

1989 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc.
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9247 ISBN 0-88038-720-3
The One Who Is Hidden will in response to PC actions. A Note About 2nd
anger cast the gods down into the The chapters describe the intended
Realms. The gods will walk among flow of the story. PCs have plenty of Edition AD&D Rules
men, amid chaos of Art and nature, freedom as to what they actually do in
the chaos surrounding the Godswar. This module is written for the new
and there will be strife in Faerun.
Feel free to improvise to make the rules system. The most noticable
From the Prophecies
adventure exciting and enjoyable. If change is the reference to mages
of Alaundo the Seer,
you read the entire module before play instead of magic-users. The class is
called the Wise.
basically the same, as are the classs
to see what will occur, it will be easy to
spells. When a characters statistics are
Notes for the see where there is ample room for your
own side-adventures, and where and
listed within the text, the letter M

Dungeon Masters how the adventure herein can be tai-


lored into an existing campaign set in
denotes mage, as MU used to denote
magic-user.
Shadowdale is the first of a trilogy of the Forgotten Realms. The other noticable change is the pre-
modules that describe the strife called Each chapter also contains random sentation of the monster statistics. The
by some the Godswar, in The Forgot- events and encounters. You should layout used here is that developed for
ten Realms. adapt each entry used to best suit the the new Monstrous Compendium
These modules loosely parallel the PCs current situations. Random series. The information is organized a
action described in the Avatar Trilogy, events can be deliberately introduced bit differently, but nothing has been left
published by TSR, Inc. It is not neces- into play to challenge cautious PCs, or out. Everything DMs are used to seeing
sary that you or your players read the to warn or direct them. It is a time of is there.
novels before play, nor are the adven- godly portents, confusion, and dire
tures outlined in the modules identical omens; feel free to stretch coinci- Running This
to action in the novels. Players should dence to answer PC doubts or queries. Adventure
use their own characters, though sev- Rumors and legends are also provid-
eral NPCs will prove to be quite valu- ed in this adventure. PCs can learn This section explains the steps a DM
able. (The NPC Midnight is an these by eavesdropping, questioning should follow to best run Shadowdale.
exceptionshe must accompany the NPCs, or investigating written records. A lot is going on in the Realms during
party in order for the adventure to be You may wish to develop some of these this adventure. Reading the entire mod-
completed.) If the PCs are weak, or run hints into further adventures for the ule before play allows a DM to change
into trouble early on, the DM could well PCS. the order and nature of encounters in
provide aid by using the other NPCs response to PC actions.
described herein as reinforcements for
the party.
Ability Checks This module has been designed not
only as the first part of a trilogy, but as
The adventures in Shadowdale are From time to time in this adventure
the foundation of a fledgling campaign.
perilous; a party of lesser power may an Ability Check is called for. The DM
Many of the NPCs introduced can be
well not survive for long. Keep the par- should roll 1d20 and compare the result
used in all sorts of adventures, not
ty to a size that you are comfortable with the appropriate ability score
merely the action outlined in these pag-
with. If encounters are too dangerous, (Strength, Dexterity, etc.) for the char-
es. The DM should be familiar with the
allow the PCs to escape or avoid them; acter in question. If the roll is equal to
overall aims, general knowledge, and
PCs should be challenged, but not casu- or less than the characters ability
juicy secrets (if any) of all NPCs intro-
ally destroyed. score, the action succeeds. If the roll is
duced in a chapter, before beginning
greater than the ability score, the
actual play. If keeping track of such
action fails.
How the Module Is things becomes overwhelming, list key
NPC facts on a sheet of paper or series
Laid Out The Setting of file cards for ongoing use. When one
The adventures in Shadowdale are knows what drives a particular NPC,
This adventure is set in the continent
outlined in chapters. Each chapter roleplaying that persons reactions to
of Faerun in the Forgotten Realms, spe-
begins with several Events that occur PC queries and activities is relatively
cifically in the Dragonreach lands: Cor-
regardless of what the PCs do. After the easy.
myr, the Dalelands, and the cities and
Events come the Encounters, repre- Events: Note that Events occur in
wilderlands of the Moonsea. These
senting areas the PCs may visit or situa- the sequence given and at the times
areas are described in the boxed
tions the PCs may come to be in. noted no matter where the PCs are or
FORGOTTEN REALMS Campaign Set.
For both Events and Encounters, the what they are doing. These Events
DMs who place this adventure in other
boxed portions of text are intended to move the adventure onward and give
settings will have to modify the geogra-
be read aloud to the players. The the PCs information, as well as making
phy, NPC power groups, and gods
remaining information is for the DM, the Realms come alive, rather than
used, but should still be able to use this
and should only be revealed in merely serving as a static background
module.

2
for PC adventurers to strut around in. DM should introduce Caitlans appeal in either in search of Elminster or because
A synopsis of the main events of Sha- such a way that it is very hard for the of rumors concerning the Tablets
dowdale is given below. PCs to refuse it; perhaps a tutor of one whereabouts. Adventures occur along
Time: It is important that the DM PC could demand it as a service in pay- the way, and PCs come to the attention
keep track of the passing days, and ment for training, or Caitlan could of the avatar of Bane, the Zhentarim,
when PC actions and encounters occur. approach the PCs in a taproom or other and the Harpers (and any other avatars
Unless the text gives a specific time of public place while the PCs are trying to and power groups the DM wishes to
day for an event, you may arrange the impress an audience with their bravery use in future play).
time to best suit the needs of your or skills. Midnight joins the party-not 6) The PCs encounter Elminster, and
adventure. Alter the order of encoun- only is she simply the only wizard left in learn much from him about Helm, what
ters if desired to best suit the pacing of Arabel (or Cormyr, for that matter), her has befallen the gods, and the impor-
your adventure as play unfolds. presence is necessary for events to tance of mortal conduct and the recov-
unfold as they should. Caitlan falls ill ery of the Tablets. The DM should give
Synposis of the and cannot accompany the party. hints of Elminsters own mysterious
3) The PCs journey to Castle Kilgrave, power and importance in the plans of
Story perhaps encountering adventures The One Who Is Hidden. The PCs
The key steps of the adventure are along the way, and battle its dangers to explore the dale (its important NPCs
given below. If the PCs stray too far rescue Mystra. If they fail, other (NPC) should be introduced to give later events
from the intended course of the adven- adventurers will succeed, and the PCs emotional impact), and Zhentarim-led
ture, the DM should head the PCs in the will witness the next step via Midnights forces attack Shadowdale. The DM
right direction by introducing forceful pendant. should involve PCs in the battle.
events and by providing NPC hints and 4) Mystra asks for, and receives, the 7) The temple of Lathander in Sha-
warnings. Note that events may well pendant she gave Midnight. The pen- dowdale is attacked by Bane, who is
occur offstage, particularly if the PCs dants power and value, if not its nature resisted by Elminster, who inadvertent-
are militarily weak. There is no need to or usefulness, will be readily apparent ly summons Mystra to aid him in fight-
lead PCs by the nose to drag them to avatars and powerful wizards. Mys- ing Bane-and all three beings are
through all the encounters in this mod- tra brings into being a gate to the Ethe- apparently destroyed in their struggle,
ule. real plane, where she confronts Helm. demolishing most of the temple.
1) The adventure begins with the Helm dispatches Mystra, revealing the All wizard player-characters should
Fall of the gods, and the physical and importance of the Tablets of Fate, and be involved in this battle, along with
Magical Chaos this brings to Faerun. challenging them to rise as heroes to any other PCs who wish to fight.
Hints and news of these unsettling the quest. The DM should use whatever 8) The adventure comes to a tempo-
occurrences can be worked into other priestly directives, inner voices, omens, rary end with the capture of the PCs by
adventures as the DM brings the PCs and NPC reactions seem necessary to angry inhabitants of Shadowdale. The
together in the caravan-city of Arabel, make reluctant PCs undertake the DM must direct subsequent play
in northeastern Cormyr. quest for the Tablets. The idea of Elmin- according to whether the events of Sha-
2) Caitlan Moonsong approaches the ster the Sage as a source of information dowdale will stand alone, or the PCs
PCs with a plea to undertake the rescue crucial to this quest should also be will go on to the adventures described
of her mistress from an evil power introduced. in the second module of this trilogy,
imprisoning her in Castle Kilgrave. The 5) The PCs journey to Shadowdale, Tantras.

3
ness. Folk in the open are crushed
against rocks or buildings; roofs fall
in or are whittled away. Horses are
tumbled helplessly along the
ground. Trees topple.
All day long the fury of the storm
rages unabated, until nightfall. Night
does fall, this daywith a great crash
that shakes the earth, throwing all
creatures helplessly to their knees.
There is a sudden silent calm thereaf-
ter as, overhead, the stars come out.

If the PCs are in the midst of an


adventure when the great storm hits,
the DM may wish to apply damage rele-
vant to the natural hazards they
encounter. Lightning, hail, tornadoes;
current abilities, for example: provide all devastate cities and countryside
For if there is storm on high, there must
NPC aid, have some events occur off- alike. Creatures of all sizes are slain or
surely be chaos below.
Saying of the stage, and weaken PC opponents a tri- badly hurt. Underground, cave-ins
priests of Helm fle. It is a dull adventure in which all the occur; in the mountains, landslides are
heroes fall within the first half-hour of common. At sea, ships founderand in
play. The old saying of the halfling Bran- most cities with a major temple, a great
The adventure can begin anywhere
in Cormyr or the areas west or south of dyjack Two-Cask, however, is particu- meteor or star, trailing fire as it falls
larly apt when applied to the events strikes the temple at nightfall, destroy-
it (Westgate, for instance, or as far west
as Iriaebor); wherever it best fits an described in this adventure: ing it in an explosion that slays the
Goes the fray at all a wry? majority of the clergy within and ruins
ongoing campaign. The PCs should end
Flee! Flee! Run away! the wealth of the temple. There are no
up in the caravan-city of Arabel in
northeastern Cormyr. They grow no older who sudden die such preeminent temples in Arabel; PCs
Arabel is detailed in The FORGOTTEN And neer adventure another day. already in the city may not learn of the
temple destruction for a while.
REALMS Campaign Set. If the PCs are
It is suggested that no PC be badly
already in Arabel, run Event 1 during the
course of other adventures. If the PCs are Event 1: A hurt in the storm. Mounts and prop-
erty, or NPC tutors or allies upon which
elsewhere in the Realms, Event 1 can
occur before they reach Arabel. Several
Storm to Shake PCs have become over-reliant, how-
mini-adventures set in Arabel are includ- the Thrones of ever, could well be destroyed. The sud-
den damage to vaults, city walls, and
ed in this chapter as warm-up events
for fledgling parties. the Gods many buildings will lead to lawlessness:
Looting, and bloody street-fights as folk
Note that a royal charter is required
see a chance to settle old grudges (or,
to bear weapons in Cormyr; PCs living One morn, no sunrise comes. There having lost everything, are willing to
in Cormyr will know this. (The DM can is only darkness, and an icy chill.
attach conditions of behavior to the chance anything). This sudden violence
Dust blows on the wind, which could well lead to other PC adventures.
granting of such a charter; Cormyr is a grows quickly to a gale. It is no nor- During the storm, the NPC Midnight
generally law-abiding kingdom.) mal storm, but a howling, lashing will be compelled to go outside and find
For details of police and soldiery in battle of winds that come from every
Arabel, see Encounter 1 in this chapter. a secluded garden or grove, where she
quarter, and crash together, wres- will meet an avatar of Mystra. Event 2A
tling over the land. Branches, birds, below describes their meeting and its
It is a time of great changes, a time of plants and all are whirled helplessly results, which is crucial to the rest of
portents, war, and high adventure. The through the air. the adventure. Even though no PCs will
challenges in this adventure are intend- Rain begins, and hail, and snow, all be there, it is included here as back-
ed to test a party of six to eight charac- falling impossibly together as light- ground for the DM. Also, there may be
ters, including at least two spellcasters, ning crashes and tornadoes form a time when Midnight tells the adven-
ranging in level from 1st to 3rd. If the and tear over the land. The ground
party is stronger, or becomes much turers of this meeting...
shakes, and rocks are borne aloft to After reading Event 2A, go on to
weaker, the DM should feel free to fall as a killing rain out of the dark- Event 2B.
match the adventure to the characters

4
Choose one spell from those you already less of whatever furniture, bolts, bars,
Event 2A: A command. Whenever you cast it, you and the like have been used to reinforce
Mysterious shall be able to recall it and cast it again the door against the fury of the ele-
thrice more, four times in all, by my gra- ments, the door will be suddenly flung
Meeting ce. Choose now; other matters press me. open, and Event 2B will occur. It is sug-
The DM should choose a single spell gested that the setting be The Pride of
There is sudden silence in the dark- from those already known by Midnight. Arabel inn (#48 on the Arabel map in
ness all around Midnight. Darker Magic missile is a good choice, because the Campaign Set), proprietor Dunlass
shadowstree trunksseem to sway in addition to the extra spells, the mis- Tathelkom (LN male F6, 46 hp, genial,
and shift gently, but there is no sound. siles created will always do maximum fair, and burly). If the DM desires, it
Ahead, she sees a glowing form begin damage-an extra boon from Mystra. may be the only place in the city with a
to shine; a blue-white radiance, growing After she chooses, Mystra says, My room to let to adventurers.
stronger amid the trees, approaching. thanks, Sister. Receive now Mystras
The radiance grows brighter and nearer. boon. The glowing form of Mystra
A gentle yet powerful whisper sounds steps forward. No longer hidden in Event 26: A
in Midnights head: I said I would return
when you were ready, little one. Know
darkness, she seems to be clad only in
blue-white radiance. She embraces
Dramatic
me now, sister. A dark figure moves out
of the trees, surrounded by a nimbus of
Midnight, and the young woman can Entrance
feel the power and ecstasy of the Art
blue-white light. It is Mystra, Mother of coursing through her.
All Magic. Her face is hidden in the The next thing Midnight knows, she In the doorway, winds howling madly
shadow of her limning. is alone with the pendant. Mystras kiss at her back, is a raven-haired woman.
For years you have worshipped me, has conferred upon her the promised She wears a black cloak, and dark
albeit in your own way. Now, Midnight, powers, and also cured any hit point boots, breeches and tunic beneath, all
you can do me great worship. I shall damage and any diseases Midnight may whipped wildly by the storm. Some
reward thee, now and in the future. suffer from or carry. Midnights skin power seems to keep the storm from
Will you serve me? will glow a bright blue-white from head sweeping in through the door behind
Midnight, of course, accepts. Mystra to toe, and the pendant will be around her. Indeed, she seems to be clad in
continues: Good. I will entrust to you her neck, grafted to her skin. It cannot power: A blue-white star pendant
something of mine. Guard it well. You be removed by anyone but Mystra, and glows at her throat, and her faceher
cannot make use of it, but in turn, it can- cannot be broken. very eyes glow with the same
not harm thee. Mystra raises her hands The pendant has five additional unearthly radiance. Her hair moves
to her throat, and a blue-white light is kin- powers, not mentioned by Mystra. gently in waves, this way and that, as if
dled there, between her palms. The glow These automatically operate when the alive; it too glows.
lights her face, that of a beautiful, willful pendant is worn or touched. They are: Her skin glows, too, all down the
young woman, which hints of a long- the pendant confers the abilities of open front of her tunic, and through
borne pain. Then her eyes lift to meet feather fall and pass without trace (as a tear in one leg of her breeches. The
Midnights, and she smiles. the spells) upon its bearer. light she gives off is painfully bright,
Take this of me, Midnight. I shall seek Anyone who has touched the pen- almost blinding. She looks around
its return, in time. She holds out her dant will know its presence and loca- the room calmly, even boldly, yet her
hands, and in them is the blue-white radi- tion thereafter, whenever it is within eyes give the impression her
ance, shimmering with unearthly beauty. 6, however disguised or hidden. Sub- thoughts are elsewhere, somewhere
It is power, the power of Art, trapped in a stitute or false pendants will instantly far more glorious than here.
blue-white star of some clear crystal or be known for what they are. Suddenly the radiance dies away
gem. It is set on a chain of blue-white At will, anyone touching the pendant the ladys skin, the pendant, every-
metal; Mystra holds it out to her. can cause a blue-white radiance to thing goes dark. She crumples to the
When Midnight touches the pendant, come into being in the pendant, lasting floor without a sound. Behind her,
she will find the crystal and its chain both as long as desired, and varying (or puls- the full fury of the storm crashes
silken-soft and warm to the touch. Both ing) in brilliance from a faint glow to a into the room.
can be considered unbreakable, even by spectacularly bright display (illuminat-
the attacks of artifacts and avatars (due to ing as per a continual light effect), but Midnight will be unconscious for 2-12
the combined wills of Mystra and The not when the caster is held or affected turns, and then awaken with no ill
One Who Is Hidden). The initial touch of by magical sleep or mental suggestions effects. She will not be hurt in the
the chain will cause a painless, exciting or commands. storm, but the pendant will cause 2d10
tingling in Midnights body. Mystra will points of energy damage, per round, to
urge Midnight to take the pendant. After Event 2B should be set in an inn, tav- anyone touching it during this time.
Midnight takes it, Mystra says: When Midnight awakens, the pendant
ern (or other haven) where the PCsor
For this service, sister in Art, I will will glow again, and lose this damage-
the majority of PCshave taken refuge,
reward you in time to come, and now. dealing power (Mystra caused it to pro-
late in the evening of the storm. Regard-

5
tect Midnight by absorbing storm ener- ary spell, and will summon aid: 20 lay
gies near her, a temporary power). brothers of Lathander if he or Chonszul
his hut and wept. He said his pray-
are robbed or attacked.
ers, too, had gone unheard! Has the
IMPORTANT NOTE: (NOT TO BE Great Morninglord forsaken us?
Chonszul will remain in Arabel to aid
READ ALOUD TO THE PLAYERS) The old man looks around at you
its folk as best he can throughout The
From the moment the storm and the other folk listening in the
Time of Troubles, and may serve to
ends, magic is unreliable in the guide or aid PCs with healing or tute-
street, and puts an arm around the
Realms. Use the Magical Chaos distraught younger priest. Hush,
lage. He will report the descriptions of
Table whenever magic is brother, he says gently, in lower
PCs to the local Purple Dragons (army
unleashed in the adventure from tones. Do not aid the Dark Ones by
garrison, busy cleaning up the streets
this point on. Everyone, includ- spreading panic and dark rumor.
and restoring order) if they loot or van-
ing the avatars of the gods and Calm thyself in the grace of Lathan-
dalize stores, or slay folk wantonly.
powerful wizards such as Elmin- der. Does not our faith tell us that
ster, is affected by the chaos. Mag-
ic items without charges (a ring of
there is always a new beginning? Event 4: Dark
Look for that new light, then, and be
protection, f o r e x a m p l e ) s u f f e r
Magical Chaos only once every
cheerful. True, our greater prayers Dismay
are not answered. But we are not
week, but items with charges or Run this Event late on the day after
alone. The brothers of Tymora were
otherwise limited uses risk chaos the storm, or the next day, whenever
as upset as thou, early this morn.
every time they are used. Clerics the PCs are out of doors.
And as I came this way, I passed one
cannot gain spells of third level of the whip-mistresses of Loviatar.
or greater through prayer from She, too, was in tears and hurry. And You come upon a woman sobbing on
the moment the storm begins. what does that gain? If the gods do the ground, sitting with her head
These effects include Player not hear us, tis because they are buried in her knees and her arms
Characters, and continue until busy, mark ye. Come now, and be clasped around them. She wears
the end of the adventure. once more a man. Lathander needs dark robes, open down the back to
The DM can (and should) override the reveal old, white whip-scars on her
ye now, more than ever.
Chaos Table to benefit the PCs. This is skin, and on her forearms are
especially important in the battle at the armored wrist-guards inlaid with
Lama Chonszul (the old man) will lead
Temple of Lathander toward the end of bone, polished white. She looks up as
Adept Bronsus (the priest in scarlet
the adventure. you approach, revealing a desolate,
robes) away. No one will follow (except,
perhaps, the PCs). If questioned, Chons- tear-stained face, and then sinks
Event 3: zul will be calm, kind, and secure in the
stoic philosophy of renewal common to
down to weep again, rocking gently
as her shoulders shake.
Stunning News aged followers of Lathander. He will
readily admit that, as far as he has The woman is Sespetralee, Whiplass
Run this Event sometime during the (Canon) of Loviatar. A LE 6th level cleric
heard, no priests of any clergy in Ara-
day after the storm, whenever one of with 36 hp, Sespetralee is devastated at
be1 have had spells of 3rd level or
the PCs is out in the wreckage-strewn the news that a great temple of Lov-
greater renewed by the gods.
streets of Arabel.
Chonszul has just witnessed a com- iatar, far to the south in Turmish (across
mune tried by the visiting High Priest The Sea of Fallen Stars) was destroyed
A scarlet-robed priest runs past you, Alosar, newly arrived in Arabel from during the night of the storm. No priest-
stumbling in haste. His face is white, Elturel far to the west. Alosar asked ess of Loviatar has received prayer-
his mouth open in shock. Father Lathander or his servants (solars) why spells from, or been able to contact, the
Counselor!, he cries. Revered One! the god did not answer their prayers goddess since then. The Realms must
The rose-hued disc of Lathander, God and received no answer. Chonszul will be coming to an end!
of the Morning, bounces at his breast. freely relate this, and advise PCs to Sespetralee is armed with a whip of
Down the street is an old man, stand forth in such times of trouble to frost, fire, and fear (detailed in the New
grey-bearded and erect. He wears a defend what is good in the lands, for in Magic appendix, p. 42), a non-magical
robe of pale rose, denoting higher such service lies true glory. cat-o-nine-tails barbed whip (2-8 dam-
rank. He turns calmly. What is it, Chonszul, for all his gentle manner, age, 4-foot reach), a sleep-poisoned
brother?, he asks. Be calm will not hesitate to use his spells if mace (its first strike releases venom
Lathander loves us all, remember. attacked. He is a 7th level Neutral Good from a handle cavity onto the ball of the
But, Father! His Art has left us! cleric with 50 hp, and has among his mace, so that any subsequent blows
Canon Mieskal prayed for the power other prayers (spells) three hold person deliver a skin-contact venom effective
to remove curses, and no power magics and one dispel magic. He bears a in 1-2 rounds, save vs. poison or fall into
came! Canon Mieskal! Then the Old rod of smiting. a deep sleep (slapping, etc., will not
One, Patriarch Gurimn, came out of Bronsus has a command and a sanctu- awaken) for 1d8 +3 turns), and an

6
assortment of harmful spells. She will speedily to avoid trouble with the owner New Magic appendix, p. 42). He also has
only attack if the PCs attack her in ear- of the cellar, a dealer in fine carvings. a full complement of spells, including
nest. Bewildered and forlorn, she will Antharn had taken the fee, cast the polymorph other, two lightning bolts,
allow herself to be comforted or aided spellcorrectly, he swears (and hes and three magic missiles.
without reacting with hatred, betrayal, right)and the crate had flown up The One True God Ulgon refers to is
or rudeness. Her whip-scars are due to sharply out of the window, turned a bril- Bane, The Black Lord (god of strife and
ritual worship; she was unshakeably liant blue in color, sprouted yellow root- tyranny). Ulgon will not menace the PCs;
loyal to the Maiden of Pain until now. lets all over, returned to its original he does not want an open fight with
appearance, and burst open (still in mid- them. Instead, he will behave like a fanati-
air). It had then gouted forth small pieces cal clergyman, triumphant at the down-
Event 5: Anarchy of crockery in a series of wild explosions fall of false gods. Ulgon will claim that
of Art that had littered the street, cut Gulthaghs
forehead, and flabbergasted the wizard.
only the true godsBane, Myrkul, Talos,
and Tempus, Bane being the truly power-
Run this Event immediately after any ful of the fourwill survive.
PCs discover that their magic some- Ulgon will urge the PCs and like folk
He is shaken. But I did nothing
times goes wrong when cast, or soon of action and daring to join The Cleans-
wrong, he says. Was other magic at
after Event 4, while the city of Arabel is ing Hand (of clergy and lay worship-
work?
still littered with strewn wreckage pers of the four gods mentioned). The
(whichever comes first). Hand, Ulgon claims, will earn glory and
PCs should soon hear other news of
divine reward for its members in pre-
spells going wrong in the city. Remem-
You hear a terrific, glassy crash, and paring the new society to come. Its
ber that the Magical Chaos Table should
work now is to slay and cast down
then shouts nearby. Angry shouts. be used for all spellcasting.
false clergy, seizing their wealth and
Good gold I gave you, wizard! Call
yourself Wonderworker, indeed! property, and to resist all other author-
Look at this ruined! Cant you man- Event 6: Clerical ity. Other adventurers, brigands, the
soldiery of the corrupt, doomed king-
age a simple levitation? The speaker is
a furious potter. He is standing, blood
Strife dom of Cormyrall must be cast aside
Run this Event a few days after the to allow the True Gods to ascend to
streaming from a gashed forehead,
storm, particularly if the PCs intend to their rightful place.
amid a litter of potshards. Broken
leave Arabel to seek adventures else- Ulgon will try to convince the PCs to
crockery is all around him. Behind
where. It can occur at any time when join him. If they do, he will charge them
him is a large crate, on its side, top slit
to seek out and slay a troublemaker
open in a splay of broken boards, one or more of the PCs are in the streets
straw packing spilling out. Behind it is of Arabel. known as Garthim the Black (actually
a broken window, behind that a topsy- a Harper, a 9th level CG fighter) in the
turvy cellar. Youve seen many in the city. (The Harpers are a good-aligned
You are suddenly confronted by a organization described in the Cam-
aftermath of the storm.
tall, thin man in a dark weather- paign Set of the Realms.) If they refuse,
What you havent seen before is an
cloak. His manner is imperious and he will ask where they are staying, and
utterly astonished wizard. Tall, beard- fearless as he gestures at you to halt. promise to show them signs of the truth
ed, and distinguished in grey-and- You notice that his other hand, hith- of his belief later.
purple robes with an arched collar,
erto hidden, grasps a wand. It is lev- He will actually send seventeen 0-
many rings glittering on his fingers
elled at you. level thugs to attack and rob the sleep-
and utter bewilderment on his face.
Stand!, he says coldly. You look ing PCs, taking first their mounts, then
Mother Mystra!, he gasps. IIll to be lawless swordbearers and the clothes and weapons, seeking to keep
return your money, good sir. Thats
like. Do you worship the One True the PCs in Arabel.
...never happened before ...I swear.
God? Or shall you be swept away as
The wizard is Antharn, a 12th level
all worshippers of false gods are fat-
ed to, in these days of reckoning?
Encounters
LN wizard with 40 hp. For 50 pieces of
gold, he agreed to levitate a crate of The man is Ulgon, a 7th level wizard
1. The Purple Dragons
crockery that the storm had driven
of the Zhentarim. (The Zhentarim are Run this encounter if the PCs seek out
through a nearby cellar window out, an evil network of wizards, clerics of Watch patrols or the soldiery in Arabel
up, and over a busy street to the yard of Bane, warriors, and beholders based in to ask about the sudden, strange erratic
its owner, the potter Gulthagh Murr. Zhentil Keep. The Campaign Set of the performance of magic, rumors of trou-
Hes the angry one.
Realms gives some details of this organi- ble among the gods or clergy, or for any
The crate contains delicate, ornate
zation.) other reason. The PCs will be escorted
vases from Calimshan, and Gulthagh Ulgon is LE, has 22 hp, and is armed to an office where this encounter will
expected about half of them to be shat- with a wand of magic missiles (with 12 take place. This encounter will also
tered, but hed agreed to shift them charges) and a blink ring (detailed in the occur if the PCs run afoul of the law in

7
Arabel, or attract official suspicion as a times of strife in the Stonelands and her neck, under her hair), which she is
result of their adventuring activities. trouble with Zhentarim spies, Dutharr adept at throwing.
has bolstered all Watch patrols with Salreens harp is not magical
Purple Dragon soldiers. (although a faint blue faerie fire cast
You are facing a burly, hard-faced
Dutharrs spies will be 5th and 6th upon it makes it radiate a dweomer).
man. He is seated at a desk that bears
level LG fighters, veteran Purple She is watching adventurers in this
only a battered war-helm and a naked,
Dragons. They will always be in dis- area on behalf of the Harpers, looking
battered two-handed sword. Brass
guise and in teams of two. While within for signs of the work of the gods or of
rings glint on his hairy fingers. He
the city, PCs will have a very hard time various evil powers (particularly the
wears leather armor under a surcoat
spotting them. The DM should make Zhentarim). She will join the PCs the
bearing the Purple Dragon of Cormyr.
two secret Intelligence Checks for each better to keep an eye on themand if
I am Dutharr, he says simply, offi-
PC per turn. Only if both Checks are they strike her as good or at least work-
cer of his majesty Azoun. I deal with
successful will any PC notice anything ing against evil, she will give the PCs her
adventurers such as yourselves. These
suspicious-and then only if that PC is loyalty (to the death, if need be,).
are days of strife, and hence watchful-
in a position to do so. (Theres nothing The DM should play Salreen as an
ness, requiring special actions on our
suspicious, for example, about a mer- utterly honest, shrewd character judge
part. As you know, arms can be borne
chant walking down a street full of mer- of the PCs in the final scenes of this mod-
by private individuals in Cormyr only
chants, unless the PCs have turned a ule, keeping track of what she witnesses
by royal charter. By the Kings author-
corner or entered a shop so as to reveal of the PCs actions, debates, and inten-
ity, I canand willissue or revoke
individuals following them.) If players tions. If she does not join the party, she
any charters pertaining to yourselves
state that their characters are watching will follow the PCs to spy upon them (and
according to the acceptability of your
for spies, allow Checks more often, per- may rescue PCs in a tight spot at the DMs
own behavior. Is that understood?
haps once every three rounds. It is rec- option). For chances of the PCs noticing
ommended that the DM retain the Salreen or other spies, refer to the
Dutharr is a tough, streetwise vet-
double secret check system. Outside encounter above.
eran, a LG 11th level fighter who wants
the city walls, the DM should adjust If the PCs attack her, Salreen will call
the PCs to refrain from slaying or pillag-
chances of noticing spies according to for help. It will come in the form of a
ing in these times when the soldiery of
the terrain, light, and PC activities. patrol of twelve Purple Dragon soldiers,
Cormyr are spread thin coping with
five 1st and seven 2nd level fighters, clad
half-mad clerics and wizards and their
2. A Harpist Bold in chainmail and armed with long
out- of-control spells. He warns that
swords, spears, handaxes and daggers.
they will be slain on sight if caught This encounter can be run in any tav-
behaving criminally. ern, ruin, or secluded glade or hollow
What Dutharr would really like the the PCs venture into, at any time before
3. Brothers in Blood
PCs to do is to help keep the peace Chapter 3 begins. If the PCs are very This encounter can occur at any time
wherever they go in Cormyr, reporting weak, the NPC encountered here could the PCs are in the streets, taverns, or
suspicious doings they observe to the help the party out for a time. shops of Arabel, particularly at night.
Purple Dragons and aiding the soldiery
with a handy sword or threatening
charge now and then. He hints that You see a young girl, her hair cascad- You see two men in rich purple
rewardsperhaps even a knighthood ing around her like a silver waterfall, robes, each bearing a black hand
or twoawait such service when the sitting alone. She is bent over a harp, outlined in red flames upon the
current strife is over. and its silver strings chime faintly breast. They swagger fearlessly
If the PCs do report their movements under her fingers like faint, far-off about, eyeing everyone with con-
and findings to Dutharr (he will have water trickling its carefree way over tempt. Seeing you, one stops and
them watched) and come to the sol- stones. She looks up at you suddenly, asks haughtily, I suppose you have a
dierys aid in any brawls or crowd and nods at you in greeting, unsur- charter permitting you to bear
scenes, Dutharr may aid them in return prised. Well met, she says, and weapons in this land?
should they run into trouble. The DM stops playing. The harp plays on He extends a hand imperiously.
might provide such a rescue if exhaust- faintly by itself for a breath or two The other priest draws a rod from
ed or badly wounded PCs are unwit- before stopping. his belt and eyes you coldly.
tingly heading into big trouble.
In Arabel, the city Watch (police) The girl is Salreen Shamarsair, a The two men are Halaze and Retheel,
patrol the streets; the citys garrison of Harper. She is a CG 6th level ranger (ST two priests of Bane. They are 4th and
Purple Dragons (professional soldiers 17, DEX 17, 41 hp) who has a +1 long 2nd level respectively, and bear no mag-
of Cormyr) patrol a days ride outside sword with a silver-plated blade, and 6 ical weapons (the rod is just that: a bar
the city walls. The Purple Dragons are knives about her person (two at belt, of black metal, equal in damage to a
always contacted by the Watch in cases one in each boot, one strapped to a fore- club). The two are stupid, officious bul-
of murder within the city. In these arm and one sheathed at the back of lies, so obnoxious and corrupt that

8
their own fellows have set them to a kespear (It is detailed in the New Magic
perilous task in Arabel in hopes of Appendix, p. 17.) Jhannath is a likeable,
A wild-eyed priest runs toward you,
being rid of them. easygoing, earthy jokester, and is capa-
robes torn and in disarray, hair tou-
Halaze and Retheel will bait the ble of leading the PCs unobserved
sled. He is white-faced and panting
adventurers, demanding to see their around Purple Dragon patrols and
with terror, and hardly seems to see
charters. If refused, they will bluster and most of what she calls waiting watch-
where he is going, slipping and stum-
threaten to report the PCs (and will short- ers (Zhentarim agents looking for unu-
bling in frightened haste. Doom!,
ly do so, claiming to have been robbed by sual travelers).
he cries. Flee, all! Doom is come
these dangerous brigands of anything
the gods have abandoned us! We are
valuable they notice the PCs using or car-
rying). If the charter is produced, they
lost, lost to the darkness, the beasts, 6. Mad Tidings
and the savages!
will make a great show of examining it. Run this encounter anywhere and at
They will also attempt to substitute a false any time before Chapter 3.
The cleric, a 3rd level devotee named
document for the real one (so that they
Flindurl, is utterly terrified. He will
can later report the PCs as brigands using An old man sits on a rickety stool,
appeal to the PCs for help and guidance,
a false charter), but arent very good at mumbling and singing unintelligibly
and advise anyone of his own faith that
such chicanery. to himself. From time to time one of
the god (or goddess) has deserted mor-
Any Player Character specifically his hands darts out and snatches at
tals, and no longer answers their pray-
stated to be watching the two priests the air. Then he brings it to his
ers. Thieves and ruffians (individual
closely while they hold the charter will
thieves and a few thugs hired by Ossel mouth and smacks his lips in loud
automatically see the pair trying to slip satisfaction. He is eating flies.
Bharauk, a Zhentarim agent) are beat-
it into a sleeve and substitute another
ing up clerics and stealing temple He looks up at you suddenly, eyes
charter, (All such adventuring Compa-
goods, smashing what they cannot take rolling. Then a look of wild
ny charters issued by Cormyr are writ-
and setting fires. recognitionand gleeful cunning
ten on parchment of a particular type passes over his face, and he speaks to
Magic no longer works properly!
and size; the priests counterfeit is, at a you.
Doom is come! Flindurl is too upset and
distance, identical to a real charter.) Yes, ah-hah-ha! Youre the ones,
physically weak to fight or travel with
All other PCs should be given secret
the PCs, but he can tell them how to get right enough! Saw you clearly, I did,
Intelligence Checks by the DM (any
to various local temples and other a n d O l d N o l b i n e v e r dreams
thieves being given a 1-point bonus) to see
establishments. wrong...no, no I wont tell you!
if they catch Halaze and Retheel at it.
Twouldnt be fair; twouldnt be fun!
If attacked, the two clerics will flee
He bursts into shouts of wild laughter,
like startled rabbits, crying comically 5. A Helping Hand and then hisses, Mark me! Youve a
for help, and loudly calling the PCs Run this encounter whenever the PCs great destiny, you lot, if you seize it!
fiends, brigands, assassins, and worse. are gathered together in a tavern, inn, Old Nolbi never lies! Well, not all the
(If they are slain by the PCs, there will or eatery in Arabel. time, at least...great heroes, you can
be no response from the priesthood of
be, great indeed! Oh, yes!
Bane.) All the noise is very (86%) likely
to attract the attention of a nearby A rough-looking woman in leather
Nolbi is an utter madman, and will be
Watch patrolusually five 0 level LG armor sits nearby, a tankard in her
hand. A broad sword swings at her of no further use to the party. He is
constables in leather armor, armed quite spry, and the DM can use him as a
with rods (clubs), short swords, and hip; her boots and harness look old
and well-worn. She catches your nuisance NPC throughout the adven-
daggers, led by one or two Purple ture if desired, showing up to suddenly
Dragon soldiers in chainmail, with long gazes, and says pleasantly, You look to
be adventurers, and my business is caper and giggle and comment wildly
swords, handaxes, and nets. The patrol on whatevers happening at the time.
leaders are usually LG 2nd level fight- guiding adventurers. Anyplace you
want to go hereabouts, you let me The DM can also drop cryptic hints to
ers, but may be as high as 4th level (and the PCs (nudge, nudge, and so on) in the
are 20% likely to be fighter/wizards). know, and for a gold piece a day, Jhan-
nath the Huntress she points lazily to midst of Nolbis babbling repartee.
herself, will show you the way.
4. Trouble Faith Adventures in
Run this encounter immediately after Jhannath is a NE 4th level thief.
Encounter 3. If there are any clerics or Although she actually knows the area Arabel
paladins with the party, the priest very well, she will guide the party
A few mini-adventures are outlined
encountered herein will be of the same straight into a brigand ambush. The
here for the DMs use when the PCs
faith as one of them. If not, he is a cleric brigands are her comrades (see
first arrive or gather in Arabel. These
of Torm. Encounter 6 in Chapter 2, p. 17), and
can occur before Chapter 1 begins, or
Jhannath will aid them against the PCs
during Chapter 1. Names and details
by using her only magic item, the smo-

9
should be altered to fit particular cam- Norphyms crystals will explode convulsions. Any PC attack on the
paigns (and to foil players who peek at when a spell is cast into them, or when snake will be prevented (or answered)
these pages). Strengths of PC opponents they are thrown as missile weapons. by an angry cleric of the serpent-god
(and the corresponding treasure to be They do 1d4 blast damage (glass shards) Vaerae. This obscure priesthood is most
won) should also be adjusted to and release spores that infect anyone popular in northern (rural) Calimshan
challengebut not slaughter out-of- within 2 who fails a save vs. Poison and in the Vilhon Reach, having come
handthe particular PCs who take part (make a successful Dexterity Check to from nomadic tribes who are usually to
in these adventures. get out of the active radius before con- be found on The Shining Plains.
tacting the spores) with brown mold The cleric is Hondrul Meirshin, a CN
(30%), or (70%) release a polymorph 6th level cleric with a staff of the adder
1. Many Foul Balls other spell that turns one into a lizard and a ring of invisibility; He is sincere and
A merchant is found dead, horribly man/scorpion crossbreed monster inflexible: The creed of his priesthood
burned and contorted. Scales on his (make an Intelligence Check to retain demands that no snake be harmed, and
hands and a tail with a scorpion-like the use of ones own intelligence while that anyone harming a snake be maimed,
sting seem to have grown after death. in this form). anyone killing a snake be slain. If the PCs
The merchant, Uirboar Thendel, was Norphym has 16 specular in his sanc- escape his justice and the cleric survives,
found in an inn room in front of a table tum, and has a further nine crystals Hondrul and two fellow priests of Vaerae
littered with shards of crystal, evident- hidden in a cave in the Stonelands (to in the Dragonreach area will pursue the
ly from a crystal ball shattered in some which he will teleport if he can, if things PCs, attacking by stealth at night with
sort of explosion. Whispers spread that go badly for him). sticks to snakes spells.
ill fortune has accompanied the use of
specular items (scrying-crystals) in the
Dragonreach area before.
2. High Hunt 4. Dancing
A seller of crystals, Luorn Kabarr, Corpses are found in the streets of Dopplegangers
approaches the PCs to hire them to dis- Arabel, slain by being transfixed by a Several inn patrons in Arabel simply
cover the source of the fell magic, or lance or other large pointed weapon, vanish from their rooms (including, if
misfortune, or faulty Art, or whatever from behind and above. The Purple the DM desires, acquaintances or busi-
it may be that caused Thendels death. Dragons are baffled; certainly no lance- ness contacts of the PCs). Rumor has it
Luorns business is hurting badly; he wielding warrior has been heard clat- that some of the missing travelers
will offer the PCs 3000 pieces of gold tering over the cobbles on a charger in entertained tavern dancers on the night
and a pearl of power, payable when the the wee hours. they disappeared, but noone believes
PCs show him they have ended the Either a PC will be attacked (if on the that the petite, beautiful dancers could
problem. Luorn is honest, and will pay. streets at night), or the Purple Dragons do away with large, often fat men and
The PCs, however, may find it diffi- will ask the PCs to help them by bolster- carry their bodies elsewhere without
cult to collect. The crystals are the ing street patrols. The hunter is a peryton help, and without being seen.
work of a mad wizard of some skill, using a ring of invisibility and a specially In reality, several tavern dancers
Norphym, who is trying to destroy or enchanted +2 lance that can absorb were long ago killed and eaten by dop-
damage as much local competition as what it strikes (in this case, the hearts of plegangers, who have since steadily
possible. Norphym sells each speculum victims) for release from a spigot in its killed and eaten amorous clients, rob-
in turn to Guzundul, a vendor of magi- butt at a later time. The peryton will bing them of wealth and weaponry. The
cal components and apparatus (a 0-level strike down 2-5 humans per night, as DM should adjust the strength (includ-
CN human). He presently has three for stealthily and silently as possible. ing offensive magical treasure) and
sale. Guzundul has a wand of magic The peryton lairs with its mate in the numbers of the dopplegangers to chal-
missiles, a trained war dog, Syritim, stony ridges north of Arabel, on the lenge investigating PCs.
with 13 hp, and a rope of entanglement edge of the Stonelands. It is quite intelli- In human (but not dancer) shape, the
to defend himself and his shop. He is gent, and has arranged trails of trea- dopplegangers will hire thugs and false-
very suspicious, and unless the PCs go sure to lure anyone approaching its lair ly report PC crimes to the Watch once
to great lengths to calm his fears, he will into rockfall and spike-lined pit traps. they realize that they are being investi-
take them for thieves and vandals, and The perytons mate also has a lance of gated.
take swift action. The Watch and the lightning (works as a wand of lightning,
Purple Dragons will react accordingly. activated by depressing a stud rather
Norphym is a NE 7th level mage with than by audible command, 26 charges 5. The Haunted
23 hp who will defend himself with a left) that it will use to defend the lair. Teashop
necklace of missiles, a wand of A noted seller of spices and teas (from
lightning, and rings of spell turning and 3. The Sacred Snake far-off Tashalar, Tharsult and Calim-
flight. He is a coward and will use a tele- sham vanishes from his shop. Street-
port scroll (if possible) to escape, only to One of the PCs mounts or pack ani-
mals is bitten by a poisonous snake, and talk has it that Mousomyn Bhuir, his
stalk them to take revenge when they family, and staff are all missing.
are weak, scattered, or inattentive later. dies almost immediately in shuddering

10
The shop was locked and barred mansion into a truly opulent pleasure- sign of the Mistress of Magic herself.
from insidefor the night. An opened palace. Alestra posts offers for more Cadellin Firehands was visiting Suzail,
crate in the basement and disarranged bodyguards, at 12 pieces of gold per and survived.
bedclothes were the only signs of activi- day, including paid holidays; two days
5. A caravan expected from the east
ty. The shop has a cellar cess-shaft into off after every ten of duty!
hasnt arrived; no word has come of any
the sewers, but it is too small for If the PCs do not join the scramble to
misfortune. Its sponsor, the carpet-
humans to exit by. Mousomyns valu- take Alestras service, others will-and
merchant Jathul Quelnor, has asked the
ables and wares are all undisturbed. again will quietly vanish. Alestra will
Purple Dragons to contact Castle Crag for
The Purple Dragons are baffled. prove to be a gracious patron, enjoying
news of his wagons. A messenger sent by
Mousomyns principal creditor, the the arts, collecting fine clothing and jew-
Commander Dutharr of the Dragons has
moneylender Khossont Nairel, will elry, and parties. She will also, if the PCs
not yet returned. (False rumor)
claim the shop, paying city officials its have much to do with her, turn out to be
value in coin above what he was owed, a weretiger whose alignment is con- 6. The gods have arrived in the Realms
and move in for business. He and an cealed by the use of magic items, and to destroy unfaithful worshippers
assistant will then vanish, as mysteri- who is intent upon making Arabel her directly, and to reward the loyal and
ously as the Bhuir family did before, lair behind the scenes. Alestra intends to true-with gems, gold, honors, and
leaving behind several readied weap- rule Arabel in all but name, and will use powerful new magic.
ons among all the valuables and wares her charms to manipulate its folk against 7. A plague is spreading from the east,
of the household. any who stand in her way or uncover her across the Inner Sea lands. The frantic
The overworked Purple Dragons will true nature. In the process, she will go
sorceries of Thay and other lands seek-
hire adventurers to guard the house and through a lot of bodyguards, as she slays ing to end it are causing the chaos of
investigate. If the PCs accept the posted anyone who learns what she is. elements and Art across Faerun. Many
task, they will be given free room and Weak PCs could well learn Alestras easterners traveling in the Dra-
board at a Watch barracks by day, and identity from a dying NPC adventurer
gonreach now are carrying the disease.
paid 1 gp per person per night spent in who tried to destroy her, and/or gain Its symptoms include hallucinations,
the shop, guarding it. (By day the shop is necessary magic items from a similar and the exuding of a scent, undetect-
locked and watched by city bailiffs.) source or from simple theft, DMs can able by humans and demi-humans, that
The crate was sent by some enemy of make this a long-term background
attracts predatory beasts. (False rumor)
Mousomyn. It contained three lurkers adventure for campaigns set in Arabel.
above, which silently slew everyone in 8. Golkont the Hawk-Mage, a solitary
the shop when released. The remains wizard who once slew an entire horde
were dumped down into the sewers, Rumors in of orcs single-handedly with his Art,
has been seen in the Stonelands. He was
and the lurkersin reality, cunning
thieves, henchmen of Mousomyns ene-
Arabel riding a lamia toward Cormyr, and was
my who have kept their personalities The DM should allow the PCs to hear surrounded by a ring of will-o-the-
and intellects after a polymorph other the following rumors while they are in wisps that moved with him as he rode.
spellhid high up against the ceilings of Arabel (after the storm). The first four Golkont is known to continually seek
the larger rooms when the shop was should be heard by the PCs regardless new ioun stones.
being searched. The lurkers (62, 45, of events; reward deliberately inquisi- 9. Gammeir One-Eye, warrior-priest of
and 31 hp) will attack only isolated PCs, tive characters with the rest. Tempus, is gathering faithful worship-
trying not to be discovered. 1. The temple of Bane in Zhentil Keep pers and fighting men of prowess in Sel-
lies in smoking ruins, and all of the gods gaunt, for a great battle to
6. Bountiful clerics there were killed; Bane comesoon.
Bodyguards appeared there to his followers in the 10. Juldoon of Marsember, famous gem-
aftermath of the destruction. This hap- merchant, recently paid 6,000 pieces of
A wealthy merchant from far-off pened the night of the great storm. gold for a new sort of gema type nev-
Calimport, the dusky-skinned beauty
2. The gods are stripped of their power; er seen in the Realms before; a gem
Alestra Thrun Maer, arrives in Arabel
clerics can gain only the simplest magic with magical powers.
to retire from intrigue and the sordid
affairs of daily business. Her husband, a through prayer. 11. The legendary blade Sorcryst, The
creator of exquisite perfumes, died 3. Magic doesnt work properly any- Tongue of the Elves, stolen from Myth
recently, and without him she can bear more. All across the Realms spells are Drannor long ago (before its fall) has
Calimshans cruelties and chauvinism going awry; many wizards have been been found again! An adventurer bore
no longer. She advertises for body- injured or slain by their own magics. it in triumph into Hillsfar, where it was
guards, and buys a large and grand identified by the sage Thannaster. The
4. The temple of Mystra in Saerloon (in
mansion in the city. adventurer, a warrior from far-off
Sembial was destroyed the night of the
The bodyguards mysteriously disap- Neverwinter called Huln Darkblade,
great storm, in great fires and light-
pear, and workers begin to expand the has not been seen since.
nings visible for miles. There was no

11
Caitlan herself, only taller, and more
ah, beautiful, and reveal that they are
not related; Caitlan is an orphan.
It is imperative that the DM manipu-
late the PCs into accepting the rescue
mission. The au dience of NP C
bystanders can make comments to
shame the PCs into agreeing to free
Caitlans mistress, such as:

Knew theyd just talk big and wave


swords around and stay safe. I can
tell their sort. The only real adven-
ture theyve ever known is getting
to the bottom of a tankard!

If Watch officers, Purple Dragon sol-


diers, and PC acquaintances or tutors are
among the watchers, so much the better.
This chapter begins in Arabel after Caitlan will plead with them, to tears
the events described in Chapter 1, at Now well see what great adven- and beyond that to groveling, if the PCs
least a week (and preferably two turers they are, someone whispers are reluctant. She has nothing to offer
weeks) after the great storm. loudly. them beyond her servitude.
Caitlans words will ring true to magi-
Caitlan Moonsong is the intended ava- cal tests. (Her mind is unreachable, and
Event 1: Caitlan's tar of the goddess Mystra, the mistress her alignment will appear to be Neutral
Good.)
Plea she refers to. The weakened Mistress of
Magic was captured by the more worldly, Any Harpers the PCs may have met
The DM should run this Event when- stronger avatar of Bane shortly after earlier (such as Salreen Shamarsair),
ever the PCs are all gathered together arrival in the Realms. Mystra is impris- and any soldiers and Watch officers the
in one place in the city, probably in a oned in Castle Kilgrave, guarded by crea- PCs may have had dealings with, will
tavern or inn taproom. There should be tures of Bane. Caitlan acts as if she were hear of Caitlans plea. Even if the PCs
an audience (bystanders) present. under the effects of a geas. refuse her, these NPCs should encoun-
If asked about her mistress, Caitlan will ter the PCs with comments like:
A young, slim girl approaches you. say:
She has short, blond hair, graceful Heard youre going to help that
movements, and large, dark, and She is a great worker-of-magic, who young girl with that rescue. Good
serious eyes. She is barefoot, and has done much good in her time. She fortune to you; it's work like that as
wears ankle-length, nondescript has fallen captive to an evil one with makes all our hearts a little brighter,
dark robes. She looks determined a few evil tricks of Art, who fears with all this upset and lawlessness.
and hopeful. and covets her power.
I have walked far and long to find Caitlan will promise to meet the PCs at
you, sirs. I have heard that you are Caitlan will reveal that her mistress is a certain place and time, to lead them out
adventurersand I have need of in chains, in a high tower in Castle Kil- of Arabel to her mistress. She will then
adventurers. I am Caitlan Moonsong, grave, near Castle Crag in Northern stagger away to the ladies jakes (wash-
and I need you to rescue my mistress Cormyr and that she has done no rooms) and not reappear. If the PCs
from cruel captivity. She eyes you, wrong and is not a prisoner of the inquire, some female patron will say:
voice quavering. authorities of Cormyr. Caitlan will only
I have no gold to offer you, but I reveal the name of her mistress if She was hurt, poor thing. Blood all
can promise you that your reward pressed; she will give it as Imrue Mir- down her side. She left with a cleric
shall be great, once my mistress is rorstar. Some sages (but not the PCs or of Lathander, I think...or was it a
free. You have her word on it, and anyone in the NPC audience) know this lady of Ilmater? I can never keep
she does not lie. Nor do I. What say as the name of an avatar of Mystra who those saintly sorts of priest-women
you, sirs? walked the Realms long ago, instructing straight, Im afraid.
Silence has fallen around as the the brightest minds of elves and men in
young girl spoke. All eyes are upon the limits of Art (in the days when Myth That night, the PCs all have night-
you. Drannor stood proud). Caitlan will mares of cruel laughter in the darkness
describe her mistress as looking like
12
as unseen eyes watch them, as they in If they are unwilling or unable to pay
turn watch a pair of helpless, female her, Midnight will volunteer her serv-
recover; it is no great thing. If not...,
wrists chained together. If any PC ices, for the fun of itand whatever
his voice trails away and he looks
awakens, they will find bats (normal, wealth may come my way.
bleak. Go, with the blessings of Ilma-
non-magical and harmless bats) flying Midnight will flirt and seem serene
ter to make your way easy, he says,
around their sleeping chamber, even if and unafraid throughout the adventure
and salutes you. Go, heroesbut
the room is sealed or windowless. and, until Chapter 4, will always wear
come back safe to hearth and home.
The DM should describe the shared and guard the blue-white star pendant.
The lands need you most, now.
dream as it unfolds; the laughter-and a If the PCs do not seek magical rein-
sense of chilling cold-will approach forcements, Midnight will boldly
Caitlans illness is catalyzed by Mys-
menacingly as the PCs seem to draw appear wherever they have gathered,
tras desperate need of succor, transmit-
near the chained hands. The cruel mounted on a surefooted black hill
ted through the geas. As the illness is
laughing voice says: A few evil tricks of pony with a red mane, and say:
not natural, cure disease and a paladins
Art, eh? Well see...well see! healing touch will be ineffective.
At this point, make an Intelligence
Well met, all. I am Midnight. I work After the PCs leave for Castle Kil-
Check for each PC; those who are success-
magic, and Im out to show all the grave, Caitlan will recover enough
ful will awaken suddenly, in a cold sweat. Realms that Im good at it. You need strength to follow them. She will ride a
PCs who fail will see angry red flames me, and luck is with you: Im available. light warhorse (donated by a concerned
outlining a hand so black that they can- Any objections to my riding with you? cleric of Lathander) and arrive at Castle
not see it, a hand that reaches for their
Kilgrave shortly after the PCs enter.
throats but cannot be grappled or Midnights spell roster is up to the (See Chapter 3 for further details.)
pushed away, a hand that is not solid.
DM; it is suggested that it be varied,
The touch of the hand will cause a
substantial, and useful in battle.
excruciatingly painful burning sensa- Event 3: The
tion, and then a choking feeling. The
PCs will then awaken, unhurt, with the Event 2: III News Inevitable
cruel laughter ringing in their ears.
(The laughter will be briefly audible to This Event should be run as the PCs Ambush
all creatures in the room, not just to the gather to leave Arabel. Caitlan will
Run this Event after the PCs are a good
awakening dreamers.) appear looking decidedly ill.
ride out of sight of Arabel, in open coun-
Any Harpers or Purple Dragons who try. All the PCs will know is that the road
encounter the PCs will also warn the PCs Caitlan is ghastly white of skin; her northeast out of Arabel leads to Castle Kil-
that they will no doubt need magic they eyes are sunken, and purple veins grave, with Castle Crag just a short ride
can rely on. Caitlan herself (in Event 2) stand out on her chin and arms and farther, and then on to Tilvers Gap
will urge the PCs to gather all the Art around her eyes. Sweat stands on (where Cormyr recently garrisoned the
you can before they leave. The DM her brow; she trembles slightly, and hitherto-independent village of Tilverton)
should use tutors, sages, and any other looks thinner than ever. before running into the Dalelands. What
NPCs necessary to repeatedly tell the PCs M-my friends she says, teeth chat- route the PCs take is up to them; if they
that they need a reliable wizard. tering, I have had fever; I am not well enter the Stonelands, double the chances
If the PCs ask around Arabel, they enough to go with you. Please, please of random monster encounters. This
will find that Arabels wizards of note rescue my mistress; I will follow as Event can happen anywhere, regardless
the half-elven beauty Sindyl Sormagh, soon as I can. This, I swear. Look for of the PCs route.
for instance, or Rithindel of the Seven her in a tower in Castle Kilgrave. She
Starshave sequestered themselves in must be weak, by now. Please go to
There is suddenly darkness all about
recent days. Further inquiries will dis- her in all haste, and free her. Beware
youutter, impenetrable blackness,
cover that even the lesser wizards, such the black hand.
where moments before you had
as Ormthel the Spellseller and Ghorn Caitlan looks at you all, wild-eyed,
been watching the countryside
the Masked Miracle, have quietly hid- and her face twists in a sob. Then,
around narrowly without seeing any
den themselves, gone to ponder the cri- she repeats, I will follow, voice
threat or foe. Magical darkness!
sis. Only starry-eyed novices and trembling with resolve, as she turns
Then something rustles and draws
bumbling (if eager) apprentices and a and stumbles away, arms about her-
metal across metal ahead...and you
few tutoring wizards too old and feeble self, shivering. She reaches a priest
are fighting for your lives.
to travel are left. of Ilmater, who accompanied her to
There is only one exception, only one you, and collapses in a heap at his
Twelve zombies (all having 12 hp) and
reliable wizard in Arabel. Her name is feet. He kneels by her.
16 skeletons (all with 7 hp) will rise up
Midnight; she is the mysterious woman Go, he implores you. Whatever
from where they had been lying
the PCs saw glowing in the storm. Mys- you promised this child, go and do it. If motionless in the tall grass to attack the
terious and coy, she will readily agree to she hears that you have, she will PCs, within the darkness. The ambush
join the PCs.
is led by two minor clerics of Bane, post-
13
ed here with the undead to attack any- Lathander (including PCs), and charge
one passing by. Event 4: Hope only half-rate for non-clerical worship-
The clerics will remain aloof from the
fray, sitting hidden behind rocks and
and Renewal pers of Latbander. He will resurrect
beings of any creed, race, or alignment
renewing their continual darkness This Event can occur wherever the on credit (because it fulfills a basic
spells if the PCs dispel them. The PCs may be, at any time after the pre- tenet of his faith, the new beginning),
undead are utterly silent, and will ceding Event. It may be used to aid but will not otherwise give credit for
attack all living creatures within the weakened PCs who run afoul of ran- any spellcasting fees.
darkness. dom encounters, or to rescue PCs who If the PCs are willing to talk to
In the darkness, PCs are -4 to hit in fare poorly in Event 3, above. Ansultath, he will wave a hand, and the
combat, or -2 if within 1 of some sort warriors will form a ring around the PCs
of illumination. PC Armor Classes suf- In the distance you see a line of men and the minor clerics of Lathander (the
fer a +4 penalty, and saving throws and women approaching, walking twelve are: two 4th level; four 3rd level;
and damage rolls are both at -4 (dam- steadily overland. At the front come and six 2nd level) while Ansultath sits
age rolls never go below 1 point). hard-eyed men-at-arms, weapons down for a chat. He will offer the PCs
In addition, the dexterity of charac- ready, chainmail well-oiled and bear- food (simple but good fare of cheese, nut-
ters in darkness is lowered by 2 for the ing plain surcoats of rose-red. At the bread, olives, fruit, and wine), and ask
purpose of Dexterity Checks, Climbing back are more war-swords; two them in a polite, roundabout way about
Rating is penalized by 10%, and sight- dozen in all. Between walk a dozen their present ventures. He will not probe.
related special attacks (such as thiefly men and women in maroon and rus- He will, however, volunteer the last mes-
backstabbing) cannot be successful. set robes, at their head an old and sage he received from Lathander before
If an attack roll is 0 or less after such magisterial man in a robe of the pal- the present chaos, in a dream following
modifications, the attacker has hit any est pink. He is balding and kindly- an evening of prayer.
object or ally within twice weapon looking but stern. In his hands is a Lathander spoke of a coming time of
length (if more than one, choose ran- stout rod. He sees you, and calls out great turmoil, when renewal will
domly) that wasnt being aimed at! in a deep voice: Hail, heroes! Will come from new heroes, who must pre-
The undead suffer no such penalties; you speak to the curious, or must vail to bring about a new beginning. If
nor do PCs employing infravision or you ride ever in haste? they prevailed, Lathander hinted,
magical (glowing) weapons. humankind and demi-humankind
The Blindfighting proficiency If the PCs ignore him, the man will do would win a new importance, even as
reduces all penalties to half, and nothing further, and the column will gods fall.
removes the Armor Class penalty and walk on. If the PCs attack or offer insults, Ansultath will eye the PCs thoughtful-
the automatic failure of vision-related the warriors will instantly menace the ly and suggest that if they run into trou-
special attacks. PCs, as the robed ones form a defensive bles, they seek out clergy of Lathander
The undead will ignore the partys ring about the old man. He will then call for aid. (He will camp with the PCs for
mounts, pulling the characters down them off (There is enough strife, these one night if the PCs desire it, but will
off their saddles. Treat this as an daysspill no blood in such haste). otherwise walk on into southern Cor-
attempt to overbear, with no modifiers. If the PCs speak to the old man, they myr on the morrow. The DM may use
The clerics will flee if any PCs survive will learn that he is Ansultath, a NG 8th him or his followers at any time later in
a dozen rounds and are still fighting. level cleric of Lathander, Lord of the the adventure, to guide or rescue
They are Ilsig (LE, 6th L, 33 hp, mace & Morning. He has 62 hp, full spells of 1st beleaguered PCs.)
flail, 1 potion of healing in a metal belt and 2nd level, and carries three scrolls
flask) and Mhael (LE, 5th L, 39 hp, mace
& hammer, 18/51 ST: +2 to hit and +3
in leg-sheaths beneath his robes. One is Event 5: A Dire
a flame strike, one a blade barrier, and
on damage, no magic items). one a heal. His rod is a rod of resurrec- Warning
Their superior is the Watcher (7th tion. Ansultath will instantly avenge
level cleric) Ensebel Riotharr, based in a Run this Event when the PCs are in
any attack upon his entourage, but
Zhentarim camp near ruined the open, traveling toward Castle Kil-
would rather not fight anyone.
Teshwave. Their mission is to defeat or grave. It may occur at any time or place.
The Wandering Patriarch is a kindly
weaken any adventurers entering the Wheeling vultures or ravens may lead
man, saddened by the increasing vio-
vicinity of Castle Kilgrave except those the PCs to the spot.
lence and chaos of the Realms. He wan-
openly displaying the badge of Bane ders the Inner Sea lands working to
(and knowing a pass-phrase: Challenge: further the aims of Lathander: growth, Ahead, you see dark patches on
Who shall rise, as is right?/Reply: The renewal, and new beginnings. He will rocks and in trampled patches of
Burning Lord). heal PCs in return for donations to the grass. With them is a litter of broken
church (i.e. to him, to further his work). weaponry and bloody clothing: the
Ansultath will waive his fees for any wrack of battle. The darkness is
spells cast upon fellow clerics of

14
food has already been harvested by guarded by his two 0 level men-at-arms,
lood, liberally spilled here in a gris- wandering predators (see Chapter3); Orlin and Fentesh, who are unshake-
ly slaughter of bloody bones, broken the sheep are all gone. ably loyal to the loquacious merchant.
blades, and silent chaos. If the PCs follow the road to Castle Phandurn will cheerfully camp with,
But something is missing. Good Kilgrave, they cant get lost. Off-road eat with, and talk with the PCs. Unless
weapons and valuables are gone, night travel is likely to result in the par- attacked, he will pass on the news that
yesthe work of looters, perhaps. ty getting lost. The DM should refer to the Zhentarim seem to be moving arm-
Something else; corpses. There are the rulebooks for methods of handling ies south into the Dalelands; Sembia
bones, cracked and tangledbut such PC risks. and Cormyr are also stirring; and that
they are the long bones and pointed no clergy anywhere seem able to regain
skulls of horses. No bodies lie here spells of greater than 2nd level through
nor are there the marks of the fallen Encounters prayer: The gods do not answer.
being dragged away anywhere, or The DM should check for encounters Phandurn has also heard rumors of
the burial or burning of anything. at least once every two turns (a 1 in 6 horrible monsters roaming the lands,
There is something more. A large, chance on the road or in open country overrunning Tilverton and nearby villag-
man-shaped bloodstain lies next to a south of it; a 2 in 6 chance in the Stone- es. He himself has seen little out of the
large, flat rockand on the rock are lands or Shadow Gap, where the PCs will ordinary, however, while coming by way
letters written in blood: Beware the be headed eventually), using the random of old trails and farm lanes overland from
Hand of Bane. encounter tables and the following spe- Highmoon. Unsettled times lie ahead, he
cial encounters as desired. The adven- fears-but he is not too worried; Elmin-
There is no treasure here, nor are ture will be most memorable if these ster of Shadowdale, the sage, will know
there any corpses to be found. Banes ava- special encounters are used to promote what to do if any man does, or if theres
tar and clerics used the bodies of the men roleplaying on the part of players, rather anything that should be done.
they slew here to make Baneguards (a than simply challenging the PCs with a Phandurn is headed for Arabel, Mar-
new form of undead described in this gauntlet of monster after monster. Many sember and Suzail with his wares; he
module) and other foul undead, who of these NPCs can be used in later adven- will cheerfully bid the PCs adieu after
mindlessly serve the Lord of Tyranny tures if the DM desires. mentioning Elminster.
better than any living creature could.
1. Phandurn 2. Tanlathyn
The Journey
The adventurers may take any route A stout, wheezing man in silk and furs A grey horse rises suddenly up out
they wish after leaving Arabel. The DM appears suddenly over a ridge ahead, of a gulley ahead. On its back is a
should use the encounters provided here- mounted on a mule. He sits uncom- thin, weatherbeaten-looking man in
after to make PC travel exciting and dan- fortably, legs sticking out unsteadily leather armor. He looks grim, and
gerous, using the random Physical Chaos on either side of the saddle. Behind travels light, with only one saddle-
Table at least once every six turns. him mules pull two small, high wagons bag. A long sword and dagger are at
Northeastern Cormyr is rolling hill- that creak and groan loudly with eve- his belt, and a longbow is slung
country, used as pasture land. Fields ry turn of their massive, cracked-and- across his back. He says nothing as
are large enclosures, the walls being mended wheels. Two weary-looking his mount trots toward you, but lays
high ramparts of tumbled, jagged men in studded leather ride grey his hand on his sword.
stones turned up in earlier plowing, ponies with heavy crossbows loaded
often overgrown with brambles, trees, and ready. They look at you steadily, The man will ride silently past the PCs
and berrybushes. Further to the bows levelled. if not challenged or attacked. If
north-beyond Gnoll Passthe land ris- The stout man waves a many- addressed, he will reveal himself as
es into crags, bare rock, slopes of scree, ringed hand at you and calls, Well Tanlathyn, a ranger, and ask the party
and a high plateau broken by many met, travelers! Interested in pur- their business. He will warn the party
ravines and gullies: the Stonelands. chasing fine scents or cordials? But- of the dangers of the lands around.
Castle Kilgrave is commonly known terfly essence? Brindleberry wine?
to be long-abandoned, picked over by Any news of the road, by the way? There are many beasts abroad in the
adventuring parties for the last century land...some who ride horses and sing
or so, until everyone was certain that The cheerfully bustling merchant is tavern-songs among them. Bide close
Kilgraves wealth had been exhausted. Phandurn the Phenomenal, a traveling and careful, blades ready. If you let
The flocks of sheep grazing in the dealer who hails from Procampur and your guard drop hereabouts, now, its
stone-walled fields near Castle Kilgrave covers much of the Dragonreach in his a grave youll soon be finding.
are untended; these may be readily trading. He is a NG 3rd level mage of 11
slain for food. Within a mile or so of hp who wears a ring of regeneration Tanlathyn is a CG 6th level ranger,
Castle Kilgraves outer walls such easy (normal form) and has 312 gp, 44 sp, with 42 hp (ST 16: + 1 on damage; CO
and 12 cp. His wagons (full of wares) are

15
ing from underground when they are in
17). He is a Harper, keeping an eye out 4. Dorn the midst of a tough fight to calmly draw
for brigands, Zhentarim agents, and
other evil beings. He is armed with a Blackhammer off the PCs foes.
sword +4, defender and 20 silver-
tipped arrows, as well as an arrow of A faint, echoing whistling is sudden- 5. Warthendel the
m a g i c - u s e r s l a y i n g a n d a n a rro w o f ly heard, coming up out of the earth
dragon slaying. He also has a quiver of beneath you! It grows louder, and
Watcher
22 normal arrows, and can fire without then breaks off into a gruff, mascu- From far away the PCs will be able to
penalty from horseback at full gallop. line grunt and the ringing sound of see a pinnacle or tor of bare rock, and
Tanlathyn will follow the PCs for a metal on rock. Thrice great hammer- standing atop it a lone human (or at
time to learn their aims (stalking them blows are heard, and then the turf least human-shaped) figure. The figure
from cover), and will aid them if they ahead humps upwards sharply and will not move, except to turn to watch
fight brigands, Zhentarim, or agents of is flung aside, as a large, flat rock them. If they approach, read the follow-
Bane and appear to need his help. He beneath is pushed upwards and ing encounter.
will not join the party unless, at the flipped aside.
DMs option, his presence is needed to A grit-covered, bearded face rises
Atop the tor stands a lone robed fig-
enable weak or inexperienced PCs to sourly into view, squints at you sus-
ure: a bearded man in a tall hat, who
survive the adventure. piciously, and then descends again
leans upon a staff. He looks down at
with an audible sniff. When it rises
you silently, but says nothing. He
3. Veltar again an instant later, it is covered
stands alone, without mount or gear.
with a sinister-looking, many-horned
A steep track leads up the tor to
helm. A massive two-handed war
A large black raven flaps overhead, a where he stands.
hammer follows, and then the entire
slim, tapering stick in its talons. It cir- creature clambers into view: a fur-
cles over you and then swoops The man will not respond to shouted
clad, gauntleted dwarven warrior.
behind nearby trees, unleashing a queries or challenges. If any PC ascends
Well, a gruff voice issues hollowly to the top of the tor to question him, how-
bolt of lightning at you as it disap- from within the helm, Lets get it
pears! ever, he will respond politely and unhesi-
over with, then. Attack me, if you tatingly. He is Warthendel the Watcher.
must. Im in a bit of a hurry, so itll be
The ravens wand of lightning has 22 Warthendel is a sage who tries to
quicker if you all charge at once-if learn as much as he can of the nature of
charges; its wielder, a Lawful Evil wiz- you dont mind. Well?
ard of the Zhentarim called Veltar, will life in the Realms by watching the
use it once a round to produce forked endless passage of events in the lands
Dorn Blackhammer, the dwarf, is a
bolts of lightning as he dodges in and about the tor. A former wizard, he
9th level fighter with 70 hp, 18/78 ST
out of the trees in raven-shape. The bears with him a ring of warmth, a
( + 2 to hit, + 4 on damage) and 17 CO.
wand of lightning has no command decanter of endless water, and a magi-
He carries a hammer +3, dwarven
word; instead, it sports three copper cal skillet which is filled with a fresh,
thrower and a (normal) handaxe which
bands, and is triggered by the weilder hot pork pie, omelette, or fried fish
he can throw ably if necessary. Dorn is
touching the first and third bands, but once every 30 turns.
gruff and cynical, possessed of a black
not the second. Veltar has orders to Warthendel is a pacifist, who will not
sense of humor and a stubborn fear-
destroy, scatter, or turn back any non- defend himself if attacked or launch any
lessness. He has just investigated an old
Zhentarim bands of humans or elves attacks of his own. He still has two spells
dwarven delve, searching for some sign
moving into northeastern Cormyr. in his memory, with which he can escape:
or message from the godsfor the
If Veltar (who is 7th level, and has 22 invisibility and fly. Warthendel is a Lawful
dwarven gods, too, have not been Good 6th level wizard with 18 hp. He
hp and a full roster of offensive and heard from recently, and the Deep
escape spells) encounters strong oppo- likes to act mysterious and powerful
Folk are worried. and this manner has in the past scared
nents, he will fly northeast to Dagger- Dorn will not retreat from a fight; if the
dale, to report them to Xantilan (a several orcs and brigands into leaving
party attacks him, finehell knock them
beholder). His superiors will then send him alone. Warthendels staff is a non-
all down and be on his way. If befriended,
out a battle-band of orcs to deal with magical weapon, but it has been the focal
Dorn will advise the party of the general object of many light spells in the past (an
the PCs. lay of the land (although hes better
Veltar is a coward, and will prefer to apprentices practice casting, before
acquainted with subterranean ways and
repeatedly strike from ambush and Warthendel was given it), and still radi-
features than surface details), suggest
then fly away into hiding, rather than ates a faint dweomer.
they ask a sage whats going onperhaps Warthendel knows the locations of
taking a stand to fight the gathered PCs this Elminster; hes not such a high-nosed
face-to-face. various nearby settlements and land
youngling as most of themand take his features, and of important NPCs, tem-
leave. If the DM wishes, Dorn might
ples, and roughly what goods are avail-
encounter the PCs later, perhaps appear- able in what places (good armorers in

16
Hillsfar, Ordulin, and Suzail, for exam- four potions of healing (in metal flails, and battleaxes.
ple). He has seen strange weather flasks) and a war-horn, audible 95 Peryton, 2-8 (note: if PCs have
recently, but has not heard of trouble up to a mile away (other Cormy- no magic weapons, roll again).
among the clergy or gods. rean soldiers will come to aid). 96 Skunk, Giant (solitary)
37-50 Merchant(s), 1-12 in number, 97 Sphinx: Hieracosphinx 1-6 in
with pack train and mules. the Stonelands, 1-2 elsewhere.
6. The Night Brothers Most merchants will have 3-6 98 Spider, Huge, 1-12
(2 + 1d4) guards/assistants, 99 Troll, 1-12 in number (rare in
Help!,comes a ragged cry from the area due to heavy hunting).
with varied weaponry.
ahead. Aid! A rescue! 51-55 Adventurers, band of 3-11 00 DMs choice of monster (or roll
(2+1d8), varying in levels, twice; the second encounter will
If the PCs investigate, they will see a weaponry, and alignment (sug- arrive 1-2 rounds after the first).
man clutching one leg, lying against a gestion: challenge the PCs with
rock. He will tell them that it is broken. In an evil band of adventurers of Those encounters marked with an *
reality, he is fit and able, and lying on his similar strength, who will are magic-using enemies; remember
sword. He is Zelbert, a member of The become long-term foes if the that they will be subject to Magical Cha-
Night Brothers, a band of brigands. PCs defeat them). os, as well.
There are fourteen in all, 0 level Chaotic 56-58 *Evil wizards, 1-4 in number,
Evil fighters with 7 hp each. Once the PCs working as a team. This is a Chapters End: Castle
advance to aid Zelbert, they will have Zhentarim patrol seeking to
moved into a circle of brigands, who will slay or rout adventurers. They Kilgrave From Afar
attack silently from all sides. Each has a will have no magic items If the PCs approach Castle Kilgrave in
spear (which he will throw while charg- except25% chance, eacha daylight, it is a smallish walled fort atop
ing), and each has a dagger, a short potion of healing, no a large hill. The road runs around the
sword, and a club or handaxe. spellbooks, and little knowl- eastern flank of this hill, beneath the
The Night Brothers will try to slay or edge of the Zhentarim organi- outer walls of Castle Kilgrave.
disable PCs, and then rob them. Their zation. A sample group: Upon closer inspection, there is some-
names are Belogh, Elimier, Indreth, Yoss, Inthras, 6th level; Jorm, 4th thing clearly wrong about the castle. This
and Quorl. They have, collectively, 11 sil- level; Lentyl Murr, 3rd level; place does not look like a ruins! It is a box-
ver pieces and 32 copper pieces of their Torlin, 2nd level. like place, 100 yards on a side, with walls
own. 59-60 Ankhegs, 1-4 30 feet high, and made of some well-
61-62 Beetle, Giant (DMs choice of repaired seamless material, jet-black
Random 63-66
type and number)
Boar, Wild (1 boar, hunting;
except for large brick-red marbling that
slowly moves over the surface.
Encounters these creatures are hunted too
heavily in these parts to be
The place sprouts proud towers at the
four corners, each 50 foot high, capped
In addition to the preceding special found traveling in family flat, and featureless. From the center of
encounters, the DM can roll percentile groups) the west wall, an obelisk, huge and silent,
dice and consult the following table. Re- 67-69 Bugbears; war band of 12 or stands. A doorway ten foot wide and
roll or modify encounters that are not fewer twice that high waits patiently for visi-
appropriate to PC location or circum- 70-72 Bull (wild, defending herd, or tors.
stances. An asterisk denotes creatures escaped) + Cattle There is no sign of human life or
likely to be flying when encountered. 73-74 Centipede, Giant, 2-24 activity. Livestock and equipment has
Overland Encounter Table 75-76 Dog, Wild: pack of 4-16 been abandoned. There are, however,
77-81 Doombats: 3-8, hunting out of many beasts moving about. Refer to the
d100 doors due to Banes disruption of next chapter for a monster encounter
Roll Encounter Castle Kilgrave, their former lair. table.
01-25 Brigands, band of 5-20 (5d4); 82 Eagle, Giant: 1 hunting Near the fort, there is a 3 in 6 chance
varied weaponry 83-84 Goblins; war band of 10-15 of an encounter every turn during twi-
26-36 Cormyrean soldiers; patrol of 25 (9 + 1d6), all armed with short light or daylight hours. Whenever an
1st level fighters, all chain (AC5), sword and sling. encounter occurs, roll again immedi-
mounted on medium war- 85 Griffon, 1-2 in number, hunting ately to see if scavengers or other mon-
horses. 18 armed with lances, (lairs in the Stonelands only) sters are attracted to the noise. In
and 6 armed with light cross- 86-88 Leucrotta, 1-4; will imitate darkness, encounter chances are 5 in 6
bows. All have long swords, bat- human speech (greedy brigands each turn, but no scavengers will come
tleaxes, and daggers. Patrol has discussing booty) to lure PCs. looking for troubleuntil daylight.
one 3rd level Lancer armed 89 Ogres, 2-5 in number For what waits inside Castle Kil-
with a +1 mace and a long 90-94 Orcs, raiding band of 6-17 graves walls, refer to Chapter 3.
sword. The Lancer also carries (5 + 1d12) armed with swords,

17
Hearts Ease
Doorway
After you have isolated your players
begin each test by reading the follow
ing.

You pause a second, to catch your


breath and take your bearings. You
have been separated from your com-
panions. Your own footfalls seem
faint and distant, and no others can
be heard.
On the other hand, you do seem to
be close to an interior building, a
couple of yards ahead and to your
right. It has but one level above
ground, and it is made of the same
This chapter begins as the PCs enter black stone as the walls and flooring.
Castle Kilgrave. The obelisk in the west- buildings in the distance before veiling
ern wall is untrapped, but radiates both them once more. You can hear scuffles If the PC investigates, inform him or
magic (of Alteration and faintly of Nec- from beyond sight, and your own her that the building is about 40 feet in
romantic scents), and evil (powerful, sounds seem spans distant. one dimension, half-again as much in
malignant, and completely confident), At once, a long, bristle-haired the other, with a door left of center (by
but not life. worm, with bright yellow faceted 20 feet) on one of the long walls. This
Both the obelisk and the walls are made eyes and huge mandibles bears door is flat black marble, with only an
of an otherworldly substance, immune to down upon you through the fog, occasional flare of red-orange lights.
damage made by weapons of less than missing the center members of your If the character decides to wait out-
+3 enchantment. They have 100 Struc- party by inches! side and look for the rest of the party,
tural Dawizard points, and they enjoy 5% the door opens suddenly, and a laugh
magic resistance as well. This is the first shadow monster that bellows forth. The ground tilts, drop-
Moreover, the walls enjoy certain Castle Kilgrave sends the party. Roll a ping the character through the hungry
protections present in Kilgraves walls d20, and wait for the PCs to decide doorway, which closes with a satisfied
before Bane had come. Gorgon blood upon an action. Then continue: smack of its jambs.
baked into the bricks makes teleporta- Through all of this, the character
tion through the wall impossible (char- might express a desire to disbelieve
The creature turns sharply and van- much of Kilgraves experiences. In fact,
acters attempting to do so will arrive
ishes back into the mists. You hear a the only illusion the characters have
just outside the walls, at whatever ele-
crashing to your left, followed by five encountered as yet is the shadow mon-
vation the intended destination is), and rapid clicks. Off to the right, you hear
any attempt at scrying from outside the ster worm. The other effects, odd as
a loud snap, and the ground shifts, they might be, are the product of Banes
walls is only 50% reliable, even after
pulling you forward and to the left. will in this, the gods lair. And things
the Magic Resistance and Magical Chaos
effects are taken into account. dont get much more real than that.
Roll a d6 for each Player Character.
The semi-illusory effects of Castle Kil-
Into the Castle grave have acted to separate the party, Too Good to Be True
and the DM must now follow suit by iso- Once a character has crossed the por-
Whether the PCs enter through the
lating the players. tal into the buildings, however, the
walkway in the obelisk or make their
Each character is to be tested by semi- boundaries between what is real and
way over the walls, read the following
real illusions, personalized to the indi- what is illusion break down. Bane
description to them.
vidual. Some role-players might have intends to break the heroes with illu-
the skills to separate what they know sions of their fondest desires. By means
The inner courtyard is paved with the from their characters observations, of doppelgangers, mimics, curst (a new
same black-and-red surface as the but many players cannot. The DM is monster detailed in this adventure),
walls. Mist, thick and white and carry- advised to separate the players until and shadow monsters, he intends to lay
ing the smell of fresh blood, covers the they overcome this test. traps the PCs cannot resist.
courtyard, occasionally revealing The DMs first step must be to decide

18
what these fondest desires might be. seeing also work normally, after consid-
It would be nice if all characters had erations of Magical Chaos. If a charac-
A doorway swings open several
such clear-cut motivations, but some ter successfully disbelieves, he or she
dozen yards away, and an explosion
players dont make their characters might still be in danger (dopplegangers of mocking laughter fills the room.
goals as obvious, particularaly when will revert to their normal form for an Caitlan tumbles through the open-
the characters are still low-level and assault, and shadow monsters will still ing, landing badly on her shoulder.
getting their feet under them. put up a fight), but the peril ought to be
The door closes again.
In these cases, the DM has little choice considerably reduced.
other than to make an educated guess: Moreover, characters who have This is indeed Caitlan, captured after
A thief might be swayed by the thought shaken off the illusions will see that following the party. She is injured
of great riches, a fighter with an unex- they are in a very large, black room, lit (down 2 hit points from her maximum),
ceptional strength attribute might wish by swirling orange lights near the ceil-
but the ill-effects of the geas seem to be
for it to be increased. A character of a ing 20 feet above. Their companions reduced. She smiles weakly at the PCs
rarely-seen race might long for some will be visible, still entranced, several and then stares at the wall behind
companionship. yards away. Once the freed PC escapes them. There is an electrum door there,
The second step is to decide the form his or her peril, the character can help a door that was not visible before.
in which these desires might be mani- other party members attempt to disbe- That way, says Caitlan. Through
fested. A cup labelled Drink Me if You lieve. that door waits my mistress.
Want to be Stronger is less convincing Each round, a freed character may
a lure than, say, a startled band of orcs, help one ally. To the spellbound charac-
one of whom wears what can only be a ter, the freed character appears as a To Serve Mystra
girdle of giant strength. ghostly image, arguing or taking action On the door has been burned the
The third decision the DM must make as appropriate, in the context of the illu- black hand of Bane, melted right
is the way Banes minions might best pro- sion. through the chased electrum plating
duce this manifestation. The dopple- The freed character might expound into the wood beneath. The hand is
gangers would use their ESP to upon the illusory nature of the scene. three feet high, and within it Bane has
determine what the PCs would most like This will allow the spellbound charac- placed his own symbol of death.
to see, and then use their own powers, ter an automatic chance to disbelieve, Banes symbol will flash into visibility
the services of a mimic or two, and the whether he or she wishes to do so or only as the door is touched, and it will
spells of shadow monsters and spectral not, with a + 1 bonus. take effect instantly. The effects of the
forces to convincingly recreate those The freed character fares better if he symbol are as follows:
images. tries to distract the spellbound charac- *Any character within a 1 radius
The final decision facing the DM is the ter, rather than encourage him or her must save vs. death magic or be slain
hoped-for effect. If a PC gives in to the to dwell on the illusory image. For (any character touching the door, even
illusion and goes for his or her hearts example, the helping character might if using a tool to do so, saves at -2).
desire, the character ought to find him- call for help in rescuing a third PC, or *Any character within a 2 radius
self or herself in danger. For example, a Caitlans mistress. This would allow for must save vs. paralyzation or suffer a
lost loved one might be a dopple- a + 3 bonus on the enraptured charac- chilling withering which causes a 1-12
ganger, waiting for a chance to gain sur- ters chance to disbelieve. hp loss (there is a 30% chance that 1 hp
prise; or an illusory pile of gold could Best of all, but dangerous, the helping of such a loss will be permanent).
hide an open pit dropping the character PC may allow himself or herself to be *Any character within a 4 radius
into an enclosed space with four cursts. attacked by the creatures in the illu- must save vs. breath weapon or be
Whatever the specifics, a PC who suc- sion, by stepping directly in their path. wracked by fierce stabbing pains for 2-20
cumbs to the lure will find his or her The freed PC will certainly be attacked, rounds. These will cause -2 penalties to
vision clearing as the trap is sprung. If a and this will automatically free the both Armor Class and attack rolls.
character surrenders to his or her spellbound character. These effects are cumulative. A PC
desires, that character has failed this The mechanics of this intercession touching the door will have to save ver-
important test, and the consequences are tricky. The process is much simpler sus all three effects, each time the sym-
ought to be serious and life- if the DM resolves each of the PCs illu- bol is activated.
threatening, but not a certain death. A sions one-round-at-a-time, so that, if a The door is locked and must be
character ought to be able to fight his character frees herself, she can assist picked. Shattering it (cumulative hp
or her way out of the trap, but it any of the others the following round. damage total of 30 required) or prying
shouldnt be easy. Once a character is safe from his or her at it (total of 35 Strength points
own trap, that player may accompany required in simultaneous application
the DM around to the others until all
Too True to Be Good the illusions are lifted.
for success) will cause Banes symbol to
act with each touch, and if the door is
If a character attempts to disbelieve Two rounds after the last of the illu- broken open before the symbol is
the illusions, allow normal chances. sionary threats are dispatched, read the exhausted, it will explode outwards in
Such spells as detect illusion and true following to the players.

19
an energy blast doing 3d8 damage to all all such effects will be instantly which Bane (from another part of the
within 1) 2d8 to all 1-2 distant, 1d8 absorbed. The hakeashar has 70 hp; it is castle) watches the fray.
to all 2-3 distant, and 1d4 to all 3-4 detailed on p. 47. Banes special death- IMPORTANT: Under no circumstanc-
distant. wards prevent it from leaving the es should the party be allowed to fight
IMPORTANT: The DM should take chamber. Bane, even though he is present in
any steps necessary to insure Caitlans If it is slain, a deep, hollow male voice another part of the castle. He is merely
survival during this break-in, as she is will be heard in the chamber, fading toying with them at this time.
vital to the continuance of the adven- away slowly. No! No! My power! Once the dust has settled, or during
ture. . . .Curse you! Beware, heroesbeware the battle if the fight is going against the
the Hand of Bane! PCs, Caitlan will move forward toward
Within the mist writhes the goddess the woman in the mist. Caitlan is the
The room beyond is filled with a
Mystra, her wrists and ankles chained intended avatar of Mystra, and has
strange, red smoky mist. Within it
with bonds of Banes conjuration. been called to complete her apotheosis.
you can see someone struggling vain-
All around the hakeashar are skeletal Once Caitlan touches Mystra, the god-
ly, flailing her arms and legs against
human hands (gained from slain inhab- dess fades from her bonds. She now
eldritch chains binding her. She
itants of the Castle), animated by Banes possesses Caitlan. Mystra knows about
seems to be elemental-like, a being of
magic into crawling claws (detailed on the effects of the hakeashar, and will
pure magical energy. White, hand-
p. 45). All of these claws have 4 hp, and urge the PCs to kill the thing. Once she
size things that look like skeletal spi-
will attack and pursue any living crea- is free of its magic-damping force, she
ders circle the misty area. As you
ture (except Caitlan, who is protected can employ her powers.
look, they move, scuttling slowly
by Mystras geas) within 3 of any of Once Mystra is free, Bane knows better
toward you...
them. There are 20 claws in all. than to stay around. Because he respects
Any sound of battle in the room or Mystras power, he departs, taking with
The room is bare of furnishings, and
entryway will bring three curst into the him the changes to Castle Kilgrave. In the
entirely filled with a hakeashar, or
room. span of a minute, the black marbled
Dweomer-Devourer, which Bane has
Three netherbirds (another new walls, the mist, and the fell creatures all
magically imprisoned within the room.
monster, detailed in this adventure vanish, and the PCs are left in the old
Its body is the red mist, and its pres-
see p. 48) will swarm to attack the PCs, ruins of a long abandoned fort.
ence prevents any magic functioning
except for one bird, through the eyes of
within, or from outside into, the room;

20
This chapter begins after the PCs res-
cue Mystra from Castle Kilgrave. The Event 2: The Mystra. He stands motionless, and with
DM should have the details of Mystras
avatar at hand.
Guardian a sudden snarl of fury, Mystra raises
her hands and lets fly with blue-white
lightningnot a crackling bolt, but a
Event 1: A All around is darknessa deep,
chiming void of blackness, lit by
humming, searing continuous beam!
In an instant, Helms hand is raised.
Return, and an faintly luminescent purple mists,
which roil and drift aimlesly about,
The beam strikes it, and vanishes
into it, seemingly absorbed. Mystra
Invitation and by drifting, winking lights.
gestures angrily. Nine huge balls of
There strides Mystra, grown some-
fire burst into being and roll through
how taller. She glows with a blue-
Caitlan Moonsong approaches you. the void at Helm. The armored giant
white aura, and walks confidently
She seems somehow taller. Her short stands unharmed amid the flashing
forward, treading on nothing,
blond hair moves about as if with a flames and the rain of ice, explo-
toward a yellow glowing light in the
life of its own. She is graceful, and sions, hammerblows of giant fists
distance. Gradually the glowing light
her black robes shimmer with tiny and mystic blades that follow.
in the distance grows larger.
winks and sparkles of ever-shifting Mystra weeps with anger and frus-
You can see that the golden glow
lighta gleam that is mirrored in her tration. Her tears gleam and flare like
surrounds a man-like figure clad in
eyes. She makes no sound as she tongues of blue flame, but she does
full plate armor. His visor is down, and
comes, and her feet do not seem to not cease her assault. Gigantic winged
his armor glows with a blue sheen; the
touch the ground, but float inches snakes and disembodied fanged maws
glow around him brightens from gold
above it. She smiles. form out of nothingness, but as they
to white as you draw near Mystra
You have my thanks, she says, strike Helm, to nothingness they
stands perhaps 12 feet in height now,
and that is no small thingfor return. Tentacles lash the armored
the figure in armor perhaps 20.
though you know me as Caitlan, I am colossus, and axes, spears, and great
Mystra, he says suddenly, his voice
known to most as Mystra. She hammers of shimmering force attack
deep and rolling, You come not alone.
approaches Midnight, and extends a him. He stands firm.
Have you then the Tablets?
hand, smiling. At last Mystra leaps forward and
No, Mystra replies, but I see no
Sister, she says softly, I must now hurls herself upon him, spitting
need for them. I know who stole
ask for the return of that which I flames from her mouth. Her fiery
them and I wish to speak to Lord Ao.
entrusted to you, some little time tears course down over them both,
Let me pass.
ago. May I now have it back? as Helm calmly holds her at bay,
The figure in armor remains
ignoring her blows and grapplings,
unmoving. That was not what was
Caitlan, having revealed herself as and opens his visor.
decreed, he says, almost gently.
Mystra, the (Lawful Neutral) Goddess of Mystra screams as their gazes
Without the Tablets, I cannot let you
Magic, worshipped by wizards across meet, a horrible shriek that is heard
pass. Go back, and gain the Tablets.
the Realms, asks Midnight for the across the Realms. Helm draws back
Advance, cloaked in pride, at your
return of her pendant. a gauntleted fist, and smashes it
peril. I will not abandon my duty.
When Mystra touches the pendant, it through Mystras chest. At this, the
Duty?, Mystra demands, angrily.
will glow brightly, blue-white, and both body of what was once Caitlan
I have no dutyand you have a
the hand she touches it with and her explodes in a devastating flash of
most strange way of following yours.
eyes will glow in answer. In triumph light, heat, and power.
The Tablets themselves are nothing
Mystra will raise the pendant high, and The energies of Mystras parting
to me. Stand aside, and let me pass!
exert her will in silence to open a gate burst through the gate. Even shielding
Nay, the figure answers. I will
into a place of purple, roiling mists and your eyes, you are blinded by the
not. Turn back, for the sake of your
shifting darkness. naked power of the goddess, loosed
safetyand that of these mortals
Mystra will then smile and beckon from human form. Then your vision
you have brought to witness. Ill
the PCs toward the gleaming opening. clears, The ruins of Castle Kilgrave
done, that. Work no greater ill, Mys-
have been leveled, turned into fine
tra, for I would not harm you, if you
powder. The land is charred and wast-
Watch!, she says. Pay heed, if you leave me a choice.
ed for nearly a half-mile in all direc-
would see beauty and greatness the Choice?, Mystra replies. You leave
tions, and the air carries a peculiar
likes of which your eyes will never me none! If I must prove my worth to
odor. You are standing, unharmed, on
see again! See what you have regain my rightful place, I will! Stand
a pedestal of stone, all that remains
wrought, and learn of the true aside, Helm, or I shall force past, and
whole from the bricks of Castle Kil-
nature of all that is! My power will harm will be visited upon you!
grave. They form a smooth circle, 30
keep you quite safe...behold! Helm shakes his head. I will not
feet in radius, centered at Midnight.
move, nor will I be moved. Be warned,
Silence falls. Helms face cannot be

21
seen, for he lowers his visor again as The reasons for this are many, and ten. Their recovery is crucial to the sur-
he turns toward you. better unsaid and unremembered. vival of the Realms as you know them.
Know this: in some ways, the gods are If you are heroes, seek them. If
Mystra has completely vanished. Helm no greater than men. They all, great not, tell those who are of what I say.
will not attack the PCs, nor retaliate if and small, are now much lessened in Great glory awaits, in the seeking as
they attack him. Neither magical nor power, and they all seek something well as the finding. Go now, in safety.
physical attacks can harm him. Helm will that is missing, something hidden. Think, and grow wiser than the one
answer any PC queries; If asked about Men did not hide them, but men you came with.
Mystras fate, he will not confirm that she or elves, or dwarves, or orcs, or any
has been destroyed, but will use phrases creature of Faerunmay find them. And with that, the gate is closed. If
like She no longer exists as you know They are of great power: the Tablets any of the PCs were wounded, maimed,
existence or Not all answers are freely of Fate. diseased, or disabled at the time of the
givenor should be. They have many other names, as confrontation, they will discover that
Regardless of what the PCs say or do, they have manifested themselves in they are now healed, well and whole
Helm will eventually tell them the infor- many forms: A golden orb roiling (lycanthropy, curses, geas magics and
mation below. Helm can control the phys- with wisps of fire; a gem of glowing the like will not be removed).
ical reactions of PCs; if necessary, he can white-trapped fire as big as a mans At this time, Midnight will find Mys-
literally force anyone to hear him (hold- head; a quill-pen of misty force; a tras pendant, lying at her feet. The pen-
ing them silent and motionless, etc.). pair of human-seeming lips that dant will not allow anyone other than
move and speak in mid-air, but boast Midnight to touch it (see Chapter 1 for
no face or body beyond them...there details). When Midnight picks it up, the
Event 3: Helms are other manifestations besides. pendant shines brightly, and Midnight
Message But now they appear as stone tab-
lets, as long as a mans arm on each
knows that she now carries a shard of
Mystras broken power. And she knows
side. On them is inscribed the names one thing more: that she must seek out
Those you know as gods now walk of all the gods, and their duties, which Elminster, the historian of Shadowdale.
the Realms among you, Helm says. so many of them seem to have forgot-

22
Encounters 2. An Unrefusable elfs appearance is due to an illusion,
but not what or who he really is.
1. As the Party Text Offer
Returns 3. An Apparition
A tall, slim elf with silver hair and
eyes of deep blue-green watches you
from a distance. He is clad in a well- A sudden twinkling of small, winking
An old man in tattered grey robes
worn grey cloak that covers him lights silently and suddenly springs
stands looking at you in awe. He is
from throat to booted feet. There is into being ahead, perhaps 20 paces
bald but bright-eyed, and leans on a
probably a sword at his belt, beneath away. The glowing sparks scatter
gnarled oaken staff that is taller than
the cloak. He drifts closer, raising an slowly into a ring. Within it is visible
him by a head. He steps forward
open hand in greeting. the shadowy outline of a hooded,
eagerly. Such power! Art that
Well met, he says in a low, almost bearded man in robes. His face is hid-
works true! Are you the heroes
whispering voice. I am a seeker den; his hands are moving. They open
Alaundo spoke of, then? Have you
after knowledge. I will pay well for to reveal a single blue-white star.
found the Tablets of Fate?
news of the gods and their doings. Then the silent apparition, sparks
Have you such? and all, fades away. Only the lumi-
Run this encounter if the PCs seem
nescent star is left, floating in midair.
confused by Helms message, or if they
The elf is really a minor wizard of It rises, slowly and silently, into the
decide that the Tablets are none of their
the Zhentarim, Belemos Hawklyn (M-U sky, dwindling from view as it
business and theyd be better off doing
more profitable (or safer!) things. 4th, L, dagger, DMs choice of nasty ascends, until it is gone.
The old man is Dannath Redlorn, an offensive spells). His disguise is an illu-
sion cast on him by his superior, Ilithar The star is immediately recognizable in
8th level druid, and a Harper. Dannath
Soond (M-U 6th, armed with a necklace appearance as the symbol of Mystra. The
will not fight the PCs; if attacked he will
of missiles which has only one 2d6 and hooded man is the demigod Azuth; his
change to raven form and try to escape.
two 1d6 globes left). Ilithar waits out of message is that Mystra cannot be found;
His staff is non-magical. Dannath car-
sight, but within range of a yell for help she may, indeed, be gone for good.
ries a Harper brooch (a silver harp
within a circle of nine stars; minor from Belemos. If the PCs seem strong, Azuth is silent, and is actually a project-
he will not aid Belemos, but will watch ed image; he will not respond to PC que-
enchantments prevent tarnishing or
what occurs (using invisibility and fly ries, spells, or attacks. He looks very
easy breakage), mistletoe, a flask of
spells if necessary) and follow the party. much like Elminster, the sage of Shadow-
water and a pouch containing 1 gp, 3
sp, and a hand-wheel of cheeseand Belemos will approach the PCs only dale (though the PCs wont know this
when they are alone. He will give his until they actually meet Elminster).
nothing else of value.
Dannath can explain Alaundos name as Aithlin Nightleaf, and pretend
prophecy and that the Tablets of Fate
are of little use to The One Who Is Hid-
to be a sage from Everlund. Without actu-
ally saying so, he will intimate that he is
Random
den, Master of the Godsso that the friendly with Alustriel, High Lady of Encounters
quest for it must be a test of character Silverymoon, and with the Harpers in
for both gods and men. He can also general. 1. Dragon Spy
explain who Helm, Mystra, and the oth- Belemos is not interested in attacking A very young, small green dragon,
er gods are to anyone ignorant of the the party, much as he is prepared to do fearful of the Magical Chaos of the
portfolios and usual powers of the so. He really is after information and
Realms, spies on the PCs. The dragons
gods. Dannath has never heard of Ao, nothing more. He will offer as much as
name is Alghazh, and he has a gem of
but will frown and say, That word a bag of 12 cut and polished moon- invisibility (a fist-sized diamond that
means One in the tongue gold dragons stones (worth 50 gp each) for the par- turns the bearer invisible, by com-
use, called by some sages the Old Ton- tys informationstarting with an offer
mand, once per day). Alghazh has no
gue. . .I wonder. of six moonstones and allowing himself
other hoard left, and has no allies or
The old man will be very eager for to be bargained upwards. He will pay
special knowledge. He will try to learn
news of what happened to the PCs with without treachery if not menaced by
all that the PCs know of the gods, by
Mystra (he saw her open the gate, and the PCs.
eavesdropping, and then steal away. If
recognized her), and will try to trade The DM should make secret Intelli-
discovered, he will fight to the death,
information with the PCs if they are gence Checks for all PCs (with a bonus and cannot be subdued. Alghazh is
reluctant to talk. He will also try to per- of 1 for half-elven PCs, and a bonus of 2 insane, and cannot be successfully
suade any dubious PCs of the impor- for elven PCs). Any successful result
mind-read, charmed, or otherwise
tance of the quest for the Tablets; The means that the PC in question has
mentally influenced. If not detected, he
survival of the Realms themselves noticed something not quite right about will follow the party, devouring isolated
hangs in the balance! Aithlins appearance. Anyone experi- humans for food whenever he can.
enced with magic will realize that the

23
large rock, or tree trunk. on such a ring without instruction in its
2. A Dark Agent use, any attempt to activate it will have
A handsome man who leans on a only one result: An evil dragon will be
I must speak before I die, it gasps
crutch and wears unadorned robes of summoned, arriving in 11-16 rounds, and
hoarsely.Whoever hears: Know that
purple approaches the PCs and offers will attack the ring-wearer.
Ao is The One, the Absolute, Ruler of
to show them a clue left by the one god the Gods! He watches from hiding!
above all gods as to the true nature of 6. Brighteyes
the Tablets of Fate.
The mouth, and the voice, will then A young, beautiful maiden in grey robes
You look to be heroes, says the man.
vanish forever, identity unknown. Aside approaches the party rather hesitantly.
Perhaps you can succeed where oth-
from Elminster, only the archmages Are you adventurers?, she asks. If
ers have failed. If the PCs go with the
Khelben Blackstaff Arunsun of Water- the answer is yes, she will ask eagerly,
man, he will lead them to a small way-
deep and The Simbul, ruler of Aglarond, Do you need an apprentice? ImIve
side shrine to Lathander. Its altar has
have ever heard of Ao, as an ultra- never been in much of a fight, but Im
been shattered and desecrated.
powerful being of the Outer Planes. willing to learn!
The man is able-bodied and well; his
crutch is a staff of the adder. He is The maid is Beluane Brighteyes
Quenel, a 3rd level cleric of Bane, junior 5. The Cult Strikes Alkath, a CG 1st level wizard who is
agent of the Zhentarim. Out of cover exactly what she claims to be. She has a
Maerhindor, a NE 7th level fighter loyal
around the shrine will come 21 0-level dagger, a weeks rations, and a spellbook
to The Cult of the Dragon, will confront
men-at-arms, each bearing a dagger, containing six 1st level spells in a back-
the PCs with sword drawn. Your foul
club, and short sword. pack. She also carries an iron rod she mis-
sorcery has caused this upheaval of mag-
These hired thugs will attack, seeking takenly believes to be magical. (She found
ic!, he says angrily. Followers of Mystra!
to rob, slay, or drive off most of the PCs, the rod in a cellar in Hillsfar, when she
Lay down your arms, or be slain!
capturing one for Quenel to question. was kitchen drudge and cooka good
Maerhindor has only a normal sword
Quenel wants to know what the PCs one, toofor her tutor, the now-dead
and a potion of healing, but he also wears
learned when they met with Mystra; he wizard Anthagar the Blind.)
a ring of dragons given to him by the
saw the gate open and is eager to gain Brighteyes is eager and dextrous (17
Cult, which he will use to summon an evil
important news for his superiors. DEX), but incredibly naive, always doing
dragon before challenging the PCs.
the wrong thing or falling into obvious
Maerhindor knows that the PCs are
traps. Shell do her best, however, if the
3. Storm Winds not to blame for any foul sorcery or the
PCs let her. She will be awe-struck by any
chaos affecting the Realms. He is trying
A howling, sky-rending windstorm will news of the partys contact with Mystra.
strike the skies above the PCs. Lightning to goad the PCs into revealing useful
If the PCs refuse her, Beluane will
information about their identities and
will crash, felling trees and rending accept their decision meekly and leave.
intentions. If attacked, he will defend
encampments. On the winds will come a She should turn up every so often, how-
himself as he retreats, waiting for the
litter of items; scraps of cloth, stricken ever, entirely innocently; staying at inns
dragon to come. He will command the
birds, leaves, and shreds of parchment. the PCs do, arriving in the same towns,
dragon to attack regardless of the PCs
One such will slap right across a PCs face. taking the same roads or tracks. She will
reactions to his charges.
If examined before being tossed away, it not be deliberately following the PCs, but
In these troubled times, all that answers
will be found to be a scroll containing the merely wandering the same way they do,
wizard spells dispel magic and fly Maerhindors summons is an average-size
by coincidence.
(6 HD) adult black dragon, Ulhindos. The
If the DM wishes, the winds could Or is it coincidence?
black dragon is vain, purring, and disdain-
well bring other items of interest or val- Although she doesnt know it, Bright-
ful. Ulhindos speaks but knows no magic.
ue, as well as ghostly whisperings, far- eyes is under the protection of the demi-
She will arrive in 12 rounds, diving to
off cries or singing, or eerie clues, god Azuthshe is one of the candidates
attack without hesitation.
perhaps the voices of sages or avatars who might someday become the Magis-
Ulhindos is easily bored, and will leave if
speculating aloud about the words of ter. Every time Brighteyes fails a saving
unable to corner and slay a creature in
Helm or the long-dead seer Alaundo throw, allow her a second one. A tiny
any six-round period. The dragon will also
about this Time of Troubles. If the PCs blue-white star will wink momentarily
flee if dealt more than 14 hp damage in a
are beginning to deal calmly with into existence above Brighteyes when
round, or more than 20 hp in total.
encounter after encounter as if this is this occurs; the DM should secretly make
If any neutral- or good-aligned creature
just another adventure, it is recom- an Intelligence Check for every PC in a
mended that a few chills and puzzle- touches a ring of dragons, it will burn
position to see Brighteyes at such times,
them for 2-5 hp of damage (per contact or
ments be sent their way. to see if the PCs notice the star. (It is clear-
round of continual contact) as it begins to
ly visible; characters staring at Brighteyes
burn, with a blackish-green, oily smoke.
4. A Lonely Voice It will continue to burn no matter what is
will automatically see the star.) Azuth will
take note of how the PCs treat Bright-
A magic mouth appears near one of done to it, consuming itself utterly in 3-12
eyes.
the PCs on a gravestone, stone pillar or rounds. If any evil-aligned creature puts

24
This chapter begins whenever the when it was delivered (in fact, Helms
PCs enter into a discussion or war solars have visited several paladins of A lone flying creature can be seen
council on what to do after encounter- Faerun, including Darviathar, to report behind you, high up and approach-
ing Helm, or when they begin to travel Helms words and the descriptions of ing swiftly. It soon grows large
to Shadowdale, whichever comes first. the PCs present). Darviathar is also enough for you to see that it is a
If the PCs are undecided, or have aware of an old prophecy of Alaundo woman in dark leather armor riding
decided to ignore Helms message, run concerning heroes striving for right a pegasus. The woman needs no
Event 1. If they have decided to seek the after the Godswar. He will speak hon- reins, and has a sword but no helm
Tablets, skip Event 1 and go directly to estly and politely with the PCs, giving or other gear. Her long hair streams
Event 2. them what information he can. behind her in the wind of her pas-
Darviathars advice is to seek out sage; upon seeing you she leans for-
Elminster the Wise, Sage of Shadow- ward to urge her mount down.
Event 1: dale, for information on the Tablets The pegasus swoops, and the
Darviathar the present form and whereabouts. He sug-
gests following the road to Shadowdale,
woman calls, Ride hard! On, east!
The wraiths of the Dark Gods follow
Just being very watchful in the Shadow Gap behind you!
and when passing Daggerdale, and
traveling as fast as possible before The woman is Laerlee, a CG 7th level
You hear a thunder of hooves in the things get much worse. Darviathar can fighter who is a Harper. She will not tar-
distance, fast approaching. A suggest possible PC tutors in Hillsfar ry or fight, but will fly on as soon as pos-
moment later, a large white charger and Ravensbluff for all characters of sible to warn other Harpers. She has a
canters into view, ridden by a tall good alignment (if the DM desires), and +1 sword and 50 hp, and wears a ring
man in full plate armor. He carries a will warn of the servants of evil walk- of spell turning. She has met and fought
long lance, and the shield strapped ing the Dragonreach lands with ready at least thirty wraiths created by the
to his saddle displays a silver gaunt- blades and traps. avatars of Bane and Myrkul. These
let holding golden scales, with a By this, Darviathar means that the wraiths (who do exist) are moving east-
sword in one balance and a white- Cult of the Dragon (based in Sembia), wards, chasing the PCs and destroying
and-silver star in the other, all on a the Zhentarim (based in Zhentil Keep all life in their path.
dark gray field. and Daggerdale) and those priests of Laerlee cannot stay with the PCs; she
The horse comes to a sudden, pow- Bane under the personal control of the hopes to gather enough strength to
erful halt without command. The avatar of Banerather than the destroy the wraiths before they reach
man leans forward, raising his visor, Zhentarimare active. Followers of the Dales. If she stands with the PCs
and says in a deep, rolling voice, Are Bhaal, Myrkul, Talos, and other evil and they fall or are by-passed by some
you the heroes to whom the Great gods are also on the move. Clerics of all wraiths, no warning will come to the
Guardian spoke? Seek you the twin faiths are frightened and baffled by the Dales before cold death arrives.
Tablets of Fate? apparent abandonment byor destruc- If the PCs tarry or turn back, the DM
tion oftheir gods, and are desperate should let them see a dark cloud mov-
Darviathar the Just, the speaker, is a to gather followers and magical power ing over the land. If it is stared at, the
14th level paladin. He has 88 hp (17 CO), now that they cannot receive powerful viewer can dimly see armored, silent
and is armed with a sword +5, holy magic by prayer. warriors, striding tirelessly forward
avenger He carries three potions of Darviathar will aid and heal PCs as with drawn swords and cruel eyes of
extra-healing, and rides Tempest, a pal- much as he can if they convince him white flame.
adins warhorse with 33 hp. they will seek the Tablets; he will fight Each wraith carries with it a sword
Darviathar is a stern upholder of jus- them if they seem evil, dishonest, or set upon which continual darkness has
tice who believes that adventurers have against his arguments to take up the been cast. The spell effect is very local-
a social duty to battle great evils that quest. ized (barely covering the attendant
threaten the Realms. He feels the PCs wraith), serving to protect the undead
must seek the Tablets of Fate because things rather than act as a weapon in
Helm suggested that they do. To Darvia- Event 2: combat. If these wraiths are exposed to
thar, a suggestion from Helm is a divine
command-and the disobedient must Warning from full sunlight, they will recoil for a few
rounds, and cannot drain or chill by
be shown the error of their ways, by
defeat in a challenge-duel if necessary.
on High their attacks. They can still do physical
damage with weapons (the swords), but
The paladin is fearless but not incon- Run this event whenever the PCs are can in turn be struck by all sorts of
siderate or rash. He will not attack the moving across country. Allow one of weapons. There are 32 wraiths, and
PCs until he is fully aware of their the PCs to notice something approach- each has 36 hp.
thoughts on searching for the Tablets, if ing the party from behind, high in the
they are against doing so. He knows sky.
Helms message as though he was there

25
Felsath: cause light wounds x2, cure
Event 3: Journey Event 4: light wounds, slow poison x2, resist fire.
Overland Darkness Guthel: cause fear, command x2, hold
person, silence 15 radius.
The PCs can choose any route they Reaches for The clerics spells are not immune to
wish from Castle Kilgrave to Shadow- the chaos of magic prevalent in the
dale. The Great Desert, Anauroch, and Midnight Realms, and they know this-but they
the Stonelands that lie between it and wont hesitate to try to use their magic
Run this Event at least one day after
Cormyr, are extremely inhospitable the PCs leave Castle Kilgrave, while against the PCs. The clerics have orders
places. The Stonelands harbor strong they are traveling. (passed on to the fighters, and thence to
goblin tribes, troll bands, brigands, and the dogs) to capture Midnight and
any solitary monsters a DM desires; the destroy the other PCs. Midnights cap-
desert has lamia (with leucrotta infest- Off to the left you hear a sudden ture is paramount. She is to be taken
ing the Desertsedge) and sandstorms. howl, followed by an angry barking. unharmed, and hurried to a certain
Daggerdale has orc patrols (each led The howl is answered from nearby grove in the forest several days distant,
by a single ogre) directed by the Zhen- on your right, and from farther off where Bane himself will be waiting. (If
tarim; there is a 40% chance that any dead ahead. The barking grows the PCs are too strong to slay, the clerics
such patrol will be accompanied by louder, and then dogs burst into are to grab Midnight and run.)
either a cleric of Bane or an evil wizard view: large, snarling, wearing spiked The clerics are armed with maces and
of 4th -6th level, armed with wands collars, charging you, teeth bared. hammers, and have a capture hood
and other offensive magic items. (canvas bag that goes over a victims
The Shadow Gap and the open coun- There are eight war dogs, all with 15 head and belts at the waist, with wrist-
try around the roads are well-traveled; hp. They will attack all male members manacles and a crotch strap to prevent
the DM should use the Random of the party, but not any females. Six it being wriggled out of) for Midnight.
Encounters from Chapter 2 or (better) rounds after the war dogs attack, their This ought to be a serious fight for the
devise specific encounters to occur at masters will appear out of cover: five PCs, but Bane should not be able to
certain locations. LE 2nd level fighters, in chainmail, all steal Midnight away at this point. If the
In the Hullack Forest and the moun- with 17 hp, maces, handaxes, and short clerics do make off with her, Midnight
tains, the principal danger is a stirge swords. The dogs were trained by the ought to escape (perhaps aided by the
encounter. 1d8 +2 (3-10) will appear, fighters, and cannot be charmed or oth- timely intervention of some of the NPCs
attacking together; such a flock is erwise compelled to attack them. the party has previously met).
known as a thirst of stirges. The short swords are envenomed with
In the Elven Court woods around Sha- a sticky substance effective for three
dowdale, the DM should adjust monster turns after the encounter. Upon contact Event 5: Sage
with flesh or tissue, it causes paralysis,
encounters to include brownies, pixies,
satyrs, sprites, and even quicklings; beginning in 1-4 rounds, and lasting 1-3 Advice
elves will not be randomly encoun- turns. This Event can occur whenever the
tered, but all sorts of wild woodland If the target saves vs. Paralysis at +3, PCs are traveling in a lightly-settled area.
creatures have moved into the area the effects will not occur (and that par-
since the elves withdrew. ticular target cannot be affected by
Ahead, you hear a faint rising and
In the Spiderhaunt Wood, increase such venom that day).
falling noise. It seems to come from
the chances of evil woodland encoun- At the end of each turn after paralysis
one spot, and as you approach, you
ters, and replace all humanoid encoun- sets in, allow the target another saving
can hear that it is a peculiar sort of
ters with various sorts of spiders. Note throw, this time with normal chances.
droning whistle. It seems to be
that spiders in this area will stalk PCs If successful, paralysis ends (in 1-4
voiced by a living creature, and to
tirelessly, seeking to lure them into pit rounds), and the target cannot be
have some sort of rolling, endless
traps and roper-infested ruins, attack- affected again that day by the venom.
melody youve not heard before.
ing when the party stops for a rest. If If a character overcomes the venom,
the DM has access to the FIEND FOLIO his opponent may (50%) take the time to
If the PCs investigate or continue to
Tome, include encounters with etter- switch weapons to either mace or hand
advance, one or more of them will even-
caps; these creatures are numerous axe.
tually view the following:
along the edges of the Wood. The fighters (Belarin, Chaddath,
Elferel, Ssuntar, Yethan) are commanded
by two clerics of Bane. The clerics are A stooped, middles aged man wearing
Felsath (LE, 5th level, 31 hp) and Guthel tattered russet robes and large, clumsy-
(LE, 4th level, 24 hp). Each wears chain- looking leather boots is sitting on a
mail and carries a shield, wielding a mace rock, peering at the woods around him
in the other hand. They have no magic in a relaxed sort of way, and whistling
items, but command the following spells:

26
Mortals for guidance as to how the
as he puffs on a pipethe source of gods should conduct themselves. All the Event 6: The
the curious sound you hear. Sisters were cast out with the others,
and Mielikki saw them no more.
BlackHand
The man is Mathal Durshavin, a sage. Mielikki arrived in her grove near the Run this event when the PCs are trav-
His field is plants and the small insects headwaters of the Unicorn Run, eling through a wooded area.
and creatures that live among them, wracked by the burning pain of her
specifically in the Dragonreach area. He Fall. She landed alone, the grove a ruin You are crossing an empty clearing
is a 5 hp, 0-level human whose treasure around her, but the voice of the One when you notice something small
consists of a pouch of pipe tobacco and sounded in her ears as she lay, stunned, and black hanging motionless in mid-
knowledge; he hasnt a single copper upon Faerun: Know true mercy, kind- air ahead, invisible amid the trees
piece with him. Mathal lives about ten ness, and humility. Find the Tablets of from afar. It looks like a black, long-
miles away in a hut in the forest, which Fate that divine hands stole away from fingered human right hand. A
contains nothing more valuable than Helms guardianship. Hope, and pray, needle-fanged mouth suddenly
three weeks supply of food for one and show lesser beings help and com- appears in its palm as it floats fingers
man. Mathal is not an adventurer, and passion. uppermost, palm open toward you.
not interested in danger, but he can tell The Lady of the Forest told Moongentle It speaks, in a hissing whisper.
the PCs where all the forest trails in the that she did not really know what the
area lead, and where mistletoe grows in Tablets of Fate looked like, nor had she PCs who attack the Hand will not stop
the wild. ever investigated the desert and icy its speech, nor cause it to disappear. It is
Mathal has little interest in wars and mountainous areas of Faerun, or walked an image, not a solid object. Bane cre-
politics and the doings of men, but is the larger cities. She therefore decided to ated this image by a spell known only to
friendly with the local druids and rang- consult the most learned living human himself; it cannot move from its loca-
ers, most of whom are Harpers. Some sage known to the Harpers (many of tion, because it rises from a real buried,
twelve days ago he met a ranger, whom worship Mielikki and thereby skeletal human hand. The speech deliv-
Moongentle Lharinn, whom (he says inform her of Faerun): Elminster of Sha- ered by the Hand follows.
blushingly) is very beautiful-and dowdale. She was on her way to Shadow-
very, very nice. dale when she heard Moongentle praying
Moongentle is a Harper. She told him in the forest, and has told Moongentle all Turn back, fools. Turn back while
that the wild weather and strange natu- this, she said, So that more may search you still can! Bane is not kind to mor-
ral happenings of recent days were for the Tablets and know the whys of the tals who have the gall to think they
part of a great upheaval in the Realms. chaos upon the land, and the Tablets may can challenge the gods. Your utter
There was nothing to be done to stop be found. destruction awaits you if you pro-
the growing chaos, she added; the gods Moongentle was told to spread this ceed. It will take but a moment, and
themselves were involved. information freely to all good and gen- require almost no effort at all. Turn
Moongentle prayed on her knees one tle creatures, and so told Mathal. He in back, mighty heroes, and fear Bane
whole night through to the Lady of the turn will tell the PCs all of the preceding to the end of your days.
Forest for guidance. In the cold, misty information, apologizing for what he All except Midnight. Ride on, Mid-
dawn of her vigil the goddess came to cant explain or describe more fully due night, and I shall reveal myself to you
her-in person, seeming as human as to its secondhand nature. in time. Come alone, and leave these
you or I. Mielikki told the ranger that If Mathal is attacked by the PCs, or fools.
the gods now walked Faerun, much becomes convinced by their speech and
lessened in power. They had been ban- behavior that they are essentially evil in If the PCs turn back, the Hand will do
ished from the planes where they had nature, he will try to destroy them all nothing, remaining where it is. If they
dwelt by one who is greater. if they dont cease after his initial pro- proceed, or any PC except Midnight
That one, Mielikki said, is displeased tests that its all a mistake, hes a man of passes the Hand or goes around the
with us-our pride, and willful ways. peaceby flinging a medallion he clearing, the Hand will appear to catch
All the gods came to Faerun in a terri- wears at them. Its really a 9d6 fireball fire, burning in a black flame until only
ble storm, charged to win their way blast s p h e r e f r o m a n e c k l a c e o f bones are left. They will appear to
back, past the Faithful Guardian. missiles. Mathal will not mention or break apart and fall to earth, vanishing
Moongentle learned that the god Helm offer this to friendly PCs. Mathal can as they touch the ground.
was the guardian. Mielikki said sadly tell PCs where nearby edible plants and Silently, skeletons will rise up from
that most of the gods will probably try healing herbs grow; the DM should the ground all around the clearing,
to defeat or trick Helm. Of all the gods, allow a weakened party of PCs to bene- bursting up out of the damp forest
only The Gentle Sisters: Selune, fit from this, but he should hurry along earth, scattering old leaves, moss, and
Eldath, Sune Firehair, and Mielikki her- a strong party that tarries to get a little grass as they stride forward to attack
self (who are not really sisters at all, extra help; surprise attacks by wraiths the PCs. There are 14 skeletons in a ring
only called that by less gentle beings) of Bane (as described in Event 2 in this around the clearing: all are AC7 and
prayed to The One Who Is Hidden to chapter) should do the trick. have 6 hp.

27
Encounters Your challenger is Captain Thardock,
a LG 7th level fighter (62 hp) armed
You see the cloud behind it grow-
with a bastard sword, a short sword,
1. The Rift ing rapidly, pulsing brighter. Its pur-
and a rod of cancellation.
ple light bathes you all, and a sudden
Run this encounter if the PCs encoun- He heads a patrol of 22 Cormyrean
hissing, burbling roar of anger thun-
ter brigands or any group of monsters soldiers. All are AC5 (AC4 if they use
ders overhead. If the blackness were
while traveling in the wilderlands. The the shields hung behind them on the
to have a face, it would cast a long
opponents will suddenly flee, at the high backs of their saddles), and are
and angry look at the gentle man as it
sight of something that has appeared in armed with horsemens lances, long
shrinks back into the boiling vortex.
mid-air when someone (either a PC or swords, hand axes, and daggers.
Ah, there we are..., says the old
Midnight) tries to cast a spell: Fourteen are 2nd level fighters (14 hp
man, as the skies clear once again.
each), and also carry morning stars.
He looks at you. Well met. Elminster
Filling the sky overhead, looming huge Eight are 3rd level fighters (25 hp each),
of Shadowdale at your service, brief-
and have heavy crossbows (which they
and darkly dangerous over the land- ly. A lot of that going around, I fear. I
are adept at firing from horseback),
scape, is a cloud, the likes of which must be offShadowdale needs me!
with three 21-quarrel quivers each.
youve never seen before. It casts pur- He peers at Midnight, tilting his
ple and red rays of light in all direc- head. Interesting, he says absently, (All Cormyrean patrols in this area are
tions, and roils disturbingly, as if and then vanishes, amid stars, and of approximately this strength and com-
something inside were seeking release. position. Other captains are Orlberl, 6th
the air above you is once again clear.
Then the cloud parts, to reveal a level (54 hp) and Pripyn, 5th level (ST 18/
portal of sorts, an ugly tear in the Elminster will ignore any PC attempts 36, 36 hp). The DM should use them
fabric of the sky, but this is in one to talk to him, and will not tarry. PC whenever combat occurs in or within a
way very different from the gate spells intended to trace, stop, or attack days ride of Tilverton; they are unner-
that Mystra opened. There is pro- him will have no effect, or will go awry. vingly vigilant.)
found blackness beyond this open- Thardock will arrest any PCs who
flee or offer violence to him, his patrol,
ing, and that dark realm seems to be 2. Tilverton or any citizen of Tilverton. He will con-
pouring out of the rift.
Your enemies have fled, but the This encounter will occur if the PCs fiscate the weapons of anyone lacking a
mere sight of that dark rift has left you approach Tilverton, a small town built royal charter to carry them (required
around a temple to Gond, a good inn, by Cormyrean law, within lands
awestruck and stunned. Out of the
sky, hungry death comes for you all. deep wells, and a large breeding and liv- claimed by Cormyr), returning them to
ery stable. It also has two competent persons leaving Cormyrs territory to
The tear will easily cover the sky above smiths and a good carpenter. Cormyr go north or east.
the PCs before any mount or human can recently garrisoned Tilverton, which Thardock knows that something really
get away (at normal movement rates). up until then had been independent. out of the ordinary is afoot in the Realms,
Just before the energy-draining effects of Shortly thereafter, the High Priest of but doesnt know whatyet. Magic has
the portal overwhelm the character! the temple, Gharri, the Won- unpredictable effects, adventurers of all
read the following. derworker, vanishedand has not sorts (brigands, some of them) are rid-
been heard of in Tilverton since. The ing hither and yon, and stranger things
temple was not damaged in the recent have happened, tooweather and priests
The air just above you crackles as storm; Gond came to Faerun in a larger going crazy, and the like.
many tiny white stars appear, part- temple far to the south. There are two NPCs of note living in
ing in a ring to reveal a gentle blue- Tilverton: Huntileir the Weaponsmith
green light-and within it, a bearded and Sandyrina the Sensual.
human head. The head of a man You see men in the distance; men in Huntileir is a LG 8th level dwarven
whose kindly, weathered face is lit armor, on horseback, with long lanc- fighter (ST 18/04, 60 hp) who runs a
by eyes of sparkling intelligence. He es in their hands. They see you, too, weapons shop in the center of town.
looks at you, swift and hawk-like, and advance in a thunder of hooves. About three feet tall and three feet
flashing a smile, and then flicks his You see shining helms, stern mous- wide, Huntileir has biceps like beer
gaze skyward taches, gleaming chainmail, and sur- kegs, a fringe of white beard all along
Ah! There ye are! Bit of a naughty coats proud with the Purple Dragon. his jaws, and deadly accuracy with
tear, eh? Repair yself, rift to decay One red-moustachioed giant spurs throwing axes (which he is never with-
away with you! to the front, a stout rod in his hand. out at least four of). He makes axes and
The mans hands move in deft, Halt!, he calls to you, In the name swords, and sells just about everything
intricate weavings of the air; Power of His Imperial Majesty, Azoun of (at standard prices).
crackles about him as he hums Cormyr. State your names and Sandyrina is a dancer in one of Tilver-
absent-mindedly and stares at the businessand present your charter tons taverns, The Winking Moon. Posing
sky-filling blackness. or surrender those weapons! as a lady of the evening, the scantily-clad,
beautiful CN 4th level thief (CO 16, DEX

28
18, 24 hp) meets many merchants and folk, allowing the PCs ample time to ride
adventurers in their inn chambers late at away.
Behind him rides another man,
night. There she fences stolen or danger-
younger but no less a warrior for
ous goods and treasure, offering good 3. Shadow Gap that. Between them, they carve up
money for things that their traveling own-
This encounter will occur if the PCs two spiders in as many minutes. The
ers want to get rid of quickly, Sandyrina is
enter Shadow Gap. If they take another older fighter pulls his horse up to
fair, close-mouthed, and protected by two
route, it can happen whenever the PCs you. Well met!, he calls.
pseudodragons, Silp and Tannath (hp 14
and 11, respectively) whom she has raised are traveling in open country.
The man in chain is Hawksguard, (who
from tiny, abandoned young. They are
bears dagger, handaxe, and long sword,
utterly loyal to Sandyrina; charms or oth- Suddenly you notice something and is LG, ST 17, 5th level, and 38 hp).
er magics that try to turn them against her small and white shining in the air Next to him is Yarbro (bearing long
will always fail. ahead. It floats, unmoving and as sword, short bow, and dagger, LG, 3rd
The folk of Tilverton are suspicious you get nearer, you can see that it is a level, with 22 hp). Hawksguard will
and ready-armed. The temple of Gond human skull, looking at you steadily. explain that he has ridden from Shadow-
was ransacked only a few days ago, by
dale, tracking a band that he believes to
unknown brigands (Zhentarim agents), PC attacks and spells will not harm or be Zhentarim assassins, heading south. In
and the god did nothing to defend it: His move the skull; it is an illusion. Touch fact, these assassins were sent by Bane to
disfavor must lie upon them and their will not affect it. slay the party, but were themselves killed
town. More than this hangs upon their
by spiders only a few hours ago.
hearts, however.
The skull begins to speak, in a high, Yarbro is nervous to get back to Sha-
Something is killing Tilvertonians.
thin whisper. You will never find the dowdale. He will be easily convinced to
Something strong enough to tear its vic-
Tablets. Tremble, mortals, before accompany the PCs to Elminster, and
tims limb from limb. Something that eats
Myrkul the Mighty. In the end, I rule his opinion might well sway the more
humans.
you all. Despair, and turn back. The cautious Hawksguard as well.
It hunts by night, always slaying those
who are out-of-doors, and alone. First to Tablets are not for such as you, and
fall were young girls: ladies of the eve- you will never find them. 5. A Fowl Huntress
ning and lovers going to meet their young Run this encounter before the PCs
men. Then hunters and guardsmen fell The skull will then fade away, silently.
reach Shadowdale, or if they decide to
all alone, and all slain in places where Whenever any party member, PC or NPC,
go elsewhere. It will occur in the length-
rock or cobbles underfoot make tracking is wounded or slain for three days thereaf-
ening shadows of twilight.
difficult, some within walls or enclosures. ter, the image of the skull will silently
Out of the trees behind the party
Townsfolk expect that a panther or simi- appear to leer at them (visible to all).
swoops a harpy, flying low and quiet to
lar beast able to spring upon and bring attack. She will seek to slay Midnight,
down human-sized prey is to blame. 4. Spiderhaunt Wood attacking with her claws and with a
If the DM desires, the PCs could be spear. The harpy, Uithgel, will fight to the
This encounter can occur in the
attacked by the beast (which is a jackal- death, showing no fear She has 22 hp.
Wood or nearby, if the PCs avoid the
were with 22 hp). Divination, mind-reading, or question-
wood itself. It will follow a monster
If Kelemvor is in the party, he will ing magic (even if she is dead) used on the
encounter, in which eight ravenous
encounter the monster, try to save a harpy will bring only the cold laughter
huge spiders (14 hp each) pounce upon
potential victim, and involuntarily shift and skull image of Myrkul. Uithgel bears
the party, and while the party is embat-
to panther-form. Townsfolk who wit- a satchel strapped to her belly, containing
tled, six stirges (9 hp each) appear.
ness Kelemvors transformation will be a cloth bag with 14 sp, a freshly-severed
Before the PCs can dispatch all of the
hostile, pressing the PCs to leave town human hand wearing a brass ring (a ring
spiders or stirges, read the following:
immediately (even if Kelemvor saves of fire resistance, and two steel vials
the lives of townsfolk by doing so). (potions of extra-healing: each will heal 6-
Zhentarim agents are the prime movers There is a sudden thunder of hooves, 27 hit points of damage).
behind Tilvertonian hostility, and will and the snorting of a belligerent, irri- Uithgel has several brood-sisters;
organize townsfolk to chase the PCs tated horse. Then you hear cold, care- Nairgel, Sezimmer, and Ioghil. Myrkul
regardless of how they behave or how free laughter. will inform them if the PCs slay Uitbgel,
speedily they leave. Such pursuit will be Into view among the trees comes a and from then on they will hunt the PCs,
half-hearted, and will soon break off. man in chainmail, riding a charger in seeking to strike when the PCs are split
If the PCs turn to defend themselves, full gallop. He has the look of a man up, injured, or tired, or otherwise at a dis-
their pursuers will mill about, making a who has seen a great number of bat- dvantage. They will not be able to reach
lot of noise, and then flee back to tles, and his warrior senses take in the PCs for nearly a month, and will hunt
Tilvertonwhereupon a patrol of Purple the scene instantly. He swings his them for years, if need be. The harpies
Dragons will appear between them and long sword at a stirge, gutting it. will use any magic items or other weap-
the PCs, and begin to question the towns- ons they can obtain in their mission.
29
This chapter begins as the PCs reach accompany them thither. (Yes, the same
the westernmost guardpost of Shadow- Hawksguard from a previous encoun-
not unfriendly.
dale. The road is flanked by dense ter.)
Well met, travelers, he says.
woods on the north, and rolling hills Hawksguard is the veteran of the
What brings you to Shadowdale?
and scrub woods to the south. The bridge-guard. They total 16, and are
stone wallsand within them, towers armed as Riothars guard except for
The guardscaptain, Riothar Ironton-
of a temple dedicated to Tymora rise to their captain, Elassa Thintrel (she is CG,
gue, will ask the PCs their names as
the north of the road; where its track ST 17,4th level, has 36 hp, and is armed
well. He is polite and even-tempered,
joins the main road, a company of with a battleaxe and a long sword), and
but very shrewd.
guardsmen stand. Hawksguard himself.
The guards are all 1st level fighters,
Beyond them can be seen the bridge One of Hawksguards roles is that of
AC 5 in their chain, and armed with
which carries the road over the River guide to important visitors (such as
daggers, maces, short swords, and
Ashaba, and beyond that the grey gran- bands of adventurers); he is considered
spears. If challenged, three will blow
ite bulk of the Old Skull (the bare, hard stout enough to survive while keeping
horns to alert the soldiery of Shadow-
rock root of a mountain stripped and an eye on such potentially dangerous
dale (some 60 soldiers will come from
smoothed by glaciers, ages ago) rises guests, at least long enough to sound his
the bridge, the Tower and the cross-
above the trees. Just visible at its base, belt-horn if trouble erupts. He will con-
roads by the inn, arriving six rounds
beyond the river, is one edge of the duct the PCs between the inn, Tower of
after the alarm except for eight lancers
squat, massive Tower of Ashaba. Ashaba, Elminsters Tower, and on any
from the bridge, who will arrive in
tour of Shadowdale they may wish to
three rounds).
make (the DM should refer to the
Event 1: If the PCs are peaceful, however, Rio-
thar will bid them welcome, and direct
CYCLOPEDIA OF THE REALMS book in
Shadowdale them to The Old Skull Inn.
the FORGOTTEN REALMS Campaign
Set for details of Shadowdale).
Mourngrym, Lord of Shadowdale, is
Guard not holding court when the PCs arrive,
Hawksguard is kindly, shrewd, and qui-
et. He will give few details of Shadow-
and is unavailable until Evenfeast (sup-
dale to the PCs, directing them to ask
The spiral outline of the Twisted per), although the PCs will be welcome
Elminster or officers of the Court.
Tower is visible on the surcoats of as guests at that meal if they discover
the guards; depicted in silver, super- themselves to the Seneschal of the
imposed on a silver crescent moon Tower (Turnal Rhestayn), by asking for
him at the Tower gates.
Event 2: An
floating horns up, on a field of royal
blue. The arms of Shadowdale; you Elminster, the Sage of Shadowdale, is Audience with
most likely to be found in his tower, a
have reached it at last. There are 14
guards, bearing spears and clad in small, slightly leaning building beside a Elminster
gleaming silver-blue chainmail. One, small pond, across the meadow from If the PCs go to see Elminster, run this
who bears an iron rod, steps for- the Tower of Ashaba, on the edge of the Event. The order of this Event and the
ward to confront you, his manner village proper. If the PCs ask about him, Events in The Old Skull Inn and the
Riothar will send them on to the bridge, Twisted Tower depends entirely on
to ask the warrior Hawksguard to
30
where the PCs want to go; let the play- heas well as The Simbul and Khelben
ers decide. Blackstaff Arunsun of Waterdeep,
the gods be allowed to ascend again,
and perhaps a few othersholds a part
past the guardianthe god Helm
of the divine power of Mystra.
As you approach Elminsters Tower, that Ao has set to keep the gods here.
This is why Mystra was not destroyed
you see an old, bearded man in robes All so much grand talk, to trouble
outright when she fought Helm. This
sitting on a rock near the flagstone only priests? Nay, I fear not so. The
sharing of power was a deliberate act of
path youre followingElminster longer the gods are not keeping the
Aos, to prevent any one being holding
himself. He raises his eyebrows, balance, the greater the chaos
too much of the greatest power of all:
takes a pipe from his mouth, and grows. Some gods may be destroyed
The nature, workings, and power of all
says, Ah, there ye are. I expected all while reduced to weak avatars
magical processes in the multiverse. Do
of ye to be along some time ago. here-and then what of their
not reveal this to the players!
What took ye? spheres of influence? There is
Much of the fun of this trilogy of adven-
worse: The most evil gods, those
tures lies in their learning bits and piec-
Elminster speaks in whimsical, occa- whose sport is domination and
es of this and other Cosmic Secrets as
sionally gruff, cultured tones. He is destruction, are at last let loose here
events unfold, not beforehand.
good-humored, if sometimes testy, and in Faerun to do as they will-Bane,
Elminster believes that more knowl-
will freely answer PC queries. He can Myrkul, Talos, Beshaba and all the
edge of what exactly the gods are up to
readily identify the signs of the various rest. Even a kindly god can in igno-
here in Faerun is to be found in Tantras;
gods, and if asked about the chaos rance and power wreak great havoc
thats where he thinks one of the Tab-
affecting both Art (magic) and the natu- in the land; wherefore much enter-
lets of Fate is, and he will tell the PCs
ral workings of the lands, he will reply tainment will ensue. If it ensueth too
this. He will also reveal that of more
as follows: long, the Realms will at last be
immediate importance is the need to
destroyed, and chaos will claim us
defend Shadowdale against attack.
all.
It is a source of entertainment to Zhentil Keep has always threatened
some, and a great burden and upset the dale. Now, its armies will be com-
If asked what he is doing about all
to others, to live in a time of some manded by perhaps the worst of the
this, Elminster will reply:
trouble and changetrouble and gods: Bane, The Black Lord. The
change rather greater than usual, I Knights of Myth Drannor are nowhere
mean. This timeah, that is, right Thinking. To do the wrong thing, to be found at present, and Shadow-
now, if yere wonderingthe trou- ere I see my way clear to the proper dales pitifully weak armies need help.
ble involves the gods. Aye, as no course, could well be the greatest ill Text Are the PCs available?
doubt yeve heard or noticed these of all. Elminster is not above horse-trading
days past, the gods walk Faerun training for wizard PCs and aid for oth-
among us, right now. Elminster may appear to be just a er party members in return for a bit of
Somewhat lessened in power, mild-mannered old man, but the DM sword-swinging here in the dale when
they befor they have been pun- should bear in mind that he is far more its needed. He will be very persuasive,
ished by one who is even greater, a powerful than he seems. He is a CG 26th willing to identify any mystery items
being whom we know only as Ao, or level mage, with 96 hp, AC7, has 18 IN, the PCs may have acquired, lecture
as the oldest sages write it, The One WI, and DEX, and 17 Charisma. them on any arcane topics they may
Who Is Hidden from mortals. This His staff and pipe are non-magical at wish to know about (oh, yes, including
great being has stripped all the gods, the time the PCs encounter him, but he treasure). The DM can use Elminsters
great and small, of much of their does wear a +3 ring of protection and a mouth to lecture players, feed them
power, and cast them down among (non-vampiric) ring of regeneration. He information leading to later adventures
us. They must win back their former cannot be charmed or otherwise men- or about rules-queries, or anything else
places in the planes. tally influenced by any being, due to desired. Elminster will hint that defend-
Without their presence, the evils multifold enchantments. An Elminsters ing the temple of Lathander, just across
of the outer planes seek to expand Evasion spell will whisk away his body the road from his tower, is the most
their dominion. This brings chaos to upon death to a hidden, other-planar important thing that mortals can be
us, here, and keeps Ao busy. Greater Safehold, where The Simbul (a 27th doing in Faerun just now.
chaos is visited on us because the level wizard, who is Elminsters lover He will not, by the way, let any PCs
particular strengths of the gods and the Mage-Queen of Aglarond) will except Midnight into his towernor
their portfolios, if ye willare unad- be alerted to come to his aid. Elminster will any beings, including avatars, be
ministered. The gods are among us, carries a full complement of spells (two able to get into it during the adventure.
now, preoccupied with petty mat- meteor swarms, for instance, and four
ters of power, and finding these two magic missile spellseach such spell
rocks called the Tablets of Fate. Only creating 13 separate missiles).
with the Tablets, Ao has decreed, will Elminster is over 500 years old. This
longevity is due in part to the fact that

31

A .
and a long sword. into the Great Hall. On the left, the
Event 3: The Old The Drow realms can be reached doors lead into the Entry Hall, a large
from a cellar of the Old Skull Inn (Jhaele chamber where guards wait, mounts
Skull Inn will not volunteer this information), are kept ready, there is seating for
Run this Event whenever the PCs first and from there, as a trophy from the guests and supplicants to the Court
visit the Old Skull Inn. It stands on the Knights of Myth Drannor, Jhaele has beyond, and much of the daily living of
northwest corner of a crossroads, with acquired a handgun-crossbow. She is the Tower staff takes place, with offi-
its yard, well, and stables behind it. Its not proficient in its use (-1 to hit cers of the Tower available to the pub-
layout, rooms, and other details are except within the taproom, in which lic.
given on page 76 of the CYCLOPEDIA she has practiced firing it for hours, The Entry Hall in turn opens into a
OF THE REALMS. If the PCs agree to when business is slack), but has it grand Audience Chamber, the Lords
help defend the dale, their expenses a t behind the bar, ready-loaded, with an Court, which contains two rows of
the inn are covered by Mourngrym. additional fourteen darts at hand. The smooth-carved wooden seats flanking a
darts do 1-3 damage, and have a range central aisle. The aisle leads to a raised
of 6; their poison long ago ceased to be dais, on which stands a throne, backed
Within the wide, plain, and heavy
effective. by ornate tapestries. A minstrels gal-
front door is a dark, cozy taproom.
Jhaele will be as helpful as Elminster lery (used more often by guards, posted
Massive beams low overhead bear
in listening to PC problems and impart- with ready crossbows) hangs over the
the upper floors of the inn. Below
ing desired information about life, the dais high to the right, reached from the
them are many polished wooden
dale, and everything; but her knowl- second floor.
tables, stretching back to a bar.
edge is far less than the Old Mages. That is all of the Tower outsiders nor-
A middle-aged, gray-haired, plump
mally get to see. It is suggested that PCs
but still regally beautiful woman
get no further; the dale is hurriedly pre-
stands behind it, rubbing pewter Event 4: The paring for war, and conscious of secu-
tankards to a high shine with a black-
rity. PCs may be welcome additions to
ened cotton rag. She wears a leather TwistedTower the defensive forces, but need not be
low-bodice vest over a plain cotton
Run this Event whenever the PCs visit invited into the inner areas of the Tow-
gown, and below that warriors
the Tower of Ashaba. Space does not er, just in case (most war councils take
boots. She looks up at you and
permit full detailing of the home of place in the three large rooms
smiles.
Mourngrym, Lord of Shadowdale, but described here).
Well met, travelers, she says in a
the PCs will see that the Tower is a Bracegar will ask the PCs their names
lilting, husky voice. Welcome to my
huge, square stone building two lofty and business. If they wish to see
house. You have found The Old Skull
stories high. It has no moat, but does Mourngrym, he will courteously take
Inn, and I am Jhaele Silvermane, at
have docks on the nearby Ashaba (it them (accompanied by four guards
your service.
was built by drow, long ago, at the far- from the Entry Hall, which contains a
thest point upriver that the Ashaba further 20 armed and ready soldiers)
Jhaele is a kindly, motherly woman, a
could be navigated by trade-barge). It into the Audience Chamber, and
widow wise in the ways of the world.
sports an off-center, seven-story tower announce them. Mourngrym will be on
She is very hard to scare, and very good
(the source of its nickname), which con- the throne, regardless of the time of
at healing arts. She is tolerant of all reli-
tains ballistae and a clearly-visible land- day or what the PCs may have been told
gious beliefs (so long as they do not
ing deck for aerial steeds. of his whereabouts by others in the
extend to harming her property or
The huge double front doors of the dale.
upsetting other guests) and most per-
Tower are guarded by six men with hal-
sonal habits. She is also a mean card-
berds outside, and four men within, as
player and a prodigious drinker, able to You see a tall, slim, young-looking
well as the butler, Bracegar, whose rod
hold more while appearing sober than man lounging on his throne. He is
of office is actually a wand of paralyza-
many a warrior twice her size. sporting a thin moustache, and is
tion. (The Towers staff is detailed in the
Jhaele stands five feet high, is in her handsome and dark-haired. He is
CYCLOPEDIA OF THE REALMS, under
fifties, and is a NG 4th level fighter with richly but informally dressed, and
Shadowdale.
double specialization in the use of a wears a slim long sword and dagger
The doors open into a high-ceilinged,
thrown dagger. She is +3 to hit with at his belt. He looks at you with inter-
tapestried and shield-hung hall, which
daggers, can hurl three in a single est, and says politely, Welcome to
leads down to a right-hand turn into the
round, and can do 1d4 + 3 damage per Shadowdale. I am Mourngrym, Lord
Great Hall (feasting-hall) of the Tower, a
strike. of this place. I would know what
vast chamber of soaring hammer-
Jhaele is never without a dagger at brings you here, and share feast
beams, long tables, and hearths.
her belt, one in either boot, and one with you, if you will. What say you?
Doors in the hall just inside the outer
whose sheath hangs on a chain down
doors lead, on the right, into a chamber
the front of her bodice. Her other Mourngrym is a 4th level NG fighter,
with a well, the traditional waiting-
weapons, behind the bar, are a handaxe with 32 hp. He is just 30, the youngest
room for guests, which opens in turn

32
son of the noble Amcathra family of and all along the earthworks (ditch and pen firstwhereupon they will float to
Waterdeep. An ally of the Harpers, he is embankment) at Tower Farm. Harper earth thanks to Elminsters use of a con-
a junior member of the Knights of Myth scouts move to Shadow Ridge to watch tingency, taking no damage. If shot at
Drannor, who left him the dale to rule for attackers. during the battle, they will discover
when they sought to guard and rebuild Midnight and any spellcasting PCs that Elminsters magic confers no pro-
Myth Drannor. Mourngrym is kind, will be hurried to Elminsters Tower, tection against any sort of missiles.
sensitive, just, and level-headed. He has where they will find the sage sitting Midnight will be exasperated by the
a wife, Shaerl Rowanmantle, of noble outside, beside his peaceful pond. He Old Mages failure to tell them what
Cormyrean blood, who is with child will inform them that the greatest task exactly theyll be doing, and why, and
and will not be seen at this time. of their lives awaits them: To defend the she will catch up with him (at the Tem-
Mourngrym will urge the PCs to help Temple of Lathander from attacking ple) to tell him so.
in the defense of Shadowdale, offering evil. They are not to take part in the
them gold (20 gp per day, each) and glo- coming battle, or sneak out of the dale,
Elminster sighs, and stops just out-
ry. He expects an attack by Zhentilar either, for that matter.
side the Temple doors. Ye wont
soldiers within a tenday.
mind, he asks in ironic tones, if an
He will answer PC questions as best
Great glory awaits, for those mor- old man sits down while ye harangue
he can, and he knows the people and him, do ye?
tals who do what must be done. Fate,
landmarks of Shadowdale (and far-off
if ye like, has set ye the task. The Tab- Without waiting for a reply, the
Waterdeep) very well. He knows very
lets of Fate are important, aye, but Old Mage turns, tucks his robes
little, however, about the gods and the
therell be time enough tomorrow to under him with one hand, and sits
current troubles. He worships, among
worry about that. To Tantras, its trail down-on empty air.
other gods, Lathander, and is con-
leads...aye, Tantras. But, mark ye, Midnight sneers at the sage. A
cerned about protecting the
the Tablets will mean nothing if we cute work of Art, indeed, Old Mage,
Morninglords temple here in the dale.
fail here, now. Ye would be heroes? but
Mourngrym will be friendly to the
Then come! Come, and earn thy glo- And then her eyes widen, and she
PCs, and will grant them, in effect, the
ry! gasps, A Stairway!
rank of Sword in his forcesthat is,
The Old Mage springs to his feet, Elminster grins, and slaps the air
above guardscaptains, but below him-
fixing you with a gimlet-eyed glance, beside his behind. Aye, he says,
self, the other Knights, and Thurbal,
and strides off down the path expression grim again. A Celestial
Captain-at-Arms of Shadowdale. PCs
toward the road, barehanded. Stair. Invisible, permanent, and usa-
will have no authority over Tower staff,
Come!, he calls back to you, as he ble by all of great will and Power. A
nor over Elminster or any Harpers they
turns toward the Temple. Time way out of Faerun for gods too cruel
may meet in the dale.
enough for seeing the sights later to care what destruction they cause
tis time to save the Realms again! in doing so. One known to and availa-
Event 5: War If any PCs refuse, Elminster will
ble to Mystra, Lathander, Mielikki
and others, these past daysbut one
Comes to the shrug, say, Be nothing, then, in tones they would never defy Ao to use, for
of cold scorn, and turn them invisible love of Faerun below. Others are not
Dale by means of a spell of his own so kind. Wherefore the Realms need
This Event will occur the day after invisibility that does not wear off for 3- heroes...such as thee.
the PCs arrive in Shadowdale. Harpers 12 days, and cannot be removed by Enough talk...time for laughs lat-
riding through the woods have brought other magic short of a limited wish, er. Elminster rises. The Stair is
word of Zhentarim-led armies except by Elminster himself. within the sacred ground of the Tem-
approaching from the north, and along If PCs press Elminster for informal ple. Indeed, the Temple was built
the roads from Daggerdale and Voonlar. tion as to what they should do, and here because of it. From within,
Signal fires and lookouts are posted why, he will hurry on toward the tem- access to the Stair can be controlled
atop the Old Skull, on Harpers Hill, and ple, smiling, and say, All in good time, by those who have the Art and
on Watchers Knoll. Barricades of stout all in good time...save the world first; knowledge. The Stair itself can be
timber are dragged into place on the ask questions later! destroyed, if one has the strength
roads, the militia is summoned, and If any PC should attack Elminster, or and resolve. He sighs, and then stirs
valuables and provisions are shifted try to sneak away, they will find them- himself. But enough clack; theres
into the Tower in case of siege. Guard- selves levitated sixty feet straight up in work to be done, and its past time
posts are established at the Ashaba the air, helpless to move or undo this for some tea!
bridge (to the west of the dale), at the magic (despite any spells they might
Mill Bridge (at the south end of the dale, try). They will be a helpless witness to Elminster will bustle the PCs into the
guarding the narrow track through the the battle and all that goes beneath temple, and dismiss the minor clerics of
woods to Mistledalel, at the crossroads, them until the next morning or until Lathander.
on the road to the east at Krag Pond, Elminster dies, whichever may hap-

33
Shadowdale Archer Unit Harpers Skirmish (Elite unit; can
Thy Lord teaches you to work new Regular/Archers operate as a Regular unit)
beginningswell, then, stand aside. AC 7 4 figures (10:11 Human AC 4 5 figures (5:1) Human
Precious few new beginnings ye'll be (Lawful Good) (Neutral Good, High intelligence)
able to work, if yere naught but HD/fig.: 20 MV: 12 HD/fig.: 25 MV: 12
burning meat on a temple floor! M-sized 0% MR F2 M-sized 0% MR F5
AR 20 MR 10 DL 11 AR21 MR 13 DL 14
Eliminster hustles the clerics out, and Wpn/Dmg.:Long sword (1-8, 1-12) Wpn/Dmg: Bastard Sword (2-8, 2-16)
bars the Temple doors, lifting a long, Halberd (1-10, 2-12) Longsword (1-8, 1-12)
heavy brass bar with easy strength. Dagger (1-4, 1-3) Battleaxe (1-8, 1-8)
Now, he says to the PCs with a grin, Bow, Long (1-6, 1-6) Dagger (1-4, 1-3)
we wait. AT #2, Rng: 7-14-21 Bow, Long (1-6, 1-6)
Meanwhile, Mourngrym rides from AT #2 S 7 M 14 L 21
post to post, checking that everything is There are three such units, deployed as
in order and heartening his men. The follows: one atop the Old Skull (com- There is one such unit, initially
faint, far-off throb of Zhentilar mander: Yeoman Helduth, F4); one in deployed along Shadow Ridge. It repre-
marching- drums can be heard, north the Tower (commander: Shaerl Rowan- sents those Harpers who have come to
of the dale. War has come to Shadow- mantle, Th6); and one at Tower Farm Shadowdale to aid Elminster. Harpers
dale again. (commander: Durgo Silvermane, F2). are solitary, peaceful folk, not military
The DM can describe the battle as a While in Shadowdale, neither archers in outlook; this is extraordinary behav-
backdrop to PC roleplaying, or play it as nor crossbowmen will run out of ior for them. Their commander is
a BATTLESYSTEM scenario. ammunition; Mourngrym has laid in Selmavra Elsree, a 7th level ranger,
If the PCs play the defenders, the DM two man-poles of sixty quivers each, ten with a Command Radius of 15.
should direct the attacking forces, and poles per unit, and has a further 300
try to make the battle follow the Out- ready poles at the Tower as replace- The Knights of Myth Drannor &
line of Battle that follows the descrip- ments. All the unit commanders have a the Mistledale Lancers
tions of the forces involved, below. Command Radius of 10. The Knights will arrive on the 12th
Game Round, followed by the Lancers a
Defending Forces Shadowdale Cavalry Unit round later. They will come up the road
Regular/Cavalry from the Mill Bridge.
Shadowdale Guardian Unit AC 2 4 figures (10:1) Human The Knights who will appear in this
Regular/Infantry (Lawful Good) adventure are as follows: Florin
AC 4 4 figures (10:1) Human HD/fig.: 30 MV: 15 Falconhand, R9; Dove Falconhand, R11;
(Lawful Good) L-sized 0% MR F2 Jhessail Silvertree, W8; Lanseril Snow-
HD/fig.: 10 MV: 12 AR20 MR11 DL 12 mantle, half-elf D8; Merith Strongbow,
M-sized 0% MR F1 Wpn/Dmg: Lance, Heavy (3-9, 3-18) elf F6/W6; Rathan Thentraver, CL6
AR20 ML 11 DL12 Flail, Horse. (2-5, 2-5) (Tymora); Torm, Th6; Illistyl Elventree,
Wpn/Dmg: Longsword (1-8, 1-12) Longsword (1-8, 1-12) W4.
Spear (1-6, 1-8) *Mounts: 3 attacks, 1-8, 1-8, 1-3 Treat them as commanders for
Dagger (1-4, 1-3) BATTLESYSTEM game purposes. The
Crossbow, heavy (2-5, 2-7) There is one such unit, initially rangers both wield long swords + 1,
AT #1/2 S 8 M 16 L 24 deployed in the meadow east of the Merith has a long sword +3 which is
Tower. Its commander is Thorbok (F5), silver-bladed, Lanseril wears the fire-
There are nine such units, deployed as Mourngryms Master of the Stables. crown (able to produce two 19-hp dam-
follows: two at the Ashaba bridge (com- age, no save flame strikes during the
manders: Riothar Irontongue, F4; Elas- Shadowdale Militia Mob battle, at up to 11 distant), Rathan has
sa Thintrel, F4; a PC will be placed in AC 8 14 figures (10:1) Human a ring of the ram (detailed in the
overall command of this unit if the PCs HD/fig.: 10 MV: 12 UNEARTHED ARCANA tome), and both
have agreed to help defend the dale); M-sized 0% MR F0 lady magic-users have wands of magic
one at the Tower (commander: Turnal AR21 MR9 DL9 missiles of 16 or more charges. All
Rhestayn, F2); one at the Mill Bridge Wpn/Dmg: Flail (2-7, 2-8) magic-using Knights have full spells,
(commander: Essen, F2); two on the Short sword (1-6, 1-8) ready for battle, but neither they nor
east road by Krag Pond (commander: Dagger (1-4, 1-3) their magical items are immune to Mag-
Thurbal, F5); and three at Tower Farm ical Chaos.
(commander: Hawksguard, F5). PCs will There is one such unit, initially at the
be welcome as vice-commanders at any crossroads. It will be led into battle by
of these posts. All commanders have a Mourngrym, and then turned over to a
Command Radius of 12, except for PC or other commander in the area.
Hawksguard, whose CR is 14.

34
Mistledale Lancers Attacking Forces The West Fang
Regular/Cavalry Regular/Infantry
AC 7 6 figures (10:1) Human Avatars: Bane is the only god who AC 5 16 figures (10:1) Human
(Lawful Good) will take a direct hand in the battle (out- (Lawful Evil)
HD/fig.: 18 MV 24 side the Temple of Lathander, at least). HD/fig.: 30 MV 12
L-sized 0% MR F3 The DM should refer to the avatar M-sized 0% MR F3
AR 18 ML 11 DL12 descriptions when handling the battle. AR 18 ML 12 DL 13
Wpn/Dmg: Lance (1-6, 1-8) No extra-planar beings will take part Wpn/Dmg: Battleaxe (1-8, 1-8)
Mace, Horsemans (1-6, 1-4) in the actual attack on Shadowdale, nor Javelin (1-6, 1-6), 4 each
Longsword (1-8, 1-12) will Bane use any Zhentarim wizards; Flail (2-7, 2-8)
Dagger (1-4, 1-3) he knows their magic is unreliable, and Dagger (1-4, 1-3)
*Mounts: 2 attacks (1-4, 1-4) mistrusts their loyalty. The Zhentilar
armies will be led by Zhentarim clerics There is one such unit, assembled from
There is one such unit, under the com- of Bane. Zhentilar troops in Daggerdale and
mand of Dairanatha Shieldstone (F5). from Zhentarim agents in the Tilverton
The Lancers are equally adept at fight- The Claw of Voonlar area. It will attack the Ashaba bridge
ing afoot or mounted, and can call their Regular/Infantry and seek to seize it, isolate the Tower of
horses (light warhorses) back to them AC 5 36 figures (10:1) Human Ashaba, and take the road through the
by name in battle; horses and men can (Lawful Evil) dale at least as far as the Temple of
fight separately if desired. HD/fig.: 20 MV: 12 Lathander, striking the Shadowdale
Dairantha is well-loved by the sol- M-sized 0% MR F2 defenders in the rear if the Claw has
diery and folk of Shadowdale; they will AR20 ML 12 DL 13 not yet broken through them. The Fang
recognize her as a commander (CR 13) Wpn/Dmg: Bill (2-8, 1-10) is divided into Triumphs of 40 men,
in battle. Javelin (1-6, 1-6), 4 each each led by a 4th level cleric of Bane (CR
Flail (2-7, 2-8) 12) 1 with full offensive spells. These
Note on the Defense of Shadow- Broad sword (2-8, 2-7) officers (Battlelords) are: Dorosze,
dale: Within Shadowdale, all defend- Manlathyr, Nairmel (one of the very few
ing units have good communications There is one such unit; it will attack female clerics of Bane; she is deter-
due to established signals and the magic down the road from Voonlar, not leav- mined to rise in the ranks of the priest-
of defending forces. The Tower staff, ing the road for fear of elves, pit traps, hood, and will not retreat-her
and the villagers not in the militia, can and deadfalls, depending on sheer fanaticism is so awesome that her Tri-
be considered Mob units with 5 and numbers to break through the umphs Discipline is modified by + 3
18 figures respectively (10:1), but will defenders. It will begin the battle in while she is with them; other Triumphs
only come into the battle if the Tower or Closed Formation. It is divided into Tal- do not know her and are not so
the buildings at the crossroads are ons of 60 men, each led by a 5th level impressed in the heat of battle), and
invaded by the attacking forces. The cleric of Bane (CR 12 1 with full offen- Tuatharn.
defenders have no aerial units, despite sive spells, excepting third level spells. The Fangs overall commander is the
the Towers landing deck, only a mes- These officers (called Battlelords) High Priest of The Black Altar of the
senger riding a hippogriff, who will be are: Ilthanas, Klamaer, Sundath, Til- Dark Shrine, the 13th level cleric Fzoul
sent to warn Mistledale before the vaer, Unthras, and Vespryn. The overall Chembryl (who has full offensive spells
attack begins. commander of the Claw is Thomaer, F8 (of first and second level) and the items
Castle Krag (shown on the Shadow- and Command Radius 5, an old, now given in his entry in the DMS SOURCE-
dale map included in the CYCLOPEDIA indecisive coward who will remain BOOK OF THE REALMS: bracers of
OF THE REALMS) is a gutted ruin. It is with the unit of his lover, the she-cleric defense AC2, a mace +4, a morning
not garrisonedand is unrelated to the Vespryn, unless calamity strikes star + 1, a ring of free action, a special
Cormyrean fortress of Castle Crag fea- (whereupon he will probably flee). high-level ring of spell storing contain-
tured in Chapter 3. Each Talon contains with it three ing the spells heal x2, flame strike, and
The elves under Alok Silverspear are creatures known as Baneguards (see blade barrier; and a rod of cancellation
elsewhere at the time of this battle, as the New Monster section, p.44, for in his left boot). Fzoul has used incense
are the remnants of Manes Band, the details). These creatures will not take of meditation before the battle (its
bard Storm Silverhand, The Simbul, part in any mass combat, but serve to effects will last for 22 hours after Game
and the Circle of Shadowdale, who intercept and attack any opposing hero Round 1, but do not make him immune
have been missing for some time or commander. to Magical Chaos). If Fzoul is badly
(present whereabouts unknown). The Bane will begin the battle with the wounded, he will flee rather than risk
sage Elminster will take no direct part Claw. The Claw will drive straight death.
in the battle, remaining instead within toward the Temple of Lathander as long
the Temple of Lathander, whose as he is with it, regardless of what else
defense he considers of paramount occurs on the field of battle.
importance.
35
The Bloody Doom there. Mourngrym will not hesitate to Game Round 6: If the PCs are not
Regular/Infantry abandon the Tower if the rest of the directing the defense of Shadowdale,
AC 6 16 figures (10:1) Orc dale seems lost; he has more concern the Harpers will arrive to strike at both
(Lawful Evil) for his people than for land. the Fang and the Bloody Doom on this
HD/fig.: 10 MV: 9 The DM should freely modify the round. Mourngrym will pull back any
M-sized 0% MR F1 forces if the battle moves too quickly to surviving cavalry, and throw the militia
AR20 ML10 DL11 favor one side or the other; however, into the battle to bolster the eastern
Wpn/Dmg: Battleaxe (1-8, 1-8) try to follow the Outline of Battle defenders.
Bill (2-8, 1-10) below. Cormyrean reinforcements or Game Round 7: If the PCs are not
Dagger (1-4, 1-3) relief from Mistledale or Hillsfar should directing the defense, the Shadowdale
sweep in after the battle at the temple, cavalry will regroup, and begin moving
There is one such unit, assembled from to leave Mourngrym still the ruler of back toward the Ashaba bridge.
orc allies of the Zhentarim who have Shadowdale. (A Zhentarim army on the Game Round 8: Unless the PCs are
been happily pillaging Daggerdale. Led move threatens all three areas, in their directing things, the Tower archers will
by a gigantic four-armed orc, Ruaugh, eyes, not just Shadowdaleif the dale emerge to attack the Fang ranks behind
who is AC5, 5 HD (40 hp), CR: 18, and falls, theyll be next.) those engaged with the defenders. The
attacks for 5-14 or by weapon type +4 ballistae in the Tower (4 able to attack
x4, this unit will assault the Tower Farm Outline of Battle the bridge, 3 able to strike the meadow
earthworks. Their objective is to fool and the road south of it if any attackers
This Outline of Battle assumes that
the defenders into thinking that they reach that area) will begin to strike the
NPCs are making all the important com-
are the main attacking force (the broad Fang accurately: striking as if the target
mand decisions on both sides of the bat-
northern front of Shadowdale is the is AC10, 2d6 damage, AR 18, Range: S
tlefield. If the PCs wish to direct the
traditional Zhentarim attack route) and 11, M 22, L 32.
defense of Shadowdale themselves,
hold the defenders at the wall, not nec- Game Round 9: Unless the PCs are
Mourngrym will remind them that he is
essarily to break through. If they can in charge of the defending forces, the
in charge. Theres still plenty of room
have some fun, however, they will. Shadowdale cavalry will charge into the
for individual heroics, rallying routed
Ruaugh is utterly loyal to Fzoul Chem- attacking Fang, as the defending infan-
troops, and replacing fallen NPC lead-
bryl; if Fzoul is slain and Ruaugh hears try retreat to either side. The cavalry
ers, howeverif the PCs do something
of it, he will flee, taking his force with will try to wheel about toward the low-
that radically changes the flow of the
him. If Ruaugh is slain, his troops will er, so that the archers and ballistae can
battle as outlined below, it is up to the
fight on for three Game Rounds in reck- fire into the gap left by the charge, as
DM to adapt.
less hatred as a mob, and then make a the defending infantry advances.
Fighting Withdrawal northwards, leav- Game Round 10: Unless the PCs are
Game Round 1: The Bloody Doom
ing the battle entirely. directing the defenders, signal- mes-
attack the Tower Farm earthworks,
sages flashed from the Old Skull will
making a lot of noise. Defenders see the
It can readily be seen that Shadow- direct the Tower Farm defenders to fall
Claw advancing westwards to the
dales forces are so puny that Bane has back, abandoning the northern dale, to
attack, near Krag Pond.
mustered only a little of the Zhentarim aid the eastern defense. There will con-
Game Round 2: The Claw attacks the
field strength to assault the dale. Even tinue to be no sign of attackers at the
eastern defenders.
so, the defenders must be skillful (and Mill Bridge, and the commander there
Game Round 3: The Fang is seen
lucky) to withstand the Zhentarim will commit most of his force to bolster-
marching east to the Ashaba bridge.
numbers for long. ing the defenders near the crossroads.
Game Round 4: The Fang charges
The attack begins shortly before Game Round 11: Unless the PCs are
the bridge. (If PCs are not playing the
dawn; Bane commands his lieutenants directing things, the Old Skull and the
defenders, Shadowdales cavalry will
to press the attack throughout the day Tower will be stripped of all but the
ride east to charge the Claw, the
and into the night. The Zhentarim will Tower staff and ballistae crews, to hurl
defending infantry diving aside to allow
withdraw around midnight (earlier if everyone thats left into the battle. If the
them to do so, in a long-practiced tactic.
they are clearly beaten), too fatigued to Claw has reached the crossroads, the
The Harpers will split up, most moving
continue. Bane has made a deal with untrained Mob of villagers will join the
south to attack the Fang from the rear,
Myrkul in which Bane gets the souls of battle.
and a few crossing the river to attack
all killed in this battle, so hes not all that Game Round 12: The Knights of
the Bloody Doom from behind.)
concerned with heavy casualtieseven Myth Drannor appear! They will
Game Round 5: If PCs are not playing
on his own side. advance from Mill Bridge as fast as pos-
the defenders, the archers atop the Old
If the defenders lose, the survivors sible, moving individually to wherever
Skull will move down to Tower Farm to
will try to retreat northwest through most needed in the battle.
take on the Bloody Doom, and the
the woods (by Shadow Ridge), due east Game Round 13: The Mistledale
guardian unit in the Tower will issue
into the woods from Fox Ridge, and Lancers also join the fray, charging up
forth to bolster the Ashaba bridge
south from the Mill Bridge. In all cases, the road from Mill Bridge. Elminsters
defenders,
they will head for Mistledale, to rally scribe, Lhaeo (M 6), is with them as a

36
guide; they are fresh (having had to Magical Chaos just like all other spell-
walk their mounts on the narrow forest casters in the Realms, the DM is encour-
A tall, menacing figure stands facing
trail). aged to fudge a few die rolls so that
you, where there had been only
the battle between Bane and Elminster
empty air a moment before. It is jet
can unfold essentially as described
Event 7: To Battle black from head to foot, with eyes
below. The DM should prepare before-
and mouth of deep red, coiling
Gods flames.
hand both Banes spells, and those of
the NPCs (Elminster and Midnight) who
Soyou defy me still, mortal
Myrkul has been feeding Bane with stand against him. PCs can also freely
worms? Then perish! Perish
the souls of all the soldiers slain in the cast spells, still subject to the effects of
utterlyyou are not worthy even to
battle. His avatar grows ever more pow- chaos; a careful round-by-round
erful (see the description on p. 41), and kneel before the might of Bane!
account of who is doing what must be
Long-fingered black hands move
he teleports without error into the Tem- kept by the DM.
intricately; Elminster, too, is working
ple of Lathander, into a huge, cavern- Bane will not hesitate to physically
magic. From the Black Lords mouth
ous vaulted chamber where Elminster battle anyone; he is armed with a mace,
and the PCs wait, Elmister gathering streak nine spheres of flame,
expanding quickly into gigantic fire- long sword and dagger whose touch
candles, bits of wire, and less describ- does their usual damage plus a further
balls as they come. Elminster throws
able items, chanting pleasantly all the 2-5 points of fiery damage. These weap-
while. Any magic-using character rec- up his hand; from it spring a handful
ons are non-magical, and will slowly
of silvery spheres of radiance, over
ognizes that the Old Sage is beginning crumble under the stress of Banes fire
two dozen in all. Nine flash up to
an impressive but unknown summon- magic, each collapsing after a total of
ing. strike the balls of fire, which halt in
mid-air, acquire a silver halo, and seven rounds of actual use.
In the battle outside, the surviving If the DM has access to UNEARTHED
Claw warriors realize that Bane has fled then begin to dwindle away. The Old
Mage grins at The Dark God. ARCANA, Elminster can employ at least
or been slain, and will begin to flee back two volley spells. He also carries
Its been awhile, Vile One, he says
east, toward Voonlar. another of his special ninth-level spells
pleasantly. Shall we dance?
There is a sudden peal of cold laugh- (not detailed here) that creates one sil-
ter in the temple, and a smell of smoke. ver sphere per level of the caster, able
Battle is joined. While both Bane and
Read the following to the players: to negate magical effects, such as the
Elminster are subject to the forces of

37
fireballs of Banes meteor swarm. Three to him in some manner. Bane attacks the Temple, unless the PCs can prove
spheres will drift toward each PC and them both, and Mystra, with a snarl of their innocence by some means. This is
NPC in the chamber, and will move to triumph, works some magic that binds unlikely, though, as magic is too unsta-
protect them against Banes magical him to them, as a fish is hooked by an ble to be trusted as evidence, and the
attacks. Each will absorb (100%) one angler. She pulls The Black Lord, raging facts seem to show irrefutably that the
harmful magical effect, being itself con- and struggling helplessly, toward her. PCs killed the sage of Shadowdale.
sumed in the process; dispel magic will He unleashes his greatest Art yet, in an The Harpers, supported by Mourn-
also destroy a silver sphere. Elminster awesome blast that envelops Mystra grym (who must above all respect law
can mentally shift up to nine spheres and Elminsterbut he cannot break and order in the dale, or weaken the
per round, unless he foregoes spellcast- free, and Mystra smiles as all of Banes stability of his own rule), will prevail.
ing in that round (whereupon he can power is by her Art flung back at him. The PCs who were in the temple will
shift up to 20 spheres). A blackboard or Her smile is the last thing the PCs see face a grim and unmerciful trial
similar aid may be helpful to the DM in before a great explosion occurs. unless they can escape, perhaps with
determining where these spheres are; The PCs should be stunned or the help of other PCs.
if figures are being used, represent the knocked senseless by the blast. When If a happy ending is desired, the DM
spheres with dimes. the smoke clears, the Celestial Stairway must be creative. Perhaps the avatar of
The DM should run this climactic is gone, the wall of the Temple closest to Lathander could show up at the trial to
magical battle carefully, but keep up a it and much of the roof have been blast- give evidence (Mourngrym reveres this
fast pace, both for excitement and to ed to nothingnessand Bane, Elmin- deity, remember), or The Simbul
prevent players having overmuch time ster, and Mystra are nowhere to be (Elminsters lover) may appear, and
to plot and plan intricate attacks seen. Blood spatters much of the fallen demand that the PCs serve her in a
beyond the speed with which their stones, now exposed to the sky above quest or other dangerous task.
characters might reasonably be expect- the shattered temple. The direction and character of your
ed to react. own campaign must be considered in
Regardless of what the PCs do, the determining what happens next. If
Suddenly there are grim-faced war-
battle should follow this general out- youd like to see the rest of this trilogy
riors all around you, clambering
line. Bear in mind that PCs have no idea before deciding, have the PCs escape
through the dust and smoke with
of the precise powers and abilities of from the Realms temporarily by gate or
drawn swords. You see the silver
the avatars, or of Elminster; the DM can kindly aid, to wander in other worlds or
moon-and- harp badge of the Harp-
easily explain away failures or unusual planes for a time. They can be returned
ers gleaming on more than one
results of PC attacks. to the Realms right where (and perhaps
breast, as swords point your way.
Elminster surprises Bane with the when) they left if a later decision is
A grim woman in tattered leather
strength and variety of his magic. Even- made to follow on with the trilogy.
armor, tears gleaming on her cheeks
tually The Lord of Tyranny will physi- Whatever happens, your players can
and a bloody blade in her hand,
cally attack Elminster, in frustration. be proud even to have survived their
strides toward you. I am Sharantyr,
Elminster resists, with the strength and brush with the gods! If they come out of
she says in a raw, tired voice. Lay
agility of a much younger manand in Shadowdale looking good, and the Time
down your weapons now or per-
the struggle, the conjuration circle of Troubles leaves survivors in Cormyr
ish. You will stand trial on the mor-
Elminster had been preparing is scat- and the Dales to attest, the bards of the
row for the murder of Elminster,
tered about. Dragonreach may well sing of their
Sage of Shadowdale.
The characters will notice a white deeds, in years to come!
glow, growing brighter, at one side of
the chamber. It is the Celestial Stairway,
its image shining through the wall as if
Ending the
the stones were air. Adventure
Suddenly, Mystra stands revealed. No
longer the proud regal woman the PCs The fate of the PCs depends upon
met earlier, she is now a wild-haired their actions at this point, and whether
misty being of shifting blue-white star- or not the DM continues on to the sec-
motes, raw anger, and terrible power. ond module in the trilogy, Tantras.
The room is quiet for a heart-beat, The Harpers are furious. Elminster is
and the sounds of war outside can be one of their oldest, dearest friends, and
heard for a moment. Then, Bane recov- a valued, even revered ally. They will
ers and strikes down Elminster. The want to see his slayers diebut they
Old Mage reels, smoke rising from him, will insist on a trial, as the right thing
at the onslaught of Art. to do.
Mystra screams in anger, and hurls The folk of Shadowdale, including the
herself upon Elminster, her body glow- Knights of Myth Drannor, will simply
ing as she heals or at least shifts energy want to slaughter any PCs who were in

38
This section details four major non- Her hair reaches down to her waist, but could not take money for any such
player characters who could accompa- Midnight usually keeps it in braids. altruism.) Otherwise, he becomes a
ny the party, rounding it out to the six Midnight was in her youth unruly, panther until he draws blood.
to eight characters recommended for restless, argumentativeand bored. Since Kelemvor cannot control his
this adventure. Her merchant parents lacked, it seems, transformation into a panther, his
Of the four NPCs listed, only Midnight any imagination or dreams. Midnight lycanthropy rarely works to his advan-
is absolutely essential to the sought both, earning her nickname tage. In battle, however, Kelemvors
adventure-somehow, she must come from her excursions into the local panther form is terrifyingly vicious.
along. The other three characters are night-life, and it was after a tryst with a The werepanther attacks as a 5 Hit Die
featured in Shadowdale, the first novel conjurer named Tar that she then set monster, striking with the claws on its
of the Avatar Trilogy that this module her sights on magic. two front paws for 1d4 each, and biting
accompanies. She began to feel a presence observ- for 1d8 damage. Moreover, the were-
For more detail on all four of these ing her, from time to time. And when panther is considered to have 18/94
NPCs, we also recommend the new Sunlar, a high priest in the Deepingdale Strength, for the purposes of hitting
Hall of Heroes supplement for the temple of Mystra, singled her out for and damage bonuses ( +2, +5).
FORGOTTEN REALMS game system. special attention, he fueled her suspi- The werepanther can only be
cions that she had been selected for harmed by silver or magical weapons of
MIDNIGHT ARIEL some great destiny. at least +1 bonus. It possesses keen
Midnight is outwardly scrappy and night vision that enables it to see in
MANX tough, close-mouthed about her past near-lightless conditions, acute hearing,
Human Magic-User, Level 7 and her powers. She enjoys being mys- and a precise sense of smell.
Str 6 terious, and a focus of male attentions- In appearance, Kelemvor is a muscu-
Int 16 and she knows that some important lar and ruggedly attractive man in his
Wis 10 destiny lies just ahead of her. early 30s with long black hair.
Dex 11 Kelemvor is a mercenary who has
Con 10 KELEMVOR LYONSBANE grown restless and come to Arabel in
Cha 17 Human Fighter, Level 5 search of somethingwhat, hes not
HP 19 sure, but something more than sense-
Alignment: Lawful Neutral Str 17 less killing. Born into a military family,
Worships: Mystra, Goddess of Magic Int 15 Kelemvor grew to hate his father, and
Armor Class: 10 Wis 13 ultimately slew Kendrel Lyonsbane
Equipment: S p e l l b o o k c o n t a i n i n g Dex 16 when he first became a werepanther in
Armor, charm person, comprehend Con 18 a moment of extreme rage.
languages, feather fall, magic missile, Cha 14
HP 44
run, Tensers floating disk, identify,
Alignment: Lawful Neutral
CYRIC
read magic, shocking grasp, sleep; con- Human Fighter/Thief: Character with
tin ual light, darkness (15 radius), deep- Worships: Torm, Lord of Loyalty
Two Classes: 3rd-level Fighter, formerly
pockets, detect evil, invisibility, levitate, Armor Class: 4
5th-level Thief
locate object, ESP, shutter, scare, wiz- Equipment: Chain mail & shield, short
ard lock; clairaudience, clairvoyance, sword, bastard sword, lance, bow, dag- Str 17 ( + 1 to hit, + 1 on damage)
feign death, fly, fireball, haste, hold per- ger, three potions of healing in steel Int 11
son, infravision, material, suggestion, flasks. Wis 10
water breathing; enchanted weapon, Dex 15
dimension door, fire charm, fire shield, Kelemvor is a fierce fighter whose Con 15
ice storm, Leomund's secure shelter, natural fighting skills are more than a Cha 15
massmorph, polymorph other, poly- match for most foes. He does not shy HP 14
morph self, 2 daggers (one at belt, one away from attacking foes who outnum- Alignment: Lawful Evil
hidden in boot), staff, two flasks of oil, ber him tenfold. He is a were-panther, Worships: Mask, Tempus (not devout in
one potion of healing in a steel vial, and and his lycanthropic abilities, such as either faith)
a pearl of power (allowing Midnight to immunity to normal weapons, appar- Armor Class: 1(9) Equipment: Plate
recall two 1st level spells), sewn into a ently extend in a weakened form to his mail, small shield, long sword, short
garter worn beneath her robes. human shape. While he takes damage sword, dagger, handaxe, coil of 100 of
from normal weapons, he regenerates black, waxed rope, grapnel, 1 set of
from their effects at the rate of 2 points thieves picks & tools hidden in a
Midnight is a thin woman in her late
20s, with a slim but cat-like body. She per round. hollowed-out wooden crutch, 16 empty
has jet black hair and deep ebon or Due to a twisted permutation in the canvas sacks with leather thong draw-
scarlet (depending on her mood) eyes, a family curse, Kelemvor must be paid strings, 3 flasks of oil, 6 iron spikes, mal-
sharp contrast to her pale ivory skin. to perform any deed not in his own best let, dark-lantern, 12,000 gp in gems.
interest. (The original lycanthrope

39
His love of traveling took him onward
in the end. He stole to support himself
as he went, journeying about the Dra-
gonreach and the ports of the Inner
Sea. He returned to Zhentil Keep to
research his family. He may have found
his father, but that man was killed
before Cyric had a chance to learn
more about him. It was then that Cyric
decided he must abandon his life of
thievery. He became a fighter and
worked for causes he thought were
just. He now works as a guard in Ara-
bel, friends with Adon and Kelemvor,
desperately afraid that someday his
past might resurface.
Adon Cyric

Born in the back alleys of Zhentil ways of the world. On the night of his
Keep, Cyric never knew the names of 15th birthday, Adon had a sudden reve-
his parents (although he suspects his lation. He revealed to his parents his
father was someone of influence in the incredible belief that Sune Firehair
Zhentarim). One morn his mother was ADON would raise him to divine power to be
found in the street with her throat slit, Human Cleric, 5th Level
her consort upon his attaining man-
his father nowhere to be found, so Str 11 hood. On the spot, he primly resolved
Cyric, still a babe, was sold to slavers. Int 9 to become a cleric.
He ended up with a wealthy family in Wis 15 Adon sees himself as a crusader, fight-
Sembia, but always felt different. Cyric Dex 12 ing injustice and indecency wherever
was always curious about far-off lands Con 12 he goes. He always has a cause, and
and customs. After causing his Sembian Cha 13 reveres women to the point of quickly
parents a great deal of grief, he ran HP 25 exasperating most of those he meets.
Alignment: Neutral Good
Worships: Sune Firehair
Armor Class: 2
Equipment: Plate mail, large shield,
mace, war hammer, 2 vials of holy
water, 3 flasks of oil, a pack containing a
wooden rack in which are six glass vials
(all potions of healing), and a scroll con-
taining the prayers (spells) command,
detect evil, detect magic, protection
from evil and purify food & drink, and
a notebook of mediocre love poems.
An only child, Adon was born to
wealthy and beautiful parents, Abrasax
and Phylicia, both devout worshippers
of Sune. Vain but plain, Adon lacked
ambitionbut enjoyed idle luxury all
too much. Seen as weak-willed and
Midnight overly concerned for his appearance, Kelemvor
but too little concerned with spending
money wisely, Adon did little in his
away, and nearly starved in the wilder- youth. Adon would like everyone in the
ness. Forced to steal to survive, Cyric His father, increasingly angered, tried Realms to care more for others, and has
reached a city and eventually fell into to educate his son in the ways of the come to Arabel to see if he can begin to
the hands of its Thieves Guild, where he world with the company of women, make a difference in this cruel, confus-
stayed for four winters. and travels to far-off cities to learn the ing world.

40
20 WIS: forget, hold person, ray of
This section details a few of the Abbreviations enfeeblement, scare
much-weakened avatars of the gods
cast down to Faerun in this adventure. AL: Alignment. Indicates the deitys 21 WIS: beguiling, domination, fear
They are far less powerful than usual behavior. A second listing in parenthe- 22 WIS: c h a r m m o n s t e r , c o n f u s i o n ,
avatars assumed by divine beings, and ses after the alignment indicates a dei- emotion, fumble, suggestion,
are the result of possessing human tys tendency to stray from the primary telempathic projection
bodies. These are the gods: No god has alignment. 23 WIS: chaos, feeblemind, hold mon-
multiple avatars or a simultaneous Symbol: The sign by which the deity ster, magic jar, mass domina-
existence on other planes during the is known; an avatar may or may not tion, quest
time covered by this series of modules. choose to display it. 24 WIS: geas, mass suggestion, ruler-
The DM can freely modify the minor HD: Hit Dice. The number of hit dice ship
powers of avatars used in play to the avatar has. Note that this list assumes immunity
explain spectacular magical effects, THAC0: Acronym for To Hit Armor to lesser versions of similar spells.
physical feats, powers, and so on. Magic Class 0: the score needed on a 20-sided
may have (temporarily, at least) ceased die to hit an opponent who has an The avatars likely to be faced by the
to be reliable, but most deities are still Armor Class of 0. The score needed to PCs are detailed below.
the equivalent of at least a 12th level hit other Armor Classes is easily calcu-
lated from this number. Note that
wizard, able to unleash fell magic.
THAC0 does not take into account to
BANE(Greater
Avatars can be slain, but unless
Energy Drain, Wish spells, or similar hit adjustments due to strength, skills, Power)
magics are employed to drain the ava- or magic. AL: LE; Symbol: A black human hand,
tars of their divine energy, magical safe- SpA: Spell Ability. The class and level open but with thumb and fingers
guards prepared beforehand by most at which the avatar casts spells aligned together, sometimes on a red
deities enable them to survive a death (M = mage; CL = cleric). field or surrounded by a nimbus of red
that destroys their physical form. On AC: Armor Class. This is the avatars. flames.
the other hand, the scattering of their frontal armor class, taking into account Bane, The Black Lord, is a thoroughly
energies may prevent them taking dexterity, magical protections, and, evil and malicious being, who revels in
another avatar for at least 1-6 weeks, or innate durability. The AC may be worse strife and tyranny. His actions were a
longer if the dispersal were particularly if the avatar is attacked from behind or major cause of the Fall (although he
efficient. from the flank. does not realize that The One Who Is
The DM should note that no truename, hp: The avatars hit points (always Hidden knows the full extent of his
glyph, or symbol magics have any effect less than those of the deity at full deeds), and he sees the Fall as a rare
on avatars (except to attract their atten- powers). opportunity to enforce his will upon
tion). All avatars can hear any of their MR: Magic Resistance: The chance of humans and gods alike, slaying those he
names spoken anywhere in Faerun, and a spell failing when used against the can and enslaving or duping the rest.
the next nine words spoken by the speak- avatar. In this adventure, this factor Bane appears as a handsome, black-
er, along with the speakers voice- should be applied in addition to Magical haired man of oily looks and a derisive,
likeness, distance, and direction (they Chaos. The deitys normal MR is usually even cruel manner. He can change his
usually ignore the ceaseless babble this about twice as high as that of its weak- appearance at will to any other human
creates). All sorts of weapons can affect ened avatar. form, but will always favor black gar-
these weakened avatars. SZ: Size. An avatar can cause its pos-, ments, hair or adornment. When
For space reasons, only avatars likely sessed body to grow (or shrink) by 50% angry, his eyes flicker as red as fire. He
to be directly involved in combat in this of its normal size. is familiar with the Realms because of
adventure are included here. Destroy- The LEGENDS & LORE tome gives his love of meddling with affairs there,
ing an avatar may or may not destroy details of the increased powers and abili- and will use this knowledge to full
the being; some deities will survive ties conferred by ability scores above 18. advantage as he seeks a military Ascen-
apparent death in avatar form, existing Here we note only that high Intelligence sion to seize power from The One Who
as entities akin to ghosts. Such ghost- confers immunity to believing illusion/ Is Hidden. After all, who better than
like anima forms cannot be turned, phantasm spells, as follows: 19 INT Bane should rule all? And who stands to
and can become invisible at will. They results in automatic disbelief of 1st level stop him?
can work magic, have a ghosts attacks, spells; 20 INT results in disbelief of 1st HD 19; THAC0 10; SpA W 21, CL 18;
and have half the lessened avatars hit and 2nd level spells, and so on. MV 16; AC -3; hp 96; #AT 1; Dmg
points. High Wisdom also confers the ability (note Str bonus to be added) 1d6 + 2-12
It is recommended that a DM use to throw off the effects of certain tissue burn at any direct flesh-to-flesh
direct appearances in play by avatars charm-like magics and magical effects contact; MR 40%; SZ M; Str 17 (+1,
sparingly; it is hard to excite or awe as follows: +1), Int 24, Wis 21, Dex 17, Con 19, Cha
players whose characters are battling 19 WIS: cause fear, charm person, 16, regenerates 2 hp/round.
the thirteenth or fourteenth avatar of command, friends, hypno-
the day. tism

41
MYSTRA (Greater spells of all classes, but behaves as a other beings by touch, and controls the
wizard in all cases of spells duplicated spread and advancement of the Art in
Power) from class to class. She casts all spells the Realms by what success she grants
AL: LN (CN); Symbol: A blue-white for maximum effect, so that her fireball to the researches of mortals.
star, or a ring of nine such stars. would cause 240 points of damage, The importance of her portfolio has
The Mistress of Magic presently rather than a random roll of 40d6, but made her a popular target for the
appears to the PCs as a slim, young wom- her target would still get a saving throw attacks and schemes of many powerful
an with blonde hair and dark eyes. Will- for half damage. Mystra is still subject beings over the ages. Mystra has grown
ful and powerful, she is able to see all to Magical Chaos. tired and bitter; only her pride, and the
dweomers and spell effects and instantly Unbeknownst to the Goddess of Mag- kindnesses of those who do not wor-
know them for what they are. By force of ic, Ao long ago took some of her power ship or aid her for magical gain, keeps
will she can turn spells and spell-like and divided it up between other her going. Perhaps it is time for a new
effects (including those discharged by entitiesthe demigod Azuth and sev- Mistress of Magic to rise, allowing Mys-
items and artifacts) that occur within 9, eral humans (including Elminster, The tra to slumber, her essence scattered
functioning as a ring of spell turning. Simbul, and Khelben Blackstaff Arun- throughout many beings and items of
Mystra can shape change at will, and sun). This both kept Mystra from the Realms, in quiet support of a new
can unleash any one defensive spell per becoming too powerful, and prevented goddess of the Art.
round and any one offensive spell per any other being from gaining too much HD 16; THAC0 11; SpA W 40, CL 22;
round (unless she uses wish, time stop, power from controlling her. Aos MV 14; AC - 7; hp 99; #AT 1; Dmg 1d6;
gate, or alter reality, which cannot be actions incidentally granted the MR 77% (note spell turning power); SZ
thrown in combination with another humans immortality. M; Str 14; Int 25; Wis 24, Dex 19, Con
spell in one round). Mystra can cast Mystra can impart spell knowledge to 22; Cha 17, regenerates 2 hp/round.

Many new or unique spells, powers, Blink Ring is most often encountered as ceremoni-
and items are mentioned in this adven- ep value: 7,000 gp value: 25,000 al regalia. It does normal weapon dam-
ture. Details of three items that may pass This normal-appearing brass ring has age, and when grasped and a command
into the possession of PCs are given here. four functions, each usable once within word spoken, its tip can produce a 3
any turn. It can cause the wearer to radius, globular cloud of smoke (as in
Whip of Frost, Fire, and Fear: blink (as the 3rd level magic- user spell), t h e smo k e p o w e r o f a p y r o t e c h n i c s
ep value: 10,000 gp value: 50,000 become invisible (as the wizard invisi- spell), lasting for 2-5 rounds. This
This wand is a powerful rechargeable bility spell), or create mirror images of power can be used as often as desired;
item favored by evil clerics in the the wearer (as the 2nd level spell, creat- it will continue regardless of whether
Realms. Nine four-foot-long flexible ing 1 or 2 images, as the wearer the spear is released by its wielder or
electrum tentacles are attached to a desires). It can also function as a cloak not, and will move with the weapon.
rod-size steel shaft. Whenever of displacement, but this function will Once per turn, the butt end of a smo-
grasped and unsheathed, it is active: end if any other ring powers are acti- kespear can, upon command, cause sleep
Any strikes on an opponent will drain it vated, and cannot be called into being in any one creature touched. Creatures
of charges and confer damage. again until a full turn has elapsed. immune to a sleep spell are immune to
Roll 1d10 to determine strike effects, if Blink ring powers can only be newly this effect; all other creatures receive a
a successful hit occurs. On a result of 1,4, activated every other round. There saving throw vs. spell to avoid sleep. A
or 7, the target suffers (no save) a frost must be at least one round of inactivity successful attack roll is required to touch
result, or Lash of Cold, of 3d6 damage. between ceasing use of one power and and cause a creature to sleep.
On a result of 2,5, or 8, fire burns the tar- activating such a ring again. Once in every seven-turn period, a
get (no save) for 3d6 damage. On a roll of smokespear, while grasped and ordered,
3, 6, or 9, the victim suffers fear as a Smokespear can allow one being of M size or smaller
wand of fear (save negates). On a roll of 0, ep value: 4,000 gp value: 20,000 to fly. Such flight is Maneuverability Class
two tentacles (determine types randomly) This rare weapon appears as a brass A, and must be continuous, lasting up to a
strike a single target; both deal their usual or copper-plated spear, entirely of maximum of 12 rounds.
damage. metal. It may be ornately worked, and

42
New Monsters

The remaining pages of this module contain five new mon- In the descriptive paragraphs, DMs (and players, with
sters from the Forgotten Realms. They are presented in a DM discretion) can find useful information organized in
new format, that used for the Monstrous Compendium the previously mentioned fashion. Here, a short explana-
series for 2nd Edition ADVANCED DUNGEONS & tion of that organization:
DRAGONS rules. A bit of explanation will help DMs get First comes a short, one- or two-sentence paragraph
the most use from these new entries. describing the monster.
Following the name of the monster, there are two sets of Then follows a more detailed paragraph concerning the
statistical data. The first set describes the social and appearance, color, dress (if any), preferred weapons,
behavioral characteristics of the creature. The second scent, and so on.
deals with combat attributes. Each heading is followed by Next come combat abilities, special offensive and defen-
either an entry or the word Nil (in those cases where no sive tactics. This may be several paragraphs, depending
information is applicable). After these listings come the on the monster.
nitty-gritty descriptive paragraphs on appearance, com- Fourth are society and habitat, including dwelling place,
bat approaches, social structure, and ecology. family units, daily habits, territoriality, treasure types,
Statistics unfamiliar to users of the Monster Manuals individual or group goals, and behavioral quirks.
and the FIEND FOLIO tome include these, with examples The final paragraph(s) explains the monsters place in
or explanations: the overall ecosystem, including useful products or bypro-
* Climate/Terrain: Tropical, temperate, arctic, swamp, ducts, pelts, secretions, magical components, and so on.
forest, plains, mountains, lake, river, subterranean Once the Monstrous Compendium is a part of your
* Organization: Solitary, tribal, pack, herd, school game library, you may photocopy these pages and insert
* Active Cycle: Day, night, dusk, dawn, any them in the appropriate places in your binder. These mon-
* Diet: Carnivore, herbivore, omnivore, scavenger sters can be made a part of the integrated whole, at your
* Morale: This is a base rating of 2-20, suitable for fingertips whenever you want to use them.
BATTLESYSTEM rules use. If a morale check is required,
an individual or group must roll this number or less to
remain. Morale entries use both words and numbers, e.g.
Steady (11-12).

43
Baneguard

CLIMATE/TERRAIN: Any (guardian) Combat: All baneguards are silent but intelligent, whol-
FREQUENCY: Rare ly evil servants of the Black Lord, capable of independent,
ORGANIZATION: Solitary reasoning, malevolent behavior. A baneguard can blink (as
ACTIVITY CYCLE: Any in the 3rd-level wizard spell) once every turn. This effect
DIET: None lasts for up to four rounds and must be continuous. It can-
INTELLIGENCE: Average (8-10) not be stopped and then resumed; once ended, a full turn
TREASURE: V (Magical weapons possible) must pass before the baneguard can blink again.
ALIGNMENT: Lawful Evil Baneguards can also launch one magic missile spell eve-
ry three rounds. Two missiles causing 2-5 points of dam-
NO. APPEARING: 1-10 age come into being from a baneguards bony fingertips
ARMOR CLASS: 7 (or what is left of any extremity, if the fingers are missing),
MOVEMENT: 12 and can be directed at separate targets up to 7 away.
HIT DICE: 4 + 4
Baneguards can use all normal weapons, doing normal
THAC0: 15 weapon damage rather than a straight 1d6, and can
NO. OF ATTACKS: 1 + special employ all magical items that do not require verbal com-
DAMAGE/ATTACK: By weapon or 1-6 mands, living flesh or organs (e.g. ointments and potions)
SPECIAL ATTACKS: Magic missile
and the like. Baneguards suffer damage from sharp weap-
S P E C I A L D E F E N S E S : Blink
ons, fire, spells, and holy water as normal skeletons do.
MAGIC RESISTANCE: As skeleton They may break off combat if their orders permit.
SIZE: M
MORALE: Steady (11-12)
Habitat/Society: As baneguards are created, they have
LEVEL/XP VALUE: 975
no societal organization. They go where commanded, and
do as commanded.
Baneguards are skeletons, usually human, animated by
the power of Bane. Ecology: Baneguards eat nothing. They are guardian
Usually found as guardians, these sinister undead are creatures, and are found wherever they have been placed
identical in appearance to normal skeletons, but have two by their creators.
additional deadly powers (see Combat, below). Some bane-
guards appear to be wearing black, shadowy armor, semi-
transparent such that their bones show through, and red
flames burn in their eyesockets. These baneguards are
AC6, and can see invisible objects and creatures.

44
Crawling Claws

CLIMATE/TERRAIN: Any (guardian) Combat: The programming of a claw is the order, in 24


FREQUENCY: Rare words or fewer, that states what action the claw is to take
ORGANIZATION: Solitary or group under specified conditions, in the same way a magic
ACTIVITY CYCLE: Any mouth spell is set to activate. For example, a claw can be
DIET: None made to attack only when a bearded man in black and sil-
INTELLIGENCE: Non-(0) ver approaches the altar.
TREASURE: All (guardians) Directly controlled claws do nothing unless directed to
ALIGNMENT: Neutral do so by concentrated mental will of their controller, who
must be identified in the final incantation. Such ongoing
NO. APPEARING: 1-20 concentration prevents spellcasting on the part of the con-
ARMOR CLASS: 7 troller, and cannot be maintained for more than three con-
MOVEMENT: 10 secutive turns without a l-turn rest. Maximum range of
HIT DICE: 1-1 control is 1 + per level of the controller. The control-
THAC0: 20 ler must be a spellcaster of some sort, and may maintain
NO. OF ATTACKS: 1 control if injured but still conscious. Claws will continue to
DAMAGE/ATTACK: 1-4 blow, 1-6 grip (grip on unar- enact their last command if their controller withdraws
mored target only) control or is slain.
SPECIAL ATTACKS: Nil Claws may be commanded to seek specific targets (eyes,
SPECIAL DEFENSES: Magical weapons have normal jewelry, throat, etc.) and can drag small objects about.
weapon effects Groups of claws can move spears, swords, and even larger
MAGIC RESISTANCE: Immune to all mind-related and objects, but cannot lift or wield them. Claws cannot be
polymorph spells turned by clerics, but a resurrection spell renders them
SIZE: T (human hand) immobile for 1 turn per level of the caster. Death and raise
MORALE: Average (10) dead spells do not affect claws. Edged weapons do them
LEVEL/XP VALUE: 65 half damage, and magical weapons do only the damage of
a non-magical equivalent. Magical cold makes claws brit-
Crawling claws are severed hands or claws of Prime Mate- tle; 1 point is added to each die of damage they suffer.
rial plane creatures, animated by magic to serve as guard-
ian monsters. Habitat/Society: Crawling claws have neither habitat
They move by scuttling on their fingertips, and can leap nor society.
up to 1 to strike or clutch. They are said to be the
invention of the necromancer Nulathoe. To create one, Ecology: Crawling claws eat nothing, and have no eco-
first the spell Nulathoes ninemen (detailed in the DMs logical niche to fill.
Sourcebook of the Realms) is cast upon the severed hand,
to preserve it against decay and destruction, and to
strengthen its joints, even if they are skeletal. Within four
turns an animate dead spell must also be cast on the hand,
and a final incantation spoken. This incantation deter-
mines whether a claw is programmed or controlled
directly, a decision that cannot be reversed. For the results
of this decision, see Combat, below.

45
Curst

CLIMATE/TERRAIN: Prefer subterranean Combat: Curst retain any ability bonuses and non-
FREQUENCY: Uncommon magical skills (e.g. thieving abilities and non-weapon profi-
ORGANIZATION: Solitary ciencies) possessed in normal life. They become immune
ACTIVITY CYCLE: Prefer night to mind-related spells such as charm, ESP, hold, and sleep.
DIET: None Curst are unaffected by cold- and fire-based attacks of all
INTELLIGENCE: See below sorts, and by life-energy draining attacks.
TREASURE: All possible, usually nil Curst can be struck by any weapon. Holy water does
ALIGNMENT: Chaotic Neutral them no damage. They use all weapons, and will seize
weapons better than their own when available. If unarm-
NO. APPEARING: 2-11 (1d10 + 1) ed, curst can kick, bite, and claw savagely for 1-4 points of
ARMOR CLASS: 7 (or as clad) damage per round.
MOVEMENT: 12 When reduced to zero hit points, curst are not slain.
HIT DICE: 1-10 + (as prior to curse) They fall to the ground, paralyzed, and lie there until
THAC0: as prior to curse whole again. Curst regenerate 1 hit point per day, regrow-
NO. OF ATTACKS: 1 ing lost limbs and organs. They can be healed by cure mag-
DAMAGE/ATTACK: See below ics.
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below Habitat/Society: Curst are in no way controlled by
MAGIC RESISTANCE: 85% their creator, and seldom serve that being except to attain
SIZE: M (rarely, L or S) the mercy of death by means of a remove curse. Often,
MORALE: Average (8-10) coming to know their cruel doom, curst will attack their
LEVEL/XP VALUE: 120-2,000, depending on pre-cursed creator, hoping he will destroy them in self-defense. In
form rare cases they cooperate with unfamiliar beings to this
end. Once destroyed, curst cannot be resurrected or ani-
Curst are unfortunate humans, trapped under a curse mated to become undead. Their bodies crumble rapidly
that will not let them die. into dust, which may be of value to wizards or alchemists.
They favor leather armor, cloaks and boots. Their garb In the process of becoming curst, humans lose any magi-
is always dark in color. Rot grubs infect 15% of all curst, cal abilities, their sense of smell, and usually their minds (if
which when so afflicted have 1-6 fewer hit points but not their cunning). Curst retain their original intelligence
unimpaired fighting abilities (see Combat, below, for only 11% of the time. There is a 5% chance every turn
details). Note that the grubs will be seeking a better meal. (non-cumulative) that a curst will act irrationallye.g.
Curst are created by touching a victim while casting a breaking off a fight to caper, sing, draw with a finger on a
bestow curse spell, and within four rounds adding a nearby wall, or merely stare at something.
properly-worded wish spella rare process. When
becoming curst, a victims alignment becomes Chaotic Ecology: Curst eat nothing and have no ecological niche
Neutral. His skin grows very white, and his eyes glitter to fill.
darkly; he develops 90 infravision, and comes to prefer
darkness to light. Curst tend toward silence, and do not
age.

46
Hakeashar

CLIMATE/TERRAIN: Alternate Prime Material plane Spells cast at a hakeashar are absorbed by it, having no
FREQUENCY: Very rare effect except to give the creature hit points of life energy
ORGANIZATION: Solitary equal to the damage the spell normally does. A non-
ACTIVITY CYCLE: Any damaging spell gives a hakeashar extra hit points equal to
DIET: Magic its spell level.
INTELLIGENCE: High (13-14) Chargeable magical items are drained of 1-4 charges on
TREASURE: Nil contact with a hakeashar. If contact is continued, the 1d4
ALIGNMENT: Chaotic Neutral drain occurs at the end of every second round.
Artifacts become non-operational for 1 round after any
NO. APPEARING: 1 contact with a hakeashar ceases, and at all times while in
ARMOR CLASS: 10 contact with a hakeashar. Non-chargeable magical items
MOVEMENT: 3 have their powers negated for 1-4 rounds after contact. If
HIT DICE: 9 a potion or scroll is used while in contact with a hakeashar,
THAC0: 12 it will not take effect until 1-4 rounds after the contact is
NO. OF ATTACKS: 0 broken.
DAMAGE/ATTACK: Nil Spellcasters of all classes who are enveloped by a
SPECIAL ATTACKS: Absorb magic hakeashar lose one memorized spell, determined random-
SPECIAL DEFENSES: See below ly, at first contact and one per round of contact thereafter.
MAGIC RESISTANCE: See below Each time a loss occurs, the spellcaster must save vs.
SIZE: L (12-foot-diameter sphere) breath weapon or be feebleminded.
MORALE: Elite (16) When a hakeashar is slain, its body disspates, losing
LEVEL/XP VALUE: 2,000 luminosity and hue, seeming to sink to the ground and
drift away. Any magic item within its body area when it is
A hakeashar appears as a red misty sphere. slain, or any magical weapon slaying it, even if no longer in
Relatives of the nishruu, these weird, thankfully rare contact with the body, receives a magical bonus of 1d6
creatures are believed to come from an alternate Prime additional charges, or a second use in the case of a one-
Material plane. Within the red mist comprising the body shot item like a scroll or an arrow. Potions, memorized
of a hakeashar are hundreds of grasping hands, probing spells, artifacts, and items that do not have charges are not
eyes, and gaping, hungry mouths. augmented.

Combat: Hakeashar have no attacks. Fire and physical Habitat/Society: Hakeashar are not native to this Prime
attacks affect them normally; hits are automatic if the Material plane. They are solitary creatures.
attacker is enveloped by a hakeashar. Cold does half dam- A hakeashar has the ability to give 20% of the number of
age; magical fire and cold cannot form within a hakeashar, spells or charges absorbed to a person, as it chooses. This
and do it no damage. If magical fire or cold contact one is done very unwillingly, usually in exchange for being
from outside its body area, they will be absorbed harm- brought to this Prime Material plane.
lessly after dealing the hakeashar one round of damage.
Hakeashar move fearlessly and relentlessly toward Ecology: Hakeashar feed on magic. Their bodies pulse
sources of magic, taking full damage from physical and glow as they drift about. They can seep through
attacks. Mind-control spells and illusions have no effect on finger-width cracks, always moving toward the greatest
them. concentration of magic within 60.

47
Netherbird

CLIMATE/TERRAIN: Crags, moors Combat: Netherbirds attack with talons and beak. When
FREQUENCY: Rare attacking, they scream and hiss at their prey.
ORGANIZATION: Flock Netherbirds are Maneuverability Class D in the air.
ACTIVITY CYCLE: Day
DIET: Flesh and carrion Habitat/Society: Netherbirds may have come from
INTELLIGENCE: Low (5-7) Avernus originally, and now serve the power Bane. They
TREASURE: Nil are always found in flocks, and can be trained as message-
ALIGNMENT: Lawful Evil carriers. They lair in desolate areas of crags and high, roll-
ing moorland. Their eggs are black and leathery, and they
NO. APPEARING: 3 - 3 0 (3d10)
hatch untended.
ARMOR CLASS: 8
MOVEMENT: 4//15
Ecology: These birds eat all manner of flesh, living or
HIT DICE: 2
dead, and usually stink of blood and decay.
THAC0: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S to M
MORALE: Average (8-10)
LEVEL/XP VALUE: 35

These black, dusty-feathered birds have grotesquely large


talons and razor-sharp beaks.

48
MAGICAL CHAOS TABLE
Employ the table below whenever spells are cast or magic items and artifacts are activated in the Realms, at
any point after the storm (see Chapter 1 of the adventure).
The DM should decide on a case-by-case basis whether the spells of avatars, Elminster, and Midnight are
affected (do whatever best suits play as it unfolds, but dont reveal this to the players).
The DM should modify percentile die rolls as follows: for every experience level of the spellcaster (magic
items = 6th level, artifacts = 12th level), +1; if the spell or effect contributes to chaos or drastic change of a
given locale (e.g. fireball or polymorph spells), +12; and +4 if the spell (items and artifacts cannot receive this
bonus) is small and simple, such as a 1st or 2nd level spell or a cantrip. When the modified score is deter-
mined, consult the table below:

Percentile
Score Result
01-19 Spell rebounds on caster, with full effects
(if impossible due to nature of spell, re- roll).
20-23 Pit opens instantly beneath the caster
(depth varies at DMs option); there is no other spell effect.
24-27 Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flower
blossoms that materialize and vanish again 1 round later. Blossoms do no damage, but
prohibit accurate aiming of wands or missile weapons, and prevent reading of books,
scrolls, inscriptions, and the like.
28-31 Spell affects random creature or area (DMs option) rather than the intended target area.
32-35 Spell functions normally, but any material components are not consumed, and spell
knowledge is retained by the caster or the charge is retained by the item.
36-39 Spell functions normally, but magical energy is released around the caster, healing any
injuries of any beings within 1" of the caster (includes fatigue, feeblemindedness, etc.).
40-43 Total darkness and silence occur in a 3 radius about the caster, and last 2-8 rounds.
44-47 Reverse gravity (cf. spell) effect occurs in a 3 sphere about the caster, lasting 1 round;
caster included in the effect.
48-51 Shimmering colors dance and play in a nimbus around the caster, blinding caster and all
creatures within 2 for 1-4 rounds.
52-59 Nothing happens; no spell effect occurs.
60-71 Nothing occurs; no spell effect, but spell knowledge or charge is not lost.
72-98 Spell functions normally.
99-00 + Spell functions with maximum possible effects, full damage, maximum duration.

Special Effects Subtable


With any result on the above table, the DM can add to play excitement by adding one or more of the following
special effects: (roll 1d12)
01: Earth tremor underfoot (minor, with rolling echoes).
02: Sun dims and then brightens again or a star falls.
03: Violent roaring or screaming sound.
04: Intense wave of heat (no damage) felt in the vicinity.
05: Non-harmful, oily green slime forms on everything within 12".
06: Maniacal, echoing laughter is heard. Flowers fall from the sky.
07: Old, brittle bones (3-60) rain down for 2 rounds, in a 2 radius.
08: Caster and everything within 6 lose all hair; plants grow hair.
09: Harmless yellow-green and purple smoke rises from the ground.
10: Boulders rise, swirling in mid-air like leaves (2-24 impact damage).
11: Nearby tree is uprooted (indoors, rock or furniture moves by itself).
12: Whispering voice is heard, murmuring a random characters nameanda prediction about that
characters future (the DM can make it as specific as he wants; given the PCs circumstances, por-
tents of danger and doom would probably not be too far off . . .)
PHYSICAL CHAOS TABLE
The effects described on this table are suggestions only; the DM should feel free to make up alternatives and
substitute freely. Bear in mind, however, that play will have to go on in the new environment afterwards;
consider the impact of widespread or long-lasting changes to the landscape beforehand. Roll percentile dice,
and consult the table below; the frequency with which the DM consults the table is a matter of choice (gener-
ally, the presence of avatars or large-scale magical activity increases chaos, and the presence of large popula-
tions or mountains decreases chaos). The use of this table should make travel strange, exciting, and
occasionally dangerous, not an exhausting, neverending obstacle course.

Percentile
Score Result
01-10 Natural fireworks effect (as in the pyrotechnics spell) occurs. The air is filled with a ringing,
chiming sound that dies away (with the fireworks) after 1-4 rounds.
11-24 Undergrowth sprouts into sudden, frenzied life (if no foliage underfoot, it will grow, even
from bare rock or atop water), equal to an entangle spell, which lasts 7 rounds in a 6 diame-
ter area (save equals slowed, not held; held creatures can fight and cast spells, but not change
location). Musk-like plant scents and floral bouquets will waft (harmlessly) in the air.
25-30 Insects appear with a menacing buzzing sound, a swarm equal in effects to an insect plague,
(priest spell), lasting for 1-4 turns.
31-44 The air turns violet and luminous (lasting 1-12 rounds). During this time, all within the area (a
40" diameter sphere extending into any buildings, the ground beneath, etc.) are slowed,
affected by feather fall and neutralize poison, and are cured of 1-4 points of damage if
injured. All invisible creatures and objects, and all dweomers (but not alignment auras) can be
clearly seen in the violet field.
45-52 There is a menacing crackle, and a strong smell of ozone. Lightning bolts (damage 1d6 through
4d6; determine randomly) form spontaneously from rocks or exposed wood of any sort, leaping
in a straight line to the nearest bit of rock or exposed wood (rock to rock or wood to wood, never
one to the other). Save vs. Breath Weapon to avoid if possible (contact with any part of a bolts
destination (such as climbing elsewhere on the same cliff) makes a saving throw impossible). Bolts
and discharges will veer away from and avoid large concentrations of pure metal; fully armored
characters will automatically make their saving throws, if allowed any.
53-62 Lashing rain begins, though the air grows warm. This precipitation lasts 1-10 rounds, affects
a small (8 diameter cylinder from ground to upper air) area, and within it, all creatures can
understand the speech of all other creatures, as if a tongues spell were in operation.
63-70 All small, light (roughly 10 lbs) objects within a 1 radius that are not held or secured will
animate (as the priestly spell animate object). They will fly about aimlessly; make Dexterity
Checks each round to avoid being hit. Any hit does 1-2 points of damage. Any being concen-
trating on a moving object for at least 1 round will discover that he can influence its course,
perhaps employing it as a weapon. A maximum of 1 object at a time can be so controlled by a
being; if two beings try to control the same object, the creature with the higher Intelligence
will ultimately prevail. The DM must adjudicate the ongoing results of such wrestling con-
tests. This effect will last for 1-2 turns.
71-88 The ground begins to rise and fall as if it were waves on the open sea. Charging or springing
accurately becomes impossible, as does riding other creatures. Writing and spellcasting takes
twice as long (but are not ruined). There is a 1 in 6 chance each round that this condition
exists that a rift will open in the earth and swallow a rock, tree, or being up, spitting them out
unharmed (unreachable by magic or physical means during their entombment) 2-5 rounds
later. There is also a 2 in 6 chance that a shooting star (as in the missile released by a ring of
shooting stars will appear overhead, and burst. All creatures must save versus Spell to avoid
suffering damage. These conditions last for 1-3 turns, moving with any traveling creatures.
89-96 All creatures within a 9 radius area, from earthworms to dragons, are enshrouded in a faerie
fire radiance for 1-6 turns thereafter. The radiance will shift color slowly but constantly; it will
also act as a ring of spell turning, and as a regeneration field: all damage, however caused, suf-
fered by a creature within a radiant field, is not suffered but gained as healing. Creatures at full
hp can increase their hp by this means, such increased hp being lost at the rate of 1 per day (24-
hour period), or through injury. Creatures augmented substantially in this way save at their new
Hit Dice total, but still attack and function at their original level or hit dice.
97-00 A reverse gravity effect occurs. All creatures take damage as per the spell, but upon landing
find that they have permanently gained 1-4 hp, and 2 -range infravision (if they already pos-
sess infravision, its range is extended by 2). A strange, flickering golden radiance flashes
here and there; arrows of direction and similar devices will not function. Tracking is impos-
sible. These latter effects fade away in 1-2 turns.
MONSTER SUMMARY TABLE
Some of the vital statistics of monsters featured in this adventure are presented in this table for handy
DM reference during play. It is recommended that the DM refer to the original rulebooks and the New
Monsters Appendix of this module (* = a new monster) for full monster descriptions.

Name AC HD #AT Damage MV Remarks


Ankheg 2(4) 3-8 1 3-18(+1-4) 12" burrows, acid
Badger 4 1+2 3 1-2x2/1-3 6"
Baneguard* 7 4+4 weapon or 1-6 12" spells
Beetle, Stag 3 7 3 4-16/1-10x2 6" Hungry
Boar 7 3+3 1 3-12 15 fights at 0hp
Brownie 7 1/2 1 1-3 12" spells, unsurprisable
Bull 7 4 2 1-6x2 15" charges: 3-12 + 1-4
Cattle 7 1-4 1 1-4 15" stampede
Crawling Claw* 7 1-1 1 1-4 (1-6) 10" leap
Curst* 7 1-10+ 1 weapon 12" cant be turned
Dog, War 6 2+2 1 2-8 12" wear spiked collars
Dog, Wild 7 1+1 1 1-4 15" hungry
Doppleganger 5 4 1 l-12 9" ESP, change form
Dragon, Black 3 6 3 1-4x2/3-18 12/24 acid
Dragon, Green 2 7 3 1-6x2/2-20 9/24 gas
Eagle, Giant 7 4 3 1-6x2/2-12 3"/48" dive: 2-12x2
Ghoul 6 2 3 1-3x2/1-6 9" touch paralyzes
Gnoll 5 2 1 weapon or 2-8 9"
Goblin 6 1-7hp 1 weapon or 1-6 6"
Harpy 7 3 3 1-3x2/1-6 6"/15" sings, charms
Herd A. (Sheep) 8 2 1 butt: 1-4 15 stampede
Horse (light war.) 7 2 2 1-4x2 24"
Jackalwere 4 4 1 2-8 12" can turn to human
form
Kobold 7 1-4hp 1 weapon o r 1-4 6"
Leucrotta 4 6+1 1 3-18 18" 1-6x2 kick, mimicry
Lurker Above 6 10 1 1-6 1"/9" smothers
Mimic 7 7-10 1 3-12 3" glue
Mule 7 3 1 or 2 1-2 bite or 1-6x2 kick 12
Naga, Spirit 4 9-10 1 1-3 12 gaze, spells
Netherbird* 8 2 3 2-5x2 1-4 4/15 spy for Bane
Hakeashar* 10 9 0 3" absorbs all magic
Orc 6 1 1 By weapon or 1-8 9"
Peryton 7 4 1 4-16 12"/21" +1 wpn. to hit
Pixie 5 1-4hp 1 By weapon 6/12 spells
Pseudodragon 2 2 1 1-3 6"/24" poison, telep.
Quickling -3 1 3 dagger 96 spells
Rat, Normal 7 2hp 1 1 15" disease

Raven 7 2hp 1 1 1"/36" attack eyes


Satyr 5 5 1 2-8 18" pipes, charm, etc.
Skeleton 7 1 1 1-6 12" edged wpns do 1/2d.
Sphinx, Hieraco- 2 9 3 2-8x2,1-10 9"/36"
Spider, Huge 6 2+2 1 1-6 18" leaps 3
Spider, Large 8 1+1 1 1 6" *15" poison
Sprite 6 1 1 By weapon 9"/18" spells
Stirge 8 1+1 1 1-3 3"/18" blood drain
Troll 4 6+6 3 5-8x2,2-12 12" regenerates
Weretiger 3 6+2 3 1-4/1-4/1-12 12"
Wolf 7 2+2 1 2-5 18"
Wraith 4 5+3 1 1-6 12"/24" energy drain
Zombie 8 2 2 1-8(strike last) 6"

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