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OFFICIAL GAME ADVENTURE

Curse of
the Azure Bonds
CREDITS TABLE OF CONTENTS
Writing: Jeff Grubb and George
MacDonald Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
With the appreciated aid of:
Tracy Hickman (Chapter 11) Chapter 1: The Awakening . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Kate Novak (Appendices 1 and 2) Chapter 2: Tilverton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Steve Perrin (Appendix 1)
Jim Lowder (Appendix 1) Chapter 3: The Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Editing: Kim Mohan
Cover Art: Clyde Caldwell Chapter 4: The Sewers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Interior Art: Dennis Beauvais Chapter 5: The Fire Knives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Cartography: Diesel
Typography: Angelika Lokotz Chapter 6: Into the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Keylining: Cory Graham
Chapter 7: Yulash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Distributed to the book trade in the United States by
Random House Inc., and in Canada by Random Chapter 8: The Temple of Moander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
House of Canada, Ltd. Distributed to the toy and hobby
trade by regional distributors. Distributed in the United Chapter 9: Zhentil Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Kingdom by TSR UK Ltd. ADVANCED DUNGEONS &
DRAGONS, AD&D, FORGOTTEN REALMS, Chapter 10: The Temple of Bane
PRODUCTS OF YOUR IMAGINATION, and the TSR
logo are trademarks owned by TSR, Inc. and the Tower of Fzoul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
These adventures are protected under the copyright Chapter 11: The Village of Hap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork printed Chapter 12: Haptooth Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
herein is prohibited without the express written
permission of TSR, Inc. Chapter 13: Myth Drannor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
1989 TSR Inc. All Rights Reserved.
Chapter 14: Tyranthraxus! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Appendix I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
TSR, Inc. TSR UK Ltd.
POB 756 120 Church End, Cherry Hinton
Major NPCs, magic items,
Lake Geneva Cambridge CB1 3LB and new monsters
WI 53147 U.S.A. United Kingdom
Appendix II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Wilderness encounter tables
and players maps

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION

Printed in the U.S.A.

ISBN 0-88038-606-1

9239XXX1501
Curse of the Azure Bonds has a stranger REALMS module, Ruins of Adventure, ture, but he should not expect that the
history than most adventures created as well as its companion product, Pool of same tactics that saved his characters in
for the ADVANCED DUNGEONS & Radiance, the first AD&D computer one situation will prove equally effective
DRAGONS role-playing game. The game from SSI. Some of the places and in the other. This is provided only as a
adventure book you hold in your hands personalities from Ruins of Adventure warning: both games are branches from
is based on the novel Azure Bonds, by and Pool of Radiance reappear in this the same tree, similar but not exact.
Kate Novak and Jeff Grubb, and set in product, and in some senses Curse is a
the sprawling FORGOTTEN REALMS continuation of Ruins but it is not nec-
campaign setting. This adventure is also essary to have played the earlier module Background
tied directly to the Curse of the Azure before beginning to enjoy this one. Azure Bonds (the novel) is the story of
Bonds Computer Game, produced by Likewise, playing the Curse of the Alias, a warrior woman who awoke one
Strategic Simulations, Inc., under Azure Bonds computer game (or reading morning with a strange set of mystic tat-
license with TSR, Inc. the novel) is not necessary before play- toos branded on her arm and a large
The result is the first triple-play sto- ing this adventure, though your enjoy- lapse in her memory. She quickly dis-
ry in TSRs historya novel forming the ment may be enhanced by picking up the covered that the tattoos were magical in
basis for a role-playing adventure computer game and/or the novel. By the nature and very dangerous. They
(something we have gotten very good at same token, the computer game and this caused her to perform actions against
over the years) and a computer adven- adventure are not duplicate products her will (for example, she attacked a
ture game. The computer game and the designed for different mediums. While young noble named Giogi Wyvernspur,
role-playing adventure are closely tied the gaming products follow the same plot who had the misfortune to be doing a
but do not mimic one anothereach for the adventurers, they are very differ- very good imitation of King Azoun of
has been designed for maximum enjoy- ent in the nature of monsters and Cormyr). Her tattoolike brand was made
ment in its element. encounters, as well as portrayal of the up of a number of smaller symbols, and
We have done the computer-RPG tie- maps. A player of the computer game will what those symbols stood for indicated
in before, of course; many of you are get the feeling of his computerized that an evil alliance of some sort was
familiar with the earlier FORGOTTEN adventure through playing this adven- responsible for her condition.

2
Ordinary magical methods proved ance that created Aliass bonds. The the pumpkins, Tyranthraxuss plan has
useless for removing the brands, so Ali- great magic-wielders of the group come to full ripeness. The Curse of the
as set out to discover who was responsi- Zrie, Cassana, and Phalsewere Azure Bonds has returned.
ble for her curse. She was joined in her apparently dead. A few followers of
quest by three allies: Dragonbait, a Moander and a smattering of Fire
mute creature similar to a lizard man; Knives fled Westgate for safer havens to Running This
Akabar, a merchant from the South with
moderate magical abilities; and Olive
the north. These fleeing minions were of
low level, but carried the tales of the
Adventure
Ruskettle, a halfling who claimed to be a Azure Bonds and their use in controlling This adventure is designed for a party of
bard but seemed to be much more along others. These survivors encountered 4-8 characters, each of 6th-9th level. It is
the lines of a thief. agents of Tyranthraxus, and a new plot assumed in this module that the heroes
The adventurers passed through began to form in the daemons mind. have previously gone through the
many perils (as is the lot of adventurers), Gathering new allies in the form of the adventures detailed in Ruins of Adven-
including a battle with a crystalline ele- Zhentarim and a renegade Red Wizard ture, but this is not necessary for enjoy-
mental, a confrontation with a beast of Thay, Tyranthraxus formulated ment of play.
called a kalmari, a duel of honor with a another plan for gaining power in the The adventure may start in one of two
dotty old red dragon, and the freeing of Realms. ways, at the DMs discretion or as dic-
an elder god, Moander. Moander was As with the original alliance, each tated by circumstances. The first meth-
one of the individuals responsible for member of the New Alliance of the od is to move the characters directly to
Aliass curse, and with his defeat, his Bonds has its own agenda for the use of Chapter 2. The heroes awaken in their
symbol faded from her arm. controlled characters. The Fire Knives quarters in Tilverton with a lapse of a
Alias and her companions were cap- are still seeking the death of the King of month in their memories, and with
tured by the evil alliance, and the Cormyr. The followers of Moander (now strange blue tattoos branded on their
secrets of the brand and of her own ori- called the Survivors of Moander) are forearms. The heroes must discover
gin were revealed. The alliance respon- seeking a reinstatement of their god. what has happened to them during the
sible for her condition consisted of the Zhentil Keep is looking for a way to turn lost time.
followers of Moander (now broken in good characters to evil acts, and sees Alternately, the DM can run through
power following the defeat of their gods this bonding as a test case for that the events of Chapter 1, ending with the
physical form on this plane), a thieves experiment. The renegade Red Wizard ambush encounter in which the heroes
guild called the Fire Knives (which holds of Thay wishes to enlist the aid he needs are captured. This method works best
a grudge against the King of Cormyr), an to create another Flight of Dragons, sim- when playing the adventure in connec-
evil female mage named Cassana, a lich ilar to the one that ravaged the North a tion with a long-standing campaign. It
named Zrie Prakis, and a powerful entity few years ago. has the disadvantage that player char-
from the Lower Planes named Phalse. And Tyranthraxus sees the new bond- acters, being a wise and crafty group,
A second attempt to slay Dragonbait ing process as a way that he can create may elude multiple attempts to defeat
and bind Alias to her masters resulted in multiple, living Pools of Radiance, allow- and subdue them. If the player charac-
the destruction of Zrie Prakis and Cas- ing him to possess several individuals at ters prove to be too effective at eluding
sana and the breaking of the power of once and control them for his own ends. the ambushes, the DM should feel free
the Fire Knives. Alias and her compan- His rise in power thereafter will be expo- to simply place the heroes at Tilverton,
ions tracked Phalse down to his extradi- nential as his influence spreads, creat- and let them try to account for the miss-
mensional lair and destroyed him with ing his own army of minions whose ing time.
the aid of Elminster the Sage and the souls belong to him.
Nameless Bard. The adventurers, worn
and bloody but triumphant, returned to
But Tyranthraxus is also afraid. In the
Dalelands exist magical items which
The Azure Bonds
the Realms and their own lives. were forged long ago to bring about his The player characters will be branded
Those events took place during Mirtul initial defeat. He chose his allies with an by the markings of those who seek to
and Kythorn (May and June), four eye toward the fact that they are control their actions. These brands
months ago. At about the same time, a rumored to have these items, and seeks appear as bright blue tattoos, usually
group of adventurers in Phlan, far north to have his agents (the player charac- inscribed along the sword arm of the
in the Moonsea, discovered the Pool of ters) bring these items to him in his lair in individual being controlled. The magical
Radiance and its malefic protector, the Myth Drannor, so that he may destroy arts of creating a living vessel to control,
daemon Tyranthraxus. The daemon them. Then nothing will stop him from and of hiding the brands, are lost to this
was defeated but not destroyed, his his domination of the Realms. New Alliance of the Bonds. Tyran-
threat to the North averted but not It is now the month of Marpenoth, also thraxus wants the player characters to
entirely eliminated. Tyranthraxus called Leafall, which corresponds with know who is responsible for their brand-
retreated and began to spin his plots October in our calendar. The trees of the ing, as that will lead them first to his
anew. Dalelands are just beginning to turn a allies (and their hidden magic) and sub-
There were few survivors of the alli- rainbow of colors. Like the wheat and sequently to him.

3
The tattooseach character wears all sus spells, or be overtaken by a
five of the mysterious imagesare the berserker rage and a desire to slay
symbols of the various factions involved the spell caster. This rage will per-
in the curse, all placed against a darker mit the character to snap normal
blue background of lines that appears to bonds, and will last for 2-8 rounds.
be a mixture of thorning plants and This effect does not occur if the
waves. Each of the symbols seems to be spell caster is the target of his or
made up of smaller, identical symbols. her own magic.
That is, the symbol of the Zhentarim is Dispel magic and remove curse will
actually made up of a collage of smaller never have any effect on the brands,
Zhentarim symbols, each of which has except to bring about the results men-
been reduced to a speck the size of a tioned above. A limited wish spell (if suc-
pencil point. cessfully cast without the death of the
The brands reflect light in the same magic-user) will remove one of the
way that stained glass does, and they marks from one individual. A full wish
give off a dull blue illumination of their spell will remove up to three of the
own, though this is noticeable only in marks. Short of these actions, the Azure
total darkness. In normal daylight, a Bonds will prove extremely difficult to
brand may be mistaken for a normal delete. Attempting to cut off the arm and
tattoo, though one of extreme size and regenerating it through magic will result
complexity. in the brands merely reappearing on the
The Azure Bonds are magical and new limb.
dangerous. They represent a link The Azure Bonds have been created
between the characters and the New by a group of individuals we refer to as
Alliance of the Bonds. If any divination the New Alliance of the Bonds (their
spells are cast upon a bond, it will radi- predecessors from the novel carried no
ate a strong blue illumination, shooting such high names, and were more cha-
bright rays into the air (treat as a light otic in nature). Each group belonging to
spell, in particular if anyone is looking this alliance has its own reason for and
directly at it). In addition, it will function its own methods of branding the charac-
as a symbol of pain to the individual the ters. The Azure Bonds will force the
divination-type spell is cast upon. This characters, to perform actions they
light show and resulting effect is a would otherwise not perform. The gen-
physical repulsion of those spells by the eral goals of the members of the New
bonds. Divination spells will reveal noth- Alliance are:
ing about the bonds or the Alliance. * The Fire Knives seek the death of
Attempts to remove the bonds King Azoun IV of Cormyr. Player
through magical or clerical means will characters, because they have
be resisted by the magics in the bonds. been branded with the Fire Knives
The bonds are 100 percent resistant to symbol, must make a saving throw
spells directed against them specifically versus spells whenever they hear
(as opposed to spells that are directed the sound of Azouns voice. Failure
against the individual who has been to save means that they will attack
branded). Further, the bonds have their the source of the sound until it is
own protections against being removed: destroyed, the character is dis-
* A windstorm will start up in the area abled or killed, or the encounter is
occupied by the spell caster when ended in some other fashion.
removal of a brand is attempted, * The Survivors of Moander wish to
whether from the arm of the spell bring their lord, also known as The
caster or another character. Loose Jawed God, back onto this plane,
objects will be cast about, and from where he has been banished
there is a 60 percent chance an since the death of his mortal form.
object will hit the caster, certainly They want the characters to reach
breaking the spell and possibly Moanders temple beneath Yulash,
(DMs judgment) harming the cast- where they will be slain and their
er. deaths used to open the worm-
* The character who has been brand- hole to Moanders plane.
ed must make a saving throw ver- * The Zhentarim see the characters

4
as a test project, part of an experi- Dragon Reach area, he will be The effects of the compulsions
ment to determine the success of redeemed in the eyes of his fellows implanted by the various members of
forcing good and neutral heroes to and allowed to return to Thay. A few the New Alliance are similar to those of a
perform evil acts. If this experiment years ago, a Flight of Dragons from quest or geas spell. Ignoring the long-
works, the Black Network may cap- the North ravaged the Dragon term compulsions (to go to a particular
ture others and similarly brand Reach and the Dalelands. As a place, such as Yulash or Zhentil Keep)
them. The Zhentarim have placed result of being branded with his will result in the characters feeling ill,
in their branding the desire for the mark, the characters will answer to losing one hit point per day because of a
PCs to commit random, evil acts, the sound of Dracandross voice wasting sickness for every day spent
and ultimately to make their way to whenever they hear it, and will be resisting these compulsions. Such pen-
Zhentil Keep to report. These ran- compelled to perform whatever alties do not apply while the characters
dom acts become more frequent task he requires of them. are actively seeking out the individuals
and more severely evil as the group * Tyranthraxus seeks to destroy responsible for their brandings.
nears Zhentil Keep. Opportunities those magic items that could ban- The more short-term orders (such as
to perform chaotic actions will ish him forever from the Realms, slaying the King of Cormyr when a char-
appear throughout the text. They and to convert the player charac- acter hears his voice) can be resist-
will affect single individuals, and ters to living Pools of Radiance, ed if a character makes a saving throw.
not the entire party. allowing him to increase his power The magic of the bonds starts out very
* Dracandros the Mad, also known in the Realms. His intent is to lead strong, but weakens over time. To reflect
as the Red Wizard of Thay, is cur- the characters to the various magic this, the first saving throw against any
rently in disfavor with the other Red items held by the other members of specific short-term order (likely to occur
Wizards. He feels that if he creates the New Alliance, and have them in Tilverton, where the party will encoun-
a great enough disaster in the bring these items to him. ter King Azoun) is made at -6 to the die

5
roll. The second such saving throw has stuck in popular usage in the South. the King of Cormyr has sent troops to
(whether against the same or a different The dales themselves are rolling Tilverton, bringing that city under Cor-
short-term order) is made at -5, the farmlands, dotted with individual hold- myrian control. The reason for this intru-
next at -4, and so on, until the penalty ings and small family farms. Usually sion involves the kings daughter, and
is removed and player characters are each dale has a center of trade and gov- the player characters will become
saving against spells as normal versus ernment. For example, Shadowdales caught up in this plot in the first adven-
the effects of the bonds. Note on a sepa- center of trade is at the Tower of Ashaba, ture of this module.
rate sheet of paper the number of times and the town that has grown up around it To the North of the Dalelands proper
a character has had to save against the is referred to as Shadowdale as well. are the city-states of the Moonsea.
effects of the bonds. Making the saving Daggerdales center of trade is at Dag- While not as unified as the southern
throw indicates that the individual has ger Falls, at the town of the same name. nations of Cormyr and Sembia, these
resisted the effects of that particular Battledales trade center, on the other city-states are very powerful both in
orderif the order is given again in hand, is the town of Essembra, safely armed force and in the strength of magic
another encounter (or if the situation located far from warring armies. and adventurers they can claim.
causing that order arises again), then The Dalelands themselves were set- The major cities of the western Moon-
another saving throw is required. tled by an agreement between the sea are Zhentil Keep and Hillsfar. The
When the characters are operating Dalesmens ancestors and the Elven former is a multiwalled city dominated
under a long-term compulsion or a Court, a large elven nation that occu- by the Zhentarim, also known as the
short-term order, the DM may either pied the forest the dales now surround. Black Network. It is an evil town, filled
choose to play the characters as NPCs The elves permitted the Dalesmen, with informers and dark plots. Hillsfar is
until the moment passes, or may choose migrating from the east across the little better, but for different reasons. It
to let the players continue to run their Dragon Reach, to settle the borders of seems to be run by more uncaring, mer-
characters under the effects of the their forest, on the condition that the cantile forces, and its new rulers inten-
order. Such activity may be detrimental Dalesmen not make further inroads into tions toward the Dalelands remain a
to the characters continued good health the Elven Woods. The elves had already mystery.
(and thus against the basic nature of the lost much of their forests to civilized The cities of Phlan, Teshwave, and
player running that character), so in rec- men from Cormyr and Sembia, and Yulash are decimated ruins, only now
ognition of a sincere and successful sought the Dalesmen as a counterbal- beginning to recover from the effects of
attempt to role-play a character under a ance to this threat. war, pestilence, and a plague of
potentially harmful compulsion, the DM The Dalesmen agreed, and the dragons. A Flight of Dragons, a migrato-
should consider awarding bonus experi- Standing Stone was erected to com- ry wave of the great lizards, passed over
ence points (100 xp per encounter is memorate the pact between man and the Dalelands several years ago, leav-
suggested) to any character whose play- elf. The calendar of DaleReckoning ing great destruction in its wake.
er demonstrates this sort of good role- dates from the erection of that stone, Phlan is only now rebuilding from the
playing ability. and in the time since then, old dales devastation, its recovery hampered by
The members of the New Alliance, have been abandoned or destroyed and the plots of Tyranthraxus, who was sub-
Tyranthraxus in particular, are unaware new dales founded. In the area we are sequently foiled by a company of brave
that the effects of the bonds diminish discussing, the major dales are Dagger- adventurers. Teshwave fell to constant
over time. He feels that, given the char- dale, Shadowdale, Mistledale, and Bat- raiding by Zhentil Keep, and is now little
acters prowess (experience levels), the tledale. more than a ruined way station, domi-
chance of them breaking free of his con- Recently, the Elven Court has aban- nated by a garrison of Zhentil Keep sol-
trol is very small. doned the Realms entirely, retreating to diers. Yulash is a contested city, its
the elvish island nation of Evermeet. wreckage fought over by forces from
While some elves remain, the elvish both Zhentil Keep and Hillsfar.
About the Dalelands nation that once dominated the forest Lastly, the independent town of
Most of the action of this adventure and kept adventurers away from such Voonlar lies between the Moonsea lands
takes place in the northern parts of the dangerous locations as Myth Drannor and the Dalelands. Independent in
Dalelands. The name Dalelands is has vanished virtually overnight. Adven- name only, the town is under the influ-
properly used to refer to various allied turers are just now beginning to discov- ence of agents of Zhentil Keep. These
dales that hug the borders of the Elven er that there are new places to delve for rulers have a more lenient attitude
Woods, but the term is often used in the treasure as a result of this relocation of toward their people than do the Keepers
more civilized areas of Cormyr and power. to the north, but still will not cross their
Sembia to refer to their entire northern To the south of the Dalelands are the masters. Voonlar has been a staging
border, reaching as far north as the city- nations of Cormyr and Sembia. These area for Zhentil Keep raids to the south
states that border the Moonsea. While lands have regularly pushed their bor- and west.
these city-states are neither as small nor ders northward, expanding their power For more information on these loca-
as rural as the dales, and in fact are in a fashion that often brings them into tions, see Chapter 6.
openly hostile in some cases, the name conflict with local forces. Most recently,

6
In this chapter the heroes are uor and has gotten himself absolutely turers legends, for the past few months.
ambushed, captured, branded, and blotto in an evenings carousal. His oth- Rastafans news is that the kings
brought to Tilverton. er problem is that, in said carousal, he daughter was spotted again in the area
has lost his purse, and the tavernkeeper near Tilverton not so very long ago,
is demanding payment before he apparently making her way back to the
Encounter 1 departs. Rastafan, as he explains this city. Yet, still no one has seen her there.
This encounter may occur anywhere in part of the problem, will motion over to The king has been sending out envoys
the Realms at that time-honored adven- the bar, where an incredibly burly and to recruit adventurers to locate his run-
turers gathering spot, the tavern. (It can formidable woman stands, rolling pin in away daughter.
be assumed for PCs who have com- hand. Rastafan is one such envoy, and has
pleted Ruins of Adventure that this been given the authority to recruit true-
encounter occurs in the now- I tol the dear lady, Rastafan con- hearted adventurers wherever he might
domesticated city of Phlan.) Read the tinues, pulling up a chair so he does find them, sending them to Tilverton to
following passage to the players: not topple over, tha you dear gen- help scare up the missing princess. He
tlepeople, respectable adventurers has only his modest savings at another
The commons room is crowded, as is all, were friends and tha you would lodging, but can issue a letter of mark,
normal in prosperous times when the cover the debt. I can get the money instructing the bearer to be paid 1000 gp
easley, er, eas-i-ly, but its at another when the letter is presented to a respon-
townspeople have benefited from the
inn. I was wonnering if you could len sible member of the Cormyrian
actions of wise and sure adventurers
me the money, to be quickly repaid, bureaucracy.
such as yourself. Mugs slosh with
heady ale, and the cheers from a dart of course, of course, and get me out If the adventurers are interested, he
of this jam. will gladly issue such a letter of mark if
game in the corner and the rattle of
they will pay off his bar bill and help him
dice echo across the bar.
You and your adventuring compan- back to his own quarters. There he will,
What Rastafan owes the barkeep is in defiance of normal human nature, pay
ions are seated at one of the larger not a princely amount. Set a figure
and more prominent tables, nursing off the bad debt to the heroes. Then he
according to the wealth of the PCs. If will collapse in a drunken sleep until
your own flagons of mead and ale. their pickings have been good of late,
The past month has been quiet, and morning.
then Rastafans bar tab could be as high The journey to Tilverton may start
your adventurers spirit is on the rise. as a hundred gold pieces. If the player anywhere in the Realms. If the heroes
Soon it will be time to quit this oasis of characters are currently tapped out
relative peace for new adventures. have completed Ruins of Adventure, the
themselves, the debt is only a few gold recommended route is south from Phlan
You notice a tall, solemn-looking pieces, but no matter how small, it is
man weaving his way across the tav- across the Moonsea to Hillsfar, along
more than Rastafan has at his disposal. the Southern Road past the Standing
ern toward your table. It is quite clear If the players kick in to help Rastafan, Stone and through Mistledale, and
that he has drunk too much and is he will be very friendly and will offer to
making forward motion only through finally through Tilvers Gap to Tilverton.
buy them a round (with their money, of The alternate route, through Zhentil
sheer force of will. You point him out course, but he says he will pay them Keep, is patrolled by Zhentarim forces
to your companions, and your table back). He will also offer to them some and as such has an evil reputation.
watches him stride unsteadily for- important news that they could use.
ward. From his dress he is undoubt- Use the wilderness encounter tables
If the players rebuff Rastafan, he will in Appendix II to determine encounters
edly one of the gentry, and on his sit down among them and, in a conspira- in the wild en route to Tilverton. Two defi-
sleeve he bears a patch showing a torial whisper, offer them some choice nite encounters should be the ones
purple dragon, the symbol of the information that would make any given below: the meeting with the bard
nation of Cormyr. adventurer happy. Even if the heroes do (the Nameless Bard) and the Ambush.
At last he stands before you. He not then buy the information, Rasta- Set the first one to occur on any evening
goggles at your group, as if trying to fan will blurt it out, hoping to cadge a few when the PCs are camping out in the
dispel any multiple images. Ess- coins in any way possible. wild. Set the second for a night after that
cuse me, he begins. I wonner if you The important news is this: Last when the characters pass through
would be so kine as to help an envoy year, King Azouns youngest daughter, Tilvers Gap, Shadow Gap, or the Stone-
of Good King Azooon of Comeer, er, Alusair Nacacia, ran off. Suspicion ran lands en route to Tilverton.
Cormyr. He wobbles and waits for a high that Gharri of Gond, a cleric from
reply. Tilverton, was involved, and indeed this
was the main reason that the king sent Encounter 2
The man is Rastafan Dimetar, a cour- forces to Tilverton and then stationed This encounter passes on further infor-
tier in the court of King Azoun IV of Cor- them there semipermanently. mation to the players, and sets up the
myr. Rastafan has two problems. The This news has been on the grapevine, interest of Elminster in the player char-
first is obvioushe cannot hold his liq- passed along in bards tales and adven- acters.

7
10; hp 59; #AT 1; Dmg 1-8 (long sword); Battledale, and near Haptooth Hill.
The fire, built of dry and fallen wood, ring of teleportation; AL CG; THAC0 4. * The Iron Throne, a merchant com-
crackles merrily as your party begins pany that may have been supplied
The bard will not give his name.
preparation for dinner. The sky is by the Zhentarim, closed off the
(What do names matter, when men
overcast and the land turns gray and Shadow Gap for a short time, level-
take the names that please them? he
dark earlier than normal. You post ing the inn that was at the Gaps
will say, or My name is unimportant; it
watches to ward against monsters. crest. A band of noble adventurers
is my tales that matter.) He brings salt-
defeated the creature who held the
ed rabbit meat for the stewpot and infor-
inn, a kalmari, and since then a
Give the players a chance to detail mation from throughout the Realms.
new inn has been erected on the
who is on the lookout for evil creatures, The information is the important part,
spot. The new inn is called The
and where they are. Ask one individual since this provides more news on the
Gulp & Swallow.
on watch to roll for surprise. If the char- Realms and provides a basis for further
* The kalmari? Its an evil creature
acter is not surprised, read the follow- adventuring. Here, in summary form,
created by a hell-witch from
ing: are the tales the bard tells:
Westgate, now dead, though her
* The daughter of King Azoun IV of creatures live on. It is a huge black
You see him before he sees you, a tall Cormyr is still missing. She has cloud with a gaping mouth, and is
lone figure with a backpack and a been said to have been spotted in often cloaked in stolen human
staff. He carries a sword at his side Westgate, sailing with a group of flesh, looking normal until it
and a yarting (an eight-stringed gui- brigands from the Pirate Isles, and chooses to destroy others. The Red
tar) across his back. As you watch, he it is thought that she has returned Wizards of Thay, the Zhentarim,
looks toward your position, shielding to Tilverton. Rumor states that she and the Iron Throne all were said to
his eyes in the dying light of the day. ran off with the High Cleric of Gond have these hell-creatures at their
Finally he cups his hands to his Wondermaker, a priest named disposal.
mouth and shouts, Hello, the camp! Gharri. The princess, Alusair Naca- * There has been another shake-out
Be you interested in a guest for your cia, is the youngest and most among the Red Wizards of Thay,
evening meal? strong-willed child of the king, and following another unsucessful
has been missing for more than a attack on the Witches of Rasha-
year. It is said that a great reward is mon. A number of powerful refu-
If the player characters do not reply, or
offered by the king. gees are setting up power bases
reply hostilely, he will move on. If invited
* Speaking of his majesty, the Purple outside of Thay.
to join the camp, he will do so.
Dragon of Cormyr will be arriving in * The Zhentarim is gathering its
If the chosen character fails his sur-
Tilverton in the near future. The forces again. The Zhentarim is a
prise roll, read the following:
official word is that he will be meet- group of mages, clerics, thieves,
ing with town leaders about the and fighters who are based in
The sky darkens and the last rays of occupation of the city by Cormyrian Zhentil Keep and a few other out-
the sun disappear, leaving the land- troops, and offering the town the posts, but who seek to dominate
scape a rippling set of grays and chance to join the nation of Cormyr the northern lands from Waterdeep
shadows. You strain your eyes to dis- proper. Scuttlebutt in the courts of to Moonsea. Already Teshwave is a
cern movement near the camp. Any Cormyr says, though, that his maj- ruined heap thanks to these arm-
creature could creep up on your party esty is more interested in recover- ies, and Yulash, nearly destroyed
through these shadows. ing his errant daughter. by a Flight of Dragons a few years
All is quiet; then a deep, melodious * Tilverton is ruled by a council of ago, is now the site of a war
voice to your right says, Looking for burghers, but the real power was between Zhentil Keep forces and
something in particular, or are you held, until recently, by the Lord of those of Hillsfar, the latter led by
just browsing? Tilverton, the cleric Gharri of Gond. their crack Red Plumes troops.
He has disappeared as well, and * Many strong peoples oppose the
The speaker is the bard mentioned may have run off with the princess, Zhentarim. One is a rumored band
from the previous description. He took or gone into hiding after the arrival of rangers, druids, and others, who
advantage of the watcher being off his of the Cormyrians. are called the Harpers. They have
mark by closing and inviting himself in. * Dragons are becoming more active been secretive until recently, when
He looks nonthreatening (his sword is in the lands surrounding the Inner they have been more active in the
still in his sheath), but if attacked he will Sea. A great wyrm threatened the politics of the Dalelands.
teleport away (using his ring). If threat- city of Suzail and was later shot * A huge monster has erupted out of
ened, he will shrug his shoulders and down over Westgate, destroying the ruins of Yulash, apparently
wander off. most of the town in the process. some abomination that had been
More dragons have been spotted trapped there since before the city
The Nameless Bard (19th level bard): around the Vale of Lost Voices, in itself was erected. It is said that the
AC 4 (bracers of defense); MV 12; HD

8
monster, a huge heap of vegeta- leave peaceably. If attacked, he will use ton, and is geared toward overwhelm-
tion, was an incarnation of the dead his ring of teleportation to transport him- ingly capturing the player characters so
god Moander. It headed south out self to safety (either far from the party, or they awaken in Chapter 2 with the
of that city into the Elven Woods, to Shadowdale if need be). His gear is brands placed on them.
leaving a huge swath of destruction protected by a magic mouth spell, which The basic contingent of the ambush-
behind it. The beast is rumored to will give an alarm should anyone try to ing force consists of these adversaries:
have been destroyed, or gated to steal from him. 9 thieves of the Fire Knives guild,
another part of the Realms. All of the bards information is each 9th level.
* North of Moonsea, the city of Phlan strained through his particular sources, 12 dark elf mercenaries hired by Dra-
is regaining its lost power. A group of in addition to his own censoring. It is true candos.
powerful adventurers, conquering as far as he knows, and as far as he sees 2 clerics of Moander, each 4th level.
many great monsters, discovered fit to reveal. The Harpers, for example, 2 magic-users of the Zhentarim,
the legendary Pool of Radiance and are indeed a group of rangers, druids, each 1st level.
defeated its guardian, the creature and others. The others he does not The DM may strengthen the opposi-
known as Tyranthraxus. mention are bards, and this Nameless tion if the player characters are particu-
Bard is one of them. He is wandering the larly powerful or have abilities that
The bard will gladly pass on any or all
countryside gathering information, would defy normal ambushing.
of this information, as well as anything
which he will turn over to his ally Elmin- The Fire Knives have been provided
the DM wishes to add for his own cam-
ster. If the heroes are open about them- with invisibility by the Zhentarim mages
paign. He will in turn listen to what the
selves (as they ought to be), the sage and silence, 15 radius by the Moander
player characters have to say (if any-
will know a great deal about them when clerics. They carry swords tipped with
thing), and add that to his tales. If asked
they encounter him later. drow paralysis poison (effects described
to stay the night, he will offer to stand a
watch. No matter what, when dawn below). If they attack by surprise, they
breaks the next morning, he will be gone. Encounter 3 have a chance of immediately knocking
If the bard is threatened, he will try to This encounter takes place near Tilver- out each member of the PC party on the

9
first round, according to the level of the 1-6 (mace); AL CE; THAC0 18. the better of the attacking force, the
defender: ambushers will fight to the death (they
Zhentarim mages: The Black Network
Defender Level Chance of KO apparently cheated its allies; it promised fear their own masters more than they
magic-users but delivered two puny nov- do the player characters). If apprehend-
0-1 95%
2-3 90% ices. Each one packs a scroll, however, ed and questioned magically, they will
80% that he can read from, with the following only confess to receiving orders from
4-5
6-7 70% powerful spells, which each may use at their masters to meet with the others,
his discretion: stinking cloud, light, ambush the characters, and deliver
8-9 55%
10-11 40% detect invisible, haste, protection from them to Tilverton. This may set the char-
12-13 30% normal missiles (to be cast before the acters on the road toward discovering
14-15 20% battle), polymorph other, and time stop these hidden masters without being
16-17 saddled with the Curse of the Azure
5% (a last resort).
18+ 0% The chance of any of these spells fail- Bondsif, for some reason, the DM
ing is as normal, with the following advi- would prefer playing through the events
There is no saving throw against this of the module without using the brands
sory: if it is necessary for the plot to
immediate knockout. It is used here as and the compulsions.
an idealized perfect case, with the continue, the spell should succeed (the
player characters may still attempt sav- If the player characters kill the attack-
intention that the player characters will ing force or cause them to run off, the
ing throws).
be captured, not killed. The above rule DM should try again with a stronger
of thumb is not recommended for every- Zhentarim mages (1st level, 2): AC 10; force (adding giants with nets, perhaps
day adventuring. MV 12; HD 1; hp 4 each; #AT 1; Dmg 1- a gorgon, or other powerful creatures,
If the thieves fail to knock out the 4 (dagger) + drow poison; AL LE; but not any of the named individuals
heroes in their first attack, or are detect- THAC0 20. from the other parts of this module).
ed, they will fight normally. The ambushers plan is to attack the The magic-users scrolls will not sur-
Fire Knives thieves (9th level, 9): AC party when camping, preferably in some vive the battle, either because they are
7; MV 12; HD 9; hp 36 each; #AT 1; deserted area. used up or destroyed when their owners
Dmg 1-8 + paralysis poison; AL LE; The thieves, rendered invisible and die. The drow venom will lose its effect
THAC0 16. silent, go in first, while the drow break 24 hours after the battle.
up into two contingents bracketing the Should one or two characters escape
Drow Elf mercenaries: These 6th level the trap and seek to follow their friends,
party. There will be a cleric and a mage
fighters will remain in the background, Tyranthraxus will discover their activi-
with each side. The thieves will try to
choosing to use their hand-held cross- ties and dispatch a small force (four
bows in a fight. The quarrels are tipped take out as many characters as possible
using surprise, including any characters thieves, one cleric, one mage) to deal
with the paralysis venom developed by with them. Heroes who join the adven-
standing watch. The watch may roll for
the drow, the same venom used to coat ture at a later point to locate their miss-
the blades of the assassins. In normal surprise only to detect the drow and
their clerics and magic-users. Unless ing comrades will find no trace of them
combat the venom forces the target to (magically or otherwise) until they reap-
save versus poison at -3 or fall asleep they have magical abilities to detect the
invisible and silent thieves, they will not pear in Tilverton, branded.
for 10-60 rounds (at least for the dura- Finally, a word about what goes on
tion of the battle). detect them until the thieves attack.
Upon attacking, the thieves will behind the scenes for two weeks after a
Drow Elf mercenaries (6th level fight- become visible, but their silenced condi- successful ambush and capture. The
ers, 12): AC 3; MV 12; HD 6; hp 45 tion 15 around them will spoil spells that survivors among the ambushers deliver
each; #AT 3/2 or 2; Dmg 1-6 (short require a verbal component if a PC tries the heroes to the depths of Tilverton, to
sword) or 1-4 (crossbow) + poison in to cast one within that area. a vault protected by the spells of Tyran-
either case; AL CE; THAC0 16. The thieves priority is the watch, and thraxus, where the Azure Bonds are
sleeping characters who look powerful placed on them. The various surviving
Clerics of Moander: These two low- members of the ambushers are suppos-
level clerics were brought along to help (old mages, strong fighters, etc.). The
drow mercenaries priority is mages, edly dispatched to far locations to avoid
with the silence spells and healing (if any connection with the incident. (In
necessary) after the event. In addition to any members of the watch who have
avoided the initial assault, and any char- reality, each faction of the New Alliance
silence 15 radius, they each have two sends its survivors into combat against
hold person spells to be used if a group acters who are seeking to escape. The
Zhentarim mages priorities are would- the others, in order to make sure that
of individuals tries to break out. One car- there are no leaks in their plans this
ries a scroll inscribed with an unholy be escapees, and those who may be
invisible. The clerics of Moander are to time. The result should be the eventual
word, to be used as a last emergency elimination of all the other parties in the
measure. round up escapees as well, and to bring
on the heavy artillery if needed (if it looks ambush.)
Clerics of Moander (4th level, 2): AC like even one PC is going to escape).
2; MV 6; HD 4; hp 24 each; #AT 1; Dmg If the player characters somehow get

10
By normal or DM-inspired means, the also be aware that not everything a play-
heroes have been captured and brand- Then nothing, a deep void of black- er may have learned from the novel or
ed with the Azure Bonds of the New Alli- ness, until your awakening. the computer game will be true in the
ance. They awaken to discover their Your gear has been packed neatly context of this module.
plight and quickly become involved with beside your bed. You reach for it, All of the characters gear is present,
the Fire Knives, the King of Cormyr, and then stopas you notice that your with the following exceptions, if they
an unfortunate noble named Giogi entire right arm has been covered by apply:
Wyvernspur. an ornate, gleaming tattoo, marked * Magical scrolls containing spells of
with strange and arcane symbols! level seven or higher have been
Encounter 1 claimed by Dracandros of Thay,
Read the following passage to the play- See the earlier section The Azure and will be found with him at his
ers: Bonds (in the Introduction) for the tower at Haptooth Hill. Dracandros
appearances and effects of the sym- may use these scrolls against the
You awaken to the sound of two dogs bols. All those who were successfully heroes at a later date.
barking and the evening hubbub of ambushed will awaken to find them- * Devices or scrolls which raise the
wagons and carriages passing by selves in this statebranded by the dead or wield esoteric healing abili-
your window. You are resting on a New Alliance for mysterious purposes. ties have been claimed by the
simple straw tick covered with gray- Some players may have read the nov- Moanderites and/or the Zhentarim,
ing sheets. You look around to find el Azure Bonds and/or played the and will be found at their locations.
your companions similarly laid out, computer-game version of this adven- * Rings and other devices which
and just now awakening. You remem- ture. They should feel free to share allow wishes have been grabbed in
ber an attack, dark elves and figures whatever they know, considering it as the name of Tyranathraxus, and
leaping out the shadows and appear- knowledge gleaned from other sources will be found among the treasure in
ing magically among your midsts. (such as the Nameless Bard from Chap- his lair in Myth Drannor, protected
ter 1). They (and you, the DM) should from magical detection.

11
* Devices which contact or summon Those looking out the windows to the We found these people left for
creatures from other planes, east will see the imposing edifice of the dead alongside the road,
including items of elemental sum- Temple of Gond Wondermaker to the ambushed by brigands. We healed
moning, efreet bottles, and djinn north of the inn. It is appoaching midday, them as best we could, then
rings, have been claimed by the and the sounds of commerce, street brought them here.
Survivors of Moander, who intend traffic, and general commotion reach up * Thungor was still unconvinced, but
to use them to pierce through the to the PCs ears. If the player characters a bag of gold quieted him at the
veil that separates the Realms from are familiar with Tilverton, they will rec- time.
Moanders home. ognize where they are immediately. * Since then, the adventurers had
* All artifacts become the posses- Also, any individual looking out the win- been out like a light.
sions of Tyranthraxus, by virtue of dow will catch sight of a splendid car- * Hes never seen the red-hoods
his being the most powerful mem- riage r o u n d i n g t h e f a r c o r n e r , before or since.
ber of the New Alliance. Alternately, emblazoned with the Purple Dragon of * The date is a month after the char-
the Mad Red Wizard Dracandros Cormyr. acters ambush by the New Alli-
may have claimed these and The stairs from the loft lead down to ance.
already shipped them to an agent the second floor, where there are indi- * The characters had the blue doo-
in Thay, to use as a bargaining tool vidual suites, and finally to the common dads (his word) on their arms when
for his return. The DM may use this room of The Windlords Rest. It is here they arrived.
alternative if he wishes to continue that the characters will meet Thungor * Their packs have not been dis-
adventures beyond the bounds of Triblane, the gnome who owns the inn. If turbed, and nothing has been tak-
this module. The sourcebook the characters make undue noise (like en from them while the characters
Dreams of the Red Wizards by shouts of pain from trying to remove the have been here at The Windlords
Steve Perrin will be helpful for gain- bonds), Triblane will come to them. Rest. (This last is a half-truth;
ing further information on Thay. Thungar took nothing, but did
Thungor Triblane, gnome (former 3rd
* Scrolls which protect from posses- level illusionist): AC 10; MV 12; HD 3; check out their possessions and in
sion have been destroyed (perhaps hp 10; #AT 1; Dmg 1-4 (100 gold pieces particular their gold).
the player characters will find their in a sock, wielded as a blackjack); SA * Thungor swears all of the above is
remains in a fireplace at the true, Cross my heart and may
spell use; SZ S; AL LN; THAC0 20.
Thieves Guild). Gond turn me blue.
* Potions of human control and more Thungor is a bit daunted by people
taller than he, but is basically honest Thungor wants to know if the charac-
powerful magical rods, such as the
and stalwart. He will react positively if ters are involved with the visit of the King
rods of rulership or beguiling, may
of Cormyr. It seems that Azoun himself
be in the hands of one of the more treated well by the characters, but like a
wise old dutch uncle if the characters has arrived in town. Officially he is here
powerful enemies or, at the DMs
are upset or angry (as well they should to work out a defense treaty with Tilver-
option, may have been traded to
ton, but wagging tongues say that his
some other force in return for be, having been ambushed, kidnapped,
robbed, and branded). Thungor will flee wayward daughter, Alusair Nacacia,
favors, information, or supplies,
if attacked, shouting for the guard, as was spotted in the area a few months
putting the heroes on another mis-
his many loyal patrons rush to his back, and he and his pet wizard Vanger-
sion following this one to locate the
dahast are here looking for her. Rumor
lost items. defense.
Heres what Thungor knows: has it that the princess and the priest of
All other enchanted items remain with the biggest temple in town had mutual
the heroes, including magical weapons * Three days ago a gentleman in a interests (Thungors words) and ran off
and armor, nonthreatening rings, red cloak, his face hidden by a together. Neither has been seen for a
scrolls, and potions. The New Alliance deep hood, came to Thungors inn, year. The king is staying at the mansion
wants the heroes to be as strong as pos- The Windlords Rest, to rent the loft of the Gunderstone family not far away.
sible for the sake of completing their room for a week. He paid in As for the characters brands,
missions, and takes only those items advance. Thungor breezily suggests that the
that it deems to be highly useful or dan- * Two days ago, a larger party of red- characters get them cured at the Temple
gerous. hooded men came in, carrying the of Gond, as if they were no more than a
The PCs room is the upper loft of The bodies and equipment of the party. simple cold or a case of lycanthropy. If
Windlords Rest, an inn of good quality They carried them up to the loft and the heroes have already caught on to
in Tilverton. The Windlords Rest is a laid things out as they were when the painful consequences of trying to
three-story inn near the heart of town, the characters awoke. remove the markings themselves,
across from the Temple of Gond. The * The bodies did not look particularly Thungor will recommend the services of
topmost floor was converted from an well off, and Thungor asked the a friend of hisFilani of Tantras, who
attic to one main room, with gabled win- hooded men where the adventur- has taken residence in the city as a
dows providing light and an excellent ers came from. We are a quiet, sage, after fleeing legal problems in her
view of the city. holy order, said the lead red-hood. home city. (Filani is a friend of

12
TILVERTON
1 Windlord's Rest
2 Gindarstone Mansion
3 Filani the Sage
4 Temple of Gond
5 Tilver's Palace (Abandoned ruins)
6 Cormyr Stairs
7 Market Stairs
8 Tilver Stairs
9 Upper City Gate
10 Market
Thungorthey used to adventure lowing that. Individuals will be given a return to Filani any number of times, but
togetherand Thungor has already choice of surrendering and retreating or she will only provide the information she
passed on to Filani drawings of the sym- being arrested for disturbing the peace. has on hand, and only at the price
bols on the PCs arms and a reckoning demanded.
Cormyrian Guards (3rd level fighters):
of the amount of gold the heroes are car- Filanis information is as follows:
AC 2; MV 6; HD 3; hp 18 each; #AT 1;
rying.) * The first symbol, closest to each
Dmg 1-8; AL LG; THAC0 18.
characters wrist, is a dagger
Encounter 2 If the heroes do make an appoint- wrapped in flamethe emblem of
ment, one will be set up for two days the Fire Knives, an old thieves
Encounters 2, 3, and 4 may occur in hencebut it will not be kept (see guild that was based in Cormyr. It
any order, and do not necessarily need Encounter 5). ran afoul of the king and his sup-
to occur at all. How the adventure pro- If the heroes stake out the building, porters, and as such was for the
ceeds at this point depends on whether after about an hour two men leave by the most part destroyed. Survivors
the characters decide to approach the back door and climb quickly into the cab escaped to Westgate and to Tilver-
king immediately (Encounter 2), to seek of the royal carriage. One is a paunchy ton, where they set up guilds in
out the sage (Encounter 3), or to go to wizard dressed in robes, the other a exile, working with the local
the Temple of Gond Wondermaker thin, foppish dandy who is sweating pro- thieves. The Westgate branch is
(Encounter 4). fusely even in the cool air. They are said to have been recently
If the characters try to meet the king, Vangerdahast and Giogi Wyvernspur. destroyed as well in a battle with
they will be directed to the mansion of The former is the court wizard, the latter a adventurers. The Tilverton branch
the Gunderstone family. This relatively gadabout from Cormyr whose only nota- has been seeking to control the
prestigious burgher clan has vacated its ble talent (in the context of this adven- local criminal scene for years. The
home temporarily so that the accommo- ture) is his ability to mimic the kings Fire Knives hatred of King Azoun
dations can be used by the king and his voice. The carriage will go from here remains unabated, and this is one
court. directly to the scene of Encounter 5. reason why everyone is so security-
The mansion has three entrances: the minded in the city these days.
main one, a back entrance, and a ser- Encounter 3 * The second symbol is that of the
vants entrance. The carriage marked cult of a dead god, Moander, also
with trappings and pennants of the King The sage Filani, recommended by the called The Jawed God. True wor-
of Cormyr is parked by the back innkeeper Thungor, lives in a modest ship of the deity died out over a
entrance. three-story home across from the Tem- thousand years ago, when elven
Each of the entrances is watched over ple of Gond Wondermaker. mages broke its temples and
by three Comryrian guardsmen, armed Filani of Tantras (9th level magic-user, imprisoned the god. Since then,
with long swords and carrying dragon- sage specializing in Politics and Histo- various crackpot groups have
headed whistles on thongs around their ry): AC 9; MV 12; HD 9; hp 36; #AT 1; sought to revive the worship,
necks. They are to forbid all entry into Dmg 1-4 (dagger); SA & SD spell use; always in an evil fashion. A tale
the mansion to those without official AL N; THAC0 19. recently come from the North says
business with the king. that an ancient temple was found
Unfortunately, the guards do not have Filani is a beautiful woman with dark beneath Yulash, and that a great
their stories coordinated. The ones at hair bound up in white ribbons. Thungor monster was found there. The
the front door say that the king is out has warned her already about the char- beast escaped, wreaking great
sightseeing in the city. The ones at the acters, so she is ready to receive them havoc among both the Zhentil Keep
servants door say he is within, but without any difficulty. and Hillsfar forces.
meeting with church officials. The three Filani is a businesswoman, and in * Speaking of Zhentil Keep, the third
guards at the back door by the carriage exchange for information and aid, she symbol is the secret sign of the
state that the king is within, but resting, will set a price in advance. She knows Zhentarim, a fell and powerful orga-
and not to be disturbed. The guards are from Thungor how much money the nization that operates throughout
officious, polite, and abrupt in their player characters are carrying, and her the North but whose base of power
answers. They will gladly take any mes- price is 90 percent of that amount. She is in Zhentil Keep. A coalition of
sages or pleas for the king, which they will not settle for less. powerful mages and clerics of
will direct through His Majestys person- Further, she will not cast spells Bane, the god of tyranny, the Zhen-
al secretary. (Casting spells on unknown runes is as tarim is ruled by Lord Manshoon, a
If the characters make any trouble, smart as shoving your face into a great wizard, and his assistant, the
attack the guards, or try to force their dragons throat, she says coyly), direct- evil high priest Fzoul Chembryl.
way through, the guards will sound their ing the characters toward the Temple of * The fourth symbol requires some
dragon-headed whistles. Ten reinforce- Gond if they are seeking that sort of aid. further research, for its precise sig-
ments of the guard will appear in 2 If endangered, Filani will dimension nificance is unknown. Its style, with
rounds, and twenty more in 2 rounds fol- door to her own loft and summon the angular jags and a flaming motif,
guard from there. The heroes may

14
suggests the emblem of the Red rooms, libraries, and areas for spell own if the other characters do not
Wizards of Thay. Their empire lies research. restrain their friend. If Castar is slain, a
at the far end of the Sea of Fallen Gond is the god of blacksmiths, artifi- cry goes up for the watch, and the player
Stars, though they have agents cers, crafts, and construction, and his characters are treated as if they had
roaming throughout the land. They temple shows it. The walls are littered attacked the king (see Encounter 5
dream of eventual conquest, but with clocks and other devices, contin- below). If the affected PC is restrained,
are continually wracked by internal ually in operation. The floor reverber- the urge to slay Castar will pass in a few
conflict. Because of this infighting, ates from the effect of some rounds, and everyone involved will cor-
while the Red Wizards are poten- subterranean activity, and the ring of a rectly assume that the brands, and not
tially more powerful than the forces smithys hammer can be heard in the the character himself, caused the hos-
of Zhentil Keep, they are presently distance. The clerics of this faith carry tile action. If they make proper apolo-
less effective. hammers instead of the typical maces. gies (and promise never to return) the
* The fifth and last symbol seems to The former high priest of the temple heroes will be let out of the temple with-
have something in common with was Gharri of Gond, the man who disap- out further incident.
that of Moander. The Jawed God peared (along with the kings daughter) As they leave, they will see a large
has been long dead, but recently over a year ago. His subaltern, Burlan of crowd gathering on the front steps of the
news of him has surfaced. So it is Gond, now runs the temple until a new temple. A white carpet is being rolled
with the representative of this sym- high priest is appointed. While Burlan is from the entrance to the curb; obviously,
bol, which depicts the elvish rune fairly powerful (12th level), he lacks both the clerics are making final preparations
for a name surrounded by flames. the diplomacy and temporal power that for the kings visit.
The name is that of the evil made Gharri the controlling force that
Tyranthraxusa monster thought he once was. Encounter 5
to have been defeated by adventur- There is much rush and bother about
ers. However, his name is being the hall, for the King of Cormyr and his This encounter takes place after the
whispered in certain dark places court wizard will be visiting fairly shortly, heroes have visited the temple, or have
once again. and all must be put into readiness. followed the coach from the mansion to
Burlan sees this as a chance to offset the temple, or have visited the sages
Players whose characters have bat- house and decided to merely leave
the rumors that Gharri ran off with Prin-
tled Tyranthraxus previously should be town. Read the following to the players:
turning ashen at about this point. cess Alusair Nacacia, and has little time
for other problems.
Indeed, if these heroes did fight Tyran- A large throng has gathered about
The heroes will be greeted by a lesser
thraxus, this is the true reason that they the stairs to the Temple of Gond. The
priest and asked their business. The
were chosen for this noble experiment. twenty-three priests of the temple,
priest, Castar, will see little problem in
(If the heroes and Tyranthraxus are dressed in their finery, bracket the
trying to remove the runes and will usher
strangers, then it was mere chance stairs up the temple. Burlan, the cur-
the heroes into a small room adjoining
the PCs misfortunethat put them in rent acting high priest, is at the top. A
the main temple.
their present situation.) white carpet runs from the curb to the
Castar will measure the runes, mak-
Filani has no other information at temples mouth. The loyal and the
ing notes for the temples library. He will
hand, but points out that there is a curious have gathered to meet the
ask the going rate for a casting of dispel
renowned sage to be found on the road King of Cormyr.
magic (500 goldhe reads it from a
to Zhentil Keep and Yulash: Elminster The royal carriage approaches,
scroll). He will ask for one of the heroes
the Wise, of Shadowdale. Elminster pulled by four white stallions. Pen-
to volunteer.
rarely sees visitors, but she will provide nants bearing the symbol of the Pur-
When the magic hits them, the brands
a letter of introduction if the PCs want ple Dragon fly in the wind. A patrol of
will force their owner to react as
one. ten horsemen precede the carriage,
described in the earlier section The
If the heroes want to try to have their and ten other guards follow it.
Azure Bonds: by attacking the person
brands removed, she recommends the
casting the spell. The hero will seek to
Temple of Gond across the street.
attack physically, throttling the cleric Let the player characters determine
with his bare hands if need be, until the where they are in the area. With the
Encounter 4 fit passes. The other player characters throng of people, it will be impossible to
The Temple of Gond is an imposing should try to restrain the hero who is move very far or very fast (3 per turn for
structure which dominates the Upper attacking. nowbut this will change when all heck
City of Tilverton. It is five stories high Castar of Gond (3rd level cleric): AC 5; breaks loose).
and very broad, such that it sits like a MV 12; HD 3; hp 24; #AT 1; Dmg 2-5 The carriage pulls up, its interior dark
brooding dragon overlooking the city. (hammer); AL N; THAC0 20. and its blinds pulled. The door opens
The bulk of the interior is devoted to the and the court wizard Vangerdahast
main chapel, but small corridors line the Castar will try to flee if attacked, and
climbs out. The door swings shut behind
perimeter, leading to small meeting other clerics will gather to protect their him. A hand, bearing a ring with the pur-

15
ple dragon on it, appears from behind Knives brand, Giogis speech will pro- will still be facing 20 armed guards who
the curtain, resting on the bottom of the ceed normally. Vangerdahast will decide will want to arrest them for attacking
window of the carriage door. to cast detect magic on the crowd (in the their ruler.
Greetings, people of Tilverton, and vicinity of at least one of the PCs) to see
Cormyrian Guards (3rd level fighters):
most worthy clerics of Gond Wonderma- if he can discern a threat to the king.
AC 2; MV 3 (due to crowds); HD 3; hp
ker, Smithy, and Artificer, says the The brands on the character(s) in the
18 each; #AT 1; Dmg 1-8; AL LG; THAC0
mage. I am Vangerdahast, personal area of effect of the spell will react as
18.
wizard to our Royal Majesty King Azoun, described in The Azure Bonds sec-
the Purple Dragon of Cormyr. My lord is tion, giving off bright blue light and caus- The guards will seek to bring the char-
tired from his long journey, and must ing great pain to the affected PC(s). At acters to zero hit points, but not to slay
decline Priest Burlans invitation to tour the DMs discretion, the casting might them (so that they can be questioned lat-
the temple today, but His Majesty does also trigger an attack against Vangerda- er). They will call for the assailants to
wish to address the crowd briefly. Your hast (assuming that he would be instant- surrender. Thus, the heroes have three
Majesty . . . Vangerdahast motions to ly identified as the caster of the spell). options: fight, try to run, or give up.
the carriage and steps back. Regardless of exactly what happens, If the heroes fight and defeat both
What is occuring here is a sham for these events should throw the area into waves of Cormyrian militia, they will
the masses. The true king is in Tilverton, turmoil and get the PCs into trouble, just have a 1 in 6 chance of encountering 20
but in disguise, while a young lord as if they had mounted an immediate more militiamen each turn until they
named Giogi Wyvernspur has been per- attack against the king. leave the city. After they defeat the first
suaded to masquerade as the monarch, If one or more of the PCs draws a group, a shady individual will beckon to
imitating the kings voice. Vangerdahast weapon or tries to cast a spell, the act them from an alley. Buddy, he will
hopes that any assassins from the Fire will cause an immediate panic. The hiss, over here to escape the law.
Knives will attack the false king and crowd will bolt as soon as it becomes If the heroes fight and are defeated, or
reveal themselves in that fashion. He is clear there is danger afoot. This scram- if they surrender, they will be taken to
unaware of the New Alliance and the bling turmoil will ruin any spell-casting the Burghers Court and thrown into the
Azure Bonds, though he does know that begun in the first round thereafter, both dungeon, in a common cell. Weapons
Giogi was almost slain several months for the characters and for Vangerda- will be confiscated, and mages will be
ago by the woman Alias, who was hast. The royal carriage is of solid con- shackled. Toward evening, a stone
branded in a similar fashion. struction, but the doors can be easily block will move from the wall and a
Giogis speech goes something like ripped from the hinges, allowing quick shady individual (the same one men-
this: Dear, dear people of Tilverton, access. As the characters attack, they tioned above) will pop out, hissing,
brave souls who dare to challenge the will hear Giogi Wyvernspur within This way to escape the law.
uncivilized wastes beyond the Stone- shoutingin his natural voiceOh, If the heroes run (probably their wisest
lands, who rise above adversity to no! Not again! move), they will succeed in escaping
accept the aid and protection of your Vangerdahasts first duty is to save and will then encounter the same shady
southern neighbor, I bring you greetings Giogi/Azoun. He will fight his way to individual as they make their way out of
from myself and my family. I wish to Giogis side, grab him, and then dimen- town. In this case (and the first case), the
thank in particular the kind and gracious sion door to a spot 100 feet west and 200 shady individual will beckon for them to
priests of Gond Wondermaker, whose feet in the air. With Giogi hanging onto follow him down an open grating at the
gifts and salutations have been greatly him for dear life, Vangerdahast will fol- edge of a building. From there the group
appreciated, and I hope to tour your low that with feather fall to bring the passes into the sewers.
temple in the very near future. impostor down to safety. When Giogi is Cutthroat McGill (5th level thief): AC
Giogi (imitating the king in a slightly safe (for the moment, anyway), Vanger- 6; MV 9; HD 5; hp 17; #AT 1; Dmg 1-6;
nasal voice) will continue on in this vein, dahast will return to the fray but stay in AL N; THAC0 19.
saying practically nothing of substance, the background, letting the Cormyr
but saying it in very proper style, for as guards handle the brunt of the fight. Once in the sewers (regardless of the
long as he can. The 20 guardsmen accompanying the situation that got them there), the shady
The player characters, however, have king will dismount and attack as soon individual turns to them and says, Par-
been branded with the compulsion to as the characters make their moves don for the intrusion, but the name is
attack the source of the sound when (there is nothing subtle about a charging Cutthroat McGill. I wuz told to bring you
they hear the kings voice. Each of the fighter with an axe heading for the royal to my bosss place. Were the Thieves
PCs must make an immediate saving carriage). They will sound the alert, so Guild around here. The real one, not
throw versus spells at -6. Failure to that in 6 rounds, another 20 guards will those scuzzy Fire Knives. With that he
save means that the characters will arrive, along with Vangerdahast, if he points at the symbol on the characters
draw their weapons and try to slay the got Giogi away safely. arms.
supposed King of Cormyr. As soon as Giogi disappears from the
If all of the characters make their sav- immediate vicinity, the compulsion will
ing throws against the effect of the Fire leave the affected charactersbut they

16
Cutthroat McGill leads the heroes down After they have become settled, the
a short, straight stretch of sewer tunnel, huge man on the far dais begins to used to be the home of my respected
having no branches to the left or right. speak. father. He waves at another serving
Eventually they come to a large steel girl carrying a scroll on yet another
door blocking their path. McGill knocks Good evening, gentle adventurers, pillow.
on the door three times, and the door says the large man on the dais. My What say you, noble adventur-
slowly rises. name is Artur Grossman. My thieves ers? True, I make no bones about
This passage leads to the under- call me Guildmaster to my face and being thieves, chiselers, and petty
ground headquarters of the Tilverton the Fat Man behind my back. I am the grifters, but ours is a proud organiza-
Thieves Guild, also known as the Master of the Rogues of Tilverton. I tion with small goals and strong civic
Rogues of Tilverton. The door is raised have brought you here because we pride. We do not wish to see Azoun or
and lowered by two ogres from the quar- have a matter of common interest. his daughter or particularly Tilverton
ters in room 1. The player characters are He points at one of you with a hurt. Will you help us against a
ushered into the room marked G. Read pudgy, ring-laden hand. You have greater evil?
the following to the players: been marked with the symbols of an
evil alliance, one of which is very
The heroes may barter with Guild-
Cutthroat McGill leads you into a unpleasant to our group. Many years
master Grossman for what he has. He
large, richly decorated room, the back, the Fire Knives of Cormyr had
can offer up to 2000 gp as an added
walls dripping with expensive hang- their power broken by His Majesty
inducement, plus all that the characters
ings and the floor awash in pillows King Azoun IV. They fled to the hinter-
find within the Fire Knives hideout. He
made of exotic fabrics. Golden bowls lands. Some came here, where they
warns that the Fire Knives are of high
of oil dot the perimeter with wicks set petitioned my father, the former guild-
level and use particularly formidable
in boats of silver, providing a dim light master, for sanctuary. He granted it,
spell casters and monsters in their oper-
to the room. Along the wall you and within the year he was dead from
ations. Further, though the map of the
entered are long benches on either their poisons.
sewers is accurate, the map of the hide-
side of the door, and seated on them The Fire Knives are bullies, seek-
out is probably not, since the Fire Knives
are a group of scummy-looking ing only vengeance against the king.
have almost certainly moved some of
rogues who eye you suspiciously. They hold the kings missing daugh-
the walls around since taking over.
The only other exit from the room is to ter, Alusair Nacacia, as bait to lure
Should the heroes refuse the offer,
your left. him here and have their agents, you
Grossman will sigh and say, I am sorry.
At the far end of the room is a low people, slay him. Normally, I would
You realize that we cannot let you live,
dais upon which sits a grossly fat not care one way or tother, but
now, knowing what you know. I am very
man in regal but tattered robes. He should the king die here today, all the
sorry. He rings a small bell. There is a
motions you to enter and be seated. thieves of Tilverton will suffer. Includ-
loud clamor as a general alarm sounds
ing my group.
and the line of mercenaries behind the
We suffer if the king dies. We also
As the heroes make themselves com- characters moves in to attack.
suffer if we oppose the Fire Knives
fortable, the DM should make sure of Should the heroes accept the offer,
directly. They are small in number but
the status of their weapons. Weapons Grossman will provide the map, and
powerful in ability, and have many fell
that were lost as a result of their capture direct the woman bearing it, named Tha-
magics at their beck and call. They
by the Cormyrians are returned at this lia, to lead the party to the exit from the
have allied themselves with a group
time, carried on pillows by beautiful kitchen storage area (room 16). As they
of misfit clerics from Yulash, who still
women, and peace-bonded-tied head toward the exit on the southeast
seek to bring their dead god, Moan-
with strings to prevent easy removal wall, there is a commotion from behind
der, back to life. They talk with parts
(untying a peace-bonded weapon takes the PCs. A group of Fire Knives, preced-
of the Black Network, the Zhentarim.
1-4 rounds, or 3-6 if the character ed by a tamed rust monster, breaks in
They have struck a deal with a Red
attempting it is running at the time). through the iron door on the north wall.
Wizard named Dracandros, and they
Mages who have been shackled will The mercenaries rush toward the door-
have contacted even worse powers
have their iron bonds removed, and way. Run! shouts Grossman to the
that we know little about.
their spell books and magic materials characters, pulling himself to his feet
You have been brought to our
will be returned to them. The weapons and flinging a dagger into the midst of
headquarters for a purposeto hunt
and other items were liberated from combat, skewering an enemy. We can
down and destroy the Fire Knives,
the Cormyrians in the same fashion that hold them off here!
freeing the kings daughter so he will
the heroes were. take her and go home, leaving us Guildmaster Artur Grossman (10th
If any of the heroes are injured, serv- level thief): AC 4 (robes of defense, simi-
honest thieves to perform our daily
ing girls will bring potions of extra heal- lar to the bracers of the same name); MV
tasks. We will provide a map through
ing (up to three) to aid the wounded 6; HD 10; hp 54; #AT 1; Dmg 1-6; SA &
the sewers to their hideout, which
individuals. SD thieving abilities; AL N; THAC0 16.

17
Mercenaries of Tilverton (4th level Fire Knives (6th level thieves, 8): AC on duty at any given time will be sleep-
fighters, 10): AC 4; MV 12; HD 4; hp 24 7; MV 12; Dmg 1-8 (long sword); SA ing, playing cards (with a 51-card deck)
each; #AT 1; Dmg 1-10 (two-handed drow paralysis venom on the blades; AL or generally lazing about. If combat
broad swords) or 1-8 (long swords); AL LE; THAC0 19. breaks out in room G, they will come to
NE; THAC0 17. the scene immediately, seeking to enter
Servants (zero-level humans, 7-12 in
Tilverton Rogues through the north doorway.
number): AC 10; MV 12; hp 3 each; #AT Headquarters Ogres (6): AC 5; MV 9; HD 4+1; hp
1; Dmg 1-2 (will flee unless cornered); G. The Guildmasters Audience Hall. As 16, 17, 20, 24, 25, 30; #AT 1; Dmg 1-10;
AL N; THAC0 20. described above. Secret door behind AL CE; THAC0 15.
Thalia (4th level thief, appears the Guildmasters chair opens into Bar- The ogres have 27 gold piecestheir
dressed as servant): AC 7 (including racks #1 (room 4); reinforcements from winnings from card games with the
dexterity bonus); MV 12; HD 4; hp 23; Barracks #1 and Barracks #2 (room 6) guards in room 2.
Dmg 1-4 (concealed dagger) or by other will come through here either to join the
weapon; AL N; THAC0 20. attack against the Fire Knives or against 2. Checkpoint #1. All three doors to
the heroes, depending on whether the this room are normally locked. The
If the DM wishes, Thalia will accompa- PCs decided to accept the Guildmas- doors have small sliding panels at eye
ny the heroes into the sewers and out of ters proposal. level for the guards to check anyone
Tilverton, especially if any of the charac- seeking to enter the area.
ters has a charisma of 17 or higher 1. Ogre Quarters. This is where the Currently, the west door (into room G)
(shes a sucker for paladins). Grossman guild maintains the ogres who operate is open, the north door is locked, and the
is a nice guy, but a touch too sexist for the main door and are also used as south door is closed but unlocked. The
Thalias tastes. enforcers with particularly hard-to- room has a simple table and two chairs.
Rust Monster: AC 2; MV 18; HD 5; hp deal-with clients. There are six ogres in
all, who work as teams of two in 8-hour Guards (2nd level fighters, 2): AC 3;
25; #AT 2; Dmg nil; SA rusts; AL N; MV 6; HD 2; hp 18 each; #AT 1; Dmg 1-
THAC0 15. shifts on door duty. The four ogres not
8; AL N; THAC0 19.

18
3. Treasure Room. This room, lined attack anyone who tries to break into the 3+3; hp 21, 20; #AT 1; Dmg 2-8; AL N
with lead plates to deter treasure treasure room (room 3). THAC0 16.
hunters and magical detection, has a
Sergeants of The Guild (5th level The north door is open, but the door
stone door that requires ogre power (or
thieves, 3): AC 6; HD 5; hp 24, 26, 30; on the south wall is locked. Grossman
18 strength) to open. The room is lined #AT 1; Dmg 1-8; SA thieving abilities; AL carries a key to the door, and there is
with shelves, upon which sit 100 small N; THAC0 19. also one tucked behind the fish foun-
golden casks. The casks, collected by tain.
Artur Grossmans late father, are worth
6. Barracks #2. Similar in description
1000 gp eachwhich makes them, at to barracks #1 (room 4), this area also 11. Training Area. This area is for the
this point in time, much more valuable contains 20 thieves who will rush into training of thieves in combat and other
than their contents. barracks 4 and then into the Guildmas- arts. It is basically a bare rock floor
Fifty of the casks are empty, a sign of sprinkled with sand. One sergeant and
ters hall to aid in any fight.
how low the fortunes of the native five thieves are within, involved in a
thieves guild have sunk. Forty of the Thieves of Tilverton (2nd level, 20):
AC 7; MV 12; HD 2; hp 8 each; #AT 1; training session. They are unaware of
remaining ones contain 200 gp apiece, any combat in the other parts of the
nine of them each contain 200 platinum Dmg 1-6 (short sword) or 1-4 (thrown
complex. If the heroes break in, they will
pieces (called tricrowns in the Realms), dagger); SA thieving abilities; AL N;
THAC0 20. be challenged, and if their answer is
and the last one holds an account book
unsatisfactory, they will be attacked. If
with a running summary of all the trea-
7. Checkpoint #2. Similar in appear- the thieves are told the truth about
sure the room has contained over the
ance to checkpoint #1 (room 2), except whats going on (the PCs mission and
years. The last few pages are covered
that both the west and north doors are the invasion of the Fire Knives), they will
with writing in red ink.
be helpful, telling the individuals how to
All the casks are similar in design, locked, and the guards will not open
them to anyone without authorization. escape from the complex through the
having been crafted by artisans of the
back hallway (room 19).
Temple of Gond. Each one features a Guards (2nd level fighters, 2): AC 3;
poisoned blade along the edge of the MV 6; HD 2; hp 18 each; #AT 1; Dmg 1- Sergeant of The Guild (5th level thief):
rim, which will jut out and stab anyone AC 6; MV 6; HD 5; hp 30; #AT 1; Dmg 1-
8; AL N; THAC0 19.
who lifts the lid (save versus poison or 8; SA thieving abilities; AL N; THAC0 19.
die) unless a small stud on the left leg of 8. Barracks #3. Similar in appearance Thieves of Tilverton (2nd level, 5): AC
the cask is pressed before the lid is to the other barracks (rooms 4 and 6), 7; MV 12; HD 2; hp 8 each; #AT 1; Dmg
opened. this one has ten bunk beds as well. It is 1-6 (short sword) or 1-4 (thrown dagger);
empty, its residents either out on various SA thieving abilities; AL N; THAC0 20.
4. Barracks #1. This simple room is missions or in training in room 11.
filled with ten bunk beds each with two 12. Kitchen. This room contains long
lockers stuffed beneath. Twenty low- 9. Baths. Steps lead down from the tables for preparing food for Grossman
level thieves are housed here, ready to doorway here into a wide, white- and his men. A large fireplace domi-
reinforce any battle in the Guildmasters marbled pool. A fountain along the far nates the southwest corner.
Audience Room. There is a peephole wall shoots water in a spray across the The kitchen is occupied by four cooks
along the north wall into room G. Each of pond. The area is empty. (zero-level humans). If the adventurers
the lockers contain personal effects, are accompanied by Thalia, the cooks
and 1 in 6 will have something of worth 10. Guildmasters Quarters. This is will be properly deferential to the
(such as a gem of 100 gp value). Grossmans home, and is even more heroes. If not, the cooks will shout
Thieves of Tilverton (2nd level, 20): sumptuous and tacky than his Audience Invaders! and begin throwing
AC 7; MV 12; HD 2; hp 8 each; #AT 1; Hall. A massive divan is tucked in the far thingspots, pans, cabbage, hunks of
Dmg 1-6 (short sword) or 1-4 (thrown north corner, and a fountain of a fish meat, etc. These projectiles do no real
dagger); SA thieving abilities; AL N; dominates the western wall. damage, but the cooks hope to drive the
THAC0 20. Here also are Grossmans pets, a pair heroes out an exitany exit. The DM
of dire wolves he raised from pups. Their should play the cooks for laughs, and if it
5. Sergeants Quarters. This room is names are Fluffy and Bojangles, and he looks like they will be slain, have them
more ornate than a standard barracks treats them like puppies. (Does surrender.
room. It has a few paintings on the wall pupple-wupples want din-din? Oh,
that until recently hung in Gunderstone pupple-wupples love din-din, dont 13. Guildmasters Office. The office is
Mansion and other houses of the gentry. they?) If the heroes open either door lit by a single large glass bowl of oil sus-
Four sergeants, Grossmans right-hand leading into this room, the wolves will pended above the doorway. The walls
men, have their quarters here. One will growl, but will only attack if the heroes are done in a mural showing a view of
be found in the training area (room 11), enter the room or attack them. Tilverton similar to the one the player
while the others will be on hand here. characters had from the window of their
Dire wolves (2): AC 6; MV 18; HD
They will challenge any strangers and loft back in the Windlords Rest.

19
A massive desk and a massive chair 15. Servant Quarters. In this room are ply isnt mentioned in the book.
dominate the room. The chair is mount- ten bunk beds, used by the kitchen The volume belongs to Filani the
ed to the floor, and has three buttons cooks and the beautiful serving women Sage (her name is on the inside cover),
along one arm. The first opens the who wait on Grossman hand and foot. who has long since forgotten that she
secret door behind the desk leading to There are four off-duty serving women lost it. If it is taken out of the library
the library (room 17). The second dumps present, in various stages of dress. If the and presented to her, she will reward the
the bowl of oil down upon attackers in heroes break in, they will scream, finder with 200 gpbut if Grossman
the doorway, inflicting 1-6 points of shriek, and throw pillows. They are zero- finds out its gone, the big man will be
flame damage per round. The third level humans, nonhostile, and if threat- not at all pleased.
sends an alarm through the entire com- ened will surrender. They have no
plex, telling all to gather in the office and treasure. 18. Armory. Here is where the guild
the library to deal with invaders. keeps weapons and armor. All sorts of
The desk contains a copy of the map 16. Storage Room. This room con- swords will be found here (up to three of
showing the route through the sewers to tains barrels of flour, salted meat, and each type), as well as three suits of plate
the Fire Knives secret headquarters, as other groceries to keep the guild in stock armor and seven suits of leather armor.
well as a piece of paper with this writing during a long siege. The south wall has A broad sword +2 lies jammed behind
on it: an open doorway leading to a staircase some chests, but nothing else in the
Fire Knives that goes down into the sewers. How- room is magical.
Yulash ever, once the heroes use the stairs, the
Black Network last character in line will inadvertently 19. Hallway. The hallway south of the
Dracandos trigger a mechanism that lowers a stone armory leads to an open doorway, from
? slab from the ceiling, blocking the door- which a set of stairs descends into the
way behind them. All of the members of sewers. As with the entrance from the
These words are in Grossmans the guild except for one are aware of this storage room (room 16), the step at the
handwritingthe Guildmasters mus- mechanism, and will take steps (so to bottom of the stairs has a trip-stone,
ings on the sources of the heroes speak) to keep from activating it if they which will close the door behind the
brands. come this way. The exception is player characters after all of them have
Tucked in the lower right-hand drawer Thaliabecause Grossman, chauvinist entered the sewers.
of the desk beneath some paperwork that he is, has ordered this information
(mostly IOUs to the Temple of Gond), are to be withheld from her.
a dagger +3 and a pair of golden lion
figurines of wondrous power (see DMG, 17. Library. Grossman is particularly
page 144). The command word for the fond of his library, and would be as
figurines, known only to Grossman, is incensed if something happened to his
Leo. The word is also carved into the books as if something happened to his
underside of the desk drawer, from treasure or his wolves. The books are of
where it can be read if the drawer is two typeshistories and bad poetry.
removed and turned upside down. Grossman especially likes the bad poet-
14. The Shrine. This simple rooms ry.
doors are unlocked, and its furnishings Currently laid out on the table in the
bare and sparse; a few benches across library is a copy of Runes Made Easy
the floor and an indentation on the far by the Scribes of Candlekeep. If a char-
wall marked by the holy symbol of Mask, acter examines the book, it will take 1-10
the god of thieves and intrigue. There rounds to discern some significant fact
are a few platinum coins scattered about the brands on the heroes arms.
before the shrine. Roll separately for the time it takes to
Those leaving an offering at the find each particular fact, and reveal the
shrine will be +1 to hit against members discoveries to the players in this order:
of the Fire Knives for the next day. Those 1. Fire Knivesan outlawed thieves
who are foolish enough to take any of guild
the donations already on the floor will 2. Survivors of Moandera dead
suffer a -1 to hit for the next day against gods cult
the Fire Knives, and in addition will be 3. Dracandrosa Red Wizard of Thay
unable to use thieving skills successful- 4. Zhentarima secret society
ly during that time (a twig snaps, a piece
of loose plaster falls, or some other suit- No amount of reading will reveal any-
able minor calamity occurs to automati- thing about the fifth mark (the one
cally spoil any attempt). related to Tyranthraxus), because it sim-

20
The sewers of Tilverton are a long- Trolls: AC 4; MV 12; HD 6+6; #AT 3; Wandering monsters found in the
standing complex, begun by various Dmg 5-8/5-8/2-12; SA infravision, may sewers (including the thieves) will never
hands and expanded over the years by attack separate targets; SD regenera- have any treasure. Opponents encoun-
generations of thieves, monsters, and tion; SZ L; AL CE; THAC0 13. tered in rooms will have a 40% chance
civil servants. As with most such con- Otyugh: AC 3; MV 6; HD 7; #AT 3; of possessing a chest or coffer of some
structions, no single individual has a full Dmg 1-8/1-8/2-5; SA disease; SD never sort containing 100-300 gp. There is a
idea of what lurks beneath the surface, surprised; SZ M; AL N; THAC0 13. 20% chance that any such chest is
and weird life and societies flourish trapped with a poison needle.
there. The Fire Knives have established Gelatinous cube: AC 8; MV 6; HD 4;
checkpoints throughout the sewer and #AT 1; Dmg 2-8; SA paralyzation; SD
resistant to cold; immune to electricity, Special Encounters
maintain dominance over the region
but not even they, in all the years theyve fear, hold, paralyzation, polymorph, and Checkpoints. There are three Fire
been sequestered here, have bothered sleep-based attacks; SZ L; AL N; Knives checkpoint locations along the
or dared to investigate every nook and THAC0 15. route from the Tilverton Thieves Guild
cranny of the place. Wights: AC 5; MV 12; HD 4+3; #AT to the Fire Knives hideout. Checkpoint
The sewer tunnels themselves are 1; Dmg 1-4; SA life drain; SD silver or duty is generally an assignment given
marked in gray shading on the map. In magic weapons to hit; immune to sleep, as a form of discipline or punishment to
addition, the squares with a grid over charm, hold, cold, poison, & paralysis; those who have displeased Radatha, the
them represent areas where there is a SZ M; AL LE; THAC0 15. leader of the Fire Knives.
low ceiling in a room or passageway. The thieves manning each check-
Ghouls: AC 6; MV 9; HD 2; #AT 3; point are based in the room (2, 4, or 9)
Creatures over 4 in height suffer a -1 Dmg 1-3/1-3/1-6; SA paralyzation; SD
to hit in these areas. Lastly, some areas adjacent to the checkpoint in question.
immune to sleep and charm magics; SZ There will always be at least two mem-
are flooded up to knee height, halving all M; AL CE; THAC0 16.
movement through those regions. bers of the checkpoint garrison standing
There are some open pits within the Crocodiles: AC 5; MV 6//12; HD 3; outside the door watching for intruders.
water, and those who fall in stand a #AT 2; Dmg 2-8/1-12; SZ L; AL N; Their torches, placed in wall sconces,
chance of drowning unless they shed THAC0 16. will reveal their presence to those who
their armor. Giant crocodiles: AC 4; MV 6//12; approach, and allow the checkpoint
HD 7; #AT 2; Dmg 3-18/2-20; SZ L; AL N; guards to see clearly up to 20 away.
THAC0 13. The Fire Knives have standing orders
Random Encounters to let nonhuman denizens pass without
Random encounters may occur with the Giant crayfish: AC 4; MV 6//12; HD question; most such monsters are too
various denizens who occupy the 4+4; #AT 2; Dmg 2-12/2-12; SZ L; AL N; stupid to pose a real threat to the Fire
sewers of Tilverton. Check for a random THAC0 15. Knives, and many of them possess
encounter after every 40 to 80 of travel Black pudding: AC 6; MV 6; HD 10; great powers that could wipe out a
in the sewers (vary the distance to keep #AT 1; Dmg 3-24; SA dissolve wood; SD checkpoint if any resistance was
players guessing), or when the heroes immune to cold, lightning,& physical offered. The checkpoint guards will stop
enter one of the rooms off the sewers attacks; SZ M; AL N; THAC0 10. all human travelers, and will be espe-
that is not marked as the site of a special Fire Knives members (4th level cially wary of anyone approaching from
encounter. Random encounters will nev- thieves): AC 7; MV 12; HD 4; #AT 1; the direction of the Tilverton Thieves
er occur within 20 of a checkpoint. Dmg 1-6 (no drow venom for these Guild headquarters.
Roll on the following table to deter- guys); SA and SD thieving abilities; SZ That notwithstanding, it is possible to
mine the nature of a random encounter. M; AL LE; THAC0 20. If no alarm has bluster ones way past the guardsthey
As always, the DM may increase or been sounded in the sewers (see below have drawn their assignments because
decrease the number of monsters under Checkpoints), the Fire Knives they have offended Radatha in some
encountered to reflect the strength of will be heading toward the Tilverton small way, and they have no desire to
the party. further aggravate his displeasure.
Rogues headquarters, intending to
d10 roll Encounter attack from behind (if the opportunity Someone claiming to be on some mis-
presents itself) and slay any strangers sion on behalf of the Fire Knives, such
1 1-8 trolls
2 1 otyugh they meet up with but will not be particu- as spying on the Thieves Guild or even
3 larly watchful. The heroes may hide bringing prisoners back from the raid,
1 gelatinous cube
4 2-8 wights from them if they gain surprise, and the will be allowed to pass without causing
thieves will pass them by. If the alarm the guards to sound the alarm. (If it
5 4-16 ghouls
has been sounded by any of the check- occurs to them, the PCs could get past
6 2-8 crocodiles
7 1-3 giant crocodiles points, then the thieves will be actively all the checkpoints quietly by showing
seeking the intruders and, if encoun- their brands, claiming them to be evi-
8 1-6 giant crayfish
tered, they will not be able to be sur- dence of their connection with the Fire
9 1 black pudding
prised or avoided. Knives, and by passing off any unbrand-
10 2-20 Fire Knives members

21
ed members of the group as prisoners.) through the muck. It is the home of Hap- ring of invisibility in the pile, which was
The alarm is a large brass gong fitted py Hogun, the neo-otyugh the kitchen swallowed (for safekeeping . . .) by a
in a niche in the wall in each room cooks use as a midden and garbage dis- thief who later met an untimely end and
adjoining a checkpoint. If any persons posal. All the kitchen wastes and was dumped here. The ring will be found
encountered prove hostile or outwardly unwanted items (sometimes including on a 1 in 10 chance per turn of random
threatening, the guards have strict dead bodies) are dumped here for Hap- searching, or immediately if detect mag-
instructions to retreat into their room py to take care of. ic is used to scan the premises.
and sound the gong. The noise will car- Happy Hogun, the neo-otyugh: AC 0; If any of his treasure is taken, Hogun
ry, so that each checkpoint farther along MV 6; HD 9; hp 65; #AT 3; Dmg 2-12/2- will attack, retreating to his muck-piles
the corridor will hear it and pass along 12/1-3; SA disease; SD never surprised; only if the treasure is returned.
the alarm. This means, naturally, that SZ L; AL N; THAC0 12.
the occupants of the Fire Knives hideout 2. Checkpoint #1. This is the check-
Hogun remains hidden in the tower-
will be forewarned when the heroes point farthest from the Fire Knives hide-
ing pile of garbage that dominates the
approach. room, and is generally nonhostile, so out, and as such is reserved for those on
the top of Radathas list. Three
long as no one tries to remove any of his
thieves are stationed here, all in the dog-
1. Garbage Disposal. This room is treasure. Most of his riches consist of
house for holding out on Radathas cut
filled with wet trash, such that move- things such as old potato skins and
of the loot. All three will be in the corridor
ment is reduced by half when moving decaying cabbage. There is, however, a
to begin with, but if they are attacked,
one will immediately run into the room
and strike the gong.
Checkpoint thieves (4th level, 3): AC
7; HD 4; hp 29, 30, 34; #AT 1; Dmg 1-6;
SA & SD thieving abilities; AL NE;
THAC0 20.
The thieves have no treasure, and
their room is a pit with two cots, a table,
and single oil lamp. On the table is a
note, in Radathas handwriting, which
reads as follows:
Checkpoint One
Be aware that we are launching a
cleansing campaign against the Tilver-
ton thieves this date, following their
apparent interference with our attempt
on Azouns life.
Note also that we have captured an
impostor pretending to be king, and are

22
using him and the girl as bait to lure they were branded. He is one of the few Ghouls (14): AC 6; MV 9; HD 2; #AT
Azoun into ambush outside the city survivors from that group, and fears for 3; Dmg 1-3/1-3/1-6; SA paralyzation; SD
tonight. his life because he knows all of the other immune to sleep and charm magics; SZ
Be on the lookout for suspicious char- thieves from the ambush have been M; AL CE; THAC0 16.
acters, in particular the kings pet mage. killed. If a conflict breaks out and he can
Ghast-Lord: AC 4; MV 15; HD 4; #AT
escape, he will try to flee by running into
Also on the table is a crude map show- 3; Dmg 7-10/7-10/7-15; SA carrion
the room and going through the secret
ing the route from this checkpoint to the stench, paralyzation; SD immune to
door behind the gong. If he is captured,
hideout (the guards want to be able to sleep and charm magics; SZ M; AL CE;
he will volunteer to tell all he knows in
get back without getting lost or waylaid THAC0 12. The ghast-lords extraordi-
order to save his miserable hide. What
by a monster). The Fire Knives map is nary combat powers come from the
he knows is this:
not as detailed as that of the Tilverton gauntlets of ogre power he wears, which
guild; most importantly, it fails to men- * Radatha has entered the Fire give him +3 to hit and +6 on all damage
tion the secret door that leads into the Knives into a mystic alliance with rolls. Because of the gauntlets covering
hideout. Zhentarim, drow, and priests of his hands, he can only paralyze on a bite
Moander, all cooperating but still attack. Two hits with his hands (claws) in
3. Troll Lair: This room is the base of a intending to serve their own pur- the same round indicate that he has
petty ruler of the sewers, a powerful troll. poses. grabbed and held his victim. In the fol-
He and his followers seek to eventually * The brands are supposed to turn lowing round (unless the victim some-
cast out all human interlopers and the heroes into puppets that obey how gets away in the meantime), the
reclaim the underground for them- the will of the alliance. ghast-lord does not get his normal claw
selves. These trolls will not communi- * There is a priest of Moander at the attacks but does get an additional +3 to
cate with humans before trying to slay Fire Knives hideout right now. hit on his bite attack.
them. In addition to the lead troll, there
It is possible for the heroes to enter
are four of his followers here, mounted 6. The Beholder. Read the following to
room 4 through the secret doorbut
on crocodiles. The crocodile cavalry will the players:
they will have to be careful in order to
follow the player characters if they
avoid hitting the gong and saving the
retreat. You open the door to see a room lit by
guards the trouble of sounding the
Giant Crocodiles: AC 4; MV 6//12; alarm. If they enter the room quietly via the embers of a dying fire. Hovering
HD 7; #AT 2; Dmg 3-18/2-20; SZ L; AL N; this route, all three thieves will be out in directly over the embers, its circular
THAC0 13. the hall and may be taken by surprise. form made red by the glow from the
firepit, is a hulking sphere with slowly
Trolls: AC 4; MV 12; HD 6+6; #AT 3; Checkpoint thieves (4th level, 2): AC writhing eyestalks protruding from it.
Dmg 5-8/5-8/2-12; SA infravision, may 7; HD 4; hp 24 each; #AT 1; Dmg 1-6; SA The main eye is pointed toward the
attack separate targets; SD regenera- & SD thieving abilities; AL NE; THAC0 opposite door, and the creature has
tion; SZ L; AL CE; THAC0 13. 20. its back to you.
Troll Master: AC 4; MV 12; HD 6+6; Ambush survivor (9th level thief): AC
hp 54; #AT 3; Dmg 5-8/5-8/2-12; SA 7; MV 12; HD 9; hp 36; #AT 1; Dmg 1-8; The beholder is in reality a gas
infravision, may attack separate targets; SA & SD thieving abilities; AL LE; spore that has recently taken occupan-
SD regeneration; SZ L; AL CE; THAC0 THAC0 16. cy of this room, and is enjoying the heat
13. of the fire that was made by the previous
The checkpoint thieves have no trea-
sure. They are on good terms with the tenant. If the characters attack, it will
4. Checkpoint #2. This room is similar ghast-lord in room 5, and often throw explode, inflicting 6-36 points of dam-
to room 2, and its occupants would rath- him and his servants little tidbits from age to anyone within a 20 radius.
er be anywhere else but here. It has the their battles. Neither will come to the aid
requisite cots and table, plus an alarm Gas spore: AC 9; MV 3; hp 1; #AT 1;
of the other, however. Dmg 6-36; SA explodes, disease; SZ L;
gong, and in addition has a firepit, which
contains the burned remains of a mes- AL N.
5. The Ghast-Lord. This is the main lair
sage similar to the one received by the of a colony of ghouls, led by a powerful If the player characters do not bother
guards in room 2. (A cruel DM may ghast-lord who fancies himself king of the gas spore, it will not explode.
choose to have the firepit also contain the sewers. To that end he has fash-
the remnants of some of the scrolls the ioned a crude crown for himself and 7. Tombs. Once, a long time ago, this
PCs lost when they were ambushed by was an underground mausoleum, either
orders the other ghouls about. Naturally,
the forces of the New Alliance.) he is an enemy of the other pretender to built here before the sewers were built,
Two of the thieves are normal Fire or placed here afterward by some para-
this throne, the troll master from room 3.
Knives members (identical to those in Trolls and ghouls will fight each other noid family of Tilverton. The walls are
room 2), but the third one was part of the when brought into contact. white marble, and the room is set with
group that ambushed the PCs before daises, upon which rest what were once

23
caskets. The caskets are now nothing (once per day); SD immune to edged has been sounded, they will all be out-
more than rotting wood, having deterio- weapons & missiles, immune to all side deployed for combat, with the back
rated from the dampness, and the spells except move earth, disintegrate, rank set to fire arrows at the approach-
bones of the interred are scattered and earthquake; SZ L; AL N; THAC0 10. ing heroes.
throughout the room. The golems are normally brown in col-
This room is used as a dumping 10. The Grossman Crypt. As with room
or, but the years of dust have given them 7, the floors of this room are white mar-
ground for the bodies of Fire Knives vic- a grayish pallor. As they move, for the
tims. It is protected by four spectres, ble covered with a thick layer of dust.
first round, they will kick up a cloud of Drawers line the east and west walls.
who feast on the last life energies of the dust that will cause any missile attacks
dying, and then sell the bodies to the Each drawer is labeled with the name of
to be at -2 to hit. one member of the Grossman family.
ghast-lord (room 5). The golems will attack and follow any- The bottom drawer on the west wall has
Spectres (4): AC 2; MV 15/30; HD one who desecrates the shrine, even if been pulled out and is emptyit is the
7+3; hp 34, 40, 45, 50; #AT 1; Dmg 1-8; the book and/or scrolls are subsequent- one meant for Artur Grossman.
SA energy drain; SD +1 or better weap- ly returned. They will also come to life if There are no monsters in the room,
on to hit, immune to sleep, charm, hold, any of the crypts in room 10 are dis- but if the characters open any of the
and cold-based magics; SZ M; AL LE; turbed. They will not pass into areas
crypts, they will activate the clay golems
THAC0 13. with low ceilings, but will walk through from room 8 (unless the golems have
doors, destroying them as they pass. already been defeated). The clay
The Fire Knives (and the Tilverton The golems will go out of control (cast-
Rogues before them) have never golems will burst through the door from
ing haste on themselves) five rounds room 8 in the second round after coming
cleaned this room of its occupants. Bur- after they are activated.
ied with the original inhabitants were to life, and will come through the door-
The book is a manual of bodily health. way into this room one round later.
400 gp and 5 pieces of jewelry worth The scrolls each contain two restoration
1000 gp each. This treasure is still in the The bodies in the thirteen occupied
spells. There is no other treasure in the crypts are well-preserved but inanimate.
room; all of it can be found in two turns of room. Characters who are smart will
rather distasteful searching. Each has 200 gp worth of gems, jewels,
refrain from investigating, and will press and rings set about its person. One has
on with the mission at hand. Characters a scroll with a disintegrate spell on it.
8. Abandoned Shrine. The only who are less wise will end up fighting
entrance to this room from the sewers is This will be found in the third crypt
two clay golems. searched (designed to occur at about
through the secret door. As the heroes
open the door, read the following to the time that the clay golems arrive).
9. Checkpoint #3. This area is similar
them: The secret door on the far side of the
to the previous two, save that the lodg- room is easily located from this side;
ings are moderately more comfortable, anyone who takes as little as one round
The door swings inward on a rusty, and its present guards are more numer-
halting mechanism. Swirls of dust to scan the room will notice it (no roll
ous and have heavier firepower. needed). It opens into the storage room
rise in the still air, then settle to the If the alarm has been sounded, the
ground again. The floor is hard, dry, of the Fire Knives hideout.
guards have moved a ballista from room
and covered with a thick layer of dust. 9A into the hallway, and they will blast
Apparently, no one has been here for the first thing that comes around the cor-
years. ner. The ballista inflicts 2-12 points of
The room is furnished with rows of damage, fires once every three rounds,
dust-covered benches, all facing an and hits as a 4 HD monster.
alcove to the west. The alcove holds If the alarm has not been sounded,
a small shrine dedicated to the the ballista is still in its closet in room 9A.
thieves god, Mask. The shrine has a The heroes may use the ballista if they
book upon it, flanked by two scrolls. capture it, but it is bulky, slows move-
On either side of the shrine are two ment to 3 for the two characters need-
huge gray statues. Each statue has ed to pull it along, and takes 3 rounds to
the mark of Gond on its forehead. set up.
Checkpoint thieves (6th level, 5): AC
The statues are clay golems, created 7; HD 6; hp 35, 34, 30, 24, 20; #AT 1;
by clerics of Gond to protect the Tilver- Dmg 1-6; SA & SD thieving abilities; AL
ton thieves original shrine. They will NE; THAC0 19.
come to life if anyone touches the book
or either of the scrolls. The room has three cots, a gong, and
four chairs. If the alarm has not been
Clay Golems (2): AC 7; MV 7; HD 11; sounded, two of the thieves will be
hp 50 each; #AT 1; Dmg 3-30; SA haste inside the room sleeping. If the alarm

24
The secret headquarters of the Fire much at one time, the Fire Knives are characters will be thrown into the hold-
Knives was at one time the main base of nowhere near full strength in terms of ing pen (room 9), where Giogi Wyvern-
the Tilverton Thieves Guild, and the manpower stationed at the hideout. spur is also held. Magic-users and
home of the Grossman clan. The Fire They are relying on their reputation and suspected thieves will be manacled;
Knives have appropriated it in order to their checkpoint system to ensure their others will be bound with ropes. Eventu-
further their own power, bullying aside safety. ally they will be taken to room 30 (see
the weaker Rogues of Tilverton. The entire complex is lit by oil lamps that text for further details).
The Fire Knives entered into the origi- set into the sides of the wall at regular If any of the Fire Knives escape after
nal Alliance of the Bonds in order to intervals, 7 above the floor. The sole encountering player characters, all
place an agent into Cormyr who would exception is the secret passage (room activity in the complex thereafter will be
slay the king, whom they hate. They 10) which is unlit and painted ebon black as though the alarm had been sounded.
have entered into the New Alliance for a along its entire length. The secret doors (There are no gongs here, but bad news
similar purpose, but in this case they were manufactured by artisan-priests of spreads fast.)
sought to bring the king to their new Gond, and are of such excellent work- Only Radatha and his sorcerous
power base, Tilverton, where their pup- manship that the Fire Knives have yet to assistant Kybor know the full story of the
pets (the player characters) could deal discover the existence of the doors or Azure Bonds. The leaders dont want to
with the matter under their watchful the network of passages concealed slay their puppets unless its absolutely
eyes. behind them. necessary. So, on their orders, any
Their plan ran into difficulty because A continual guard is maintained at guards who run into trouble with
of the wisdom of Vangerdahast, the certain locations, in particular the intruders in the hideout should try to
kings wizard, who convinced His Maj- entrances to room 30, where Radatha is capture the enemies and get them to
esty to arrive in disguise and to order found. A team of four 4th level thieves surrender, but if they start to take seri-
Giogi Wyvernspur, a petty noble who may be found at each doorway. If the ous losses, then they can attack to kill.
fancied himself a wit, to imitate the king. alarm has been sounded, the thieves
When the player characters attacked will be hostile and will fight to the death The Hideout
the false king, the Fire Knives were to protect their master. If no alarm has
foiled againat least for the moment. been sounded, it will be possible to blus- 1. Checkpoint A. This checkpoint is
As the note in room 2 of the sewers indi- ter ones way past the guards in a similar staffed by six men who are spelled regu-
cates, Radatha has a backup plan, and manner to that described in the text for larly. Their orders are to not permit any-
by the time of the PCs arrival at the room 2 of the sewers. In such a case, the one to roam freely through the complex
hideout, the new machinations are well 4th level thieves will follow the charac- except for Fire Knives members. The
under way. ters into room 30 to make sure they have north door is locked, and in addition has
While the heroes have been under- told the truth, and will be present to join a small sliding door set at eye level. The
ground, the Fire Knives have succeed- in the melee in that room if one occurs. Fire Knives will open this slide to chal-
ed in capturing Giogi from the safe In addition, there will be regular par- lenge any persons who seek entrance.
location where Vangerdahast had squir- ties of four thieves making patrols Fire Knives guards (4th level thieves,
reled him away. (The wizard was not through all the corridors and the bar- 6): AC 7; MV 12; HD 4; hp 13, 14, 17,
especially wise this time; knowing that racks. The patrols have full permission 18, 20, 24; #AT 1; Dmg 1-6; SA & SD
Giogis cover had been blown and thus to investigate any open doors, and to thieving abilities; AL LE; THAC0 20.
that his continued usefulness was lim- slay those found within areas where
ited, Vangerdahast was rather lax in set- they should not be. If no alarm has been If no alarm has been sounded, the
ting up security precautions around sounded, there will be a 1 in 6 chance characters can lie their way in by claim-
Giogis quartersand it was a quick and per turn of the PCs encountering a ing to have a message for Radatha, to
easy job for the Fire Knives to abduct the patrol. If the alarm has been sounded, be part of the Alliance, etc. Picking the
man.) Now, holding both Giogi and the this chance rises to 2 in 6. lock and opening the door is seen as a
kings daughter, Alusair Nacacia, they hostile act, and the six soldiers will
Fire Knives patrols and guards (4th attack. If the characters behave suspi-
have sent a message to the king
level thieves, 4 per contingent): AC 7; ciously, the guards will ask for some
demanding that he meet them at a site
MV 12; HD 4; #AT 1; Dmg 1-6; SA & SD confirmation or reassurance that they
outside the city. This, to the surprise of
thieving abilities; AL LE; THAC0 20. are familiar with the Fire Knives.
no one, is meant as a setup for an
ambush. In addition, if the alarm has been If the alarm has been sounded, the
In addition, the Fire Knives quickly sounded, each patrol will have two hell characters can still try to lie their way in.
discovered that their puppets had been hounds from the kennel (room 6). Their story will be accepted, they will be
captured by the Rogues of Tilverton, If the characters are captured by the allowed inand then they will be
and out of blind revenge Radatha sent a Fire Knives, their weapons will be strip- attacked. The checkpoint will have two
major force there to cleanse the rival ped from them and taken to room 30 for hell hounds from room 4 in addition to its
faction from the face of the earth. later investigation and divvying up full manpower.
As a result of trying to accomplish too among the followers of Radatha. The The thieves have 120 gp among
them.

25
2. Checkpoint B. Similar to checkpoint adjoining one of the warehouses that will result in their friend the caretaker
A regarding procedure and number of dot the Lower City of Tilverton. Normally getting in trouble). If the characters
thieves and heroes available. In addi- a strength of 20 is required to move the appear from room 6, they will be imme-
tion, if the alarm has been sounded, the stone plug, which is why this is one of diately attacked. If they enter the room
caretaker from room 3 will be present the duties of the caretaker from room 3. from the hallway, the giants will seek to
here as well. If the alarm has not been Two men with 18 strength can also confirm their alliances before attacking.
sounded, but a fight breaks out, the accomplish the task; there is not enough Those listening in on the giants from
caretaker will enter and join the fray. room at the top of the staircase for three the secret passage will hear them com-
men to apply themselves to the job at plaining, in giantish, about the small-
3. Caretakers Room. The caretaker is one time. ness of the portions at meals, the
a hill giant who opens and closes the Currently, not even the hill giant can sullenness of the help, and the cramped
stone plug in room 5. He is big and move the plugbecause the Royal Car- conditions their buddy has to work in.
dumb enough to challenge anyone who riage of the Purple Dragon of Cormyr is Characters appearing from the secret
enters his room whom he does not rec- parked directly on top of it. None of the door will also be rumbled, and if any
ognize. inhabitants of the hideout realize this giants survive, they will tell the caretaker
yet, but no one will be able to leave by and the Fire Knives about vermin in
Hill giant: AC 4; MV 12; HD 8+2; hp
this route until after the encounter in the walls.
66; #AT 1; Dmg 2-16; SZ L; AL CE;
room 30 is over.
THAC0 12. Hill Giants (4): AC 4; MV 12; HD
8+2; hp 45, 50, 57, 58; #AT 1; Dmg 2-16;
The hill giant will come to the aid of 6. Storage Area. This old area is used
SA throw beer kegs (4 total) for 2-16
the Fire Knives if a combat breaks out in for junk that Radatha has no use for, but
points damage; SD none; SZ L; AL CE;
room 2 or in the hallway outside his did not want to throw out. Primarily it is THAC0 12.
room. Conversely, if the heroes reach tacky art and wall hangings left over
room 3 from elsewhere than room 2, the from when the Fire Knives threw Gross- The giants have 3000 gp on them.
Fire Knives in room 2 will hear the com- man and his bunch out of the hideout. They know nothing about the other
motion and come to investigate. These have been poorly packed, and inhabitants of the complex, save that the
The hill giant has 1500 gp (his back most of the items, particularly the car- Big Cheese is meeting with some
pay) in a large chest, which he has tuck- pets and paintings, have suffered allies today.
ed in a hole near the ceiling, some 15 severe water damage.
above the ground. Radatha and his Fire Knives do not 8. Guard Room. This is the guard
know about the secret door in the north room for the holding cell (room 9). This
4. The Kennels. Anyone passing this wall that leads into the Grossman crypt room contains 6 guards, all of whom are
room will hear the loud barks and yips of in the sewers. Nor do they know about favorites of Radatha, and have been
those found within. Upon opening the the secret passage that lies to the south. given these cushy positions as a result.
door, a character will be set upon by a This room is rarely searched and may Guards (7th level fighters, 6): AC 2;
pack of hell hounds. The hell hounds are be used by the player characters as a MV 6; HD 7; hp 68, 65, 60, 55, 54, 50;
friendly to the hill giant (who feeds them) place to rest and heal themselves. #AT 3/2; Dmg 1-8; AL LE; THAC0 14.
and the Fire Knives, but will attack all
others they encounter. 7. Guest Rooms. The reason that The guards are used to loud noises
There are a total of 15 hell hounds in room 6 is rarely used is that room 7, to (theyve been living next to giants for a
the complex, all of them 6 HD monsters. which it attaches, is normally used to while), and are not really paying atten-
If the alarm has been sounded, some of house the more inhuman guests of the tion to their prisoner, which means that
them will have been removed from the Fire Knives. Far from the beaten path, the heroes may (with proper caution) be
kennel and stationed with the check- this place has some large, hastily lashed able to sneak the prisoner out without
point guards and patrols (two hell together beds and the basic amenities, them noticing. The guards will notice the
hounds per group of guards or patrol- without being too classy. escape in about an hour (6 turns) and
men). The current occupants of the room set off the alarm. Those watching from
are four hill giants, buddies of the care- the secret doors will find the guards sit-
Hell hounds (15): AC 4; MV 12; HD 6; ting around, napping, and generally
#AT 1; Dmg 1-10; SA breathe fire for 6 taker in room 3, who came to Tilverton to
visit their city cousin. Since they arrived, being unprepared for an invasion of
points; SD locate invisible objects 50% heroic figures from a hidden location.
of time; SZ M; AL LE; THAC0 13. they have been cooped up by the Fire
Knives until the business with King If the heroes are captured somewhere
Azoun is completed. else in the hideout and put into the hold-
5. Entrance/exit. This room is domi- ing cell, the guards will become much
nated by a large iron spiral staircase that As a result, the hill giants are a little
stir crazy, and looking for a good rumble. more active and attentive, and in addi-
winds up 100 to end in a huge stone tion will bring in two of the hell hounds to
plug. There is nothing else in this room. Any character who does not look like
one of the Fire Knives is an open target sit at the doorway and watch the heroes.
This is the main entrance into the Fire See room 9 for further information.
Knives hideout, and opens onto a street (they know that beating on Fire Knives

26
9. Holding Cell. This is the location of trying to keep as far from the enemy as neous papers. Among the papers is a
Giogi Wyvernspur, who was captured by possible. map of Yulash, on which is indicated the
the Fire Knives not too long after his bat- location of the entrance to the hidden
tle (such as it was) with the heroes. The 10. Secret Passage. This hallway, temple of Moander.
Fire Knives are holding him to use for which has remained undetected by the
bargaining power to get to the king; Fire Knives, was used by the Tilverton 12. Pantry. Here is where the food is
alternatively, they may decide to torture Rogues to spy on the various guest stored for the Fire Knives kitchens. Most
him if they decide he has information rooms and holding cells. It is painted normal supplies, salted meats, and oth-
they can use. black along its entire length and plated er sundries can be found here. There
If the heroes are captured by the Fire with thin sheets of lead, to minimize the are no monsters present, but the patrols
Knives, they will be thrown into this cell chance of its detection. make regular sweeps through this area.
with Giogi, and Radatha will be notified. Each of the secret doors noted along
Two hell hounds will be positioned at the its length is easily found from the inside, 13. Kitchen. This is a spacious and
entrance, and they will howl if anyone because of the light that leaks through well-equipped kitchen, suitable for pre-
opens the secret door in the back, bring- the small openings around the eyeholes paring a meal for a small army. The fires
ing the guards from room 8. Both guards and around the frames of the doors. are banked, most of the equipment is
and hell hounds will attack. If the heroes Each door has an eyehole that lets an stowed where it belongs, and there are
do not try to escape, the guards will individual see from the secret passage no cooks present. In fact, the Fire
come for them and Giogi and take them into the room beyond. The eyeholes are Knives do not have cooks to prepare
at spearpoint to room 30, in about 10 closed up by small plugs, which must be large mealsbecause these people are
turns. removed (from the inside) before the not an especially trusting lot, and only
If the heroes defeat the guards from view-hole can be used. Light coming by cooking your own food can you be
room 8, they will find the keys to unlock from within the passageway may reveal absolutely sure of what youre getting.
this door on the guards bodies, and the presence of the passageway to There is no treasure in the room, but a
Giogi will be curled in a ball in the far those in the room beyond through the wide variety of knives and other imple-
corner, sleeping fitfully. open eyeholes (1 in 6 chance per occa- ments are easily available (for use as
If the heroes enter through the secret sion, if someone is concentrating on weapons, in a pinch). In the northeast
door, they will find Giogi napping as well. looking at the wall of a room). corner is a man-sized hole with a grating
The guards in room 8 consider Giogi a The secret doors are in excellent over it. This leads down 20 to a 10 by
bit of a creampuff, and not worth their shape, having been countarbalanced 10 midden, occupied by an otyugh. The
continued attention. Six turns after he is and lubricated by clerics of Gond. They otyugh will attack anything that comes
gone, they will discover him missing and will open silently and allow individuals its way.
sound the alarm. inside the passageway to surprise those
Otyugh: AC 3; MV 6; HD 7; #AT 3;
Giogis reaction to the arrival of the within the rooms on a 2 in 6 chance (1 in
Dmg 1-8/1-8/2-5; SA disease; SD never
player characters will be the same 6 if hell hounds are present).
surprised; SZ M; AL N; THAC0 13.
regardless of how they arrivehe will
throw his hands up in front of his face 11. Guest Room. This guest room is in The only thing worth having in the ot-
and say, Dont hit me! Giogi has a his- better condition than room 7, and is yughs garbage is a knife +2 that was
tory of grievous run-ins with blue- designed for human guests. Its tenants accidentally thrown away.
marked individuals, which he will gladly at the moment are a priest of Moander
share with anyone who does not take a and his two bodyguards (who are all in 14, 15, 16. Barracks. Each of these
swing at him. room 19 right now). Their room is empty rooms has thirty cots scattered about it;
The characters will not have a magi- and locked from the outside. In addition, these are where the thieves and guards
cal compulsion to attack Giogi as long the priest has put glyphs of warding on of the Fire Knives sleep. There has been
as Giogi does not do his impression of both of the exterior doors. Anyone some attrition of the ranks recently, and
Azoun. Giogi, knowing now more than attempting to break into the room via in addition the Master Radatha has sent
ever that he is liable to be attacked when either of these doors must save versus groups out to battle the Rogues of
he does this impression, will not do it in spells or take 14 points of electrical Tilverton and to ambush the King of Cor-
the presence of the heroes. This much, damage. myr, so right now these three rooms are
at least, he has learned in his dealings. However, the priest did not find the empty.
Giogi will join the party willingly in secret doors. Characters may enter and They are still subject to surveillance
order to escape the Fire Knives. He leave the room freely through these. by patrols, which roam through the
wants to get outquicklymore than The priests gear is laid out on a small areas looking for shirkers. If the alarm
anything, but if the subject of the prin- desk. The paraphernalia includes extra has been given, patrolmen will be
cess is brought up, he will say that he spell components, a holy symbol of accompanied by hell hounds.
thinks she is being held elsewhere in the Moander (a wand with a hand at the tip, A careful search of the rooms will turn
complex, in a similar sort of cell. In com- with a fanged jaw inset in the palm), two up about 100 sp of treasure per turn, to a
bat he will prove to be next to worthless, potions of healing, and some miscella- maximum of 1000 sp per room.

28
17. Common Baths. A natural under- 10. The wall hanging has eyeholes cut An important fact, not immediately
ground waterfall here has dug out a into it to allow those within room 10 to noticed by anyone who enters the room
small pool in the southern half of the see out, but if the secret door is opened for the first time: The other end of the
room. The Grossmans had set up from outside room 19, the wall hanging chain around the lions neck is not
statues along the borders of the pool, will bulge out, revealing the existence of attached to anything, apparently
but these have been knocked down by the door to anyone who notices. because the last people to use the room
the thieves and the room turned into a The carpet is well worn from the pac- forgot to anchor the chain again when
common bathing area. ing of many feet, the most recent sets they were through. As a result, the ani-
There are no monsters here, but the belonging to the priest of Moander and mal can (and will) roam freely if attacked
area is regularly patrolled. If combat his two bodyguards. The priest is wait- or disturbed. A character may be able to
breaks out, the area is very slippery, ing here to meet with Radatha. The bring the lion under control by grabbing
such that any character engaging in priests two bodyguards are charmed the chain and yanking on it. The lion is
sudden actions (such as movements trolls, who will defend him to the death. If accustomed to being on a leash, and will
during a round of melee) must make a the heroes break in, the priest will have become docile (relatively) if it thinks it is
saving throw versus wands to avoid his minions attack, and will try to escape once again tethered.
being pitched to the floor. by either of the two western doors to
Lion: AC 5 (forequarters)/6 (hindquar-
warn Radatha and raise the alarm. ters); MV 12; HD 5+2; hp 40; #AT 3;
18. Armory. This area is filled with Priest of Moander (3rd level cleric): Dmg 1-4/1-4/1-10; SA rear claws for 2-7/
wooden weapon racks, open chests that AC 3; MV 6; HD 3; hp 18; #AT 1; Dmg 1- 2-7; SD surprised only on a 1; SZ L; AL
once held armor, and closets containing 6 (club); SA spell use; AL CE; THAC0 N; THAC0 15.
empty hooks. The armory has been vir- 20.
tually emptied because of the need for 21. Guest Room. This room is current-
equipment needed to pull off the two Spells:
ly not in use, and as such the dressers
combat missions that were both sched- 1st level command are empty, the beds are sheetless, and
uled for today. light there are no clean towels available. It is
There are a handful of weapons left, sanctuary occasionally used by the guards in room
and a little armor as well. If they search 2nd level hold person 22 for on-duty naps, so there is a 50%
the room, the characters will find some silence 15 radius chance that there will be a sleeping
or all of these items:
Trolls (2): AC 4; MV 12; HD 6+6; hp guard here. The guard will come to the
3 long swords 37, 41; #AT 3; Dmg 5-8/5-8/2-12; SA aid of his fellows if a battle develops in
2 broad swords infravision, may attack separate targets; room 22, and likewise if there is a distur-
15 arrows but no bows SD regeneration; SZ L; AL CE; THAC0 bance here, the others will charge in to
1 crossbow 13. help.
5 daggers
3 suits leather armor The cleric will use hold person to 22. Guard Room. This is a duplicate of
1 suit chain mail ensnare as many adversaries as he can room 8, where right now a group of elite
3 gray cloaks with hoods in the doorway, and will also cast silence guards is protecting an important pris-
5 red cloaks with hoods if there are obvious spell casters in the oner in the holding cell (room 23). There
group. He will leave his bodyguards are, at most, six guards present,
Also, partially concealed in one cor- behind to deal with intruders as he runs
ner is an empty box marked with the although one of them may be napping
to report to Radathabut see below for (see room 21) when trouble breaks out.
words drow venomdo not expose to what happens if he is forced to flee into
heat, light, or fresh air written in elvish, room 20. Guards (7th level fighters, 6): AC 2;
and marked with the symbol of Dracan- MV 6; HD 7; hp 68, 65, 60, 55, 54, 50;
dros. The crate apparently held bottles 20. Training Area. This area contains a #AT 3/2; Dmg 1-8; AL LE; THAC0 14.
at one time, but is now empty and dis- set of bare mats strewn out on the floor These guards are more vigilant than
carded. for practicing gymnastics and combat their brethren in room 8. Those spying
The area has no monsters, but is sub- skills. In the far corner, standing with a on them will see that they are very ner-
ject to examination by the regular chain around its neck, is a large lion. vous, and are keeping a close eye on
patrols. The lion is a beast domesticated by the prisoner in room 23. If the secret
the Fire Knives and used to train agents door is opened into room 23, they will
19. Waiting Room. This well- in dealing with wild animals. The crea- notice it in 1 round, and will quickly open
appointed room is used by Radatha as a ture will not attack Fire Knives or those the cage (1 additional round) and
place to let his guests cool their heels dressed like them. It will attack player charge in. Though they do not know of
before being summoned into his pres- characters, and the priest of Moander if the secret door, their vigilance ensures
ence. Low benches line the wall, and he tries to escape this way. (If this that they will not be surprised if heroes
tapestries hang on all sides. Behind one occurs, the priest will run back into room suddenly appear out of the woodwork
tapestry is a secret door adjoining room 19, bringing the lion behind him.) (literally) to rescue their charge.

29
The guards have a total of 100 gp were there have been reduced to ash by dead flesh of Kybors forehead.
among them. some powerful source (see room 26). If the paper is examined closely, this
Of the books that remain, many deal much can be discovered:
23. Holding Cell. In this room, behind in potions and poisons, in particular * Tyranthraxus ruled a great swath of
the locked and barred door to room 22, those potions that allow control over oth- land long before the coming of the
is the reason for the guards unease. ers. No formulas are given, and the Dalesmen to the North.
Alusair Nacacia, Princess of the Realm potions are described in general ways in * He had bases in Phlan, in Yulash,
of Cormyr, daughter of King Azoun IV, is terms of effects and appearances. A few in the Dragonspine Mountains, and
held captive here. She is not bound, and other written items, of more recent vin- in the Elven Woods, and fought
paces the room waiting for a chance to tage, show maps of Yulash and Zhentil with the elves often.
escape. Keep. One large map on the center * He was driven from Yulash by the
When the princess left Cormyr she table, now mostly ash though its corners Moanderites, who carried a power-
had little in the way of talents and skills, are intact, was a map of the Elven ful artifact, called the Gauntlets of
but after more than a year on her own, Woods. Moander, which chased the
she has developed into a fairly effective There is no treasure in this room. daemons followers from the city.
thief. She has been waiting for the * A second weapon was said to be
guards attention to drop so she can try 25. The Wizards Quarters. These are able to discover Tyranthraxus
to unlock her prison door, but they have Kybors living quarters. The room, unoc- when the daemon was in one of his
been too vigilant so far. cupied at present, is nicely decorated in many disguises. This was the Helm
If the heroes battle the guards in room somber reds and blacks. It contains a of the Dragon, which was later
22, she will aid them in any way she can: bed with a comfortable mattress, a full- linked to several ancient Flights of
trying to unlock the door, striking and/or length mirror, and a large, spacious Dragons in legend, and was lost in
holding guardsmen who are close to her closet filled with colorful crimson robes the Vale of Lost Voices.
to give the heroes a better shot at them, and capes. Beneath the bed is a small * A third weapon, a sword said to be
or, if all else fails, causing a general strongbox containing 20 gems worth 50 made to slay him and him alone,
ruckus to try to distract one or more of gp each. Beneath the mattress is also a was the Blade of Lathander forged
the guards. If the heroes open the secret wand of wonder. in the hearth of the morning sun.
door, she will escape out that way with This was fought over by many fac-
them. Her departure will be immediately 26. The Wizards End. This is Kybors tions following Tyranthraxuss ini-
noted, and the cry will go up. magical lab, tucked in a far corner of the tial defeat, but was at last said to
Alusair will thank the heroes if she is complex for two good reasons. First, have been stolen from Zhentil
rescued, and then point out the way to Kybor likes his privacy. Second, if an Keep, after which the boat carrying
Radathas lair. She wants the leader of experiment goes awry, it will be a while it sank in the Moonsea.
the Fire Knives dead for kidnapping her. before any bad effects spread out of the
Alusair seems to have the steely deter- wizards domain and into the rest of the What happened here is that Kybor
mination of her father, but in the past hideout, which will give the occupants attempted to do a little research into his
year has also gained a sense of unfor- some time to react. masters powerful partner, and in return
giving bloodlust. She will demand a There are magical runes inscribed on Tyranthraxus killed him and tried to burn
weapon from the party so she can fight, the floor, and against the far wall is a all evidence that might be used against
and will lead them to Radathas lair (or large table crammed with retorts and the daemon. (The attack was silent, so
will go alone, if they choose not to other alchemists gear. Along the south that no one else in the complex is yet
accompany her). wall is a wine rack crammed with scrolls. aware that something bad has hap-
The place has been devastated. The pened inside the lab.) All that survived
24. The Sorcerers Library. Rooms 24, glassware has been smashed, and the reasonably intact was this tightly crum-
25, 26, and 27 have been designated by scrolls almost completely reduced to pled piece of paper, which Kybor ripped
Radatha as belonging to his sorcerer, ashes, much like the books and maps in from one of the now-burned books in the
Kybor. Signs are posted on all the doors the library (room 24). The body of Kybor Iibrary.
to these areas from the corridor, reading the sorcerer lies across the magical writ- Kybor is recently deceasedso
Wizard TerritoryKeep out or Die! ings on the floor, face up, his robes recently that a speak with dead spell will
Even Radatha does not disturb his charred and his face twisted into an yield no information except for Kybors
mage when the spellcaster is in his expression of pure fear. spirit screaming in fear and shouting
rooms. In Kybors tightly clenched right hand Tyranthraxus! over and over again
Room 24 is the magicians library. A is a scrap of paper ripped from a book, until the spell elapses.
small collection of scrolls and books is mostly scorched and unreadable, but All of Kybors magical scrolls have
littered around on low tables. Kaybor still clear in spots. On it is written the been destroyed save one, tucked into a
was neither neat nor organized in his sign of Tyranthraxus, which is matched nook near the bottom of the rack. This
work. Several of the tables are both by the player characters bonds one contains three spells: disintegrate,
scorched, and the manuscripts that and by the brand singed deeply into the knock, and wizard lock.

30
27. The Wizards Treasure Room. This small writing desk, a set of dresser 3, 6, and 9 are magical scrolls. The first
large room contains Kybors treasure drawers along the far wall, and a sil- is protection from lycanthropes, the sec-
hoard, which consists of many rare and vered mirror hung over the location of ond a scroll of three clerical heal spells,
wonderful paintings (most of them taken the secret door. The door to room 29 is and the third a cursed scroll that causes
from Grossman). There are about 3000 locked, and Radatha carries the key on everyone within 20 when it is opened to
gp worth of paintings here, though him. fight at -2 to hit until a remove curse is
Grossman would want to pay at least cast.
twice that to get them back. There are 29. Radathas Treasure Vault. This
also three chests here, untrapped, each room holds all the currency that Rada- 30. Radathas Lair: This is where the
with 500 gp in it. tha has shaken down from the city of heroes, under one circumstance or
The treasure room is protected by an Tilverton in the years since he set up the another, will encounter Radatha and
iron cobra, a magical automaton cre- Fire Knives in exile here. There are come to a conclusion about the first of
ated by the Red Wizards of Thay. twelve large oak chests here, all the Azure Bonds. Who is present in this
wrapped with iron bands and sealed room and what they will be doing will
Iron cobra: AC 0; MV 12; HD 1; hp 8;
with wax over the locks, into which is depend on how successful the heroes
#AT 1; Dmg 1-3; SA poison; SD unaffect-
pressed the symbol of the Fire Knives. have been to date.
ed by charm, sleep, and webs, non-
magical weapons inflict half damage, All of these chests are trapped, such Always in the room will be Radatha
saves as 12th level magic-user; SZ S; that when someone tries to unlock or lift and his hand-picked honor guard of five
AL N; THAC0 19. one, or scrape the wax from a lock, the thieves and five fighters. The honor
chest will explode, inflicting 2-20 points guard will be standing along the north
28. Radathas Quarters. Even though of damage to anyone within 10. The and east walls as the characters enter.
he is the head of a major thieves organi- coins within a chest will not be dam- Radatha will be sitting on a throne in the
zation (albeit one in exile), Radatha lives aged, but other items may be (pending southwest corner. On his right is an
a spartan existence. This room contains the outcome of saving throws). extremely large hell hound. On his left,
Each of the chests holds 800 sp and an hourglass is nearly empty of sand.
nothing of note except a simple bed, a
200 gp. Tucked up into the lids of chests

31
Radatha (13th level thief): AC 4 order to let the adventurers pass into his or the marks would vanish upon the
(including dexterity bonus); MV 12; HD presence. If the heroes do not attack death of both of us. As you can see,
13; hp 65; #AT 1; Dmg 1-6; SA & SD Radatha, the guardsmen will fall back Kybor is not present here, so slaying me
thieving abilities, plus a brooch of shield- and let the leader go into his speech. would avail you nothing.
ing (makes wearer immune to magic If the heroes are brought in chains to Now, we wanted you to slay the king,
missiles); AL NE; THAC0 14. Radatha, the master of the Fire Knives but made a mistake that the earlier,
will be supremely confident and gloating deceased Westgate branch also
Honor guard fighters (8th level, 5): AC as he haughtily explains his master plan madewe outthought ourselves. Figur-
2; MV 6; HD 8; hp 78, 75, 70, 65, 64; to them. ing that the king would travel in dis-
#AT 3/2; Dmg 1-8; AL LE; THAC0 13. Radatha wants to deliver his speech guise, we designated the sound of his
Honor guard thieves (8th level, 5): AC no matter what the circumstances, in voice as the trigger for the assassina-
6; MV 12; HD 8; hp 46, 45, 40, 39, 30; the time-honored tradition of the bad tion. We were unaware of the existence
#AT 1; SA & SD thieving abilities, back- guy who gives out information when he of the fop who could imitate the kings
stab; Dmg 1-6 (short sword) or 1-4 knows the good guys are going to die voice.
(thrown dagger); AL NE; THAC0 19. anyway. The heroes may set upon Now we had the means, but we
Radatha at any time during his speech, needed to create the opportunity. Lo and
Hell hound: AC 4; MV 12; HD 7; hp
getting a free round of attacks on him beholdthe princess, after a long
48; #AT 1; Dmg 1-10; SA breathe fire for absence, suddenly reappeared. We
and his people, but from that point for-
7 points; SD locate invisible objects captured her, made it known to certain
ward they will lose any information they
50% of time; SZ M; AL LE; THAC0 13. people that we had her, and waited for
might have gained from his monologue.
In addition, these other individuals Azoun to take the baitto come to
will be present, if the given circum- Radathas speech:
Tilverton to rescue his daughter.
stance applies: First off, Id like to thank you all for It would have worked, with the power
The Priest of Moander and his body- your help, small though it be, in flushing of the Moanderites and the Zhentarim
guards (from room 19), if they are still out the imitator of King Azoun. With him and that Red Wizard and the Flamed
alive. identified, it was much easier to locate One, but the trap was sprung too soon.
The guards from rooms 8 and 22, if the true king and lay a trap for hima We had to do with brute force what we
they are still alive. trap that should be going off just about previously had to do with finesse.
Giogi Wyvernspur (from room 9), if he now, I might add. With that, Radatha walks over to the
is not already with the player characters. A little background. Our group was hourglass. The last of the sand is trick-
He will be here as a prisoner, his hands thrown out of Cormyr years ago by King ling through it. We sent all available
bound with ropes. Azoun for being too bloody. For this rea- forces to kill the king in an ambush, and
Alusair Nacacia (from room 23), if she son we want him dead. As an example, another group to silence the Tilverton
is not already with the player characters. no? Some fled to Westgate. A lot fled mob. We had hoped to capture you
She will be here as a prisoner, her hands here, with myself as their obvious leader. there, but such was not to be. Now, with
bound with ropes. She will be on the The lot that fled to Westgate, they fell the falling of these last grains, the king is
verge of untying the ropes when the in with some sorcerous types who came dead, and we have no further need for
characters arrive. up with a way to control people. The you. Therefore, I have one last order for
Any surviving patrols and/or check- experiment was a disaster, wiping you Shadantal! Kill each other!
point guards, with two hell hounds per almost all of them out, but some did sur-
If the speech has been allowed to pro-
group, will arrive in 2-4 rounds after a vive to make it back here with some
ceed to this point, the characters will be
melee breaks out. priests of Moander and part of the infor-
compelled to attack each other unless
The hill giants from rooms 3 and 7 will mation for how to achieve this control.
they make their saving throws versus
surrender peacefully once Radatha is So I set about creating a New Alli-
spells. If the princess is a prisoner, then
dead. They are not involved with the ance to slay King Azoun, among other
at this point (or earlier, if the speech is
matter at hand. things. I let some powerful folk at Zhentil
interrupted) she slips her bonds, grabs a
If no alarm has been sounded, Rada- Keep and elsewhere know what we had,
dagger from a nearby guard, and flings
tha will welcome the heroes into his lair. and got their aid. We pooled our
the weapon at Radatha. Kill him! she
He is aware of who they are and can resources and goals, and there you are!
shouts. Kill him and youll all be free!
guess what damage they have probably Guinea pigs for our new order!
The scene degenerates into a free-
caused to get here. He will be calm and Now, you are tied to each of your
for-all, with the following components:
apparently friendly, and will tell them he masters by those bonds on your arms.
Any uncontrolled characters (those
wishes to explain a few things. We are the first and foremost masters, of
who saved against the compulsion) plus
If the alarm has been sounded, Rada- course, by virtue of where the mark of
Giogi and Alusair, versus . . .
tha will be less confident, knowing that the Fire Knives is located on your arms.
Radatha, his honor guard, the hell
the characters have fought their way Only myself and my pet sorcerer, Kybor,
hound, and any surviving guards, ver-
into his room despite active opposition. can free you from the mark of the Fire
sus . . .
As they enter, he will give his men an Knives. Either we can choose to do so,

32
The priest of Moander and the two den sharp pain in their arms. They dis- * The heroes original weapons, if
trolls, if they are still around (the priest cover that the symbol of the Fire Knives they had been lost, will be returned
wishes to keep the heroes from killing has vanishedand any compulsion that to them.
themselves, for his groups own pur- had been still in effect (to slay each oth- * If the heroes have not yet visited
poses), versus . . . er or to kill the king) has also ceased to the sage Filani, the king will provide
The still-controlled characters, who exist. them with a note, indicating that the
will attack the others in their party first, Alternately, Radatha may be captured fee for her services is to be charged
but if attacked by any other group will and forced to voluntarily rescind his hold to the Cormyrian treasury.
fight them as well. on the heroes. He will do so only to save * The heroes will be fully healed
Alusair will try to lead an attack on his own skin, and only after he is con- before they leave Tilverton.
Radatha. While Radatha is correct in vinced that Kybor is dead. * If the heroes failed to recover the
saying that only the deaths of himself map of Yulash (room 11) or Kybors
and Kybor will free the party, he is scrap of paper (room 26), these
unaware that Kybor is already dead (see Aftermath items will be delivered to their room
room 26). at the Windlords Rest by a grum-
The trolls, if still around, will square off The battle of the Fire Knives will end bling Vangerdahast the next day.
against the hell houndnot by choice, with the characters dead or victorious. * The king also extends a standing
but because the hell hound will instinc- Player characters who die in the battle offer for them to join him at his table
tively know that they are the best targets will be raised at the Temple of Gond free in Suzail . . . as soon as they
for it to attack (since they are especially of charge, on orders of the king. The remove the rest of those ugly tat-
susceptible to flame). same goes, of course, for Giogi and the toos, that is.
The compulsion to slay their compan- princess.
The king and his wayward daughter All is not sweetness and light, how-
ions will persist for 2-8 rounds for the
will be tearfully reunited (he may say ever. Vangerdahast will have a petty
affected characters (roll individually for
something about promising no more revenge, instructing the guards at the
each PC). When the compulsion is over,
arranged marriagesalluding per- Tilverton gates to refuse the characters
each will regain full control of his
haps to the cause of her departure). readmittance once they leaveKings
actions. (Radatha could issue another Orders to prevent them from taking
order, but he should be too busy fighting Vangerdahast will have the Cormyrian
forces spread throughout the complex, another shot at His Majesty. And, of
for his life to take the time for that.)
eradicating any form of resistance (and course, the heroes still have to contend
After 2-8 rounds of combat, any
claiming most of the remaining booty for with the other four Azure Bonds.
remaining guards and patrols in the
the treasury of Cormyr). The heroes should finish this chapter
complex arrive.
Throughout these concluding events, with the belongings they had when they
On round 5 of the combat, the roof of
Vangerdahast will stay by the kings side awoke in Tilverton, any treasure theyve
the room is blown away and the cavalry
and will remain incredibly suspicious of gathered, the gratitude of the king of a
arrives. If the combat is over, they will
the characters. (His last encounter with powerful nation, and the need to make a
come to help clean up. They represent
a blue-marked warrior had a similar end- choice about where to go next.
20 Cormyrian Elite Defense troops
(descending by ropes), led by King ing, and involved a dragon as well.) He
Azoun himself, and Vangerdahast, who will allow the characters to speak briefly
disintegrated the top of the building and with His Majesty before hustling them
now levitates himself into the combat. off to safety back at Gunderstone Man-
The king is shouting orders, and if sion. He will allow this only if the heroes
Radatha is still alive, any heroes who did not attack the king. If there were any
are not presently controlled by the attacks, he will make sure that the king
impulse to slay each other must make and the princess are whisked away at
another saving throw or suddenly turn the battles close, and will only allow the
and attack His Majesty. The Cormyrians PCs in the presence of the king if they
and Vangerdahast will move to protect are supervised by a great number of
the king from these interlopers. The king guards.
will recognize his daughter (if present) Once he learns the full truth about the
and seek to come to her aid, disregard- heroes from Giogi and/or Alusair, the
ing the advice and the actions of those king will be very grateful to them. He will
who are trying to protect him. offer whatever help he can give them in
When Radatha dies (one way or their quest. (Vangerdahast harrumphs at
another), all the heroes who are marked this, knowing that it is he who will have to
by the Azure Bonds must make a saving do the work to back up such a promise.)
throw versus spells (no modifier) or be The assistance may include some or all
stunned for a round because of a sud- of the following aids:

33
The player characters end their encoun- similar to that of the Hillsfarians to sections of the chapter on the Zhen-
ters with the king and his family prob- Zhentarimopen hatred. The heroes tarim. He will also provide the adventur-
lems in possession of a number of clues will be asked, politely but firmly, to leave. ers with a map of Zhentil Keep.
as to the location of their other masters. There is a temple of Tyr Grimjaws, There is no temple worth speaking of
Most of the clues seem to point north: to god of justice, here, as well as adequate in Daggerdalethat is, no organized
Zhentil Keep, the base of the Zhentarim, training facilities and stores. The stores church that doles out healing services to
and to Yulash, the home of the Moan- are a little behind the times, and the adventurers. Prices of goods and serv-
derites. To the north also lies the home more esoteric items will be very expen- ices, while initially set at twice normal for
of Elminster the Sage, who may be able sive or unavailable. strangers, are negotiable.
to place further information at the char-
acters disposal. Teshwave Shadowdale
From this point on, the characters are Teshwave is a ruins under the control of Shadowdale boasts two temples, one
generally free to wander as they see fit Zhentil Keep. Formerly the seat of dedicated to Lathander, god of morning,
across the North. Short descriptions of Teshendale, the area was abandoned and one for Tymora, goddess of good
what the heroes will find at each location fifty years ago in the face of growing fortune and adventurers. It is also the
are given below. Some of these places attacks against the villagers. There is home of Elminster, the master sage.
are described in much more detail in lat- now a garrison of Zhentarim soldiers Elminster lives in a tower overlooking
er chapters of this work. here. All goods cost twice their normal the town, with a winding path leading up
price in Teshwave, and there are no to the door and a big sign out front that
Zhentil Keep sages worth speaking of. reads: No trespassing! Violators should
The agents of the Zhentarim are every- There is a shrine to Bane here, but it notify next of kin. Have a pleasant day.
where in the lands they control, and will refuse to aid all non-evil characters. Beneath the sign is the symbol of the
these agents are on the lookout for the The heroes may gain some aid by sage, a crescent moon and sphere.
adventurers to report their progress to brandishing the Zhentarim symbol. Of Those trying the direct approach will
Fzoul Chembryl. This city is described in course, a full report will be sent to Zhen- find Elminster unreachable. His scribe
detail in Chapter 9. til Keep, and then the Zhentarim mas- and secretary, Lhaeo, will ask the visi-
ters will know where the heroes are. tors to fill out forms and will be willing to
Yulash set an appointment for several months
Yulash is a contested city, split between Dagger Falls in the future, but will have a variety of
the forces of Hillsfar and those of Zhentil Dagger Falls is the seat of Daggerdale. reasons why the sage is not available at
Keep. It is described in detail in Chapter 7. The residents have a reputation for the present time, such as:
being insular and hostile toward outsid- * He is in the middle of an experi-
Hillsfar ers. This reputation is to some extent ment.
This town has a temple of Chauntea, undeserved, since the outsiders they * He is on an extended tour of the
suitable training areas, and a variety of are most hostile toward are the Zhen- lower planes.
stores. The residents attitude toward tarim. The older residents still remem- * He has just completed a battle with
nonhuman races, in particular halflings, ber when the forces of the Black a type VI demon, and is not in the
is rather hostile. The police force here is Network destroyed Teshendale, and its best of moods.
known as the Red Plumes (see Chapter no secret that the Zhentarim are now * He has just finished destroying a
7 for details). raiding the outskirts of Daggerdale as group of tattooed barbarians. What
well. For this reason, outsiders are did you say your problem was?
Phlan assumed to be Zhentarim agents unless
otherwise noted. Elminster, however, is very interested
No longer in ruins, the town is booming in the heroes plight. He has had reports
in the wake of the first defeat of Tyran- The reception the heroes will get in
Dagger Falls is cool, turning to hostile if both from the Nameless Bard (Chapter
thraxus and, if the heroes of this adven- 1) and from Vangerdahast, and is seek-
ture are the same as from Ruins of they still bear the marks of the Zhen-
tarim on their arms. Fortunately, there is ing to discover who is behind the brands
Adventure, they are regarded as favorite and what their true purposes are. Once
sons, rating the best rooms and the a reasonable voice in Dagger Falls, in
the person of Randall Morn, an adven- he discovers this, he will send the infor-
most discounted prices. However, the mation to the heroes by a dream (see
fact that characters wear the sign of turer who may be able to provide infor-
mation on the Zhentil Keep crew for the Special Encounter 2, below).
Tyranthraxus is troubling to some Shadowdale does have an excellent
townsfolk, who whisper that these are adventurers.
If the heroes prove to him that they are inn (the Old Skull), and the towns stores
false heroes, sent by Tyranthraxus to are both reasonably priced and well
gain revenge. not of the Zhentarim (by not trying to kill
anybody, for example), Randall will pass stocked, since they typically do a brisk
If the heroes are not those who earlier business in the adventuring trade.
saved Phlan, the reaction of the people on common knowledge of the Zhen-
tarim and Zhentil Keep. Most of this Clerics at the Temple of Lathander will
to the symbol of Tyranthraxus will be be able to pass on the story of the Blade
information is found in the introductory

34
of Lathander, a legendary weapon woods and will pass out of the forest in There is a 1 in 6 chance of discovering
which was said to be able to slay Tyran- another direction. any of these creatures, one per hour, in
thraxus. The sword was used to press If player characters somehow do the mess. Those in lairs will have their
back Tyranthraxuss attacks in the reach Myth Drannor (for instance, normal treasure and magical items.
North. After the creatures death, the through the use of magic which allows
sword passed from adventurer to adven- faultless tracking or automatic location Shadow Gap
turer. At last it was stolen by agents of of a destination), they will find it girded A new inn has been constructed in this
the Zhentarim and taken to the Temple with an impenetrable (no matter what) gap, the former one having been de-
of Bane in Zhentil Keep. Then, as a story dome of force erected by Tyranthraxus stroyed by the Iron Throne with the aid of a
from a few years back relates, the sword to keep out interlopers. The dome will be kalmari. While there are no clerics or
was stolen from the Black Network by a intact until the PCs have found the sages here, the heroes may rest the night
halfling thief. The halfling escaped by Blade of Lathander, the Helm of without danger of attacks by monsters.
boat, but his vessel was sunk in the Dragons, and the Gauntlets of Moander.
Then and only then, Tyranthraxus will
Moonsea and the sword (so Zhentil
Keep says) was lost. create an opening in the dome near the Wilderness
Mistledale
old graveyard. Encounters
The major town of this dale shares the
Voonlar For general wilderness encounters in
the Realms, check the tables in Appen-
dales name, and is situated at Asha- This city is in most respects an indepen- dix II, referring to the area through which
banford. It has good stores, but no sage. dent entity, but it is politically under the the heroes are traveling. Check for
The residents are not terribly upset at control of Zhentil Keep. There are tem- encounters three times per day and
the sight of the Zhentarim brands, since ples to Chauntea and Bane in this town,
twice during the evening. On a 1 in 6,
their relations with Zhentil Keep are cool and shrines to Tempus, god of war, and there will be a random encounter. In
but not hostile. Lathander, god of the morning. No sage cases where the heroes are occupying
is available in this town, but its inns are two areas at the same time (such as a
Essembra first rate, and the prices are fair. border region), the DM may choose the
The seat of Battledale is located Should the adventurers pass through type of terrain the heroes take their
some 30 miles from the dale itself, main- Voonlar with the Azure Bonds displayed encounter from.
ly because Battledale has lived up to its openly, their presence will be noted by
name and proved to be a regular battle- priests of Bane, who will relay their infor-
ground for human and inhuman forces. mation to Fzoul Chembryl at Zhentil Special Encounters
Essembra is a fortress town, with limited Keepand to his enemies at Mulmaster
(see Special Encounter 1 below). 1. The Priests of Bane
access and vigilant guards. There is a
church of Tymora and a temple of Helm Many of the towns in Moonsea reaches
the Watcher here, but no sage. Moanders Road are plagued by temples of Bane, an evil
One bit of news that casual visitors will A major addition to the terrain in recent god whose temporal base of power is in
pick up readily in the bars is that a lot of months, this is a huge plowed furrow Mulmaster, across the Moonsea. The
dragonish activity has been spotted that begins at Yulash and runs south major temple in the region is in Zhentil
around Haptooth Hill. The dragons have toward Myth Drannor. The road is a Keep, but there are also a temple in
been raiding supply wagons, and forcing path through the forest of toppled trees Voonlar and shrines in Teshwave and
the farmers away from their harvests. One Yulash. There was a temple in Phlan,
and uprooted earth. This is the swath of
rumor says a mad wizard is involved, destruction left by the passing of the and while this has been destroyed by
another that undead creatures are there, Abomination of Moander following its brave heroes, there are still surviving
and a third says that an abomination, simi- escape from Yulash. priests in this area.
lar to that which came from Yulash, has The road ends in a giant hill of debris, If the player characters appear in any
been hatched on Haptooth Hill. known as Moanders Mound, which is the of the abovementioned towns and still
remains of the abomination left behind carry the mark of the Zhentarim, the
Myth Drannor when its consciousness gated to else- clerics will send off reports to Mulmaster
The longtime capital of the Elven and to Fzoul Chembryl in Zhentil Keep.
where in the Realms. Those investigating
Nation, this ruins is now overrun with the mound will discover that scavengers They will have agents (1st level thieves)
monsters. (This area is the locale of the follow the PCs around the town. If cap-
have made the Mound their lair. Among
action in Chapter 14.) Part of it is cur- tured, the thieves will spill their guts, tell-
the monsters found there are:
rently the hiding place of Tyranthraxus, ing the heroes they were hired by the
and the player characters should not A lair of 12 vultures local church of Bane.
travel here until they have dealt with all Three separate otyughs If the heroes have had the mark of the
of the other masters. If they set out for A neo-otyugh in lair with treasure Zhentarim removed, the church of Bane
Myth Drannor before this time, they will A lair of three shambling mounds will be hostile to them. In any town that
become lost on their way through the the heroes enter which has an outpost of

36
City of Phlan
1. Valjevo Castle
2. Stojanow Gate
3. Temple of Bane
4. Podol Plaza
5. Kuto's Well
6. Cadorna Textile House
7. Mantor's Library
8. Valhingen Graveyard
9. Sokol Keep
10. Mansions
11. Kovel Mansions
12. Civilized Phlan
13. Thorn Island

Bane, they will be attacked by a revenge ters head-on in an ambush situation, defeat of another of the major parts of
squad of clerics of Bane and their fol- while the thieves will try to circle around the alliance.
lowers. for backstabbing, or else remain in the Read the players the following pas-
back rank and throw their daggers. The sage in full on the occasion of the first
Cleric leader (5th level): AC 2; MV 6; sending:
cleric will use hold person and silence
HD 5; hp 25; #AT 1; Dmg 1-6; SA spell 15 radius to harass the heroes, then
use; AL LE; THAC0 18. retreat under the cover of a sanctuary You are standing on a wide, flat plain
Spells: spell if things are going against him. covered with swirling mist. As the
The ambushers will be interested in mist thins and parts, you see you are
1st level command
slaying the heroes for their effrontery standing on a great map of the North,
protection from good
and leaving their bodies as a warning. in the location where your mortal
sanctuary
2nd level hold person body rests.
2. The Sendings There are others on the map now,
resist fire
silence 15 radius Following their defeat of the Fire Knives, regarding and taunting you, declar-
3rd level dispel magic and following the defeat of each of the ing you the puppet and they the mas-
next three opponents, the heroes will re- ters. These are your enemies, and in
Fighter assistants (5th level, 5): AC 2; ceive a dream-sending courtesy of El- your dream your face grows flush
MV 6; HD 5; hp 45, 40, 35, 30, 35; #AT minster, who is motivating the party to with anger.
1; Dmg 2-8 (broad sword); AL NE; gather together the necessary tools to On the map, on the rise that
THAC0 16. defeat the New Alliance and Tyran- houses the ruins of Yulash, a cruel
Thief assistants (5th level, 5): AC 7; thraxus. woman with a bloodless face,
MV 6; HD 5; hp 30, 38, 26, 24, 22; #AT The first dream comes to the charac- dressed in white, laughs and
1; Dmg 1-6 (short sword) or 1-4 (thrown ters 2-8 days after they leave Tilverton, beckons you to come to her. She
dagger); AL NE; THAC0 19. and before they reach Yulash, Zhentil opens her hand, palm outward, to
Keep, or Haptooth Hill. Each following reveal a living mouth there, which
The fighters will engage the charac- dream will occur 1-3 days after the

37
three other obstacles have been over-
snaps at you. At her feet are a pair of stands on the bare top of Haptooth come, will be a sending from Tyran-
silver gauntlets, overgrown with Hill, west of Essembra. thraxus. At that time, read this passage
twisting, moving weeds. Behind the three, flaming in one to the players:
To the north is a man standing on place, then another, you see a great,
the battlements of Zhentil Keep. He is shimmering pool. A being of pure fire You are standing once more upon the
dressed in the ornate battle armor of appears, then disappears as the pool great, mist-covered map, but now
a high priest of Bane. His face is moves elsewhere. To Phlan, then you see that the edges are burning,
marked with ceremonial tattoos, and Hillsfar, then Tilverton, then the Elven their smoke turning the air around
he is dripping with jewelry. He carries Woods. It speaks a single word, you black.
a jewel-encrusted mace, which he Tyranthraxus, and the heat grows. Across the map rise the great spires
points at you, and in a low voice he You awaken in a cold sweat. This of Myth Drannor, ruined and
commands you to come hence to was no ordinary dream, but some destroyed by age and the incursion of
meet your true masters. At his feet message from greater powers. fell creatures. From its northwestern
lies a great sword, whose blade corner shoots a flame, which intensi-
glows with the rosy light of dawn. fies and forms a huge, manlike out-
When the sending is repeated later, it line. You know in your heart that this is
To the south cackles a bent old will have fewer parts, reflecting the fact
man in the robes of a Red Wizard of Tyranthraxus. The flame speaks to
that one or more of the Alliance mem- you, with the intensity of a foundrys
Thay. Small dragons fly about his bers (Zhentil Keep, the Moanderites,
head like buzzing gnats, and you see fire:
and Dracandros the Red Wizard) have Come to Myth Drannor, says the
he is wearing a circlet on his brow, been defeated. As these events take
with the image of the dragon in a flame. Bring my toys back to me.
place, delete the appropriate sections You awake, shaken by the vivid-
green gem at its front. The Red Wiz- from later readings of this passage.
ard laughs again and points at you, ness of the dream. For good or ill,
Finally, the sending from Elminster will your future lies in Myth Drannor.
beckoning you forward. You see he not be seen again. In its place, when all

38
Yulash is a large ruined city situated atop Random Encounters Hillsfar Section
a great hill, the tallest piece of land
The Red Plumes of Hillsfar control the d10 roll Encounter
between the River Tesh and the Elven
southern areas of the city, and the areas 1 Red Plumes patrol
Woods. Long ago Yulash was an impor-
outside the gates to the east and west of 2 3-12 vegepygmies
tant city, but the Flight of Dragons ruined
the city. The Zhentil Keep forces control 3 Little looters
most of its buildings and drove much of
the northeast gate, and a good chunk of 4 Major looters
its people south to more civilized lands.
The part of the city that survived became the downtown district. The remainder of 5 Red Plumes patrol
the territory is an open war zone, where 6 1 giant slug
a bone of contention between the powers
forces from both sides are active in 7 1-8 trolls
of Hillsfar and Zhentil Keep. Both sides
destroying each other. 8 Zhentil Keep terror team
poured manpower into the area, driving
9 Red Plumes deserters
off the last of the citizens in a bloody war Troop Reaction to Heroes: The armed 10 Moander cultists
for domination. The only people left in forces of both Hillsfar and Zhentil Keep
Yulash now are the armies of Zhentil are common encounters in each occu- Zhentil Keep Section
Keep and the Red Plumes, and adventur- pied area. The soldiers reactions to out-
ers and looters, whom both armies sen- siders are similar. In occupied areas, d10 roll Encounter
tence to death upon capture. troops will call out for strangers to sur- 1 Zhentil Keep patrol
And . . . the Survivors of Moander. render before attacking, and will take 2 1-2 shambling mounds
Led by Mogion, a high priestess of prisoners if possible. In the War Zone, 3 Little looters
the cult, they have collected them- the operative procedure is to shoot first 4 Major looters
selves from throughout the Inner Sea, and ask questions later. In the contested 5 Zhentil Keep terror team
the last of the followers of Moander area, soldiers for either side will attack 6 Zhentil Keep patrol
known to be anywhere in the Realms, any individuals they spot who are not 7 1-8 trolls
to work a miracle. showing the banner of the same side. 8 Zhentil Keep patrol
They intend to break through the wall 9 Little looters
between the planes to free Moander Discoveries Among the Ruins: While 10 Moander cultists
once more, bring him bodily onto this moving through the city, player charac-
plane to wreak destruction on the lands ters may discover treasure left behind War Zone
of the Moonsea and turn the Elven For- by previous occupants. For each build-
ing searched, there is a 1 in 10 chance d10 roll Encounter
ests into a huge, verdant, and treacher-
of finding 30-120 gp (60%) or 1-10 gems 1 Zhentil Keep patrol
ous jungle, all the while slaying anyone
(40%) worth 100 gp each. Anyone 2 Red Plumes patrol
who does not bow to his inhuman will.
caught appropriating such items is con- 3 Zhentil Keep patrol
The heroes will see Yulash about two
sidered a looter and is subject to being 4 Red Plumes patrol
days before they reach it. The area
shot on sight. 5 Zhentil Keep terror team
around the city is a blasted plain filled
6 Red Plumes deserters
with the wreckage of battledestroyed
Encounter Tables 7 1-8 trolls
farmhouses, overturned wagons, and
In either occupied area, there is a 1 in 8 Little looters
the skeletons of long-dead warriors left
6 chance per turn that an encounter will 9 Major looters
for the scavengers. The heroes will be
occurbut regardless of the die rolls, a 10 Destroyed patrol
able to get to the walls of Yulash easily
without being detected. full hour (six turns) will never pass with-
out some kind of occurrence. Encounter Descriptions
There still seems to be conflict within
the walls, and eldritch fires dance over In the War Zone, the per-turn chance Zhentil Keep patrol: Twelve fighters of
the ruined city during the night. The of a random encounter is 2 in 6, and 3rd level led by a 6th level fighter. One of
player characters should be warned of something will happen at least once the twelve will always be a Zhentarim
this so they move with caution through every half hour (three turns). agent. They will seek to pick off their
the areas. The DM may modify both of the above opponents from a distance if outnum-
Getting into Yulash is not a major stipulations to account for the partys bered. Otherwise they will close and
problem, since the walls are riddled with behavior or current situation. If the attack on foot.
holes. All the holes in the Hillsfar sector heroes are holed up inside a ruined
building, the frequency of encounters Patrol leader (6th level fighter): AC 2;
and the Zhentil Keep territories are MV 6; HD 6; hp 50; #AT 1; Dmg 1-8
guarded by patrols of the particular fac- would be lessened. If theyre walking
down a street playing kick the helmet, (long sword) or 1-6 (short bow); AL NE;
tion. The main gate into the Red Plume THAC0 15.
headquarters (see the inset map of the or otherwise asking for trouble, then the
southwest corner of the city) is guarded, converse would apply. Patrol members (3rd level fighters,
but the other two entrances into the city If an encounter is indicated or dic- 12): AC 4; MV 6; HD 3; hp 20 each; #AT
(including the large one left by a passing tated, roll on the table that relates to the 1; Dmg 1-8 (long sword) or 1-6 (short
abomination) are unguarded. PCs location and see the following text bow); AL NE; THAC0 18.
for descriptions of the results.

39
Red Plumes patrol: Ten mounted fight- Spells: 12; HD 9; hp 30; #AT 1; Dmg 1-4 (dag-
ers of 3rd level led by a 6th level fighter. ger); SA spell use; AL LE; THAC0 19.
1st level charm person
They prefer to attack their prey in open magic missile (x2) Spells:
areas, riding them down and striking sleep
with their spears. If the targets flee into 1st level light
2nd level invisibility magic missile (x2)
the ruins, they will dismount and follow. stinking cloud
They ride medium war horses, which will sleep
3rd level prot. from normal missiles 2nd level invisibility
attack if their riders are waylaid. either lightning bolt
mirror image
Patrol leader (6th level fighter): AC 2; or fireball rope trick
MV 6 (18 mounted); HD 6; hp 50; #AT (50% chance of each) 3rd level fireball
1; Dmg 2-8 (broad sword), 1-6 (short Each magic-user will have his protec- lightning bolt
bow), or 2-12 (with spear, charging); AL tion spell in effect when encountered, prot. from normal missiles
N; THAC0 15. because both sides in the war have mis- 4th level polymorph other
Patrol members (3rd level fighters, sile weapons. stoneskin
10): AC 4; MV 6 (18 mounted); HD 3; wall of force
hp 20 each; #AT 1; Dmg 2-8 (broad Destroyed patrol: The heroes stumble
sword), 1-6 (short bow), or 2-12 (with upon the remains of either a Zhentil When the mage is encountered, his
spear, charging); AL N; THAC0 18. Keep patrol or a Red Plumes patrol stoneskin and protection spells are
(50% chance of each). There will be already in effect. If pressed, the wizard
Red Plume war horses (11): AC 7; MV copious dead bodies of men (and in the will throw up his wall of force and flee
18; HD 2+2; hp 14 each; #AT 3; Dmg 1- case of the Red Plumes, horses), still while invisible.
6/1-6/1-3; SZ L; AL N; THAC0 16. wearing their armor, but all valuables
Terror team members (6th level
have been stripped from them. The magic-users, 3): AC 10; MV 12; HD 6;
Little looters: A group of 2-12 2nd level
heroes may salvage weapons but will
thieves prowling the wreckage of the hp 18 each; #AT 1; Dmg 1-4 (dagger); SA
find it unwise to take anything else, spell use; AL NE; THAC0 19.
city for gold and magic that they can sell
since both sides have distinct uniforms
in Voonlar or Phlan. They will have 10- Spells:
and armor. They may later be attacked
100 gp in treasure on them if defeated.
by one side for looking like the enemy, or 1st level charm person
They will try to flee farther into the ruins
by the other side for having looted the magic missile (x2)
after their first member is slain.
dead bodies of their comrades. sleep
Looting thieves (2nd level, 2-12): AC 2nd level invisibility
8; MV 12; HD 2; hp 8 each; #AT 1; Dmg Zhentil Keep terror team: This is an stinking cloud
1-6; SA thieving abilities; AL NE; THAC0 elite unit, designed for making strikes 3rd level prot. from normal missiles
20. into the heart of Red Plume territory, either fireball
destroying as much as possible, and or lightning bolt
Major looters: Another group of sneaking out again. Favorite targets (50% chance of each for
adventurers plundering the wreckage, include the Red Plume horses, which each mage)
but these looters pack more punch, and the Hillsfar troops use to great effect in
the good-sized groups have no qualms moving around the city. The spell casters protection spells
about slaying the occasional patrol that The terror team specializes in hit-and- will be in effect when they are encoun-
stumbles onto their activities. They are run tactics that are best accomplished tered, since both sides in this war have
also 2-12 in number, but one-third when the group is at or near full missile weapons.
(round up) of any group of three or more strength. If a team loses four members
are 6th level magic-users with some (or three magic-users), the others will Terror team members (4th level
heavy firepower spells. The remainder bolt and run in different directions, thieves, 4): AC 6; MV 12; HD 4; hp 20
are 9th level thieves. A group of major intending to regroup and be reinforced each; #AT 1; Dmg 1-6; SA thieving abili-
looters will have 1000-6000 gp in trea- later at the nearest Zhentil Keep out- ties; AL NE; THAC0 20.
sure, mostly in gems and rare objects. post. This type of encounter will occur Red Plumes deserters: This is a group
Looting thieves (9th level, 2-8): AC 6; no more than once per day; if a later die of Red Plumes who have decided they
MV 12; HD 9; hp 28 each; #AT 1; Dmg roll on the same day indicates another have had enough of the war, and intend
terror team, substitute either a Red to seek their fortunes farther south, after
1-6; SA thieving abilities; AL NE; THAC0
Plumes patrol or a Zhentil Keep patrol, a little recreational looting. They have
16.
depending on the characters present the manpower of a normal Red Plumes
Looting magic-users (6th level, 1-4): location, or roll again if the encounter is patrol (see above), but will attack under
AC 10; MV 12; HD 6; hp 18 each; #AT 1; in the War Zone. all circumstances, seeking to silence
Dmg 1-4 (dagger); SA spell use; AL NE; any interlopers.
THAC0 19. Terror team leader (9th level magic-
user): AC 4 (bracers of defense); MV

40
Moander cultists: A group of five fol- descriptions and story. Plumes in Yulash. Called merely The
lowers of Moander making their way to If the heroes still bear the sigil of the Captain by his men, he is a stiff-
the hidden temple. If the heroes achieve Zhentarim, the runner will return in ten necked, shortsighted martinet who lives
surprise on the cultists and do not minutes with orders that the heroes are by a rule book that probably does not
attack, they will be able to follow the cult- not to be harmed, and should be escort- apply to the battle they are fighting (one
ists to the edge of the midden that ed to the edge of the Zhentil Keep big reason why the war is going against
serves as the upper gate of their temple. secure zone. The leader of the Zhentil them and they are suffering desertions).
The cultists have no treasure. Keep patrol will note to the heroes that if The captain will be normally found in
they are found within Zhentil Keep terri- area 1, though he will move to area 3 to
Moander cultist leader (4th level cler- tory again, he will not guarantee being interrogate suspicious characters.
ic): AC 2; MV 6; HD 4; hp 21; #AT 1; able to stop his men from accidentally In the interview, the captain will start
Dmg 1-6 (club); SA spell use; AL CE; shooting them as looters. This is a heavy with a neutral attitude toward the player
THAC0 18. charactershes gone through this
hint, and what it means is that any Zhen-
Spells: til Keep troops encountered from here before, talking to would-be heroes who
on in will attack first, rather than have to are looting and calling themselves
1st level command adventurers. To determine the captains
deal with the problem of waiting for
light
orders from their higher-ups. reaction to the PCs, have the players
sanctuary
If any or all of the heroes do not have specify who the spokesman for the
2nd level dust devil
the mark of the Zhentarim on their arms, group will be in the interview with the
hold person
a runner will return in ten minutes with a captain; then roll 2d6 and refer to the list
Moander cultist bodyguards (3rd level second patrol of 10 soldiers. Both of results below after applying any modi-
fighters, 4): AC 3; MV 6; HD 3; hp 20 patrols will confer; then, drawing their fiers that fit the situation. The modifiers
each; #AT 1; Dmg 1-10 (two-handed bows, they will open fire on the player are these:
broad sword); AL NE; THAC0 18. characters from a distance of 30. - 1 If the heroes are known to have
Orders have come down to the Yulash killed Red Plumes soldiers or are
Nonhuman encounters commander that such individuals are to carrying Red Plumes equipment.
Shambling mounds (1-2): AC 0; MV 6; be slain on sight. - 1 If the heroes are marked with the
HD 10; hp 50 each; #AT 2; Dmg 2-16/2- A similar reaction should be expected
symbol of the Zhentarimor +1 if
16; SA suffocation; SD immune to fire, by those heroes who approach the Keep they have a good excuse ready
half damage from weapons and cold forces directly. They will be set aside in a (DMs judgment) when asked
attacks, lightning hit adds +1 HD; SZ L; safe place until their story is checked. about the marks.
AL N; THAC0 10. If they bear the mark, they are warned +1 If they submitted quietly when they
and escorted away. If they do not, they were accosted by the checkpoint
Giant slug: AC 8; MV 6; HD 12; hp will be slain as looters by a 2-patrol
72; #AT 1; Dmg 1-12; SA spit acid; SD patrol.
strength firing squad. - 1 If they were defeated in combat
unaffected by blunt weapons; SZ L; AL
N; THAC0 9. Southwest Corner of Yulash and dragged here.
+1 If the spokesman is lawful good.
Trolls (1-8): AC 4; MV 12; HD 6+6; The southwest corner of Yulash is in the +1 If the spokesman is a paladin.
hp 30 each; #AT 3; Dmg 5-8/5-8/2-12; SA Red Plumes secure zone. The +1 If the spokesman is a cleric of
may attack separate targets; SD regen- forces headquarters has been moved Chauntea.
erate; SZ L; AL CE; THAC0 13. here recently because of increased - 1 If the spokesman is a thief.
activity by the Zhentil Keep soldiers near - 1 If the spokesman is chaotic in
Vegepygmies (3-12): AC 4; MV 12; the previous HQ site.
HD 2; hp 12 each; #AT 1; Dmg 1-6; SD alignment.
The locations marked C on the map
piercing weapons inflict only 1 point of represent checkpoint locations, where A modified dice roll of 4 or less indi-
damage per hit, immune to electricity patrols of Hillsfar soldiers are stationed. cates an unfavorable reaction. The cap-
and charm-type magic; SZ S; AL N; These units are not mounted and thus tain declares all the player characters to
THAC0 16. they do not carry spears, but they are be looters and orders them slain. He will
otherwise just as formidable as the Red then return to his quarters while his
The Zhentil Keep Forces orders are carried out (unless he is
Plumes patrols that might be met else-
If the heroes are captured by Zhentil where in the city. They will challenge attacked himself). All available forces in
Keep forces, they will be taken to a anyone who comes within two spaces of areas 1-6 will come to the attack. All Red
safe location near the ruined temple their positions, and will attack those who Plumes patrols will attack the PCs on
of Ilmater (far from Zhentil Keep head- do not surrender. Those who surrender sight from this point on. If the heroes
quarters). There they will be left with are taken to area 3 for holding until the escape from the city, they will be auto-
their weapons and told to wait. The captain can talk to them. matically attacked by Red Plumes
arresting force will then send a runner to Brigadier-Captain Lethbron-Stot is patrols in the wilderness and in Hillsfar
Zhentil Keep HQ with the heroes the current commander of the Red whenever they encounter them.

42
On a modified result of 5-9, the cap- 2. Barracks. This four-story building is extra harness, swords, supplies,
tain remains neutral. He believes their missing its roof, but the bottom three spears, and arrows.
story, but doesnt give them any aid in floors are the quarters for the on-hand The patrol stationed at the checkpoint
their mission. What he does is to issue Red Plumes forces. There is a patrol (10 outside the building is charged with pre-
them a pass that allows them to move men) quartered on each floor. At any venting entry to the armory without the
past any Red Plumes checkpoints or given time, two of the patrols will be on captains explicit permission. They will
patrols provided that they are on their duty and ready to respond instantly to be split into groups of five, watching
way out of the Hillsfar-occupied part of an alarm, an order to mobilize, or the both entrances.
the city. He does not want to see them sight or sound of any obvious sign of The floor boards are weak in the
again in his part of town. If the heroes trouble; the other 10 men will be asleep. square marked T (common knowl-
return, the captains next reaction check When an alarm is sounded, the two on- edge to Red Plumes, who avoid it). Any-
is made at a -2 modifier (because they duty patrols will exit the barracks in the one entering that square will be pitched
have bothered him again). next two rounds, but the men who were into a sub-basement 30 below, taking 3-
The captain has a positive reaction if sleeping will need five rounds to get out 18 points of damage from the fall. There
the modified result is 10 or more. He is of bed and jump into their gear. is no treasure in the armory.
now firmly on the characters side, and
Red Plumes soldiers (3rd level fight- 6. Stables. This is where the horses of
gives them some information that may
ers, 30): AC 4; MV 6; HD 3; hp 20 each; the Hillsfar Red Plumes are kept when
help them as well as him. He tells them #AT 1; Dmg 2-8 (broad sword) or 1-6
that he is concerned with strange deal- they are being fed and rested. At any
(bow); AL N; THAC0 18. given time there are 40 medium war
ings around the company midden (gar-
bage dump), a great hole near the horses here, tethered to pegs driven
3. Jail. This is the most structurally
ruined temple of Helm the Watcher. He sound building in the Red Plumes into the ruined stone walls. The roof over
hasnt been able to spare the manpower the enclosure was missing entirely
camp. Its walls are 3 thick, and the
to engage in treasure-hunting, but if the when the Red Plumes occupied this
enclosure is secured by a heavy iron
heroes would be interested, he would area, but some timbers have been
grate. The captain conducts his inter-
provide a map to the midden, and the recently replaced, and now the eastern
views (see above) from the other side of
accompaniment of a patrol as far as the half is under cover.
this grate.
entrance to the ruined temple. When the jail is occupied (which is A patrol of Red Plumes soldiers will be
almost always), a squad of five Red on duty here, tending the horses. If there
Area Descriptions Plumes soldiers (see area 2 for stats) is
is a disturbance in the immediate vicini-
1. Captains Quarters. In this area is a ty of the stables, they will grab their
stationed in the area outside the door.
simple desk and chair. A set of stairs weapons and arrive for the fray in 2
This squad will aid other units in sight
leads up to a loft in the southern half of melee rounds. They will not ride horses
who have problems with invading
the room, and behind a wall in this ele- into a general melee, but if it looks like
heroes or monsters.
vated area are the captains cot and his the looters (that is, the player charac-
personal effects. Hidden at the bottom 4. Barracks. This is a two-story build- ters) are going to escape, they will
of his pack is a particular memento of ing, of which only the bottom floor is in mount up, grab spears, and pursue
the Yulash campaign: a short sword +3 use. The building houses two 10-man them.
with the hilt shaped like a mind flayer. patrols (see area 2 for stats) and seven Area 6A has a yellow ribbon stretched
The captain is always present here, leaders (see below). If trouble breaks across the doorway and a sign reading
accompanied by two Hillsfar fighters, out in the open area adjacent to the bar- Warning! Structure Unstable! nailed
unless he is interrogating prisoners. If racks, one patrol and six of the leaders to the wall next to it. The sign is true
the complex is assaulted, he will enter will exit the building to fight with the any who enter the square marked with a
the fray only if the heroes are being too intruders, while the last leader will take T will cause the northern wall to col-
successful (after they have slain 10 or the other patrol up to the ruined second lapse, inflicting 3-18 points of damage
more Red Plumes). floor to fire down on the melee. Their from falling debris to anyone within 10
standing orders are to concentrate on of the wall to the north, west, or south.
Brigadier-Captain Lethbron-Stot (12th visible spell casters with their bowfire. Because of this treacherous trap
level fighter): AC -2 (plate +4); MV 6; (which can be avoided, by those who
HD 12; hp 93; #AT 3/2; Dmg 2-8 (broad Red Plumes leaders (6th level fight- know about it, by simply jumping across
sword); AL N; THAC0 9. ers, 7): AC 2; MV 6; HD 6; hp 50 each; the 10 span), the room is also used as a
#AT 1; Dmg 2-8 (broad sword), 1-6 (short hiding place for the company payroll
Red Plumes bodyguards (3rd level bow); AL N; THAC0 15.
fighters, 2): AC 4; MV 6; HD 3; hp 20; 5000 gold pieces in 100-gp-value plati-
#AT 1; Dmg 2-8 (broad sword); AL N; num bars. The entire treasury is hidden
5. Company Armory. This extremely
THAC0 18. beneath an overturned urn in the south-
dilapidated structure is missing half its
east corner of the area.
In addition to the magic sword, the roof; the exposed portion is covered with
captain has five trade bars of platinum in a crude tarpaulin to keep out the rain. 7. Ruined Tower: This building was
his desk, worth 200 gp each. This is where the Red Plumes keep their once one of Yulashs watch towers, 100

43
feet tall, most of which is now scattered a bar and the amount of shattered glass- ing is the lair of a slightly addled halfling
on the hillside below. The building is ware in the area. Characters must move thief, who is hiding on a bit of the
now open to the elements above the first carefully through the area or suffer 1-2 second-floor rafters in shadows, ready
story. The floor near the northeast cor- points of damage per 10 of movement to trap any monsters who invade his turf.
ner is sagging badly, and if any weight of from the glass shards. A sign hanging The halfling is Burto Milibuck. Burto
more than 100 pounds is placed upon it, outside identifies this as The Masters was, ah, acquiring objets dart from the
the entire 20-by-20 section will fall 20 Voice, A Drinking Establishment of ruins about four months ago when this
to a basement beneath, doing 2-12 Quality (well, thats what the sign says). huge moving mountain of garbage near-
points of damage to anyone caught in Behind a table propped against the ly swept him up in its escape from
the collapse. south wall, a Red Plumes trooper is tak- Yulash. Since then, Burto has not been
ing an unauthorized nap. If the player right in the head, continually seeing veg-
8. Ruined Smithy. This roofless build- characters make noise or search the etable monsters everywhere, and laying
ing was once an ironsmiths shop. The room, he will awaken and, drawing his traps to destroy them. Here in his lair he
forge still stands along the north wall, bow, rise and demand the characters is waiting for the monsters.
though most of the other equipment has immediate surrender. Above the area marked T in this
been stripped by the Red Plumes. If the heroes produce a pass from the room is an open-bottomed cage ren-
A careful search of the room (requir- captain, the soldier will be mollified and dered invisible by a scroll spell that Bur-
ing a full turn) will reveal that jammed lower his weapon. If not, he will call for to read. The cage is suspended, and
into the forges ruined chimney is an his comrades at the checkpoint outside, Burto has his hand on the release.
intact container holding a potion of giant who will arrive in one round. When a monster (or characters) enter
strength (roll for type). that square, Burto will release the cage,
Red Plumes soldiers (3rd level fight-
which will become visible when it crash-
9. The Potters Shards. This building ers, total of 10): AC 4; MV 6; HD 3; hp
20; #AT 1; Dmg 2-8 (broad sword) or 1-6 es down upon and around the party.
was once a pottery, though now the kiln Burto will shout at the trapped individ-
is broken open and the room is littered (bow); AL N; THAC0 18.
uals to surrender, revealing himself from
with shattered clay pots.
12. Bakery. This building was once a the shadows and carrying his bow. He
Should the heroes investigate the says his arrows are tipped with deadly
room, they will disturb 20 giant rats who bakery, and the ovens still stand along
the north wall. The walls are sound here, poison, but the purple stuff on the tips is
make these ruins their home. in reality grape preserves, which he has
and there are no monsters and only
Giant Rats (20): AC 7; MV 12//6; HD infrequent patrols. If the heroes choose a cache of up in his hideaway.
1/2; hp 3 each; #AT 1; Dmg 1-3; SA dis- to rest here, they will be undisturbed for The cage is fairly light and can be lift-
ease; SZ S; AL NE; THAC0 20. at least 10 hours. ed by a single person with a strength of
at least 12. Burto is further hampered by
10. The Shattered Inn. This building 13. Ruined Stores. This building was having only two arrows. After getting off
was once an inn, the Watchful Eye whole and sound until about four his second shot, he will throw his bow at
(the sign is leaning against the wall just months ago, when the Abomination of his assailants (no damage) and seek to
inside the north doorway). The roof of Moander ripped off the eastern end. The escape, either through an upstairs win-
this two-story building is missing, but the northeast corner is still standing, but is dow, or through the secret door to the
stairs to the second floor are solid. very shaky; anyone who enters that sec- north.
The second floor is the final resting tion of the area will take 2-12 points of Burto is not evil, just confused. If he is
place for a dead fighter in chain mail +1, damage from toppling masonry. talked to calmly and assured that none
and the 20 giant rats who have stripped This building was once a store, and of the party are vegetables, he will settle
the flesh from his bones (see area 9 for still is littered with shattered crocks, down and free the adventurers. He will
rat stats). The fighter is in the area scattered and rotted foodstuffs, and bro- even join the party, if asked, but will run
marked T on the second floor. If the ken gear. Anyone who enters the store off during their next encounter with
heroes investigate the armored skele- will be spotted by the Red Plumes vegepygmies, shambling mounds, or
ton, the rats will attack, streaming out of checkpoint outside the southeast corner other plantlike monsters.
the ruined walls. The added weight of of the store (the collapsed wall allows Burto has a short sword +2 in addi-
men and rats will cause the floor to start the patrolmen to see into this area). The tion to his arrows. In his cache he has
to fall in. In two rounds, the floor of this patrolmen (see area 12 for stats) will call three jars of grape preserves, and a
section will collapse, inflicting 1-6 points for identification and/or surrender, and potion of frost giant strength.
of falling damage to those on it when it will pursue anyone they perceive as
goes and 1-10 points of fallen-upon Burto Milibuck (insane 10th level half-
potential looters. ling thief): AC 5; MV 12; HD 10; hp 40;
damage to those directly below it. The
rats, being rats, will be unharmed and 14. The Halfling Hermit. This two-story #AT 1; Dmg 1-6 (arrows smeared with
still in a nasty mood. building is missing its second floor but grape preserves) or 3-8 (short sword
retains its roof, so that the ground floor +2); SA thieving abilities; SZ S; AL CN;
11. The Masters Voice. This was once in effect has a 20-foot ceiling. The build- THAC0 16.
a tavern, as suggested by the remains of

44
15. Well Room. This building looks in doors, they will hear the sounds of battle per hit, immune to electricity and to
good shape, but is the home of a will-o- within: the ring of steel on stone, and the some charm- type magic; SZ S; AL N;
wisp, waiting for the unlucky to enter its shouts of a woman warrior. If the heroes THAC0 19.
lair. The floor is paving stone, and sec- enter the fray, read the following to the If the player characters do nothing,
tion of floor in the southeast corner is on players: Alias and her companion can deal with
a pivot so that it will tilt when anyone the vegepygmies in about 20 rounds,
steps on it, dumping the unsuspecting You see the broad expanse of the taking about 10 points of damage
character(s) into a well shaft 40 feet temple, its litter and debris swept to apiece in the process. Dragonbait will
deep. Victims take 2-16 points of abra- one side. In the center of the room, heal Alias first, then himself. Even
sion damage from the walls of the shaft surrounded by greenish vegetable- though these monsters are not particu-
on the way down, and after theyve humanoids, are a woman and a lizard larly formidable, Alias will be not at all
fallen 30 feet they plunge into a 10-foot- man, fighting back to back against happy that the PCs elected not to help
deep pool of smelly, stagnant water. the monsters. The woman is tall with dispose of them. As a result, she will not
The will-o-wisp entices intruders into a red cape and reddish blonde hair, aid the party hereafter.
the trap by hovering over the southeast and wields her weapon like a sea- If the heroes do chip in against the
corner at eye level and changing its soned professional. Her companion monsters, melee will proceed normally.
appearance so as to look like a glowing looks like a misshapen lizard man, Alias will wait until the end of the battle
golden ring or halo (treasure!). with too-short arms and a fin sticking to make introductions. Dragonbait will
If the fall does not kill the victim(s), the out of the top of his head. At their feet check Mixilias body, and look up, shak-
will-o-the-wisp descends into the pit and lies the immobile body of a cleric in ing his head. Alias will ask if any of the
attacks normally, pulling the life ener- plate armor. Nearby is a very large heroes have the ability to raise dead. If
gies out of the trapped character(s). It hulk of rotting vegetation, to which they do, and if Mixilia is raised, the cleric
remains in the bottom of the pit until it the woman deals a death blow just as will act as guard at the top of the midden
senses that any surviving occupants of you enter the room. There are about while the others descend (see the fol-
the room have left, and then it ascends. 10 of the smaller vegetable monsters lowing text). Otherwise Alias will put his
The pivoting floor slab will swing back to on the floor with the cleric, also immo- body in a safe place, hoping to carry her
its most stable (horizontal) position in 1- bile, but about 20 more are still friend back to civilization later.
3 turns, thus resetting the trap. (If the active, pressing in on all sides. Dragonbait will examine the player
will-o-wisp has not left the well shaft by characters using his shen- sight. If the
the time this happens, the creature will heroes are not evil, he will give Alias a
be caught inside the shaftuntil the The female warrior is Alias, whose
biography and statistics may be found in sign that all is clear. If any of the player
next time someone steps on it.) characters are evil, he will give his mis-
Appendix I. Her companion is Dragon-
Will-o-wisp: AC -8; MV /18; HD 9; bait, a paladin of the extradimensional tress a negative sign, and the pair will
hp 33; #AT 1; Dmg 2-16; SD become race of saurials, who is also detailed in disassociate themselves from the char-
invisible for 2-8 rounds, only affected by Appendix I. The large hulk is the body of acters.
protection from evil, magic missile, and a shambling mound, and the smaller Assuming that the characters do help
maze spells; SZ S; AL CE; THAC0 12. monsters are vegepygmies. defeat the vegepygmies, and that no
Their companion on the floor is Mix- one in the adventuring party is evil, Alias
If reduced to five or fewer hit points, will tell the story of what she is doing
the will-o-wisp will shoot out of the well ilia, a cleric of Helm who contacted Alias
a month ago with troubling news: the here, and then expect the player charac-
(or out of the area, if it is attacked before ters to do the same. For starters, read
the trap is sprung), seeking to escape. Cult of Moander was active again, and
working in Yulash to return Moander to the following to the players:
The bottom of the well is littered with
the dead forms of those who have come the Realms. Mixilia brought Alias here,
before. Among the debris at the bottom but the group was ambushed before First off, my name is Alias. This is
of the stagnant pool are a long sword they could enter the secret temple. Mix- my companion Dragonbait. Hes not
+1 and a wand of magic missiles with ilia was attacked and suffocated by the a pet, not a familiar, not a servant.
seven charges remaining. shambling mound while the vegepyg- Hes a saurial, the only one I know of
mies tried to keep Alias and Dragonbait in the Realms. Im an adventurer by
16. Temple of Helm. This ruined build- occupied. Alias did break away and trade and disposition, usually fighting
ing was once a temple dedicated to manage to kill the large monster, but not only when called for, or to right some
Helm the Watcher. In the destruction in time to keep Mixilia from expiring. wrong.
wrought by the Flight of Dragons, part of Now there are still 20 vegepygmies in Its the latter situation here.
the temple floor was blown away, reveal- the room which must be dealt with Theres a cult at work here, one that
ing a huge pit (area 17), which other before anything else can happen. worships an ancient and evil god
natives have been using as a garbage called Moander. I was here a few
Vegepygmies (20): AC 4; MV 12; HD months back, and was responsible
dump or midden. 1; hp 5 each; #AT 1; Dmg 1-6; SD pierc-
As the heroes approach the temple for accidentally freeing a part of it
ing weapons inflict 1 point of damage

45
ber the live and let live policy), but
from its imprisonment here. We killed Ive seen them before, she says, prompts them to head away from the
that part of it, called the Abomination rolling up her own sleeve to reveal a Red Plumes complex when they do
of Moander, but not before it carved swirling patch of blue tattooed to her emerge from the hole. And the Hillsfar
up a large chunk of the forest to the skin. I carried marks like those troops still have access to the hole for
south. Still, when it was gone, we myself, not too long ago. They are dumping purposes.
thought that would be that. magical slave-bonds of a sort, forcing The midden itself is a gaping hole
We were wrong. It seems that the. . . person . . . who wears them to 200 deep, with the bottom 30 or so
there is a temple complex down here perform certain actions against their filled with trash and refuse. Those who
that I didnt know about at the time, will. It was such a marking that origi- fall down the shaft will take only 4-32
and the Survivors of Moander, as nally brought me to Yulash, and points of damage, but stand a chance of
they now call themselves, are gather- caused me to free Moanders Abomi- sinking and drowning in the soft muck
ing to try to bring back their lost god. I nation. You may be similarly affected. after they hit. A stairway spirals down
dont know how theyre going to do it, I recognize Moanders symbol, the side of the shaft, but it is only wide
but I intend to stop them. You can but the others are new to me. Lets enough for one person at a time, so that
help if you want. We can reach the see. . . that one looks like the sigil of any group of travelers must proceed in
temple by going down through the the Black Network, based up in Zhen- single file.
old garbage dump to the southeast. til Keep. Nasty people, according to a At about 100 down, there is a hole in
My cleric friend Mixilia caught on friend of mine. The main point with the wall along the midden. The remains
to their activities and went looking for these symbols is that they can be of a stone secret door still hang on its
help. He found me and Dragonbait. resisted through a strong sense of pivots. Within this passageway is the
We have a grudge against Moander will and identity. If you can force your- entrance to the temple of the Survivors
and his followers, and want to see self to resist the attack, you can tri- of Moander.
them put out of business for good. umph over them.
Care to help? Another point. The markings are
usually tied to a few individuals, such
as a powerful mage or leader of a
If the heroes are haughty, conde- group. Kill this individual, and the
scending, or rude at this point, Alias will brand for that group falls apart.
not give them, or ask for, any more infor-
mation. She will say, with some measure
of disgust, that the heroes (not the word When the discussion is over, it will be
she would use) are on their own, since time for the PCs to descend toward the
thats the way they seem to want it. Then underground temple with or without Ali-
she and Dragonbait will pick up the body as and Dragonbait. (If any Red Plumes
of Mixilia and appear to be preparing to soldiers have witnessed the foregoing
get their cleric to safety. Rather than scene, they will refuse to go into the pit
overtly aiding the party from this point with the characters; they have a live
forward, they will put their friend in a and let live attitude toward the
safe place once the heroes have begun Moanderitesfighting the Zhentil Keep
their descent, and then they will follow forces is quite enough for nowand
the PCs secretly, intending to come to wont do anything to jeopardize that sta-
their aid if the characters find them- tus.)
selves overmatched. 17. The Midden. After the appearance
If the heroes are friendly, Alias and of the Abomination of Moander, the Red
Dragonbait will join their party. Alias will Plumes took measures to secure the
do all the talking for the two of them, area around the midden, which they had
while Dragonbait will apparently com- previously used as a garbage dump. But
municate with her telepathically. Actu- they still wanted to dump things there
ally the saurial communicates by means (its a very deep hole, and perfect for
of scents, a fact which Alias has become such a purpose), so they erected a
aware of, but which others may not structure around it with only one man-
notice immediately. sized opening, along the southeast wall
If the heroes show their markings, Ali- leading to and from the rest of the ruined
as will look at them, curse, and tell them temple. This allows Moanderites to
the following: come and go if they so desire (remem-

46
The temple complex of Moander has Vegepygmies (10): AC 4; MV 12; HD 3. Shambling Mound Quarters. These
long been buried beneath the city of 4; hp 20 each; #AT 1; Dmg 1-6; SD pierc- areas are where the cultists store their
Yulash, formerly serving as a prison for ing weapons inflict 1 point of damage other allies, a set of 6 shambling
an earthly incarnation of that god known per hit, immune to electricity and charm- mounds. These creatures are quite con-
as the Abomination of Moander. The type magic; SZ S; AL N; THAC0 15. tent to be led about by the cultists for
creature was freed recently and its various purposes, because the cultists
The vegepygmies have no treasure.
earthly form destroyed soon thereafter. keep them well fed and docile. For this
At area 1A the heroes will find a ruined
Now Moanderite cultists from through- reason they will not attack immediately,
wall of blue-glazed brick. The brick is
out the Moonsea Reaches have gath- but will fight back if hit first.
shattered and nonmagical, but if Alias is
ered together to try to bring their gods present, she will shudder visibly at the Shambling mounds (6): AC 0; MV 6;
power back to the Realms. memory of what was once locked HD 8; #AT 2; Dmg 2-16/2-16; SA suffoca-
The heroes are intended by the Survi- behind this wall. tion; SD immune to fire, resistant to cold,
vors of Moander to be used as sacrificial all weapons inflict half damage; suscepti-
victims in the main shrine (room 9). To 2. Vegepygmy Garden. This is the bar- ble to plant control potions and charm
this end, they do not want to slay the racks of the Moander cults vegepyg- plant spells; SZ L; AL N; THAC0 12.
heroes, and will try to knock them mies. Several huge pots are set up
unconscious in combat if forced to fight. If the creatures are left undisturbed,
along the south walls, and a great plant
Otherwise, they will flee back to room 9 they will later be rounded up by the Moan-
is growing out of each pot. Hanging from
in hopes that the heroes will pursue derites for the final conflict in room 9.
the plants, like immature fruit, are clear-
them there and enter the trap. walled pods, within which are almost 4. Food Storage. Here is a colony of
If any of the Moanderites are talked to, fully grown vegepygmies. Magical 12 shriekers raised as a food source for
the occupants of the temple will wel- lamps set in the ceiling give this room a the Moander cultists. They are nonhos-
come the characters as conquering reddish glow. The room is the home of tile, but light within 30 or movement
heroes and tell them that everything will 25 vegepygmies, 5 of them leader- within 10 causes them to set off a hid-
be explained if the player characters types. Also present are 5 thornies, the eous shrieking. The shrieking will cause
accompany them to the main shrine, vegepygmy version of a war dog, which the complex to be warned that there are
where they will meet with Mogion, their will aid their masters. If the invaders fail invaders in the area, and cause a group
leader. They will trap them there. to show the symbol of Moander, the of cultists to appear in 1-6 rounds. If the
The Moanderites servants, however, monsters will attack. heroes had left the door to the sham-
are not so diplomatic, and will attack to bling mounds quarters open as well,
slay the heroes whenever they are Vegepygmies (20): AC 4; MV 12; HD
the shamblers will arrive in 2 rounds for
engaged in combat. 2; hp 12 each; #AT 1; Dmg 1-6; SD pierc-
dinner.
ing weapons inflict 1 point of damage
Room Descriptions per hit, immune to electricity and charm- Cultists (3rd level fighters, 6): AC 8;
type magic. SZ S; AL N; THAC0 16. MV 12; HD 3; hp 14; #AT 1; Dmg 1-6
1. Guard Post. This corridor is inscribed (club); SZ M; AL CE; THAC0 18. If slain
on both sides with twisted, convoluted Vegepygmy leaders (5): AC 4; MV
in an earlier encounter, these cultists will
carvings, all of a violent and disturbing 12; HD 4; hp 20 each; #AT 1; Dmg 1-6;
not be present for the climactic fight in
nature. The size of the carvings SD piercing weapons inflict 1 point of
room 9.
increases as the heroes move down the damage per hit, immune to electricity
hall, as does their graphic and violent and charm- type magic. SZ S; AL N; 5. Preparation Room. This room is
nature. THAC0 15. used by the Moanderites as a changing
When the heroes reach the corner, room for putting on their holy robes
Thornies (5): AC 3; MV 15; HD 4; hp
they will see to the north a patrol of 10 before entering the shrine (room 9).
25 each; #AT 1; Dmg 2-5; SA spines (see
vegepygmies. The vegepygmies have There is a closet here with four hooded
below); SZ M; AL N; THAC0 15. Thor-
orders not to attack any party that robes of Moander and masks (white with
nies are covered with sharp spines (like
presents the holy symbol of the Cult of the jawed palm emblem on the fore-
those of a sea urchin) that will inflict 3-12
Moander (which the characters might head) in a small closet here. The robes
additional points of damage whenever
have obtained from room 11 in the Fire provide AC 8 to the wearer. Of more
the creature scores a regular hit in close
Knives hideout back in Tilverton). If the interest may be the materials left behind
combat.
heroes have such a symbol, the mon- by the last group of cultists when they
sters will let them pass. Otherwise, they The vegepygmies will have a scatter- changed: 5 suits of plate armor, 6 suits
will attack. ing of 1000 gp, mostly in coins of lesser of chain mail, 9 suits of leather armor, a
The heroes may try to pass using the value, among their gear. If the plants are two-handed sword +1, 6 bows, 2 cross-
runes on their arms as a ticket in. The not chopped down, they will produce a bows, 40 arrows, 10 quarrels, a battle
vegepygmies will be confused (this is not new crop of vegepygmy leaders who axe +2, 5 long swords, 5 broad swords,
an actual holy symbol), but will let them will track down the heroes for revenge. a short sword +3, 12 daggers, and 25
pass. The vegepygmies are all leader- There will be 10 vegepygmies in this cloaks. The heroes may choose from
types of higher hit dice than normal. new crop. the equipment here to rearm them-

47
selves for future combat. priest herself will be found in the shrine and Lord T will all be forced to hunt you
There are also three casks of wine (room 9) preparing for the sacrifice. The down and slay both you and anything
here, used for celebrations among the room is fairly empty, since Mogion has you choose to bring onto this plane. Do
cultists. The wine may be used to had neither the time nor the desire to not doubt that we can do so. Remember
negate the sticky webs of the giant sun- refurnish it. There is a simple bed, a that I represent a more active power that
dew in room 6. dresser and closet, and a small writing is still at work in this part of the Realms,
desk in the room. and will take poorly to your hostile
6. Trash Control. The doors to this
In the desk drawer is a special ring actions. Once the subjects have been
room open 10 over the floor, so that fully tested, then we may slay them.
that will protect the wearer and all within
player characters who are not expecting One more thing: I performed the
10 of him or her from the stone guardian
the drop must make a saving throw ver- requested research for you, and you are
in room 8. On the desk is a letter, marked
sus wands or immediately fall 10 for 1-6 with the symbol of the Zhentarim, that wrong. It is only the gauntlets, not the
points of damage. The room is used as reads as follows: appearance of Moander himself, which
the cultists garbage pit, where they dis- can devour the Pool of Radiance. This
pose of dead monsters as well as indi- Most Respected Mogion of Moander:
further weakens your argument to bring
viduals they have captured and have no The Red Wizard Dracandros has pro-
old moldy back onto this plane.
further use for. The room is also the vided a magical sending to me, alerting
me that you are planning to exterminate Yours in darkness,
home of a giant sundew. Lord Fzoul Chembryl of Bane,
the subjects of our little test. While I real-
Giant Sundew: AC 7; MV 1; HD 8; hp Zhentil Keep
ize that you are among the survivors of
50; #AT 6 per target within range (5); not only a banished god but an earlier 8. Treasure Vault. Here is where the
Dmg 1-3; SA suffocation, combat penal- treasure of Mogion and the Survivors is
alliance, I must protest strongly your
ties; SD resistant to fire and missile intention to eradicate our subjects before stashed, including treasures previously
attacks; SZ M; AL N; THAC0 12. hidden elsewhere beneath the city, and
they are fully tested.
7. Mogions Quarters. These are lf you carry out this mad plot and slay goods looted from above. The booty
Mogions personal quarters. The high our pigeons, then Dracandros, myself, includes the following items:

48
* 3 solid gold holy symbols of Helm,
worth 1000 gp each. mask which covers her upper face. voice a piercing whine. I hope that
* 10 Lantanese trade bars, worth 500 On the forehead of the mask is you have suffered no hardship in
gp each. another symbol of the jawed palm. reaching this hallowed spot, for you
* A statue of a white owl, carved in She wears no armor, except for a set are to play an important role in the
whale ivory, worth 700 gp. of heavy gauntlets which do not seem future of our faith. You are about to
* A chest filled with nonmagical cop- to fit with the rest of her outfit. She help us bring a dead god back to life.
per rings. The rings have Nystuls motions to you to come closer, and Come forward.
magic aura cast upon them, and rises.
will radiate magic. The chest is To each side of the woman are two
trapped so that when it is opened, manlike brutes, similar to golems in Mogion wants the heroes to step for-
poison gas will fill a 20-by-20 area. ward onto the mossy mat, at which point
appearance, except that they are
* 2000 gp in loose coins scattered the ceremony will begin. If the heroes
green in color. Along the side walls
about the floor. seem hesitant, she will use the com-
are a number of cultists, also dressed
* Any devices and items for raising mand word for activating her part of the
in sickly white robes. They carry
the dead that may have been stolen Azure Bonds (Kitsath) to force the
clubs hanging from short chains
from the player characters before characters forward.
attached to their belts.
they awoke in Tilverton. If Alias and Dragonbait are present,
* A stone statue of Dracandros, Red they will be unaffected by the compul-
Wizard of Thay, labeled as such at The woman is Mogion, the highest- sion, as will anyone else who makes a
the base. This statue is in reality a ranking priest of Moander left in the successful saving throw versus spells.
stone guardian that was given to Realms. Her stats and story are found in The cultists will move in on those resist-
Mogion by Dracandros as a Appendix I and summarized here. She ers, seeking to pummel them with their
memento, and which the wizard wears the Gauntlets of Moander, which clubs and force them onto the mossy
also uses to spy on the evil cleric. provide her with enhanced abilities (see mat.
The stone guardian will wait 5 Appendix I). When four individuals marked with
rounds after the door is opened, The two creatures on either side of the bonds are present on the mat (or the
then will attack anyone in the room her are algoids under her control. They maximum number available, if fewer
who is not protected by the special are totally loyal and will die to defend than four have been branded), the sec-
ring from room 7. her. They are already under the control ond phase of the ceremony will begin.
of the power of the gauntlets, and as Mogion will motion with a gauntleted
Stone Guardian: AC 2; MV 10; HD such cannot be charmed or held. They hand, and vines will twist out of the
4+4; hp 28; #AT 2; Dmg 2-9/2-9; SD will only attack if Mogion herself is moss, hindering the characters on the
detect invisible objects; resistant to attacked and damaged. mat as if by an entangle spell. She will
edged weapons, cold, fire, and electrici- then begin casting a spell given her by
ty; immune to normal missiles, poison, Algoids (2): AC 5; MV 6; HD 5; #AT 2;
Moander, which, she is told, will bring
hold, charm, fear or paralysis. Vulnera- Dmg 1-10/1-10; SD immune to magical
him into this realm. The marked heroes
ble to stone to flesh, transmute rock to fire and lightning, immune to edged
were only needed to set off the spell;
mud, stone shape, and dig spells; SZ M; weapons of less than +2; vulnerable to
once they have been maneuvered onto
AL N; THAC0 15. part water and lower water; SZ M; AL
the mat (by guile or force) they may
CN; THAC0 15.
move off it and the spell will continue.
9. The Shrine. Read the following pas- There are 20 cultists in the room, Mogion will begin casting, which will
sage to the players when they enter: minus some or all of the six who might have two immediate effects: first, she
have been slain in room 4 when the will be surrounded by a major globe of
This underground vault is lit by oil shriekers sent off their warning. invulnerability, and though she may still
lamps sitting in tall brass holders at be attacked physically, whoever does so
Cultists (3rd level fighters, maximum
each corner. The center of the room of 20): AC 8; MV 12; HD 3; hp 14; #AT 1; must first get past the algoids. Second,
is slightly depressed and covered Dmg 1-6 (club); SZ M; AL CE; THAC0 those on the mossy mat must make a
with soft moss, like a living carpet. saving throw versus wands or immedi-
18.
The walls were once white marble, ately fall unconscious. Those who are
but now are tinged green by algae. Assuming that the characters do not unconscious on the mat at the end of 6
At the far end of the room is a rush forward to attack Mogion or the cult- rounds must make a second saving
raised dais, behind which is a huge ists immediately, then the high priest throw or be slain because of the effect of
statue of the jawed palm of Moander. speaks: the special spell (see below).
Before this great symbol of Moander Beginning the spell casting will break
is a small bench, upon which sits a Mogion smiles at your group and the hold of the compulsion on the affect-
thin, skeletal woman. She is dressed beckons you forward again. Wel- ed player characters, allowing them to
in sickly white robes, and wears a come, adventurers, she states, her move and act normally. The cultists will

49
try to keep the heroes penned in on the will seal off her complex and rest for a
mat, and new vines will grow each round year, before breaking out into the
to keep the individuals entangled. Realms for revenge against those who
As soon as she starts casting the cer- tried to destroy the deity the first time.
emonial spell, Mogion will discover that Should the heroes kill Mogion before
she did not know the whole truth about she completes the transformation, the
how the magic worksbut neither she cultists will flee in terror. The algoids will
nor anyone else will be able to stop the continue to attack until they are
casting from running its course once it is destroyed. The fleeing cultists will try to
begun. Read the following passage to cave in the path behind them, sealing
the players just after the casting begins: the heroes into the complex.
The cultists do not know about the
The priestess Mogion makes a mys- secret passage behind the dais, acti-
tic gesture, suggesting that she has vated by reaching inside the mouth of
started to cast a spell. Then, sudden- the statue and flicking a switch. The wall
ly, she stops, arrested in her motion will rise, showing a passage that leads
like a puppet whose strings have out to a drainage pipe outside the
been pulled taut. She begins to gag, bounds of Yulash itself.
and reaches toward her throat, claw- Once the group is free of Yulash, Alias
ing for air. She rips the mask from her and Dragonbait will leave the party.
face to reveal not a human face, but They have had enough of Moanders
that of some green monster, tendrils plots, and are heading for Shadowdale
growing in place of hair, her eyes after going back into the city briefly to
turned the bright yellow of poisonous pick up their friends body. (If the charac-
mushrooms, her teeth growing, as ters recovered some kind of device for
you watch, wooden and sharp- raising the dead in the temples treasure
pointed. room, then the DM should give the party
extra credit for offering to help Mixilia, or
for simply giving the device to Alias for
The transformation will take 6 rounds, her to use. She will not ask for help,
at the end of which Mogion will be the even if she knows that the heroes now
new vessel of Moander, a plant-monster have such an item.)
which will have the benefit of the Gaunt- Before departing, Alias tells the
lets it still wears. When the magic has heroes that if they ever need help in the
finished its work, the vines reaching up form of information, theres a goatherd
from the mat will suddenly sprout in Shadowdale she knows who is fairly
blades, killing immediately any uncon- knowledgeable (she means Elminster,
scious characters still on the mat, and of course).
inflicting 1-3 points of damage to anyone If either Alias or Dragonbait is
conscious figures still fighting the cult- reduced to 0 hit points in the encounter,
ists and the entangling vines. the affected character will immediately
Mogion will retain her original statis- be surrounded by a bluish glow and
tics (see Appendix I) until the casting is instantly healed back to full strength and
completed, at which point she will be consciousness. (This was a gift from
fully merged with Moander and very dif- Elminster to save them from a certain-
ficult to slay. death situation.)
Moander/Mogion: AC 0; MV 12; HD If the heroes defeat Mogion or
20; hp 120; #AT 2; Dmg 3-30; SA Gaunt- Moander/Mogion, they should take the
lets of Moander; SD immune to light- gauntlets. If they fail to do so, Alias will
ning, hit only by +2 or better weapons; take them, and, on a random encoun-
heals damage when in contact with oth- ter a few days later, reappear to give
er plants; SZ M; AL CE; THAC0 7. them back to the player characters. She
will say that she took them to a friend of
Moander/Mogion will slay everyone hers to identify, and he suggested they
she comes near who is not plantlike be given to the heroes. If pressed for the
she does not discriminate between cult- identity of this friend, she will only say
ists and members of the characters that he is a goatherd . . . in his spare
party. If the heroes are slain (and the time.
adventure ends here), Moander/Mogion

50
Zhentil Keep is a large, fortified city at The magical and clerical population of Appendix I. Olive has attained her
the mouth of the River Tesh. It is regard- Zhentil Keep is therefore split into two desire, to be identified as a singing tal-
ed by all within the Moonsea Reaches campsthose supporting Fzoul (called ent in her own right, but has found that it
as an evil town, ruled by cruel tyrants the Zhentarim in this chapter), and is not always desirable to be known in a
and home to bloodthirsty clerics and those supporting the High lmperceptor town before you arrive there, so she has
sadistic mages. It is the recognized seat and his agents (called the Orthodox adopted a new name.
of the Zhentarim, an organization of Banesmen, or Banesmen for short). If confronted by characters who have
mages, fighters, and some clerics Making matters worse, there is a heard of a halfling bard named Olive
formed to control a swath of land from third faction at work in Zhentil Keep. Ruskettle, Olive will play dumb, thank-
the Moonsea to the Sword Coast. The Keep is ruled in title if not in fact by ing the heroes for the compliment.
One of the major factions in the Zhen- Lord Chess, a pompous, overweight Olive, says Stevie, was her inspiration
tarim is the clergy of Bane, led by Fzoul debaucher who cares little about who to become a bard, and she will rail on for
Chembryl, second in command of the runs the Zhentarim or the church of altogether too long about how virtuous
Black Network under Lord Manshoon. Bane, as long as he gets his cut of the and talented this Ruskettle is.
The leader of the network is not in Zhen- action. He controls the official If among good-aligned characters,
til Keep at the momenthe is off dealing patrols, little more than groups of bul- and still pressed, Olive will flip up her
with a small rebellion at Darkhold, far to lies in uniform. collar, revealing a small silver pin show-
the west of Cormyr. Fzoul is the effective The city is a powderkeg, with differing ing the Moon and Lyre of the Harpers.
leader of the Zhentarim here at Zhentil factions squaring off to fight for control. See this? she whispers tightly, in a
Keep at this time. What could make matters worse? . . . conspiratorial fashion. It means Im
Now, while Fzoul is the leading patri- one of the good guys. Secret mission.
arch of Bane in Zhentil Keep, not all the Encounter 1 Hush-hush. The names Stevie.
clergy are in favor of Fzouls alliance The heroes will recognize the secret
As the heroes are heading northward for
with the Black Network. These malcon- symbol of the Harpers, a supposedly
Zhentil Keep, roll as if for a random
tents tend to be older, more reactionary beneficial group in the North. The truth
encounter. Then read the following:
priests, and they echo the sympathies of of the matter is, Olive is only partially on
the High lmperceptor of Bane, the a mission for the Harpers. That is, the
The road rises over a small hillock, Harpers dont know about her mission,
highest-level Cleric of Bane in the Moon- and you hear ahead the sound of
sea, who rules from far-off Mulmaster. but if they did, she is sure they would
mildly discordant music. On the hills approve.
In normal times, Fzoul would have the far side, you see a horse tethered to a A fellow halfling, named Benjil Turcot,
opportunity to pursue his own petty tree, and beneath it, strumming an was the one who stole the Blade of
plots. But with the added responsibility eight-stringed guitar, a female half- Lathander and was later slain at sea by
of keeping the Zhentarim running while ling. The halfling notices you and the Zhentarim. The Zhentarim said the
Manshoon is away, he is stretched thin. jumps to her feet, trying to wave you Blade was lost when the halflings ship
Several agents of the High lmperceptor to stop. went down. Olive knows otherwise; the
of Bane have been sent to Zhentil Keep Zhentarim have the weapon, and it is
to check on Fzouls fitness to rule. One presently in the possession of Fzoul.
of the agents is the High Inquistor, Gina- The player characters may ride on
past, ignoring the halfling. They will not Olive knows that if she steals the
Ii. The other is Orox, a beholder charged blade, Fzoul cant complain openly,
with the task of destroying Fzoul if he is gain any information on the Keep, and a
miffed halfling, when arriving at the because he has declared it lost already.
found unfit. Since Fzoul has other troubles right
Keep, will set them up anyway.
The timing of the inquisition is misera- If they do stop, the halfling will ask the now, this seems like an ideal time to pull
ble for the overloaded Fzoul. He had just heroes for a favor. Her small horse off the theft. And if the heroes help cre-
previously engaged in joining the New pulled up lame, and she has a singing ate a smokescreen, so much the better.
Alliance of the Bonds, promising the aid engagement in Zhentil Keep. Could they In the course of conversation, Olive
of the Zhentarim to that conclave, with- give her a lift, either riding behind a will pass on some or all of the following
out telling Lord Manshoon. Fzouls idea member of the party or on a pack horse? factsclaiming (truthfully) that her
was to discover the secret of the bonds, The characters can examine the sources are very reputable.
and thereby turn the heroes into Zhen- horse (borrowed from a passing * Zhentil Keep is ruled in name by a
tarim agents against their will. He has noble) and discover that it has no more bozo named Lord Chess, who is
kept track of the heroes progress than a stone in its shoe, easily reme- pretty ineffective. The real power is
through the North by reports from his died. The halfling will then join the party in the hands of the Zhentarim, who
agents, but he is positive that the ortho- anyway. rule by terror and magic.
dox Mulmaster faction is aware of the The halfling will give her name as Ste- * Chesss boys are pretty wimpy, but
heroes as well, and will use them as vie Nickelplate, an aspiring bard. She is there are a lot of them. If you run
proof of his unworthiness to remain in a really Olive Ruskettle, an all-too-famous into troops, act humble, or else
position of power. halfling thief whose story is told in youll be dragged to the magistrate.

51
* The Zhentil Keep magistrates exist Bruised Strumpet, in the Inner Quarter. 8. Are you carrying any powerful
for one reasonto keep the local During the rest of the trip to Zhentil magical items?
gallows and the Arena in business. Keep, Olive will remain with the party 9. Have you ever fought against
They have a perfect record for con- and will help in combat as best she can Zhentil Keep forces in an armed
victions. without risking her neck. However, she conflict?
* Manshoon runs the Zhentarim, but will not cook under any circumstances 10. Are you bringing in any fresh fruit?
hes out of town. His toady, Fzoul (she says she finds it degrading). 11. What was your name again?
Chembryl, is in charge. Fzouls the As soon as the party reaches Zhentil Both bruisers write down the names
head of the local church of Bane Keep, Olive will break off from the group on their papers. For every Yes
the Tyrant. and become lost in the city crowds. answer, bruiser #1 shakes his head and
* Fzouls Zhentarim respect only From there she will quickly get in touch writes something. For every No
those who are as sly as them- with the various factions, telling each
answer, bruiser #2 shakes his head and
selves. You can get by with a glib that the hired muscle from out of town makes a note on his paper. If asked, they
tongue and a sense of dark humor has arrived. The hired muscle she is will state that the questions must be
when talking to them. referring to are the player characters, answered before anyone is allowed into
* Anyway, Fzouls bosses, out at who she hopes will serve as a distraction the city. The procedure is strictly rou-
Mulmaster, are not happy about that makes it easier for her to accom- tine, and the information is used to open
Fzouls dealing with the Black Net- plish her thievery. a dossier on the respondents.
work. Serving two masters and all If the gate guards are attacked, the
that. So their forces are making Encounter 2 patrol (treat as Zhentil Keep Troops from
trouble now that Manshoon is out of Random Encounter Tables) will answer
the picture, either to topple Fzoul Zhentil Keep is a fortress town which the attack, and the portcullis will ring
from the church or make him look has continually expanded to take in down. The heroes will have to try the
bad to either of his bosses. more land within its huge black granite other gate, or wait until the next shift to
* The Mulmaster Faction are also walls. The current walls are some 40 try to get into the city.
members of the Church of Bane, tall, towering over all but the tallest
but theyre an orthodox group, and buildings within, and are continually Olive Ruskettles answers to the ques-
call themselves Banesmen. Their patrolled. tions are:
base is the temple in the city, while There are two gates, north and south. 1. Stevie Nickelplate
Fzoul is pouting in his tower next The South Gate is at the end of a huge, 2. Minstrel making an appearance
door to it. well-fortified bridge spanning the River 3. No
* The Banesmen are just plain nasty. Tesh, which also serves as the western 4. No
If youre nice to them, however, and border of the Zhentil harbor. The North 5. No
keep a smile plastered on your kiss- Gate opens on a well-beaten track that 6. No
er, they will let you pass. leads north, eventually ending at the Cit- 7. Yes (and she goes on to refer to
* All the factions are said to be hiring adel of the Raven. the Ruler of Hillsfar as a bucket-
out-of-town talent to deal with their Each gate is a monster of masonry, head)
opponents, recruiting from Tesh- with a huge steel portcullis that may be 8. I wish
wave, Mulmaster, and Hillsfar. Iden- dropped in a single round on orders 9. No
tifying yourself as being from one of from within. (It is assumed that the char- 10. No
those cities is good enough to start acters will approach the South Gate, but 11. Stevie Nickelplate
a fight in any bar in the city. the following information applies to both
* Speaking of taverns and inns, the gates.)
best in the territory are located in the There will be a patrol of guards at the
Random Encounters
Inner Quarter, near the Arena (and gate, with two large bruisers interview- Zhentil Keep is a lawful, if evil, town.
the Temple of Bane, although she ing people who want to enter. Most of the townspeople will try to shy
does not mention this). The For- The bruisers sit at a table with sheets away from newcomers or strangers,
eigners Quarter is the worst, where of paper before them. One of them will since spies are everywhere and every-
they charge triple and quadruple ask these questions of each visitor: one is watched for potential subversion.
prices for everything. The Inner Encounters will be with members of one
Quarter charges double, but at least 1. What is your name? of the three factions currently compet-
the food is of standard quality. 2. What is your business here? ing for control of the city.
Stevie will deny knowing anything 3. Are you a follower of Bane? Each three turns, there is a 30 percent
about the Blade of Lathander, and will 4. Are you from Hillsfar? chance of encountering one of the
ask for the story about it if the subject is 5. Are you from Mulmaster? groups. In the Inner Quarter, near the
brought up. 6. Are you from Teshwave? Arena (and the Temple of Bane), this
Olive will not mention which inn shes 7. Are you wanted for crimes any- increases to a 30 percent chance every
playing at unless askedits the where in the Moonsea? turn. Encounters are not checked if the

52
the street, to demand what they are
doing and where they are going. They
do this in the most offensive way possi-
ble, since Treating an officer with disre-
spect is grounds for dragging the
offender before the Magistrate. If the
heroes are anything but humble and
meek to the troopers, their honor will be
offended and they will start a fight.
If a fight breaks out, the cleric will
wade in with hold person, then com-
mand the lead character so affected to
Fall. The mage will pop off both magic
missiles, then turn invisible (in order to
escape and later bring reinforcements
and/or offer evidence). One fighter will
sound a whistle (meaning Battle in
progresscome quick!), and all the
fighters will advance to attack.
If the player characters defeat a
squad of Zhentil Keep troops, but the
alarm is sounded, all further encounters
with the troops will be hostile, and the
numbers will be doubled. (The heroes
may succeed in slaying everyone in the
patrol, but their descriptions will be turn-
ed over to the Zhentil Keep officials by
frightened townspeople.)
If the heroes are defeated by the
troopers, or surrender to them, they will
be taken to the Magistrate.
If the heroes talk their way past the
first group of Zhentil Keep patrolmen,
one of them, apparently thicker than the
rest, will say to a companion, Hey, I
thought the little shrimp minstrel said
these guys were tough. The other
guardsman will elbow him in the ribs
and drag him out of earshot.
heroes are in shops or other buildings. 3rd level fighters (10): AC 5; MV 12;
When rolling for an encounter, roll a HD 3; hp 23 each; #AT 1; Dmg 2-8 (broad
ten-sided die to determine type: Add two sword); AL LE; THAC0 18.
to the roll if the player characters are in Official spells of troop clerics:
the Inner Quarter.
1st level command
d10 roll Encounter (Factlon) sanctuary
1-5 Zhentil Keep troops (Chess)
2nd level hold person
6-8 Zhentarim gang (Fzoul)
9-12 Orthodox Banesmen (Ginali) 3rd level magic-user: AC 10; MV 12;
HD 3; hp 10; #AT 1; Dmg 1-4 (dagger);
Zhentil Keep troops: These are the SA spell use; AL NE; THAC0 20.
peacekeeping forces in Zhentil
Keepin reality, bullies in uniform. A Official spells of troop mages:
typical patrol numbers 12, made up of 1st level magic missile (x2)
the following individuals: 2nd level invisibility
3rd level cleric of Bane: AC 2; MV 6; The Zhentil Keep troopers have the
HD 3; hp 18; #AT 1; Dmg 1-6 (mace); SA right to stop and challenge anyone on
spell use; AL LE; THAC0 20.

53
Zhentarim gangs: These are made up charms, and the web and stinking cloud. 7th level cleric: AC 1; MV 6; HD 7; hp
of Fzouls people from the lower eche- A silence 15 radius is cast only if it will 56; #AT 1; Dmg 2-7 (flail); SA spell use;
lons of the Black Network, and aspiring not catch another friendly spell caster. AL LE; THAC0 16.
would-be members. They pack more If the heroes are reduced to 0 hit
Official church-prescribed spells:
magic than a Zhentil Keep patrol, but points by the gang members or other-
have less in fighting firepower. Gangs of wise captured, they will be taken to 1st level command
Zhentarim challenge who they want, Fzouls Tower (see Chapter 10). The penetrate disguise
where they want, particularly keying on gang will have at least one other sanctuary
members of the Orthodox Banesmen encounter while en route to the tower 2nd level detect charm
party. There are standing orders that with their captives (to make it interest- enthrall
individuals with unusual tattoos on their ing, they could meet a Zhentil Keep know alignment
arms are to be brought (alive) to Fzouls patrol, or a group of Banesmen, or both), 3rd level dispel magic
Tower in the Inner Quarter. and there is a chance that the heroes paralysis
Zhentarim gangs usually have from will either escape or fall into the hands of 4th level detect lie
12-16 members, and can vary slightly in a different faction in the process. The Banesmen have found out
composition. A typical group includes If the heroes defeat any Zhentarim through a reliable (short and female)
these individuals: gang, all other gangs they meet will source that the Zhentarim were bringing
attack first and ask questions later. in hired muscle with incredible abilities,
3rd level fighters (4): AC 3; MV 6; HD
3; hp 23 each; #AT 1; Dmg 2-8 (broad Banesmen: The most conservative of and the patrols are on the lookout for
sword); AL LE; THAC0 18. the followers of Bane, this group does such persons. The Inquisitor will ask the
not condone Fzouls actions with the questions, and as long as the heroes are
4th level clerics (4): AC 3; MV 6; HD straight-faced and polite, the interroga-
Zhentarim, especially the way he con-
4; hp 24 each; #AT 1; Dmg 1-6 (mace) sorts with mages. The Book of Bane, tion will be no more than a few short,
SA spell use; AL LE; THAC0 18. blunt questions: Who are you? Who do
their official history, depicts magic-users
Typical spells: in a particularly poor light. you work for? What do you know of the
Banesmen groups are made up Zhentarim? If the players make fun of
1st level command the Banesmen, or answer in a less than
protection from good entirely of clerics of Bane and merce-
nary fighters. They concentrate on any- deferential manner, the Inquisitor will
sanctuary ask his questions again, this time
one and anything that seems to be
2nd level hold person backed up by a detect lie spell. If he
outside the realm of their tiny world-
chant (one per group) or notices the tattoos, he will cast a detect
view. They are looking for individuals
silence 15 radius charm on them, with the resulting fire-
matching the heroes description, and
6th level magic-users (6): AC 10; MV will subject the player characters to works as for any divination spell cast
12; HD 6; hp 16 each; #AT 1; Dmg 1-4 harsh questioning on the street. As long upon the runes (see The Azure Bonds
(dagger); SA spell use; AL NE; THAC0 as the characters are pleasant, respon- near the beginning of the module).
19. sive, and honest, the Banesmen will let If the heroes are lying (or if there is an
them pass. explosion of blue light on the street), the
Typical spells:
Each group of Banesmen includes 15 Banesmen will attack, seeking to cap-
1st level armor individualsa leader referred to by the ture the heroes to take back to the Tem-
charm person others as The Inquisitor (he asks most ple of Bane, and to twist from them their
magic missile (x2) of the questions), plus equal numbers of secrets, since they are obviously Zhen-
2nd level stinking cloud fighters and clerics serving under him. tarim agents. If the heroes are reduced
web to 0 hit points or otherwise incapaci-
3rd level fireball or 6th level fighters (7): AC 4; MV 6; HD tated, they will be brought to the Temple
lightning bolt 6; hp 45 each; #AT 1; Dmg 1-8 (long of Bane and an audience with High
(50% chance of each) sword); AL LE; THAC0 15. Inquisitor Ginali.
prot. from normal missiles 5th level clerics of Bane (7): AC 2; MV If the heroes defeat the Banesmen, all
(already in effect 6; HD 5; hp 36 each; PAT 1; Dmg 2-7 future encounters with them will be hos-
when encounter begins) (flail); SA spell use; AL LE; THAC0 18. tile. No questions will be asked, and the
DM may replace the information-type
The DM may use other spells than the Official church-prescribed spells: spells in The Inquisitors repertoire with
ones listed if he so chooses. The fight- more powerful offensive magics. The
1st level cause light wounds
ing abilities of the Zhentarim gangs dif- command (x2) Banesmen will attempt to bring the
fer from those of the troopers, mainly in heroes to 0 hit points and drag them off
2nd level hold person (x2)
that they are more poorly organized. In silence 15 radius to the Temple of Bane.
general, the fighters will hold the adver-
3rd level paralysis (reverse of
saries back while the clerics and mages remove paralysis)
try to neutralize the threat with holds,

54
The Inner Quarter ic shops in the Realms, this place holds The Arena
no bargains. Under the sign of a pawn- The procedure for setting up and run-
The Inner Quarter is moderately cleaner broker, Kinterly offers free of charge to ning Arena combats is as follows: Cap-
than the rest of the city, and as Olive said, test any item for magical effect. If it is tured heroes are placed in one of the
the food is passable and the prices are magical, he will tell the customer it is pens on either side of the battlefield,
only high instead of stratospheric. The not, and will try to purchase it for a pit- watched over by guards, while a group
Temple of Bane and Fzouls Tower are tance. Kinterly will sell almost empty of mystery monsters are put into the
covered in Chapter 10, and as such will items such as wands and rings for full- pens on the opposite side. The herald
not be mentioned here. The important charge prices, and will sell items such announces the combat to the spectators
sites are the taverns, shops, and most as dud scrolls (look real, but dont in the stands. If the heroes win, they are
importantly, the Magistrate and the Arena. work) for full price. Kinterly is an 8th thereby proved innocent. If they lose,
Taverns and Inns level mage with two fire giants as his theyre guilty anyway, and anyway they-
The taverns and inns of Zhentil assistants, and he has a very good rela- re in no shape to argue.
Keeps Inner Quarter are expensive in tionship with the Zhentil Keep guard. There will always be a number of
price and moderate in quality, as The Magistrate monsters equal to the number of char-
opposed to the rest of the city, where This four-story building of utilitarian acters who were capturedbut that
prices are outrageous and quality is red brick has similar cousins throughout doesnt mean the fight will be a fair one.
poor. The taverns include: the city. It is the home of the Inner Quar- The type of monster may be chosen by
The Axe and Minotaur (favored by the DM from the following list, or may be
ters Magistrate; Osconivon, a drunken
Zhentarim troops) sot who takes bribes from all prosecutors determined randomly.
The Roaring Dragon (a lively, honest and has a perfect record with his judg- d10 roll Monster
place) ments. Most of his judgments, of course, 1-2 Ogres
The Black Avatar (a place of dark are to send the offenders to the Arena. 3-4 Minotaurs
deals) If the heroes are hauled before 5 Trolls
The Whipwalkers Cloak Osconivon, they will be healed up to full 6-7 Owlbears
The Last Stop (favored by Zhentarim strength (cant have the monsters beat- 8 Griffons (wings clipped)
mages) ing on damaged goods) while he con- 9 Wyverns
The Gorey Eye-Beast (worst of a bad
ducts the trial. If the heroes fought 10 Gargoyles (wont be used
lot)
Zhentil Keep troops, they will have 50 against a group having no
The inns of the Inner Quarter include: percent of all money on them confis- magic weapons)
Heroes Rest (cozy, but noisy) cated at the start, before any charges Ogres: AC 5; MV 9; HD 4+1; hp 17
Oparils Tower (well decorated but are brought. The charge will be (if noth- each; #AT 1; Dmg 1-10; SZ L; AL CE;
poorly maintained) ing else comes to mind) fomenting THAC0 15.
The Bruised Strumpet (a true rebellion within the city walls. How do
fleabagand theyve never heard of the characters plead? Minotaurs: AC 6; MV 12; HD 6+3;
Stevie Whatserplate or Ruskitty If the heroes plead guilty, all money and hp 27 each; #AT 2; Dmg 2-8 or 1-4; SZ L;
either; the last bard to sing there was equipment is stripped from them, except AL CE; THAC0 13.
gutted for fun) for one weapon. If they lose the Helm of Trolls: AC 4; MV 12; HD 6+6; hp 30
Shops and Stores Dragons and/or the Gauntlets of Moander, each; #AT 3; Dmg 5-8/5-8/2-12; SA may
Most of the stores throughout Zhentil these will be returned to them later (see attack separate targets; SD regenera-
Keep are overpriced, charging what they Aftermath in Chapter 10). They will be tion; SZ L; AL CE; THAC0 13.
can get away with, especially to stran- sent to the Arena as prisoners, to defend
themselves as best they can. Owlbears: AC 5; MV 12; HD 5+2; hp
gers. If trouble breaks out, Zhentil Keep 22 each; #AT 3; Dmg 1-6/1-6/2-12; SA
troopers will quickly arrive to deal with If the heroes plead not guilty, the Mag-
istrate will rule that the matter can only hug for 2-16; SZ L; AL N; THAC0 15.
the problem (thats why the merchants
pay protection money in the first place). be settled by a trial of guilt in the Are- Griffons: AC 3; MV 12; HD 7; hp 28
The shops will charge between two na. The heroes will be taken handcuffed each; #AT 3; Dmg 1-4/1-4/2-16; SZ L; AL
and four times the fair value of an item to the Arena, but they will be allowed to N; THAC0 13.
(DMs callhow much can you bleed keep their gear and their remaining Wyverns: AC 3; MV 6; HD 7+7; hp
the characters for, how desperate are money. The Magistrate will then break 35 each; #AT 2; Dmg 2-16/2-16; SA poi-
they, etc.). Items confiscated by the for a liquid lunch. son; SZ L; AL NE; THAC0 12.
Magistrate are immediately turned over Magistrate Osconivon is a 10th level
fighter, and will wield his gavel like a Gargoyles: AC 5; MV 9/15; HD
to the individuals in charge of these 4+4; hp 24 each; #AT 4; Dmg 1-3/1-3/1-
establishments for resale. Any items the club. His bailiffs are two stone giants,
and there are three patrols of Zhentil 6/1-4; SD only hit by +1 or better weap-
heroes have taken from them will show
Keep troopers on hand. The characters ons; SZ M; AL CE; THAC0 15.
up in the marketplace soon afterward.
One shop should be notedKinterlys will discover that their chances are bet-
Magics. One of the few recognized mag- ter in the Arena.

55
Banes temple in Zhentil Keep is called for effect as much as for actual torture. Spells:
the Dark Shrine, and is one of most Ginali sits on a small raised platform
1st level cause light wounds
imposing structures in the city. It is six in the center of the chapel, lit by a single
command
stories high, dominated by a great shaft of light from high up in the ceiling
cure light wounds
cathedral that begins on the second sto- (regardless whether it is day or night 2nd level detect charm
ry. (Only the first floor is important for outside). The light is bright, and pris-
hold person
this adventure, and that area is oners will be shoved into it at the foot of know alignment
described below.) the dais. Ginali will make sure that the
3rd level dispel magic
Abutting the Temple of Bane is the prisoners are chained before they are paralysis
tower of the Zhentarim leader, Fzoul brought into his presence.
4th level detect lie
Chembryl, whose eight-story residence In the shadows surrounding the light
looms over even the temple. (Again, source, Ginali has three patrols of his Ginali will be seated on his high-
only the first floor is described in this loyal Banesmen waiting. If a hero some- backed throne like a pot-bellied spider
adventure, since the heroes will have no how escapes in his presence, they have at the center of its web. He will tell the
reason to explore the upper stories.) instructions to slay the offender (and the characters that they have been accused
offender onlythe others are to take of being lackeys of the unfit Fzoul
this as a lesson).
The Temple of Bane Chembryl, and if this is true, then they
should be destroyed. How, he asks, do
High Inquisitor Ginali (10th level cleric
The Dark Shrine is the seat of Banes of Bane): AC 0 (bracers of defense AC 2, the accused plead?
power in Zhentil Keep, and is currently ring of protection +2); MV 12; HD 10; If the heroes tell the truth about their
in the hands of the Orthodox Banesman hp 67; #AT 1; Dmg 4-9 (mace +3); SA condition, Ginali will listen to the story in
under the leadership of High Inquisitor spell use; AL LE; THAC0 14. full. If a detect charm or dispel magic has
Ginali, chosen representive of the High not yet been cast on the brands, he will
lmperceptor of Bane in Mulmaster. If the Spells:
cast it at this time, with the usual results.
heroes are defeated by the Banesmen 1st level cause light wounds (x2) However, Ginali is in no danger from an
in the city, they will be brought here. If command attack, because the victim (he will
the heroes attempt to enter the building cure light wounds choose one character for this examina-
of their own free will, they may do so, but 2nd level cause fear (x2) tion) will be in chains when this experi-
will be surrounded by a patrol of Banes- hold person ment is undertaken. Next, Ginali will try
men and ushered forcibly into the pres- silence 15 radius a true seeing, and the effect will make
ence of Ginali, who meets them 3rd level cause blindness him clutch his own head in pain.
(Encounter 1) in the Small Chapel on the curse If the heroes brazen it out and decide
first floor. speak with dead to say nothing, Ginali will tell them that
4th level cause serious wounds they will speak, or he will feed them to
Encounter 1 detect lie his pet, Orox. With that, he giggles.
The Small Chapel is Ginalis seat of poison If the heroes try to turn one evil
operations, where he is conducting his 5th level flame strike against another, Ginali will sort out their
investigation into the fitness of Fzoul to true seeing true intents by using detect lie. Similarly,
be the spiritual leader of Bane at this if the heroes make up stories, Ginali will
end of the Moonsea. Ginali conducts his 6th level fighters (18): AC 4; MV 6; use the detect lie spell. The heroes may
investigation by torturing and killing HD 6; hp 45 each; #AT 1; Dmg 1-8 (long try to pass on some potentially useful
those loyal to Fzoul that he captures. He sword); AL LE; THAC0 15. information, and if they are speaking the
is aided in this by his assistant, Orox, a 5th level clerics of Bane (18): AC 2; truth, then Ginali will take all such ideas
beholder who is currently elsewhere MV 6; HD 5; hp 36 each; #AT 1; Dmg 2- under advisement. (For instance, if the
(but will turn up in time to deal with 7 (flail); AL LE; THAC0 18. PCs say that the halfling may be respon-
Fzoul). No one outside of the Banesmen sible for their problems, Ginali later
knows of Orox (the beholder was Spells: willunbeknownst to the heroes
brought to the city in a crate), which is 1st level cause light wounds order Stevie found and slain.)
Ginalis secret weapon. command (x2) Whatever the characters say or do,
The Small Chapel is a large room, 2nd level hold person (x2) short of throwing their lives away in
made larger by being stripped of its silence 15 radius attack, Ginali will react the same in the
pews. The pews have been carried to 3rd level paralysis (reverse of end. He will choose one of the player
the former torture room, and the torture remove paralysis) characters at random, and his three
devices that had been gathering dust Inquisitors will beat the character sense-
were exhumed and brought herea 7th level cleric Inquisitors (3): AC 1; less, down to 2 hit points, in front of the
rack, an iron maiden, thumbscrews, and MV 6; HD 7; hp 56 each; #AT 1; Dmg 2- others. Any other PCs who try to attack
other gruesome items that Ginali uses 7 (flail); AL LE; THAC0 16. at this point will be set upon by the other
Banesmen and slain.

56
The player characters (including the windows, and are bolted and barred on
unconscious one) will be dragged to one the outside as well as being locked. the halfling with a smirk. I was look-
of the two dungeons located on this If the heroes somehow break through ing for the little halflings room.
level. They will be stripped of their armor the door, they will immediately encoun-
and weapons, which will be placed in ter the patrol of Banesmen stationed
the guard room, but the Banesmen outside. Their armor and weapons are The halfling is Stevie/Olive Ruskettle,
wont bother to examine or confiscate tucked in the far corner of the guard who has singlehandedly defeated the
incidental equipment that they may room, and they must fight as well as they guard to help with the heroes escape.
have stored in packs, pouches, belts, are able under the circumstances. The (Since she set them up in the first place,
and so forth. A patrol of Banesmen will chains with which they were bound will this only makes sense, but that fine
be stationed outside the dungeons inflict 1-6 points of damage in combat. point of logic is lost on the members of
heavy wooden door. The Banesmen wiII fight to the last man. the halfling race.)
Ginali is the epitome of evil. He is a If four hours pass without the heroes The reason for her triumph is obvious
creature without redeeming qualities, having escaped, read the players the in the next roomall of the Banesmen
and should be played accordingly following passage: are asleep in the chairs, slumped over a
cruel and literally uncaring. sumptuous meal. I told everyone never
There is a scratching at the door, fol- to let me cook, Stevie says with a smile.
Encounter 2 lowed by the throwing of the bolts, The guards have been knocked out by
and the thunk of the heavy wooden poisoned food. (Drow venomthe last
The heroes remain trapped in the of my supply, she sniffs.)
dungeon for about four hours. During bar being moved. (Here the DM
should pause to see if the characters The heroes have three choices. They
this time they may heal their wounded, may attempt to escape out the front
try to escape their chains (held on by are taking any action.) A small hand
reaches around the corner, and then door; to do so, they must get past
standard locks, pickable by a thief with another patrol of Banesmen at the
the correct tools) and otherwise try to the red-haired head of a female half-
ling comes into view. Sorry, says Watchpost by the exit. They may choose
escape. The doors are solid oak without to escape via the secret door that Olive

57
found in the back of the temple. Or they near the Small Chapel are ready spells that he did not use in their pre-
may try to hunt down and kill Ginali rooms for the clerics for normal serv- vious interview. Unless the characters
before taking either escape route. ices. They have symbols of Bane on the have rested and regained spells, he will
If they choose the last option, they will wall, but otherwise nothing of interest. be reduced in power. If the heroes have
find the Small Chapel empty. Ginali will rested, Ginali will be at full power.
Lower Priests Room: This was the
be found in the High Priests Quarters Ginali is, like many evil men, a coward
office of Fzouls assistanthe has been
behind the Small Chapel. at heart. If reduced to 10 hit points or
slain, and his office is now the home for
The heroes will not encounter any less, he will fall to his knees and beg for
three Inquisitors, resting after a long day
priests in the temple other than in partic- mercy. He will promise the heroes free-
of torturing.
ular set locations. Most of the Banes- dom, riches, anything they desire, as
men are out in the city right now, except 7th level cleric Inquisitors (3): AC 1; long as they do not harm him further.
for a handful in the temple complex. MV 6; HD 7; hp 56; #AT 1; Dmg 2-7 If the heroes are soft-hearted enough
(flail); AL LE; THAC0 16. to spare this sadist, he will turn on them
Room Descriptions Spells: as soon as he gains sufficient man-
power. Killing him now is the wisest
The Small Chapel: A large, empty room, 1st level cause light wounds course of actionwhich Ruskettle will
lit by a single light source high above. It command recommend, if she is present.
was here that Ginali initially inter- cure light wounds
viewed the heroes, but on their second 2nd level detect charm Treasure Vault: If someone presses a
approach, it is empty except for some hold person small depression in the center of the
torture devices ringing the light. know alignment symbol of Bane inscribed on the west
3rd level dispel magic wall of Ginalis office, the entire wall sec-
The Watchposts: There are two of tion will slip down, revealing a huge trea-
these, one at the main entrance and one paralysis
4th level poison sure vaultguarded by a beholder.
near the entrance to the Small Chapel. Who dares to disturb my rest?
Each is manned by a squad of Banes- The Inquisitors will attack if any infi- shouts the beholder. You will feel my
men (see above for details; there will be dels enter their room. They will also Eye of Death!
the usual 6 fighters, 6 clerics, and an come if Ginali reaches the bell-cord in The beholder is an illusion, a joke on
Inquisitor). his office (see below) and summons Fzouls part to remind himself of the
Stairs: These grand spiral staircases their aid. deadly nature of riches. If the heroes act
lead up into the main cathedral, which is The Inquisitors have some 4000 gp in as though they believe the illusion (such
opened only on high holy days of Bane. flawed religious icons in their room. as by attacking it), the beholder is pro-
The doors at the top are locked and The High Priests Office: Fzoul made grammed to send a single beam from
barred from the other side. little use of this office when he ran the one of its eyes to hit one character at
temple, because his tower is right next random. The victim must save versus
Torture Room: A musty room of spells or perish, literally willing him-
recently disturbed dust, once holding door. Ginali has set this up as his home
for the duration of his staywhich will self to death. The beholder will then give
implements of torture, now nearly filled out an evil laugh, and the image will
with stacks of pews that were ripped out be a long one, since he has determined
Fzoul to be unworthy. In the office is a fade.
of the Small Chapel. The treasure of Bane is here, looted
simple cot, a large, ornate desk littered
Dungeons: These two cells and the with papers, a globe of the known from a wealthy town and donated by
guardroom adjacent to them are Realms (including Kara-Tur), two over- well-off believers. There are 1000 trade
described in Encounter 2 above. stuffed easy chairs, and large symbols bars worth 100 gp each, and three
of Bane sketched on each wall. chests of gems (protected by poison
Storage: These are filled with neatly needles on the hasps), each chest hav-
stacked crates containing supplies for Ginali is here alone, seated in an easy
chair, taking a little wine. When the char- ing 100 gems of 1000 gp value each.
the church, including dry foodstuffs, Holy statues of other gods, carved in
robes, metalwork, holy symbols, and the acters burst in, he will leap to his feet
and run to the bell-cord hanging behind gold, are stacked like cordwoodthere
like. In the first storage room the charac- are 20 different statues, each worth 500
ters check, there is also a very large box the desk (this takes 1 round). He will pull
the cord (in round 2), summoning his gp each.
which apparently (judging from the The treasure carries a curse, of
packing material) held a huge sphere of three Inquisitors from the Lower Priests
Room (if they are still alive). Then he will course, being from Banes own temple.
some type. There is also a small pile of The individuals who take treasure will
dust next to it in an otherwise clean use spells to attack the party as best he
can, seeking first to immobilize them, be -2 to hit and damage until they
room. (The crate was used to bring in return it or a remove curse is cast.
Orox the beholder to the Temple of then to slay them slowly.
Bane. The pile of dust was a worker who Ginalis men will arrive in two rounds, The Secret Passage: Down the hall
got too enthusiastic with a pry bar.) if they are able. Ginali in the meantime opposite the last storeroom, Stevie/
will try to hold the characters, using any Olive shows the party a secret entrance
Anterooms: These two small rooms

58
activated by pushing on a loose stone runs the Church of Bane in Zhentil wall to reveal the passage behind it.
near the floor. A small circular hollow Keep, but has been in Fzouls hands for Anyone who comes through the secret
appears in the wall, leading to a 5 wide so long that it is now simply known as tunnel and exits here will be noticed by
tunnel. The tunnel emerges in the court- Fzouls Tower. the Zhentarim lackeys.
yard of Fzouls Tower (see below). Stevie Only the first level of the tower is
Stables: Fzoul keeps a number of fast,
says that she will be the last one shown on the map. The upper levels light horses here, in addition to any
through, to close it up, but unless the contain further living quarters, studies, steeds he picks up along the way. If the
party keeps an eye on her, she will leave storage areas, and research facilities. heroes were captured by the Zhentarim,
the group at this point (but will reappear The top of the tower has a flat roof. they will find their mounts here, their
later). If the characters keep an eye on
equipment untouched.
her, she will follow them for now, but will
slip away at the next opportunity.
Room Descriptions Guardroom: These are the ground-
Courtyard: This area runs from the main level quarters of the Zhentarim who
gate to the the tower proper. It is patrol the grounds. They also serve as
Fzouls Tower patrolled by a Zhentarim gang under footmen, valets, and servants on the
Lord Fzoul Chembryl lives in a narrow normal circumstances. It is here that the first floor.
seven-story tower adjacent to the Tem- secret passage from the temple (see
above) comes out. A large outdoor Stairs: This spiral staircase leads up
ple of Bane. The tower has traditionally
shrine to Bane swings away from the to the higher levels of the tower. The
been the home of the individual who
steps end at the second floor before a
highly magical door that will only open in
the presence of Fzoul, and only if the
high cleric is not under duress or mental
domination.
Feasting Hall: Here is where Fzoul
does most of his casual entertaining.
There is a long table dominated at the
end by a huge portrait of Fzoul, Man-
shoon, and Chess as younger men. At
the other end of the room is a large fire-
place, over which hangs the Blade of
Lathander, a broad sword with a blade of
ruby quartz. A fire burns merrily. A
dumbwaiter brings food and drink from
the kitchens and cellars below the tower.
Fzouls Office: This is where Fzoul
relaxes and takes care of minor church
business. The heroes will only reach
here if Fzoul himself is dead. There are

59
trappings similar to those in the High Feasting Hall. The doors to both sides 4; hp 24 each; #AT 1; Dmg 1-6 (mace);
Priests Room of the temple: a desk, two lock them in. SA spell use; AL LE; THAC0 18.
overstuffed easy chairs, a desk chair, If the heroes escape from Ginali and
Standard spells:
and a globe of the known Realms. In the the Temple of Bane, they will emerge
bottom drawer of the desk Fzoul keeps from behind the shrine to find a Zhen- 1st level command
his incense of meditation (liberated from tarim gang waiting for them. Fzoul will protection from good
the temple before Ginali moved in); he be with the gang. He will welcome the sanctuary
has a staff of the serpent (adder) stuck in heroes to his humble abode, and 2nd level hold person
an umbrella rack by the door. instruct the guardsmen to escort the chant (one per group)
heroes to the Feasting Hall. He will join or silence 15 radius
Fzouls Laboratory: This cavernous
lab is something out of an old tale of a them shortly. Unless the heroes attack, 6th level magic-users (6): AC 10; MV
he will leave them to the guards. If the 12; HD 6; hp 16 each; #AT 1; Dmg 1-4
mad scientist. Stairs lead down to the
main floor, which is cluttered with heroes do attack, trying to kill Fzoul (dagger); SA spell use; AL NE; THAC0 19.
immediately, he and the guards will
counters packed with magical, active Standard spells:
equipment, and a great white table on resist, aided by the three wyverns that
live atop the tower. If Fzoul is slain at this 1st level armor
pivots, large enough to strap a human charm person
time, the Zhentarim will be demoralized
being down. There is the smell of a sum- magic missile (x2)
and retreat into the tower, letting the
mer storm in the air, and the room hums 2nd level stinking cloud
heroes escape. Lord Fzoul will be raised
with eldritch energies. Small homoncu- web
at a later date, weakened in power and
lous creatures move along the counter- 3rd level fireball or
prestige, and angry at the heroes.
tops, measuring chemicals and reading lightning bolt
gauges on equipment. 3rd level fighters (4): AC 3; MV 6; HD (50% chance of each)
3; hp 23 each; #AT 1; Dmg 2-8 (broad prot. from normal missiles
Encounter 1 sword) or 1-6 (bow); AL LE; THAC0 18. (already in effect
The heroes can enter the tower in one of 4th level clerics (4): AC 3; MV 6; HD when encounter begins)
three ways: They may enter freely and of
their own will (this includes attempting
to break in). They may be brought here,
subdued by the forces of a Zhentarim
gang. Or they may escape to here from
the Temple of Bane.
If the heroes enter by the front gate,
they will be greeted by a Zhentarim
gang. The gang will demand the reason
for their presence. If they say they are
here to talk to Fzoul, a runner will be
sent to check with his lordship. He will
return in five minutes, and the heroes
will be escorted into the Feasting Hall.
Fzoul will be waiting for them there.
If the heroes show the Zhentarim sym-
bols on their arms, they will be immedi-
ately shown to the Feasting Hall.
If the heroes attempt to break in, the
Zhentarim gang will assume this is an
assault from the Orthodox Bane faction
and attack, seeking to keep the charac-
ters alive for later questioning. They will
call in reinforcements if needed. If the
heroes are airborne, they will call in
three wyverns to aid in repulsing the
assault. When the heroes surrender or
are reduced to 0 hit points, they will be
captured and taken to Fzoul in his
Feasting Hall.
If the heroes are brought defeated
into the tower, they are placed in the

60
Wyverns (3): AC 3; MV 6//24; HD * Remove all curses and other malig- and is unaffected, Fzouls eyebrows will
7+7; hp 63 each; #AT 2; Dmg 2-16/2-16; nant dweomers on the heroes. The rise and he will say, Curious. The
SA poison; SZ L; AL N(E); THAC0 12. two exceptions to this are the curse effects may not be long-standing. Will
Once the heroes are escorted (in from the temples treasure vault (he you come to my lab? I have some equip-
whatever state) to the Feasting Hall, will ask for his money back first), ment there that will help.
read players the following passage: and the Azure Bonds themselves. If the hero does not make his saving
After doing all these things, he will sit throw, Fzoul will note, There was hesi-
at the head of the table and explain him- tation there, and the effect did not last as
A few minutes pass, and you look long as desired. Hmmm. All right, will
about the room. It is large, high- self. (Fzouls statistics and personality
are given in Appendix I.) Read the fol- you accompany me to my lab? I have
ceilinged, and apparently used for some equipment that may help.
entertainment. A crystal chandelier lowing passage to the players:
Fzoul does not think anything wrong
hangs over a long oak table. At one of his actionhe is evil, though not in
end is a portrait of three young men; You people represent an experi- the same dogmatic sense as High
one a slender cleric with ritual tat- ment, and an investment. Some time Inquisitor Ginali.
toos, one a obvious spell caster, and back, a consortium of individuals set If the characters follow Fzoul, he will
the third a portly, grinning fighter. At about creating the perfect tool, a lead them across the hall to the lab. If
the opposite end is a fireplace. A combination assassin, spy, and war- Ruskettle is still around, she will take
small fire warms the room. Above the rior. They succeeded in their crea- this chance to duck out. The heroes will
fire hangs a sword with a rosy blade, tion, but failed to control it, and it have the chance here (those toward the
similar to the one shown in your destroyed them. There were survi- back of the procession) to grab the
dreams. vors, however, and though they knew Blade of Lathander (it bears no magical
The door to the south audibly not how to recreate the making of the protections, since everyone assumes it
unlatches. A tall man dripping in fin- being, they knew enough of the con- is at the bottom of the Moonsea). If they
ery and jewelry enters, followed by trolling bonds to form a new group. do not take it, the next time they enter
six Zhentarim fighters carrying trays The bonds you wear are the symbols the room, it will have been taken by
as if they were servants. of that new group. Ruskettle (see Aftermath at the end of
I am Fzoul Chembryl, says the The various parties of this New this chapter).
man. You are my guests. Please be Alliance of the Bonds entered into it
welcome. for different reasons. Revenge, or
creating pawns to act certain ways. I Encounter 2
If the heroes attack at any time during entered into it from curiosity. If this Fzoul leads the characters into the lab.
this encounter, they will have to contend was a way to turn people against their Small creatures scurry out of the way.
with Fzoul and five of the fighters. The wills, then it could be a powerful force The evil (though, at the moment, non-
last one will run out to summon the for the faction I represent. hostile) high priest chooses one charac-
patrol from the courtyard, which will So I contributed my talents and ter and examines the Azure Bonds with
arrive in 3 rounds. If the heroes slay the talents of my network to the prob- a number of lenses, magnifiers, and
Fzoul, the mark of the Zhentarim will dis- lem. Now, my organization is beset magical diagnostic tools. The latter
appear from their arms, and any surviv- by other problems right now, and per- (being magical) will cause the runes to
ing gang members will retreat. haps you can aid me with them. Ive glow a bright blue, but since they do not
Otherwise Fzoul and the Zhentarim will got a rival here who is plaguing me, employ actual spells, will not set off the
fight on until all the characters are slain. named Ginali. He wants both my life customary adverse effects.
If the heroes do not attack immedi- and my job. You may be the perfect About five minutes into this checkup,
ately, Fzoul will motion for them to make people to deal with him. But first, I read the following to the players:
themselves at home. Unless stopped, must test the effects of our handi-
he will do (in the order given) the follow- work. Fzoul turns to you as if to say some-
ing things: He points at one of you. You thing, when suddenly there is a tre-
there, he says. Now he points to mendous crash to the south. A large
* Examine the Azure Bonds on each another. Kill that one! Triambul! chunk of the southern wall has fallen
character. to the floor, revealing a gaping hole.
* Ask about the circumstances that Through the hole floats the impres-
caused the missing bond(s) to dis- The hero so commanded must make
a saving throw against spells or immedi- sive mass of an eye tyrant, a behold-
appear. er. Fzoul Chembryl! shouts the
* Ask about their adventures. ately go into a killing rage, trying to slay
the indicated character. The other mem- beholder. You have been found
* Heal all characters who are dam- guilty of heresy, and must be
aged, by means of potions of extra- bers of the party may throw themselves
in to prevent the attack, and the compul- destroyed. I am Orox, the engine of
healing served in fine crystal your destruction. Other manlike fig-
chalices. (The chalice from the sion will pass in 2-8 rounds.
If the hero makes his saving throw ures lurk behind the beholder.
palace holds the brew that is true.)

61
3rd level Blindness
This surprise attack was made possi-
ble by the fact that the beholder discov- curse Aftermath
ered the secret tunnel leading to Fzouls speak with dead Fzoul speaks the truth: Zhentil Keep will
tower. The monster and the other 4th level cause serious wounds be alive with all three major factions,
invaders followed the passageway until detect lie attacking at random, within two hours of
they were adjacent to the lab, and then poison the defeat of Orox and/or Ginali. If the
blasted through the wall. 5th level flame strike heroes are still around, they will have to
Before all of the assailants can get true seeing fight their way past doubled encounter
into the room and initiate combat, Fzoul groups of Troopers, Zhentarim, and
6th level fighters (6): AC 4; MV 6; HD
will quickly turn to the player characters Banesmen. These encounters will occur
6; hp 45 each; #AT 1; Dmg 1-8 (long
and say calmly, I will make you a deal. I in the temple and the tower as well,
sword); AL LE; THAC0 15.
remove the bonds on you, and you will since they are overrun with warring
fight these stiff-necked interlopers. Yes 5th level clerics of Bane (6): AC 2; MV forces.
or no? 6; HD 5; hp 36 each; #AT 1; Dmg 2-7 If the heroes escape with the artifacts
If the heroes agree, Fzoul will utter a (flail); AL LE; THAC0 18. they arrived with, and with the Blade of
few words, and the symbol of the Zhen- Lathander, they will not see Olive
Spells:
tarim will fade from their arms without Ruskettle again. She escaped in the
pain. Fzoul will then teleport to safety. 1st level cause light wounds confusion and is currently heading
If the heroes do not agree, Fzoul will command (x2) south to rejoin old friends.
issue a compulsion through the bonds 2nd level hold person (x2) If the heroes lost any artifacts in the
for them to attack the beholder, and then silence 15 radius city, and/or escaped without the Blade of
he will teleport away. If the heroes defeat 3rd level paralysis (reverse of Lathander, read the following passage
the beholder and its allies, the symbol of remove paralysis) to the players:
the Zhentarim will disappear. 7th level cleric Inquisitor: AC 1; MV
If the heroes start to argue, Fzoul will 6; HD 7; hp 56; #AT 1; Dmg 2-7 (flail); You pass south from the city, smoke
merely teleport away. The beholder will AL LE; THAC0 16. and flames already rising from its
attack the heroes. If the heroes win, central towers. Up ahead is a lone
Fzoul will honor his offer. Fzouls Spells: tree, beneath which is tied a small
research, in any case, has convinced 1st level cause light wounds pony. Seated beneath the tree is a
him that the bonds are a temporary, sec- command familiar-looking halfling.
ondary control device, and he supposes cure light wounds
that there are better means available 2nd level detect charm
than they to influence people. Stevie has the artifacts, of course,
hold person having stolen them from the people who
Orox the beholder will be accompa- know alignment
nied by a group of Orthodox Banesmen. stole them. She was caught by Elmin-
3rd level dispel magic ster, who has pointed out that the items
If Ginali still lives, he will be here as well paralysis
(and Fzoul will point him out in particular are better off in the heroes hands than
4th level cloak of fear hers, unless she wants to fight Tyran-
when offering his deal).
The heroes, once their bonds are thraxus by her lonesome. She will very
Orox the beholder: AC 0 (body), 2 removed, are under no compulsion to sullenly, in the tone of a young person
(eyestalks), 7 (eyes); MV 3; HD 10; hp fight the beholder and its companions. who is being made to apologize, walk up
30 (body); 15 (central eye); #AT 1; Dmg They may run from the invaders, leaving to the partys leader and say:
2-8; SA magic; SD anti-magic ray; SZ L; the Zhentarim on duty (along with any Im sorry you had any trouble back
AL LE; THAC0 10. troops Fzoul can muster) in a pitched there. Id like to make it up to you by giv-
High Inquisitor Ginali (10th level cleric battle for the tower. If the characters go ing you this. She holds out the blade
of Bane): AC 0 (bracers of defense AC 2, back for the Blade of Lathander at this (and any other lost artifacts) for the char-
ring of protection +2); MV 12; HD 10; time, they will find it missing. The heroes acters to have. Then she turns away.
hp 67; #AT 1; Dmg 4-9 (mace +3); SA will find their horses in the stables, and The heroes hear her mutter loudly,
spell use; AL LE; THAC0 14. they may make a hasty retreat. There. I did it. Happy now? And the
If the heroes fight and defeat the sky, as if in response, rumbles deeply.
Spells: Banesmen, and the symbol of the Zhen- Ruskettle will join the party if asked,
tarim disappears, Fzoul will reappear but after two days she will set out on her
1st level cause light wounds (x2) and suggest that the heroes get out of own course, to Hillsfar or to the south
command town quickly, as there will be fighting in (any direction the heroes are not going),
cure light wounds the streets by nightfall. Again, the Blade doing whatever she needs to do to get
2nd level cause fear (x2) of Lathander will be missing, though away without having to explain.
hold person Fzoul will blame the Banesmen, not the
silence 15 radius heroes and/or their allies.

62
Hap does not appear on the main maps he would return to Thay to regain his action will persuade the villagers.
of the North because it is a mere fly- place
. among the wizards. To begin this adventure, read the fol-
speck, a collection of buildings tucked at To enact his plan, the Red Wizard lowing passage to the players:
the base of the huge granite spur known moved into a tower deep in the woods
as Haptooth Hill. It was a peaceful vil- near the tiny village of Hap. He has set The instructions from Essembra are
lage, trading with towns of more signifi- up a dracolich named Crimdrac as the easy to follow, as you move through
cant size, such as Essembra, and ruler of the town below. Through Crim- the forest on thin, winding trails. You
boasted not only a good inn but a fine drac, Dracandros keeps order in the seek the mountain spur called Hap-
shrine to Lathander as well. lands around the tower while he per- tooth Hill. Information indicates there
Was . . . until the arrival of Dracan- fects his scheme. is a small village there, called Hap, at
dros. He was offered the chance to join the which you can reprovision and set up
Dracandros of the Crimson knew he New Alliance by Tyranthraxus. Dracan- a base camp.
was the rightful ruler of Thay. His power dros joined immediately, hoping to use As you move through the under-
was unquestionable and his word was the victims as bait in his plots. brush, a creeping sense of dread
law.. . or so he thought. His magical col- The characters, of course, will need to begins to grow within you. You have a
legues in Thay, however, had other discover all of this during the course of sense of having been here before, of
ideas. Branded as mad by his fellows, play. Initially, they will encounter the being familiar with this region,
he eventually was forced to flee across town and find it enslaved by the minions though you are strangers here. The
the Inner Sea, deep into the forest near of Crimdrac. Akabar, a good merchant, brooding dread grows in the deepen-
Essembra. will help the adventurers gain the knowl- ing of the forest.
Dracandros was undismayed by his edge they need and assist them in free- Finally you come to a hilltop clear-
turn in fortunes, however. He believes ing the village if possible. ing and have a splendid view of Hap-
he can cause a new Flight of Dragons to In order to free the village, however, tooth Hill itself. A huge mountain of
erupt, and use the great wyrms to the heroes must convince the townspeo- granite, it towers over the vale below.
invade the Dalelands. With this devasta- ple that the minions of Crimdrac can be A few rooftops are visible through the
tion proving his power and cleverness, defeated. No words will suffice . . . only

63
1st level charm person
trees, and the smoke of kitchen fires jump
rises on the breeze. But the sense of magic missile
dread remains as you ride down 2nd level invisibility
toward the village. web
Efreeti commander: AC 2; MV 9/24;
Hap is a small farming community HD 10; hp 52; AT 1; Dmg 3-24; SA
which now finds itself in the grip of fear. become invisible, assume gaseous
Though all too quiet in its outward form, detect magic, enlarge, polymorph
appearance, the town is ruled by what is self, create illusions, create wall of fire,
called The Horde. produce flame, pyrotechnics; SZ L; AL
When the heroes enter the town, they N; THAC0 10.
will find no one on the streets. The shut-
In their dealings with the heroes,
ters and windows on all the houses are
these guards will assume that the player
drawn and locked. Rough cloth drapes
characters are merchants or farmers of
bar the heroes from looking into build-
their controlled area merely coming into
ings without entering them.
town to bring their tribute or for some
Nothing will happen to the heroes on
other unsuspecting purpose. They will
the streets of Hap unless they upset or
taunt and bully the heroes, shoving
attempt to fight any of the minion
them about and generally laughing at
guards.
them. They may even do minor damage
If the players attempt to leave the
to the characters. This treatment will last
town again or if they attempt to rest any-
only as long as the heroes display the
where but at the inn (Encounter 4) or in
proper groveling attitude toward the
the temple (Encounter 6), they will have
minion guards. The heroes conversa-
an encounter with minion guards as in
tions with the guards must be along the
Encounter 1 below.
lines of meek submissiveness, or the
guards will become immediately suspi-
Encounter 1 cious of them.
The minion guards met in this encounter If the heroes attempt to fight the
represent a small contingent of the total guards (or if they anger the guards into
garrison for the town. The group con- attacking them), one of them will sound
sists of five dark elf fighters and a dark the alarm. Once the alarm is sounded,
elf fighter/magic-user. There is a 10 per- one additional group of guards will
cent chance in any given encounter that arrive each round on a roll of 1 or 2 on a
one of the two efreeti commanders of d6 until three additional groups of
the garrison will also be present with the guards have arrived. If an efreeti has not
encountered guards. arrived by the time the last group of
fighters comes, then an efreeti will be
Dark elf town guards (5th level fight- with the last group.
ers, 5): AC 2; MV 12; HD 5; hp 24, 18, The first group of guards will attack,
16, 32, 19; AT 1; Dmg 1-8; SA spell use; yelling things along the lines of Kill the
MR 50%; AL CE; THAC0 16. intruders! Seal the town as Crimdrac
Spells (innate): commands! Should the heroes be suc-
dancing lights cessful in killing several squads then the
faerie fire latter squads will cry out, At least we
darkness die clean! and Better death than the
detect magic punishment of Crimdrac!
know alignment If the characters manage to defeat all
levitate four guard squads, then this encounter
ends. The remaining guards in the town
Dark elf town guard (4th level fighter/ will flee back to the cave. Go to the After-
magic-user): AC 2; MV 12; HD 4; hp 24; math should this happen.
AT 1; Dmg 1-8; SA spell use; MR 50%;
AL CE; THAC0 17. Encounter 2
Spells: This encounter will take place whenever
innate magic (see above) the heroes enter one of the villages

64
humble peasant cottages. The families work their own fields. The people pray to Silas Genk. He will move quickly to
who live there will leap to the corners of their gods to deliver them but feel help- thank the heroes for freeing his people
the room and cringe in fear from them. less against the might of the evil ones. and explain that he is not only the inn-
Adventurers who attempt to parley Should anyone show them that these keeper but the meister of the town. He
will get only fearful looks and waving- creatures can be defeated, then surely will offer anything he can in the way of
away motions from any peasants they they would rise up against their oppres- food and drink to the heroes, as well as a
attempt to talk with. All these pitiful peo- sors and gain back their freedom once place to rest. He will assure them that he
ple will say to the charactersin hoarse, more. can keep the town safe for a few days . . .
low voicesis that they should Go On safe places: There are but two so long as the heroes can get into the
away before the Horde gets you! If the safe places in the town: the inn and the forest and get rid of this Crimdrac, who-
heroes persist in questioning these peo- temple. Both of these places can give ever or whatever that is.
ple, they will only get more emphatic you sanctuary but little else until the
Silas Genk (3rd level fighter): AC 7;
about the player characters leaving and people throw off their fears. MV 12; HD 3; hp 17; AT 1; Dmg 1-6; AL
will start to raise their voices. With each On the minion guards: The dark NG; THAC0 18.
repeat of Go away! after their first elves rest under the shade of our trees
utterance, the townspeople will get a lit- and walk freely the streets during the
tle louder, so that there is a cumulative day. They often walk with men of magic, Encounter 5
5% chance per utterance that one of the though it saddens my heart to think of As the characters go through a dark
minion guard squads will show up. such things. They are commanded by alley between the inn and the temple,
If this occurs, run Encounter 1 (see two efreet with hateful fire for eyes. Yet they will spot a small door set into the
above) in this location. The peasants will even these do not make me fear so wall of a building. On the door is a sign
refuse to fight the guards or aid the much as does the one they call Crim- reading Round & Round. The door is
heroes in any way until the player char- drac. Though I have never seen this solid wood, wrapped with rust-eaten
acters themselves prove that they can creature which seems to rule them, steel bands. It is locked shut. A crank
beat the guards, either in Encounter 1 or even those powerful and horrible efreet handle, easily movable, protrudes from
Encounter 9. fear him. the wall next to the door.
On the master of the evil: I dont If the heroes turn the crank, it will pro-
Townspeople (zero-level fighters, vari-
know about this terrible Crimdrac fellow, duce the tinny and slightly off-key
able number): AC 9; MV 12; HD 1; hp 4
but I do know where he resides. It is strains of the jack-in-the-box song.
each; #AT 1; Dmg 1-6; AL NG; THAC0
common knowledge he rests in a cavern When it comes to the part where the box
20.
within Haptooth Hill itself. I can lead you opens up, the door will spring open
If the heroes manage to defeat the there, for it is far from this very spot. and at that instant, three copper-
minion guards, then the townspeople Neither Akabar nor any of the towns- covered salamanders leap from a vat of
will be helpful. Go to the Aftermath. people have heard of Dracandros of the molten copper just inside the door. The
Crimson. Akabar, if asked about this same event takes place if the door is
Encounter 3 name, suggests that Dracandros may unlocked or bashed open.
be another name for Crimdrac. No one
Upon entering either the inn or the tem- know what Crimdrac looks like. Salamanders (3): AC 5/3; MV 9; HD
ple shrine, the heroes will meet Akabar Akabar is a man of action. If he is 7+7; hp 22, 28, 33; #AT 2; Dmg 2-12; SA
Bel Akash. present with the party while they are try- heat; SD hit only by +1 or better weap-
Akabars statistics and background ing to fake humble peasantry, Akabar ons; SZ M; AL CE; THAC0 12.
are given in Appendix I. He has come to has a 50 percent chance of getting fed In addition to the molten metal, the
this town as a merchant. Now he is frus- up with it and causing a fight as in room contains most of the treasure loot-
trated in his efforts to free these people Encounter 1. ed from the townspeople: 10,000 sp and
from their enslavement, but does not 3000 gp. The only ones who can open
want to leave.
Akabar is sympathetic to the needs of Encounter 4 the door without causing the salaman-
ders to attack are the efreeti com-
the adventurers and will help them in The Millery Inn, which services the mandersbut they will never perform
any way he can. He will offer to join the town, is a two-story structure with a this service for anyone not allied with
party (temporarily) any time after the large common room on the main floor. them, even at the cost of their lives.
heroes return to either the inn or the If the heroes enter the inn before they
shrine for rest. have routed the guards, they will
The great Akabar can converse on encounter Akabar (see Encounter 3). Encounter 6
many subjects. These, in particular, may They will find the bartender, Silas Genk, The temple, a shrine to Lathander, is
be of some interest to the heroes: a man with staring eyes, standing tended by Mumfrey Mimly, a priest of the
On the people: They are deeply behind the bar. He will serve the heroes dawn god. He, as the rest of the popu-
afraid. They are starving. The terrible without anything except a hateful glare. lace, is scared of the guards and will not
monsters which have sealed this town If the heroes enter the inn after defeat- aid the players, other than offering them
from outsiders do not let the people ing the guards, they will find a grateful

65
temporary sanctuary, until the guards nearly anything from the Basic Equip- Dark elf town guards (4th level fighter/
are routed from the town. ment and Supplies Costs chart at the magic-user, 1 per squad): AC 2; MV 12;
After the guards are taken care of, back of the Players Handbook which is HD 4; hp 24; #AT 1, Dmg 1-8; SA spell
however, Mumfrey will be most helpful. priced at less than 40 gp and which is use; MR 50%; AL CE; THAC0 18.
First and foremost, he will use the not armor or weapons.
Spells:
powers of the shrine to heal characters
Thimberel (1st level fighter): AC 9; MV innate magic (see above)
in need. The shrine contains a minor 12; HD 1; hp 4; AT 1; Dmg 1-6; AL NG;
artifact, some blood of Lathander 1st level charm person
THAC0 20.
trapped in a bit of amber. This allows the jump
church greater powers than normal, but magic missile
will only function for a cleric of that
Encounter 8 2nd level invisibility
shrine. The shrine will allow Mimly to Two large bronze urns, each as tall as a web
cure critical wounds up to 4 times per man, stand in this room. These are the
day and raise dead once per day. homes of the two efreet which are run-
Mimly will also be able to identify the ning the garrison in the town. Aftermath
Blade of Lathander for what it is, and If neither efreeti has been encoun- If the heroes manage to defeat the
provide some information on its history tered prior to this time, then both will be guards in Encounter 1, then one of the
and use. found here. Otherwise one will be here villagers will have seen the action and
and the other will be with the remaining will start shouting, They did it! They
Mumfrey Mimly (3rd level cleric): AC
guards in the barn (Encounter 9). If one killed the guards! The people of the vil-
9; MV 12; HD 3; hp 15; AT 1; Dmg 1-6;
of the efreeti has been killed, then the lage will pour out into the streets, cheer-
AL LG; THAC0 20.
remaining efreeti will be in the barn. ing the heroes and saying such things
Efreeti (1 or 2): AC 2; MV 9/24; HD as Were right behind you! Go get
Encounter 7 em! They will start goading the heroes
10; hp 52 each; AT 1; Dmg 3-24; SA
The proprietor of this shop, known only become invisible, assume gaseous into going to the barn to Finish off the
as Thimberel, will literally hide behind form, detect magic, enlarge, polymorph scum!
his massive store counter and not come self, create illusions, create wall of fire, If the heroes dont go to the barn with-
out until the guards are dealt with by the produce flame, pyrotechnics; SZ L; AL in a few turns, then the barn will come
heroes. Should the heroes force Thim- N; THAC0 10. to them. The remaining squads and the
berel to come out, he will start scream- efreeti commander will emerge and
ing hysterically . . . causing the guards Encounter 9 challenge the heroes. If the heroes
from Encounter 1 to arrive. defeat the efreeti, the remaining dark
Still, Thimberel will talk with the player If no alarm has been sounded, four elves will attempt to disengage and flee
characters from under the counter, just squads of dark elves are found here into the woods.
so long as he doesnt have to come out. lounging in the darkness of this barn. If the squads from the barn are defeat-
He will deny any knowledge about what They will laugh at the heroes as they ed or routed, then the townspeople will
is happening around the town or any- enter, bullying them and pushing them break into celebration. They will dance
thing about the guards. He will say, how- about as the guards in Encounter 1 so in the streets, and Silas will proclaim a
ever, that A fella was in here a minute long as the heroes remain meek and day of celebration and thanks.
ago asking the same things. He was submissive. If the heroes resist at all, the Akabar will come up to the heroes
headed toward the inn. Thimberels dark elves will attack. amid the shouts of the crowd. Clapping
hand comes out over the counter and If the heroes have already routed the his hand on the back of one of the player
waves in the general direction of the inn. first wave of guards, then these four characters, he will laugh heartily and
Perhaps if you hurry you can find him squads will be found here listening to say, Well done! But now you must rest
there! Better hurry! Thimberel will their efreeti commander as he rallies and prepare, great warriors. A half-done
refuse to sell anything to the heroes, them to attack the heroes in the street. task is not done at all! Tomorrow we shall
claiming he is doing inventory and Dark elf town guards (5th level fight- finish the job, for I shall take you to the
couldnt possibly sell them anything ers, 5 per squad): AC 2; MV 12; HD 5; cavern of this Crimdrac and we shall
until later . . . perhaps in a week. hp 24, 18, 16, 32, 19; #AT 1, Dmg 1-8; SA destroy him for good and all.
If the player characters have defeated spell use; MR 50%; AL CE; THAC0 16. A cheer goes up among the towns-
the guards, Thimberel will come out people at this decision, and everyone
from behind the counter with a great Spells (innate): toasts the great heroes.
smile on his bookish face. He will dancing lights Allow the PCs to rest and reprovision
repeatedly wipe his gleaming bald head faerie fire in the town before proceeding to the
with his handkerchief and will be willing darkness next chapter.
to sell anything that the PCs desire from detect magic
his store at a 10 percent discount. He know alignment
has a stock of items which includes levitate

66
To begin this adventure, read the follow- more than two turns, Crimdrac will be silence 15 radius
ing passage to the players: aroused from his undeadly slumbers and 3rd level blindness
will come to investigate. If Crimdrac is paralysis
Haptooth Hill rises like a huge gray- engaged in combat, the drow will not fight, 4th level protection from good
white tooth from the surrounding preferring to see how their master handles 10 radius
greenery of the forest. Rubble leads the intruders. The drow are under orders to allow
up to a near-vertical rise of hard, those with business with Dracandros or
smooth stone. At the top of the hill is Area Descriptions Crimdrac to pass, and to slay all others.
the gleaming spire of a white tower. F. Drow Patrols. Characters will find Nobody told them about these magical
Huge dragons circle the tower like drow patrols at these locations. The tattoos.
great birds of prey. drow will ask Who goes there? in a
loud voice which reverberates down the 1 & 2. Drow Quarters. Each of these
Haptooth Hill is the remains of an hall. They will accept the word of any rooms are the quarters of the drow at the
ancient volcano that once stood here. who say that they are there to see Dra- the guardposts. They contain sleeping
The volcano itself has long since eroded candros, but will send a runner ahead. If mats and a few personal items. Each
away, leaving the plug standing as a sol- the heroes try to bluff their way past the area also has a special item:
itary monument to its existence. The drow, the dark elves will allow them to Area 1 has a collection of dark elf
heroes find the entrance to the cavern pass, and escort them to the tower. jewels, called quinarts, or black tears.
described by the townsfolk of Hap easily Each patrol consists of 10 male fight- They are worth 1000 gp each, and are
in the eastern face of the plug. ers of 2nd level led by a 7th level drow scarce (and thus valuable) because if
Heroes with mountain-climbing abili- female cleric. They are armed with drow they are exposed to sunlight for more
ties and those who can fly are welcome swords and hand-held crossbows, but than 1 round, they melt and become
to try to scale the exterior flanks of Hap- do not have any of their drow venom. worthless.
tooth Hill, but Dracandros has already Area 2 has a cauldron in it with an
Male drow fighters (2nd level, 10): AC ancient drow mage-woman bent over it,
warned his dragons that enemy warriors
4; MV 12; HD 2; hp 16 each; #AT 1 or 2; feeding mushrooms into the pot. She is
and wizards would be planning an
Dmg 1-8 (sword) or 1-3 (crossbow quar- Arcanali, a retired and slightly addled
attack. They will take any fliers or
rel); SA spell use, +1 to hit from weap- old drow, who is responsible for brewing
climbers as enemies, and react accord-
ons; SD +2 on all saving throws; MR up drow venom. The drow have none on
ingly. Two red dragons will be dis-
50%; AL CE; THAC0 18 (including hand, since Dracandros has been tak-
patched to handle the interlopers.
bonus). ing it all (with Crimdracs blessing) and
Red dragons (2): AC -1; MV 9/24; selling it to other members of the Alli-
Spells (innate):
HD 9; hp 36, 45; #AT 3; Dmg 1-8/1-8/3- ance. She is bitter about the situation.
30; SA breath weapon; SZ L; AL CE; dancing lights
faerie fire If the heroes befriend her (she may
THAC0 12. not know about previous battlesshe is
darkness
hard of hearing as well), she will give
The Caverns Female drow cleric (7th level): AC 2;
MV 15; HD 7; hp 40; #AT 1; Dmg 4-11
them a vial of drow venom, good for a
single sword or for 5 arrows, for one
The burrows beneath Haptooth Hill (adamantine mace +3); SA spell use; combat. She will request that it be used
were carved by draw interlopers, who SD +2 on all saving throws; MR 50%; on that robber-baron Dracandros.
arrived by following natural dry lava AL CE; THAC0 16.
tubes from deep below the surface. The 3. Salamanders' Home. This area is
drow came under the control of Crim- Spells: very warm, and it is clear upon entering
drac the dracolich, who holds them in innate dancing lights that the fires of the ancient volcano of
his sway. The drow and others in the faerie fire Haptooth Hill are no longer fully banked.
caverns have no loyalty to Dracandros, darkness A collection of hot mud springs (paint
and if Crimdrac is slain, they will aban- detect magic pots) are in the northwest corner of this
don the tower. know alignment chamber, surrounded by 6 salamanders
The caverns resonate sound effectively, levitate who are working at making containers
and the heroes will be aware of this as clairvoyance for Arcanalis venom. They are overseen
they enter. They hear whispers, parts of detect lie by a powerful efreeti.
conversations, the tread of feet ahead, but suggestion
they see nothing immediately. This cuts dispel magic Salamanders (6): AC 5/3; MV 9; HD
both ways, and while the heroes arrival 1st level bless 7+7; hp 42 each; #AT 2; Dmg 1-6
will not be noticed, the sounds of battle will cause light wounds (spear)/2-12; SA heat; SD only hit by +1
be. If the heroes engage a group of drow command or better weapons; AL CE; THAC0 12.
guards, the other two patrols will arrive in 2nd level dust devil Efreeti: AC 2; MV 9/24; HD 10; hp
1-4 rounds. If the combat continues for hold person 70; #AT 1; Dmg 3-24; SA become invisi-

67
ble, assume gaseous form, enlarge, the ground. It reveals a specialized gate Red Wizard when the heroes try to
polymorph self, create illusions, create spell designed to open into the elemen- escape.
wall of fire; AL LE; THAC0 10. tal plane of fire. Written at the bottom in If the heroes are sneaking through the
a spidery hand are the words Make complex, unless they are equipped with
The salamanders and the drow have such items as boots of dragonkind or
copy of this for Lord T and the mark of
an agreementeach stays out of the the symbol of Dracandros (which rendered silent and invisible, Crimdrac
others way. A battle in the caverns will will attack them outside his cave.
matches those on the PCs arms).
not concern the occupants of this area, Crimdrac will attempt to frighten off
and the sound of fighting from here will 4. Crimdracs Lair. Crimdrac is the interlopers first; then, if that doesnt
just be written off as those elementals described in detail in Appendix I. He is a work, he will settle in for the battle. Crim-
by the dark elves. lying, thieving sort, but wants to appear drac will fight to the deathhe has not
The salamanders will attack any who great and powerful before his minions. been filled in on Dracandross plans,
enter. The efreeti will view the battle He joined up with Dracandros in and is confident that, in the event of his
and, if there are more invaders than sal- hopes of learning some magical abili- death, he will be able to possess the
amanders, will become invisible and go ties; so far, The Red Wizard has used mind of one of the dragons floating
to report to his master. Otherwise the Crimdracs minions and manpower to around, and begin again.
efreeti will join in the melee. locate the Helm of Dragons and provide If Crimdrac is slain (or his spirit
The hot springs inflict 1-6 points of power for his New Alliance, but has chased out), his power over his minions
heat damage to normal humans who are given nothing in return. Still (so far), will be broken, and they will flee back to
immersed in them. Their vapors, how- Crimdrac remains a faithful ally. their dark elf territories far beneath the
ever, are mildly curative, and will restore If the heroes are being escorted to the earth.
1-6 hit points damage per turn to the tower, they will see Crimdrac at the In the southeast corner of this cavern
heroes, up to their maximum, for each entrance to this cavern. Crimdrac will is an entrance to the dark elf underci-
turn they are in the cave. not give the heroes a second thought, ties. This tunnel hooks up with other
The only treasure in this area is a because his lordship has a number of similar tunnels that link an underground
scroll spell tucked in a hole 12 above visitors. Crimdrac will be helping the world that crosses most of the North. If

68
the DM so chooses, he may use this as ellated wall. There are five dragons up alchemical devices and beakers, chemi-
an entrance into further adventure, or, if on the roof, either perched around its cals, small living and preserved ani-
he does not wish to have player charac- edges or gliding just above it. mals. No magical items or protections.
ters roaming about down there, seal it Storage. Holds furniture that was nev-
up with a rockfall after about fifty yards. A Brief Tour er unpacked, empty crates to be filled
with drow venom, dried foods, and other
Level 1 supplies. No weapons.
The Tower of Exit from tunnel
Level 4
Courtyard
Dracandros Welcome Hall Dracandross Bedroom. Impressively
The Tower of Dracandros is located on Kitchen and Festhall large bed with thick feather pillow and
the ruins of earlier structures. A conspic- The Red Wizard has set up a trap out- mattress and ruffles. There is a large
uous outpost such as Haptooth Hill side the entrance from the caverns. See chest with the magic-users clothes, at
tends to attract the attention of those Adventure in the Tower (below). the bottom of which is a fully charged
who seek to build large, obvious keeps wand of fireballs.
Level 2 Treasure Room. This room has a
to dominate the area around it. Con- Hall of Triumphs. Herein is a detailed
versely, since such keeps draw the glyph of warding on its door handle that
description of every imporant act Dra- inflicts 20 points electrical damage to
attention of those who would fight such candros was ever involved in, including
domination, fortresses have been any who touch the knob. The room con-
trophies, mounted creatures, plaques, tains these items:
ruined almost as often as they have ribbons, and certificates of recognition.
been built. There have been a score of * 3000 gold pieces
Meeting Room. This is dominated by * 400 platinum pieces
them on Haptooth Hill in recorded mem- a huge portrait of Dracandros done in
ory. Dracandross is the most recent, * 35 pieces of jewelry
black velvet. * A manual of golems, marked dam-
and perhaps the most formidable.
The Tower of Dracandros is four sto- Level 3 aged on the front, but actually in
ries high with a flat roof ringed by a cren- The Wizards Lab. Contains various perfect condition.

69
* All the scrolls the heroes had stolen ters in their marching order will automat- When he reaches the bottom of the first
from them before they awoke in ically be transferred. Anyone farther descending flight of stairs, he will sound
Tilverton. back has a 50% chance of not being a silent alarm. This alarm will summon
Roof Level transferred. Akabar will insist on being the dark elf patrols from below to help
This is where the dragons are gath- in the back of the group (not because he him. His efreeti, if still alive, is in the lab
ered: two reds (previously involved in knows about the trap, but because he is on the second floor. If both the efreeti
picking flying creatures off the sides of a less accomplished fighter), and he will and the dark elves are dead, he is on his
always not be transferred. own.
the hill), a green, a blue, and a black.
The heroes atop the tower are sur- The Red Wizard, once his plan has
Red dragons (2): AC -1; MV 9/24; rounded by the dragons described in the been scrambled, will try to escape from
HD 9; hp 36, 45; #AT 3; Dmg 1-8/1-8/3- above text as residing on the tower roof. the tower. He was assured the bonds
30; SA breath weapon; SZ L; AL CE; The dragons do not attack immediately, were foolproof, and that has been
THAC0 12. leaving the PCs with a choice. proved wrong. On the first round after he
Green dragon: AC 2; MV 9/24; HD If they attack the dragons, the leaves the roof, he will sound the alarm.
7; hp 35; #AT 3; Dmg 1-6/1-6/2-20; SA dragons will respond in kind, now con- In the second and third rounds he will
breath weapon; SZ L; AL LE; THAC0 13. vinced of humanitys evil intentions. run, picking up his wand of fireballs in
Dragonish attacks will increase through- the process. He will leave his treasure.
Black dragon: AC 3; MV 12/24; HD out the North over the next year, and He will reach the lab on the fourth round
6; hp 30; #AT 3; Dmg 1-4/1-4/3-18; SA though it will not be a true Flight of and pick up the efreeti (if it is still alive).
breath weapon; SZ L; AL CE; THAC0 Dragons, it will be almost as deadly. He will reach the lowest floor of the tow-
13. If they do not attack at their first oppor- er on round five, the tunnels on round
Blue dragon: AC 2; MV 9/24; HD 8; tunity, the Red Wizard will appear on the seven, and after round seven he will
hp 40; #AT 3; Dmg 1-6/1-6/3-24; SA roof at the start of round 2 and shout, have reached the tunnels leading to the
breath weapon; SZ L; AL LE; THAC0 12. Triallis Bal! I command you to attack! drow undercity and will be gone.
The heroes must make a saving throw If the heroes brought Akabar along,
against the effects of the bonds or be he will be found in the welcome hall on
Adventure in the Tower forced to attack the dragons. (They may level 1 of the tower with the Helm of
Dracandros of the Crimson is aware of attack to subdue, but do not suggest this Dragons. Dracandros has escaped, but
the characters imminent arrival to the players.) If the heroes all save, or at least the heroes have the artifact,
(through the airborne dragons, if noth- if the ones who save try to stop their which Akabar will willingly turn over in
ing else), and has laid a trap for them. companions from attacking, or if the exchange for the wonderful time he has
He has convinced the dragons that a PCs attack to subdue (the dragonish had.
human invading party is on its way to equivalent of jousting or playing patty- If the heroes catch up with Dracan-
slay their representatives. cake), the dragons will be convinced dros, either in the tower or below, he will
When the characters reach the top of that Dracandross ranting is that of a fight to the death, using his wand of fire-
the stairs, read the following passage to madman after all. Several will fly off, balls and his spells to the best of his abil-
the players: including the two that stand between the ities. With his death, his signs will fade
heroes and the Red Wizard, and the oth- from the characters arms. They will also
The stairs you have just climbed end ers will back away. get the Helm of Dragons, which gives
at an entrance to a broad courtyard at If any heroes attack because of the them (among other things) knowledge of
the base of the tower. Standing in compulsion of the bonds, the dragons where to find Tyranthraxus.
front of you, some distance away, is a will attack back, but only against PCs
who attacked them. The others will be
short, apparently panic-stricken man
in a red robe, wearing a circlet on his spared, and upon the deaths of the Aftermath
forehead with a green gem set in it. attacking characters, the dragons will fly If Dracandros escaped, the DM may
He shouts at you: Beware! Evil off. Nothing will be gained or lost from wish to set up a revenge/ambush
dragons have taken over the tower! this in terms of the security of the encounter using Dracandros (alone)
They intend to kill you all! Realms. sometime later in the adventure. This
There is a sudden flash of light If the heroes attack Dracandros battle should be to the death, and thus
and you suddenly find yourselves on instead of the dragons, the dragons will would result in the removal of the bonds
the top of the tower, surrounded by see through the Red Wizards plot and related to the Red Wizard. Alternately,
evil, drooling, angry dragons! take off. They cannot harm the Red Wiz- Dracandros could flee to Myth Drannor,
ard as long as he wears the Helm of where his body will be possessed by
Dragons but if he loses the Helm, the Tyranthraxus to serve as his host when
Dracandros had a teleport trap set up dragons will attack him immediately. the heroes arrive at his temple.
on the floor at the top of the stairs to take If Dracandros is attacked, either by
those in the courtyard up to the top of player characters, dragons, or other
the tower. The first three lines of charac- heroes, he will flee down into his tower.

70
Myth Drannor a millennium ago was the Labelas Enoreth, the elvish god of lon- heroes spend in the burial glen that they
capital of the Elven Nation in the North, gevity. The other powerful beings in will have a random encounter. If this
the most splendid of all magical cities. It Myth Drannor protested, but through occurs, refer to the table below.
was the wonder of its age, filled with negotiation, possession, and playing d10 roll Encounter
elven people and traders from other one faction against another, Tyran- 1 2-12 ghouls
lands and other dimensions. It was the thraxuss will became law. 2 1-6 ghasts
high point of the civilization of the peo- Tyranthraxus, using the knowledge 3 1-3 wights
ple of the Northern Forest. from his new allies in Myth Drannor, har- 4 2-12 grave robbers
Like most wonders of the world, how- nessed the power of the Pool of Radi- 5 1-6 hell hounds
ever, Myth Drannor eventually fell to rot ance to cover the city in an elliptical 6 1-6 giant spiders
and ruin. Extradimensional invaders, dome of force. This dome cannot be 7 1 anhkheg
rogue magicians, and the incursions of passed either way, and is solid. The
8 2-12 boring beetles
mannish tribes in the area brought exception to this is at the Burial Glen, 9 1-6 carrion crawlers
about its fall. After an invasion of fell which brackets the dome like a gateway
10 2-8 gargoyles
creatures from the Lower Planes, the into the dead city.
city was abandoned, save as a place to Only part of the Burial Glen and the Ghouls: AC 6; MV 9; HD 2; hp 9
bury the dead. Old Temple of Longevity are used in this each; #AT 3; Dmg 1-3/1-3/1 -6; SA para-
Still, the elves guarded it as their adventure. The wide expanse of ruined lyzation; SD immune to sleep and
homeland, keeping the city safe from and semi-ruined buildings are still avail- charm; SZ M; AL CE; THAC0 16.
prying eyes on the outside and, con- able for exploration. Ghasts: AC 4; MV 15; HD 4; hp 18
versely, keeping weaker humans safe each; #AT 3; Dmg 1-4/1-4/1 -8; SA para-
from the perils that had made Myth
Drannor a ruin. The Burial Glen lyzation, stench; SD immune to sleep
and charm; SZ M; AL CE; THAC0 15.
Following his defeat in Phlan, Tyran-
thraxus moved to the abandoned city. Random Encounters Wights: AC 5; MV 12; HD 4+3; hp 23
He laid claim to an ancient temple of There is a 1 in 6 chance on each turn the each; #AT 1; Dmg 1-4; SA life drain; SD

71
silver or magic to hit, immune to sleep, Gargoyles: AC 5; MV 9/15; HD
charm, hold and cold-based spells, 4+4; hp 20 each; #AT 4; Dmg 1-4/1-4/1- the depths of his hood, and he carries
immune to paralyzation and poison; SZ 6/1-6; SD only hit by +1 or better weap- in one bony hand a huge scythe.
M; AL LE; THAC0 15. ons; SZ M; AL CE; THAC0 15.
Grave robbers (4th level fighters): AC If the heroes attack, the figure will dis-
4; MV 6; HD 4; hp 18 each; #AT 1; Dmg Area Descriptions appear like a phantom evaporating in a
2-7 (picks); SZ M; AL CE; THAC0 18. wind. If the heroes approach, however,
1. Deaths Gateway. The only break in
Hell hounds: AC 4; MV 12; HD 4; hp Tyranthraxuss dome of force is at the the figure will turn, and in an archaic
16 each; #AT 1; Dmg 1-10; SA breathe entrance of the Burial Glen, almost as if voice ask, Who be ye?
fire for 4 points; SD surprises on 1-4 on some inhumanly great power was hold- The heroes can ignore the figure and
d6; SZ M; AL LE; THAC0 15. ing this gateway open for the heroes to pass into the Burial Glen without further
pass. (Funny thing, coincidence. . . .) incident. If they reply to the figure, he
Giant spiders: AC 4; MV 3 *12; HD will ask, Why doth thou disturb the spir-
4+4; hp 20 each; #AT 1; Dmg 2-8; SA When the characters are making their
final approach to Myth Drannor, read the its of the late, great Myth Drannor?
webs, poison; SZ L; AL CE; THAC0 15. If Tyranthraxus is not given as a rea-
following passage to the players:
Anhkheg: AC 2 (4); MV 12 (6); HD 7; son, the figure will say, Ye may pass,
hp 28; #AT 1; Dmg 3-18 (+1-4); SA and stand aside. If Tyranthraxus is
squirt acid; SZ L; AL N; THAC0 13. You see the woods clearing ahead to named, the figure will say, Doth ye
reveal a sight chilling even in the full have the helm, the gauntlets, and the
Boring beetles: AC 3; MV 6; HD 5; hp light of daya large graveyard, part blade, so thee may find the beast, seal
20 each; #AT 1; Dmg 5-20; SZ L; AL N; of the huge cemetery that Myth Dran- his lair, and slay him dead?
THAC0 15. nor has become. At the entrance If the heroes do not have the items,
Carrion crawlers: AC 3/7; MV 12; HD stands a tall, thin figure wrapped in a the figure will send the PCs away to find
3+1; hp 13 each; #AT 8; Dmg 0; SA gray cloak. His face is hidden in them, For thee will surely fail without
paralysis; SZ L; AL N; THAC0 16. them, and even with them your task is

72
not an easy one. If the heroes do have Treasure is scattered about room 2B: acts of derring-domages fighting evil
the items, it will say, Good and good 1000 tricrowns (platinum pieces), a clerics, mages fighting beholders,
and good. You may pass through the spear +3, and a shield +2. mages repelling orc hordes single-
glen into the ruins, and from there to the handed, etc. The name over each of the
tyrants temple. Or you may pass 3. Aint Mis-bee-havin. This tomb was doorways is Kinsor.
through the Warriors Gate at the center apparently that of a prosperous and The Kinsor family of mages used this
of this complex, and from there pass into long-lived family. as their family crypt and treasure vault.
Tyranthraxuss lair unaware. But The doors are locked but can be The locks on the doors show the telltale
beware, for the way is perilous! The fig- picked as per normal thief chances. The scratches of having been picked, but
ure will then move off into the forest, gates to the tomb creak on very rusty are currently locked.
leaving the heroes behind. hinges, and the dust is thick once the These doors are a trap set by the Kin-
The lean, deathlike figure with the characters enter. sor clan. The doors will close and lock
archaic tongue is Elminster, hamming it Along the western wall of the behind anyone who goes through them,
up more than usual. He will walk into the entranceway (3A) are portraits done in becoming momentarily intangible in
woods for about 100 yards, turn invisi- copper of all the major members of the doing so, so that anything used to block
ble, then return. The heroes will see him family (named Danewood, according to them open falls to the ground. When the
next in the Temple of Tyranthraxus. the markers). They were a family of doors close, the second part of the spell
human merchants, grown wealthy over takes effect: An earth elemental is sum-
2. The Crypt of Thanatos. The outside the course of generations. moned and attacks the party. This
walls of this crypt are inscribed with Corridor 3B is similar to 3A, though occurs with every door in the complex.
scenes of elves at peace and at war; the floorwork is newer and in better con- In addition, the three doors leading to
jousting and reveling, battling and dying dition. Characters who enter this area the outside of this area are trapped in
in battle against fell beasts. Its main will hear a loud buzzing coming from the both directions. Opening any of these
doors are flanked by statues of a beauti- rooms to either side. The reason for the doors to escape the tomb causes an
ful female fighter with a spear. The carv- buzzing becomes self-evident, as a earth elemental to appear outside the
ings over the door read, in elvish: loud, angry giant bee emerges from the tomb and attack.
ThanatosLet her rest. door to the right. Area 4A of the shrine is covered with
The crypt is divided into two halves. There are a total of eight soldier bees further bas-reliefs, these showing grave
The upper crypt (2A) is laid out like a and 30 workers, divided evenly between robbers being slammed, destroyed, and
standard elven home, with divans and 3C and 3D. If forced to retreat, each torn apart by earth elementals.
low tables along the walls and bright group can escape the building through a Area 4B has two tombs. The tombs
mosaics hanging overhead. (relatively) small hole in the back of each themselves are unprotected (other than
The door to the lower crypt (2B) has tomb, about 30 up near the roof. by the elementals). There are three
been shattered, and the place is in a Soldier bees (8): AC 5; MV 12/30; scrolls of protection from undead within
shambles. The mosaics in this room are HD 4+2; hp 24 each; #AT 1 (sting); Dmg the two tombs here.
marked with dark stains. The funeral 1-4; SA sting once for poison; SZ M; AL Area 4C has three tombs. They con-
bier has been overturned, the body torn N; THAC0 15. tain, in addition to the mortal remains of
asunder, and the treasure scattered. the mages, a wand of fireballs (10
The bodies of four later visitors are Worker bees (30): AC 6; MV 9/30; charges left), a ring of protection +3,
heregrave robbers who dared to risk HD 3+1; hp 14 each; #AT 1; Dmg 1-3; and a tome of clear thought.
the vengeance of the spirit within. SA sting once for poison; SZ M; AL N; Area 4D contains two tombs, and has
Thanatos died under evil circum- THAC0 16. a set of Nolzurs marvelous pigments
stances, apparently, and her spirit has The bees will flit about near the high and two potions of giant control.
returned as a banshee (also called a ceiling of the tomb, darting down to
groaning spirit). The banshee is con- 5. Grave Robbers. This tomb is that of
attack any member of the group. The
fined to the two rooms of the crypt, but some heroic nobleman. The corner with
workers will not leave the nest if the
will slay anyone who comes down the the exterior doors is carved with figures
heroes flee, but the soldiers will pursue
stairs, and will further pursue them into of the man hunting, making war, and
until slain or until the heroes dodge into
room 2A. otherwise fighting. His sword is shown
another building.
radiating waves of light or energy. The
Thanatos the banshee: AC 0; MV 15; These tombs have no treasure, but
doors to this shrine have been removed,
HD 7; hp 45; #AT 1; Dmg 1-8; SA wail; each bee nest does have a large quanti-
and the entrances are dark.
SD only hit by +1 or better weapons; ty of royal jelly, equivalent to 5 potions of
Area 5A is the upper level of the crypt,
MR 50%; SZ M; AL CE; THAC0 13. extra-healing with the side effect of cur-
and has been desecrated by tomb rob-
ing disease with each helping.
If her lair is entered during the day- bers. The only significant item remain-
light hours, Thanatos will not be able to 4. The Magic-Users Tomb. This long ing here is a great marble statue of a
use her wailing. At night, however, she tomb is decorated on the outside with a fighter in archaic armor that has been
will use that attack in the first round. bas-relief of mages engaged in various smashed face-down against the ground.

73
Area 5B is reached by stairs down ing monster zombies and a giant skele- The lich will look at the heroes
from 5A, and is the lair of a colony of 12 ton. The group in 6C is dressed with red unblinkingly, then say in a cracking
ghouls. They will set upon the new- banners around their heads, while those voice, Did I send for you? Odd, I should
comers, but one member will dart down in 6D are dressed with blue banners. have brought the others as well. He
the stairs to the south. They will attack the heroes as soon as rings a small silver bell at the side of the
Area 5C is where the ghouls keep they enter the room. Attempts to turn table, and the other undead from the
their heavy artillery, protection, and these low-level undead will fail, as they opposite room ascend the stairs slowly.
tunnel-digger. The ghoul that de- are under the control of a higher If the heroes attack the lich, he will
scended to this level will return 2 rounds undead. No treasure is in either room. snap back far enough into the real world
later, riding on the shoulders of an Each room contains these creatures: to attack in return.
umber hulk and banging on its head with If the heroes use the time while the
Skeletons (5): AC 7; MV 12; HD 1; hp
a staff to direct it one way or the other. other undead are arriving to cross the
8 each; #AT 1; Dmg 1-6; SD half damage
The ghouls will part to let the umber hulk room and jump into the hole, the lich will
from edged weapons, immune to hold,
take the brunt of the attack. If none of let them go, muttering to himself about
sleep, charm, and cold-based spells; SZ
the ghouls escape the room, the umber M; AL N; THAC0 19. illusions.
hulk will arrive by itself in 5 rounds, tun- If the heroes pause to fight the
neling up behind the heroes and block- Zombies (5): AC 8; MV 6; HD 2; hp 15 undead, run the battle normally. At the
ing the exit out. each; #AT 1; Dmg 1-8; SD immune to end of it, the lich Remarkus (if he wasnt
sleep, hold, charm, and cold-based involved in the fight) will stand and
Ghouls (12): AC 6; MV 9; HD 2; hp 10 spells; SZ M; AL N; THAC0 16. instruct the winners to sweep the losers
each; #AT 3; Dmg 1-3/1-3/1-6; SA para-
lyzation; SD immune to sleep and Giant skeleton (1): AC 7; MV 12 HD into the passage-hole and then to return
charm; SZ M; AL CE; THAC0 16. 11; hp 50; #AT 1; Dmg 1-6; SD half dam- to their posts. (If the heroes win, they are
age from edged weapons, immune to free to disregard both of these orders,
Umber hulk (Clyde): AC 2; MV 6 hold, sleep, charm, and cold-based and nothing will happen to them as a
(1-6); HD 8+8; #AT 3; Dmg 3-12/3-12/ result.) Then he will sit down again and,
spells; SZ L; AL N; THAC0 10.
2-10; SA confusion; SZ L; AL CE; head in bony hand, ponder the map for a
THAC0 12. Bugbear zombies (3): AC 6; MV 9; while.
HD 6; #AT 1; Dmg 4-16; SD half damage The passageway leads down into a
The ghouls are aware of the umber
from blunt weapons, immune to hold, wide vault filled with the bodies of no
hulks abilities, and will not look it
sleep, charm, and cold-based spells; SZ longer animated undead. The passage
straight in the eyes. L; AL N; THAC0 13.
In area 5C the heroes will find the leads to the embalming room of Tyran-
despoiled tomb of the fighter depicted Area 6E is reached by steep stairways thraxuss Temple.
by the statue above. The body is long from either side. It opens into a thin, Remarkus the lich: AC 0; MV 6; HD
gone, but the sword remains. It is a high room. In the northwest corner of the 11; hp 44; #AT 1; Dmg 1-10; SA spell use
sword +1, +3 versus extradimensional room is a hole in the floor. In the south- as 18th level magic-user, paralyzing
creatures. The staff the ghoul was di- east corner is a low dais, upon which is a touch, fear; SD immune to enfeeble-
recting the umber hulk with is a staff of large table. Behind the table is an ment, polymorph, cold, electricity, insani-
healing with 20 charges left. ancient, undead figure. He is akin to a ty, or death spells/symbols; SZ M; AL
zombie except that his skin is stretched N(E); THAC0 10.
6. The Warriors Gate. This large, tight over his visible bones, as if all the
shrinelike tomb dominates the central moisture has been sucked from him. There is no treasure in Remarkuss
region of this part of the burial glen. It ris- Instead of eyes, he has a pair of twin- room.
es to a pinnacle some 100 feet high, and kling pinpoints. The creature is dressed
witch-fire dances about its peaks. It has in archaic military regalia, and has a Random Encounters
two plain, simple entrances to the east dented helm on his head.
and west. Over each entrance is the The creature is a lich, and a dotty one in the Ruins
sign of crossed swords and the words, in at that. Insanity in many forms is a haz-
common, Only the Brave. The doors ard among liches, who in life strove to The ruins of Myth Drannor are filled with
are well oiled, and open at a touch. become immortal, and now in their odd beasts, as the place was once an
Areas 6A and 6B are anterooms for undead state have nothing to use that extradimensional as well as magical
the crypt. They are stacked with dead immortality upon. crossroads. A number of hostile crea-
bodies, laid out like cordwood. These This lich, Remarkus, is doomed to tures have come to call this home. For
bodies are not undead, but extremely spend his eternity running a sort of war every 2 turns the characters spend in
unpleasant, as they have been recently room. The large table before him is cov- the city and its surroundings, there is a 1
disinterred. There are no monsters or ered by a map of Myth Drannor as it was in 6 chance of a random encounter. If
treasure here. about 600 years ago, and the map is this occurs, check the table below.
Areas 6C and 6D each contain a perforated by pins that mark the loca-
group of zombies and skeletons, includ- tions of the undead legions he controls.

74
d20 roll Encounter 12 1 lamia monsters are left to the DM. When a sec-
1 2-12 thri-kreen 13 2-20 orcs in ambush ond random encounter is called for, use
2 1 xag-ya 14 1-2 gorgons the encounter Deal with the Devil
3 1 xeg-yi 15 1-4 ettins (below) instead.
4 1-4 tunnel worms 16 1-6 carrion crawlers Thri-kreen: AC 5; MV 18; HD 6+3;
5 2-16 wemics 17 2-5 displacer beasts hp 27 each; #AT 5 or 3; Dmg 1-4/1-4/1-4/
6 1-2 chimerae 18 2-5 salamanders 1-4/2-5 or by weapons; SA leaping; SD
7 2-8 moon dogs 19 1-4 xorn dodge missiles 60% of time; SZ M; AL
8 1-2 chaggrin grue 20 1 beholder CN; THAC0 13.
9 2-8 margoyles The exact nature of the random
10 2-12 gargoyles Xag-ya: AC 0; MV 6; HD 5; hp 20;
encounters and the reactions of the #AT 1; Dmg 7-12; SA energy blast; SD
11 1 behir

75
only hit by +1 or better weapons; MR Carrion crawlers: AC 3/7; MV 12; HD The heroes may ignore, evade, or run
15%; SZ M; AL N; THAC0 15. 3+1; hp 13 each; #AT 8; Dmg 0; SA away from the mind flayer without inci-
Xeg-ya: AC 0; MV 6; HD 5; hp 20; paralysis; SZ L; AL N; THAC0 16. dent. If they attack, both the visible mind
#AT 1; Dmg 7-12; SA energy drain; SD Displacer beasts: AC 4; MV 15; HD flayer and his three hidden companions
only hit by +1 or better weapons; MR 6; hp 24 each; #AT 2; Dmg 2-8/2-8; SD will return the attack.
15%; SZ M; AL N; THAC0 15. -2 to be hit; MR saves as 12th level If the heroes approach the mind flay-
fighter, +2 on die; SZ L; AL N; THAC0 er, he will pull down his hood, revealing
Tunnel worms: AC 4; MV 6; HD 9+3; the tentacled features of one of his
hp 39 each; #AT 1; Dmg 2-16; SA lunge; 13.
breed, and the fact that he has small
SZ L; AL N; THAC0 12. Salamanders: AC 5/3; MV 9; HD horns on his forehead. (This is a harm-
Wemics: AC 6; MV 12; HD 5+8; hp 7+7; hp 35 each; #AT 2; Dmg 1-6/2-12; less physical defect, and has no effect
28 each; #AT 3; Dmg 1-4/1-4/1-6 (club); SA heat; SD only hit by +1 or better other than to make the characters think
SD surprised only on a 1; SZ L; AL N; weapons; SZ M; AL CE; THAC0 12. twice about accepting his aid.) If the
THAC0 13. Xorn: AC -2; MV 9; HD 7+7; hp 35 heroes remain nonaggressive and still
Chimerae: AC 6/5/2; MV 9/18; HD each; #AT 4; Dmg 1-3(x3)/6-24; SA sur- interested in conversation after seeing
9; hp 36 each; #AT 6; Dmg 1-3/1-3/1-4/1- prise on 1-5; SD immune to fire and cold, the horns, read the following passage to
4/2-8/3-12; SA breath weapon; SZ L; AL resistant to electricity; SZ M; AL N; the players:
CE; THAC0 12. THAC0 12.
Beholder: AC 0 (body), 2 (eyestalks), 7 You are fighting Tyranthraxus, the
Moon dogs: AC 2 or 0 or -2; MV 30; Mindless One, says the mind flayer,
HD 8+16; hp 56 each; #AT 1; Dmg 3-12; (eyes); MV 3; HD 10; hp 36 (body), 15
(central eye); #AT 1; Dmg 2-8; SA magic; making the question a statement. If
SA baying; SD spell-like abilities; MR you approach by the surface routes,
25%; SZ M; AL NG; THAC0 12. SD anti-magic ray; SZ L; AL LE; THAC0
10. you will be found and slain easily
Chaggrin grue: AC 4; MV 12 (3); HD your own battles announce your
5+5; hp 35 each; #AT 2; Dmg 3-6/3-6; Deal with the Devil arrival. I and my collegues know
SA clinging, quills; SD only hit by +1 or another route, a secret route, into the
better weapons, immune to earth-based When a second random encounter is Tyrants Temple. We will show it to
magic; SZ S; AL NE; THAC0 13. indicated in the ruins of Myth Drannor, youfor a price.
run the following encounter instead.
Margoyles: AC 2; MV 6/12; HD 6;
hp 24 each; #AT 4; Dmg 1-6/1-6/2-8/2-8; The mind flayers price is one magic
SA camouflage; SD only hit by +1 or As you move through the ruins, you item for each member of his group, pay-
better weapons; SZ M; AL CE; THAC0 feel that all eyes are upon you and able in advance. The mind flayer is tell-
13. your party. There is a rustle of wings ing the truth, and if the heroes give them
as a flight of bats, startled by some the items, they will take the player char-
Gargoyles: AC 5; MV 9/15; HD sudden noise, erupts overhead. In
4+4; hp 20 each; #AT 4; Dmg 1-4/1-4/1- acters down to an entrance to the
the distance sounds the baying of a sewers beneath Myth Drannor.
6/1-6; SD only hit by +1 or better weap- wolf; then it is cut short, as if by a
ons; SZ M; AL CE; THAC0 15. knife.
Up ahead, near a corner of a This way has been cleared for your
Behir: AC 4; MV 15; HD 12; hp 48; arrivalbut move quickly, for the
#AT 1 and 1 or 1 and 6; Dmg 2-8/2-5 or 2- ruined building, a gray-cloaked figure
steps out. His face and form are hid- Tyrants agents are everywhere, and
8/1-6(x6); SA lightning bolt, swallowing;
den, but he points a clawed, three- this place may not be secure for
SD immune to electricity and poison; SZ long! There is the rumbling of thun-
L; AL NE; THAC0 9. fingered hand at you and beckons
you to come forward. der above your heads, and the mind
Lamia: AC 3; MV 24; HD 9; hp 36; flayers look at each other nervously.
#AT 1; Dmg 1-4; SA spell use, wisdom Go now, enemies of our enemy. The
drain; SZ M; AL CE; THAC0 12. The figure is a mind flayer, a repre- next time we meet may I feast on your
Orcs (attacking from ambush): AC 6; sentative of the opposition to Tyran- minds, but for now may our Darkness
MV 9; HD 1; hp 4 each; #AT 1; Dmg 1-6 thraxusthose who would like to be with you. With that, the mind flay-
(short bows) or 1-8; SZ M; AL LE; restore Myth Drannor to its earlier state ers flee up the stairs and back into
THAC0 19. without the possessing spirit. Three of the ruins.
its comrades are waiting about 40 far-
Gorgons: AC 2; MV 12; HD 8; hp 32; ther around the corner as this monster
#AT 1; Dmg 2-12; SA breath turns to makes its initial approach. The sewers, as the mind flayer prom-
stone; SZ L; AL N; THAC0 12. ised, are clear of monsters, and lead
Mind flayers (4): AC 5; HD 8+4; hp straight, without branches, to a secret
Ettins: AC 3; MV 12; HD 10; hp 40 16, 20, 21, 24; #AT 4; Dmg 2 each; SA entrance in the floor of the kitchen of the
each; #AT 2; Dmg 2-12/3-18; SD surprised mind blast; MR 90%; SZ M; AL LE; temple (room 1).
only on a 1; SZ L; AL CE; THAC0 10. THAC0 12.

76
The Temple of Tyranthraxus is located in ing (Tyranthraxus and his kalmari are 1; Dmg 1-6; SA spell use; SZ M; AL NE;
the northwestern corner of the sprawl- immune), and will come to the aid of its THAC0 14.
ing Myth Drannor complex of ruins, in an master if Tyranthraxus is attacked. Spells:
abandoned temple of the elvish god of
longevity. It is here, on the second floor, 4. Anteroom. This area was the ante- 1st level command (x2)
that the Pool of Radiance has been relo- room and dressing area for the priests of fear (x2)
cated. Labelas Enoreth. It is now empty. 2nd level hold person (x2)
Tyranthraxus has a pair of gargoyles silence 15 radius (x2)
acting as watchdogs over the front 5. Priests Office. All the furnishings in 3rd level blindness
entrance. These creatures will not this room have been swept into a corner dispel magic
attack, but will warn Tyranthraxus of the in a disordered heap. There is no trea- paralysis
characters approach. He will prepare sure here, but in the northeast corner a 4th level giant insect
accordingly (see area 6 for details). loose stone can be moved to reveal a protection from good 10
cavity containing a ring of animal friend- radius
Room Descriptions ship. sticks to snakes
5th level cause critical wounds
1. Kitchen. This large kitchen was once 6. Altar and Shrine. This area is a wide flame strike
used to cook for both the feast days and space without benches or pews, domi-
for daily life of the novitiates. It has since Whatever the possessed bodys form,
nated by an inlaid symbol of Labelas on
been abandoned and the wooden door it will be wearing boots of striding and
the floor. The west end of the room is dom-
from the dining room locked. There is springing in addition to any other magi-
inated by a low platform, above which is a
nothing of interest or use in this room, cal items it might possess.
stained-glass window. If it is daylight, the
except for a collection of very rusty The possessed form will have an evil
room will be dancing with pinpoints of col-
knives (will do normal damage but snap grin, and will be surrounded by the non-
ored light from this window.
after one hit) and a large floor drain burning flames that are Tyranthraxuss
Tyranthraxus is in this area in a pos-
which opens into the sewers. The hallmark.
sessed body, along with his assistant.
heroes may enter the temple through Tyranthraxuss companion is a burly
The DM may choose any of the bad guys
this drain from the sewers. companion in bearskin with a two-
whom the characters have met through-
handed broad sword. While looking like
out this adventuresomeone who
2. Dining Area. The long common a typical barbarian, this fellow is in reali-
wasnt killed by the PCsto serve as
tables in this area have been stacked ty the shell holding a kalmari (see
the source of the possessed body.
against the far wall, and the symbols of Appendix I).
These may include:
the elvish gods and saints on the walls If Tyranthraxus is not surprised, any
marred and disfigured. There is an arch Ginali, High Cleric of Bane and all defensive spells will be cast for
to the north and a locked door leading to Orox the beholder him already. He will be found on the plat-
the kitchen. Any significant noise in this Radatha of the Fire Knives form, with his barbarian kalmari on his
room will be heard in the altar room A priest of Moander right. On his left is a glowing red vertical
(room 6) and will warn Tyranthraxus of The mind flayer from the previous portal. This is not the Pool of Radiance,
the characters arrival. He will not be encounter but rather a gate into the elemental
surprised. Dracandros, Red Wizard of Thay plane of fire.
Using Fzoul Chembryl is not recom- If Tyranthraxus is unaware of the char-
3. Cloak Room. This room was an mended, as the Zhentarim will come acters entrance into his lair, he will be
overlarge closet for wraps and the like. looking for him. Cruel DMs may choose pacing the length of the shrine, his
Now it is the lair of Tyranthraxuss pet to use one of the not-nasty individuals as assistant following behind him, fretting
cloaker, one of the original inhabitants of the possessed form, such as Alusair about when his puppets will arrive. His
the building that Tyranthraxus has Nacacia, Princess of Cormyr, or the back will be to the characters (regard-
domesticated for personal use. sage Filani of Tilverton. Elminster, or less of which entrance they use), and
individuals who have received the spell they will be able to surprise him.
Cloaker: AC 3(1); MV 1/15; HD 6; Regardless of the situation, Tyran-
hp 24; #AT 2 + special; Dmg 1-6/1-6 + Elminsters Blessing (see Appendix I),
should not be chosen. thraxuss first move is to give a com-
special; SA moaning, enwrapping tar- mand to the bonded members of the
gets; SD shadow use; SZ L; AL CN; If none of the above seem suitable (or
if all of the really bad guys were killed), party to Freeze!, and then to hand
THAC0 13. over the artifacts of power to him (the
then the form Tyranthraxus will take will
The cloaker will be alerted by anyone be of a 10th level cleric of Bhaal who helm, the gauntlets, and the blade). If
opening the temple doors, and will was exploring the ruins and got too the portal to the elemental plane of fire is
begin its low-volume moaning. If anyone close to this temple at the wrong time. open, he will instruct his kalmari to
moves into the cloak room, the cloaker dump them into the portal and close it. If
will attack. If the heroes leave the Possessed body, 10th level cleric of not, he will instruct the kalmari to take
cloaker alone, it will continue its moan- Bhaal: AC 2; MV 6; HD 10; hp 50; #AT the items to the pool (room 11).

77
attacked by the survivors of his freeze,
he will leap over the characters (using
the boots) and try to escape up to the
pool (room 11). The cloaker from room
3, if still alive, will cover his retreat.
If Tyranthraxus is separated from the
body, either by killing the body or hitting
it with the Blade of Lathander, his spirit
will flee to the Pool of Radiance in room
11 for his alternate plan. The body will
return to its original possessor, and may
be hostile to the player characters.
The kalmari and the cloaker will fight
to the death to protect their lord.
7. Sleeping Room. A room with long-
rotted cots and beds. A few rats scurry
before the PCs light, but there is noth-
ing else here.

8. Embalming Room. This room still


reeks of the fluids and spicy herbs used
in preparing the dead for their immortal
voyage into the future (one of the beliefs
of worshipers of Labelas is that death
itself is an illusion and that the dying
should be prepared to be later returned
to their bodies). There are three long-
dried out elven bodies in this room, but
no monsters or treasures. The door to
the main area is locked.

9. Lower Barracks. These were the


rooms of the novitiates, and are now
empty of tenants, treasures, and mon-
sters.
If the heroes lost their artifacts to
Tyranthraxus, they will be returned in
room 9A, depending on how they lost
Tyranthraxus, if all the characters are his servants (as if they were possessed them.
frozen, will take a few minutes to gloat by the spirit). Those who make this sav-
and explain his plans in true villainous ing throw will be never be able to have
fashion. He compelled the heroes to Tyranthraxus possess them again.
gather the devices that could slay him, More likely, however, is that some
and to bring them to him here in his lair. characters will be frozen and others not.
He manipulated them into slaying the Tyranthraxus will have his barbarian
other members of the New Alliance. kalmari go after the individuals with the
Now they are totally under his control, artifacts in the following order: blade,
and will serve as his own portable pools gauntlets, and helm.
of radiance, capable of traveling the The kalmari will fight as a 5th level
Realms and doing his bidding. All that fighter with the two-handed sword until it
remains is a single spell. takes its first hit. That hit (magical or
When Tyranthraxus casts that last physical) will cause the Kalmari no dam-
spell over the frozen and/or immobilized age, but will force its body to split open,
player characters, they receive one last revealing the true form of the kalmari
saving throw. Those who fail it are pos- beneath it.
sessed by Tyranthraxus and made into If Tyranthraxus is outnumbered and

78
If the artifacts were tossed through This includes the golem and Tyran- * A portable hole.
the portal into the elemental plane of thraxus. If Tyranthraxus is still in a body, * Two large bags of holding.
fire, the heroes will find the lean figure of he will be destroyed when that body dies * All rings and artifacts that may have
Elminster, still dressed in the gray cloak or when his spirit is forced out of it by the been taken from the player charac-
he wore at the Burial Glen. The cloak is Blade of Lathander. If Tyranthraxus has ters before they awoke in Tilverton.
smoking as if it has been exposed to been forced to retreat to the pool, he will
be destroyed.
great heat. The sage was on the far side
of the portal, waiting for the artifacts to With the destruction of Tyranthraxus, Aftermath
be passed through. He returns the tools the last symbol will disappear from the After the heroes have defeated Tyran-
to the heroes and asks if there is any- heroes arms, freeing them from the thraxus, gathered up their treasure, and
thing else they need. Elminster will not New Alliance completely. Any of the left the temple, they will encounter the
join the party, though he will tell them members of the New Alliance may figure in the dark cloak with the scythe.
hell be around if need be. return at a later date to vex the charac- This time his hood is pulled back, reveal-
If the artifacts were given to the ters (you cant keep a good villain ing the smiling features of Elminster,
kalmari for safekeeping, the forms of the down), but the bonds will never return. sage of Shadowdale.
beast and of its barbarian host will be The player characters are free. Youve done well, says the sage,
dead on the floor, with Elminster stand- and should be rewarded for your
ing over them. He is apparently wound- 12. Tyranthraxuss Bedroom. This is actions in saving this land from Tyran-
ed, and will again return the lost an opulent pleasure palace with rich lin- thraxus. If I may offer my part of thanks, I
artifacts. ens, fancy wall hangings, and a fountain would take you to wherever you wish to
If the heroes are in hot pursuit of of flames in the center of the room. The go in the Realms. Where do you wish to
Tyranthraxus, still in control of the arti- furnishings alone are worth 5000 gp, travel?
facts, Elminster will not appear, but he and represent the best that a looting The heroes may choose any location.
will make sure that the door to the stairs expedition in Myth Drannor had to offer. If any party members are damaged or
leading up will be left open. dead, the sage will first teleport the party
13. Treasure Room. The door from the (without error) to a friendly temple, send-
10. Priests Rooms. These areas were Pool of Radiance to this room appears ing word ahead that they are to be treat-
once the quarters of the higher priests as a great golden door, with symbols of ed in full, with the Harpers picking up
of the temple, with windows overlooking flames etched upon it, and a laughing the tab. Then, when they exit the tem-
the forest. The windows have been face in the center. ple, they will instantly be taken to their
boarded up and the furniture removed. Tyranthraxus has left a sinister trap chosen destination. The way is clear, the
There are no monsters or treasure here. on his treasure room as a parting shot to heroes are wealthy in experience and
anyone who may foil him. The northern gold, and the Realms are open for their
11. Pool of Radiance. This huge room door from the pool room is trapped and adventure!
was an upper shrine, which Tyran- fakethe true entrance is through the
thraxus has turned into the second loca- secret door in the bedroom.
tion of his Pool of Radiance. The pool is If the northern door is opened, multi-
a fountain of glowing liquid. A large, ple delayed blast fireballs will explode in
metallic statue is standing in the center the room. All treasure in the room will be
of the pool. destroyed. Anyone in the 10 by 10 area
The statue is an activated iron golem, in front of the door will take 60 points of
which represents Tyranthraxuss alter- damage (save for half damage). Anyone
nate plan. If Tyranthraxus is removed in the rest of room 11 must make a sav-
from his bodily form, he will flee back ing throw or take 30 points of damage.
here, take possession of the iron golem, The treasure of Tyranthraxus in-
and await the arrival of the heroes. If cludes these items:
Tyranthraxus fled here in his possessed * 50,000 gold pieces.
form, he will use the golem as a sepa- * 20,000 platinum pieces.
rate entity to battle the heroes. * 50 gems of 500 gp value each.
The Gauntlets of Moander will close * 80 pieces of jewelry and statuary.
the Pool of Radiance 4 rounds after * A scroll of 6 cleric spells, none
being brought within 20 of the liquid. lower than 4th level.
The character with the gauntlets can do * Two scrolls of 4 magic-user spells,
nothing else during this time. Only the none of them lower than 5th level.
death of the individual with the gauntlets * A ring of three wishes.
will stop the process. * A djinn ring.
If the pool is closed, anything in the * A figurine of wondrous power (ebo-
pool will be destroyed (no saving throw).
ny fly).

79
became Alias was developed by an indi-
Major NPCs, Magic vidual now known only as the Nameless
spells cast by Zrie and Cassana. A cult
of a long-dead god, Moander, also called
Items, New Monsters Bard. The bard was seeking a way to
carry on his songs and stories beyond
the Jawed One, donated the energy
needed to bring Alias to life.
Alias his death, without fear of their meaning Lastly, the creation needed a spirit and
becoming lost or corrupted. To that end, a soul. Cassana contacted a powerful
6th level female human fighter he and his assistants created a human- daemon, through what she believed to
Str 17, Int 17, Wis 17, Dex 17, Con 17, oid vessel which was to contain that be the daemons agent, a nasty-looking
Cha 17 knowledge. The spells to activate this halflingish creature named Phalse.
vessel went afoul, killing an assistant Phalse was no more a halfling than the
Height 510, Weight 140 Ibs., Hair and maiming another. The bard was King of Cormyr is a centaur, but was rath-
color reddish blonde, Eye color green brought before his fellow Harpersan er the daemon himself, maintaining a
AC 4 (chain & shield) organization of bards, druids, and rang- ruse to spy on the others in the alliance.
Hit points 48 ers devoted to maintaining the balance. Phalse was charged with bringing a pure
Alignment neutral good He was found guilty of letting his pride soul into the mix, an innocent who would
Weapon Proficiencies: All swords, result in the death of others, and for this be sacrificed to bring the new vessel
dagger (thrown or wielded), mace (both crime was sentenced to exile in another (which was to become Alias) to life.
types), axe (both types), club, dart, all plane, deprived of his name, and, worst Phalse found his innocent in the form
pole arms, lance (all types), morning of all, all his tales and stories were elimi- of the saurial paladin known as Dragon-
star, staff, weaponless combat. nated from the records. This was at a bait. The sacrifice was marked, as was
Known languages: common. time when the North was less populated Alias, with the symbols of the alliance
THAC0 15 than today, so such actions were within Cassanas insect-squiggle, Zries inter-
the Harpers power. locked rings, the jawed palm of
Magic items of note The Harpers were not as effective as Moander, the flaming dagger of the Fire
Magical Tattoos. A set of twisting blue they thought in removing all trace of the Knives, the blue-upon-blue circles of
runes were once set into Aliass right bards work from the Realms, for once Phalse, and the last, no marking at all, to
arm. At first glance they appeared to be something is thought of, it is difficult to symbolize the Nameless Bard. The bard
part of a tattoo, but closer inspection unthink. Eventually, a powerful southern learned of these symbols shortly after
revealed they were a set of magical sorceress, Cassana of Westgate, hap- he completed his task, creating the his-
sigils which affected Aliass actions. The pened upon the tale and discovered the tory and background of the vessel, and
sigils originally bound Alias to the mas- bards place of extradimensional exile. putting his songs within it. Upon discov-
ters who created her, but with their He was held at the Citadel of White ering that Alias had come to life before
demise these symbols have disap- Exile, a rocky spur located at the junc- the sacrifice of the saurial, and fearing
peared. The pattern currently is a snak- tion where the Plane of Gems and the for his creations purity, he helped free
ing swirl of thorns and waves, ending Positive Material Plane meet. Cassana her and the saurial. When the others
with a rose at the wrist. The pattern can- rescued the bard, getting from him a learned of his betrayal, they imprisoned
not be removed magically. It will radiate promise to aid her in creating another him beneath Cassanas home in
a bright blue light if detect magic or any vessel. The bard, lonely from long exile, Westgate.
other divination spell is cast upon it. feeling no loyalty to the Harpers, and Needless to say, the members of the
Elminsters Blessing. For the pur- still vitally interested in preserving his evil alliance began to squabble amongst
poses of this adventure, Alias has tales, agreed. themselves after this setback, and their
received (unknown to her) the benefit of Cassana was an evil sorceress, and pact began to disintegrate as they
a spell from the Sage of Shadowdale. If recruited others of her ethical ilk to per- began plotting to betray one another.
she is about to be slain (reduced to -10 form the necessary magical operations. Alias and Dragonbait fled across the
hit points through wounds or bleeding), The Nameless Bard pushed his own Inner Sea to Suzail, capital of Cormyr.
she will be cloaked in a blue glow and doubts about his new allies to the back Alias was semiconscious at this time
immediately returned to full strength. of his mind, glad only to be given a sec- and remembers little of the voyage, and
ond chance to create his perfect vessel. nothing of her creation. When she
Aliass story (from the notes of the Sage Cassanas allies included Zrie Prakis awoke (at the Hidden Lady inn in
Elminster, as told to the master bard the lich, Cassanas former lover, who Suzail, where Dragonbait had left her),
Olive Ruskettle): was more powerful than Cassana, but she thought she had a gap in her mem-
Alias was created by a group of pow- totally under her control. Using their ory, taking up the space between where
erful individuals to act as a magical ser- magics, Cassana constructed Aliass the Nameless Bards story stopped and
vant, spy, and assassin. Alias was body, and Zrie made it immortal. The her present situation began. Because
intended to masquerade as a human, Fire Knives, a group of thieves and the bard had not programmed her
but to carry out particular actions over a assassins which had been chased out of with a memory about the sigils, which
particular time. Cormyr, provided most of the manpower were to have been hidden before she
The original conception for what and acquisitions required for the was let loose, it seemed to Alias that the

80
strange tattoos had suddenly appeared. undead service as Cassanas slave, and
Associating them with her memory loss, hoped to reverse the situation. Cassana
she set about trying to have them was the physical model used to create
removed. Alias, and Alias had all of the sor-
Removal proved a problem, however, ceresss youthful beauty without her evil
because the runes were an inherent part madness.
of Aliass makeup, and actively resisted Cassana herself opted for a more vari-
all spells that attempted to harm them. able plan. She tied her symbol to the
Magic could still affect Alias, but it could power of her wand, which also main-
not affect the runes. In addition, the tained her power over Zrie Prakis. When
runes glowed a bright blue when a divi- within range of the wand (100), Alias
nation spell was used on them. would perform Cassanas bidding. Cas-
Alias sought out magical and clerical sana also saw Alias as a way of main-
aid and the counsel of sages to solve her taining her own immortality, and
problem, and in the process was intended to possess the womans body
brought into contact with the noble half- (after the other members of the alliance
ling Olive Ruskettle and the trader Aka- were dead, of course).
bar Bel Akash. Dragonbait also rejoined Phalse was perhaps the most far-
her. Although Alias did not remember sighted of all. He saw Alias as the first
fleeing from Westgate with him, he trial run for an army of similar crea-
seemed familiar to her, so she allowed tures, twelve of which Alias and her
him to come along as well. allies discovered, not yet brought to life
Each member of the evil alliance as Alias was. Phalse intended to bend
responsible for Aliass creation had a them to his purposes alone. First and
different goal for her. Her motivation to foremost among Phalses goals was the
achieve these goals ranged from a full destruction of Moander, whom
strong desire to do something to a Phalse regarded as his bitterest rival.
mindless compulsion. The goals were All the plans of the evil alliance failed,
these: however, largely owing to the fact that
The Fire Knives desired revenge Alias unexpectedly proved to have a
against the king of Cormyr, Azoun IV, soul and will of her own, linked to the
because he had banished them from his saurials, but independent nonetheless.
country many years before. They pro- Thus she had developed her own per-
grammed Alias with a pattern which sonality, one which attracted good
would force her to attack at the sound of friends to help keep her out of trouble
the kings voice. It might have worked, when she attacked a Wyvernspur noble
had not an imitator of the king acciden- whom the runes mistook for King Azoun
tally sprung the effects trip-wire instead of Cormyr. These friends also accompa-
of Azoun. nied her during her quest to discover the
Moanders minions were trying to bring meanings of the runes and ultimately
back the Realmsian incarnation of their destroy them. When she freed Moan-
god, who had long ago been imprisoned ders Realmsian form, these same
in the ruins beneath Yulash. From them, friends (the saurial Dragonbait, the mer-
Alias received a strong desire to go north, chant Akabar Bel Akash, and the noble
and to work the necessary magics to free and highly underrated halfling bard
Moander. They succeeded in freeing Olive Ruskettle) recruited the red
their god, but it was in such a weakened dragon Mistinarperadnacles and de-
state that it was shortly thereafter stroyed Moander within a day.
destroyed by Aliass allies. The evil alliances attempts to recap-
The Nameless Bard placed his songs ture Alias included attacking her with
within Alias, and with them the desire assassins of the Fire Knives Guild, a
(whether intentional or not) to sing in crystal elemental under Zrie Prakiss
Shadowdale, in the heart of Harpers control, and a kalmari created by Cas-
country, to show off to those who had sana. All these creatures were defeated
imprisoned him. This too drove Alias by Alias and her friends. Furthermore,
north soon after her awakening. these victories succeeded in further
Zrie Prakiss motives remain unclear, enhancing Aliass will. Unfortunately,
but he was apparently unhappy with his during the battle with Moander, Alias

81
and her friends were all transported to outside force. The fact remains that Ali- sword, battle axe, weaponless combat,
Westgate, where they were finally cap- as is as human as most of the natives saurial broad sword (1-8/1-10 damage).
tured by Cassana and her alliance. By of the Realms (and perhaps more THAC0 14
this time Alias had already learned and human than most).
Magic items of note
accepted her origin, and this strength- west as the Sword Coast.
Magical Tattoos. As for Alias (see
ened her character and her will as well. Alias is an adventurer, not a merce-
above).
A second ceremony was set up to sac- nary. She fights as often for the cause of
rifice the saurial to bring Alias totally good as for any monetary reward. She Sword +5, Holy Avenger. This oddly
under the control of Cassana and her dislikes organized law and rules, how- shaped sword was Dragonbaits chief
allies. The sacrifice, held on the Hill of ever, and will bend or break them as weapon during his adventures with Ali-
Thorns outside Westgate, was disrupted need be (and as much as Dragonbait as. It has a wide, topheavy blade with
by an attack of Aliass friends, who had will allow her to). She retains a dislike of jagged teeth and a short handle. It func-
freed the Nameless Bard and come to clerics, which was likely initially pat- tions in the same manner as the Holy
her rescue. But it was Aliass own sense terned into her as a way of dissuading Avenger sword, providing a magic resist-
of will that broke the spell. Zrie and Cas- her from seeking clerical help. She still ance of 50% in a 5 radius, dispelling
sana were apparently slain in the battle, regards them as book-banging fools magic at the same level as the wielder,
along with all remaining Fire Knives. who know nothing of the real world. and inflicting +10 hit points of damage
Phalse fled through an extradimensional One thing Alias despises is slavery in to chaotic evil opponents. To all others, it
portal to the Citadel of White Exile. any form. Having been enslaved by functions as a +2 sword. Humans in
Alias, Dragonbait, the Nameless arcane means herself, she has a pretty particular will find this sword difficult to
Bard, Akabar, and Olive Ruskettle fol- wide interpretation of slavery, and a wield, and as such are -2 with it,
lowed Phalse to the citadel, where complete enmity toward those who regardless of its magical bonus, until
Phalses full plan, and the duplicate Ali- engage in or tolerate it. proficiency with the weapon (technically
as, were revealed. The daemon, which Alias is a very good songstress, well a saurial broad sword) is gained.
had abandoned his halfling form, fought versed and trained from the Nameless Elminsters Blessing. As for Alias (see
Alias in his true form, as a beholder- Bards own experience. Most of the above).
headed man. Alias defeated him any- songs she knows are ancient, those of
way, breaking the last visible hold the the bards which were suppressed by Dragonbaits story (from the notes of
evil alliance had on her. After the disap- the Harpers as well as many others for- Elminster, translated without his permis-
pearance of all the sigils of the evil mas- gotten over the long passage of the sion into the vernacular by Olive Rusket-
ters, Alias reasserted her belief in part of years. tle; available at all toy and hobby shops):
the purpose the Nameless Bard had While Alias has the memories given Dragonbait is a saurial, a member of a
designed her forrestoring his songs to her by Nameless and the skills provided race of sentient, lizardlike creatures
posterity. At that moment, in the space by the alliance, her body is still newborn who are not native to the Realms, but
Cassana had left for the Nameless and unhardened by experience. She will rather come from an alternate material
Bards sign, a blue rose blossomed. tire more easily than she remembers plane. Dragonbait is the first and only
With the death of Phalse, the multiple she did in her nonexistent past. None- saurial to appear in the Realms. (The
Aliases vanished, though whether they theless, she has twice the endurance of only one known of, that is; the Realms is
dissolved or were magically teleported a normal man. Similarly, she remem- a huge place, and who knows what
is unknown. bers liking the taste of alcohol, but she might turn up in the Jungles of Chult?)
In the final summation, Alias has has a childs palate and resistance, so Saurials are bipedal reptilian crea-
proved herself to be not some automa- besides not really enjoying the taste of tures, similar to the Realmsian dinosaur,
ton or golem, but truly a human, with most alcoholic beverages, she is easily but as intelligent as man (and in Dragon-
human emotions and values. She sings inebriated by them. baits case, more intelligent than most).
the Nameless Bards songs, but Dragonbait is short, with a blunted
changes them and creates her own as Dragonbait muzzle and powerful, peglike teeth. A
well. While this defeats the bards origi- single fin grows from the back of his
nal purpose, he has decided that the 7th level saurial paladin
head. He wears clothes, though it is not
end result is better than what he had Str 15, Int 14, Wis 16, Dex 13, Con 17, known whether he needs to wear them
hoped for. Cha 4 (18) for protection or does so out of modesty.
The reason for Aliass power, ability, Saurial culture is apparently similar to
and free thought is currently unknown. Height 410, Weight 150 Ibs., Scale
color green, Eye color yellow that of the Realms, such that Dragonbait
Nothing in the plans of Nameless or the has made the transfer between the two
alliance accounts for her free will. It AC 5 worlds with a minimum of personal
could be the strength of Dragonbaits Hit points 50 shock. Then again, Dragonbait may just
will which is linked to her own, or some Alignment lawful good be a quick learner and easily adaptable
unaccounted-for variable in her crea- Weapon proficiencies: crossbow, to new situations. He appears to have an
tion, or the actions or some unknown, bastard sword, long sword, two-handed intuitive grasp of human nature as well,

82
able to approach individuals in a non- many paladin-type powers, including Dragonbait now carries a nonmagical
threatening fashion, and get his point these: version of his saurial blade, and con-
across without words. * Saving throws at +2. tinues to accompany Alias in her adven-
Dragonbait is apparently mute, except * Immunity to all disease. tures through the Realms. Though Alias
for the ability to utter some growls and * Laying on hands, as a paladin, for (and several others, including Elmin-
guttural snorts. In actuality, his race has a 1-4 points of healing per day. ster) know of Dragonbaits true nature,
very highly developed sense of smell, * Detect evil up to 60 distance. In he continues to play the part of a humble
and communicates by scent in the same Dragonbaits case, this ability servant, leaping into action as a true
fashion that humanoid races of the (called the shen-state) reveals more warrior only when necessary. In the
Realms use voice. These scents are eas- along the lines of a know alignment case of Dragonbait, it can be truly stated
ily picked up and translated by other spell, showing colors for the vari- that paladinhood is proven more by
saurials, and by dragons as well, pointing ous intentions, and intensity of actions than by words.
out a possible connection between the those colors for strength of those
two. To normal humans, a saurial must alignments. Azoun IV, King of Cormyr
shout a scent to be understood, and * Wield his worlds equivalent of a
then only the very basics of emotion are holy sword. 20th level male human cavalier
transmitted by smell. Unlike paladins, Dragonbait does not Str 18/00, Int 15, Wis 14, Dex 18, Con
Dragonbaits known scents and the have the following abilities: 18, Cha 16
emotions associated with them are * Radiate protection from evil.
* Turn undead as a cleric. AC 0/-7
these:
* Use cleric spells. Hit points 105
Brimstone: confusion
It is unknown if Dragonbait can sum- Alignment lawful good
Roses: sadness
mon the equivalent of a paladins Weapon proficiencies: lance, long
Lemon: pleasure/joy
mount, and if so, in what form that sword, broad sword, horsemans flail.
Baked bread: anger
mount would appear. THAC0 4
Violets: fear
Honeysuckle: tenderness/concern Dragonbaits home world and native Azouns story:
Wood smoke: devotion/piety dimension are unknown to any in the Those who have seen the good king of
Tar: victory/celebration Realms, and he will not divulge any Cormyr report him to be a handsome
Ham: nervousness/worry such information. He was captured by man, standing just under six feet tall. He
Dragonbait has turned his inability to the daemon Phalse while on a mission maintains the regiments of exercise and
communicate properly in the Realms to in the Abyss, so that even Phalse and drill he adopted as a young cavalier and
his advantage by appearing to be less his alliance do not know his origin. He is in excellent shape for a middle-aged
than he really is. He understands the was imprisoned by Phalse, the sorcer- man. Azouns brown hair and beard are
common tongue, though he cannot ess Cassana, the lich Zrie Prakis, and only now beginning to show hints of sil-
speak it. Many assume that his inability members of the Fire Knives and the min- ver.
to communicate equals an inability to ions of Moander to be used as a sacri- Azoun is happily married, and his
comprehend. Dragonbait does not cor- fice. His death was to activate the form wife, Filfaeril Selzair, is as strong-willed
rect them on this matter. of a living slave, Alias. and as cultured as her husband. Azoun
The name Dragonbait was given to Something, as yet unrevealed, went and Filfaeril have two daughters, Alusair
him by the warrior Alias soon after her wrong in their plans, and Alias revived and Tanalesta. Their only son, Foril,
awakening (see Alias above). Origi- early. Dragonbait helped the semicon- died when he was only two. The loss of
nally meant as a threat (One wrong scious woman to escape, and the pair his only male heir remains a source of
move and youre dragon bait, under- fled to Suzail, in Cormyr. Using his shen great anguish for Azoun.
stand?), the saurial took this as his abilities, Dragonbait determined that Azouns nickname, The Purple
name. The comical appellation adds fur- while Alias was the creation of an evil Dragon, is derived from his battle
ther to the creatures apparent harm- alliance, she was basically good, with standard. The banner with the purple
lessness. Dragonbaits true name is a the potential for becoming either good dragon on a black field has flown over
combination of scents and subsonic gut- or evil. Cormyr for many relatively peaceful
tural clicks. The dragon Mist knew it, but When the evil alliance recaptured Ali- years. This long period of prosperity,
died without passing on that knowledge. as and Dragonbait, it was the swords- coupled with Azouns reputation of
In his own world, Dragonbait is a holy womans and the saurials combined will being a just ruler, has made Azouns
fighter who crusades for good. In that that finally broke the spell binding her to subjects loyal and content.
respect, and in many of the abilities he her makers. The alliance was defeated, However, Azoun himself has found
shows, he is a paladin. The quotation but at a costin the final battle with the price of rulership difficult to pay.
marks are noted only because Dragon- Phalse, Alias lost Dragonbaits holy Because he is a devoted father and hus-
bait is obviously inhuman, and in the sword when both Phalse and the sword band, he has often found the demands
Realms (at least), only humans can be were pitched into the Positive Material of state far too taxing on his personal
true paladins. Dragonbait does exhibit Plane and exploded. time. Also, because Azoun is idealistic,

83
he finds the idea of sometimes placing Fire Knives, an organization of assas- Commonly used spells:
the survival of the state over the needs sins, from Cormyr. There are many prac- 1st level enlarge, light, magic missile
of its individual citizens very disturbing. titioners of the thieving arts who would 2nd level bind, continual light, deep-
Yet, despite any momentary doubts be happy to see Azoun dead, and he has pockets, magic mouth, pyro-
Azoun may have about the conflicts of been the object of many assassination technics
individual liberty versus duty to the attempts. One of these attempts 3rd level fly, haste
state, he will always make his decisions involved the Fire Knives in the creation
Magic items of note
based upon loyalty and duty to the of the hero Alias. For their very substan-
Elminsters Blessing. As for Alias (see
higher good of the state and the pro- tial financial backing of Cassana as she
prepared her experiment for life, the above).
motion of peace in the kingdom. In func-
tional terms, this means he expects all Fire Knives were allowed to include their Akabars story:
able citizens of Cormyr to serve or sup- sigil on Aliass arm and program her for Akabar Bel Akash, from the rich and
port the large standing army established one task. The Fire Knives decided their prosperous land of Turmish, is a mer-
in the kingdom. Any adventuring parties highest priority was the assassination of chant and mage of no small water, as
of four or more members based in Cor- Azoun. As soon as she heard King they say in that part of the Realms. Aka-
myr must be registered with the king Azouns voice, Alias was instructed to bar deals in fine weaves and spices and
and will likely have a set term of service attack and kill him immediately. The plot is known by all who deal with him as a
they must fulfill in the army each year. failed when Giogi Wyvernspur, a Cor- fair and honest trader.
Azoun recognizes the sacrifice his cit- myrian nobleman, imitated Azouns Like many Turmish merchants, Aka-
izens must make to support the state. voice at a wedding. Alias attacked Giogi, bar sports a moustache and a long,
Because of this, he is determined to and it was only luck, and the interfer- square beard. He is dark-skinned, blue-
make Cormyr the safest and most ence of Aliass friends, that saved eyed, and has curly brown hair which he
peaceful kingdom possible. Adventur- Giogis life. often bands with gold cords. Though the
ers will encounter many facets of Azoun has a very high regard for mag- merchant-mage is very thin, his true size
Azouns peace policy every day they ic and magic-users, and he recognizes is often hidden by the large, billowing
spend in Cormyr. the great potential for good and evil in robes he favors. He will often be found
Azoun does not permit mercenaries practitioners of the magic arts. Mages of wearing robes of crimson highlighted
or adventurers free rein of the city when 5th level or higher must register with the with thin white stripes and a white cloak
they are not under a binding contract to government. with red trim. His clothing cannot hide
a local merchant or nobleman. Adven- Azoun wears bracers of defense AC 3 his height of 62, however.
turers wishing to make their permanent and a ring of protection +3 when not in Akabar has three blue dots tattooed
residence in Cormyr must obtain a char- battle. He also wears a ring of free action horizontally across his forehead. These
ter from Azoun. Public display of weap- at all times. In battle, in true cavalier dots mark him as a Turmish scholar of
ons is also limited, and adventurers who style, Azoun wears a magnificent suit of religion, reading, and magic. He also
travel armed in public must have their armor, full plate +5, and carries a shield wears a single sapphire embedded in
weapons bound in peace strings, +2 emblazoned with his standard. He his left earlobe. The earring signifies
ornate cords which are knotted around a owns a large number of enchanted that Akabar is married.
weapon to deter its quick use. swords but prefers to fight with either his In fact, Akabar has two wivesAkash
Though Azoun does maintain his vorpal sword or defender +4. and Kassimand they are currently
skills as a swordsman, he personally In playing Azoun, the DM should looking for a third wife to join the family.
favors the finer things his position can remember that the King is committed to This may sound a bit odd, but it isnt
offer him. He is a patron of the arts, and the safety and freedom of his people. He when you realize that Turmish busi-
his court at Suzail is one of the most will deal harshly with troublemakers and nesses are run by women and busi-
refined in all the Realms. He dabbles in will tend toward overgenerosity with nesses are generally family operations.
both poetry and music, and is especially those who want to help the kingdom. Akabar, in fact, is little more than a front
fond of drama. However, Vangerdahast will be at his man for his wives enterprises.
This may account for his penchant for side or very close nearby at all times to This does not mean that Akabar is not
disguises. Often, when he ventures out make sure things dont get out of hand. self-sufficient and strong-willed. Actu-
of the court, he will try to pass himself off ally, he must have had both of those
as a merchant. He is, in fact, quite adept Akabar Bel Akash traits in order for his first wife to take him
at this and can sometimes fool even the into her family when they married.
most astute observer. 5th level male human magic-user Akabar is generally very practical,
The other possible motivation for Str 11, Int 15, Wis 13, Dex 12, Con 13, and this fact is mirrored in the spells he
Azouns use of disguises is his long- Cha 14 commonly uses. The Turmishman will
standing feud with the thieves and study spells that have specific uses for
assassins guilds in and around Cormyr. AC 10 him in his travels as a merchant.
Azoun detests thieves and assassins, Hit points 15 He will always know a number of use-
and he has gone so far as to drive the Alignment lawful good ful cantrips, such as clean, dry, and
THAC0 20

84
spice, and the higher-level spells he Aliass protector for a long time. As Alias Magic items of note
studies, such as fly and haste, will be grew self-confident, and Akabar learned Elminsters Blessing. As for Alias (see
geared toward escape or self- to trust her mute saurial companion, above).
preservation. Akabar commonly throws Dragonbait, he realized that he was not
Olives story:
a magic mouth spell on his earring to needed in that capacity. Adventurers familiar with bards and
alert him to danger as he sleeps. His time adventuring with Alias, as the limitations that bardic colleges put
The most offense-oriented spell he she searched for the origin of her myste- on the induction of halflings will realize
studies is magic missile, never fireball or rious Azure Bonds, matured Akabar, instantly upon meeting the famous Olive
lightning bolt and that spell is used to especially in his use of magic. He Ruskettle that she cannot possibly be a
skewer his dinner more often than it is to became an invaluable ally to Alias and
true bard.
strike an opponent. His recent adventur- was crucial in the eventual defeat of In fact, Olive is not a true bard, as she
es, however, have made him quite profi- Cassana and Zrie Prakis. has never had formal bardic training,
cient in the use of his chosen spells. In For a time, Akabar was linked with the and the renown attached to her name
battle he will often fly around his oppo- god Moander, when the deity escaped has been slightly misplaced, though
nents, using his other spells to keep from his prison in Yulash. In the form of Olive has done all she can to foster the
them off balance until he and his party the Abominationa mound of decaying
confusion.
have a chance to escape. earth and greenery that had the ability to The halfling who claims to be Olive
Akabars adventure started when he grow a myriad of eyes and mouths Ruskettle is really a thief who has
was delivering fine weaves to an estate Moander captured the merchant-mage always aspired to a life of entertaining
north of Suzail for a wedding. Dimswart, and possessed his mind, dragging him people and the easy living that profes-
a local magic-user and sage, was finally along like a puppet and using his voice sion can bring. Olive Ruskettle is not
marrying off his last daughter. Akabar and form to communicate with Alias, even her true name; the halfling won the
was traveling in a large caravan headed who was also a prisoner at the time. The name and the reputation of Olav Rusket-
for Suzail. effects of this possession are still
tle, a true and famous bard, in a dice
The caravan was attacked by Mis- unknown, though, as Akabar noted, his game. Since that time Olive has done
tinarperadnacles, a red dragon, and one part in the eventual defeat of the mad her best to maintain her image as a bard
of the wagons was carried away with its god will certainly gain him Moanders of great talent.
occupantsincluding the intended eternal enmity. Olives glib tongue, boisterous per-
entertainment for the wedding, the In a game scenario, Akabar will be sonality, and fair talent for singing and
famous bard Olive Ruskettle. Aka- encountered as a merchant. He has had playing have carried her far. Though she
bars spell book was also taken in the enough adventure and is now content to has been cornered many times by well-
raid, though it is unclear how Olive spend the rest of his days trading his traveled folk who claim to have seen the
Ruskettle came to be carrying it when wares in the Realms. real Olav Ruskettle perform, Olive
she was stolen away with the wagon. However, Akabar Bel Akash now feels always manages to lie her way out of the
Dimswart was intent on rescuing the a strong kindred spirit with adventurers confrontation, often claiming that the
lost entertainer and hired a mysterious and will be helpful in any way he can. person who claimed to be Olav Rusket-
swordswoman, Alias, and her saurial His travels as a merchant have given tle was someone who was trying to steal
companion, Dragonbait, to save her. him an outstanding knowledge of the her name and pass himself off as a bard.
Akabar knew of a secret way into the areas surrounding the Inner Sea, in Though she claims to be from Cormyr,
dragons lair and used that knowledge addition to his vast knowledge of Turm-
no one has ever been able to pin down
to force Alias and Dragonbait to take ish history and religion. He will be glad Olives true home. The hazel-eyed, red-
him along. to talk, at length, on any one of these haired halfling prefers it that way, too.
This was not his first meeting with Ali- subjects, or just trade tales of adventur- Though she is charismatic and attrac-
as. Only a few days before Dimswart ers with friendly parties he encounters.
tive, she realizes that her past as a thief
sent them to rescue Olive Ruskettle, could cause her a number of problems if
Akabar had tried to discover the origins Olive Ruskettle it were discovered.
of the strange tattoo Alias had on her But this does not mean Olive has for-
right arm. When Akabar cast a detect 6th level female halfling thief
(pseudo-bard) saken her thieving abilities or retired as
magic spell on the tattoo, a frightening a practitioner of the thieving arts. In fact,
blue light erupted from it. Alias was Str 11, Int 12, Wis 7, Dex 18, Con 15, Olive has found the ability to pick pock-
understandably upset by this and was Cha 13 (17 to other halflings) ets with finesse and open locks with
not pleased when Akabarthe Turmite ease quite a benefit to her life as a per-
greengrocer, as she sarcastically called AC 6
Hit points 29 former. Patrons who refuse to pay her
himwas included in her foray against what she feels she deserves for her
the dragon. Alignment chaotic neutral
Weapon proficiency: dagger. singing often end up missing their
As time went on and Akabar and Alias purses when Olive leaves.
shared more adventures, the two grew Nonweapon proficiencies: reading/
writing, alertness, running. Olive is only 3 tall, which is short even
very close. Akabar considered himself for a halfling. Because of this, and the
THAC0 19

85
taller races general reaction to halflings A Dungeon Master running Olive a 16th level wizard, Lord Manshoon, but
as a cute (though somewhat prone to pil- should emphasize her desire to become Fzoul holds great power as well. As a
fering) race of beings, Olive tends to a true bard and, at the same time, the major figure in the Church of Bane, god
react strongly against anyone who chaotic side of her character that pre- of tyranny, he is capable of controlling
treats her as less than an equal. For vents her from doing so. Players will find great forces as a result.
example, anyone who might pat Olive Olive interested in any stories or songs Fzoul is power-hungry but cautious,
on the head or pick her up would find they can relate to her, though she will always taking the long view. He seeks to
themselves barraged by caustic insults often get bored if the telling is long or the eventually depose Manshoon, but to
and perhaps even fists and feet. tale too philosophical. remain a trustworthy ally until that time,
The halfling also hates those who rig- Olive loves strong drink and has a so that his lord would not seek to elimi-
idly follow the tenets of a specific align- very strong constitution. For a person of nate him first. His relationship within the
ment, and especially loathes paladins. such small stature and slight build, Olive church is strong among his followers,
Olive is insecure about her past as a eats and drinks quite heavily. Any player but chilly with other Church of Bane
thief and really doesnt consider herself characters attempting to match her will leaders, including the High lmperceptor
a common pickpocket. She believes she likely find themselves far outclassed. of Bane, a 19th level cleric whose base
is only taking what is her due, and often When the tales are over and the food is in Mulmaster and who is Fzouls titular
that is the case. and drink gone, Olive will depart, paying superior in the Moonsea area.
In fact, Olive finds she is quite often mis- as little as possible of the bill. Fzoul plays off one force against the
taken for a villain when she is simply tak- other, usually supporting Manshoon
ing care of herself the best way she knows Fzoul Chembryl of Bane against the High Imperceptor. Recently
how. Such was certainly the case when he has opened negotiations with a third
she was convinced by the evil pseudo- 13th level male human cleric powerful force, the creature known as
halfling Phalse to help him track the Str 12, Int 14, Wis 17, Dex 15, Con 16, Tyranthraxus. If Fzoul can discover a
swordswoman Alias. Though Alias had Cha 13 method to subvert the wills of men, good
rescued Olive from the dragon Mist, who and evil, he will bring a powerful tool to
had kidnapped her, Olive had seen Alias Height 511, Weight 160 Ibs., Hair both the Zhentarim and to the Church of
attack someone for no particular reason, color red, Eye color green Tyranny. If successful, of course, Fzoul
and had heard about her attack on a cler- AC 2 (bracers of defense) or 0 in battle intends to keep the methods secrets to
ic. The swordswoman seemed, as Phalse (full plate armor) himself.
pointed out, a very dangerous woman. Hit points 80 If Fzoul is slain before he can teleport
While this was certainly a substantial Alignment lawful evil away, an automatic contingency spell
incentive to aid in her capture, Phalse also Weapon proficiencies: mace (both will activate his word of recall, sending
offered Olive a great deal of money. types), flail (both types), morning star. his body to a safe location in Thay, and
When Olive discovered she had allied THAC0 12 notifying his servants that he is in need
herself with the wrong party, that Alias of a raise dead. Thus, killing Fzoul him-
Magic items of note self will neither end the threat of the
was not a menace and her creators were
Mace +4. Black Network, nor will it necessarily
extremely evil and dangerous, Olive
Morning star +1. mean that Fzoul will not return in the
helped rescue Akabar Bel Akash from
Ring of free action. future.
Cassanas dungeon, and then helped
Ring of spell storing.
foil the sorceresss plans to gain com-
Ring of teleportation. A magical
plete control of Alias.
device which permits the bearer to tele- Vangerdahast
Olives adventures with Alias gained
port (with standard chances of error) as 15th level male human magic-user
her a myriad of new songs to sing, and
per the spell, once per week. This is
Olive is even planning on composing a Str 12, Int 18, Wis 16, Dex 14, Con 16,
used by Fzoul as a safegaurd in situa-
long work telling the adventures of Alias Cha 12
tions where he is overmatched and
and her companions. The piece, entitled
The Magic Arm Chronicles, may take the threatened with death. Height 57, Weight 220 Ibs., Hair col-
Rod of cancellation. Kept in a sleeve or white, Eye color blue
form of a book or a lay. Olive has yet to
start it. in his left boot. AC -1 (bracers of defense AC 2 plus
Three blocks of incense of meditation,
In addition to a number of wonderful ring of protection +3)
kept in the Dark Shrine.
songs and a wealth of material for new Hit points 60
Staff of the serpent (adder), kept in the
tales, Olive gained another very special Alignment lawful neutral
Dark Shrine. Weapon proficiencies; dagger, knife,
gift on her adventures with Alias.
Because the halfling helped to rescue Fzouls story: staff.
the Nameless Bard from Cassanas Fzoul is the second in command of THAC0 16
dungeon, the true bard, a Harper, gave the Zhentarim, a not-so-secret organiza-
Commonly used spells:
Olive his small, silver harp and crescent tion which is also known as the Black
1st level charm person, detect magic,
moon pin, the symbol of the Harpers. Network. The leader of the Zhentarim is
friends

86
2nd level detect invisibility, ESP, mirror problem as opposed to the long view.
image His loyalty and fierce devotion to king
3rd level detect illusion, hold person and country is unquestioned, and where
4th level charm monster; dispel illu- you find Azoun, his pet wizard will not
sion, remove curse be far behind.
5th level Bigbys interposing hand,
passwall, wall of iron Elminster the Sage
6th level geas, globe of invulnerability
7th level reverse gravity 26th level male human magic-user
(In dangerous situationssuch as the Str 13, Int 18, Wis, 18, Dex 18, Con
mission to Tilvertonthe mage will also 14, Cha 17
fill out his complement of spells with
magic missiles, fireballs, lightning bolts, Height 64, Weight 200 Ibs., Hair col-
and other such less subtle, but more or gray-white, Eye color steel gray
dramatic, spells.) AC 7 (ring of protection +3)
Magic items of note Hit points 96 (Scholars may point out
Wand of force. that no mage, even one of 26th level,
Wand of armory. When touched to a should have 96 hit points. Elminster is
target individual, this wand provides the no ordinary mage.)
target with an invisible field of force, pro- Alignment chaotic good
viding AC 0 for 6 rounds. The field Weapon proficiencies: all weapons
absorbs all magic missile attacks, and all available to magic-users.
electrical-based attacks (including magi- THAC0 11
cal ones). Other spells will affect the tar- Spells:
get normally. A d i s p e l m a g i c , In his long life, Elminster has gained
disintegrate, or limited wish will bring access to every common spell available
down the field, not affecting the person to magic-users, and in addition has
behind it. developed, researched, and on occa-
Ring of many wishes (unknown num- sion discovered further spells of great
ber of charges left). This ring is only power. In daily use, he will have any
used in the most dire emergencies, spell suitable or necessary for virtually
such as the possible death of his Lord any foreseeable encounter.
King Azoun IV.
Magic items of note
Vangerdahasts story: Ring of regeneration.
Vangerdahast is the Royal Magician Necklace of missiles.
of Cormyr, Court Wizard of the Purple Ioun stones (carried on person).
Dragon, and Chief Sorcerer of Suzails Staff of striking (optional).
Council of Mages. Stern but kindly, the
white-haired Vangerdahast is the advi- Elminsters story:
sor, former tutor, and longtime friend of Elminster is perhaps the most trav-
King Azoun IV, ruler of Cormyr. eled and most knowledgeable sage in
Vangerdahast is of an indeterminate the Realms, referred to as the sage of
age. Very few, if any, people remember record in texts from the Sword Coast to
him when he was young. For his last 30 Thay and from the lcewind Dales to the
years in Cormyr he has appeared as he Jungles of Chult. Tall, imposing, with a
does today: white-haired, a tad over- merry twinkle in his eye and a love for
weight, with a careworn face and con- fine humor and strong drink, he none-
cerned blue eyes. theless puts on a gruff, dotty expression
Vangerdahast tutored Azoun as a with those he meets for the first time. He
youth, and the old mage and young hot- appears to be less than he truly is.
blooded prince soon became fast Elminster is ancient, older than some
friends. When Azoun ascended to the nations in the Realms, and steeped in
throne, Vangy became his chief advi- the power of those long years. He states
sor in affairs of state. publicly that he does not involve himself
Vangerdahast is no sage or visionary, with the daily affairs of men, but in reality
and as such often chooses the easier he seems to be involved in most major
course or best short-term solution for a problems in the Realms, either directly
or through a network of allies and

87
friends. He meddles, but always at his was a powerful and dangerous red ton. Two fire-motes dance where the
leisure and on his own terms. dragon. creatures eyes once were, and its voice
Elminster is in retirement, after a Dracoliches are the reported creation is a low, harsh croak.
long career that spanned the Realms, in of the Cult of the Dragon, a mysterious Crimdrac was created by the Cult of
the sleepy rural town of Shadowdale. evil organization that believes the the Dragon, and seeks to aid Dracan-
There, in his book-filled tower, he con- Realms are fated to fall under the con- dros in his pursuit of a new flight of
tinues his ruminations and experiments, trol of such creatures, with the Cult con- dragons. His eventual goal is to learn all
leaving usually only to fetch this spell trolling the night dragons. he can from the Mad Wizard (including
component or that snippet of information. Like a human lich, a dracolich is magical abilities), and then slay him,
Or, more often than he cares to admit, to immune to charm, sleep, enfeeblement, directing the flight himself against the
help destroy the plans of one dark power polymorph, cold, electricity, death northlands. Other dragons, even evil
or another to enslave the Realms. spells, and symbols of death and insani- ones, do not trust dracoliches by nature,
Those journeying to Elminsters tower ty. It is also immune to potions or items so he hopes that Dracandross abilities
in Shadowdale should be prepared for that would normally control dragons. will bring them together for him to lead.
disappointment, as the sage rarely sees Further, it is immune to poison, paraly- Crimdrac is also a liar, much more so
visitors. Instead, those seeking out the sis, hold spells, and fear. It may not be than most red dragons. He has in the
sage run instead into Lhaeo, his scribe, harmed by normal weapons, but is fully recent past claimed to have led the
who is a master of bureaucracy from the vulnerable to magical weapons, spells attack on Zhentil Keep during the last
old courts of Tethyr (when Tethyr still had other than those mentioned, and mon- Flight of Dragons, to have slain the witch
courts). Lhaeo will be glad to provide sters with magical properties or six or Sylune in Shadowdale, and to have
tons of paperwork until the individual more hit dice. A dracolich cannot be destroyed the Abomination of Moander
gets the idea and goes away. turned by a cleric. over Westgate. Reports of the dragons
Elminster takes the long view as to In addition to having the attack abili- death in each of the above cases were,
his caretakership of the Realms. The ties of a red dragon, a dracolich can in his words, exaggerated. Any action
petty nobles and minor squabbles mat- inflicts 2-16 points of additional damage performed by any dragon in the Dragon
ter little in the cosmic play of things. He by chilling on any successful hit. Individ- Reach is claimed by the dracolich and
has said he has walked on half a hun- uals who are immune to cold are unaf- added to his own list of achievements.
dred worlds, and this tends to give a cer- fected by this, but all others must make
tain perpective to a man, leaving him a saving throw versus paralyzation or be Dracandros of the Crimson
less concerned by a rampaging dragon paralyzed for 2-12 rounds. Red Wizard of Thay
or the plans of the Black Network. When The gaze of a dracolich also para-
Elminster does focus his attention on lyzes. The range of this gaze is 4, and 18th level male human magic-user
something, it is usually through others individuals of 6 or more levels or hit dice Str 10, Int 18, Wis 9, Dex 10, Con 15,
that he works his plans, and there is little add +3 to their saving throws. If an indi- Cha 5
he cannot do once he sets his mind to it. vidual saves against this paralysis, he is
immune to the paralyzing gaze of that Height 54, Weight 110 Ibs., Hair col-
Crimdrac the Dracolich particular dracolich from then on. or blond (with beard), Eye color one
A dracolich has whatever magic was green, one blue
Undead dragon available to the dragon. Crimdrac had AC 2 (Helm of Dragons)
Frequency: Unique no magical abilities in life, but has been Hit points 40
No. Appearing: 1 told by Dracandros, the Mad Red Wiz- Alignment chaotic evil
Armor Class: -2 ard, that he can be trained in magical Weapon proficiencies: staff, dagger,
Move: 9/24 abilities, cementing their relationship. knife.
Hit Dice: 11 Crimdrac does retain the fire- Known languages: Common, Thay-
% in Lair: 20% breathing ability he had in life. ian, Amnite, Auld Wormish (dragon).
Treasure Type: B, H, S, T If Crimdrac is slain, his spirit will seek THAC0 13
No. of Attacks: 3 out another dragonish body within a
Damage/Attacks: 1-8/1-8/3-30 plus one-mile range. Failure to find one will Magic items of note
chilling damage (see below) cause Crimdracs spirit to be trapped Helm of Dragons (described sepa-
Special Attacks: Breath weapon within the bounds of its inanimate body rately below).
Special Defenses: See below until a proper host shows up. If it takes a Brooch of shielding.
Magic Resistance: See below new dragonish host, then the dracolich Ring of fire resistance.
intelligence: Exceptional loses one hit die. Fully destroying the Scarab of protection.
Alignment: Chaotic evil body before he escapes will result in Commonly used spells:
Size: L destruction of the dracolichs spirit. 1st level affect normal fires, burning
THAC0: 10 Crimdrac appears as a great gray-red hands, magic missile
dragon, his scales translucent and 2nd level darkness 15 radius, flaming
Crimdrac is a dracolich, or night stretched tight over the dragons skele-
dragon, an undead creature who in life

88
sphere, mirror image, pyro- and other magical creatures under his slain or banished, the device goes dor-
technics sway, guarding the entrance to their mant until the threat returns.
3rd level fireball (always), phantasmal underground caverns. The drow would
force, protection from normal not follow the Red Wizard on his own, Mogion of Moander
missiles but they respected and feared the dra-
colich. 12th level female human cleric
4th level fire charm, fire shield, fire
trap, stoneskin, wall of fire At this point Dracandros was himself Str 12, Int 10, Wis 10, Dex 9, Con 17,
5th level conjure elemental, hold mon- contacted by Tyranthraxus (Lord T, as Cha 9
ster, wall of force he is called), offering him entry into the
New Alliance. Dracandros saw this as Height 60, Weight 140 lbs., Hair col-
6th level contingency, stone to flesh or black, Eye color brown
7th level delayed blast fireball an opportunity to create an incident
which would turn the individual dragons AC 2 (Gauntlets of Moander)
Dracandross story: into a flight that would cover the Realms. Hit points 72
Dracandros was one of the powerful (The true reasons for the Flights are not Alignment chaotic evil
movers and shakers of Thay, and there revenge-motivated, but rather in the Weapon proficiencies: mace, club,
was talk (at least according to Dracan- nature of the dragons themselves; this flail, hammer (thrown).
dros) of him being in the running as ruler indicates the type of thinking Dracan- THAC0 14
of that land following the inevitable dep- dros was engaging in.)
osition of the current tyrant. Whether Magic items of note
Dracandros is a short, twisted spider
this is true or just the ravings of an Ring of plant control. Same as ring of
of a man, given to long, raving taunts
unsound mind, any chance that Dracan- mammal control, but affects plants and
and arm gestures that would be consid-
dros had was destroyed when he vegetable monsters, including algoids,
ered excessive even by an actor in the
attacked a guest at a state dinner party. shambling mounds, and treants. Allows
Living City. He thinks only of his goal to
(True, the guest was a mind flayer, but be readmitted to the Red Wizards, and the user to cast one entangle spell per
such details are not as important in Thay day.
will let nothing like facts stop him.
as they are elsewhere in the North.) Gauntlets of Moander (described sep-
Dracandros had all his lands and arately below).
magical property confiscated, and was The Helm of Dragons
Mogions story:
banished from the realm, barely escap- The Helm of Dragons was forged by Mogion was the daughter of a Sem-
ing with his life. Still, his mind was not the elves of Myth Drannor, long ago bian noble. She fell in with Cultists of
turned to revenge, but rather to perform- when that city was in full flower. It was Moander and rose to become their lead-
ing an act so outrageous in its power intended first as a weapon against er. She thought of the dead god as a
and effect that his masters in Thay will Tyranthraxus, pointing out his secret banished legend of the past, not grant-
welcome him back with open arms, no, base, but has proved to have other ing magical powers beyond the sim-
beg him to come back to rule his home- powers as well. plest, until four months ago. At that time
land. The Helm is in reality a gold circlet a vision sent by the newly freed Moan-
Through rumor, trickery, and magical with a green gem on the brow. The gem der informed her that she was to be his
pursuit, Dracandros found the Helm of contains the image of a dragon rearing chosen high priestess, and that she was
Dragons, a gold circlet which apparently on its hind legs. Upon placing the helm to come to Yulash.
gave the wearer great power, in particu- on ones forehead, the wearer knows Moander was soon defeated thereaf-
lar in dealing with dragons. Dracandros the abilities of the device. ter, but the tie with Mogion remained.
thought that by contacting the bulk of The Helm of Dragons provides the fol- The cleric grew in power, gaining levels
powerful dragons in the North, he could lowing abilities: of spells unavailable to others of the
start another Flight of Dragons. * Locates, within a range of 500 cult. She soon became the cult leader
A Flight of Dragons is a feared event miles, the site of the Pool of Radi- throughout the North, and was known as
in the North, but fortunately very rare, ance (currently in Tyranthraxuss the Mouth of Moander.
occurring only once per generation or temple in Myth Drannor). Mogion entered the buried temple of
so. The most recent flight was a few * Provides the wearer with +2 to all Moander and recovered the lost Gaunt-
years back, and resulted in the devasta- saving throws involving Tyran- lets of Moander, which she now wears as
tion of Phlan and Yulash, and the deaths thraxus. a symbol of her office. When survivors of
of powerful individuals in Cormyr, Sha- * Allows the wearer to communicate Moanders death in Westgate reached
dowdale, and Zhentil Keep. Dracandros with all dragons in their native her with the information about the con-
thinks that if he brings about another tongues. trolling runes, she contacted Radatha of
Flight so soon, he will gain prestige * Makes the wearer immune to any the Fire Knives in Tilverton about starting
among his former colleagues. and all attacks by living dragons a New Alliance. The pair needed power,
Dracandros met his first ally in Crim- (but not dracoliches). and so brought in Zhentit Keep, Tyran-
drac the dracolich, and set up shop on * Provides AC 2 to the wearer.
thraxus, and Dracandros. Her intention is
Haptooth Hill for his plan of domination. The device functions only when for the others to choose the best sub-
Crimdrac held a large number of drow Tyranthraxus is in the Realms. If he is

89
jects, which she would sacrifice to bring spirit of Tyranthraxus, master of the which reached its high point more than a
Moander back into the Realms. Pool of Radiance. year ago over the matter of a wedding
Mogion is aware that she has the The sword is a broad sword +3 with a arranged for her to one of the Wyvern-
weakest position among the magical blade of smoked ruby quartz, unbreak- spurs of Immersea. Alusair took off for
powers, but feels she can strengthen it able in normal combat. On its golden the wild country to the north with her cur-
by bringing Moander back. She has pommel are the symbols of Lathander rent flame, Gharri of Gond, the High
been given a ceremony by the Jawed and Tyranthraxus, the latter crossed out. Priest of the Church of Gond in Tilverton.
God to reinstate him, and feels that the In normal combat, the sword func- Gharri of Gond had just lost a battle of
Gauntlets will allow her to control the tions as a broad sword +3. In combat wills with the King of Cormyr, and was on
creature. This last is untrue, and Fzoul with Tyranthraxus or those he has pos- the verge of losing his power base in the
has told her so, but she persists in sessed, the sword will glow a bright city when he escaped with the princess.
believing it. pink. When it glows it is +6 to hit, and Gharris magical abilities helped keep
inflicts 3-30 points of damage. Tyran- the couple safe during the first few
The Gauntlets of Moander thraxus must make a saving throw ver- months, when the search for them was
sus spells (at -6 for the body he most intense. Eventually, however, the
The Gauntlets of Moander are a set of inhabits) or be forced to retreat to the romance cooled, and Alusair and Gharri
bulky magical gloves forged by the Pool of Radiance. parted after a fight. Gharri later fell in
Priests of Moander long ago, in the Unlike the Gauntlets of Moander and with the Knights of Myth Drannor, who
years before their god was banished the Helm of Dragons, the sword has no set up a shop for him in the more rural
and imprisoned. They were originally other special powers. Since its forging, reaches of Shadowdale.
designed to destroy the Pool of Radi- it has never been used against Tyran- As for Alusair, she drifted, and found a
ance, the home of Tyranthraxus. The thraxus, though its existence is said to vocation she was very good at: recovery
mere threat of these gloves was suffi- have kept him in the North during his and redistribution of wealth (thievery).
cient to cause Tyranthraxus to flee peak of power. It was stolen from Saer- Forced to become good at her skill or
Yulash. loon and the Temple of Lathander a hun- starve, Alusair prospered, changing
The gauntlets have the image of an dred years ago, and has bounced from from a hothouse flower to a streetwise
open mouth in each palm. In the pres- treasure vault to treasure vault for the individual. She was on her way to Cor-
ence of the Pool of Radiance, the past hundred years. Two years ago it myr to rejoin her family when she was
mouths will activate, and beams of light was stolen from the Zhentarim by a half- captured by the Fire Knives.
will arch out, linking with the pool itself. ling. The Black Network recovered the Alusair is hot-tempered and strong-
In 5 rounds it will have sucked the sword and sank the ship the thief was willed. She has found that on the streets,
energy dry from the pool, sealing it for- escaping in. The Zhentarim have since an argument is as well solved by the
ever. The Gauntlets will then fall dor- put out the rumor that the sword was lost sword as by the sweetened diplomatic
mant, losing all magical abilities, until a at sea, when in reality it is being kept by words used by Vangerdahast. She wants
new Pool of Radiance is opened. Fzoul Chembryl in his tower. to rejoin her father and court life, for no
The Gauntlets have a number of bene- other reason than that the Thieves Guild
ficial side effects: Alusair Nacacia of Mulmaster has a price on her head.
* Give the wearer AC 2.
* Function as gauntlets of ogre Princess of Cormyr
power.
Tyranthraxus
6th level female human thief The Possessing Spirit
* Provide +2 on saving throws ver-
sus spells. Str 15, Int 14, Wis 12, Dex 18, Con 16, Tyranthraxus has no statistics in
* Allow the wearer to communicate Cha 17 the common sense. He is a nonentity
with (but not command) all plant Height 56, Weight 150 Ibs., Hair col- which takes command of living beings,
life. or blonde, Eye color blue shoving their consciousness into a type
The wearer is also more susceptible of temporal stasis while he runs all the
to the effects of Moanders own magics, AC 6
higher functions. Tyranthraxus cannot
saving at -4. (This should not be a Hit points 36
access the memories of an individual he
problem for the heroes by the time they Alignment neutral
has taken over, but can mimic the vic-
gain these devices.) Weapon proficiencies: short sword,
tims voice and actions perfectly.
short bow, dagger, knife, broad sword.
A being possessed by Tyranthraxus
THAC0 19
Blade of Lathander has these special abilities:
Magic items of note: None. * Fiery aura: As a sign of possession,
The Blade of Lathander is a magical the physical form of the host body is
broad sword of incredible power, forged Alusairs story:
Alusair Nacacia is the younger daugh- surrounded by flame. The fire does
by a renowned dwarven smith in the not hurt the host, but inflicts 2-20
fires of the morning sun itself, in the ter of King Azoun IV of Comryr. Head-
strong and rebellious, she has had a points of damage to anyone hit by
Temple of Lathander at Saerloon. It was Tyranthraxus.
created for one purposeto slay the stormy relationship with her parents,

90
* ESP: Tyranthraxus can detect all manipulated a number of allies to aid ing possessed retains its natural armor
thought processes within 150 of him in this matter. class, but will only take 10 points of dam-
himself. As such, he cannot be sur- Tyranthraxus has a secret agenda age before it splits and falls apart. After
prised. The power is blocked by with these allies, however. Three of the the host is destroyed, the kalmari will
walls, so it does not have its maxi- four factions possess artifacts which emerge, making a noise like a thousand
mum range when Tyranthraxus is could cause his downfall and banish him hissing snakes. The kalmari can only
inside an enclosure, such as his from the Realms. He has planted in his stay on this plane without a host or a
temple. However, it is still effective part of the bonds the desire to take magical shell for ten minutes. After that
enough that the player characters these items and bring them to him in time it is sent hurtling back to Acheron.
will not get the drop on him. Myth Drannor, where he will destroy The kalmaris jaws inflict 1-10 points
* Magic resistance: Tyranthraxus them, thus preventing him from being of damage and its tail only 1-6. In addi-
gives his host a flat 20% resistance harmed in the future. Further, he intends tion, the kalmari can entangle a victim
to all spells. to see that he is the only bond-holder at with its tail when it hits with a natural 20.
* Transference: Tyranthraxus can the end, and that the Heroes of the Only when the tail is severed, by doing
abandon his host at any time and Bonds will be turned into his menial 10 points of damage specifically to the
seek out a new host. The new host slaves, in effect creating portable Pools tail, is the victim free. Otherwise the
must make a saving throw versus of Radiance that will let him move at will adventurer is helpless.
death or come entirely under through the Realms and control multiple It is the mouth of the kalmari that is
Tyranthraxuss control. If the sav- people at once. most feared, however. Though the
ing throw succeeds, Tyranthraxus kalmaris bite is not deadly, the monster
will be stuck in the former body. Kalmari can swallow a creature whole on any
While linked to his host body, attack roll that is 4 (or more) greater than
Tyranthraxus cannot be abjured,
Summoned monster
the minimum needed to hit, or on a natu-
dismissed, or otherwise affected by Frequency: Very Rare ral 20 in any case. The victim will be
spells which target extradimen- Number Appearing: 1 digested in a number of rounds equal to
sional creatures, such as protec- Armor Class: -6 (and see below) its levels or number of hit dice. After that
tion from evil. He may be affected Move: 6 time, the creature cannot be resur-
by an exorcism spell. If his host Hit Dice: 3 rected. The kalmari will not attempt to
body is slain, and he does not suc- % in Lair: 100% swallow anything else until the previous
cessfully transfer to a new body, he Treasure Type: Nil victim is dead.
will be forced back to the Pool of No. of Attacks: 2 The kalmaris one weakness is that it
Radiance, where he will remain Damage/Attack: 1-10/1 -6 cannot digest magic. It will vomit up any
until some other individual touches Special Attacks: See below magic item swallowed with a creature
the Pool. If confined in the Pool, he Special Defenses: +2 or better weap- immediately upon the death of the crea-
may only try to command the minds ons to hit; see below ture possessing it. The kalmari can be
of those who touch its liquid. Magic Resistance: 100% slain with any magical weapon which it
Intelligence: Average has swallowed and rejected. These
Tyranthraxuss story: Alignment: Neutral evil
The name Tyranthraxus is found weapons have an added +2 to hit the
Size: M monster, and also gain +2 to the dam-
among the ancient legends of the Beast- THAC0: 16
Men (ogres) of Thar, along with the tales age bonus they normally possess, but
of the Pool of Radiance, and the crea- The kalmari in its natural state is an only against that kalmari. Note, too, that
ture seems as eternal as the Moonsea amorphous being of a mistlike consist- a kalmari can only be slain with a weap-
itself. ency with a three-foot-long, tapering tail. on it once swallowed, and weapons eat-
It is not known what nether pit The most striking thing about the en and rejected by other kalmari are
spawned Tyranthraxus, for none of the kalmari is its jaws, which seem to stretch treated as normal magic weapons.
lower planes will claim him. He seems to almost all the way around its body. Set
be eternally bound to the power of the below the kalmaris two unblinking yel-
Pool of Radiance, such that he moves it low eyes, the mouth is filled with huge
with him as he relocates his base of pointed teeth. However, adventurers are
power. likely to first encounter the kalmari while
Tyranthraxus has but one basic it is possessing a host from this plane.
ambitionto level the Realms beneath To be called to this plane, a kalmari
his iron rule. His most recent attempts to must possess a body made of materials
set up a power base in Phlan were from this plane. It prefers to possess a
thwarted by brave heroes. Now relocat- living host, which it then devours from
ed to Myth Drannor, Tyranthraxus has the inside, but can also be contained
hit upon a new plan, using the magical within a nonliving shell created to give it
abilities of the Azure Bonds. He has full use of its terrible jaws. The body be-

91
Table 3 10 2-16 ghouls
Wilderness Encounter Clear terrain, Daggerdale region 11 1 witherweed
12 4-20 pilgrims (Chauntea)
Tables d20 roll
1
Encounter
3-18 bandits 13 1-4 giant pedipalps
2 1 Zhentarim patrol 14 2-8 lammasu
The following tables correspond to 15 1-2 hill giants
the map on page 93, and should be used 3 4-12 ogres
4 2-8 huge spiders 16 1-3 wolfweres
to generate random encounters when 17 2-8 harpies
the player characters are moving over- 5 4-16 wolves
6 4-20 giant rats 18 1-2 bulettes
land. 19 2-5 displacer beasts
7 5-50 hobgoblins
8 1-4 giant poisonous snakes 20 1-3 medusae
Table 1
9 2-16 ghouls Table 6
Clear terrain, east of Desertmouth
10 2-16 pseudo-undead, ghouls Clear terrain, Phlan region
d20 roll Encounter 11 2-8 huge spiders
1 1-6 lycanthropes, werewolves d20 roll Encounter
12 1-4 trolls 1 1-6 mastodons
2 4-16 merchants 13 1-4 large pedipalps
3 1-6 ogres 2 4-12 ogres
14 2-8 minotaurs 3 1 Zhentarim patrol
4 1-6 wild boars 15 2-8 vapor rats
5 2-16 wolves 4 1-3 black bears
16 2-8 dire wolves 5 5-30 orcs
6 3-30 herd animals, antelopes 17 1-6 ghasts
7 2-16 ghouls 6 1-6 skunks
18 2-8 griffons 7 3-12 bandits
8 1-20 wild horses 19 1 red dragon (young adult)
9 2-16 pseudo-undead, ghouls 8 2-16 ghouls
20 1-4 rakshasas 9 1-12 trolls
10 1-4 poisonous snakes
11 1-2 owls Table 4 10 1 witherweed
12 4-20 giant rats Clear terrain, Zhentil Keep region 11 1-2 tigers
d20 roll Encounter 12 2-12 blood hawks
13 2-8 giant toads
14 1-6 anhkhegs 1 1 Zhentarim patrol 13 1 giant bumblebee
15 2-20 ordinary bats 2 1 mule 14 1 moon dog
16 2-8 dire wolves 3 3-24 bandits 15 1-2 whipweeds
17 4-16 goblins 4 1-6 jackals 16 2-8 hippogriffs
18 1-2 basilisks 5 4-20 giant rats 17 2-12 land lampreys
19 1-4 scarecrows 6 1 Zhentarim patrol 18 1-2 earth dragons (adult)
20 2-12 bugbears 7 1-6 war dogs 19 1-2 black dragons (young adult)
8 1-4 jackalweres 20 10-80 goblins
Table 2 9 1-2 basilisks Table 7
10 2-8 huge spiders Mountains and foothllls
Clear terrain, Shadowdale region
11 1-2 draft horses d20 roll Encounter
d20 roll Encounter 12 1-4 cockatrices
1 4-16 merchants 1 2-20 ordinary bats
13 2-4 griffons 2 5-20 bandits
2 1 mule 14 2-8 shadows
3 1-4 domestic cats 3 3-24 goats
15 1 red dragon (old) 4 1-6 ordinary ravens
4 1-20 bulls 16 4-16 blink dogs
5 5-20 huge centipedes 5 2-20 large spiders
17 5-30 orcs 6 5-20 orcs
6 2-4 giant stag beetles 18 1-4 wyverns
7 1 leprechaun 7 1-2 cave bears
19 2-8 wolves, worgs 8 1-4 cockatrices
8 2-8 shadow mastiffs 20 1-2 fog giants
9 2-8 huge spiders 9 1-3 stone giants
10 4-24 pilgrims (Tymora) Table 5 10 5-20 goblins
11 4-24 jermlaine Clear terrain, Hillsfar region 11 1-6 large scorpions
d20 roll Encounter 12 1-4 giant black squirrels
12 1-2 pseudo-undead, vampires
1 3-12 bandits 13 2-8 giant worker bees
13 1-2 trolls
2 1 Red Plumes patrol 14 4-20 quaggoth
14 3-12 giant fire beetles
3 3-18 ordinary vultures 15 2-5 owlbears
15 1-4 huge pedipalps
4 2-8 giant toads 16 1-4 screaming devilkins
16 1 penanggalan
17 1-4 halfling thieves 5 1 Red Plumes patrol 17 1-4 leucrotta
6 1-6 ordinary ravens 18 2-8 margoyles
18 1 grue, chaggrin
7 1-4 manticores 19 1-2 mountain giants
19 1 tween
8 1-4 poisonous snakes 20 2-8 wraiths
20 1 ghost
9 2-20 ordinary bats

92
Table 8 Table 9 Table 10
Medium woods Heavy woods The Moonsea
d20 roll Encounter d20 roll Encounter d20 roll Encounter
1 4-24 gnolls 1 1-6 brown bears 1 1-2 throat leeches
2 1-20 bulls 2 4-16 wild dogs 2 1-4 giant crayfish
3 1-6 wild boars 3 4-48 orcs 3 1-4 otters
4 1-6 lycanthropes, wereboars 4 2-8 giant toads 4 1-6 giant water spiders
5 2-24 giant centipedes 5 2-20 large spiders 5 1-2 giant snapping turtles
6 2-20 large spiders 6 3-12 giant fire beetles 6 1-4 giant lampreys
7 1-4 basilisks 7 2-8 moon elves 7 1 giant catfish
8 2-8 clubneks 8 4-40 kobolds 8 4-16 giant cranes
9 4-24 stirges 9 5-30 stirges 9 20-50 buccaneers
10 1-4 giant poisonous snakes 10 1-4 wyverns 10 2-16 aquatic ogres
11 2-8 trolls 11 1 giant hornet 11 4-16 merchants
12 5-20 bandits 12 2-12 bugbears 12 1-2 dinosaurs, elasmosaurus
13 1-6 anhkhegs 13 1 choke creeper 13 1-4 carp dragons (young adult)
14 2-8 obliviax 14 5-40 goblins 14 1 mist dragon
15 2-8 shadows 15 6-36 sprites 15 2-5 giant otters
16 3-12 giant ticks 16 1-20 treants 16 1 sirine
17 2-8 vapor rats 17 1-6 skulks 17 1-6 marine trolls
18 1 groaning spirit 18 1 bloodthorn 18 2-8 marine gargoyles
19 1-2 green dragons (adult) 19 1 greenhag 19 1-3 water weirds
20 4-16 zombies 20 4-16 quicklings 20 1 dragon turtle

93

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