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DISCOVER LIFE
ON THE INSIDE
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6 DUNGEON JUNE 2006
UNA
52 DAWN OF A NEW AGE
Tito Leati
Ahaster isin lames, choking
on the poison mists of th
Wor
on the Material Plane."The
of Worms has begun,
the PCs ca Kill god, this new
age will be dark indeed. An Age
of Worms Adventure Path finale
Junlest
scenario for 2oth-Level characters
18 FUNERAL PROCESSION
Matk A.
of Saltmarsh, preying on
ofmen and women. Now the
murderer lies dead, but although
justice has been done, the danger
ed. Asoul as
has not yet p
Wicked and deprived as Crimson's
quietly, and the
oes not
local cut of Gra'et has plans for
the coming monstrosity. A D&D
BLACKMAW
34 CHAINS
the Knife and thrown into the
notorious Blackmaw Prison, Karl
Manderholm awaits his execution
atthe hands ofthe deadly
Inorderto save
&D adventur
roth-level charactersON THE COVER
‘Wayne Reynolds returns to
the Age of Worms to bring
us the terrifjing image of
Kyuss in Alaster
CARTOONS
50 The Portent
86 Mt. Zogon
96 Downer “For it is of old rumour that the soul of the devil-bought hastes
not from his charnel clay, but fats and instructs the very worm that
COLUMNS gnaws; till out of corruption horrid life springs, and the dull scav-
engers of earth wax crafty to vex it and swell monstrous to plague it.
8 Editorial Great holes secretly are digged where earth’s pores ought to suffice,
12. Prison Mail and things have learnt to walk that ought to crawl.”
88 Gamer Guide
H. P. Lovecraft
CAMPAIGN “The Festival”
L_ GREGOR. DUNGEON ADVENTURE @RreSel
90 The City PLAYER REWARDS!
92 The Dungeon “Take advantage of the RPGAS Player Drop by wwrpga.com for more
94 The Joumey Rewards program by scoring points details,and use the following
with the adventures from this issue of
adventure codes:
Duveson! Eich adventure is worth
Funeral Procession (135FP10N)
2 D&D Player Renards points, and Chains of Blackmaw (13sCB1DN)
~emains active until 7/1/06. Dawn of a New Age (3sDADN)
JUNE2005 DUNGEON 7ee
SAVAGE TIDINGS
atthe pulse-poundingeonelusion of the family’s holdings on a distant tropical the adventures. Managing Editor James
Age of Worms Adventure Path in this island—the Isle of Dread. Following Jacobs, author of last issue's “Into the
very issue, they will have rescued the Vanthusaeross the uncharted southern Wormerasil Fissure” and the silent
world itself ftom an unspeakable danger. seas leads the PCs to the dinosaur-rid- puppetmaster behind most DuNcEON
They end the campaign as sovereigns of den island, where they discover that adventures, will contribute the first
theie own nation, inheriting the prob- similarstrange pearls have been placed installment, “There is No Honor,” in
lems of a kingdom beset on all sides by in cities throughout the world. When Doncxow 4139. That issue also comes
political and military challenges. From the orderis given, these pearls will dis- with a poster map of Sasserine and a
of dehamaniz- backdrop describing the locale in detail
they' look out with a misture of pride ing energy—the Savage Tide—that will the first of several to come throughout
their posh palace chambers in Alhaster charge a massive
and melancholy atthe waters ofthe Lake turn ordinary citizens into cannibalis- the series. James's adventure will be
‘of Unknown Depths, remembering the tie savages. followed by installments ftom Nicolas
simplicity of their humble beginnings. Exploration of the treacherous Isle Logue, Richard Pett, Jason Bulmahn,
‘Chances are strong your players will be of Dread and the mysterious plateau Stephen S. Greer & Gary Holian, F
new challenges too. atits center represents a major portion Wesley Schneider & James Sutter, Tito
In four short months, Duxcgon of the campaiga, but the PCs will have Leati, Keith Baker, Sean K Reynolds,
je with the Savage Tide little time to grow complacent,as pirates Eric L. Boyd, Wolfgang Baur, and Greg
Adventure Path, a x2-installment cam- and the treacherous Vanthus harry the A. Vaughan, As with the Age of Worms,
paign designed to take characters from Vanderboren colony. An attempt toa companion series of articl
the heady days of firstlevel all the way to stop the pirates at their source leads to at players will appear in the pages of
the awesome zesponsibilities of level 2.
Running every month ftomissue #1390 yuan-ti, and worse, The PCs thwart the place on paizo.com. In fact, by the time
comes tothe res
aimed
Scuttlecove,a scurvy town of buccaneers, Dracox, and lively discussion will take
you and your players haveTell us what you think ofthis esue,
‘write to Prison Msi, ain Publishing 3900
rds Ron, Site 20, Bellewe, Wh 38003"
100 or send an eral to dungeon@pslacem
Checkout the Duneton messageboards at
Prlzacom/dungeon
Bad
ae
‘What's prosser than gross? Why Jublex,
Demon Lord of Slimes and Oozes, of
course! The inital editing of Duncton
+232 came just 25 James and | finished
‘ur part of Fiendh Coder: Hordes ofthe
‘bys, a demon-themed hardcover set
fora June release from Wizards ofthe
Coast: Observant readers will note the
Infestation of demons jn Deacon and
Dunton magazines during my edto-
Fil tenure—Ive been fascinated with
them since first edition, and Jules has
always been one of my favorites. Camp-
bell Pentneys"Caverns ofthe Oozelord”
gave us the first serious look at uibles’s
cl since. well, since ever.
‘Nicols Logue’ "The Libray of Last
Resort” Age of Worms installment
gavemea chance to sneak another ld
favorite inte the magazines with the
appearance of the Hand of Veen, an
artifact that has been apart of D&O for
a long as D&D has had parts. Kudos
{to Nick for taking the weakest part of.
the Age of Worms outline and making
itinto something truly outstanding.
Christopher Wissels“Wingalipper's
Revenge* rounded out a solid issue.
Back Issues of Duncton #32 and
dozens of other great issues are avail
able at paizcccom.
T2 DUNGEON JUNE2008
Prison Mail
Lost Without My Maps
Tas just curious if thee isa way to still
gtthe copies ofthe maps from Duncuon
magazine adventures. I just bought the
Shackled City Adventure Path hardcover
and Ihave afew of the Dunceos issues
that it appeared in, and it seems that
there was more detail in the maps that
shipped withthe original magazines. T
also seem to remember downloading
the maps for the Harrowing” adventure
from the website before
Is this still a possbility, or have eut-
backs taken this resource away? Til love
to get copies so that T don't have to rely
fon printing from the tiny booklet that
‘came with the hardeover. Thanks!
“Matthew Laycock.
Via Email
naps we printed in the Shackled City
Adventure Path hardcover ore exactly the
same asthe ones that eppeared in the maga-
zine, In fact, we even added o couple of maps
thot never eppeared during the Adventure
Path’s DUNGEON run
‘As for downloadable maps, each issue gets
a fiee web supple
poiz.camdungeon (under "Resources" Our
Gen Con/EN World Award-winning supple
iments go back to issue #124, and contain
ten, which you ean find at
‘every map in every issue from then to no
Incarmum Incarnate
1d like to startby saying that Iabsolutely
love your magazine, The adventures are
always high quality and I can't wait to
read them every month, The coolest
thing about your magazine, though, is
the Adventure Path—I prefer to DM, but
‘working fll ime makes coming up wit
sew material extremely difficult, espe
cially fora weekly game. L purchased the
Shackled City Adventure Path hardcover
(hich is one of the best books I own)
and
I was reading your submission
guidelines, and in there you stated
that once or twice a year you intend
ta include an Orlental Adventures or
palonie adventure, I would like to know
if there were any plans to include any
‘Magic of Incarnum-based adventures? 1
absolutely love that system and would
also love to see it supported in your
‘wait to run it
Dave Saunders
Nova Scotia, Canada
We do not curently have any plans to sup.
port thot book with an adventure, but only
because we hove rectved 70 publishabl sub
missions that incorporate elements from it
"in curious to heor what folks think about
incorporating elements from books like
Magic of Incarnum, Heroes of Batle, or
‘Weapons of Legacy info Dunazow adven-
As with secondary monster books, we
have to reprint whole sections so that read
ters who don't have those books con still use
lo of interesting cules
development is coming out of Wizards ofthe
Coast these days, and it would be fun to show
some of it off inthe magazine. The key, as
‘alwys, is submissions. The best way to see
trite ane up and sendin. These thins do
write themselves!
ire in DUNGEON is t(All
COA ‘The Longships are Coming ‘engineer, was almost in tears. The other
I have been playing Dunczoxs @ players, no less mature and sometimes
DRAGONS for two years naw. Iwas read- way more eynical, kept repeating “this
ing a game magazine and saw the oth has been nasty” for no less than thirty
anniversary ads and decided to give ita minutes Priceless.
shot, [rounded up some friends—none You wom the Academy Award for Best
of ws had any idea how to play—and we Campaign, Paizo, The authors can share
‘bought the core books and taught our- the prize for Best Gaming Play Ever all of
selves as best we could. Since then we them. Il keep the one for the directing
hnave been playing at least once week role, if'you don't mind,
andarelovingevery minute! Ljustpicked "Thank you, For the months of high-
up issue 4333 the other day at Borders. quality gaming (and more to come) For
had seen the magazine a couple of times the laughs, the worries, the overall fu,
Dutneverreally looked through it. [have Give us more of it. Please.
tosay keep up the great work! expected Luca Lacehini
a few short dungeon crawls and maybe Forl, Italy
some articles on magic items or some
thing, I couldn't believe the quality of Your wish is our command. More is on the
‘everything inside! [am already working way in the form of the Savage Tide Adven
‘TENSIONS RISING ‘on using the adventures in my current ture Path. | think you and your friends will
by Ryan Smaliey ‘campaign, I especially lke “ll Made be very ected by what we have in store
An altship carrying vital secrets has Graves"—1 know my players will love it. We learn alot each time we put together an
gone down in the Starpeak, Nowthe Lets see more Viking adventures! ‘Adventure Poth, and if you thought we did
Psmustraceasinisternecromancer "Thanks a lot for this great cesource well thes! ime outwith he Shocked City,
through a labyrinth of treacherous for DMs. 1am definitely going to get you'll soon leor that, a we say in America,
canyons to retrieve the information
before it falls into the wrong hands.
Unfortunately, the dolgims thot ive
there have other ideas. An ESEREON
vente fr ahlevel characters
a subscription. “the third ti
#5 the charm.”
Buy One, Get Two Free!
I just finished reading “The Beasts of
Welome tothe magotne, Josh, but more Aulbesmil"in Duxczox + thought
‘THE COMING STORM importantly, welcome to the hobiy! Youve it was a realy great non-linear, well-
by Greg A. Vaughan ‘rived just In time to join the Sage Tide conceived adventure with the potential
The denizens ofa cused templethat Adventure Path, os discussed inthis issues for high roleplaying. At tis point, after
‘manifests only during the height of editorial While m sure you nd you fiends reading only one adventure, was happy
power storms are raiding the sur ore having oblst geting fir with OO, that my money was well spent. Then T
rounding lands. What mysterious the games at it's best when its played in ong turned the page and the artwork for“The
treasures and hideous dangers 292i rma asa campoign. Were hoppy to provide Hateul Legacy” done by Cyril Van Der
win he tenplegt fe nade ”
ain te Temple fh nate amen fo srg no fr Hage usw aay. Two eal
ieee short months! love to se 2 fill spread of this work or
a chance to purchase a print off of the
‘GATES OF OBLIVION ‘Staying the Path Paizo website.
by Alec Austin In November 2004 we began playingthe Thanks for the high-quality adven-
When an adventuring pany fails to shackled City Adventure Path. Through tures, amazing artwork, DMing advice,
siopa shadow italy ake power- 2005 my players and I'm the resident Campaign Workbook (which isa great
fal heroes to pick up the pieces and DM of almost 18 years!) kept on gam- tool) nd especially the Adventure Paths.
Brevent the Ges of Obon fom ing though rex. wrk acidents and T cant wait to buy the Age of Worms
orig oes alae deadlines, personal suecess and faile Adventure ath hardcover.
verti foraileelearctes nd occaverl serious problems Tinowtisanendsesome sorb
Last night the party stormed the Brass nosing but Duncconismy fvoritereadand
‘Trumpet and confronted an in)famous istaythe best value or the money.
female assassin at almost 200 AM. The Uta
halfelf bard, who's been romantically Via Messageboards
involved with her “undercover” alter
ego, was stunned by the discovery: the Wel love fo put together on Age of Worms
player, a tough and serious 30-year-old hardcover, but the sar have yet to align
DUNGEON Ne 2006ee
:
‘fovorably on sch «produc. othe mean AACR TT nT
Si jor tt org babes
paizo.com. Thanks so much for the positive
amments, i a joy to work on this magazine
every month
Community Service
Most Dread High Masters of the 70
Disiczow, a
I am pleased at the consistent qual- =
ity of Dunczon. I have never felt that Samet
‘my money could have been spent better “gegg
elsewhere when picking up a DuNazox
Even if you do not run pre-published ws
adventures, there is still a wealth of ba
‘formation (Cita Tres, Campaign
Workbooks) that is invaluable fr time-
strapped DMs ike myself many the
ors. Pee arta
Most of ll your dedication to bring- Cea 20
ing hoth new and old gamers tagether ‘SIZED SPECTACULAR ISSUE! ee
oath your unique blend of Old-School Spl
elements and settings with new ideas ‘THE RETURN OF GORD Str Spe
will continue to draw my attention by Gary Gygax and K. R. Bourgoine ME
back to the firsi-clags magarine that Gary Gygats dasicfantay character
Duncuow is. You have emphasized Gordthe Rogue returns in thistle + =
the community and fostered a great ofthieeryand mejhem.
resource on the Paizo messageboards ps
for players and DMs alike. I find the HOME AND AWAY AGAIN. Ulenebkan hued
level of responsiveness fiom the ty Bruce Heard EE
Donesow (and Deacon) staff reftesh- Set ail again with Prince Haldemar
ing and exciting and the crew of the Princess Ark, in 30
‘Though it has been said before but this new installment ofthe classic =
can always be said agnin, Keep up the Dsacon column toon
00d work!
Liz Couns
en! Oregon AMARKAND STORMY KNIGHT é 1
by Ed Greenwood as
i Have dinner with the Wards Three
‘Well keep working at as long as you gigs VET en ti etlingsy teehee fee =
feep buying it. Sty tne for the nes fev Ser, Mrdenkainen and Reutheen
months Running no Adventure Path scenarios
jesus more room to publish some relly (Gone ond Rais
Interesting senaris while we cl prepre fr PLUS A WHOLE LOT MORE! Stainless Stee!
‘he Savage Tide, ond ite #38 or soon- Keith Baer takes ur to Oreadhold: co
to-be-classic 2oth anniversary issue. Wow. 20 ‘Eberron’s Prison Isle, plus four New. =
ie Fano Dragons a GenCan m6 Pe- Sou
, view ology ofthe Drole, Cie poe
fs Sage Ace cates are rie tev
i
eee ae| _@ FUNERAL PROCESSIO BY MARK A. HART
PROCESSIOY“I1
GBY MARK A. HART,
(S.BY DAVID BIRCHAM
(@ BY ROBERT LAZZARETTI,
|ANY SETTING , LOW-LEVEL (IST-STH) , URBAN,ards weave epic tales of quests
snd heroes. Yet at times these
stories leave out what accurs after
the adventure, Even Ul
reatest heroes
coceasionally make mistakes or overloak a
remnant of evil, When one such group of
heroes defeats a serial killer but neglects to
secount for what may come of his mortal
remains onlyagroup ofnoviceadventurers
stand between the dead murderer and his
bloody vengeance from beyond the gra
‘Funeral Procession’ is a DUNGEONS
e DRacons adventure suitable for four
ast-level characters. It takes place in the
ibed in th
Masren’s Guide II (39-352
Alternatively, the adventure cam
town of Saltmarsh as d
Dunorox
in a moderate-sized coastal town in any
campaign
Adveriturs Backgreunal
ser hile named Cimson
talked the
streets of Saltmarsh, During that time
he murdered a do
across town. Despite
efforts
e watch’s bes
e killer evaded capture with
apparent ease
As the killin
began losing faith, bot
mounted, the locals
in the town’s
leadership and in Pelor. Desperate to
restore the community's spirits, the
Church of Pelor hired the Company of
the Axe,a famed adventuring gi
stop the murderer. Within two weeks,
these heroes
covered Crimson’s
lair, After a savage fight, the survivors
fof the Company of the Axe emerged
victorious. Two days ago, with great
infare, they hauled Crimson's corpse
to the steps of the town hall
With public
faith in the church
Saltmarsh's politi
rust battered and
Jiminished,
eaders made a bold decision. Rather
than cremating Crimson and burying
the ashes, the leaders announced a
funeral procession. Parading the cas
ket through the streets would prove
the murderer's demise to the people
and demonstrate the town's justice.
According to the plan, once the co!
fin reached the cemetery, it would be
burned on a funeral pyre
Unfortunately, a necromancer named
Eldara Lilybrook intends to i
ther suffering on Saltmarsh, Eldara, a
member of a local cult of the demon
Ait fue
prince Griz, plans to steal Crimson
body. She foresees Crimson’s return as
a mobrg—an undead monster devoted
to vengeance, Fldara hopes to use thi
mobrg to start a new killing spree to
fucther weaken the mayor's power and
damage the Church of Pelor’s reputa
tion. Eldare's mother (and cult leader)
Audry Lilybrook, hopes to encourage
more people to abandon Pelor and
flock to the worship of “Jodai” the ficti
DUNGEON 19i
cious god ofluck(one ofGrasnts many If the characters stop the thet, (ena
guises). Oflateen increasing rmberof the cultists arrnge an ambush at he ih
‘ownsfoltbave taken to worshiping this slaughterhouse to punish the PCs’ med- lth nea
false deity dling Eldara dispatches one ofthe Sa EU nean ern nnieny
Even worse, Fldara herself is par fish Boys (he slaughterhouse owners) A/a. heats ag
tially responsible for Crimson’s ram- to feed clues to the adventurers and
page. Four months ago she hired lute them into a trap. If the charac
Malrie,a member ofSaltmarshisassas- ters survive they learn of the connec: Pe
sins’ guild, to killa troublesome town tion between the Sawfish Boys and the amy ait
watchman, She paid Malrie with an RTM MEE a siocist fighter 3; Egan Lassiter
Impressive gem, but unfortunately uncover sinister schemes in Saltmacsh aA an ton
for him, the gem postested an equally and lead to future ventures. Caen eee
impressive curse. The gem is one of eit
353 stolen from the Forgotten Temple Advsniturs Hooks SE ech car
of Tharizdun, and contains a sliver of “Funeral Procession” begins with 2 {iia coca
that god's madness, The gem's taint funeral parade through Saltmarsh
twisted Malric into the psychopathic Shortly before the procession, the PCs
murderer known as Crimson. After become involved in one of several pos:
a
Hust apd riders ecained dP a)
Ent stat teatro ft’ ets kala Fe Geltee aol clients Wy tne ae
Prcclaath nico ese Maen eke ang TC eat beta We Word
ee ee lS eget ag Sverre eis eed
Adveriturs Synepsis AG Cotagdl ld eden nie cacao Seta eles cd
IR FC ified vo alt ore GEM, We gare tt ne delead taeenes este cde fia
FAP pee Cen de wl cat cH soa ae eeleteg pee ie cae A TLE cacly ete
fossa arta crye dasel eed ea aes eal ati eee Gororea pet a ema eae ety
begins when the funeral coach reaches ing it before its cremation, covered with thick garments that give
the cemetery and Eldara Lilybrook and + ‘Tomas Aldrin, representative of the _ the procession an ominous sense of
her lackeys launch a diversion. Amidst town council, asks the characters to inevitability. Despite the crowd's grim
the confusion, hired thugs steal the help maintain peaceand order during mood, the procession arrives at the
arse bearing Crimson's coffin. Once the funeral procession. His sources cemetery without disturbance. The
they are out of immediate view, cul suggest locals may try to disrupt the horse-drawn hearse stops near a stack
switch Crimson’ corpse with another. ceremony. Although Aldrin hopes the of oil-soaked wood.
While the hearse resumes its diversion- townsfolk behave, he knows the town The heavy gray fog blankets the
ary escape, the cultists magically shrink needs to see Crimson’s body burned graveyardand obscures all but the near-
Crimson’s body and Eldara’s raven to ashes, Any trouble could lead to est headstones, As Crimson’ hearse
familiarflies the shrunken corpsetothe embarrassing problems forthe town's pulls to a stop, the assembled crowd
killer’ original hideout: local slaugh- leaders. He may approach the charac- falls silent. A nervous town watchman,
tethouse, Eldara and several followers ters asa group or individually based burning torch in hand, stands ready to
gather atthe slaughterhouse to oversee on reputation tthe pyre. Inthe distance,a church
Crimson’s rebirth + Abard orlocalseerhintsatCrimson's ell talls ence for each of the town's
The PCs must pursue the hearse and —_returntolifeto continue his murder twelve vietims.
sefne night onthe lowing yf Cop he bese nse aoe
thy i cman scsnarotepand Chapter Or stenoses hae ag Lat
cenevahisitingspeeetataameniane Cviansans F wncrad nls boy was aT edad
too buay to sip nth the march andl Sltwerdhwthathick basket ef hase. use Obscure y the
Eldara sets
fecar- her plan in motion.Eldara returned to Saltmars
htohelpher black hair cut short. Most people have
EAdava Lilybrock mother run the Graz cult. She hopes trouble remembering her f
The chief antagonist inthis adventure s to eventually usurp control of the cult meeting her. When she speaks, her
EldaraLilybrook, daughter ofAudry Lily- from her mother and become a thrall burning intellect shines through her
brook and fallower of the Dark Prince of Gazal. If Eldatas scheme succeeds eyes. In her pursuit of necromantic
ost touch with
Graz’ Audryhasled this cult for several and Crimson returns,she stands to gain knowledge, she h
years, under the cover of the Lilybrook considerable influence within the cult human concerns such as pity, mezey,
'sintelligence and may finally emerge to challenge her and compassion
and ambition, she remains within her mother's domination. At the adventure’s start, Eldara has
mother's shadow, Afte Eléara is pale, tall, and slender. She used the spells and potions marked with
years studying the necromantic arts, wears dark, lacy tobes and keeps her an asterisk
Orphanage. Despite El
spending
Evpana Lityanook cra
Female human necromancer
5 Listen =2, Spot o2
Languages Abyssal, Common, Draco,
ELDARA re, Undercs
4 HE Ua touch 12, fae foied TD
LityBRooK ap9(¢H0)
Fert 12, Raf 2, Wl +6
3pd30
aon dagger 3(
fase Ak: Gep
Combat Gear
visi, potion of
Fgh wounds, sl
$41/19-20)
bones, wand af summon
af summon swor
Spalls Prepared (Cth, +3
ranged touch
30] touch (DC 29), seare
(oc a),
astemage armor, obs
blement, seep(OC 33)
‘o-aze (OC 34, detect
resistance, uch of
Barred Sehoals
elites Se
14, Chall
SQ summon friar rave
Feats Brew Potion, Seri
Spell Fos (necromaney)
Silent Spal
Skils Appraise +7, Concentration 48, Craft
faichery) +11, Jump +1, Knowiedge
211, Knowled
(cigon) 1, Li
+13, Spot 2, Se
lee}, Knowledge
42, Ride 2, Speers
he
Possessions Comat gear
imal
dagger, master key
tothe slaughterhouse, 35 gp, 225p
Spellbook ss above plus O—al except
illusion and evocation
identify jump,ERAL PROCESSION»
Evert) Diveesion(EL variss) at this point, the characters may stay Possessions shor sword ght crossbow, 10
es eee aul ete icmeremmnel tic, bobeiean
The fog hangs over the cemetery like 8 or they may pursue the fling hearse. Spider Swanehp g Monstr Mam,
thick blanket, mixing withthe cold scent The hearse fleesat a sped of o et and Human Zamible: hp 16, Monster Man-
of death to gh the funeral proceedings makes a double more each round. The — ual 265,
2 dark, oppressive pall. Lite of the sur- characters may pursue the hearse on foot Development: Should cireumstances
‘ounding groveard is visible through the or they may cammandecr the second requires change of tactics, Eldaraisoues
loom,although hereand there pale grave- ease or the two nearby riding horses new orders to her minions via her mes
toner and shadowy crptsstand silent wit- and give chase. Even the Cs lose sight saespell Regardless of what transpires,
nesstothe grim procedings.Hundredsof ofitthecoachanditshorsesleave behind she absolutely avoids combat and any
men and women cluster int tight knetzatalofwheelfirrowsand mud-churned action that wovld otherwise expose her
across the hillside, pressed together n'a hoof prin, Following the corect tral involvement inthe caper
vain ater toward ofthe chiling vapor. requis 2 DC xo Survival chee
Nesrthe center ofthe crowd, wood dell ‘The ogobscuresvision.ncudingdark- Gast 2. Cemetery Chase (GL. 2)
fave been gntheredintos msesnepyrethat vision,beyondso feet Cresturesmorethan The hearse charges north toward the
waits consume the killers corpse. Aman 10 fee away gin concealment cemetery's northwest corner. Despite
standing bythe pyegiesasignalnd four Creatures: ‘The spider swarm the fog and muddy ground, the coach
others start to remove the cafin from the appears on the ground at the crowd's travels atthe reckless pace ozo feet per
hearse, Suddenly the oppressvetranqully feet. As the spiders crawl and bite, round, Once its destination, the coach
isshattered by achorus of screams. people panic and flee while shoving pulls to a stop to mect two of Eldaras
a dnd sereaming. The swarm distipates cots Prom start ta finish, the eoach
When Constable Pardesh gives the 4 rounds after it appears. The zombie takes 9 rounds to seach its rendezvous.
command, four pallbearers approach attacks until destroyed If the characters catch the hearse, the
thebackofCrimson’sfmeral coach. At ‘The cult paid Sodric, the hearse thug hiding m back pops up and fires
this signal, Eldara Lilybrook and her driver, a hefty sum of gold to help stel_ his crossbow. if the characters knock
minions laanch their diversion, First, Crimsons body. After he lees the cem- the crver ftom his seat or kill him,
Eldara(standingaway from the crowd) _eterp he ntendsto este Saltmarsh for- he coach charges blindly ahead at fill
casts summon swarm, Moments later, ever living on his newfound wealth. He speed. The horses slow toa stop 1d4v2
2 crawling carpet of spiders appears Knows nothing abow the Grae calt rounds ltr.
among the crowd and begins to feed. or Eldara’s involvement. ldaraslackeys Creatures: Three cultists and Fldaras
Nest, she detaches a human zombie also hired three additional thugs to aid raven familar wait at the rendezvous
from her robe of bones and tosses it the the The fist thug. raster, hides point. A corpse, wrapped in a busal
into the crowd. Finally, she quafs her in the back of the hearse with cross- shroud, lies onthe ground nearby.
fasion of Invisibility and departs to the bow seady- Two other thugs, Brunus and
slaughterhouse. At the same time, her Carak stand nearby to delay anyone who Gnaz'zr Cutrists 2) cri
raven familiar, Silas, takes flight to chases the coach, Male and female human adept 2
‘meet with the hearse at the graveyard’s INE Medium humanoid
west end. Hingo Tags (4) CRI Init 40; Senses Listen +4, Spot +4
Amidst the confusion, the hearse Male human watrior2 Languages Common
river grabs the reins and whistles the LE Medium humanoid {AC 10, touch 10, aefooted 10
horses forward. While the rowd screams nit +0; Senses Listen 1, Spot «1 bp 72H)
and flees from the horde of biting spi- Languages Common, Goblin Fort +0, Res, wil +5
ders and the rampaging zombie, the AC10,touch 10,fatfected 10 ——=«SpMSOR
hearse leaps forward and heads north hp 9(2HO) Melee club +2 (1d643)
into the cemetery. Fort +3, Ref <0, Will-2 Base Atk+1; Grp 42
If'a character wishes to subdue the Spd30% —~—~—~S~SCSCSipells Prepared (CL. 2nd, +2 melee touch, +1
‘crowd or move it in a specific direction, Melee short sword +3 (146+1/19-20) ranged touch)
hhemust makea DCs Diplomacy check. Ranged light crossbow +2 (Ld8/18-20) Ast-cusefoor(OC 13), sleen(OC 13)
‘The Diplomacy check requires a full Base Atk +2; Grp +3 0-ghoat sound, guido, ouch of tigue(OC 12)
minute, unless the PCacceptsa—10 pen- Attack Option Point Blank Shot Abilities Str 12, Dex 10, Con 10 tof 10, Wis
alty to make the check as a full-round Abilities S12, Dex Il, Con 10,ln012,Wis14,Cha 9
action. IF the characters need to move 9, Cha '5Q summon familiar (none)
through the panicked crowd, it takes 2 Feats Alerness, Point-alank Shot Feats Alertness, Toughness
squares of movement to move through — Skills Climb + jump +6,Listen +1, Spot +1, Skills limb +1, Concestration +4, Handle
2 crowd-occupied square Handle Animal #4, Ride-+5 ‘animal +2, Jump +1, Knowledge (religion)Spellerat 3, Spot 4, Swim +1
Possessions cb, dagge, ol of shrink item
200,15 3p
‘Taeties: When the hearse arzives, the
cultists remove Crimson's body ftom his
coffin and swap it for another body (sto-
len toma nearby xypt), Once the switch
is made, the coach resumes its diversion-
ary escape from the cemetery.
‘Next, one of the cultists opens her
Vial of oi of shrink item and pours it over
Crimson's corpse. In mere moments,
the body shrinks to Fine size. At that
point, Eldara’s raven familiar grabs the
shrunken body (now weighing less than
half a pound) in its talons and takes
flight toward the slaughterhouse, Unless
intercepted, itzeaches its destination in
approximately two minutes
fmecessary, the cultists sacrifice their
lives to ficlitate the raven's safe escape
‘with the body.
Development: Aiter the fight, a DC
tc Search of the cultists reveals sev-
cral clues. Each cultist wears a simple
ray rabe. Each set of robes features
numerous bloodstains along the hem,
(only cubs caries this),
Perhaps most unusual, the robes all
exude a slight but pungent chamel
odor. The mess on their boots sug-
gests the cultists recently trudged
through cow manure, A successful
DC 10 Knowledge (local) check sug-
gests the slaughterhouse as the place
to investigate. Whatever the cultists
have planned, it seems likely they have
& hideout in the loval abattoir
Finally, each cultist bears a small
tattoo of a luck symbol between the
shoulder blades. A DC 20 Knowledge
(religion) check identifies the tattoo
as the symbol of Jodai,an obscure and
relatively overlooked god of luck.
Aftermath
ite Hace stp the cals nd
esp Gober hase ch
fal of a dation: Cone Peres
prude tania he PCr thy A
Fund of tcnen ees he by ack
ibe tinea pe ihn eho the
pret lames nerame the cone
should have ever ununsncred quer
tions. Who planned the theft of Crim-
son's body and why? Where were the
thieves taking the body? Ifthe characters
pester the watch officers, they receive
‘vague answers and limited interest. For
the next day or two, the watchmen have
Little time for a pointless ghost chase.
‘The characters must pursue their own
investigation to uncover answers,
If, however, the chatacters fail to
recapture Crimson's body, Eldara’s
raven reaches the slaughterhouse and
deposits its grisly cargo ata prearranged
spot. The body returns to normal size
the magical oil's effects end. Soon
after, Eldara arrives to guard the corpse
until the mohrg’s birth. Other mem-
bers of the cult watch over the other
areas of the slaughterhouse. Unless
someone intervenes and destroys the
body, Crimson rises as amohrg the fol-
lowing nightfall.
Riots break out throughout town as
anger over Crimson’s disappearance
‘mounts. The town watch spreads across
Saltmarsh in an effort to maintain
order, leaving them unable to search
for the missing body. Throughout the
EyERAL PROCESSION
following day, politicians struggle to
find answers and calm their citizens
Mayor Timertikos promisesa thorough
investigation and a quick zetzieval of
Crimson’s body. Despite his assur-
ances, the councilors spend consider:
able time bickering and accusing each
ther of incompetence,
Father Warale Essyn from the Church
of Pelor approaches the PCs the morning
after the theft and urges them to locate
Crimson's body before nightfill, He
believes the killer’ malignant sprit could
return in the form of a powerfil undead
creature, Despite his pleas, no one else
‘believes his theory, even among the ranks
of his church, He suggests a few places
the characters might search, including
near the shipyard (where several murders
‘occurred and the dungsweepery pull
(several bodies were found there). A DCs
Gather Information check made in either
ofthese locations uncovers anervous vagie
bbond who, in exchange fora few god coins
tells the PC that “those Sawfish boys been
sniffin around down here eversinct'them
bodies started showin’ up—gotalk totem
fa you want answers!
Ifthe PCs request the church’ help,
Father Essryn gives each character fation
fare ight wounds anda potion of protection
rom ei
Chapter Two.
The kitting Floor
During his mufter spree, Crimson used
the Saltmarsh slaughterhouse area on,
the town map, Duncrow Master’ Guide
Iuga)as his hideout. The slaughterhouse
owners, the four Anderhoff brothers
(dubbed “the Sawfish Boys," after the fish
‘mounted above their door), knes about
CCeimson. They kept silent in exchange for
gold from Fldara Lilybrook
Tithe eult successfully stole Crimson!s
body, they use the slaughterhouse to
conduet rituals to Grarzt and await the
‘mohrg'sawakening Once Crimson rises,
the slaughterhouse aguin becomes his
Tair. The characters have just ver a day
to locate the body and strike agninst the
cult before this event. When the charac-
tersenter the slaughterhouse, they must
face the Sawfish Boys, several cultists,
and handful of undead.
IF Eldara’s plot to steal Crimson fled,
she vows revenge agsinst the characters
that foiled her scheme. She plans to lure
the characters into the slaughterhouse
by baiting them with cues and cultists.
‘To that end, Eldara puts the Sawish
Boys to work. Vander, the smartest of
the brothers, approaches the charac-
ters for help, first downing his potion of
‘magic tele against law to protect himself
from charm effects. The second brother,
into, fallows and abserves from a dis-
tance. The last two brothers, Torkan and
Pare, remain at the slaughterhouse.
When Vander meets the party, he men:
tions the events in the cemetery, as well
as the party's involvement. He describes
a few strange occurrences in his slaugh-
tethouse, and tells the PCs that he sus-
pects the people who attempted to steal
Crimson's body are hiding somewhere
within his establishment,
[As he speaks, the characters may sus-
pect his honesty and motives. A suc-
cessfll Sense Motive check (opposed by
Vander's +9 Bluff check) reveals Vander's
nervousness and shiftiness. If pushed
with an Intimidate check or tricked with
Bluff check, Vander admits to bending
truth. He describes how the cultists
threatened to slit his throat if he filed
to cooperste (a true statement), He also
explains that the cultists have used his
business for ther foul rituals (also true).
He expresses his desire forthe characters,
to butcher these villains, If he is com-
pletely exposed as a fraud or attacked, he
flees, hoping the PCs fallow him back to
the trap prepared atthe slaughterhouse.
‘Once Vander gains the party's aid, he
flashes signal to Kinto. Kinto returns to
the slaughterhouse and reports Vander's
success to Eldara
Ths Staughtevkeuse
Sometimes ereedtaasthe"carbles
the loa aauphteoure flea de
the mk odor the cone Bas yo
fire she Sch Boye to roe hte
Bera of onset twin i
Contant reaenyelmconsese
tnbchie The peopl of Salman tl
toaster brah behvionafer al
‘who else wants to operate the slaugh
tethouse? A successful DC 10 Gather
Information check made anywhere in
Saltmarsh provides stories about the
‘erude, dangerous, and sometimes vio-
lent exploits of these louts. When the
PCs first approach the slaughterhouse,
read or paraphease the following:
The overpowering tench of blood and off!
pollutes the air. The slaughterhouse ema-
‘ates a palpable aura of misery. The build-
ing, hunched and dark, seems out of place
in the middle of town. Three chimneys,
cach teetering one direction or another,
spew forth clouds of foul smoke.
‘large cattle pen dominates the font of
the slaughterhouse. A rough-hewn log fence
surrounds the pen, and at present a dozen
listless cows stand amidst mud and manure,
ignorant of their eventual fe
The building's ground floor includes
olfices, storage, a meat locker, and vats
for rendering animal tallow.
“The slaughtering and carcass disposal
‘occurs in the basement, which is reached
fiom the cattle pen bya ramp that descends
through the exterior wall, As animals tra-
verse the ramp, they walk through a erade
door flap one ata time. Once animalsenter
the basement, the Sawfish Boys stun, bleed,
and butcher them, From there, the meat
hhangs and ages in the upstairs locker.
Finally, the slaughterhouse sells these cuts
‘of meat to Jocl vendors
Ceilings: Ceilings are 9 feet high on
the upper floor and 8 feet in the base
‘ment unless stated otherwise
Doors: All exterior doors are fash:
ioned with reinforced wood and are
unlocked during the day. Each brother
carties.a master key tothe exterior doors.
‘The ramp entrance into the basement
remains open atall times. Interior doors
are simple wood without locks unless
otherwise deseribed.
Strong Wooden Doors: 2 in. thick;
Hardness 5; bp 20; Break DC 25; Open
Lock DC20,
Simple Wooden Doors: 1 in. thick;
Hardness 5; hp 20: Break DC.
Floors: Al floors on the ground level
‘consist of a-foal-thick timbers covered
‘with rough-hewn wood planks.The hase-wa igh '—
rent floor consists of crudely worked The smell of blood wafls from beneath paper. These piles threaten to overwhelm
stone, often covered with layers of straw — the slaughterhouse. the desk shelves and floor. Even the chair
and sand. holds a pile of old papers. An investiga
y:Anyroomcontainingawindew The cattle follow the ramp fom their tion reveals thatall the papers are months
offers bright illumination by day. Many pen into the basement as the final step to years old and relate to the mundane
rooms, however, lack windows and thus before their slaughter. filthy door flap, business ofthe slaughterhouse.
sit in darkness, When the Sawfish Boys woven with straw and twigs, covers the Treasure: ADGxo Search check reveals
need light, they use oil lanterns. Most _opening.‘The ramp opens into the cattle a Toose floorboard with a hollow space
‘basement areas are otherwise dark chute (area 13). beneath it. The space contains several
‘Walls: With the exception of the odd items, including stuffed doll, set
northeast wall, the interior and exterior 2. Of fies of wooden teeth, and a pouch containing
‘walls on both levels are wood. The walls 60 gp and 388 sp.
possess filed, weathered appearance, Scrap of ity paper Her the wal Foor, :
but remain sturdy. The northeast wall and desk ofthis offce Patters and mugs, 2b Pavns's Office (EL 1/3)
consists of brick and morta. coated with old meals andaalayer of brown- As the characters approach this room,
‘Windows: Wooden shutters cover all ish mold, lie in forgotten stacks. they hear a dog's deep, angry growl
‘windows on the ground floor. I'neces-. ———— _ychind the door
sary, someone on the inside may shut Three of the Andethoff brothers use ‘The office appears unused and
and bara room's shutters these offices. The smartest and eldest forgotten. Dust and cabwcbs cover every-
Wooden Shutters: 1 in. thick; Hard- brother, Vander, keeps an office at the thing, ’The guard dog lives in the room,
ness 5; hp 10; Break DC 13 15 if barred). other end of the hall as Pare rarely uses his office and has
litle need for a desk.
1 Ramp te Bascanenit 2a Kintes Offics (Creature: The guard dog begins backing
Unlike most interior doors, this ane is and growlingas con sit hears intruders
‘wooden ramp descends fromthe cattle lacked. Unlocking the doar requires a Ifthe characters open the office door, the
pen into the basement. A thick layer of | DC20 Open Lock check Inside, the oflice dog attacks anyone not accompanied by
mud and other debris coats the ramp. features chaotic piles of parchment and one of the Sawfish Boys.IERAL PROCESSION I BY
26
Guard Dog: hp 9; Monster Manual 271.
Development: Only sd2va rounds
after Parne's dog begins barking, three
additional guard dogs arrive from the
storage room (area 7), charging in to
attack intruders. As the dogs bark and
howd, the noise alerts the Sawfish Boys
in the basement (area 13), In addition,
the noise alerts Kinto in the Chamber
of Knives (area 8)
20 Torkais Office
‘The rumpled uniform of a Saltmarsh
town watchman les in one comer ofthis
unused office, Torkan once belonged
to the town wateh and wore this par.
ticular uniform. After he started too
many tavern brawls, Constable Pardesh
discharged him. Torkan still uses the
‘uniform to pose as a town watchman
especially when preying on the poor
and the elderly, Most recently, he wore
the uniform when kidnapping 2 young
carpenter named Klori (area 22)
3 Shared Bedlveews
Stale odors of food compete with the pun
{gent aroma of mold in this bedroom. Piles
of fithy clothing cover the floor, intermin-
sled with stained plates and cups.
Parne and Torkan Anderhoff share
this bedroom, OF the four brothers,
these twoare the most alike. oth broth~
cers enjoy a well-deserved reputation far
violence and brutality.
‘Treasure: A crude wooden armoire
next to the bed contains a dozen sharp,
cruel knives, including butcher knives,
carving knives, and bone saws. Despite
the disgusting layer of filth in the room,
the knives are polished and sharp. The
collection ineludes a matched pair of
masterwork daggers, cach with a pom-
‘mel sculpted in the shape of a hawk's
head (325 gp each),
4aVandsr's Office (EL 2)
This office appears almost too dean. Some
fone has arranged the parchments on the
desk in next, tidy lls. Even the quil pens
and ink well appear to have been placed
‘with obsessive precision,
wooden cabinet holds an orderly pile
oof parchments and papers. These pages
Hist cattle purchases ftom farms, sales
to local butchers, and slaughterhouse
‘expenses, Anyone searching through
the papers notices the clear and elegant
Ihandwriting used to keep the records,
‘A DC 5 Search check reveals a false
botiom in one of the desk drawers. The
secret compartment contains a red led-
‘ger Although the ledger obviously tracks
sums of money, the entries use a special
code. A DC 20 Decipher Seript check dis.
‘cems the meaning ofthe entries. Some-
‘one has been paying the Sawfish Boys
in gold for the past three months on a
regular basis. Just two days ago, the same
source paid another sum of gold to the
brothers. These entries use descriptions
such as “rent received” and “disposal fee
received” The same unidentified source
paid for these services on several ocea-
sions. A couple of small payments were
made to the “orphans find.”
Creature: Vander Anderhoff sits at the
desk finishing paperwork. Ifthe adven-
turers enter his office, he acts surprised
and tells them they re trespassing, Unless
attacked, Vander remains at his desk and
demands the characters leave, Ifthe PCs
threaten him or his property, he attacks.
Vander wears fine tailored clothing
and takes abvious care with his groom-
ing, giving him the appearance ofa man
of high-class upbringing. He seems too
cultured and refined to live and work in
a slaughterhouse
Vawoes AnoeRHore cr2
Male human rogue 2
LE Medium humanoid
Init 7; Senses Listen +4, Spot +1
Languages Common, Dwarven, Ehen, Goblin
4C1S touch 13, atfooted 12
hp11@ HD)
Fort +1, ReF 46
5pd30 ft
Melee mv shortsword 4 (166:2/19-20)
Ranged light crossbow +4 (1d8/19-20)
Base Atk +1; Grp 3
{Atk Option soeak ts
Combat Gear potion of magic circle
i
ck rds
agoinst law
BBilties Ste 14, Dox 6, Con
8,cha 1s
SQ trapfinding
Feats Improved Initiative, Persuasive
Skills Blu 49, Diplomacy +9, scape Artist
48, Forgery 47, Hide +8, Intimidate 411,
Knowledge (loa!) +8, Listen +4, Open
Lodks +8, Search 48, Sense Motive +7,
Spot +1, Swim +2
Possessions combat ger, eather armor,
masterwork shor sword, dagger light
‘rossbow with 10 bolts, master key tothe
slaughterhouse, 17 gp, 30 sp
‘Tactics: Vander despises combat
unless he has a clear advantage. He
prefers to trick the party into a trap.
‘Once the PCs have entered his slaugh-
tethouse, he tries to Kill them before
‘hey report to the town watch. He uses
his considerable wit and guile to keep
the characters confused and misled,
He considers Pare the best person to
climinate the intruders, and attempts to
lead them to area 7b.
Development: If the PCs retrieved
CCrimson’s body earlier in the adventure,
Vander is not in the office but instead
accompanies the party as described above.
He servesas the bat to lure the characters,
{nto an ambush, preftrably against Parne
in the basement (area 176)
te Vander's Bearocet
This bedroom’ handsome furniture, wall
paintings, and tasteful decorations seem
ut of place in a slaughterhouse, Whoever
lives here obviously enjoys his comforts
Vander, the smartest and most char-
fsmatic of the brothers, takes pride in
his bedroom!s decor, While his broth-
‘ers revel in bloody slaughterhouse work,
Vander prefers managing the business
and counting the profits.
‘Treasure: The floor rug is worth 150
‘up, the three wall paintings are worth
3s gp apiece, and the silk bedsheets are
worth 15 gp. A small, locked wooden
chest under the bed (DC 5 Open Lock)
contains a pouch with 19 gp, 257 5.455,
cp.and a potion of eagle’ splendor.
4o. Kinte’s Bedroom CEL 1)
Kinto keeps his bedroom dour locked.
Unlocking it tequites a DC 20 Open
Lek cheeinto has little inte
or comfortable furni
‘Trap: locked wooden ch
the bed. Opening the lock requires a DC
20 Open Lock check, As the most pare
noid and suspicious ofthe Sawfish Boys,
Kinto trapped
art trap to pun
Poison Dart Tr
sitsunder
chest with a poison
h thieves
CR 4; mechanical
Jocation
nual reset; At
ranged (144 plus poison, dart, poison
(loodraot, DC 12 Fortitude save resists
(o)idg Con plus 143 Wis} Search DC 26;
Disable Device DCS,
feasure: The chest contains &
sp, and 5 pearls (100 gp each). Another
ppouch holds a potion of eure light wounds.
5 Stains
‘These stone steps lead down to the
basement. If the two Sawfish Boys
downstairs hear someone descend
ambush,
compared to the
and the
rmeate the air. More than
from the ceiling The mest
2 feet above the floor. This entire room
is considered difficult terrain due tothe
banging slabs of meat.
ot of a perverted sense
of humor, the Sawfish Boys asked the
Grav'rt cult for a few undead to help
Creatures
protect the slaughterhouse. A pair
of kobold zombies waits here in the
dark. They attack anyone other than
the brothers. When a zombie attacks
it does so from below, slicing with a
dagger fom underneath the bai
Kobold Zombies (2): hp 26; Mi
Manual 265,
7. Storage Reew CEL 1
imns, and leg bones clink and
thet like grotesque wind chimes
The brothers have gone to the
le of constructing these in
displays. Hundreds of different animal
bones hang ftom the ceiling by strips
of rawhide, The bones hang suspended
2 feet ahove the floor-—anyone moving
upright through this room must pick
his way through the bones, making
bone
considerable noise in the processSOME TAS AN
ratte rises andl dcp aoe) eo GN nan, hes yal ae ee alien
matefiicitincheewathiipteet Spit “Lipbrook Orphanage”
ees tana 1 Soe ee a ec ek oe
room oF the Chamber of Knives (area 8, Ranged dagger +5 (1é41/19-20) 1. Bendeving Vats CEL 2)
the dog otk poate gaa ibe Sow See cs ere
Iarbas tnd epect Che betheny ConbanGasvlefskéeis inh too ea ampended over pl A low
sd sy Sing ace ah cages | plete pi Fre bre nen eating he a The
loyally. Adrld or ranger could se wid Tiere T4 SacI ConTO TATE” sounds of bublsing lui the room,
capes ie Ot ip Bea det Tes eee bey vi bane meget en
time IF these dogs howl tnd bate SQtapdiog Sern fom esate gi eof
Kees es 8) Shile Apt 8, Bonen 9, Ca
‘Gnaed Dogs ak ig peaches” QapmalesccietseDencaya/Exipd _ snaciatSa ta WEGohanhie a al
falas ups Rolege ec.s, zal peri ins Being soupy et
eChowberef Krives (EL 2) suns Openoceve Sight of aed) The ats render animal byproducts ino
LY Ne eet et hue und ener eed
Tifailenign deney of aes NOR entre cat or aici oe) attested ela a
some polished and others stained dark Development: IfKintonceds help, he treat the room as if blanketed by fog,
red. sturdy workbench holds an assort- calls for the cultists hiding in the cattle thus granting concealment to all crea
ment of bludgeoning tools such as clubs holding pens (area 9). Should Kinto hear _ tures present.
and sledgeharnmers the puard dogs barking, he hides here Stone Vat: 4 in. thick; Hardness 8; hp
and ambushes any intruders who enter, 30; Break DC 23,
The Andethoff brothers store many If Tuskealls forhelp fom area1a, into Creature: An elderly ogre named Tusk
of their prized butchering tools here. runsto his ‘works for the Sawfish Boys. He stirs the
tea ae namibceocpeeas ved sae voce. ak
Tanging fom the walls the bothers 4 Gath Holding Pens (EL 2.) has worked inthe daghterouse fos
Lee ee, Sr eees astm oe
Andethoff, the paranoid brother, con- During storms, this oom houses up to 8 Sash Boys his fii Becase of his
siders these knives part of his personal dozen head of cattle one per tal, At pres~ageshe has no place among others of his
Collection, He has spent years collecting en, the pens stand empty exept fr old kind, Despite growing infirmities, ‘Tsk
these tools ofthe trade Strwand died manure. remains strong with lan, wiry muscles
(Creature: Kinto spends most of his. Hs seragly hair has turned gray.
time heresharpeningknivesand admire Creature: Two Grar't cultists hide Tusk the Ogre: hp 20: Monster Man-
ing his reflection in the blades When among he cattle stall. They have orders uala99
hebecomes scared ornervous,hecomes to deal with any intruders and to help Tactics I'Tusk is warmed of intrude
here for solace. Ihe ses anintrader he Kinto Anderhof as necessary. ers, he hides behind one of the vats
dans his apierandatacks, Whereashis Grazut Cultist (a hp x7 se page 2a. When a character passes his position,
brothers boast bulging muscles and an de atlempts to grapple the intrude, If
overbearing presence, Kinto looks pale Jt Warshouss successful, he tries to toss the target into.
dnd sickly He ats nervous and skittish the nearest rendering vat. Any ereatre
round strangers, and trusts only his Wooden shelves line the wale and contain fling into a vat slfers 246 points of
Toten Tce gre (ataaip a vray of ial Alen jr tlw, fre dniage each sot remains fn
Candles an Sma podus, fhe wal, Clonbing marskted fom at
are aeeiiets requires aDC 15 Cinb check
Mate man ropee2 "Theslaughteshousesels meat hides
NE Medium humane and tallow to local merchants and 12Aevater
In 8; Senet te Spot fustomers from this room. A DC te The employees use this levator to hal
Langutgs Coren, Een Giant Goblin Seach uncovers thee wooden eras items between the baxcment an this
mp 9(2H0) wei tarp. The boxes contain ied fom suspended fom pulley and wich
28 DUNGEON UNEsystem with rusty chains. The design son descending fails to announce his going in the fisrnace throughout the
allows. person on either evel to raise or identity, Torkam attacks. Otherwise, he day. By evening, the fire burns down to
lower the platform, One individual may _ stands near the entrance ramp. smoldering coals.
tise or lower the platform in 3d4 rounds.
Two people maymove the platform in ada 14. Sanguinatien Recan Wb Green Stine Pits (EL 2)
rounds. Because of the condition of the § ——————___________
polleys and chains the elevator sereeches_Thesmell of blood overwhelms this chamber. Two large pits occupy the room's center.
‘out a cacophony of grinding metal and — Thestone loorshows countless fed blood- Each contains 2 disgusting macure of gan-
rusted chains each time itis used. ADC _ stains from years of slaughter. Grooves cut _grenous sludge, animal blood, and other
1 Disable Device check locks the eleva- into the floor funnel blood away to another detritus. A gelatinous layer of greenish
torinplace, room, Several sharp knives hang on 3 rack scum cats the surfce ofthe qui Ana
dong ihe cast val tow tench connects each pit toa burning
13. Shaughter Line (EL 2) —————— farmace.& charmel odor chokes the air and
——_____ Dine an animal has been stunned seas the lungs.
‘split fence forms a walkway chute for and hung, a worker bleeds it in this
cattle descending from the ramp. A series room. As the blood spills tothe floor, it Each pit contains a mixture of blood,
cof iron hooks attached to ils follows the flows into the drainage runnels. From offal, bones, and other animal waste
cling over the walkway there, it drains east into the green slime products. Each pit also holds a large
pits (area 176). After bleeding, workers quantity of green slime, The slime
As cattle descend the exterior ramp, push the exsanguinated animal into the devours the waste at an amazing rate. A
they traverse single file along this chute. AS carcass room. pit stands 10 feet deep, 10 feet wide, and
each animal enters someone tun it wth 2o feet in length. The slime mixture ills
a hammer, From there, workers hoist the 15. Caroass Rew the pit toa depth of S feet.
animal by ts hind es ftom ceing hooks. Every few days, the brothers drain
Creatures: Torkan Anderhoff A large stack of animal hides stands in the off’ some of the green slime to prevent
watches the ramp and the nearby north comer, while an even larger pile of it from overgrossing the pits. A 5-foot-
Stairease for ineuders, dnimel bone oreupes the east earter. wide slot dcp tench connects each
ee pittoa furnace Asluee gate abioned
Toman ANoERHOrE €R2 ‘The animal carases st here while Of sone plugs the hale between the
sosehsnegurz srorkers stip off the bide, alee nway trench and pt When semcone pall
CE medur hued Tht GPtevt andar bonds fa the Vuela epee thalal
I 2: Senses Listen 3, Spot s$ Joints rom berethebides goto local gue, the green aime overflow oozes
Langueges Common Tanner. while the bones head upstairs gut of thet, through the tench, and
Rete bok tovhoedT tothe tendering rata, int the farmace. The famace's ames
wp 15 (HO) destroy the slime, burning i off and
feet, ef, ils esion 1b Gleuator(EL 1) seodloghlloyingdouts of foul srooke
Seda The winch and qulley elevator con- out he chianney
Make haner (be mecaitberemeshtaihe'hatfctas Cetera Aster Kee
Smaart Secale diner Gees seat ealgulr ities,
MvOplan en aatbeass Cocthbe TvcmmaajGsinabd og” Pare! AsacbegMlip dosent
‘bllties Ser17, Dex 14, Con 16,1nt8,Wis the cult stand guard here. They attack for Torkan Anderhoff on page 20
beet anyone other than the Swish Boys, "Taetew Ar Intruders approach this
se tapfnding arn or individuals wearing the gray room, are hide in Ue stadaws nea
Fess Combat hee, MartlWeopon ells robes Ifthe eleetor pallor neath famaces Heltah ila bull
recur athemine! iron liebaccucsticglicaachss ‘tok wgetageisinasliiep®.
Sil Cin, nde imal s2Hides?, stand on the platform Ifthe plalform ‘rape Athough the slime pile were
tioere meek moneys. meosieoatiepeianthemttegsac Seed Seetk noens oxy Dat
Liens MocSeegets manos ues tind futaiedadthierocih, — -coprsint 3 desiy Mili to alee
feast arm ‘aman Zombies (2 hp 16; Monser ling ato them. Anyone who fl into
atcamepleueraniaggeiiad Mail a8, a greta slime pi fer 16 points of
pepeteametraie iy Constitution damage per round unt
Development iTorkan hears ome- Ta Refuse Furnace they leave the pitand serape or burn of
cone descend the nearby staircase, he ‘The Sawfish Boys use this furnace tothe slime. Climbing out of one of the
takes up a position around the corer incinerate anything they want burned _ pits unassisted requires a DC 20 Climb
and prepares for an ambush. Ifthe per- immediately. They keep a steady fire check. See page 76 of the DuxcroxES
‘Masten's Guide for details regarding
green slime,
Development: If Vander Andesho!T
accompanies the party here, he attacks
when Parne does.
18 Kitchen
‘The room contains filthy kitchen cookware,
dirty plats, and piles of unwashed utensils.
Sacks of flour and two fll kegs of ale stand
inthe room's east corner.
‘The brothers and their employees
prepare and eat meals here
14 Hock Hereer
The room resembles a meat locker,
although without the hanging sides of
beef. Dozens of wicked metal hooks
dangle from the ceiling. Seveal of these
hooks bear dried blaodstain.
Attimes, Csimson kept his atest victim,
Ihanging in this room until the Sawfish
Boys properly disposed of the corpse.
Had he wanted to hide the evidence of
his crime, he could have dumped the
body into one of the slime pits. Instead,
‘he wanted the bodies discovered, to fux-
ther spread terror through Saltmarsh,
2t Trephy Room CEL 2)
‘The room isashrine dedicated to suering.
‘Adozen or more sets of tattered and bloody
clothes sit in neat piles on a wooden shelf.
‘A haunting display of amateur charcoal
sketches, each depicting a diferent murder
vietim, decorates the was.
The room features 19 charcoal
sketches, each depicting a different vic
tim of Crimson's rampage. Some, but not
all, of these victims lived in Saltmarsh,
‘The Sawfish Boys kept this room as a
shrine dedicated to Crimson’s terrible
crimes, Vander prides himself on his
skill in drawing these portraits,
21 Cherpbef Gray’ EL. 4)
Dozens of candles provide dim ilumina-
tion inthis room, A makeshif wooden altar,
adorned with skulls and red candles, stands
‘on a das inthe rooms south corner. A sym
bol ofa sixfingered ebon hand emblazons
the front of the altar.
ADC 20 Knowledge (religion) check
identifies the altar symbol as that of
the demon lord Grar't. The cult has
prepared the room
CGrimson's return, Assuming they suc-
cessfully stole Crimson's body, the
shroudvrapped corpse lies onthe floor
before the altar.
Creatures: Eldara Lilybrook conducts
ceremonies in Gravst's honor here
\When the charactersenter she attacks ta
defend the chapel and Crimson's body.
Eldara Lilybrook: hp 39, ee page 2
‘Taeties: Depending on how much
warning Eldara had before the ehar-
acters arrive, she takes the time fo
prepare, She uses her wand of summon
monster Ito summon Small fiendish
monstrous spider allies. in addition,
she quatfs her potion of mage armor and
reads the scroll of fale lf In batle,
she focuses her attacks against enemy
clerics and paladins frst. If desper-
ate, she tosses undead from her robe of
bones at her foes
‘Treasure: Several personal effects
decorate the altar top. Many of these
items belonged to Crimson’s past vie
tims, while others represent donations
by cult members and the Sawfish Boys.
‘The valuable items incudea masterwork
ddagger, a silver necklace (50 gp)2 pieces
of jade (100 gp apiece) a gold bracelet
(65 gp) a pearl pendant (200 gp), and 16
sticks of incense (io gp apiece.
The cursed gem that transformed
Malric the watchman into Crimson the
mass murder also rests on this altar.
‘This magnificent specimen resembles
4 thumbnail-sized maby and radiates
powerful evil aura, The precise pow-
‘ers and risks associated with the gem
have been left intentionally vague, so
a8 to allow you to incorporate it into
your campaign, but at the very least, a
rnonevil possessor should make a DC.15
Will save each day or suffer adg points
of Wisdom damage.
Development:The status ofthis room
depends on events during theadventure’s
anticipation of
first half Ifthe PCs retrieved Crimson's
body, the characters find Eldara here,
bbut without Crimson’s corpse. Her goal
then becomes to kill the characters for
their interference,
22. Holding Coll
‘Manacled to the wall in the corner is @
cringing young man. He wears the tat-
tered remnants of clothing, and hie arms
show dozens of nicks, cuts, and bruises as
he closes his eyes and weeps in terror.
‘The door to this room is locked and
requires a key (each of the Sawfish Boys
carries one, as does Eldara) or a DC 15
(Open Lock check to open. The same key
unlocks the manacles
The young man, Klori (NG male
human expert a), cowers in the cor-
ner. Once he realizes rescue is at hand,
he calms down and tells the party his
name, He recently joined the local car-
penter's guild. Several days ago, a pair
of town watchmen (Torkan and Parne
in disguise) kidnapped him at ajob site
‘He woke in this room and suffered sev-
eral days of abuse and taunts. He has
been promised a slow, agonizing death
asa sacifice on Graz'2t's altar. Klori has
never heard of Graz'zt, but the name ter-
rifies him nonetheless
Manacles: Hardness 10: hp 10; Break
C26; Open Lock DCs
Wall Chains: Hardness 10; hp 5; Break
C26,
Development: Should the charac-
ters rescue Klor, the Carpenter's Guild
rewards the party with soo gp. If the
characters provide information regard-
ing Klori’s whereabouts, the guild
rewards them with ico gp.
23. Crimsoris Lair
A deep, numbing chill permeates this
chamber. The room contains a crude bunk,
a simple table, anda pair of chairs
While he lived, Crimson slept here
Whereas the Sawfish Boys took grim
pleasure in collecting grisly trophies
from Crimson's victims, the killer flt
few such compulsions. If anythingPe FONERAL PROCESSION!
his room appears too sterile to hav
Conchuding ths Adusriters
Crimson’s body before he rises as a
Saltmarsh from
In a public cer-
mohrg, they 5:
renewed murde:
mony, the characters are hailed as
local heroes and receive the thanks of
the lord mayor, the town council, and
the church of Pelor. In addition, each
haracter receives 300 gp and a potion
of cure moderate wounds as tokens of
the town's appreciation. If the char-
cters interacted well with the tow
folk, they receive numerous job offers
from impressed citizens. In addition,
Saltmarsh might appoint the charac-
‘own watchmen with
ers as hon!
mited authority
survived the adventure, Eldara
plots revenge against the med-
dventurers, The cult waits for the
proper time to strike back, taking great
care to plan the party's downf
Ea
Pare Tay ve
rmokrg,a ereature far beyond the party's
ability to Aight. Crimson resumes his JAC coe MER a
murderous rampage with savage lust. | tte nee
ee ae et
mr
Faith in and respect for the local gov
ears
ernment and the church of Pelor wane
per eee em)
Cone teee tae ghvodene ron
The new "god of luck,’ Jod sbedladole
shippers at an
inks deeper into the
influence and w
ing pace. The to
shadows as more and more townsfolk
Pore ner
eee eee
unwittingly descend into evil
The Grazzt cult, emboldene
success, plots ai
including the murde
clerics and
derer through the power o
eee eee
ea average
foran ae
tious age
ceveral Pelorian JM
Peer ea tn
stealing the he
he accursed
eee
ral alimarsh advunture Ui: "The Sinise See!
(of Salimars,” He fils prilged 10 add co he Ae aaa aa
Pee ets
dept cult
me Pit room, Give the PCs only
eet sent
hours) to destroy Crimson's co
2 mohrg,“You cai judge a civilization py the behavior of its prisoners.”
guild. In order to save him, the PCs must
enter Blackmas
flowy pris-
man who can
jonmaster of the
for fone PCs of th level, set in a peniten
tiary mining comples, I's easly adaptable
to any campaign setting, This adventure
denies PCs the use oftheir trusted weap-
ons and gear by forcing them into inca
ceration in order to complete a mission
Of grave importance, Monks, spelleast-
10 can Eschew Materials and dont
ellbooks, and resourcefil
of any elass are especially use-
this adventure
Adventure Background
According to legend, the Covenant of the
Knife was founded by three thieving back
alley killers of extraordinary skill that
-Tolstoy
‘met one night in a dry riverbed outside
of the town of Dramis, Decades ater, the
Covenant has blossomed into a powerful
criminal organization that masterminds
the activities of theives guilds throughout
and bandit gangs
ric influence are
the land, Most 8
under the Covenant
uunaviare of who they really serve. The
Knife manipulates the politics of towns,
and assassination are the Covenant's
‘weapons. Over the past thirty years, theeENela eco
organization became one of the most
deadly forces in the land—and yet few
even realize it exists. A shadow within a
shadow, the Covenant is a myth to some,
a rumor to others, buta deadly reality to
any who uncover its secrets.
To date, none have succeeded in
‘exposing the dreaded Shadowmaster of
‘the organization, Time and time again,
the suspected head of the Covenant has
been slain, but like a hydra, a new head
springs up in an instant whenever one
is cut off, and the Coyenant continues to
grow in power,
"The Shadowmaster hides himself where
‘no lawbringers think to look—exaclly
where they seek to place him. The real
power behind the Knife is locked tightly
away inside the bleak penitentiary mine of
Blackmaw. Named for the cavernous mine
shafts that claim the lives of dozens of
inmates each year Blackmaw is guarded by
anorder of monks called the Sentinels The
Shadowmaster and his trusted associates
dhave the real run of the prison, using it
a a secret headquarters ftom which they
‘mastermind their treacherous plots and
rule criminal empite.
‘The current Shadowmaster of the
Covenant, Jarrett “Old Man” Muros,
hhandles business on the outside through
his younger brother Tamm. On Jarrtt's
orders, Tumm recently approached a
successfil merchant and tailor named
Gregor Mandesholm. Mandezholm Textiles
is fast becoming one ofthe largest clothing
suppliers inthe region, and the Covenant
wants to use the business as front for a
smuggling operation concealing small it
valuable (and highly illegal) contraband in
‘hidden pockets sewn into clothing.
Gregor Manderholm proved too
scrupulous to agree to their proposal,
and the Covenant explored their standard
methods of persuasion to weaken the
fold merchant's resolve. After sabotage
fled to convince the man to enter into
their agreement, the Covenant pursued
more drastic measures, Last month they
famed Mandetholmis eldest son,adecent,
‘upstanding young man, for the murder of
‘arival in his courtship of a young maiden
in Dramis, ‘The Covenant ensured that
‘Manderholmis son, Karl, received a less-
than-fir tral by strong-arming local
magistrates and conjuring up “witnesses”
to the crime.'The youth was sentenced to
life incarceration inside Blackrmaw,
Adventure Syaopsis
‘The PCs arrive in Dramis and seek out
(Gregor Manderholm.The party shows upat
his offices where Gregor, affaid forhis son's
life, offers to pay the PCs handsomely if
they wil infiltrate Bladkmaw as prisoners to.
protect Karl and deal with the Covenant,
‘After becoming incarcerated in
Blackmaw, the PCs face a den of villainous
scum, corrupt guards, and the elusive
Shadowmaster of the Covenant. In orderto
‘protect Kar the PCs must fil assassination.
attempts on the young man's life.
‘Too make matters worse, the former
warden of Blackmaw, a powerfil monk
named Vaden Kiang (now a crazed
lycanthrope and an inmate himself) is
planning his escape, Vaden has enlisted the
aid of the prison’s single most dangerous
charge, a blackguard in the service of
‘Erythnul named Sedakas Crane, to arrange
abreakout.
‘The PCs must protect Karl while
attempting to ascertain the mysterious
identity of the Shadowmaster of the
Covenant. Finally, they must survive the
bedlam ofa prison break and prevent the
release of some of the most dangerous
villains in the land,
Adventure Hooks,
Any of the hooks listed below may be
used to involve the PCs im the plot of
*Chains of blackmaw:”
+The PCs are hired by = lawful
onpanitationtoseckont nd eliminate
the insidious Corenant of the Knife.
‘The organization received a secret
missive from Gregor Mandetholm
concerning his recent troubles
and his suspicions concerning the
Shadowmaster's concealment inside
Blackman
+ Affiend ar relative fone ofthe party
‘members (ora PC)has been framed for
2 terrible crime by the Covenant and
the PCs are trying to clear his name
In their investigation they learn that
GGregor's son shares similar tend
head toDramis topooltheirresoures
withthe merchant,
+ The PCs haveattracted the Covenant’s
attention by interfering with their
business interests on one of their last
adventures. Now the party is hunted by
assassins and other agents of the Knife
In order to put a stop to the attacks,
the PCs have only one choice: take
the fight to the Corenant. The partys
investigations yield info on Gregor's
tuoubles and they come to Dramis to
learn what the merchant knows about
the Covenant.
Chapter Qae:
Guilty Until Proven lanocent
"The PCS adventure begins in Dramis, a
small mining town in an arid climate set
among sloping hills that hide valuable
iron ore. Dramis has grown in recent
years froma humble mining community
to a bustling township filled with
commercial opportunities and its fair
share of dangerous rogues (most of which
answer to Tamm Muros nd the Covenant
of the Knife). Whatever adventure
hooks brought the party her, they find
themselves seeking oul Manderholm’s
‘ewtles and the merchant Gregor.
amis (small town}: Conventional;
[AL LE;2,000 gp limit; Assets (2,000 gpl;
Population 1,872; Isolated (human 90%,
wares 6%, gnomes 2% other 2%)
Authority Figures: Magistrate Lucius
DeVries, LE male human aristocrat 6)
rogue 4
Importnt Characters: Tamm Muros,
NE male human rogue & (Head of
the Local Business Council, Gregor
Manderholm, LG male human expert
6 (aspiing textiles merchant).
Notes: Arcane magic i frowned upon
inside the town walls, and any obvious
spelleasters receive mistrust glances
by the folk they pass on the street
In addition, some shops and inns
ray refuse to offer their services to
conspicuous wizards and sorcerers.
Located in Dramiss Silver District, Mander-
hols Tete sa large two-story building,
fon the westside ofa cobblestone road. The
‘exterior is freshly painted a bold red hue,
with bright white lettering spelling "Man-derholm Textiles.” A wooden sign marked
“closed” hangs from the large oaken dou-
ble doors leading nto the building.
As the party approaches the building,
they pick up the smell of dye and the
various alchemical agents used in treating
cloth. By this point, Gregor is willing to
try just about anything to free his son,
‘The Covenant has been harassing him
non-stop ever since the arrest three days
ago,and gave him several ugly bruises the
night before. Manderholm is happy to
relate his sad tale to the PCs, beseeching
them to aid his son before the Covenant
eliminates him. He tells the PCs about
the Covenant’s plan to use his business
as a smuggling front, the faming and
imprisonment of his son Kael, and the
presence of numerous high ranking
Covenant members inside Blackmaw.
‘He swears that no matter what they do to
hhim or his family, he will never consent
to:working for such evil men.
Once Gregor reveals his situation to the
PCsheoffersa reward of 1,000 gp, nearly
all the profits his garment business has
sade over the past ten yeats, if the PCS
can prevent Karls death, The merchant
js a canny barguiner and will agree to pay
‘them 1500 gp only ifthe PCs succeed in
a DC 25 Diplomacy check and eliminate
the Covenant of the Knife once and for
all. If the PCs agree to take the job, they
rust get themselves incarcerated inside
Blackmaw in order to carry out their
mission, Gregor tells them that they
‘must either help Karl escape from the
prison or expose the thugs behind the
Covenant of the Knife, oblaining proof
that they were responsible for Karl's
unjust imprisonment.
This presents the opportunity for an
entertaining side trek. F'the PCs have a
bone to pick with an untouchable enemy
‘who has the law on their side, this is the
perfect chance for a litle payback. The
PCs may decide to play Robin Hood and
commit a series of robberies of wealthy
nobles, clergy, or the like and then
redistribute their il-begotten treasure
(or hide it away for when their term at
Blackmawisup} Let the PCs'imaginations
‘un wild with just how they would like to
cend up on the wrong side ofthe law.
Ifyou wish to advance the adventure as
expeditiously a possible, Gregor offers
to tll he local constabulary that the PCS
‘were behind the recent ransacking of his
textiles ill Thisffense x enough to carn
the partya yeaclong stint in the Mave
‘Afler being sentenced, all of the PCS!
‘obvious weapons, gear, and armor are
taken ffom them (Gregor offers to keep
them safe during the PCs’ stay in the
prison}- Sneaking tems int the Maw is
‘no mean feats eac criminals subjected
toa thorough search before being picked
upin Dramisand transported tothe Maw
by Sentinel guards in caged wagons.
People of Blackmaw
‘The Maw is home to 8 inmates,
counting among is population some
of the vilest souls not yet confined
in Hell, Here i a description of the
prisoners, guards, and organizations
{that the PCs will have to deal with inside
Blackmaw prison
The Sentinels
Founded fly years ago, the Sentinels
began as an order of monks devoted to
the apprehension and rehabilitation of
criminal offenders. Twenty years after the
‘order was created, the Blackmae prison
mine was constructed with tax monies
from the Dramis region and the order
was invled by the authorities to take up
permanent residence in the Maw as war-
dens ofthe inmates held there.
‘The monks reside in spartan quarters
little better than those of the inmates,and
cat in the same mess hall as the crimi
nals they guard. The Sentinels see it as
their calling to rehabilitate the dangerous
offenders sent to the Maw with hard work
and enforced periods of meditation and
contemplation. Their efforts are occa-
sionally successful and several members
of the Sentinels are neformed convicts,
Until three months ago the order's
albbot was a disciplined fighting monk:
named Vaden Kiang. Vaden as one of
‘the founding members when the order
was established over thitty- years ago,
and is personally responsible for the
rehabilitation of dozens of convicts
‘Three months ago a new arrival to the
Maw, a human convicted of slaying
an entize family in a remote mining
community, proved particularly unruly
‘On the night of the full moon the
convict transformed into a wereboar
and wreaked havoe on the population.
Vaden slew the Iycanthtope, but not
before receiving several wounds.
‘A month later, when the fall moon
rose, Vaden Kiang flew into a bestial
rage and transformed, It took the entire
garrison of Sentinels and the efforts of
Kiang’s senior student, Rao Chang, to
subdue the abbot. Vaden has since been
placed in solitary confinement on level
three of the prison
Rao Chang is acting abbot until the
‘order is able to cure Vaden of his curse.
‘Chang is a handy half-ore, whose pan-
ther-like movements and lithe frame
indicate he is a force to be reckoned
with. His dark, piercing eyes scrutinize
anyone he speaks tos ifsearching their
soul for misdeeds or malicious inten-
tions. Rao was forced into the role of
abbot by circumstance, and though he
‘exudes 2 veneer of cool confidence he
is wholly unsure of himself, On edge
since Vaden'’s hideous transformation,
Rio tends to err on the side of severity
in dealing with any new problems that
ariseand trusts too much in his lieuten-
ant, Duncan DeVries
At present, Rao Chang has 20 Senti=
nels under his command.
Ro CHANG R10
Male hal-ore monk 10
LN Medium humanoid
Init +; Senses darivision 60 fe; Listen +1
Spot +13,
Languages Common, Ore
E21, touch 18,
hp 79(10 HD)
Fort +11, Ref «9, Will 20 (+12.
‘enchantment improved evasion
Spd co.
Melee unarmed strike #14/+16/+9 (26646)
Ranged shuriken +9/+9/+4 (14264)
Base atk +7; Grp +11
‘Mk Options furry of blows, ki strike (awful
and magi) Stunaing Fist 10/éay (DC 18)
‘Special Atk wholeness of body 20/day
‘Bllties Sir18, Dex14, Con 15, Int 10, Wis
16,Cha i
‘SQ purty of body, slow fall 0-8.Feats DeflectArous, Great Fortitude,
Improved Initiative, Improved Tip, ower
‘Attack, Stunning Fst, Weapon Focus
(unarmed strike)
LPR Series eyesore 2,
SM
Jump #10, Knowledge (religion) +2, Listen
+13, Pofesion (warden) +5, Sense Motive
+5, Spot +13, Tumble +8
Possessions bracers of armor +3, amulet of
mighty fsts-2, monk’ bet, simple ced
robes and black ssh, sandal,
Senrinecs (20) crs
‘Male and female human monk §
LN Medium hurancid
Init +2; Senses Listen 49, Spot +9
Languages Common
RE 16, touch 16, fat
bhp 26(5 HD)
Fort +, Ref +6 Will 67 (49 vs. enchantment
Spd 40‘
unarmed strike +5 (Ad841) oF
unarmed strike s4/+4 (2d)
Ranged shuren +5 (14241)
Base Atk +3: Grp +4
‘Ak Options fury of blows ki strike (magic,
‘Stunning Fist 5/day (OC 15)
‘Combat Gear potion of tarickia,pation of
cure maderote wounds
Bilis Si 12, Dex 8, Con 1
16,Cha 10
'SQ purly of body, sow il 20.8,
Feats Combat Refleses, Dodge, Stunning
Fist, Weapon Finesse, Wespon Focus
(Unaemed)
‘Skills Balance 49, Climb +4 Eseape Artist #8,
“Jump +6, Koowiedge (religion) 4, Listen
+3, Sense Motive 47, Spot +9, Tumble +7
Possessions combat gear, 10 shuren,
simple red robes and back sash sandals:
The Crooked Sentinel
Duncan DeVries became an inmate of
Blackmaw three years ago after he was
convicted of assaulting a wealthy young
couple in Dramis. Duncan's father is a
powerful magistrate in tovn (the same
‘magistrate responsible for Kacl'ssentence)
and he pulled strings to ensure his son
‘wouldbeclevatedfrominmatetoamember
of the Order of Sentinels as quickly as
possible. Duncan has grown to enjoy his
powerover he otherinmates cultivating a
‘profitable relationship with the Covenant
foie 14 Dodge
into, Wie
Eee
of the Knife. DeVries accepts bribes
regularly and ignores Covenant activity.
Since Vaden's imprisonment, Duncan has
enjoyed unprecedented freedom in his
ristzeatment of the inmates and shady
dealings with the Covenant.
‘An tgly man with a crooked nose and
low sloping brow, Duncan hurnbers more
than walks and is quick to strike any
‘inmate that gets in his way. He wears his
spiked chain across his chest to intimi-
date any conviets who get ideas about
climinating this detestable sentinel.
Duncan DeVaies crs
‘Male human fighter 8
LN Medium humanoid
Init +2; Senses Listen 40, Spot 40
Langs
C15, touch
hp 79 (10 H)
Fort +7, Ref
Spd 308.
Melee +2 shocking spled chan 913/+8
(24447 plus 1d6 electricity)
Base Ak +8: Grp +10
‘Mk Options Combat Expertise, Spring
‘Attack, Whirlwind Atack
{Combat Gear pation of bars, patin haste
Abilities Str 25, Dex 14, Con 12, int 15, Wis
10,cha 4
Feats Combat Expertise, Combat Refloes,
Dodge, Exotic Weapon Proficiency spied
hain) Mablity Spring tack Weapon
Focus (spiked chan, Weapon Specialization
(spiked chin), Whirind tack
‘Skills Blut +8, Climb #13, Insimnidate +15,
Jump 422
Possessions +2 shocking spiked chain, 3 ring
of proteton rng of mproued jump, simple
black robes and red sath, lather boots
‘The Shadowmaster
Jarrett “Old Man Marosis the true power
behind the Covenant of the Knife. The
only surviving founder of the Covenant,
he killed off the other two rogues who
Iaelped him create the guild. As far asthe
‘world at large is concerned, Jarrett died in
anatlackbyagents ofa rival guild ive years
age. In order tohide fom further tempts
om his life Jarrett disguised himself as an
elderly carpenter named Cortin Treadwell
‘As Corrin,he killed a wealthy man in Drs-
ris and allowed himself to be captured
= Common a
at-fcied 13; Dodge Mobily
Ws
and sentenced to life imprisonment in
Blackmaw. From the safety of the Mar,
he has pulled the strings of his operatives
in the Covenant for five years, slaying his
enemies and confounding the authorities
‘The only current member ofthe Covenant
‘who knows Jarrett Muroslivesis Midnight,
his decoy Shadowmaster,
Muros plays the part of an elderly
infirm carpenter well. Nearing his sixtieth
winter, Jarett has cultivated a hunched
posture and a limp. He wears simple
leather breeches and a ratty torn up
tunic about his twisted frame. His keen
eyes seem weak and blurry. and he often
pretends not to notice sounds that his
heating picks up. His fagade of weakness
and age is difficult to see through and
any character who suspects he is more
than an aged carpenter must makea Spot
check opposed by Jaret’ Disguise check,
to confirm their suspicions by noticing
slight details in Gorrin’s movements that
Detray his deadly skills
JnswerT"OLo MAN” Muros CRIB
‘Male human rogue Llassasein 3
INE Medium humanoid
Init 6; Senses Listen +26, Spot +11
Languages Common, Owarven, Elven,
Giant, Or
E25, touch 18, av Tooted 15s improved
uncanny dodge
p61 (13 HO)
Fort +5 (+65 poison, Ref +14, Will +9;
Spas
Melee assossins dogger +15f+10(ldév2/19-20)
Ranged mk dagger +14/49 (1419-20)
Base Ak +3; Grp 49
‘tk Options Combat Experts, Improved
Fein, Quick Oraw, death attack (DC 19),
sneak attack +746
Combat Gear dark reaver powder (DC 18),
deathblade (OC 20)(2), pation of isl
Assassin Spells Knows (Ci 3)
ind (y)—iwistiity, undetectable alignment
2st (]day)—feather al, ghost sound (OC
36} tue strike
ilies Str 10, 0x18, Con 17, nt 20, Wis
16,Cha 18
'8Q skill mastery, trapfinding rap sense +3
Feats Combat Experie, Improved Fein,
Improved Initiative, ron Wil, Quick Draw,
Weapon Finesse‘Skills Balance +15, Bluff +20, Climb +9%, ‘The Decoy
Diplomacy +14, Disable Device -14*, ‘Members of the Covenant of the Knife
Disguise +22", Escape Artist -20%,Gather believe the Shadowmaster to be araven-
Information +19, Hide +2¢*,Jump +12, aired beauty known as Midnight. An
LUsten +16, ove Sientiy+14*,Open orphan, Midnight was taken off the
Leck +21+, Profession (carpenter) +7, streets by Jarrett Muros, who saw her
Search +11, Sense Motive +13, eight of potential even at the age of six. He
Hand +164, Spot +1, Tumble +36 trained her in theats of thefl, deception,
“skllsto which Jarrerhas appli his skill murder, and survival. Jarrett is the only
mastery special quality family Midnight has ever known and
Possessions -2 greater shadow studded she is more devoted to her adopted
leather armor, assassin’ dagger, rng of ‘Gather than most children are to their
protection +4, 6 masterwork daggers, true parents, When Midnight reached
masterwork thieves tools, leather maturity Jarrett arranged for her to
breeches, tunie study the art of the knife with dozens
of the best teachers and back-alley
lknife fighters the morld over. Midnight
proved an apt pupil and grew
lethal killer,
She returned to Dramis a few weeks
after Jarret’s “death” to assume control
of the Covenant, and was contacted
in seeret by her adopted father. Since
then she has ruled the Covenant as
his agent
Midnight is beautifal woman who
inspires lust and fear among her
followers in the Covenant. She has jet
black eyes to match her hair, a shapely
figure that swaysalluringly as she moves,
anda wicked halfsmile she reserves for
‘those about to meet their death on her
blade. Although she normally keeps
hher weapon concealed, she has
been known to wear it openly
at times to flaunt her power in
the prison.
Jarrett Muros
Montour cr
Female human rogue 4/
fighter invisible blade S
Complete Werior #4
INE Medium humanoid
Init +5; Senses Listen +8, Spot #13,
Languages Common, Dwarven, Elven, O%
'AC19, touch 13, fat fosted 10; uncanny dodge
bhp 58(12 HO)
Fort 5, Ref 214, Wil af; evasion
yk <7 ae
‘Melee +2 shocking ful s19/+16 (Id4eaj15—
20 plus 1d electricity)
Base Atk +11; Grp +13
‘Ak Options Combat Expertise, Quick
Draws, dogger sneak stack 446, eine
mastery, uncanny fint
Rites
12,Cha 16
SQ trapfnding, trap sense +1, unfettered
‘defense
Feats Combat Expertise, Far Shot, Improved
‘ft (ula Point Blank Shot, Quick Draw,
‘Weapon Frese Weapon Focus (tuk)
Skills Balance +14, Blu +15, Climb +14,
Craft (metalworking) +19, Escape Artist
4117, Hide 413, intimidate #13, ump
+414 Listen +8, Move Silently #16, Sense
Motive +13, Spot +13, Tumble 119,
Possessions +2 shocking hl, masterwork
ule leather boots, prison tonic leggings
leeding Wound (&) Sacrificing 1a6
worth of sneak attack damage on 2
successful sneak attack allows Midnight
to.give her opponent a bleeding wound,
causing him to take 1 point of damage
per round, Multiple wounds result in
‘cumulative blood loss. The bleeding may
be stopped by a DC 15 Heal check or
the application of any cure spel or other
healing spel. Crestores immu
sneak attack damage ate immune to this
1, Dex 20, Con 1, Int, Wis
Dagger Sneak Attack (Ex) This damage
‘only applies to sneak atacks made with
a dagger, unch dagger, or kuksi, and
stacks with normal sneak attack damage.
Feint Mastery (Ex) Midnight may tke 10 on
all Bluff checks made to fet in combat
Uncanny Feint (Ex) Midnight may feint in
combat 2 fee action, but only when
attacking with a dagger, punch dagger,
or uke,
Unfettered Defense (Ex) Midnight receives
1 point of her Intligence bonus toward
hher AC per Invisible Blade level as long
a5 she is weating no armar and is armed
with a dagger, punch dagger, or kuki if
she's denied her Dexterity bonus to AC,
she loses this bonus as well.
‘The Little Giant
Golos Granitebourne committed
horrible offenses against the elders of
his clan and was cast out by his stone
siantkin. Since then he has perpetrated
horrific crimes against humans and
dwarves in the Dramis region. The first
fesv deaths Golos caused were accidental,
ashe di not understand his strength's
effect on humanoids, The scores of
deaths that followed were completely
06 BUNGEON
33+ -4 a
Tila er
intentional, as Golos grew to revel in
hhis physical superiority. After a failed
raid on Dramis, the stone giant was
captured alive. A powerful wizard who
‘was passing through the region cursed
the giant to be reduced to the size of
those he tormented as pera permanent
reduce person effect (CL. 12th). Though
he stands only 2 smidge over six feet,
his massive grey-skinned frame is still
prodigiously strong.
Aller being confined to Blackmaw,
Granitbourne became the muscle of the
CCovenantand has served Midnight well.
No other inmate in Blackmaw can hope
to mateh the giant’s physical might,and
all fear his wrath,
Gotos Graniresounne cen
Male stone giant fighter 3
INE Medium giant
Init +7; Senses Listen +0, Spot 40
Languages Common, Giant
1AC25, touch 13, fat footed 2
bhp 168 (17 HO)
Fort +17, Ref +10, wll +8
Spa 10F,
Melee! sary +18 (143413)
Ranged rock +16 (1d10+8)
Base Atk +13; Grp +21
‘Atk Options Combat Reflexes, Improved
Bull Rush, Power Atack, Precise Shot
“includes adjustments for S-point Power
Attack
Biles Si 26,Dex16,Con 20, Int 10, Wis
12, cha 10
Feats Combat Reflexes, Improved Bull
Rush, Improved Initiative Iron Wil
Lightning Refletes, Point Blank Shot,
Power Attack, Precise Shot, Weapon
Focus (stam)
‘Skills Climb +17, Hide 420 (428 i rocky
terrain) Jump 412, Listen +8, Spot «7
Possessions leather breeches
‘The Werepoar Warden
Vaden Kiang was apprenticed to the
Sentinels in infancy. His ved in
‘utter poverty and was already burdened
with eight children when Vaden was
bom, so his parents lft him at the gates
‘ofa Sentinel monastery, He grew info an
enlightened seniordisciple ofthe Sentinels
and took up the mantle of warden and
abbot of Blackmaw ten years ago.
Nice
After his run-in with a wereboar
criminal a few months ago, the former
abbotnow finds himselfan inmate of his
‘own prison. He has spent two months
in solitary confinement in the bowels
of the Mave since his first full-moon
transformation. His mind and spirit
have been afflicted with the lyeanthropic
ccurse and plunged into inner turmeil,
and he alternates between hours of
meditation and pacing his steel cell
like a caged animal, Every shred of his
essence is benton two thoughts freedom
and vengeance.
Vaoen Kians caus
Male wereboar human monk 11
‘Monster Mane! 170
'N Medium humanoid (naman, shapechanger)
Init #7; Senses owlight vison, seen; Listen
416, Spot +16
Languages Common
‘AC 22, touch 20, at foted 19; Dodge
bhp 54 (14 HO)
Immune poison
Fort +11, Ref +13, Wil 215 (617 vs
enchantment improved evasion
Spd
‘Melee unarmed strike +12/+12/12/47
(ai0s2)
‘Base Atk +10; Grp +12
‘Atk Options improved Tip, Stunning Fist
11jday (OC 20) Snatch Arrows, fury of
blows, ki strike (awl and magic)
Special Atks wholeness of body 22/day
‘Abilities Str 14, Dex 16, Con 13, nt 10, Wis
20, Cha 10
‘SQalternate form, puity of body, slow fall
son,
Feats Agile, Aleriness, Defect Arrows,
Dade, Improved Initiative, Improved
Tip, ron Will Sil Focus (Escape Artis),
Snatch Arcos Stunning Fist
‘Skil Balance +12, Climb «6, Control Shape
49, Escape Atist 322 Jump +2, Listen
+16, Profession (warden) +15, Sense
Motive +14, Spot +16, Tumble +9
Possessions tattered red robes and black
sash, sandals, masterwork manacles
‘Akernate Form (Su) Vader’ tatstics in
hybrid form ate the same as above exept
235 follows:
AC 28, touch 25, flat-footed 20
hp 36 (04 HO) DR sliver
For ng
Melee unarmed strike 44/349
(adios) and
ore 49 (0682)
Abilities St 38, Con 9
Skills Clienb 48, Jump +6
Alternate Form (Su) in animal frm, Vade
has the same satistis a8 when he isin
hybeid form, except that he also gains the
boat's ferocity special attack
‘The Clandestine Cleri¢
‘Talom Urgos has long been a devoted
follower of Erythnul, reveling in
slaughter and paying homage to his
deity with the blood of his enemies. Aer
‘years of proving his faith, he has finally
been given a task worthy of his talents
Ina vision from his dark god, he learned
that he would fiee one of Erythnul’s
favored servants to once again bathe the
land in blood and fire, Sedakas Crane,
Dblackguard of the slaughter god, has
Jong been imprisoned in the Maw, and
‘Talorn plans to unleash this madman on
the worl.
In order to free Crane, Talom allowed
himself to be imprisoned in the Mav
‘The half-ore arrived in Dramis three
weeks ago in the guise of a traveling
mercenary. He slew a helpless man in
a tavern in Dramis in plain view of the
patrons and felled several constables
‘when they came to collect him. In this
Eaattle, he made no use whatsoever of
his divine abilities, giving no hint that
he is anything more than a warrior,
‘After being sentenced to thirty years,
hhe was placed in the general population
instead ofin solitary confinement (where
inmates with potent magical powers are
held). Talorn now plans a prison break
in order to fice Sedakas Crane and win
areater fivor with Enythnl
avons Uscos cru
Male hare cere 11 (Enh)
CE Medium humanoid
Init +0; Senses darkision 60 Listen +
hp 64 (11 HD)
Fort +8, Ref s3,Will=11
‘Spd 30%.
Melee ook morningstar=13/+8 (Id8+3)ve
itesmare =aCHAINS OF BLACKMAW
Base Ak +8; Grp +11
‘Atk Options Improved Grapple, Improved
Unarmed Strike, Power Attack
Special Atks rebuke undead 3/day(42,
246411)
Clerc Spels Prepared (CL 11 [CL 12 for chaos
spell] #11 mele touch, 48 ranged tue)
‘6th—harm (OC 20), mislead (OC 20)
sth—break enchantment, displ aw? (OC
29) righteous might
4th—air wa, chaos hammer? (OC 38),
“ieedor of movement poiton(DC 38),
senting
srd-—cure serous wounds, dispel meal
‘magic circle against ow, meld into stone,
protection fom eneray, remove care
and-—bear’ endurance, cure moderate
wounds, darkness, invisibly, shatter,
silence (OC 36)
2st—