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UAC SVU) ~ OTTEETTS TF ca ie iV ica WS PATH DISCOVER LIFE ON THE INSIDE Ape eee etter aut ete ted aT A reread re Lat punSseEon Paton rerio Chama ones pee aid ewer en 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 characters ON 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 7 ee 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 have Tell 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 2006 ee : ‘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 19 i 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 Ey ERAL 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 chee into 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 process SOME 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 UNE system 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 Duxcrox ES ‘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 anything Pe 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, the eENela 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 =a CHAINS 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—