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How The Might Are Fallen

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100% found this document useful (4 votes)
2K views66 pages

How The Might Are Fallen

Uploaded by

MpSousa Sousa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • The Time Has Come
  • The Grand Welcome
  • Trek Through the Eastern Forest
  • The Summons
  • A Thousand Fists Knocking
  • The Lichlord's Castle
  • Spells & Magic
  • Rumors & Hooks

How the Mighty are Fallen

by slade

Author: slade
Editor: Jim Butler
Project Coordinator: Thomas M. Reid
Concept: Mark Anthony, Jim Butler, Julia Martin, Steven Schend, and Jim Ward
Cover Illustrator: Nick Jainschigg
Interior Illustrator: Ned Dameron
Graphic Designer: Dee Barnett
Art Coordinator: Bob Galica
Typesetting: Tracey L. Isler
Prepress Coordinator: Dave Conant
Playtesters: Deneen Olsen (DM); John Creech, Robby Duncan, Eran Edwards, Rich Jenkins, Dave Kelsay,
Leonard McGillis, Jeff Pashke, Marty Ruger, Ethan Schazenbach, and Victor Semlek

TSR, Inc. TSR Ltd.


201 Sheridan Springs Rd 120 Church End
Lake Geneva, Cherry Hinton
WI 53147 Cambridge, CB1 3LB
U. S. A. United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, FORGOTTEN REALMS, SPELLJAMMER, and the TSR logo are registered trade-
marks owned by TSR, Inc. ARCANE AGE, and ENCYCLOPEDIA MAGICA are trademarks owned by TSR, Inc. All TSR characters, character
names and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Distributed to the book trade in the United States
by Random House, Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distrib-
utors. Distributed in the United Kingdom by TSR Ltd. This FORGOTTEN REALMS game accessory is protected under the copyright laws
of the United States of America and other countries. Any reproduction or unauthorized use of the material or artwork printed he re-
in is prohibited without the express written permission of TSR, Inc. Copyright ©1996 TSR, Inc. All rights reserved. Made in the U.S.A.
TABLE OF CONTENTS
T HE T IME HAS C OME . . . . . . . . . . . . . . . . . . . . . . 3 A T HOUSAND F ISTS K NOCKING . . . . . . . . . 31
T HIS A DVENTURE . . . . . . . . . . . . . . . . . . . . . . . . . . 3 B REAKING AND E NTERING . . . . . . . . . . . . . 32
Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . 3 IN JAIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Notes to the DM . . . . . . . . . . . . . . . . . . . . . . . . 3 THE SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Synopsis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 The Gold Dragon. . . . . . . . . . . . . . . . . . . . 33
Entrance to the Lair. . . . . . . . . . . . . . . . . . 34
T HE G RAND WELCOME . . . . . . . . . . . . . . . . . . 5 T h e T a r r a s q u e . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Y EOMAN’S L OFT . . . . . . . . . . . . . . . . . . . . . . . . . . 9 K ARSUS M ARKETPLACE . . . . . . . . . . . . . . . . . . . . 36
A. Neth Gatehouse . . . . . . . . . . . . . . . . . . . . 1 0 L i b e r t y o n m y M i n d . . . . . . . . . . . . . . . . . . 36
B. Constable . . . . . . . . . . . . . . . . . . . . . 1 0 Nether Here Nor There . . . . . . . . . . . . . . . 37
C. Dock Hand Guild . . . . . . . . . . . . . . . . . 1 0 Quelling the Serfs . . . . . . . . . . . . . . . . . . . . . 3 7
D. Taverns . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 Robin Banks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
E. Hostels . . . . . . . . . . . . . . . . . . . . . . . . . 11 Scrying the Orcs Through . . . . . . . . . . . 40
F. Grocer Cartel . . . . . . . . . . . . . . . . . 11
G. Supply Vendors . . . . . . . . . . . . . . . 11 T HE L ICHLORD’S C ASTLE . . . . . . . . . . . . . . . 43
H. Bathhouses. . . . . . . . . . . . . . . . . . . . 11 E ND OF THE J OURNEY. . . . . . . . . . . . . . . . . . . . . . 43
I. Courthouse/Jail. . . . . . . . . . . . . . . . . . 1 2 D e a d D e n i z e n s. . . . . . . . . . . . . . . . . . . . . . . . . . 4 3
J . T e m p l e o f A m a u n a t o r . . . . . . . . . . . 12 Castle Approach. . . . . . . . . . . . . . . . . . . . . . . . . . . 45
K. Temple of Mystryl . . . . . . . . . . . . . . . 12 The Lichlord’s Castle . . . . . . . . . . . . . . . . . 4 6
L. Temple of Tyche. . . . . . . . . . . . . . . . . . 1 2 Within the Castle . . . . . . . . . . . . . . . . . . . . . . 4 6
M. Shipwrights . . . . . . . . . . . . . . . . . . . . . 1 2 The Array Moves . . . . . . . . . . . . . . . . . . . . . . 51
N. Oberon’s Laboratory. . . . . . . . . . . . . 12 The Conversion. . . . . . . . . . . . . . . . . . . . . . . . 51
O. Spacefarers’ Guild . . . . . . . . . . . . . . . . 1 2 Wrath of Karsus . . . . . . . . . . . . . . . . . . 51
P. Warehouses . . . . . . . . . . . . . . . . . . . . . . . 1 2 E P I L O G U E . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

TREK THROUGH THE EASTERN FOREST . . . 13 S PELLS & M AGIC. . . . . . . . . . . . . . . . . . . . . 5 6


THE JOURNEY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 N EW S PELL. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
R a n d o m E n c o u n t e r s . . . . . . . . . . . . . . . . . . 13 Chevic’s Tracer . . . . . . . . . . . . . . . . . . . . . . . 5 6
Eastern Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 N EW E Q U I P M E N T . . . . . . . . . . . . . . . . . . . . . . . . 56
Gods’ Legion Mountains . . . . . . . . . . . . . . 18 C o n s u m p t i o n A r m o r . . . . . . . . . . . . . . . . . 56
P LANNED E NCOUNTERS . . . . . . . . . . . . . . . . . . . 20 D e f l e c t o r. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
The Summons . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Dr. Killdrum’s Wand of Fireballs . . . . . . 57
Varied Tracks. . . . . . . . . . . . . . . . . . . . . . . . 2 1 D y i n g W o m a n ’ s L e a t h e r E n s e m b l e. . . . 57
F r o z e n B o u n t y . . . . . . . . . . . . . . . . . . . . . 22 Edie’s Cloak . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Sound of Glory . . . . . . . . . . . . . . . . . . . . 2 2 Floating Bubble . . . . . . . . . . . . . . . . . . . . . . 5 8
Elven Proposal . . . . . . . . . . . . . . . . . . . . . 22 Krystaufer’s Spell Book. . . . . . . . . . . . . 58
T HE G RAVEYARD . . . . . . . . . . . . . . . . . . . . . . . . . 22 Lichlord’s Spell Book. . . . . . . . . . . . . . . 59
On the Trail of the Dead . . . . . . . . . . . . . . . . . 23 Neth Tattoo . . . . . . . . . . . . . . . . . . . . . . . 59
The Orc Retreat . . . . . . . . . . . . . . . . . . . . . . . 25 P r o t e c t o r. . . . . . . . . . . . . . . . . . . . . . . . . . 60
The Elusive Illithid. . . . . . . . . . . . . . . . . . . 2 6 S e p a r a t o r . . . . . . . . . . . . . . . . . . . . . . . . . . 60
T w i n r a z o r . . . . . . . . . . . . . . . . . . . . . . . 60
S IDE T REKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7 W a r m t h s t o n e. . . . . . . . . . . . . . . . . . . . 6 0
THIEF IN THE NIGHT . . . . . . . . . . . . . . . . . . . . . 27
C e n t r a l C o u r t y a r d . . . . . . . . . . . . . . . . . . 27 RUMORS & H OOKS . . . . . . . . . . . . . . . . 61

Table of Contents
THE TIME HAS COME
now ye the events before they shall come to pass. Let them lend thy
heart to gladness and ease for in them ye shall know future and
nigh thine heart to concern.

This Adventure boxed set to alter the adventure to fit into his own
campaign. Encounters with tomb tappers and the
How the Mighty are Fallen allows player-characters sharn are obvious elements that should be consid-
the opportunity to participate in the final days of ered for inclusion into this adventure.
Netheril. Characters are given the opportunity to aid The DM should be generous with common infor-
in the empire’s destruction or seek to prevent what mation if players are running characters who are
must come to pass. The Netheril: Empire of Magic native to Netheril. Time-traveling characters
boxed set is required to fully utilize the who jump into Netheril at its Fall should
adventures within these pages. be at a disadvantage in terms of
common knowledge, available
Abbreviations contacts, and reputation.
Spelljamming is mentioned
Some of the abbreviations used at several points in this
within this product might con- adventure (as well as in the
fuse novice DMs during the Empire of Magic boxed
course of play. These include: set). Knowledge of the
spelljamming vessels, rules,
NPC short-form descrip- and equipment isn’t neces-
tions, such as Karsus (CN sary to run the adventure;
hm A41): The first two letters it’s provided strictly as back-
in parentheses refer to align- ground for those Dungeon
ment (chaotic neutral), the middle Masters who are currently
two refer to race and sex (human using the SPELLJAMMER®
male), and the final letter and number Campaign Setting (#1049) and
refer to class and level (41st-level arcan- Realmspace (#9312) supplements.
ist). An extensive list of these are included in the
F O R G O T T E N R E A L M S ® Campaign Setting.
A#: Arcanists are the wizards of Netheril.
Synopsis
Complete information on them can be found in the The adventure begins as characters enter the spell-
Netheril: Empire of Magic boxed set. jamming city of Yeoman’s Loft, the heart of Netheril’s
P#: Priests are likewise detailed in the boxed set. Realmspace activities. Here they meet Nopheus, a
Clerics do not exist in Netheril except as specialty jeweler who’s looking for some adventurers to
priests. retrieve the body of his wife from her resting place
in the Gods’ Legion Mountains. Characters can
Notes to the DM choose to explore the city, get involved in the
thieves’ guild, or simply investigating the bargains to
This adventure is not extraordinarily linear in nature; be found in the city’s many shops.
players can choose to follow a variety of paths that lead The heroes can also take a trip to the floating city of
to the Fall of Netheril. As such, the DM should read the Karsus for an opportunity to do some Neth-style shop-
entire adventure and understand the directions that the ping in the side trek Karsus Marketplace. They can
heroes can take before game play begins. choose to join the constabulary in Quelling the Serfs
Additional magical items and spells are included as they attempt to rid the city of rebellious people.
at the end of the adventure. The DM is encouraged to Once all of the enclave business has been taken
add additional elements from the Empire of Magic care of, the party most likely sets out to locate the

The Time has Come


body of Nopheus’s wife, Amanda. Again, though, forces
conspire to deter them, this time in the form of a sum-
mons by the great Archwizard himself—Tarsus. It seems
he needs a few spell components, and he thinks that the
heroes are just the ones who should undertake The
Search.
Of course, talking a gold dragon out of its gizzard and
asking the Tarrasque for its pituitary gland are not easy
tasks. It’ll take more than a strong sword arm before the
characters can get back on task to locate Amanda.
When the characters enter The Graveyard they
encounter some elves who’re disturbed by the complete
loss of dead bodies—they’ve all been dug up and carried off.
According to the map that Nopheus gave them, Amanda’s
grave was here somewhere. Hopefully, with little prompting
from the elves and the DM, the characters are soon On the
Trail of the Dead, the real meat of the adventure.
They encounter their first undead in Faerûn’s past and
are probably be surprised to find that the zombie is intelli-
gent and can carry on a conversation—and probably a
tune if asked. If they assist the zombie and help mend his
fractured leg, they make themselves an ally that might just
save their life later on in the adventure.
While following the trail of the undead, the heroes run
into a berserk ranger who’s grieving over the loss of his
family and friends. If the characters resist the urge to
swing their swords, they make another friend. As their
friend departs on a mission of his own, the sounds of The
Orc Retreat greet their ears. The furor is just an army of
orcs running from something terrifying. A captured orc
gives the characters their first report of an opponent
known as the Lichlord.
If the characters are carrying any magical items, they
attract the attention of the phaerimm, who have extreme
prejudice against humans (especially Netherese) and their
gluttonous use of magic. The phaerimm gate into the scene
to attack the owners, hoping to steal the magic as well as
a few of the humans carrying them. If they manage to cap-
ture one or more of the characters, the phaerimm carry
them down into the Underdark to their mind flayer com-
rades, There, The Elusive Illithid delves into their minds
to excavate any information. Escape is not impossible—
though fate may prove kinder to them should they stay.
The Dead’s Denizens, in the form of three evil and cruel
arcanists sent by the Lichlord himself ambush the charac-
ters. This can be used as a major clue that the characters
are getting too close in the eyes of the Lichlord.
As they near the end of the adventure, they come across
an eerie castle—one constructed of the bodies of skeletons
and zombies. This is the home of The Lichlord himself.
Thousands of corpses form the walls, floor, and roof, and
hundreds more participate every hour as undead flock to the
area. The characters, however, are not alone in this adven-
ture. Karsus himself has been preparing for this ever since he
first heard of the Lichlord and speculated on his actions.
What better but to have the Archwizard himself as your per-
sonal ally (even if he is hundreds of miles away) preparing
the greatest magical concoction in human history!
The Epilogue tells the happenings immediately after
the Fall of Netheril.

4 • The Time has Come


THE GRAND WELCOME
n every dawn, the sun welcomes the kind soul to the new day, and in
every dusk, the iniquitous souls — unwelcome in the light — dig their
way to the surface.

Yeoman's Loft Hundreds of people rush about as well. A few


have stopped to chat at a nearby street corner while
the remainder carry messages, lead heavily laden
Lured by reports of great wealth and prosperity, the horses, or just casually stroll along the street.
adventures have just arrived at the city of Yeoman’s Everywhere, however, can be seen the local militia
Loft, the heart of Netheril’s spelljamming activities. as they stand guard and scour newcomers to their
From here, merchants distribute rare fabrics, ores, city. About a dozen guards are throwing your group
and other Realmspace treasures throughout suspicious stares.
Netheril. From a shadowed alley stumbles a man dressed in
But the people are disgruntled, the result of a tattered green robes with dirty golden trim.
lack of food and the continued decadence His hair is disheveled and his face
of the archwizards. Riots, once shows a few weeks worth of ragged
unheard of in Netheril, are now a growth. Dark circles highlight his
regular occurrence. Murder, a sin eyes, but he appears to have
once viewed as a temporary not so long ago been part of
inconvenience, is now a seri- the wealthy.
ous, nightly dilemma that can- “Alas,” he cries, agoniz-
not be cured—thanks to the ing tears staining his face.
insipid phaerimm and their Gazing into the sky, he
magic that’s laying waste to raises his hands—one of
the fields and streams which is clutching a wine
throughout Netheril. bottle—and cries out.
At the city’s main gate, a “Amaunator, my lord, what
large wooden sign with a red did I do to deserve such mis-
arrow can’t help but attract atten- fortune? Tyche, have you aban-
tion to itself. If the characters doned me? How is my beloved to
inspect the sign, they notice a small come to me now?”
wooden box attached to the post which
reads “Touch ye here and receive a gazetteer of If characters approach the man, the first
Yeoman’s Loft.” If they do so, they receive a small thing they realize is that he’s been drinking for quite
piece of parchment with streets labeled and a few a while; the bottle of wine he holds is nearly empty.
important buildings noted in sepia-toned ink. (See If they’re kind and not threatening, the man
the map on page 7 for a detail of Yeoman’s Loft.) explains to them the reasons behind his sorrow.
As the players travel through the city, refer to He introduces himself as Nopheus (NG hm F8), a
the Yeoman’s Loft map. When they approach the jeweler by trade. A few months ago, a quasimagical
corner of Oak and Pleasance, read the following: item was implanted in a popular tavern that imitat-
ed the effects of a Noanar’s delayed fireball. Nearly
a hundred people were killed in the resulting infer-
The fierce high-noon sun beats down upon the
no, including his beloved wife.
streets and buildings of Yeoman’s Loft. To the
Nopheus claims that he spent thousands of gold
southwest, huge ships hover in the air as work-
performing the death rituals and preserving her body
men carry goods to and from their holds. Some of
for the possibility of a resurrection. He saved every
the ships look like those you’ve seen in the
coin he could, sold his business and chateau, and
Narrow Sea, while others appear almost insect-
released all his servants. After selling the rest of his
like in their construction.
belongings, he finally had enough to have his wife
brought back from the dead, but no one will now help

The Grand Welcome


Adventure Flow

Adventure Flow Chart


The Grand Welcome • 7
him exhume her body, for they’re all too consumed with “Everyone seems to be tied up in their own troubles,”
their own problems. says Nopheus. “Few are willing to brave the wilds for
If the heroes seem interested, Nopheus invites them all someone they don’t know. I’ve thought of going out to
back to his house, explaining that he can go into more her gravesite and exhuming her myself, but I’m a jewel-
detail there. Nopheus’s house (on the north corner of the er, not an adventurer, so I’m not well-equipped to do bat-
intersection) looks run-down. Made of stonework and tle with orc raiding parties and other ground-dwelling
moldering wood, the window coverings are rotting, hang- predators.
ing by a single hinge, and waving in the slight wind. “I’ve managed to collect 2,000 gold pieces and have held
Nopheus leads the party into his home and silently clos- on to a few magical items that I’ve collected over the
es the door behind him. The furnishings within are very years. Are you interested in doing such a task for me?
nice but show great wear. All the furniture has small tags
with prices attached with straight pins or stuffed into a • If the characters demand 2,000 gold per person, he
tight corner to assure they are visible. He offers them a tries to negotiate with 1,000 gold per person plus any fur-
seat before the fireplace in his den. niture or other furnishings still in the house. If they’re
nonnegotiable, he agrees up to and including 12,000 in
“My wife, Amanda, was the only possession I cared
gold (and any home furnishings the PCs desire), for
about. Yes, I had everything a man would want or even
that’s all he has to spare. Throughout the negotiation
care to have, but without her by my side to enjoy it with
process, Nopheus’s sword, Twinrazor, remains hidden
me, it was all worthless and trite. When she died, I had
and magically protected from detection under the couch
most of my money tied up in investments. I barely had
he sits upon. The blade never comes into the equation,
enough required to have her body preserved and buried.
and the character cannot detect the blade’s presence in
In the intervening months, I’ve sold my business and val-
any way. See the Spells & Magic chapter for informa-
ued possessions, liquidated my investments, and rented
tion on Twinrazor.
this shack because it was the cheapest thing I could find.
I now have the funds necessary to bring her back to life
• If asked, the money set aside for his wife’s resurrec-
and to pay those who would help me.
tion is not in his house, but in a bank here in Yeoman’s Loft.

8 • The Grand Welcome


l If the characters look at the map and do not see any Characters are free to purchase common food, silver
banks, he says the banks aren’t listed on the tourist maps pins, and other memorabilia from the city of Yeoman’s Loft
for security reasons. here. As they wander around the gatehouse area, they
notice a series of columns that seem to hold the interest of
• If the party wants to make sure he has the money, the well-armed individuals.
bank Nopheus uses is located on the corner of Shadowtop
and Aeroroad. Carbury’s mouth spells etch their way along the sur-
face of a circular row of columns. As the mouths speak
If the characters decide to rob the bank, refer to their messages, groups of people move from one to the
Robin Banks on page 40. other, listening and taking notes on parchment. Some
speak tales of bravery from annals of histories unknown
If they refuse to help him, or it’s obvious that he can’t to you, while others spout legal nonsense about the laws
work out a deal with them, Nopheus cries out to the gods of Yeoman’s Loft. One set of pale gray lips speaks this
once again in anguish, cursing Tyche at his poor fortune. message:
The player characters can then continue their exploration
of the city; adventure can present itself in many ways. If “My name is Nopheus. Please help me. My wife was
the characters agree to find his wife, read the following: murdered in a vicious attack and I finally have the funds
necessary to resurrect her.
“Amanda was buried in the Gods’ Legion mountain “I can pay 2,000 pieces of gold, five items of magic, and
range several miles to the southeast. I was given permis- one Book of Mythal to those who would bring her body
sion to bury her in the Shadowtop Clan’s holy burial to me. Please contact me at Yeoman’s Loft, on the north-
grounds located in the Eastern Forest. ern corner of Oak and Pleasance Streets.”
“Here’s a map of the general area. Her headstone is a
heavy stone tablet with the words, ‘Amanda, beloved wife If characters proceed to the specified location, refer to
and mother, 3482-3519 etched upon its surface. Inside, the start of this chapter for their encounter with Nopheus.
you’ll see a beautiful woman of 36 years. She has long
brunette hair and was buried in a white death gown and Another constantly repeating Carbury’s mouth, also
wore a necklace with a large blood red ruby surrounded close by, calls out to all in hearing range.
by the silvery web of a black widow. The necklace is
unmistakable because it’s one of a kind.” “A call to arms, my friend. We’re in dire need! The
groundlings are incessantly procuring arms to wield
The map Nopheus refers to is supplied on page 14 of the against the archwizards! The magical nature of Netheril
adventure. Unfortunately, the characters have to sneak requires the constant vigilance of the archwizards to
into the funeral grounds in order to exhume the body, but assure everything stays intact. Without their care,
Nopheus “forgets” to tell that to the characters; and the Netheril shall come crashing down upon our heads, leav-
ground is neither consecrated nor holy, as discovered later ing us open to attack from our ancestral enemies: the orcs
in the adventure. and their lackeys.
With that, he bids the characters a fond “fare well and “For those who wield magic or steel, please register thy-
good luck.” Proceed to the next chapter, Trek Through self with the Karsus Enclave constabulary to fight in the
the Eastern Forest war against subversion.”

A. Neth Gatehouse If the characters begin searching for a means of travel to


the Karsus Enclave, they don’t have far to look. A long line
Netherese gatehouses serve as a port of call for those who of people has formed outside a small wooden building
seek magical transport to other Netherese cities. Since nearby. Guards stand all around this structure, and more
they’re used to seeing a large number of visitors, street guards stand next to an iron strongbox that is being filled
merchants and guards make themselves noticeable to with gold one customer at a time.
passersby. The guards explain to the patrons that travel to the
Karsus Enclave (or any other floating city) costs 50 gold
The courtyard is crammed with small cart vendors sell- pieces per person. It’s roughly a one-hour waiting time for
ing spell components, altered magical items, and pre- each departure, since they don’t want their patrons tele-
served meats. The people here are clothed in the finest porting onto some cargo (each city follows a specific
clothing you’ve ever seen. Some people wear robes and schedule).
cloaks that seem to shimmer with a power of their own, If the characters enter the shack and pay their fee, they
producing prismatic effects across their surfaces. Their arrive in Karsus, slightly disoriented from the journey.
hair, perfect in every detail, is neatly combed; the skin is
perfectly toned and free of blemishes.

The Grand Welcome • 9


A beautiful landscape stretches out as far as the eye male points them toward another office filled with books
can see. Picturesque, it almost seems that the colors that bears a brass plaque that reads “Bounty Office.”
have been modified and intensified. A certain electricity Here, player-characters can get work—and earn
fills the air, causing an immediate sense of activity, rewards—by capturing some of Netheril’s most wanted
excitement, and lucidity in your body. criminals. In addition, priests of Amaunator (or any
An island of land hangs in the sky like a minaret with other individual that can prove he is fair and impartial)
ivy, roots, and waterfalls flowing off its undersides. can solve disputes for the courts, earning 100 gp per suc-
Buildings of all shapes and sizes reside on the topside of cessful resolution.
this floating island, but one thing stands clear: The The second reason for a trip to the Constables is
buildings are well cared. because the player-characters have broken a law, such as
robbing the bank or breaking into Nopheus’s home.
The other travelers that entered the gatehouse with the Characters are held in jail for no more than a day before
heroes immediately begin walking toward a small building they get their case heard in court.
a few hundred feet away. If the PCs ask, one of the other Trials which resemble quick hearings decide the fate of
travelers mutters something about “Scryers making sure the accused; justice is quick and mostly irreversible. Those
we’re not an invasion force” and angrily waves his hands accused of nonlethal crimes are generally sentenced to
into the air. hard labor (typically 1-4 years for most offenses), while
If the characters approach the building, the door opens murderers are either sold into slavery to a visiting spell-
and a disembodied voice springs out of nothingness and jamming vessel or executed within a day of sentencing.
enters their head.
C. Dock Hand Guild
“Welcome! Pleasant travels and journeys, friend.
Knowledge of the Great Planar Archwizards to ye all.” Located right off of Helm Harbor, this guild serves the
interest of the spelljamming community of Yeoman’s Loft.
One thing non-native characters notice immediately The workers of this guild are well paid, but the work is
is the language difference, a noticeable change in hard and time consuming. The guildsmen are typically
dialect and accent. The accentuation can be picked up organized into groups of four men who use their minor
and mimicked in 20 weeks (subtract from this time one magical abilities (cantras) to make their lives a little
week per point of Intelligence, eventually giving the easier.
character a chance to appear and sound like natives of Visitors to the guild hall are given a cold stare by the
Netheril). workers gathered in the small (private) bar here.
If the characters enter the building, they reappear in Adventurers who wander inside are approached by a
the midst of a busy courtyard. A few people notice their member and asked their purpose in coming here. Money
appearance, but think nothing of it, walking past them, talks. This guild has little time or patience for charity.
their minds focused on their own course. Much like the The guild is a good source of rare alcohol from the
gatehouse in Yeoman’s Loft, numerous peddlers and depths of Realmspace. Spelljamming captains understand
guards roam the streets here, looking for profits or trou- the need for keeping the dock workers happy, and many
ble. Different buildings here promise instantaneous of them bring in cases of wine, ale, and mead from their
transport to the other enclaves; all for a 50-gp fee, of journeys. For 500 gp or so, an interested party of adven-
course. turers can purchase such rare beverages.

If the characters enter the marketplace to purchase D. Taverns


things, refer to Karsus Marketplace on page 36.
It’s rare to go more than a few blocks in Yeoman’s Loft
If the characters decide to join the constabulary in the without running into a tavern or two. The influx of traffic
fight against the subversive groundlings as told by the sec- from spelljamming vessels frequently brings weary space-
ond Carbury’s mouth in Yeoman’s Loft, refer to Quelling farers into the city who are tired of being aboard ship.
the Serfs side trek on page 37. The farther away from the docks one gets, the more quiet
the tavern.
B. Constable There are two taverns quite popular in town. The first
is the Spacer’s Line, a rowdy establishment right off Helm
The Constable’s office serves as the headquarters for law Harbor. This is a favorite hangout for the more dangerous
enforcement for the city of Yeoman’s Loft. It’s a hectic of the city’s visitors. It’s run by Eleron Mistif (CN hm F7),
place filled with people with problems they can’t handle a retired spelljamming captain.
on their own. Unlike other Netherese cities, the courts At the corner of Harbor Lane and Elm Street, the
here never close—there’s simply too much work to do. Captain’s Fancy sits alone. It’s a calm and restful tavern
If player characters find themselves here, it’s most surrounded by a garden that serves only the finest drinks
likely due to one of two reasons. The first—and more and food available. As the name implies, it’s a favorite
pleasant—reason for visiting the Constable’s is that resting spot for spelljamming captains.
they’re looking for work. If that’s the case, a gruff human

10 • The Grand Welcome


E. Hostels
These are simply single-person sleeping quarters for crew-
men weary of life on board spelljamming vessels. The
rooms are generally good quality, but no food or drink is
provided. Most of the hostels provide a hot bath for a nom-
inal fee of 1 silver piece. Rooms go for between 1 and 5
gold pieces a night.

F. Grocer Cartel
With the exception of the headquarters on Helm Road, all
of the other buildings associated with the cartel are used
solely for storing goods collected from the spelljamming
traffic. The Grocer Cartel makes sure that all negotiations
conducted for spelljamming goods are to the benefit of the
city, but it’s main goal is to prevent price wars that would
be bad for business.
The guild is led by Ravenar Andarlis (LE hm T15), who
also owns Andarlis Transport, one of the largest magical
shipping companies in Netheril. He is a fair but unforgiving
man who favors contracts (but only those agreements
which are favorable to him). Many suspect that Ravenar is
head of the thieves’ guild of the Loft as well, but that’s not
the case. His brother, Silvin, is actually head of the guild.

G. Supply Vendors
These shops hold a variety of spare parts, raw materials,
and other miscellaneous goods that the spelljamming ves-
sels have come to expect. They’re primarily warehouses
that prefer dealing only with other businesses.

H. Bathhouses
The various bathhouses of the Loft are communal bathing
pools for all manner of folk. Private baths are also popular,
but a great deal of idle gossip and rumors also circulate
through these structures, and the most common way folks
learn what’s happening is by listening to others talk about
current events.
Silvin Lissender (LE hm T13) owns most of the bath-
houses in town, and he also runs the thieves’ guild from
them. His real last name is Andarlis, but that’s a secret only
he and his brother, Ravenar, share.
No thievery occurs in the bathhouse—and it’s a rule that
Silvin enforces ruthlessly. More often than not, rich
patrons have their belongings checked while they’re taking
a bath—then they’re robbed at a more opportune time.

I. Courthouse/Jail
The courthouse is a magnificent structure that was obvious-
ly constructed with a great deal of magic. Huge slabs of mar-
ble form pillars that form an arc over the entrance. A golden
luminescence surrounds the structure at night, providing an
aura of light that serves as a beacon for the city’s residents.
Within the halls are six huge court rooms that are always
busy with cases (each of which take 1d4 hours to hear). Each
court is administered by a sunlord or sunlady (priest of

The Grand Welcome • 11


Amaunator) of at least 12th level. As witnesses and the
accused are brought forward, each is checked for magical
N. Oberon's Laboratory
emanations. Once purged of magic, each person involved in This small, nondescript building is set apart from others
the trial is given a dose from a potion of truth (which acts like on the block by a small wooden sign which reads:
the ring of the same name and has a duration of 1d4 hours). “Yeoman’s Loft Historical Site—Oberon’s Laboratory.” A
The jail is a bright and cheerful facility that is mostly empty rickety set of steps lead up to a brass-bound wooden door
during the day. Prisoners are taken to a mining camp a few that is always open during the day.
miles outside of the city where they proceed to haul dirt, Upon entering, a visitor immediately realizes that the
rocks, and other debris from nearby mines. At night, prison- interior dimensions exceed those of the outside by a factor
ers eat a hearty dinner and speak with a priest of Amaunator of at least two. On a pedestal at the entryway, a raised
(or other court-appointed counselor) about the reasons plaque reads:
they’re in jail, what they did wrong, and similar topics.
Oberon (2839-2905) was the founder of Netheril’s
J. Temple of Amaunator aerocosmology industry, the father of Realmspace. The
son of a shipbuilder who grew up in Harborage, Oberon
Located a block away from the courthouse, the temple to quickly put his magical skills into the creation of spell-
Amaunator is nearly as large as the Loft’s hall of justice. The jamming vessels that sailed over Netheril. A powerful
temple serves not only as the headquarters for Amaunator’s and respected arcanist, Oberon led the other archwizards
religion in the city, but as a school of law as well. of Netheril into the Skies Above.
The temple is led by Sunlady Margaress (LN hf P13), an This museum is dedicated to what survived of Oberon’s
expert in Netherese and elven laws and procedures. She work. The one-silver-piece fee for the tour goes to the
seldom participates in cases any more, however, preferring upkeep and protection of Oberon’s legacy.
to teach in the temple. —Yeoman’s Loft Historical League

K. Temple of Mystryl Tours begin every half hour, and there are always people
wandering around the laboratory. Hundreds of items lie scat-
This building is actually a small structure surrounded by a tered around, protected under walls of force and stood watch
garden. Inside its stone walls is a small chamber consisting over by around a dozen guards. These items range from
of around a dozen wooden pews and a raised stone dais small, hand-held accelerators (devices which hurl anything
upon which rests an altar. placed within them at tremendous speeds) to portable spell-
The temple is run by the highest-level Dweomerkeeper jamming helms (devices draped over the back that provided
movement equivalent to a fly spell). All of the items in the
who happens to be in the city at the time. This leads to a
museum are quasimagical prototypes, however, as Oberon
wide range of official “church policy” for the temple, but it
didn’t want to lay waste to his body as he experimented.
also keeps the faithful apprised as to the activities else-
Despite all of the advances that Oberon was undoubted-
where in Netheril.
ly responsible for, there is no sign of a true spelljamming

L. Temple of Tyche helm—the device needed to make a ship capable of travel


through Realmspace. That particular invention was in the
sole realm of the Arcane, who controlled the purchase of
The most popular church in Yeoman’s Loft, the Lady of Smiles all spelljamming helms during the time of Netheril.
is a favorite patron for those engaged in the dangerous busi-
ness of transporting goods into Realmspace. Spacefarers like-
wise pay at least lip service to Lady Fate, reminding any who
O. Spacefarers' Guild
ask that a little luck can mean the difference between survival Much like the dock hands’ guild, the spacefarers’ guild is
and disaster in the skies above Faerûn. composed of those who make their living by working on
The temple is led by Kismetic Shantress Porstalle (CG hf spelljamming vessels. They have little time for “tourists” to
P15). Shantress won a fortune in gold and platinum at a ask them questions about how a particular device works.
gambling den in Karsus five years ago, and she decided to The guild does accept new members, but learning the
settle down in the Loft and invest some of her wealth in craft of spelljamming is a time-consuming task. It takes
Realmspace activities. She currently owns a small spell- more than a year to go through the course of studies
jamming vessel (40-ton) named Lady Luck that remains in offered at the guild, and initiates must pay a 500-gp fee for
Helm Harbor for her use. the schooling. The Complete Spacefarers’ Handbook has a
complete listing of proficiencies for DMs who incorporate
M. Shipwrights spelljamming into their Netheril campaign.

Each of these buildings is home to a different craftsman P. Warehouses


who specializes in the creation and repair of spelljamming
vessels. The facilities in the Loft are capable of repairing These large buildings are primarily used as holding areas
only the more “human” spelljamming vessels (like ham- for the goods brought in from Helm Harbor. They’re typi-
merheads and wasps), and don’t have the resources to cally guarded by 2d6 guards at night and 3-6 guards during
repair elven vessels. daylight hours.

12 • The Grand Welcome


TREK THROUGH THE
EASTERN FOREST
uarded and sanctified, the wood hath delivered in labor the elf.
Guardian and keeper, these souls, as everlasting as the woods of
their birth, protect with the lives of the wood.

Netheril may be known fondly as the greatest


time of human existence, but all is not well with it. Random Encounters
The Neth leaders are losing control of the wilder-
ness. The phaerimm’s incessant barrage of Not every random encounter results in an armed
antimagic and life-leeching magic has caused much attack against the player characters. Intelligent mon-
of the land to contort into a desert. The antimag- sters normally try to determine the relative
ic is nullifying the weather-controlling strength of a party before charging head-
magic set up in the early years of long into combat. Likewise, weaker
Netheril, creating a growth in the creatures tend to run the moment
northern glaciers (The High Ice) it’s clear that they are facing a
that has been held back for mil- superior foe.
lennia. In recent years, the
winters have been more
severe.
Eastern Forest
With the loss of control Encounters in the Eastern
over nature, the monsters Forest are checked once
are coming back. The orcs every four hours by rolling
and the gnolls, once only a a 12-sided die; on a roll of 1
mere nuisance, were easily an encounter occurs. Roll a
controlled and removed by the d20 and consult the Random
archwizards whenever the call Encounter table, then find the
for help from the surface cities creature’s listing below.
arose. Now, however, the archwiz-
ard’s ability to assist the groundling vil-
lages is severely limited, and the lower cities Ankhegs
are suffering greatly. This is creating a disdain Characters get their first warning of trouble when
that cannot be curbed; a rift is growing between the lead character nearly falls into a large hole in the
the flying enclaves and groundling civilization, forest floor (successful Dexterity check to avoid).
and revolt seems to be on the horizon. Within 1d4 rounds, the ankhegs arrive.

Ankhegs (1d6): AC 2/4 (underside); MV 12, Br 6;

The Journey
HD 5; hp 30 each; #AT 1; Dmg 3d6 (crush) + 1d4
(acid); SZ H (15’ long); ML average (9); XP 600 each.
SA: Can squirt a stream of acid to a distance of 30 feet once
every six hours. The acid causes 8d4 points of damage (half if
With Nopheus’s map in hand, the characters can set a successful saving throw versus breath weapon is made).
off to their destiny. As they travel through the
mountains and the forest, the DM should roll for
random encounters. Remember that parts of this
Barbarians
adventure can be rather lethal, so the DM shouldn’t These patrols are either barbarians providing their
rely on random encounters to weaken and tire the children a chance at entering adulthood (by defeat-
characters too much, otherwise no one will survive. ing a chosen enemy, most likely orcs or goblins) or a
patrol sent in to retaliate against orcs, kobolds, or
goblins for a previous raid.

Trek Through the Eastern Forest


The barbarians are led by a 5th-level fighter; the remain- At the end of the tunnel stand two men clad in chain mail
der are 1st-level fighters. They’re not dangerous to the party armor. The moment they see or hear the characters, one of
unless provoked, but their manner is somewhat distant. them rushes off to inform Cloro that she has visitors. It’s
very unlikely that the party can sneak into Cloro’s lair
Choke Creeper undetected.
When the party enters, the dragon confronts them at the
Attentive characters have a 15% chance to notice that the exit to the tunnel, keeping as many people inside the tun-
particular trail they’ve been following is less traveled than nel as possible (that way she can get more of them with her
others. Rangers can detect that no creatures have passed breath weapon). She’ll engage in some idol talk until some-
this way for at least three weeks (the orcs were smart one makes a move to attack her, in which case she uses her
enough to avoid this area after they lost a few hunting par- breath weapon first as she orders her two charmed ser-
ties). If characters continue, they run across the choke vants to attack.
creeper, which immediately attacks.
Cloro, very old green dragon: AC -5; MV 9, F1 30 (C),
Choke Creeper (1): AC 6 (main vine)/5 (branches); MV S W 9; HD 18; hp 104; THAC0 3; #AT 3 + special; Dmg
½; HD 25; hp 200; THAC0 7; #AT 64; Dmg 1d4; SZ G (160’ 1d8/1d8/2d10; MR 40%; SZ G (160’ long); ML elite (16); XP
long); ML elite (14); XP 18,000. 18,000.
SA: Can use her chlorine gas breath weapon that delivers 18d6+9
SA: 10% chance per round of strangling a struck creature.
Strangled creatures die in one round. Immune to torch fire. hit points of damage to all creatures in its area of effect, which is 50’
long, 40’ wide, and 30’ high (a successful save vs. breath weapon
Lightning attacks double movement for 1d4+1 rounds. Each vine
that attacks has 16 hit points of its own. reduces the damage to half). Casts all spells as if she was 15th level.
SW: Suffers only 1 hp per die versus cold damage, but affected Can cast suggestion, water breathing (at will), warp wood (three
areas are stunned for 1d4+1 rounds. times a day), and plant growth once per day unless otherwise
noted.
SD: Immune to all gases.
Cloro, the Green Dragon Spells (Dragon magic works normally and is not subject to the
rules presented in the Netheril: Empire of Magic set): 1st Level:
The trail the adventurers have been following begins to charm person, magic missile, shield, shocking grasp; 2nd Level:
become very dense, blocking out the light from above. mirror image, web

Soon, the party finds themselves walking through a tunnel


of branches toward a clearing far ahead. Reliton and Gnarish, hm F3 (charmed): AC 5 (chain
The last 120 feet of the tunnel is trapped every 10 feet mail); MV 12; hp 22, 18; #AT 1; Dmg 1d8 (long sword); SZ M
(6’ tall); ML n/a; AL CG; XP 65 each.
with either a magical or mechanical device designed to
warn Cloro of unexpected visitors in addition to delivering
damage.

Random Encounters
Eastern Forest d20 Roll Gods’ Legion Mountains
2d4 orcs (Thousand Fists) 1 2d6 dwarves
1 choke creeper 2 2d10 ghouls and 1d4 ghasts
2d8 gnolls 3 5d4 Netherese merchants
5d4 orcs (Thousand Fists) 4 2d10 hobgoblins
1d6 wyverns 5 3d6 werewolves
9d6 orcs (Thousand Fists) 6 9d6 orcs (Rocktroll)
5d4 Netherese merchants 7 1 beholder
5d4 kobolds 8 1d4 mountain giants
2d10 large spiders 9 3d4 barbarians (Angardt)
6d6 Netherese fighters 10 1d4 manticores
2d10 ghouls and 1d4 ghasts 11 2d8 wights
6d6 orcs (Rocktroll) 12 6d6 orcs (Thousand Fists)
1d6 ankhegs 13 2d8 hippogriffs
2d4 owlbears 14 6d6 orcs (Thousand Fists)
1d4 ettins 15 2d10 hobgoblins
4d6 goblins 16 1d4 galeb duhr
6d4 elves (Cormanthyr) 17 1dl0 stone giants
3d4 barbarians (Angardt) 18 5d4 orcs (Thousand Fists)
2d10 ogres 19 2d8 gnolls
1 very old green dragon (Cloro) 20 1 old red dragon (Pyrothraxis)

Trek Through the Eastern Forest • 15


All of Cloro’s treasure is in a small lake that is at the cen- Ghasts (1d4): AC 4; MV 15; HD 4; hp 23 each; THAC0 17;
#AT 3; Dmg 1d4/1d4/1d8; SZ M (5-6’ tall); ML elite (14); XP
ter of the clearing. About 60 feet down (buried under more 650.
than 23,000 copper pieces) are: 30,000 silver pieces, 16,000 SA: Creatures within 10 feet must make a saving throw versus
gold pieces, 2,500 platinum pieces, 54 gems (use Table 85 poison or fight with a -2 penalty. Successful attack causes para-
lyzation in humans (including elves) for 4+1d6 rounds unless the
in the DMG to determine value), a mistress mask*, 3 ioun
target makes a successful saving throw versus paralyzation.
stones, a rod of multiport*, a ring of protection +3, a long SD: Immune to sleep and charm spells. Only a protection from
sword +4 defender a mace +3, and 3 potions of extra heal- evil spell cast with cold iron components can keep them at bay.
ing. Items marked with an asterisk (*) are detailed in the SW: Cold-wrought iron weapons inflict double damage.
Encyclopedia Arcana from the Netheril: Empire of Magic
expansion set. The ghouls carry no treasure, but each ghast is carrying
5 gems of varying values. One of the ghasts has a potion of
sweetwater in a small sack. If the party tracks the crea-
Elves tures back to their lair, they discover an additional 1,250
Each group of elves consists of warriors and mages gold pieces, two small figurines of archwizards (each
(though the Netherese still call them arcanists). Each band worth around 500 gp), and a long sword +2.
is led by a 5th-level fighter/mage and also has at least two
mages of 3rd level. Gnoll Patrol
They’re very interested in the activities of the orcs,
kobolds, and goblins in the area. They are aware of the These creatures have a small cave complex they’re guard-
massive orc city in the Gods’ Legion, but they explain that ing against orc incursion. While they don’t particularly like
they’re not ready to handle that problem just yet. After the Netherese, they are more concerned about orcs in the
exchanging any information they might have with the area. Roughly half of any patrol is armed with polearms
party, they continue on their patrol. and missile weapons.

Gnolls (2d8): AC 5; MV 9; HD 2; hp 11 each; THAC0 19;


Ettins #AT 1; Dmg 2d4 (broad sword), 1d10 (halberd), or 1d6 (short
bow); SZ L (7 ½’ tall); ML steady (11); XP 35 each.
These giants have spotted the party from a nearby hill or
clearing and are now moving to intercept the adventurers.
They normally attack only at night, though they could have Each gnoll carries 3d4 gems (all ornamental stones
been disturbed by the heroes’ trek through the wilderness. worth 10 gp each). The gnolls’ treasure lies protected back
at their camp, a community of 350 gnolls that is northeast
Ettins (1d4): AC 3; MV 12; HD 10; THAC0 10; #AT 2; Dmg of the current path the party is taking by one full day.
1d10/2d6 (if disarmed) or 3d6/2d6 (spiked clubs); SZ H (13’
tall); ML elite (14); XP 3,000 each.
SD: Surprised only on a roll of 1. Infravision to a range of 90 feet. Goblins
The goblins guard “their” area of the forest jealously,
Each ettin is carrying 10d4 copper pieces and 10-30 sil- attacking any and all intruders they encounter. This partic-
ver. If the characters track the ettins back to their lair, they ular group is just a small patrol sent out from their village
discover 2,014 silver pieces, 407 platinum pieces, and three to make sure the elves, kobolds, orcs, or Netherese aren’t
gems (an amethyst worth 100 gp, a topaz worth 500 gp, and planning an attack against them.
a fire opal worth 1,000 gp). Each force of goblins attacks first by hurling their spears
at the intruders. After that, goblins mounted on worgs
Ghouls & Ghasts charge in to attack, followed by the remainder of the force.

Silence isn’t one of these creatures’ finer points, and char- Goblins (4d6): AC 6; MV 6; HD 1-1; hp 5 each; THAC0
acters can hear them tramping through the forest from 100 20; #AT 1; Dmg 1d6 (spear and mace); SZ S (4’ tall); ML aver-
age (10); XP 15 each.
yards away (though they won’t actually see them until 30
yards or so). Worgs (6): AC 6; MV 18; HD 3+3; hp 20 each; THAC0 17;
#AT 1; Dmg 2d4; SZ M (6’ long); ML steady (11); XP 120.
Ghouls (2d10): AC 6; MV 9; HD 2; hp 10 each; THAC0 19;
#AT 3; Dmg 1-3/1-3/1d6; SZ M (5-6’ tall); ML steady (12); XP
175. Each goblin carries 3d6 silver pieces. Back at their vil-
SA: Successful attack causes paralyzation in humans (except
elves) for 3+ 1d6 rounds unless the target makes a successful saving lage lies the bulk of their treasure, but such an endeavor
throw versus paralyzation. would be an adventure of its own, the details of which are
SD: Immune to sleep and charm spells. left to the DM.
SW: Protection from evil prevents a ghoul from attacking the
protected creature.

16 • Trek Through the Eastern Forest


Kobolds Netherese Merchants
The kobolds won’t attack the adventurers unless they out- A caravan of slow-moving merchants is slowly working its
number them at least two to one. They’re much more con- way up one of the trails. If approached by the player-char-
cerned about the orcs and goblins in the area (though if the acters, the caravan is very happy to see such “brave souls
party has gnomes in it, the kobolds are 75% likely to attack, scouring the Eastern Forest of evil.” They gladly equip the
throwing everything they’ve got at the gnomes). party with whatever nonmagical items they need and pro-
vide a hot meal to the heroes. The caravan is guarded by 50
Kobolds (5d4): AC 7; MV 6; HD 1/2; HP 3 each; THAC0 warriors and arcanists of levels 1-3.
20; #AT 1; Dmg 1d4 (claws) or 1d6 (weapons); SZ S (3’ tall);
ML average (9); XP 15 each.
SA: Infravision to 60 feet. Ogres
SW: Suffer -1 on attack rolls when in bright sunlight.
These ogres hail from the massive orc city in the Gods’
Each kobold carries 3d4 copper pieces and 1d4 silver Legion Mountains. They’ve been sent out on their own to
pieces. Farther east into the forest is the home of these patrol, since they frequently get into altercations with the
kobolds, a community some 300 strong. leaders of the various orc patrols.

Large Spiders Ogres (2d10): AC 5; MV 9; HD 4+1; hp 23 each; THAC0


17; #AT 1; Dmg 1d10 (fist) or 1d6+6 (clubs); SZ L (9’ tall); ML
steady (12); XP 270 each.
The path the players have been following slowly begins to
SA: Gain a +2 bonus on all attack rolls due to high Strength.
fill with thick webs to either side of the trail. Characters
with the observation proficiency can make a check with a
4 penalty to notice the webs; a ranger who makes a suc- Each ogre is carry 2d4 gold pieces. The remainder of
cessful tracking check likewise detects the webs. their treasure is back at the orc city (under the king’s pro-
If the spiders’ presence isn’t detected, the lead character tection, of course).
blunders into a thick web that has been set into the shad-
ows. A character in the webs can escape in a number of Orcs (Thousand Fists)
rounds equal to his Strength score subtracted from 19
(character with 19 or greater Strength can walk right These orcs are patrolling their homeland, keeping it safe
through the web). As soon as a character strikes the webs, from Netherese incursions and raiding parties from rival
the spiders leap out to attack. orc clans, goblins, kobolds, and other humanoids. They
tend to attack on sight, retreating only when faced by pow-
Large Spiders (2d10): AC 8; MV 6, Wb 15; HD 1+1; hp 7 erful magic. Each group encountered always contains at
each; #AT 1; Dmg 1 + poison (type A); SZ S (2’ diameter); ML least one shaman of 3rd level.
unsteady (7); XP 175 each.
SA: Creatures stuck in a web are attacked with a +4 bonus and Orcs (any number): AC 6 (hide armor); MV 9; HD 1; hp
lose any benefit from a high Dexterity score. 5 each; THAC0 19; #AT 1; Dmg 1d6 (short swords); SW -1 to
attack and morale rolls while in sunlight; SZ M (6’ tall); ML
steady (11); Int avg (8); XP 15 each.
Hidden nearby under a heavy blanket of webs is the trea-
sure hoard of the spiders (actually whatever they couldn’t Orc shaman (1): AC 6 (hide armor); MV 9; HD 3; hp 17;
eat off of their victims). There are 16 cp, 12 sp, 7 gp, and 11 THAC0 17; #AT 1; Dmg 1d6+1 (mace); SW -1 to attack and
pieces of electrum. morale rolls while in sunlight; SZ M (6’ tall); ML steady (11);
Int avg (8); XP 175.

Netherese Fighters Winds available (4): Transcendent, sporadic, wandering. Favorite


spells: protection from good, hold person.

A force of 6d6 warriors from the nearby cities are making


a patrol of the “eastern shores of the Netheril Empire.” Each orc is carry 1d4 pieces of electrum. The orcs’ city
They greet the PCs warmly, since they’re the first signs of is nestled against the slopes of the Gods’ Legion Mountains
human life they’ve seen in many weeks. They talk to the and is home to 12,000 orcs.
PCs about one or two other encounters they’ve had in the
last week (primarily orcs).
The force is led by Lord Grehnar (NG hm R9). The
remainder of the warriors are between levels 24.

Trek Through the Eastern Forest • 17


Owlbears Beholder
These creatures rush out of the underbrush as the charac- Just as the party is climbing a slight embankment, this awe-
ters travel through the forest, gaining a +2 bonus on their some creature floats into view, letting out a roar. Moments
ability to surprise. They do not retreat regardless of the earlier, it thought it heard something outside its cave. The
actions of the party. players just happened to be in the wrong place at the
wrong time.
Owlbears (2d4): AC 5; MV 12; HD 5+2; hp 33 each;
THAC0 15; #AT 3; Dmg 1d6/1d6/2d6; SZ L (8’ tall); ML n/a; XP Beholder (1): AC 0 (body)/2 (eyestalk)/7 (eyes); MV Fl 3
420 each. (B); HD 70 hit points; THAC0 5; #AT 1; Dmg 2d4; SZ M (6’ in
SA: On a roll of 18 or better, an owlbear drags its victim into a
diameter); ML fanatic (18); Int exceptional (16); XP 14,000.
hug, inflicting 2d8 points of damage per round. The trapped crea-
SA: Eyestalks can fire magical spells; charm person, charm
ture is entitled to a single attempt at bend bars/lift gates to escape
monster, sleep, telekinesis, flesh to stone, disintegrate, slow,
the hold.
and cause serious wounds.
SD: Central eye projects an area of anti-magic to a distance of 140
Tracking the owlbears back to their lair is the only
yards in a 90 degree arc in front of it.
chance the adventurers have of obtaining any treasure off
of them. Their lair is about three miles away from where
the battle with the characters took place (successful track- Within the lair are seven gems (determine value ran-
ing proficiency checks or similar abilities are required for domly by using Table 85 in the DMG) and five works of art
each mile). Within the lair is 2,470 silver pieces, 210 plat- (Table 87 in the DMG). There are also a variety of lifelike
inum pieces, one magical item (DM’s choice), and a qua- statues in the chamber, one of which is an artist who
simagical item (DM’s choice). claims that the pieces of art were his before he was
ambushed by the beholder (assuming the characters try a
Wyverns flesh to stone spell on the “lifelike statue”). He grudgingly
gives them up if the party seems affronted, since they did
As characters enter a light clearing in the forest, these rescue him, after all.
creatures swoop down and attack. They’re used to the orcs
in the area, so it takes two failed Morale checks before Dwarves
they actually realize the danger they’re in by a well-armed
group of adventurers. From time to time, the dwarves of Delzoun sent out groups
in an attempt to establish trade with the various elven
Wyverns (1d6): AC 3; MV 6, Fl 24 (E); HD 7+7; hp 50 nations in the area. This is one of those groups, returning
each; THAC0 13; #AT 2; Dmg 2d8/1d6; SZ G (35’ long); ML
home somewhat dour from their latest failure. The
very steady (14); XP 1,400 each.
SA: Tail attack injects poison (type F) into the target upon a suc- dwarves are all 1st to 3rd level and not in the most talka-
cessful strike. Creatures must make a saving throw versus poison or tive of moods.
die. Prefers to swoop down from the air and carry victims away
(during which time it gains a +4 bonus to all attack rolls).
Galeb Duhr
The wyverns don’t carry any treasure on them; their nest
is many miles away (and since the player’s can’t track fly- The party is alerted to the sounds of danger ahead by the
ing creatures, there is little chance they can find it). If they sounds of a boulder crashing into the ground. As they
do manage to track it down somehow, its contents are left round a bend, they notice an orc slowly disappearing into
to the discretion of the Dungeon Master. a pool of mud. Within moments, the scene is peaceful.
The galeb duhr don’t desire contact with the party. So
God's Legion Mountains long as the party doesn’t make an extensive search of the
area, the galeb duhr ignore their presence.
Encounters in the mountains are checked once every four
hours by rolling an 8-sided die; on a roll of 1 an encounter Galeb Duhr (1d4): AC -2; MV 6; HD 10; hp 73, 67, 64, 60;
occurs. Roll a d20 and consult the Random Encounter THAC0 11; #AT 2; Dmg 4d6/4d6; MR 20%; SZ L (12’ tall); ML
fanatic (17); Int very (12); XP 10,000 each.
table, then find the creature’s listing below.
SA: Can cast move earth, stone shape, passwall, transmute rock
to mud, and wall of stone once per day at 20th-level of ability. They
Barbarians (Angardt) can cast stone shape at will. They can animate 1-2 boulders around
them.
This group of barbarians is just making a sweep of the SD: Gain +4 versus fire-based attacks.
SW: Suffer a -4 penalty to saving throws versus cold, in addition
mountains to try and find a band of orcs that raided a bar- to suffering double damage from cold-based attacks.
barian encampment a few days ago. They’re not aware of
the huge orc city at the northern end of the mountains and
will be quite surprised to learn that the orcs exist in such Beneath a nearby rock are 3d4 gems and two potions
large numbers (they thought they eliminated the orc threat (extra healing and fire resistance).
years ago).

18 • Trek Through the Eastern Forest


Ghouls & Ghasts Mountain Giants
A priest of Jergal came across this group of ghouls late at As the party is traversing a path, these giants suddenly
night and decided to take control of them and order them stand at the edge of a nearby cliff and begin tossing boul-
about. They were performing various chores for the old ders at them. Each giant is far enough away from the other
priest when Jergal finally came to claim him—in the form so that area of effect spells like Noanar’s fireball can’t get
of ghasts that feasted upon his body. The group is wild and them both.
uncontrolled now, searching out new victims. Their statis-
Mountain Giants (1d4): AC 4; MV 12; HD 15+3; hp 115,
tics and treasure are identical to the Ghouls & Ghasts
107, 99, 92; THAC0 5; #AT 1; Dmg 2d10 (boulders) or
entry under the Forest Encounters. 4d10+10 (clubs); SZ H (14’ tall); ML champion (15); Int aver-
age (9); XP 7,000.
Gnolls SA: Can summon other creatures, but this takes a full turn to per-
form and requires a wait of 1d6 hours before the summoned crea-
tures arrive.
These are identical to the gnolls listed in the Eastern
SW: Strong stench reveals their presence for hundreds of feet
Forest section. downwind.

The mountain giants are not carrying any treasure. Their


Hippogriffs lair is a large cave a few miles away from the ambush.
These creatures are out looking for orcs that raided their
nest, killing one of their young in the process. The moment
they see the party, they take them to be their enemies and
Netherse Merchants
attack. These fortune seekers believe that there is a vast wealth to
be made in these mountains by opening up trade with
Hippogriffs (2d8): AC 5; MV 18, Fl 36 (C, D); HD 3+3; hp gnomes, renegade halflings, a new dwarven kingdom, and
20 each; THAC0 17; #AT 3; Dmg 1d6/1d6/1d10; SZ L (10’ the giants. Unfortunately, they haven’t been able to find
long); ML average (9); Int semi (2); XP 175 each.
anything except for the giants (who have attacked them
each time they’ve met).
Back at their nest is the remainder of their treasure; 3d4 They’re led by Danvren Goodsale, a human merchant
gems (refer to Table 85 in the DMG for values). from Yeoman’s Loft. He’s absolutely convinced that these
other “lost tribes” exist out here, but they’ve decided to
Hobgoblins return back to Yeoman’s Loft and resupply before ventur-
ing out once again.
This force of hobgoblins is scouting the trails for orcs, gob- There are around 30 guards and 20 merchants remaining
lins, and kobolds who are infringing on the hobgoblins’ ter- in the caravan, and virtually all of them are in need of heal-
ritory. They more than happily attack anything they think ing. Danvren agrees to pay the party 1,000 gold pieces if
they can dominate, as they try to demonstrate to the they escort them back to Yeoman’s Loft (he can’t afford to
heroes the moment they catch sight of them (concentrat- lose any more men or wagons to the monsters).
ing their initial volley of missile attacks against elves).

Hobgoblins (2d10): AC 5; MV 9; HD 1+1; hp 7 each;


Orcs (Rocktroll)
THAC0 19; #AT 1 (melee) or 2 (missile); Dmg 1d8 (long The actual Rocktroll orcs reside toward the southern end
sword) or 1d6 (short bows with flight arrows); SZ M (6 ½’ of the Gods’ Legion Mountains, but they frequently send
tall); ML steady (11); XP 35 each.
out groups to watch the movements of the Thousand Fists
orcs and to make sure armies are not gathering to attack
Each hobgoblin carries 3d8 copper pieces and 2d4 gold their own city. There is a 75% chance that these orcs attack
pieces. Their weapons are well cared for, however. the party; on a roll of 76% or higher, they ignore the heroes.

Manticores Orcs (any number): AC 6 (hide armor); MV 9; HD 1; hp


5 each; THAC0 19; #AT 1; Dmg 1d6 (short swords); SW -1 to
attack and morale rolls while in sunlight; SZ M (6’ tall); ML
These fierce creatures fly into view, scattering small rocks
steady (11); Int avg (8); XP 15 each.
and twigs as they land nearby to attack. They always
release a volley of tail spikes as their first attack and then
close with their prey. Each orc is carry 2d6 pieces of electrum.

Manticores (1d4): AC 4; MV 12, Fl 18 (E); HD 6+3; hp 48,


42, 37, 33; THAC0 13; #AT 3; Dmg 1-3/1-3/1d8; SZ H (15’); ML
Orcs (Thousand Fists)
elite (13); Int low (5); XP 975 each.
These orcs are simply out patrolling their homeland,
attacking any creature they think they can defeat. At the
first sign of trouble, however, at least one of the orcs runs
back to the city to report the party’s presence.

Trek Through the Eastern Forest • 19


Orcs (any number): AC 6 (hide armor); MV 9; HD 1; hp If the party begins moving toward the cave, the stone
5 each; THAC0 19; #AT 1; Dmg 1d6 (short swords); SW -1 to
giants first cause an avalanche, which inflicts 4d10 points
attack and morale rolls while in sunlight; SZ M (6’ tall); ML
steady (11); Int avg (8); XP 15 each. of damage against all creatures in its area of effect (120
feet long at the base). All of the giants’ treasure is stored in
the cave (where another 20 stone giants await).
Each orc is carrying 2d6 pieces of platinum.
Werewolves
Pyrothraxis, Red Dragon If this encounter is rolled during the day, wait until the sec-
The trees in this area are mostly burned stumps, and the lip ond watch is half-completed that night before the were-
of a long-extinct volcano can be seen in the distance. wolves attack. The werewolves charge into camp and
Looking down into the volcano, the party sees the sprawl- attack for four rounds, retreating if they haven’t totally
ing lair of Pyrothraxis, an old red dragon. dominated their targets. Depending on their success, they
The only way into the lair is by climbing or through use trail the party and attack each night.
of magic; there are no side tunnels that lead into the area.
Pyrothraxis is lightly dozing near a large pile of gems and Werewolves (3d6): AC 5; MV 15; HD 4+3; hp 23 each;
gold pieces (and will awaken the moment anyone begins THAC0 15; #AT 1; Dmg 2d4; SZ M (6’ tall); ML steady (12); XP
420 each.
climbing down or starts casting a spell).
SA: Damage caused by a successful attack has a chance to inflict
lycanthrope on the victim (1% per point of damage caused; check at
Pyrothraxis, old red dragon: AC -7; MV 9, Fl 30 (C), Jp the end of the encounter).
3; HD 19; hp 132; THAC0 1; #AT 3; Dmg 1d10/1d10/3d10; MR SD: Can be harmed only by silver or magical weapons.
45%; SZ G (130’); ML fanatic (18); Int exceptional (16); XP
19,000.
SA: A cone of fire breath weapon that is 90’ long and 30’ wide at
the end that inflicts 16d10+8 (saving throw versus breath weapon
Wights
for half) points of damage. Can affect normal fires (3 times/day), From what appears to be the site of an avalanche, these
pyrotechnics (3 times/day), heat metal and suggestion (both undead emerge and immediately charge at any living crea-
once/day).
ture in the area, picking elves and other nonhumans over
SD: Immune to fire.
Spells: 1st Level: m a g i c m i s s i l e , s h o c k i n g g r a s p . 2 n d L e v e l : humans when possible. The wights appear to have once
Melf’s acid arrow, web; 3rd level: lightning bolt. been orcs.

A favored tactic of Pyrothraxis is to wait for creatures to Wights (2d8): AC 5; MV 12; HD 4+4; hp 28 each; THAC0
begin scaling the side of the volcano and then web them 15; #AT 1; Dmg 1d4 + 1-level energy drain; SZ M (5’ tall); ML
elite (14); Int average (9); XP 1,400 each.
into place. Once the creatures have been webbed, they
SD: Can be struck only by silver or +1 or better magical weapons.
automatically fail their saving throw versus his breath Immune to sleep, charm, hold, paralyzation, poison, and cold-based
weapon. attacks.
Despite the fact that dragons aren’t subjected to the SW: Holy water inflicts 2d4 points of damage. A raise dead spell
totally destroys a wight.
Netherese spellcasting system, their spells still inflict dam-
age without a cap. For example, Pyrothraxis’s lightning The wights have managed to gather a decent horde of
bolt inflicts 19d6 points of damage. treasure since their death many years ago. Beneath the
The precise treasure of Pyrothraxis’s lair is left to the rubble is: 3,500 copper pieces, 600 platinum pieces, 6 gems
DM, but it should be considerable. If the party chooses to (use Table 85 in the DMG to determine value), a suit of
take on this old dragon, it should be a fight that costs a few chain mail +2, and a long bow, +1.
of them their lives (if not the entire party).

Stone Giants Planned Encounters


These giants are standing motionless among the rocks as
they watch the party pass. Elves have a 1-in-6 chance (a During their trek, there are five planned encounters that
roll of 1 on a d6) to notice the giants watching them. The occur. The Summons occurs first, with the remainder tak-
giants do nothing unless the party begins to move toward ing place as the DM deems appropriate.
their cave a few hundred yards away.
The Summons
Stone Giants (1d10): AC 0; MV 12; HD 14 + 1-3 hit
points; hp 95 each; THAC0 7; #AT 1; Dmg 3d10 (boulders) or Just as the PCs begin their journey, they are met by a group
2d6+8 (giant clubs); SZ H (18’ tall); ML champion (16); Int
of arcanists along the trail. There are no tracks anywhere
average (9); XP 7,000 each.
around the three individuals save on the path itself, seem-
ing to indicate that they used magic to arrive.

20 • Trek Through the Eastern Forest


“Ah, right on time,” smiles an older man in red robes
that have a flaring “K” embroidered upon them. “Karsus
does reward those who are prompt and faithful to
Netheril.” The old man bows low.
“I bring you greetings from the great Archwizard,
Karsus himself. He desires your services in tracking down
a few elusive spell components. Are you interested?”

If the characters say they’re interested, the old arcanist


states that his name is Jaston Willonay, Third Arcanist of
Netheril—an honorary titled bestowed by Karsus. He goes
on to explain that Karsus has need of such experienced
adventurers.

“Karsus has need of two materials to prepare spell


components. The first is the pituitary gland of the
Tarrasque. The second is the stone-filled gizzard of a
gold dragon.” Jaston stops and studies your faces for a
long moment.
“Some of you might have reservations about slaying a
gold dragon just to get its gizzard for a spell component.
I don’t blame you. But I’m not here to compare ethics; all
I can tell you is that these components are vital to the
survival of Netheril.
“The gold dragon Dracolnobalen can be found in the
northern reaches of Moander’s Footstep. To the west of
here in the Flats is the lair of the Tarrasque.”

Jaston doesn’t offer payment immediately; it’s widely


known throughout Netheril that Karsus is a man whose
generosity has its own rewards. If the characters request
any magical or quasimagical item in exchange for their
services, Jaston accepts their terms. Likewise, if they
request a reasonable sum of money, he also accepts.
If the player-characters try to extract an archwizard’s
ransom in exchange for the spell components, Jaston
declines. He states that other adventuring parties have
been sent on similar missions, and the party’s assistance—
while desired—isn’t worth the price.
If the characters accept, they can continue their trek
through the Eastern Forest, into the Gods’ Legion
Mountains, and finally to the base of Moander’s Footstep.
Once there, proceed to The Search on page 33.
It’s important that the characters complete the first part
of their quest (obtaining the spell components) before
going after Nopheus’s wife. If the party strays, Jaston reap-
pears once or twice to urge them toward the gold dragon.
If the characters are intent on rescuing Amanda first, then
Jaston departs (and another adventuring party obtains the
necessary components).

Varied Tracks
The party discovers humanoid tracks (dragged boots, bare
feet, and evening slippers) heading east through the snow.
More than 20 tracks can be seen, but if a ranger is in the
group, he is able to determine that exactly 46 humanoids
passed through the area sometime between two and five
days previous.

Trek Through the Eastern Forest • 21


If the characters decide to follow the tracks, proceed
to The Graveyard on page 22.
Elven Proposal
The PCs run into a group of elves who greet the characters
Frozen Bounty as though they were longtime allies. They invite the heroes
to share their fire with them for an evening of story-telling,
A frozen skeleton, mostly flayed of its meat, reclines merriment, and safety. The elven group consists of three
against an ice-covered evergreen, though fragmented rangers, 12 arcanists, four priests of various elven faiths,
breeches still cling to his naked hip bones. Rotted clothing and six thieves.
(a coat, a scattered backpack, and a brown, wide-brim hat The evening starts out with the elves sharing stories with
bearing the symbol of a snake entwining a scepter of gold) the characters. Eventually, the elves bring out some fine
is also scattered around the snow. wine and begin playing games, challenging one or two of
Inside the backpack is a crumbled menu of items the the heroes to a game of chance (creyala, a form of elven
deceased wished to purchase at the next city, a sevenday poker using cards) or skill (such as darts). Slowly, the
ration pack (partially consumed and showing the scrapings elves begin to try and pry the loyalties from the characters,
of small carnivorous teeth), a scroll tube (labeled “For deciding whether or not they are loyal to Karsus and the
Karsus’s Eyes Only”) sealed in wax and kissed with the other archwizards.
mark of a signet ring, three folded and unused waterskins, If the elves find out that the characters are not of
and a small diary. Netherese origin (time travelers) or that they hold no love
The ration pack is safe to eat, in spite of the teeth marks. for Karsus and the archwizards, they invite them into a
The scroll tube is easily opened, having no protective business proposition. The elves immediately stop their
magic and contains a small map detailing a path to a stash merriment and get down to discussing the fine points of
of hidden nether scrolls in western Netheril. If the charac- their deal with the heroes. Proceed to the Thief in the
ters follow the path outlined on the map, proceed to Night side trek on page 27.
Nether Here Nor There on page 37. If the characters are loyal to Karsus (or at least per-
The diary contains a variety of letters, characters, and ceived to be), the elves still provide a night of fun and mer-
symbols that don’t make any sense whatsoever. It’s actual- riment. When morning dawns, they bid farewell to the
ly protected by a Raliteff’s illusion script spell, which heroes and then continue on their way.
allows only arcanists from the Karsus Enclave to read it.
Other creatures making the attempt must make a saving
throw versus spell or be affected by a suggestion spell that
causes them to believe that the book is filled with the last The Graveyard
few days of life for the skeleton (and rather boring at that).
The diary is actually a journal of the movements of the DM Note: The players should have retrieved the spell
Neth Underground for Freedom as well as a chronicle of components for Karsus by this time, or else have been
the wrongs inflicted onto the people by the reigning arch- warned by Jaston that they are delaying the Archwizard’s
wizards. progress.
Hundreds of years ago, a shaman declared this grove of
If the characters decide to bring the writings to the trees “by the voices of gods in his head” to be a holy place,
authorities on the Karsus Enclave, proceed to Quelling and he cast a variety of spells across the area in an effort
the Serfs on page 37. to shield it from necromantic magic. The area is surround-
ed by four soft, rolling hills, each being halfway between
If the characters read the diary and decide to join the the points of a compass rose. In the center of the valley
ranks of the freedom fighters, proceed to the Liberty on created by the hills, a huge shadowtop tree (probably as
my Mind side trek on page 36. old as the forest or even the world itself) sits in supreme
dignity; hundreds of animals make their homes in its
Sound of Glory branches in complete impunity.
For centuries, the elves of Shadowtop have used this
Just before the party is ready to camp for the evening, they special and holy area to bury their dead. Since the original
hear loud voices and the clamor of metal against metal consecration, many elves have been buried here, their
from about 1,000 yards ahead. If the characters decide to lichen-covered driftwood or stone grave markers telling
investigate the din, start a fire, or otherwise draw attention the tale of their tragic deaths.
to themselves, proceed to A Thousand Fists Knocking The burial site, some 300-feet in diameter, is surrounded
on page 31. by a grove of Shadowtop trees so thick that walking two-
abreast isn’t possible. Weaving and writhing branches, fern
growth, sun-starved underbrush, and oddly placed grave
markers make travel extremely difficult.

22 • Trek Through the Eastern Forest


Arrival “Humans, as a whole, are our ancestral allies. Until we
know otherwise, they’re to be treated with respect and
As the characters pass into the grave site, they behold a dignity.” The leader pulls a dagger out of a scabbard and
sorrowful sight: piles of dirt next to every tomb marker. hands it—hilt forward—to [lead human character], say-
Each of the graves have been unearthed, and some appear ing, “It’s our custom to slay one who has wronged us
to have been excavated not from the outside, but from intentionally, This is now your right. His life is yours if
within. Nothing remains in the graves, not even small per- you choose to take it.”
sonal items that would be of no value.
As the characters investigate the area, they suddenly If the character kills the elf, he does so with the first
hear footsteps all around them. Appearing out of trees, blow and nothing more is said of the matter. If the PC
dozens of elves surround the characters. As more elves chooses not to kill his attacker, the elf is in the PC’s debt
appear, one says, “See. I reported the truth. Someone has for life.
raised our ancestors to perform malicious deeds. Perhaps If the PCs investigate the area, they discover a great
it was these humans,” he says, pointing at the party. number of tracks heading off in two separate paths
toward the east. If they do not investigate, an elven ranger
The elf suddenly marches stiff-legged and angry searches for tracks instead, finding the same results.
toward [lead human character], reaching up and red- The leader of the Shadowtop Clan, Solocrian, suggests
dening [his/her] left cheek with a well-placed backhand the characters take one path while a group of his finest
slap. The elf is immediately set upon by the other elves warriors take the other, that way both avenues can be
before anyone can react, who tackle him to the ground. explored simultaneously. Regardless of the path the char-
There is a lot of arguing and shouting—all of it in acters take, the results detailed below apply.
elven—as the elves restrain one of their own.
An elf wearing elven chain mail and a purple cloak On the Trail of the Dead
utters a word and suddenly all of the bickering stops.
Obviously the leader of the elves, he speaks in common. The path heads east deep into the Eastern Forest. It winds
over sharp hills, around steep cliffs, and through deep brush

Trek Through the Eastern Forest • 23


Anointus, hm, R15: AC -3; MV 12; hp 118; THAC0 6; #AT
and rivers. Occasionally, the path is joined by additional
2; Dmg 1d8/1d8 (polearm); MR 15% (from armor); SZ M (6½’
footsteps that merge with the current tracks, strengthening
tall); ML fearless (19); AL NG; XP 8,000.
the path and making it easier and easier to follow. STR 22, DEX 15, CON 18, INT 18/3, WIS 15, CHA 17.
The path carries the characters through areas where the Special Equipment: Separator (polearm), Deflector
ground has been dug up to expose a rotted wooden crate (shield), and Protector (armor). These belongings are
large enough to hold an average-sized human. No posses- detailed in the Spells & Magic chapter.
Spells (16/3rd): Anointus worships Selûne and gains
sions remain, except the moldering remains of an elven
access to the terrestrial and wandering winds.
death shroud.
As characters follow the trail of footsteps deeper into
the forest, they begin to notice an abnormal number of flies Anointus, a ranger of some repute, is best known as a
in the area feasting upon what appears to be hunks of old, knowledgeable guide through the Wildlands of the Neth-
rotted meat. As evening approaches, characters come Southeast. He had family and friends who lived in this
across the following: town. The loss of his wife and child, along with an unnat-
ural increase in Strength and Constitution, has partially
The decomposing body of an elf lies sprawled out on snapped his mind, explaining the two Intelligence rat-
the trail. Its right leg is severed and more than a dozen ings. When he’s faced with undead, his Intelligence drops
teeth lie scattered around it. As you approach within 20 to the lower rating, but in situations away from undead,
feet, the remains push themselves upright and the elf his Intelligence returns to normal.
turns its head to face you with one empty eye socket. A Anointus looks almost prissy in both attire and appear-
smile seems to crease its way across the decaying skin. ance. His blonde hair is perfectly cut, combed, and
“I cannot go any farther, and my companions have left styled, and his teeth are as pearly as the brightest cloud.
me behind to rot. You see, I seem to have broken my leg.” His boots are spit-shined at least once a day, and all of
He looks down at his lower limb which resembles an his gear is meticulously cleaned, oiled, and sharpened (if
inch-think branch snapped across a knee; few sinews of applicable) every time it’s pulled from its scabbard or
meat remain. “Can you help me?” used. After combat, he can typically be found sitting on
the nearest rock or stump, cleaning his gear and resharp-
Just about anything can aid the undead: a bit of sovereign ening his blades.
glue to join the break, a nearby stick and a length of rope to If the characters manage to calm Anointus when they
bind the disjointed piece with the rest of the body, or a care- first meet him, he tells them the following:
fully placed Aksa’s repair spell. Regardless of method, if the
characters help the zombie, it shows its gratitude by stand- I was commissioned by seven merchants from Spiel
ing, thanking the characters, and walking away—in the who wanted to enjoy the life of their ancestors: hunting,
direction of its companions. (If allowed to rejoin the ranks fishing, sleeping out of doors—all without the use of
of the dead, the zombie, Derf, warns all the others not to magic. This in itself wasn’t unusual—I’ve taken many
attack the characters and to consider them ‘friend.‘) out into the wilds to rough it for a while—but traveling
If the characters attack, they gain a +4 bonus to attack without magic was an unusual request.
and the zombie suffers a -4 penalty (prone). It’s an easy “I was amazed. Usually I have to hire a spellcaster
kill, even for low-level characters, and the zombie cries out who takes half my profits, but this time, each of their
“No, no, it’s not my fault,” for the duration of the combat. 2,000 gp charges went directly to me. We set out five
After a few days’ travel, the characters approach a small days ago into the Eastern Forest with backpacks,
village. The tracks pass through the main avenue, leading waterskins, crossbows and bows, arrows and bolts, and
them directly into town. The town is deathly quiet; unusu- enough flint for a year.
al for a frontier village. Most of the doors are open, but the A few days into the trip, we heard a horrid crashing
windows are battened down. The street, showing the path through the trees. At first I thought it was either a lazy
of the undead, tells a horrifying tale. and vastly overpopulated orc patrol whose confidence
In this town, the undead apparently entered every build- overstepped all manner of prudence or the migration of
ing and pulled the inhabitants from the ranks of the living a rhea herd moving toward better water and available
to that of the dead, strengthening their numbers and taking food. In either case, I didn’t want to be in the way, so we
the new recruits with them. climbed trees and silently waited for the noise to dissi-
As the party searches around the town (or tries to leave), pate. Imagine my surprise when I found a migration of
they are confronted by a berserk ranger who comes at undead passing directly under my tree!
them in a fever of hatred and fear, wildly wielding an axe “I fought the urge to attack them on sight, especially
head polearm glinting the rays of the cold afternoon sun. when their numbers just kept coming. Hundreds of
He screams something about wanting “the skulls of the them, or even thousands. They were as thick as grass,
dead” and then advances menacingly toward the heroes. practically touching each other as they went, darkening
Anything can happen here, If the characters keep their the ground below them. I looked over at the merchants
distance and try to negotiate their way from this predica- who were ashen. I decided it was time to head back to
ment, a flickering of sanity begins to fill the man’s wild town and see if they left the town unscathed.
eyes. If they unsheathe their weapons and attack, his rage
takes control and he attempts to kill everyone.

24 • Trek Through the Eastern Forest


“Apparently when the zombies entered the town, then PCs are in the open, the orcs attempt to run around them
whisked everyone away with them. The tracks lead to in their panic. If the characters attempt to kill the orcs,
every building, and in each building signs of struggle is they dodge and parry whatever blows they can in order to
apparent. It looks like the undead just killed everyone in continue their flight.
town, turned them into additional undead, and brought If the characters capture one of the orcs, he’s willing to
them along on their journey.” Tears well up in Anointus’s talk in order to continue his retreat:
eyes, a glimmer of rage and sorrow reflected in them.
“Most undead aren’t that bright, so these must either be “Haven’t you all heard? The Lichlord, Master of the
in the control of a god or an archwizard—but no arch- Undead, Murderer of the Masses, Dread of the
wizard that I know of would dare such an attack on Archwizards, and Terror of the Earth, is amassing an
innocents.” army of the unliving in order to kill and take over every-
thing! He believes that only the undead will treat the
Anointus declines any offer to join the heroes, explain- world with respect and discontinue the misuse of the
ing that he works better alone and that he has some things environment. This means the extermination of all orcs,
he needs to check on—and he can’t do it with a bunch of humans, gnomes, dwarves, and even those vile and irri-
noisy greenhorns trailing along behind him. He’s friendly tating wood-huggers—you know, the elves.
about his reasons, but he can’t be convinced to change his “We’ve chosen life, and we’re trying to get to our home-
mind. He promises that he’ll see them later, probably clos- lands in order to move our families and friends to the holy
er to whatever final destination the undead have in mind. lands in the Spine of the World. He’s amassing an army of
dead so vast, it can crush any army it comes in contact
The Orc Retreat with. It feeds on the war dead, making itself stronger as it
moves west. Nothing can compete with that. If I were
The characters hear a great thrashing through the bushes you, I’d turn my back on the east and join us in flight.”
ahead of them. Squeals of fear and grunting of hard labor
are discernible as well. Within two minutes, a group of 30 If the orc is asked where the Lichlord can be found, the
orcs pass through the area where the characters are. If the orc points due east and replies, “The Lichlord is that way

Trek Through the Eastern Forest • 25


Illithid (Mind Flayer) (4): AC 5, MV 12; HD 8+4; hp 61;
about three days’ travel. But be forewarned, the THAC0 11;; #AT 4; Dmg 2: MR 90%; SZ M (6’ tall); ML cham-
Omniscient One knows you approach and is prepared: flee pion (15); Int genius (18); AL LE; XP 9,000.
while you can and turn west. This is the only way you can SA: Mind blast is a cone 60’ long, 5’ wide at the illithid, and 20’
save what life you have. He’ll take it from you and give you wide at the opposite end; all within the cone must save vs. wands or
be stunned and unable to act for 3d4 rounds. Can cast the following
the mindless euphoria of the living death if you continue
spells as a 7th-level spellcaster: suggestion, charm person, charm
your journey.” After speaking with the characters, the orc monster, ESP, levitate, astral projection, and plane shift; all saving
wrestles free of their grasp and continues on his way. throws against these are made with a -4 penalty.
Psionic Summary (Only if used in the campaign): Level 10;

The Elusive Illithid Dis 4; Sci 5; Dev 15; Att EW, II; Def all; Score=18; PSPs 314, 307, 300,
284.
Psychokinesis Devotions: control body, levitation.
Hungry for magic and seeking revenge, the phaerimm Psychometabolism Sciences: body equilibrium.
(detailed fully in the Netheril: Empire of Magic boxed set) Psycoportation Sciences: probability travel, teleport.
Psychoportation Devotions: astral travel.
have laid a shaky foundation of peace with the illithids. Telepathy Sciences: domination, mindlink.
The pact between these two races is essentially a sharing Telepathy Devotions: contact, ESP, ego whip, id insinuation,
of “resources.” The phaerimm turn over all humans and posthypnotic suggestion.
humanoids they capture to the illithids, and the illithids The illithids, being creatures of great brain and psionic
probe the minds of the humans for any useful information. power, delve into their victims’ minds and extract any use-
If the characters and their companions are carrying any ful information they can find. Once all information about
magical items, the phaerimm are able to detect their presence. Netheril and humans in general is extracted, the illithids
Once they discover the characters, the phaerimm follow them eat the empty, wanting brains or feed the awake but uncon-
(while remaining underground and out of phase in order to scious character to their pets and watchdogs, the intellect
reduce their chance of discovery) and wait until nighttime devourers.
when humanoids—in their experience—are less active.
Intellect Devourer (2): AC 4; MV 15; HD 6+6; hp 48
Phaerimm (1-3): AC 1; MV Fl 9 (A); HD 9; hp 63; THAC0 each; THAC0 13; #AT 4; Dmg 1d4/1d4/1d4/1d4; SA Psionics,
11; #AT 6; Dmg 1d4x4/3d4/2d4; MR 44%/77% vs. polymorph stalking; SD; MR Nil; SZ T (6” long); ML Fanatic (17-18); Int
and petrification; SZ L (12’ tall); ML fanatic (17); Int supra Very (11-12); AL CE; XP 6,000.
(19); AL NE; XP 10,000. SA—Each successful hit causes an additional 1d4 points of dam-
SA— If the tail attack roll is 16 or better, the victim takes usual age unless the creature makes a successful saving throw versus poi-
damage plus 1d6 more as the sting injects a fluid. The victim saves son.
vs. poison three times: for paralyzation, to determine if victim is SD—+3 or better weapon to hit (even then, the devourer only
levitated three feet off the ground, and to see if a fertile egg is inject- suffers 1 hit point of damage), immune to cerebral parasites and all
ed. If so, it begins growing in 1d6 days, internally eating the victim mental attacks except psionic blast; immune to normal or magical
for one hit point per day until death or a cure disease is cast. fire; electrical attacks cause only 1 hit point per die of damage.
Meanwhile, victim attacks, AC, and statistics are penalized four Psionic Summary: Level 6; Dis 3; Sci 3; Dev 11; Att EW, II; Def
points. An egg or larva can be cut from a victim, requiring a System M-, TS, IF; Score=Int; PSPs 200.
Shock and 2d4 damage during the process. Psychometabolism Sciences: ectoplasmic form.
SD—160-foot infravision also sees in astral and ethereal planes Psychometabolism Devotions: body equilibrium, chameleon
90’, normal vision functions as detect magic for 90’, reflect resisted power, expansion, reduction.
spells back at source or use them as healing (excess points are car- Psychoportation Devotions: astral projection.
ied for 12 rounds to offset later damage) while spells doing no dam- Telepathy Sciences: domination, mindlink.
age heal one hit point per spell level. Telepathy Devotions: aversion, contact, ESP, ego whip, id insinu-
Spells: (200/10th): These phaerimm cast spells as a 22nd-level ation, telempathic projection.
arcanist (spells are at the DM’s discretion). While it’s possible that characters could somehow
If the phaerimm subdue one or more of the characters, escape the illithids, such an adventure is left to the DM. If
they take the bodies with them to their allies, the illithids, the players managed to survive the encounter with the
in the depths of the earth (using planar travel spells to phaerimm, continue with Dead Denizens (page 43).
move into either the astral or ethereal planes).

26 • Trek Through the Eastern Forest


SIDE TREKS
eace is the way of the wise man, but is war always the path of the
imprudent? Belief in the lie that one is the only justifiable ruler of
a people is often the path of the folly, and the lie blinds him.

Throughout the adventure, there are several tion about the protective magic therin. The elves
points where the Dungeon Master can send the char- claim that archived information about ultrahigh
acters on a little side quest. These are all listed here. spellcasting is contained in this repository, while the
The DM can choose to thread these throughout the Karsus Museum holds valuable magical items and
adventure at the appropriate time, or he can simply recipes for elixirs can grant just about anything
use them as separate adventures. A rough experi- one would wish.
ence point total is provided. If the characters take the map and
attempt to infiltrate the repository
Side Trek Name XP Totals on Delia, they must first get to the
Thief In the Night 10,000 city.
A Thousand Delia is a large city that
Fists Knocking 15,335 houses between 375,000 and
Breaking 400,000 people. Mostly
and Entering 825-2,050 human, a smattering of
In Jail 13,000 other races can be found
The Search 138,000 here, but these nonhumans
Karsus Marketplace — account for only 3% of the
Liberty population. The city is per-
On My Mind 12,025-16,985 fectly circular, with the main
Nether Here arteries traversing from the
Nor There — central court in the center to
Quelling the Serfs 66,840 the outer rim of the city, each
Robin Banks 960 street approximately one-half mile
Scrying long and decreasing slightly in eleva-
the Orcs Through 5,380+ tion. The lesser streets are circular, orbiting
the central courtyard like a satellite.

Thief in the Night Central Courtyard


In the central courtyard surrounded by the street
The elves are approachable, stretching their arms named Central Court, Lady Polaris has her castle,
out in friendship. The rangers claim to be on a mis- the Great Library, and the Polaris Vault. Along the
sion to gain magical knowledge and ask the charac- perimeter of the courtyard, a two-man-tall wooden
ters if they’re citizens of Netheril. If the PCs say palisade is a deterrent to keep the common folk
they’re not, the elves ask if they wish to join in their from entering the plush grounds of the palace.
search. The elves promise to share the information
they gain if the PCs promise the same. Entrance
If the heroes agree to the terms, the elves claim
that they’re going to the Karsus Enclave to discover There’s one entrance to the courtyard, and that’s
the secrets of Netherese spellcasting and invite the through the guardhouse on the northernmost part of
characters to go to Delia and enter the magic vaults the palisade. Thirty guards (all between 2nd and 7th
of Lady Polaris. They give the PCs a map showing level) and seven arcanists with Smolyn’s seer and
the details of the Polaris Vault and sketchy informa- detect lie spells permanently cast upon their eyes

Side Treks
question everyone who enters or attempts to enter the Please note that information about 11th-level spells and
grounds. Those who do not “fit the bill” are ordered to higher are not contained here. Instead, these high-level
leave, and arrested if they do not (should someone attempt documents are kept in the Polaris Palace.
to resist arrest, they’re killed on the spot, with the body
being sent to Rendan’s Apothec for assimilation into Polaris Palace
grotesque and unusual potions and powders for use by the
army stationed in the barracks). The only way into the Polaris Palace if the front door is not
The 12-foot-tall palisade, wooden in construct, is magi- used, is through the use of a gate spell from another plane.
cally strengthened to the tensile strength of steel, meaning Any attempt to magically teleport is met with a very
that it’s immune to both mundane and magical fire and unpleasant jaunt into the 43rd plane of the Abyss. If one
lightning. Magical cold, however, turns the wood brittle, climbs the walls to enter through the windows, they are met
allowing someone to smash it with a simple warhammer with a very unpleasant side effect: the walls and the roof
strike. are completely covered with an Aksa’s disintegration
A magical current flows through each piece of wood in effect—say good-bye to finger tips (or even whole bodies if
the palisade, originating from the eastern guardhouse and one is thrown or pushed into the wall). One way past this is
flowing around to the western guardhouse. If the current is to a Stoca’s wings or Yturn’s levitation spell to a window
broken, the guards send a unit of seven warriors and one or the roof. However, if the window is touched from the
arcanist around the inside of the fence to investigate the dis- outside, the violator find himself securely glued to the win-
turbance. If they find a break in the fence, the northern bar- dow (much like the effect of sovereign glue); then it’s only
racks (on the corner of Central Court and North Avenue) are a matter of time before the magic that got the PC to the win-
alerted, and five units (35 warriors and five arcanists) are dow wears off and he falls, striking the wall on his way
dispatched to find the intruders. Please note that a simple down, disintegrating his body (up to the arm, at least, since
dispel magic disrupts the ward for 1d4 rounds. his hands and fingers are still be attached to the window).
If the fence is climbed and the villain carries magical The front door is continually guarded by five warriors
items, three things can happen: quasimagical items are and one arcanist (again with Smolyn’s seer and detect lie
instantly relieved of their dweomer, true magical items spells permanently adhered to their corneas). Five other
must save vs. disintegration to maintain their magic (both groups of guards of equal numbers and profession walk
done without the knowledge of the owner), and the about the palace, making sure no one attempts to gain
climber must save vs. spell or be paralyzed until removed entrance through thieving or magical skills.
from the fence. Since no one has ever entered Polaris Palace without per-
Magical means can be used to enter the fence, since this sonal permission from Lady Polaris herself, it’s unknown to
is one way that Lady Polaris enters and exits the com- this day what happens when a thief enter uninvited. One
pound whenever she wants to get away without the thing is known, however: seven known attempts from mas-
guards, the House of Commons, or the people knowing any ter thieves have been attempted, and the thieves were never
better. Such ways include, but are not limited to: Oberon’s heard from again. The DM is encouraged to be especially
blinking, Oberon’s teleportation, Shadow’s walk, and creative and cruel while maintaining one way to succeed—
Oberon’s extradoor. after all, that’s one thing Lady Polaris personally made sure
of. (By the way, all information regarding the 11th-level
Great Library spells are always kept in her bedchamber. Good luck!)

The Great Library is an absolute font of information. All Polaris Vault


documents (or copies thereof) made since the height of
Netheril in 1964 NY are held here. All known spells, potion The Polaris Vault has no windows and two doors on the
recipes, and religious and philosophical pamphlets and eastern part of the central hub. Once inside, a visitor finds
books created by Netherese are contained herein. As five different exhibits: the Warriorward, the Thief’s Den,
ordered by Lady Polaris, the library is categorized and the Dweomercraft Auditorium, Divinetabla, and Polaris’s
indexed to death, making the location of desired informa- Exhibit.
tion easy and quick. Divinetabla: This section mostly details the gods known
During evening hours, the library is left unguarded by in Netheril, including several worshipped by the nonhu-
man. Instead, magic is used to maintain security. All win- man races Netheril has dealt with in the past. The remain-
dows are protected by an Aksa’s disintegration spell acti- ing third of the exhibit details the magic and quasimagical
vated by the decrease in light from the sun (easily over- items in use by the priesthoods throughout Netheril. This
come with a Brightfinger’s light spell), the front door acts even includes the holy symbols and totems held dear to the
as an Oberon’s extradoor that opens up into a high-securi- religious icons of the gods’ followers. Also included is a
ty cell in the constabulary’s jail house about seven blocks synopsis from Karsus of Netheril who claims the gods of
directly north of the Delia Courtyard (easily overcome by Netheril are nothing more than frauds, which, by no sur-
another Oberon’s extradoor). prise, has caused a great deal of stress among the religious
Once inside, all the PCs need to do is find the index sects. Many believe this single seven-page writ is the cause
books kept by the librarians a few dozen yards away from of all unrest in Netheril, since Karsus made it very clear
the front door to locate whatever information they require. that all archwizards believe the same thing.

Side Treks • 29
Dweomercraft Auditorium: This, the most crowded sec-
tion of the vault, shows all the items, scrolls, and books
usable by the spellcasters in Netheril. None of the nether
A Thousand
scrolls are included in this exhibit.
Polaris’s Exhibit: This special section in the center of
Fists Knocking
the Polaris Vault displays the magical items created by
Lady Polaris herself (though small in number), and all new If the heroes investigate the noise, they see a group of 78
exhibit pieces procured by the vault librarians. One inter- orcs—10 of whom are of huge stature and three who are
esting thing about this particular exhibit is that there are a dressed in wild, obnoxiously colorful clothing (shamans).
number of books that detail the exact way to create spells The orcs apparently are going to sleep under the stars, but
in classic Netherese style—spells that contain no somatic there are nearly 15 fires burning, each with a two-day sup-
components (Note: these five book are what the ply of wood..
Cormanthyr elves desire to fulfill their quest.) Spoken in Orcish, the characters hear these clips of
Thief’s Den: This section of the Polaris Vault contains speech: “. . . death to the Neth . . . ,” “ . . . the only good human
the least number of magical items and it’s the only one that is medium rare . . .,” “ . . . if we swings south at Yeoman’s Loft,
contains nonmagical items. Herein are all the items that a we can easily raid Spiel in a fourday . . . ,” “. . . Me hears they’s
thief would use in his career. A section that takes up a third got pretty no-hairs [human females] there . . .,” “. . . wish
of the exhibit in the back contains the magical varieties we’d’ve brought ‘the dogs’. . . ,” “. . . me sword’s hungry; me
known to Netheril. The remaining two-thirds shows the needs t’ feed it . . . ,” “ . . . ever tried their eyes served o’er iced
nonmagical varieties, from lockpicks to fantastic wall- gruel?. . . ”
climbing apparati. This is truly a study of the subversive
when one steps in his hall. Orcs (65): AC 6; MV 9; HD 1; hp 6 each; THAC0 19; #AT
Warriorward: This auditorium features all the magic and 1; Dmg 1d8 (sword); SZ M (6’ tall); ML elite (14); Int high
(10); AL LE; XP 175.
quasimagical items useful to the warrior, the soldier, and the
nonspellcasting adventurer—at least those that are avail- Orogs (10): AC 3 (plate mail); MV 6; HD 3; hp 21; THAC0
able in Netheril. Over 3,000 items are on display here, each 17; #AT 1; Dmg 1d10+3 (sword + Strength bonus); SZ M (6’-
with a description of the known functions and the creator. 7’ tall); ML elite (14); Int high (11); AL LE; XP 65 each.
As an extra level of security, Lady Polaris “hired” the Orc Shamans (3): AC 6; MV 9; HD 5; hp 37, 33, 29;
help of some planar beings. About seven years ago during THAC0 15; #AT 1; Dmg 1d6 (club); SZ (6’ tall); ML elite (14);
her planar travels, Lady Polaris discovered Mechanus and Int exceptional (15); AL LE; XP 650 each.
gated five decaton modrons from their home plane into the Winds available (12/3rd): Transcendent, sporadic, wandering.
Favorite spells: command, protection from good, sanctuary; hold
Polaris Vault, but she just couldn’t figure out how to keep person; dispel magic.
them contained in the building. For some unknown reason,
the decatons would be in place for no less than five days
before they’d disappear. She believed that Primus or one of The orcs refuse to negotiate with humans, preferring to
the Secundi were responsible for the continual extraction. kill them on sight and use their possessions against the
She loved their lawful neutral attitudes and decided next batch of humans they run across. They believe all
they’d be the perfect beings to use as security. The only humans are Netheril citizens or simply descendants of the
thing she had to do was to find some other nonessential Neth, and as such, they’re considered holy enemies, giving
being to use for her security forces. On a return visit to them a +4 attack bonus, much like the ranger special abil-
Mechanus, she discovered the pentadron modron, and ity. This bonus is never applied to any opponent except
decided these beings could serve her needs. After gating humans.
them to the Prime Material Plane, she trapped them in the If the PCs rush in to attack, the orcs create a horseshoe
Polaris Vault, and there they remain, seven years later. defense, hoping to surround the characters, with each PC
If someone enters the Polaris Vault during the off hours suffering at least one orc strike per round. If the PCs
(sundown to dawn), the modrons attack. attempt to attack them from the safety of the underbrush,
the orcs rush in all directions, hiding in the bushes, trees,
Pentadron Modron (5): AC 3; MV 18; HD 5+5; hp 40; and just sneaking about.
THAC0 15; #AT 5; Dmg 1d4+4(×5); SZ M; ML fearless (20);
Int very (11); AL LN; XP 2,000 each.
SA: A save vs. paralysis is required to maintain motor control
when attacked by the modron’s paralytic gas stream (usable once
every five rounds that extends 5’ away from the modron with a 2-
foot diameter); the gas stream can also be used to levitate the mod-
ron (as the 5th-level wizard);
SD: The modron saves vs. cold, fire, and acid with a +1 bonus;
damage from such attacks have a -2 modifier per die; cannot be
never surprised; they never roll for initiative—the DM determines
when they attack; they have an effective 18/00 Strength; they have
180-foot infravision; immune to beguiling, charm, domination,
emotion-altering effects, fear, hold, hypnosis, illusions, mind-affect-
ing effects, sleep

Side Treks • 31
Breaking and WANTED
For the murder of Nopheus of Yeoman’s Loft, the bodies

Entering (dead or alive) of the villains pictured above are desired


by the constabulary of Yeoman’s Loft; for the price of
1,200 pieces of gold per face pictured herein.
The characters are at the front door of Nopheus’s home. So heinous was their crime of mutilation and death,
The front door is the only solid-looking obstacle to the these Criminals of Society must be considered highly
house. The five windows across the four walls all are cov- dangerous and vile; though alive is desired, death is
ered with single-pane glass and dilapidated slats to help viable, for they can be resurrected to face the pain and
reduce winter draft. long-suffering warranted by their actions in life.
If the characters break down the door, they’re met with l Days one to three: the PCs have a 10% chance per day
a glyph of warding that inflicts 20d4 points of electrical of being spotted and recognized in Yeoman’s Loft.
damage to all within 20 feet. If the windows are opened, l Days four to six: There’s a 20% chance per day of
one of four things can happen (depending upon which win- being spotted and recognized anywhere in Netheril.
dow is broken). l Days seven through nine: The PCs have a 40% chance
1. An alarm is set off, and the constabulary (1d8 5th-level per day to be spotted and recognized anywhere in Netheril.
warriors) appear within 1d4 rounds.
2. A glyph of warding teleports the violator 20-80 As the days move forward, the characters can expect to
(2d4×10) feet into the air over the sharp rocks of the har- meet more and more bounty hunters hungry for the
bor. Damage is calculated using a single d6 for every 10 reward, all intent upon killing the characters.
feet the character falls (8d6 maximum for this fall). In addi- If the characters are still in Netheril after 12 days, an
tion, the sharp rocks each inflict 1d8 points of damage, and arcanist-turned-bounty hunter places a Chevic’s tracer
the character strikes 1d4 of those when he finally comes to spell on the characters, allowing other hunters to gate right
rest. behind (or in front of) the characters at inopportune times.
3. A glyph of warding teleports the violator directly into This treatment continues until they finally leave Netheril.
a cell of the Yeoman’s Loft jail house on Helm Road north
of Pine Forest Road.
4. A glyph of warding drains three levels from the viola-
tor. The victim is allowed a saving throw for each level
In Jail
removed.
Nopheus (NG hm F8; 72 hp) arrives (or wakes up), grabs If the characters end up in jail, chances are very good they
Twinrazor, a +3 bastard sword (refer to the Spells & deserve it. Below is a synopsis of the jail-term possibilities,
Magic section for information on Twinrazor), and seeks depending upon the reasons they ended up in the jail in the
out those who would rob his home. first place.
If the characters kill Nopheus, they’ve successfully l If they attempted to rob Yeoman’s Bank, they were sub-

destroyed the adventure, but in the process, they’ve jected to an Oberon’s teleportation spell and transported
gained Twinrazor, a fairly good Netherese weapon. to jail, arriving in a special cell dedicated to the thieves of
They also gain the 2,000 gold he was planning on that bank. When they appear there, they find seven others
rewarding those who would return the body of his wife. in the cell with them. The cell is cold and damp, with mois-
Also, stashed in a safe behind a picture above the fire- ture clinging to the walls and a small pool of murky water
place, the characters find three magical daggers, five sitting in the corner. It’s safe for them to assume they’re
other random quasimagical items, three scrolls bound underground. The seven others (five males and two
into a book with five random 1st-level spells and the for- females) say they’ve been there for various terms: three of
mulae for six additional cantras, and a gold foil etching the men have been there for six months, the female and
of a beautiful woman (presumably his wife shortly one male have been there for two years, and the remaining
before her death). two have been there for five years. Each of the seven
If the characters leave Nopheus’s body to rot in the believe they have a full 10-year term to suffer through.
house, the constables find the remains three days later and l If the heroes got involved with the assassination
investigate the death by means of a speak with the dead attempt on Karsus, they spend only three days in prison,
spell. With it, they discover and formulate well-rendered for thereafter, they are rendered unconscious, all informa-
drawings of the murderers. If the characters are still in tion about the underground sapped from their brains, and
Yeoman’s Loft, they discover their likenesses posted on their essences (or what’s left of them) relinquished to the
trees, the doors of every tavern, and on the Neth planes of their deities.
Gatehouse. Within another threeday, their likenesses are When the cell door is inspected, a lock is discovered, but
scattered all across Netheril’s enclaves and 30% of the the lock isn’t engaged. It doesn’t need to be; two bars on
ground-based cities. Another three days is all that’s the outside of the cell door have been welded into place in
required to get their picture scattered throughout every seven spots each, and an iron golem sits idly, across the
Netheril city. hall, constantly vigilant, watching the prisoners with
unblinking eyes.

32 • Side Treks
Golem, Iron (1): AC 3; MV 6; HD 18; hp 80; THAC0 3;
#AT 1; Dmg 4d10 (fist); SZ L (12’ tall); ML fearless (20); Int
non (0); AL N; XP 13,000.
SA: Breathes out a cloud of poison gas once every seven rounds
(save vs. poison or die) that fills a 10-foot cube directly in front of
it.
SD: Can be struck only by weapons of +3 or better enchantment.
Immune to all spells except those based on electricity (which slow
the golem for 3 rounds) and fire (which heal the golem on a one-to-
one basis).

If someone attempts to break the welds (each requiring


100 points of bludgeoning damage), the golem reaches
into the cell (its hand and arm fit perfectly though the cell
door’s grating) and tries to steal the weapon. If it’s
attacked as it attempts to steal the weapon, it withdraws
from the attack and waits for swords and the like to be
poked through the bars. Should this happen, the golem
swipes at the blades; a successful hit snaps the blade at
the bars, converting the weapon to a dagger with an
extra-large hilt. If it’s attacked a second time, the golem
renders a heat metal spell, causing all metal, including
the bars, to heat dramatically (see heat metal spell).
When the heat metal spell is cast, it causes the welds and
the bars to return to full strength.
When it’s time for a prisoner to be released (10 years
for attempted or successful robbery), the constabulary
casts Prug’s hold human spells on everyone in the cell,
removes the welds, pulls out the newly-freed prisoner,
reinstates the welds, and then simply allow the Prug’s
hold human spells to wear off. Meanwhile, the prisoners
are fed twice per day and allowed water whenever they
want through a small spigot in the wall.
The DM should come up with a way for the characters
to escape, though no official way is documented here.
Ideas range from teleporting to gating. Of course, if the
PCs escape, so do the other convicts (and some of the
heroes with more ethical outlooks on life might have a
problem with releasing a thief into the streets).

The Search
To activate his 12th-level spell, Karsus needs the stone-
filled gizzard of a gold dragon and part of the epidermis
of the pituitary gland of the Tarrasque just to enchant one
of the material components of the spell. Depending upon
how evil the DM wants to be, he can choose to either
send the PCs after the gold dragon or the Tarrasque (or
even both).

The Gold Dragon


To reach the aerie of the gold dragon, the characters must
expend a great deal of energy. Nonweapon proficiencies
such as fire building, mountaineering, rope use, and sur-
vival (mountains) should be considered essential, where-
as animal lore, cooking, direction sense, endurance, fish-
ing, herbalism, hunting, jumping, set snare, and weather
sense makes life on the hard mountains a great deal more
comfortable. Several days hanging by ropes along cliff

Side Treks • 33
faces, sleeping in nooses and makeshift shelters with gated back to Faerûn and continued to nurse the giant for
nothing but open air below makes the experience a mem- four months.
orable one. D’nascus never forgot the deed, and vouched that day
When the DM has characters roll for mountaineering or to remain with Dracolnobalen as companion, protector,
rope use while climbing cliffs and the like, don’t just and confidante for the remaining years of his life; thus far,
assume that the character falls to his death immediately he’s thwarted 17 attacks from adventurers and gem-seek-
upon a failed roll. Instead, make his life just a bit more mis- ers in the last century and a half.
erable. Items could fall out of backpacks, potions could get If the characters slay the dragon, it takes about one
broken when the character smashes into the cliff face, and hour to cut through the dragon’s skin, sift through the
other calamities could befall the hero. organs to find the gizzard. Please note the gizzard is the
The journey to the lair of the gold dragon should take size of a medium bag (three feet long and two feet in
three or four days. The climb should be hard and tiring; diameter), weighing 150 pounds. If the characters don’t
player-characters should be truly grateful upon reaching have a magical item that can store the gizzard or a way to
the top of the mountain. preserve it, they attract the attention of carnivores and
scavengers throughout the trip back to Karsus.
Entrance to the Lair
Dracolnobalen, female, 397-year-old Gold Dragon:
When the characters finally reach the lair of the gold AC -4; MV 12, Fl 40 (C), Jp 3, SW 15; HD 20; hp 140; THAC0
-2; #AT 3+special; Dmg 1d10/1d10 (claws), 6d6 (bite); SA
dragon, there’s a cloud giant named D’nascus asleep just
fire and chlorine gas breath (16d12+8 ea.); SD fear (90’
inside the mouth of the cave. If the characters are wear- radius); MR 50%; SZ 100’ (body) + 93’ (tail); ML fanatic (18);
ing armor, try to don their armor, or are carrying armor, Int genius (18); AL LG; XP 20,000.
the sound of the clanking metal awakens the guardian. If Notes: Dracolnobalen gains a +8 to all combat modifiers
they don’t wake the giant and immediately attack him, (THAC0 listed above takes this modification into account); she
they all have a free round of attack. Thereafter, however, casts spells as a 16th-level spellcaster; all of her spells have a
Casting Time of 1 and she cannot perform any other function in the
combat runs in normal Initiative order. round when she casts. She can stall to create a dust cloud equal to
If D’nascus awakens and the characters haven’t her fear radius with a duration of one round—no combat or spell-
attacked him yet, he demands that they state their pur- casting is possible as all are blinded.
pose. If the characters admit that Karsus sent them, he
grabs his morning star and prepares for battle. (Many If the heroes negotiate: D’nascus agrees to lead the
adventurers have already approached Dracolnobalen in characters to Dracolnobalen so long as they place all of
hopes of acquiring her gizzard, and D’nascus would their armor and weapons into a large sack (that he car-
rather die than let his companion fall to greedy humans). ries). He warns the player-characters that draconic runes
D’nascus is willing to listen to the adventurers if they are in the walls of the tunnel and in the lair itself spell certain
both honest about who sent them and admit that they death for spells cast by non-dragons (which isn’t true; the
aren’t comfortable attacking Dracolnobalen. runes are merely decoration).
If the PCs attack: The confrontation turns into a When the heroes arrive at the lair of Dracolnobalen,
free-for-all, with Dracolnobalen arriving on the third they’re greeted to the sight of an immense, glittering gold
round of combat to lend her breath weapon, spells, and dragon that looks out at them with deep, wisdom-filled
claws to the combat. No quarter is given; it’s a battle for eyes. The ancient dragon allows the PCs to make the first
survival. offer, but she has no intention of laying down her own life
for the “human kingdom of Netheril.”
D’nascus Cloudburst, male Cloud Giant: AC 0; MV 15; If the heroes can’t come up with something of their
HD 16+(1d6+1); hp 119; THAC0 5; #AT 1; Dmg 1d10 or 6d4 own, Dracolnobalen offers a different path.
(huge morning star); SA + 11 on all physical combat damage,
hurl rocks for 2d12; SD Surprised only on a 1; SZ H (24’ tall);
ML Fanatical (17-18); Int Very (12); AL NG; XP 11,000. “My mate, Argence, has gone to die. Unfortunately, we
Special Equipment: ring of fire resistance were not able to deal with the threat of the Tarrasque
Spells (9/2nd): 1st— animal friendship, cure light wounds, down in the valley of the Angardt barbarians. It will awak-
invisibility to animals; 2nd— heat metal, slow poison. en soon, and when it does, many of the gentle barbarians
will die. All will be forced to flee their lands.”
D’nascus Cloudburst has been a friend and companion Dracolnobalen digs around in her treasure horde and
to Dracolnobalen for several centuries. Back in their produces an iron flask that contains a thick, syrupy liquid.
younger years, the two adventured throughout the conti- “After battling the Tarrasque, pour this over its body. That
nent, eventually graduating to the planes, having a partic- will return it to its state of slumber.”
ularly good time in the Elysium Fields and the Happy
Hunting Grounds. Once this is done, Dracolnobalen promises to obtain the
During one such visit to the hunting grounds, D’nascus stone-filled gizzard of her mate. It’s obvious that she finds
fell victim to an aerial assault that left him for dead. this distasteful, but she’d rather suffer a little bit of
Dracolnobalen scooped her fallen companion and flew heartache than to sit back and allow the barbarians to die.
him to the safety of a nearby mountain range and knitted Dracolnobalen won’t pay the PCs in any other way;
his wounds. After three weeks of recovery, the dragon after all, they came to her for help. She isn’t aware that

34 • Side Treks
Karsus requires the pituitary gland of the Tarrasque to Once the Tarrasque has been awakened, it’s a battle to
complete his latest spell. If informed of this, she’s the death. Should the characters decide that they’re in
shocked that Karsus would awaken the creature just for a over their heads, their only choice is to flee. If that’s the
spell component. Still, that doesn’t change the terms of case, the Tarrasque charges into the barbarian’s tents,
her agreement. killing anyone it finds. It likewise pursues the heroes for
five rounds, abandoning the chase whenever a more con-
The Tarrasque venient target makes itself available.
Dracolnobalen is watching the player-character’s
On their way to the Angardt lands, the PCs run into progress. If the Tarrasque goes berserk, she teleports into
groups of barbarians that can easily direct them to the the air nearby and aids the barbarians with a few well-
“lair of the sleeping beast.” Angardt legends claim that the placed breath-weapon attacks against the beast. The
creature’s awakening spells doom to their people, and in dragon only shows up as a last resort, however, most like-
recent months the barbarian shamans have been predict- ly after a few of the player-characters have died.
ing the beast’s awakening.
If the heroes state that they are returning from Tarrasque (1): AC -3; MV 9; HD 70; hp 300; THAC0 -5;
Dracolnobalen’s lair with a gift from the dragon to make #AT 6; Dmg 1d12/1d12 (front claws), 2d12 (tail lash), 5d10
(bite), 1d10/1d10 (horns); SA sharpness bite, terror; SZ G
sure that the beast continues its sleep, the barbarians
(50’ long); ML champion (15); Int animal (1); AL N; XP
cheerfully lead the party to the burial mound containing 107,000.
the Tarrasque. The barbarians attack the heroes immedi- Notes: The tarrasque’s bite acts as a sword of sharpness, sever-
ately if the PCs relate how they killed Dracolnobalen, ing a limb on a natural attack roll of 18 or greater; once every turn
it can rush at MV 15, doubling horn damage and gaining a trample
whom they view somewhat as their protector.
attack causing 4d10 points of damage; on sight, the tarrasque caus-
The lair of the Tarrasque is an underground chamber es beings of less than 3 HD are paralyzed in fright and 3 HD or
surrounded by barbarian totems (set there to warn of the greater get a save vs. paralyzation to keep from fleeing in panic; its
great evil within the mound). The site can be viewed from carapace reflects lightning bolts, all cone spells and effects, and
General Matick’s missiles —one in six reflect back at the caster
many miles away, as it sits on the low grasslands of the causing normal damage; it’s immune to all heat and fire: it regener-
Neth Southwest. A variety of barbarian tents are situated ates 1 HP per round; only weapons enchanted + 1 or higher can suc-
around the lair of the Tarrasque. cessfully strike the beast; it’s immune to all psionics; the tarrasque
These tents house shamans and warriors of the must be brought below -30 HP for it to truly be dead and then a
wish; spell must be used (the wish spell isn’t created until a centu-
Angardt barbarians. Their duty is to keep an eye on the ry after Netheril’s fall, so it’s impossible to effectively kill the tar-
Tarrasque, fleeing to warn the rest of the tribe should it rasque at this time).
awaken. Part of their task entails keeping the torches in
the beast’s chamber burning, and this feat has grown into To begin cutting the pituitary gland out without the use
a test of bravery for both warrior, shaman, and arcanist of a magical item requires the beast to be brought below
alike. -30 hit points. Until it’s dead, magical weapons and mag-
There are 100 warriors, shamans, and arcanists at the ical attacks are the only way to harm the beast. The task
mound, and they’re not simply going to let anyone hop of pituitary removal takes approximately one hour.
into the beast’s lair and risk waking it up. PCs can con- If the characters use Aksa’s disintegrate to vaporize
vince the eldest shaman there to let them relight the the remains of the Tarrasque once the pituitary gland is
torches. If they’re arriving as part of an entourage with removed, they’ve created a problem for themselves. It
Dracolnobalen’s gift, the shaman quickly agrees to let the regenerates from the largest existing piece of remaining
heroes enter the lair. Of course, as the characters enter, flesh, which in this case is the pituitary gland, at the
most of the guardians withdraw a safe distance. rate of one hit point per round, meaning that in 300
Once characters enter the mound, read the following: rounds (five hours) the Tarrasque is whole once again.
The pituitary gland itself weighs 17 pounds and takes
A giant chamber opens up into the earth below, a flick- up about three large backpacks of space (it’s pretty
ering of torch light casting haunting shadows along the spongy material), which poses a small transportation
walls. A slow, heavy breathing reverberates throughout problem for those who don’t possess magical holding
the chamber. devices.
Laying upon a large dais in the center of the room is the If the characters obtained Dracolnobalen’s gift, they
huge form of a scaled creature. At least 50-feet long, its simply pour the flask over the Tarrasque (after it’s been
scales reflect the light of the torches and both of its white brought below -30 hit points, of course). Placing the body
horns look strangely out of place in the gloom of the back on the dais might be a nice thing for the heroes to do
chamber—yet deadly. as well, since if they leave it in the open it’s bound to be
disturbed earlier.
The pituitary, located in the neck, can be accessed from Once they bring both of the spell components back to
the Tarrasque’s current sleeping position, but if the char- Karsus, they can continue with their journey to rescue
acters begin to cut away at the creature with a nonmagical Amanda. They become Karsus’s “very special friends” for
weapon, they discover that the only thing they do is wake a few days, and then the Archwizard commits himself to
the beast up. Magical weapons are required to affect the more research and experimenting.
monster.

Side Treks • 35
Karsus Marketplace Karsus, always looking for dupes to perform his
dirty work, sends a messenger for “the powerful-looking
strangers” to see if they’ll go on a quest for him. (Please
The marketplace in the floating city of Karsus is full of note that he doesn’t tell the characters who he is unless
vendors selling a multitude of goods. The streets are filled he thinks that’s the only way for him to convince them to
day and night; during the day, there are hundreds of peo- do the work. Refer to The Search on page 33.
ple, while during the night, there are simply dozens.
People of all standard PC races are found here as follows: They see a note from the city of Vandal Station
Below is a list of the types of vendors one finds here: who’re in need of the bravest souls in Netheril. If they
decide to answer the call, refer to Scrying the Orcs
l Most prominent are peddler of quasimagical items Through on page 40.
(items that function only on floating cities). All these
items can be bought for half the price listed in the
E NCYCLOPEDIA MAGICA ™ volumes. These vendors allow a
Liberty on my Mind
bit of haggling, but never reduce their price more than There’s a group of people on Karsus who’ve been looking
10%. Ninety percent of all vendors are magically protect- for peace and freedom for nearly a decade, and their
ed versus charms and enchantments that force them to efforts have been fruitless. Only recently have their
negotiate in a fashion positive to the buyer; 70% have attempts turned desperate and violent. (The DM should
audible alarms that activate a siren that screams whenev- refer to Quelling the Serfs on page 37, for these two
er a spell or spell-like effect is activated against the ven- adventures, though diametrically opposed, share much of
dor, which brings the city guards within 1d4-1 rounds. the same information.)
If the characters have been sought-out by the constab-
l Real magical item vendors sell their items for 50% ulary, the Underground searches the heroes out and
more than the price stated in the E NCYCLOPEDIA MAGICA invites them to join their ranks. To prove their validity as
tomes. They have audible alarms and protection just like freedom fighters, the characters are asked to perform a
other merchants. few jobs.

l Exotic meats and vegetable sellers sell their meats l A corrupt politician named Hrothard (NE hm F10)
for one-tenth the Experience Point total for defeating the needs to be silenced, for he’s forever spitting venomous
creature for each pound. This price is negotiable by 25%. rhetoric about the Underground and how they’re nothing
more than ruthless vagabonds without a goal. Adrian
l Spell component distributors sell their wares by Freeman gives the characters a magical apple that they’re
spell level. Simply tell the vendor what spell is desired, to feed to the politician.
and the components for that spell are sold in a small Once consumed, the politician’s vocal chords are per-
wrapped-and-tied packet at the price of 10 gp per spell manently silenced and his hands forget how to write. This
level per spell. If specific components are desired, deter- effect is permanent and can’t be removed short of deific
mine which spell the component is for and charge 2 gp intervention or the casting of a wish or alter reality spell
per spell level for the component (ingredients bought in (which haven’t been invented yet).
this way are sold loose). Spell components like gems are
purchased elsewhere. l An important member of the Underground has been
captured and his torture and mental probe is imminent.
l Weapon vendors are somewhat popular, but what’s To maintain the security of the Underground, the PCs are
for sale differs from enclave to enclave. Yeoman’s Loft, asked to break the woman out of prison. Unfortunately,
for instance, does not allow the sale of polearms. Karsus the jail house is manned by five members of the constab-
Enclave allows the sale of all weapons, since it’s so near ulary (NG hm F13, NG hm F12, LG hf F9, CG hf F8, CN hm
the western frontier of Netheril. F12) and one spellcaster (NG hf Variator10) who fight
until their Morale (13) is broken. If the combat exceeds
l Clothes wholesalers are commonplace here as well. 12 rounds, the constabulary gains reinforcements of 2d4
All the clothes are priced three-times the value stated in more warriors of 2d4 levels and 1d2 spellcasters of 1d6+4
the Player’s Handbook. The enchantments cast on the levels.
clothes reduce wear and tear, cause prismatic effects to If captured, the characters’ gear is taken and they’re
dance across their surfaces, emanate magical colors, placed under heavy guard and sentenced to death (with
have magical properties to protect the wearer, or cause the lethal task taking place in three nights). However, the
magical effects at the will of their wearer. (All such Underground comes to their aid by digging a tunnel under
enchantments are quasimagical; treat the cost as 50 gp the street to the cell. There’s an 80% chance that the eight
per spell level per spell). guards in the jail house notice the characters as they’re
In the marketplace, a number of opportunities arise for leaving and they pursue them. A warrant and bounty for
the characters: the PCs’ arrest is issued.

36 • Side Treks
If the PCs manage both tasks (while the Underground During their trip, the DM should roll for random
keeps a close eye on them through the use of divination encounters once per day until they pass the Shinantra
spells and crystal balls), they’re brought into the fold. Mountains region when the random encounter rolls
They’re given a book called the Diary of Atrocities to read increase to twice per day. If the characters open the chest
that explains why the Underground exists. Through well during their journey to Delia and Lady Polaris, they’re
documented and cross referenced sources, the book met with daily (or even twice-daily) attempts on their
details the audacious crimes committed by the archwiz- lives by everything from tanar’ri to bandits in the employ
ards against the people of Netheril. Topics of murders, of greedy arcanists who want the nether scrolls. If they
exiles to random planes and continents (and remote don’t open the case, the only thing they meet are the occa-
islands) of Toril, and segregation of impure humans to sional wandering beast.
slums and rat-infested regions of the enclaves fill its pages. If the characters return the scroll case to Lady Polaris,
Every archwizard in Netheril has at least one such crime she gives each one a magical device of their choice (up to
documented in the diary. the discretion of the DM). If the characters decide to hide
Once part of the team, they’re brought into the the scrolls in order to have access to them in their own
Underground’s greatest plan: the assassination of Karsus. time period, it’s up to the DM whether the scrolls survive
At the point, the DM should refer to Quelling the Serfs on discovery until then. He should keep in mind that over
page 37. one millennia passes before the characters can hope to
recover the scrolls, and a lot happens in the interim.
Nether Here Nor There
Quelling the Serfs
The characters find a female woman adventurer dressed
in a black leather outfit designed to thwart the effects of Karsus is always looking for adventurers, those who love
cold, heat, lightning, and other elemental, paraelemental, law, and those who love Netheril and want to make sure it
and quasielemental effects. (See New Equipment on stays the way it was envisioned. Especially now, Karsus is
page 56 for more information on the Dying Woman’s looking for help in quelling the rebellion that seems to
Leather Ensemble.) The lady carries a small satchel on hover in the immediate future.
her left hip that appears undamaged and a severely Karsus is convinced the rebellious nature of the new
nicked long sword that has a broken tip and a shattered generation of Netherese is being instigated by a powerful
hand guard. lizardman from the Marsh of Simplicity. Many believe this
The once-beautiful lady (LG, hf F13) bleeds from sev- lizardman (whose name has never been discovered) is as
eral holes and slashes in her body, most of which are powerful a sorcerer as any archwizard, making him the
along her face, neck, and midriff. She states that she was most dangerous threat to Netheril in its long history.
fighting a tanar’ri and managed to kill it before she fell, Karsus hopes to bring the characters to his side and have
but there’s no evidence of the fiend anywhere (since it them infiltrate this subversive Underground, determine
returned to its home plane once it was destroyed on the who the leaders are (at least in his enclave), and bring
Prime Material Plane). She declines all offers of healing, them to a swift and lethal justice.
choosing instead to make sure she is “pure” for the after- Karsus offers each character, regardless of alignment
life (by not accepting healing magic). and profession, 3,000 pieces of gold for this duty. As an
She claims that she was on a mission from Lady Polaris added gratuity, Karsus promises to provide a salary bonus
to recover a cache of scrolls on the edge of the Far Horns of 2,000 gold for each criminally treasonous individual they
Forest. Supposedly, the scrolls there were none other bring to justice. At this time, Karsus believes there are at
than the nether scrolls. As she passes from this existence, least 40 persons that are riling the sentiments of the gener-
she asks the characters to finish her quest. al populace, and the number could be well over ten-times
In her satchel, the characters find a one-foot square that number. He makes his point that if the characters are
sheet of papyrus with a map, written in red ink. The map completely successful, they could stand to make 800,000
shows a small section of the Far Horns Forest with the gold pieces.
city of Wreathe and the Purple Mountain Range as a guide Karsus also warns the PCs that the group of instigators
and scale (no other scale is available on the map). will undoubtedly lie to them in order to sway them to their
When the PCs get to the place on the map, they find a side. He also tells the characters to watch out for the con-
secret monastery dedicated to the worship of Mystryl. stabulary, because the guards are going to be looking for
The magical monks aren’t too happy to see the charac- them, believing they are truly part of the rebellion. If
ters, but they’ve been expected for about 12 years. They caught, however, Karsus assures their escape which, in
serve the PCs a good meal and provide baths to break the turn, will heighten the constables’ awareness of the PCs.
road fatigue. Karsus also warns to never kill a member of the constabu-
In the morning, the monks bring the characters a small, lary, for their vengeance at that point becomes lethal and
ornate chest (6”W × 4”H × 13”L), and request they don’t he won’t be able to intervene in time.
open the chest until they get to their destination. The While out in the streets, the characters see posters bear-
monks state that by opening it, the scry-defeating magic ing their likenesses. Stated in the papers, the characters
will be dispelled, and anyone looking for the scrolls can are wanted “alive” for crimes against the state. Many citi-
able to find them. zens who see them turn their faces and walk quickly away.

Side Treks • 37
38 • Side Treks
Each turn the characters remain on the street, they have a The Underground plans to attack Karsus’s castle in a
20% to make contact with the constabulary who immedi- threenight, hoping to catch him in his sleep so they can qui-
ately give chase. To make matters easy, the DM should etly assassinate him. Once the Archwizard is out of the
have each character roll a Constitution check. Rolling way, the Underground plans on establishing their own
above a character’s C ON indicates capture. Each day the leader (probably Adrian Freeman) to rule the people of the
PCs are running from the law, the chance to meet the Karsus Enclave in a way the Underground believes is just
Underground increases 10%, beginning with a 20% chance and fair to all citizens.
the first day. Three days gives the characters plenty of time to warn
If a PC gets caught, Karsus uses Oberon’s teleportation Karsus and the constabulary of the plans. The exact plans
to excise them from prison during the night when none of are as such:
the members of the militia are there to witness the escape.
The destination point of the teleportation is the same loca- l The Underground teleports into Karsus’s bedchamber.
tion where the characters were arrested.
When the Underground finally approaches the PCs, l Four priests, one in each corner of the bedroom, cast
they invite them to a little-used warehouse on the south- silence 15’ radius on themselves. Once cast, they all
ern section of Karsus and search the PCs physically and approach Karsus’s bed and stand at each corner, effective-
magically for divination devices. If they find no such ly silencing the Archwizard.
device or spell, they lessen their security and heave a
sigh of relief. Adrian Freeman, the leader of the l The five burliest warriors of the Underground each
Underground, introduces himself to the heroes and grab one of Karsus’s appendages (each leg, two arms, and
begins speaking. the head) and hold them down so he can’t move or cast
spells.
“Welcome, brethren, It’s good to see others who seek lib-
erty and justice from an oppressive dictator. It’s good to l An amulet of life protection is placed around Karsus’s
see that some of us have read the banned and burned neck.
Diary of Atrocities.”
l Adrian Freeman, using a magical dagger +5, assassi-
If the characters are not familiar with this book and say nates the Archwizard.
so, the Underground members present seem shocked.
Adrian Freeman then continues with his talk. l Once death occurs, Karsus’s essence is transferred
from the body into the amulet. The amulet is then
“It’s hard to believe that you’ve joined the ranks of the smashed, utterly and irrevocably destroying the psyche of
Underground by your own fruition, but I guess it should- Karsus.
n’t be surprising. Netheril, after all, has created some of
the most brilliant minds in the history of the world. Between the time that Karsus hired the characters and
“As you apparently don’t know, the Diary of Atrocities the planned assassination, Karsus’ seers spot the clique of
spells out the wrongs against the people of Netheril caused subversives and learn their plans. If the characters do not
by the archwizards—murder, exiles, and segregation of report their findings to Karsus before the day the plan goes
impure humans to slums and rat-infested regions of the into effect, he assumes (and possibly rightly so) that the
enclaves. Every archwizard in NetheriI has at least one Underground has poisoned their perceptions, and he
such crime documented in the diary.” writes the PCs off as new enemies. If the characters report
this information to Karsus, they’re given the job described
Adrian Freeman gives them a copy of the book for for the constabulary below. If the characters join the
them to peruse. If they decide to read the text, it takes Underground in the assassination attempt, they’re consid-
three hours per individual. During this reading, they find ered part of the Underground.
details of crimes the archwizards executed against the A loyal servant to Karsus is dressed up in robes of state
people of Netheril. Some of the crimes include assassi- and is subjected to a Quantoul’s othermorph, disguised to
nating other archwizards, murdering people who ques- appear exactly like Karsus. This poor fellow is allowed to
tioned the authority of the archwizards, subjecting whole sleep in Karsus’s bedchamber the night of the assassination,
communities to magical diseases and ailments to “see while the constabulary and a league of high-level spellcast-
what would happen,” giving powerful quasimagical items ers wait outside the bedroom. While lined outside the bed-
with hidden effects to one side of a conflict in order to chamber, they whisper to each other until they feel the
assure the extinction of unwanted “enemies,” and using effects of the silence. Once this occurs, the spellcasters run
venerable and infirm persons as guinea pigs in horrid to a room across the hallway and don mantles containing
experiments. three dispel magic effects each that immediately disperse
If the characters maintain the illusion that they’re on the magical effects they contact and burst into the room.
side of the Underground, the rebels accept them into their The Underground has enough time to kill the impostor
inner chambers, located in the basement level of Adrian Karsus, trap his essence, and destroy the amulet of life
Freeman’s home. Here, 45 people live, work, and plan their protection before the constabulary and the spellcasters
attack against Karsus. enter the room.

Side Treks • 39
Underground (20): 1 F16, 3 F13, 2 A8, 8 F5, 6 F3 another magically enhanced lock on the door. Touching
Constabulary (16): 1 F13, 2 F12, 3 F11, 4 F10, 6 F9 the lock or the door during nighttime hours without say-
Spellcasters (8): 1 A15, 1 A13, 1 A10, 3 A9, 2 A8 ing “I work for Yeoman’s Bank” causes the thief to tele-
port to jail.
As the constabulary and spellcasters burst into the If the characters manage to safely bypass the grated
room, the casters first fling themselves toward the door, they face 266 safety deposit boxes. Each box has
Underground, dispelling all of the silence spells in effect. two locks—one key for each is kept in the safe behind the
Normal combat ensues at this point. teller windows, and the other is kept in the hands of the
If the characters are on the side of the Underground and safety box renter. Touching any of these boxes causes the
they survive, they must find a way to escape. Refer to the character to teleport to jail. If any of the Bigby’s hand
Karsus Enclave map in the Nether & Empire of Magic spells or nonliving items (dagger tips) are used to touch
boxed set for information about the physical layout of the the boxes, however, the PC is not teleported; though all it
enclave. They are now wanted criminals with a 2,000 gp takes is the slightest touch during nighttime hours to tele-
per level price on their heads! Refer to the end of port the thief.
Breaking and Entering for details on handling wanted If the characters manage to break into the safety
characters. deposit boxes, roll on the table below to determine the
contents:
Robin Banks % Roll Contents
Nopheus’s bank is located on the corner of Shadowtop 01-30 Paper (deeds, contracts, wills)
Road and Aeroroad. The building looks rather small; a 31-50 Paper (business documents)
two-story stone-framed business with thick—very 51-60 2d20 gold pieces
thick—windows on the store front and none on any other 61-65 1d4 platinum bars (5,000 gp each)
face. The second story contains two windows on each 66-70 3d100 sp, 2d100 cp, 1d100 gp
wall and a fire escape on the southeastern wall (the fire 71-75 1d4 gold bars (each worth 1,000 gp)
escape can be reached if a character can jump up or be 76-80 1d4 random, yet small, magical items
boosted nine feet in the air). 81-90 2d100 Gold, 4d20 platinum pieces
The front door is locked with a lock which imposes a 91-00 Empty
-20% penalty to a thief’s open locks skill check. All the
windows are thick glass that require 20 hit points of blud-
geoning or 40 points of slashing damage to break. If the
Scrying the Orcs Through
PCs break the glass on the first floor, they set off an alarm An outpost in the Neth Northwest, Vandal Station, has
in the office of the nearest constabulary (eight 4th-level noted orc movements north of the Narrow Sea. It appears
fighters), who respond to the intrusion in 2d4+8 rounds. that the orcs are planning to head south when the Narrow
If the characters merely slip tools into the door lock or Sea freezes over in midwinter. Over 4,000 strong, these
break the windows on the second floor, they’re able to orcs can inflict a great deal of damage as they pillage food
gain entrance. from the laborious Netherese farmers and ranchers and
If the characters break into the second floor, they’re supplies from the merchants and general populous.
relatively safe. Nothing can get them into trouble here. The outpost sends word out to all of Netheril, looking
They can root through the desks, shuffle the books about, for brave souls to avert this impending doom.
and walk down the stairs in complete safety. If they have
lamps and pass by any of the windows, however, there’s a To the Brave and Adventurous
5% chance per incident that a guard notices the light in The sentinels of Vandal Station plead for your assis-
the window and sets off a general alarm. tance! Never in the last 20 years has a horde so large and
If the characters are downstairs, things become a bit so menacing been at our northern border! Should they
more dangerous. Behind the teller windows they find succeed in their quest, thousands of Neth shall starve in
three, two-tiered cabinets. They can safety rifle through the winter’s fury and hundreds more of Netheril’s hardest
these, finding papers about the personal finances of those working farmers and ranchers shall lie dead in the snow,
who use the bank to store their personal property. assuring light harvests and even more deaths in the
The main safe has a tumbler lock mechanism that is upcoming winters.
magically enhanced, which creates an additional -20% We plead your assistance! If you have spare time and
penalty to any lock picking attempt. If the thief fails, he’s a strong sword arm, we beg of you to head north or enter
immediately teleported to the jail. Anyone who reaches a Neth Gatehouse to Vandal Station and aid us in our
into the safe to pull out a set of 266 keys, 1,500 gold, 1,000 time of need!
platinum, 4,575 copper, or 2,800 silver pieces without first
whispering “I work for Yeoman’s Bank,” is likewise tele- When the PCs arrive at Vandal Station, they find a
ported to jail. small, quiet community dedicated to guarding Netheril’s
In the main lobby, the characters see a metal grating interior from orcs and other invaders. The merchants sell
door that protects the main vault. Through the grating, the best crystal balls and divination equipment (at only
they can see hundreds of safety deposit boxes. There’s 75% the normal prices found in the ENCYCLOPEDIA MAGICA

40 • Side Treks
tomes or the DUNGEON MASTER® Guide) that can be found In the morning, Denias wakes up, deactivates the
in Netheril, and all of these accouterments are used by warmthstone and eats a small meal from the bag of hold-
the diviners. ing. When everyone is ready to begin, Denias heads
When the adventurers tell someone why they’re in town north-northeast at a fast pace (nearly running). At the end
(to do away with the orc threat), they’re immediately sent of the day, the characters and their guide again bed down
to the center of town to a building called the Scry for the night, but this time, Denias offers to keep first
Conclavence. In this large, five-story building most of the watch.
seers (herein called Scrymasters) perform their activities During the next day, the PCs travel for only six hours
in seclusion from the rest of the town. before Denias stops and declares that the orcs are holed
When the characters are led into the building, the seers up about one hour ahead. They can continue for another
are fascinated by their heroism and ruggedness and half hour before Denias stops and gives the characters
demand (in awe) to hear their stories. Once the character the opportunity to do one of two things: they can either
tell them of their feats, the scrymasters settle down to continue forward as they are, or they can use Quantoul’s
business. othermorph on themselves to change into orcs in order to
fit it better (though explaining why they’re not of the tribe
“The orcs in the Rengarth Tundra are planning a huge may be a bit difficult). If the PCs have a better idea,
offensive gauged to begin once the thin sea between Denias is willing to trust their judgment.
Northreach Sound and Annagoth Bay freezes over, Going in as orcs: The PC-orcs approach the camp and
allowing their dogsleds and their siege equipment to be are immediately intercepted by the orcs. They’re taken to
safely transported to our side of the sea. Scrymaster the leader once they’ve been stripped of their packs and
Barren states that the orcs are planning to besiege the weapons (though a suitably haughty PC can probably
city of Northreach first, killing all the city’s inhabitants bluff his way out of surrendering his weapons, demand-
in order to take their winter supplies. Northreach’s ing to see the chief instead). As they make their way to
destruction will feed the orc horde until they can reach the leader’s tent, they see thousands of orcs scattered
our city—they’ve always hated us because we’ve kept an around. The leader and his council of eight elite warriors
eye on their movements. ask why they’re there.
“Once Vandal Station is taken, they’ll head south If the characters stand dumbfounded (since many of
through the Rengarth Ancestral Lands where they have them probably don’t understand the orcish tongue),
an open path to our grain fields and silos. When they Denias Fangkiller interjects and states. “Great leader,
take what they want and burn the rest, Netheril will be we’re here because we’ve heard that you’re going south to
in terrible shape. bring down the infestation of humans under the Great
“We need a group of adventurers to enter the ranks of Sea, and we want to lend our lives in this pursuit.”
the orcs and assassinate their leaders. This will create If the characters say something along these lines as
dissension and panic in the ranks which will—hopeful- well, the orc leader looks at them for about two minutes
ly—cause them to rethink their diabolic plans. Will you before he says, “Prove your prowess...” At that instant,
help us?” they’re led outside, given their weapons, and then beset
by a number of orcs equal to their numbers. If they all
If the characters agree to aid the scrymasters in this succeed and none are killed, the orc leader allows them
quest, they set the characters up with crystal balls which to join once they take this oath of fealty:
will aid them in discovering who and where the orc lead-
ers are. They’re also given warmthstones (detailed in the “I, [name], hereby promise by life, my soul, and
Spells & Magic chapter), warm gloves and clothing, and my arms to the service of the Great Deathdealer,
enough supplies (in a bag of holding) to feed all the char- Grask’ar, and vow to follow his every word and com-
acters for three weeks. mand as though it came from the great orc god,
The PCs are led to a high-keeled boat lined in sealskin Gruumsh. To this I avow!”
and they set afloat in the Narrow Sea, heading north-
northeast toward the Rengarth Tundra about 30 miles If they say this with conviction, they’re accepted into
north of Annagoth Bay. Even in late autumn, the weather the ranks. Their remaining possessions are returned, and
is cold. the heroes are given a place near the center of the orc
The trip across the water takes a little more than two encampment.
days, and they arrive near dusk. The ground is slushy and If the characters refuse to speak the vow (or just don’t
partially solid with iced mud. Frozen reeds stick up from put much fervor behind their words), one or more of the
this liquid base, breaking off whenever the characters PCs fall in the battle, or they admit that they’re going to kill
brush against them (creating a path behind). the orc leaders, they’re met with wave after wave of orcs
Islands of solid ground can be found, and the PC’s who’re intent upon slaughtering each and every one of
guide, Denias Fangkiller (CG hm F12/A14), leads them to them. There are 4,000 orcs in this encampment, and each
one such isle and sets up camp by activating the warmth- fights to the death in this instance. The PCs will have a
stone and pulling out his bedroll and climbing into it. It’s huge fight ahead of them if they choose this path (and the
plain to see that he’s planning on letting the characters orcs will try to overbear the heroes first, resorting to melee
set up watch—unless he’s asked to participate. combat only if they can’t succeed in overpowering them).

Side Treks • 41
Going in as themselves: If they’re spotted by sen-
tries, the orcs scream out an alarm that would wake the
dead, alerting all of their compatriots to the where-
abouts of the human invasion. Half of the orcs in the
camp move toward the heroes while the other half sur-
round the tent of their leader, filling the tent with about
70 orcs to protect Grask’ar in case teleportation magic is
used against them.
If the character are careful and sneak in like good lit-
tle thieves, they can elbow up a small tor to look down
upon the camp and use their divination items given them
to find out exactly where the leaders are—the leaders
are about seven tents from the exact center, in the third
largest tent in the camp. From this vantage point, the
characters can either use Oberon’s teleportation spells
to enter the leader’s tent, or await darkness to enter and
perform their task.
When they enter the tent, they find one huge orc (the
leader), eight large orcs (shamans) and 10 normal orcs.

Grask’ar, Orc Chief: AC 4 (10); MV 9 (12); HD 3; hp 21;


THAC0 17; #AT 2; Dmg 1d10/1d10 (sword); SA +2 Strength
bonus on all attacks; SD 45% hide in shadows and natural
surroundings, +1 save bonus to charm-related effects; SZ
M (6’ tall); ML champion (16); Int exceptional (16); AL LE;
XP 65.

Orc Shamans (8): AC 6; MV 9; HD 5; hp 27 each;


THAC0 15; #AT 1; Dmg 1d6+1 (mace); SA +2 attack bonus
when they have surprise and/or their opponents are on
lower ground, spell use; SD 45% hide in shadows and nat-
ural surroundings, +1 save bonus to charm-related effects;
SZ (6’ tall); ML elite (13-14); Int exceptional (15); AL LE;
XP 650.
Spells (12 winds/3rd): Treat the orcs as priests of Targus.

Orcs (10): AC 6; MV 9; HD 2; hp 14; THAC0 19; #AT 1;


Dmg 1d8 (sword); SA +2 attack bonus when they have sur-
prise and/or their opponents are on lower ground; SD 45%
hide in shadows and natural surroundings, +1 save bonus
to charm-related effects; SZ M (6’ tall); ML elite (13); Int
high (10); AL LE; XP 175 each.

l If the PCs manage to kill all of the leaders without


setting off an alarm, the orcs are sufficiently demoral-
ized and the scheduled attack is averted—until next
year.

l If the PCs attempt to murder the leaders but fail, the


orcs move up their attack to pre-winter, launching their
assault from boats instead. During this time, all the orcs
have a 16 Morale.

l If the PCs slay the leaders but are caught, they’re


beset by every orc in the community. They send out the
call to all the other orcs in the Rengarth Tundra, telling
them of the atrocity. This doubles their number, and they
march on Netheril, beginning their assault in nine days.

42 • Side Treks
THE LICHLORD'S CASTLE
estiny in and of itself is a strange and powerful force. More
adventurers have died trying to escape what must be than have
ever died at the hands of some terrible monster. The trick, of
course, is choosing one’s one fate while fulfilling one’s destiny.

End of the
Primidon’s arrow, Gwynn’s vampirism, Noanar’s fireball,
Volhm’s bolt; 4th— Lucke’s contagion, Noanar’s shield,
Noanar’s wall, Veridon’s storm, Stoca’s feign; 5th— Mavin’s

Journey
iron wall, Mavin’s stone wall, Shadow’s door, Tolodine’s
cloudkill, Veridon’s cone; 6th— Dethed’s spell, Volhm’s
chaining; 7th- Dethed’s death finger, Noanar’s delayed
fireball, Valdick’s force cage.
By the time characters arrive at this point, they
should have already been given the oppor- Dr. Killdrum is a man who looks out for
tunity to obtain Karsus’ spell compo- two things: his personal comfort and
nents for his avatar spell. As noted revenge. His loyalties at this point
previously, Karsus sent a number are with the Lichlord because he
of adventurers out to retrieve hopes to sate his greed for
spell components; if the party knowledge of magic that’s
refused to work for Karsus currently out of his reach.
then one of the other adven- Dr. Killdrum once was an
turing groups succeeded in the apprentice to the great
heroes’ stead. Lady Polaris, but his fight
for personal power and
Dead Denizens greatness eventually forced
Polaris to eject the fledgling
As the characters near their des- archwizard from her home.
tination, they run into three spell- Revenge now sits in the fore-
casting followers of the Lichlord. front of his vicious mind.
The arcanists, intent on stopping—or Dr. Killdrum joined with the
at least delaying—the characters, have Lichlord because he was led to believe the
covered themselves in dust of disappearance. lich was planning to attack Polaris’s enclave
Even with this advantage, the arcanists still hide in (Delia), and he planned to set himself in her throne.
the trees and for the first few rounds, project spells Unfortunately, his plans are now on hold, because the
and magical item effects toward the PCs from the Lichlord is going after the Archwizard: Karsus.
safety of height to weaken them and make their
chance for success that much greater. Krystaufer, hm, Mentalist 14: AC 5 (ring of
protection +2); MV 12; hp 42; THAC0 16; #AT 1;
Dr. Killdrum, hm, Inventor 15: AC 0 (bracers of Dmg 1d6+4 (staff +4); SZ M (5’ tall); ML 14; AL CE;
defense AC 2, cloak of protection +2); MV 12; hp 45; XP 9,000.
THAC0 16; #AT 1; Dmg 1d4+3 (dagger +3); SZ M (6’ STR 12, DEX 17, CON 16, INT 17, WIS 17, CHA 12.
tall); ML 15; AL NE; XP 10,000. Spells (85/7th): 1st— Keonid’s charm human, Quantoul’s
changer, Trebbe’s scry magic, Trebbe’s scry identify; 2nd—
STR 14, DEX 13, CON 18, INT 19, WIS 17, CHA 11.
Cragh’s deafness, Enollaf's aimlessness, Hawring’s enfee-
Special Equipment: Dr. Killdrum’s wand of fire (see
blement, Keonid’s forgetfulness, Smolyn's blindness; 3rd—
the Spells & Magic chapter) is imbedded in his right arm,
dispel magic, Keonid’s suggestion, M’dhal’s missile shield,
a wand of lightning (16 charges) hides under his tunic, and
M’dhal’s dispel evil II, Zahn’s hearing, Zahn’s seeing; 4th—
a staff of the magi (20 charges) serves as a walking stick.
Berthot’s blunder, Keonid’s fear, Oberon’s extra door,
Spells (94/7th): 1st— General Matick’s missile,
Trebbe’s minor invulnerability; 5th— Berthot’s disorder,
Primidon’s burners, Carbury’s servant, General Matick’s
Hamring’s feeblemind, Prug’s dominate, Undine’s avoid-
armor, General Matick’s shield; 2nd— Tolodine’s stinking
ance; 6th— Smolyn’s eyebite, Trebbe’s invulnerability;
cloud, Primidon’s sphere, Polybeus’s illumination,
7th— Trebbe’s turning.
Fahren’s darkness, Shan’s web; 3rd— dispel magic,

The Lichlord's Castle


44 • The Lichlord's Castle
Most people never know how to act or react around this l Krystaufer casts Keonid’s charm human.
man. His motivations and responses seem to change more l Edie Savage casts Quantoul’s fastmorph.
than his eyes blink. One moment he’s calm and collected;
the next, he’s wildly out of control. Round 5:
l Dr. Killdrum casts Noanar’s fireball.
Edie Savage, hf, Variator 13: AC 4 (bracers of defense l Krystaufer casts Keonid’s forgetfulness on a PC.
AC 4); MV 12; hp 39; THAC0 16; #AT 1; Dmg 1d4+2 (dagger l Edie Savage casts Quantoul’s slowmorph.
+2); SZ M (5 ½’ tall); ML 13; AL NE; XP 8,000.
STR 15, D EX 13, C ON 14, I NT 17, W IS 18, C HA 16. Round 6:
Spells (78/6th): 1st— Nalevac’s spray, Primidon’s burners, read l Dr. Killdrum casts Noanar’s delayed fireball.
magic, Veridon’s chiller, Yturn’s feather fall, Volhm’s grasp; 2nd—
l Krystaufer casts Cragh’s Deafness.
Aksa’s shatter, Fahren’s darkness, Quantoul’s strength, Undine’s
extra portal pocket, Vilate’s restriction; 3rd— dispel magic, l Edie Savage casts Aksa’s Shatter.
Nalevac’s deep sight, Quantoul’s fastmorph, Tolodine’s gust of
wind, Quantoul’s slowmorph; 4th— Quantoul’s manymorph, Round 7:
Quantoul’s othermorph, Quantoul’s selfmorph, Lucke’s contagion;
5th— Fjord’s animation, Oberon’s teleportation, Proctiv’s rock- l Dr. Killdrum casts Veridon’s cone.
mud transmution, Undine’s avoidance; 6th— Mavin’s stone-flesh l Krystaufer casts Prug’s dominate on a PC to force him
transmution, Aksa’s disintegrate. into performing unusual tasks, like attacking someone in
the PC’s party.
Edie Savage was the apprentice and lover of the arch- l Edie Savage casts Aksa’s disintegrate on a player-char-
wizard Ioulaum, but a spat over the dispensation of over- acter weapon.
paid taxes rendered their relationship useless. Once they
split up, Edie still haunted Ioulaum, pulling petty pranks in Round 8:
order to get the people of his enclave to distrust or hate the l Dr. Killdrum casts Noanar’s fireball, centering the
Father of Netheril. Still angry with the split and the fact she effect on as many PCs as possible.
received nothing in the breakup, she takes her anger out on l Krystaufer casts Berthot’s blunder.
anyone who poses as a victim. l Edie Savage casts Lucke’s contagion.

Setting Up The Ambush: The three wizards are in the Round 9:


branches of the trees along the characters’ path, invisible l Dr. Killdrum casts Tolodine’s cloudkill.
even to one another. As the characters approach, they each l Krystaufer casts Enollaf’s aimlessness.
have a detailed attack sequence. The DM should follow l Edie Savage casts Quantoul’s othermorph hoping to
this plan as close as possible. transform the PCs into snails.

Round 1: Round 10:


l Dr. Killdrum casts Noanar’s fireball. He moves onto a l Dr. Killdrum casts Dethed’s spell.
different branch in case someone noticed him, but he stays l Krystaufer casts Keonid’s fear.
in the same tree. l Edie Savage casts Quantoul’s manymorph, hoping to
l Krystaufer casts Trebbe’s invulnerability on himself. turn the PCs into harmless rabbits.
He jumps down—quietly—from his tree and approaches
the PCs from their left flank. Round 11+
l Edie Savage casts Tolodine’s gust of wind shortly If the characters haven’t died or turned tail and run by
before the effect of Dr. Killdrum’s fireball has ended. This this time, the DM has the option of continuing the combat,
helps fan the flames as well as its normal effect, allowing or having the NPCs leave the combat area to establish
the flames to engulf more of the forest. She climbs down another ambush later. So long as the Lichlord’s servants
and approaches the characters from their right flank. remain alive, they continue to attack the heroes, augment-
ing their attack plan each time based on their experiences
Round 2: with the player-characters.
l Dr. Killdrum casts Polybeus’s illumination, on a spell-
caster (someone not wearing armor).
l Krystaufer casts Smolyn’s blindness.
Castle Approach
l Edie Savage casts Hamring’s enfeeblement. As the characters begin ascending a large hill in the forest,
they come across a battalion of 12 undead, all lead by a
Round 3: ferocious (once-female) human. She has long and tangled
l Dr. Killdrum casts Mavin’s stonewall. brunette hair, whose tresses are held together by the web
l Krystaufer casts Smolyn’s eyebite. of some forest spider whose home is deep within her
l Edie Savage casts Mavin’s stone-flesh transmution in disheveled mane. Her clothing, resembling harlot livery, is
its reversed form. a tattered and dirty gown of white. She displays a beauti-
ful necklace over her crumbling frock that possesses a
Round 4: large blood red ruby surrounded by the silvery web of a
l Dr. Killdrum casts Volhm’s bolt. black widow.

The Lichlord's Castle • 45


For the astute character, the necklace is a sign that the Travel into the valley is free of encounters; all natural
undead zombie woman they face is Amanda, Nopheus’s wildlife and lesser monsters have been driven away by the
wife. When she was resurrected from the ground into the Lichlord’s presence. As characters approach the castle,
ranks of the Lichlord’s troupe, the preservation magic read the following:
Nopheus purchased was eradicated, rendering his former
wife to the wills of the elements. A horrifying revelation strikes your tired minds: the
When Amanda and her troop of zombies notice the char- castle is not constructed of standard materials. Instead,
acters, they attempt to surround the heroes and attack. it’s assembled with the bodies of the living dead.
Without blinking, the decaying bodies stand about
Amanda (Zombie): AC 6; MV 9; HD 9; hp 63; THAC0 12; unmoving; pillars wrapped in the flowing mists. Their
#AT 2 or 1; Dmg 2d4/2d4 (fists) or 1d10/2d6 (halberd); SA 30’
collapsed, mustard-drooped eyes keep a constant vigi-
control of nonthinking undead; SZ 6’; Int 10; AL NE; XP 650.
Personality: Amanda remembers most of her former life in the lance on the landscape.
realms of the living, but she knows she’s dead and she ‘knows” there The cadavers stand in two rows, shoulder to shoulder and
no way back and she’s accepted her fate—in fact, she likes this new each carrying bladed pikes, outlining a crooked pathway
state of affairs. After all, she’s not the bored housewife of a rich mer-
chant and just the mother to unsavory children any longer. She does-
that leads to a roughly circular wall three bodies deep and
n’t have to go to business parties and dinners as a object of beauty two high. The castle, also constructed of undead, towers 13-
to help make a sale, and her life is no longer dedicated to her former corpses tall within the wall. An unearthly, eerie blue light
husband and their three children. In this new lease on life, she’s now
permeates the gaping chests and leg bones. As you look at
a leader of 12 zombies who do her every bidding without regard to
limb and unlife. She’d rather have her unlife ended as opposed to the disgusting sight, eyes in the pathway, the wall, and the
going back to that kind of self-enacted oppression. castle all turn to watch your every move.

Generic Netherese Zombie (12): AC 6; MV 9; HD 6; hp The undead that create the castle cannot be turned or
42; THAC0 15; #AT 2; Dmg 2d4/2d4; SA can control any non- destroyed by any means save physical combat; clerical
thinking undead within 30 feet; SZ 6’ tall; ML n/a; Int 9; AL
turning has no effect on them. If characters approach the
NE: XP 650.
castle, one of two things can happen, depending upon
their actions earlier in the module.
Capturing Amanda The PCs helped Derf (page 24): The heroes have
The characters have a feisty undead on their hands. She aided themselves in their quest. When Derf returned to
attempts to break her restraints at all times, planning to the ranks of the Lichlord, he reported that the PCs were
crush the skulls of every character if she gets half a his friends and should not be attacked. As the PCs
chance. When they near the Lichlord’s castle, she com- approach, the zombies nearest them smile, bow their
mands all undead within her 30’ radius of control, by silent heads, and say, “Derf sends you his best.” They’re able to
will, to attack the PCs. walk through the front door unmolested. While they tour
If the PCs cast a resurrection spell on her, she is the undead castle, they’re watched, but not told where
returned to the realm of the living. This puts a temporary and where not to go.
hold on her connection to the Negative Material Plane. The PCs did not help Derf: As they approach the
This partial link remains throughout her life unless a undead-lined pathway, the lead zombies move to stop the
remove curse spell is cast on her. This link causes Amanda heroes. The Neth zombies ask in a ghastly chorus, “What
to transform into a Neth zombie upon her death (regard- do you seek?”
less of the cause). If the PCs say that they want to speak to the Lichlord,
If the characters kill Amanda and then cast a resurrec- the undead pause for a moment (as their message is
tion spell on her corpse, she returns in all her beauty, her transferred to the Lichlord) and await a response. After a
link with the Negative Material Plane forever severed. She few moments, the undead allow the party to go through.
thanks the player-characters profusely for their thoughtful- As the characters walk through the castle, the zombies in
ness, but she really has no idea what lies beyond her sta- the walls, floor, and ceiling instruct them where to go in
tion (this is as far as she has traveled). order to find the Lichlord.

The Lichlord's Castle Within the Castle


As characters finally crest the hill where they fought the The Lichlord uses his castle as an area from which he can
zombies, read the following: operate without fear of interference from any archwizard
who might come to investigate. He’s already assimilated
The crest of the hill opens onto a valley that is bathed in many of the troops sent against him, and any creatures
gloom and fog. Deep within its center rests a huge castle who venture too close can easily be transformed into Neth
made of some multicolored substance that emits a some- zombies, which just makes him that much more powerful.
what obscured glow in the embrace of the misty vapors. Attacking the zombie walls: If the characters decide to
A walled pathway curves through the valley, leading to attack the zombies used in the castle’s construction, they
the main gates of the castle. find that the undead are able to reconstruct the castle—
changing the formation of the rooms and hallways. They
can even open up the floor (either right from under the PCs

46 • The Lichlord's Castle


or to stop their flight). They can change the height of the must admit to a lack of courtly manners, as I see and tend
ceiling in order to give the undead six forms of attack: to few guests. It seems that few are able to see past the
above, below, to both sides, the front, and from the back. castle gates to visit me.” The creature’s cold and lifeless
gaze slowly settles upon each of you.
A. Entrance
The Lichlord has allowed the player-characters this far
The mass of zombies part to reveal a pathway roughly 10- because he wants to know where their loyalties lie—are
feet wide that stretches off into the heart of the castle. they for him or against him; perhaps they’re ambivalent
The strange blue light that hovers within each of the zom- about the entire matter. So long as he feels they’re up front
bies provides the only means of illumination. with him about their intentions, the Lichlord answers vir-
tually any question put to him.
The first large cell to the left of the entrance hall is bare-
ly visible as the player-characters walk past. Treat the • Why the undead army: “I am able to control an army
entrance into the cell as a concealed door. of undead to do my every bidding. The living, especially
humans and elves, tend to view their personal agendas and
B. Throne Room greed with more importance than the needs of the many.
This means they cannot be trusted. Therefore, I was forced
The mass of twisted zombie bodies parts to reveal a large to create my own army. These bodies were not being used,
chamber that is mostly empty of furnishings. A huge, skeletal and I hate to see anything go to waste.”
throne wrapped partially in rags is its only object of interest.
Seated upon the throne is a skeletal creature dressed in • Are you going to attack Netheril: “Yes; I plan to
a tattered gray robe. Its eyes blaze with an orange-red attack and overthrow Netheril. The decadent humans of
light and rings adorn its fingers. Its voice, ancient and Netheril are controlled by wastrel archwizards whose
commanding, echoes forth in the eerie chamber. greed is unequaled to anything else in the history of the
“What can I do for my esteemed and brave visitors? I world. Even the dragons, as they ruled the world millennia
ago, never achieved this state of avarice. When Netheril

The Lichlord's Castle • 47


falls, it shall be subjugated under my control, and the glut- In order to achieve this goal, the Lichlord has erected
tony that threatens the nation’s very existence will be put his own mythallar, allowing him to control an army so
to death and Netheril will forever live.” huge and so terrifying, nothing of its ilk has ever been
seen on the continent of Faerûn before. Once he recruits
• Why do you hate Karsus: “Karsus is the prime enough forces, the Lichlord plans to march them unceas-
example of magical greed. His vices far exceeds any ingly through Netheril to the nearest Neth gatehouse and
10,000 people you can lump together. He’s currently enter the Karsus Enclave. Once on the floating city, his
experimenting with magic far exceeding his power to forces will pour into the streets like rats from a drowning
control. Should he succeed, he will surely cause the ship and take over every aspect of life there—including
whole nation to crumble and fall, killing everyone in his the position held by the Archwizard.
precious nation with a single breath.” The Lichlord’s clothing, surprisingly, has maintained its
dweomer in spite of their outward appearance. (Strangely
• Who are you: “My name has been forgotten in histo- enough, the Lichlord’s own dweomer has created the
ry—I am the oldest living human in history. In lich form, I facade of decomposition and the putrefying rot in his
have lived thousands of years already—and I plan to live clothing to make them “unfit” for human use.) The cloth-
thousands more. Who better to rule a nation of magic ing has several very powerful dweomers cast upon it—all
than someone who’s nearly seen the whole evolution of deactivated if the clothing isn’t surrounding the body of a
human magecraft? Even if I knew my real name, I could creature of unlife.
never tell you, for that would give you a certain amount The known protection involved in the clothing include
of power over me.” complete immunity to all elemental, quasielemental, and
paraelemental forces; Pockall’s invisibility to all magical
If the characters do not attack the Lichlord, he finally scrying (a stronger form of the nondetection spell); the
grows bored with them and teleports them to the hill at the clothing creates a “one way mental mirror,” allowing the
edge of the glade. If the characters attack and kill the Lichlord to use his mental powers, but reflecting all men-
Lichlord, his essence is transferred back to a specially pre- tal powers back at the source. The known offensive pow-
pared amulet deep below the castle. In a matter of minutes, ers associated with the Lichlord’s clothing include spell
the Lichlord has taken control of a Neth zombie and is using reflection of all spells 5th-level or less; 17 Undine’s extra
his special abilities to teleport the characters out of his cas- portal pockets in the clothing allow him to store a variety
tle to the hill where they met Amanda. Once teleported, the of wands, staves, and rods (which he does, but the actual
DM should refer to The Army Moves on page 51. number and the properties thereof change from day to
day). There are no known weaknesses in the clothing.
The Lichlord: AC -3; MV 9; HD 28; hp 196; THAC0 9; #AT The Lichlord can call upon any of the following spells. His
1; Dmg 1d10 (frigid touch); SA save vs. paralysis with touch spell book is hidden below the castle near his phylactery.
or be unable to move until dispelled, creatures less than 5
HD must save vs. spell or flee in terror for 5d4 rounds, the Spells (290/10): 1st— Carbury’s servant, General Matick’s
Lichlord can unleash a death ray after enduring 50 points of armor, General Matick’s missile, General Matick’s shield, Lefeber’s
magical damage that requires those within 20’ to save vs. mark, Niquie’s reflection, Nobrow’s fire effect, Quantoul’s climber,
death or be permanently killed (once per day); SD at least +1 Veridon’s chiller, Veridon’s wall, Yturn’s feather fall, Zahn’s famil-
weapon or 6 HD (or levels) to hit, immune to charm, sleep, iar; 2 n d — A k s a ’ s s h a t t e r , C a r b u r y ’ s i m p r o v e d f o r c e , C a r b u r y ’ s
enfeeblement, polymorph, cold, electricity, insanity, or mouth, Fahren’s darkness, Jarm’s summon swarm, Polybeus’s
death spells; SW 13th-level priests and 15th-level paladins or illumination, Primidon’s sphere, Ptack’s knock, Ptack’s locking,
Quantoul’s strength, Veridon’s cloud, Yturn’s levitation; 3rd—
greater can attempt to turn the lich as though they were five
Aksa’s object, Date’s tongue forms, dispel magic, Gwynn’s vam-
levels lower; SZ M (6’ tall); ML fanatic (18); Int godlike (22);
pirism, Hersent’s sigil, Noanar’s fireball, Quantoul’s fastmorph,
AL neutral evil; XP 10,000. Quantoul’s slowmorph, Quantoul’s wraithmorph, Volhm’s bolt;
Notes: The Lichlord can see with normal vision even in complete 4th— Carbury’ killer, Fourfinger’s enchanted weapon, Lefeber’s
darkness and is unaffected by bright light (even the magical vari- first creation, Lucke’s contagion, Noanar’s trap, Noanar’s wall,
ety). He radiates a 20’-radius aura of cold and darkness (darkness Quantoul’s manymorph, Quantoul’s othermorph, Quantoul’s self-
equivalent to dusk, even in magical light) forcing all his opponents morph, Xanad’s shout; 5th— Jarm’s magic jar, Lefeber’s second
to suffer a -2 on their Morale checks. creation, Oberon’s telekinesis, Oberon’s teleportation, Proctiv’s
STR 13, D EX 13, C ON 18, I NT 22, W IS 19, C HA 1. rock-mud transformation, Shadow’s demimonster, Shadow’s door,
Personality: The Lichlord no longer carries any humanity (in Shadow’s summons, Undine’s avoidance, Zwei’s second extension;
the sense of sympathy and understanding) in his magically 6th— Aksa’s disintegrate, Carbury’s stalker, Dethed’s spell,
enhanced essence. He has one goal, and one goal only: to increase Fourfinger’s weather control, Lefeber’s enchantment, Mavin’s
in power and knowledge at the expense of all—even at the expense stone-flesh transformation, Tolodine’s death fog, Volhm’s chain-
of Prime Material existence. ing, Zwei’s third extension; 7th— Dethed’s death finger, Enollafs
isolation, Noanar’s delayed fireball, Sadebreth’s undead control,
The Lichlord has discovered that Karsus is working on Shadow’s walk, Trebbe’s turning, Undine’s door; Xanad’s stun,
Yang’s dissipation; 8th— Aksa’s morphing, Dethed’s clone,
a l2th-level spell—a height in magic he once thought Primidon’s cloud, permanency, Toscudlo’s dominance, Valdick’s
impossible. Since a human arcanist is creating it and can’t submerse, Xanad’s blindness, Yang’s truss; 9th— Anglin’s sphere,
possibly understand the dangers involved, the Lichlord Chronomancer’s stasis, Chronomancer’s time stop, Stoca’s
shapechange, Valdick’s astral form, Valdick’s gate, Volhm’s drain,
plans to take the information and, as a greater magical
Xanad’s killer, 10th— Lefeber’s weave mythal, Mavin’s create vol-
essence than any living being (especially Karsus of cano, Mavin’s earthfast, Proctiv’s move mountain, Tolodine’s
Netheril), study the incantation and use what he can of killing wind, Valdick’s spheresail.
this new magical apex.

48 • The Lichlord's Castle


C. Cell, Occupied 3 Talin Crolas (TN hm D17 [Jannath]) is sitting in
These locations are jail cells that contain a prisoners that here deciding his options after being captured ear-
the Lichlord has not dealt with as of yet. The table below lier today. He’s tried escaping a few times by
depicts who (or what) is in the cell. changing into an earthworm and a snake, but he’s
been stopped each time by minions of the
Roll Prisoner Lichlord. If released, Talin desires to leave the area
1 1d4 arcanists (between 2nd and 8th level; roll as soon as possible to warn others of the
2d4). All are Netherese wizards who’ve come to Lichlord’s army.
destroy the Lichlord. Of good alignment, these 4 1d4 Netherese fighters of 3d4+4 levels reside in
wizards join the PCs if asked. There’s a 25% chance the cell. If freed, they’ll help the characters.
per prisoner rescued that 1d12 zombies, wights, There’s a 30% chance per warrior freed that 2d12
wraiths, or spectres (equal chance of each) appear zombies attack.
and attack the PCs in order to prevent the prison- 5 2d6 goblins. The goblins have a Morale of 3, but
ers from being freed. they promise to help the PCs if they free them. The
2 1d6 Angardt barbarians (all warriors of 1d4 lev- goblins must roll a Morale check with the first
els). They’re kept here to test the vitality of the indication of battle. If it’s failed, they flee in ran-
Angardt people. They’re starved, skinny, and dirty, dom directions, searching for a way out.
and have been given only water and a small 6 1d8 orcs. Even though they’re of an evil align-
amount of food to keep them alive. If the charac- ment, the orcs will help the PCs destroy the
ters give them food to eat, the barbarians follow Lichlord (they have a Morale of 10; roll this with
and obey the characters to the ends of Toril. the first Initiative roll). There’s a 5% chance per
There’s a 10% chance per barbarian freed that 1d12 freed orc that 1d8 zombies in the walls will attack.
zombies attempt to stop them.

The Lichlord's Castle • 49


D. Cell, Empty 3 2d10 shadows (AC 7; MV 12; HD 3+3; hp 21 each;
THAC0 17; #AT 1; Dmg 1d4+1; SA Strength drain;
Empty cells are difficult to spot within the castle; treat SD magical weapons required to hit; SZ M (6’ tall);
each of them as concealed doors. There’s a 25% chance ML n/a; XP 420 each).
(rolled each time the party passes one of the doors to the 4 1-3 gray oozes (AC 8; MV 1; HD 3+3; THAC0 17;
empty cell) that the cell is actually occupied by one of the #AT 1; Dmg 2d8; SA corrodes metal; SD immune to
Lichlord’s minions, who immediately attacks with a +2 spells (except lightning); SZ L (10’); ML average
bonus on its surprise roll if the PCs haven’t discovered (10); XP 270 each).
the door. The DM is free to select one of the creatures
below or roll randomly. Each of these creatures passes through the walls to
attack; they don’t need to wait for the zombies to move to
Roll Creature allow them to attack.
1 2d6 wraiths (AC 4; MV 24, Fl 24 (B); HD 5+3; hp
30 each; THAC0 15; #AT 1; Dmg 1d6 + 1-level expe- E. Mythallar
rience drain; SD can be struck only by magical
weapons; SZ M (6’ tall); ML champion (15); XP This room holds the Lichlord’s mythallar. If the characters
2,000 each) enter this room and stay longer than 10 seconds, the zombie
2 1 ghost (AC 0; MV 9; HD 10; hp 64; THAC0 11; walls and ceiling close in for the attack. Seventy zombies
#AT 1; Dmg age creatures 10-40 (1d4 × 10) years; gain attacks from all sides and from the floor and ceiling,
SA magic jar, sight causes creature to age 10 giving them at least four attacks per character. As zombies
years and flee for 2d6 turns unless a saving throw are destroyed by the PCs, others from different parts of the
vs. spells is made; SD magical or silver weapons castle merge with the attackers, maintaining their over-
required to hit; SZ M (6’ tall); ML n/a; XP 7,000). whelming numbers. Meanwhile, the zombies form a wall
between the characters and the mythallar, making sure they
don’t gain any opportunity to strike the mythallar at all. If

50 • The Lichlord's Castle


the PCs back out of the room the attacks stop. To destroy He arms himself with his polearm, Separator, and pre-
the mythallar, the characters must inflict 100 points of non- pares for battle. “I’ve brought 57 people over to the
magical damage (all magical damage is absorbed). Lichlord’s side, and now it’s your turn. I’ve been looking
forward to this for many days now. Prepare to meet the
F. Laboratory bliss of rebirth.” Anointus truly believes he’s doing the
characters a favor by converting them to unlife, and he’s
This is the Lichlord’s laboratory. It contains tables, cup- going to do his best to assure their alteration. Whenever a
boards, shelves, and a single chair made of living zombie character falls in combat, he immediately uses his raise
bodies. Alchemical equipment, three traveling spell books dead ability to bring defeated characters into the
(they contain the same spells as his master spell books hid- Lichlord’s fold.
den below the castle), and two vats of unholy water are all As the characters prepare to battle Anointus, they
that remain in the chamber. notice that the front ranks of the Lichlord’s army have
If characters investigate, they get the distinct impression arrived. All characters are immediately faced with fight-
that whatever magical research was being conducted here ing creatures on every exposed front. Waves of undead
has recently been completed. A few experiments look like (wights, wraiths, spectres, Neth zombies, and others)
they’ve just begun, but it’s hard to tell what their ultimate engulf the player-characters.
goal is supposed to be. The PCs should feel like they’re fighting for their life;
that no matter how good they are or how many spells they
The Army Moves have in their arsenal that it’s just a matter of time before
the undead overcome them. Keep track of hit points for the
From a distance, the castle fluidly collapses upon itself, undead normally, but as one falls another immediately
spreading out onto the landscape like diseased mold. The takes its place. During the battle—at its darkest moment—
mythallar can be clearly seen now that the walls of the Karsus sends the characters a message.
undead have moved to the ground. Hundreds of zom-
bielike beings reach down and hoist the blue, glowing ball
upon their shoulders and begin to walk westward, fol-
Wrath of Karsus
lowing the line of death that stretches out like an asp Your minds fill with a vision of the Archwizard Karsus
ahead of it. Ninety or so of the undead climb upon each standing on a podium that overlooks his enclave. His
other, creating a pyramidal throne that looks like a giant voice fills your minds.
siege machine; once constructed, the Lichlord blinks into
existence atop their folded and stacked bodies, his glow- I have joined your battle. Prepare to see a sight so
ing mythallar carried immediately behind him. wondrous and joyous that your hearts will burst with
Thousands of these walking corpses head toward the pride!
fertile lands of Netheril, all intent upon murdering every
living being they come across, converting them to unlife The vision of Karsus begins to flicker and swell before
to strengthen their numbers. your eyes, but you doubt the Archwizard has any idea
what is happening to his body; his thoughts and energies

The Conversion are focused elsewhere. With a wave of his hand, the
mythallar carried by the Lichlord’s army explodes, send-
No matter what direction they take or what they do, they ing a cascade of blue fire and ash everywhere.
have a run-in with Anointus, The first announcement of his As the Lichlord’s source of power explodes, there is a
arrival is a crossbow bolt from behind that causes 1d8 numbing surge of electricity that sends chills down your
points of damage to one of the party’s arcanists. spine. Your vision of Karsus suddenly winks out, and you
They see their old friend Anointus behind them, but hear the Archwizard’s scream fill your minds.
there’s something strange about him. As he approaches,
they notice that he’s dead; a former human converted to a If the characters are in hand-to-hand combat with the
Neth Zombie by the Lichlord’s army. zombies, they are bathed in the intense heat. They must
save vs. death magic or suffer a loss of 1d4 levels each.
Anointus, hm, Neth Zombie: AC -1; MV 12; F10; hp 57; Whether they save or not, they suffer 4d6 points of magical
THAC0 11; #AT 2; Dmg 1dW1d8; MR 15%; SZ 6 1/2’; ML 20; AL fire damage.
N; XP 7,000.
STR 16, DEX 11, CON 13, INT 13, WIS 9, CHA 12.
At this point, all magic upon Faerûn ceases to exist.
Spells wink out, magical items lose their enchantments,
Even in his undead form, he still maintains his pristine and quasimagical items are rendered forever inert. Even
style. His clothes, boots, and equipment are in perfect creatures that normally require magical weapons to be hit
order; his skin, on the other hand, is a different story. His are affected by normal weapons.
blonde hair (at least the hair that hasn’t rotted from his When the cascade of blue fire clears, the players see that
scalp) is perfectly styled, and his teeth are still pearly all of the undead have been turned to ash—except the
while, although the initial signs of his undeath are starting Lichlord. Stumbling through the landscape in a daze, the
to shine through. Lichlord begins to run away from the heroes.

The Lichlord's Castle • 51


The Lichlord has lost half of his hit points and can only
move half as fast as human (Movement Rate 6) under the
best circumstances. Without his spells and magical abili-
ties to help him, he has more to lose than to gain by chal-
lenging the player-characters. And if he dies now, his phy-
lactery won’t do him any good (his spirit won’t be able to
go from his ruined form to another; he’ll be dead forever).
For the next five rounds, the player-characters have a
chance to destroy the Lichlord forever. It’s going to be a
straight melee combat, with the Lichlord reduced to strik-
ing physically with his bone-chilling touch (which still
works because his tie to the Negative Material Plane
remains intact). If the Lichlord survives for five rounds, he
regains the use of his spells and fear aura and teleports
away at the earliest possible opportunity.

Epilogue
With the heroes standing among the charred ashes of the
Lichlord’s army, a great calm descends over the battlefield.
Everyone gets the feeling that something significant has
just happened. Priests lose contact with their gods, all
spellcasting is impossible, and quasimagical items are ren-
dered inert. Character abilities are likewise altered.

Classes
From the moment Netheril falls, the rules that allowed Netheril
to rise to such fantastic heights are changed forever For spell-
casting classes, these changes are viewed as catastrophic.

Bard Progression Table


Druid Spells by Level
X.P. Level Level Title 1 2 3 4 5
0 1 Rhymer 1 — — — —
2,001 2 Lyrist 2 — — — —
4,001 3 Sonnateer 3 — — — —
8,001 4 Skald 3 1 — — —
16,001 5 Racaraide 3 2 — — —
25,001 6 Joungleur 3 3 — — —
40,001 7 Troubador 3 3 1 — —
60,001 8 Minstrel 3 3 2 — —
85,001 9 Muse 3 3 3 — —
110,001 10 Lorist 3 3 3 1 —
150,001 11 Bard 3 3 3 2 —
200,001 12 Master Bard 3 3 3 3 —
400,001 13 Master Bard 3 3 3 3 1
600,001 14 Master Bard 3 3 3 3 2
800,001 15 Master Bard 3 3 3 3 3
1,000,001 16 Master Bard 4 3 3 3 3
1,200,001 17 Master Bard 4 4 3 3 3
1,400,001 18 Master Bard 4 4 4 3 3
1,600,001 19 Master Bard 4 4 4 4 3
1,800,001 20 Master Bard 5 4 4 4 4
2,000,001 21 Master Bard 5 5 4 4 4
2,200,001 22 Master Bard 5 5 5 4 4
3,000,001+ 23 Master Bard 5 5 5 5 5

52 • The Lichlord's Castle


Bard Colleges & Abilities Table
Bard Additional Charm Legend
Level College Languages Percentage Lore
1 None (Probationer) — 15% 0%
2 Fochlucan — 20% 5%
3 Fochlucan — 22% 7%
4 Fochlucan 1 24% 10%
5 Mac-Fuirmidh — 30% 13%
6 Mac-Fuirmidh 1 32% 16%
7 Mac-Fuirmidh — 34% 20%
8 Doss — 40% 25%
9 Doss 1 42% 30%
10 Doss 1 44% 35%
11 Canaith — 50% 40%
12 Canaith 1 53% 45%
13 Canaith 1 56% 50%
14 Cli — 60% 55%
15 Cli 1 63% 60%
16 Cli 1 66% 65%
17 Anstruth — 70% 70%
18 Anstruth 1 73% 75%
19 Anstruth 1 76% 80%
20 Ollamh 1 80% 85%
21 Ollamh 1 84% 90%
22 Ollamh 1 88% 95%
23 Magna Alumnae 1 95% 99%

For DMs who desire to be historically accurate, game


play reverts to strict original AD&D rules (not 2nd
Priests
Edition). This means that clerics and druids are two sepa- Priests immediately lose all of their special abilities, the
rate classes, as are mages and illusionists. Specialty priests gods having removed specialty priests’ granted powers.
and specialist wizards no longer exist. Cantras are no Until the Time of Troubles, only clerics and druids walk the
longer available to the everyday folk. land (though specialty priests begin to emerge about 30
years before that time). Quest spells are likewise stripped
Arcanists from priests.
The priests of former Netheril begin to pray for spells
Those most responsible for the Fall are stripped of spell- each morning, but the lengthy relearning process that
casting ability until they figure out how the Weave works arcanists face requires but a single week for priests, who
again. This time period is a base of 30 days, modified by are guided by their god. After that week, clerics of Netheril
their Intelligence score. Thus, an arcanist with 18 discover that they have access to only the Transcendent
Intelligence requires 12 days of hard work to figure out Winds; druids have access to only the Terrestrial Winds.
how the weave has been changed by Mystra. Clerics and druids advance as detailed in the Player’s
During this time, the arcanist struggles to rework his Handbook, memorizing spells and gaining bonus spells for
spell book, memorize the arcane runes required to cast high Wisdom as detailed.
spells, and generally re-orient himself with the magical The priests of Netheril are the ones responsible for
world around him. telling the people the truth behind what happened to the
Arcanists also change the name of their profession to empire. While the arcanists tried to hide from the public
match that of the elves, and they begin calling themselves view, priests were there to tend to the survivors both phys-
mages. This was brought about by the intense hatred many ically and emotionally. The dedication of the priests paid
arcanists faced after the Fall by those who blamed them off in terms of magnificent temples and a healthy following
for the catastrophe. for their gods.
Arcanists now use the spell memorization tables as listed
in the Player’s Handbook. While there are still no damage
caps on spells, 10th-level and higher magic no longer exists.
Rogues
Arcanist spells merge together to become mage spells; Thieves mostly celebrated after the Fall, grateful that the
specialization in a particular school of magic doesn’t exist powerful archwizards had been removed from power. They
until the Time of Troubles. migrated south with the other survivors, blending into the
new civilizations that formed in the wake of Netheril.

The Lichlord's Castle • 53


Of course, there were a great many enemies that sur-
vived the Fall, and assassins were hired from the ranks of
Ranger Spell Progression
Paladin Casting Clerical Spell Level
the thieves’ guilds to perform these dark deeds. Soon, the
Level Level 1 2 3 4
assassins had a guild of their own. 1 1 — — —
9
The reformation of the bards after the Fall of Netheril 2 2 — — —
10
nearly destroyed the profession. Bards left their depen-
11 3 2 1 — —
dence on wizard spells behind, instead opting to learn a
12 4 2 2 — —
bit about everything. They became fighters (until 5th level
13 5 2 2 1 —
or so) and then became thieves, remaining so until they
14 6 3 2 1 —
had achieved at least 5th level in their new class. Finally,
15 7 3 2 1 1
they left thievery behind to study with the druids, gaining 8
16 3 3 1 1
druid spells as they advanced. 9
17 3 3 2 1
Player-character bards who survived the Fall advance
18 10 3 3 3 1
as detailed below, but they gain druid spells instead of
19 11 3 3 3 2
mage spells.
20* 12 3 3 3 3
Bards begin as Rhymers, but they don’t gain any hit
points for achieving first level. Instead, they use the hit
* Maximum spell ability
points they acquired as a fighter and thief. Upon achiev-
ing 2nd level, bards get to roll a single six-sided die for hit
points. After achieving 10th level as a bard, they gain one Rangers branched out from their normal activities as
hit point per level. well, casting both druid and mage spells as they advanced
Bards also belonged to colleges based on their level. in level. While they had to pray for their druid spells each
These colleges served as a matter of great personal morning, magic-user spells had to be discovered and then
achievement for a bard, and they hardly ever associated memorized (they were not granted by their god). Rangers
with bards of a lesser college. The exception to this rule gain spells as detailed below.
were the Magna Alumnae bards, who freely offered One of the biggest advantages that rangers received after
advice and suggestions to bards of all levels and colleges. the Fall is that they gained a +1 damage adjustment versus
Bards also gained the ability to cast a charm person or all giant-class monsters (giants, bugbears, ettins, gnolls,
charm monster spell through music. Saving throws apply goblins, and others) for each level of experience.
(as does magic resistance).
As students of the world, bards learned many lan-
guages. Their travels frequently brought them into con-
Paladin Spell Table
Paladin Casting Clerical Spell Level
tact with many races and different cultures, and those
Level Level 1 2 3 4
that learned new languages brought back the information 9 1 1 — — —
and passed it along to others. As a bard advanced in level, 10 2 2 — — —
he learned these languages.
11 3 2 1 — —
The final ability that bards gained was legend lore, the
12 4 2 2 — —
ability to know something about an item from merely
13 5 2 2 1 —
handling it. This worked exactly like the wizard spell of
14 6 3 2 1 —
the same name.
15 7 3 2 1 1
The chart below details the colleges, charm percent-
16 8 3 3 1 1
age, bonus languages, and legend lore percent as the bard
17 9 3 3 2 1
advances in level.
18 10 3 3 3 1
19 11 3 3 3 2
Warriors 20* 12 3 3 3 3
Fighters, rangers, and paladins were mostly responsible
* Maximum spell ability
for Netheril’s survival. Gathering the people together,
these brave souls led them through the Wildlands to the
more tame lands of the south. Still, rangers and paladins Spell Names
were affected by the restructuring of magic.
Paladins benefited a great deal from the change in Mages quickly tried to forget about the arcanists of
magic, being allowed to cast any cleric (Transcendent Netheril, dropping their names from spells and magical
Wind) spell available to them after they achieved 9th items. Noanar’s fireball became known simply as fireball,
level. Like clerics, they were required to pray each morn- and other name spells suffered a similar fate. This made
ing to have their spells bestowed to them. room for a new class of mages to make their mark upon the
world, including such notables as Tenser, Bigby, Elminster,
the Simbul, Khelben, Mordenkainen, and others.

54 • The Lichlord's Castle


Where to? At the end of this adventure are a variety of rumors and
adventure hooks that the DM can integrate into a post-
Where the player-characters go from here is largely a matter Netheril campaign. Use the ones that suit your specific vision
of personal preference. If they travel north into the heart of of Netheril and discard the rest. If the PCs are time travelers,
the empire, they run across battered refugees fleeing south. they need only survive until the beginning of the year to be
Many of the survivors are running from bloodthirsty tribes whisked through the time conduit to present-day Faerûn.
of orcs that are preying upon them during their flight. With the fall of Netheril, one can only blame the
To the east, the elves of Cormanthyr offer a brief, unwel- Netherese fate upon themselves. Decadent and completely
come refuge for the survivors. Arcanists unknown to the reliant on magic and spellcraft, the refugees of the crum-
elves receive a bitterly cold welcome (with some down- bled empire scatter to the four corners of the world, hop-
right hostility in some cases), while those who are friends ing to find some vista of safety from the threats of the real
of the elves are received slightly better. After all, the elves world around them—the threats they’ve been able to
aren’t happy about the changes brought about by Karsus’s ignore for many millennia because of the power and might
arrogance either. of their archwizard leaders. Their dependence on their
West of Netheril is the Savage Frontier. Some floating spellcasting leaders have led them to a form of retardation;
cities, which never really considered themselves part of survival techniques and ways to handle the threats their
the empire, fell to the ground there as well. Many of the ancestors dealt with on a daily basis are sadly lacking. It’s
survivors chose to build small communities instead of surprising to historians that the Netheril survivors were
migrate with the other Netherese survivors. able to endure at all.
Since the player-characters are already in the south, Netheril as a civilization has left its mark on the world.
waiting for survivors to arrive takes around two weeks. Its magic, the height of its spellcasters, and the discover-
From there, the survivors split to form the countries of ies made throughout the planes are unparalleled. Only in
Anauria, Asram, and Hlondath. Of course, it will take the future do humans regain their mastery of magic. In
strong leaders to bring the people together again (and this far future, humankind looks back on Netheril’s reign
those nations have their own fates that a wise and just with awe and pride, mostly due to the cloudy stories and
ruler has to deal with). songs of legend.

The Lichlord's Castle • 55


SPELLS & MAGIC
undreds — even thousands — of magical items and spells exist in
Netheril, and few of those creations survived the fall. In addition
to those described in the Empire of Magic boxed set, the
following spells and magical items made their mark in some
small way in Netheril.

New Spell New Equipment


As terrifying and powerful as high-level spells are, A few pieces of equipment in the adventure are one-
much of the true research in spellcasting occurs at of-a-kind items, while the remaining were known to
lower levels, at a depth in the weave that a be in wide use throughout Netheril. Unless
common spellcaster can achieve. otherwise noted in the item’s descrip-
These are also the spells that the tion, all of these magical items oper-
common people talked about ated at 12th level of ability.
with more spirit, having wit-
nessed their effects from time
to time in arenas, schools of
Consumption
magic, or happenstance. Armor
Chevic's Tracer This armor can be of any type,
from plate to leather. When
(Divination/Alteration) it’s used in defense against
Level: 4 normal, nonmagical attacks,
Field: Mentalism treat consumption armor as
Range: Touch normal armor. When it defends
Components: V, M against magical attacks, however,
Duration: Permanent its true nature becomes apparent.
Casting Time: 7 When a magical attack strikes the
Area of Effect: One Person user of this armor, the armor gains the abili-
Saving Throw: Neg. ty to ward later damage. For each level of spell cast
at the wearer, the armor stores one point of physical
The tracer spell was designed by a bounty-hunt- damage. The user still suffers normal damage from
ing arcanist who was tired of running into a mark the magical attack, however (standard saving
and having them escape at the last second, only to throws apply).
have to hunt them down again. The spell he For instance, a Noanar’s fireball cast at the user
designed allowed him to spot a target and place a of the armor stores three hit points of damage. If an
dweomer on the victim. Once the tracer was set, orc later causes 5 hit points of damage with a club,
Chevic was able to teleport to within 10 feet of the the damage is reduced to 2 hit points. If only 2 hit
victim in order to try and bring the criminal in to points of damage was inflicted, the wearer wouldn’t
face justice. suffer any damage.
Up to one tracer can be placed on victim for The amount of damage that consumption armor
every five levels of the spell caster. By simply will- can absorb and the length of time that the damage
ing it, the arcanist is able to “break” the tracer, free- can be “stored” is based upon the level of its creator.
ing up a spell for yet another bounty target. The Armor can absorb up to one points’ worth of damage
spell requires vocal components as well as a cube per level of its creator, holding it for a number of
of lodestone. days equal to one-third its creator’s level. Some com-
monly found sets of armor appear below:

Spells & Magic


% Armor Absorption Storage that someone near him, perhaps a traveling companion,
Roll Type Points Time took all of his equipment and either claimed the items as
01-20 Banded mail +2 15 5 days his own or buried them in a safe place for later extrac-
21-30 Leather +3 15 5 days tion. For centuries, many adventurers and hired explorers
31-35 Chain mail +3 18 6 days were commissioned for unbelievable sums of money to
36-42 Plate mail +1 20 6 days find the equipment and return them to the survivor state
43-45 Plate mail +3 24 8 days of Hlondath, but nothing was ever discovered. The only
46-52 Scale mail +2 15 5 days thing they found was a lone tombstone close to the
52-60 Ring mail +2 15 5 days Eastern Forest’s former western borders (which by that
61-70 Leather +4 24 8 days time had receded to nearly nothing).
7 1 - 7 7 S t u d d e d l e a t h e r + 3 15 5 days
7 8 - 8 5 B a n d e d m a i l + 3 21 7 days Dr. Killdrum's Wand of Fireballs
86-92 Scale mail +3 21 7 days
93-97 Chain mail +4 24 8 days A variation of the wand of fireballs, this wand is set under
98-99 Any available +4 21 7 days the skin and bone of the right arm. Unlike other wands, the
0 0 Plate mail +5 40 13 days strength of the enchantment is under the direct control of
the owner.
Once the armor’s absorption capabilities are reached, it Its owner must expend part of his life force (in the form
affords its wearer no further protection. of hit points) to power the wand. For every hit point
expended in “charging” the wand, the creates a one-die
Deflector Noanar’s fireball. The only limit known for this is the num-
ber of available hit points in the owner’s body. For
Anointus’s shield, Deflector, is a beautifully restored body instance, Dr. Killdrum has 45 hit points, so he could create
shield from the earliest days of Netheril. Many antique a 44d6 Noanar’s fireball, rendering him nearly dead (only
dealers believe the shield was forged in the year 14 NY, but one hit point remaining).
art and weapon collectors believe the date to be about 20 An interesting side effect has been discovered through
years later. adventuring and other unfortunate incidents—Dr. Killdrum
Deflector has a small engraving on its lowest point and his gear have become immune to magical and natural
showing a symbol of a hammer crossed with a sword, fire.
believed to be the sigil of the master craftsman Yryic For the wand of fireballs to be implanted, the recipient
Friothyn. Most historians agree that the shield was prob- suffers a total of 20 hit points of damage and loses the use
ably never held by Nether the Elder himself, but by his of the arm for 20 weeks (subtract the recipient’s
son, Nether the Young. Constitution from the debilitative time period). Until this
Deflector is the envy of many art, antique, and weapon time for healing is complete, the wand cannot be used.
collectors. Its surface is engraved with the original sigil of
Nether the Elder, the first king of Netheril. It’s believed by
scholars and collectors alike that Nether the Young com-
Dying Woman's Leather Ensemble
missioned the work to have something to instill pride in his This unknown woman had one of the most powerful
warriors during time of battle. leather armor outfits created in Netheril’s history. A real
Deflector has a time-looping effect on it that constantly magical item (as opposed to a quasimagical device), the
returns the shield to its original condition and look. No leather can function outside the area of effect of a
amount of tampering, hammering, or slicing has a perma- mythallar.
nent effect. Within minutes, any gems, studded emblems, Paranoid of a dream she suffered as a young girl, this
or melee-induced marring disappears, and the original sur- woman had a fancy black leather suit of armor enchanted
face shines through. to protect her from all the elemental forces known to
Due to its incredible history, the shield is a heavily Netheril, including paraelemental and quasielemental
sought-after item. Many collectors have sent scores of forces. The leather, in spite of its use and age, looks brand
mercenaries looking for Deflector, and many have suc- new (probably a side effect from the elemental protection
ceeded. At least 17 collectors (and their heirs) have held magic instilled into the leather). The leather protects the
the shield in their collections, only to be stolen by lecher- user from the following effects, including attacks from
ous peddlers and craven warriors (usually at the expense elementals of the stated kind:
of the previous owner’s life). Anointus gained ownership • Elemental: air, earth, fire, and water (including magi-
of the shield when he was on his first adventuring tour cal waters and water-based potions and poisons).
with his father, who was a prized ranger in Ioulaum’s • Paraelemental: ice (and ice- and cold-based spells),
court. His father was commissioned by the Father of magma, ooze, and smoke (including smoke spells and
Netheril to take a group of businessmen who desired a items).
prized piece of property in Ioulaum. • Quasielemental: ash, dust (including magical dusts),
Where Deflector ended up after the fall of Netheril is lightning (magical and mundane), minerals, radiance
unknown. Anointus was killed shortly before the Fall, and (including all light spells), salt, steam, and vacuum.
the whereabouts of all his gear is unknown. It’s believed

Spells & Magic • 57


Edie's Cloak 1d8
1
Color
Almond
Purpose
Personnel transportation
A gift from Edie’s teacher, Ioulaum, this cloak was a mag- 2 Chocolate Precious cargo
ical item that continued to gain power as it aged. When 3 Cobalt Nonperishable products
she first received it, the magic in the cloak was a simple 4 Ebony Prisoners
cloak of displacement. Since its creation, Edie’s cloak has 5 Fuchsia Animals (horses)
gained the following powers: 6 Iris Perishable products
• Acts as a ring of spell storing 7 Raspberry Nonprecious cargoes
• It has seven permanent Undine’s extra portal pockets 8 Walnut Animals (food)
scattered throughout the inside of the cloak.
• It acts as an elemental compass Year (NY) HP AC Special
• The wearer is rendered invisible to those who are 2068-2107 5 7 MV 12; Moves directly
invisible, displaced, or planar (ethereal and astral). toward target.
• Twelve weapons of small size, six medium weapons, 2108-2574 15 7 MV 12; +1 AC
four large weapons, or any combination thereof, can be bonus vs. bludgeoning.
hidden away in the sleeves of the cloak. (Use the follow- 2575-2980 30 5 MV 15; +2 AC
ing guide to determine if there’s room in the cloak: 1 bonus vs. bludgeoning;
large=3 small; 1 medium=2 small.) All hidden objects can- +1 vs. spell saves.
not be discovered by a casual search. 2981-3166 50 4 MS’ 18; +2 AC
• Acts as a lens of charming bonus vs. bludgeoning;
• Whenever death magic (magic that could cause +1 AC vs. slashing and stabbing
instant death) is used against the wearer, there’s a weapons; +2 vs. spell and
chance that an ability score is raised (assuming the rod/staff/wand saves.
wearer survives the death magic attack). Roll 1d6 to 3167-3520 75 3 MV 21; immune to nonmagical
determine which ability is affected (1=Cha, 2=Con, attacks; +3 bonus vs. all
3=Dex, 4=Int, 5=Str, and 6=Wis). Once the ability is magic-related saving throws.
determined, the wearer must roll a 1d20 against the abil-
ity score. If the die roll is greater than the ability score,
the score is raised one point. (No score can be raised
Krystaufer's Spell Book
above 19 in this manner.) Krystaufer’s amazing spell book is a small notebook-sized
booklet measuring one-half inch thick, two inches wide,
Floating Bubble and three inches tall. However, when the cover is lifted to
reveal the pages within, the book instantly expands to 12-
Floating bubbles are a common way to transfer objects or times its size, rendering the above dimensions in feet
living beings from one location to another. When they (instead of inches), allowing the user to easily read the
were originally made, each one, depending upon the pur- pages. When the covers are closed, it shrinks back to its
pose it served, had a different opaque color. For instance, original size.
chocolate floating bubbles carried precious cargo, and The spells found in this tome are: Berthot’s blunder,
both fuchsia and walnut held animals. When thieves dis- Berthot’s disorder, Cragh’s deafness, Enollaf’s aimlessness,
covered the color schemes, they took advantage of this Hamring’s enfeeblement, Hamring’s feeblemind, Keonid’s
knowledge and often chased the bubbles down—often charm human, Keonid’s fear, Keonid’s forgetfulness,
for hours—in order to capture the cargo (or release it in Keonid’s suggestion, M’dhal’s missile shield, M’dhal’s
the case of transported prisoners). Floating bubbles alter remove evil II, Oberon’s extradoor, Prug’s dominate,
their size to the cargo they carry (they’re all perfectly Quantoul’s changer, Smolyn’s blindness, Smolyn’s eyebite,
spherical). Trebbe’s invulnerability, Trebbe’s minor invulnerability,
When thieves began stealing transit cargo, the bubbles Trebbe’s scry identify, Trebbe’s scry magic, Trebbe’s turning,
were improved, given better speed and evasive capabili- Undine’s avoidance, Zahn’s hearing, and Zahn’s seeing.
ties (all this is taken into account with Movement Rates, On the last seven pages of Krystaufer’s spell book, he
Hit Points, and Armor Class). keeps careful notes on 17 poisons of his own, personal
The first table below depicts the original meaning of concoction. These powerful brews often put alchemical
the colors. This information, however, is effectively use- professionals to shame, raising his fame among thieves
less after 2107 NY when the color scheme was given up and assassins. Most of the mixtures are two and three
and random colors attached to each bubble. stage poisons, with one four-part poison that’s hard to
The second table shows the changes and improvements manage and, more often than not, fails. An alchemy back-
made on the floating bubbles throughout Netheril’s histo- ground (in the form of the healing and/or herbalism non-
ry. This information should be given to players using weapon proficiency) is necessary to produce results,
characters created specifically for the Netheril setting. though success is not guaranteed. Without this ability, the
user simply must roll an Intelligence check at one-half in
order to achieve the desired results from the poison.

58 • Spells & Magic


Noanar’s delayed fireball, Sadebreth’s undead control. Shadow’s
Poison Method Onset Fail Save walk, Trebbe’s turning, Undine’s door, Xanad’s stun, Yong’s dis-
312.3512 contact 1d3 hrs Debil 20 sipation; 8th— Aksa’s morphing, Dethed’s clone. Primidon’s
Adelaine’s ingest 2d6 hrs 2d10 1d10 cloud, permanency, Toscudlo’s dominance, Valdick’s submerse,
Xanad’s blindness, Yong’s truss; 9th— Anglin’s sphere,
Causkrys contact 1d4 min 2d8 2d4
Chronomancer’s stasis, Chronomancer’s time stop, Stoca’s
Centipoison inject 2d6 min Debil 30 shapechange, Valdick’s astral form,, Valdick’s gate, Volhm’s
Delabonna ingest 1d4 hrs 20 10 drain, Xanad’s killer; 10th— Lefeber’s weave mythal, Mavin’s cre-
Evileac contact 2d12 hrs Paraly Debil ate volcano, Mavin’s earthfast, Proctiv’s move mountain,
Tolodine’s killing wind, Valdick’s spheresail.
K-Juice inject Immediate Death 20
Krysalis
Mercurine
inject
ingest
1d4+1min
2d6 min
25
50
10
25 Neth Tattoo
Number 17 contact 2d4 min Para Nil Designed in 3150 NY and perfected in 3490 NY, the Neth
Paralye contact 1 min Death 25 tattoo is a magically inscribed drawing. Usually placed on
Plaguerrilla inject 10d3 min Debil Nil the forearms or the exposed flesh of the neck, chest, or
Primer, The contact 2 min Death 30 legs, the tattoo is designed to release a magical effect at
Taintake inject Immediate Death 15 the will of the wearer. Only a few documented instances
Toxingest ingest 1d4 min Death 20 show the use of a Neth tattoo, so the complete process is
Venom 12c contact 2d4 min Paraly Debil a relatively secretive one, though it’s known that several
X-Venom inject 1d2 min 40 2d12 archwizards and many other high-level arcanists (as well
as their trusted friends) used them.
Lichlord's Spell Book When a Neth tattoo is placed on the skin, it takes the
form of a moving shape desired by the recipient. Often,
The Lichlord’s spell book is one of the biggest tomes ded- the shape seems bathed in mist, making it appear as a
icated to the ways of magic that can be found in Netheril. noncorporeal silhouette. As the tattoo is inscribed, addi-
The covers are dried and preserved maple wrapped in the tional spellcasting is done in order to give the tattoo “life”
skin of a Shadowtop Clan member, showing his contempt and power; any arcanist spell can be inlaid into the tattoo.
for the elven race. To release the spell effect, the recipient simply activates
The spell book’s pages are pounded and dried ogre it by mental command, and “points” at a target with his
tripe discolored to a mute beige with the use of bleaches eyes.
and lye. In spite of their construction matter and the fact Up to one Neth tattoo can be safely placed on a body
that the book is at least a millennia old, the pages are pli- per two points of Constitution. The magic that’s inherent-
able and bend with turning. An old ink recipe borrowed ly active in the tattoo can cause great physical stress
from the nether scrolls allows only the undead to read the should more be attempted, requiring a Constitution check
magical concoction written on the pages. Even a read (modified as a penalty by the number of tattoos placed on
magic doesn’t reveal the spells. (Casting read magic, the body). If this check fails, the spell effect contained in
comprehend languages, and vampiric touch allows a liv- the Neth tattoo is immediately released.
ing creature to be able to read the spells.) • Skull of Quietusmagia: This is a protective enchant-
The Lichlord’s spell book contains an extensive inter- ment that disables magic that touches the flesh (or enters
pretation of the necromantic sections of the nether the body) of the one emblazoned with this Neth tattoo.
scrolls (incomplete, since there were subjects within the For instance, enchanted weapons (blessed or cursed)
scrolls that the Lichlord had not yet mastered). His spells lose their bonuses when used against one with this tattoo.
include: Personal-effect spells and effects are rendered impotent
against the character possessing this rune. Each quietus-
1st— Carbury’s servant, General Matick’s armor, General
Matick’s missile, General Matick’s shield, Lefeber’s mark,
magia tattoo placed on the body renders the character
Niquie’s reflection, Nobrow’s fire effect, Quantoul’s climber; immune to magic for one hour. The tattoo is activated
Veridon’s chiller, Veridon’s wall, Yturn’s feather fall, Zahn’s when the wearer is attacked by a magic effect, and the
familiar; 2nd— Aksa’s shatter, Carbury’s improved force, one-hour-long protection begins at that time. If more than
Carbury’s mouth, Fahren’s darkness, Jarm’s summon swarm,
Polybeus’s illumination, Primidon’s sphere, Ptack’s knock, one quietusmagia is tattooed on the body, only one acti-
Ptack’s locking, Quantoul’s strength, Veridon’s cloud, Yturn’s lev- vates at a time. Note that magical healing, invisibility,
itation; 3rd— Aksa’s object, Dace’s tongue forms, dispel magic, and similar effects aren’t possible while protected by this
Gwynn’s vampirism, Hersent’s sigil, Noanar’s fireball,
Quantoutl’s fastmorph, Quantoul’s slowmorph, Quantoul’s
rune, so its ownership is somewhat of a mixed blessing.
w r a i t h m o r p h , V o l h m ’ s b o l t ; 4 t h — Car bu r y’ kille r , F our f i ng e r ’ s Any tattoo placed on a creature exacts its price, how-
enchanted weapon, Lefeber’s first creation, Lucke’s contagion, ever, permanently reducing that creature’s Constitution
Noanar’s trap, Noanar’s wall, Quantoul’s manymorph, score by one. The procedure for placing a tattoo requires
Quantoul’s othermorph, Quantoul’s selfmorph, Xanad’s shout;
5th— Jarm’s magic jar, Lefeber’s second creation, Oberon’s
1d4 hours plus one hour per spell level.
telekinesis, Oberon’s teleportation, Proctiv’s rock-mud transfor-
mation, Shadow’s demimonster, Shadow’s door, Shadow’s sum-
mons, Undine’s avoidance, Zwei’s second extension; 6th— Aksa’s
disintegrate, Carbury’s stalker, Dethed’s spell, Fourfinger’s
weather control, Lefeber’s enchantment, Mavin’s stone-flesh
transformation, Tolodine’s death fog, Volhm’s chaining, Zwei’s
third extension; 7th— Dethed’s death finger; Enollaf’s isolation,

Spells & Magic • 59


Protector The polearm is not intelligent, but it possesses the abil-
ity to perceive the emotions of the wielder (used to pre-
Anointus’s armor, protector, is a fantastic piece of work, pare itself), granting the possessor a +2 Initiative modifi-
though it does show the age of centuries (either that or er in the first round of combat (so long as the opponent is
the short lives of its previous owners) upon its surface. nongood). By mental command, while the shaft of the
The armor is constructed of a refractive, blue metal that weapon is in direct contact with skin, the wielder can
splits white light into its separate colors (resembling rain- have Separator empathically perceive the emotions of
bows). Forged by a craftswoman in Yeoman’s Loft, the any one target and transmit the results to the owner. Only
artisan refused to tell Anointus what metal was used in one target can be chosen in any round, and only five such
the armor, and no manner of convincing, bribery, or mag- readings can be done in an hour’s time.
ical augury would pull the information out of the woman’s
brain. Twinrazor
The armor renders the wearer immune to all light
spells and spells that use light as an attack form. The This is a +3 bastard sword that can easily be wielded one
armor renders the user invisible to other planar sources handed due to its near-weightless properties. When the
and creatures (the user is invisible to ethereal, gated, con- sword is brandished before a battle and before it draws
jured, and planar beings, for example). its first blood, it leaves long, drawn-out traces of light and
The armor also grants a certain immunity to weapons, releases a terrifying tone requiring all who oppose the
for the wearer’s opponents find their target a bit harder to wielder to make a saving throw vs. spell or run in fear for
strike than one would seem (granting a +4 Armor Class 1d4+2 rounds.
bonus). Along with this bonus, the armor removes one hit Twinrazor has the following additional powers: it
point of damage from each and every blow against the allows the wielder to attack first in every round (as a
wearer, with a minimum amount of one point of damage. scimitar of speed) and allows the wielder to call upon a
haste spell once per day.
Separator
Warmthstone
Anointus’s weapon is an axe-headed polearm standing 6
½’ in length. The head is forged from pure adamantine, The warmthstone is a three-inch-diameter rock created
given to him as a gift from the dwarves at Delzoun in by an unknown arcanist about 150 years before the Fall.
appreciation for his work in an assault by fiends in the The warmthstone creates the heat of a medium-sized
year 3500 NY. Enchanted by an archwizard (some believe campfire when activated by voice command for as long as
this friend was none other than Lady Polaris herself), it’s it’s in use. It creates no light, though infravision detects
a true magical item, as opposed to being quasimagically the rock’s presence. When deactivated, the stone immedi-
bewitched. Being a +2/+3/+5 weapon, the polearm grants ately disperses all of its heat and its owner can safely pick
a +5 attack and damage bonus vs. gated or summoned it up and place it in a pack. The stone weights three
creatures, +3 vs. evilly aligned targets, and +2 vs. all other pounds, comes in any natural stone color, and is general-
nongood targets. ly flat on one end to keep the warmthstone from rolling
about.

60 • Spells & Magic


RUMORS & HOOKS
ere’s a list of rumors and myths the Dungeon Master can throw
into the mix in order to increase the adventuring potential for the
Netheril boxed set.

The characters’ experiences in Netheril are An adventurer has found the nether scrolls. The
only illusions created by the venom of a poisoned explorer is returning to Holloway to put the scrolls
arrow fired by the heroes’ last opponent before their up for public auction, where she hopes to gain a
entrance into Netheril. If the DM wants this rumor to tremendous amount of money for them. She’s invit-
be true, this is an easy way for him to bring the char- ed Cormanthyr elves, the phaerimm, and high-profile
acters back to their normal time without any trouble Netherese to the auction to create the biggest bid-
whatsoever. All they’ve got to do is wait for the tox- ding war in history.
ins to wear off. The phaerimm have taken notice of the player-
While unconscious in this manner, time characters and have sent six assassins to eliminate
does not necessarily flow at the same this new threat. The assassins, Netherese
rate. This means a whole month warriors and arcanists from the city
could pass in their tainted dreams of Gers, have placed a tracer on
while only moments have passed the characters in order to main-
in real time. If the DM decides tain vigilant surveillance.
to use this as a campaign Ioulaum, the arcanist
escape route, he should cre- who created the first flying
ate some doubt. This can be city, is really a lizardman
done by allowing the charac- who resides in a swamp
ters to keep one item (magi- somewhere in Neth
cal or not) from their time in Central (the central por-
Netheril in order to make tion of Netheril). He’s try-
them wonder if it was truly a ing to remove all the other
delusion brought on by poison! archwizards in order to gain
Karsus is really a frail yet control of the whole nation.
shockingly beautiful woman dis- Once he’s entrenched in power,
guised to look like a man in order to he plans to outlaw further magi-
appear fearsome. This poses an inter- cal research, beginning with the mur-
esting situation. Is Karsus really an arch- der of every theoretical alchemist and
wizard, or is he/she nothing more than a puppet for magical savant he can lay his hands on.
a greater being who shuns the limelight, manipulat- Adrian Freeman is under the complete control
ing events from the backstage? of phaerimm who are attempting to bring the mag-
The Lichlord is a time-traveling personality ical nation of Netheril down from the inside
from the future who wants only to capture enough through corruption and high-level spell research.
magic from Netheril to facilitate his return through Illithids are keeping a close synapse on Adrian,
7,000 years of history. He’s not going to let anything alerting the phaerimm should anyone discover his
stand in his way. little secret. The phaerimm will undoubtedly save
The Abbey of the Moon has rebuilt itself. Sages Adrian’s life at the expense of those who should
from Karsus Enclave believe that the Abbey has attempt to kill him.
somehow absorbed the personalities of the appari- Tanar’ri are humans who were evil in their liv-
tions who have been haunting its charred halls. ing days, and their essences were altered “physical-
Apparently a dozen human monks (ranging in age ly” to match the ugliness that stained their souls.
from 12 to 106) are planning to make a walking pil- Enough bless spells cast on the tanar’ri causes the
grimage to the old holy site in order to take up resi- poor creature to revert to goodness. Then, and only
dence there. They’re looking for guides and guards then, the essence of the former evil human can rest
for this long, five-month journey. in peace.

Rumors & Hooks


The illithid and the phaerimm are working together to The second set of the nether scrolls are being
bring down the Netherese people. Still, there’s a certain brought back to the ruins of Karsus’s enclave in order to
amount of distrust between the races. The phaerimm have revive magic. Again, the competition amongst the arcan-
heard a rumor that illithids are merely mutated humans ists would be fierce, and the phaerimm would get in on
who’ve undergone severe physical changes because of the act, too.
their diet. Apparently, early humans thrown into the Karsus is alive and well and is traveling incognito to
Underdark were forced to feed upon whatever they found, other parts of the world. The Fall was actually master-
and one such food creature was the intellect devourer. If minded by him as a means of escaping his duties as head
this is true, a human can become an illithid simply by con- of the enclave—he was sick and tired of the day-to-day
suming an intellect devourer; is it possible to reverse this issues that constantly interrupted his work. Karsus is
change? truly dead, but this new impostor shares many of Karsus’s
attributes, including an uncanny knack at spellcasting. A
former student of Karsus, the young man was somehow

Rumors altered by the magical forces of the Karsus Enclave at the


time of the Fall—and he truly believes that he is Karsus
(and so does everyone else who meets him).
After the Fall “Karsus” might ask the heroes to join him as he travels
far away, fearing that if others notice who he is, they
would wish to exact revenge upon him. Conversely, they
Characters who seek to continue adventuring in the rem- might interact with him without ever realizing who they
nants of Netheril can continue exploring the fragments of speak with, and only later learn the truth. The PCs might
that society. Many of the rumors and fears of the sur- be asked to track the Archwizard down and bring him
vivors are unfounded, the product of nightmares brought back to Netheril to face public wrath.
on by long days and nights of worrying for one’s own sur- The Lichlord survived the Fall and is hot to exact his
vival as the survivors of the Fall set up new kingdoms. revenge on anyone and everyone who was responsible for
An arcanist from one of the old enclaves was work- it. This could certainly include the characters, whether
ing on a completely new style of magic before the Fall they aided Karsus in acquiring his spell components or
and is in the process of setting up a brand new enclave not (and whether or not they defeated the Lichlord at the
with it. The source of the magical power will be even end of the adventure). Regardless of the conclusions the
more potent than a mythallar, allowing quasimagical Lichlord drew before the Fall, he may have rethought
items to function at ten times the distances of before, them now that this disaster has struck. Thus, he will
This arcanist is planning to create the most massive make the characters’ lives a living nightmare as he begins
enclave Netheril has ever seen and rule the entire nation sending minions of all numbers and abilities to capture
from it. them and bring them before him, where he will personal-
The DM can use this hook in one of several ways. The ly mete out his retribution.
information could actually be true, and the arcanist might Even if characters were sure that they defeated the
hire groups of adventures to spread the word and encour- Lichlord, they could still be faced with his wrath. Perhaps
age the people of Netheril to flock to him and return to his defeat merely catapulted his essence into the Negative
the life they knew and loved. The arcanist might also Material Plane. He’s made his way back to Netheril now
need protection from rival arcanists who want the secrets to exact his revenge upon the heroes.
of this new form of magic, or from the phaerimm, who The surviving arcanists are hearing rumors that the
obviously do not want to see the arcanists get back into phaerimm are massing to the north, planning to complete
power. the final step of their plan to annihilate the Netherese.
Alternatively, the arcanist might be particularly Arcanists—even those highly protected by magical means
unpleasant and has hired thugs to act as press gangs and and bodyguards—are disappearing at an alarming rate,
force citizens to join this new enclave. The heroes then the victims of the phaerimm’s ruthless master plan.
might be urged to protect the common folk from these In truth, the arcanists are being systematically killed
thugs. Other arcanists might hire the PCs to help them off by the growing power of the thieves’ guild. As player-
steal the new magic or to destroy it. characters investigate the disappearances, they discover
If the information is only a rumor, there is still quite a bit an ever-growing influence of thieves and assassins. Soon,
of chaos that will certainly ensue, and the characters might the PCs become embroiled in a power struggle within the
get caught up in something of a “range war” between for- survivor states.
mer arcanists who each think their rivals have this new If the heroes investigate north, they find themselves
magic. The phaerimm might show up en mass and begin stuck in the middle of a battle between the sharn and the
seeking out this new form of magic by whatever means phaerimm. Both sides are unleashing the full force of
they deem necessary. In fact, one of the rumors might be their magic in an attempt to annihilate the other, and the
that this new type of magic is so radically different that it geology of the land is mutating under the magical forces.
is undetectable by the phaerimm. This would certainly The characters must discover a way to put an end to the
cause that race to take drastic action. war and get out alive.

62 • Rumors & Hooks


Netherese Zombie A successfully cast remove curse
versus 12th-level magic stops the
transformation, returning the victim
CLIMATE/TERRAIN: Any to the ranks of the dead. From
FREQUENCY: Rare there, a normal raise dead or res-
ORGANIZATION: Nil urrection spell can be used to
ACTIVITY CYCLE: Any bring the creature back to life
D IET : Nil as described above after
INTELLIGENCE: Avg (8-10) being defeated in combat.
TREASURE: Nil Zombies of Netherese
ALIGNMENT: Neutral evil variety can also control
NO. APPEARING 2d8 nonthinking undead
(skeletons, normal
ARMOR CLASS: 6 zombies, and oth-
M OVEMENT : 9 ers) within 30
HIT DICE: 6 feet. Such con-
THAC0: 15 trol is equiva-
NO. OF ATTACKS: 2 lent to that of
DAMAGE/ATTACK: 2d4/2d4 an evil
SPELL A TTACKS : Raise dead, control undead priest who
SPECIAL DEFENSES: Spell immunities successfully
MAGIC R ESISTANCE: Nil controls
S IZE : M (6’ tall) undead.
MORALE: Special Neth zombies are
XP VALUE: 650 immune to sleep,
charm, hold, death
Netherese zombies are undead creatures resembling nor- magic, poison, and
mal zombies that move about the surface of Netheril on cold-based attacks.
various errands for their master, the Lichlord. While a few A vial of holy water
of these creatures are independent of their creator, most inflicts 2d4 points of
are known to serve the Lichlord in one manner or another. damage.
These undead are frequently encountered wearing the
same clothing as they did in life. It’s not uncommon for Habitat/Society: Most
Neth zombies to be wearing fine robes and jewelry, death Netherese zombies are loyal
shrouds, or other clothing that they happened to be wear- servants to the Lichlord.
ing before they were converted into undeath. These creatures roam the
There’s a sparkling of intelligence in a Netherese zom- lands of Netheril search-
bie—the last vestige of humanity left in its body. Each ing for new recruits to
zombie speaks whatever languages it knew in life (typi- add to the Lichlord’s army of
cally common) and also communicates telepathically with undead. Each zombie possesses a burning desire to kill any
the Lichlord. human it encounters.
Neth zombie retain most of their Intelligence (10 maxi-
Combat: Neth zombies typically attack in force, seeking mum) and the ability to speak. They also keep the person-
to overwhelm any opposition quickly. While a few servants ality and memories that they had in life, typically using
of the Lichlord have been known to hurl daggers or flam- these to their advantage in service to the Lichlord. Overall,
ing oil, most Neth zombies prefer the direct approach. creatures retain two-thirds of the abilities they had in life
Once a direct attack fails, however, the Lichlord is quick to (so a fighter with 18 Strength would be reduced to a
inform other bands of his zombies to attack with ranged Strength of 12).
weapons, wait until night to attack, or simply ambush All of these undead answer only to the telepathic will of
opponents. Netherese zombies are turned as spectres and the Lichlord, though he may from time to time appoint a
attack during their normal Initiative (they don’t always wraith or spectre to command in his stead.
attack last in a round).
While engaged in melee, these zombies seek to pummel Ecology: As zombies swell their ranks with those they
or claw their opponents to the ground. The Neth zombie defeat, it becomes increasingly difficult to oppose this
that defeats an opponent can then choose to raise dead on wave of undead as it ravages the countryside. In short
that creature, transforming him into a Netherese zombie in order, entire villages are absorbed into a growing mass of
1d4 turns. As the transformation comes to fruition, the skin destruction that sweeps up anything it encounters. Fertile
slowly turns a pale white, fingernails become sharp, and fields are trampled flat by their passing, and animals flee as
the eyes sink in a bit. they approach.

Netherese Zombie • 63

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