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Dungeon Magazine #133

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0% found this document useful (0 votes)
479 views90 pages

Dungeon Magazine #133

Uploaded by

Vaughn Everlast
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
— RS ee ACONS LINGO a tay ~ —~ 3 —— . / fe ES As a — AN E sail oat a : gO \ "4 ~ \ > * Eso | ee iV ; . 4, oe afi} x a eo 5 cs ‘63 ic > Cae fe . ou ae i Rt ane bil MAN Tne NEAT Mn ] Fe eal Eade ISSUE #133 APRIL 2006 VOLUME 20, NO 4 paizo.com/dungeon eed 52 KINGS OF THE RIFT Bn pas Greg A. Vaughn res Jacobs : i i ie eee Dragotits pholateaaa f penny somewhere in the ruined Git singh of Kongen-Thulnix, a mut e re inhabited by tribes of giants one ren caer e poet eee ADVENTURES 16 CHIMES AT MIDNIGHT ere ree pear Nicholas Logue crea The brilliant (if somewhat cate eccentric) detective Victor Saint. Peete Demain has put more criminal masterminds behind bars than = any three other ing But when the master sleuth fils to ‘get the recognition he deserves, he sets out to prove to Sharn ‘ that it cant live without him. An EneRrow adventure “ characters. 36 ILL MADE GRAVES Drones Kevin Carter ‘The mighty dragon Oroshar lies Stee dead, as does the barbarian king SE % who slew him. Yet the dragon's ape spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead orpse, awaiting only the caress of the fisneral pyre to awaken into something far worse than a ragon of flesh and bone. A D&D adventure for 7th-level characters. & DUNGEON APRIL 2006 34 Mt. Zogon 50 The Portent 104 Downer 8 Editorial 10 Prison Mail 90 Gamer Guide 92 Dungeoncraft 106 Map of Mystery 96 The City 98 The Dungeon 100 The Journey 102 Critical Threat Sy ye? David Hudnut presents a oe precarious confrontation FP i with the denizens of * Kongen-Trulnix. “Then for the third time thought on its-feud that folk-destroyer, fire-dread dragon, and rushed on the hero, where room allowed, battle-grim, burning; its bitter teeth closed on his neck, and covered him with waves of blood from his breast that welled.” “Beowulf” (translated from Old English) Greg | | stake advantage of the RPGA'S Player Drop by www.rpga.com for more Rewards program by scoring points details, and use the following ‘with the adventures from this issue of adventure codes: ‘DuNceON! Fach adventure is worth Chimes at Midnight (i3CMiDN) 2 D&D Flayer Rewards points, and IW Made Graves (31G.0N) | ‘remains active until 5/3/06. ‘Kings of the Rift (133KRL0N) faxelVean as Kelss LOVABLE LOSERS Just finished reading an eight- Je fans’ least favorite official mon- sters,and it drummed up whole slew of ‘memories and emotions. As you might imagine, opinions on the thread varied considerably. The mechanics for one ‘monster don't quite work the way they cought to, another has always been illus- trated poorly, and yet another is named “protein polymorph” Lots of folks (amyself included) are getting a litle tired of animal heads on human shoulders, and of course a few of the newer crea tures got some knocks because they have not yet benefited from yo years of devel- opment, illustration, and game use. ‘As you might expect after some 300 ‘posts, the thread included plenty of con- tradictory votes. Every lam of the hippo- headed giff of SpELtyAMNeR fame, for ‘example, triggered a strident response by fan who couldn't get enough ofthe gunpowder-loving mercenaries. After zeading every single post in the thread, its fair to say that beyond the tojanida and the delver, opinions are very much divided on the subject, as it should be. One of D&D's greatest strengths is that it supports a number of different play styles, from completely serious to com- pletely zany. A multitude of monsters presents a huge variety that ought to leave just about every DM happy. ‘few years back, when I was the lowly editor of PorraeDRon newszine and our current art director Sean Glenn was just a poor schmuck on the Wizards of the Coast graphic design team assigned to lay it out, we became embroiled in a similar controversy It was about 330 in the morning on the day of our deadline, and we still had a half-page space to fill {in the magazine. As we worked late into the night wed been discussing some of D&D's lamest creatures, which turned serendipitous the closer we got to press time. Finally, we decided to compile a bunch of images from the first edition Fiend Folio in a visual joke we called “The Monsters Love Forgot,” adding new and slightly insulting comments as captions below the images. Under a picture of the Elemental Prince Ogremoch break- ing through a brick wall, for example, ‘we wrote “Hey, Kool-Aid, referencing beloved Kool-Aid Man commercials from our youth. We even let RPGA mem- bers have their say 2s to the lamest Fiend Folio monster, pitting the achaicrai vs. the enveloper vs. the carbuncle vs. the CLEAL. The latter creature won the vote in a landslide, perhaps because its ‘name isan acronym for“Colonial Insect- Formed Artificial Life” Allof this focus on lame monsters has ‘made me thinka lotabout the D&D mon- sters that I ove instead of loathe, and it might not surprise long-time readers to learn that my tastes run to the ultra- orthodox. Whereas the “lame monster” thread provided plenty of examples of fans that hate “nonsense” creatures like the owlbear, rust monster, otyugh, and oper, these oddballs are probably my overall favorites, Yeah, the game is better off for the presence of mythological crea- tures like pegasai and basilisks, but for ‘my money the best monsters are the ones that were born of DuxGEons Deacons itself Yeah, itmay not make sense to have ‘an armadillo-like critter that eats armor and swords like the rust monster, but few other creatures send players screaming like those propeller-tailed beasties. The players might tell you their characters ateaffaid of the demon or dragon they're valiantly facing down, but threaten their magic items and they'll start ating like they're really scared. A story about adventurers squar- ing off against a dragon or a hydra or a chimera might come from any fantasy story or myth, but the tale of a fighter’s brave battle against a despicable rust ‘monster could only be from Duxczows Daacons, and for that reason those creatures that are unique to the game will always rank highly on my list of ‘maost-loved monsters, and never on my list of the lamest. ARIK. Erik Mona Editor-in-Chief [email protected] bail Tell us what you think of thié'esue, Write to: Prison Mail, Pago Publishing! 27aa5>) Richards Road, Suite 201, Bellevue, WA o8005° 4200 or send an email to dungeon@paizacom, Check out the Duncton messageboards at paio.com/dungeon se Yeti vs. Samur Dunceon #30 gave us the chance to return to the world of ‘Oriental Adventures with “The Palace of Plenty/”an atmospheric winter scenario Involving a bizarre demiplane popu- lated by unusual spiritual beings. Its author, Tito Leati, remains one of our favorite writers, whichis why we asked him to take on the apotheosis of Kyuss himself in "Dawn of a New Age,” the final installment ofthe Age of Worms Adventure Path. Speaking of the Age of Worms, jesse Decker’ “The Spire of Long Shadows” proved that there's no better author to write a campaign's “big reveal” episode, even if he begs you not to ‘make him do it from the very begin- ning. We miss Jesse around the Paizo offices (he used to edit a rag called DeAcon), but as long as he sends us delightfully deadly adventures ike this ‘every year or so well always remember him fondly in our heart of hearts. ‘Sam Brown's “Within the Circle” Proved that you can stil have fun with goblins, rounding out another mighty fine issue of our favorite magazine. Back issues of Dunceon #330 and dozens of other great issues ae avail. able at paizo.com, YO DUNGEON APRIL2005 Prison Mail Sign My Module Just read your editorial for issue #3. and wanted to throw my opinion into the ring: I came from ast edition up through and, and I think my buying habits changed between the two edi- tions, I didn't really notice the author of a given module, unless, like you said, the adventure really wowed me. Tracy Hickman is probably the only author I srould have recognized other than Gygax, since {loved Ravenlof and the Desert of Desolation series. Second edition made me more aware of the authors, but by way of the product lines: Monte Cook and Colin McComb in Pianescars, Chris Perkins in Doncxow and then at TSR/WotC on various lines, and Sean K Reynolds's “Lost Tombs" series. For me, the promi- renee of the campaign setting made me more aware of the movers and shakers than did adventures. Anyway, just wanted to say that Duncton has never been better (and Tve bought them since issue #2!) Keep up the great work and bring us some more Enenson and Age of Worms goodness. Paul Wolfe Austin, Texas Well continue to bring you new installments of the Age of Worms Adventure Path until the campaign wraps up in DUNGEON #335, This very issue contains an EBERRON adventure, and more are very definitely on the way. Internet of Worms 1 started playing D&D back in medi- ‘al school in about 1977 and have been DMing ever since. That means I have probably played more years than a ‘majority of your readers have been alive. ‘My four sons started playing when they were old enough to think like fighters (I realize that's an oxymoron) md roll their own dice. My favorite campaign (and theirs) was always the Temple of Elemental vilSlavelords/Queen ofthe Spiders series, which I've DM for three generations of players using three editions of rules. 1 started reading DUNGEON at issue #3 and subscribed for many years until I grew disillusioned with it, Last year, I finally subscribed again and I am overjoyed that I did. The quality has improved immensely over the last decade. My sons are all away at college now in three separate cities, but westill meet once a month for a marathon D&D session. We started Age of Worms in September and just finished “A Gathering of Winds” Ihave to say that this is the most fan I have ever had as a DM. While there have been a few problems with inconsisten- cies (especially in “Three Faces of Evil"), they have all been easily managed. We all look forward to each new installment What I like most about itis the balance ithas allowing characters of all types to shine at different times, With our group pursuing degrees in fields such as psy- chology, philosophy, and education, and with 1Qs well above average, my players find good roleplaying far more impor- tant than just hack and slash adventur- ing (well, except for my oldest—the out- cast Business major who never outgrew the fighter stage) and Age of Worms has not disappointed anyone. This January, one of our group left to study in China for six months and another will be in Japan for eight. I's a testament to the quality ofthe series that instead of waiting for them to return or finding replacement players, we chose to continue playing over the Internet using Skype and a Quick Cam. It works sur- prisingly well, although the time differ- ‘ences are a bit of a system shock (sorry, Im still stuck with some of the old ter- minology), requiring all-nighters for us and early mornings for them. I also gave the player going to China a copy of The Shacked City Adventure Path hardcover as a going-away present, and he's already hooked on it, We've already started some ofthe introductory roleplaying via email. Thope it proves tobe as good a campaign as Age of Worms so my experience with your work as a player will be as reward- ing as it has been as a DM. Bruce Williams Via Email Death, Magic, and VANITY! Hey Erik, great mag. I was delighted to see our favorite pale priestess of the Stern Lady gracing the cover of issue #1. She can get stern with me any time... yowza. One of our players in my ‘Age of Worms campaign is running a female cleric of Wee Jas and she does not take kindly to mispronunciations of het deity’s name (starting with “wedge” and I'll leave the ending unprinted). 1 love to show her pictures of your iconic cleric as reference material, though my friend takes issue with a lawful cleric of death and magic showing so much cleavage, and not brandishing her god- dess'sfivored weapon—she has no dag- ‘ger. Hearing my friend wax poetic on how death is the grand stage on which all life plays out its meager and tran- sient drama (with an unblinking stare, no less) is downright creepy. Get thee to Wee Jas nunnery! Anyway... you mentioned back in #127 that you used seven “nameless characters’ for art reference: human paladin, human ranger, halfelf rogue, human sorcerer, drow bard, tiefling fighter, and our pal- Id, haunting human clrie. I love these character portraits and flip through my copy of Duneron immediately just to see them depicted in the scenes of each adventure. Can you be more specific when ‘welll be seeing our druid, monk, barbar- ian or wizard? (IM putina vote foradwarf ‘barbarian brandishing a war axe) Keep up the good work... and for ‘Heironeous's sake, get that paladin a helm! No self-respecting man-of-arms would dream of wading into combat with a tower shield and no protection for his head! Matthew Klein ‘San Francisco, CA The next Adventure Poth, curently inthe early planning stoges, will mark the appearance of Sour neu members of DuNGeon’s adventuring band, though even we dort know what they look ike ye. Feel feo dep by Piz's message boards wth any suggestions! I Take it All Back! A couple of years ago I wrote a rather unfriendly leter to Duncron. ‘Tomy dismay, the portion ofthe mag- azine actually devoted to dungeons was rapidly decreasing First it was adding in PourHepxon, which was ine because the ‘magazine itself was huge atthe time. But then came the decision to go monthly, and then the decision to spit the maga- zine evenly between the two products (one month 60 pages of DuNcEON, 40 of Poritepgon, the next reversed). I believe this happened around issue 1c0. While Tappreciated that there were some readers out there who liked what they ‘were getting in PoLrHEDRON, it was not what T bought DuNcEON magazine for, ‘Anyway, the last straw was the mini- ‘game that featured aJosieand the Pussyats theme, Hijinks My beloved Duncron was reduced to one adventure, and maybe a side-trek each issue, and I had to deal with a ridiculous mini-game about all- girl pop bands that solved mysteries! 1 participated in heated debates on the EN World forums, and atthe same time decided to write the aforementioned lt- ter. Suffice itto say I can't remember the exact content ofthe leter I wrote except that I finished it with something to the effect that Vd get more value for my money if just set it on fire. You can imagine my suprise (andembar- rassment) when DuNcEON printed it. ‘Well, i's 30+ issues later and I can say that what I'm writing now is long over- due, ove what has been done with the ‘magazine. It's become nearly everything could have wanted out of the publica- tion. I'm guaranteed three solid, lengthy, high-quality adventures each month, 28 well as excellent DM advice articles, all ‘wrapped up in an attractive and func tional package. ARer yeas of picking up the magazine atthe local hobby store, hhave now asked for and received a sub- scription for Christmas, and I avidly look forward to each issue. “Thank you so much for the enjoyment {ve gotten out of your publication over the years, and I'm happy to see that we are witnessing its best days, Keep up the good work! Jan Murphy Via Email | distinctly remember your letter, lan. We Printed it way back in issue #202, and as we said bock then, we take reader com- iments very seriously and routinely modify the mogazine fo ensure thatthe majority of readers end up with a product that pleases them. In the case of POLYHEDRON, ulti- imately the readers decided with their wallets that publishing both magazines in one didn't make as attractive o package as a magazine solely focused on DUNGEONS @ DRAGONS, s0 we dropped the format and returned to all Da, all the time. Response s0 far has been overpoweringly pesitve, which just goes to show that when you giv the customer what they want, just about everyone goes away happy. Hijinx remains one of my favorite d20 Mini-Games to date, and in the interest of ul disclosure it shouldbe noted that you don't hhave to play gir rock and roll crime solvers. The diverse game allows for bey or even ani- ‘mal rock ond rll crime solvers. So ther. 2 ssc sce ee Ge Hace have a problem—a tief= iingeelated problem. The tiefl ral ender Oa ied of ste darkness, but if the PCs can supply the dwarves with giant scarab beetles Capable of generating patent bursts of magical light, they might just survive. Unfortunately, they'll need to escort ‘the herd of giant beetles through the Underdark frst... A D&D adventure for 3rd-level characters. By Matthew Hope Something vile has t a sleepy rural village—the locals bbecome monsters, and the only sur- \ivirs ae insane. Can the PCs unravel ‘the mystery before a troupe of sinister ‘bards plunges the heart of an unsus- pectng city into the Far Realm? AD&D. ‘adventure for gt-level characters. By James jacobs Dragotha's phylactry has been found, yet the undead dragon still exists. If the PCs are to avert the ‘Age of Worms, they must invade the heartland of Kyuss! power, the ‘Wormerawl Fissure, and destroy one cof the world’s most powerful dracoli- ches before the Wormgod awakens. ‘An Age of Worms Adventure Path scenario for igth-level characters, Did I Fail a Spot Check? For a period (up until about issue #112), adventures included information on sound, light, and auras in their location descriptions. I found these to be very useful (especially for detect spells), and vwas wondering ifthere is any danger of them being included again? And just to add my name to the list of others who have praised Dunczon, T started gaming back in the early eight- ies, but ran out of time for it in the mid nineties. Years later I tripped over issue 4495 and was impressed by the adult fee] of "Porphory House Horror” The gen- exal quality of the other adventures was also worth the cover price, so I kept an eye on subsequent issues, After reading ‘the first few installments ofthe Shackled Gity Adventure Path, I called up a few of my old gaming group and we had a go with the new edition of D&D, and now have a regular monthly game going again, whieh is helping to keep us sane. “Thanks for the escape! Sean Venning Adelaide, Australia Ultimately, we decided that the sound, light, and ura descriptions we used to provide, while help were rot helpful enough to warrant the amount of space they chewed up in the adver tures. While knowing what sorts of magical auras ore lurking in 0 given room can save a DM some time (thanks for being so compli- cated, detect magic), ultimately it was a ques- tion of choosing that information or including something like a handful of oddtional encoun ters,a new monster, oF something similar ‘Sides. The Final Frontier Tlove the adventures in your magazine, but really wish you would consider the return of the Side Trek. I've read ‘on the message boards that Campaign ‘Workbooks falfill the same purpose, and have to say I disagree. 1 love the idea ‘of having a short, easy-to-run adventure that [can finish in a single night of gam- ing, or expand if I desire. As a working adult, [value that utility. 1 hope you can find a place in Duncrow for a Side'Trek once ina while. Ashavan Doyon Chicopee, Massachusetts Every so offen we manage to squeeze in a fourth adventure, which mears that atleast ‘one of those adventures might be termed a “Side Trek” Duncton’s old name for short adventures that can be completed in one sit- ting, We are absolutly committed to provid ing three adventures of each “evel band” low, mid, and high) every month. Anything else (including the rare Side Trek) is a bonus. The Campaign Workbook is not meant to toke the place of Side Treks, but rather to add @ new dimension to the magazine by focusing ‘on DM tools and advice, Although kiling the Campaign Workbook would allow us some ‘extra space to run, say, a Side Trek every ‘month, that’s not something were seriously entertaining at the moment. Messageboardom Being drawn once again into the pages of DunGron with the new Age of Worms campaign has really got me fired up. But ‘what really has gotten me burning to DM this campaign is the message boards you folks at Paizo have available at paizo.com, where gamers ffom around the globe come togetherin one place and ask ques- tions, offer suggestions, and relate their game experiences within the campaign. 1 find that this deepens my gaming experience because everything is offered freely and with the intent of making things easier and more unique for my players. Ihave been inspired to offer my own insights and this challenges me to bea better player and DM. My deepest thanks go out to the DoNceon staffas well as my fellow mes- sage board posters. Matthew T: Whelehan Rochester, NY USA The message boards have relly added a new element to this magazine allowing the staff to interact directly with the readers and allow ing reeders to share ther ideas ond exper- ences with each other. | myself run an Age of Worms campaign, and I've found thot the ‘Age of Worms message boards ore probably the most helpfil campaign resource I've ever encountered—and I'm the guy who outlined the entre campaign! So thorks for writing in, Matthew, and thanks as well io al ofthe readers who make reoding our messageboards a fon part of every day—Erk Mana CVS A Tee MERANTS TS erets EBERRON , LOW-LEVEL (IST-STH) , URBAN Pa brilliant (i somewhat eccentric) ‘detective Victor Saint-Demain hi put more criminal masterminds behind bars than any three other inqui tives But when the master sleuth fails to get the recognition he deserves, he sets out to prove to Shara that tear live without him, Set in the famed Gity of Towers, “Chimes at Midnight” is an event-based adventure of criminal intrigue in the FmeRnox Cam. paign Setting for four PCs of th level. With some adaptation, this adventure can be phyed in any urban e less of setting This adventure is suitable for any character, but those with Intelligence oo Charisma-related skills who can investi= gate crime scenes and interrogate suspects and witnesses will be help is no stranger to crime. lerworld i rife with murder and illegitimate organizations. duplic thieves From the to Daask’s monstrous menagerie of ¢u throats and the fearsome short-statur crooks of the Boromar Clan, Sharn’s every shadow conceals a crime, many of which go ursolved. Thankfully the Ci of Towers is blessed with its fair share .quisitives. These sleuths hunt malefactors with their canny minds and remarkable powers of observation, No one his put more men and mon- sters behind bars than V Demain. A self-made man and daring master inquisitive, Victor's brilliance and inexhaustible determination have put some of Sharn’s most dangerous pub- licenemies away, cracking cases that left the Sharn Watch's finest baffled. Victor prides himsel what he does. He revels in t tor Saint- on being the very best at other inquisitives fail to solve and loves to humiliate his rivals and show off his able talents. To go, Vietor aspired to join the ranks of House Medani’s elite inquisitives. tor feelanced for House Medani in the past, usually when their inquisitives failed to solve a puzzling crime. In every instance, Saint-Demain succeeded where the halfelves filed. After locating a dia mond-studded silver statue of a basilisk pilfered from Baron Trelib d’Medani’ m quarters in Sharn, Victor petitioned the Warning Guild for membership, His only obstacle: his own arrogat tain was the master detective that the dragonmarked half ce. So cer Ives would leap at the chance to employ his services, that he conducted himself with an unseemly amount of overconfidence during his personal interview with the Baron Teelib d’Medani. Victor's cavalier attitude, along with a few demeaning comments al of the house's own master inquisitives, incensed the baron, and Victor's petition foradmittance to the directed at se Warning Guild was reftsed on the spot. Rejection proved too much for the master inquisitive to swalloy Ge 0 CHIMES'AT MIDNIGHT. ‘mounted over the next few days, trans- forming his hubris into madness, Insane and enraged, Victor Saint-Demain con- ccocted a sinister plan for vengeance, He ‘would show Baron Trelib d’Medani just how powerless he was without Victor's valuable services. Now the former master inquisitive turned-criminal-mastermind leads a cabal of freakish outlaws on a crusade to topple House Medani. Victor pulls the strings while his criminal puppets carry out his plans for zevenge, attacking ‘Medani interests and unleashing bedlam on the City of Towers. Adventure’ ‘The PCs are passing through the Bazaar ‘on business oftheir own when they hap- pen upon a prison caravan im the throes ‘of chaos. Goblinoid criminals and amad cttin flee their cages into the crowd, threatening bystanders as they make their escape. After the dust settles, the PCs learn that six of the caravan's most dangerous criminals escaped before their arrival. A few days later, the PCs become involved with the disappearance of Zetina d’Medani, the daughter of Baron ‘Trelib d’Medani, who vanished while investigating the theft of the silver basi- lisk, a statuette already stolen once and retrieved bythe celebrated masteringuis- itive Vietor Saint-Demain. The PCs are hired to find the baron’s daughter and, if possible, retrieve the basilisk. Examining the scene of the crime gives canny PCs a few hints as to Victor's involvement in the theft of the statue ‘The PCs’ investigations lead them to a silversmith’s shop in Cassan Bridge, and one of Victor's own agents, bru- tally murdered to cover the criminal’s tracks. From here, the PCs pursue several avenues of investigation that all lead to Victor Saint-Demain and his plans for vengeance against House Medani. Investigating an old water tower con- verted into an office and laboratory by Victor leads the PCs into a death trap of the inquisitive’s ingenious design. Before the tower explodes in a ball of fire, the PCs catch a glimpse of plans to make an attempt on Baron Trelib Sy rss ee &'Medani’s life by crashing a runaway lightning rail train into Trelib’s coach as it departs Terminus station. ‘The PCs rush to Terminus station and must talk or fight their way past ‘warforged guards of House Orien and House Medani’s own sentries in order to get the baron off his rail coach before Victor's runaway train crashes into it, consuming the platform in clemental fary. If the PCs succeed in saving the baron from a coffin of twisted steel, one of Victor's minions, an albino gargoyle xamed Scrimshaw, attacks the PCs and deliversa message to the baron implying that his daughter will dieat midnight on Wildnight unless the PCs find her frst ‘The PCs have mere hours to frantic cally shake down contacts and piece together clues leading them to an old ‘condemned temple devoted to Aureon in the impoverished and crime-rid- den slum, Gate of Gold. In the decayed ‘temple, the PCs battle Victor's deranged minions before squaring off against the master inquisitive atop the temple's bell tower, where Zelina d’Medani has been chained to the crumbling tower's decrepit bell, awaiting the chimes at ‘midnight—and her doom. ‘Sypheros is a month of unbridled pas- sions. Ina carnal tribute to the Fury,citi- zens of Sharn cast off inhibitions and camivals rage in the streets. These bac- chanalian revels culminate in Wildnight, on the 17th, when the Sovereign of Pas- sion and Madness reaches the height of her power. The mid-autumn air is tinged with an electric chill and the cautious lock their doors against the Wildnight while the adventuresome prowl the streets seeking diversion. Emotions run high as Wildnight approaches, and revelry often escalates into violence as casual slights spark deadly brawls. None are more overjoyed at the onset of Wildnight than Sharn’s criminals. During this crazed festival, denizens of the underworld prey on foolish citizens who, drunk on passion, ale, and dream- lily, wander Sharn’s shadowed alleys unaware ofthe dangers lurking within This entire adventure builds to a midnight climax on Wildnight when the Fury reigns over the hearts of men. Victor Saint-Demain gives in to his deranged vengeance over the course of the adventure. He fist steals, then kid- naps, and finally is driven to plot the murder of Baron Trelib and his daughter in the adventure’ final act. As Victor's deeds increase in severity, 80 too should the crazed tension palpable on the city streets as Wildnight draws ever closer. Adventure Hooks: If possible, you should start introducing clements of this adventure well before the PCs are called in to meet with Baron @Medani in Chapter One. An encoun- ter with Victor, as well as the prologue encounter, can occur any time the PCs are in Sharn—perhaps while they are in the midst of another adventure. You can use wanted posters or rumors to fore- shadow the adventure’ main villain and his diverse henchmen before the PCs start to hunt them down, or simply launch in fon Chapter One and dispense with the prologue altogether. Here are a couple of alternate ways to draw your PCs to House Medani and their inquisitives. * Ifone of your PCs is ahalf-elfwith ties to House Medani, you have a natural hook for this campaign. But there are ‘other ways for your PC to be in debt to the baron. Pechaps the investigators were able to retrieve an item stolen from the PC's family. Maybe he met the baron’s lovely daughter Zelina at one of Sharn's many social events. In any case, the baron turns to is family friend for help. Victor’s band includes some truly nasty individuals. A PC's close friend or firmily member may approach the party and complain that the notori- ‘ous crintinal who once assaulted oF robbed him has escaped justice, and ask the party to aid House Medani in tracking him down. ‘Prisonersan (ELT) ‘The following event occurs several days before the remainder of this adventure, and serves as an introduction of sorts forts chief villains. As the PCs go about their business in Sharn, they pass parades celebrating the Fury, led by throngs of wild dancers arrayed in headdresses of beads, horsehair,and feathers. These rev- clers whirl and twist their way through the streets, followed by a band coaxing impossibly chaotic rhythms from their goatskin drums. Workers hang lange red lanterns above the street that will bum a hellish angry red on the 17th when Wild- night gets underway. Suddenly, amidst this celebratory procession, a roar rises above the din, followed by piercing hysteric screams. The drumming dissipates as the band relents, their cacophony replaced by the sounds of breaking wood, steel singing against steel, snarls and gut- tural cries of pain. If the PCs rush toward the disturbance to investigate, read the following: The intersection ahead is a chaotic scene of carnage. Caged wagons are overturned in the middle of the road, and armed guards wearing the sigil of House Medani are engaged in a pitched battle with frenzied goblins and hobgoblins, all wearing gray prison uniforms. Bodies of goblins and guards alike are splayed in the street, their blood running along the cracks between the cobblestones. Three hobgoblins have armed themselves with longswords. A tow- ering ettin, his torso and arms riddled with crossbow bts, roars as he lays into the remaining Medani guards with two huge planks of wood. One of its heads loll, grimacing ir pain, its neck lanced with 2 black feathered bot. Creatures: The escaped prisoners raging through the streets include 10 goblins, 3 hobgoblins, and the wounded ettin. As the PCs approach, the last of the Medani guards drops under a crushing blow from the ettin. The gob- lin and hobgoblin prisoners attempt to flee up the boulevard. Ifany PCs get in the way, the hobgoblins bull rush them through storeftont windows or into vegetable stands before running. If cornered, they fight to the death rather than go back to jail. The ettin is wounded and furious. Ifthe PCs do not stop it, the ettin attacks the crowd of bystanders, smashing storefronts and killing several people before the Watch arrives to slay it. Hoscosun Fusirives ‘Male hobgoblin fighter 3 CCE Medium humanoid (goblinoid) ‘Monster Monuol 153 Init +2; Senses darkvsion 60 A; Listen ~1, cra ‘E12, touch 12, fat-footed 10 bhp 27 (3 HO) Fort +4, Ref 3 Spd 30. Melee longsword +6 (1d843/19-20) and Base Atk +3; Grp +6 ‘Atk Option improved Bull Rush, Power Attack 0 TA LN SANE Bbilities Sir 16, Dex 14, Con 8,Cha8 Feats Improved Bull Rush, Power Attack, Run, Toughness Siill Climb +6, intimidate 45, jump +6 Possessions longsword, drab gray prison outfits Goblins (1c): AC 12, touch 13, lat. footed 1; hp 5; melee dagger +1 (adg/1o~ 20), possessions dagger, drab gray prison ‘outfits; Monster Manual 13, Ettin Escapee: AC 15, touch 8, flat footed 15; hp 65 (currently 43 melee 2 clubs +12/s12/+7}+7 (1d8+6} possessions two clubs, two wagon wheels, drab gray prison outfit; Monster Manual 106. Development: Six rounds after the POs reach the scene, the Sharn Watch arrives in force: a total of 10 guardsmen commanded by Watch Captain Tyanni ‘Travish (LN female human fighter 5) They round up any remaining gobli- noids, fell the ettn (i the party has not done so),and question the PCs and sur. rounding citizens as to the particulars of the escape. After the fay is ended, the PCs learn the caravan was transporting recently convicted felons from the city Jallin Citadel to a larger prison complex in Wroat to serve their sentences, The prison is a new undertaking by House Medani, as are these transports of their criminal charges. 2, Int 10, Wis Onlookers report that a group of six criminals escaped their wagons as the barred doors suddenly sprang open. The six convicts freed the others to cover their eseape. Interested PCs may inquire with the Watch or House Medani as to the identities of the six criminals, or they may see the wanted posters nailed up all over town and pictures appearing in the morning edition of the Sharn Inquisitive the following day, Victor Saint-Demain was behind the ‘escape, which he arranged in order to recruit six criminal minions to carry out his plans. On the pretense of gath- ering information for a current case involving the Tyrants, Victor gained access to Vrinn (see “Sharn’s Most Wanted” below) at the jail. During the interview he passed Vrinn a key to the i list of five other prisoners to break out. Vietor brought caravan’s cages Eee . Fr GIO —__$__ Gariten InroqnaiOn ighout this adventure, the PCs can use Gather information to learn about their foes, The information they can lear from a successful skill check atthe given DC is presented below. Victor SaintDemain 1OC0: One of Shans most sled inGiftines, Victor alvays gets hisman, Cis: Victor talents are matched omy by his artogance. He erties He {tadetark sword cane whereverhe goes. ‘OC 20: Vietor was raised in an orphanage in Gate of Gold. Bag: Victor was rece rejected formembeship im the Warning Guild + Scrimshaw 18C 10: This loathsome albino gargoyle kills fr pleasure. OC ag: Scrimshaw is not an albino, but is afflicted with some rare disease. ‘DG 20% Serimshaw hates clerics and healers with a passion. DCHE Scrimshaws disease also causes his stonetke hide to ake eaving a ‘trail of white dust and chips. Victor tracked him by this side effect of his ailment, and PCs can do the same. Rrregia the Gasper DC io: Regi isa razed ler who targets those who seek to protect others Eig: Shei called the Gasper because she chokes her prey to death, DC20: She loves to smoke anise-spiced cigars. DE as: Reegla i called the Gasper not becouse of her method of slaying prey ‘but because she has a serious respiratory disorder causing her to rasp and wheeze. & pinch of pepper thrown in he face can temporarily dave he. +} Durack the Masher DC 10 Masher mashes victims with a large warhammer. DCs: Durok used to be amember of Daask, before Victor captured him. 18C 20: Durok’ former superiors in Dzask removed his teeth. Cas: Duroki hopelessly addicted to dreamily. Word onthe streets that he favors a dreamy den in Calestan run by a dwarf named Creeks. +} Mange DC xo: Mange is.a shifter with a propensity for violent robbery against easy prey. DG ig: Mange i beasthide shier whois nigh invuinerable. 1DC30: Mange is vulnerable to silver weapons, (DC 35: Mange i quite craven; He flees at his rst wound from a silver weapon. ~} Vrinn 1DC 0: Litleis known about this changeling thief Cas: Vrinn prefers eat burglary and larceny to violent crimes. DC 20: Vrinn claims tobe related to the cycloptic civilizations of ages past. DC as: The Tyrants abo hunt Vsinn, and they may assist in tracking him down, © Grimgray DC 10: This crazed metal-studded hobgobiin kills with his bare hands. Dis: Grimgraj was once a monk, but was expelled from his order: C20: ftaunted as afuled monk, Grimgraj attacks the source ofthe derision, C25: A heat metal spells particularly effective on the hobgoblin. Also the hhogoblin has'a minor circa of blasting implanted in his Head. ae ee all six of the escapees to justice for ‘House Medani. The inquisitive enjoys the irony of undoing the good deeds he accomplished in the name of House ‘Medani and using the very criminals he rounded up for the baron to bring his house toppling down on him. ‘The rest of the adventure does not begin until a few days later, and this ‘encounter may be used to simply fore- shadow “Chimes at Midnight.” The DM may have the PCs set off on another adventure (such as “Fallen Angel,” in Don¢row #117) in the meantime, allowing the players to begin “Chimes at Midnight” in earnest after finishing. that adventure. Ifyou do not eare to use this encoun- ter to foreshadow the adventure, simply alter the timeline to have the prison carax ‘van incident occur closer to Wildnight, Sharnis Mast Wanted Here are brief backgrounds and char- acter biographies for the major NPC villains in this adventure. Use them to embellish roleplaying encounters they have with the PCs or to integrate them further into your campaign. The Mastermind Victor is a dapper gentleman of thirty- two years with night-black hair and exquisite taste in clothing. He has a penchant for diamonds, silver, white silk gloves, and his trademark gentle- man’s sword cane. He enjoys display- ing his wealth and lording his skills over his fellow inquisitives. An orphan who overcame circumstance, Victor educated himself with the help of a scribe at the orphanage where he was raised. He affects the air of a dilet- tante, even though he secretly despises nobleborn folk who squander their opportunities in life. He previously possessed a stern sense of justice and a charitable heart, which has lately been corrupted by his grossly bloated pride. He originally purchased the condemned temple of Aureon in Gate of Gold to start a school for impover- ished children, but his madness made him a twisted instrument of hubris and vengeance. Victor Saint-Demain’s downfall is much more interesting to the PCs if they encounter the master inquisitive prior to this adventure. Ifthe opportu- nity presents itself, have the PCs cross paths with Vitor in an earlier adventure Saint-Demain may aid them in an inves- tigation or humiliate them by solving a case before they do. ‘The swashbuckler class first appeared {in Complete Warior. The Master Inquisi- tive prestige class is from the EBERRON Campaign Sating Victor SaInr-DeMAIn Mole human expert 2)swashbuekler 3) master ingisiive 4 CCN Medium »umanoid Init 2; Senses Listen +4, Spot +4 Languages Common, Elven, Goblin, Undercommon AET7, touch 12, Fa hp 3(@ HD) Fort +5, Ref 18, Will 66 Spd 30%. ‘Melee muik rapier 10/5 (Ld6=4/18-20) Ranged mak dagger +10 (Id4/19-20) Base Atk +7; Grp +7 ‘Atk Option Cembat Expertise, Improved Fint Special Atk sightul strike Combat Gea elixir of sneaking 2), potion of care serious wounds (2) Spell-Like Abities (CL 4) 3day—discer ies (OC 16, zone of truth cu) WBlties Str 10, Dexia, 8,Chald SQ contacts (2), grace ok Feats Comba Experts, Education, Improved Feint,Ivestigate, Ion Wil, Urban Tracking, Weapon Finesse ‘Skills Blut +12, Craft (alchemy) «8, Diplomacy+9, Decipher Script +9, Disable Device +9, Disguise 6 (49 acting), Gather Information +15, Hea +4, Knowledge (arcana) +11, Knowledge architecture and enginesrng) +10, Knowledge (oc) +16, Knowledge (ligion) +10, Lsten +4, Open Lock 47, Search +16 (618 when searching forsecetdoors/compartments, Sense Motive «7, Spot o4 Possessions combat gear, +2 studded lather rmasterwore diamond:-studded sword «cane (1,000 gp), 2 masterwork daggers 2 pairof gon on figurines of worderous cra Cooked 15 ‘on 12, nt 18, Wis power, diamond brooch (400 gp), dak purple gentleman's cloak, sof basilisk leather boots (50 gp) fine red crushed velvet vest (20 gp, silk shirt and pants, white silk gloves (40 gp), diamond-studded mechanical pocket watch 2,000). 56 gp Grace (Es) Victor gains a +1 competence bonus on Reflex saves. Insightful Strike (Es) Victor can place his finesse attacks where they hurt Vietor applies his intligence bonus asa bonus ‘on damage rolls made with any weapon that can be used with the Weapon Finesse feat. Targets immune to sneak attack ae immune to this extra damage. Contacts Victor has 2 contacts within Sharm that he can eal upon for information. While this adventure assumes that Victor is airy well informed about the PCs’ ‘movements this abilty has no specific game eect. The Serimshaw’s moniker describes the ter- rible disease afflicting him. The stony serial killers rocky hide turned bone- white years ago, and his horrible reputa- tion prevented him from receiving aid from either Jorasco healers or clerics (he hates both with 2 passion), The gar- soyle rarely speaks but enjoys cackling at his enemies’ pain and frustration as he pelts them with arrows from the ait. He wears a necklace of polished finger ‘bones grimly harvested from his victims. He was captured by Saint-Demain one year ago after the gargoyle went on a two- ‘week killing spree in the Cogs. Scrimstaw ‘Male gargoyle rogue 3 CCE Medium monstrous humanoid (earth) ‘Monster Manual 133 Init +5; Senses darkvsion 60 fs Listen +12, Spot +12 Languages Common, Teran ‘AC 19, touch 15, flat-footed 14; uncanny dodge bhp 60 7 HD) DR 10/magic cR6 Melee 2 claws +9 (Id443) and bite +7 ad6) Ranged muk composite shortbow 412/47 (1dav3j3) CHIMES ‘AT WIDNIGHT Base Atk +6; Grp +9 ‘Atk Options Multiattack, sneak attack +246 Rblties Str 16, Dex 20, Con 19, int 8, Wis 12,Cha6 8Q freze, trapfinding, trap sense +1 Feats Alertness, Multittack, Stealthy Skills Hide +15 (+23 against white stone background), Knowledge (local) +4, Listen +12, Move Sifently +12, Spot «12 Possessions masterwork composite shortbow (+3 Str) (made of white oak wood) with 20 arrows also made of white oak The! Rrregla made a name for herself targeting ‘Sharn Watch members in a killing spree that lasted well overa month. Victorascer- tained the assailant was attacking prey from above and deduced a choker was behind the killings, bringing in Rrregla days later by posing as a Watch guard on patrol in the area he triangulated as her next kill zone. She is a brutish member of her grotesque race, though she adores dressing in fine red brocade jackets and smoking expensive anise-spiced cigars. RRREGLA THE GASPER Female choker fighter 2 CCE Small aberration ‘Monster Manual 34 Init +7; Senses darkvision 60 f; Listen +2 Spot +2 Languages Undercommon E18, touch 14, flat-footed 17 bhp 23 (5 HD) Fort +3, Refs5, Will 15 Weakness gaseous vulnerability ‘Spd 20 8, climb 10. ‘Melee 2 tentacles +5 (16344) Space 5 ft. Reach 10 A Base Atk +4; Grp +3 ‘Atk Options constrict (1d3+4), improved grab, quickness, Blind Fight, Power Attack ‘Combat Gear potion of barkskin (43), potion of greater magic fang (+2) cra Wilts Sr Chas Feats Blind Fight, Improved initiative, Power ‘Aitack, Stealthy, Weapon Focus (tentacle) Sills Clim +16, Hide 411, Move Silently +7 Possessions combat gear fine green silk doublet, formal red coat with tals, cigars, 10 tindertwigs ‘Gaseous Vulnerability (Ex) Due to her respiratory condition, Rregls is. ‘especially vulnerable to inhaled poisons, as well as any effect that works through the lungs (such as stinking cloud or cloudkill, She takes a~4 penalty on all ‘saves against these effects. In addition, if exposed to any inhaled irtant euch a fresh pepper or sneezing powder) she must make a DC 14 Fortitude save or be dazed for round. The: ‘Brute Durok used to be a Daask enforcer before he failed his superiors by leaving evidence behind at the scene ofa crime ‘Victor tracked the hulking bugbear toa Daask hideout, but not before his mas- ters punished him by removing all of the bughear’steth. His abuse of dream- lily worsened as he used it to cope with the horrendous pain of his shredded gums, He is now completely addicted to the drug, He favors a warhammer in ‘combat because he can mash his vietims into a soupy paste fit for his consump- tion. He has particularly long floppy ears for a bugbear and patches of jet- black fiar cover his arms and legs. His maw droops sickeningly without tecth to hold it straight. DUROK THE MASHER. Male bugbear barbarian 3 CE Medium humanoid (goblinoid) Monster Monual 23 Init 01; Senses scent, darlvision 60 8; Listen +8, Spot +5 Languages Common, Goblin 'AC19, touch 1, flat-footed bhp 48 (6 HD) Fort +6, Ref +5, Will +1 Spa v0. Melee* muk warhammer 49 (14848) Base Atk +5; Grp +10 ‘Atk Options Power Attack (3 already figured above), rage 1/ay *3-point Power Attack ‘Abilities Str 20, Dex 13, Con 15, Int 10, Wis 8,Cha6 SQillteracy, trap sense +1 Feats Alertness, Power Attack, Weapon Focus {warhammer Sills Climb +7, Hide #5, intimidate 62, Listen #8, Move Silently +5, Spot 45 Possessions masterwork warhammer, masterwork studded leather, heavy wooden shield crs ‘uncanny dodge age (Es) Whie raging Duroks tats change as follows: hp 60 AC 37, touch 9, at-footed 36 ‘Melee rwe warhammer 2 (xdsx0) Grp nz Fort +8, Wil+3 Abilities Str 24, Cong Skills Climb +9 The’ ‘Shifter No one would expect a towering mass of animalistic fary like Mange to be craven, ‘but heis. Hepossesses.a deep-seated fear of the burning pain caused by alchemical silver, and ke flees from the sight of it Standing seven feet tall and nearly four feet across ‘tom shoulder to shoulder, ‘Mange looks like a fearsome adversary. He wears his red bairin a wild, unkempt ‘mane framing his bestal fice. Mane cR7 Male shifter (beastie) rogue Sifighter 2 CE Medium turmanoid (shapechanger) Init +7; Senses low-light vision; Listen +9, Spot +9 Languages Common AC 18, touch 13, at Footed 15; uncanny dodge hp 45(7 HO) Fort +6, Ref s7, Will +2; ev Spd 30 4 Melee mwk rapier +8 (1d6+2/18-20) Ranged +1 runing talenta boomerang +9 (asa) Base Atk +5; Grp +7 ‘Atk Options shifting 2/day(9 rounds), smeak attack +3d¢ ‘Combat Gear potion of haste, potion of cure ‘moderate wounds jes St 19, Dex 16, Con ¥ 13,Cha6 ‘SQ trapfinding, trap sense +1 Feats Beastie Elite", Exotic Weapon Proficiency(alenta boomerang), Improved Initiative, Shier Defense*, Shifter Fercity* Skils Balance+9, Climb +13, Hide +10, Jump +12, knowledge (local) 43, Listen +49, Move Slently 410, Sense Motive +6, Spot +9, Swim +7 Possessions combat gear, masterwork rapier, +1 chin shir, 1 returning talento boomerang, 30 gp ‘these feats improve Mange’s shifting ability (see below) ‘Shifting (Su) When Mange shifts, is stats change as follows: bhp 52; DR 2/slver AAC 23, touch 13, fatfooted 20; uncanny dodge Fort +7 Abilities Con x6 '5Q may ight without penalty even when disabled or dying The' Vrinn did a short stint with the ‘Tyrants before going freelance. His former employers see Vrinn's knowl- edge of their organization as a liability and relentlessly hunt the changeling, In his natural form, Vrinn prefers a eycloptic visage, and on occasion he claims (falsely) to be descended from an ancient cyclopean civilization of Xenldrik. Vann (Male changeling rogue § CCE Medium humanoid (shapechanges) Init +4; Senses Listen +5, Spot +6 Languages Common, Halfling ‘AC 15, touch 15, flat-footed 11; uncanny dodge bhp 25(5 HD) Fort 42, Ref +8, Will +1 (+3 vs sleep or charm effects); evasion Spa 308 Melee +1 dagger +8(1d4/19-20) Ranged mu dagger +8 (Id4-1/19-20) Base Atk +3; Grp +2 ‘Atk Options sneak attack +346 Combat Gear eli offre breath, potion of care maderate wounds Abilities Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 16 '$Q minor change shape, trapfinding, trap sense +1 Feats Quick Change, Weapon Finesse crs ‘Skis Balance 45, luff +13, Climb +3, Diplomacy +10, Disable Device +8, Disguise +21 (+23 acing), Escape Artist +12, Gather Information 46, Hide 49, Listen +5, Move Silently +9, Open Lock +10, Spot +6, Use Rope +7 Possessions combat gear, +1 dagger, ing of protection 41,2 masterwork daggers, multilayered tear-away clothing of ‘various styles and cuts, durable soft alter his appearance as though using a disguise self spell that affects his body but not his possessions. This ability {s not an illusory effect, But a minor physical alteration of his facial features, skin color and texture, ai size, within the limits described forthe spell. Vrinn can use this ability a will, and the alteration lasts until he changes shape again. Vrinn reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, Vrinn receives a +10 circumstance bonus on Disguise checks. Using this ability is 3 move action, The Foiled Monk Grimgraj once aspired to martial mastery ‘im an order of monks but was expelled on account of his prodigious vicious streak. The hobgoblin is obsessed with body alteration and is covered with numerous metal studs and piercings. He loves showing off his studded chest and armsto intimidate his foes. His skin is an angry shade of red, while years of stretching training he underwent in his monastic days have given him unusually Jong arms and legs. Grimaray Male hobgoblin monk 2/fighter 3 INE Medium humanoid (goblinoid) Monster Manual 153, Init +8; Senses darkvsion 60 A, Listen +5, Spot +6 Languages Common, Goblin cre hp 41(5H0) Fort 9, Ref 8, WH; evasion Spd 30% Male unarmed +8 (14642) or snared +66 (62) Ranged javelin +8 (1d612) Base Atk +4; Grp «6 Atk Options ry of blows, Snatch Arows, Stunning Fist 2/dey (OC 15) Combat Gear mina irlet of boting Able Si 14, Dec 18, Con 16, nt 10, Wis 16, Cha 12 Feats Acrobatic, Defect Artows, Improved Initiative, Snatch Arrows, Stunning Fist, Weapon Finesse Skills Balance +13, Climb +4, Hide +6, jump 48, Listen +5, Move Silently +10, Spt 6, Tumble +9 Possessions combat gear, braces ofrmer 42, black sik pants and cloak, sandals, 1g Chapter One: The Case of the ‘Basilisk By the asth of Sypheros, Baron Trelib @’Medani (male halfelf rogue 7/master inquisitive 2; Bluff +12, Diplomacy +12, Intimidate +n, Gather Information +15, Knowledge [local] +6, Sense Motive #3) is athis wits’ end. Several days ago, the first of what was to be several prison caravans relocating convicts from the overpopu- lated jail in the Citadel to Medani’s new prison facility in Wroat tore itself apart. Six dangerous fugitives continue to evade capture, and the deal he brokered with the Citadel is under reconsidera- tion due tothe disgrace But the caravan disaster isthe least of the baron’s worries. The silver basilisk, a silver statuette adorning the entryway to his personal office in Sharn’s Dragon “Towers district, has gone missing again. ‘To make matters worse, his daughter Zelina and her texm of Warning Guild inguisitves investigating the theft van- ished without a trace two days ago. The baron is anxious. His command of the house its reputation, and his family are at stake, and he is fresh out of inguisi tives. Normally, he would call Vietor Saint-Demain at a time like this, and he now regrets spurning the talented detective. Going to his rivals in House ‘Tharask for assistance would display his weakness and invite someone else to lake advantage of his vulnerability. Out of options, Trelib has no choice but to turn to the PCs. Meeting Medani ‘The PCs are summoned on the evening of the asth, An entourage of four Medani sentries (See Enensow Campaign Setting page 235) meets the PCs at the door to the stately and defensible townhouse in Sharn’s Dragon Towers distrit. From there, they are escorted past an oddly {incomplete marble pedestal to the bar- on’ private office. Baron Trelib d’Medani isa tall half lf with a slight paunch, 2 full head of jet black hair, and a brazen mustache to match. His face is weary with cares a5 he regards the PCs and offers them the drink of their choice. The baron ‘maintains an affected air of aristocracy, showing mild disdain toward common- born PCs. ‘Trelib informs the party of his current conundrum and offers to pay them 2,000 gp to find his daughter and retrieve the silver basilisk. The baron is not partica- lanl forthcoming, ashe does not want the PCs to perceive his desperation. Trelib does bis best to present the appearance of a powerful patron doing the party a favor by taking interest in them, If the PCs win an opposed Sense Motive check agains the baron’ Bluf they realize the depths of the barons desperation and can extorthim fora higher fe (he cannot afford to go above 4.000 gp). Extorting the baron may seem like a good idea, but any PC with Knowledge (nobility and royally) may make a DCs check to recall that Trelib has a very close relationship with Breland’s King Boranel. Ifthe PCs pla their cards right, they might settle for the 2,000 gp and curry favor with their monarch and a powerfil dragon- marked house. Once the PCs agree on a price, Trelib tell the party Zelina was investigating a silversmith off repute, a cagey human named Calinto Mulhar from the Shadow Marches who set up shop in Cassan Bridge less than a year ago. His daughter suspected Mulhar of being involved in the heist, The baron adds his personal thoughts: “Never trust a foreigner, especially a toad-eating Jnuman from the Marches” He supplies the PCs with the address of Mulhar’s shop, “Shining Star Silver” Dust _ OF SILENT PASSAGE “This magicpowder temporarily dsupts anacveolrm spel or areane sel (oe Shar: City of Towers for details). The powder must be thrown into the area Ofthe alarm vhilea command yord is spoken, The alarm is suppressed for 3 total numberof rinutes equal 2 minus the caster level ofthe alam of seal This substances legal in Shatn, Faint illusion; CL ast; Craft Wore tous item, Nystus magic are; Price 300 Bp. The baron also presents the PGs with detailed descriptions ofthe six escaped criminals, and tells them that while he has no direct evidence, the fat that they escaped only afew days before the theft is a strong indication that atleast one of ‘them was somehow involved. He relates the tale of the last time the basilisk was stolen and how Victor Saint-Demain captured the criminal, the changeling rogue Vrinn, and retrieved the statue, the PCs ask why Trelib did not go to Saint-Demain for assistance this time, he clams up, but a DC 20 Diplomacy or Intimidate check forces the baron’s and, and he reveals that he recently rejected Victor's petition for membership in the Warning Guild and is too ashamed to approach him now. Baron d’Medani commands the PCs to act with haste ashe must return to Wroat on important business, and his light- ning rail coach departs from platform 12 of Terminus Station at 552 ast the day after tomorrow. He would like these problems resolved before he departs if at all possible. The baron describes the silver basilisk as “a silver statuette of a baslisk standing watch with two flawless diamond eyes: Ifthe PCs wish to investigate the scene ofthe rime, the baron obliges. After the last time the basilisk was snatched, Trelb increased security considerably, adding 4larm spells and increasing the number ‘of guards in the interior of his office. A DC1s Search check reveals traces of pow. der where the alarm spells were placed A DC 20 Knowledge (arcana) or Craft {alchemy) check reveals the substance as dust of silent passage (now inert). In addition, any PC with, the Investigate feat who makes the above Search check also notes that only a person inti- mately familiar with the offices and increased security measures could have absconded with the basilisk unnoticed. Star Silver Shadow Marches style architecture, showcasing shops and housing blocks elevsted on stilts, along with the strange rounded straw hats and tall boots of the locals, peg Cassan Bridge as a district of foreigners. Food stalls offer snake blood wine, ried toads, bowls of croco- dile stew, and roasted lizard on a stick to any hungry PCs. A narrow wooden stairwell ascends to the stilted shop, “Shining Star Silver.” The door is unlocked and open. Once the PCs enter, read them the following: The shop looks as though a team of horses just galloped through it. Fine sil- ver spoons, bowls, and knives are strewn about the floor. display case lies broken against one wall, with glass, splintered wood, and silverware spilling out of it Toward the rear of the shop is 2 small black iron furnace with a fire still roaring inside. Tongs, small hammers, and other tools sit on a table next to the furnace, along with wooden and clay molds of var- ious shapes and sizes. Slumped against the rear wall next to the furnace is the body of a small man wearing a leather apron and broken spectacles ‘The corpse is the late Calinto Mule haar, beaten to death by Grimgraj min- tutes before the PCs arrive. Calinto's involvement in the basilisk’s theft was the task of melting down the statuette and molding it into a fine silver sword cane for Viewor. The inquisitive chose Mulhar because he was new in town. Victor, being no fool, realized Zelina d’Medani would track the statuette to the silversmith, and set up an ambush for his enemy’s daughter. Two days ago he captured her and dispensed with Baron Trelib the rest of her inquisi- tive team when they arrived to investigate the shop. Victor learned that the baron was planning on hiring freelance detec- tives before the PCs ever met with the baron, and wasted no time dispatching Mange and Grimgraj to dispose of this loose end, Development: Though dead, the sil- versmith still has seerets to tell. Any PC that makes a DC 15 Search or Heal check determines that Calinto was bru- tally beaten to death with bare knuckles only minutes before the PCs arrived. A DC 20 Search or Craft (metalwork: ing) check reveals that the most recent mold on his worktable shows traces of silver. The mold is crafted to produce an elaborate handle for a cane in the shape ofa kingfisher with wings spread wide. A DG a5 Search or Craft (metal working) check allows a PC to realize that a handle produced by the mold is not designed for a common cane, but balanced for a sword eane. ‘The two criminals make no particular effort to cover their tracks, but trying to track people across a crowded citys difi- colt at best. Its four mile trek across the city, so successfully tracking the villains back to Victor's hideout requires four DC 26 Survival checks. ‘Tracking Dawn Victor After the encounter above, the PCs should be motivated to step up their investiga- tory efforts. As the climax of the adven- ture culminates on Wildnight, be sure to keep the pressure on the PCs if they take too much time to res after any encoun- ter. Have Baron Trelib dispatch couriers insisting that the PCs “find my daughter and basilisk post-hastel You are not being paid on an hourly ate so stop acting like it!” Remember, the baron wants these matters cleared up before he departs from ‘Terminus Station, Ifan encounter leaves the party crippled with wounds and no vay to heal, the baron breaks down and reluctantly offers to pay for their treat- ‘ment ata Jorasco establishment in order to expedite their investigations. ‘Thus far the PCs have encountered several clues pointing toward Vietor Saint-Demain as the mastermind behind the baron’s problems 1. Vietor’s filling out with Baron Trelib d'Medani, 2. Inside knowledge of Medani security ‘was required to steal the basilisk. 3 Victor's interview with Vrinn before the escape. 4. All six escapees were captured by Vie- tor for the baron. 5 The sword cane handle mold in the silversmith shop. Ifthe PCs have not gathered that Vie+ tor Saint-Demain is behind House Med- ani’s troubles by now, some legwork isin order. They may inquire at the Citadel for details, earning that Vietor Saint Demain secured an interview with Vrinn hours before the changeling was to be shipped off. Victor's absence from the events sur- rounding Medani's troubles is itself damning evidence. Usually whenever a crime goes unsolved, Victor is the first to take up the case in hopes of outdo- ing Sharn’s other inquisitives. Any PCs ‘who inquire around town lear that Vie- tor has been out of the public eye for several days, and his private offices are locked tight. If all else fails, you can have Victor send the following note to the PCs: “I have uncovered important informa tion regarding the kidnapping of Zelina @Medani. I cannot stand the thought of presenting this information to that pompous baron, so I must ask you to come alone to my offices this evening, where we can discuss my discovery. (signed) Vietor Saint-Demain” ‘on Victar (66.5) ‘Atsome point in time the PCs investiga- tions lead to Victor’ office in Cliftop. ADCs Gather Information or Know! cage (local) check reveals that the master inquisitive keeps his quarters in an old water tower purchased fiom the cityand converted into an office and laboratory ‘The water tower is raised 30 feet above the ground overlooking the side of Cifftop. Victor's inquisitive office is constructed directly below the tower, and he uses the tower interiors alabo- ratory for his alchemical experiments. ‘The office's only visible entryway is the front door. Its locked. Ifa PC climbs to the tower's top he findsa steel hatch that descends into the lab. The hatch is also locked. Knowing that any investigation of the missing statue would ultimately lead back to his office, Victor set up a trap to destroy any curious invaders and fake his own death in the bargain. Unfortunately, hhe made one crucial mistake and acci= dentallylet damning notes and research sitting in his office If the PCs gain access to the roof hatch, they can circumvent and disarm Victor's devious trap, but entering by the office door sets the trap into motion Abell hung on a cord rings when the door to the office is opened. This cord ‘runs through the ceiling of the office to the laboratory above, and activates two separate mechanisms when moved. The first releases the deadly acidic fire gas contained in the larg stecl tanks inthe lab, The second mechanism sets a pen- dulum into motion with a tindertwig attached. The pendulum slowly picks "upspeed over the course of the next ten rounds before striking the twig on the ‘wall of the tower and igniting the gas. “The acidic explosion destroys the tower and much ofthe office below, inflicting 4 fire damage and 4g acid damage on anyone in either area. ‘Wooden Door 3 in. thick: Hardness 5 np 30; Open Lock DC 26; Break DC 20. Steel Hateh:3 inches thick; Hardness 5; hp 70; Open Lock DC 20; Break DC 30. ‘Acidic Fire Gas Trap: CR; mechanical; touch trigger; onset delay (16 rounds no reset; DC 15 Retlex save for half damage; 460 ft ball of acidic fire (4d4 acid damage and 4dq fire damage} Search check DC 20; Disable Device DG 20. ‘TL The Office and Caft large wooden building constructed below the tower lab is divided into a clut- tered office and a messy loft apartment. Although it looks as if the place has been kept neat for years it is now in a state of utter chaos. Loose papers cover the desk and hang out of the drawers of several nearby filing cabinets, while 2 compli- cated diagram rests on a architect's table near the side wall. Up in the loft, expen- sive and fashionable clothes lie strewn ‘across the floor. PCs may go through Victor’ files if they have the time and inelination. If the PCs specifically conduct a DC 15, Search check they can locate Vietor's files on Vrinn, Grimgraj, Mange, Durok, Rrregla,and Scrimshaw. These files con- tain all of the information in the “Most Wanted” section of this adventure, including these villains’ weaknesses, which Victor discovered and exploited in order to capture them. Ifa PC examines the desk he finds a sheaf of personal papers inside the drawers. Some of these are financial statements concerning his account at a House Kundarak bank in Korran-Thiven district. The statements shows that the inquisitive donated 20 gp a month to a tiny orphanage in the Gate of Gold dis- trict and made a very large pitrchase in the sum of 20,000 gp two weeks ago. The same name appears after “clerk” on all the statements: Bengen Burtuckle. Ifa character takes a look at the archi- tect’s planning table he finds detailed plans depicting Platform 12 at Termi- nus Station, and the conductor stone pathways leading to it. Copious scrib- bled notes are difficult to comprehend, as they involve strange calculations of speed, trajectory and time. Any PC suc- ceeding on a DC a5 Disable Device or Knowledge (architecture and engineer ing) check realizes the deadly nature of these calculations. The plans concern Victor's sabotage of alightning rail coach he intends to crash into platform 12 of Terminus station at 5332 in the morn. ing on the day Baron Trelib d’Medani intends to leave Sharn. Ifthe PCs.are still in this area on round ofthe trap detailed above, they can make a DC 20 Graft (alchemy) or Survival check to notice the pungent smell of volatile alchemical gas as it spills out of the lab above, givirg them one round to react before the explosion. ‘Treasure: Even Victor's cast-ofls are of exceptional quality. Fine silks, linens, and other clothes have been letlying here ke so much trash. total of 200 gp worth of expensive dthing can be taken from the loft. IF the trap is set off, however, all is rained in the resulting explosion T2. If the PCs access this chamber from area Ta without disabling the trapped bell at the office entrance, opening the door causes a tindertwig attached to the lab door’s frame to ignite the gas. A DC 20 Search check allows a PC to notice this tindertwig. In addition any PC with Craft (alchemy) may make a DC 20 check to note the strange odor of an excessive amount of volatile gas ‘emitting from the door to the labora- tory. PCs without Craft (alchemy) also notice the odor, but it should not seem imminently dangerous (labs smell like chemicals, after all) If the PCs disabled the trap or never set it off by gaining entrance to the lab from the hatch above, they may search this area. The interior still resembles water tower and gives occupants the impression of being inside a large steel sphere with rivets and bolts encrusting its walls. Gauges, all manner of piping, steel tanks, and cranks are attached to the walls of the lab, and work tables are piled high with beakers and vials filled with strange alchemical infusions. ADC 20 Knowledge (arcana) check allows a PC to identify aliquid in a vial as an elixir of sneaking, Other powders and chemicals are used to trace for clues (fluid sam- ples, fingerprints, etc.) and test cloth for resins. The PCs also probably note the pendulum with tindertwig attached, and a DC 20 Search check reveals the acidic fire gas trapped tank, which can be disarmed with a mere DC10 Disable Device check from inside the tower. Victor has also left one final surprise here. After his thugs disposed of Zelina’s team of inquisitives, he used alchemical mixtures to preserve one of the bodies, hoping to use it to throw any more of the baron's agents off the track. Dressing the body in some of his old clothes and leaving his old masterwork sword cane at its side, he Ief the corpse here, right next to the tank of explosive gas. Ifthe PCs manage to disarm his trap before it goes off, it is perfectly obvious that the body isa fake. However, ifthe PCs exam {ne this chamber after the explosion, the battered condition of the remains makes positive identification difficult (DC 20 Heal or Search check), so the PCs may believe that the corpse really does belong to Victor based on the presence of the sword cane, which survives the explosion sostly intact. Development: If the PCs find the lightning rail sabotage plans and the financial statements belonging to Vic- IQ THE Tine eS ‘make the tio final encounters of the adventure more exciting, itis best are racing against the clock. if the PCs have done exceedingly well thus! ere be ahead of Schedule and able to warn Baron Trelib d’Medani before to the station. If you want to reward their good work, you may allow this au Betegeeree cls atieescce ery ‘alightni hand, There area coupl#f wayst slow the party up if Wey get ahead Cibo a into dn: navigating Sharn becomes ineréasingly dificult. streets teem with people. Parties and parades clog trafficarteries, making eoach [© travel difficult. Pyrotechnic displays limit air travel as entire zones are.cordoned off. fort Force the PCS to hike it to Terminus Station or the Gate of Gold if king too good time. throw any ofthe flowingencountes thelr way ospee things up. " Rambunctious Revelers (6C 3) © A group of drunken dwarf laborers roving the streets stumble into the PCs. Filled SSE gsc 3d Wigton Wianiga se heey sxk abl tole of ce «steam. The PCs are likly candidates. The dwarves fight with Fists at frst, but resort | fa their yarmes if the PCs draw steel or cast spells ‘Dwarven Laborers (8: hp 6; Menster Marval g _Baask Thugs (6£ 6) ‘As the PCs traverse Sharn’s cityscape, a group of Daask enforcers seeking prey mistake the party for a group of revelers and ambush them, ‘Grakhorn,male hobgoblin rogue s: hp 25; DNGEON Masree’s Guide 123. eee (6: hp 5 Monster Manual 133. | Mistaken for Griminals (EC 5) The Gity Watch accosts the PCS. One or more PCs match the description of crim. nal (or group of criminals) commiting crimes with abandon amongst the chaos of Wildright. The PCs are detained and searched for evidence unless they resist the PCs succeedin a DC rsDiplomacy check, the Watch commander ets them go after no evidence s turned up by their Search. the PCs succeed in 8 DC 20:Diplomacy check Sr eit es 28 ltctnat re ofthe PCs missio’ and even offers to.aceonipany {them fo either Terminus Staton orthe Gate of God, if the PCs fal the check, they | are taken tothe nearest Watch Station to be processed unless they resist, “Watch Sergeant: p25; Fereron "Campaign Setting 309. © Watch Guards (ashp 2s each: Esereon Campaign Setting 30, tor, they are armed with the clues they need to save Baron Trelib’s life and track intervention by a DM-controlled third party, Baron Trelib d’Medani perishes down Saint-Demain. If the PCs cannot understand the plans, they can take them to someone who does. Perhaps a con- tact of the PCs can help them out, orthe party can seek out a criminal or House Orien lightning rail engineer to figure cout the calculations on the plans. If the PCs neglect to search Victor's desk there are other ways of tracking the inquisitive to his new haunt (see “Seeking Enlight- enment'” below). Ifthe PCs ignore the office area com: pletely, they have no way to learn of the lightning rail crash and, barring timely in a wreck of lightning and steel at Ter- ‘minus Station, The Baron, The Rail Coach, and the Gargayle (EL8) ‘dealy the PCs arrive just minutes before the accident is set to occur. Terminus sta- tionisin the throes of pure beam. Filled to bursting with throngs of people who have suffered delayed lightning rails ot missed their coaches du othe difculty of reaching the station through Sharns wild streets the station isa writhing sea of people. Disgruntled families of dwarves CEEER TO ERAN on their way back to Mror Hold cluster near bugbear laborers using Wildnight leave to return to their families in Dax- guun. The air is oppressively hot inside ‘the station and filled with a roaring din of angry conversations, crying children, and House Orien departure announcements (most of which are delayed). The lightning coach heading to Wroat due to depart at 532 AM is nat delayed. ‘As soon as the PCs locate the access way to Platform 12, give them a DC 35 Listen check to hear the sound of a raging ele- ‘mental-bound rail train, still distant, but traveling fast toward the platform. The party has 7 rounds to get the baron off his coach before the runaway rail train careens into it. The DC of the Listen check goes down by 5 for each round that passes. Anyone making the check should beable to estimate the number of rounds until the crash occurs, Assoon as the ral train crashes into the coach, anyone inside or within 20 feet of itis caught in a huge explosion of energy and debris, taking 6d6 electricity damage and 6d6 slashing and bludgeoning dam- age. A DC 20 Reflex save for half damage is possible for anyone on the platform. No save is allowed for those inside the coach. Anyone in the coach who survives the initial impact suffers 2d6 electricity damage per round until they escape the ‘wreckage as the residual energy courses through the rail coach. If the PCs don't manage to get the Baron or his guards off ofthe train in time, pulling a survivor from themangled coach requiresa DC 20 Strength check. Creatures: Upon reaching Platform 12 the party faces 6 House Orien guards. The platforms themselves are restricted to passengers and House Orien personnel only. These warforged have been placed here to ensure the baron’s safetyamongst the chaos of the station. House Orien ‘commissioned the warforged when the forges of Cannith were still active, and cach is designed with adamantine uni« corn heads mounted on their shoulders. The unicorn horns extend up and out- ward, acting as spiked shoulder plates, both elegant and intimidating. ‘The warforged will not allow the PCs to pass. They are designed to follow

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