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Mn ] Fe eal EadeISSUE #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 200634 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, andwith 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 sceee
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 ManaCVS A Tee MERANTS TS erets
EBERRON , LOW-LEVEL (IST-STH) , URBAN
Pabrilliant (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
0CHIMES'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 sortsforts 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
0TA 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 eeall 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 stonepathways 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