Baia a Olen?) beso
VOEX, Y mene
i
Ne‘ADVENTURES FOR TSR ROLE-PLAYING GAMES
COVER: Tony
Diferlizzi graces
our cover with a
fantastic image of
Umbra.
“OQ CANADA”
When I was little I thought that Saskatoon, Saskatchewan was
some make-believe world in Warner Brothers cartoons (it ranked,
right up there with Walla Walla, Washington), Of course now 1
know that Saskatchewan and Canada are actual places, and that
the best view of Niagara Falls is from the Canadian side. But
that's not the only cool thing about our northern neighbors.
Canada has given us “The Kids in the Hall” ("Buddy” does a won:
derfal sketch about Canada), “Second City TV." and the overused:
and-now-out-of-date phrase, “Take off, ch” Some other famous
Canadian exports include Joni Mitchel, William Gibson, Keanu
Reeves, Margaret Atwood, Sarah MeLachlan, and William
Shatner. That puts this issue's contributors in good company.
With that in mind I'd like to introduce you to our Canadian issue
of DUNGEON Adventures. It’s just a coincidence, but three of our
four authors in this issue—Chris Perkins, Lisa Smedman, and
Steve Loken-live in Canada. And to maintain our Canadian
theme, we've made Ron Poirer an honorary Canadian (but only
because he lives so close to the border). We wanted to include a
large red maple leaf with each issue, so we drove 10 hours to the
Canadian border, the trunk filled with enormous trash bags. No
sooner had we started filling our bags with leaves when we were
‘apprehended by Sergeant Preston and his faithful dog, King, They
asked us to return to our own country while politely escorting us
back to the border. And they confiscated all our maple leaves,
"To address another point, we love getting mail here at DUNGEON,
but we're extremely jealous of the bulging DRAGON" Magazine
‘mailbag. We're not psychic, and we want to hear from you. To
make voicing your opinion easy, we've included a survey on page
£69. Please fill t out and drop it in the mail. We are very interested
in your opinions, concerns, and comments (and besides, we figure
this is an easy way for us to get more mail. If you think that
there's anything else we should know, include that information
with the survey. We at DUNGEON Adventures are lonely for groovy
posteards and neat stamps {collect ther)
‘Just don’t send us maple leaves, or anything else that Canadian
customs will confiscate.
Mechelle Veelovieln
Vol. X, No. 1
ART DIRECTOR:
Larry W. Smith
‘CARTOGRAPHER:
PUBLISHER: TSR
ASSOCIATE PUBLISHER:
Brian Thomsen
EDITOR: Dave Gross Michael Seott
ASSOCIATE EDITOR: ‘TYPESETTING: Tracey Isler
Wolfgang Baur SUBSCRIPTIONS:
ASSISTANT EDITOR:
‘Michelle Vuckovieh
Sanet L. Winters
ADVERTISING: Cindy Rick
Printed in USA,
ISSUE #55
‘SEPTEMBERIOCTOBER 1995
Ron Poirier SAVAGE BEAST
(AD&D® adventure, character levels
; 10 total levels) This mom gives
new meaning to the term
“leftovers”... eo)
Christopher UMBRA
Perkins (PLANESCAPE™ adventure, levels
6-9; 36 total levels) A custody battle
in the Cage becomes a job for the
PCs. tose veeeses IB
Steve Loken TULIPS OF THE SILVER MOON
(AD&D adventure, levels 5-7, 30
total levels) When the citizens of
‘Tangreen say, “Don't pick the
flowers,” they mean it. ... 48
SEA WOLF
(RAVENLOFT® adventure, levels 4-6,
18 total levels) A pleasant little sea
voyage turns deadly. ...........28
Lisa Smedman
It is not down on any map; true places never are.
Herman Melville, Moby DickLETTERS
Which adventure in this issue do you
like best? What do you like about it?
What did you not like about the issue?
Drop us a line to let us know.
‘We can’t print all leters we receive, but
each one is important to us. Write to Let.
ters, DUNGEON® Adventures, 201 Sheridan
‘Springs Road, Lake Geneva W1 53147
U.S.A. You can also contact us by sending
electronic mail to ter mage@genie geis.com.
We will not publish your address (regular
or email) unless you specifically ask us to
do.
Downloading Dunceon
Tve been playing the AD&D® game
for the last 15 years, and until yester-
day [had never bought a copy of
DUNGEON Adventures. It always seemed
‘too expensive, and as a teenager I had
time to write my own adventures any:
way. However, I think Tam right in
saying that the UK price is still the
sme as it was five years ago, so now
the magazine looks decidedly cheap.
After buying issue #53, I was back in
the shop within the hour to pick up #51
and #52. As a DM disturbed by the
sheer mass of AD&D material to wade
through, itis a welcome relief to find so
‘many good adventures under one roof.
1) Could you send me a copy of your
writers’ guidelines?
2) Are you interested in adventure
outlines? The scenarios I've read so far
‘seem to be very detailed. Do you think
saders would go for “bare bones” ver-
ns of larger scenarios that include
background, maps, key NPCs, impor-
tant monsters, motives, plots, and 30
forth, but leave out a bit of the descrip-
tive “fluff” and the number-crunching
monster state?
8) Will it be possible in the near future
for readers to download single scenarios
that appear in DUNGEON Adventures on
the Internet? This means that people
‘would pay only for adventures that they
want. However, the main benefit of such a
service would be the ability to download
‘old material that is out of print.
Peter Regan
[email protected]
We're always glad to send out writers’
guidelines. Ifyou want an electronic
copy, just send us your request via email.
Tyou want a paper copy, you must send
tus a legal sized SASE. We've received a
few letters from people who requested
‘uidelines or submitted proposals, yet
didn’t receive a response. Unfortunately,
wwe simply can't afford to provide the
postage and envelopes forthe many,
many requests we receive. Always re-
member the SASE!
‘And we're always interested in ad-
venture outlines or proposals. In fact,
ive much prefer seeing them to seeing
full manuscripts. Receiving the pro-
osals first saves us a great deal of
fame, and it helps us point out which
ideas we think will become the best
adventures. you send us a proposal
dnd we ask forthe full manuscript,
You'll receive a response much more
‘quickly than if you simply send us @
full module without a proposal. As for
‘whether readers will go for “bare
bones” adventures... What do the rest
of you say?
Very soon, select portions of each issue,
including one adventure, will be availa:
ble from the soRware libraries on
‘America Online and GEnie. We aren't
‘available anywhere else—yet—but both
DRAGON? Magazine and DUNGEON
‘Adventures are moving steadily into the
electronic world.
Short Features
In issue #54, you asked for any short
adventure-related features we might
think of. See how this grabs you: A short
description of the best trick or trap that
DMs had devised. You would need to
‘make sure no one accidentally plagia
rized works such as Grimtooth's Traps,
but I am certain there are hundreds of
{g00d ideas. Good tricks are the very
building blocks of good adventures.
For example, use any method to force
the party into single file, with some
spacing between them, such as with an
ancient rope bridge. In the center, place
glyph of warding. Just before the
«glyph, but 2 magie mouth with the in-
Struction to say, “Beware Zik,” when
‘anyone but a mage passes. Each charac.
ter that passes hears the warning, and
the glyph does not go off because its
‘name has just been spoken. But when
‘the mage passes, the magic mouth is
silent, and BANG!
Daniel P. Smith
[email protected]
What do you say, everyone? A one-page
tricks and traps feature sounds pretty
cool to us. Would you like to see some-
thing like that in these pages?
Favorite Settings
| just want to say think your maga
zine is the best, But one day while look
ing at another magezine, [realized it
‘would be really ool if you had a seasonal
special issue, maybe ineluding an AD&D
game CD-ROM, a bonus DM sereen, or
{orice the pages for adventures.
Tove RAVENLOFT® and PLANESCAPE®
adventures, Please print more
‘Josh Marquis
Northwood, NHI
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6 Issue No. 55.LETTERS
———_——————
Thave been an avid gamer and reader
of your magazine for some time. Along
the way, I have noticed something
disturbing. Maybe itis just me, but it
looks like the popularity of the
DRAGONLANCE® campaign setting has
been diminishing rapidly. I have also
noticed that DUNGEON has not pub-
lished a DRAGONLANCE module for a
while. I am still a loyal fan of the world
of Krynn and all contained withi
John Sampson
14511 Dogwood Place
Plattsmouth, NE 68048
Your wish is our .. you know the rest,
You'll find not only an incredible
PLANESCAPE adventure in this iseue (the
Tongest adventure we've ever published,
‘and we think you'll agree itis worth
‘every bit ofthe extra space), but also an
‘excellent RAVENLOFT adventure origin:
ally written for the recent “Chilling
Tales” adventure,
We've received quite @ few requests for
more RAVENLOFT adventures lately, but
rnot as many for the DRAGONLANCE
world. More importantly, we've received
plenty of good submissions set in the
Demiplane of Dread, but very few set on
Krynn.
‘Sill, it seems that many readers want
10 s0e mostly non-world-specific AD&D
‘game adventures, What worlds would
‘you most like to see here? Fill out our
‘survey and make your opinion count.
Responses to Issue #54
Feedback as requested on DUNGEON
Adventures #54.
"Are you through running Shakespeare
“adaptations”? When I nally decided f
would read through "Dark Thane Mac-
Beth,’ Iwas le with two conclusions.
One is a question: “Is there any reason
Michael Seinker’ wonario wouldn't have
stood on its own merta? I cart find any
‘reason. My second conclusion is, “Talk
about making more work forthe DM?
‘Touse this thing, Pd have to make a
summary ofthe historical background.
Ta have to make a separate summary of
the immediate background. There's
‘gite abit of information in this mate
Tal, and there's nota bt of it that
‘wouldn't fit well enough into my own
{ame world, But those necessary sum-
maries would have to be in sentences
simplistic enough to pick out any one
needed fact at a glance.
Td have to make who's wholwhich's
which lists, equally simplified to sean.
‘And then I'd have to put the whole thing
back on an ADED basis by looking up or
making up drow and elvish names.
“Dark Thane MacBeth” doesn't need to
ride on the coattails of the Bard. It needs
to be re-written in a form a DM can use
instead of dumping it in with regrets that
it’s a good story, but too much work for
the time I have—especially when there's a
whole magazine full of others, ready-to-
‘use, right here!
‘The fogwarden is a delightful find?
Apologies for sending more criticism
than praise. I deleted well pleased com-
‘ments on each of the other scenarios in
#54 to save space. Allinall, this is a very
‘usable, exceptionally entertaining issue.
Regarding McRey Moyer's suggestion
in a previous issue that DUNGEON
Adventures publish brief ideas which
DMs could develop into scenarios: May I
alao recommend the ‘Adventure
Starters” feature in Re:Quests!, the
newszine of Mensa’s role-playing games
Special Interest Group?
EJ. (“Jo”) Philagios
Denison, TX
1 just finished reading the modules in
issue #54, and once again I'm impressed
with every one of them. It's one of those
rare issues in which all of the contribut-
ing authors have appeared previously in
DUNGEON Adventures’ pages. Usually
there's one or more new authors intro-
duced in every issue.
"The maps are much improved, al:
‘though the square grids are too dark
and “slightly off,” and you can tell
Michael he needs to work on his doors,
( thought his artwork for “Redcap's
Rampage” was terrific, by the way.)
Also on the subject of maps, will you be
doing more computer-generated cartog-
raphy once the Mace are up and run-
ning? Seems to me the current software
is up to the challenge.
Chris Perkins
Ontario, Canada
From the letters we've received so far,
most readers enjoyed issue 454, includ.
ing “Dark Thane MacBeth.” Jo's are the
first comments we've heard about the
difficulty of converting the adventure to
‘home campaign. (Here, we rather like
the Shakespearean setting and wouldn't
even try to convert it)
‘No apologies necessary for criticism,
Jol We want your opinion, and we value
‘well-considered complaints as much as
we do praise.
We won't likely generate our maps on
the computer, but who knows? As we
slowly but surely upgrade our hardware,
‘anything can happen. We like both the
crisp lines of computer generated maps
‘and the more organic flow of hand-
drawn maps.
Tough Creepers!
Last week Iran my weekly AD&D
‘game, which took the PCs through the
adventure “Shades of Darkness” (issue
#47). The party included a 5th-level,
ranger, Sth-level fighter (berserker),
6th-level thief (swashbuckler), 5th-level
‘wizard (witeh), 4th-level fighter (noble
warrior), and Sth-level priest of the sun.
Thad read through the adventure three
times, re-read all the FIEND Fouto®
‘game information on dark creepers and
stalkers. To make a long story short, the
‘well-equipped party made two forays
inst the foul creatures and were
badly routed each time. Two PCs lost,
‘magical rings (with their fingers still
attached), the mage’s light stones were
stolen (twice), and the dark creepers
‘more or less ran amok, backstabbing,
pick-pocketing, and wreaking havoc as
the PCs stumbled about in total dark-
ness, unable to communicate (due to the
shriekers) It was an ignomious day for
the PCs, and they suffered their most
severe setback since getting ground to a
pulp by the cultists from "Goblin
Fever” (issue #46). I'm wondering just
‘what tacties the playtesters and other
players used to complete this adventure
successfully? Perhaps other DMs who
ran this adventure could share their
experiences. I found this particular
adventure to be much harder on the
players than it first appeared, and the
level suggestion a bit low. I look for-
ward to hearing from you and the read.
ers (and perhaps the author.
‘Tony Ross
2745 29th Street NW #400
‘Washington, DC 20008
[email protected]
Continued on page 17
DUNGEON 7BY RON POIRER
A little dinner music
Amon by Terry Dykstra
Ron writes: “I was 16 or 16 when I sent
in my first proposal to DUNGBON® Adven-
tures. It featured a werebat, a monster
that I sincerely believed I had invented
‘myself. I was disappointed to find that
there were already at least two versions
of the werebat flitting about the AD&D®
universe. Although “Lair of the Were:
bat” was never published, I learned a lot
from my experiences of writing and
rewriting it, which helped make ‘The
Savage Beast’ a better manuscript.”
“Savage Beast” is a short AD&D adven-
ture designed for a group of 4-6 charac:
ters of levels 1-3 (about 10 total levels). A
good mix of classes is best, although the
presence of a ranger or bard would be
especially helpful. It is essential that one
of the characters have the tracking profi
ciency, or that the party possess some
‘other means of following a trail in the
wilderness. Finally, characters with some
knowledge of elven myths and lore may
kknow something about the nature of the
Dhaergalas, Silvermane and Bloodelaw
(Gee bhaergala sidebar). Such knowledge
‘could prove invaluable to the party
dealing with these monsters (although
this is largely left up to the DM.
‘Most of the adventure takes place in a
forest, off the road between the village
‘of Gumption and the town of Harper's
Gamble. Although the road is fairly
well-traveled, the forest that the party
‘must enter to conclude the adventure is,
not, Therefore, the DM may wish to
brush up on rules concerning tracking
‘and getting lost in wilderness settings,
‘especially if the party is inexperienced.
‘The Complete Bard's Handbook (CBH)
may be useful in running this
adventure,
Adventure Background
‘The town of Harper's Gamble houses the
ancient Greenbriar Keep, home to one of
the largest bard colleges in the land. A
PC bard should already know this, and
the DM may arrange to have the party
find itzelf in the town because said bard
wishes to join Greenbriar College. Oficial
Greenbriar meetings are held on the first
half'moon night of every month, although
‘anyone entering Greenbriar Keep (which
was supposedly built by a great bard lord)
finds a handful of experienced musicians
‘and other performers to talk to. The en-
tire college is housed in the keep, which
resembles a small Scottish castle. Legend
has it that the keep is older than the
———
B issue No. 55‘SAVAGE BEAST
—
town, but the facts of the keep’s construc.
tion remain shrouded in mystery. Located
‘on the edge of Harper's Gamble,
Greenbriar Keep was purchased from the
‘king nearly two centuries ago by # group
‘of bards who wished to create a cultural
‘mecca. They succeeded in their miseion.
Although the keep presenta an exterior of
‘crumbling majesty, itis infact a sturdy
structure, having survived a number of
disasters over the centuries (including an
attack by an old red dragon). The interior
of the keep holds rooms for visiting apeak-
crs, performers, and college members,
along with a gallery of rare paintings, a
fairly extensive library, and a large audi-
torium, among other things.
Ifa BC bard seeks membership to
the college, the DM should devise @
system of acceptance and cost for
membership, as well as membership
benefits. Greenbriar should be expen:
sive and difficult to join, but with
benefits—only the best
‘members there. It is suggested that
for 250 gp a year, a bard may become a
full member, entitling him to exclu-
sive seminars at the college and free
room and board in various co-
operating inns and private houses
throughout the kingdom (assume 60%
chance per community of finding free
room and board for the college mem:
ber only). In addition, the bard gains
jecess to the Greenbriar Keep re-
earch library, which contains ample
information on music, legends, and
magic from many cultures (the library
could be used to research bard spells),
‘The new college member receives both
scroll with a wax seal and a silver
thorn pin as proof of his membership.
Presentation of the seal and pin in-
variably aid the bard in bookings for
most performance houses. Being ac-
id into the college should increase
rd’ fame by at least two point
optional rules are used (see
CBE, page 115).
Regardless of why the PCs are in
town, they soon meet a dwarf named
Duncan Telly. A surprisingly jolly
young dwarf with an eyepatch, Duncan
isa Skald and a high-ranking member
of Greenbriar College. He lives in
Greenbriar Keep and performs many
important duties there, including book-
ing famous or exotic performers to give
private seminars. His latest guest, the
famed elven minstrel, Kilkieran
Aubrey, was due in town two days ago,
and his workshop was scheduled for
tomorrow evening. Duncan is quite
distressed, because many Greenbriar
bards have come to the keep for the
sole purpose of catching a glimpse of
the secrets of the popular
who casts spells through his mi
Duncan is afraid that the college will
‘be embarrassed for promising a per-
former who never arrived. He has man-
aged to postpone the workshop until
two nights from now, but in the mean-
time he is getting more and more ner-
vous about the minstrel’s whereabouts.
Silvermane
‘Unknown to Duncan and the rest of
the guild, Kilkieran Aubrey left
Gumption for Harper's Gamble two
days ago. He planned on arriving only
‘one day behind schedule, after having
been detained by the attentions of a
young halfelven maiden named
Galliara, While walking alone on the
‘wooded road between the two com:
Kilkieran was attacked by a
, the minstrel tried to
‘by convincing the vicious, man.
eating predator to hold off |
‘and allow him to play 0
his lute (as he knew of bhaergalas and
their love of music, and he figured he
could secretly cast a spell on the mon-
ster while playing a song for her).
However, Silvermane realized
Kilkieran’s trick when she nearly
succumbed to his hypnotism spell. The
bhaergala decided that the elfs musi-
cal instrument must be magical and
leapt from her perch in the bough of a
‘tree to attack. Kilkieran was knocked
to the ground and didn’t even have
time to draw his sword before the fell
creature finished him.
Silvermane, who had recently given
birth to a litter of cubs, brought
Kilkieran’s body back to her lair to
share with her offepring and her mate,
Bloodclaw. Elves are considered a deli-
cacy by bhaergalas, and Silvermane
was quite pleased with her catch—
especially when she noticed the en-
graved platinum ring around his finger.
She remembered an elven song about a
ring just like it, that could regenerate
damaged flesh and even bring the dead
back to life!
‘Although Silvermane and her denma-
tes do not have fingers and cannot use
the regenerative properties of
Kiliioran’s ring for themseives, the
DDhaergala was clever enough to see
another use for the magical item. She
decided to test the ring to see i it wes,
in fac, the one she had heard about
froma bard several years ago Gust be
fore Silvermane ate her).
‘Ordering her mate and cubs not to eat
more than half ofthe elf all of the
choiee cuts) she dragged the mangled
‘minstrels body to the back of the tem-
ir she and Bloodelaw had dug
ir litter Placing him among her
‘of musial instruments
gleaned from past kills (including
Kilkieran’s “magical” lute), the
bhnergala waited a day before checking
the elf and noticing with gle that his
body had started to mend itself Silver:
rane and Bloodelaw agreed to wait
tuntl the elfs body was almost com-
pletely healed to feast once again on his
Selectable flesh, The bhaergalas plan to
keep Kilkieran's regenerating body
around indefinitely asa source of fine
quality elven meat.
Beginning the Adventure
Ifthe party has come to Harper's Gamble
to obtain membership for one or more PC
bards, then the hook to this adventure is
easy. On arrival at the college, the PCs
are brought to Duncan's office, where he
is busy carving the necessary parts to
fashion a new set of bagpipes (his old set
‘was stalen during a local performance two
‘weeks ago, something he is still very
angry about). Duncan immediately sees
the PC bard as a possible solution to his
present problem regarding Aubrey, with-
‘out making public his lack of control over
the situation, Duncan listens to the PC's
request for membership, nodding and
whittling all the while. Then he pauses,
looks up, and asks to see a short perform
ance, The DM should have the bard make
‘a Charisma check to see how well this
performance goes, unless another statistic
‘seems more appropriate. For example, a
bard with the blade kit might make a
Dexterity check instead. Duncan is a good
Judge of performers, and he can see if a
‘bard has true talent—unless he botches
hhis performance roll terribly.
‘After the performance, Duncan grins
(revealing a gold tooth), applauds the
bard's efforts, and immediately offers
his sponsorship—if the PCs can help
hhim out in a minor matter regarding a
missing fellow entertainer, due to give a
DUNGEON 9‘SAVAGE BEAST
SAVE BE
workshop in two days “on the
‘connections between music and magic.”
Even if the bard fails his performance
roll, Duncan attempts to string him
along by saying he will have to think
about the request further, then suggest-
ing that the bard and his friends can
help him locate Aubrey.
‘Ifthe party does not include a bard
seeking membership with the college,
Dunean hires a crier to run about town
giving the message that Duncan Tolly of.
Greenbriar College requires ‘a traveler
cor group of travelers” for help in “es-
corting an important entertainer to the
town of Harper's Gamble.” He delibe
ately instructs the erier not to give his
‘message near the areas that visiting
bards frequent, for he does not want the
college members to know that he is not
certain whether there will be a work-
shop two days hence.
‘Whichever way the party becomes
involved with the search for Aubrey,
Duncan insists that the mission be kept
fa secret from the other bards. He tells
the PCs that he has recieved informa-
tion from one of his friends at Green-
briar (a gnomish Jongleur by the name
of Frieban Neevil) that Kilkieran was
seen in the nearby village of Gumption,
where he has a romantic interest in an
attractive young half-elven barmaid
‘named Galliara Fiskenoc.
Duncan hopes that Kilkieran has
‘merely allowed his feelings for the gir!
to outweigh his sense of punctuality,
and he is willing to pay the party 20 gp
simply to travel to Gumption (about a
day's walk), locate Kilkieran, and escort
him back to Harper's Gamble. He
agrees to pay the party “more” if they
run into trouble or complications along
the way, so long as those setbacks occur
while retrieving Kilkieran and bringing
him to Harper's Gamble in time for hi
‘workshop. How much more they get
depends on the hardships they face—it
‘up for negotiation after the PCs deliv-
er Kilkieran, if their mission turns out
to be more than a simple reminder and
escort. In addition, Duncan offers to let
the entire party attend Kilkieran’
private seminar and performance for
free,
Although Duncan has met the min-
strel before, he has no portrait of him to
ive to the PCs. He instead describes,
Kilkieran as a richly dressed, somewhat
‘bored-looking young elf, with violet eyes
and silver hair, carrying a fancy lute.
Duncan knows that Kilkieran is part
grey elf, but he does not say this specifi-
cally, figuring that the eyes and hair
should be enough of a clue for those who
would understand the distinction in the
firet place (Kilkieran is somewhat
touchy about his mixed heritage, and
‘Dunean does not mean to offend him by
spreading this information around). The
dwarf also takes care to note that
Kilkieran is never without his wide-
brimmed, green hat, which is always
graced with a new, colored plume.
Lurker in the Trees
About halfway between Harper's
Gamble and Gumption, the party en-
counters Silvermane, who is out hunt-
ing for more food for her cubs while her
‘mate stays behind to guard them. While
Kilkieran’s flesh is slowly advancing
‘back over his bones, the bhaergala
family must find other food to eat, and
the crafty female would prefer bipedal
‘meat if she can get it.
Silvermane (ohaergala): INT average:
ALN; AC 5; MV 15; HD 4 +4; hp 2
‘THACO 16; PAT 3; Dmg. 1-6/1-6/1-8; SA
‘pounce; SD poison resistance, spell turn
ing; SZ L (long; ML 14; XP 650;
FORGOTTEN REALMS® MC Appendix 1
Silvermane is a sleek, graceful mem.
ber of her species (1 to her AC because
of her high agility), Her powerful frame
is graced by a small mane, which is a
very light, steely gray in color, looking
almost silver against the grayish fur of
her pelt.
For a bhaergala, Silvermane is very
knowledgeable about civilized society,
‘mostly through songs she has heard
from wandering bards. She knows that
the more she learns of humans, elves,
‘and the others, the easier it will be to
catch them in the future. Her mother
‘used to sing to her that the best hunter
learns all she can about her prey. Al-
‘though she loves the music that civ
lized creatures produce, she is indignant
at their prejudices regarding the intel-
lect of anything not bipedal. She re-
‘members well the song of how her
grandfather was killed by a hunter for
his pelt, which was brutally carved off
and worn as clothing by a furleas hu-
man, Although she is not an evil or
cruel being, Silvermane considers hu-
‘mans and demi-humans as treacherous
‘and untrust-worthy as they would con-
der her, and feels no remorse at killing
them for food.
Silvermane is also on the road to
gather information about (and from) the
local bipeda. When she first spots the
PCa, she is waiting over 20' above them
on the wide bough of a tall oak tree that
spreads across the road. She quickly
up the party and decides that they
are too strong for her to attack alone.
However, she also decides that all might
not be lost with this encounter, as she
‘may be able to speak with the PCs and
learn something about the goings-on of
the nearby towns. As the PCs approach
the oak in which Silvermane is hiding,
read the following:
Tehas been about two hours since
you entered the forest that stretches
‘out on either side of the road. Com-
prised mostly of oak, elm, and maple
frees, it looks like the sort of place a
druid would enjoy patroling. You
can't help but feel nervous, however,
that there might be something hid-
ing behind the trees off in the dis
tance. Twice already, you have heard
the light anapping of a twig or rush
of ferns behind you, but when you
turned, there was nothing there.
‘You are beginning to feel that the
forests truly what it appears tobe
a vibrant, living place safe and
pleasant despite the biting insects—
‘when a gentle breeze wafts by and
brings with it @ curious odor. It
smells as though someone were bak
ing bread nearby. You scan the area,
Tooking for signs ofa fellow traveler
or woodland creature who might be
responsible for the lovely smell, but
s0e no one.
‘The smell is coming from Silvermane
and is a characteristic odor of all
‘bhaergala, The PCs will probably take a
‘moment to scan the area, though none will
find anything unless they look up. After
one round, Siivermane is satisfied with her
assessment of the party, and she chooses to
reveal herself to talk with them.
‘You hear a slight cough from above
your heads. Looking up, you see a
large creature resting some 20’ off
the ground, in the bough of a mas
sive oak that stretches across the
road. The beast looks like a sleek,
‘powerful cross between a wolf and a
lion, with greyish fur and a silvery
‘mane about its neck. It waves its
tufted tail and flexes its clawed
paws, calmly regarding you,
10 Issue No. 55‘The PCs have a number of choices
here. They might attack Silvermane
immediately, which is something she
‘has come to expect from humans and is,
prepared to deal with. She leape from
the branch she is on to a branch in
wnother tree some 10’ off the road, then
climbe down out of that tree and begins
running off into the forest, growling,
“Stupid humana! Leave it to them to
attack anything that moves!” If the PCs
‘cease firing and apologize immediately,
Silvermane pauses and walks back to
‘them, climbing back to the oaken bough
‘to clean her wounds while she talks.
If the PCs speak to Silvermane, she
responds and attempts to engage them
in small talk to find out where they are
from, where they are headed, and what
they are doing on the road. If they seem
wary of her obviously predatory nature,
she makes light of their fear by grin-
ning at them and saying, “Listen—I can
count a lot more of you than I can count
of me, and I see that you're all decked
out in swords and armor. You don't have
to worry. Just because I don’t have
‘thumbs doesn't mean I'm stupid, you
‘Just to ease the PCs’ suspicions even.
further, she claims that she is half wild
cooshee, or elven dog, and wouldn't
dream of attacking innocent travelers.
‘She has found this to be an effective
‘ruse in the past when dealing with
‘humans, but elves are frequently able
to see through her lie (bhaergala do not
really look much like cooshee), 60 she
does not make this claim if there is an
elf with the party. She claims not to
‘know her other lineage, explaining that
she was raised by her cooshee mother,
‘who refused to speak of her father.
‘Some PCs will think to ask Silvermane
if she has seen Kilkieran on the road, or
mention that they are going to Gump-
tion to look for him. Even the mention
that the PCs are searching for a minstrel
causes Silvermane’s ears to perk up, as a
devious plan begins to hatch in her head.
‘While washing her paws with her
tongue, she claims to have seen a mit
strel passing through, and she gives a
brief description of Kilkieran to the
party. This description fits that given by
‘Dunean.
‘When the PCs ask Silvermane for
‘more information, she finishes washing
her paws and then stops to think a
‘moment before going on with her tale.
In truth, she is running over the story
sshe will give the PCs in her hea
‘SAVAGE BEAST
EE Gammon,
See
Sil
scanning for inconsistencies and other
flaws. When she is satisfied that she
hhas a good tale, she tells it.
“Well now, I met this elven friend of
yours about two days ago, in this
‘Very tree. Seems he had # magic lute
of some kind—I know because he told
‘me about it while he was playing it.
Td just caught a deer and offered to
share it with him if he'd play a little
music for me. I'll tell you, he was
quite a musician.
“Anyway, he told me he was afraid
he was being followed by someone
who wanted to steal his instrument,
and that he was going to make the
rest of his trip in the woods. I told
him it wasn’t safe to go in there,
‘because there's a bunch of goblins
that just moved in and have laced it,
with pits and nets and who knows
what else, but he insisted. Well, the
next morning, he headed out. I
couldn’t just let him go running off
by himself and get killed, so I fol-
lowed him from a short distance, just
to keep an eye out. Sure enough, he
‘stepped into one of the goblin nets
‘and wound up dangling from a tree.
Ivermane
© C Rook River:
Twas going to go in and see if I could
get him out, but the goblins must
have been waiting for him, because
all of a sudden about twenty of the
little things jumped out from the
bushes and started hollering and
dancing around. I'd thought I had
‘smelled something rotten in the
‘woods that day”
“Ordinarily, I would have gone in to
fight the little vermin, but there were
just too many of them’ Almost the
‘whole clan was there. As I said, I'm
not stupid, so instead of charging in T
followed them back to their caves,
where [found out that they were going
to keep him for ransom instead of
‘eating him. I was hoping someone
would come along to pay the ransom,
but I didn’t think the word from the
goblins would get out s0 soon. They're
new around these parts and wouldn't
know who to contact yet, I'd expect.”
Forest Led
Silvermane’s plan is simple. She offers
to lead the party to the goblin camp
(which is a complete fabrication—there
DUNGEON 14SAVAGE BEAST
Bhaergala Philosophy
Bhaergala are described in the
Forcorren REALMS MC Appendix I; all
{information fund therein pple o
of this adventure, as
teal In elton, he following ilo
‘mation should give the DM a better
{feel for the personalities of Silvermane,
Bloodclaw, and their cubs.
‘The bhaergala is a large predator
resembling a cross between a lion and
‘wolf, Their heads are quite wolf-
like, while their bodies are leonine
with the exception of fur coloration.
Bhaergala fur is short and typically
‘gray, although many shades of gray
fare possible. Both male and female
Dbhaergala sport small manes about
the head and neck. These manes are
‘usually (but not always) darker than
the rest of the bhaergala’s fur and
‘always match the tuft of long fur
found atthe end ofthe tal. All
bbhaergala have powerful jaws and
Jong, sharp, nonretractable claws
‘useful for both combat and climbing,
are no such goblins) in order to rescue
Kilkieran and drive off or kill the goblin,
with whom she claims she doesnot wish
to share the forest (“You never know
when the little cowards will spring a trap
‘on youl”) She tells the party that the
{goblins are no more than a day’s travel
from where they are right nov.
‘Although itis too late to reach them
before nightfall, i the party sets out now
they should arrive before dark tomorrow,
“when most of the goblins willbe asleep?”
If the PCs grumble about this mission not
being worth the money they will be paid
to doit, Silvermane suggests that the
minstrel would undoubtedly be grateful
for his rescue and would sing tales in
‘their honor for years to come. “Besides,”
she claims, “if is treasure you're after,
those goblins have quite abit of it them.
selves, heard them talking, and I think
the reason they left their home is because
they stole the treasure hoard of « goblin
king and had to run off with it”
‘After leading the PCs around the
forest forthe rest of the day, meander.
ing in wide loops to ‘avoid the areas
trapped by goblins,” Silvermane plans
toattack the party while they sleep.
Clover PCs may notice a few things
about Silvermane's story that may put
them on their toes in dealing with her.
For example, she does not actually know
Kilkieran’s name, and she waits for a PC
to mention it before using it herself. If
directly questioned before she learns his
‘name, Sivermane claims that she never
did catch the minstrels name (which
should put the PCs on their guard, since
she claimed to have eaten dinner with
him). Similarly, PCs familiar with the
area may not be able to recall goblins
living in its woods for many years, al:
though this suspicion may be somewhat
allayed by Silverman's claim that the
goblins are recent arrivals.
Perhaps the most telling cue to the
PGs that they might be dealing with a
lesethan-friendly creature might come
from an elf PC or a PC familiar with
elven lore. At the DM's discretion, such
fa character might know something of
the bhaergala, such as the fact that
they smell like baked bread, love music
(and may be put to sleep by it o sleep
in trees. In addition, the PC might
know about the more dangerous side of
the bhaergala; perhaps that they can
reflect spells o are very hard to sur
prise, o are known to eat humans and
tlves (nearly all ofthis information can
be gleaned from what the PC knows of
elven songs about the bhaergala). Ifthe
PCs accuse Silvermane of being @
Dheergala, she shrugs her muscular
shoulders and admits to the possibility
of being half bhaergala, but she claims
never to have met any, 0 she cannot be
Ifthe DM feels that the PCs are be-
ing too suspicious of Silvermane, he
should feel free to have the party en-
counter a group of goblins, which she
attacks with the PCs. The goblins use
little imagination in their attack, hav-
ing been surprised while on the move.
After throwing their spears, they no-
tice the ferocious Silvermane and be-
gin running away as fast as they can.
‘These goblins are indeed new arrivs
to the area, but Silvermane knew noth.
ing of their prescence when she invent.
ed her story. She is quite surprised to
see them, although this is not obvious
to the PCs. After killing the goblins or
driving them off, Silvermane makes an
effort to use the goblin attack as
“proof” of her sincerity in dealing with
the party.
Goblins (12: INT low; AL LE; AC 6
(10); MV 6; HD 1-1; hp'3 each; THACO
20; #AT 1; Dmg 1-6 (spear or short
sword); ML 10; XP 15 each; MM/163.
‘While traveling through the forest with
the PCs, Silvermane begins singing an
elven hunting song, which she learned
from her mother long ago. Her voice is
quite good, as is her elven accent,
12 Issue No. 55If the PCs rofuse to follow Silvermane
into the forest, she leaves, only to stalk
them from the woods and attack them
when they make camp on the road.
‘Night Attack
Ifthe PCs have been traveling with
Silvermane for the past few hours, she
claims that they are at the edge of the
territory the goblins normally patrol
after night falls and that it would be
‘safer to camp here than further on.
Silvermane affers to take one watch
herself. “Nothing ever sneaks up on
me,” she insists. The PCs will probably
want at least one of their number on
watch with the huge beast, in which
case Silvermane opts to watch with
whomever she deems the least able to
harm her (remember, she has been
walking with the party for some time
and has discreetly attempted to gather
‘as much information as possible regard.
ing the relative strengths and weak-
nesses of party members)
ilvermane reacts kindly to any PCs
who offer her food after setting up
‘camp. She honestly does not expect such
kkind treatment at the hands of humans,
and she makes a mental note not to
attack the character who feeds her
tonight—or his mount, if possible.
Silvermane waits in the bough of a
nearby tree until most of the party has
gone to sleep, singing very restful elven
Tullabyes that she learned from her
mother when she was a cub. When she
is gure the PCs are sleeping, she makes
‘a surprise attack on one of the party
‘mounts by leaping out of the tree. She
attempts to land on the mount with her
claws, getting no bite attack but receiv.
ing a bonus of +2 to hit and inflicting
‘maximum damage (6 points) with each
claw. She then spends another round
ending the hapless mount to make sure
it is dead, then she bounds off into the
woods. She attacks a PC mount if at all
possible, since there is more meat on a
horse or pony, and she knows that the
PCs will be much more willing to leat
own. Ifno mount is at
stead targets a sleeping PC, trying to
chooge the most massive character with
the least combat ability. After spending
several rounds running into the woods,
she makes a wide circle back to the PC
‘camp. She hopes that the PCs all wan-
der off into the woods after her,
enabling her to wolf down a quick meal
and drag the rest of the dead mount
back to her lair to feed her cubs while
the party fleils about in the brambles.
Ifthe PCs do not chase after
Silvermane, she waits patiently in the
‘woods until they leave, then drags the
‘mount back to her Inir Ifthe party splits
‘up, with some PCs chasing Silvermane
and others waiting behind, the wily pred
‘ator makes a surprise attack from the
‘bushes on the remaining party members,
if she thinks she can prevail.
If the PCs decide to leave Silver.
mane alone and head on to Gumption,
have one of them notice something in
the bushes on the way back to the
road—Kilkieran’s hat, with dried
blood on the rim and feather. This
should alert them to the fact that
Kilkieran was attacked by Silvermane
‘and is not in Gumption, and the PCs
will (one hopes) head back in an at-
‘tempt to track her back to her lair.
‘Tracking
‘At some point, the PCs may chase
Silvermane into the woods. She is far
too fast and agile to be outrun in the
forest, as even obstacles such as thick
brambles or marshy ground pose little
hindrance to her (she can climb trees
and jump from tree to tree). It is possi
ble to track her, however, using the
rrules for tracking given in the Player's
Handbook, page 86, as long as at least
‘one of the characters has the tracking
proficiency. Certain divination spells,
might prove useful, as well.
‘The path that Silvermane takes is a
wide loop out from and back to the PC
camp, requiring one successful tracking
roll to follow, It takes enough time for
the PCs to follow this section of track for
Silvermane to make it back to the camp,
feat, and move on with food for her cubs.
‘Afler returning to the camp,
Silvermane’s trail goes on for about a
half-mile, requiring an additional track-
ing check with either a +4 bonus (if
Silvermane is dragging a PC mount) or @
+2 bonus (if she is dragging a dead PC),
‘on top of any others. The trail then
‘crosses a shallow, sandy stream, about 2°
deep and 5 wide, which requires another
tracking roll with a ~10 penalty, on top
of all others, as the crafty bhaergala
‘bounds upstream for several yards with
her prize in an attempt to foil would-be
trackers. After this the trail goes on for
another half-mile (additional tracking
rolb, when it reaches an area very close
SAVAGE BEAST
to the lair of Silvermane and her family.
Near the lair, further tracking becomes
impossible because of the plethora of
bhaergala tracks.
‘At some point during the tracking,
one of the PCs discovers a shred of
green fabric with dried blood on it, still
bearing a silver thorn pin (worth 5 gp)
with the initials "K.A,” written in
celvish. This is part of Kilkieran
‘Aubrey’s cloak, which was torn from his
body as he was dragged by Silvermane
to her lair. The thorn pin is his member-
ship pin from Greenbriar college.
Ifthe trail is lost, the PCs must either
‘use magic to find it again or head back,
defeated, The DM may wish to intro-
‘duce some character with superior
tracking ability to aid them in their
pursuit, Perhaps a lone mist wolf ap-
pears mysteriously to lead the party to
the lair of the bhaergala (whom it has
been watching and plotting against for
the past few weeks). This creature de-
sires to see Silvermane destroyed be-
‘cause her eating habits spread fear of.
‘wolves among the civilized races, much
to the chagrin of the mist wolves. In
this situation, the party may attack the
‘well-meaning creature, simply because
of its appearance (although intelligent,
it resembles @ normal wolf, and cannot
talk).
Mist Wolf: INT average; AL LG; AC
6; MV 18; HD 3+9; hp 18; THACO 17,
4AT 1; Dg 3-6; SD breath weapon
oud of mist); MR 10%; ML 14;
(GREYHAWK® Adventures MC Appendix.
Ambush
Just before the party arrives at the area
where the bhaergala’s tracks become
too numerous to follow, they are am-
bushed by Silvermane and Bloodelaw,
who have had time to finish their meal
and watch their cubs eat, Bloodclaw,
who was stretching his legs in the forest
while Silvermane rested with the cubs,
has heard the PCs approaching, and he
returned to the lair to warn his mate.
‘The two bhaergala are now waiting in a
tall, sturdy oak, which they know hangs
over the trail that the PCs will be fol
lowing. They plan to leap down to sur-
prise the party when they pass
‘underneath (gaining the same benefits
as described above in Night Attack).
Without the help of magic, a familiar, or
‘an animal companion with keen senses,
the PCs have scant chance of detecting
the ambush, suffering a ~5 penalty to
7
DUNGEON 13SAVAGE BEAST
SAVE BSS
their surprise rolls. PCs who are not
surprised catch a whiff of the now:
familiar baked bread smell a few sec.
onds before the bhaergala pounce.
‘These PCs can react in the round that
the monsters make their attack.
Bloodclaw (bhaergala): INT average;
ALN; AC 6; MV 15; HD 4+4; hp 30;
‘THACO 14; #AT 3; Dmg 2-7/2-72-9,
SA pounce: SD poison resistance, spell
turning; SZ L; ML 13; XP 975.
Bloodclaw, Silvermane’s current
‘very large and powerful
bhaergala (+1 damage on all attacks).
‘Asa male, his mane is thicker than
Silvermane’s, and it is quite dark, al
‘most black. Bloodclaw is a hunter, a
true survivor, and he does not share
Silvermane’s fascination for the civ
lized world. Bloodclaw considers hu.
‘mans and their ilk to be dangerous, and
he feels that they should be left alone as
‘much as possible (although he has no
compunctions about picking off the
foolish individual who wanders off into
the wilderness alone). Bloodclaw is not
quite as cunning as his mate when it
comes to talk and treachery (he does not
even speak common), but he is an ex-
pert at stalking, pouncing, and killing
prey. Although he is the more physi-
cally powerful of the two, Silvermane is
much more aggressive and tends to call
the shots on what her family will do. He
is content to allow her to do this, so long
as he is able to teach his children to
hunt, which he feels is the quintessen-
tial meaning of bhaergala life.
In the last few days, Bloodclaw has
spent almost no time hunting at all be-
cause he has been busy watching the
cuba. It is customary for fomale bhaergala
todo all the hunting after their cubs are
weaned, as the males are responsible for
ssuch work from mating until that time.
‘Unknown to Silvermane, Bloodclaw has
been nibbling at Kilkieran's corpse while
she is away, slowing its regeneration.
Although he is a superb hunter and brave
fighter, he has a fairly strong slothful,
selfish atreak, and he is secretly enjoying
his time off from having to hunt. As he
site about watching the cubs play at
catching rabbits, the smell of elven flesh
calls out to him, and he has a hard time
resisting,
“The two adult bhaergala know that if
they fal to drive the intruders out of their
area, their cubs will be in danger of dis-
‘covery, so they fight at, +1 to hit and
damage in defense of their lair. Both
Silvermane and Bloodclaw can reflect
magic spells cast at them. They do so if at
all poasible, although Bloodclaw prefers to
attack enemy spelleasters in an attempt
‘to ruin their spells altogether.
During combat, Silvermane shouts at
the PCs to leave immediately, promising
not to chase them if they go away. This is
nota trick—she allows the party to with-
draw, unless she feels confident that she
and Bloodclaw are able to defeat them.
Her main objective is the safety of her
cubs, Ifthe PCs choose to fight, Silver-
‘mane stands her ground and continues
combat to the death.
Bloodclaw, on the other hand, is some-
what less loyal to his cubs, and he is
primarily interested in his own surviv.
al. If brought below 8 hp, he attempts to
bound off into the forest, pausing to
warn his cubs of the marauding humans
only if he feels that he has time and will
not be pursued.
Inside the Lair
Ifthe PCs defeat or drive off Silvermane
‘and Bloodclaw, they still have to locate
their lair in order to rescue Kilkieran
‘The party can either use magic to di
vine the location of the lair or search
through the area themselves. Ifthe PCs
‘choose to search, it takes them hours to
find the lair (allow a roll to search for
secret doors every hour). A hunting dog
or other animal with superior olfactory
powers can lead the PCs to the bhaer-
gala lair within a turn, if it is trained in
such matters,
‘The lair itself is not a very complex
structure. Well-hidden by a cluster of
wild blackberry bushes, the entrance is
somewhat low, about 3" high and 4’
wide. Roots sprout from the ceiling of
the 6" long entrance tunnel before it
‘widens into a small den some 10’ wide
‘and 15’ long. The aroma of baked bread
is very strong at the entrance to the
Tair, and it grows stronger the further
‘one progresses. The den is devoid of any
bones of other refuse, as bhaerg
very clean creatures. At the fo
‘the burrow is @ small aleove
contains Silvermane's collection of mu-
sical instruments and the mangled body
of Kilkieran Aubrey.
Unless Bloodclaw escaped and had
enough time to warn his cubs before
fleeing the area altogether, they are
here, as well. Even if they were warned,
there is a good chance (80%) that the
ccubs are still in the lair, scared and
‘confused about what they should do. If
they did leave the lair, the cubs are not
encountered by the PCs unless they
stay in the area for longer than four
hours, at which time the cubs return to
‘0 whether the PCs are gone.
Bloodclaw and Silvermane have three
ccubs, who have just been weaned and
fare growing more and more comfortable
‘with solid food. The litter is a small one
by bhaergala standards (there were
originally four, but the runt died very
‘early on), enabling the cubs to receive
much more individual attention from
their parents than is normally possible.
‘Pouneer (young bhaergala): AL N;
‘ACT, MV 12; HD 11; hp 8; THACO
20; #AT 8; Dmg 1/1/1-3; SD poison re
sistance; ML 7; XP 66.
‘Pouncer, the largest cub, isthe pride
and joy of his father. He enjoys rough-and-
tumble fighting with his siblings and has
recently begun to attempt stalking birds
and rabbits (although he isa long way
fom catching anything himsel. He is a
very attractive specimen, just like his
father, and will grow up ia be a beefy
Ihunter with a deep baritone. He shares @
special bond with Bloodelaw and isthe
nly cub thatthe adult male tussles with.
Pouncer is slate gray, with a dark mane
ike his father’.
Riverthroat (young bhaergala: AL N;
AC 7% MV 12; HD 11; hp 5; noncombat-
‘ant; SD poison resistance; ML 5; XP 68.
RRiverthroat is another male cub, moder.
at in size and lacking much of his
brother's aggressive enthusiasm. He is,
however, the finest singer ofthe three
cabs, and Silvermane has encouraged
him to develop his talents for the purpose
af luring civilized bipeds to their doom.
Riverthroat, however, is interested in
singing because he likes it, even more
than the average bhaergala. He will grow
tobe an introspective, emotional dreamer,
eventually considering himself superior to
all other Bhaergala because of his vocal
talents. Riverthroat isa very light gray,
almost silver, and his mane is the same
color as his hide,
‘Lazy Fish (young thaergala? AL }
ACT; MV 12; HD 1+1; hp 3; noncombat-
ant; SD poison resistance; ML. 3; XP 65.
‘Lary Fish, the only female cub in the
litter, inherited her mother’s curiosity and
smeakiness along with most of her father's
selfserving streak. She also loves the
‘water and swims better than any of her
siblings—hence, her name. Lazy Fish has
recently eaught her father picking at
Kilkieran’s body and threatened to tell
‘her mother unless she, too, was allowed
S_—_———
‘TA issue No. 55fan occasional nibble. Bloodclaw has al:
lowed her this concession, and she is quite
proud of herself for her manipulation. She
In alo adept at stoking the fires of eal
‘oury between her two brothers for her
‘own benefit, such aa getting them to fight
‘over who eats first and then wolfing down
all the meat she ean while they tussle.
Lazy Fish is amaller and thinner than her
brothers, with dark gray fur and a stra.
sly black mane
Riverthreat and Lazy Fish are noncom-
Datanta, terrified ofthe PCs and willing
todo whatever they say in order to sur
vive. Pouncer, on the other hand, does his
best to protect himself and his siblings by
leaping onto the first. PC to enter the
lair entrance tunnel, springing at them
from the darkened side ofthe lair in an
effort to gain surprise. Although brave,
the young bhacrgala is far from fully
grown, and he is just as scared ofthe PCs
fs his aiblings are. Pouncer breaks off his
attack if but one biow is landed on him
(even if t causes no damage) and cowers
fat the end ofthe lair with his brother and
sister.
‘All of the young bhaergala speak their
species language and enough common to
‘bawl out pleas for their lives (Lazy Fish is
‘the most fluent in common, although
Riverthroat knows a good deal of elvish,
as wel), Besides Pounce's inital out
‘burst, the cubs do not even think of defy
{ng the cruel monsters who have invaded
their home and answer any questions
they are asked tothe best of their know!-
ege. They donot venture any more infor-
ration than they are asked, however, for
fear of annoying their captors
Tn reality, the cubs know little, other
than the information that Kilkieran is
not really dead but is being healed by his
ing. They alo know that removing the
ing will il the elf, as they have been
strictly instructed by their parents never
to do so for this very reason. Anyone
taking the time to ask the cubs about
Kilkieran finds Lazy Fish the most likely
to blurt out the story of why he isin their
lai, in hopes that she will be left alive for
‘being so helpful. None of the cubs are
aware of the powers of any of
Silvermane® instruments although Lazy
Fish and Riverthroat have heard her
refer to them a8 “magical” and all of the
‘cuba were told never to touch them, be-
cause they were to “dangerous”
"The instruments contained inthe a:
cove with Kilkieran are almost all
‘magical, the exception being Kilkieran's
lute, which Silvermane mistakenly
believed to be magical. The others are
instruments that she had either seen used
or had used against her, by travelers that
she had attacked throughout the years.
‘Having reluctantly accepted long ago
that she would never be able to play any
biped’s instrument properly, Silvermane
also felt that it would be a shame to de-
stroy such wondrous things simply be-
cause one could not use them, and so took.
to collecting and preserving them. In
‘addition to Kilkieran’s lute, the alcove in
‘which Killieran rests contains a horn of
blasting, a harp of charming, and a magic
azoo which enables its player (if he
makes a successful proficiency check) to
‘cast Tasha’s uncontrollable hideous laugh
ter oF taunt, once per day each. The horn
hhas been sounded several times in the
post, and there is now a 20% chance that
it explodes after being blown, plus 1% per
time after that.
"Those examining Kilkieran’s body may
note that it appears freshly killed, as
there are no signs of decay. Al of his
equipment and most of his clothing have
been shredded and buried by the bhaerga-
Ta. Only his ring and his lute remain in
the lair, Although his heart is not beating
‘and he is not breathing, Kilkieran is still
‘SAVAGE BEAST
alive as long as he wears his ring of re
‘generation, and a numberof spells may
reveal his condition, such as detect life,
speak with dead (which does not work,
since he is not dead), divination, etc. If his
ring is removed, his body spasms for a
moment and he gasps as his eyes roll
‘back in true death.
Return to Harper's Gamble
‘A number of loose ends remain to be tied
up (or botched) by the PCs after they
defeat Silvermane and Bloodclaw. Per
hhaps the most obvious of these is what to
do with their cubs. The three young cres-
tures are unable to hunt for themselves
and remain so for a number of months
(even Pouncer needs time to grow and
perfect his stalking technique). In the
‘meantime, they are completely terrified
of, and obedient to, the PCs (and any
‘other humans they may meet).
Kind-hearted PCs or those desiring
vicious “animal” companions may wish to
have the cubs travel with them until they
grow older. Others may sell the cubs in a
nearby town or city (The DM may deter
‘mine what price a young bhaergala might
fetch, and whether or not such a sale
‘would even be legal according to local
——
DUNGEON 15‘SAVAGE BEAST
rules and customs.) Neither ofthese ideas
is likely to work out very well, as the fear
that holds such power over the cubs even
tually turns to anger and hatred as they
grow larger and more powerful. Both
Riverthroat and Lazy Fish are untrust
worthy around humans, and they almost
certainly attempt to desert at first oppor-
‘tunity after growing larger and more
confident of their abilities, probably at-
tempting to turn on their “masters” be.
forehand if they feel that they can
‘succeed. Pouncer turns out the same,
although if he is taken in by a powerful
‘warrior (one who could best him in com-
bat) who respects him, treats him well,
and roughouses with him from time to
time, the young bhaergala proves amena-
ble to human society. Oddly enough, the
most aggressive and violent of the cubs is
the only one with any real aptitude for
“tame” living.
‘The DM must use his own discretion in
determining the ultimate fate of any
Dhaergala cubs raised outside the party.
For example, Lazy Fish or Riverthroat
‘might grow attached to a human surro:
gate parent if that parent were genuinely
interested in befriending the young crea:
ture and made a strong effort to help the
bhaergala overcome his or her prejudices
towards humans. If the cubs know or
discover that the PCs are responsible for
their parents’ deaths, they never feel
anything but hatred for them, even if
they are taken in and successfully raised
by other bipeds. Furthermore, none of the
cubs is ever comfortable in an entirely
urban setting. Regardless of how well
they are treated, they run off to the wil:
derness a first opportunity if forced to
stay within an entirely civilized area,
‘The DM should give bonus experience
awards to players who come up with @
clever solution to the problem of deter:
ining the best future for the cubs, per.
‘haps as much as 1,000 XP. Examples of
this might be freely giving the cubs to a
high-level ranger (who may find a special
bond with Pouncer and take him in as a
companionfollower), druid, or Meister-
singer (a special sort of ard who lives in
the wilderness and has a mystic connee-
tion with animals and other woodland
beings—a very good choice for
‘Riverthroat). The appropriate surrogate
parent would have to be located, of
course. Examples of solutions that would
‘not warrant a bonus experience point
award would include killing the cubs,
abandoning them in the wilderness to
fend for themselves, or selling them to
‘uncaring or unscrupulous buyers such as
‘a high-level wizard interested in creating
‘magicreflective garments out of their
hides).
Further Adventures
Future adventures involving the cubs
depend on how the young bhaergala
are treated by the PCs. They may return
to haunt (or hunt!) the PCs. If left with
inappropriate “wards,” the cubs might
escape after having become fully grown,
Although natural loners, they may decide
to stick together for long enough to get
their revenge on the PCs. Alternately, the
PCs may unwittingly sell the trio to an
evil bard or wizard who controls them
with charm spells, and come into conflict,
with the party at a later date.
(Of more immediate importance to the
PCs (and Duncan Toly) is the condition of
Kilkieran Aubrey at the end of the adven:
ture. If they learn of his magic ring before
removing it and bring his body back to
Harper's Gamble, he should fully recover
from his bout of near-death in about a
‘month. Although this is far too late for
the minstrel to give his seminar at the
bard college, it is truly more than Duncan
could have hoped for from the PCs, and
he happily offers 500 gp as a reward for
the party's brave deeds. Additionally, the
party's suocess should result in a substan.
tial experience reward for the PCs, per-
hhaps as much as 1,000 XP, divided evenly
among party members. Ifthe PCs are still
around when Kilkieran is fully healed, o
ithe ever meets up with them again, he
desires to learn all he ean of their exploits
‘to reward their bravery in song and epic
ballad, Kilkieran likely learns many
‘things that may be of interest to the party
in his future travels, and future meetings
with the minstrel may prove excellent
sources of information and adventure
hooks.
Ifone of the PCs is a bard seeking ac-
ceptance into Greenbriar College, he can
certainly find it aRer successfully com
pleting this adventure. In this case, the
college might prove a valuable source for
future adventure hooks. Many bards
frequent Greenbriar, with stories of hid-
den treasure, marauding dragons, and
political unrest from many nearby king:
doms. Perhaps a secret entrance to a
forgotten section of Greenbriar Keep is,
discovered in the near future, releasing
an ancient spirit that haunts the college's
library. Duncan may call on the PCs to
help him out once more.
U the PCs inadvertantly killed
Kilkieran by removing his ring, they
have at least gained a powerful magical
item, although they have not succeeded in
their mission and receive no bonus experi-
ence award, At the DM's option, the ring
‘may become haunted by the spirit of
Kilkieran (treat asa haunt, which is
bound tothe ring rather than a place of
death), who strives to complete some goal
that the elf sot for himself before he died
‘The exact nature ofthe goal may be any-
thing the DM desires, from playing in a
certain well regarded inn to recovering a
lost musical artifact erested by an elven
mage of old.
‘Ifthe party simply gives up or loses
Silvermane’ tral, they receive no exper-
ence award, and Duncan remains at a
loss over what to do about Kilkieran’s
"upcoming scheduled seminar. I the party
includes a bard who has suitably im
pressed Duncan, he may be willing to risk
Presenting the character as a replacement
for the lost minstrel, but only ifthe PC
hhas exhibited truly remarkable talent to
the dwart Such a performance may make
or break a PC bard’ career
Kilkieran, in the meantime, is doomed
never to awaken again, a rather grisly
fend for the talented musician. Ifthe DM
Wishes to give the minstrel a second
chance, he may have the party hired out
by another nearby town or village in
future weeks, as exterminatars sent to rid
the roadways of a mysterious beast that
has been preying on lone travelers. Per
haps this time they succeed in tracking
the bhaergala back to her lai, although
by now her cubs may have grown to the
point where they are can fend for them:
selves and attack intruders alongside
their parents. a
ENR
ac
—
Bo
16 Issue No. 55BY CHRIS PERKINS
(HEAR Y@U'VE BEEN SAYING
some NAS+Y THINGS aseut+ US.
THA+'S RAFHER .. . UNHARM@NIOUS OF YO
— DURKAYLE @F #HE HARMO@NIUM,
‘Artwotk by Tony Diez +@ A BUBBER IN CUSF@DY
Chris writes: “A free piece of advice to
layers of this adventure: Learning the
chant about ‘Umbra’ is simple, cutter
Success hinges on a slew of tenuous
alliances. There are many shades of evil
in Sigil. Clueless primes like you must
learn Inimigle’s First Rule of Survwwal
in the Cage: Sometimes a fiend is a
basher’s best friend.”
Sigil ain't such a bad place, cutter. It's
not Who you know or What you know or
even Where you are that counts. Any
leatherhead can trip his way into Sigil
and make a decent living sweeping
streets, turning stag, or landing people
in the dead-book. The trick to Surviving
is knowing that you're not the toughest
basher that wali The Cage. You gotta
‘know who to garnish, how to peel, and
when to keep your bone-box shut,
‘What's that? You say you've got the
hardheads on your case? Oh well. It was
nice knowin’ ya, berk!
“Umbra is an AD&D® PLANESCAPE"
adventure set in the city of Sigil, usually
called The Cage by its residents. The
‘module is best for 4-6 PCs of levels 6-9
{about 96 total levels) and assumes the
PCs are at least familiar with Sigil and
its many factions. PCs may be planars
(natives of the Planes) or clueless Outsid-
ers who are just starting to get the chant
of Sigil’s ways. This module works best if
none of the PCs belong to factions, partic
ularly the Harmonium. DMs may consult
the “Faction Reaction” sidebar on page
20 for a list of suggested PC factions.
DMs and players are encouraged to
read up on the factions, customs and
language of The Cage as detailed in The
Factol's Manifesto and the PLANESCAPE
boxed set. This module also features
several monsters described in the
PLANESCAPE MONSTROUS COMPENDIUM?
Appendix (PMC). Additional monsters
are taken from the PLANESCAPE and
Planes of Law boxed sets. DMs looking
for a way to introduce their players to
Sigil are invited to read the short ad-
venture “For the Price of a Rose" on
pages 89-91 of the Sigil and Beyond
booklet in the PLANESCAPE boxed set.
‘The Harmonium Way
‘The Harmonium is always right. Just
ask any member of the Harmonium.
He'll tell you that Enlightenment comes
from living in perfect harmony with all
others, and any basher who's got a
18 Issue No. 55ES
'UMBRA
Leen TEESE
problem with that better find another
tase far away from the Cage, ‘cause the
hardheads want it their way or no way.
Factol Sarin’s got a city full of hardhead
Doshers just waitin’ to scrag some
Anarchist leatherhesd or crack some
‘barmy's skull. IF you ain't with the
order, you're against the order, and
anyone who breaks the law ain't nothin’
but Mereykiller meat. The hardheads
ain't known for their tolerance, either.
Ifyou have a gripe with their laws,
cutter, you'd better get used to living in
‘bird cage.
Bringing order tothe universe ain't
an easy job. That's why Factol Sarin's
got the Movers. Movers are ranked from
One to Five like army generals, There
are two Mover Fives, one of which
(Tonat Shar) commands the Barracks in
Sigil. The other (Killeen Caine) operates
‘outside the Cage. The factol himself
determines which of his Movers are fit
for promotion. Enter Durkayle, an am-
bitious Mover Four.
Durkayle moved through the ranks of
the Harmonium quickly, muscling his
way into the upper echelons through
sheer force of conviction. Durkayle is
looking forward to assuring Tonat
Shar's post when Tonat “steps down.”
He's alto determined to replace Sarin as
factol someday, vowing to lead the
Harmonium in bold new directions.
Factol Sarin and Tonat Shar are quite
aware of Durkayle's strengths, both as a
leader and as a warrior, but his exceed-
ingly heavy-handed approach to achiev
ing Harmony (not to mention his evil
alignment) has not won their trust.
‘Accustomed to steady career advance:
ment, Durkayle has grown frustrated
‘waiting for Sarin to promote him. From
his grim tower in The Lady's Ward,
Durkayle looks out over the sprawling
cityscape toward the Harmonium ber-
racks, convinced that he, not Tonat,
bears the heavy task of keeping order in
‘The Cage
Durkayle's ambition someday to be-
come factol of the Harmonium is hin
dered by his adherence and dedication to
‘the Harmonium philosophy a philoso-
phy which relegates him to certain du-
tes and prevents him from engaging in
acta of betrayal. (This includes eonapir-
ing against his superiors or disobeying
their lawful edict). Despite his disdain
{for Sarin’ “political maneuverings,” a
lifetime of military training forbids
Durkayle from using his authority for
some underhanded power play.
In order to win Sarin’s favor,
Durkayle recently embarked on a dar
ing mission to bring order to the chaotic
Outland spraw! known as Bedlam—an
ambitious task considering that Bedlam
lies near the gateway to Pandemonium,
arguably the moat chaotic of the outer
planes, The Harmonium would like to
‘ee this portal sealed or, at the very
least, regulated so that residents of
Pandemonium cannot simply appear
“at their convenience” to spread chaos
throughout Sigil and the Outlands!
‘Unknown to Durkayle, Fate has dealt
him a nasty hand. His ill-conceived
attempt to bring order to Bedlam proves
‘to be a dismal failure. This botched
‘excursion may not only ruin his chance
for promotion but also cost him the
‘thing he values almost as much a
‘career—his daughter, Umbra,
Durkayle’s Daughter
‘The ambitious Durkayle never wanted
‘a family, despite Factol Sarin’s belief
that harmony and family were synony-
‘mous, (arin himself has nine children.)
‘Durkayle was focused entirely on hi
‘own career, but it’s funny how things
‘turned out.
It started almost nine months ago,
when Durkayle visited the town of
Curst (a twisted burg on the edge of
Carceri) hoping to scrag a barmy
Anarchist accused of breaking the law
in Sigil. It was there that Durkayle
encountered a wily succubus named
Karylin and was charmed by her. She
feigned interest in the Harmonium's
sense of order and embraced Durkayl
laws in exchange for protection and
‘companionship. She also helped
Durkayle locate his felonious quarry.
However, what she really wanted ws
child—an irresistible desire which
maternal succubi refer to as "The
Urge." Within six months, Durkayle
had fathered an aluciend daughter
named Umbra.
Parental Discretion
Factol Sarin was pleased with neither
Durkayle’s choice of a mate nor the
birth of such an unlawful creature, none
‘of which bothered the succubus. Karylin
quickly tired of the Harmonium's lawful
ways and cut loose just weeks after
giving birth. The chaotic evil succubus
had no qualms about leaving Umbra in
Durkayle's custody. However, through
informed sources she learned that alu-
fiends were greatly prized in the
Abyssal plane of Phurnis, a dark and
dismal dominion ruled by a bitter old
balor named Kalphazor. Karylin
Tearned of Kalphazor’s insatiable desire
for alu-fiend slaves. The balor was also
‘known for awarding vast chunks of his
unruly dominion to tanar'ri who lured
alufiends to Phurnis for his pleasure.
Seizing this opportunity to rule her own
small domain, Karylin returned to the
Abyss, taking Umbra with her.
Freed of Karylin’s charm, Durkayle
hired a powerful wizard to find the child
and deliver her back into his custody.
Karylin was moments avay from sur-
rendering Umbra to Kalphazor when
the child suddenly vanished from her
clutches, Fearing the balor's angry
wrath, Karylin tried to kidnap Umbra a
second time but was driven away by
powerful magie placed upon Durkayle's
tower. Satisfied but not entirely reas.
sured by the wizard’s magic, Durkayle
laced Umbra in the care of two capabli
‘nannies,’ neither of whom were partic:
ularly fond of the child but who were
bound to their task upon pain of death,
Although they regard Umbra with
disdain, they would surely suffer
harm befell the child,
‘Durkayle hopes his daughter will ma-
‘ture into a fearsome warrior and join the
ranks of the Harmonium. However, he is
unwilling to devote the time needed to
curb her tanar'ric instincts. He keeps
‘Umbra confined to his tower, away from
prying eyes and out of harm's reach, for
fear that Factol Sarin or Tonat Shar
‘might learn of the child's chaotic ways
and demand that she be ‘sent away”
‘When Durkayle is busy enforcing Sigil’s
laws ie. the Harmonium’s laws), he
centrusts Umbra’s safe keeping to his
‘guards and nannies.
‘any
‘The Zactar Prophecy
Unknown to both her parents, Umbra is
more than just an alufiend child. An
ancient prophecy foretells that Umbra
will revive a long-forgotten faction
‘known as the Zactars, a faction which
believed that everything in the universe
‘was created for the benefit of an ultra:
powerful entity known as the One True
Being. Strangely enough,
believed that this One True Being
‘would take the material form of a half-
tanar'ri female. (For details on the
Zactar faction, its mysterious disappear
‘ance, and its belief in the One True
|
DUNGEON 19UMBRA
Faction Reactions.
‘With the exception of the Harmonium,
few of Sigil’s planar factions have any
stake in the fate of Durkayle’s alufiend
child. They do, of course, have their own
opinions about what's best for the child
and may share their views with the PCs
‘approached.
if
Although this adventure works best if
‘the PCs are not associated with any fac-
tion, the DM can run the adventure using
POs of various factions. The following
factions are the most suitable for PCs: the
strive for: they have no role in society,
they are not readily accepted by the fac-
tions because of their half-breed origins,
and conformity seems to run counter to
‘The Athar havo no interest whatsoever
in the alusiend child.
‘The Bleak Cabal views Umbra as
‘nothing but « debased creature, unworthy
of their attention. Her existence is mean-
Ingless, and whatever happens to her is
‘unimportant.
‘The Godsmen (Believers ofthe Source)
‘are convinced that even a halftanar'ri
hhalfchild has the potential to achieve
‘some greater glory, provided she's given a
‘chance. They believe Umbra’s destiny
‘may be of great significance—that she
‘may ascend to become a powerful figure if
‘someone were to help her along.
they strongly oppose the notion of Umbra
resurrecting the “dead” Zactar faction.
‘Turia, Inimigle’s tiefling henchman,
belongs to this faction.
‘The Dustmen have no interest in
‘Umbra.
‘The Fated (the Takers) are completely
‘without compassion for the alufiend child.
If sho survives, so be it. If ho doesnt, no
‘great los. Teslar Phul (see Chapter 11) is 0
Their inclination would be vo award custody
ofthe child to her father, given his taunch
adherence o Sigs laws.
‘The Free League (Indeps) believe that
‘Umbra should be allowed to make her
‘own decisions. They would like to see
‘Umbra freed from her parents’ self-
serving, narrow-minded tyranny so that.
she may discover the truth for herself.
‘Umbra can be taught to live in harmony.
with other beings. Clearly the alufiend
child should remain with her father, for
conly he can curb her chaotic tendencies.
‘The child must not be raised in the custo-
dy of her chaotic mother, and the
‘Harmonium will do everything short of
breaking the law to make sure this never
happens.
‘Mercykillers (the Red Death) have little
interest in Umbra’s upbringing. However,
‘they will happily punish anyone caught
‘trying to steal the child from her father.
‘The Sign of One (Signers) upholds the
rights of the individual, and this places
‘them in conflict with the Harmonium's
‘thrust toward uniformity. The Signers
regard Umbra as a unique creature
‘whose freedom has been suppressed by
‘Signers are so preoccupied with Self that
‘they haven't time to worry about one
alusiend child.
‘Sensates (Society of Sensation) have little)
interest in the polities eurrounding the alu-
fend child. Sensates only value what ean.
ther's clutches, not because it's the right
‘thing to do but because i's something to
do. They would do so without delibera-
tion, trusting only their instincts.
Kaositects|
‘This doesn't imply that Xaositects feel
‘bound to play an active role in freeing
‘Umbra, Ifthe multiverse is as chaotic 03
‘most Xaositects believe, thore’s nothing
Prefect Durkayle or anyone else can do to
‘keep his daughter from being “unleashed.”
‘The Zactars (the Waiting Ones) believe}
that Umbra isa great being sent from.
their god. Members of this long-forgotten
faction seek to protect and serve the alu:
fiend. This faction figures prominently in
the cimax ofthe adventure (ace Chapters
Being, see Chapters 9 and 10.)
Like most hardheads who think they
know the chant, Durkayle presumes the
Zactars were destroyed for spreading
chaos and false beliefs throughout the
planes. He would never accept that his
ill-begotten daughter, Umbra, is des.
tined to revive the vanished faction.
However, on the palm of her left hand is,
a birthmark shaped like the symbol of
Zactar. No one who has seen the birth:
mark recognizes its significance. Never.
theless, there is at least one blood
residing in Sigil who knows enough
Zactar lore to realize that Umbra may
indeed be the One True Being wor:
shiped by the Zactar faction. This in
formed individual has heard through
the “razorvine” that an alu-fiend child
is being held in Durkayle’s tower, and
this individual has sent spies to The
Lady's Ward to confirm the chil
whereabouts ..
A Little Knowledge
Although she cannot enter Durkayle's
tower, Karylin the succubus is deter.
mined to regain that which is hers. She
has asked an old ally, a yagnoloth
named Inimigle (i-NIM-i-gull), to re
trieve Umbra by any means short of
personal sacrifice—for some bargain to
be negotiated later. Inimigle is the
night watchman of an interdimensional
Bortal located inside the Zactar Cath
‘a not-so-happening place in Sigil’s
lene Went Gen eee lial
against his will by the Fated, the fac:
tion which inherited the deed to the
cathedral after the Zactars mysteriously
vanished. The yagnoloth resents being
the guardian of the Zactar portal and
hhas been searching for some way to free
himself from his duties. So far as he can
tell, there is only one possible escay
‘Somehow he must find a way to dispel
or collapse the Zactar portal perma:
rently.
‘What began as a mind-dulling investi
gation of the Zactar Cathedral turned
up some interesting information regard:
ing the Zactar faction. Inimigle inadver-
tently stumbled across a tome which
detailed, in full, the Zactar philosophy
and the Prophecy of the One True
Being. To whittle away the dark hours,
Inimigle delved deeply into the volum
and learned all there was to know about
this so-called Great Being, not that
there was much to tell (certainly noth.
ing that would free Inimigle from his
enslavement). Suffice it to say, Karylin’s
20 Issue No. 55‘UMBRA
sudden offer came as quite a surprise.
Indeed, Karylin’s daughter may be the
key to restoring the Zactar faction! And
ifthe Zactar prophecy holds true, the
‘One True Being’s arrival should be
‘enough to seal the Zactar portal forever.
(Gee Chapter 10.) The collapse of the
portal should free Inimigle from the
shackles of servitude. (In any event, the
appreciative Zactars—should they re-
turn to greet the One True Being—will
no doubt wish to express their gratitude
by freeing Inimigle of any binding
obligations!)
Ever the opportunist, Inimigle he
decided to “help” Karylin by hiring a
party to retrieve the alu-iend child. He
already has a few unwary sods in mind.
All he has to do is motivate them,
‘The Dark of Things
‘The adventure begins in Sigil’s Lower
Ward. The PCs are approached by
cambion who works for Inimigle the
yagnoloth, The PCs are invited to meet
‘with Inimigle at the Black Sail tavern
where he tries to coerce the party into
retrieving the ‘child of prophecy” from
Durkayle’s clutches. Although honor-
able by yugoloth standards, Inimigle
deliberately hides the fact that Umbra
is an alu-iend so as not to alarm the
PCs,
‘To help the PCs retrieve Umbra from
Durkayle's stronghold, Inimigle sends
them to The Screaming Tower to meet
the dread annie Zaraga. In exchange for
1a magical gate-key to Gehenna (which
Inimigle gives the party), Zaraga agrees
to help the PCs break into Durkayle
tower. Once she has the gate-key in her
possession, the annis commands her
gargoyle henchmen to deliver the PCs
safely to their destination and to create
‘a distraction guaranteed to keep
Durkayle’s hardheads from noticing the
party's intrusion,
‘As the PCs explore Durkayle’s tower,
they encounter Umbra’s nannies—
‘Tagon the wizard and Emalica the
‘erinyes—both of whom are deeply re-
sentful of the alufiend child. Neither
guardian poses much of a threat to the
PCs; in fact, Emalica secretly aids the
PCs in their kidnapping attempt!
‘Umbra tries to escape the party using
her newly-discovered magical talents,
and tension mounts as Umbra’s father
\ddenly returns from his failed
‘mission in the Outlands. If the PCs
escape Durkayle’s clutches, they are
‘the
Harmonium
gle’ allies
and returned to Sigil's Lower Ward.
Before the PCs can deliver Umbra to
the Zactar Cathedral, they are con-
fronted by Karylin the succubus, who
tries to reclaim her daughter by force.
If the PCs successfully repel the succu-
bus’ attack, they may continue their
trek to the cathedral and confront
Tnimigle. As payment for bringing
‘Umbra to the cathedral, Inimigle
promises the PCs free use of the Zactar
portal, (An empty promise, since he
intends to collapse it.) Complications
arise when Durkayle and Karylin each
show up to reclaim their daught
While Umbra’s parents vie for custody
of the alu-child, Inimigle tries to lure
Umbra into the portal. If the yagnoloth
is successful, the portal collapses and
he is freed from his duty. (He teleports
away in a fit of laughter) The portal’s
collapse also “awakens” three Zactar
priestesses who were turned to stone to
await the One True Being’s arriv
found her sanctuary, Umbra
decides to remain with the priestesses
in the cathedral, leaving the PCs to
deal with her over-possessive parents.
Chapter 4: Lost and Foundry
‘The adventure begins with the PCs lost
in the streets of Sigil's Lower Ward. How
the PCs end up there is for the DM to
decide, (Perhaps they are deposited there
after deliberately or unintentionally
passing through one of Sigil’s many por-
tals.) Read or paraphrase the following:
‘There are dozens of dark places in
Sigil where a careless berk can
‘wind up as a page in the dead-book,
and you're lost in one of them. The
city’s Lower Ward surrounds you.
Its buildings, bereft of charm
blackened by soot, seem awkwardly
narrow. They slant forward menac:
ingly. The ground shivers underfoot
with the grumbling of the nearby
Foundry—a towering edifice of
blackened stone capped by dozens
of belching chimneys. The air is
choked with soot and sulfur, though
few pedestrians seem to mind. A
horned fiend trudges past, pulling a
onful of weapons. Three
heavily-armed Harmonium soldiers
watch the jously from
nearby street corner.
er
DUNGEON 24UMBRA
AC+UALLY. (mM aN ELF, | JUS+ L@@K Like THIs
AF+ER A HARD DAY.
— SARCAS#IC REMARK FROM
+HE CAMBION DIRNGRIN,
SHOR#LY AFFER REVEALING HIS +RUE FORM
‘The Foundry is one of the Lower
Ward's great landmarks. The PCs may
stop a passer-by and ask for directions if
they wish, The fend pushing the wagon
is mezzoloth named Nuurp (pro-
nounced NOO-erp) who becomes
annoyed if the PCs bother him. Nuurp
is delivering weapons to the Doomguard
at the Armory and has no patience for
clueless berks who ask for directions. If
the PCs continue to pester him after one
‘warning, Nuurp tries to frighten them
‘away by attacking them with his claws
or spells.
‘Nuurp (mezzoloth}: INT low; AL NE;
AC +1; MV 15; HD 10-20; hp 63;
‘THACO 11 (oase) #AT 2 or 1; Dmg
+6 ar by weapon type +6;
SA spells; SD +2 weapons needed to
bit; immune to poison, paralysis, sug-
gestion and charm spells, MR 50%; SZ
‘M; ML 14; XP 21,000, PMC/123 (yugo,
loth, lesser). Speli-like abilities (at 10th
levely alter self animate dead, burning
hands, cause disease, couse serious
twounds, charm person, cloudkill (once!
day), darkness 18° radius, detect invist-
bility (always active), detect magic,
dispel magic (twicelday), flame strike
(once/day), hold person, improved phan-
tasmal force, infravision, mirror image,
produce flame, sleep, teleport without
error trip. Nuurp cannot gate additional
‘yugolothe while in Sigil
"As the PCs pass by the Foundry, they
are confronted and attacked by three
bar-igura who have disguised them-
selves (using change self spells) as the
three Harmonium soldiers standing on
the street corner. (Even PCs who belong
to the Harmonium are confronted and
bullied. The bar-igura simply pretend to
bbe Mesoures of higher station.) The bar
Tgura are henchmen of a night hag
named Virini (oe Chapter 3) and are
‘working in tandem with a eambion
‘named Dirngrin, whom the PCs will
‘meet shortly. Their orders are to ap-
proach the PCs and start pushing them
around like good Harmonium soldiers.
Casting a know alignment spell on the
bar-Igura reveals their chaotic
alignment—evidence that they are not
really law-abiding hardhead soldiers!
Ifthe PCs comply with the bar-iguras’
every whim (not likely, but possible
given the Harmonium's reputation and
influence in Sigil), the brutish tanar'ri
call them all sorte of derogatory names,
hoping to provoke a skirmish,
Brutus, Rukubee, and Moroz (bar.
Igura): INT average; AL CE; AC 0;
MV 9, climb 15; HD'6 +6; hp 49, 44,
38; THACO 15; #AT 3 or 1; Dmg 146/
146/246 or by weapon +3; SA spring
attack; SD camouflage, spells; MR.
‘30%; SZ M; ML 13; XP 8,000; PMC/97
(tanar'ri, lesser). Spell-like abilities:
‘change self (twicelday), detect invisi-
bility, dispel magic, entangle, fear
(by touch), invisibility (twicelday),
plant growth, spectral force (twice!
day), telekinesis, darkness 15° radius,
infravision, teleport without error.
Ifthe bar-igura provoke the PCs into
drawing their weapons, the tanar'ri
drop their halberds, assume their true
forms, and attack with their teeth and
claws until two or more are wounded.
Although the streets are lined with
‘curious spectators, no one helps the PCs
for fear of the bar-iguras’ wrath. Before
the fight turns lethal, Dirngrin the
‘cambion ¢eleports into the fray to “help”
the PCs (see below). The bar-Igura,
pretending to be startled by Dirngrin’s
sudden arrival, turn invisible and flee
into Sigil’s alleys. Ifthe PCs insist on
pursuing the bar-igura, the evil tanar’ri
ir plant growth ability to cover
scape by filling the alleys with
Read or paraphrase the following when
‘Dirngrin teleports into the fray:
‘A vortex of swirling black smoke
erupts from the ground not five feet
ahead of you, dissipating almost as
suddenly. A dark figure emerges
from the smoky haze, startling your
brutish assailants. Caught off guard
by this new arrival, the fearsome
orangutan-like fiends vanish from
‘your sight. The dark figure stands
‘before you—a slender elfin man
decked out in tight-fitting black
leather armor with spiked metal
shoulder plates and knee-high,
studded leather boots. His skin is
dark, his ears pointed. Secured to his
belt is a gleaming silver dagger.
Dirngrin has been shadowing the PCs,
crawling from rooftop to rooftop and
studying the party's movements closely,
attempting to ascertain whether or not
they are worthy. He appears on the
scene once he is satisfied that the PCs
are “ideal candidates” for the task
ahead (by the way in which they handle
the bar-gura). Dirngrin is not hostile.
He has orders to guide the PCs safely to
the Black Sail tavern where Inimigie,
the scheming yagnoloth, is waiting for
them. (Allowing the barlgura to attack
the PCs was the cambion’s idea, not
Inimigle’s, Dirngrin has a broad sadistic
streak and likes exceeding his orders.)
‘The devious cambion has polymorphed
himself into a slim, dark-skinned tief-
ing to avoid drawing too much open
hostility from local baatezu. Dirngrin
(rho is actually quite hulking) apolo-
izes for not appearing sooner. He ad-
mits to shadowing the PCs, but he
denies his association with the ill
‘mannered bar-Igura, claiming that he
prefers “intelligent company" The cam-
bion need not speak all at once, but
here's the gist of what he has to
“The Cage ain't a place for the clue-
less, cutter. It make a basher go
barmy before you can say, ‘Pike it,
primescum!
“I've been keeping track of you eut-
ters. Thought you might need a hand
fending off the bar-Igura. Lucky for
thom they're easily startled”
“Thave a dea! for you, if you're
‘game. Anything's better than a one-
way ticket to the Deadhouse, if you
catch my meaning. There's a blood at
the Black Sail tavern who wants to
22 Issue No. 5‘UMBRA
see you. He's sort of a high-up man.
‘Name's Inimigle. Out here, he's the
closest thing you cutters got to a
friend.”
“T ain't peelin’ you, cutter. Those bar-
Igura weren't just lookin’ for easy
pickings. They're thugs working for a
night hag named Virinis. She owns a
shanty called the Worm's Guts. The
chant is she wants you on the next
menu. Her clients are picky about
‘what they eat, and you cutters seem to
bea seasoned lot. Sigil’ filled with
‘bar-igura all lookin’ to beat the fire
outta you. That's just a rumor, but
‘rumors have more truth than Truth
around here. Inimigle knows the
chant. He's got the ticket if you want a
safe way outta here. Can't hurt to hear
what he has to say”
Dirngrin is not lying. Even his story
about the night hag is true. However,
‘what he neglects to mention is that the
night hag, Virinis, is actually Inimigle's
ally. She takes sadistic pleasure in mak-
ing sure the PCs do what Inimigle ex-
pects of them, and she uses her horde of
bar Igura henchmen (allied with
Dirngrin) to ensure the PCs “follow
through.” Once Inimigle has finished
with the PCs, Virinis delights in deal-
ing with the PCs on her own terms. Her
restaurant, the Worm's Guts, features,
some grisly delicacies and caters to
variety of outer planar fiends. Yes,
Inimigle is known to dine there from
time to time!
If the PCs attack Dirngrin, he defends
himself with his dagger or teleports to a
nearby rooftop. (He does not revert to
his true form, preferring to keep his
identity a mystery. If another skirmish
erupts, four real Harmonium guards
arrive on the scene, having been sum-
‘moned by concerned passers-by. They
arrest the PCs for their disruptive be-
havior and, possibly, for their unpro-
‘voked assault on the “tiefling” Three
rounds later, another four Harmonium
guards show up with two hamatula
stezu who work aa hardhead enfore-
ers in the Lower Ward. (Dirngrin, who
does not get along so well with baatezu,
tries to leave before the hamatula ar
rive.) Ifthe PCs attack the guards, the
guards use their charm person ability to
‘coax the PCs into surrendering peace-
fully, (See The Factol’s Manifesto for
details on the hardheads’ charm ability.)
Ifthe PCs are unaffected by the charm,
DIDI TELL vou +e S+@P GROVELLING?
— INIMIGLE +© +HE LAS# CLUELESS
WH® +@@K HIS FAVORIF+@ CHAIR
the Harmonium soldiers defend
themselves. Ifthe PCs somehow man-
‘age to shake the hardheads, the soldiers
send the hamatula to track them down.
‘Of course, the cambion might seize thi
‘opportunity to provide the PCs with a
safe haven, if they're willing to hear
‘what Inimigle has to say.
Dirngrin (polymorphed cambion): AL
(CE; AC 3; MV 15; HD 4; hp 31; THACO
16 (14 with dagger), #AT 1; Dmg by
‘weapon type +1 (strength); S17 (+1/
+1),D 17, C 16,114, W 7, Ch 5; SA
cause fear by touch, thief abilities; SD
never surprised; MR 30%; SZ M; ML 13;
XP 4,000; PMC/98 (tanar'ri, lesser),
studded leather armor +1, gloves of
missile snaring, doom dagger +2 (see
below.
‘Spells: darkness 15' radius, infra-
vision, teleport without error, detect
‘magic, levitate (7 timesiday), polymorph
self(8 timesiday).
Dirngrin’s silver doom dagger +2
inflicts damage as a short sword and is
infused with negative energy which
drains one level of experience from its
whenever a natural 20 is rolled
(no save). Restoration or wish spells are
required to restore lost level
‘Harmonium soldiers (4) INT aver-
age; AL LE; AC 3; MV 9; F4, F3 (x3),
hp 80, 24 (3), THACO 17 ot 18; #AT 1;
Dmg by weapon type; SA charm person
oncelday; ML 14; XP 176, 120(%3),
plate mail, mancatcher (60%), fauchard-
fork (30%), or footman’s mace (20%),
helmet, Hardheads armed with maces
also carry shields (AC improves to 2).
Dreadfang and Gaulfagor (hamatula:
INT very; AL LE; AC 1; MV 12; HD 7; hp
41, 37; THACO 13; #AT'3; Dmg 244/244)
844; SA first attack causes fear, spell-like
abilities, hug: SD +1 weapons to hit; MR
30%; SZ'M (7 tally ML 19; XP 6,000;
PMC/24 (baatezu, lesser
Spells (usable at will advanced illu
sion, animate dead, charm person, infra
‘sion, know alignment (always active),
suggestion, teleport without error fet
normal fires, hold person, produce flame,
pyrotechnics.
Chapter 2: The Black Sail
‘When he’s not guarding the old Zactar
Cathedral (located in the Lower
Ward), Inimigle the yagnoloth hangs
out at the Black Sail with a few of his,
planar friends. The Black Sail tavern
‘was firat introduced in the adventui
The Eternal Boundary, 60 it’s possible
that PCs may be familiar with this
low-key establishment.
If Dirngrin was killed in the opening
‘encounter, Inimigle sends some other
agent (such as the tiefling Turia—see
below) to locate a party of worthy ad-
venturers. Ifthe PCs still refuse to meet
with Inimigle, the yagnoloth kindly
asks Virinis to send more bar-Igura
henchmen after the party. Dirngrin
assures the PCs that Virinis will not
trouble them at the tavern, claiming
that she fears
Virinis and Inimigle are on.
terms, See Chapter 3 for Vi
ties and Chapter 1 for typical bar-igura
statistics.)
Ifthe PCs agree to follow Dirngrin,
the cambion takes them directly to the
tavern. When the PCs approach the
tavern for the first time, read or para-
phrase the following:
Fused to the tavern is the hull of an
ancient galleon. A soot-stained sail
hangs above the ship's gargoylish
figurehead. Inside the ill-kept estab-
lishmer th a ribeage of dark
rafters, is
with curtained alcoves. The tavern's
DUNGEON 23UMBRA
The Black Sail Tavern
fone square =5'
first floor
|
alley
|
KEY 5. Water Closet
1. Common Room 6. Bath
2. Bar 7. Sitting Room |
3. Kitchen 8. Innkeeper's
4, Guest Room Quarters
‘sordid patrons congregate at tables
placed in the middle of the room,
‘while muffled voices can be heard
behind the thick curtains which
enclose the alcoves. The local riff:
raff pays little attention to your
arrival, and a young serving maid
to ignore you. You might
ken her for an elf were it
not for the small black horns pro.
truding from her copper-tinged
forehead,
‘The Black Sail can be a dangerous
place for anyone looking to start
trouble. Usually the patrons mind
their own business, but PCs who in-
vite discord will find a dozen or more
bashers eager to accommodate them.
Hidden behind the curtain of one
alcove is the yagnoloth, Inimigle, who
can't be bothered using magic to dis-
guise his huge presence or toothy
grin, The yagnoloth is joined by his
“consort,” Tur |ing with the
personality of razorvine). Read or
paraphrase the following when the
PCs see the yagnoloth for the first,
time:
Crunched at the back af one cor]
tained aeere wamicestrove bebe, |
‘moth with scaly red skin, great |
imuscion wing ike earsend abroad, |
toothy grin His arma are
dapropertionate-his right arm be. |
ingexceanively large, his left unnat- |
rally small ta hie geegantuan right |
Rand beclutchesamemmoth ala |
ttcin, Squoered in beside this hulk- |
Ing fiend is lender tieling dreamed
inblueatained plate mall. She
ou contemplate approach-
‘The yagnoloth is very friendly, offer
ing to buy the PCs a “tanar'rie aperitif”
‘made from scrumptious spinagon ichor.
Ifthe PCs accept tha!) they are served
by Salja, the charming tiefling waitress.
(At the DM's discretion, the house aperi
tif may have some strange effects on
non planar drinkers.) The brooding.
Turia doesn't utter a word during the
whole encounter. Dirngrin the eambion,
if alive, stands outside the aleove to
make sure the PCs and Inimigle are not
disturbed.
Tnimigle has quite an imagination,
‘moreso than most yugoloths. He fancies
himself something of a Sigilian godfa:
ther, keeping informed on all aspects of
life in The Cage. He doesn’t speak often
about his job serving as night watch:
man at the Zactar Cathedral, a forsaken
structure currently owned by a faction
called The Fated. He was bound there
by a powerful wizard of The Fated and
sets rather irked when forced to discuss
his indignity in detail. Given the choice,
he prefers the term “custodian” to
“night watchman.” Sulice it to say, he's
always looking for an out and a way to
get even with his summoner without
inviting the wrath of the entire Fated
faction. (Hiring assassins to eliminate
his summoner would be too risky and,
as he pute it, “in poor taste.”)
Inimigle wastes no time in making his
request to the PCs:
“Tve heard through the razorvine
that Virinis has her eye on you. I
suggest you stay away from her. Be
warned that she has powerful friends
in Sigil, Her cuisine has won the
affection of at least three pit fiends,
not mentioning any names. This is
where I can help you,
24 Issue No. 55UMBRA,
Inside the Zactar Cathedral ia a
portel leading to other planes, in-
Cluding the Prime Material plane. As
ithappens, Ihave free access to this
portal. Tan offer you safe passage
from Sigil in exchange for one small
service. Oh, the service is not for me!
‘After ail, you don’t exactly trust me,
do you?
“Perhaps you are familiar with the
Waiting Ones? No, of course not
‘That faction disappeared a long, long
time ago under—shall we say
‘mysterious circumstances.
“The Waiting Ones believed that
everything in the universe existed
for the benefit of the One True
Being, an ultra-powerful entity ere
ated by the gods themselves. The
leader ofthis faction, Zactar, believed
that the True Being would take the
form of a child whom the faction
would raise and whose powers could
be nurtured. It is written that the
child would be recognized by a ring
shaped birthmark on the palm of her
left hand. As Custodian of the Zactar
Cathedral, Thave become something
ofan expert in ancient Zactar lore,
‘and I believe Zactar's prophecy holds
true. My spies inform me that a child
bearing the Mark of Zactar has been
seen in The Lady's Ward, held in the
custody ofthe Harmonium.
“Very little about the Zactar fac-
tion is known, but the hardheads
obviously view the Zactar philosophy
‘with distrust or contempt; otherwise
‘they would not prevent the child
from fulfilling her destiny. It i my
Wish to see the Zactar faction revived
land their cathedral restored to its
former glory. The child must be set
free, and for that I require your
assistance.
““Durkayle i a high-up Mover in the
Harmonium. His ambition and brutal
ity are known and feared throughout
Sigil and the Outlands. The child of
prophecy is being held inside his tower
not far from the Harmonium barracks.
My spies tell me Durkayle has placed
the child in the hands of his baatezu
minions, Anyone who's ever worked
‘with bastezu knows how horribly they
corrupt the innocent Ifyou rescue the
child from Durkayle’s tower and bring
her to the Zactar Cathedral, I wil give
you free use of the Zactar portal and
anything elae within my means”
YOU SAY s@me+HING?
— FIRS+ AND @NLY WORDS SPOKEN BY TURIA
+@ +HE POOR BERK IMPALED ON HER SWORD
Spells such as detect lie and zone of
{truth reveal that Inimigle is telling the
truth, although he has serious doubts
about the “ultra-powerfulness” of the
creature referred to as the One True
Being. He does indeed possess several
keys to the portal in the Zactar Cathe-
dral, and his offer is genuine. Due to
powerful incantations cast by his sum-
‘moner, however, Inimigle is unable to
use the keys himself (although he ean
‘and will “lend” them to others). The
yagnoloth doesn’t keep the keys on his
pperson; if the PCs ask to see one, he
sighs and complains about not being
able to remove them from the portal
chamber. (A little white lie!)
‘The yagnoloth doesn't know for
certain that Umbra is the ‘‘child of
prophecy” but assumes as much.
Inimigle does not speak of Umbra’s
parents and says nothing of the child’s
halftanar'ric origins. If the PCs i
quire about the whereabouts of the
child’s parents, Inimigle replies that,
the child is probably an orphan. He
knows that Durkayle is Umbra’s fa
ther, but he doesn’t want to deter the
PCs from kidnapping the alu-child.
Ifthe PCs suspect treachery and ask
‘what's in it for the yagnoloth, Inimigle
stares at them aghast and replies:
“Tam simply fulfilling my role as a
‘good samaritan. It isnot my intention
to deceive. After all, ‘Benevolence’ is
‘my middle name! Ah, but Ican tell
from your expressions that you doubt
my sincerity. Do not judge me so
harshly, my mortal friends. Ihave no
interest in profit. I would never inflict
hharm upon an innocent child, as much
‘as that might surprise you.
“If you simply must know, Iwas
summnoned to guard the Zactar portal
‘until the return of the Waiting Ones—
‘an event which, I must say, has been @
long time coming. The One True
‘Boing’s presence in the cathedral will
signal the completion of Zactar's
prophecy and herald the faction’s re-
‘turn, Onoe the Zactar faction is re-
stored to its former glory, my services
will no longer be required, and I shall
bbe free to return to my domain in
Gehenna, Ah, how I miss Gehenna in
all its flaming glory!”
Inimigle is again telling the truth, He
likes sulfur saunas and lava baths and
is eager to return to his magma citadel
in Mungoth, Gehenna’s third layer. If
the PCs refuse to help, the yagnoloth
plays on their sympathies:
“Your decision disappoints me. And I
thought éanar'ri were cruel and un-
giving! Oh well, at least I tried.”
“T loathe to imagine what
Durkayle will do to that poor, inno-
cent child. Doubtless he
rupt her—transform her
‘emistary of evil. Assuming, of
‘course, she survives the captivity.
"Tis a shame, really, that she
should find herself held in baatezu
clutches. Now I fear the Zactar
faction will never return to Sigil.
‘That this child may never fulfill
her destiny grieves me! And as for
‘you, I hope you like making
mies. [hear Virinis is preparing a
special surprise for next month's
menu. She does treat her clients
well.”
‘The yagnoloth has no craving for
combat, but he defends himself if at-
tacked. He is simply performing a serv-
ice for Karylin the succubus (and, more
DUNGEON 25a
UMBRA
importantly, himself and has no wish to
involve himself in any conflict with the
PCs or the Harmonium. Nevertheless,
PCs who refuse his request will be beset
by Virinis’ bar-igura and possibly the
night hag herself, if she's not too busy
(DMs discretion.
Tnimigle (yagnoloth}: INT very, ALN
AC +4: MV 18; HD 10+20; hp 82;
THACO 11; #AT 2; Dmg 1412+ 10/0y
weapon type; SA acid breath, devour life
force requires five round), shocking
‘grasp (usable 3 times/day; 148+ 10 hp
damage) SD +1 or better weapons to hit;
MR 40%; SZ.L (12' tall; ML 14; XP
20,000; PMC/127 (yugolth, lesser). Spells
cast at Lith level (usable at will: alter
‘eff, animate dead, cause disease, charm
‘person, improved phantasmal force,
‘produce flame, teleport without error
Tnimigle once commanded a large
expanse in Gehenna but was greatly
despised by his fellow yugoloths. So
hnated is he that he cannot gate other
yugoloths. Instead, he relies on the help
of his fellow outcasts Turia and
Dirngrin and other hired lowlifes. He
still considers himself a prince despite
earning the derision of other, equally
powerful yugolt
“Turia (iefling fighter: AL NE; AC 0;
MV 12; F6; hp 49; THACO 14 (13 with
Tong sword), #AT 8/2 or 2; Dmg by weap
an type +1 (strength), +2 (specialize
tion}; $ 16, D 16, € 19,112, W 8, Ch 10;
SA poison; SD +2 to save vs. electricity,
fire and poison; half damage from cold;
ML 14; XP 2,000; PMC/112; slender
long sword +1, shortsword +1 (coated
with Type E poison, good for two sue-
cessful attacks), plate mail +1 (stained
deep blue), ring of mind shielding, boots
of striding and springing, three erystal
‘ial (each containing one application of
aily, Type E poison). Like all tieflings,
Turia is ambidextrous and uses two
weapons simultaneously without
penalty.
“Turia is dangerous creature who
keeps her thoughts to herself unless
provoked. Inimigle does not pay Turia
for her loyalty and doesn't know she's @
Doomguard spy sent to keep an eye on
him. Turia does not interfere with
Taimigle’s petty tortures and sees them
as furthering the Doomguard cause.
‘Salja tiefling serving maid: AL N;
ACT (Dexterity); MV 12; HD 4-43; hp
19; THACO 15; FAT 1 or 2; Dmg 1 +3
rake) oF by weapon (1d4 with stilettos),
$13, D17,C 14,112, W 16, Ch 10; SA
poison; SD as Turia above; ML 11; XP
650; PMC/112, Salja keeps her twin
stilettos in scabbards lined with Type O
poison,
Salja hails from the Outland burg of
Ribeage. She keeps her ears and eyes
‘open to alll things which happen at the
tavern and is willing to share rumors
for a hefty price (100-400 gp for each
tidbit of information). If the PCs inquire
about Inimigle, the tavern, or strange
happenings in Sigil, she offers the fol-
owing advice free of charge:
“You want the chant, you pay the
jink. Nothing in Sigil’ free, berk—
nothing and no one.”
Salja can verify that Inimigle is the
“custodian” ofthe Zactar Cathedral and
‘that he has a reputation for honoring his
‘agreements. She also knows that e is out
of favor with other yugoloths, although
‘one of Inimigle's associates seems to
know why: Sala knows that Dizngrin is
really a cambion in disguise and has seen
‘Turia speaking with agents of the Doom
‘guard. Saja is very streetwise and pos-
Sesces the usual tiefling temper. She is
als flirtatious and will sometimes make
playful advances toward young male
adventurers with @16 or higher Cha-
riama. She plays a peripheral part in
Chapter 8. Assuming she survives, DMs
can tse Saja asa contact for future ad-
ventures set in The Cage.
"PCs reserving rooms inthe Black Seil
‘must pay 10 gp per night, or more ifthe
innkeeper thinks they're loaded with jink.
‘The tavern containg ite of value, al-
though the innkeeper (a breeding thief
named Zaren) koope a sack of 160 gp in
his private quarters. The second floor
‘guest room nearest the stairs is currently
taken by Dizngrin. The trunk in Dirn-
sgrin's room is locked (+ 15% to thieves!
‘open locks rolls) and contains a collapsible
metal halberd +1 and an amulet of nega:
tive plane protection functions as the Srd-
level priests spell af the same name and
protetis the wearer against energy
raining attacks)
Reaching an Agreement
Ifthe PCs agree to help Inimigle retrieve
the child from Durkayle's clutches, the
yagnoloth smiles broadly He then hands
‘one ofthe PCs (the party leader, if there is
fone) a 6" black basalt disk engraved with
‘an arcanaloth’s visage (a gate key to the
plane of Gehenna, stolen by Dirngrin and
hha barAgura thuge) and gives the party
these instructions:
“Only fools would smash their way
into Durkayle’s stronghold. The
chant is he’s got more than two hun-
dred hardheads stationed there. But
do not let the numbers deter you. You
must travel to The Lady's Ward and
seek out Zaraga, mistress of the
Screaming Tower. To enter her lair,
‘you must show its guardians that
talisman and recite the following
oath to the Lady of Pain. Repeat
after me:
ewear this oath to Si
Lord of all She gazes;
pledge my life to Her, the one
‘Who spares us from the Mazes.
““A catchy little rhyme—just make
sure you get it right. Once inside the
Screaming Tower, you will meet
Zaraga. Don't be alarmed by her
‘appearance. She's as dear a wornan
fas any fiend could ever set eyes upon!
Give her the talisman and she will
help you. Do not give the talisman to
anyone but Zaraga, or you won't live
to regret your mistake.”
i's guard:
Inimigle repeats The Lady's Oath if]
PC wishes to write it down. Ifthe play-
ces forget parts of it, the PCs will find
themselves in serious trouble! As for
Zaraga, the yagnoloth does not describe
her in any more detail, claiming she
likes to use magic to alter her appear-
ance from time to time,
‘Chapter 3: To the Lady's Ward
Getting from the Black Sail to The
Lady's Ward takes several hours of
walking. The Lady's Ward is the most
orderly and well-kept district in Sigil,
far removed from the gloom and grime
of the Lower Ward. Whether the party
opts tofy or travel by foot, read or
paraphrase the following description a
the PCs make their way toward the
Screaming Tower:
For all its bizarre majesty, The
Lady's Ward is a cold and lifeless
place cluttered with dark, twisted
architecture, Inside towers of peril-
ous height lurk some of the most
powerful, gluttonous, and vile beings
imaginable. The maze-like streets
are patrolled by stone faced
Harmonium soldiers, all looking to
scrag some poor sod or hang some
lowlife bubber from the leafless tree.
26 Issue No. 55Even the tanar'ri and baatezu give
the faction a generous berth, taking
their skirmishes to the rooftops to
avoid confrontation.
‘The PCs are generally safe so long.
they remain in wide-open places and
nothing to draw attention to them-
selves. Foolish or heroie acts will not
tolerated by the Harmonium. The DM,
should stage one or both of the followin
‘encounters as the party makes its way
through this part of Sigil
Between a Hag and a Hardhead
‘As you round the next corner, you
‘come face to face with four armored
soldiers, their breastplates adorned
with the blue sword-crest of the
Harmonium. The squad's leader
‘comes to an abrupt halt, narrowly
avoiding a collision with your party,
and glares at you with cold blue eyes.
He says, “Ho, there! Sheath your
‘weapons and state your business!”
‘The PCs are confronted by four sol:
diers of the Harmonium. The leader of
this patrol is a human paladin named
Kellinor. He and his company are
‘searching for a “wanted felon” who's
been accused of selling false gate keys
‘to Mount Celestia (known to many
clueless primes as the Seven Heavens,
haven for all that is lawful and good).
Kellinor has a personal stake in seeing
this culprit brought to justice, since
Mount Celestia is where most paladins
whittle away their afterlives, The PCs
have never met the wanted felon,
though they'll have a tough time con-
vineing the paladin that they know
nothing. “I know a liar when I see one
and you—you are a liar!” is one of his
favorite replies.
Kellinor's quarry has made himself
searce, but the paladin refuses to quit
searching. He interrogates the PCs thor-
oughly, providing them with an obscure
description of the culprit (tall, gaunt,
Dlue-skinned, dressed in gold regalia,
probably an Anarchist”) and asking them
‘again and again whether or not they've
seen or made contact with this “unseru-
ppulous cross-trader” Ifthe PCs fail to
wwince Kellinor that they know noth:
ing, or if they tell the paladin, “Pike it,
bberk!” he arrests them. Attempts to bribe
the paladin are met with terrible scowls
and compounded charges.
to locate more Hirrionium soldiers!
Ifthe PCs find themselves in troubled
waters, one of Inimigle’s allies arrives
fon the scene to bail them out. The ally
is Virinis, a polymorphed night hag,
and she's been asked to watch for the
PCs and ensure their safe passage
through The Lady's Ward.
While the hardheads are busy question-
ing or arresting the PCs, Virinis (in the
‘guise of a old peddler) saunters past. She
has left her restaurant in capable hands
‘and is pushing a cart loaded with fat,
ing larvae. Suddenly, one of the
‘art's wheels falls off and the larvae are
‘et loose upon the street! While the
Harmonium soldiers help Virinis recap-
‘tre the larvae, the PCs are given a
‘chance to escape. (Ifthe PCs hang around,
the hag discretely “shoos” them away.)
Preferably when the PCs are out of
range (beyond 20’), Virinis casts her
forget spell on the befuddled
Harmonium soldiers. Ifthe soldiers fail
their saving throw, they completely
forget about their encounter with the
PCs. If the hardheads save against the
speli, Virinis provides them with infor-
‘mation they need to track down the
enigmatic “gate-key pusher” Since this
is Kellinor’s number-one priority, he
does not waste time chasing the PCs
through Sigil’s dark alleys but instead
tries to validate Virinis’ claims. PCs in
the range of Virinis’ forget spell must
also make a saving throw or lose all,
memory of the last seven rounds.
Kellinor (human paladin): AL LG;
AC 1; MV 12; Pa; hp 45; THACO 14;
4AT 1; Dmg by weapon type +1
(Strength); SA charm person oncelday;
SD lay on hands (heal 12 hp/day),
immune to disease, cure disease once!
week, +2 to saving throws; S 16 (+0/
+1), D 13, C13, 110, W 16, Ch 17; ML
15; plate mail +2, broad sword +2.
Kellinor is just a glorified (but well:
quipped) Harmonium stooge.
Harmonium notaries (3): AL LG; AC
; F3: hp 24 each; see Chapter 1 for
complete statistics, They wear plate
ail and are equipped with man.
-atchers and long swords.
Virinis (polymorphed night hag):
IT exceptional; AL NE; AC 0; MV 9;
_/ MAD 8; hp 87; THACO 13; #AT 1; Dmg
248; SA cause disease; SD spell immu.
nity, cannot be held (due to magical
ring), +3 weapons to hit; MR 65%; SZ
M; ML 8; XP 12,000; PMC/60. Spells:
know alignment, magic missile (4 mis
siles; usable 5 times/day), polymorph
self, ray of enfeeblement, sleep (affects
evil individuals only). Virinis wears a
hood of obscured alignment, making it
impossible for others to detect her evil
‘thoughts when the cowl is drawn, She
also carries a mage's scroll (forget,
sstoneskin, and Mordenkainen’s sword
cast at 18th level) and wears a ring of
free action.
If attacked, Virinis relies on her good
armor class, her invulnerability to most
‘weapons, and her magic resistance for
protection. If she sustains damage, she
casts the stoneskin spell from her scroll,
rendering her impervious to the next
1d4 +9 attacks.
Larvae (4): INT semi; AL NE; AC 7;
MV 3; HD 1+1; hp 5 each; THACO 20;
#AT I; Dmg 1d4+1; SA wounding,
cause disease; SZ M; ML 4; XP 35;
PMCI62.
‘The Barghest Wagon
‘A large black wagon rolls down the
street, pulled slowly by a monstrous
black bull armored in metallic
lates. Pedestrians give the wagon a
ide berth, staying clear of its spiked
‘wheels and the bull's green, gaseous
breath. The frightful wagon is lined
‘with thick iron bars and holds nearly
‘a dozen prisoners, most of them
dressed like vagrants or thieves.
Seated at the reins are two large,
bblue-skinned goblinoids with menac-
ing scowls and cruel, barbed whips.
‘They are shouting disparaging re-
marks to pedestrians in their own
ugly language, probably warning
them to stay out of the wagon’s path.
‘The black bull is a gorgon, and the
goblinoids are barghests working for
TTT UNSEON 27UMBRA
Durkayle and the Harmonium. The
Dargheats, Kras and Scamang, are deliv.
ering ten prisoners to The Courts for
judgment. (The prisoners will be sen-
tenced by the Guvners and then taken to
‘The Prison and let in the clutches ofthe
Mercykillera.) The prisoners are mosty
agers who were caught looting a tem-
ple in The Lady's Ward. These lowlifes
Will almost certainly be incarcerated,
expelled to some terrible plane, or dan
fled from the “leafless tree" (the gal-
Iows). One ofthe prisoners is a young
‘mage named Heleta Vazgarth. Heleta is
‘an initiate ofthe Sign of One, a faction
‘which believes the Individual is the
center of the universe, She was in the
‘wrong place atthe wrong time and was
scragged by the barghests along with the
nine looters. She has been beaten and
reduced to 4 hp, but she still has a few
spells memorized. When she spots the
‘well-equipped PCs in the crowd, she
casts her ESP spell on them. If the spell
Succeeds, he learns about their quest for
the “child of prophecy” Heleta then eries
aut to them for help, using this new-
found knowledge to get their attention:
From the mournful sorrows of the
prisoners comes a frightened ery for
help. A young woman in torn robes
reaches out to you through the bars
‘of the wagon and says, “Help me! I
‘know you've come for the child—the
child of the prophecy. Ican help you!
Please, don't let them take me!”
Heleta knows zilch about the Zactar
faction and Umbra. Until she joined the
Signers three weeks ago, she was a
clueless Outsider who knew nothing of
Sigil’s ways. She is still a lost lamb
‘when it comes to knowing the dark of
‘things. Ifrescued, she doesn't even
pretend to know her way around Sigil,
admitting that she used magic to trick
the party into freeing her. If the party
ignores her pleas, Heleta casts her taunt
spell on the PCs to provoke them into
attacking the wagon. If er spell works,
the barghests mistake the party's inten
tion to attack Heleta as an assault
‘against them and retaliate accordingly.
Heleta Vazgarth (human mage): AL
CG; AC 8; MV 12; W4; hp 13 (currently
4; THACO 19; #AT 1; Dmg by spell or
‘weapon type; 88, D 16, C 11,116, W 9,
(Ch 12; ML 8. Spells memorized: detect
‘magic, taunt, ESP Heleta wears a bronze