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The Brand

A Dragonlance Adventure by Luis Fernando de Pippo

Additional Design by: Neil Burton and Richard Connery deign to attend, much to the relief of the gathered gods. At the
Cover & Illustrations by: Diego Andres Paredes last possible moment Nuitari also excluded himself.
Cartography & Layout by: Richard Connery Hidukkel spoke first with his honeyed tongue, outlying
the new shape of the world where their worshippers would be
http://www.tobrilmagazine.com hunted and killed. Next spoke Chemosh, fearing that his
“children”, the undead, would be hunted by the forces of Good.
Zeboim remained silent but concerned, while Morgion spoke
Introduction of the need to create a safeguard should all of their worshippers
be killed, a safeguard that would convert normal people into
The Brand is the first adventure on the “Scent of Evil” fanatical worshippers of the Evil gods.
campaign and it is designed for a party of four 2nd-level The plan was approved and for years they worked, pouring
characters. The adventure takes place in the city of Sanction their essence and giving it a mortal shell to better corrupt the
and environs. During or at the end of the adventure the PCs people of Krynn. After 15 long years, their efforts yielded a
should gain enough experience to advance to third level. candle that did not burn, but its smell could convert anyone to
The adventure does not include a detailed description of the worship of the god who lighted it. This artifact, the Scent of
the city of Sanction nor of the surrounding countryside, as Evil, was tested in a small hamlet of Solamnia and the people
that is not its purpose. For a map of Sanction check The Atlas of became fanatical worshippers of the evil gods, before they were
the Dragonlance Saga or Tales of the Lance, but bear in mind that killed by their minions to avoid suspicion.
in the Fifth Age the lava does not flow into the city but it is This test doomed their efforts. Gilean alerted Paladine and
used as a moat. Also there are no Dragonarmies camps within together they put forth a plan to get hold of the candle for this
the city. The Clandestine Circle and the War of Souls trilogy are artifact opposed the free will of mortals. In a daring raid
recommended reads to understand the city and its current Knights of Solamnia stole the Scent of Evil and sealed it under
political and social situation. Of course the Dragonlance the surface of Krynn, somewhere near Estwilde. To prevent
Campaign Setting and the Age of Mortals sourcebook are the Evil gods from retrieving it, they provided a safeguard:
invaluable for the campaign. only people of good alignment bearing the symbol of all the
This adventure is unofficial and the events told here are to Evil gods who created the candle could enter the chamber and
be considered strictly non-canon. retrieve it.
The gods of Evil were not overly concerned about the loss,
Adventure Background until the time of the Kingpriest came. The rise of Good forced
their hand and they knew they had to use the scent or be
The campaign and the adventure are set about six months after diminished in power. They used all their means to corrupt
the events described at the end of the War of Souls trilogy. heroes to get the scent, but ultimately they failed. A corrupted
Takhisis lies dead and her corpse has vanished from the eyes of person could not penetrate the chamber and good people
mortals, while Sargonnas and his minotaur children have would not willingly carry the symbols of Evil deities. Another
launched an attack against the Silvanesti lands, displacing the plan, set in motion after the War of the Lance, failed for the
elves. Three Dragon Overlords lie dead and the Knights of same reason.
Solamnia hold Sanction. Valthonis, the exiled fallen god
Paladine, tries to inspire the people to defeat adversity on this
Age of Mortals.
Recent Events
The world is still rocking over the news of the return of When the War of Souls ended the Evil gods conveyed a
the gods, and how they did not leave Krynn but were tricked Council. They desperately need worshippers and the Candle
by Takhisis, who stole the world from them. Most of the gods would be the ideal artifact to increase their power. Since no
are busy rebuilding their power base and are in desperate need good people would willingly wear their symbol, they resorted
of worshippers. The Evil gods, with the notable exception of to trickery.
Sargonnas, think they do not have enough time to rebuild Morgion was chosen to start the plan. A cultist of him,
their churches and have turned towards an ancient artifact Ayla, currently residing in the Sanction area contacted Curom
they created a long time ago just for this eventuality... Rom, a warlord with a band of loyal draconians. She promised
Curom a great reward if they could capture a band of
“adventurers” to brand them with the symbol of her god and
The Scent of Evil set the divine plans in motion. She recently heard of a new
After the Third Dragon War, the gods of Evil called a council band of adventurers in the area that would be perfect for her
to discuss their future on Krynn. Takhisis, recently defeated by plan...
Huma, and Sargonnas, worrying about his minotaurs, did not

2 The Brand
Adventure Synopsis Sanction
The PCs arrive in Sanction and contact Amerio Truesilver, a Sanction is still rebuilding after the events of the War of Souls.
half-elf that has either something they want or know about Many stragglers from Mina’s army remain in the city and the
where it can be found. Amerio will get them what they want, Solamnics are busy ferreting them out. Encounters with
but the PCs must discover the source of the attacks upon the thieves or cutthroats are quite common.
caravans leaving through the North Pass of Sanction. The DM should feel free to introduce special encounters
When the PCs accept they are sent towards the North with the criminal elements of the city or maybe with the
Pass, where they are attacked by draconians who want to displaced elves. That, however, is not the focus of this
capture them. If they are captured they are brought into the adventure and the party should never feel that the city is too
presence of Curom Rom and Ayla, who brand them and, after dangerous to use as a base. For more information on Sanction,
roughing them a little, let them go free. Most PCs will want along with a map of the city, please refer to the Age of Mortals
revenge for this and will return to deal with the branders. sourcebook, page 131.
If the PCs are not captured, or want revenge, they will find What follows is a list of the common services of the city:
a map on a draconian, or will remember where they were held
captive, and head there. The entrance is disguised by a spell,
but the PCs will find it due to the map or their memories.
Once inside they must contend with the draconians
inhabitants until the final showdown with Ayla and Curom
Rom. After the PCs defeat them they will explore the complex
and be branded, so the door is open for the next adventure...

Adventure Hooks
Here are some character hooks the DM can use to kick-start
the adventure. Feel free to devise your own or combine any of
the following:

The PCs are in need of work and hear that Amerio


Truesilver is looking for mercenaries for a “scouting
job”.
If one of the PCs wants to become a Knight of
Solamnia, his sponsor can send him to Sanction to get
an old footman’s lance that Amerio promised him.
An apprentice Wizard of High Sorcery can be ordered,
either by his master or the new Conclave, to find a rare
component for a spell that only Amerio Truesilver has,
or knows how to get. It is possible for that component
to be in one of the attacked caravans forcing the PC to
track its attackers. This also works with the Solamnic
plot hook above.
A dwarf in the party inherited a map pointing to an
ancient dwarf hold established by the dwarves of
Thoradin during the days of the Kingpriest. In the back
of the map there is indication of “the clan treasure”.
PC clerics, so soon after the return of the gods, can be Taverns
sent to help the Solamnics or convert people to the
worship of their gods; or to erect a temple or shrine and The Drinking Wench (Tavernmaster Eriol Shadowkeeper,
spread the dogma of their deities. Human Male Commoner 3/Rogue 5): This tavern is little more
than 4 walls and a roof but the quality of its beer is renowned
through Sanction. Instead of chairs it has hollowed barrels and
Phases of the Moons the tables are just wood planks over barrels. The Tavernmaster
You can use the following information to determine the phases is also a fence so stolen goods can be reduced here. Because of
of the moons at the start of the adventure instead of rolling his profession, tavern brawls are rare.
using the chart on page 95 of the Dragonlance Campaign Setting.
Solinari: Waning, Last Quarter (position 16 on the chart). The Lonely Maid (Proprietor Alan McNoff, Human Male
Lunitari: Waning, Waning Crescent (position 6 on the Expert 5/Rogue 1): This tavern used to stand in the center of a
chart). busy block of the city and was called The Happy Maid. After
Nuitari: Waxing, First Quarter (position 6 on the chart). the events in the War of Souls, the entire block was destroyed
but, miraculously, the tavern remained intact. Renaming it

The Tobril Special August 3


The Lonely Maid, Alan continued with his business and it is sells caltrops should customers specifically ask for some. Elune
thriving because of the lack of competition. is bitter due to the exile of the Qualinesti and a bit haughty. All
the prices are set to 20% more than those in the Player’s
Handbook.
Inns
The Bronze Inn (The Cowled, Human Male?): This Inn is the
best and most luxurious that Sanction has to offer so its prices Trade Goods
are a bit on the stiff side (20% more than the normal price). The The Store with Everything (Olarskyn Obsaron, Human
Cowled is said to suffer from a degenerative disease and so it is Male Expert 2): A fountain of gossip about Sanction who hates
covered in fine gray robes. Those who had seen his features are Solamnics with passion and it is always dressed in a purple
usually shocked by his sheer ugliness. robe he claims to be magical. Whether the PCs ask or not he
Secret: The Cowled is, in truth, a cultist of Morgion. If the will give them the following gossip:
PCs spend the night here, and are in the employ of Amerio, he
will send their full descriptions to Aila. Even if they don’t stay “One year is all the Solamnics will last until the
he will send a small message with a little description. populace awakens and kicks them out of Sanction”.
“Hogan Bight should show the Solamnics the gate, only
The Last Stop (Airaen, Human Male Commoner 3): This Inn then can we live in peace”.
of medium quality stands nearly outside the city towards the “I don’t know why people hate the Dark Knights so
North Pass and reaps a healthy profit because of it. Airaen is much, they were duped as much as we were”.
helpful and will even lend money to people down on their
luck. He also maintains a small stable with pack mules and
even a horse or two. Although no purebred by any stretch of
Amerio Truesilver
the imagination, they are usually sufficient to get around in Amerio is a male half-elf who has been adopted by the famous
the city or if a caravan is missing a pack animal. He will sell the Truesilver merchant family of Sanction. He is the contact of
animals for twice the usual price or lend them for a weekly fee the PCs, regardless of the motivation they had to seek them
of 40% of total price for the animal. out, unless the dwarven plot hook is used.
Secret: Airaen is a member of the Hands of Gabor, a secret Amerio wants the PCs to investigate the caravan route
society that uses the downtrodden people for their own between Sanction and Thoradin, as there has been a great
amusement. The loans he gives appear to be with “no strings increment of attacks by draconians and other fell beasts. He
attached” but carry hidden heavy obligations. explains that they need not wipe out the source of the attacks,
only report their headquarters and for that is willing to pay 50
steel pieces each. However if the PCs should wipe them out he
Temples would be willing to part with 100 steel pieces each and two
There are no active temples in Sanction but plenty of Masterwork weapons of their choice, plus any treasure they
abandoned ones. Rumors abound that clerics of Kiri-Jolith find. He explains that a caravan left two days earlier for the
have opened a temple near Sanction, but no one knows where East Pass and he hopes they can catch with it before it is
it is (This is a plot hook for the next adventure). attacked.
If the PCs probe for information he can only state that the
attacks are always by draconians and follow no pattern, ranging
Weapons and Armors from attacks near the city walls to attacks about 3 to 4 days
As a rule, and due to the city’s precarious situation, all items from the city. The caravan moves at around 24 miles per day. If
found in the Player’s Handbook cost from 30% to 50% more. The the party does not have mounts, Amerio recommends they talk
exceptions are noted below. to Airaen at The Last Stop so they can reach the convoy faster.

The Sword’s Emporium (Grul Dwarvenstone, Dwarf Male


Expert 10): A short lame dwarf due to a wound he took
defending the city against one of the first attack by the Dark
Knights (he loves to tell the story). He hails from Thoradin. All
the weapons here cost 5% more than in the Player’s Handbook.
On the Road
He also has a limited selection of Masterwork Swords and From Sanction to their destination the party can fall prey to
Axes, but does not sell any kind of armor. many perils. Here are some suggested ones. DMs should roll
once every 8 hours and unless stated otherwise all encounters
Thoradin’s Market (Darklin Battleax, Dwarf Male Fighter happen only once. With the exception of the wolves, these
5/Expert 5): This is a grim tight-lipped dwarf that speaks in encounters shouldn’t be life threatening to the party. If,
monosyllables and is quick to show his customers the door. however, your players are having a hard time with them feel
Any kind of armor can be found here for 10% more than the free to ease up rolling to twice or even just once a day to let
listed price in the Player’s Handbook. them recover. After all, the purpose of this initial part of the
adventure is to get the players to reach the Stronghold. DMs
The True Arrow of the Qualinesti (Elune Silverbow, Female can use the wilderness tactical map if the group uses
Elf Qua Primal Sorcerer 13): A quaint shop set up by this miniatures.
Primal Sorcerer, it specializes in bows and arrows but she also

4 The Brand
Table 1–1: Random Encounters experienced enough to know which targets to hit first (robed
d% Encounter characters and fighter’s mounts, though they will leave any
01–30 — pack mules alive). If the fight goes badly for them, the goblins
31–65 Draconian hunting party will scatter and flee—they haven’t survived this long in this
66–72 Goblin scavengers area by being foolhardy—although they are quite capable of
73–81 Pack of wolves fighting to the death if the PCs corner them.
82–90 Giant spider
91–99 Gnoll hunter Goblins (5): hp 5, 6, 7, 8, 8; Monster Manual, pg. 107.
100 Injured bear These three goblins are equipped with shortbows and 5
arrows each instead of javelins as well as one bag of
Draconian Hunting Party (EL 3) caltrops for the whole goblin group.
Whether the PCs are mounted or not, a force of draconians
attack them, almost always from ambush (A Spot Check Pack of wolves (EL 2 or —)
against DC 15 will reveal the draconians and allow the party to The party encounters a small den of wolves. If this encounter
avoid being surprised). The draconians try to take the PCs alive happens during daytime the pack is present. The parents will
by dealing nonlethal damage and, what is really strange, is that protect their protégée (which does not fight) of all harm. The
the draconians show no fear of death and fight until they are DM should roll a Survival check (DC 10; if the party has a
all killed, not one of them retreats. Inquisitive PCs may notice mount or pack animal or if they are carrying a especially
an unusual greenish tint in the baaz scales with a Spot check strong scent the DC for the check is 5) for the wolves to know
(DC 10). if they notice the party approaching. If so one of the parents
will hide 10 feet away from the den and hope to catch the
Baaz Draconians (2): hp 16, 19; Dragonlance Campaign intruders unaware.
Setting, pg. 217. If this encounter happens during nighttime, both parents
are out hunting leaving the small cub sleeping. Should the
Possessions: A plain ivory scroll case containing a letter and baby wolf awake, it will immediately call out and both parents
a map. The unsigned letter is written in Common and reads: will arrive within 5 rounds of this alert. In this situation parties
should receive no experience points because they forced an
You must capture alive the avoidable confrontation.
following people that recently left
Wolves (2): hp 12, 13; Monster Manual, pg. 204.
Sanction... Remember Ssrak, it is
your priority to get them alive or
Giant spider (EL 2)
He will rot our bones. No excuses.
The party comes across a big web covering an area about ten
feet wide. A spider will detect the party due to its tremorsense
Include the description of the PCs when you read the note ability (unless the PCs have to extraordinary means of
aloud. The map makes it easy for the PCs to locate the entrance concealing their movement vibrations) and will attack as soon
to the compound from where the draconians raided them. If as they are close enough. The party hope to catch a glimpse of
the PCs are captured, the draconians gag them, blind them and the spider before it attacks if they succeed at a Spot check (DC
tie their hands. They then proceed to knock them 15) otherwise they are surprised.
unconscious. They wake up in Encounter Area 10 (The Cells)
described below. Monstrous Spider, Large (1): hp 22; Monster Manual,
Should the PCs manage to capture a draconian, he will pg. 208.
refuse to talk except to tell that the great rotting disease is
killing him. A common Knowledge check (DC 10) revels that Possessions: In a bulge in the silken web there is a small plain
draconians are immune to disease so there is something wooden box imprisoned there for some weeks. A Search check
strange going on here. A bard needs only succeed at a Bardic (DC 5) will reveal the box, which holds a wedding bracelet
Knowledge check DC 5 to gain the game information. made of silver (around 70 steel value). It was caught here when
This encounter can happen more than once up to a a disgruntled (and rejected) male human threw it into the
maximum of three times. After the first one, remember to wild. The bracelet has a small inscription that reads “May our
subtract the members of these subsequent draconian raids love be as strong as the northern wind - JC”.
vanquished in the wilderness from the total number of
draconians found in the Stronghold. Gnoll Hunter (EL — or 1)
This encounter only happens during the day. This hunter is on
Goblin Scavengers (EL 1) his way home with a couple of rabbits and a weasel tied to his
A small band of rag tag goblins are hunting game and whatever waist. Unless the party presents itself in very poor condition,
they can scrounge. They will try to evade any confrontation he knows he is outmatched so will appear friendly and
with the PC party unless they appear to have been in combat conciliatory, he introduces himself in the Gnoll tongue but he
recently in which case they’ll try to set-up an ambush firing knows enough of Common to maintain a conversation. He
their ranged weapons from trees or large boulders. They are does have an agenda, however. Through conversation he will

The Tobril Special August 5


study the party and try to know more about their goals and
capabilities for a future ambush. He will offer to share his new
Dungeon Features
meals if the party is weary of him but the Gnoll will leave While the Stronghold was excavated from rock, only one room
before nightfall and prepare to spring his trap sometime in late remains of the original cavern network. The walls, ceiling and
morning of the next day, unless the party takes reasonable floor are from this material not unlike obsidian, which is black
precautions to conceal their tracks. The party should not but highly reflective, so torches provide a greater range of
receive any experience points when they first meet him as he illumination. The ceiling and floor are featureless, and despite
is non confrontational, but award them in full should they its appearance, the floor is not slippery.
encounter him a second time in the planned ambush. The walls have carvings of dwarves fighting different sort
of creatures and provide plenty of places to have hidden
Gnoll (1): hp 10; Monster Manual, pg. 105. buttons or levers. There are torches in the walls every 40 feet
and they provide such illumination that it appears to be in full
Injured Bear daylight inside, thanks to the reflective quality of the surface.
A huge black bear lies dormant next to an olive branch. Next
to it lays a bloody carcass of a lamb, half eaten and tied with a The Entrance
rope to a small stump. The party can notice the bear has been There is very little chance of the PCs blundering in the caverns
caught in a trap with a successful Spot check (DC 10). The bear on their own. Either they found the map or are prisoners of a
has been here for more than a couple of days and is near death. draconian hunting party. If they come with the map, read the
The party can ignore it and move on or try to ease its suffering. boxed text:
Especially nature-conscious parties might risk trying to heal it
and set it free. If so the bear will awake after being healed at The entrance to the cave is so well
least 1 hp and will try to attack the party. Rangers and druids
concealed, that you doubt you could have
might be able to sooth the lumbering beast with their Wild
Empathy ability. Its initial attitude is unfriendly. find it if it wasn’t for the map. Hanging ivy
covers the entrance and you cannot spot
Bear, Black (1): hp 5; Monster Manual, pg. 193. any sentinels.

There are no sentinels outside, though you may want your PCs
to do Listen and Spots checks to keep them guessing. Curom
Rom is so sure that no one can find his stronghold that feels no
The Stronghold guards are needed.

of Hammer 1. Entrance Passageway (EL 2)


This stronghold was established by the dwarves of Thoradin Read or paraphrase the following when the party enters this
during the days of the rise of Istar. Its purpose was to provide a area:
market for dwarven goods in southern Ansalon, Sanction
A long passageway, brightly illuminated
being its gateway. The stronghold was abandoned by the
dwarves after the Proclamation of Manifest Virtue and was by torches and covered by a purple fungus,
used by bandits lords as their headquarters but after the leads to a solid wooden door with metal
Cataclysm passed from history. casings.
Sometime before the War of the Lance a red robe wizard
found it and used it as his base of operations, due to his The fungus throws spores when the PCs walk by, but they are
interest in the Lords of Doom. As to not be disturbed he cast completely harmless. Have them roll Fortitude saves just for
an illusion over the entrance and nothing but another face of fun. Any druid can identify the fungus as a rare edible variety
the mountain can be seen from the pass, an illusion that of common underground funguses.
remains to this day. Along the passageway there are two Arrow Traps that also
About 5 years ago Curom Rom a rogue knight, fleeing alert the guards posted in area 2 when they are triggered. The
from the Dark Knights of Neraka, stumbled upon it and arrows fired come from the ceiling but the trigger mechanism
established his base here, raiding the caravans from and to is a depression plate on the floor.
Sanction. Three months ago Ayla arrived and started filling
Curom’s head with dreams of glory and destruction. Arrow Trap (2): CR 1; +10 ranged (1d6/×3 crit); Search
The garrison of Curom’s troops is composed of roughly 20 DC 20, Disable Device 20.
draconians and 20 warriors for the entire complex. Remember
to deduct from this number those draconians the PC may have
already killed on the road.
2. Guard Post (EL 2 or 4)
When the PCs reach this area, read or paraphrase the text in
the following box:

6 The Brand
Mercenaries (varies): hp 5, 6, 6, 8; see the NPC
Two small rooms appear before you, to section at the end of the adventure for detailed
your left and to your right. By what little is statistics.
inside they resemble guard posts, since
Possessions: A small key made of bone.
there are only three stools along with a hay
hammock and the floor is worn out with 3. Main Hall (EL 3)
heavy use. The Main Hall does not have many enemies, but their actions
in this room change whether they were warned from
If it is night there are only two sentinels in each guard post, Encounter Area 2 or not. If the guard managed to warn his
one of them sleeping. If challenged the warrior who is awake companions read the following text:
will use a move-equivalent action to wake its companion.
If the mercenaries hear the arrow traps being sprung, they The man manages to open the door and cry
charge out of the room and one goes to Encounter Area 3 to something. Suddenly a flight of arrows
warn his friends and prepare against the invaders. flies towards you. They come from a
There are three warriors in each room. If the PCs do not section of a wall covered with arrow slits.
stop the runner, who takes 2 rounds opening the door, the
draconians on the other side have a surprise round where they
If the mercenaries didn’t warn them:
can pepper the PCs with arrows. The doors open outward from
the room, towards the passageway not towards Encounter Area The door opens and a stinking smell
3. There is no treasure in the guard posts, as they prefer to stow
assaults your senses. What was, a long time
their personal belongings in the barracks. There is, however, a
small key the party can hope to find with a Search check (DC ago, a meeting place in this dwarf fortress
10). This key is one of a pair that can open the door leading to now is nothing more than a monument to
Area 8 (Barracks). The other one is kept with the second shift filth. Before you rises a section of a wall
sleeping in the barracks. covered with arrow slits but no one is
manning it.

The Tobril Special August 7


If the draconians weren’t warned roll initiative normally and weapons of course and some forks and knives. Because of this
proceed with the combat, if not they have a surprise round and there’s a chance the party might be able to deceive or
are ready to launch arrows. There are three draconians with intimidate their way in. Both groups’ initial attitude is
light crossbows (plus one mercenary if the party managed to indifferent if the party has their weapons sheathed or
let him warn the draconians) here and they wont look for concealed; otherwise unfriendly.
reinforcements, as they believe they can stop anyone. If two The DM should assign a +2 bonus on these checks if the
draconians fall, the survivor will try to flee towards Encounter party tries to blend in as just another group of mercenaries
Area 8 (The Barracks) to warn against the invasion. Once the coming to eat (increase this bonus to +4 if the players role-play
combat is finished read this: especially well). This is not a fight the party can hope to win by
force. If they manage to succeed at deceit they might even
The magnitude of the destruction visited to glean some information about the complex, but it is risky. Any
this hall is now apparent. What used to be type of Gather Information check done here increases the
a beautiful fountain lays in ruins in the chance the draconians or humans will suspect something is
center of the room, while in nearly all amiss and will require the characters to make another Bluff,
Diplomacy or Intimidate check but this time without any
corners a great pile of garbage lies. The
bonus.
room has four exits. In the exact center of it
two closed wooden doors go to the right
5. Kitchen
and left. One exit, directly across you and
beyond the fountain, ends in another long
passageway; while in the northwest corner The draconian kitchen is a place where
a small passageway leads to darkness. people with weak stomachs should not
enter. Strange smells coming from the
black cauldron in the center of the room
The garbage piles do not have treasure and anyone who are made worse by the two draconians that
searches them must pass a Fortitude save (DC 7) or suffer filth are tending to it.
fever. The fountain is clogged with trash and does not have
anything of value either, because it is completely destroyed by
the draconians. The unarmed female draconians won’t attack anyone but
Combat in this room does not alert others in the fortress, would not betray any information from the fortress, except
due to the thick doors and the belief of the draconians posted that the woman of the ruler of that fortress is “rotten” inside.
here that they could handle whatever it comes.
Female Baaz Draconians (2): hp, 19, 20; Dragonlance
Baaz Draconians (3): hp, 19, 20, 20; Dragonlance Campaign Setting, pg. 217.
Campaign Setting, pg. 217. These draconians are armed
with Masterwork longbows and ten arrows each. The stew in the cauldron gives off a strong smell but it’s
They’ll drop the bows and engage in melee when the especially nourishing. The draconians use the mildgarb yeast
party closes in. that grows in the Area 6 (Centipede Grotto) in their cooking
and when boiled the plant has some curative effects. If a PC
Possessions: Three Masterwork longbows. eats a portion he can regain up to 2 hit points. The party can
also put some into flasks (there are some dirty ones made of
4. Mess Hall clay laying around in the kitchen floor). They are able to store
This room is usually closed off with a set of heavy wooden up to five doses in this way to save for later. Druids and rangers
doors. Depending on the time of day it’s either quiet or might be able to identify the special ingredient in the stew
bustling with activity inside. The party should be able to hear with a successful Survival check (DC 15).
the laughs and sometimes brawls that occur during lunch and
supper. Should they enter this area, read or paraphrase the 6. Centipede Grotto (EL 2)
following: This part of the complex is in complete darkness. If the
characters are using a torch or some other means to illuminate
their way read or paraphrase the text below:
Opening this door you find yourselves
watching long tables covered with grease This appears to be the only place that is
stains. It is quite evident that you have intact after the dwarves remodeled the
found the mess hall of the fortress. caverns to turn them into a fortress. A
small pond of what appears to be clear
Depending on the time of the day the players might walk into water lies in the center of the cavern,
an empty room or a death trap. This room is used at noon and surrounded by stalagmites. The floor is
at 10 in the evening. At these times the number of draconians
highly uneven and running in this room
here can reach 6 as well as around 8 human mercenaries. They
are all unarmed, except the dracos still have their natural would not be a good idea.

8 The Brand
The grotto is the home of a colony of centipedes, but they first, can treat their comrades with a Heal check (DC 10) to
ignore the draconians because their mandibles cannot have them awake after some minutes.
penetrate their scales. The draconians feed them with refuse Using detect magic in the room or altar reveals an
and the centipedes serve as guardians of the grotto against overwhelming aura, but attempts to divine the school of magic
anything that might come from the water. fail. Read to all the PCs that suffered damage:
Have the PCs make Listen checks (DC 7) to hear a sound
like feet taping on the rocks. When the characters enter the A cold sensation grips your bodies, so cold
room have them make Spot checks (Against the +10 Hide skill and clammy that makes you lose
the centipedes have) to see the naturally camouflaged consciousness. While you fall unconscious
centipedes. Those who succeed see that small strips of rocks it appears that the cold is concentrating
are moving; those who do not are surprised. The objective of
below your elbow.
this encounter is to try to scare the PCs, not to deal a lot of
damage or disable them. Try to keep the player’s guessing
about what is attacking them. Should the PCs investigate their arms, they find that they are
Those who jump in the pond find that it is not terribly branded with a 5 strange symbols: A hood with two red eyes, a
deep (only 6 feet) and it is an excellent measure against the goat´s skull, a human skull, a broken scale and an evil looking
centipedes, which cannot enter the water. turtle. A Knowledge (Religion) check (DC 10) can identify
them as the symbols of Morgion, Chemosh (which has two
Monstrous Centipede, Medium (5): hp 3, 3, 4, 6, 6; symbols instead of one), Hidukkel and Zeboim.
Monster Manual, pg. 206.

7. Altar Room (EL 1)


This room is behind a secret door. A Search check (DC 10)
reveals the rock outcropping that opens the secret door. When
the players enter, read or paraphrase the following:

A great altar, covered with mold, is the


only thing that lies within this room. You
can feel a palpable, Evil presence.
Suddenly you feel a gut wrenching pain
and the mold covering the altar flies
towards you.

All the PCs must pass a Reflex save (DC 15) or suffer 2d6
points of non lethal damage followed by a Fortitude Save (DC
18): PCs who succeed suffer a –2 permanent penalty to
Constitution (but see below), if they fail the Fortitude save
they fall asleep along with losing the Constitution point. This
magical sleep is of divine influence and it’s not troubled by
such mundane protections as an elf’s immunity to sleep
(although elves can claim the +2 bonus to Enchantment saves
when they roll their Fortitude save).
The Constitution loss is permanent and cannot be
recovered by any spell or power until the PCs rid themselves of
the symbol embedded in their flesh. No mortal method can
remove it, but bathing the arm in holy water lets the PCs have
their original constitution score for 24 hours. The PCs can
hope to learn this by researching obscure practices of the Evil
gods. For the character to do this needs at least 10 ranks in
Knowledge (Religion) and succeed at a Knowledge (Religion)
check (DC 25). 8. Barracks
If she still lives, Ayla is alerted whenever the altar claims The door to this room is always locked. There are a pair of keys
any victims and she will dispatch a squad of draconians to that open this door: one for each guard shift. One of the keys is
apprehend the shrine’s defilers immediately. If the party is always present with the guards stationed at Area 2 (Guard Post)
captured here, the adventure continues in Area 10 (The Cells). while the door is inside the barracks with the second guard
If the PCs defeated everyone in the fortress before shift. If the players don’t have the key can force the door open
entering this room, they awake after 1d20 – their constitution with a successful Strength check (DC 15) or batter it down
in hours pass (but always at least 1 hour). The ones who awake (the door has 40 hit points and a hardness of 10). Either way,

The Tobril Special August 9


forcing the door open will awaken the guards sleeping inside Curon Rom in Area 11 (Throne Room). If the party surprises
as well as Curom and Ayla (regardless of where in the her here she will fight to the death crying to her god for help.
stronghold they are at the time). When the players enter this
area read the following: Ayla: hp 14; see the NPC section at the end of the
adventure for detailed statistics.
This pretty big room appears to be the
barracks of the guards. Beds are lined up 10. The Cells
against the walls, a worn-out table rests in If the party arrives here on this own they have to deal with the
the middle of the room with nothing but a three arrow traps in the corridor. All the cells are empty.
small leather pouch on it. A small cabinet
Arrow Trap (2): CR 1; +10 ranged (1d6/×3 crit); Search
and a chest round off the furniture. To the DC 20, Disable Device 20.
northwest of the room a small doorway
leads into a poorly torch-lit corridor. There are six cells here and, if the PCs are captured, they are
stripped of their equipment and put each in one (if the PCs
There are always at least six enemies here sleeping here (two number more than six they are forced to share a cell). At
draconians and four human guards) with their weapons within around six in the afternoon, they are taken to the altar room to
an arm’s length. If they are attacked the closest to the exit will be branded and then Aila frees them ordering them to return
try to alert the rest of the complex (if the players are barring to Sanction.
that exit he will shout generally make a racket). They are A lever on the wall activates the cell doors 20 feet away
fanatics and fight to the death but since they just awoken they from the nearest cell. The players might devise of a way to pull
are a little groggy. the lever from that distance.
They spend a move action getting up and another one to They could also wait until noon where a guard comes to
fetch a weapon unless the players are too close in which case bring them some food. The guard is only armed with a club,
they might resort to grappling. Be sure to adjust the number of which he carries on his waist.
enemies if the PCs have killed most of them already in the The only other way to escape from the cells is to do a
wilderness encounters. Strength check (DC 20) to bend the cell bars (they are a little
rusty in places), but this has a very high chance to alert the
guards sleeping in Area 8 (Barracks). Have the player who
Baaz Draconians (2): hp, 19, 20; Dragonlance Campaign
forces the bars roll a Move Silently check (DC 15). If more
Setting, pg. 217.
than one player helped (only two can bend the bars together
Mercenaries (4): hp 6, 6, 7, 8; see the NPC section at using the Aid Another action though) have the character with
the end of the adventure for detailed statistics. the lowest Move Silently score do the check. If the check fails,
the guards wake up and act as described in Area 8 (Barracks).
Possessions: A small key made of bone.

Treasure: In an unlocked chest the players can find the


11. Throne Room (EL 4)
personal belongings of the guards. A total amount of 534 steel The iron double-doors signal the room’s importance. The doors
pieces, 238 silver pieces and 311 copper pieces along with a are unlocked. Assuming it’s daytime and if the Curom Rom
quiver with 7 Masterwork arrows, a Masterwork Chainmail knows that the PCs are inside the complex, he and Ayla wait
and 2 potions of cure light wounds. for them with the surviving guards, engaging them in melee to
give his elite guards, those who are in the Secret Guard Room,
time to attack with surprise. Read the following when the PCs
9. Ayla’s Room (EL 2 or —) enter:

Inside this room you can see a small When the door opens you see an imposing
wooden altar with two candelabra at each figure clad in studded leather armor sitting
side of it. A symbol of a hood with two red in a throne of bones in the center of the
eyes is prominently displayed above the room. It appears to be human, but he is so
altar. The strangest thing you see in this scarred by disease that it is difficult to tell.
room is the big fluffy bed and a wooden Standing alongside him are two
closet lying closely to it. A curtain of a draconians, attired with the symbol of
similar hue covers part of the opposite Morgion. Despite the brutish warrior in the
wall. throne, your gaze is swept to a woman
wearing gray tattered robes. Smiling
cruelly she simple says “I want them
A Knowledge (Religion) check (DC 10) can easily identify the
symbol as the symbol of Morgion. Inside the closet there are alive”, before the battle is joined.
plenty of robes and a bag with 20 steel pieces. The Cultist of
Morgion is here only by night, sleeping, otherwise she is with

10 The Brand
If they are unaware only Ayla and Curom Rom are here, potentially deadly for a 2nd-level party, in this situation
with two draconian bodyguards. If it is nighttime Ayla will be Curom Rom is simply trying to apprehend, not kill them.
in her room. Curom hasn’t slept in some days and it has taken a
toll on his health.

Baaz Draconians (2): hp, 20, 20; Dragonlance Campaign


Setting, pg. 217. Wrapping it up
Ayla: hp 14; see the NPC section at the end of the There are two ways to end the adventure:
adventure for detailed statistics.
Curom Rom: hp 23; see the NPC section at the end of The PCs are defeated and the draconians are forced to
the adventure for detailed statistics. kill them, effectively ending the campaign.
The PCs are defeated but manage to escape. Amerio is
Tactics: The draconians try to disable the PCs, not to kill disappointed but might agree to finance the party so
them. They try disarming them, sundering their weapons and they buy new supplies and perhaps sharper swords.
then grappling them. Curom Rom will not enter his rage until The PCs are victorious but are branded.
his hit points are reduced to half and Ayla will use her The PCs manage to end the threat to caravans coming
crossbow to great effect. If Ayla knows they are coming she from the Stronghold of Hammer but without being
will cast bless on herself, and later doom on the most branded. The mystery behind the raids and why
dangerously looking PC as her first action once combat begins. someone would be after them remains.
If the PCs manage to capture Ayla she kills herself,
succumbing to a disease that her worship of Morgion has held In the last two outcomes, if they return to Amerio with proof
at bay. Curom Rom knows nothing about this except that Ayla of their victory they are paid for succeeding in their mission.
paid him to harass the trade route until “suitable sacrifices” They also receive a story award of 300 XP.
appeared, or so he claims. Parties that have lived through the adventure should have
DM Notes: As the climax of the adventure, this enough experience to advance to 3rd-level. Most PCs would
encounter should be difficult for the party. From the want to remove the brand as soon as they arrive. For details on
descriptions of the corridor leading to the Throne Room, and how to deal with this check The Cursed Temple the second
the double iron door, players should realizing they are adventure on the “Scent of Evil” campaign.
approaching something special. Although an EL 4 encounter is

The Tobril Special August 11


Appendix A Appendix B
NPCs Pregenerated Characters
Mercenary: Warrior 1; CR 1; Medium humanoid If your players prefer they can use the following characters as
(human); HD 1d8+2; 6 hp; Init +0; Spd 30 ft.; AC 14 (touch 10, their own. DMs can also use some of them to round off an
flatfooted 10); Base Atk +1; Grp +2; Full Atk/Atk +4 melee uneven party.
(1d8+1, longsword) or +1 ranged (1d8, longbow); AL NE; SV
Fort +2, Reflex +0, Will +0; Str 15, Dex 10, Con 14, Int 10, Wis
8, Cha 10.
George Uth Amon
Skill and Feats: Climb +4, Intimidate +4. Weapon Focus Male Human Fighter 2
(longsword).
Strength 17 (+3) Fortitude +6 Armor Class 18
Ayla: Female human Cleric 2 (Morgion); CR 2; Medium
humanoid (human); HD 2d8+2; hp 14; Init +6; Spd 20 ft; AC 19 Dexterity 10 (+0) Reflex +0 Flat-footed AC 18
(Dodge 20; Touch 12; Flatfooted 17); Base Atk +1, Grp +0,
Atk/Full Atk +0 melee touch (poison dust: Primary –1 Dex, Constitution 14 (+2) Will +2 Touch AC 10
secondary –1 Dex) or +3 ranged (1d8/19–20, light crossbow);
Intelligence 12 (+1) Alignment LG Base Attack +2
SA Destruction domain Power (Smite: +4 to attack +2 to
damage 1/day); SQ Rebuke undead; AL NE; SV Fort +4, Ref +2; Wisdom 14 (+2) Speed 20 ft Melee Attack +6
Will +6; Str 8; Dex 14; Con 12; Int 14; Wis 16; Cha 12; Height 5’
9”. Charisma 16 (+3) Initiative +0 Ranged Attack +2
Skills and Feats: Concentration +6; Diplomacy +3; Heal +8;
Hit Points 19 Size Medium
Knowledge (Religion) +2; Spellcraft +6; Swim +3; Wilderness
Lore +5; Improved Initiative; Dodge.
Cleric Spells Prepared (4/3+1; spell save DC 13 + spell Skills: Climb +2, Jump +2, Ride +5, Intimidate +8.
level): 0—guidance, read magic, resistance (×2); 1—bless, doom, Feats: Cleave, Honor-Bound, Power Attack, Weapon Focus
detect poison, inflict light wounds*. (longsword).
* Domain spell. Domains: Destruction (single melee Equipment: Breastplate, heavy steel shield, Masterwork
attack with +4 bonus to attack and half cleric bonus to longsword, backpack with waterskin, bedroll, sack, flint
damage), Evil (all evil spells are cast at +1 caster level). and steel, longbow and quiver with 20 arrows.
Possessions: Poison dust (3 doses) (ability damage –1 to Dex
in primary and secondary damages), light crossbow, chainmail, Description
potion of cure light wounds, scroll of bless and a note detailing Standing 5’8” tall George Uth Amon is an impressive man.
how to activate the secret entrance to Area 7 (Altar Room). Foregoing the usual mustache that is the trademark of the
Solamnic Knights, he prefers a full beard. While his build is
Curom Rom: Male human Barbarian 2; CR 2; Medium impressive, not many people notice that, hidden under the
humanoid (human); HD 2d12+4; hp 23; Init +2; Spd 40 ft; AC layer of armor that he refuses to take out.
15 (Touch 12; Flatfooted 13); Base Atk +2; Grp +4; Atk/Full Atk
+4 melee (1d8+3/×3, Masterwork battleaxe); SQ Darkvision 60 Background
ft, fast movement, Rage 1/day, Uncanny Dodge (Dex Bonus to George Uth Amon comes from a long line of Solamnics
AC); AL CE; SV Fort +5, Ref +2; Will –1; Str 15; Dex 14; Con Knights, so long in fact that stretches way back to the
14; Int 8; Wis 7; Cha 6; Height 6’ 1”. foundation of the knighthood. While the Uth Amon have a
Skills and Feats: Climb +6; Listen +2; Jump +6; Intimidate long history, it is not a prestigious one and the family has
+4; Cleave, Power Attack. always been considered second tier in Solamnic society.
George’s father was strict in his upbringing and took him
Rage: The following changes are in effect as long as as a squire as soon as he could walk, teaching him the basis on
Curom Rom rages; AC 13 (Touch 10; Flatfooted 11); hp how to be a Solamnic knight and how to be strong and
27; Base Atk +4; Grp +6; Atk/Full Atk +6 melee honorable. Regrettably he died during the siege of Sanction
(1d8+5/×3, Masterwork battleaxe). leaving George alone and wanting to prove his worth.
As such he has applied the Solamnics for a position as
Possessions: Masterwork battleaxe, Masterwork studded Knight and he is currently on probation to see what he can do.
leather armor. His new mentor, Sandral Jewelstone, has left him with a great
freedom of action, waiting for the boy to prove himself.
George has lived all his live in Sanction and has a, kind of,
friendship with the kender Tasslehof Burfoot (not the original
Hero of the Lance). Recently he has been attracted to the elven
mage Serinda, but his best friend remains the dwarven thief
Surrok Stonehelm.

12 The Brand
Serinda Aspenleaf Tasslehoff Burrfoot
Female Qualinesti Elf Illusionist 2 Male Kender Cleric of Mishakal 2

Strength 9 (–1) Fortitude +1 Armor Class 13 Strength 8 (–1) Fortitude +3 Armor Class 18

Dexterity 17 (+3) Reflex +4 Flat-footed AC 10 Dexterity 18 (+4) Reflex +4 Flat-footed AC 14

Constitution 12 (+1) Will +4 Touch AC 13 Constitution 10 (+0) Will +7 Touch AC 14

Intelligence 17 (+3) Alignment N Base Attack +1 Intelligence 12 (+1) Alignment CG Base Attack +1

Wisdom 12 (+1) Speed 30 ft Melee Attack +0 Wisdom 16 (+3) Speed 20 ft Melee Attack +0

Charisma 11 (+0) Initiative +3 Ranged Attack +4 Charisma 14 (+2) Initiative +4 Ranged Attack +5

Hit Points 11 Size Medium Hit Points 12 Size Small

Skills: Concentration +6, Spellcraft +8, Knowledge (Arcana) +8, Skills: Concentration +3, Diplomacy +6, Knowledge (Religion)
Knowledge (History) +8, Knowledge (Geography) +8, +6.
Knowledge (nobility and royalty) +8. Feats: Improved Turning.
Feats: Spell Focus (Illusion). Equipment: Studded leather, light wooden shield, Masterwork
Equipment: Backpack with waterskin, bedroll, sack, flint and quarterstaff, backpack with waterskin, bedroll, sack, flint
steel, spell components pouch, spellbook, light crossbow and steel.
and case with 20 bolts. Domains: Healing, Protection
Familiar: Toad.
Opposed Schools: Enchantment, Necromancy. Description
When one thinks of a kender it either thinks of a carefree race
Description (such as true kender) or distrustful buggers (as is the case of
Serinda Aspenleaf is one of the exiled Qualinesti elves living in afflicted kender). Tasslehoff Burfoot is the eternal in-
Sanction. Her deep green eyes and her red hair is the only betweener, one moment he is distrustful, the other he is as
feature most people remember about her, as she covers the carefree as any kender.
lower half of her face and her body is hidden under featureless The feature that draws the most attention to him is the
red robes. Medallion of Faith that hangs in his neck, the symbol of
Mishakal clearly visible.
Background
Serinda is the daughter of a senator of Qualinesti and one of Background
the supporters of Gilthas and the Lioness during the Dark Tasslehoff Burfoot, so named after the Hero of the Lance, was
Knight’s occupation. Always a free spirit, her talent for magic born in Hylo and set out to see the world even earlier than
took her towards the path of neutrality instead of the path of most other kender. His travels took him to every corner of
good followed by most elves. Ansalon and his reputation as a wise kender grew from there,
Her new path has been a hard one and her new master, but something was lacking.
and old human wizard by the name of Zarakon, is a demanding It was one month after the War of Souls that he found his
master. On her own time he has befriended a human would be true calling. An old man named Varthonis gifted him with a
knight named George and a dwarven thief, barely tolerating Medallion of Faith and he was one of the first converts of
the company of a kender that hangs with them. Mishakal in the Age of Mortals.
She hopes to one day join the ranks of the Wizards of
High Sorcery under the patronage of Lunitari.

The Tobril Special August 13


Surrok Stonehelm Appendix C
Male Daewar Dwarf Rogue 2
Altar of Branding
In this appendix you will find the description of the altar
Strength 12 (+1) Fortitude +2 Armor Class 15 present in this adventure. It is a minor artifact of great power.
The Branding Altar presented in this adventure works
Dexterity 16 (+3) Reflex +6 Flat-footed AC 12
differently, as its primary purpose is not to control the people
Constitution 15 (+2) Will +0 Touch AC 13 branded and it was made by all the dark gods, not just a
Nightmaster.
Intelligence 10 (+0) Alignment CN Base Attack +1 Strong Necromancy and Enchantment, CL 20.
Wisdom 10 (+0) Speed 20 ft Melee Attack +2
Description
Charisma 13 (+1) Initiative +3 Ranged Attack +4 Altars of Branding are ancient artifacts created by the
Nightmasters of the Gods of Evil, and sometimes by the gods
Hit Points 13 Size Medium themselves. They were first spotted during the rise of Istar
when their followers were hunted and killed by the forces of
Skills: Climb +6, Search +5, Disable Device +6, Move Silently Good, but some ancient legends suggest that they are older
+3. than that.
Feats: Dodge. An Altar of Branding looks unlike any other conventional
Equipment: Breastplate, light wooden shield, Masterwork altar, because it will either be in a shape reminiscent of the
shortsword, backpack with waterskin, bedroll, sack, flint and deity’s holy symbol or it will be carved with scenes that the
steel. deity finds pleasing, along with its holy symbol. It will usually
have a flat surface in which to lay the sacrificial victim, but
Description sometimes they are tied upright to them.
Surrok Stonehelm is highly unusual for his race despite being The purpose of an Altar of Branding is to brand the
the average dwarf everyone pictures when thinking of the symbol of the deity in a hapless victim. The symbol is later
stout people. His most striking feature is his carrot colored used to influence the victim and made it act against his will
beard and hair, which he meticulous braids. He is at home in and under the guidance of the deity or cleric who branded it.
the city or the underground and can usually be found by those The altars caused so much havoc that a crusade to destroy every
seeking excitement. one of them was ordered by the third Kingpriest and all are
thought to be rubble.
Background
Surrok was born in Thorbardin, but left the city with the Use
group that followed Severus Stonehand to Thoradin. For a To use an Altar of Branding the victim must be bound to it,
time he dwelled there in peace, but he was punished when either laying on the surface or tied to it, and then an extensive
they found he had stolen a statuette from a fellow dwarf. ritual performed. The ritual takes 3d4 hours to perform and the
A great thief, the punishment he received left him a victim must be conscious but restrained, as any sudden
weakling. Taking him into Nightlund, he was left to the movement from the victim ruins the ritual and if that happens
mercies of the undead there, which drained his life-energy and the ceremony can never be performed on that victim again.
left him for dead. After the ritual is completed the victim must succeed a
Stonehelm recovered with the help of Tasslehoff Burfoot, series of saving throws. The first Fortitude Save (DC 25)
the kender cleric of Mishakal not the Hero of the Lance. prevents the magic of the altar from branding the victim. If
Honorable to the end, Surrok stuck with Tasslehoff while the this save is passed the victim can never be branded by any Altar
kender travelled trough Krynn, but he was finally able to settle of Branding again, regardless of the god worshipped and no
in Sanction. further saving throws are needed. The victims that are not
Wise and experienced beyond his years, Surrok struck a branded are usually killed by the evil clerics though.
friendship with George Uth Amon and, while he distrusts The second Fortitude save (DC 20) prevents the
Serinda, he has remained civil with the elf. Constitution loss (2 point) associated with the branding, as the
magic of the altar uses the victims life force to bind the symbol
to the flesh and made it resistant to attempts to remove it.
Those who succeed at this saving throw are still branded and
under the effects of the magic, but the DC to remove the brand
(see below) is reduced.
The third saving throw is a Will Save (DC 25). If the save
succeeds the victim remembers everything that has happened
to him, but if it fails the victim has a great gap in its memory
starting 1 hour before being branded and ending whenever the
evil clerics release them with the words “May (insert name of
the god) watch over you”.

14 The Brand
After a victim is branded he can be commanded to
perform any action and have no memory of it. Thus they can
be ordered to spy and report every couple of days and have no
memory of it. Only one such command can be carried by the
victim, further attempts just makes the target follow the last set
of commands. A Will Save is allowed (DC 30) to resist this
compulsion mind-affecting effect.

Means of Removal
A brand can be easily identified but the means to remove it are
far more difficult. First the victim must be on hallowed and
consecrated ground and must bath for at least 5 hours in holy
water. After the purification is complete the victim must
succeed at two consecutive Will Saves (DC 20) while a cleric of
at least 10th level casts in quick succession: remove curse, break
enchantment, bless and atonement. If the victim succeeded at the
second Fortitude Save during the branding, the DC of the Will
Saves is reduced to 15.
The ritual to remove the brand can only be performed
during a night in which both Solinari and Lunitari are in High
Sanction while Nuitari is in Low Sanction and only one such
ritual can be done per night. A character needs at least 10 ranks
in Knowledge (Religion) and succeed at a Knowledge
(Religion) check (DC 25) so the information needed to
perform the ritual is revealed to him.

Means of Destruction
Unlike most magical items an Altar of Branding can be
destroyed just by smashing it to pieces. An altar usually is made
of stone meaning it has a hardness of 8 and 15 hit points per
inch of thickness. Nearly all of the altar must be destroyed to
completely obliterate the magic. The spell disintegration and
similar effects are more than enough to carry out the task.

The Tobril Special August 15

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