Cities of Sorcery

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The document provides background information on the fictional city of Valoria and a neighborhood within it called the Patina Court. It was once a prosperous magical community but has since fallen into disrepair.

The Patina Court was once a wealthy magical neighborhood but its residents did not prioritize family or children. Over generations, the magic and wealth faded and the area became abandoned. It is now a squatter's paradise and hideout for gangs.

The current inhabitants of the Patina Court include petty gangs hiding in the old mansions, the Beggar's Guild which holds one structure as its guild house, and the Fallen Warlock Hostel provides shelter.

The Cities of Sorcery

Folio 8
3 DF1: The Patina Court
An Adventure for Characters Levels 1-3

18 DF1.5 Ratmen of the Dead Oak

Folio 9
21 DF2: The Lost Apprentice
An Adventure for Characters Levels 3-5

36 DF2.5 Gang War!

Folio 10
40 DF3: Forgotten Temple of Tefnut
An Adventure for Characters Levels 4-7

52 DF 3.5 The Crèche of Set

Folio 11
56 AT1: The Subtle Revenant
An Adventure for Characters Levels 5-7

72 AT1.5 Storm Seasons

Folio 12
75 AT2: The King and the Serpent
An Adventure for Characters Levels 5-7

90 AT2.5 The Part We Must Play

Folio 13
95 AT3: Playing Down the Dawn
An Adventure for Characters Levels 5-7

107 AT3.5 A Wall beyond Fury

The Patina Court Places,


1E & 5E blank Character Sheet, Iconic Characters
Folio Module DF1 So is the story of the Patina Court. Once a proud neighborhood
tucked north of Main Street and west of Odin’s Way, it has become a
forgotten footnote in the annals of Valoria’s lore.
Two centuries ago, when the nobility were building estates along
Basilisk Lane in the North Ward, a collection of magically adept and
independent minded citizens moved from the Wizard’s Knoll to form
An Adventure for Characters their own elite neighborhood in direct competition with the moneyed
markets of Basilisk.
Levels 1–3 Using gold gained from their varied arcane services, they built
large homes and decorated their eaves with bronze imported from
Vol. 1 the gnomes of Urn. With passing years, the regal bronze flashing
Mythras City of Valoria took on a deep green patina, and so the name of the neighborhood
Gazetteer was born, the Patina Court.
Magic, like life itself, is cyclical, and so attrition slowly wore away
on those of the Patina. Unlike mundane noble families bent on
Introduction political marriage and heredity, the magic practitioners of the Patina
were loners, eccentrics, and in many social graces backwards. They
Mythras Sandbox: cared more for intellectual study than raising children, and so within
How can I not be excited today to get my first opportunity to several generations the grand experiment of the Patina lost its luster
present a joint venture between Dwarven Forge and Art of the just as the gnomish bronze.
Genre? Well, honestly it would be impossible, especially since I get As the magic faded from the Patina, the grand houses were closed,
to play in their sandbox for a bit!This union of adventure and terrain and foot traffic from Valoria’s citizens, once heavy seeking potions,
came about in the spring of 2015 after Stefan at Dwarven Forge saw elixirs, spells, and enchantments, died away as well. The Patina
what we were doing with The Folio series and approached us about darkened and was all but forgotten.
the possibility of exploring his world of Mythras. I’ll tell you—I Decades passed and the homes still stood as stark reminders of
jumped at the chance because I know full well that Stefan is an avid pride, wealth, and even the magic of its creators as the structures
gamer, and getting a chance to dive into his homebrew world and rarely decayed as though standing vigil for their long lost masters.
add my own wrinkles was just too good to pass up. So, after more Today, the Patina is little more than a squatter’s paradise, a place
than half a year of development, I present to you The Patina Court, where many without hope can find some shelter or those wishing
the first in a trilogy of adventures that will flesh out a little corner of to get lost can disappear. There is no reason to come here, save for
the epic Mythras city of Valoria. Taking pieces from Fritz Lieber, those passed from this world, as Murtel’s Mortuary services corpses
Robert E. Howard, Michael Moorcock, and even a touch of H. P. for entombment into crypts within the base of the Wizard’s Knoll on
Lovecraft, I’ve melded Stefan’s vision of his fabulous city with what the Patina’s northern border.
I think best represents the flavor all of you are after. Together, we’ve Petty gangs hide amid the old estates, and the Beggar’s Guild holds
blended aspects of Dwarven Forge terrain with fast swords & sorcery one such structure as its Guild House, although no registry exists
adventuring, as well as unmatched classic fantasy art, to give you this for the union. The Fallen Warlock Hostel can also be found here,
unique look into Valoria. I hope you all enjoy what we’ve created, its patrons an eclectic mix of personalities, races, and ages without
and remember, this is just a guidebook, not gospel, so feel free to purses worthy of an inn like the Gracious Arms along the Main.
change, adapt, and reuse in your own campaigns anything you enjoy
in these pages.

Campaign Background
Certainly other folks still call the Patina Court home, from the
The Patina Court: decrepit Relgar’s Bath House to Alasia the Golden Astronomer, last
Valoria is a vast and dynamic city of more than 50,000 inhabitants. of the magically adept in residence, but even then, only the locals
Its districts are unique, varied, and play integral roles in its vibrant have knowledge or care concerning them, and they draw almost no
ecology. However, that isn’t to say that every block inside its walls is interest south of Main.
worthy of record. Each street is like a wave in a vast ocean caught Truly, this isn’t a place you would choose to visit unless you
in a single moment in time. Some are at a high point, curling in the have no other options, are deceased, or are a believer in child’s
break, and raise the city’s esteem. Others have spent their energy on tales of magical treasures hidden beneath the foundations of the
a sandy shore, now bleeding away into depths until they will perhaps ancient homes.
rise again or fade into antiquity.
5
Places of Interest
Lanka the Shade
Lanka is a half-orc, but the heritage of what she claims as her
The Fallen Warlock Hostel: elven father (again, hard to believe) has tempered her orcish side to
Situated two streets back from the Main, and farther east than the point some folks consider her attractive, if in an odd way. She is
the famed Gracious Arms Inn, this building has become home to well-versed in both the elven tongue and orc speech, and has contacts
an eclectic mix of downtrodden and aspiring pilgrims. Most have with the orcish clans that dwell outside the walls of Valoria. She
recently moved to Valoria, but there are others who have called their makes coin as a scout, often straying from the hostel for weeks at a
small room in the hostel home for several years. Run by an old city time, but has a room paid three months in advance so she never loses
guardsman named Alshock the Thrifty, this gruff man acquired the it. Some locals say she not only knows the land around the city, but
hostel under mysterious means, and many locals speak of his secret more importantly the sewers and catacombs beneath.
deals with gangs and a lost illicit goods bust that lined his purse before
his retirement. Whatever the case, Alshock runs a tight ship, is never Proprias the Learned
without a well-worn cudgel, and accepts payments for rooms on the A broken-shouldered and thin-bearded dwarf, Proprias is on the
first of each month, otherwise you and your things will land roughly last of his days, or so folks have been saying for a full generation, and
on the cobbles by the 2nd. yet he lives on. Local lore speaks of Proprias as one of the dwarves
that helped dig tombs into the Wizard’s Knoll on the northern border
Residents of Note: of the Patina, and he is often seen making the commute to Murtel’s
Mortuary where he writes eulogies for even the most lowly of the
dead. Whatever the case, there is no doubt that Proprias has lived
Brimbold Elderman the Lark through a great deal of the city’s history.
Brimbold is a young minstrel from parts unknown who fancies
himself a bard. He does play the lute, has a fair voice, and knows Cano, Rogue of the Scarf
three epic poems, but otherwise his greatest passion is charming Cano keeps to himself, a wiry human with broad shoulders and
local ladies for free meals and trinkets he can fence for coin to pay fingers long enough to palm a full-ripe melon. No one can say they
for his room. have ever seen his face, the man always wearing a black scarf, and
if he has a job, none can speak of that either. In truth, Cano lost his
Estaban Moncrief of the White Palm family to gang violence three seasons ago and now takes to the Patina
As dark as polished slate and tattooed with half a hundred odd at night seeking to do justice for those who cannot. What he takes
sigils, Estaban is a healer who deals in mundane methodology rather from his victims pays for his room and board, and what he doesn’t
than the magical piety of godly blessings. He will often be found use is donated to the Prometheus Soup Kitchen.
at the Rancid Cauldron trading remedies and small treatments of
minor ailments for drink. Once imbued with spirits, he has been The Rancid Cauldron:
known to spin tales of deep deserts, wild fire demons, and knights Where the Gracious Arms serves those with standing along the
who fly about the cloudless skies on winged horses. Main, the Rancid Cauldron is home to the less fortunate of the
Patina. Well off the map, this local dive serves up cast-off food
6 The Patina Court
House of Sigils:
Babar Ikala, a former sailor of the Golden Lake, runs a small
tattoo parlor in the Patina just off the Main. It is a favorite hangout
for gangs, so much so that each specific gang has its own devoted day
of the week to see Babar; otherwise, bloodshed is sure to ensue. The
man has real talent, and no design is too large or small, folks of the
Patina swearing that Babar’s skill comes from a sea witch he bedded
long ago. Either that or he’s seen most of the bizarre creatures on his
journeys that patrons ask him to place on their skin.

The Helicrium Bathhouse:


Located on the north side of the Patina, this old bathhouse
once served as a congregating point for the magically adept of the
neighborhood. Some whisper that the magic of the former patrons
still keeps the waters fresh and warm, as no hot spring rises in the
Patina. Whatever the case, the place has long since run down, even
if the water is still good, and now it is little more than a front for
the Teller Gang to run an underground brothel. The Flesh Guild
requires costly permits for such activities in the city, but here, away
from the public eye, young women can be found to provide ‘private
baths’ for patrons if the coin is right.

House of Flying Daggers:


Ling Tuo, a man of foreign ancestry and a way with working metal,
runs what many claim is the finest dagger shop in Valoria from a
small shop deep in the Patina. As open-carry swords are frowned
upon by the city watch, most citizens concerned about personal
protection carry a sling-blade or dirk, and Tuo has no shortage of
short blades for those looking to conceal a deadly weapon. His prices
are high, especially for the Patina, but his wares often find resale in
stalls and shops throughout the city, and more than one violent crime
has been traced back to his doorstep.

from the Gracious Arms (purchased expired and spoiled goods in Isildred of Golden Sylph:
a backdoor type deal), mostly by boiling it into thick stews. Many a Elves are always looked upon as otherworldly, and those of the
guest has found themselves attached to a privy after a night of stew Northern Forests of Mythras can sometimes be seen as akin to
and spoiled beer, but nonetheless, the fare is cheap and hot, giving legend, but nonetheless, some do find their way into Valoria. Isildred
those who don’t wish to make their own meals a place to gather and is one of these, a female of the race. She has been in the Patina since
talk about daily events. its founding and is the last of the original builders to maintain a
household. Her home, known to the locals as the White Spires, is
Murtel’s Mortuary: meticulously maintained and provides a glimpse into the wealth the
Certainly the most profitable business run in the Patina, and Patina once held. She is a known mage, and yet her devotion is not
probably the city (death just never goes out of style), Murtel’s has to fireballs and lightning bolts, but instead her time is bent studying
been serving the dead of Valoria for over three hundred years. The the constellations as if seeking answers to some question no citizen
Mortuary most often uses its crematorium for customers, but those of the human world has yet to ask. Known for her ageless beauty,
with more wealth have been known to be interred into Murtel’s Isildred typically takes a lover every half-century, producing a single
catacombs, a place marketed as sanctified by both Osiris and Hades. child, and then raising it alone. Her children, some say there are
There are also several aboveground crypts located on the slopes of over a dozen half-elves that call her mother, still come to visit her on
Wizard’s Knoll where wealthy aristocrats have purchased family occasion, but none have taken up permanent residence in the Patina.
tombs, all maintained by the Murtel holdings. Currently run by
Brigit Murtel, a young woman of no more than thirty winters, she Prometheus Soup Kitchen:
inherited the business from her older brother who was lost at sea Seeing as the denizens of the Patina are the last rung of social
while investigating exotic woods and metals in Urn. class before tagged with a homeless moniker, most are in need of
assistance, especially concerning food. Large families are prevalent
Abrella of the Third Eye: here as contraception is unknown to most. To help combat hunger,
There is a fortune teller of some renown in the Patina, and her shop the Temple of Prometheus, known by the locals as the Prometheus
‘Of the Third Eye’ is often the destination for those seeking portents Soup Kitchen, opens its doors four days a week to the locals for free
about their future. Most times these are troubled souls looking to food. During these petty feasts, gang hatreds are put aside, family
discover cheating spouses or unlawful business partners, but lovers, feuds left at home, and business squabbles forgotten. At no other time
dreamers, entrepreneurs, and even gang members sometimes come is the Patina more a community than on feast nights, and certainly
looking for answers. Whether Abrella actually has any true divination Prometheus is the most venerated god among the people.
skills is highly debated, but she does have a well-established network
of snitches, spies, and eavesdroppers that she maintains with copper
coins, and most patrons would agree Abrella’s second reading is
always much more interesting and specific than her first.

7
3. The Hostel & the NPCs
It is my suggestion that players begin play as independent
entities, who after various runs of bad luck, have all come to call
the Fallen Warlock Hostel home, at least temporarily. There are
great and helpful NPCs already in house, and it makes a great
meeting point (stay away from the dreaded and overplayed, ‘okay,
you are all at a tavern’ campaign opening!) for early scenarios.
Each player should be in need of coin, as the city isn’t cheap, so use
that as your leverage point.

4. Hints of the Black Eyes


The black eyes are the cause of limited chaos inside the Patina, but
more recently their thefts have become more brazen (namely since
the Teller Gang has taken something the black eyes need to maintain
control of their master’s other creation, the hopping brains. This
puts the black eyes directly in conflict with the Tellers, and Rexa,
leader of the Tellers, believes that the black eyes are the gatekeepers
to riches beyond the norm, now hidden secretly beneath the streets
of the Patina.
In the end, the players will likely side with the black eyes, thus
putting them firmly in the crosshairs of the Tellers as each races for
the ultimate prize found in Folio #10.

5.Interactions with the Teller Gang


This is another key to this adventure. The DM should be using the
Teller Gang as a foil to place the players firmly in one camp and the
Tellers in the other. Assuming you manage to get the players vested
in the health and safety of the Patina, then utilizing low level Teller
‘thugs’ to rough up friends of the players, thus prompting reprisals,
should ensure not only that the players become ‘benefactors’ of the
Patina, but also that they will have to watch their backs whenever

Dungeon Master Notes


& Suggestions
1. Running the Patina
First off, all city campaigns must establish a ‘feel’. Some might
be more swords & sorcery, others regal high adventure, some dark
fantasy, etc. In the case of Valoria, we get a standard Euro feeling
mixed with the vestiges of Rome and Egypt, but the real need of
the DM here is to set the tone for the Patina. What happens in the
other neighborhoods or wards of the city isn’t your concern, only the
roughly eight blocks that encompass a world inside a world. When
I wrote the Patina, I was leaning heavily on the downtrodden, the
ruined magic, and the eccentric folk who still call these buildings
home. Like the Roslof Keep campaign before it, Patina Court is
meant to actually mean something to these players, and it falls on
the DM to create relationships within the network of pre-built NPCs,
and those of your own creation, that will galvanize the players into
true members of ‘the court’. This is the challenge I give to you.

2. Running the Mystery


The overreaching arc for Folio #8 will be the mystery of the black
eyes, a race of magically created raccoon people who have been living
in the shadows for more than a hundred years. They were created
(like Smurfs!) by a magic-user of the Patina for companionship, but
now have established their own micro-society that revolves around
the work of their long-dead creator. Whenever something odd
happens in the Patina, folks often are heard murmuring, ‘It was
them that did it,’ meaning the black eyes. Still, folk don’t like to talk
about the creatures, and many insist they are completely fabricated
by gangs to deflect guilt for petty crimes. Whatever the case, the
players will have moments when ‘them’ are going to be mentioned,
and the pursuit of the final truth will help propel the party into the
events of Folio #9.
8 The Patina Court
they travel. This will lead to a greater sense of dread or tension, New Monster:
something that can be utilized by you as the DM to add depth to
the trilogy. Also, the lower ranking Tellers are uneducated and slow, Hopping Brain
quick to act and rarely with concepts of consequence. It is never
an issue to sacrifice Tellers to the altar of ‘making the players feel Lawful Evil
tough’ as there are other dangers in the Patina that should be the true
challenge, at least in Folio #8. Frequency: Very Rare
No. Appearing: 2–20
Overall Story Arcs & Threads Armor Class: 5
Adventure Seed: Players will be in full introduction mode HD: 3
during this adventure. First they must establish a base of operations Move: 12”
in the Patina (probably the Hostel), then they will need to find some
type of gainful employment which should lead to the scenarios ‘The No. of Attacks: 1
Rancid Cellar’ and ‘The Troubled Crypt’. Once they’ve gotten a Damage/Attack: 1–6
name for themselves, they will catch wind of several disappearances
Special Attacks: Leap Attack
within the Patina, and that some blame a mysterious creature, or
creatures, knowns as ‘black eyes’. Following leads, and also running Special Defense: NIL
afoul of the Teller Gang, who is also seeking these creatures, the Magic Resistance: Standard
players will embark on the final scenario ‘The Alienist’.
Intelligence: Very
Character Money Size: M
Valoria has the standard fantasy type coins, although there are
Psionic Ability: NIL
some setting distinct names in the mix. That said, one thing I’d like
to make clear to DMs is that characters (like the Conan RPG) should % in lair: 15%
start the game broke. Any money not spent on equipment is removed Treasure Type: D
from play, and all characters are allotted two gold pieces each. This
will limit their ability to flee the Patina Court, and most likely stick
them in the hostel, which is a great place to begin things. Costs of Spring Attack: These creatures have the ability to leap at a target,
goods within the Patina are as follows, just so folks can keep track and bite, and then leap away, precluding reprisal from melee attacks against
know what it takes to ‘move up’ in the world. them. To accomplish this, the hopping brains must win the initiative.
If successful, they can only be attacked by ranged attacks for that round
Rooms: as they leap around the area hissing and biting, but never staying in
Gracious Arms – 2 GP per night for Private Room, one place long enough to approach.
1 GP for Common Room. Each ‘pod’ of hopping brains will have a central ‘Leader Brain’ who
Broken Warlock Hostel – 1 GP per week for Private Room, has increased HD (to 8), and also have a ‘Frenzy’ attack which adds +2
5 SP per week for Commons. hit and damage if the Leader Brain is on the property of its master at
Meals: the time of attack.
Gracious Arms
– Upwards of 2 GP per meal. Hopping Brains [AC 15, Speed 30’, HD 3d8+6, HP 16,
Rancid Cauldron – 1 EP for stew, 1 SP for stew and bread, Init: +2, #AT 1, Hit +5, Dam Bite 4 (1d6+1), Spring Attack
2 SP for stew/bread/stale beer (can attack and jump away if they hold the initiative,
disallowing melee reprisals by their victim)]
Also, there isn’t a massive amount of monetary treasure in this Like the black eyes, these creatures are creations of the famed
adventure. That is by design to keep the characters ‘lean and mean’ enchanter Kalium Rosa. Where the black eyes were created as
as they must really work to gain wealth and position inside the Patina. companions, the hopping brains were more the guard dogs of the
mage’s various treasures. However, once Rosa passed from this plane,
the black eyes were forced to take over stewardship of the hopping
The Teller Gang: brains. Thankfully, Rosa created an enchanted whistle that can subdue
Operating as the most powerful gang in the Patina, the the creatures, putting them into a docile state. After the Teller Gang
Tellers are run by a young fallen noble from the North Ward murdered the black eye who held the whistle and took the artifact, the
named Notorus Rexa. He has used his charisma and education to hopping brains have awoken and begun to systematically hunt within
win over the former gang of Bryce Teller (killed by Rexa in a duel the Patina at night.
with poisoned blade), and now fancies himself ‘The Lord of the Little more than a large ‘brain-like’ globe attached to two skinny
Patina Court’. legs and armed with a slavering maw, the hopping brains are excellent
The Tellers now have their hands in many pies, from prostitution hunters. They can leap great distances, communicate via limited
at the Helicrium Bathhouse to extortion, petty theft, and gambling, telepathy, and use a form of echo-location to draw a picture of their
all out of the sight of the city’s various guilds. Rexa is smart enough environment. This talent means that hopping brains are proceeded by
to keep his business interests profitable but not overt, and he’s also got disturbing and regular ‘clicks’, so think of their attacks kind of like the
a good network of informants working in the Patina that can apprise foreboding music in Jaws…
him of anyone who is a serious threat to his power, i.e., the players,
or so he fears.
All told, the Tellers have more than thirty members, most below
3rd level, the bulk being of thief or fighter classes. Rexa is a 5th level
fighter with a penchant for poisoned blades.

9
killing him, but not before he managed to kill two drones.
DF1: The Patina Court Now the colony is alerted, and have sent warrior ants to
assist in the further retrieval of foods within the cellar.
The adventure, The Patina Court, is broken down into three
scenarios to introduce low level characters into the trilogy. Each
scenario features a small series of encounters built around a Dwarven The Dungeon
Forge dungeon, created for this particular campaign, using various I’ve broken the cellar into three parts for the purposes of encounters.
sets offered by the company. Although dedicated to Dwarven Forge You’ll see the zones on the map, and the encounters are below.
terrain, non-miniature using players will have access to both OSR
‘Blue’ maps and fully rendered 3D maps, so that ease of play is not 1.
impacted. The bulk of this adventure lies in the introduction of Your light source bounces oddly off heaps and stacks of
the players to the Patina Court as detailed in the Gazetteer. DMs refuse, mostly rotting boxes and crates that fill what looks
running the adventure should familiarize themselves with the colorful to be a good-sized chamber. From somewhere to your
tapestry of personalities and locations the players will encounter, and right, the sound of movement sounds among the trash.
define the players’ backstories of how they came to the Patina and A single bullet ant worker is within the trash making a search
what motivations they have for the future. for viable food sources. Anyone approaching the pile will draw its
Adventure Seed attention and it will start ‘hissing’ (just watch the movie ‘Them’ if you
want a good reference).
Players will be in full introduction mode during this adventure. First 1 Giant Ant [AC 3, HD 2, HP 12, #AT 1, D 1–6, Bite]
they must establish a base of operations in the Patina (probably the Treasure
hostel), then they will need to find some type of gainful employment None
which should lead to the scenarios ‘The Rancid Cellar’ and ‘The 1 Giant Ant [AC 17, HD 2d8+4, HP 12, #AT 1, Hit +2,
Troubled Crypt’. Once they’ve gotten a name for themselves, they Dam Bite 4 (1d4+2)]
will catch wind of several disappearances within the Patina, and that
some blame a mysterious creature, or creatures, known as ‘black 2.
eyes’. Following leads and also running afoul of the Teller Gang, who Almost inch by inch, you plow, pull, tumble, and climb
is also seeking these creatures, the players will embark on the final farther back into the monstrosity that is the Rancid Cellar.
scenario ‘The Alienist’. At the first central stone pillar, a break appears in the trash,
opening into a small cleared area where two more ants, as
well as an even larger version, move from concealment to
Scenario One: The Rancid Cellar cast back your incursion into their territory.
1 Giant Ant [AC 3, HD 2, HP 12, #AT 1, D 1–6 (Bite)]
The Hook: 1 Giant Ant Warrior [AC 2, HD 4, HP 24, #AT 1, D 1–6 (Bite),
This micro adventure revolves around stolen foodstuffs in the cellar Poison Sting (save versus poison or take an additional 1–10 damage)]
of the Rancid Cauldron. As Noxis Pike, the owner of the Cauldron,
is a miser, he’s not about to hire a real professional to handle the Treasure
thefts (especially since he sent one of his servers, Nile Wash, down None
to investigate the issue, and he never returned). Noxis will happily 1 Giant Ant [AC 17, HD 2d8+4, HP 12, #AT 1, Hit +2,
provide the characters with a week’s worth of meals at the Cauldron Dam Bite 4 (1d4+2)]
if they can take care of the problem for him. 1 Giant Ant Warrior [AC 18, HD 4d8+6, HP 19, #AT 2,
Hit +4, Dam Bite 5 (1d6+2), Target must make a DC 13
The Chase: Constitution saving throw or take 9 (2d8) poison damage]
Noxis can relate the following story — He bought the Rancid
Caldron from a man nearly fifteen years before, and the fellow left 3.
it in a despicable condition (he will gesture around the tavern at this Like an archeologist sifting through layers, you are
like he’s showing off the Taj Mahal), not like you see her now. But taking a trip back through time with each step farther
more so than the main room, the upstairs, and even the kitchen, the toward the back of the cellar. An old tower clock, a set of
cellar was the worst. It was so bad, in fact, that he decided just to three extinct beehives, and an ornate bedboard all provide
leave it be, lock the door, and forget about it. Still, the area right at evidence to a better time for the Rancid Caldron. As you
the bottom of the stairs was eventually cleared enough for his own marvel at your finds, you note a spot of blood still tacky on
‘overflow’ storage. One of his servers went to retrieve some spices the stone floor. It is only then that the now familiar hissing
for the stew two days ago, but never returned. He’s not sure if the begins anew…
guy just quit and he didn’t see him leave or if he’s still down there Three warrior ants (as big as a medium-sized dog) are moving
someplace. Whatever the case, he wants the mystery solved. from a large hole in the rear wall of the cellar. They will continue to
hiss as they move to attack, and within 1d4 rounds, another two will
The Truth: appear (repeat this forever if need be). The only way to stop them is to
Noxis packed the cellar with his own junk and castoffs, so collapse the hole or burn them out. Luckily, a successful Find Traps
much so that over fifteen years he forgot everything he had roll [DC 13 Perception] will show that a keg of high grade liquor
down there until something reminded him of a couple of (moonshine) is housed close to the hole. If ignited and rolled down,
bottles of wine he’d acquired when he bought the place. He it will stop the invasion long enough for the party to fill the hole with
was convinced they were still down there, so he sent poor viable, heavy debris that will put an end to the menace.
Nile Wash down to retrieve them. When he didn’t return, 3 Giant Ant Warriors [AC 2, HD 4, HP 24, #AT 1, D 1–6 (Bite),
the coward panicked and locked the door without a search. Poison String (save versus poison or take an additional 1–10 damage)]
In reality, the trove of old foodstuffs and such has attracted Treasure
the foraging elements of a colony of giant ants. They’d only None
acquired a couple of crates before encountering Nile and
10 The Patina Court
3 Giant Ant Warrior [AC 18, HD 4d8+6, HP 19, #AT 2, Brigit will have provided a massive skeleton key to the crypt. The
Hit +4, Dam Bite 5 (1d6+2), Target must make a DC 13 words atop the arch, if anyone has the ability via magic to read
Constitution saving throw or take 9 (2d8) poison damage] them, state, ‘Resting place of the dead of Valoria, Crypt 48 of House
Murtel, and Vault of the Ruloff family’.
Scenario Two: The Troubled Crypt
2. God’s Mouth
The Hook: The door opens, hinges grinding slightly as a fine layer
Word will come trickling through the Patina that two grave diggers of ash drifts around your feet. Within, a large chamber is
(actually ‘internment specialists’) have gone missing up at Murtel’s empty save for wall sconces, one that is empty, and one that
Mortuary. Brigit Murtel, the hard-nosed operator of the mortuary holds an unlit torch. A single hall stretches into darkness
is looking for some stalwart individuals that are willing to enter one before you.
of her many catacombs to see what is amiss, and discover what has There is nothing within the entry chamber, although the secret
befallen her employees. They crypts are not to be looted, but she will doors to Rooms 3 & 4 are just as you enter the hall to the rear of
pay each party member a 5 gold piece ‘bounty’ for evidence of the the crypt. Each secret door can be discovered on a 1 in 6 chance
fate of each grave digger (thus 10 GP per party member). [DC 14 Perception].

The Chase: 3. Guard Chamber One


Brigit will tell the party all she can, that two of her internment Within this small room are desecrated rags and the
specialists were sent to lay a client’s bones to rest in Crypt 48 only stench of necrotic gases.
to never return (are you getting a trend here?). She has decided that An animated skeleton, now acting as a guard, lurks here and will
stronger measures are needed rather than closing Crypt 48 for good come forth once the party is well passed the door. If the characters
(too much space still left and the money loss would be worrisome). find the secret door upon passing, add the following line to the
Not wanting to take any bad press by contacting the authorities, she description above: A lone humanoid figure dressed in old rags
has instead decided on the discreet route of hiring some locals to stands at attention in the middle of the chamber, a rusted short
investigate the matter. blade in one hand.
A search, 1–2 in 6 [DC 12 Perception], will reveal a gold and
The Truth: pearl earring, fallen from a corpse at some point, that is worth 25 GP
The Murtel family has had a side business for years, that being on the open market.
exporting magical goods and treasures interred with the dead. 1 ‘Enhanced’ Skeleton [AC 7, HD 3, HP 18, #AT 2, D 1–6/1–6,
Although Brigit is unaware of these practices since she was forced Two Claw Attacks!, ½ damage versus slashing/piercing weapons]
into leadership before anyone let her in on the secret, she does Treasure
suspect there have been illicit dealings in the past that have swollen Gold & Pearl Earring
the family’s coffers. Very recently a crypt thing has come into 1 ‘Enhanced’ Skeleton [AC 13, HD 4d8+6, HP 19, #AT
possession of Crypt 48 and is utilizing it to create undead for some 2, Hit +4, Dam Claws 5 (1d6+2), Multiattack, (Exp. 200)]
unforeseen reason.
4. Guard Chamber Two
This small chamber stretches back from the main hall
The Dungeon and is filled with slowly drifting cobweb strands that sway
in the now disturbed air.
1. Entry
A metal vault door stands before you flanked by two
pillars decorated with skulls. Ancient writing denotes
something over the arch at the threshold, and a palpable
sense of cold slithers out of the place.
11
Now is the perfect time for a zombie apocalypse ‘jump scare’. I
suggest jumping at and hissing toward the closest player to you! Two
freshly animated zombies lie within the secret room, both are ‘fresh’,
so they have a bit more anima than regular zombies.
2 ‘Fresh’ Zombie [AC 8, HD 2, HP 12, #AT 1, D 1–8, does get an
initiative roll!]
Treasure
None
2 ‘Fresh’ Zombies [AC 10, HD 3d8+9, HP 22, #AT 1, Hit
+3, Dam Fists 1 (1d6+1), Undead Fortitude (when reduced
to 0 HP, it must make a Constitution saving throw of DC 5
+ damage Taken. If made, the zombie is simply reduced
to 1 HP.]

5. Urn Resting Hall


Shelf upon shelf line the walls of this crocked chamber.
Skulls and urns, many smashed and leaking the still
swirling ashes of dead Valorians, lie atop the shelves
while a carved stone pedestal has fallen to ruin west of the
entry area. At the north, another metal door, this one also
decorated with skulls, is set into the wall.
No enemies can be found here, but a search will reveal three dozen
[6d12] or so silver coins amid the ash. These were meant to pay for
passage in the afterlife, and one was placed in each urn.
The skeleton key provided by Brigit will also work with this door.

6. Skull Chamber
The open arch to this chamber reveals twin piles of
bones on the floor, each lying to the side of a single skull
pillar similar to the ones at the front entry. A prayer dais,
set with a slowly guttering blue flame, casts oddly eerie
light around the room.
Huddled as though beneath covers, five fully animated skeletons
are beneath the bone piles. As long as the light on the dais (now taken
over by the power of the crypt thing) is burning, the skeletons cannot
be turned via clerical magic.
5 Skeletons [AC 7, HD 1, HP 6, #AT 1, D 1–6, ½ damage versus 8. Crypt of the Keeper
piercing and slashing weapons] The key clicks through a series of levers before the catch
Treasure releases and the heavy door swings open. A pall of dread,
Silver Coins like an icy wave, washes out and over you all as more of the
5 Skeletons [AC 13, HD 2d8+4, HP 13, #AT 1, Hit +4, Dam blue glowing flame reveals an angled wall of skulls that
Claws 5 (1d6+2), Damage Vulnerability: bludgeoning] precludes full vision of the chamber beyond.
Once past the wall, read the following: Two dais, both with blue
7. Hall of Ashes flame, burn to the north and northeast of the chamber. Upon
An open arch allows your light to drift into this crypt the western wall is a seated figure in heavy robes and a skull face.
chamber that is empty save for full skeletons set into the Beside the figure is a fully scarf-clad and bandaged warrior with a
walls, seven of them, and an oddly guttering blue flame longsword still in its sheath, fine etchings are still visible along the
upon a dais in the north wall of the room. One skeleton, leather scabbard.
closest to the dais, has a hand that rests on the pommel of The ‘warrior’ is actually a type of martial undead called a Son
an ancient blade. An inscription below his feet has been of Valus. It will serve the crypt thing that created it, attempting
marked in the same language found at the archway to the to destroy anyone who makes it past the crypt thing’s teleportation
tomb entry. magic. Its blade is a +2 Longsword (+4 versus Lycanthropes) called
Once the party enters, the skeletons will fully animate and attack. WyrGrief and was summoned by the crypt thing from some other
The skeleton with the sword is no different than the others, save he crypt within Murtel’s holdings.
attacks with the blade (1d8) instead of claws. The sword is a fake The crypt thing has arrived here only to instill unrest and chaos
replaced years ago by Brigit’s ancestors, but the inscription reads upon the Murtel House and has collected no treasure, other than a
‘Magnus Ire Drake, Keeper of the Sunset Ulfberht’. bag of 47 silver pieces that lies on the ground near its feet.
5 Skeletons [AC 7, HD 1, HP 6, #AT 1, D 1–6, ½ damage versus As the only way to hurt the crypt thing is with magic, either spells
piercing and slashing weapons] or the blade the Son of Valus carries, it could be quite a feat for the
Treasure party to take the thing down. Scenarios might mean multiple trips
None into the lair, or being teleported outside, and then rushing back in
5 Skeletons [AC 13, HD 2d8+4, HP 13, #AT 1, Hit +4, Dam repeatedly until the thing can be destroyed. In all, it could be very
Claws 5 (1d6+2), Damage Vulnerability: bludgeoning] comical if you wanted to take it that way as the DM. Crypt things
never leave their crypt, and if a full twenty-four hours passes between
attempts to destroy the crypt thing, it will create another 2d6 skeletons
to help defend it, these being kept in Room 8 after the first encounter.
12 The Patina Court
1 Crypt Thing [AC 3, HD 6, HP 36, #AT 1, D 1–8 (Double
Claw swing), Teleport (all party members must make a saving throw The Dungeon
versus spell or be teleported outside Crypt 48), requires a +1 or better This is pretty standard affair, and should be run with a little bit
weapon to hit] of ‘horror’ factor in it as the hopping brains inside love to hide and
Treasure then pounce.
47 silver pieces
1 Crypt Thing [AC 17, HD 6d8+18, HP 42, #AT 1, Hit 1. Entry Level
+6, Dam Claws 7 (1d8+3), Teleportation Purge (DC 13 A number of low chairs, a wall cupboard, and three large
Wisdom saving throw targets in a twenty-foot radius rugs decorate this roughly 25’x25’ chamber. A single door,
or be teleported to the entrance of Crypt 48), Damage set into a rectangular stone support at the tower’s center,
Immunity: non-magical weapons] is the only exit from this chamber.
Again, all doors are locked, and must be picked or opened with the Three hopping brains lurk under the low chairs, just waiting for
key from Secret Room One (3)! the right moment to spring!
1 Son of Valus [AC 4, HD 5, HP 30, #AT 1, D (1–8)+2, +2 3 Hopping Brains [AC 5, HD 3, HP 12, #AT 1, D 1–6, Spring
Longsword, ½ damage versus slashing/piercing weapons] Attack (can attack and jump away if they hold initiative, disallowing
Treasure melee reprisals by their victims)]
Longsword +2/+4 versus were-creatures Treasure
1 Son of Valus [AC 16, HD 5d8+10, HP 30, #AT 2, Hit +7, None
Dam Longsword 6 (1d8+2), Multiattack] 3 Hopping Brains [AC 15, HD 3d8+6, HP 16, #AT 1, Hit
+5, Dam Bite 4 (1d6+1), Spring Attack (can attack and
jump away if they hold the initiative, disallowing melee
Scenario Three: The Alienist reprisals by their victim)]
The central stair is not locked, and within, the stairs lead up and
The Hook: down. The downward stair comes to a door that is Wizard Locked,
Continuing petty thefts around the Patina are growing only the key found around the brain of a ‘hopper’ that is leading a
troublesome, and when one of the characters (choose the wealthiest particular scout group on Tower Level Four will open it short of a
or a person who leaves some equipment behind, especially after a Knock spell, and even then the lock will not release and requires an
night out eating or drinking) comes back to the hostel room to find Open Locks check at -15% [DC 20].
it pilfered, even the players will be up in arms. Although no local
constabulary has stepped in, word around the local drinking holes 2. Guest Quarters
is there must be a damn fine petty hoard stashed somewhere in the Although no stone walls appear other than around
Patina with as much that has been stolen. the perimeter of the tower, large teak screens have been
moved into place to form ‘rooms’ on this level. Each screen
The Chase: is painted with a delicate mural of nature, and within the
This will be the first real ‘test’ of what and who the characters cordoned areas are low beds, a dresser, and pitcher &
have come to know in the Patina. I’d suggest Charisma checks for water basin.
information acquisition [DC 13 Charisma] once players come These were the guest chambers of the tower, and could easily
up with who they want to talk to about these disappearances. Any house four guests. Currently they only house six hopping brains, all
successes will push the players closer to a location, the old block tower lurking behind half-folded screens or under beds.
of Kalium Rosa. Although the wizard didn’t build a fine house like 6 Hopping Brains [AC 5, HD 3, HP 12, #AT 1, D 1–6, Spring
so many others in the Patina, his tower is impressive and well-known, Attack (can attack and jump away if they hold initiative, disallowing
and no one dares enter it. Once the players have tabulated a total melee reprisals by their victims)]
of four successes on their checks, they will get a confirmation from a
source (DM’s choice), that creatures known as black eyes are said to
sneak in and out of the tower at night.

The Truth:
Burglaries are indeed ‘up’ in the Patina, but not because of the
black eyes who typically just steal food. The Teller Gang has stepped
up its operations now that its new leader is looking to increase his
war chest. Certainly he has used the black eyes as scapegoats in his
plans, but unbeknownst to him, one of his gang members actually
stole something of extreme value from the black eyes recently. It was
a whistle that helps control and soothe Kalium Rosa’s other creation,
the hopping brains. Since the black eyes have lost control of the
hopping brains, they have fled Rosa’s tower, even leaving the door
open in hopes that the brains will leave the place (they won’t as they
see it as the home of their master) or someone with more fighting
skills will come in and clear it so they can return. They anxiously
await this event.

13
Treasure There are no encounters in this room, but investigation of the
None wooden door shows it to be unlocked. The metal door is another
6 Hopping Brains [AC 15, HD 3d8+6, HP 16, #AT 1, Hit Wizard Locked portal and leads to the cavern tomb of Rosa himself.
+5, Dam Bite 4 (1d6+1), Spring Attack (can attack and (This dungeon can be found in Folio #9.)
jump away if they hold the initiative, disallowing melee
reprisals by their victim)] 6. Component Room
The door opens to reveal a small chamber lined with
3. Kitchen and Dining stocked shelves and hanging oddities. From the smell,
A long table with eight chairs dominates the eastern preservatives have been in play, and the room is so full it is
side of this chamber, while more of the decorated screens hard to move about.
obscure the western side. This is a spell component room, and two hopping brains are
If the players check the table, of course, hopping brains! 3 of the within, hidden among the components. If they remain unseen, 1 in
little buggers lurk beneath. 6 [DC 13 Perception], they will wait for the party to leave, then
3 Hopping Brains [AC 5, HD 3, HP 12, #AT 1, D 1–6, Spring jump on the person trying to shut the door and pull the unfortunate
Attack (can attack and jump away if they hold initiative, disallowing back in.
melee reprisals by their victims)] 2 Hopping Brains [AC 5, HD 3, HP 12, #AT 1, D 1–6, Spring
Treasure Attack (can attack and jump away if they hold initiative, disallowing
None melee reprisals by their victims)]
3 Hopping Brains [AC 15, HD 3d8+6, HP 16, #AT 1, Hit Treasure
+5, Dam Bite 4 (1d6+1), Spring Attack (can attack and None
jump away if they hold the initiative, disallowing melee 2 Hopping Brains [AC 15, HD 3d8+6, HP 16, #AT 1, Hit
reprisals by their victim)] +5, Dam Bite 4 (1d6+1), Spring Attack (can attack and
Once they make it past the screen to the west, they will spot a large jump away if they hold the initiative, disallowing melee
wooden cupboard with a metal latch, some shelves with foodstuffs reprisals by their victim)]
(incredibly still fresh), a butcher’s block, and a smaller stone table
with four rune glyphs carved into the top. This is the kitchen, and if 7. Safety Hall
anyone with magical power of any kind investigates the runes, they This narrow passage flanks the summoning room and
will ignite with slowly burning flame and burn until the player is runs from the runed metal door to the western hall.
more than 10 feet away. The latched cupboard is an ice chest, and
has arctic enchantments placed on it to keep food cold. 8. Study
No other hopping brains are on this side of the screen. This door opens to reveal a small study. Dominated by a
heavy wooden desk half-covered in beakers and alchemical
4. Bedchamber instruments, the room’s walls seem overly stacked with
A large four-post bed dominates the northern portion of parchment, scrolls, and books.
this room behind the stairs. A dressing screen, a wardrobe, The door to this chamber is locked, but can be easily opened with
a full-length silvered mirror, and several arcane tapestries the key found on the bedchamber hopper.
hang about the chamber. There is also a small writing Beneath the desk is the Leader Brain, and it will leap forth and
desk to the chamber’s east. go into a frenzy whenever anyone tries to look over the contents
The players should be prepared by now for the hoppers. of the desk.
They’ve congregated under the bed, and will hop out in force once 1 Leader Brain [AC 2, HD 8, HP 48, #AT 2, D 1–8, Frenzy (if
the players get within 10’ of it. The ‘key’ brain is also here, and defending the home of its master, add an additional +2 to hit and
it has a ‘collar’ strapped around its ‘head’ that has the key to the damage rolls), Spring Attack (can attack and jump away if they hold
laboratory in the basement. initiative, disallowing melee reprisals by their victims)]
5 Hopping Brains [AC 5, HD 3, HP 12, #AT 1, D 1–6, Spring Treasure
Attack (can attack and jump away if they hold initiative, disallowing None
melee reprisals by their victims)] 1 Leader Brain [AC 17, HD 8d8+16, HP 40, #AT 2,
Treasure Hit +8, Dam Bite 7 (1d8+3), Frenzy (if defending the
None home of its master, add an additional +2 on attack
5 Hopping Brains [AC 15, HD 3d8+6, HP 16, #AT 1, Hit and damage rolls), Spring Attack (can attack and jump
+5, Dam Bite 4 (1d6+1), Spring Attack (can attack and away if they hold the initiative, disallowing melee
jump away if they hold the initiative, disallowing melee reprisals by their victim)]
reprisals by their victim)] A successful search, 1–2 [DC 13 Perception], will reveal 5
magical scrolls amongst all the notes, writings, and the like as well
5. Summoning Hall as three viable potions. Inside one of the drawers, a Wand of Magic
Larger than the chambers above, this room gains Missiles (27 Charges) is also kept as well as a bag with 10 GP.
definition as your light illuminates its corners. A
summoning circle has been etched into the floor of the 9. Caverns Entrance
room’s southeastern side, and beyond that a thin hall The smell of old rot and salty brine drifts past you on air
breaks away from a massive metal door. The door has disturbed by the opening of the door. Beyond, a chamber
arcane symbols placed upon it but no keyhole. The hall of natural design twinkles in the light from your party, and
seems to be some kind of shielding area, perhaps from the the sound of dripping water tickles your ears…
summoning circle’s power. A single wooden door stands This is one of the scenarios you’ll find in Folio #9, the cavern
across from the stair entry on the southern wall, and a dungeon and Tomb of Rosa.
larger hallway moves away from the chamber to the east.

14 The Patina Court


like to have a fight. Typically, a character can get in up to 4 fights a
Scenario Four: Brawl Club night. Of course, they will have to deal with cumulative damage from
those fights, but still 4 is about the max. Thus, a player could pick
The Hook: up nearly 1,000 experience points per week if successfully ‘running’
The first rule of Brawl Club, don’t talk about Brawl Club! Secretly, a character in Brawl Club. Although once he gets ‘known’ in the
the gangs of the Patina like to get together and see who is tougher, no fight game, fewer fighters will accept his challenges and this number
holds barred, in the abandoned warehouse behind what was once should drop off.
Windham’s Exotic Leathers. They take great pride in bloodying
each other up here, and it is a great way for fighter types in your party
to garner some extra experience points. The Dungeon
Windham’s warehouse was once used to store a hippogryph,
The Chase: but now is a perfect large pen to have up to thirty fans watch two
Since no one is talking about Brawl Club, it is hard to find combatants beat the crap out of each other. Blades are welcome
out about, but the real person that can get the characters the here, but there is no surgeon on staff, so if you get stuck, that’s on
skinny, especially to fighter types that are looking for a chance you. Death blows, once a target is in the negative hit points, are not
to test their mettle, would be Cano at the hostel. He has been allowed, but if a single blow kills a fighter, that is just the gods calling
tracking gang members to Windham’s for months and knows him home.
what goes on there. He’ll share the information with those 1. Windham’s Exotic Leathers (shop where fights take place)
looking to do damage to the gangs, especially the Tellers, whom Gang Member (Bandit Template) [AC 8, HD 1, HP 6, #AT 1, D
he blames for the death of his family. 1–3 (Fist)]
Experienced Gang Member [AC 7, HD 3, HP 13, #AT 1, D
The Truth: (1–3)+2 (Fist)]
Brawl Club is actually a recruiting site for the Tellers, the gang Treasure
using it to see who the best of the best are so they can recruit them. None
Entry into any fight is free, but once the Tellers recognize the Gang Member (Bandit Template) [AC 12, HD 2d8+2,
characters, they will likely pull back and wait to see the outcome, HP 11, #AT 1, Hit +4, Dam Fist 3 (1d3+1)]
measuring player strength. However, they will not stop any fights, Experienced Gang Member [AC 14, HD 5d8+5, HP
this is too important to them, so characters can come as often as they 25, #AT 1, Hit +5, Dam Fist 5 (1d3+3)]

15
N
N
Mini-Module DF1.5 Part One: The Hunt
1. The two boys, Petra and Avaran, sit before you, both pensively
looking at the ground, their hands tucked between their knees as is
Synopsis often requested by the city guard when talking to civilians.
The Dead Oak is a well-known landmark in the Patina, and there Questioning the kids requires a Charisma check
are hundreds of stories concerning it told by the locals. However, the [Charisma DC 12], and for each successful check, the
most consistent of these urban legends revolves around the infamous following pieces of information will be retrieved.
ratmen of Valoria, and folks insist that a secret entrance into their
warrens lies within the tree, although no such entrance is obvious 1. Lucious often said that he was going to be an apprentice
to anyone searching the trunk, which few take the time to do. Last to Bret Bozeman at the boat shop.
night, though, a young determined boy name Lucious was dared by
his friends to go to the tree and find the entry, only to disappear. 2. Of all the street boys in the Patina, Lucious had the best
Now, a worried neighborhood is looking to solve the mystery of the ‘fingers’, and could lift a purse (just playing around) off any
tree once and for all. other kid.
Dungeon Master Notes 3. The day that Lucious disappeared, they had found a half-
This adventure revolves around the characters entering the Dead drunk bottle of spirits and consumed it before the dare.
Oak and will likely require the services of a good thief and possibly
a magic-user. Diplomacy can also be useful, especially if the party 2. Bret Bozeman wipes a fine layer of sawdust from his hands as
would prefer to have a clan of ratmen that are seen as allies instead of he turns away from the hull of a slim rowboat. Bret is more willing
enemies. Remember that this is a delicate mission where a boy’s life to talk than the boys, and characters receive a +3 to all Charisma
hangs in the balance, so keep playing on the party’s growing loyalty checks [Charisma DC 9]. Each success will gain an additional
to the people of the Patina Court. If successful in saving Lucious, piece of information.
the party’s prestige will grow, helping in future investigations in the
Patina. Also, in Part One, there is no exact order to ‘the hunt’, and as 1. He had offered Lucious an apprenticeship on more than
the DM you should bend to the will of the party as they decide how three occasions, but something seemed to be holding the boy
to handle the situation and begin the search. Also, concerning maps, away from his service, and he suspected it was a gang affiliation.
this is a basic small dungeon and I thought I’d allow for my Dwarven
Forge players to create rooms in the shapes and sizes that suit their 2. A week ago, he caught Lucious looking over his cash box
sandbox, so have fun! while doing odd jobs for him around the shop. He didn’t call
The Dead Oak the boy on it, but since then, he’d not offered him another job.

The Dead Oak is much more than a large skeletal tree. Enchanted 3. Lucious wasn’t a ‘nameless’ boy of the Patina, his
by one of the long forgotten spell casters of the Patina in its height, father was rumored to have been Bryce Teller (the dead
the tree once served as a secret meeting area for the spell caster and founder of the Teller Gang).
his illicit lovers. The tree has a secret entrance that can only be
breached by a Knock spell, or by a series of pressure points that have 4. He’s heard recent rumors that his shop might be the
to be pushed in quick succession (that the ratmen know, and the boy target of a thieving attack, but no one seems to know who is
unluckily stumbled upon). Once inside, there is a small collection of truly the threat.
rooms once meant for entertaining, but now used by the ratmen as a
place of refuge. 3. The Dead Oak stands before you, a fifty-foot-tall skeletal
Ratmen of the Severed Paw remnant of lost natural glory. Its bark is now dark, its limbs reaching
high into the sky, yet not a single leaf remains. The trunk, which
This small clan of ratmen was a reclusive sect until recently when is some eight feet round, is gnarled and scarred, knots the size of a
a change in leadership brought about a greater willingness to explore grown man’s hand standing out in several locations.
the surface. Led by Rava Shaar, the ratmen of the Severed Paw Investigation of the Dead Oak (with a Detect Magic) will reveal
began utilizing the Dead Oak’s entrance to scout the Patina on it has magical properties. A thief can attempt a find and remove
dark nights and thieve the easiest targets. They were planning to traps [DC 15] to discover that some of the knots can be depressed.
launch an assault against Bret Bozeman the Boatmaker since he is Another check using pick locks/open doors [DC 15] is needed to
rumored to have a large cache of coins in his shop, but then the boy, properly press the knots in sequence for a door to open, revealing a
Lucious, found his way into their lair and has put their plans on hold. stair. Also, a Knock spell cast on the trunk will open the secret door.
Rava certainly understands that releasing Lucious will reveal the
entranceway into the tree and cannot decide whether to kill him or Part Two: The Descent
continue to hold him prisoner. Thus, he’s being kept in the lower hall
of the lair, and with each passing day the ratmen grow more anxious 1.
and want to be rid of him. A twisting stair leads down into darkness, walls
Retrieving the Boy changing from polished wood to carven stone. At the
base of the stair, which has descended more than twenty
This mini-adventure begins with the disappearance of Lucious into feet, a single wooden door awaits.
the Dead Oak. The party is asked to investigate by either a friend or The door is not trapped, but it is locked [DC 13]. Beyond the
parent of the boy (someone the party has previously encountered), or door is a single twenty by twenty room.
possibly by Bret Bozeman, who fears a greater threat is manifesting The door opens to reveal a dimly lit chamber with a single lantern
against him. Whatever the case, the party will have to deal with placed on a round table in the northwest corner. An old rug decorates
entering the tree, then move against the ratmen, and finally come to the floor, and a single flat sofa rests against the west wall. Two ratmen
either a deadly or diplomatic conclusion. face the door, short blades drawn and yellow teeth bared.
19
These are two of the three guards that normally are stationed in The door is both locked and trapped [DC 15 on both], and the
the room. The third was dispatched as soon as noise of the picking of trap is a flame burst that causes 3d6 [9 (3d6)] to anyone within five
the door was heard and is rousing a greater defense. The guards will feet of the door if triggered.
not talk, and will attack immediately. Beyond, a large chamber houses what was once a five-foot-deep
Ratmen: [AC 5, HD 3, HP 18, #AT 1, D 1–6 (shortsword)] and twenty-by-twenty pool that has been converted into a sleeping
Treasure pit for the bulk of the Severed Paws. Behind a wooden pallet made to
None resemble a floor bed, a secret tunnel can be found that leads into the
2 Ratmen [AC 15, HD 4d8+8, HP 32, #AT 2, Hit +5, lower sewers of the Patina. The females and young of the clan have
Dam Shortsword 5 (1d6+2), Multiattack] already fled through this, hoping to reunite with those who remain
after the conflict. There are no defenders here, and the door at the
2. far end of the chamber is open. The sad drawling of a fiddle drifts out
Your footfalls echo through the arched entry into into the pool chamber.
another large square chamber that has been doused
of all light. (If the party has a light source, read the 3.
following.) The couches and chairs of a casual sitting You enter what appears to be a grand bedchamber
room have been hastily rearranged to provide cover for and study, a large ratman sitting with a human youth
five ratmen, each armed with a crossbow. before him, a wicked dagger at the boy’s exposed
Once the party enters, the ratmen will fire, three then reloading throat. Beside the duo, another ratman, this one with
their crossbows and two drawing out shortswords to take on any fully white eyes, plays a gold embossed fiddle.
charging party fighters. Rava Shaar, current leader of the Severed Paw, is ready to
5 Ratmen: [AC 5, HD 3, HP 18, #AT 1, D 1–8 (Longsword) or negotiate for the boy’s release. He desires a promise to keep the
1–6 (Light Crossbow)] location of his home and its entrance in the Dead Oak secret, but
Treasure if denied, he will relent and ask only to walk free. If the party is
None determined to fight, he will kill the boy on round one while the
5 Ratmen: [AC 15, HD 4d8+8, HP 32, #AT 2, Hit blind bard throws fire from his Golden Helspawn Fiddle (think
+5, Dam Longsword 6 (1d8+2), or Light Crossbow 6 your bard in the old Bard’s Tale game with his Fire Horn). A
(1d8+2), Multiattack] successful negotiation via Charisma check [Charisma DC 14]
will free the boy, and if the check is successful by 5 points or more,
3. the Severed Paw Clan will move out of the Dead Oak (although
Beyond the makeshift barricade, another archway they will return in a fortnight in greater numbers).
opens into a salon chamber filled with peg hooks on the Rava Shaar: [AC 2, HD 8, HP 52, #AT 2/1, +3 Attack, D (1–4)+5
walls and a wooden plank floor. Four more ratmen in (dagger), Weapon Specialization (Dagger)]
heavy armor are here standing guard at the entrance to Treasure
a stair in the eastern wall. Ring of Protection +2, Dagger of Wounding +2, 40 GP,
These are the heavy fighters of the Severed Paw, and will defend 2 small opals (15 GP each)
the hall to the lower level til death. Rava Shaar [AC 18, HD 8d10+16, HP 66, #AT 2, Hit
4 Heavy Ratmen: [AC 2, HD 5, HP 30, #AT 3/2, D +7, Dam Dagger 10 (1d4+8), Multiattack]
1–8 (Longsword)]
Treasure Blind Bard: [AC 5, HD 3, HP 18, #AT 1, D 1–6 (shortsword) or
None 5d6 Fire (Golden Helspawn Fiddle)]
4 Heavy Ratmen [AC 18, HD 6d8+12, HP 44, #AT 2, Treasure
Hit +6, Dam Longsword 5 (1d8+3), Multiattack] Golden Helspawn Fiddle (causes 5d6 [15 (5d6)]
fire damage in a 10’ area)
Part Three: The Resolution Blind Bard [AC 15, HD 4d8+8, HP 32, #AT 2, Hit +5,
Dam Shortsword 5 (1d6+2) or Golden Helspawn Fiddle
1. 15 (5d6), Multiattack]
The stairs move downward again, these made of dark
wood with a copper railing placed close to the fall of Resolution
your right hand. Below, a soft yellow glow of a crystal Once Lucious is returned to the surface, he will thank the party
sphere allows for easy visuals into a landing, another and run off, but he will be a great contact and informant in the future,
fine wooden door blocking any further progress. increasing any of the player’s investigation checks with a +2 bonus.
The door is not trapped, but is again locked [DC 14]. Inside, what
once served as a bedchamber has been converted into a pen for a
terrible dire rat, the creature having recently been roused with spear
and then loosed to defend the room.
1 Dire Rat: [AC 3, HD 5, HP 26, #AT 1, D 1–8 (bite)]
Treasure
None
1 Dire Rat [AC 17, HD 5d8+12, HP 44, #AT 2, Hit +5,
Dam Bite 6 (1d8+2), Multiattack]

2.
Another door, this one marked with the scars of claws,
stands on the west wall.

20 R atmen of the Dead Oak


Folio Module DF2 Gangs of the Patina
Below you will find a sociological piece on each gang, but no stats
are included. For those, you will need to see encounter points in the
adventure section of this module.

1. The Killerz
An Adventure for Characters Opus Duskbeard, a disgraced dwarf, runs this small but feared
gang near the House of Sigils on Odin’s Way. Opus started his life
Levels 3–5 of crime when, as a youth, he embezzled money from his employers.
When discovered, he fled to the Patina looking for work as a barrow
Vol. 2 – Mythras City of Valoria digger at the Wizard’s Knoll. Soon, his reputation caught up with
Gazetteer him (as dwarves like to gossip almost as much as gnomes!) and he was
Campaign Background, forced into the streets. There he persuaded vagabonds and urchins to
Continuing the Theme join him through threats or outright beatings until he had sufficient
followers to take over a squatters nest. Though successful, they were
When we last left our characters, they should have been nicely too weak to compete with the more established gangs that fed off
entrenched into the workings of the Patina Court. Friendships the locals, so Opus turned his sights on his former employers and
among NPCs should have been formed, and the mystery of the dwarven kin. For the last two years, the Killerz have grown adept at
‘black eyes’ taking shape but never fully revealing itself. That will murder, extortion, and smuggling, earning themselves a measure of
change quickly in Folio #9. respect from the criminal element of the Patina. To thwart the city
Once the ‘The Alienist’ adventure in Folio #8 is complete, the guard, they disguise themselves as traders plying their wares between
characters will be approached by Procyon Lotor, the leader of the dwarven neighborhoods as they must frequently cross the well-
black eyes. He will request their help in recovering the enchanted patrolled Odin’s Way into the North Quarter for their operations.
whistle that will allow the black eyes to return to their home in Duskbeard and his gang are feared on both sides of Odin’s Way, for
Kalium Rosa’s tower. Lotor will tell the heroes he will provide them they take no prisoners and seem to have a love for murder.
the key to the locked door located in the basement of the tower upon
return of the whistle. 2. Knocked Men
If and when the players accept the deal with Lotor, they will have The Knocked Men formed when a group of beggars became
to go on a hunt for the whistle that will lead them into conflict with disenfranchised with handouts and decided to start taking what they
several gangs in the Patina. Once it is established that the Teller want. Disorganized, schizophrenic, and without much more than
Gang actually has the whistle, a showdown will likely take place. numbers and a penchant for preying on the weak, the Knocked Men
Once the whistle has been recovered, the characters can enter the are some of the most despised members of the Patina Court gang
‘Cavern Tomb of Rosa’, discovering not only the dead there, but also pantheon. They tend to dwell close to the Prometheus Soup Kitchen,
a more interesting secret of the Patina—the existence of a forgotten but get scattered by the city guard when their numbers swell in the
and buried temple complex of Tefnut, long ago corrupted by minions area, or by Galdor of the Eastern Woods if he sees them. Ezera,
of Set before the flooding of the city. This news leads the party into the razor-thin leader, is notoriously scared of sunlight, and tends to
the sewers to follow the bits and pieces of information recovered from prowl at night with several members of his gang seeking lone citizens
Rosa’s Tomb. to accost. The gang has no proper hideout; each member typically
The building of the campaign storyline will play out mainly in finds a dark place to sleep during the day, and then comes out to
the interactions between the party and the various Patina gangs. scavenge at night. Their most ardent adversary in the Patina is the
This conflict, supported by the various NPCs within the Patina, Beggar’s Guild who believes that the presence of the Knocked Men
and exacerbated by the Teller Gang’s attempts to throw the scent detracts from the handouts they receive.
off them, will require the Dungeon Master to utilize all of the
relationships the characters have developed over the course of Folio 3. Ladies of Prophet
#8. City politics, money, greed, and social climbing can all come A collection of former prostitutes, abused by their pimp, have risen
into play as the characters seek out the enchanted whistle. up and broken their chains. After killing their pimp, and reportedly
Once the characters are below the streets, the adventure changes feeding his body to lizards in the sewers, this nine member gang
gears to a creative dungeon crawl, so be sure the bulk of your of all women has begun recruiting other downtrodden women
roleplaying is accomplished before anyone goes down the rabbit hole, (serving wenches, abused mothers and daughters, etc.) to their cause.
so to speak.

23
What cause? Well, most men in the Patina believe it is to kill men relationships that the chase around the Patina in Folio #9 should
(especially those who are cruel to the opposite sex), but in reality the be easier. Still, if you played things out correctly, money will still be
Ladies of Prophet are seeking to create a temple in the Patina. Their an issue for the characters and I will continue to push that forward
leader, Istas Ma, is a devout disciple of Artemis, but her subleader, in Folio #9. When running this adventure, players should be more
Lumina, favors the deity Loviatar. Both want to see their patrons comfortable with the setting, and they should be free to move around
venerated, but until they can settle on which one, the gang simply the Patina, but it will be up to the Dungeon Master to continue to
spends its days hunting abusive men and gaining combat experience foster whatever true campaign feel you’ve spun.
by participating in Brawl Club. Their current base of operations is
just behind Murtel’s Mortuary, where the lady of that establishment, 2. Running the Mystery
Brigit Murtel, seems to favor the women by not booting them from The main mystery of this adventure will be to find the location of
the squatter’s home that her family has owned for many years. the enchanted whistle so that the black eyes can return home. This
will take the players all through the Patina, and if played correctly,
4. Moon Dogs a DM can have them interact with all manner of gangs (and if you
Perhaps the second most dangerous gang in the Patina, next to are playing all these adventures together, be sure to incorporate
the Tellers, is the Moon Dogs who have been on the upswing of late. some of these gangs into the Brawl Club scenario of Folio #8). The
However, they are currently in a running feud with the city guard for continuing mystery will be the location of a forgotten temple beneath
crossing Main Street to the south and looting the wealthy Princess the surface, but as stated before, that will be more of a dungeon crawl
Maria neighborhoods. Run by a man known only as Hestus, this than a search for a specific item among various NPCs.
gang of rough and tumble men pride themselves on their bestial
nature, and some even whisper that Hestus himself is a were-creature 3. When and how to introduce gangs
with Lycan-wolf’s blood. With a home base just west of the Main I’ve created the scenarios in this adventure to provide my personal
Street shoe cobbler, this gang doesn’t run exclusively through the preference for how the gangs should be encountered, but that isn’t a
Patina, especially because of Teller influence, but they do harass hard and fast rule. The Dungeon Master might even skip some gang
citizens when given the opportunity, especially when the moon is full. encounters if you are looking to trim down the module in length.
However, each gang is unique, as are the leaders, so be sure to brush
Dungeon Master Notes up on them to determine how you want them to interact through
personality and modus operandi. In this fashion, each encounter will
& Suggestions be more fun for the players.

1. Running the Patina 4. Running Lotor


When running the Patina in Folio #8, the emphasis was on Lotor is a wildcard here. You can play him as a 6th level wizard
making friendships and sharing in the hardship of being dirt poor. if you so choose and have him accompany the players through the
Hopefully, after playing it, you will have made enough good NPC adventure, or you can have him show up at opportune times if players
24 The Lost A pprentice
New Patina Court NPCs:
As the characters explore the Patina they will have the opportunity
to meet new NPCs along the way that may help them in their cause.
These new personalities can be included in the adventure at the
Dungeon Master’s discretion, especially if the players need some help
at certain roadblocks.

She-Irainne
Forced from the subterranean realms beneath the Erinthor
Mountains, She-Irainne hides his true nature as a dark elf. He has
been known as a savior to some of the downtrodden in the Patina,
acting as a protector, but to those with power he is a cynic and a
danger. Although reclusive (especially during daylight hours), he has
a great deal of knowledge on the comings and goings of the night
cycles of the Patina.
Race: Dark Elf
Class: Magic User/Thief (Level Unknown)
Deity: Unknown
Alignment: TN (Good tendency)

Galdor of the Eastern Woods of the Golden Sylth


Typically cloaked and hooded in bright azure with a silver crescent
upon his back, this longsword wielding loner is known for living
plainly and his willingness to assist those in need. For the people
of the Patina, he is the daylight version of She-Irainne, the yin to
his yang, so to speak. Easily identified for his long silver hair with
the last vestiges of copper still running in streaks beneath, this
venerable elf travels to the Patina twice a week to offer assistance
to the Prometheus Soup Kitchen and to dole out healing for those
citizens who are in need.
Race: Wood Elf
Class: Cleric (Level Unknown)
Deity: The Great Crescent, Elven Moon God, (Corellon Larethian)
Alignment: NG

Brett Bozeman the Boat Maker


Boats, created so far from the docks, seem like an odd business,
but the Bozeman clan (the name probably an amalgamation of
‘boatman’) has nonetheless been building small craft here for more
than three generations. Brett is the current proprietor of a shop
known among the folks of the Patina as ‘The Boat Maker’, and his
smaller craft include canoes, skin kayaks, and rowboats. Perhaps his
best seller is the funeral boat, many of which go to Murtel’s to be
need help. Lastly, you could have Lotor merely provide the key and entombed or burned, so the people of the Patina often refer to The
not deal with him. Personally, I love using the black eyes, and Lotor Boat Maker as the last port of call for the dead. This trade means
can be a very fun, curious, and powerful ally. Brett knows most everyone, and he is the perfect go-between from
the Patina to Valoria proper as his shop faces Main Street, but his
5. The design of the sewers and your influence on them true business lies within the Patina as he crafts while watching the
I’ve provided the main boss battle encounter designs within this Beggar’s Fountain on most days.
Folio, as well as the grid for the sewers, but other encounter zones Race: Human
(listed on the map) are going to be up to you as the Dungeon Master Class: Fighter (Level 3)
to design and build, thus helping to create your own sandbox for the Deity: Poseidon
Patina. This allows for greater creativity among the Dwarven Forge Alignment: LN
players, and for those of you who don’t use minis or terrain, I suggest
a good descriptor of each encounter zone and then just have at it. Burks ‘The High Kid’
Burks is an orphan youth of the Patina, but instead of falling in
6. Important NPC Contacts with a gang, or begging on the street, he has created a persona as
As much of this is a mystery adventure, there are certain old vermin catcher and chimney sweep who works almost exclusively on
contacts that will be more helpful to the players. These include the rooftops of the neighborhood. Unbeknownst to most citizens,
Lanka the Shade for the purposes of better understanding the sewer in the evenings Burks slips across the Main and does ‘second story
maps recovered from the Tomb of Rosa, Abrella of the Third Eye work’ in the Princess Maria District, honing his skills as a thief.
for locating specific gang members within the Patina, and Cano Charming, with subtle brown eyes that seem to always offer a smile,
(Rogue of the Scarf) for insider information on gang operations and
whereabouts. I’ve also listed a few new NPCs that can be encountered
in the Patina who could potentially provide help along the way.

25
Burks is considered a great treasure by most of the Patina—a ‘youth
turned right’ who knows much of the comings and goings of the Expanding the Adventure
neighborhood. I’m writing this piece because after creating various low
Race: Human level scenarios for the Patina Court Places Volume 1 expansion for
Class: Thief (Level 4) Folio #8, I wanted to be sure that all those utilizing Folio #9 would
Deity: Nike have additional experience gathering and NPC interacting scenarios
Alignment: CG that could go along with the base adventure. Expanded scenarios
for Folio #9 will be included in the updated Patina Court Places
Aria the Bard expansion, and I highly suggest you take a look at those if you want
Growing up on the streets of Valoria as a half-blood outcast, Aria to add flavor and bonus adventuring within the Patina. They should
is both storyteller and heroine of her tales. Over her years as a pick also really help your players make stronger connections and allies
pocket, juggler, knife thrower, master of strings, and hedge mage within the neighborhood.
she has taken on all the skills of a bard of some renown. With her
lute strapped to her back, she now plies her trade as a minstrel, often New Monster:
visiting the Patina to gain stories and hang with her compatriot
Galdor of the Eastern Woods. Black Eyes
Race: Half-Elf (Female)
Class: Magic-User/Thief (Level 3/3) Chaotic Good
Deity: Pan
Alignment: NG Armor Class: 8
Overall Story Arcs & Threads HD: 1

Adventure Seed Hit Points: 6


As you will see in the module portion of this supplement, the Move: 12”
adventures are broken down into several mini-scenarios that allow the No. of Attacks: 2 (or 1 with weapon)
players to easily move through the overall story arc of this adventure.
Part One will be the search for the enchanted whistle, Part Two Damage/Attack: Claw 1–4, Bite 1–4, (or by weapon)
will be the search for the entrance to the lower dungeons and the Special Attacks: None
forgotten temple. If you can seamlessly blend the two together and
Special Defenses: None
provide a running narrative, you’ll have achieved the goal of Folio
#9, which is to transition from starting characters in Folio #8 to boss Magic Resistance: Standard
killing heroes in Folio #10. Intelligence: Standard
Size: S
Psionic Ability: NIL
% in lair: 20%
Treasure Type: L, M

1E Racial Statistics:
Ability Score Increase: Intelligence and Dexterity both increase by 1.
Age: Black eyes mature in 6-8 years and have an average lifespan of 40–50 years.
Alignment: Most black eyes are chaotic in nature, but males (50%) will
sometimes have a lawful alignment, especially if they are magic-users.
Size: Black eyes average 3 feet tall and weigh about 40 pounds. They are
considered size small.
Speed: Base speed is 30 feet.
Natural Thieves: Black eyes receive the same thieving bonuses as halflings.
Sense of Smell: Black eyes are surprised only on a 1.
Languages: Black eyes can typically speak, read, and write Common.

5E Racial Statistics:
Ability Score Increase: Intelligence and Dexterity both increase by 1.
Age: Black eyes mature in 6-8 years and have an average lifespan of 40–50 years.
Alignment: Most black eyes are chaotic in nature, but males (50%) will
sometimes have a lawful alignment, especially if they are magic-users.
Size: Black eyes average 3 feet tall and weigh about 40 pounds.
They are considered size small.
Speed: Base speed is 30 feet.
Locksmith: When attempting to open any lock, black eyes are considered to be
at advantage.
Sense of Smell: Black eyes are considered proficient in Perception.
Languages: Black eyes can typically speak, read, and write Common.

26 The Lost A pprentice


Black Eyes: [AC 12, Speed 30 ft., HD 2d8+2, HP 10, The Truth:
Init +2, #AT 2, Hit +4, Dam Claws 3 (1D4+1) Bite 3 Rexa Teller has the whistle, but once the ‘heat’ begins to grow, he’ll
(1d4+1), Multiattack] send it with a lieutenant to a sub-hideout, fearing the black eyes (or
Like the hopping brains from Folio #8, these creatures are creations perhaps the characters) are more than he wants to risk his operations
of the famed enchanter Kalium Rosa. Where the hopping brains were on. However, this is also a bit of a ruse. Teller has no real interest
created as guard dogs for the wizard’s abode, the black eyes were his in the whistle (it does him no good), but he has been tempted by
trusted companions. rumors of the undercity and the riches there. It is his hope that if
the characters make friends with the black eyes, they might find out
Highly intelligent, these small raccoon-like (crafted using raccoons secrets concerning the undercity that only those creatures know. If
captured around the Patina) humanoids have a keen sense of intuition, this happens, he intends to follow the characters below the surface
are adept at using magic, and are expert thieves. Using family or clan and steal their treasure once they are weakened by the monsters that
tactics, they train adept males as petty wizards and cunning females (he believes) dwell there.
as rogues. Those that don’t show promise in one of these traits begin
serving within the family as foster parents for the young and caretakers
of the property. A few have become skilled at working with the hopping
brains (like rangers) and help direct them, although this is limited and
The Dungeon
Well, there is no true dungeon in this scenario, just the streets of the
often requires using the enchanted whistle that has now been stolen.
Patina. If you are utilizing DF terrain, encounter zones can be built
around alleys or mainly in ruined buildings.
DF2: The Lost Apprentice
The adventure, The Lost Apprentice, is broken down into three 1. Killerz Moonlit Walk
main scenarios that will provide players with the key required to Word on the street is that a contingent of Killerz is
finally enter the Forgotten Temple of Tefnut. Scenario One is a moving across Odin’s Way into the North Quarter at
non-terrain adventure that details the pursuit of an enchanted dusk today. One of their members, a dwarf named
whistle around the Patina Court. Scenario Two features a small Pudge Shortwhiskers, recruited to the cause by
dungeon built around Dwarven Forge terrain, created for this Duskbeard, is said to carry the whistle on a chain
particular campaign, as are the encounter zones of Scenario Three. around his neck. This information can be uncovered
Although dedicated to Dwarven Forge terrain, non-miniature from contacts within the Patina with three successful
using players will have access to both OSR ‘Blue’ maps and fully Charisma checks [DC 13 Cha], or from a named NPC
rendered 3D maps, so that ease of play is not impacted. The that the heroes have a relationship with on a single success.
bulk of this adventure is built around players’ familiarity with the In reality, the whistle Pudge carries is for a mastiff that he has
Patina Court. (I highly recommend both Folio #8 and the Patina trained to flank his party on his forays into the North Quarter. When
Court Places Volume 1 expansion.) Dungeon Masters should attacked, he will blow the noiseless dog whistle and call the mastiff to
acquaint themselves with the colorful tapestry of personalities and help attack the characters.
locations the players will encounter, provide motivations for future 6 Killerz Gang Members (Includes Pudge) [AC 8, HD 4, HP 24,
adventures, and fluidly define player backstories including how #AT 1, D 1–8 (Mace)]
they have integrated into the Patina. Treasure
45 silver and 6 gold spread between them in pouches.
Scenario One Pudge carries a +1 Dagger.
6 Killerz Thugs [AC 11, HD 5d8+10, HP 32, #AT 2, Hit +4,
The Enchanted Whistle: Dam Mace 5 (1d6+2), Multiattack, Pack Tactics (Thugs
gain advantage on an attack roll against a creature if at
The Hook: least one of the thug’s allies is within 5 feet.)]
The hook on this one should be easy because it is provided directly 1 Mastiff Hound [AC 8, HD 1, HP 6, #AT 1, D 1–6, Bite]
by Lotor after the completion of ‘The Alienist’ in Folio #8. Now, you Treasure
could have the players contacted by Lotor while still inside the tower, None
most likely in the basement while investigating the sealed door to the 1 Mastiff Hound [AC 12, HD 1d8+1, HP 5, #AT 1, Hit +3,
caverns. However, if you didn’t want to, you could have them leave Dam Bite 4 (1d6+1)]
and then have Lotor meet them at their base of operations inside the
Patina. Whatever the case, Lotor will make a proposition—find the 2. Knocked Men Shell Game
enchanted whistle stolen by one of the Patina gangs for his people, Indications are that a group of beggars-turned-thieves
and he will provide the players with the key to the cavern crypt. have come into possession of the whistle during a mugging
earlier this week. The whistle has fallen into the possession
The Chase: of one ‘Scabber’, a particularly nasty human male who
This is where things get a bit more difficult. There are a number never sleeps in the same location twice. However, three
of gangs in the Patina (as detailed in the Gazetteer), and the party successful Charisma checks [DC 14 Cha] will reveal his
will have to start going through them to find the whistle. Remember, current location in a flop house near The Boat Maker’s shop
the whistle is held by the Tellers, but they have been putting on a along the street behind Main. (Bret Bozeman also knows
disinformation campaign to throw the black eyes off their scent, this information directly.) If one of these checks is failed,
thus this will also affect the characters. As the Dungeon Master, the characters will instead find another beggar who isn’t
you can choose any number of gangs that the heroes will need to go Scabber and have to start all over again. This information
through, but I’ve detailed encounters with four below, before they can also be had on a single Charisma check [DC 14 Cha]
will finally get into a direct conflict with the Tellers. Also remember, from a named NPC the characters are close to.
if the heroes know Abrella of the Third Eye, they might get a leg up
on their investigation and thus skip some of the gangs.

27
Scabber has no whistle, only a bird bone that hangs from a their girls are well known and barred from the Gracious
bracelet at his wrist. When found, he is among a small collection Arms Inn (two members have been recruited from there
of fellow Knocked Men, and they will not give up any possession to much to the owner’s lament), they need the characters to
the characters and will consider their questioning an affront worth retrieve something that a new member left there before
fighting over. joining the Ladies. This item was stashed in the cellar
5 Knocked Men Gang Members (Includes Scabber) [AC 8, HD 3, just inside the bar on the first floor. If the characters can
HP 18, #AT 1, D 1–6 (Short Sword), Scabber uses short sword and retrieve this item, they will exchange the whistle for it.
dagger, so he gets an extra attack roll.] Retrieving the item (a small bronze statue of the goddess Artemis)
Treasure will not be particularly easy unless the heroes already have a contact
23 copper and 7 silver spread between them in pouches. in the Gracious Arms. As that is unlikely, they will have to go to
5 Knocked Men Thugs [AC 11, HD 5d8+10, HP 32, the Arms, discover the door to the cellar in the main kitchen with a
#AT 2, Hit +4, Dam Short Sword 5 (1d6+2), Multiattack, Find/Remove Traps roll [DC 14 Perception], then find a way past
Pack Tactics (Thugs gain advantage on an attack roll the comings and goings of the staff (sneaking, invisibility, etc.) to get
against a creature if at least one of the thug’s allies is to the door and down into the cellar. Once there, a successful search
within 5 feet.)] (1–4 since they’ve been told where to look) [DC 12 Perception]
will uncover the item.
3. Ladies Bait and Switch Of course the Ladies don’t actually have the whistle, and
Indications are that the whistle has fallen into the are simply using the party to get the item they seek. Once
possession of the Ladies of Prophet who are seeking to they do get the item (and will take it under threat when it is
use it in some secret ceremony to steal the virility of the returned to their base), the leader, Istas Ma, will admit she
men of the Patina. Finding the Ladies isn’t a problem; it doesn’t have the whistle but does know who actually has it—
is common knowledge that they have a base of operations Hestus, leader of the Moon Dogs.
behind Murtel’s Mortuary, and will gladly take a meeting However, Istas isn’t a truly evil individual and does appreciate
with the characters. They also “have the whistle” and are what the characters have done for her. To this end, she will tell
willing to give it up if the party will do them a favor. Since you that Hestus has been looking for a fight in Brawl Club for a few
weeks, but has had no takers. She will gift the largest fighter in the
party (or perhaps a female character if she looks like she can fight)
a small silver studded leather belt as a finder’s fee for the statue.
This belt, if properly wrapped around a fist, can actually damage
Hestus in a fight.

4. Moon Dog Title Fight


Hestus has indeed been looking for a fight in the Brawl
Club for a couple of weeks, but as he seems impervious to
pain, there have been no takers. He is currently offering a
small bounty for a fight, but again, no one has been stupid
enough to take him up on it. If the players make contact
with any of the ‘Dogs’ and request the whistle in exchange
for a fight, Hestus will gladly agree.
Again, this is a dead end. Hestus has many whistles (he collects
them, go figure), and will show the party a nice one before the fight
that he indicates is the whistle in question. (If Lotor is there at the
time, this won’t work, so Hestus will fall back to ‘I’m not stupid
enough to carry the real whistle with me’ approach.)
If beaten in a brawl, Hestus will give up the information that he
recently heard the Tellers had the whistle in a drug den close to the
House of Flying Daggers. He will even send one of his ‘Dogs’ to show
you the place.
1 Werewolf Brawler (Hestus) [AC 5, HD 4+3, HP 27, #AT 1, D
2–8 (Bite), Bitten individuals who fall below 50% of their hit point
total are infected with Lycanthropy.]
Treasure
Information
1 Werewolf [AC 12, HD 9d8+8, HP 58, #AT 2, Hit
+4, Dam Bite 4 (1d8+2), Claw 7 (2d4+2), Multiattack,
Lycanthropy (if target is bitten, DC12 Constitution
saving throw must be made or contract the disease),
Damage Immunities: bludgeoning, piercing, slashing
damage from non-magical weapons that aren’t silvered]

5. Teller’s Drug Den


The final piece of this scenario rests with the Tellers in their current
drug den just south of The House of Flying Daggers. Here, Malis the
Simp, currently one of Rexa’s least favored lieutenants, has brought
the whistle thinking he was given a gift for good service. Instead,
he is being used as bait for the party. He and his men will use lethal
28 The Lost A pprentice
force to defend themselves, the enchanted whistle, and their drugs 6 Piercers [AC 3, HD 3, HP 18, #AT 1, D 3–18 (Pierce/Bite), 95%
(not knowing this is a setup), so the party had best come prepared. chance of surprise]
6 Teller Gang Members (Includes Malis the Simp) [AC 8, HD 4, Treasure
HP 24, #AT 1, D 1–6 (Short Sword)] None
Treasure 6 Piercers [AC 15, HD 3d8+9, HP 22, #AT 1, Hit +3,
71 copper, 47 silver, and 10 gold spread between them Dam Pierce 9 (3d6+2), Patient Hunter (will drop in
in pouches. Malis carries the enchanted whistle and a clusters to kill a single target)]
+1 short sword that he uses in battle.
6 Teller Thugs [AC 11, HD 5d8+10, HP 32, #AT 2, 2. Black Pudding
Hit +4, Dam Short Sword 5 (1d6+2), Multiattack, This tunnel has an oddly organic nature that expands
Pack Tactics (Thugs gain advantage on an attack roll and contracts as though pockets of air once bowed parts of
against a creature if at least one of the thug’s allies is it out. More water pools among small basins in the stone,
within 5 feet.)] and the dark liquid shimmers in your light.
A black pudding has taken up residence in this tunnel and will wait
Scenario Two for the party to fully enter before cutting off the escape by sliding in
behind them.
Tomb of Rosa 1 Black Pudding [AC 6, HD 10, HP 60, #AT 1, D 3–24
Long ago, the city of Valoria was flooded and destroyed and the (Pseudopod), Dissolves wood or metal, consuming weapons in a
city that now exists rests on the bones of the more ancient ruin. There single round, and armor in 2. If the metal is magical, add the +
are many components to the flood, but one thing many can agree on value to the number of rounds until consumed, thus +2 plate would
is that salty brine caverns still exist in pockets below the streets. The take 4 rounds to consume.]
Tomb of Rosa is one of these. The natural cavern leads from the
basement of Rosa’s tower to deep beneath the Wizard’s Knoll. It has Treasure
been protected by great abjuration magic as well as the black eyes A successful search [Perception DC 15] of the pool at the
since the wizard’s death more than thirty years ago. rear of the tunnel reveals a skeletal hand still clutching a
warhammer. The warhammer is a +2 weapon.
The Hook:
Knowing of the existence of a wizard’s tomb will certainly be 1 Black Pudding [AC 7, HD 10d10+30, HP 85, #AT 1,
something that is too good to pass up by the poor characters in Hit +5, Dam Pseudopod 6 (1d6+3), Corrosive Form
the Patina. However, getting Lotor to offer up the key is another (Any creature striking the pudding takes 4 (1d8)
matter, so until that is accomplished the players will not be able to ‘splash’ damage and a non-magical weapon corrodes
enter the tomb. permanently subtracting 1 from its damage dice per hit.
Once -5 is reached, the weapon is destroyed. If struck by
The Chase: a pseudopod, the target’s non-magical armor is reduced
As above, to get inside the tomb the players will have to successfully by 1 point, and if the armor’s bonus is fully cancelled,
complete Scenario One ‘The Enchanted Whistle’. it is considered destroyed), Damage Immunities: acid,
cold, lightning, slashing. Condition Immunities: blinded,
The Truth: charm, deaf, prone, frightened. Split (if struck by
Well, this is where things get a bit dicey, especially for Lotor. He lightning, the pudding will split into two new puddings,
knows that Rosa didn’t die in Valoria, but instead on an extended each with half the hit points of the original.)]
tour of the planes. ‘Rosa’s Tomb’, therefore, has very little to do
with Rosa himself. Instead, it is the final resting place for an old 3. Gargoyles
companion of Rosa’s when he was a young adventurer. For this Around this chamber a half-dozen statues, each with
reason, the black eyes do not see the tomb as a sacred place and the leering faces, tattered wings, and long claws, are trapped
adventurers disturbing Eperious Regalt, the warrior buried within, is within the salty residue of old submersion. A single exit
not an issue to them. Also, Eperious spent every gold he had trying twists away into darkness under the unseeing eyes of the
to uncover the temple, thus he died a pauper and would have been macabre statues.
left to rot on the streets had Rosa not recovered his old friend’s body These are gargoyles placed by Rosa to protect the tunnel entrance
and placed it in a tomb meant for himself. to his friend’s tomb. They will wait for the party to move toward the
tunnel, then screech and attack. Their calls will carry down the hall
activating the clay golem who waits there.
The Dungeon 6 Gargoyles [AC 5, HD 4+4, HP 28, #AT 4, D 1–3/1–3/1–6/1–4
When running this small dungeon, be sure to include elements (Wing buff x2, Claw, Bite), +1 or better weapon to hit]
in your description of signs of flooding and just how old Valoria is. Treasure
If you can play up the intrigue of a ‘city beneath a city’, then you’ll None
have your players in the right direction to go into the final scenario 6 Gargoyles [AC 15, HD 7d8+21, HP 52, #AT 2, Hit +4,
of this adventure. Dam Bite 5 (1d6+2), Claw 5 (1d6+2), Multiattack, Damage
Resistance: bludgeoning, piercing, and slashing from
1. Piercers: non-magical weapons]
A vaulted cavern stretches out before you, your light
source glittering off the mineral deposits in the walls.
The sound of dripping water echoes throughout, and your
boots crunch against hardened deposits of salt on the floor.
Inside this chamber are a half-dozen piercers, each hoping to find
a quick meal as the vermin that come into the cave have begun to dry
up, and they are slowly starving.
29
4. Clay Golem
Lumbering from the darkness of the tunnel, a large
humanoid figure moves into the light…
Lurking in the access tunnel to the final tomb is a clay golem.
Designed by Rosa, it waits to be alerted by the gargoyles that intruders
are present. If the gargoyles are somehow silenced, the golem will
take a full round to activate once the party approaches within 10’
of it. Note: This is a nasty boss monster that was put here to keep
intruders out. The Dungeon Master should keep that in mind, and
the golem will not pursue fleeing characters past Room 3, as it is
unlikely they can beat it on the first attempt.
1 Clay Golem [AC 7, HD 11, HP 50, #AT 1, D 3–30 (Slam), Can
be struck only by magical blunt weapons and immune to spells other
than move earth, disintegrate, and earthquake.]
Treasure
None
1 Clay Golem [AC 14, HD 14d10+56, HP 133, #AT 2,
Hit +8, Dam Slam 16 (2d10+5), Haste (recharge 5–6),
Acid Absorption, Berserk, Immutable Form, Magic
Resistance, Magic Weapons. Damage Immunities: acid,
poison, psychic; bludgeoning, piercing, and slashing
from non-magical weapons.]

5. Greater Undead
Another grand vault opens before you, this one devoid
of any strata. At the center, an iron sarcophagus has been
placed, a dull light emanating from it.
As you enter the vault, the sounds of clattering bones and creaking
armor emanate from the back recesses. A lone figure moving from
the far shadows bounds onto the sarcophagus and screeches, ‘You
will not violate the temple!’ in a ghostly and unreal voice.
This is the revenant body of Eperious Regalt. He is a ‘special’
undead, and is to be treated as such for the purposes of turning.
His soul cannot rest as he believes he must protect the work he
did in life, that being the discovery of the Lost Temple of Tefnut
buried somewhere deep under the Patina. His powers include the
ability to ‘Blink’, as per the spell, and his blade has evolved into a
magical device that becomes more powerful the closer you get to
the lost temple.
1 Greater Undead (Eperious Regalt) [AC 0 (plate + shield), HD 12,
HP 72, #AT 2, D (1–8)+4 (Longsword)]
Treasure
Regalt’s Blade (+1 Longsword which will become
+2 if within a mile of the Lost Temple of Tefnut, and
+3 when actually within the temple proper), maps,
journals, and mad ramblings about the Lost Temple
of Tefnut. Platemail +1, Shield +1, both inset with the
symbols of the Valoria City Militia.
1 Greater Undead (Eperious Regalt) [AC 20, HD
12d10+36, HP 96, #AT 2, Hit +8, Dam Sword 10 (1d8+6),
Multiattack, Damage Resistance: slashing and piercing]

Scenario Three
The Sewers of the Undercity
This third and final scenario will put the players into a more
classic dungeon crawl. (Although in this case it’s a sewer crawl.) I’ve
constructed it with only a single pre-designed chamber, that being
for the last boss battle. So I encourage Dungeon Masters using
terrain to build encounter zones at different nexus points within the
sewer frame you will find on the inside of the module cover. By all
indications from Regalt’s recovered notes, he insists that access to the
temple had to be at the main Patina Nexus at Point 1 on the map. If
you wish, you can show bits and pieces of the map to the players, but
I suggest hand scrawling the design so that they must explore west to
east until finally getting to Point 8.
30 The Lost A pprentice
The Hook: A doppelganger lurks here waiting to insert itself into any party
Once the party has cleared the Tomb of Rosa, they will have it can find. If an opportunity presents itself (like during a party
uncovered documents indicating a forgotten temple exists below search of the chamber), it will attack. If no such action is taken by the
the streets of the Patina. The person creating these notes, players, it will follow them, waiting for another creature to attack and
Eperious Regalt, believed that great riches could be had within distract them before attempting a replacement.
the lost temple, so it falls to the heroes to continue his life’s work 1 Doppelganger [AC 5, HD 4, HP 24, #AT 1, D 1–12 (Strangle),
and find the treasures hidden there. Surprise on a 1–4]
Treasure
The Chase: None
The heroes will have to work their way through a network of sewer 1 Doppelganger [AC 14, HD 8d8+16, HP 52, #AT
tunnels in search of a special nexus room that allows access to the 2, Hit +6, Dam Slam 7 (1d6+4), Multiattack, Read
dungeons below the sewers and the temple attached to them. One Thoughts, Ambusher (advantage on surprise attacks),
thing to keep in mind, there are a number of ‘encounter zones’ within Surprise Attack (first round attacks add 10 (3d6)
the sewers, and it is advised that the party moves through these before damage per attack)]
getting to the final boss.
3. Carrion Crawlers
The Truth: From the horrid smell of rot, something has died
Eperious Regalt was correct that an entrance to the Underhalls within this larger nexus chamber, but you can’t tell
beneath the sewers does exist in the Patina, but what he didn’t from the various bits of putrefying meat you see strewn
realize was that a creature lurks at the door. His maps are also a about. Several large wormlike creatures with pale skin,
bit fractured and inaccurate, each possible location of the entrance segmented bodies, and head tentacles are feasting on the
leading to dead ends. spoils, but quickly turn and approach the party upon entry.
These creatures are carrion crawlers that use the chamber as a
feeding ground because of the traffic it sees from things moving
The Dungeon about in the sewers.
Remember, you are in the sewers here, so this shouldn’t be a 3 Carrion Crawlers [AC 3/7, HD 3+1, HP 20, #AT 8, D
pleasant crawl. It will be up to the Dungeon Master to keep the Paralysis (Tentacles)]
‘ick’ factor to a maximum as the party moves through these refuse- Treasure
laden tunnels. I’d suggest characters having to make Dexterity They were currently feeding on the remains of a
checks [12 Dex saving throw] during any battle or fall into ratman patrol, and amid the remaining flesh a +1
rivers of filth. If anyone does fall, a successful saving throw versus Dagger and 78 silver and 13 gold can be found.
poison [DC 14 Constitution] must be made to avoid contracting 3 Carrion Crawlers [AC 13, HD 6d10+18, HP 51, #AT
a parasite (1–3) or disease (4–6). These will be up to the Dungeon 2, Hit +8, Dam Tentacles 4 (1d4+2 of poison damage)
Master’s discretion to foster and create. + DC 13 Constitution or be paralyzed for 1 minute,
Bite 7 (2d4+2)]
1. Water Elemental (Sewer Type)
The fetid smell surrounds you as a nexus chamber opens 4. Otyugh
up within the tunnel. Here, around a central pool of dark Above, light streams into this chamber from a grated
water, more tunnels branch off into the system as a whole. square, and below large piles of semi-fresh trash are
Within the water a corrupted water elemental lurks, the ‘abuse’ of heaped. Rats scurry and squeak around the piles.
so much human waste has turned it into a murderous creature bent A surprise roll is required here [passive Perception 14] to
on destroying those who helped create it. notice two rats suddenly disappear as tentacle pods pull them into
1 Corrupted Water Elemental [AC 2, HD 12, HP 72, #AT 1, D a larger refuse pile, followed by the commotion of a feeding frenzy
5–30 (Slam) + 2–8 (Acid), +2 or better weapon to hit] within. If the party tries to cross the chamber to another exit, the
Treasure trash pile will explode and an otyugh will attack.
In the murky depths of the pools some 32 silver and 1 Giant Otyugh [AC 3, HD 8, HP 64, #AT 3, D 1–8/1–8/2–5
413 copper can be found, as well as a diamond wedding (Tentacle x2, Bite), if bitten, there is a 90% chance of contracting a
Ring of Protection +1. To find the bulk of this treasure disease (Dungeon Master’s choice, have fun!)]
(especially the ring), the party must get into the pool Treasure
(see rules above on disease and parasites) and make a Amid the massive pile, there is a grey Cloak of
successful Search check [DC 16 Perception]. Protection +1, a Mace +2, 57 gold pieces, 412 silver pieces,
1 Corrupted Water Elemental [AC 14, HD 12d10+48, and 780 copper pieces, as well as a 200 GP moonstone. If
HP 114, #AT 2, Hit +7, Dam Slam 13 (2d8+4) + Acid the party is searching the pile, they can find one item per
Corruption 6 (2d4+2), Multiattack, Whelm (recharge successful Search check [DC 15 Perception], unless they
5–6). Damage Resistance: bludgeoning, piercing, are using Detect Magic, which will reveal the cloak
and slashing from non-magical weapons. Damage and the mace.
Immunities: acid, poison] 1 Giant Otyugh [AC 14, HD 12d10+48, HP 168, #AT 3,
Hit +6, Dam Bite 12 (2d8+3) + DC 15 Constitution save
2. Doppelganger or contract a disease, 2 Tentacles 7 (1d8+3) bludgeoning
Another chamber, this one filled with a half-dozen + 1 (1d8) piercing + DC 13 escape or be grappled.
pillar-like supports, houses another nexus point within Tentacle Slam: DC 14 Strength by a grappled character
the greater sewer. What purpose such a chamber served or take an additional 10 (2d6+3) bludgeoning damage]
during construction is beyond you, but further exits move
off in various directions amid a subtle vaporous mist that
swirls about the slime-covered columns.

31
10 Ratmen [AC 5 (ring mail + shield), HD 3, HP 18, #AT 1,
D 1–8 (Longsword)]
Treasure
4 gold, 23 silver, 89 copper. The leader (HD 5, HP 30)
has a Longsword +1 and a jeweled ring worth 75 GP.
10 Ratmen [AC 15, HD 4d8+8, HP 32, #AT 2, Hit +5,
Dam Longsword 6 (1d8+2), Multiattack]

7. Tunnel Trolls
Another water nexus, the central pool filled with
floating piles of trash, dominates this large chamber.
Around the exterior, other exits in the sewers stretch
away into darkness.
Hiding within the water, and using the trash to conceal
themselves, are a mated pair of trolls. The party will be
surprised on a 1–2 [passive Perception 15]. If undetected,
a long-clawed hand will reach out and pull a party member into
the pool. If seen, both trolls will rise from the water and attack
the party in earnest.
2 Trolls [AC 4, HD 6+6, HP 42, #AT 3, D 5–8/5–8/2–
12 (Claws x2, Bite), Regeneration 3 HP per round, must be
killed with fire. Note: If fire is used, they will submerge to
extinguish it.]
Treasure
Within the pool (again see rules for parasites and
disease) are a +2 Chain Shirt (halfling-sized),
+2 Short Sword, Bag of Holding, 45 gold, 210 silver,
and 890 copper. Diving to retrieve these items requires
a successful Search check [DC 15 Perception], unless a
Detect Magic is cast.
2 Trolls [AC 15, HD 8d10+40, HP 84, #AT 3, Hit +7, Dam
Bite 7 (1d6+4), Claw 11 (2d6+4), Multiattack (2 Claws +
Bite), Regeneration (10 HP at start of each turn)]

8. The Hydra at the Gate


This ‘double chamber’ nexus contains four entry
points and two large column supports. The sound of
5. Lizardman Hunting Party sloshing water echoes through the chamber and the
The chamber opens to reveal a small group of spear stonework here looks to be older, as though the crafters
wielding humanoids hissing away in a heavy debate. cobbled it together with another chamber far older than
Upon entry, the hissing subsides and your light shines the current sewer. Once again, the fetid mist swirls on
across the deep green scales of the reptilian ‘men’ who air currents drifting from access halls, and light plays
turn to face you. against the greenish vapor.
These are a group of lost lizardmen, a patrol that strayed out of This is actually the entry chamber to the Underhalls through
the Underhalls looking for easy prey and now cannot find their way which the characters will have access to the Forgotten Temple in
back. They are desperate, see any encounter as a deadly foe, and will Folio #10. Guarding the entrance (which is in the southern hall
attack on site. of map) is a pyro-hydra. The creature was placed here ages ago
8 Lizardmen [AC 4 (scaly hide and shield), HD 2+1, HP 16, #AT and has become very adept at defending the hall. It will attack
2, D 1–6 (Club) and D 1–8 (Bite)] physically as it tests the party’s strength, but if it seems to be
Treasure losing (falling to ½ hit points), it will utilize its breath weapon to
9 small jade chips in a sack (20 GP value) set what the players perceived as vapor (actually gas) in the entire
8 Lizardmen [AC 16, HD 3d8+4, HP 16, #AT 2, Hit chamber alight. This attack will cause 6d6 damage to everyone
+4, Dam Bite 7 (2d4+3) Spear 7 (1d8+3)] in the chamber [24 (6d8)]. Because the gas surrounds everyone,
there is no chance of a saving throw. The pyro-hydra is immune
6. Ratmen Patrol to this damage.
Within this chamber, directly across from the party, a 1 Pyro-Hydra [AC 0, HD 12, HP 92, #AT 7, D 1–10 (Bite),
dozen small hairy humanoids appear. Their rat-like faces Breath: 3–18 per head (twice a day per head)]
reveal yellow teeth and their black eyes glitter in your light Treasure
as they draw forth metal blades. Access to the Temple Dungeon
This is a small ratman patrol, one sent to patrol an area of ‘turf’ 1 Pyro-Hydra [AC 20, HD 15d12+75, HP 172, #AT 7,
from one of the clans who claim the sewers of Valoria as their home. Hit +8, Dam Bite 10 (1d10+5), Multiattack (7 Heads), Fire
Considering the party as interlopers, they will attack, but once more Breath 9 (3d6) from each head, twice a day, instead of
than half their number are slain, they will retreat to warn their clan using a bite attack]
of this incursion and hopefully mount a greater resistance during a
later encounter.
32 The Lost A pprentice
33
N
N
Mini-Module DF2.5 Greetings, I’ve not much time so I’ll make this quick. Word on the street
is that a new gang has crossed over the Main and is targeting women for
some dark purpose. I’m putting ears to the street to find out more, but as you
seem keen on protecting the interests of the people of the Patina, I wanted to
provide you with this…
She then slides over a scroll, looks fervently around the bar,
and then bids you a good evening. Attempts to engage her
Synopsis further are rebuffed.
Much is made inside the Patina of the various gangs—their The scroll contains several accounts from beggars of men in skull
mutual hatred of one another and always vying for supremacy—but masks lurking in the shadows of various streets during the late hours.
one thing is clear, everyone bands together when outside gangs try to They usually watch and wait, but on two occasions they have been
interfere in Patina underworld politics. A week ago, news surfaced of seen chasing a woman, out late on business and not seen from again,
a new gang ‘crossing the Main’, but unlike previous incursions, this down an alley. The last such occurrence happened on Orchard Way,
gang wore strange masks and preyed on women in particular. Can a thin snake of an alley close to the Helicrium Bathhouse. The source
the characters align with a Patina gang long enough to put an end to indicated that the victim was Desdomona, a server at the Cauldron
this mysterious new menace? and perhaps someone the players are familiar with.
Dungeon Master Notes 2.
The new ‘gang’ is really a cult of Hades called the Smiling Skulls, Orchard Way has no connection at all to its namesake,
and has moved out of spoiled hunting grounds south of the Main into the alley little more than a refuse-strewn byway little used
the Patina looking for fresh victims to sacrifice to their dark god. by anything having less than four legs. The smell is not of a
The Smiling Skulls fruity nature, and as you pick through the debris, flies buzz
around you in small clouds.
Led by a mad priest named Septus the Knife Lama, this small cult Oddly enough, and just as much a pain in the ass, a rust monster
has been growing for years inside Valoria, but only recently began has tunneled up from the sewers and taken up residence in the debris,
taking its service to Hades more lethally serious. Now, instead of seeking out choice bits of outcast metal. Once disturbed, it will come
venerating natural death, Septus has moved on to a more pragmatic out, hungry for the party’s valuables.
murder approach, and his followers have gotten a taste for blood. 1 Rust Monster: [AC 2, HD 5, HP 26, #AT 2, D Nil (tentacles),
They enjoy the hunt and will stalk prey through streets, causing corrodes and destroys all metal touched by a tentacle, magically
fear and anguish before finally moving in to make the kill. Most enchanted metals gain a saving throw equal to 10% per plus]
of the gang are thieves and assassins, but Septus is a true cleric, and Treasure
his adherence to murder has allowed him to wield a deadly dagger None
blessed by his deity. 1 Rust Monster [AC 14, HD 5d8+5, HP 27, #AT 1, Hit +3,
To Cross or not to Cross Dam Bite 5 (1d8+1) or Antennae, Iron Scent, Rust Metal]
Further investigation (including the use of any ranger tracking
The adventure will revolve around stopping the Smiling Skulls, skills) will show signs of a struggle here. Someone, probably a
but the players will have to decide exactly how they wish this to woman, entered the alley but did not exit it, although other feet,
occur. Some of the conflict will come inside the Patina, and once mostly covered in a rusty residue, did leave the alley heading north.
this is completed the Smiling Skulls will retreat back ‘over the
Main’ and not return. However, they will still be active, and it will 3.
be up to the players to decide if they cross the Main and pursue the The streets of the Patina drift past as the rusty prints
cult to its final destruction. lead you down the secondary and tertiary byways. Finally,
Setting the Trap after several false trails and the failing light of the day,
one of the dozens of abandoned outbuildings of a greater
The players will find themselves faced with three challenges over Patina mansion along the Wizard’s Knoll brings an end to
the course of this mini-adventure. First, they must identify the cult the trial.
and then establish what its purpose is, presumably with the help of Again, ranger scouting skills or thieving abilities can be employed
the Ladies of Prophet. Once this is accomplished, they should enter here to get a ‘lay of the land’. Successful rolls will provide any and all
the makeshift lair of the Smiling Skulls within the Patina and destroy of the following details concerning the dwelling.
the agents there. However, Septus will not be there for this battle so 1.
if the players want to end this for good, they will have to go over the The building is made of stone, unlike many lesser structures
Main and destroy Septus in the true headquarters. in the area, and has a single studded wooden door and two
shuttered windows. A small trail of smoke, probably from
Part One: Meeting of the Minds interior candles, drifts from a lone chimney.
2.
1. Markings on the door, softly carved around the edges, seem to be
A party member (a female preferred, but a cleric if dedicated to a god. A successful Wis check [Wisdom DC 10]
not) will be approached by an agent of Istas Ma, gang by a cleric can identify them as blessings to Hades.
boss of the Ladies of Prophet. She indicates that Ma
wishes a meeting concerning crimes that seem to be
focused on women inside the Patina.
If the players accept the offer, they will be shown to the Rancid
Cauldron where Ma waits at a back table.

37
3.
The second floor balcony of the Patina mansion has a
shadowy form tucked within the recesses. This is a scout for
the cult, and he will signal those inside by ringing a gong next
to him. To detect him, the ranger must make a successful
Wisdom check [Wisdom DC 13], or a thief must make a
Find/Remove Traps [DC 14].
4.
Across from the house, and going directly into the Wizard’s
Knoll, is a small cavern in which the bones of several people
have been stashed.
1 Cultist Scout: [AC 7, HD 4, HP 16, #AT 1, D 1–4 (dagger)]
Treasure
None
1 Cultist Scout [AC 13, HD 6d8+6, HP 33, #AT 2, Hit +4,
Dam Knife 4 (1d4+2), Multiattack]

Part Two: Sacrifice of Desdomona


1.
Searching the studded door, you quickly realize it
has been bolted from the inside and cannot be opened
without a ram or a spell.
A successful Open Doors Strength check will also break the
bolt [Strength DC 19], and any thief can use Hear Noise
[Perception DC 16] to hear the quiet murmur of chanting
coming from inside.
If the door isn’t broken on the first attempt, those inside will
prepare for an assault, the bulk of the force holding their ground in
the front room while the leader falls back into the small back room.

2.
This room is decorated with a single table stained
with russet crimson splashes and leather ties. Around
the walls are painted symbols of Hades, and standing
at the ready are seven men in heavy cloaks and skull
masks, each brandishing a blade.
7 Cultists: [AC 7, HD 4, HP 16, #AT 1, D 1–4 (dagger), 2 cultists
can cast Cause Light Wounds]
Treasure
43 SP between them all
7 Cultists (2 with spell-casting ability) [AC 13, HD
6d8+6, HP 33, #AT 2, Hit +4, Dam Knife 4 (1d4+2),
Multiattack, Spellcasting (Wisdom base spell save DC
11, and +3 to attack with spells), Cantrip: Light, Sacred
Flame, Thaumaturgy; 1st (4 slots): Command, Inflict
Wounds, Shield of Faith]

3.
A f limsy hanging is eased aside, the room beyond a
mess of cots, discarded food, and soured beer. Amid
the clutter, a lone man stands with a blade at the
ready, a bound woman behind him wildly struggling
against her bonds.
This is Kraven, a former gladiator and newly minted sub-boss of
the cult. Always one for a good fight, he will take every opportunity
to engage multiple opponents at once. He’s also an expert with
knives, especially as thrown weapons, and will spend one attack each
round hurling a knife at any spell-caster in the party.
Kraven: [AC 4, HD 8, HP 64, #AT 2/1, +4 Attack, D (1–6)+6
(short sword) or (1–4)+5 (throwing dagger), Weapon Specialization
Short Sword and Dagger, Multi-Target Fighting (for every opponent
fighting against Kraven, he gains a +1 to his AC due to intense
training versus gang tactics)]

38 Gang War!
Treasure A lone stair leads to the upper level and bastion of Septus himself.
Short Sword +1, 21 GP The man is currently contemplating over a tome of Hades’ portents,
Kraven [AC 16, HD 15d8+45, HP 112, #AT 3, Hit and any commotion below will allow him to prepare himself with
+7, Dam Short Sword 7 (1d6+4) or Throwing Knives 6 enchantments and spells by the time any characters arrive.
(1d4+4), Multiattack, Parry (adds 3 to his AC against one He has no wish for parley, and he knows that death has always
melee attack that would normally hit)] been a possibility and perhaps even a blessing. His lone tactic—to
take a player with him at all costs. He will focus all his efforts on a
Part Three: Across the Main single target, screaming about the ‘Boatman of the Styx’ as he does
so. However, with the preparation time, he will have cast his Silence
1. 15’ Radius spell on the top of the stairs as well as scattering a sheaf of
Notes and messages lie haphazardly amid the clutter sticks on the floor there (for a Sticks to Snakes spell). With his Bless
of the back room, Desdomona weeping into the chest of and Protection from Good in play, he will be quite ready for combat.
anyone willing to allow it. Septus: [AC 0, HD 10, HP 70, #AT 1, D (1–4)+3 (dagger), Poison
Here is where the party must make a choice—continue the (saving throw vs. poison or take an additional 6–36 damage), Spells
investigation, or simply return Desdomona to her home and move 1st (6 slots): Bless, Cause Light Wounds, Command, Protection from
on to other things. If they search the room, they will discover short Good; 2nd (6 slots): Hold Person, Spiritual Hammer, Silence 15’
communiques (a 1E campaign might employ Thieves’ Cant) that Radius; 3rd (4 Slots): Dispel Magic, Cause Blindness, Prayer; 4th (3
instruct Kraven to continue preparations for the coming of Septus, slots): Cause Serious Wounds, Sticks to Snakes; 5th (2 slots): Cause
who awaits word of six more sacrifices before coming over the Main. Critical Wounds, Slay Living]
If the party chooses, they might confer with their contacts, including Treasure:
Istas, and find that informants from various gangs have located Ring of Protection +2, Buckler Shield +1,
Septus’s true lair south of the Main. ‘Nightsinger’ Dagger of Venom +3, 32 GP and 3 PP
between them all
2. Septus [AC 13, HD 10d8+20, HP 70, #AT 2, Hit
The Main, a street that represents the very lifeblood +9, Dam Knife 7 (1d4+5), Multiattack, Spellcasting
of Valoria. Running east to west, it bisects the city (Wisdom base spell save DC 14, and +5 to attack with
and allows trade to flow. Now, for the protection of spells), Cantrip: Light, Sacred Flame, Thaumaturgy;
the Patina, you move across this great thoroughfare Spells 1st (4 slots): Bless, Inflict Wounds, Command,
and into the markets, housing, and businesses of the Protection from Evil and Good; 2nd (3 slots): Hold
Princess Market. Person, Spiritual Weapon, Silence; 3rd (3 Slots): Dispel
This should be an experience for the players, like leaving home for Magic, Mass Harming Word, Prayer; 4th (3 slots):
the first time (if the campaign to this point has been completely set Guardian of Faith; 5th (2 slots): Mass Cause Wounds,
inside the small but complex world of the Patina). I would suggest Slay Living. Poison 18 (6D6) (Constitution DC 16)]
creating your own flair here, but the mission to put an end to Septus Conclusion
should be under the cover of darkness as it is likely that any armed
party leaving the Patina would be stopped by wary city guards. Once Septus has been killed, and the cult shattered, the characters
A Wisdom check [Wisdom DC 14] by a ranger or a Charisma can return to the Patina as unsung heroes, save for the stories told
check [Charisma DC 14] by a thief or bard will set you on the by Desdomona at the Rancid Cauldron. There is also a small bond
straight path to Septus’s lair, otherwise, the new district will confuse forged between the characters and Istas, although she would deny it
the party and they will have to return on another night. For every to her deathbed.
failure, add an additional cultist to Septus’s hall in Encounter 3.

3.
Once a fine textile shop, this now seemingly
abandoned structure isn’t much more than a solid
square building with two levels. The front door has
been subtly marked with a symbol of Hades, and the
windows of the building are all shuttered.
The door isn’t locked, as Septus has little fear of repercussions
from his incursion into the Patina at this point. However, within the
downstairs main room, seven armed cultists converse over a simple
dinner, their silhouettes marked by low candlelight.
Up to 7 Cultists*: [AC 7, HD 4, HP 16, #AT 1, D 1–4 (dagger), 2
cultists can cast Cause Light Wounds]
*Varies with failures at the door, starting with 5.
Treasure
103 SP and 7 GP between them all
Up to 7 Cultists* (2 with spell-casting ability) [AC 13,
HD 6d8+6, HP 33, #AT 2, Hit +4, Dam Knife 4 (1d4+2),
Multiattack, Spellcasting (Wisdom base spell save DC
11, and +3 to attack with spells), Cantrip: Light, Sacred
Flame, Thaumaturgy; 1st (4 slots): Command, Inflict
Wounds, Shield of Faith]
*Varies with failures at the door starting with 5.

39
Folio Module DF3

An Adventure for Characters


Levels 5–7
Vol 3. – Mythras City of Valoria
Gazetteer Utep. The second arc is one of old debts and revenge against
Campaign Background the Teller Gang and its leader Notorus Rexa. The Tellers, who
on The Lost Temple have been keeping tabs on the characters for weeks, will have a
secondary party following the characters as they enter the temple
Deep within the lost years of early Valoria, temples of many and will be waiting to take what they believe is theirs once the
great gods and goddesses dotted the landscape. Some were massive players defeat Aman-Utep.
constructions built for all to see, and others were more subtle venues Adventure Synopsis
well-known only by the parishioners who visited them regularly. It is
said in the histories of Valoria that when Theud (who on other worlds At the end of Folio #9 the players should have found a way to defeat
is known as Zeus) brought destruction on the city in a great flood, the the guardian at the gate (hydra) and opened a way into the secret
waters wiped out all the buildings both great and small, but that is passages that lead into the old temple of Tefnut. Once inside, the
not the case. characters will have to defeat the various monsters that have taken
You see, if Valoria is known for anything, it is for the mysteries up residence and defeat the mummy Aman-Utep. After doing so,
that lurk below its streets. A flood might destroy the surface world, they will finally put an end to the Teller Gang once and for all when
but things below are not so easily wiped away, especially a temple the gang attempts to murder them before they can exit the temple. If
dedicated to Tefnut, goddess of rivers. completed correctly, the characters will have achieved some wealth,
Hidden far beneath the surface of the Wizard’s Knoll, this temple folk hero status among the Patina Court, and eliminated a direct
revolved around a wellspring that bubbled to the surface and helped threat to the population of the neighborhood—the Teller Gang.
wash the filth of humanity from the sewers on its journey to the sea.
Priestesses were known to bring unspoiled water to poor communities Dungeon Master Notes
on the surface, and wealthy members of arcane guilds venerated the
goddess with gifts of gold and enchanted relics for her abode. & Suggestions
Although Theud’s flood drove the population from the city, thus
ending the patronage and veneration of the temple, the priestesses 1. The Temple Feel
remained for years undisturbed below the knoll. Over the passing Obviously for those playing with Dwarven Forge terrain, the
of time they were all but forgotten, those passing to the next life Realm of the Ancients set has a specific Greco-Roman feel and not
mummified by the priestesses that remained. something specifically bound to an Egyptian water goddess such as
It was during these lean and sallow years, as Tefnut’s power waned, Tefnut. Still, the primary religion of Valoria has always been Greco-
that a treasure hunting priest named Aman-Utep, servant of the Roman, so I think it can be easily explained that the worshiping
jackal god Set, learned of the existence of the temple and made his of Tefnut was somewhat ‘in country’ where architectural style is
way through the destruction to its doors. Charismatic and mysterious, concerned. This does not, however, address the ‘fallen’ essence of the
he ingratiated his way into the remaining priestess hierarchy until temple versus the standard painting of the Dwarven Forge terrain.
finally making a play for the temple itself. His attempt failed and he If you are going to paint your own version, I’d suggest leaning more
was killed, but his mummified body was still entombed within the toward the dark side—with blood painted hieroglyphs and all other
temple and the unending hate of his malice toward the priestesses manner of graffiti, refuse, and debris strewn about the temple. My
festered in his afterlife. So great was his anger that a sickness spread descriptions in the adventure will give you a good view of what I’m
from it among the remaining priestesses, each in turn falling to the thinking, but the overall module map has been left to Dwarven Forge
power until the temple became a crypt and the darkness of Aman- standard for easier setup in a quick-run campaign.
Utep collected evil creatures around his incarcerated body.
Eventually, the creatures of darkness freed the man, now mummy, 2. Running the Mad Aman-Utep
who called them and he stalked the temple, desecrating the artifacts Aman-Utep is an interesting ‘boss’ in that he is inherently insane
and destroying what he could. Madness was his companion, and (he did have his brain ripped out of his nose after all) and should
although his hate remained, his mind had been taken long ago in be played as such. My suggestions for him would be mad cackling
his burial preparations by the priestesses, so he was forever broken. that drifts through the temple on occasion, followed by shrieks and
Today, the temple is a place of darkness lorded over by the insane wails, then crashes, and finally laughter (wash, rinse, repeat). If you
mummy of Aman-Utep and replete with all manner of monsters that do this enough, especially the random shrieks, it will certainly set
have collected around his evil summoning. Much of the wealth of your players on edge. The temple will have plenty of holes in it that
the former temple has been bled away by thievery of those living in the sounds can drift through so that the players will never really know
the ruin, but there are still a few artifacts left that Aman-Utep has not where the mummy is. Once encountered, Aman-Utep will be all
allowed from his presence. about rage and destruction, two things his persona still adheres to.
Overall Story Arcs and Threads 3. Generating Experience and Treasure
There are two main storylines in this adventure. The first revolves This is one of the toughest things I’ve dealt with during this trilogy,
around the characters’ quest to uncover the mystery of the lost and if you have run things to this point as laid out in Folio #8 & #9,
temple, and by proxy their unavoidable fate to put an end to Aman- the characters will still be dirt poor. Now the question of whether to
42 Forgotten Temple of Tefnut
keep them that way or end the campaign on a financial uptick is up
to you as the DM. I’d suggest limiting treasure if you intend to keep
the campaign going beyond the events that unfold in the trilogy, but
if you want the characters to retire in style, then provide the wealth
I’ve described in the adventure and perhaps they can buy one of the
Patina mansions and become benevolent NPCs in another campaign
with lower level characters. Again, it is up to you, but remember
that power (i.e., treasure and magic) corrupts, and ultimate power
corrupts ultimately.

4. How to Deal with the Teller Ambush


By this point in the campaign, the Tellers should be the thorn in
the characters’ side that just keeps on giving. If they don’t hate the
Tellers, you’ve done something wrong as a DM. However, the nexus
point of this campaign will be set in this ambush, and you must make
certain you’ve planned accordingly. The characters will have just
completed a massive grind to kill Aman-Utep (no easy task), and a
fully prepared and healed Teller party will be in wait to finish the job
the mummy failed to do. Thus, you must be able to rightly gauge the
characters’ remaining strength and adjust the Tellers accordingly (by
making it clear they’ve had nasty encounters too if necessary). This
should be a battle that is set on the razor’s edge, and the hope is the
players come out on top, but just barely, in an epic conclusion that sets
the stage to ‘right’ for the ending of the campaign.
Resolution of the campaign should be in the details of the characters’
relationships with the Patina and how that plays out in what I see as
a perfect opportunity for retirement (even if not permanent). I’ll go in the Patina. What better way to do this than finding a new home,
into a more stratified set of endgame notes below, but as the DM, you and considering the amount of abandoned homes in the Patina, the
are the one that knows your players, their characters, and the final real estate market is bullish. A personal goal of many of my players
motivations of each, so be sure to play heavily into that. was to acquire one of the Patina mansions, but I will leave that up
The Ritual of Tefnut to the DM to decide if they can afford one or if there is a particular
one that has always drawn their interest. Also, if you are reading all
A kind of ‘aside’ within the adventure is the abduction of a female these together and have yet to run them, I would suggest describing
character by the fallen priestess mummies of Tefnut. In this scenario a particularly cool abandoned mansion that the players pass often as
the character is drugged and made into the reincarnated aspect of it might be a great carrot that could be delivered upon completion of
the former high priestess of Tefnut of the temple. Artist Chet Minton the campaign.
has done a fantastic rendering of the ceremony on the front cover
of this gazetteer, and for those playing there are a couple of very 2.
cool things that can happen upon completion of the ceremony. The What becomes of the Teller power vacuum? Here is the place
primary of these is that the player character will gain the following for the party rogue, assuming there is an interest, to take over
special abilities, Cure Serious Wounds [Cure], Bless, and Create the Helicrium Bathhouse and make a bid to become an honest
Water (each once per day). The other aspect is more intrusive, that businessman or the head of a particular gang/thieves guild. After
being the switching of the character’s alignment to that of Tefnut, all the contacts made in the Patina, and even excursions outside
which is Lawful Good. the neighborhood as detailed in Patina Court Places and the mini-
The ceremony itself takes nearly an hour, and certainly the players adventures, a rogue could make a good name for himself in all
will have a chance to ‘save’ the character before completion. Still, types of various criminal markets.
if they have an understanding of religion (either by being a cleric or
by skills in 5E), they will understand that nothing truly nefarious is 3.
occurring. However, in the endgame of the Hidden Valoria, that What relationships can now move forward? When I game, I do
character so transformed by this ceremony might wish to take on the it for one reason and one reason only, the character relationships
cleric class and reclaim the temple in the name of Tefnut—a very outside the dungeon. If players have become integral to the
cool way to retire a character. Or, the transformed character could Patina, and have taken on adventures described in supplementary
be required to spend the next one to two years reestablishing the publications to the Folios themselves, then they most certainly have
temple prior to the next adventure. formed strong attachments to various NPCs along the way. Some
Completing the Campaign of these may move toward coupling and marriage, some might look
into adoption, some might be in business ventures, but whatever the
Well, assuming the characters are victorious over Aman-Utep case, all players should have some cool character trait that you can
and the Tellers, there should be a good deal of celebration at hand. exploit at the end of the campaign to give them a sense of purpose
However, there are a lot of loose ends that probably need to be higher than collecting wealth inside a dungeon.
played out, so I’m going to list some situations below that I think are
important resolution points for the end of The Hidden Valoria. 4.
Familiarity, Family, and Moving On… As The Hidden Valoria
1. ends, we find the characters in what I would consider a ‘sweet spot’
Where to live? To this point, it can be assumed that the players for gaming, the levels between 5 and 10. It is a very tough point to
have been living in the Fallen Warlock Hostel, but if they escape the retire a character, but perhaps after an extended campaign that is
temple with gold, they may finally be able to move up the social ladder exactly what you wish to do. If you don’t though, you must make
43
decisions as to the next stage in the characters’ careers. This might
mean leaving the Patina and finding new adventures and dungeons
outside the city of Valoria. Lord knows Stefan and company have
gone to great lengths to make Mythras a dynamic and viable place
to game, especially for characters with some experience under their
belts. Perhaps business interests require a trip to Urn, or maybe an
elf in the party needs to return to Golden Sylph. Whatever the case,
you’ll need to develop the final chapters of the characters’ lives while
also making sure to plan for the future if players wish to continue with
the stories you’ve created here.

New Monster:
Hate Crawler
Lawful Evil
Frequency: Very Rare
No. Appearing: 1–6
Armor Class: 4
HD: 4+3
Move: 12”
No. of Attacks: 8 DF3: Forgotten Temple of Tefnut
Damage/Attack: --
Special Attacks: Paralysis, Sadistic Cruelty
Introduction
First and foremost, remember this is both a 1E & 5E adventure,
Special Defense: NIL and as those systems do sometimes vary greatly where creature
Magic Resistance: Standard strength is concerned, be sure to set the correct tone for each
encounter by modifying hit dice and number of enemies where you
Intelligence: Very feel necessary. I’ve currently set this adventure to be of epic caliber
Size: L (9’ long) scale for characters of the levels involved, so keep that in mind.
Also, I’ve broken the adventure down into three sections, each
Psionic Ability: NIL
one built using a full Realms of the Ancients V1 and V2 set. If
% in lair: 50% you are running these with terrain, you can run each section
Treasure Type: B without interfering with the others, assuming you complete each
before moving on.
Echoing Sounds: Remember, it is primary to the adventure that
Paralysis: The eight striking tentacles of the hate crawler can Aman-Utep is encountered last, so provide him as a free-floating
paralyze a foe, requiring a successful saving throw versus paralysis to ‘boss’. Also, in the gazetteer you will have read about his maniacal
resist. Paralysis lasts one minute (cumulative with multiple strikes up laughter and noises. These can be used to randomly throw players
to three minutes), and feeding damage from a hate crawler is 1d6 per off, making them go the direction you want, only to find things other
round once they have begun. than Aman-Utep when they arrive.
Sadistic Cruelty: Bound by the tenants of its creator, the hate
crawler cannot stop itself from trying to increase the level of suffering Secret Room
of its victims. It is so obsessed with suffering that it will actually take The second set of free-floating monsters are the mummy priestesses
several rounds (1d4) to position the victims so that they may watch of Tefnut who will try to abduct a female member of the party
themselves be eaten and will not begin feeding if other targets are (assuming one is available). If there is no such party member, they
available, instead leaving the paralyzed victims for later. will be found in Room 13.
Hate Crawler [AC 14, HD 7d10+21, HP 59, Init +3, #AT Entry Halls
2, Hit +8, Dam Tentacle 4 (1d4+2) poison damage and the
target must make a successful DC 15 Constitution save or be 1. Entry Stair (Down)
paralyzed for 1 minute, Bite 7 (2d4+2)] Light flickers off the walls of ancient frescos, and the
In essence, the hate crawler is a form of evilly maligned carrion dense smell of mildew hangs in the air. A set of heavily
crawler. Corrupted by the powers of a greater evil entity while in the worn marble steps drop away to a large vaulted chamber
pupa state, the hate crawler is no longer a creature that is animalistic in with standing puddles of dark water dribbling away into a
its nature but instead bound to the suffering of others. These creatures carved pit at the far end.
actually enjoy the process of paralyzing their victims and slowly This is the main entry to the temple and is home to a yellow mold
consuming them. They will eat slowly, picking parts of a victim that that sends its spores into the air when the chamber is disturbed by
will not kill it immediately and will often go to great pains to see that any traffic.
the victims of its hunger witness their own consumption. 1 Giant Yellow Mold [AC 9, HD --, HP --, #AT 1 (Spores), D
Hate crawlers also enjoy hunting in small packs, so that once they Poison, Spores release in a 10’ area and a saving throw versus
have victims, they can showcase the suffering to each other. If these poison is necessary or the victim’s lungs will fill with spores that will
things had Instagram, you really wouldn’t want to follow them! asphyxiate it within 24 hours unless a Cure Disease or Resurrection
is cast. It can be easily destroyed using fire-based attacks.]
44 Forgotten Temple of Tefnut
Treasure
None
1 Giant Yellow Mold [AC 8, HD --, HP --, #AT 1, Hit
--, Dam (Spores) 4 (1d4+2), Asphyxiating Spores (DC 17
Constitution saving throw or victim will suffocate from
spores in their lungs over the next 24 hours. A successful
Cure Disease spell will stop the spores from growing
inside the victim.]

2. Dead End
A passage, mirroring the entry stair, moves away
southeast only to end in a solid wall. Another carved pit,
slick with slimy water runoff, is the only feature of this
small chamber.
The passage was created long ago with the thought to make a
grand stair up to the Wizard’s Knoll, but construction was halted
after the flood. Now, the small chamber is home to an ochre jelly
which lurks in the slimy reservoir of the pit.
1 Ochre Jelly [AC 8, HD 6, HP 36, #AT 1, D 3–12, Pseudopod,
Split (if struck by lightning or slashing weapons, the jelly will split into
two jellies with half the hit points of the original.]
Treasure
None
1 Ochre Jelly [AC 8, HD 6d10+12, HP 45, #AT 1, Hit
+4, Dam Pseudopod 9 (2d6+2) bludgeoning plus 3 (1d6)
acid damage, Split (when struck by lightning or slashing
attacks, the jelly will split into two jellies with half the
hits of the original.]

3. The Great Door


At the north end of this wide hall, a large door rests
between two towering pillars of carven marble.
The door is locked [DC 17] and will need to be opened in some
fashion before entry. It is also trapped [DC 19] with a gong that
sounds if the key is not used, thus alerting creatures within the temple
that someone has entered their tortured domain.

4. Worshiper Gathering Vault


A massive diamond-shaped chamber opens up beyond
the door, marble pillars supporting the faded cobalt blue
ceiling as your light fades into shades of grey to the north. This is one of two chambers that house a small collection of
Two doors, one on each side of the chamber, remain closed, kobolds known as the Screamers. They are well-versed in traps, and
and well-worn floor tiles give testament to the thousands although the door of this chamber may be checked for traps, none
of temple devotees who once took prayer in this chamber. can be found because it is actually the kobolds who release the dust
Lurking behind the second pillar, attached to the ceiling, is a cloud upon entry (having been alerted to the characters’ presence
decapus (see illustration). The tentacled appendage and massive either by the gong or spies in Room 6. However, a successful Hear
maw creature will attempt to snag victims from the floor and draw Noise [passive Perception 17] will give the party some indication
them up to its mouth if possible. that there are creatures in the chamber before the door is opened.
1 Decapus [AC 5 (2), HD 10, HP 60, #AT 9, D 1–6, Tentacles, Bite Remember, there is a drainage grate half-concealed at the back of
(Any creature struck by a tentacle at 4 more than is required will be the chamber that a small (halfling-sized or smaller) person can use to
pulled up to the gaping maw and delivered a bite attack causing 3–30 crawl between Room 5 and 6, thus, if the battle is going badly, the
points of damage.)] kobolds can retreat.
Treasure The dust will provide partial cover to the kobolds within the room,
32 gold and 70 silver are scattered among the bones dropping their AC by 4 points [Partial Cover], and they will
and refuse below the creature’s hanging point. use the distraction to pepper the players with sling bullets as their
1 Decapus [AC 15 (18), HD 10d10+40, HP 90, #AT 6, counterparts from Room 6 slip out and try to backstab the party
Hit +5, Dam Tentacle 7 (1d6+4) plus Grapple 4 (1d4+2) from behind (assuming this chamber was opened first).
DC 12 Escape, Multiattack (6 tentacles), Grappler (any 6 Kobolds [AC 7 (3), HD 1/2, HP 3, #AT 1, D 1–6]
grappled character attacked with a bite is considered at Treasure
advantage for the decapus), Bite 20 (3d10+5) any grappled 40 copper pieces in pouches among them
character will be bitten on the following round (up to
three characters per round)]

5. Priest Vestibule One


The door creaks open as a large plume of dust explodes
into your eyes obscuring all vision.
45
6 Kobolds [AC 12 (+ Partial Cover), HD 2d6–2, HP 5, #AT 2 Hate Crawlers [AC 4, HD 4+3, HP 27, #AT 8, D ---, Paralysis]
1, Hit +4, Dam Javelin 4 (1d4+2), Pack Tactics (Kobolds Treasure
are at advantage if attacking with allies within 5 feet.)] None
2 Hate Crawlers [AC 14, HD 7d10+21, HP 59, #AT 2, Hit
6. Priest Vestibule Two +8, Dam Tentacle 4 (1d4+2) poison damage and the target
The small chamber is filled with debris and what look must make a successful DC 15 Constitution save or be
to be makeshift beds or nests on the floor. A single stool paralyzed for 1 minute, Bite 7 (2d4+2]
stands close to the door, positioned near a crack in the wall
that looks out into the main worship chamber. 10. Priest’s Vestibule Two
If this is the first room searched by the party, the kobolds normally This small chamber is covered in a hard amber resin
in residence will have slipped through the drainage grate in the back that molds itself around old benches. The resin creates
to cluster in Room 5. The grate can be discovered by a successful several globes, each with a single opening, and a palpable
Search roll [Perception 15]. feeling of heat hangs in the small chamber.
If this is not the first room checked, the kobolds will move silently This is a kobold hatchery, and the globes each hold half a dozen
out of the chamber once the dust cloud is released and attempt to eggs. However, the kobold nurses have fled into drainage tunnels
backstab the party. They are considered to be 3rd level thieves for with two eggs each, so there is no resistance by the clan.
the purposes of skills.
6 Kobolds [AC 7, HD 1/2, HP 3, #AT 1, D 1–6, Move Silently 40 11. 2nd Hall of Pillars
% (as a group), Backstab x2] Another good-sized square hall rises around you
Treasure supported again by eight pillars. Hieroglyphs stand out
20 silver and 30 copper pieces in pouches among them on the pillars, and a single opening amid them leads north.
6 Kobolds [AC 12, HD 2d6-2, HP 5, #AT 1, Hit +4, Dam However, upon your entry, a winged and bird-headed
Javelin 4 (1d4+2), Pack Tactics (Kobolds are at advantage creature rises from a sitting position near the entrance.
if attacking with allies within 5 feet.), Sneak Attack 3 This is the lair of a Hieraco Sphinx, the creature protecting
(1d6), Stealth +5] the mummy priestesses who dwell in the secret room at the north
of the main hall.
Grand Salon 1 Hieraco Sphinx [AC 1, HD 9, HP 54, #AT 3, D 2–8/2–8/1–10,
Claw/Claw/Bite]
7. Entry Treasure
The great doors swing open to reveal a large square None
chamber decorated with eight cylindrical pillars. Debris 1 Hieraco Sphinx [AC 17, HD 9d10+36, HP 81, #AT 3, Hit
litters the floor, and your light source provides a glimpse +12, Dam Claw 17 (2d10+6), Bite 20 (3d10+5), Multiattack
of a larger chamber that opens up to the north. (2 claws and 1 bite)]
A successful Search check [Perception 15] reveals a sack with seven
small gems (20 GP each) and 12 gold pieces behind one of the pillars. 12. Cloister Chamber of the Higher Classes
A massive chamber, replete with huge basalt and marble
8. Chamber of Random Darkness square pillars, stretches before you.
Your light dimly fills a large room with double-door Lurking behind the pillars is a giant two-headed troll, the beast
exits to the north, east, and west, all of which stand closed. ready to crush heads and add to his treasure which he holds within a
In the center of the chamber, a dragon mosaic has been bag in the rear left of the chamber.
laid into the floor with half a dozen glowing stones dimly Beyond the troll, the chamber has another large secret, that being
illuminating the ancient surface. a revolving panel in the north wall. A Detect Secret Doors check can
Investigation of the room will trigger the Darkness spell, all light find the activator [Perception 16].
being extinguished as mummy priestesses from Room 13 slip among 1 Two-Headed Troll [AC 4, HD 10, HP 60, #AT 4, D 1–6/1–6/1–
the party, cast up to six Hold Person spells against a female target, 10/1–10, Claw x2, Bite x2 (at a single opponent), Regeneration at 1
and then slip away back to Room 13 for the Tefnut Ritual. HP per melee round]
The darkness will only last five rounds, but until that time no Treasure
light, even magical, will work in the chamber. If there is no female 210 gold pieces, +2 Scimitar, +2 Chain Shirt,
member of the party, the darkness will still occur, but the mummy 4 gems (35 GP each)
priestesses will not come, and the characters will simply be ‘spooked’ 1 Two-Headed Troll [AC 15, HD 10d10+50, HP 104,
by the mysterious event. #AT 3, Hit +7, Dam Bite 14 (2d6+8) Claw 11 (2d6+4),
If the party somehow thwarts the abduction, that is fine, and the Multiattack (2 claws and a double bite from its two
DM can use the stats for the mummy priestesses if a fight ensues, but heads), Regeneration (10 HP per round)]
they are loath to actually participate in combat and will always try
to flee if possible. 13. Water Ritual Chamber
As the wall shifts and revolves, a chamber filled with the
9. Priest’s Vestibule One sounds of running water appears. Two fountains, one on
Situated in an alcove to the south of the main room, this the east wall and one on the west, still pour fresh water
chamber is filled with a large pile of refuse. Crumbling into tunnels that must flow beneath the floor. A half-dozen
wooden benches still sit against the chamber walls as if slender mummies stand at attention before a painting of a
this was a waiting area of some kind. blue-skinned goddess on the back wall.
Inside the pile of debris, surprise 3 in 6 [Perception 16], are two If one of the party members has been abducted, read the
large hate crawlers, the corrupted insects ready to capture and later following: Your companion, now dressed in the fashion of a
devour any party member they can get their tentacles on. priestess, stands as though in a daze; a large mummy with a
bronze cat mask stands behind her.

46 Forgotten Temple of Tefnut


residence as he has no direct way out. He isn’t particularly cruel as
most of his kindred, and takes some pleasure in making petty deals
with the kobolds who live within the temple proper. However, his
favorite pastime is using his burgeoning magic to invest energy into
one of the mummy priestesses he captured some years ago. She is
currently chained between two pillars in his lair, and although dead
when he captured her, she is once again ‘alive’, although not exactly
like a normal human. Her desecrated flesh has been restored, and
her internal organs rejuvenated (the dragon has been having the
kobolds steal her canopic jars for several years), but her brain was
destroyed in the mummification process so she is quite mindless, only
driven by a desire to return to her ‘sisters’ and complete the works
of Tefnut. Only powerful magic, such as a Wish or Heal spell, will
restore her mind to full capacity.
Also, the dragon has yet to fully understand the street value of
currency, so he has spent years collecting copper coins instead
of hoarding gold. The Screamers would actually trade copper
to the dragon for gold, then exchange it for goods with ratmen
closer to the surface.
1 Juvenile Black Dragon [AC 3, HD 6+12, HP 60, #AT 3 (Plus
Breath Weapon), D (1–4)+8/(1–4)+8/(3–18)+4, Claw/Claw/Bite
(bite also does 2–12 acid damage), Breath Weapon (60 points in a
60’ stream)]
Treasure
19,800 copper pieces, 270 silver pieces, 45 gold pieces,
17 gems (50 GP each), 200 precious stones (10 GP each),
+3 Longsword in a silvered sheath, +2 Shield, Wand
of Fireballs (8 charges left), Bracers of Defense AC 4
[Bracers of Defense], Dwarven Plate Mail +2.
1 Young Black Dragon [AC 18, HD 15d10+45, HP 127,
#AT 3, Hit +7, Dam Bite 15 (2d10+4) piercing plus 4 (1d8)
acid, Claw 11 (2d6+4) slashing, Acid Breath (recharge
5–6) Dex 14 saving throw or take 49 (11d8) acid damage
The priestesses, although benevolent in their nature, have either (half that with a successful saving throw)]
completed a ritual of indoctrination of another living priestess, or
have finally given up entirely. Either way, they want release from this 16. Secondary Priest Room
cursed waking death and will attack the party, hoping to find peace Within this chamber, which looks to have been the sleeping
in the afterlife once their bodies are destroyed. Considering they room of a priest of some account, a magnificent fresco of an
want to die, they will only attack with their fists, their fear powers ancient tower still exhibits beauty on the southern wall. A
being held back, and only one priestess at a time will walk forward chest, looking to have been drug from the treasure hoard of
to do combat, the others staying back until their sister is destroyed. the dragon, rests close to the eastern wall.
6 Mummy Priestesses [AC 3, HD 6+3, HP 35, #AT 1, D 1–12, The chest is actually a mimic, the thing hoping to draw targets to
Rotting Fist will cause mummy rot unless a successful save versus it for quick devouring.
magic is made. Can only be hit by +1 or better weapons and all 1 Mimic [AC 7, HD 7, HP 36, #AT 1, D 3–12, Bite]
damage from those is divided by 2.] Treasure
Treasure None
6 ornate bronze masks (100 GP each) 1 Mimic [AC 12, HD 9d8+18, HP 58, #AT 1, Hit +5,
6 Mummy Priestesses [AC 11, HD 9d8+18, HP 58, Dam Pseudopod 7 (1d8+3) plus DC 13 escape versus its
#AT 2, Hit +5, Dam Rotting Fist 10 (2d6+3) plus 10 (3d6) adhesive grip trait or be grappled and subject to Bite 7
necrotic damage (plus a DC 12 Constitution check or be (1d8+3) piercing plus 4 (1d8) acid, Grappler (all attacks
cursed with mummy rot), Dreadful Glare (DC 11 Wisdom on a grappled opponent are at advantage)]
or frightened and cannot attack until next turn), Damage
Resistance: non-magical weapons] 17. Tertiary Priest Room
A single bed, now moldered and rotting, rests next
West Wing to a broken desk, and bits of scrolls make up a pile of
refuse in the chamber.
14. Entry Hall and Stair This was another priest’s chamber, long since abandoned.
A long hall, broken in the middle by a small stair, creeps
farther into the western sections of the temple.

15. Acolyte’s Chamber and Dragon’s Lair


The entry hall gives way to the musky odor of a massive
beast mixed with acidic air that burns against the surface
of your tongue.
Within the hall is a young black dragon, the beast summoned as
a juvenile by Aman-Utep upon his arrival at the temple and still in
47
Clerical Wing
20. Entry Stair
A small rise connects the Clerical Wing of the temple to
the Central Annex, a much larger room opening up at the
end of the hall.

21. Scorpion’s Nest and Sacrificial Dais


This grand salon, once decorated in full opulence to the
goddess Tefnut, has fallen into darkness as the walls are
blackened with mold, the floor stained with refuse and
blood, and the artwork and pillars defaced with insane
graffiti. A large vestibule lies to the east, and a massive set
of double doors rise between heavy square pillars to the
north. Along the south wall, a stone stair and stage rises,
the bulk of it covered in shiny coppery-red boulders.
The boulders are actually a hive of giant scorpions, the nest rising
to ‘greet’ anyone who looks to investigate the area.
6 Giant Scorpions [AC 3, HD 5+5, HP 35, #AT 3, D 1–10/1–
10/1–4, Claw/Claw/Sting, Poison stinger (save versus poison or
die instantly)]
Treasure
18. Summoning Chamber One A +2 Sabre of Sharpness lies amid the stones, clasped
No door stands at the verge of this chamber, the room within a skeletal hand that wears a +2 Ring of Protection.
long with half-faded hieroglyphs upon the walls. At the far 6 Giant Scorpions [AC 15, HD 7d10+14, HP 52, #AT 3,
end is an empty fountain, and beside it, glowing in ghostly Hit +4, Dam Claw 6 (1d8+2) plus grapple (DC 12 escape),
light, are three figures—one large, one robed in black, and Sting 7 (1d10+2) piercing and DC 12 Constitution saving
the final woman-like with armor and blade. throw or take 22 (4d10) poison or half that on a success]
These are the undead trio, an unfortunate wizard, his
bodyguard, and his flesh golem that fell victim to his own failed 22. High Priest’s Entry Salon
summoning long ago. The spell turned them into undead and A heaping pile of debris, some lashed together with ropes
deposited them in this ancient chamber where they stay as and cloth ties, bars entry into the chamber beyond, and a
though convinced that one day they will be sent back. However, row of spears can be seen peeking out from holes in the
invaders to their room are not allowed, and they will defend it makeshift wall.
with great purpose. They are now simply considered ‘greater This is the Kobold Defensive Works, a wall that can resist 50 points
undead’, and use mundane attacks against all victims. of area effect damage or 100 points of direct damage (like chopping
3 Greater Undead [AC 3, HD 8, HP 48, #AT 1, D 1–10, or hacking with an axe). If attacked in any way, a gang of six kobolds
Fist or Weapon] will begin hurling spears (more like javelins), arrows, and even poison
Treasure darts (laced with dragon sputum acid).
None 6 Kobolds [AC 7, HD 1/2, HP 3, #AT 1, D 1–6, plus possible
3 Greater Undead [AC 17, HD 8d10+8, HP 48, #AT 1, Hit acid 1d4]
+7, Dam Fist or Weapon 10 (1d8+6), Undead Traits] Treasure
60 silver pieces in pouches among them
19. Mummification Chamber 6 Kobolds [AC 12, HD 2d6-2, HP 5, #AT 1, Hit +4, Dam
Hieroglyphs on the walls of this long open chamber Javelin 4 (1d4+2), Pack Tactics (Kobolds are at advantage
depict all aspects of preparing a body for the afterlife. if attacking with allies within 5 feet), Dragon Acid 6 (2d6)
Several broken tables, now little more than piles of wood, applied to some attacks]
litter the middle of the room, and around them half a dozen
black skinned dogs lurk. 23. High Priest’s Chamber
These are the hell hound pets of the dragon, kept here in a kind of The double doors open to an odd sight as a small chair sits
kennel by the dark will and fear factor of the dragon. Once it is dead, upon a dais of rat skulls surrounded by a thin layer of murky
they will begin to explore, the party being the first thing they choose water that fills the room. Atop it is a large grey-scaled kobold
to kill along their way. with an ankh around her neck, and beside it holding a carven
6 Hell Hounds [AC 4, HD 4, HP 24, #AT 1, D 1–10, Bite, Fire stick is a yellowish kobold with black teeth.
Breath 4 HPs to all in 5’ area] This is the Kobold Clutch Mother and her High Sorcerer. They
Treasure will not wait to attack the party, the sorcerer casting a Fireball, and
None the Kobold Clutch Mother casting Silence 15’ Radius on a specially
6 Hell Hounds [AC 15, HD 7d8+14, HP 45, #AT 1, Hit +5, positioned stone on the floor. The sorcerer has already placed a
Dam Bite 7 (1d8+3) piercing plus 7 (2d6) fire. Fire Breath Protection from Normal Missiles [As Protection from Energy,
(recharge 5–6) 21 (6d6) DC 12 Dexterity saving throw for providing targets with resistance to all piercing damage]
½ damage, Pack Tactics (are considered at advantage on on the both of them (cast from a now used scroll). Unbeknownst to
attacks if any other hounds are within 5’)] the party, once the outer room is breached, the sorcerer will have
also summoned a water elemental that is currently pooled thinly on
the floor and will rise up to attack any fighter trying to rush the dais.
1 Kobold Sorcerer [AC 7, HD 5, HP 30, #AT 1, D 1–4, Spells:
each 3/day, Magic Missile, Shield, Fireball]
48 Forgotten Temple of Tefnut
Treasure
3 Potions of Extra-Healing [Greater Healing],
Ring of Spell Turning
1 Kobold Sorcerer [AC 13, HD 5d6+5, HP 23, #AT 1, Hit
+4, Dam Dagger 4 (1d4+2), Pack Tactics (Kobolds are at
advantage if attacking with allies within 5 feet.), Spells:
each 3/day, Magic Missile, Shield, Fireball]
1 Kobold Clutch Mother [AC 5, HD 4, HP 24, #AT 1, D 1–8
(Mace), Spells: each 3/day, Cure Light Wounds, Bless, Spiritual
Hammer (manifests as a javelin)]
Treasure
Censer of Controlling Water Elementals, Ring of
Protection +2, 320 GP in a pouch beneath her seat
1 Kobold Clutch Mother [AC 15, HD 4d8+8, HP 32, #AT
1, Hit +4, Dam Mace 6 (1d8+2), Pack Tactics (Kobolds
are at advantage if attacking with allies within 5 feet.),
Spells: each 3/day, Cure, Bless, Spiritual Weapon]
1 Water Elemental [AC 2, HD 8, HP 48, #AT 1, D 5–30, +2 or
better weapon to hit]
Treasure
None
1 Water Elemental [AC 14, HD 12d10+48, HP 114, #AT
2, Hit +7, Dam Slam 13 (2d8+4), Whelm (recharge 4–6)
DC 15 Strength saving throw, on failure take 13 (2d8+4)
bludgeoning and grappled (DC 14 escape), Damage
Resistance: non-magical weapons]

24. Hall of Doors


A large square chamber filled with eight slender
pillars mimics many others found in the temple, this one
containing a set of double doors to the east and west, while
allowing entry into a larger hall to the north. In the middle
of the chamber a slithering swarm of tentacle-faced
centipede creatures writhe.
Five hate crawlers, drawn by the malignant nature of Aman-
Utep, have gathered here and will attack the party upon entry
into the room.
5 Hate Crawlers [AC 4, HD 4+3, HP 27, #AT 8, D ---, Paralysis]
Treasure
None
5 Hate Crawlers [AC 14, HD 7d10+21, HP 59, #AT 2, Hit
+8, Dam Tentacle 4 (1d4+2) poison damage and the target
must make a successful DC 15 Constitution save or be
paralyzed for 1 minute, Bite 7 (2d4+2]

25. Canopic Storage Chamber


The door gives way into a chamber filled with shelving
and highly stylized jars made of fired clay and ivory. Most
are covered in painted runes and topped with visages of
animals. On the floor, the desecrated husks of half a dozen
kobolds lay in tortured repose.
This is the chamber of the various canopic jars for mummies that
were prepared during the time of the fully operating temple. The
jars of all the mummy priestesses can also be found here, but those of
Aman-Utep are kept with him in Room 27. A ghost of a former high
priestess protects the chamber from looters and will attack anyone
trying to take a jar.
1 Ghost [AC 0, HD 10, HP 60, #AT 1, D Age 10–40 years,
Magic Jar, Aging Touch (saving throw versus magic), +1 or better
weapon to hit]
Treasure
None

49
1 Ghost [AC 11, HD 10d8, HP 45, #AT 1, Hit +5, Dam Notorus Rexa [AC 3, HD 10, HP 65, #AT 2, D (1–8)+8/
Touch 17 (4d6+3) necrotic, Etherealness, Horrifying (1–8)+8, Longsword, Gang Tactics: +2 to hit & damage while
Visage (DC 13 Wisdom or be frightened for 1 minute), fighting with allies]
Possession (recharge 6) DC 13 Wisdom or possessed by Treasure
the ghost, Damage Resistance: non-magic weapons] Longsword +2, diamond ring (1,000 GP)
Notorus Rexa [AC 17 (Splint), HD 10d8+18, HP 79,
26. Relic Vault #AT 2, Hit +6, Dam Longsword 9 (1d8+5), Pack Tactics
Although a mighty lock must have once hung upon (advantage on attacks if within 5’ of another Teller),
the heavy doors to this chamber, it was long ago Magic Longsword (+2)]
removed. Now, the chamber beyond is little more than Thus ends The Hidden Valoria, and be sure to invest time
an empty room with torn sacks, shattered chests, and in the Gazetteer section for your final conclusions to this epic
broken pottery. low level campaign.
The room is empty, having long ago been raided by dwellers
in the temple.

27. Lair of Aman-Utep


A long dry fountain dominates the center of this large
chamber, twin square pillars at the back wall and various
mounds of rubble throughout. The faded paintings on the
walls speak of opulence lost and a river goddess with light
blue skin, but untold graffiti blots out most of them. Resting
against the fountain is a tall and lean man wrapped in rags
and clutching a black scythe. He mumbles to himself,
gibbering occasionally.
This is the once mighty Aman-Utep, now little more than a
mindless, mad monster. Still, he has various protections upon him,
and his status in the pantheon of undeath is great. When the players
arrive, he will gibber and laugh before rising and screaming a terrible
throat wrenching curse, his attack coming without pause.
1 Mummy Lord [AC 3, HD 13, HP 104, #AT 2, D (1–10)+8/
(1–8)+8, Fist and Scythe, +2 or better weapon to hit, Mummy Rot,
Power Word: Stun 2/day]
Treasure
Dark Scythe +3, Golden Crown (750 GP),
various jewelry (2000 GP in total)
1 Mummy Lord [AC 17, HD 13d8+39, HP 97, #AT
2, Hit +9, Dam Rotting Fist 14 (3d6+4) Scythe 22
(3d10+7), Blasphemous Word (DC 16 Constitution or
be stunned until the mummy lord’s next turn) or Extra
Attack, Vulnerability: Fire, Damage Immunities: non-
magical weapons]

The Entry Part II


28. Teller Ambush
The great threat below has been defeated and the lost
temple cleared. Although pressed, you’ve managed to
collect your goods and head toward the light of the surface.
At the entry to the temple, however, light appears from
flickering torches, as a group of men have assembled there.
This is the Teller ambush, and Notorus Rexa is here to finally
put an end to the characters, claim their hard-won treasure, and
establish himself as the one and only power of the Patina. He is not
here to mince words, and will attack quickly and violently. If he has
any particular grudges (brought about through roleplay during the
campaign), he will seek out the players involved and attack them first.
Remember, this is to press the characters to their breaking point, so
I’ve left the final total of thugs up to the DM.
? Thugs [AC 8, HD 5, HP 20, #AT 1, D (1–6)+2, Blade or Club,
Gang Tactics: +2 to hit & damage while fighting with allies]
Treasure
Up to 4 silver per thug
? Thugs [AC 11, HD 5d8+10, HP 32, #AT 2, Hit +4,
Dam Blade or Mace 5 (1d6+2), Pack Tactics (any thug has
advantage on attacks if within 5’ of another thug)]

50 Forgotten Temple of Tefnut


N
Mini-Module DF3.5

Synopsis
After finding the secret under-passages used by the kobolds in
Room 5 & 6 of the Lost Temple of Tefnut, the party can descend
through a stair located between the two rooms. Down this stair they
will encounter a fallen tribe of lizardmen who are now influenced by
the mummy Aman-Utep in the halls above. Destroying this tribe,
and recovering an artifact they possess, could prove highly valuable
to the completion of the Lost Temple adventure.
Dungeon Master Notes
The Lost Temple of Tefnut is a very difficult adventure, so this A collection of three gate-keepers are here, lurking in the
mini-adventure is designed to help the players achieve their goal undergrowth with spears at the ready. However, any external light
of destroying Aman-Utep while keeping their fighting strength source (torch, spell, etc.) will cause them to rustle in their hiding
intact. Although there is combat in this mini-adventure, it has places and provide the party with a location of a possible ambush.
been kept to a low challenge level so that strength of arms and 3 Lizardmen [AC 5, HD 4+1, HP 25, #AT 1, D 1–8, Spear
magic isn’t expended too greatly. Remember, this should be a (Two Handed)]
helping adventure, not a hindering one. Treasure
1. 1 Potion of Healing, 15 GP among them in total
The primary purpose of this mini-adventure is to allow the 3 Lizardmen [AC 15, HD 4d8+4, HP 22, #AT 2, Hit +4,
party access to the ‘Heart of Aman-Utep’, which is to say the Dam Bite 5 (1d6+2), Spear 5 (1d6+2), Multiattack]
canopic jar that holds his heart. With it, they can seriously
disrupt his ability to fight them in the final combat, thus saving 3. Underground Pool
some of their power for the Teller ambush that concludes DF3. The jungle grotto fades behind you, giving way to an
2. ancient pool of clear water. The surface trembles as
You will find a lot of healing magic within this mini-adventure, though fed by an underground stream. Around the pool,
these items and potions put in place to keep the party up and smooth stones show years of use by passing feet, and
running for the duration of the adventure above. another glowing chamber is visible through an opening in
3. the north wall.
For anyone relying on magic (particularly those in 1st Edition), This is one of the underground springs used by the priestesses
there is also a nice way to recoup spells, so keep that in mind. of Tefnut for blessing rituals. The lizardmen now use it as a water
Finding magic assisting items, and even taking a sleep break, source for their various needs.
is something that can be done in relative safety here.
Running Combat 4. Swamp Chamber
The glowing lichen from the jungle chamber runs in
Combat, although limited in power, does occur inside the various scattered patches across the roof of this chamber. Runoff
rooms of this forgotten lair. I would suggest giving the players a from the adjacent pool chamber has covered the ground
full round of missile and spell action before most encounters to help with a thick murk of dark water, seeming a foot or less
mitigate damage to the party, and if anyone wants to find ingenious deep, teeming with all manner of low-growing plants and
ways around combats, that is certainly encouraged. strange fungi.
Random Encounters A giant snake lives within the area, and will attack lone (especially
small) members of the party searching the chamber, but will not
I’ve not built in random encounters for this particular dungeon attack the party full on, preferring to hide and let them pass.
because I believe it would continue to trim down on the party’s 1 Giant (Constrictor) Snake [AC 5, HD 6+1, HP 37, #AT 2, D 1–4
resources. Combats within the module, particularly the Black Scale (Bite)/2–8 (Constriction)]
followers and the Lizardman Lord will be challenging enough. Treasure
None
1. Entry into the Crèche 1 Giant (Constrictor) Snake [AC 12, HD 8d12+8, HP
The stair descends into a damp environment, mist 60, #AT 2, Hit +6, Dam Bite 11 (2d6+4), Constriction
gathering along the flagstones on the floor and your boots 13 (2d8+4) bludgeoning and the target is grappled
slipping in a fine layer of condensation. (Escape DC 16)]

2. Scouting Party
The hall opens into a small grotto—a menagerie
of strange plants, most of them emitting a dull violet
glow, resemble a tropical forest. On the ceiling, a
yellowish incandescent lichen helps provide dim light
to the whole chamber.

53
5. Hate Crawler Hatchery Treasure
This side chamber dips into a shallow grotto filled with 1 Potion of Healing, 7 GP in a belt sack
a collection of slimy eggs amid rotting corpses of what look 1 Lizardman [AC 16, HD 6d8+6, HP 32, #AT 2, Hit +6,
to be ratmen and kobolds. A single hate crawler rests amid Dam Bite 5 (1d6+2), Spear 5 (1d6+2), Multiattack]
the clutch, its tentacles waving rhythmically as though in
meditation or providing some kind of imperceptible song. 10. Lizardman Lord’s Lair
This is the greater nest of the hate crawlers found in DF3. For A large door, the first you’ve seen in these forgotten halls,
more information on them, see the Gazetteer in that module. stands before you.
1 Hate Crawler [AC 4, HD 4+3, HP 27, #AT 8, D ---, Paralysis] The door is locked [DC 16]. Once open, you can read the following:
Treasure Beyond the now open portal, you see a tired-looking black-scaled lizardman.
None He sits upon a log, ferns growing around him, and in one hand he holds a spear
1 Hate Crawler [AC 14, HD 7d10+21, HP 59, #AT 2, Hit and the other a necklace.
+8, Dam Tentacle 4 (1d4+2) poison damage and the target This is the Lizardman Lord, although he has seen better days. He
must make a successful DC 15 Constitution save or be carries a Necklace of Fireballs and will use them as he can, hoping
paralyzed for 1 minute, Bite 7 (2d4+2] to destroy the party before they can get to him. However, he is
weakened from lack of sleep (afraid his guards will kill him) and will
6. Obsidian Statue not be much of a problem once the players close the distance.
Patches of lichen slither down the walls of this chamber, The most important find in his possession, however, is not the
appearing like yellow waterfalls emitting from the cracks. necklace, but instead the canopic jar holding Aman-Utep’s heart.
At the center of the chamber, carved from dark stone, The heart has been ‘speaking’ to the Lord, trying to get him to
a crude statue of a jackal-headed man has been erected. bring it back to the mummy. Anyone carrying the heart will have
Lichen has been placed over the statue’s shoulders like a a vision of its removal and its desire to return to its rightful place.
cape, and the eyes glow with phosphorescent paint. Little does Aman-Utep realize his sendings are now going to a
The statue isn’t dangerous, but investigation will show that in party bent on his destruction!
a hollow below its feet are several offerings, including 2 Potions of 1 Lizardman Lord [AC 3, HD 8, HP 48, #AT 1, D (5–20)+2,
Healing, and 20 gold pieces in a leather bag. Spear (Two Handed), Skewering (if hit die is 5 more than needed to
hit, attack causes double damage)]
7. Set’s Black Scale Followers Treasure
Before you can make entry into this chamber, a set 4 Potions of Healing, Spear +2, Necklace of Fireballs
of five dark-scaled lizardmen appear with spears in (7 beads), 107 GP, 3 (50 GP gems).
their clawed hands. Their odd glowing eyes speak of Special
evil and enchantment.
These are the lizardmen of the Black Scale, followers of Set Canopic Jar of Aman-Utep (If shattered or destroyed, it will stun
and now the only remaining male members of the once great Aman-Utep for 2 rounds as well as dropping his invulnerability to
tribe (these having killed the rest or chased off the females). They non-magical weapons.)
will attack on sight, hoping to defeat the invaders and bring great 1 Lizardman Lord [AC 15, HD 12d8+24, HP 78, #AT 2,
honor to their god. Hit +6, Dam Bite 6 (1d6+3), Spear 8 (1d6+5), Multiattack,
5 Lizardmen [AC 4, HD 6+1, HP 30, #AT 2, D 1–8, Spear Skewer (Once per turn, can add 10 (3d6) extra damage to
(Two Handed)] a spear attack), Necklace of Fireballs (Can throw a 3rd
Treasure level Fireball each round)]
2 Potions of Healing, 33 GP among them in total
5 Lizardmen [AC 16, HD 6d8+6, HP 32, #AT 2, Hit +6,
Dam Bite 5 (1d6+2), Spear 5 (1d6+2), Multiattack]

8. Fallen Shrine of Tefnut


Lost to the years, this old shrine must have at one time
been lovely to behold. Since then abuse has desecrated the
murals; the altar has been smashed to debris.
The lizardmen shy away from this area, and other than debris, it is
empty. However, a hard search, 1 in 6 [Perception DC 16], will
allow the party to find a hidden compartment in the wall that still
holds 4 bottles of Extra-Healing [Greater Healing] and a Ring of
Wizardry [Ring of Spell Storing].

9. Egg Hatchery and Pool


This hot chamber, lit by smoldering braziers, houses
a number of eggs tucked away in leafy nests. A single
black-scaled lizardman stands beside the nests, a spear
at the ready.
This is the final clutch of eggs the tribe had before the females fled.
Now they are the future, and the lizardman, although surely hearing
the combat in the adjacent room, has stayed by his post as a last line
of defense for the eggs.
1 Lizardman [AC 4, HD 6+1, HP 30, #AT 2, D 1–8, Spear
(Two Handed)]

54 The Crèche of Set


N
Folio Module AT1 Experience Points
It is my determination that this trilogy won’t be experience point
heavy, meaning the ‘reward’ for play is the adventure itself and the
feel of being included in something bigger within the anthology world
A Three Part Scenario for of Taux. Therefore, I’ve listed the adventure for characters levels 5–7,
and I will keep all volumes of the trilogy within those boundaries as
Characters Levels 5–7 purely encounter experience shouldn’t total enough to move levels a
Introduction great deal beyond 7th. However, if as a roleplay award, you as the
As I’ve often said when I provide the opening for these Folio DM wish to award larger sums for great play, I fully support that,
modules, this is your sandbox. However, in this case, there were a lot although keep in mind it might require you to adjust some encounters
of other kids in this sandbox before you, so you might have to watch later in the trilogy.
your step! Taux is a diverse and dark city, named by Alan Dean
Foster and brought into being as short fiction by Julie Czerneda, Duels
Todd Lockwood, Juliet McKenna, Dave Gross, Martha Wells, Taux is a city built on an ancient tradition of dueling. In fact, one of
Harry Connelly, Rob Mancebo, Lynn Flywelling, Howard Tayler, the three great dueling schools in the Nameless Realms is located in
many others, and of course myself. Taux. The practitioners of this school, or guild, are known as Razors
We spent months developing distinct races, city culture, legends, because their style employs a single edge rapier and no weapon in
magic, and all other manner of things that created a city rich with their off-hand. Razors attempt to win duels by wounding opponents,
intrigue and depth. Todd Lockwood, Jeff Laubenstein, and Janet having them bleed until death or capitulation. As dueling is so well-
Aulisio spent countless hours sketching and blending real-world practiced among the nobility of Taux, much honor is placed on the
cultures to find the right look for the city and its people. And I, as the practice, and many disputes are still settled in this traditional style.
creative director and editor, had to find a way to bring everything However, the governing city guard, or Sturgeons as they are called
together so as to make sense to the reader. for the fish symbol on the breasts of their blue and silver livery, do not
Taux was never an easy endeavor for those working to create it, but agree with open combat on the streets. Thus, dueling is often settled
it was a labor of love that every person could be very proud of. It is my in private, otherwise those involved might spend nights in jail or face
desire to now translate what was written in hundreds of correspondences a murder tribunal.
over the two anthology projects into an easily playable RPG format. I Rules in duels can vary greatly, from first blood to death, but one
think I’ve managed to do enough to make that happen, while still thing is always clear, cheating is an act that will bring the bulk of the
maintaining the elements that make Taux so special. guilds and even free-blades against you.
I hope you enjoy what follows, and I encourage you to read For the purposes of gameplay, there are two other great dueling
Tales from the Emerald Serpent and A Knight in the Silk Purse, schools that sometimes show up on the streets of Taux to test their
the foundation works this module series is based on. With those mettle—the Ebontra School, specializing in dual wielding rapier and
under your belt, I think Taux will come alive as a place for you dagger offensively, and the Findalynn School whose followers fight
and your players to have many great adventures, above and with a rapier and defend with an off-hand dagger.
beyond what you find here.
Relic
Style of Play This adventure actually revolves around the recovery of an ancient
I want to get to this first off, because I know some have criticized relic created by the lord-priests of the old Tolimic city. In Taux, such
my Folio works for being ‘on rails’, meaning there isn’t a great deal relics are highly prized, but are also considered incredibly dangerous
of choice for players other than to play things as written. Well, my as they tend to have latent abilities that manifest over time. For the
response to that is ‘What is a module for if not to provide a linear purposes of this adventure, only the positive parts of the relic will
adventure?’ Folio #11 is certainly no different than what you might come into play, but as the trilogy presses forward, more power and
find in Roslof Keep, although I’ve worked this trilogy around an curses will likely come forward to play for and against the players.
ongoing story instead of a deep delve. What I’ve really tried to get Campaign Background:
away from is the concept of ‘murder hobos’ (the semi-affectionate
name given to most adventuring parties bound on delving and City of Taux
killing monsters for treasure). Instead, I’ve put Folio #11 into a Remember, this is just the first part of a trilogy, so as you are
narrative format that I hope you can utilize to tell a story for the playing here, keep that concept in mind as there is more story that
characters that they can eventually feel a part of (and one I hope follows in Folio #12 & Folio #13. However, for setting the stage, I’ll
will appear in the third volume of the Taux anthologies). So, keep refer you to a few pieces needed to understand the history of Taux
in mind, this isn’t about the fights as much as it will be about the and the situation it currently finds itself in.
city, the players, the alliances and enemies, and the effect all will
have on Taux as a whole.
58 The Subtle R evenant
the stones, and they live with strange whispers at night or the sounds
of cries from vacant rooms.
City Size: Population: 60,000+ (15% are non-human)
Districts:
Black Gate District: The Ullamalitzli Stadium that once housed
75,000 fans and is now home to perhaps 7,000 squatters who have built
tenements in the stadium proper.
Gold Jaguar District: The high class district cut by the
prestigious Ruby Lane. Here is where the very wealthy of Taux live
and play in the former homes of the greatest nobility the Tolimic ever
possessed.
Turquoise Tortoise District: A middle to upper class merchant
district of the city and home to the Grand Bazaar of Taux.
Harbor District: The port, docks, and wharfs of Taux. Here is
the lifeblood of the city, the place where all cultures meet as ships from
the entire Halo Ocean trade cargo for shipment all over the world.
The Haunted Temple District (Ghost Towers): This scarcely
populated district is the home to the poor of Taux. With no place else
to go, the destitute gather among the screaming stones of the former
Tolimic Temple District.
Serpent Wall District: Situated against the outer wall of the city,
and thus wrapping it in a large crescent, this outer district is home to
the mass of the middle to lower working class of Taux.
Ebon Fields District: Located outside the main wall of the city,
this tangled group of farmland is the only true source of local food
Taux possesses. Farmers and cattle-folk work to stave off incursion
from the Ebon Swamp as they cling to a meager existence among the
lowland marshes that now serve as livestock fields and in some areas
rice patties.
The Smoke Dragon District: This district is the home of the
base production elements of Taux with some industry having sprung
up to use cheap raw materials taken from incoming trade ships and
turning them into more expensive trade goods to be shipped out. It
is also the home of Sturgeon Keep, where the mercenary army of the
city is housed.
Adventure Synopsis
As many of the stories in the anthologies prove, living in Taux
is no easy thing. It doesn’t take much for a sturdy soul to run
Formerly the Tolimic City of Taux, this stand-alone metropolis afoul of intrigues and plots that are always in motion around
rests at the tip of the Free Coast and once served as a way station them. To this point, one of the characters will find himself in an
between a dozen large nations all over the northern Halo Ocean. unexpected duel with a local, a duel that will end poorly for the
More than half a century before the current date, during the final unfortunate sod who tangled with the player. Once the duel is
days of the Five Year War that banished all the old gods from the over, only then will the players discover the true identity of the
world, the population of the city was destroyed by a necromantic victim. He is Brace Vash, of House Vash, and there is little doubt
surge of energy. The tale of that destruction is as follows: that repercussions will now be in play.
Near a century ago in the Nameless Realms timeline a council of moon priests Seeing that laying low is the best option, a local fixer named Lareo
and a coven of tome-mages theorized that, like the Afterglow Sea that resides will attempt to get the characters to a safe house until this all blows
beyond the Elemental Plane of Water, there should be another plane of existence over. At the safe house, however, they will be attacked and forced to
behind each of the known Elemental Planes—Fire, Water, Earth, Air, Positive flee across the city rooftops around the Black Gate. Afterward, one
Radiance, and Negative Shadow. Because Taux sat so close to the ‘Ebon Swamp’ of Lareo’s agents will find the players and tell them there may be a
which is known to bubble up with Negative Elemental energy, they decided to way out. House Vash has lost a relic in the city and wants it back.
dedicate a portion of their resources to discovering this ‘other plane’ from the secret Trading said item might make the Vash forget the players’ actions.
subterranean conduits in Taux. Years passed, and the two Orders built a series Going to the jai-ruk bridges, the characters will recover the relic,
of tunnels beneath the surface of Taux that could be used to amplify elemental then bring it to a meeting place in the Ghost Towers. Once there,
transmissions. Then, on a night corresponding with the closest proximity of the they will unwittingly summon a shadow creature from the city’s stone
Negative Elemental Plane to the planetary sphere, they performed a monumental and be forced to defeat it. It is only after this action that agents from
magical ceremony that would project elemental energy beyond the Negative House Vash will arrive looking to clean up loose ends by eliminating
Elemental Plane, hoping to find another source of raw magical power there. The the party and acquiring the artifact.
theory was that some reverb would come back that proved its existence and they
could use that for further contact. Nine hours after the elemental burst, just as the
city woke in the predawn gloom for work, a nightmare scream struck the city in
an apocalyptic wave. Every living thing within a hundred miles was obliterated;
all souls flash-burned into the stone of the landscape around them. Since that day
the city and surrounding lands have been quiet, but the souls still remember, now
trapped forever in the walls of their cursed city…
Today, Taux is once again a thriving port city, although instead
of Tolimic humans, it is populated from many cultures all over the
Halo and beyond, each trying to make a profit on the mass of cargo
that moves through the free city without taxation. Although still
haunted by the spirits of the past, the current inhabitants try to quiet
59
measured in something called the elemental spark. Humans, who
are low fire, are still hot blooded, quick to anger, love, and are always
working at something. Eldaryns, who are high fire, are palpably
hot, age quickly, and can become pyromancers. Jai-ruks, who are
medium earth, are strong, resilient, and are stalwart in their devotion
to a cause. If you are running this adventure using the Nameless
Realms setting and races, I highly recommend the Nameless Realms
Races supplement, and again, reading the fiction resource material.

4. Running the Interests of House Vash


House Vash is the greatest of the mercantile houses of Taux, and
it holds a very wide series of interests in the city. For all intents and
purpose, think of them as an evil corporation that is constantly
working to consume, control, and destroy in an attempt for ultimate
power and wealth. They are not well-loved, but are certainly feared
among the citizens of the city, and their family is a large one, which
helps insure they aren’t dying out anytime soon.

Interacting with the City


Many of those dwelling in Taux insist that the city itself is alive, or if
not alive, then perhaps at the very least undead. That way of thinking is
correct on many levels, as although the city itself has no true soul, there
are nearly two-hundred thousand trapped souls in its stone walls and
structures. As each soul is tortured in its captivity, most are mad, and
if given the opportunity through magic or other means, will attempt to
kill those who now prosper in what they see as their tomb. Still, magic
isn’t readily available to allow for these spirits to interact with the living
population in a dangerous fashion, although one living in Taux is always
aware of the presence of spirits around them.

1. How the Whispering Walls Work


Many of the stone walls of Taux will whisper, especially at night,
when people walk too near them. Some magically adept people,
especially priests or those favored by their gods, will often report
seeing movement in the corners of their vision from the walls.
Sometimes, spirits will taunt attuned folk, or give them portents of
future happenings (usually dark things), and it is even said that for
Dungeon Master Notes those who come close to death, the spirits will come to them and
attempt to manipulate them to assist in whatever troubles still press
& Suggestions on their tortured minds.

1. NPC Interactions 2. Ghosts


There are two NPCs in this adventure who appear in the Ghosts do dwell in Taux, although most are confined to the stones
anthologies, Lareo the Eldaryn fixer, and Dethocrates the jai-ruk and are not a threat. For those that escape, they can become both
rogue. If you have access to the anthologies, you can find ready a bane and a blessing, depending on the nature of their minds when
descriptions of these two there, however, the adventures also give they become free.
a brief description about each interaction to help maintain the
feel of the NPCs. 3. The Feel of the Environment
Taux is a rich tapestry of a city, and should feel both foreign and
2. Levels familiar, with many races and cultures mixing in the ruins of this
As this is an adventure for characters levels 5–7, it can be assumed ancient Tolimic city. Although this adventure takes place during the
that you have either created a specific set of adventurers for the evening, be sure to keep the players aware that Taux never sleeps,
players (perhaps using The Nameless Realms Races supplement) or and the streets are still alive with ‘night folk’, those who work a much
that players are bringing experienced characters to Taux for the first different trade than the day laborers of the city.
time. Whatever the case, it is very important that a bond has been Overall Story Arcs & Threads
established between members of the party before the introduction
duel takes place. Without that, characters might balk at helping the
duelist who got himself in a bad situation on his own merit. A well 1. Building on the Chase
designed backstory for the party, and the reason for being in Taux, The DM has to be responsible for building suspense as the
should be created by the DM before play has begun. characters run from persecution by House Vash. As this entire
adventure is set to take place over a single evening in Taux, it is
3. Running the Elemental Sparks important to keep the feeling of being ‘on the run’ alive in the
In the world of the Nameless Realms, there are various distinct players’ imaginations.
races (as detailed in the Nameless Realms Races supplement). Each
is dedicated to a specific element (fire, air, water, earth) and has
a varying level of connection to that element. This connection is
60 The Subtle R evenant
2. A Higher Purpose
As this is only Part 1 of the trilogy, there must be little bits of
information that leak out to a greater plot and purpose as the
characters get pulled through this larger storyline (see adventure).

3. Dueling
As mentioned above, dueling is an extremely important factor in
the political and social structure of Taux (as well as its two sister cities
Ebontra and Findalynn). If at any time during the adventure you
wish to challenge a player to a duel to settle a dispute (perhaps in the
final encounter), you may do so.

New Monster:
Bender Surrogate
Lawful Evil
Frequency: Very Rare
No. Appearing: 1
Armor Class: 0
HD: 15+7
Move: 12”
No. of Attacks: 3
Damage/Attack: (1–10)+10 (2 Claws)/(2–20)+5 (Bite)
Special Attacks: None
Special Defense: +2 or better weapon to hit
Magic Resistance: 35%
Intelligence: Very
Size: L (20’ long)
Psionic Ability: NIL
% in lair: 50%
Treasure Type: D, E
Bender Surrogate [AC 20, HD 15d12+45, HP 135, Initiative +4,
#AT 3, Hit +9, Dam Claw 16 (3d8+4), Bite 20 (3d10+5), Damage
Immunity: non-magical weapons, Magic Resistance] One thing to keep in mind as you play, characters here should
Beyond the Elemental Plane of Shadow is a dimensional wall that have some decent experience, so they should be given some
was meant never to be breached. However, the priests of Taux delved leeway when it comes to sticky situations, although they most
too deeply into powerful magic that pierced the veil and destroyed likely will have to get used to the particular rules of Taux before
their city. The tiny pinprick they managed has allowed something to becoming too full of themselves.
enter their world that must stay tethered to its own dimension as though In the end, I hope that you are able to spin your own tale of Taux,
through an umbilical cord. This creature is a bender, a creature the Black Gate, and the Emerald Serpent, as that is what this trilogy
beyond the laws of the world and bent on devouring all that it sees. is truly about, which is to say adding to the legends of the great city
However, as it cannot leave the chamber of its ‘birth’ into this world, of cursed stone.
it has developed a means of tempting treasure seekers with a glowing
light that illuminates treasure it has collected from its other victims.
Part One: The Duel
‘The patrons of the Emerald Serpent crawl like a living thing, tides of humanity
AT1: The Subtle Revenant and other elemental-spark races mingling in a great pool around the huge bar.
So, how exactly do you play in a world that was based on a fictional Multi-level decks hold dozens of conversations, games of chance, and illicit dealings
anthology? Well, my suggestion would be to read the fiction first, far from the prying eyes of the city’s Sturgeons. If there is one place more famous
but if you can’t do that, then make an attempt at a very narrative in Taux, a citizen would be hard pressed to name it, and yet only the very brave,
driven adventure. This particular adventure, The Subtle Revenant, or perhaps foolish, ever pass beneath the Black Gate and tread the twisting streets
is based around a moving story arc in three parts. The initial part, around the old Ullamalitzli courts to drink pulque and other spirits in this old
The Duel, will be the crux that gets the adventurers embroiled in house of priests and nobles.’
the overall plot. Part Two, The Old Crypt, will have the characters
working on a way to solve the mess, and Part Three, The Bender
Surrogate, will culminate in a battle that sets the stage for Folio #12
and the adventures there.

61
Setting the Stage
This entry scenario revolves around the characters running afoul
of House Vash. To accomplish this, and the story beyond, the DM
must be able to run a number of encounters through roleplay and
limited combat. Each encounter point is listed below, with a series of
options and goals for both the players and the DM, but how you get
to the end result is up to those involved.
Encounter Point One: Duel
If you read the intro to Part One, I think the players will get an idea
of what the Emerald Serpent is, even if they’ve never read the fiction.
Still, there are questions that you will need to either ask or already
have an answer for when this encounter point begins.

1.
Who is the party’s best duelist? You could also ask, who is the
party’s biggest hot head? Either way, one player is going to get
challenged to a duel, something locals in Taux see a great deal of
(See Taux & Dueling in the Gazetteer). The duel is the key, because
it sets the stage for the entire adventure. Bait the players as you wish,
with lewd comments against party members or other brash talk,
perhaps even targeting a priest’s god. When the conflict is at hand,
the following may set the stage.
‘The bravado and sexual talk has risen to a crescendo at the table behind you
after a good half-hour of heavy drinking. The loudest of these young bucks, a thin
rake with a gilded rapier and a topknot of blond hair pushes back his chair until
it strikes the back of yours, his disgust at your offense apparent in his first curse
thrown in your direction.’
1 Razor Duelist (Brace Vash) [AC 5, HD 7+7, HP 70, #AT 2/1
(+4 to hit), D (1–6)+5, Wounding (Each time Brace strikes, the victim
must make a save versus petrification or begin bleeding at 1 hit point
per round. This attack can be cumulative.)]
Treasure
Sabre +2
1 Razor Duelist (Brace Vash) [AC 15, HD 10d8+20, HP
65, Initiative +5, #AT 2, Hit +7, Dam Sabre 7 (1d6+4),
Multiattack, Parry (+2 AC against one attack), Wounding
(Each time Brace strikes, the victim must make a DC 14 Encounter Point Two: Lareo
Constitution save or begin bleeding at 1 point per round. Nothing in Taux is free, but for some reason Lareo is looking to
This attack can be cumulative.)] help the players. This may be because he is looking to settle a score of
2. his own, has a client who is interested in a certain outcome of events,
The outcome of the duel is pre-determined—Brace Vash dies. or even that he’s had some past interaction with a member of the
Whether the player runs him through or not, he will die from a party (up to the DM of course). Whatever the case, he’s about to offer
Poison spell cast by someone amongst the throng of patrons watching the players a big leg up in getting them out of this mess. Play him as
the duel. As it will look like nefarious means were used in a legal duel, a friend, because to this point, that is what he is, and his reputation
the player will be on the run from this point forward until his name as someone who ‘backs the little guy’ is well known inside the Black
can be cleared. Gate and beyond.
‘Your blow, whether wittingly or no, slides through Brace’s defense, and he ‘The diminutive Eldaryn pulls himself up into his booth, an ashen cushion
crumples to the floor, blue veins pulsing along his temples and a dribble of blood propping him up to look over the table at you. Waving to the smooth curve of the
sliding out of the edge of his mouth.’ bench across from him, he then adjusts his spectacles as the brassy hairs of his
3. curved mustache twitch as though of a mind of their own.’
The entire mood of the Emerald Serpent will change the moment Lareo quickly relays the following information to the players:
Brace dies, and the players should be shown this in no uncertain A. Brace is a known womanizer and gambler, both of which
terms. Feeling a bloom of heat at their side, one player will be given have put him on the wrong side of various powers, including
the opportunity to get the party moving toward a far back table as his own family.
they follow the Eldaryn pyromancer and information broker, Lareo, B. The death of Brace in the fashion which he died is a
to his working space. Once there, you’ll need to drop information threefold strike against the perpetrator— you’ve broken
about what has occurred and provide the players an address and a the dueling laws of the city and the Sturgeons will soon
contact name where they can lay low until Lareo can discover exactly have your name and be looking for you; you’ve broken
what plot the players have been roped into. the dueling honor code of the Taux Razors Guild and
‘The chants, howls, and exclamations dwindle to an eerie silence as a closeness their trained duelists will be after you; and you’ve killed a
fills the Serpent. Eyes once alit are now dark as the patrons stare at you, whispers of member of the Vash household, acquiring a price on your
‘murderer’ and ‘assassin’ hiss around from the throng, and here and there knuckles head paid for by the family.
grow white in balled fists and fingers slide slowly to the well-worn handles of dirks C. Two days ago Lareo heard an unnamed agent was asking
and other small blades.’ about winged serpent venom sometimes drawn from the
deadly beasts in the Ebon Swamp.
62 The Subtle R evenant
D. Brace was bragging earlier in the morning that he’d come and then continue the chase as they try to get back to the party via
into possession of a relic that had been washed up on the other routes. To accomplish this, I would suggest another Dexterity
beach from the great storm that passed over Taux earlier in check [DC 12 Dexterity] as well as an Intelligence check
the week. Knowing what such artifacts can mean to various [DC 12 Intelligence] to work out the correct path.
powers within the city, speaking of such a thing is a quick way Otherwise, various combats are as follows, but remember that
to get your name on a list you’d rather not be on. escape is a key component, so keep these short and engaging, not
E. He will provide you with an address on the upper tier of the long slogs. Also, if you want to get really creative, you could use
north wall of the stadium amid the ‘Tangle’ as the locals call grappling rules in attempts to dislodge enemies from the roof without
the overpopulated ramshackle housing. A landlord named a full fight.
Moxa owes him a favor and will shelter you until he can find
out more details that might clear your name. 1. Roof One
Encounter Point Three: The Safe House The wind from the bay strikes along makeshift roofs,
lifting billowing canvas and fluttering tin as you leap from
The ‘Tangle’ more than deserves its moniker as the north upper building to building. Ahead, rising from some unseen
deck of the Taux stadium is a chaotic mess of haphazard buildings fissure, three men with short blades and tanned skin move
laying if not always atop, at least against one another. If the Black to block your escape.
Gate is said to be a place where people go to get lost, then the Tangle 3 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)]
is the hole in which they disappear. Urchins are prevalent, and will Treasure
often guide folk to certain locations for a coin, otherwise, players can 2 dozen copper coins and 5 silver coatls
try to discern addresses from ill-carved and painted signs, landmarks, 3 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2,
and the movement of stars, but whatever the case, stout rolls will be Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates
required to discover Moxa’s abode within the labyrinthine sprawl. A are at advantage if attacking with allies within 5 feet.)]
successful Intelligence check at -7 will be required to find the location,
otherwise an urchin guide will be needed [DC 20 Perception]. 2. Roof Two
‘A breeze blows over the outer rim of the great stadium, its caress bringing with Cats, all too common in the Black Gate, scurry for cover
it a taste of civilization’s musk, waste, and sickness. This is the Tangle, a mass as you pass, a bank of thin fruit trees dominate an open roof
of tumbledown buildings stacked precariously atop one another like a mythical to your left, more weathered men sliding from them in hot
labyrinth of filth and darkness. If stones whisper here, they are drown out by the pursuit. Ranging before them is a low-slung beast of naked
sporadic wailing of infants, buzzing of insects, and coughs of wheezing lungs.’ sun-bleached bone woven wood. Its eyes glow with a baleful
Moxa is of old Tolimic blood. His ancestors once inhabiting the light as its long head sways as though sniffing the breeze.
city, and his people are now moving back to Taux from distant 3 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)]
mountain villages beyond the Ebon Swamp as other nations have Treasure
been encroaching. He is human, his spark strong with elemental fire, 3 dozen copper coins and 1 silver coatl
and he understands the stone beneath his feet. Covered in tattoos 3 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2,
and talismans, he brokers little conversation with the party, but shows Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates
them up a winding stair from his own dwelling to an apartment high are at advantage if attacking with allies within 5 feet.)]
atop the canopy of structures that make up the Tangle. Here, in 1 Dwoller [AC 2, HD 8+8, HP 56, #AT 3, D 1–6 (Claw x2)/1–8
a single room with woven mat beds, a cistern of rainwater, and a (Bite), +1 or better weapon to hit]
chamber pot of brass, the party can rest until they hear from Lareo, Treasure
or at least that is the plan. None
Encounter Point Four: The Roof Chase 1 Dwoller [AC 18, HD 10d10+10, HP 60, Initiative +5,
#AT 3, Hit +8, Dam Claw 9 (2d6+3), Bite 12 (2d10+2),
As evening falls, the players may hear a commotion far below Magic Resistance, Multiattack (2 Claws/1 Bite), Aversion
in Moxa’s home [2 in 6] [passive Perception 15]. This is an to Flame (at disadvantage on rolls if hit by fire), Damage
assassin crew from House Vash looking to end the players’ lives Immunity: non-magical weapons]
before the entire affair spins out of their control. Unbeknownst to
the party, House Vash had placed Sturgeons around the Emerald 3. Roof Three
Serpent ready to arrest the party after the duel, but instead the lead Another leap and you come upon an annex of buildings
Sturgeon, Tohil, had recalled his men at the urging of Lareo. Now, growing together to create a solid canopy over the snaking
House Vash has procured other means of dealing with things in the streets below. Three more men move from the shadows
form of a Zimbolay tome-mage and a crew of cutthroats from an there, thickly accented voices calling to the darkening
anchored pirate vessel posing as a trade ship. roofs around you.
‘Screaming, arguing, and even rumbling have been constant companions 3 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)]
during your day in the eaves of the Tangle, but heavy shouting and the building’s Treasure
shuddering, as if from an impact, brings you to your feet. The door, little more than 32 copper coins
a rough canvas hanging, flutters like a ship’s sail in the hot bay breeze. The sounds 3 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2,
of bones shambling and heavy footfalls race upstairs toward your apartment. Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates
Outside, the sound of a city crier marks the passing of the day, twilight settling in are at advantage if attacking with allies within 5 feet.)]
over the rooftops just inches away from the room’s single window.’
This encounter point revolves around a chase across the rooftops of 4. Roof Four
the Tangle. To achieve extra action, I’d suggest all players must make The edge of the Tangle draws near, the massive carved
Dexterity checks [DC 13 Dexterity] between each encounter stone walls of the stadium rising up like a dam against the
as they jump between roofs. You can mitigate these checks with oppressive tide of dwellings. Ahead, five men wait near
spells, assistance from other players, ropes, or other creative means the downslide to the great stair, one of them armed with a
the players come up with. If a check is failed, you could have the twinkling cutlass.
individual or individuals fall down a single story, take 1d6 damage,
63
4 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)]
Treasure
20 copper coins
4 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2,
Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates
are at advantage if attacking with allies within 5 feet.)]
1 Pirate Captain [AC 5, HD 10+10, HP 70, #AT 3 (+4 to hit), D
(1–6)+5/(1–4)+2 (2 Scimitar/1 Dagger)]
Treasure
Scimitar +2, Dagger +2, 14 silver coatls
1 Pirate Captain [AC 15, HD 10d8+20, HP 65, Initiative
+5, #AT 3, Hit +7, Dam Scimitar 8 (1d6+4), Dagger 7
(1d4+5), Multiattack (2 scimitars/1 dagger), Parry (+2 AC
against one attack)]

5. Roof Five
The final roof drops down twelve feet to a stone platform
on which a man with ebony skin and stark white hair stands.
In his hands talismans twine while his eyes glow with a
dusky shade of emerald. Two large armored men flank him,
and another of the bone and twig beasts stalks back and
forth before the verge of the stairs.
2 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2 (Longswords)]
Treasure
52 copper coins, 17 silver coatls
2 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative +3,
#AT 2, Hit +4, Dam Longsword (1d8+2), Pack Tactics
(Mercenaries are at advantage if attacking with allies
within 5 feet.)]
1 Dwoller [AC 2, HD 8+8, HP 56, #AT 3, D 1–6 (Claw x2)/1–8
(Bite), +1 or better weapon to hit]
Treasure
None
1 Dwoller [AC 18, HD 10d10+10, HP 60, Initiative +5,
#AT 3, Hit +8, Dam Claw 9 (2d6+3), Bite 12 (2d10+2),
Magic Resistance, Multiattack (2 Claws/1 Bite), Aversion
to Flame (at disadvantage on rolls if hit by fire), Damage
Immunity: non-magical weapons)]
1 Tome-Mage [AC 7, HD 9, HP 18, #AT 1, D (1–4)+3, Spells:
1st (4) Shield, Shocking Grasp, Magic Missile, Charm Person; 2nd
(3) Strength, Web, Detect Invisibility; 3rd (3) Fireball, Hold Person,
Suggestion; 4th (2) Fire Shield, Ice Storm; 5th (1) Cone of Cold]
Treasure
+3 Dagger, Spell Scrolls (includes all knowns spells), He offers to guide the players from the Tangle and the Black Gate,
Ring of Protection +1, 20 copper coins, 54 silver coatls, which is now crawling with duelists from the Razor Guild as well as
8 gold jaguars bounty hunters inspired by a price set by House Vash. Like the Lareo
1 Tome-Mage [AC 13, HD 9d8, HP 40, Initiative +3, conversation in Encounter Point One, Dethocrates will have a series
#AT 1, Hit +8, Dam Dagger 7 (1d4+5), Spellcasting of topics that might assist the players and set them on a new task,
(DC 14 saves and +6 to hit), Spells: Cantrips (at will) which is to be found in Part Two.
Fire Bolt, Mage Hand; 1st (4 Slots) Mage Armor, Magic Dethocrates provides the following information to the players
Missile, Shield; 2nd (3 Slots) Misty Step, Suggestion; 3rd while in transit:
(3 Slots) Counterspell, Fireball, Fly; 4th (3 Slots) Greater A. Someone or something is moving behind the scenes in an
Invisibility, Ice Storm; 5th (1 Slot) Cone of Cold] attempt to gain access to the relic Brace recovered on the beach.
B. Brace may have been many things, most of them bad, but
Encounter Point Five: Dethocrates’ Offer he wasn’t stupid. He hid the relic where he believed no one
would discover it, but one of his friends who owed Lareo a
Dethocrates, a local jai-ruk rogue and hustler, has been sent by favor believes there is only one place Brace could have stashed
Lareo to warn the players and followed the mercenary force to the the item, an old crypt the two discovered earlier in the year
Tangle. He comes with information, and if the previous battle is along the tidewater.
going poorly, can assist with shots from his short bow as needed. C. Lareo believes if the party can recover the relic, it will have
‘Stepping from the shadows of the stair, a large russet-skinned jai-ruk stands some leverage when it comes to dealing with House Vash.
half a hand under seven feet in height. A small hip quiver of arrows and a short D. He will lead you through the Black Gate and toward the
bow can be seen beneath the folds of a weathered cloak, and the scent of his earth Smoke Dragon District, if you are willing to make an attempt
spark is heavy as his boots rest on the dark stones of the stadium.’ at the relic and its resting place. A contact there, a mercenary
named Increase Coin, has the location and will provide it
with Lareo’s seal.
64 The Subtle R evenant
The northern door holds a trap [DC 15] and unless disarmed it
Part Two: The Old Crypt will fire a sheaf of rusted darts at all those in Room 4. Damage from
Setting the Stage the darts is 8–24 [20 (10d4)].

This part of the adventure is much more ‘standard’ RPG stuff, 5. Tomb One
with a small delve into a crypt that should provide the players A large room with three alcoves in the southern wall
with the leverage they need against House Vash. Dethocrates stretches out before you. Each alcove holds a standing
will walk the players from the Black Gate to the Smoke Dragon sarcophagus. As you watch, a dim light from several
District, skirting the main streets until he finds a small bazaar runes in the ceiling begins to glow, and the sound of hushed
where he will meet with his contact, the mercenary Increase whispering begins to bounce around the cold stone walls
Coin. Coin isn’t someone the players need to interact with here, of the chamber.
but as in all things in Taux, that doesn’t mean he might not play Brace knew the lay of the land of this chamber (and something
a more important role later in the story. Increase Coin knew as well but didn’t reveal), and that is that
Encounter Point One unless you have a charm or talisman dedicated to the Tolimic God
Ueuecoyotl, the chamber ‘will rise up against’ any looters. In this
The meeting with Increase Coin, a tattooed and scarred man case, the resistance takes the form of two greater undead that are
of Zimbolay with a dour expression and long limbs, will be quick. completely resistant to all attempts to turn them while in their tomb.
Whispered words exchanged between Dethocrates and Coin are 2 Greater Skeletons [AC 8, HD 9, HP 36, #AT 1, D (1–12)+1]
hard to discern, but sooner rather than later a small roughly drawn Treasure
map is provided by Coin. Dethocrates will offer the map to the 2 +1 Obsidian Axes
players and then instruct them to find the relic within a small crypt 2 Greater Skeletons [AC 12, HD 9d10+18, HP 67, Initiative
secreted on the banks of a canal in this district. Once they’ve done +3, #AT 1, Hit +7, Dam Obsidian Axe 17 (2d12+5)]
that they are to bring the relic to a house in the Turquoise Turtle Behind the only sarcophagus that doesn’t open is a secret door [1
District where a negotiation will already be taking place between in 6] [DC 18 Perception].
Deth and an agent of House Vash. Also, the chamber has a secret door that opens into the main hall
‘Another bridge, more common than ghosts some citizens would whisper, of Room 8. Finding this door requires a successful search [1 in 6]
stretches out over a causeway as you make your way down the levy to the water. [DC 18 Perception].
Beneath the span, amid the moonlight playing against the water, several low fires
burn as squatters take shelter in the long night. Earthy magic presses against you, 6. St. Shay’s Chamber
the taste of it heavy on your tongue as the jai-ruks that make up the bulk of these The false door opens, smooth stone sliding against oiled
vagabonds overpower the air with their elemental sparks.’ metal. Beyond, a small room is decorated with a small
wooden bed, a series of chains attached to the ceiling, and
1. Entry a shelf filled with blood-red candles, whips, and other
Tumbledown and sea washed stones provide a deceiving metal and leather apparatus.
image of a completely collapsed tunnel, and yet hard This was the place where Brace would have his fun with
investigation exposes a small arch just big enough for a downtrodden women of Taux, proving his loyalty to the dark
person to slip through. Inside, a long dark hall stretching Saint Shay. Within a secret hole in the stone wall [1 in 6]
out twenty feet is framed by lichen-covered stone walls. [DC 18 Perception], a bag holds 75 gold jaguars and a
polished wood bracelet set with seven circles of onyx. This is
2. Moss Room the artifact that House Vash seeks.
A thirty by twenty rectangular chamber is set with a
passage in the western wall and a heavy wood door in the 7. Fresco Chamber
north wall. A deep green moss, burnished at the edges This heavily painted chamber is covered floor to
with yellow, grows all throughout the chamber. ceiling in moldering depictions of life in Taux before the
Investigation of the chamber will show signs of wear on the floor city was silenced. Two halls, one running south and one
moss leading to the passage. The door is waterlogged and has running north, branch off around a monolith that bears
swollen shut; it cannot be opened without a successful Open Doors the distinctive carvings seen in so many of the upper class
check [DC 15 Strength]. dwellings of the old city.
The monolith is actually a sealed cache that holds part of the
3. Shattered Prayer Room wealth of this fallen family. Detection of anything amiss with the
Two large cracked urns and a crumbled table lie in this monolith requires a direct check and a Find/Remove Traps at -20%
chamber. Debris including two tarnished candle sticks [DC 20 Perception]. Once found, opening the monolith requires
and some crumbled incense lie around the table, but the party to destroy it, presumably with a hammer as it takes 40
otherwise the room is without decoration. points of blunt damage [or 100 points of edged damage] to break it
enough to look inside.
4. Crypt Annex Treasure
This small ten by ten chamber is set with four doors, one A golden jaguar head statue (1000 GP value), 150
at each point of the compass. Each door is made of wood silver coatls, Scroll of Cure Light Wounds [Cure], +2
planks set with rusted metal braces. Heavy iron locks obsidian and wood Longsword of Wounding
attach to each ring-handle of the door, fastening them
tightly to the stone wall.
Each lock is -10% to remove because of heavy rust [DC 19].
Investigation [2 in 6] of the door on the south wall will indicate that
it has seen some use [DC 15 Perception].

65
8. Tomb Two The chamber was prepared for a high ranking member of the
Another large chamber with three southern alcoves lies family, but the disaster that destroyed Taux insured it was never used.
beyond the door. Light flickers here from runes set in the
ceiling, and a haunting wail sets the hairs on the back of 10. Treasure/Heirloom Chamber
your neck on end. A secret chamber accessed through Room 7.
This chamber is identical to Room 5, although there is no secret
door in any alcove. If the party has entered using the secret door 11. Sarcophagus Two
from Room 5, the outcome of the above description is the same. This door was broken years ago, only two small pieces of
Secret Door [1 in 6] [DC 18 Perception] wood still cling to the rusted hinges. Beyond, a shattered
Three ghosts haunt this chamber. sarcophagus and smashed coffin are in residence, but both
3 Ghosts [AC 0 (8), HD 10, HP 55, #AT 1, Age 10–40 years (saving look to have been destroyed long ago.
throw to negate), Magic Jar, +1 or better weapon to hit] A search [1 in 6] [DC 17 Perception] will reveal a small gold
Treasure ring in the debris of the coffin (still attached to a finger bone). The
None ring is actually a Ring of Feather Falling.
3 Ghosts [AC 11, HD 10d8, HP 45, Initiative +3, #AT 1, Encounter Point Two
Hit +5, Dam Withering Touch 17 (4d6+3), Etherealness,
Possession (Recharge 6), Damage Resistance: non- After finding the relic, the party should travel to the address
magical weapons, Immunity: cold, necrotic, poison] Dethocrates provided. Once there, they will see a small shop, a single
lamp burning in the window. The stones around them whisper and
9. Sarcophagus One gibber, many seeming to move and crawl at the edges of their vision,
This door, ravaged by time and wet air, crumbles although they do not move when stared at.
as you attempt to open it. Behind the newly created Dethocrates will already be outside, his eyes illuminated from the
pile of desiccated wood is a single chamber with a red glow of a pipe he is smoking beneath an awning. He will greet
stone sarcophagus. the party and ask after the relic, but he does not wish to see it, saying
such things of ancient Taux are better left undercover.
Once he has confirmed the party has the relic, he will relate
the negotiation, saying that House Vash will forgive any crimes
against them if the relic is delivered to its rightful location deep
within an old temple (which is actually an underground pyramid)
in the Ghost Towers. Once in the ritual room below the surface,
they are to place the item on the altar and leave it there. Although
this request is odd, the chance that it represents is something
Dethocrates sees as advantageous, even if it might only give Lareo
more time to find out the true plot.

Part Three: The Bender Surrogate


Setting the Stage
If the players accept this job, Dethocrates will provide them with
a map to the temple within the Ghost Towers and say they have four
hours to deliver the relic. Once done, he will meet them at the mouth of
the Black Gate and hopefully have better news concerning the Razor
Guild and the Sturgeons, both of whom are still after the players.
Passage to the Temple of the Crescent Moon, especially in the early
hours of the pre-dawn, shouldn’t be a hard thing, but the city seems
anxious as the characters pass walls, the whispers growing more
fevered. Anyone holding the relic will see shapes slithering within
the stone, but no outward attacks will be made along the journey.
Encounter Point One
The temple itself is a large stone building with a single ramp
leading to a set of double doors. The doors are ajar, likely from brave
squatters, but no light comes from within.

1. Citizen Entry
Black stone, decorated with thousands of ancient glyphs,
presses in against you even in a hall some twenty feet wide.
Above, a dark ceiling adds to the weighty essence, and the
dulcet whispers of spirits echo in the shadows your light
doesn’t penetrate. Three sets of double doors, all made of
green-washed wood, are within the length of the hall, one
east, one west, and one to the north.

66 The Subtle R evenant


2. Offering Chamber 4. Upper Annex
This large room is empty, save for some bits of scattered A central chamber, like a capital ‘T’, is laid out around
debris. The stone on the floor is well-worn in repetitive you with yellow-washed walls. Two wooden doors are set
areas as though thousands of devotional kneeling into the east and west corners of the T.
ceremonies have taken place. Located beneath the ‘T’ of this room are two other rooms: Room
5, as well as a trapped chamber. The trap is an acid spraying
3. Chamber of Virgins apparatus that will eject acid at anyone in a ten-foot area outside the
Carvings on the walls of this large chamber show a door. Damage for this attack is 4–16 [16 (4d8)] plus an addition 2–8
myriad of sexually writhing bodies. The likenesses [8 (2d8)] for the next 4 turns.
of young women lounge naked around priests in great
feline headdresses, and heavy mats still sit and molder 5. Cloak Room
on the floor. This ten by ten chamber has a dozen stone pegs set into
The room is populated by the souls of sacrificed young women, the walls and an old wooden shelf along the floor where
and they will attack any living thing entering the chamber, first the rotten sandals still rest.
male members of the party, and once they are dead, the females.
3 Tortured Virgin Ghosts [AC 0 (8), HD 10, HP 55, #AT 1, 6. Priest Chamber
Age 10–40 years (saving throw to negate), Magic Jar, +1 or better A stone tablet, probably a bed, dominates one corner
weapon to hit] of this room. Only a single carving, this one of a great
Treasure serpent, is set into the north wall, and a shattered
None ceramic vase and crushed table and stool lie against
3 Tortured Virgin Ghosts [AC 11, HD 10d8, HP 45, the western wall.
Initiative +3, #AT 1, Hit +5, Dam Withering Touch 17
(4d6+3), Etherealness, Possession (Recharge 6), Damage 7. Sub-Priest Chamber
Resistance: non-magical weapons, Immunity: cold, This room stands empty, a carving of a giant toad set
necrotic, poison] into the northern wall.

8. Noble’s Devotion Chamber


Carvings of kings and nobility standing amid priests
dominate the carvings of this large chamber. In the center
of the room a small stone dais rests, the marble top stained
with crimson.

9. Bathing Room
The floor of this room is set with sloped grooves that
lead to holes cut into the western wall. Scenes of fish and
waterfowl have been carved into the walls.

10. Storage
An empty chamber set with stone shelves and no
carvings lies beyond the thin wooden door.

11. Storage
As you open the door, the crunching of bones can be
heard. Amid the darkness of this smooth-walled room,
a single figure is hunched over what might have been an
animal of some kind, blood pooling around its feet.
1 Ghast [AC 4, HD 4, HP 20, #AT 3, D 1–4/1–4/1–6, save vs.
poison or be nauseated, causing -2 to all attacks]
Treasure
None
1 Ghast [AC 13, HD 8d8, HP 36, Initiative +1, #AT 2,
Hit +5, Dam Claws 10 (2d6+3) Bite 12 (2d8+3), Turning
Defiance (advantage on savings), Stench (DC 10
Constitution or poisoned)]

12. Stair Chamber


A great wheel within larger concentric wheels, all set
with hieroglyphs, is set into the floor of this room. Your
light source twinkles from hundreds of small crystals set
into the ceiling, the patterns discernable as constellations
in the night sky. At the rear of the chamber a single stair
leads downward into darkness.

67
68 The Subtle R evenant
13. Stair Chamber Underfloor 8 Shadows [AC 7, HD 3+3, HP 21, #AT 1, D 2–5 (plus Strength
The stairs give way to a massive triangular chamber set drain), +1 or better weapon to hit]
with two single doors, one northwest and one northeast, Treasure
and a pair of double doors to the south. The walls are None
carved with massive bestial hybrids that stand amid 8 Shadows [AC 12, HD 3d8+3, HP 16, Initiative +1, #AT
thousands of hieroglyphs. The double doors in the south 1, Hit +4, Dam Strength Drain 9 (2d6+2) + 2 (1d4) points
are made of metal and each is set with a single hieroglyph, of Strength, Damage Resistance: non-magical weapons,
the right door corresponding with a glyph on the northwest Vulnerability: radiant]
door, and the left door with a glyph on the northeast door. This is the grand ritual chamber of the temple and the relic is
To pass through the doors, a priest would have to give a devotion to supposed to be placed on the altar. It is there that the mercenaries
the under-gods of each of the other two chambers. This really only of House Vash have been told to recover it once they have dealt
means entering the room for more than a minute. Once this has been with the players. If only the single relic is placed on the altar,
done, the doors may be opened with a simple push, otherwise they nothing happens and the players must decide whether to leave it
are considered to be Wizard Locked and have no other mundane as instructed, or take it and return to the surface.
lock. Breaking them with damage would require over 150 points However, if both relics (the other possibly recovered in the
of damage, and each strike with a non-bludgeoning weapon would mini-adventure AT1.5 Storm Season) are placed on the altar at
require the weapon to make a successful saving throw or be shattered. the same time, they will glow with a dark light and become an
item known to the war priests of Taux as The Fists of the Onyx
14. Summoning Chamber One God. They possess the power of Gauntlets of Ogre Power and
Two massive pillars support the vaulted ceiling of this Bracers of Defense AC 4 [Bracers of Defense]. Whispered
chamber. In the northeast corner of the room a third pillar voices of ancient priests say the item’s title, and anyone picking
has fallen along with a huge section of the corner wall, a the pair up will instantly be aware of their purpose and powers.
massive carved stone wall section, probably depicting Encounter Point Two
some god, has fallen away and a huge opening into utter
darkness lurks beyond. As you approach, a single light Once the party attempts to leave the temple, it will come across
begins to glow in the darkness, the light swaying slowly a shadowed group of men that now dwell around the exit of the
back and forth in the gloom. Just below the warm glow are temple. These are mercenary agents of House Vash, and first
twinkling coins, gems, and softly glowing items. will ask where the relic resides. Whatever the answer, the leader
Within the darkness, and summoned through a small crease in of this company will nod to his men and blades (already at the
the fabric of existence between the uncharted realms beyond the ready) will be brought into play.
Plane of Shadow and our world, is a bender surrogate. Only allowed ‘Men, the heat of their fire spark filling the long dark chamber, rise from
into existence by the great spell that destroyed the city, this entity sitting positions as their eyes flare beneath the hoods of their cloaks. One
lies in wait for victims to come to it. It cannot leave its dark hole of them, armor creaking as he takes a position at their head, fingers the
(and can only travel 50 feet into the chamber) as it must maintain bejeweled hilt of a longsword as a thin smile cuts a swath of dark mirth
the connection to its distant plane of existence, otherwise all of Taux through his stubble-crusted face.’
might be in grave danger. The betrayal by House Vash will occur in Room 1 of
1 Bender Surrogate ‘The Angler’ [AC 0, HD 15+7, HP 127, #AT the temple.
3, D (1–10)+10 (Claws), (2–20)+5 (Bite), +2 or better weapon to hit, 6 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2 (Longswords)]
35% magic resistance] Treasure
Treasure 20 silver coatls each
Strewn around the mouth of the bender’s ‘home’ are 6 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative
various bones and coins (200 silver coatls in total), and +3, #AT 2, Hit +4, Dam Longsword (1d8+2), Pack
17 gems worth 25 GP each, as well as a +3 Knife, +2 Tactics (Mercenaries are at advantage if attacking
Shield, Staff of Striking, 13 Arrows +2, and a +2 Sabre with allies within 5 feet.)]
(Rapier) of Sharpness. 1 Mercenary Captain [AC 5, HD 10+10, HP 70, #AT 3 (+4 to
1 Bender Surrogate ‘The Angler’ [AC 20, HD 15d12+45, hit), D (1–8)+5 (Longsword)]
HP 135, Initiative +4, #AT 3, Hit +9, Dam Claw 16 (3d8+4), Treasure
Bite 20 (3D10+5), Damage Immunity: non-magical Longsword +2, belt pouch with 20 gold jaguars,
weapons, Magic Resistance] Potion of Extra-Healing [Greater Healing]
1 Mercenary Captain [AC 15, HD 10d8+20, HP 65,
15. Summoning Chamber Two Initiative +5, #AT 2, Hit +7, Dam Longsword 8 (1d8+4),
Beyond the three massive pillars that hold the roof of Multiattack, Parry (+2 AC against one attack)]
this chamber, there is little but hieroglyph covered walls Encounter Point Three
and a thirty-foot-tall carving of a winged serpent god that
rises from a banyan tree. The end of this particular adventure will find the characters
having gained little in the way of relief from House Vash,
16. Ritual Chamber although hopefully they will still be in possession of the relic
The double doors open to reveal a ten-foot-high raised once the final battle takes place. From this point, they have
platform with a single stair leading onto its surface. only one known option, meeting with Dethocrates outside the
Around the platform six pillars support the ceiling, and Black Gate. As the sun slowly begins to paint the sky pink in
another two rise from around the central altar. The walls the east, they’ve managed to survive one dark night in Taux,
of black stone are free of all adornment, but a polish, like but who knows how much longer their luck will last…
smooth onyx, has been applied that reflects your light in
a strange dance and casts shadows all over the chamber.

69
N
N
Mini-Adventure AT1.5 Set up for Folio #11
This mini-adventure is based around the story that takes place in
Folio #11, and thus if you run it before that adventure, you’ll have
a great base for how things should begin to play out once everyone
is safely in Taux. It is my suggestion that before the initial storm,
Dungeon Master Notes & Suggestions Captain Tram will have the party to his quarters for a meal, and
there will regale them with tales of the infamous Emerald Serpent
This mini-adventure is based around my love of the movie and the wiles of the Silk Purse, both located directly in the center of
The Final Countdown. In it, the U.S.S. Nimitz sails through a the Black Gate.
time hole back to pre-WWII and has a chance to stop the Japanese ‘If you travel to Taux,’ Tram says as he leans back in his chair and draws a
attack on Pearl Harbor. In this adventure, players are traveling long pull on a pipe, ‘you must find your way beyond the Black Gate. There, below
as a group aboard the trade ship Teller’s Bay. As they get close to the Raised Market you will find the finest drinking house in all the Halo—the
Taux a storm blows in, and they race for the shelter of the bay only Emerald Serpent. Once you’ve had your fill of spirits you might even cross the
to be overrun by a strange glowing distortion. This magical vortex gangway to the Silk Purse and partake of the sweetest flesh, both male and female,
throws them back to the night Taux was overcome by a magical of any of the races of the spark.’
apocalypse, and they have just enough time to escape back to the The Storm
present. In doing so, they recover an item that will later come into
play with events in the full Taux trilogy. The outer break islands of Taux rise up in the distance as great
waves strike against the breakwater, throwing huge walls of white
1. Primary Purpose into the darkening sky. Above, ashen clouds churn like a cauldron,
This adventure’s primary goal is to give the players a chance to occasional flashes of lightning mimicking skeletal fingers grasping at
recover ½ of a legendary relic used by the war priests of old Taux, the sheeting rain.
The Fists of the Onyx God. During the storm, the party will be
attacked by a ‘spirit priest’, one recently possessed by the power 1. The Ship
beyond the Plane of Shadow that is washing over Taux during the Waves break along the rails as Tram calls to his sailors, each
time jump. Once defeated, he will dissolve, but the relic will remain, springing from task to task as the spray lashes hair to their faces
one half on the deck, the other half washed out to sea (and later found in wet sheets.
by Brace Vash along the beaches). Although no outward attack happens as the ship begins its slow
crawl toward the shelter of the bay, the players should be called to
2. Secondary Purpose action by Captain Tram. He will utilize their abilities as he can,
This adventure also serves as an introduction to the ghosts of having those with high dexterity securing rope lines and sails, those
Taux, both in the present and the past. It will also offer a chance for with strength lashing cargo, and those with spells staying clear unless
the party to form as a unit—getting some familiarity and comradery they have magic that can assist. Appropriate ability checks can be
with each other—all before the events of Folio #11 take place. utilized here as needed, perhaps even a man going overboard that
the characters are called on to help if they can, otherwise he is lost
3. Time for running in the waves.
This mini-adventure is meant to be run BEFORE the events
that take place in Folio #11. If you run it after, there will be 2. The Storm
too many problems within the timeline setting, so I do not Each moment in the churning maelstrom seems an hour as the
recommend doing so. Teller draws closer to the shelter of the bay. The captain rails against
The Teller’s Bay the blow, his voice hurling insults into the gale-force winds as he steers
his vessel past the first breakwater. It is there that a glow spreads
The ship is the primary point of this adventure. However, no real across the water, wind taking on form like a thousand ghosts driving
detail concerning it has been laid out here, but you are free to use any past you in a vortex that envelopes the ship in a cold embrace.
ship map you have access to. If you are a miniatures gamer, and have This is the time slip, the Teller having passed through a rip in
a ship handy, by all means use it, but the real onus is on the stages time and space that takes it back to the fateful night of the Taux
of combat. That said, I’m going to list a few names and levels if you apocalypse. All characters need to make saving throws versus magic
would like to incorporate members of the crew into the fight. [DC 15 Wisdom] or be stunned for 1d4 rounds as the ship slides
Captain: Nye Tram, a human 8th level fighter [Bandit Captain] back into the past (consider half the crew to succumb to this effect,
First Mate: Sasha Imapov, a Korys 6th level thief [Thug] some sliding from lines and masts into the dark sea).
Ship’s Quartermaster: Rovo Krass, a jai-ruk 4th level fighter [Mercenary]
Crew: 1st level fighters [Bandits] 3. The Calm
Running Combat The sea beneath the Teller turns to a black sheet of glass, the ship’s
tortured flight from the storm suddenly ended as a hundred thousand
Keep things fast in combat and slow in the buildup. Utilize the twinkling lights from Taux rise up around you. Those lights, however,
essence of the unknown, the dark, the sea, and the fog to keep players are nothing compared to the swirling green funnel towering over it.
on edge. For this reason I wouldn’t suggest bogging the fights down At the center of the bay the impossibly tall Star Tower stands beneath
by adding excess crew to each attack. Let the players have a certain the swirling cloud, its shimmering light suddenly dimmed as a great
position on the ship, assigned by Captain Tram, and they can hold torrent of dark shadows begins to descend on the city, the bay, and
that spot until it is obviously time to abandon ship. the world beyond.
Telling the Story The crew has arrived at the very moment the doom has been
released on Taux, a wave of killing energy coming from beyond the
Remember, this trilogy is highly focused on the narrative. As the Plane of Shadow to blast souls and flesh alike directly into the stone
DM, you’ll see what I’ve put into each encounter and should try to of Taux. However, since the Teller has come out so close to the Star
branch off of that, continuing the feel and keeping players invested in Tower, some of its abjuration magic thwarts the energy, turning it
the action as though they are part of a story and not just a fight. corporeal and giving the ship a chance to fight.
73
6. The Priest Specter
Amid the carnage and screams another form appears, this
one wearing a great feline headdress and wielding an obsidian
hammer. His flesh is like polished obsidian, eyes burning with
embers of crimson flame, and forearms adorned with softly
glowing wood and onyx bracers. With a scream, he approaches,
hammer raised for battle.
This is the body of the Taux war-priest that brought about the
cataclysmic spell. His body has been fully infested with a powerful
bender-spawn, this one strong enough to enter the world without
a tether! Once defeated, his body will crumble and explode, the
hammer going over the side of the ship along with his left arm (and
bracer), but his right bracer will be cast across the deck and bounce
off the ship’s single launch (as a sign perhaps it is time to go!).
1 Greater Bender Infested Spawn [AC 0, HD 12, HP 72, #AT 2,
+5 Hit, D (1–12)+8, +1 or better weapon to hit]
Treasure
+2 Obsidian Hammer, The Fists of the Onyx God (Relic)
1 Greater Bender Infested Spawn [AC 20, HD 12d12+24,
HP 96, Initiative +4, #AT 2, Hit +9, Dam Obsidian
Hammer 17 (2d12+5), Multiattack, Damage Resistance:
non-magical weapons, Vulnerability: radiant]

7. The Launch
The sound of screaming is dying along with the crew of the Teller.
Above the din Captain Tram calls to abandon ship, his outstretched
4. The Fog arm pointing at a disc of light swirling off the ship’s portside.
A fog, cold like the kiss of the northern wastes, slides across the The magical shimmer is reminiscent of the glow that brought the
surface of the ebon waters. Aboard the ship, men exhale wisps of ship into the storm in the first place. It is at this point the players will
icy breath, and hellfrost forms on the masts and lines, each second need to quickly devise a way to get the launch into the water as the
drawing the shimmering cloud closer and closer. ship starts to break apart, more bender-spawn appearing, and the
The frost has no true effect on the players, however, movement on captain nodding slowly to the party as he is overwhelmed. To launch
the ship’s icy deck will cause a -1 penalty to attacks. the ship without magic, the players must have a combined Strength
Captain Tram begins calling for his men to form ‘gangs’. The total of 40 and need 1d4 rounds to get it in the water. They will also
players will also be called upon and it is here they should be given a have to contend with more bender-spawn interfering with the launch,
‘zone’ for defense on the ship, preferably next to a launch which they which might decrease the overall Strength score, and each round
will be required to use to escape the certain doom of the Teller. without a combined 40 adds another round they will have to be on
the ship. If they are still aboard after 10 rounds, the adventure is over
5. The Shades and they will die, just another victim of the demise of Taux.
The green witch-fire light that penetrates the gloom from the 8 Tether Abominations [AC 4, HD 7+7, HP 49, #AT 3, D 2–12
Star Tower gives form to clawed behemoths and humanoid shapes, (Necrotic/Slash), +1 or better weapon to hit]
some with groping tentacles, others masses of teeth and eyes. The Treasure
abominations roll out of the fog bank onto the deck as men scream None
and tear at their own flesh in horror. 8 Tether Abominations [AC 16, HD 7d12+14, HP 56, Initiative
These creatures are a type of bender-spawn known as tether- +3, #AT 3, Hit +6, Dam Slashing Appendage 9 (2d6+2) + 6
abominations, spirit creatures from the realms beyond the Elemental (1d8+2) Necrotic, Multiattack, Damage Resistance: non-
Plane of Shadow, given form by the Star Tower. Each has a ‘tether’ magical weapons, Vulnerability: radiant]
of magical energy that still connects it to its home plane of existence
(think a character’s astral thread). These tethers can actually be seen 8. The Beach
by players with a successful Wisdom check [DC 12 Perception] The launch breaks apart around you as the glowing magic abates.
and can be destroyed using magical spells or weapons. It takes 10 Warm water, welcomed after the cold of the battle, washes against
points of damage to destroy one, and they are considered to have your body in a gentle rhythm, the lights of a city alive and prospering
Magic Resistance 35% [Magic Resistance]. rising up out of the darkness. Sounds of lapping water can be
8 Tether Abominations [AC 4, HD 7+7, HP 49, #AT 3, D 2–12 heard nearby, and the light of the Ghost Moon reflects against the
(Necrotic/Slash), +1 or better weapon to hit] pearlescent sands of a crescent beach.
Treasure Once in the water, the launch will be drawn to the glow as though
None an unseen hand or tide is pulling it in. You may describe the dire
8 Tether Abominations [AC 16, HD 7d12+14, HP 56, cold of it, the cracking of the boards around them, and the terrible
Initiative +3, #AT 3, Hit +6, Dam Slashing Appendage screams echoing from the Teller, but otherwise they will make it
9 (2d6+2) + 6 (1d8+2) Necrotic, Multiattack, Damage through without any rolls needed.
Resistance: non-magical weapons, Vulnerability: radiant] Here ends the mini-adventure, and it should be the hope that they
The characters should be hard pressed by these creatures. At a have survived with the bracer in their possession.
minimum, they should be forced to fight five of these creatures before
moving on to Part 6. Obviously, cutting the tethers is the fastest way
through this battle.

74 Storm Seasons
Folio Module AT2

A Three Part Scenario for


Characters Levels 5–7
Style Of Play
As always in this series, the events of Taux are meant to be
played out in a story arc. DMs should keep this in mind as they
read through the text and try to bring the pulp fiction sense of the
adventure through to the players. Utilize depth, roleplay, and
resource material found both from Art of the Genre publications
and your own research into Aztec culture. And remember, there
are many stories to be told in Taux, so the more threads you spin
to the overall arc, the more directions you can go afterward if
you choose. Taux is a huge and diverse city, and such a backdrop
can be used to create more than a dungeon crawl. Everything
you need will be at your fingertips.

Experience Points
It is my determination that this trilogy won’t be experience point
heavy, meaning the ‘reward’ for play is the adventure itself and the
feel of being included in something bigger within the anthology
world of Taux. Therefore, I’ve listed the adventure for characters
levels 5–7, and I will keep all volumes of the trilogy within those
boundaries, as purely encounter experience shouldn’t total enough
to move levels a great deal beyond 7th. However, if you as the DM
wish to award larger sums of experience for great roleplay, I fully
support that, although keep in mind it might require you to adjust This day culminates with each district having a large
some encounters later in the trilogy. public dance in a common square or prevalent street
where local neighborhood blocks create a feathered
The Relic, Part Two serpent (think Chinese dragon dancers) and go about the
To anyone who possesses the relic from Folio #11, the Fist of the throngs of revelers giving out feathers and flowers to those
Onyx God, the DM should remember that magic items of this level with the finest blossoms and masks.
of power typically come with a cost. In this case, the possessor of the Day Three – NIGHT OF SECRETS
artifact will begin to see illusions (unknown to the character as such) The most entertaining night of the festival, it is the ‘free night’
of a lovely young woman leading children into dark alleys. If pursued, when men and women alike slip away from their obligations
there will be no sign of her or the children, save for whispering voices and release their life-toil in all manner of illicit activity. Often,
from the stone and what looks to be old blood on the stones that old grudges are settled on this night and many unsanctioned
speak of terrible murder. These visions will be reinforced by stories duels take place. This is the night most citizens go masked.
told of missing children (a common occurrence in Taux), and will It culminates with a citywide party that runs until 2 AM, at
persist throughout the week of the festival before the culmination the full height of the Blood Moon, when a mass of fireworks is
of the arc in which the Queen of Flowers, Ylissa Rummel, is to be released in the Raised Market of the Black Gate.
crowned. The queen is none other than the seemingly murderous Day Four – DAY OF REFLECTION
young woman in the visions, which is likely to conflict heavily with After the titanic social events of the previous day, the bulk of
saving her from the Vash conspiracy. the city returns to its normal life and spends time with family
and friends. This is the day of reflection, and one known to
Festival of a Thousand Blossoms heal many old wounds.
During the late spring of every year, the city of Taux participates Day Five – SAINT’S DAY
in a weeklong celebration revolving around rebirth and renewal. Huge celebrations take place around the city at the temples of
This is known as the Festival of a Thousand Blossoms and each one the various saints, and most marriages for the year take place
of its seven days is dedicated to a certain common practice by the on this day.
population. The festival culminates with the crowning of the city’s Day Six – ELEMENTAL DAY
overall Queen of Flowers, each district having elected its own Queen This is a big day for the populace as it pits the elemental talents
of Blossoms to represent it before the final choice is made for the city of each district’s races in feats of power. This covers a wide
as a whole. range of abilities, from Eldaryn throwing fireballs into the
The names of the days are as follows: harbor, to kin wrestling, and even air-born Aspara minstrels
Day One – LOVER’S DAY becoming a one person band.
Flowers are put out en masse throughout the city and
deliveries are prevalent as lovers show their affection for mates
both known and unknown.
Day Two – DANCE OF SERPENTS
77
Day Seven – THE EIGHT QUEENS to be removed from power. In so doing, she is convinced that the
On the final day of the festival, the Red Pillar Council will other Red Pillars will use their leverage to protect the heroes from the
choose the Queen of Flowers for the city from amongst the Vash family’s threat, at least overtly. It is her plan that the heroes use
candidates: one young woman elected Queen of Blossoms the Festival of a Thousand Blossoms as cover to infiltrate the Grand
from each district. The newly crowned queen will ride the Playhouse, discover what secret Henrish Myalka is hiding there
flower barge of her district down the canals and into the (known hereafter as The Conspiracy), and bring it to the attention of
harbor. There she will release the flowers representing the the Sturgeons, who will then deal with the problem publically.
wishes of all her people for the year to come into the bay.
THE CONSPIRACY
House Vash and the Red Pillar Council It is no secret that House Vash is vying for control of the entire
To truly understand one’s enemy, you must first be introduced Red Pillar Council, and its goals typically start with the weakest
fully to House Vash. Although House Vash is indeed a family, it is members of an organization and move up from there. The two
also a mercantile syndicate. The head of the family, Lord Vash, is Red Pillars with the least clout in Taux financially and militarily
known to have many wives and lovers, and proliferation has been are Mama Serene of the Silk Purse and Henrish Myalka of the
the trademark of the family for generations (which is why the family Grand Playhouse. Mama Serene has been problematic for many
symbol is that of a hydra, kill one head, two more grow back). This reasons, and to this point unassailable, but two seasons ago House
provides the family with a heavy resource of marriageable children, Vash installed a doppleganger into The Grand who eventually
both male and female, whom the family uses in political, magical, worked its way to Henrish and assassinated him, assuming his
military, and even racial marriages that will bring fresh power and place. Unbeknownst at the time to House Vash, Henrish was a beast
resources into the family. In Taux, you don’t need to be born a Vash tamer and Shay worshiper, having created a secret chamber in the
to be a Vash, or so the saying goes. In this fashion the family has basement of The Grand to worship his saint and nurture a prize
overwhelmed and consumed many a rival, ingesting their assets and brought out of the Black Swamp by a lowl master hunter. This prize
making them their own. was a basilisk feathered serpent, and Henrish loved it more than life
This is the enemy the heroes currently face, a multi-headed itself as he considered it a representation of his patron saint. The
‘serpent’, so to speak, and one that cannot be overcome with a beast fed only once a season, stealing the life force from a victim it
single blow. turned to stone, and so Henrish struck on a plan. He hired an actress
Adding to the Vash power, the family also sits at the head of the from Zimbolay, with skills in tome-magic taught by the witches there,
Red Pillars, a shadow council of the power players in Taux. The to impersonate a great sculptor from the other side of the world in
thirteen members of this council run the city’s political and mercantile Aflyr. Utilizing her skills with potions, especially charm potions,
interests and are seen as almost demigods by the populace. When he would choose, charm, and then sacrifice a victim to the serpent,
in public, they wear elaborate masks and outfits, but in truth are creating a beautiful piece of artwork that he could display in his
little more than those who have found a way to gain enough wealth, theater, as the serpent’s victims were turned to polished onyx when
power, and connections to be invited into the cabal (or cast out, as struck with its gaze. Once this diabolical secret was discovered by
happens on occasion to those who make a misstep large enough to the doppleganger, and then House Vash, it was decided that they
cost them their position). would use the knowledge to strike at another Red Pillar, Count
Bram Rummel, through his daughter Ylissa. As she had recently
demanded to join the Thunderstone Crew as a lead actress, the Vash
The Grand Playhouse decided they would first humiliate the Rummel family by having
Although events in this adventure will revolve around the seven Ylissa partake in another of Henrish’s dark secrets, the Five Star
days of the Festival of a Thousand Blossoms, the central cog in the Theater, then reportedly have her flee the city in disgrace only to
story arc is the Grand Playhouse of the Turquoise Tortoise District. be actually turned to onyx by the serpent and put on display in The
This three-story structure has become an iconic source of pride for Grand’s entry hall. To this point they have been grooming their prize
the citizenry of Taux. It lies within the heart of the Haunted Temple for the slaughter, heightening her fame by giving her the lead in The
District and was built on the ruins of one of the many fallen temples King and the Serpent and swaying Haunted Temple District votes
there. This makes the place both a remote yet assessable destination to gain her the position of Queen of Blossoms, with plans to offer
spot for the masses, and a prime meeting place for those with enough her up to the highest bidder among Taux’s wealthy and lecherous
money to brave the district at night. merchants for the final performance of the Five Star Theater on Day
‘The Grand’, as it is called by the people of Taux, is known to 7 of the Festival of a Thousand Blossoms. With Ylissa’s only brother
promote a single play per season with performances typically taking dead (killed by a Vash assassin in a duel) and Ylissa “fled” in social
place for one to two weeks in and around the city’s festivals. The disgrace, Count Bram will be ripe for the plucking. Either through
current owner and operator of The Grand is Henrish Myalka, a remarrying Count Bram to a young Vash lady (Ylissa’s mother died
notoriously flamboyant Korys who made a name for himself in the in childbirth bearing her), or if pressed, bringing Ylissa back (utilizing
city of Tiefon amid the New Kingdoms. He is a great showman and their doppleganger agent) and having her marry a Vash lord before
his parties, both for commoner and elite alike, have become things of perishing as well in some terrible accident, another Red Pillar shall
gossip and legend among the people over the past two decades. fall to the Vash family. It will be the heroes’ priority to solve this
mystery before the Vash plan comes to fruition.
Adventure Synopsis Dungeon Master Notes
The heroes have survived the betrayal of House Vash and return
to their contact Dethocrates only to find that House Vash is steadfast & Suggestions
in its desire to see the Fist of the Onyx God in its possession and the
heroes disposed of. However, Dethocrates and Lareo have a plan 1. NPC Interactions
that will pit the heroes against who they believe is a pawn in Vash’s This adventure deals with the iconics Savino and Tohil from
plan to usurp all the power of rulership in Taux. Tales of the Emerald Serpent and A Knight in the Silk Purse.
After being sent to the Silk Purse, the players will meet with Although well-defined in those two volumes, the basics of the two
Mama Serene, who will attempt to convince them that one of the characters are as follows: Savino is a Korys con artist, womanizer,
Red Pillars has been compromised by the Vash syndicate and needs and charlatan. However, his skillset indicates some previous training
78 The King and the Serpent
in both subterfuge, combat, and even espionage. Tohil is a human 3. The Feel of the City during the Festival
with ties to Far Zimbolay. He is the Sturgeon in charge of the Black This is the largest event of the spring in Taux, and perhaps
Gate District, and although bound by the law, he has a soft spot for the most celebrated holiday of the whole year, so make it seem
those less fortunate or in need. The other main NPC will be Mama that the city has come alive, and the players cannot move
Serene, the Archon Lady of the Silk Purse (who happens to be a Red without seeing some sign of the festivities (printed pamphlets
Pillar). She is a lovely woman in her early 40s who is kind to the promoting a crew, flowers everywhere, lovers hand in hand,
downtrodden but harsh in her principles and adherence to a code etc.). This type of in your face celebration will allow the
only she knows. She should be played with calm sophistication, and players to become a part of the adventure, especially if they
more can be found on her in both anthologies. partake in the events of each day.

2. Roleplay versus Combat Play Overall Story Arcs & Threads


This adventure is going to take characters through scenarios on
each of the seven days of the Festival of a Thousand Blossoms. Unlike 1. Making Contacts and How to Use Them
a standard dungeon crawl, this adventure has far more to do with Mama Serene will provide the players with their two most
talking things out among the players (roleplaying situations instead of valuable contacts, but others can and should be made throughout
utilizing dice), and combat is something only suggested on a couple the adventure. The utilization of these contacts will become very
of occasions, so keep this in mind as you read through the adventure. important during the later stages of the adventure, so be sure to
encourage players to be social.
3. Keeping the Elemental Sparks ‘Alive’
Remember, the population of Taux is based around the power and 2. Continue to Push the Trilogy Arc
influence of each race’s elemental spark (as found in the Nameless As this is Part 2 of the trilogy, the confrontation with House Vash
Realms Races Gazetteer). As the DM, it is your responsibility to keep that drives the story arc will take the forefront of the action, but don’t
players’ sparks in their minds as they go through the action, assuming forget the relic recovered in Folio #11 as it too will add a wrinkle to
you are utilizing the setting material. If not, be sure to incorporate the overall story.
your own setting aspects of races into the adventures where a Korys
becomes a half-elf, an Aspara an elf, an Eldaryn a gnome, etc. 3. Understanding the Nature of Saint Shay
Saint Shay is something of a dark mystery to most of the citizens
4. What is House Vash Doing at this Time? of the Nameless Realms. Her origins can be found in the novel The
Luckily for the players, House Vash is a large and sometimes Burning City, but from those humble beginnings she has become
disorganized machine. It has dozens of insidious plots going at any something of a titillating threat to the more mundane nature of the
particular moment, and one such plot is blowing up in their faces world. Her domain revolves around beauty, love (if not obsession),
during this particular Festival of a Thousands Blossoms (see A Knight and suffering. She is known to be celebrated by many practitioners
in the Silk Purse). This means the players will be allowed to fly under of the arts, including those of the bardic traditions and the theater.
the radar for the bulk of the adventure, so keep that in mind. Those that utilize their bodies for pay (dancers, prostitutes, and even
laborers) venerate her, but she is known to be a fickle goddess who will
Interacting with the Festival and the Carnival Crews take as much as she will give. That said, of all the Nameless Realms
1. What is a Carnival Crew? Saints, Shay seems most worshipped in Taux during the Festival of a
During the four great festivals of Taux (and the dozen smaller Thousand Blossoms, so be sure to show this to the players as the week
celebrations over the course of a year) each district has a moves forward.
number of ‘crews’ that help promote the celebration. Any
district will have between three and five crews operating at New Monster:
any particular time, and although the purpose of each crew
is merriment, the secondary purpose is to become the most Feathered Basilisk Serpent
famous and decorated crew in the city. Crews are typically Lawful Evil
made up of several social levels of people, the bulk being
commoners, with a few artisans above them, an entertainer Frequency: Very Rare
or two, and finally a financial backer. For the purposes of this No. Appearing: 1
adventure, crews are vying for the title of Queen of Flowers by
Armor Class: 4
promoting their Queen of Blossoms, her entourage, and her
carnival barge through lavish block parties, advertising, and HD: 10+7
social networking. Move: 12”
2. Masks and Their Meanings
In Taux, masks are a mainstay of society. Nearly every No. of Attacks: 3
citizen has a mask of some sort, and all are buried with a Damage/Attack: (1–10)+5 (Bite)/(2–20)+10 (Constrict),
mask at the end of their days. These masks serve many
(2–12)+5 (Wings)
purposes and come in many shapes and styles, and some
are even rumored to have magical properties. The Festival Special Attacks: Poison (save or die), Gaze turns to stone
of a Thousand Blossoms brings out some of the most Special Defense: +2 or better weapon to hit, Shed Feathers
colorful masks—the fancier the mask, the more social
status is felt by its owner. Masks also serve to promote Magic Resistance: 35%
ambiguity, especially during the sexually heightened nature Intelligence: Very
of some days of the festival. You should encourage players
Size: L (20’ long)
to purchase masks, as they can be of valuable use during the
adventure, both for subterfuge and deception. Psionic Ability: NIL
% in lair: 50%
Treasure Type: D, E
79
AT2: The King and the Serpent
This adventure is going to be unlike most you’ve encountered to
date with The Folio series as it is more about roleplay and attribute
tests than about combat. The responsibility of the DM here is going
to be much greater than simply sitting behind a screen and resolving
dice rolls. You will be required to give personality to a great number
of NPCs while building an appropriate mystery and managing a
half-dozen independent scenarios on the tabletop at one time.
It is important to bring a sense of cooperation to the players
before play begins. Table-talk is encouraged even if the exchange
of information between players potentially leads to meta-gaming.
For all intents and purposes, The King and the Serpent is a mystery
adventure, where swinging blades and casting combat spells will
likely be delayed until the final encounters in Part Three.
Above all, know that this adventure will put both you and your
players’ skills in the roleplaying genre to the test, so try to be fair,
take your time, read the material fully before playing, and above
all, have fun!

Uncovering Clues
In this scenario there will be two ways to uncover certain clues that
will help reveal the mystery to the players. One way is by searching
a particular room or place and another is by questioning NPCs.
In the encounters below, I will list possible discoveries using target
numbers established as Easy, Moderate, Hard, and Sherlock. These
target numbers will be attached to either an S for Search or a Q
for Questioning, thus a full target number for questioning an NPC
might have ‘Q-Easy’ before the information acquired.
To achieve an Easy success, a character must roll the appropriate
attribute score or below on a d20, either the average of their
Intelligence and Wisdom for a Search roll, or a straight Charisma
check for a Questioning roll. A Moderate target would be the
attribute -3, a Hard result would be the attribute -6, and a Sherlock
result would be the attribute -10.
[Easy target DC 12, Moderate target DC 15, Hard
target DC 17, Sherlock DC 20 in either Search skill
or Persuasion]
Also, questioning NPCs will get easier the longer the character
spends time with them, so each day you can subtract 1 from the
Poison: The feathered basilisk serpent can spit an acidic poison at
target number on all questioning results. A failure simply means
a target from up to 20’, and even those making a saving throw will
the player gets no viable information. A critical failure means
take 2–12 points of acid damage from the venom touching their skin. the character has somehow been exposed as a spy and the crew
Missing a save means death in 1–4 agonizing (-8 to all actions and no will quickly be informed.
spell-casting permitted) rounds. Using Charm spells is also something that can be employed, and
the use of such spells will decrease the target number for gaining
Shed Feathers: This creature has the ability to absorb strikes from information by 5 but does not automatically give the players exactly
weapons and ‘shed’ the damage by sluffing off scales and feathers. This what they need as no one NPC knows everything that is happening
means that the 1st attack by any creature does ½ damage no matter the behind the scenes.
weapon type. Spells, however, have full effect (assuming they penetrate Also, each day there is a section called Savino’s Report. In these,
its magic resistance). Savino will provide information to the party on behalf of the actors’
Winged Basilisk Serpent [AC 16, HD 10d12+30, HP 90, clues, and he can also be asked to confirm other rumors or secrets,
Initiative +4, #AT 3, Hit +9, Dam Bite 16 (3d8+4), Constrict reporting back to the heroes the next day at some point. What he
20 (3d10+5), Wing 10 (2d4+2), Damage Immunity: non- reveals could be missed clues by the heroes, or new information, but
magical weapons, Magic Resistance, Poison (DC 16 this is up to the DM as to keep the adventure moving forward while
Constitution 20 (2d20) + Acid 15 (3d8+1)), Shed Feathers (1st not giving everything away on Day One.
physical attack from all enemies does ½ damage)] When information is found through a clue, I’ve provided only the
Winged serpents have been worshiped by those in the Tolimic basic hint. Further investigation into the clue is up to the DM, as
Empire for a thousand years, but once in a generation one of these you know the full extent of the story and can reveal things as you
creatures is born with the special ability to turn living things to stone desire. What you tell the players after the initial die roll is up to you,
with its gaze. Known as feathered basilisk serpents, these creatures as further conversation into the topic is certainly allowed. However,
can grow to enormous size and have dark black feathers and scales one thing you must remember is people tend to exaggerate what they
with eyes that shine a pale green. It is said that those who are turned to know, so you might also provide false information after the initial
stone by the creature provide it with life force to sustain it, as it cannot clue is had. Just a thought.
eat because its prey is petrified. There are also those that say kin are
unaffected by the creature’s terrible gaze, although this is unconfirmed.
80 The King and the Serpent
Day One: Lover’s Day
‘Like a high mountain field turned from green shoots of grass to a kaleidoscope of
flowering color, so too has the muted stone of Taux become resplendent. Lover’s Day,
the first day of the week-long Festival of a Thousand Blossoms, decorates the city with
budding florets in seemingly every window, door, shop, and central square.’

Encounter Point One


Mama Serene will invite the heroes into her private parlor,
playing a teasing game, if she can, on any character who might
have a lover in the city, or especially between members of the
party. She will also be sure to offer each a raspberry colored
flower to be pinned to collar or lapel of cloak indicating that the
characters are favored by the Silk Purse on this day of celebration.
After pleasantries, she will ask to hear the heroes’ version of the
events of their run-in with House Vash that took place in Folio #11,
and then offer her own plan to help both herself (she freely admits
to needing this information) and the friends of Dethocrates and
Lareo, both of whom she considers close associates.
She can offer the heroes the following information to help them in
their pursuit of knowledge:
A. The Thunderstone Crew has been ramping up its
membership for the past two weeks in preparation for the
Festival of a Thousand Blossoms, but their recruiting efforts
have met resistance from the population of the Haunted
Temple District which has put them in a bind.
B. The premier of the Grand Playhouse’s new production,
The King and the Serpent, is to take place in two days,
putting even more pressure on the already stressed members
of the crew.
C. Ylissa Rummel, the beautiful and headstrong youngest
daughter of Count Bram Rummel, a very powerful merchant
lord of the Turquoise Turtle, is the Thunderstone Crew’s
contestant for Queen of Flowers. She also has a starring role
in the The King and the Serpent.
D. Another associate of Mama Serene, with motivations of
his own, is also involved in this mission and will do what he
can to ensure that your entry into the Thunderstone Crew
happens quickly.
After the information is delivered, Mama Serene will encourage
the players to enjoy Lover’s Day as they can because she has arranged
a meeting in the Milky Cup, a champurrado café, before daybreak
PART ONE: A Meeting with Mama Serene tomorrow morning with a man named Savino. He is the agent who
‘Dethocrates was a jai-ruk of his word, your path unbarred as you walk through will help them into employment with the Thunderstone Crew.
the misty streets of Black Gate in the deep of night. The stones whisper beneath
the Blood Moon, and figures lurk in shadows along the main avenue to the mighty Day Two: Day of Serpents
structure of the Silk Purse. Beyond the portal to that house of delights, the madam, ‘Taux sleeps restlessly on most nights, like a man who has had too much to
Mama Serene, awaits a word with you. Deth has promised some respite, but only eat late the night before, and the passions of Lover’s Day have left it even more
time will tell if Mama Serene can truly provide it.’ disturbed as pale orange light paints the horizon to the east. A ballet of scurrying
dogs, cats, and rats dance about the dark street as whispers of last night’s events
Setting the Stage hiss from the old stone wall that dominates one side of the street. Farther down, a
The entire focus of the adventure is set by this encounter with Mama single metal cage holds a large guttering flame set by Eldaryn lamplighters the night
Serene, the madam of the Silk Purse. Serene, being a Red Pillar in before. Below it, a thin man in an apron sets stools around tables outside a shop
the city, is very wary of the growing influence and back-dealings of that perfumes the street with scents of masa harina, anise, and bitter chocolate.’
House Vash. She currently suspects, through information gathered
during pillow talk from her ladies, that Henrish Myalka, Master of Encounter Point Two: Savino and Tohil
the Grand Playhouse and Captain of the Thunderstone Crew, has Two men are seated to the side of the entry, their backs to the shop’s
been compromised in some way by House Vash. Considering that wall. One is a tattoo-faced brute with bald pate and blue livery. The
he too is a Red Pillar (one of the ruling body of 13 who control the other is a handsome rake, with stylish overcoat, luxuriant hair, and a
city), it is of dire importance that these rumors be confirmed. It is her perfectly quaffed goatee. Both men are armed, blades resting lightly
plan that the heroes can use the events of the Festival of a Thousand against the wall to their sides for easy access.
Blossoms as cover from continued Vash harassment to infiltrate the The man in blue livery is Tohil, guard captain of the Sturgeon
Thunderstone Crew and discover the secret of Myalka’s defection to Watch on the Black Gate. He will have little to add to the conversation,
all the causes beneficial to House Vash. If the heroes can ascertain leaving most of the talking to his companion this morning, Savino.
the origin of this mysterious change, they can have leverage over Savino will greet the heroes warmly (especially any female character
House Vash to remove the sword of Damocles that currently hangs with a high charisma, offering her a stool next to him), introducing
over their heads. himself as Savino Emantra. He will also introduce Tohil, who will
81
nod at the party, but not engage in conversation. Savino is polite, Setting the Stage
charming, and seemingly happy to be alive and up before dawn, his The Grand is a sight to behold, even amid the ancient temples
smile ever-present as he relays information to the heroes. He will and step pyramids of the Haunted Temple District. Entry by the
indicate that he has arranged interviews throughout the morning players will be through a back entrance stair that goes below street
with various members of the Thunderstone Crew, as it is advisable level into the basement of the complex. Here, each hero will be
for the heroes to come into employment separately. He will then greeted by a solitary guard in red livery. He will call for a runner
go about assigning what he believes (at the discretion of the DM) to take the hero to the appropriate interviewing member of the
to be the best jobs for each character. Strong characters will get crew. The interview process should be brief, with a few questions as
assigned to labor positions like stagehand, attractive characters will to appropriate skill level, reason for coming to Taux, and discourse
be assigned to understudy and acting roles, and characters that have on the low pay each will receive. A Charisma roll [DC 15] is only
specific skill-sets (sewing, carpentry, smithing, etc.) will be funneled required if the character are looking (foolishly) to increase their pay
into appropriate jobs. If there is a bard in the party, he will be asked grade, otherwise, they get the job. Once hired, they will be assigned
to accompany Savino so that he can introduce him to the casting a particular task for the day and then can start interacting with other
director as his skills might be utilized on stage. Once the entire party NPCs involved in the day to day operations of The Grand.
understands what part they are to play in this charade, he will provide
them with a name and a time for their interview. As a Korys, an air Primary NPCs of the Thunderstone Crew
spark, his conversation is light and flits from one topic to another, his The Sculptor, Olympia: Beautiful, elegant, and tall, this Farian
mind never seeming to come to rest. woman keeps to herself on most days, spending vast amounts of time
Otherwise, he will provide them all with the following information: working the onyx of her famed statues. Possible Jobs: Maid
A. The Grand Playhouse is known for several things, the
most obvious is its seasonal theatrical performances, but less The Lead, Gram Grey: The elder statesman of the group, Grey
recognized is its patronage of Olympia, the sanguine sculptor is a human with a penchant for fine liquor and young men. Possible Jobs:
of Aflyr. Her works in onyx often draw crowds when a Understudy, Valet
new masterpiece is revealed to decorate the galleries of the The Lady, Ylissa Rummel: This raven-haired and olive-
playhouse. Last, and certainly not least, is that the more skinned young woman shares a mixed human (Tolimic) and loam
risqué performances are said to be created for the wealthy and (through her father) heritage, with her father’s earth spark being
put on in an underground theater. dominate. She is tall, strong-willed, and a brilliant actress who seems
B. Henrish Myalka is a kin, he is said to have ‘perfect pitch’, intent on dominating the Taux theatrical society (and likely being this
with ears so finely tuned that he can hear the beating of a year’s Haunted Temple District Queen of Blossoms) before moving on
hummingbird’s heart from fifteen paces. In the theater, he to other cities of the world even stronger in the arts. She is also the
is known as a slave-driver, a person that demands perfection only remaining child of Count Bram Rummel. (Her eldest brother was
from his performers, but to the outside world he is a fine killed in a duel with a Vash this past year, and her eldest sister died
patron of the arts and a charming entertainer. from Swamp Cough, a wasting disease brought on by the proximity
C. Tohil is here because the Sturgeons believe that some type to the Black Swamp, when she was eight years of age.) Possible Jobs:
(undisclosed to this point) of foul play is involved in The Grand, Dressing Lady, Personal Seamstress
and if any such can be proven, your actions of infiltration will The Stage Manager, Drak Malish: A heavyset jai-ruk, Drak
be justified by the law. runs the inner workings of The Grand with a toothy smile and a strong
D. Your jobs will allow you access to many different social hand. He enjoys his work, and has a keen eye for detail. There is no
levels inside the crew, so once inside it will be your job to slacking off on Drak’s watch, but after hours, he’s known to be a good
find out what you can about the inner workings of the crew, person to find a happening party. Possible Jobs: Stagehand, Fabricator, Grip
Henrish Myalka, and any possible wrongdoing. These
findings can be relayed to the party leader or Savino, or The Women’s Director, Olga: Hailing from the New Kingdoms
city of Tiefon, which houses some of the best playhouses in the world,
both, as the occasion arises, but it is paramount that you
Olga was trained from a young age in how to run the women of a
don’t reveal your true nature to those of the crew, as such an
theatre troupe. The last thing a troupe needs is a pregnant lead actress,
action would likely bring quick death by a late-night ‘swim’
and Olga keeps a watch on all her young ladies, from seamstress to
in one of the city’s canals.
lead, making sure men don’t skulk about them too long. Possible Jobs:
Once the meeting is complete and the assignments given, Savino
Snitch, Handmaiden, Seamstress, Cook’s Assistant
and Tohil will part ways as the sun finally greets the new morning. It
is now up to the players to get to The Grand by their assigned times, The Director, Henrish Myalka: A kin known for his extravagant
match the part they’ve been given, and get a job with the crew. clothing and exceptional ears, Henrish has become a sensation in
social circles of Taux over the past decade. He is a perfectionist when it
comes to his plays (most of which he writes), and is notorious for calling
PART TWO: out performers who forget lines, don’t give 110%, and heaven forbid,
sing off key. Possible Jobs: Playwright, Personal Assistant
The Festival Warden, Evander Sage: A brass mustached
Making Inroads into the Grand Playhouse Eldaryn male, Evander loves creating things, from sets, to masks, to
‘Deep in the heart of the Ghost Towers, and rising from the bones of an ancient festival floats. He takes the job of chief entertainer of the Thunderstone
Tolimic complex, this massive three-story playhouse could well be a fortress in any Crew very seriously, and his parties have become legend, not only in
other city in the world. Two square turrets rise upwards of sixty feet and frame the Haunted Temple District, but in Taux as a whole. Possible Jobs:
the ten-foot doors of the grand entry. Massive stained glass plates, laid out in Fabricator, Street Runner, Performer
the craftsman halls of the New Kingdoms, provide both opulence and light to the
The Servant Headman, Rolic Mesh: A human of advanced
interior halls, and Aflyrian patina-bronze shingles add regality to the dark stone of
age, Rolic is in charge of keeping The Grand’s population of actors
the building’s former masters.’
and laborers fed, clothed, paid, and working. He carries all the keys to
The Grand, and if there is something you need done, Rolic is the man
to talk to. Possible Jobs: All standard serving jobs

82 The King and the Serpent


Encounter Point One former wanting Olympia to be the queen, and Henrish insisting Ylissa
Once the heroes have won places in their perspective jobs, they take the throne.
will begin doing work in earnest. Now is the time to have some fun Q-Moderate: Drak Malish used to be a hunter of rare animals in the
with them, introduce them to the greater NPCs of the Thunderstone Black Swamp before he joined the crew.
Crew, and also create a few NPCs in the heroes’ particular job set for Q-Hard: Speaking of moving heavy things, remember the time they
them to talk to. There won’t be a great deal of time to talk during the were moving the statue of the Summer Maiden and it dropped, only to
day as the crew is rushing to finish preparations for the play (which shatter to dust when it hit the floor?
begins tomorrow afternoon) and the block parties tonight featuring Q-Sherlock: There are two secret ways from the main floor to the
the crew’s two ‘serpents’, the Black Shadow Serpent and the White basement, one through a trapdoor in the main stage and the other a
Ghost Serpent. These two enormous paper and silk constructions trapdoor in Henrish’s office.
will be out in full force at the crew’s party, moving through the streets Actor:
and entertaining the citizens of the Ghost Towers. It is possible for Q-Easy: The King and the Serpent has been doubly difficult to
heroes to be recruited to be part of the eight man team inside each perform because Henrish has seemed distracted throughout rehearsals.
serpent, which might also be a way to get some clout with members Q-Moderate: The door to Vivica of the Daerns’ room, Ylissa’s
of the crew (anyone participating in being a part of a serpent will get understudy, is ‘always open’, if you know what I mean.
a -1 to their target numbers for all Questioning rolls the remainder Q-Hard: Uvara Hern, the head of the crew musicians, quit suddenly
of the adventure). two weeks ago, but a newly commissioned statue of him was just put in
Parties that evening will also allow for more relaxed interaction, the main entry two days ago. Henrish has Olympia working double
but most people aren’t looking to talk about work, so any questioning time to finish sculpting by the start of the festival.
done will be at a +1 to target numbers. Q-Sherlock: As promiscuous as the theater is, Ylissa is a virgin,
Anyone staying at The Grand during the evening will note on a otherwise she couldn’t wear a ‘Locket of Saint Amanda’s Promise’.
successful Search roll [DC 14 Perception], that guards have been Servant:
placed at both sets of stairs to the lower level. Anyone watching the Q-Easy: Olympia is incredibly private, taking her meals in her room
street stair (where the characters were brought in for interviews), and rarely being seen in public.
will note a good number (perhaps 40) cloaked and masked couples Q-Moderate: Henrish’s diet has changed over the past month or so,
moving down the stair around 8 o’clock and leaving again around 11 the former vegetarian now consuming meat at every meal.
o’clock, roughly an hour before the night’s parties begin to let out and Q-Hard: The worst job in the crew is cleaning up after the Five Star
the streets clear. Theater…
Although this event is better left to another night, some players Q-Sherlock: Olympia produces an incredible masterpiece of
may take great pains to bypass the guards and get into the basement. sculpture once a month, but no one ever hears her hammer and chisel
Realistically, using a trapdoor, either in Henrish’s room or on the at work.
main stage floor, would be the best option, but nonetheless, if a
character does manage to get below and make it undetected to the Savino’s Report
underground theater, they will be witness to a scandalous play where After getting the lay of the land, he has arranged for the lead,
‘romantic’ encounters are played out for the secluded crowd, some Gram Grey, to have an accident during the Night of Secrets that will
of those patrons using heavy cloaks to conceal their own carnal compromise his ability to perform the rest of the week. Thus, he’s
desires as they watch events unfold. The star of this particular going to position himself as the lead.
performance is Ylissa Rummel’s understudy, Vivica of the Daerns,
who after tantalizing the crowd with several close calls at a ravishing,
is finally seduced by Jarish, the lowl foreman of the crew’s fabrication Search and Observation
team. Once the performance completes, the lights are dimmed even There is a single list below of random search results for the week on
further as the patrons finish their own business before slipping back the whole, and there are other specific room search results listed in
out into the streets. The Grand rooms section.
A Search check [DC 15 Perception] will reveal that among the patrons S-Easy: The symbol for the Thunderstone Crew incorporates a five
sits Olympia, the woman unmasked and alone. Once the performance is pointed star, the holy symbol for Saint Shay.
complete, she retires with the two lead actors into the hall before collecting S-Moderate: Henrich carries a set of four keys on his belt. (These
sweat from each into two small vials. To observe this, the character must open the chest in his office, the door to his office, the secret door to the
make a successful Hide in Shadows [DC 16 Stealth] as well as a Shrine of Shay, and a master key to all lesser room locks in The Grand.)
successful Search check [DC 15 Perception]. S-Hard: In the dust on the floor of the basement, there can
This performance is known as ‘The Five Star Theater’, and will occasionally be found strange black scales.
take place on Day 2, Day 5, and Day 7 of the festival. S-Sherlock: The faint outline of an incredibly intricate set of secret
doors can be found on the basement level. These are kin made, and
Day Three: Night of Secrets cannot be opened without a spell, key, or bypassed by a kin using his
Being the first full day the heroes are working within the crew, ability to pass through stone.
this will give them opportunities to see, question, and search. The
crew busies itself in the morning for final preparations for the first Day Four: Day of Reflection
performance of The King and the Serpent, which happens at noon, After the events of the night before, the city awakens to wash itself of
and then has a 2nd performance at 4 in the afternoon. Once those its sins and spend time with family and friends in more gentle labors.
two shows are completed, a great deal of pressure will be lifted from There is no work on the Day of Reflection, save for the entertainment
the crew as everyone gets the night off to enjoy the fruits of their industry, and The Grand sees its largest revenue of the season on
labors with lovers, family, and clandestine meetings. this day. Two day performances and a special evening performance
Information gathering during the day is broken down between under Eldaryn light enchantments will be sold out, and the crew will
various sections of the crew, and are as follows: be working nonstop to see that everything goes off without a hitch.
Labor:
Q-Easy: Construction of the Queen of Blossoms barge has been
slowed because of a dispute between Drak Malish and Henrish, the
83
Labor: Q-Hard: During a performance two seasons ago, a stagehand was
Q-Easy: None hurt badly in a fall from the rafters back stage, but Vivica was said to
Q-Moderate: None heal the man after whispering prayers to Shay.
Q-Hard: It’s said that the black scale and feather masks the Q-Sherlock: None
leadership of the crew wears were made from feathered serpents Drak Servant:
once hunted in the Black Swamp. Q-Easy: Olympia invited Savino into her private sanctum in the
Q-Sherlock: The basement is of a strange design, with a great morning, and he did not leave for more than an hour.
central portion of it a massive support that would seem unnecessary. Q-Moderate: None
Actor: Q-Hard: Henrish has placed a guard, in the guise of a servant,
Q-Easy: None outside Ylissa’s door.
Q-Moderate: Ylissa is a fine actress, but her singing is a bit off pitch Q-Sherlock: None
at times, something that doesn’t raise the ire of Henrish.
Q-Hard: Drak, the stage manager, was being outfitted for a costume Savino’s Report
in the morning hours while most of the crew were breaking their fast. Olympia is a sorceress, or at least an enchantress, with hands as
Q-Sherlock: None smooth as silk. She is brewing powerful charm potions behind her
Servant: stores of onyx blocks.
Q-Easy: None Savino was indeed invited to Olympia’s chambers, and seduced
Q-Moderate: None into drinking one of her charm potions. Unbeknownst to her, his
Q-Hard: Imgin, one of the younger servants in the crew, has been bardic talents had been utilized to have a foil to her magical philter,
sent out to the Black Gate to collect strange ingredients for Olympia and yet he played the part she desires, that being a request to stay
twice a month. (Further investigation through Imgin may reveal away from Ylissa through the rest of the festival.
ingredients used in potions, particularly those of the charm variety if
any hero is magically adept to know such things.)
Q-Sherlock: Polo the Lesser said that he saw a man walk into a PART THREE: The Final Performance
storeroom in the basement and Henrish walk out, but the man never
left the room and it was empty when he checked. Polo disappeared the Day Six: Elemental Day
day after the sighting, and we don’t speak of such things! Elemental Day sets up a special ‘carnival’ performance by the
most gifted elementalists in the Thunderstone Crew. Two standard
Savino’s Report performances of The King and the Serpent will play out at noon and
Ylissa is the only remaining child of Count Rummel, and her 4 o’clock, and an evening elemental show (think Cirque du Soleil) will
father insists that once The King and the Serpent completes its run, be put on at 8 in the evening.
she return to his estate in the Turquoise Turtle District and prepare If any of the player characters have special talents, they might
for a marriage to a merchant house in Tiefon. be incorporated into the show. You can be creative here, utilizing
thieving skills might be a choice (tightrope walk, tumbling, etc.).
Encounter Point Two Someone with a high dexterity might be a juggler, or a knife thrower
(assuming you can find someone to throw around). Also, if you are
Day Five: Saint’s Day utilizing the elemental aspects of the city and characters, encourage
The veneration of the Nameless Realms Saints takes precedence a player to create her own type of elemental performance (and give
over troupe performances, and thus only a single presentation of her extra experience points and a +2 to targets if questioning anyone
The King and the Serpent will be had today at the 3 o’clock hour. later that night).
This leaves time in the morning to clean up from the events of Things should be moving quickly now as well concerning The
yesterday, and the evening to venerate the saint of your choice amid Conspiracy. All players should be aware of these common facts:
the throngs of people going to temple or simply making offerings A. Ylissa is in danger, likely because of her family, and is
and prayers in their households. The bulk of the crew who have currently under secret guard by Henrish.
family in the city will leave The Grand tonight, and those without B. Henrish isn’t what he seems, and is likely a doppleganger.
will celebrate with an early feast, just after the single performance, C. Olympia isn’t a sculptor, but an enchantress with powerful
and then worship as they please. At 9 that evening, another ‘Five charming magic.
Star’ performance will take place, this time with Vivica dressed D. There is a secret chamber somewhere in the basement, but
as a priestess of Shay and Drak Malish taking on the guise of her what it holds is unknown.
husband, Saint Colin of the Flaming Blade. Afterward, the same What the players don’t fully know is what the final action will be,
sweat collection by Olympia takes place. or when it will take place, although with the festival drawing to a
Labor: close, it will likely be soon.
Q-Easy: Drak Malish is not in The Grand during the bulk of the They shouldn’t act until Henrish puts his cards on the table, but
day, instead he has gone to venerate Vitcoska, the lowl demon goddess. Savino will assure them that he’s made contact with Tohil and the
Q-Moderate: A chosen few will be made to hang concealing entire Grand will be raided when he gives the signal.
curtains in the lower theater that create more private viewing locales
for a performance. Savino’s Report
Q-Hard: None Another Five Star Theater is scheduled for Day Seven, and
Q-Sherlock: None he believes that will be the culmination of the events of the week,
Actor: although he’s not yet sure why. Also, the crew will be released after
Q-Easy: None the final performance of The King and the Serpent tomorrow
Q-Moderate: Vivica of the Daerns is not at The Grand during any afternoon, leaving The Grand seemingly empty.
performance during the day, but she was not seen leaving the building
either. (She has gone into the secret temple in the basement to give
herself to Shay before her performance in the Five Star Theater later
that evening.)

84 The King and the Serpent


Encounter Point One Also during this time, Olympia will attempt to flee The Grand,
and it is up to the DM if she manages to do so or if Tohil and his men
Day Seven: The Eight Queens catch her. If she is captured, Savino can later tear off her necklace
Ylissa Rummel has been elected to the status of the Haunted marked with the runes of Shay and smash it, thus freeing Ylissa from
Temple District Queen of Blossoms, her possible crowning as Queen the charm spell effects.
of Flowers waiting until the Red Pillars make the announcement at the If as DM you wish to up the action, you can have other members of
height of the Ghost Moon tonight. A single afternoon performance the crew come to the aid of Henrish, such as Vivica or Drak, keeping
of The King and the Serpent will take place at 3 o’clock, and then the heroes from getting to the theater, etc. There needs to be urgency
the mass of the crew will be released to enjoy the remaining day until created as the scenario plays out, so keep that in mind.
the entire city gathers around the canals to see their queens on their 3 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2
flowered barges. (Longswords)]
Treasure
Encounter Point Two 72 copper coins, 32 silver coatls
How events will unfold for the final act 3 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative +3,
The day should progress as normal, even if everyone’s (including #AT 2, Hit +4, Dam Longsword (1d8+2), Pack Tactics
NPCs) nerves are on edge. Savino, who is supposed to be charmed, (Mercenaries are at advantage if attacking with allies
will have to bow out of the defense of Ylissa, so it will be the players’ within 5 feet.)]
responsibility to keep an eye on her. She was slipped a potion with Doppelganger [AC 5, HD 10, HP 60, #AT 1, D 1–12 (Slam),
dinner last night and is now charmed, her one true desire to sacrifice Surprise on 1–4, ESP]
herself to the carnal desires of her mysterious patron during the Five Treasure
Star Theater later that night, before offering herself to Saint Shay at None
the hidden shrine afterward. She’s also been warned that someone Doppelganger [AC 14, HD 10d8+20, HP 60, Initiative
might be trying to stop these events, and so she is to resist them, +4, #AT 2, Hit +6, Dam Slam 7 (1d6+4), Multiattack,
thwart them, etc. Read Thoughts, Surprise Attack, Ambusher]
As the DM, you might want to keep this charming a secret until Winged Basilisk Serpent [AC 4, HD 10+7, HP 67, #AT 3, (1–10)+5
the end so that she can slip away as necessary to try to get to the (Bite)/(2–20)+10 (Constrict), (2–12)+5 (Wings), Poison (save or die),
shrine for the final battle. Gaze turns to stone, +2 or better weapon to hit, Shed Feathers]
Whatever the case, the 3 o’clock performance of The King and the Treasure
Serpent completes, the bulk of the crew departs into the city for the None
culmination of the festival which starts at 10 o’clock, and the players Winged Basilisk Serpent [AC 16, HD 10d12+30, HP 90,
will be left to deal with stopping the third performance of the Five Initiative +4, #AT 3, Hit +9, Dam Bite 16 (3d8+4), Constrict
Star Theater which begins at 7 o’clock. 20 (3d10+5), Wing 10 (2d4+2), Damage Immunity: non-
Once they have stopped the performance, Savino will call for Tohil magical weapons, Magic Resistance, Poison (DC 16
and his Sturgeons, but it should be during this time that the party Constitution 20 (2d20) + Acid 15 (3d8+1)), Shed Feathers
must deal with Henrish and the charmed Ylissa. The doppleganger (1st physical attack from all enemies does ½ damage)]
will flee to the secret shrine and use his charm whistle to call the
serpent from the tunnels below the shrine. He will be accompanied
by three guards loyal to House Vash, and Ylissa will take a lovely
pose on the altar as she was instructed so that her statue will be a
lovely likeness.
85
First Level of the Grand Playhouse of Taux S-Moderate
A secret door is located in the eastern wall and provides access to
1. Main Entry the primary lead’s dressing room.
Twin ancient carved doors, set with Tolimic
hieroglyphs, greet all comers to The Grand. Beyond, 13. 1st Billing Star Dressing Room
a large twenty foot wide hall runs east and west to More opulent than any other room in The Grand, this
two reception rooms as another pair of similar doors large dressing room even contains a day bed and a large
stand at the center of the north wall. Several incredibly stained glass window.
detailed onyx statues of former company players and
beautifully inspired citizens of Taux decorate the length S-Moderate
of the hall. A secret door is located in the western wall of this room to provide
access to the receiving room.
1A.
Standing room only viewing area for low paying 14. Guest Star Dressing Room
patrons: Beyond the second set of hieroglyph doors is a On occasion, The Grand will host a guest star for a
massive lower class standing room. It is roughly 140 feet performance who is not a member of the Thunderstone
x 140 feet, with a raised stage at the northern end and Crew. In this case, they are housed in this fine dressing
raised bleachers to the east and west. Behind the entry, room which also functions as a sleeping area.
the first gallery rises fifteen feet above ground level and
wraps around to the east and west. The second gallery 15. 2nd Billing Star Dressing Room
lies ten feet atop the first. Open sky is overhead. Typically reserved for the female lead in the play, this
well accompanied room has all the amenities one could
2. & 3. Patron Mingling Areas and Stairs to 2nd Level ask for, yet only shares an odd half-window with the
Twin reception rooms dominate the east and west hall outside.
corners of the building with grand stairs leading to
the galleries above. Several more onyx statues can be 16. Large Prop Room
found here, and smaller doors to the north allow access The main prop room, fabrication room, and office of the
to the first level east and west bleachers. stage manager all lie within this large 50’x30’ chamber.

4. & 5. Left and Right Bleacher Seating (1st Level) 17. Main Stage Performer Ready Room
Several rows of bleachers allow for fine and For all primary speaking role actors, this is their
comfortable seating for the wealthier populace. At dressing and ready room.
the north end of each bleacher section, a small access
door allows patrons to mingle in pre-stage to meet S-Moderate
the actors. A secret door, as well as a peephole, is located in the northern wall
of this room, providing access to the company director’s room.
6. Main Stage
Rising roughly five feet from the standing room floor, 18. Company Director Room
the main stage of The Grand is set with four great This large 30’x30’ room is both office and home to
pillars and two ‘wing houses’ that can be redecorated Henrish Myalka, and the walls are decorated with old
as needed. play billings.

S-Easy S-Moderate
A larger trapdoor, 10’x20’ in full size, with a smaller 5’x5’ door A secret door and peephole is located in the southern wall of the room.
located inside the larger, is located in the middle-front of the stage. It
is locked from below.

7. & 8. Stage Wings


The stage wings are shielded from the view of the
standing room by large walls built to look like buildings.
A single door to the backstage area is located in the east
and west walls of these rooms respectively.

9. & 10. Security and Waiting Area for Fans


Fans wishing to meet the actors are held in these small
twenty by twenty rooms that connect to the bleachers
on level one.

11. Backstage/Curtain Area


Curtains, pulleys, and staging areas are located in
this large room beyond the main stage.

12. 1st Billing Star Receiving Room


A small receiving room has been readied for the
primary lead of the play.

86 The King and the Serpent


S-Hard 29. Musicians Dressing Room
A trapdoor is located under a rug in the room along the northern Musicians and their instruments, who perform in
wall. It is locked [DC 17], and Henrish holds the only key. roped areas to the east and west of the main stage, are
housed here.
S-Hard
After the 4th day, Henrish will have a signed copy of a contract 30. Stage Director Room
locked in his desk [DC 15] that indicates ‘First mounting rights for This room is normally used by the stage director, but
the Five Star Lead, Ylissa Rummel, during the 7th Day performance that post has been empty the past two months, so it now
of the Five Star Theater’ and signed and sealed by Lord Rorin Ken, sits empty. Drak Malish has been using it recently, but
a powerful Aspara noble who has recently relocated from Zimbolay. he has not taken up permanent residence.

S-Hard 31. Scripts and Playwright Room


Another secret door is located on the eastern wall of the room and Although Henrish gets full billing as a playwright, a
leads to a secret stair to the 2nd level of The Grand. handful of scribes tirelessly work on reproductions of
the script for the actors as well as producing proper
19. Seamstress Room advertising, billing, and even doing a bit of accounting
Loaded with all manner of costume construction, this in this room.
room is typically filled with half a dozen older women
working on costumes for the crew’s various functions 32. Stage Weaponry Prop Room
in the city. With a key held only by Drak Malish (and of course
Henrish’s master key), this room holds the prop
20. VIP Back Room Lounge weapons (and some real ones) of the crew.
VIPs wishing for a more intimate meeting with the
actors can reserve this room which features various 33. Gaffer & Stagehands Rec Room
curtains and a fine day bed. A room dedicated to blowing off steam and napping
by the various laborers who work under Drak Malish.
21. VIP Receiving Suite
VIPs who pay the price may mingle and share drinks 34. Kitchen
with the actors in the fine room. Three large ovens power the cooking potential of this
room that must provide food for the entire crew.
22. Stair Down
The only stair leading down inside the building, it is 35. Playhouse Mess Hall
typically guarded by a single member of crew security. The common eating area for the crew, who are
scheduled to eat in shifts throughout the day.
23. & 24. Stair Up
The only common stairs from the stage area to the 36. Olympia’s Sculpting Chamber
upper levels. They too, are each guarded by a single Olympia uses this large and oddly shaped room
member of crew security. as both bedroom and studio as it provides a certain
measure of seclusion from the day to day happenings
of The Grand.
Sub-Level
37. Lower Level Actor/Understudy/Dancer Dressing Room
25. Main Stage Sub-Level Access For any extras or dancers who might be brought in
Mainly used for storage of larger broken down during performances, this extra dressing room is
props, this area is a kind of labyrinth that only a few rarely used.
stagehands know completely. A single larger path has
been left open, leading to the trapdoor access above, S-Easy
and a rolling set of stairs lies just beneath it. Signs of secret illicit rendezvous can be had amid the dressing stalls
of this far removed chamber.
26. Costume Supply
All older costumes currently not in service are located 38. Secret Shrine for Saint Shay
in this packed chamber. (Maiden of Dancing, Beauty, Sex, and Pain)
This 60’x60’ chamber is set in the corners with 4 large
27. Small Prop Supply pillars and dominated in the center by a recessed pit and
Any small props that are not currently in use, like altar. The altar is made of black stone, and images carved
costume jewelry, shoes, boots, and smaller stage into it depict five pointed stars and the sanguine form of a
decorations are kept and catalogued here. naked female dancer. Chains and manacles are attached
to the pillar on the southeastern wall and enchanted
28. Sub-Level Private VIP ‘Five Star Theater’ sconces provide a pale green light to the room. The only
A 40’x30’ wooden-floor stage is flanked on three sides entry into the chamber is through a set of kin made doors
by padded benches set in such a fashion that if moved that cannot be opened without a spell, key, or bypassed by
correctly behind each other, they can make almost a a kin using his ability to pass through stone.
reclining lounge. Beams in the ceiling have metal rings
attached that can be strung with curtains. S-Easy
There are two 5’x5’ holes in the floor near the southern pillars,
each has several discarded black scales around it.
87
N
N
Mini-Adventure AT2.5 Saint Colin, who is played by Drak Malish. The show begins with
two female dancers erotically moving about a seated Saint Colin,
then going into the crowd to entice the patrons. Once the tension
is raised, Saint Shay will appear, and the long process of a sex act
will take place between the two lasting close to thirty minutes as
Dungeon Master Notes & Suggestions a single minstrel plays a slow rhythm on a drum and intoxicating
smoke is filtered into the hall.
Having won their way into the Thunderstone Crew, the heroes Lead: Drak Malish. A heavy-set jai-ruk, Drak runs the inner
are now hard pressed to solve the mystery of The Grand, however, workings of The Grand with a toothy smile and a strong hand.
there is more than one intrigue currently going on within the Female Lead: Vivica of Roslof Keep. The dark-haired
playhouse. The secret performance is one of the key ingredients understudy to Ylissa, she keeps to herself and is said to have magical
for the success of The Grand, and without it, all the various players abilities of her own.
might find themselves unemployed, or worse, sold into slavery as Dancer #1: Bella Aluvia. A faux red-head, this vivacious young
concubines, eunuchs, or indentured minstrels. If another mole woman loves strong wine and the company of more than one man in
has indeed entered The Grand with the purpose of bringing the her bed at a time.
events of the Five Star Theater secret performance to the light of Dancer #2: Ilan of Ketton. The yang to her partner Bella’s yin, Ilan has
the Paladins of Amanda, then she must be stopped, and only the deep brown hair that falls in long, lazy curls and often has been seen in the
heroes have the resources to see it done. company of female dancers in the wee hours of the morning.
Drummer: Brama Lush. An elderly kin bard, his best days are
1. Primary Purpose far behind him, but his love of rhythm still remains as strong as his
This mini-adventure is designed to give the players a much more connection to the earth.
in-depth view of the production of both The King and the Serpent Smoke Charmer: Kovo of Zimbolay. Dark and brooding, this
as well as the Five Star Theater secret performance. Adventuring smoke magician is also an apothecary for a small range of fired and
within the setting of The Grand is something that each player smoked drugs in The Grand.
should walk away with a feeling of ownership of what happens
there and a true friendship with some of the NPCs. Fleshing out Running Combat
the actual performances will help instill this in your players, or Combat within this mini-adventure is very limited. The purpose
that is the hope! is to act as agents, infiltrate the production, find the mole, and
somehow make it impossible for her to report back to the Paladins
2. Time for Running of Amanda with any hard evidence. Stealth, persuasion, and
This mini-adventure is meant to be run DURING the events certainly charming magic will be of the most use.
that take place in Folio #12. There are three Five Star Theater
performances during the heroes’ time within The Grand; this Maps
scenario should play out during the 2nd of these performances, on There are no maps included in this mini-adventure because the
the 5th night of the Festival of a Thousand Blossoms. map of the underground level and Five Star Theater included in
Folio #12 should be all you need to play.
The Secret Five Star Theater Performances
& The King and the Serpent Telling the Story
The King and the Serpent is a tragic musical dedicated to the As with all the Taux Trilogy adventures, the primary ingredient
mad king Aranos of the Nublar. The human king was said to fall to the adventure is in the telling of the tale. You will need to
in love with a wizard and when he won her to his side, it became develop the NPCs, bring a sense of reality to the performance, and
evident that her water spark would not accept his fire spark seed, place the characters inside the scene in a way that involves them
and thus they couldn’t have children. Seeking a solution to this, all taking on specific tasks. Also, this is a very sexy mini-adventure,
he sought the council of the black wyrm Balagrathol in the Ebon and if you play that up, there will no doubt be good laughs around
Hills and struck a deal with the creature that would ensure his seed the table during the session.
had the strength to take purchase in his wife’s womb. However, the
wyrm betrayed Aranos and assumed his form, laying with his wife,
and thus producing an abomination of a child. The tragic end of
the tale saw the wife die in childbirth, Aranos slaying the wyrm
only to die from its venomous strikes, and the child stolen away by
unknown agents on the night of its birth.
Lead (Aranos): Gram Grey. The elder statesman of the group,
Grey is a human with a penchant for fine liquor and young men.
2nd Lead (Balagrathol): Savino Emantra. The charming agent
on the inside who is working with the heroes throughout the events of
Folio #12.
Female Lead (Queen): Ylissa Rummel. This raven-haired and
olive-skinned young woman shares a mixed human (Tolimic) and
loam (through her father) heritage with her father’s earth spark being
dominate.
Other Parts: There are up to ten other speaking roles including
councilors, the grand vizier, the king’s best friend Lorgo of Ulandm,
handmaidens, etc.
On the 5th Day, the Five Star Theater performance is entitled
The Seduction and features Ylissa’s understudy, Vivica, dressed
as a priestess of Saint Shay and getting ravaged by her ‘husband’
91
DM Notes ‘The Mystery’ Kovo takes his craft very seriously and will not allow others
The characters must attempt to somehow infiltrate the Five Star to become involved in what he calls ‘shaping the denizens of
performance on the 5th day of the festival while also questioning the Realm of Ash’. His thick Zimbolay accent also makes it very
and investigating the NPCs involved. Two things should be noted. difficult to communicate with him (Intelligence check after each
First, the Five Star performance must go on during the evening question to understand his answer).
of the 5th night, so even if the players get very lucky and discover
Vivica is the church’s agent, they will have to let her perform before 3. The Drummer
dealing with her and her bodyguard. Second, it should be made Brama Lush is a heavyset kin with tattered ears and close
clear to them that if the Five Star performance doesn’t happen, The set eyes that have lost their luster. He sways constantly
Grand is in jeopardy nonetheless because of the high level Taux with some inner beat, his knob-knuckled fingers playing
politicos who will be turned away on a night they are expecting out a rhythm on his thighs as he sits in the darkness of a
great things. Otherwise, the adventure should take place during small dressing cubical.
the night of the performance with the heroes watching things as Brama is a very old kin, his best days long behind him. He has spent
they can, and eventually seeing Vivica slip away with Balmaric for the bulk of his life with humanity, his return to his people one of the
the final meeting with the Paladins of Amanda. unfortunate tales of defeat at the hands of a stronger kin-sire and thus
the fate of never procreating weighing heavily on his shoulders. Nearly
Setup from Folio #12 blind, he keeps to himself, living a kind of fantasy life within the music he
To involve the characters in the events unfolding within this creates. His echolocation senses have become attuned to the drumming,
mini-adventure you’ll have to once again lean on the intelligence and with it he can shape things only he can ‘see’, which has become a
gathered by Savino. He will come to a character on the 4th day kind of magic to him. Performing at the Five Star Theater gives him the
and reveal the existence of the Five Star Theater (which likely will ability to freely create this magical imagery and is one of the only things
already be known by the characters, but nonetheless he will relate left that brings him any solace. Giving up such a performance will not
it again). He will drop the new ‘bomb’, however, that an agent be easy for him, but he loves The Grand and can be persuaded if there is
of the Church of Amanda has been sent to The Grand for the a proper drummer among the heroes who can take his place. If not, he
purpose of finding out the details of these illicit productions so that will become iron-hard in his ability to be moved.
the paladins can shut the entire enterprise down. Although this
is not in the current contract of the characters, a raid and closure 4. The Guest List
will surely derail their own plans, and thus the new agent must be Masked and cloaked, the patrons of the Five Star
stopped before delivering information back to the church. performances always attend in duos or trios. They are
‘We have a problem, my friends. It seems that the damnable ‘bitch knights’ said to be the who’s who of Taux’s elite, paying for a private
of Amanda have gotten wind of an illicit production that goes on behind the viewing seat in the Five Star with gold.
scenes here at The Grand. They are supposedly sending an agent, or already Using this angle would be an interesting tactic by the players
have compromised a crew member, who will infiltrate the performance tomorrow if they try to impersonate someone who actually takes in the
night. If that agent reports what occurs, they will raid The Grand and shut it performance. There isn’t really a guest list, but a password
down, spoiling our own operation here. Currently, I’ve got far too much on my (tonight’s password is Ghosts of Taux) is required by security to
plate with my role in The King and Serpent, as well as other events outside gain entrance, and the guests must provide a bag with twenty-five
The Grand I can’t speak on, so that falls to you to see this agent stopped before gold jaguars per attendee (so typically 50 jaguars per couple). The
they can report.’ latter part would likely be the hardest for the players to overcome,
and certainly they wouldn’t get their money back. Still, it might
Day Five be possible to waylay a couple coming to the event, but anyone
‘The slumber of The Grand awakens to the call of another festival day in attending a Five Star performance will have at least two guards
Taux. Work begins anew, each member of the Thunderstone Crew taking up that provide escort to The Grand and then wait somewhere in the
the cause of making The Grand the talk of the town.’ shadows outside.
2 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2 (Longswords)]
1. The Dancers Treasure
Bella and Ilan are sitting in their shared dressing area, 12 copper coins, 7 silver coatls
Ilan penning something on a piece of parchment as Bella 2 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative
deftly runs a razor over her left leg, a pan of water and +3, #AT 2, Hit +4, Dam Longsword (1d8+2), Pack
scented soap at her feet. Tactics (Mercenaries are at advantage if attacking
These two ladies are paid a gold jaguar per Five Star with allies within 5 feet.)]
performance, so they will not readily give up the gig to an
outsider. They also aren’t particularly reasonable or charitable, 5. The Wild Card
so the ‘taking one for the team’ type approach isn’t going to Balmaric the Greater has the look of the lost. His position
motivate them either. When together, they are particularly as underchief to The Grand’s head of security is worn like
intractable, gaining a +2 to all saving throws versus charms, as a badge of honor on his dour face, especially tonight as he
well as Wisdom saving throws. Over the course of the day, they watches over Vivica before she takes the stage.
do go their separate ways on a number of occasions: to rehearsals If the heroes decide for some reason they could replace Vivica in
and performances of The King and the Serpent, for example. the performance, they’d have to deal with her protector, Balmaric
the Greater. He is a man without a past, skilled with a spear he uses
2. The Smoke Charmer both as a staff and a piercing weapon (depending on his mood),
Slim and dark as a basalt pillar, Kovo has made a home and takes his job very, very seriously. As long as he is around, no
for himself and his aromatic craft in the lower dressing one will be allowed near Vivica.
area of The Grand. He sits atop a crate of incense sticks 1 Mercenary (Balmaric) [AC 5, HD 10+10, HP 70, #AT 2/1
amid various collections of dried leaves and other organic (+4 to hit), D (1–6)+5]
fare, a massive hookah on the floor to his feet. Treasure
Spear +2
92 The Part We Must Play
1 Mercenary (Balmaric) [AC 15, HD 10d8+20, HP
65, Initiative +5, #AT 2, Hit +7, Dam Spear 8 (1d6+4),
Multiattack, Parry (+2 AC against one attack)]

6. The Security
Two large mercenaries, one human and one jai-ruk,
stand guard at the rear door accepting only those with
payment and password. Another mercenary is stationed
in the hall behind the north entry to the open theater just in
case something goes awry during the performance.
When dealing with security in The Grand, one must be careful.
They are a tightknit group and only accept orders from the
director. Compromising one of them will likely take a magical
charm, and if that is used, beware if the effect ever wears off!
3 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–6)+2 (Shortswords)]
Treasure
None
3 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative
+3, #AT 2, Hit +4, Dam Shortsword (1d6+2), Pack
Tactics (Mercenaries are at advantage if attacking
with allies within 5 feet.)]

7. The Curtain Goes Up


Dancing is nothing new to Taux, no matter how exotic and
explicit it may be; the same goes for acts of prostitution. What
happens behind the closed doors of the Silk Purse, however, and
what plays out on a stage for all to see, especially if it concerns
blasphemy against an ordained saint, are two distinctly different Actor:
things in the eyes of Taux’s Council of Law. Q-Easy: None
Though certainly the act of impersonating a saint during a Q-Moderate: Vivica of the Daerns is not at The Grand during any
sex act is something that would cause the Paladins of Amanda day performance, but she was not seen leaving the building either. (She
to stir, the real reason for their presence here is at the bequest has gone into the secret temple in the basement to give herself to Shay
of the Merchant’s Guild (manipulating their desire to right all before her performance in the Five Star Theater later that evening.)
wrongs). Licensing for such events, especially those that are Q-Hard: During a performance two seasons ago, a stagehand was
heavily taxed like prostitution, is something closely watched by hurt badly in a fall from the rafters back stage, but Vivica was said to
the Merchant’s Guild. These Five Star performances are highly heal the man after whispering prayers to Shay.
profitable under-the-table dealings, and for the guild, that can no Q-Sherlock: After exiting the secret temple, she leaves under disguise
longer be tolerated. for a final meeting with an agent of the Merchant’s Guild and a Paladin
When the performance begins, all patrons will be in place, and of Saint Amanda. Note: This meeting, and its participants, can only be
it will be up to the heroes to discern the identity of the church’s discovered if she is tailed by someone.
agent before it ends and everyone goes their separate ways. Once confronted, likely outside The Grand and with her
lover/bodyguard in tow, she will not go down easily. However, if
8. The Church’s Agent Balmaric is defeated and she is wounded, she will throw herself on
Raven-haired and beautiful, Vivica of Roslof Keep tends to the mercy of the heroes, telling a story of abuse and woe, hoping
keep to herself. Most members of the Thunderstone Crew see her they will let her go so she might flee the city with her life. She
for what she is, a poor actress but a fantastic purveyor of sex. will make a vow to Saint Shay to tell no one of the events at The
What all in the Thunderstone Crew don’t know, however, is Grand and leave Taux that very night, and as her deity is Lawful,
just how badly Vivica wanted to be The Grand’s female lead. She she is to be trusted in at least that much, but her eventual release is
came to Taux, joined the Thunderstone Crew, and did her time in completely up to the heroes.
unspeakable ways, but when it was her turn for promotion, she was Vivica of Roslof Keep [AC 8, HD 5, HP 30, #AT 1, D (1–6)+3,
passed up for the highborn Ylissa. This was the straw the broke Spells: 1st (5) Cure Light Wounds, Cause Light Wounds, Protection
the camel’s back, so to speak, and she devised a plan to report from Good (which she will raise at the first sign of trouble), Bless,
the under-the-table profits of The Grand to the Merchant’s Guild. Curse; 2nd (4) Hold Person, Silence 15’ Radius, Spiritual Hammer
Once the performance is over, she intends to slip away to report, (it will form as a cat of nine tails), Chant]
under magical oath using lie detecting magic, that she was cast into Treasure
a role of Saint Shay and savaged by members of the Thunderstone +3 Lady’s Wand (a slim wand of wood that strikes
Crew as they secretly profiteered on the exchange. Once done, she as a cudgel), Holy Symbol, Ring of Protection +1, 20
is to receive a large payment from the Merchant’s Guild and then copper coins, 54 silver coatls, 8 gold jaguars
flee the city by ship. She has seduced Balmaric the Greater during Vivica of Roslof Keep [AC 13, HD 5d8, HP 40, Initiative
the past weeks, and he has become her accomplice in this plot, and +3, #AT 1, Hit +8, Dam Cudgel 8 (1d6+5), Spellcasting
will defend her with his life. (DC 14 saves and +6 to hit), Channel Divinity (1/rest),
Remembering the clues laid out in Folio #12 for the 5th Day, the War Domain (Divine Favor), Spells: Cantrips (at will)
following can be added to the content at the Sherlock level. Sacred Flame, Dark, Resistance, Spare the Dying; 1st
(4 Sots) Cure Wounds, Inflict Wounds, Shield of Faith,
Bless; 2nd (3 Slots) Aid, Hold Person, Silence; 3rd (2
Slots) Dispel Magic, Bestow Curse]
93
N
Folio Module AT3

A Three Part Scenario for


Characters Levels 5–7
Style of Play
For this adventure, we are going to combine some of the techniques
featured in the previous two modules. The adventure will revolve
around helping to wreak a bit of revenge on House Vash in the form
of participation in the city’s secret dueling festival known as the
Chikin K’i’ik Tun.
Your players will be running again, but this time from event to event,
trying to solve another mystery concerning various transformations
that threaten the civility of the population. By this point the players
should be well-versed in the city’s culture, so continue to foster the
whispers, the hauntings, and the people to keep up the rich flavor.
Experience Points
As noted in the first two adventures, experience points are kept to
a minimum as I’ve expressly written these adventures for the ‘sweet
spot’ levels of 5–7. That said, the culmination of this adventure should
be awarded a large pot of bonus experience for the completion of the Mithelvarn’s Shard
trilogy. I always want players to feel they have received strong awards
for their hours invested in my adventures, so be sure to be kind. (But At the culmination of the adventure the characters will come
remember, there may be further Taux adventures, so you might not in contact with a magical being known as Mithelvarn’s Shard.
want the players gaining too much experience!) During the events that unfolded in Folios 1–6, a piece of the Infernal
Duels Machine in the labyrinth below Roslof Keep ‘escaped’. Its purpose
is to establish chaos and adventure wherever it manifests. Although
I’m going to reinvest a moment to once again talk about duels in it can’t be killed, it can take mortal form and use its extensive magical
Taux. This topic was first breached in Folio #11, but it should be abilities to create scenarios in which it seeks out ‘players’ for its game
noted that at this point the players are seeking out specific duels for of ‘monster versus hero’. Although Mithelvarn’s Shard can be
the purpose of bloodshed, and rules of no quarter are in play. You can disrupted, its essence will slip away and reform elsewhere in a matter
imagine the impact this should have on your players, especially your of days or months. If the players have played the complete Roslof
resident duelist (assuming you have one). Having spent a great deal Keep campaign, or the accompanying mini-adventure NR1.5 The
of time playing Legend of the Five Rings and Deadlands, I’ve come Giant Has Only One Mission, then they should get a bit of a thrill at
to appreciate the harrowing effect duels have on players. Be sure you meeting the shard. If they have not, she can be seen as an enigma
press the envelope here, but also keep in mind that player death isn’t that will perhaps rise up again at some point.
your endgame, so when in doubt, favor the players accordingly. Adventure Synopsis
Relic This adventure revolves around the Chikin K’i’ik Tun and the
Assuming the relic, The Fists of the Onyx God, that has been heroes’ interactions in it. After the affair at the Grand Playhouse,
both a boon and a curse for the players is still in their possession, it the characters have managed to thwart yet another Vash plot, but
might be prudent to utilize some of its yet unknown powers during that house is still lethal, even if licking its wounds. Although now
a duel (this is again if your duelist happens to wear the item). Its somewhat shielded by two Red Pillars (Mama Serene & Count
powers might also be used on behalf of a duelist, if needed, gaining Rummel), the heroes know that it is only a matter of time before the
the character some advantage. Vash try again for them and their relic.
Still, the curse of the item is now in full effect, and blood sacrifice is Meeting with Balthazar, local mercenary duelist and friend of
something sought after (and could be a great motivator for the duelist Mama Serene, the heroes are provided with perhaps a final chance
to wear the item while fighting in these matches). At the end of the to put an end to their feud with House Vash. To accomplish this,
day, the relic wishes to be used in the name of its dark god and cleave one hero will have to assume the identity of an Ebontra Cross (a
a bloody path through the city with sacrifice and death. Each time practitioner of the Ebontra twin blade school which utilizes both
the player utilizing the relic kills an enemy, a saving throw versus blades for offense), then deal a blow to two other duelists in the city.
magic [DC 18 Wisdom save] must be made or the wearer will Balthazar has it on good authority that the character possessing the
fall to the power of the item. If this saving throw is failed, consider relic is to be murdered by Esmerelda Serata, an infamous noble
the character an NPC for the purpose of DM control AS HE/SHE of fallen station who is now a Razor in the city. By defeating her,
WISHES, i.e., you may take control of the character at will, and you will have defeated the Vash’s most talented assassin and taken
may deliver control back to the player as you like, but the character is a major player off their board of retribution before they can strike
technically your pawn until the curse can be broken. against you. To do this you must fight her on your terms (or at least
those of the Chikin K’i’ik Tun).

97
However, Serata is only a decoy of the Vash, and the heroes and Ebontra Cross Duelist:
Serata will be betrayed and ambushed by dire lowl corrupted by dark Required Class: Duelist, Fighter, Ranger
magic. Realizing Serata was just bait, Balthazar will run off to find Proficiency Slots: 3
Cold Shay, leaving the heroes without further guidance. The heroes Special Ability: The Cross suffers no negative penalties for fighting
will be left with a choice: slip back into the woodwork and await the with an off-hand weapon.
next Vash plot, or find the true reason for the corruption of the lowl, Secondary Special Ability: At 5th level a Cross may make an extra
provide it to the Sturgeon Tohil, and then leverage it to gain respite. attack with an off-hand weapon.
Campaign Background Findalynn Bravo Duelist:
Required Class: Duelist, Fighter, Thief [Rogue]
The Chikin K’i’ik Tun Proficiency Slots: 3
The Circle of Bloody Stones Special Ability: The Bravo is adept at using his off-hand weapon in
Each year, a secret dueling tournament takes place inside one of defense, doubling the Dexterity modifier for AC.
the three great trade cities of the Halo Ocean: Taux, Ebontra, and Secondary Special Ability: At 5th level, a Bravo may make a saving
Findalynn. The dates of these tournaments are set around various throw versus petrification [DC 14 Constitution] to half the damage
astronomical calculations, and therefore happen on a random day inflicted from a blow once per combat round.
that can’t be tracked by law enforcement. This year, this particular
day takes place only a week after the Festival of a Thousand Blossoms Dungeon Master Notes & Suggestions
in the city of Taux.
What this means to citizens of Taux is that the ranks of duelists 1.
inside its walls will swell; lesser duels, blood feuds, and theatrical The Primary NPC in this adventure will be Balthazar, an
swashbuckling are commonplace during the event. Some people outcast Taux Razor with training in both the Razor and Ebontra
hide secrets and pay debts both old and new, some settle scores, and styles. He is a good-looking young man in his early twenties with a
for the greatest of the duelists, those of the three great guilds, the well-trimmed goatee and wavy dark hair. His purpose is to see to
hierarchy of membership is established. It is typically the latter duels the fall of Esmerelda Serata, who he believes has become an agent
that are most enjoyed by people willing to risk punishment by the of the Vash and is preparing to ambush and kill his friend Cold
city’s Sturgeons, as fans of all three guilds will rabble-rouse and cheer Shay the Beautiful Death.
on the bloody sport wherever it takes place.
Still, even these combats typically don’t end in death unless those 2. The Dire Lowl
participating take part in a secondary ritual, that of laying out stones One thing that will continue to be gossiped about throughout
in a circle with the final laid by both combatants being decorated the adventure will be that some lowl in the city are turning savage.
in blood (not necessarily their own). For these death duels, only one This is true, and has been accomplished by a new female tome-
fighter will exit the circle alive, and for the Sturgeons of Taux, these mage recently signed on as a retainer to House Vash. Receipts for
are the contests they most ruthlessly pursue in a kind of ‘not under payment are within the tome-mage’s lair and bear the Vash seal.
my watch’ mentality. Unbeknownst to either the Vash or the heroes, this tome-mage is
Typically, only one such contest per district is put into play by actually a shard of the Infernal Machine from Roslof Keep, and
the guilds in the city, otherwise the death toll would be too great has saved the payment receipts from House Vash, as well as detailed
on those participating. It wouldn’t be overly prudent to lose all your information concerning the transformative corruption (harkening
best fighters each year, but for those that win such contests, glory, back to the Violet Corruption) she undertook for them, to ensure
rank, and privilege are certainly theirs to be had. Winning a Bloody chaos if she is ever threatened.
Stone Circle duel is considered ‘gallant’ among the guilds, and only
someone who has won such a contest is ever considered for upper 3. Running the Endgame with House Vash
leadership of the guild orders (roughly a high ranking lieutenant with As stated many times, House Vash can’t ever truly be defeated,
privilege). As this event is highly illegal, only a single day is dedicated there are too many of them in different cells throughout Taux
to it, and then it and the duelists involved will turn to smoke and with enough clout to insist one cell was working independently and
scatter to the winds. therefore not all the Vash were involved. However, in the case of the
The Three Dueling ‘Kits’ players, they can use information gained from both Folio #12 and
Folio #13 to destroy a single cell, led by Timmer Vash, the 1st cousin
For game purposes, I’ve broken down the sub-class dueling powers of Tlacolotl Vash and someone Tlacolotl was already thinking of
of each type of guild duelist you will face in Taux. To acquire these getting rid of. If they manage this, then all past debts or plots with the
‘kits’, a character must invest three proficiency slots that will grant the Vash family are at an end, at least until some other event comes to
special powers each school employs. Each is based around the NPC rest on the heroes’ doorsteps.
class duelist found in Dragon Magazine #73, but a standard fighter
class (as well as others below) can be utilized to make a Guild Duelist 4.
of one of the three great schools. And remember, if you are using the Esmerelda Serata is an interesting NPC that can become a great
duelist NPC class, they get that pesky save vs. killing blow ability ally of the characters if they play their cards right. Although obsessed
which makes them problematic. If such an ability is put into play, with killing her half-brother, Cold Shay, she is a strong duelist with a
you might use it to save NPCs and have them ‘tap out’ so to speak, keen mind and has many connections in Taux as her family was once
knowing they are beaten. a great power in the city before Shay brought about the downfall of
Taux Razor Duelist: their father.
Required Class: Duelist, Fighter
Proficiency Slots: 3
Overall Story Arcs and Threads
Special Ability: Wounding (Each time a Razor scores a hit, the victim must 1. The Running of the Clock
make a saving throw versus petrification [DC 14 Constitution] or begin It is very important to note that the actions of this adventure all
bleeding at 1 HP per round. These hits are cumulative.) take place in a single day (just as those of Folio #11 took place in
Secondary Special Ability: At 5th level a Razor can modify a critical hit roll to a single night). Therefore, the players must be made to understand
a specific location, thus tripling the damage instead of doubling it. the import of speed, moving from one encounter point to the next
98 Playing Down the Dawn
These corrupted souls are mad with a battle-rage that makes them
as quickly as possible. Only in this way do they have a chance of
almost unrecognizable as lowl, with facial distortion and shoulder
fulfilling plans laid out by Balthazar to free them of another threat.
expansion that give them a truly dire appearance. They have been
changed by horrific magic born from their demon goddess and
2. brought forth by the power of corruptive magic. Only the power of the
As this is the culmination of the trilogy, it should be no secret just
magic that corrupted them has any control over their actions, and if
how sick of House Vash the players should be. Keep the carrot of left unattended, they go into a bloody rage, seeking to rend the living
sticking it to the Vash and getting them off their backs right in front limb from limb.
of them to help propel them along.

3. AT3: Playing Down the Dawn


Remember, this isn’t a dungeon crawl, so keep the city involved:
get something to eat, talk things over if time allows, and move Part One
through the streets, over mighty canals, through markets teeming
with activity, etc. The Coral Stranger
As you walk the dark pavers of the Black Gate, a stray petal,
4. crushed and muddied, still provides a last memory of color from
The Sturgeons will be on full alert during this day, so keep the the quickly fading delights of the Festival of a Thousand Blossoms.
players watchful for those blue and silver tabards. Also remember Beyond the Ullamalitzli courts, the Emerald Serpent towers like a
that Tohil owes them a favor after the events at the Grand Playhouse, bastion in the pre-dawn mists as you make your way to a meeting
so be sure to keep that in mind and remind the players as needed. that sly-tongued Savino promised would be worth your while. If he
Perhaps it can get them out of trouble in a pinch. can be trusted, perhaps the Vash might be checked off your list of
problems, but in this cursed place, where the stones mock you as
New Monster: you pass, such hopeful thoughts have as much life in them as the
petal at your feet.
Dire Lowl
Chaotic Evil Setting the Stage
Within the Emerald Serpent, an hour before the sun rises and the
Frequency: Uncommon heat of the late-spring day backs the mist from the streets, a rogue
No. Appearing: 1–4 duelist named Balthazar awaits the heroes. He is friends of Shay
Gatewell, or Cold Shay, one of the most notorious killers in all of
AC: 5
Taux. This friendship has its benefits and its burdens, with today
Move: 12” being heavily weighted to the latter.
HD: 2 Balthazar, his human elemental spark alight with agitation, quickly
greets the players before flowing into a story concerning the Vash plot
No. of Attacks: 3 to murder them in a series of surgical strikes by the duelist/assassin
Damage/Attack: (2–8)+4/(1–4)+2 Esmerelda Serata. Serata is a veritable ghost in the city most days, but
word on the street is that the Vash have won her to their cause with
(2 Claws/1 Bite)
ample gold, and she’s now destined to do the heroes in. However, she
Special Attacks: Flamefist has one weakness, that being that she’s a Razor in the dueling guild of
Special Defence: -- Taux. Balthazar has it on good authority that Serata will be dueling
this very day, and if the players can find her, they can eliminate her
Magic Resistance: Standard before she has a chance to fulfill her contract.
Intelligence: Standard To accomplish this, the heroes will have to obtain the dueling
badge of another city duelist, and Balthazar already has a mark in
Size: M (6–7’)
mind. The man’s name is Dane Rallis, and he’s a known pirate who
Psionic Ability: NIL operates out of Ebontra on a Letter of Marque that protects him in
% in lair: 20% the port of Taux. His ship, the Coral Stranger, was seen entering the
harbor on the late tide this very night, and if the heroes can make it
Like the standard lowl’s Flametongue ability, the dire lowl can place aboard, they have a chance to do what the Sturgeons and the Taux
the flames directly on its clawed hands, causing an additional 1–6 Navy cannot, kill Rallis the Black Heart and put an end to his reign
points of damage. of murder on the seas between here and the Kraken’s Maw.
Dire Lowl [AC 15, Speed 30 ft., HD 5, Attack: 3, Init: +3, However, it will not be easy as the Coral Stranger has a strong and
Hit +8, Claw 8 (2d4+4), Bite 4 (1d4+2), Multiattack, Flamefist seasoned crew of cutthroats, even if most may have already come
(additional 5 (1d6+2) flame damage on claw attacks)] ashore to partake of the delights of Taux’s brothels and taverns. If the
heroes can find and kill Rallis, they can take his Ebontra Cross badge
and the scroll containing whatever duelist he is to face this afternoon,
thus taking a step closer to Serata in the process.
Balthazar will await the heroes at the Saltwater Swine, a local dive
tavern close to the docks, hoping they have done the deed and have
more information on the Vash at the time.
The Ship
The Coral Stranger is currently moored on the low docks amid a
gaggle of unseaworthy coastal sloops and Tung trade ships. Nefarious
characters are found aplenty here, and if the DM wants to press the
heroes with a random encounter, certainly a heavy muscled press
99
gang is prepared to lock blades. However, the path to the Coral 4. Captain’s Cabin
Stranger isn’t a difficult one. Security is lax around the ship; the A heavy, locked wooden door [DC 15] bars the way into
dockmaster loathes the crew and hasn’t taken precautions to keep it the aftcastle.
safe, hoping that perhaps someone with a score to settle might do him Inside, Captain Rallis is taking pleasure with his newest
a favor. A single gangplank leads to the main deck, and a guttering Zimbolay slave. However, he is always on heavy alert and will
lantern lights the course. notice a picking attempt without a successful Move Silently check
[passive Perception 16 vs. Stealth]. He will quickly rise and
1. The Poop Deck arm himself if he hears anyone working the lock on his door.
Situated high on the back of the ship, this raised deck He also has a stair into the hold and will send his slave girl to
houses the ship’s wheel and the aft sail. Two men share a fetch help from the quartermaster below (and anyone else the
drink as a single lantern burns between them. Blades lay quartermaster has at his disposal). Help will arrive in round 3 if he
loose against their hips. detects anything. Also, if there is any heavy combat on the main deck,
The two men are the ship’s sentries, and they have a 2 in 6 chance he will certainly be warned and fully prepared for combat before the
[passive Perception 14] of spotting anyone approaching the door is opened (and will likely have his quartermaster with him if 3
gangplank. If they spot anyone approaching, they will alert the sailors rounds have passed).
who are currently playing a game of dice on the main deck below. 1 Cross Duelist (Dane Rallis) [AC 5, HD 8+8, HP 75, #AT 4/1
2 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)] (+4 to hit), D (1–6)+5 (x2), (1–4)+6 (x2), Extra Off-hand Attack]
Treasure Treasure
2 dozen copper coins and 5 silver coatls Rapier +2, Dagger +3, Letter of Marque from the
2 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2, city of Ebontra, an Ebontra Cross badge for a cloak,
Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates a scroll containing a map to a building called the
are at advantage if attacking with allies within 5 feet.)] Holland Granary, and a broken sealed scroll with the
name Marquis O’Lindon Hathoway
2. The Foredeck 1 Cross Duelist (Dane Rallis) [AC 15, HD 11d8+22, HP
Currently empty, the foredeck rises above the main deck 72, Initiative +5, #AT 4, Hit +7, Dam Rapier 7 (1d6+4) and
and can be accessed by two sets of stairs (like the poop deck). Dagger 7 (1d4+5), Multiattack, Parry (+2 AC against one
attack), Extra Off-hand Attack]
3. Main Deck
The large main deck, split with the massive main mast 5. Captain’s Slave Quarters
at the center, provides access to both the forecastle and This small room contains a tiny bed, chamber pot, water
the aftcastle of the ship as well as the hold through a heavy basin, and several silken strips of cloth, presumably to be
wooden grate. Five men are currently engaged in a highly used as clothing.
contested game of dice farther toward the aftcastle.
5 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)] 6. Officers’ Quarters (Includes the Armory)
Treasure Three beds, a table, three chests, and a dartboard decorate
2 dozen copper coins, 5 silver coatls, and 12 silver this large room. At the center, a single stair leads down.
coatls currently in the gambling pot This is the officers’ quarters for the ship, but at this point all officers
5 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2, are in Taux drinking away the night with the bulk of the crew.
Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates
are at advantage if attacking with allies within 5 feet.)]

100 Playing Down the Dawn


7. Middle Hold 10: Storage
Three straggler sailors wile away the night by A small storage closet holds the bulk of the ship’s
sharing a bottle of wine atop a large stack of rugs food stores.
within this large space. Closing the Stage
These sailors are currently being disciplined and were not
allowed to go ashore. If they hear fighting above, 2 in 6 chance Once the characters have successfully cleared the ship and
[DC 13 Perception], they will grab their weapons and head to discovered both the Cross Badge and the parchment containing the
investigate through the officers’ quarters. If the captain is alerted Bravo that Rallis was to duel (one Marquis O’Lindon Hathoway of
and sends for help, the quartermaster will collect these sailors Findalynn), they can move back into the city toward their new target.
before rushing up the stairs to the captain’s cabin. Balthazar awaits them at a predesignated tavern close to the docks.
3 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6 (Short Sword)] Once they show him what they have discovered, he will lead them
Treasure to the Holland Granary before giving them another place to meet in
None two hours when the sun is at its zenith, the Tallow Wastrel Tavern
3 Pirates [AC 12, HD 5d8+5, HP 25, Initiative +3, #AT 2, near the mouth of the Black Gate. A friend of his (Shay) is currently
Hit +4, Dam Short Sword (1d6+2), Pack Tactics (Pirates in the wind and he’s working to find him before the meeting; he has
are at advantage if attacking with allies within 5 feet.)] a bad feeling about today.

8. Quartermaster and Cook’s Cabin Part Two


This room houses two beds and various treasures The Holland Granary
collected from years of sea travel. Two chests are here as
well as some bottles of rum and other spirits. An orange Balthazar leads a weaving path through the markets
and white cat sleeps on one of the beds, and a large man of the Turquoise Turtle, his brown cloak mingling easily
with facial tattoos and brands sleeps on the other. with those of a hundred other citizens shopping for the
The quartermaster is catching some sleep, but over the years tends early wares of the day. Whatever relief night provided has
to sleep with one eye open. He will detect any commotion on the ship burned off to allow an oppressive heat to blanket the city.
on a 3 in 6 chance [passive Perception 15]. Sweat trickles down your brow and the cries of a water
1 Quartermaster [AC 5, HD 10+10, HP 70, #AT 3 (+4 to hit), D seller make your tongue strike against dry lips.
(1–6)+5/(1–4)+2 (2 scimitar/1 dagger)]
Treasure Setting the Stage
Scimitar +2, Dagger +2, 14 silver coatls. Chest One, Balthazar finally pulls up outside the Holland Granary, an old
locked [DC 15]: A silk robe (20 silver), a bag with 76 merchant building with deep ties to the Findalynn grain markets. It is
silver coatls, and 10 gold coins minted in Zimbolay. here that he will provide you with a blood-covered stone, something
Chest Two, locked [DC 13]: A fine knife (10 silver), a you will need to complete the circle and begin the deadly combat of
ruby the size of a thumbnail (100 silver), 2 bottles of the tournament. Without such a duel and victory, you will not get the
Arcanian wine (10 silver each). next set of papers that will bring you to the Taux champion of the
1 Quartermaster [AC 15, HD 10d8+20, HP 65, Initiative Turtle District, Esmerelda Serata.
+5, #AT 3, Hit +7, Dam Scimitar 8 (1d6+4), Dagger 7 Within, two guards in girded chain coats and metal
(1d4+5), Multiattack (2 scimitars/1 dagger), Parry (+2 AC studded helms ask for your papers.
against one attack)] When provided, one will escort the heroes to the rear of the
building, Room 5, where nearly thirty people are standing at the
9. Galley ready and whispering amongst themselves. Bets (if you like that sort
Two stout long-tables, benches, and an iron oven of thing) can be placed with several odds makers in the crowd.
area set with slate stones around it mark the chamber
as the ship’s galley.
101
Coming forward into the circle is a lean man with a white 1 Bravo Duelist (O’Lindon Hathoway) [AC 21, HD 9d10+18,
mustache and an inkvine scar along the right side of his head. He HP 80, Initiative +5, #AT 2, Hit +8, Dam Rapier 7 (1d6+5),
wears no armor, only a deep umber shirt, brown gloves, breeches, Multiattack, Parry (+2 AC against one attack), Special
and low soft boots. Ability: The Bravo is adept at using his off-hand weapon
He provides a greeting, offering his name as Marquis in defense and may add double his Dexterity modifier
O’Lindon Hathoway, and then waits for the Cross to to his AC. Secondary Special Ability: At 5th level, a Bravo
enter before pulling forth a bloody stone from a pouch at may make a saving throw (DC 14 Constitution) to half the
his waist and placing it on his side of the circle. damage inflicted from a blow once per combat round.]
From this point, the dueling hero should replicate the action, and
then the combat will begin. 6. Storage Room Two
The Granary This room is filled with crates, a snaking path between
them leading into shadows away from the door.

1. The Merchant Entry


Closing the Stage
This large room has walls covered with tapestries and Once the duel is complete, an alarm will be raised from the front
a desk at its center. Two men, both girded with mail and of the structure. The Sturgeons have come and will be arresting
steel helmed, stand at the door. those involved in the illegal fight. Chaos should reign as people bolt
These two mercenaries will check your papers. If all is in order, one in every direction.
will escort you back to Room 5. The players will have to decide how they deal with the situation.
2 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2 (Longswords)] Certainly killing a Sturgeon would be a bad idea, and they might be
Treasure able to use their clout with Tohil to get off with a lesser charge if they
52 copper coins, 17 silver coatls decide to let themselves be captured, but more likely, a quick run to
2 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative +3, one of the various secret doors will likely be the way to go. Still, I’d try
#AT 2, Hit +4, Dam Longsword (1d8+2), Pack Tactics to block any exit with at least a small fight, prompting the players to
(Mercenaries are at advantage if attacking with allies use their skills to subdue any Sturgeons in their way.
within 5 feet.)] Sturgeon [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2 (Longswords)]
Treasure
2. Storage Room One None
A large storeroom is filled around the walls with heavy Sturgeon [AC 16, HD 6d8+6, HP 30, Initiative +3,
sacks and boxes. There are three men here playing a game #AT 2, Hit +4, Dam Longsword (1d8+2), Pack Tactics
of dice, and will invite anyone entering to join. (Mercenaries are at advantage if attacking with allies
within 5 feet.)]
3. Overflow Room When the raid has ended, the players will need to get the
This large room is currently empty, but debris on the information they secured from winning the duel (another writ and a
floor indicates that it has housed grain and other goods map) and proceed to the next location, either meeting Balthazar or
in the past. going directly to the Jade Tower.
If they meet Balthazar, he is greatly agitated, and looks to have
4. Sorting and Packing Room been in a fight himself, with blood about his cloak and his gloved
Several long tables and a set of scales are in this room. hands. He will relay, ‘Things aren’t what they seem, but Serata is
Otherwise it is currently empty. still the only lead we have, and she must be put down.’ After taking a
Two secret doors are in this room, one to a contraband storage look at the documents and the location, he will say he will meet you
room located on the north wall [DC 15 Perception], and the other at the Jade Tower (although he will be late and show up right after the
to a concealed exit route on the south wall [DC 15 Perception]. battle, unless of course you need him to help the players survive! For
stats on Balthazar, use those of Dane Rallis, as Balthazar has been
5. Lead Merchant Chamber trained in the Ebontra Cross style).
This large room houses some dozen men and women in
cloaks and a long lean man with white hair who stretches Part Three
in the center of a circle of blood-red stones. The Jade Tower
This is the main gallery for the tournament, and the man,
O’Lindon Hathoway, is preparing for a duel that is sure to help him Rain pounds the pavers in blowing sheets as city stragglers dash
secure a fine position within the guild of Findalynn. from building to building in search of dry environs. Your boots
Around him, a collection of patrons looking to see the match (and splash in puddles as the octagonal stone walls and dour green roof
likely bet on it) have gathered. They will remain quiet, their access to of the Jade Tower rise above the buildings around it. A single lantern
the match dependent on their ability to stay out of the way. decorates its heavy double door entry, the light golden amid the
1 Bravo Duelist (O’Lindon Hathoway) [AC -1, HD 9+18, HP gloom of the flash storm that now blankets Taux.
90, #AT 2/1 (+4 to hit), D (1–6)+3, Special Ability: The Bravo is
adept at using his off-hand weapon in defense and may add double Setting the Stage
his Dexterity modifier to his AC. Secondary Special Ability: At 5th Between the time that the players defeat the Marquis and their
level, a Bravo may make a saving throw versus petrification to half next meeting at 3 o’clock with the Razor, a storm blows into Taux
the damage inflicted from a blow once per combat round.] from the east, bringing with it a fetid heat and palpable stink from
Treasure the Black Swamp.
Rapier +3, Ring of Protection +2 (with Bravo Guild They may seek healing as needed in the city’s temples before going
symbol set in the stone), broken sealed scroll with the to the Jade Tower, as they have several hours, but keep in mind they
name Esmeralda Serata on it, and a map with the location might also be wanted by the Sturgeons at this point, depending on
of the Jade Tower, as well as a time during the afternoon how the last encounter during the raid played out.

102 Playing Down the Dawn


Once they make it to the tower, they will have a similar experience 4. Guard Room
to the one before, with two mercenary guards allowing them entry, A sliding panel door opens into a guard post with several
checking their papers, and then finally leading them to the third floor spears and a single long sword and shield as well as a set of
of the tower where the duel is to take place. chairs and a table.
The only difference here is that House Vash has become aware of
the circumstances of the mission during the intervening hours and will 5. Grand Salon
unleash a group of dire lowl on the heroes even before the duel has This large chamber is nearly sixty feet by sixty feet with
properly come to an end in an attempt to kill two birds with one stone. stairs on the north and south wall. Around the room a four
It will be up to the players to counter the attempted post bed with luxuriant curtains, several stuffed chairs, a
assassination, and it would be highly recommended they recruit drinking station with all manner of bottled liquors, and a
Serata to their cause. She will certainly help them, knowing full copper tub decorate the area.
well she has been betrayed.
6. Master’s Chamber
The Tower Furniture has been slid back against the walls of this
large room, and a single chandelier is lit in the vaulted
1. Main Entry ceiling above. Around the inner perimeter of the room a
Twin double doors give way to a long fifty-by-twenty-foot circle of stones has been placed, and a lone figure, lean and
room decorated with several tapestries and a small sitting beautiful, stands with a blood red stone in her hand.
area directly to your left. Two doors, one each on the left This is Esmeralda Serata, the deadly assassin and outcast noble.
and right walls, and a lone set of stairs provide exits to She will take no quarter, and has little to say, as she is ready to get this
the chamber. There are two men in mail with stout short contest over with as quickly as possible. However, after three rounds
blades near the stairs. of combat, the lower level of the tower will be besieged by a gang of
The men are mercenaries hired by the tournament to make sure dire lowl, and she will withdraw from the circle of stones, first asking
all is in order between combatants. They will look over your records what kind of trickery or betrayal is this, and then asking to call a halt
obtained from the previous duel, and then one will escort only the to the duel until the source of the noise below can be discerned.
duelist upstairs, the others required to stay in the lower level and wait. 1 Razor Duelist (Esmeralda Serata) [AC 5, HD 10+10, HP 90,
There is also a secret door in the room [DC 16 Perception]. #AT 2/1 (+4 to hit), D (1–6)+2, Wounding (Each time a Razor
2 Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–6)+2 scores a hit, the victim must make a saving throw versus petrification
(Short Swords)] or begin bleeding at 1 HP per round. These hits are cumulative.)
Treasure Secondary Special Ability: At 5th level a Razor can modify a critical
12 copper coins, 3 silver coatls hit roll to a specific location, thus tripling the damage instead of
2 Mercenaries [AC 16, HD 6d8+6, HP 30, Initiative +3, doubling it.]
#AT 2, Hit +4, Dam Short Sword 5 (1d6+2), Pack Tactics Treasure
(Mercenaries are at advantage if attacking with allies Rapier of Sharpness +2
within 5 feet.)] 1 Razor Duelist (Esmeralda Serata) [AC 15, HD 10d8+20,
HP 65, Initiative +5, #AT 2, Hit +7, Dam Sabre 7 (1d6+4),
2. Study Multiattack, Parry (+2 AC against one attack), Wounding
A large desk and padded velvet chair rest against the (Each time a Razor scores a hit, the victim must make a
western wall of this spacious room. A series of bookshelves saving throw (DC 14 Constitution) or begin bleeding at
line the walls, and a chandelier hangs from the ceiling. 1 HP per round. These hits are cumulative.) Secondary
The books tend to be on subjects pertaining to trade law, the Special Ability: At 5th level a Razor can modify a critical
southern nation of the Tung, and the bulk being actual ledgers of hit roll to a specific location, thus tripling the damage
years of trade cargos coming into the city. instead of doubling it.]

3. Lower Salon Round Three Dire Lowl Attack


Five large velvet chairs and a long bench decorate this The front door of the tower will burst open as a gang of
room. A single slender table rests against the eastern wall recently corrupted lowl rush in looking for blood. The two
and holds a bowl of fruit and several glasses as well as a mercenaries will first attempt to attack the lowl, but once
pitcher of water. their strength is shown to be so great, they will try to get
It is here the players can wait, if they choose, while the duel takes through the secret door and lock themselves in Room 4.
place above.

103
The bulk of the lowl will attack anyone on the ground floor, but if
they break through any line of defense, at least two will make for the
stairs and try to get to the top floor, searching for other victims.
12 Dire Lowl [AC 5, HD 5, HP 30, #AT 3/1, Damage/Attack:
(2–8)+4/(1–4)+2 (2 Claws/1 Bite), Special Attacks: Flamefist
(already calculated into the damage)]
12 Dire Lowl [AC 15, Speed 30 ft., HD 5, Attack: 3, Init: +3,
Hit +8, Claw 8 (2d4+4), Bite 4 (1d4+2), Multiattack, Flamefist
(additional 5 (1d6+2) flame damage on claw attacks)]

Closing the Stage


Once the dire lowl have been defeated, Esmeralda will have a very
dark continence. She’ll share if the party is looking for a reason to
attack the Vash, they should investigate the former residence of Emil
Locasta in the Black Gate as it is rumored a foreign Vash tome-mage
now resides there who has something to do with the madness of the
lowl in the city. They might find what they are looking for there.
After this, she will slip away, looking toward the duelist she fought
and saying, ‘Another time, another place.’
Balthazar can show up at any time the DM desires, and if
Esmeralda is still around, the two will glare daggers at one another, 2. The Solicitation Salon
but have nothing to say directly to the other. He will see the carnage, The grand entry into the square stone home holds a
and that Esmeralda lives, and go ashen, hissing, ‘This was just a massive wooden table and four oak chairs. A single lantern
ploy!’ only to run off into the driving rain. From this point forward, lies atop the table, casting shadows in the well-worn wood.
the characters will not see Balthazar, so they are on their own to the Beyond the table is a lovely woman, her skin a creamy
conclusion with Mithelvarn’s Shard. chocolate, with high cheekbones and upturned ears. A
strange shimmering aura dances around her in the gloom.
Part Four Smiling, she offers a bow before her crisp voice states the following:
The Lovely Shard “It is my life to find foes such as these, to call them, to nurture them, and to see the
will of the master done in each place I choose to manifest. So let us dance once more,
The residence of the famed ‘Love Maker’, Emil Locasta, is more a heroes, and if you are worthy, then the Machine is sated until the next time I find
walled compound, with heavy ivy growing up its iron gate and signs form to do its bidding…”
of disuse evident in the crumbling bricks and rusted hinges. Inside, a At this she will attack, hurling spells at distance and trying to
single tree grows in an inner garden, the small estate house backing keep the party from her as long as possible, while utilizing Greater
up against the old bleacher rise and marking this structure as one of Invisibility. The ‘shimmering aura’ is a Cold Shield (reverse of Fire
the first built inside the stadium during the reclamation. Shield) as well as the Shield spell [Mage Armor in 5E]. She is
likely to drop Fireballs directly on her position, or Ice Storms, since
Setting the Stage she has protections up against such elements.
Rain still falls as dusk descends on the Black Gate when the players Once she is defeated, her form will dissipate and the items she
make their way to the former home of Emil Locasta. Rumors indicate carried will clatter to the floor along with all the communications
that the man returned to Zimbolay, although that is unconfirmed, she’s had with the Vash family since she entered the city a month ago.
and some insist the apothecary will return, thus his house remains Mithelvarn’s Shard [AC 7, HD 9+18, HP 72, #AT 1, D (1–4)+3,
empty for fear of his ire upon such a day. Spells: 1st (4) Shield, Shocking Grasp, Magic Missile, Charm Person;
Whatever the case, anyone going to the home will discover the 2nd (3) Strength, Web, Detect Invisibility; 3rd (3) Fireball, Hold Person,
gate is unlocked, and the building beyond warmed by a single lamp Suggestion; 4th (2) Fire Shield, Ice Storm; 5th (1) Cone of Cold]
within the main entry. Treasure
+3 Dagger, Spell Scrolls (includes all known spells),
The Apothecary of Emil Locasta Ring of Protection +1, Ring of Fire Resistance, 200
copper coins, 540 silver coatls, 80 gold jaguars
1. The Garden Entry Mithelvarn’s Shard [AC 13, HD 9d12+18, HP 72,
A heavily neglected garden overgrows its bounds within Initiative +3, #AT 1, Hit +8, Dam Dagger 7 (1d4+5),
the gate as a single tree dominates the area with wide Spellcasting (DC 14 saves and +6 to hit), Spells:
boughs that shadow the snaking path to the main house. Cantrips (at will) Fire Bolt, Mage Hand; 1st (4 Slots)
Two dire lowl stalk the garden, and will attack the party from Mage Armor, Magic Missile, Shield; 2nd (3 Slots) Misty
concealment once they have made half the distance to the house. Step, Suggestion; 3rd (3 Slots) Counterspell, Fireball,
2 Dire Lowl [AC 5, HD 5, HP 30, #AT 3/1, Damage/Attack: Fly; 4th (3 Slots) Greater Invisibility, Ice Storm; 5th (1
(2–8)+4/(1–4)+2 (2 Claws/1 Bite), Special Attacks: Flamefist Slot) Cone of Cold]
(already calculated into the damage)]
2 Dire Lowl [AC 15, Speed 30 ft., HD 5, Attack: Closing the Stage
3, Init: +3, Hit +8, Claw 8 (2d4+4), Bite 4 (1d4+2), Once Mithelvarn’s Shard has been defeated, the players will have
Multiattack, Flamefist (additional 5 (1d6+2) f lame all the evidence they need to take down the arm of House Vash that
damage on claw attacks)] has been after them. They need only to turn the documents over to
Tohil, and the Sturgeons will take care of the rest. This means they
are now free to stay in Taux, or leave it, without a lingering feud
hanging over their heads and certainly with some experience as to
the culture and politics of the city.
104 Playing Down the Dawn
N
N
Mini-Adventure AT3.5

Dungeon Master Notes & Suggestions


This adventure is meant to wrap up events in the Taux trilogy
with one final encounter concerning House Vash. With Timmer
Vash having been discredited and stripped of his position, he has
fled into the headlands of the Black Swamp with a last vestige of his
hate, Ylissa Rummel, whom he abducted days after her crowning
during the Festival of a Thousand Blossoms. His intent is to use
Rummel’s daughter, and friend to the heroes, in a ritual that will
forever taint his own family while also ending the Rummel House
once and for all. In an odd turn of events, Tlacolotl Vash will
promote the assassination of his kin as a way for the heroes to once
and for all have a clean slate with the House Vash.

1. Primary Purpose
The bulk of this adventure will be to wrap up the final loose ends
with House Vash and end the feud.

2. Secondary Purpose
If the relic, The Fists of the Onyx God, is still in play, then
there is also a built in opportunity for the heroes to be rid of it
once and for all.

3. Time for running


This mini-adventure is meant to be run AFTER the events that
take place in Folio #13. It will set up the final conflict and resolution
that should ensure the heroes no longer have a ‘hot feud’ brewing
with House Vash and can therefore go about their lives without
looking over their shoulders.
The Ebon Swamp
Also called the ‘Black Swamp’, this is the massive corrupted
delta that surrounds the city of Taux and eventually gives way to
uncharted rainforest to the east and the lowl plains to the north. It is
an unforgiving habitat, and home to great darkness. Unbeknownst
to most, the swamp actually has border-plane crossover to the Winged Serpent [AC 16, HD 10d12+30, HP 90, Initiative
Elemental Plane of Shadow. In these crossover points, the swamp +4, #AT 3, Hit +9, Dam Bite 16 (3d8+4) Constrict 20
becomes dark and deeply corrupted. It is from these pockets that (3d10+5) Wing 10 (2–8)+2, Poison (DC 16 Constitution 20
some of the greatest legends of the swamp come, including the (2d20) + Acid 15 (3d8+1))]
dreaded death’s kiss flowering vine and the ebon tendrils. A ranger
with some skill (4th level) is needed to navigate the swamp without Death’s Kiss
incident, otherwise a random encounter with one of the below can This deadly black flower grows on a strangling vine and draws
occur (1 in 6). nourishment by passing the souls of its victims into the Elemental
Plane of Shadow. It has no direct attack, hit dice, or defense, but
Candon Lizardmen when a living soul comes within five feet of the flowers they will
Information on the candon can be found in Folio #6, send forth a poisonous gas. The poison is a deadly neurotoxin, and a
otherwise, they can be considered standard lizardmen for the saving throw versus poison at -2 is required or death will occur in 1d4
purposes of this adventure. rounds [DC 18 Constitution saving throw].

Winged Serpents Ebon Tendrils


The black scales of the winged serpents in the swamp are highly Little more than wispy ropes of hateful dark energy, these
prized among merchants worldwide, but they can be a deadly enemy. slithering vapors twine through the swamp drawing power away
Although hit dice varies depending on the size, I’ve provided a from the living world and funneling it back to the Elemental
standard medium-sized winged serpent below, which would be near Plane of Shadow. Some say that ebon tendrils can sense dark
10 feet in length. thoughts and are drawn to such things, making people with evil
Winged Serpent [AC 4, HD 10+7, HP 67, #AT 3, (1–10)+5 (Bite)/ alignments a beacon to the plants.
(2–20)+10 (Constrict), (2–12)+5 (Wings), Poison (Save or die)] Ebon Tendril [AC 4, HD 7+7, HP 49, #AT 3, D 2–12 (Necrotic/
Treasure Slash), +1 or better weapon to hit]
10 gold jaguars per foot of scales Treasure
None
108 A Wall beyond Fury
Ebon Tendril [AC 16, HD 7d12+14, HP 56, Initiative +3, The Swamp
#AT 3, Hit +6, Dam Slashing Appendage 9 (2d6+2) + 6 ‘There are things in the world known as swamps, but this tangle of darkness is
(1d8+2) Necrotic, Multiattack, Damage Resistance: non- beyond anything that could hold such a definition. Sucking ‘quick water’, thorns
magical weapons, Vulnerability: radiant] the size of a duelist’s dagger, biting insects beyond numbers, and a dark canopy
of dusky leaves holds a heat that bakes the water from a man like an oven. This
Running Combat is the Ebon Swamp, and only the foolhardy would choose to come here willingly.’
This is perhaps the most straightforward combat adventure in the
Taux series, and should be run as such. Random encounters in the 1. The Hard Entry
swamp and room-to-room combat within the ruined outpost will Twin metal doors rise up twelve feet before you precluding entry
flow as needed, the player by this point ready to take some revenge into the ancient temple. The facings having been clawed and scarred
on House Vash without hiding or tricks. over the years, but the odd dark metal remains sturdy and imposing.
Telling the Story The doors are locked [DC 18] and barred from the inside.
(Players will have to come up with a way to dislodge the heavy bar on
This is the final page in the tapestry novella you should have the inside which is not covered under the Lock Picking skill.)
created over the course of the Taux trilogy. Be sure not to lose focus Once Inside
here, find the threads that have bound the party to this point, and
especially use any relationship fostered between players and Ylissa A large entry, twenty feet deep and forty feet wide, is dimly lit with
during their time together in Folio #12. a single guttering torch that has filled the chamber with oily smoke.
Set up from Folio #13 Small bits of debris and light growth cover the floor. To the north,
a twenty-foot hall stretches thirty feet to another set of double doors
An agent of the Vash will approach the heroes after the events of (wooden and rotting). Two openings, one on each side of the hall, are
Folio #13 unfold and will make them an offer they likely ‘can’t refuse’. each marked with a single torch.
The abduction of Ylissa Rummel can be confirmed through agents A Search check, 2 in 6 [DC 15 Perception], will reveal caltrops
such as Tohil, Savino, or Dethocrates, but without the knowledge of have been laid on the floor amid the debris. If undiscovered, the
the Vash agent, the current location of Timmer Vash will be near leading two characters must make saving throws versus petrification
impossible to find. [DC 15 Dexterity] or be at -2 to all physical activity until magical
‘I know what you must be thinking, and perhaps you are correct that it is insane healing it procured. Note: A Detect Traps will also work to discover
for an agent of the very power you’ve struggled so mightily against to be here before the caltrops.
you making an offer, but this is Taux, and that means infinite possibility. You see,
even among the Vash, there are laws that cannot be broken, and dear Timmer has 2. The Collapsed Room
crossed those boundaries for the last time. So, I offer each of you this, a pardon The heavy stone walls of the structure have collapsed in on
among all factions of the family if you see to it that Timmer is no longer a problem themselves at the back of this chamber, and it is filled with dark earth
for us, and what you choose to do with the Rummel girl is your own affair, although and tangling roots. Water has pooled near the north wall, and a
I hear there is a good market for such virgin flesh in Zimbolay...’ steady drip from above disturbs the surface.
The mercenaries from Room 3 have stashed several bottles of
wine in the cold water of the pool that can be discovered easily while
searching the room.

3. The Disgruntled Mercenaries


The large opening to this chamber is covered with a heavy canvas,
and the smell of old earth wafts from it to your nostrils.
Beyond the canvas, and certainly aware of the party due to the
floundering while undoing the bar on the door, awaits a group of
4 jai-ruk mercenaries (if you are not using Taux races, use orcs).
They aren’t particularly happy about being in the swamp, but will
nonetheless attack anyone who comes through the canvas with a pike
rush before going to blades in round two. Once two of them have
been killed or incapacitated, they will surrender, hoping to negotiate
a withdrawal from the old temple to never be seen again. They will
tell the players that Timmer has ‘gone mad’ and is preparing for some
dark ritual that is supposed to align with the heavens two days from
now. He is within the great chamber at the back of the structure
(north), and has a tome-mage with him who is overseeing the ritual.
4 Jai-Ruk Mercenaries [AC 4, HD 6, HP 36, #AT 2/1, D (1–8)+2
(Longswords) , Earth Magic (can add up to 5d6 to attacks over the
course of a battle, or subtract 3 from their AC), Pike Rush (2d10+2 for
initial rush attack with their pikes)]
Treasure
109 copper coins, 63 silver coatls between the four of them
4 Jai-Ruk Mercenaries [AC 16, HD 6d8+6, HP 30,
Initiative +3, #AT 2, Hit +4, Dam Longsword 6 (1d8+2),
Pack Tactics (Mercenaries are at advantage if attacking
with allies within 5 feet.), Earth Magic (can add up to 5d6
to attacks over the course of a battle, or add 3 from their
AC), Pike Rush (12 (2d10+2) for initial rush attack with
their pikes)]
109
4. The Secret Hall Ylissa Rummel rests, a trickle of blood coming from her forehead.
Beyond the sliding stone, a half-collapsed chamber, much similar With a fractured laugh, Timmer calls out to you.
to the vestibule in the opening chamber hall, is painted with grotesque ‘So my dear patriarch has betrayed even his own blood, eh? Well, so be it, but know
demonic figures. A single door rests within the north wall. that I will take this miserable girl with me in death as both our souls will be consumed
A cleric will recognize the paintings on the wall as the lowl demon by the darkness of the swamp, and there is nothing you can do to stop me!’
goddess Vitcoska. There is nothing of value in the chamber, and the Timmer is serious, and during this first action will kneel to slit
door to Room 6 is locked [DC 16]. Ylissa’s throat unless somehow stopped. Any offensive action against
him (spell, missile, etc.) will throw him into a bloodthirsty rage that
5. The Waiting Darkness will turn him from his assassination and cause him to rush the party
The doors to the east stand ajar, and a slip of wispy darkness plays screaming insults as he has hit the limits his mind can take.
around your boots as you pass it by. Once he is defeated, the party needs only to collect his signet ring
Within the chamber are 4 ebon tendrils that will spring out in and then navigate the swamp back to Taux to settle the feud once
ropy bands of dark ether to attack the players. The moment combat and for all.
happens, Timmer and his tome-mage will be aware of the heroes’ Timmer Vash [AC 5, HD 10+10, HP 70, #AT 3 (+4 to hit), D
presence, and the tome-mage’s dwollers will be loosed from the dais (1–6)+5/(1–4)+2 (2 rapier/1 dagger)]
in Location 8 to assist in the attack. They will arrive in round two. Treasure
Also, the tome-mage will leave his position in Location 8 and move Rapier +2, Dagger +2, 140 silver coatls, 30 gold
to Location 7 to hurl spells at the party in round three. jaguars, signet ring of House Vash
4 Ebon Tendril [AC 4, HD 7+7, HP 49, #AT 3, D 2–12 (Necrotic/ Timmer Vash [AC 15, HD 10d8+20, HP 65, Initiative +5,
Slash), +1 or better weapon to hit] #AT 3, Hit +7, Dam Rapier 8 (1d6+4), Dagger 7 (1d4+5),
Treasure Multiattack (2 scimitars/1 dagger), Parry (+2 AC against
None one attack)]
4 Ebon Tendrils [AC 16, HD 7d12+14, HP 56, Initiative 1 Tome-Mage [AC 7, HD 9, HP 18, #AT 1, D (1–6)+3, Spells:
+3, #AT 3, Hit +6, Dam Slashing Appendage 9 (2d6+2) + 6 1st (4) Shield, Shocking Grasp, Magic Missile, Charm Person; 2nd
(1d8+2) Necrotic, Multiattack, Damage Resistance: non- (3) Strength, Web, Detect Invisibility; 3rd (3) Fireball, Hold Person,
magical weapons, Vulnerability: radiant] Suggestion; 4th (2) Fire Shield, Ice Storm; 5th (1) Cone of Cold]
2 Dwollers [AC 2, HD 8+8, HP 56, #AT 3, D 1–6 (Claw x2)/1–8 Treasure
(Bite), +1 or better weapon to hit] +3 Staff, Spell Scrolls (includes all known spells),
Treasure Ring of Protection +1, 20 copper coins, 54 silver coatls,
None 8 gold jaguars
2 Dwollers [AC 18, HD 10d10+10, HP 60, Initiative +5, 1 Tome-Mage [AC 13, HD 9d8, HP 40, Initiative +3,
#AT 3, Hit +8, Dam Claw 9 (2d6+3), Bite 12 (2d10+2), #AT 1, Hit +8, Dam Staff 8 (1d6+5), Spellcasting (DC 14
Magic Resistance, Multiattack (2 Claws/1 Bite), Aversion saves and +6 to hit), Spells: Cantrips (at will) Fire Bolt,
to Flame (at disadvantage on rolls if hit by fire), Damage Mage Hand; 1st (4 Slots) Mage Armor, Magic Missile,
Immunity: non-magical weapons] Shield; 2nd (3 Slots) Misty Step, Suggestion; 3rd (3
Slots) Counterspell, Fireball, Fly; 4th (3 Slots) Greater
6. The Chamber of Ancient Secrets Invisibility, Ice Storm; 5th (1 Slot) Cone of Cold]
Upon entry a flame bursts from a shallow iron bowl held by a
dog-headed statue on the west wall. The light of the flames depict
more images of Vitcoska and her lowl priests, one of which wears the
artifact The Fists of the Onyx God…
Here is the place where the cursed artifact can be successfully
dropped without a saving throw or Remove Curse. Any character
wearing the artifact will feel compelled to drop it in the burning
bowl, and once done will feel a surge of power and strength rush
through his body. The character completing this task will receive
permanent ability increases of +2 points to Strength, Constitution,
and Dexterity. Afterward, however, he will grow an unusual amount
of body hair (nothing crazy, but notable and requires daily shaving to
avoid growing a large beard) as well as a taste for rare meat.

7. The Worshippers Salon


This massive gallery has seen better days with a half-collapsed
western wall that has filled in with earth and vines bearing dark
flowers. Three large pillars still support the roof twenty feet above,
and to the eastern side another chamber is accessed by a ten foot rise
of well-worn stone steps.
If anyone moves past the pillars in the west of this chamber, they will
be subject to the poison of the death’s kiss (see Ebon Swamp section)
which grows abundantly in the collapsed wall section of the chamber.
Otherwise, this chamber is empty, but movement through it will draw
the attention of whatever NPCs still remain in Location 8.

8. The Raised Sacrificial Dais


Upon a large raised dais of dark stone, the mad-eyed Timmer
Vash stands with blades drawn. At his feet the unconscious form of
110 A Wall beyond Fury
N
Welcome to The Patina Court Places. Below, you will find several establishments
that are well known to the locals in the neighborhood as well as rumors and possible
adventure hooks. The purpose of this expansion is to flesh out the Patina while giving
players and DMs preparing to run the events of DF1 a chance to better acquaint
themselves with the neighborhood and the NPCs they will come to know. It is my
hope that as a DM, you will utilize many of the small storylines here to allow the
players to ‘grow roots’ within the Patina and have a running start before they begin
leveling throughout the trilogy that the DF series will become.
The Gracious Arms Inn
There are arguably four ‘great’ inns set about the city of Valoria, and while the
Gracious Arms might not be the finest of those, it is in the conversation. Nestled
along Main Street west of Odin’s Way, this massive structure is home to more than
fifty staff and typically boasts upwards of one hundred and fifty travelers each night.

History
Built by the Honorable Patriarch of Dionysus, Lauren Thomas, this priestess set
about making a name for herself as a fine hostess to those travelling through the
western gates of the city. Initially just a single building, Mrs. Thomas managed to
grow the popularity of her establishment, as well as its size, over a period of nearly
thirty years. However, it wasn’t until her granddaughter, Eliza, that the Gracious
Arms became one of the city’s finest. During Eliza’s tenure, the Patina Court was
in full swing, and the wealth of its creation, as well as the trade it brought to the
neighborhoods north of the Main, quickly turned the Arms into the prime waystation
for those who came to the area.

Places of Interest
The Arms sports five buildings, including a well-appointed stable. Two buildings
are reserved for guest rooms, with the upper floors containing suites that can be
had by the week or the month. Building three, known as ‘The Eatery’, houses the
spacious dining area and kitchens that serve those coming for meals from around the
Main, guests who can have meals delivered to their rooms, and the staff of the Arms. 3. Two men in red have been running beggars off from Beggar’s Fountain. TRUE,
Building four is home to the permanent staff of the Arms, although some staff live off- these are the newest ‘elite’ enforcers of the Teller Gang (known as Crimson Centurions)
site in the Patina where they raise families. Building five is the stable, and can house and were pushed by Notorus Rexa to take Nasim and hold him for ransom from his guild.
up to fifty steeds as well as three carriages. 4. A city guardsman disappeared near Hollow Tree last evening and there was
Costs supposed to be squeaking heard from the wood after. FALSE, however, the Hollow
The Gracious Arms has an extensive menu as well as varied rooms for those Tree (located behind the Rancid Cauldron toward the Wizard’s Knoll) is a secret
having the coin to pay.
Breakfast: entrance into the lower dungeons.
Plain (porridge, toast, cheese) (1 SP) 5. Giant lizards live below the Patina and trade emerald scales to the House
Elaborate (eggs, ham, toast, gravy, sweet bun) (5 SP)
Lunch/Dinner: of Flying Daggers for weapons. TRUE, lizardmen do live below the streets of
Plain (pan-fried potatoes, breakfast ham, bread & honey butter) (1 GP) Valoria, and Ling Tuo enjoys using odd scales they bring him in the creation of
Elaborate (sweet potato pie, beef stew, soft loaf & cinnamon butter) (2 GP)
Supper: his dagger sheaths.
Plain (pan-fried chicken, hard rolls & gravy, fruit of the day) (1 GP)
Elaborate (venison steak, sweet bean gravy, baked potato & butter,
soft loaf, hot fruit pie) (5 GP)
Gaming Hooks
Spirits:
Beer, small, pint (5 CP) The Blind Leading the Blind
Beer, heavy, pint (1 SP) 1. Nasim the White Eyed leads a group of beggars that frequent the Beggar’s
Ale, pint (2 SP)
Ale, Dwarven, pint (1 EP) Fountain. Three nights ago he disappeared, and two men in red cloaks have since
Mead, pint (1 EP) been running off beggars from their territory. These men in red cloaks are actually
Mead, Urn Special Brew, pint (15 SP)
Wine, table, pint (1 EP) new Teller ‘elite’ thugs (3rd level fighters), and have been told by Notorus Rexa to
Wine, Sylph Snow Sparkling, pint (15 SP) capture Nasim and hold him in a small house just west of the Broken Warlock until
Wine, Erinthor Gold, pint (1 GP)
Wine, Valorian Ruby, pint (2 GP) the Beggar’s Guild pays him 50 GP in ransom.
Wine, Halfling’s Emerald, pint (5 EP)
Wine, Golden Lake Lilac, pint (4 GP) Seven Coppers Alley
Wine, Valorian Fireamber, pint (1 PP) 1. Seven Coppers Alley is home to the Way Men, but trouble found the gang last
Brandy, Valorian, gill (1 EP)
Brandy, Urn special aged, gill (1 GP) night in the form of Notorus Rexa and the Tellers. There are two highly confused
Orcish Hammer Liqueur, half-gill (5 GP) and angry survivors, and they are planning to attack Cano, ‘Rogue of the Scarf’, who
Lodging:
Private Room: 2 GP per night one of them saw leaving the site of the attack at the Warlock Hostel late in the evening.
Common Room: 1 GP per night The Tellers created Brawl Club to use against all the other gangs in the Patina, each
Suite: 5 GP per night (20 GP per month)
Rumors: fight observed and cataloged to gain an advantage in knowing their enemies’ combat
1. The Way Men have been recruiting from ‘over the Main’ for an upcoming clash strengths and weaknesses. This means that anyone participating in a fight at Brawl
with the Tellers. TRUE, Davick Way, leader of the Way Men, has contacts all the Club will provide ALL members of the Tellers with a +2 to hit combat bonus against
way out to the docks, where his brother is a longshoreman, and has been recruiting them. Using this advantage, the Tellers decimated the new nautical recruits of the
those sick of sailing to his cause while training them up in fighting at Brawl Club. Way Men and have scattered the gang. However, Cano was only an observer of the
2. Isildred is looking for a new mate, but only the handsome need apply. TRUE, turf war, so this last attack (which the PCs likely stumble into at the Warlock) might
Isildred has indeed felt the urge to once again procreate, but only those with a be averted if proof can be had that Cano wasn’t involved.
Charisma of 15 or higher (and a Comeliness of 15 if you use this stat from the AD&D
Unearthed Arcana) need attempt the feat of wooing her.
113
Costs
There always seem to be rooms available at the Warlock with folk coming and
going through this last rung of housing.
Lodging:
Private Room: 1 GP per week
3rd Floor Commons: 5 SP per week

Rumors
1. Folks in the parlor like to joke that Proprias the Learned is secretly pursuing
Mrs. Nuln in some long, drawn out dwarven courting ritual. TRUE, Proprias has
been after Mrs. Nuln for years, but she believes in only one marriage in a lifetime.
2. Niya, server of the Rancid Cauldron, is looking for a husband to help raise her
daughter, Katie, a girl most agree is ‘too wild’. FALSE, Katie’s father is actually
Notorus Rexa of the Tellers, and Niya hopes he will make good on his word to ‘take
them out of here’ when he gets his big break.
3. Cano, ‘Rogue of the Scarf’, is actually a drug dealer who mixes a highly
addictive drug called Dream Petal in his room. ‘You can often see him carrying in
strange herbs and roots to his room just after nightfall.’ FALSE, Cano actually mixes
poisons in his room and happily kills anyone peddling Dream Petal, which was the
downfall of his wife.
Gaming Hooks
Only for Afternoon Tea
1. Lanka the Shade likes her tea, and the more exotic the better. She often brews
tea in the parlor during the mornings she is in residence, but of late she has had a
hankering for Yellow Cap Tea, a refreshing drink made from yellow cap mushrooms
Sins of the Paladin that grow among the tombstones along the Wizard’s Knoll. She doesn’t have time to
1. One of the servers at the Gracious Arms, a lovely girl named Paya, is actually collect them herself, but would gladly pay a PC 2 GP to collect a small bag of them.
the illegitimate daughter of Sir Ulrich Bright, Paladin of Apollo. Bright nearly lost However, once among the stones, the PC will encounter a walking corpse sent by
his paladin stature by helping create the child (and only didn’t because, hey, his god is the crypt thing in DF1 to harry folks coming too close to his crypt. The corpse is a
Greek and we know how they ‘roll’), but has since paid his penance by watching over standard zombie build.
her from afar. Recently, however, Abrella of the Third Eye read the girl’s tea leaves Mrs. Nuln’s Scarf
and discovered the source of her parentage. This knowledge was recently stolen by 1. Mrs. Nuln is an old dwarf, and former wife of one of the stoneworkers who
one of Abrella’s agents in the Patina and is now being offered to the highest bidder. helped cut crypts into the Wizard’s Knoll for the Murtel Family years ago (a point
Both Abrella, determined to protect her reputation, and Notorus of the Tellers, who that the DM might use to give characters useful info later in DF1). She recently had
wants the information, are seeking the agent. The PCs are approached by Abrella her burgundy silk scarf stolen by members of the Rovers gang as she was coming
and offered 10 GP per party member if they find the agent and bring him to her back from Beggar’s Fountain (where she donates coppers to the poor humans there).
before Notorus gets his hands on him. She will offer any PC 5 GP to find the scarf and return it to her. Beggars down
The Broken Warlock Hostel at the fountain do know who among the Rovers took the scarf and where he can be
found, the party need only part with a few coppers for the info.
Home to a dozen permanent residents and half again that number of travelers, Katie’s Pet ‘Dog’
the Broken Warlock has gotten a name for itself as a place of refuge from the prying 1. Katie, the daughter of a server at the Rancid Cauldron, spends her days
eyes of the Patina, and to a lesser degree Valoria itself. A soul can get lost here if they playing in her mother’s rented room, pestering travelers for stories in the rear parlor,
wish not to be found, and for those staying at the residence it can be a slippery slope or dashing between the Warlock and the Cauldron to visit her mother. During one
when trying to engage neighbors in adjoining rooms with questions. The Warlock is of these forays she spotted (or was spotted by) one of the giant bullet ant workers that
still of solid foundation, and residents seldom complain when taking into account the have recently discovered the Rancid Cauldron’s cellar. Thinking it ‘cute’, she fed the
costs for their rooms, especially within earshot of the establishment’s owner, Alshock creature and has continued to do so from her window on the first floor of the Warlock
the Thrifty. each time she hears it hiss. Little does she realize that the creature is not unique, and
that more and more are coming to be ‘fed’ at her window, a problem that is growing
History since she is running out of food. If unfed, Katie might be next, and then the entire
Built for laborers who worked to create the largest homes in the Patina, this Warlock if a larger ‘food source’ is relayed back to the colony.
building has gone through dozens of owners before finally coming into the hands of
Alshock. By keeping his rent lower than the Gracious Arms, which sits south of the
The Rancid Cauldron
Warlock toward Main, Alshock maintains a strong business of folk clinging to the You need a very strong stomach and immune system to eat regularly at the Rancid
bottom rung of relevancy in Valoria. Clients are either moving up in the world or Cauldron, but considering many folks in the Patina would starve without meals here,
down, but the Warlock offers a seemingly safe haven to all who can pay the room rate. the tavern tends to maintain a steady business. Most information ‘off the Main’, as
the folks in the Patina like to say, can be had here, as all manner of locals mingle
Places of Interest during the three meal times of the day, or if you are on the rowdier side, the ‘spirit
Boasting two stories with a repurposed third floor loft that serves as a common hours’ when drinks flow aplenty after dark.
room, the Warlock is a microclimate of varied lifestyles and cultures pressed together
between horsehair plaster walls. Most folk carry with them remnants of past lives History
and places, so seeing trinkets from distant lands is commonplace within. The most Once the home of Gutav ArchStorm, Lama of Lightning, this old Patina Court
frequented room in the establishment is the rear parlor, a place where the more home was turned into an eatery nearly fifty years before the current date. The owner,
outgoing residents congregate during the day for talk and sometimes tea or spirits, a red-haired and fiery-tempered gnome by the name of Noxis ‘Emeraldclock’ Pike,
while in the evening it turns into a gambling hall for no more than six intrepid oversees the daily happenings of the tavern with an abacus in one hand and a tankard
hucksters with coins to spare. of beer in the other. He is a notorious miser, and many are warned to never make a

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deal with him unless it is absolutely necessary (as he does lend money from time to
time). As ArchStorm wasn’t overly wealthy (much of his adventuring coin going to
tithe at the Temple of Zeus), the building is only a single story, the bulk of which is now
the common room, and the rest the kitchen. Noxis lives in the attic, which despite low
and sloped ceilings, is perfect for his diminutive size.

Places of Interest
The common room is always a place to hear the latest rumors of the Patina, as
gossip costs less than even the stew, and often times is thicker. Noxis also has a small
room beyond the kitchen where he cooks his books and stores his treasures, or so the
folk in the front of the bar enjoy saying.
Costs
Those choosing to break their fast here are of a stronger constitution (or worse
economical condition) than most.
Breakfast: Cold Porridge (2 CP)
Lunch/Dinner: Stew (1 SP)
Supper: Stew & Bread (2 SP)
Spirits:
Stale Beer (1 SP)
Watered Wine (2 SP)

Rumors
1. The bones of ArchStorm are located in the cellar of the tavern. FALSE, but
there are no shortage of other things down there as Noxis is a proud hoarder.
2. Brigit Murtel has recently gotten engaged to an adventurer from outside
Valoria. FALSE, she’s entered into a trade agreement with a human merchant from
Urn (who deals directly with the gnomes there), but she is not engaged.
3. Abrella of the Third Eye is one of the daughters spawned from Isildred the
Astronomer’s relations with human men. FALSE, but close, she is actually the
granddaughter of Isildred, so she is actually ¼ elven blood.
4. The ‘black eyes’, a strange race of furry thieves, come to the Cauldron at night
and trade stolen goods to Noxis for uneaten food. TRUE, the black eyes do call on
Noxis on occasion, as they very much enjoy spoiled human food.
5. There are five entrances to Valoria’s sewer system in the Patina, and the gangs
use them as secret throughways to avoid detection. TRUE/FALSE, there are indeed at all. For some, that means interment into catacombs, others burial plots along the
five access points to Valoria’s sewers in the Patina, but no gangs use them for fear of Wizard’s Knoll, and for the rich dwarven-made crypts in the knoll and carved burial
running into ratmen or even worse, lizardmen. vaults above ground. To the Murtels, all are welcome, assuming you can pay.
Gaming Hooks History
‘Big’ Gram Tolb wants a fight! Legend proclaims that Lovar Murtel was a companion of Queen Anuktata when
1. One of the locals, a drunk named ‘Big’ Gram, gets surly one evening during she passed over the frosty peaks of the Erinthors against the demonspawn. Whatever
‘spirit hours’ and will challenge the largest member of the PC party to a fist fight. No the case, Lovar was bound to death, a priest of Hades, and once he retired to Valoria
matter how the fight goes, the other PCs watching will hear a few drunk locals say, he set about tasking himself the keeper of the dead. Generations without count have
“Take it to Brawl Club,” thus putting this secret fighting club into the PC’s Patina passed since he built his small shrine against the wall of the Wizard’s Knoll, and
knowledge. Note: Brawl Club IS NOT located on the map, therefore it is a secret that after centuries it has become a mortuary that has seen countless dead from Valoria’s
can be placed anywhere the DM sees fit. populous. Now, Brigit Murtel, lone member of her ancient household, lords over
The Gypsy Dancer the ‘paths of the dead’, doing what she can to continue her family’s traditions while
1. One night while dining, Brimbold Elderman the Lark begins playing a rousing bolstering what strength she can against those that would see entropy come full circle
tune with his lute. As he does so, a lovely young woman in skirts and scarves steps and at last claim the family that has so long had power over death in the city.
atop a nearby table to the PCs and begins dancing. Brimbold seems enchanted by
her, and once he’s done, tries to make his way to her, but she disappears amid the Places of Interest
rowdy folk congratulating him on his ‘best tune yet’. Distressed, he will hire a PC Murtel’s Mortuary is a full member of the Patina, its main building creating an ‘L’
for a gold piece to find any information on the girl so that he can play for her again. that shields the family compound beyond, and to the east two structures act as body
What becomes of this is up to you. preparation facilities. The ‘L’ houses a Library of the Dead which keeps extensive
Who ate the fish? lineages of the families of the city as well as viewing rooms for funerals, and a small
1. Notorious for giving folks who eat there intestinal pains, tonight’s meal of ‘fresh shop dedicated to the various accoutrements of the dead. Little is known of the family
fish stew’ has begun to set very poorly with all those who ate it. If any PC makes compound beyond, save that it is three stories and could house more than two dozen
a saving throw versus poison, they are unaffected and will quickly be approached guests at any one time. Some folk even indicate it has interior plumbing that includes
by Noxis who requests they run to the Warlock and retrieve a bottle of Estaban hot and cold running water.
Moncrief’s ‘Stomach Soothing Elixir’. He will pay them a gold piece to get the bottle Costs
and bring it back so that he can charge the sick customers 1 copper piece per drop to Burial costs vary greatly on your social station, but Murtel’s Mortuary caters to all
soothe their cramps, diarrhea, and in worst case scenarios, vomiting. types of social strata. Costs of funeral services and ‘special’ ceremonies negotiable at
Murtel’s Mortuary time of contract signing.
Cremation: 2 SP
Catacombs: 1 GP
If you’ve ever seen the walls of Valoria, then you understand how ancient the city Private Grave: 5 GP
is. Still, one gets the same feeling when dealing with the Murtel family who have Crypt (Above Ground/Shared): 25 GP
Crypt (In Hill/Shared): 50 GP
been running the ‘paths of the dead’ in Valoria since the first king took his throne. Private Crypts and Mausoleums:
The mortuary is the final stop for the bulk of the dead in Valoria who had any money Negotiable, but upwards of thousands of gold

115
Rumors various arches lead to the six surrounding pool areas. One of these is the hot baths
1. The Murtels are actually undead, and Brigit is just the latest iteration of Lovar known as the Jade Pool, which is a green marble pool that can house up to eight
Murtel’s wife Yevanna. FALSE, although Brigit is a priestess of Hades, so her patrons easily. The second, and last still functioning, is the Ebony Pool, set with
connection with the dead is stronger than most. black marble and steaming mineral water. It is the smallest of the baths and can
2. Great treasures are housed in the dwarven-made crypts, but shadows guard only hold three patrons, but is popular among those wealthy enough to enjoy the
those from grave robbers. FALSE, on both counts. The Murtels, although not Brigit, spirit-refreshing waters. This pool was blessed by priests long ago and has the ability
have stolen precious heirlooms from their crypts for centuries. Also, the rumor of to cure disease, as the spell, if a person bathes in its waters for five straight days. The
shadows was perpetrated by Brigit’s grandfather to help keep intrepid thieves from remaining four baths have been converted to living areas for the Tellers, a brothel
finding out his family’s dark secret. chamber (broken into a series of private curtained tub rooms and a reserved back
3. If you have enough money, you can ‘displace’ those who have already been chamber for more elite customers), a sauna utilizing the last remaining water still
buried by the Murtels. TRUE, money talks and the dead don’t, and if you have pushing from a dying bath, and finally Teller’s Hall, the home of the leader of the
enough, the Murtels have been known to relocate bodies to make room for new gang, Notorus Rexa.
arrivals. What happens to the old residents is anyone’s guess (although the crypt Prices
thing in DF1 might have been brought about by such practices). Common Bath: 5 SP for an hour access to the Master Pool
Hot Bath: 10 SP for an hour access to the Jade Pool
Gaming Hooks Healing Mineral Bath: 5 GP for an hour access to the Ebony Pool
Private Bath: 8 GP for a bath drawn in a brass tub in the brothel chamber
Attended Bath: 15 GP for a ‘Lady of the Helicrium’ to attend you while you bathe
The Grave Digger in the brothel chamber
1. Brigit has recently placed a post on the door of the Broken Warlock seeking a Master’s Bath: 25 GP for a ‘Maiden of the Helicrium’ (Charisma 15) to attend you
while you bathe in the reserved brothel chamber
gravedigger. The position pays 2 SP a day, and she needs the person for five days. Sauna: 15 SP for an hour in the sauna
The reason for this need is some of her staff have been lost to the crypt thing in DF1, Note:
Anyone partaking of these services is
but this is a good way for a PC to get to know Brigit. Also, Katie, the child resident considered to have +1 to their Charisma score for the next 24 hours.
of the Warlock will ask to accompany anyone going to dig a grave as she thinks that
would be ‘super cool’ to see. Rumors:
Driving the Dead Wagon 1. The Ebony Pool has special restorative properties in the water because a
1. If a PC does the grave digging for Brigit, she will offer a side job paying an priestess of a long-forgotten healing goddess died in the bath. FASLE, no priestess
addition gold piece to retrieve a body in her ‘Dead Wagon’ from the Restuss family died here, but priests did once enchant the pool to cure disease, so the part about the
down near the docks. Again, not a terribly tough task, although the PC will certainly water is true.
get some ‘looks’ along the way as people steer clear of the black wagon and horse. 2. There are three women known as Teller’s Muses who can be had for a heavy
Pallbearers for the Dead purse of gold in the private baths of the Helicrium. All of these women are said to be
2. Kaleb Hex, an ill-liked moneylender has recently died and left no family or of a level of beauty rarely seen in the Patina. TRUE, there are three ‘maidens’ under
friends. He has, however, paid for a Viking-type funeral from Murtel’s, and Brigit the ownership of Rexa that he shares with patrons of the house for the right price. All
needs six pallbearers to carry Kaleb’s body, inside a small boat acquired from the are Charisma 15 or higher.
Main boat maker, up to the high cemetery for a cremation service. She’s willing to 3. Taking a private bath in the Helicrium puts those who have crossed blades
pay 3 SP per pallbearer. If the PC that has been working for her manages to gather or fists with the Tellers at risk for their lives. FALSE, to this point Rexa refuses to
friends to help her out, she’ll also tip him/her another gold coin. compromise his business with easy reprisals, and will quickly retaliate on anyone
3. Note: If the PC completes all three of these scenarios, Brigit will be sure to offer spreading this rumor. However, that isn’t to say he wouldn’t put an end to a large
the mission in DF1 to enter the crypt. She will also, however, ask the PC to a private threat if he thought it was better for his well-being to do so.
dinner at the Murtel compound as she is weary, is looking for a friend (or perhaps
more), and desperately needs an ally as she’s just now discovering what dire deeds her
Gaming Hooks
family has been up to over the passing years. The Miserable Muse
Helicrium Bathhouse 1. Olivia the Pale, an incredibly beautiful (Charisma 17) young woman sold two
years ago to Teller for her family’s debt, has been serving Rexa as his most prized
Built even before the rise of the Patina estates in this venerable neighborhood, ‘Maiden of the Helicrium’. However, she has recently heard of the Ladies of Prophet
the Helicrium has stood longer than even Isildred can remember. The house (see Folio #9) and wishes to flee the prostitution and servitude of Rexa for liberation
itself is a large domed affair set with half a dozen large pools (only two of which among those ladies. However, she has no way out, but will try to slip a note to a
still function) and a series of private saunas and hot spring pools that still serve character (assuming they are in any of the baths) or get them a message from another
the likes of the Teller Gang. patron who knows of them, hoping they will help her.
A Child’s Pain
History 2. Milo of Main, a street urchin known about the Patina for running messages
Built by some of the first Valorians to resettle the city after Posiedon’s Cataclysm, for the shops, has fallen ill with an unknown disease. The various shop owners,
this venerable structure has served as home to priests, rebels, rogues, harlots, nobility, including Bret Bozeman of the Boat Shop, have paid for a priest to cure the boy,
the magically adept, and finally the gangs of the Patina. Its strong stone edifice, but somehow the disease was resistant to the spell. However, they have heard of the
worn-marble pools, and seemingly endless supply of fresh water keep it a favorite restorative properties of the Ebony Pool and wish to take Milo there, but the boy had
spot for any with enough money to grab an occasional bath in the court. Currently a nasty run-in with a Teller a month ago, and Rexa refuses to allow the boy entry.
run by the Teller Gang, the baths themselves range in price, and the ‘front man’ of This is a perfect chance for a negotiation, perhaps ending in a trial of combat at Brawl
the bathhouse is a human in his middle thirties by the name of Ulop the Spindle, Club, or even leading to the Scrub-a-dub-dub scenario below.
because of his extreme thinness. He greets all patrons in a stately, if not a bit creepy, Scrub-a-dub-dub
manner, and quickly sends them to whatever bath they require, even if they are 3. A water weird has somehow found its way through the copper pipes of the
known enemies of the Tellers, as business is business. Helicrium and taken up residence in the Jade Pool disrupting the Tellers’ cash flow
as the pool had to be ‘closed for repair’. The Tellers are willing to offer any of the
Places of Interest services of the bathhouse, including a Master’s Bath, to anyone who can rid the pool
The house consists of a central dome in which the Master Pool is located. This of this deadly creature.
central location is a cold water pool that is five feet deep and constructed of marble
with copper fixtures. It is here that the bulk of those who can afford service gather,
House of Flying Daggers
especially enemies of the Tellers since it would be near impossible for any foul doings Perhaps the most out of place structure in all of the Patina, the House of Flying
to befall someone with so many common eyes about. Around the central dome, Daggers looks more like a gateway to the Orient than a shop amid the standard

116
2. Tou sometimes chooses a ‘champion’ among adventurous folk in the Patina
architecture of the Patina, and even Valoria itself. Whatever the case, the ‘House’, as
to wear his weapons for free. FALSE, although Tou sometimes has provided good-
it is called by the locals, has become the only real business in the neighborhood that
aligned characters with deep discounts on his weapons (up to 65%) when he feels they
actively treats with customers from ‘over the Main’ or across Odin’s Way. Patrons
are protecting the interests of the Patina.
from all over Valoria, or at least their agents, come to the House seeking some of the
3. A lover sometimes comes to visit Tou in the evenings, and this blond beauty
finest small blades in the city, or perhaps anywhere in the world.
has been seen leaving the House to cross the Main and return to a noble estate
somewhere else in the city. FALSE, in reality it is yet another guise of Tou, who takes
History
the form of a lovely noble when he wants to see parts of the city he couldn’t go to in
Established a dozen years ago and refurbished after a mysterious fire only five
another fashion.
seasons ago, this oddly imported business has always been run by a stoic man of
distant lineage called Ling Tuo. Tuo has had his problems inside the Patina over Gaming Hooks
the years, but he has never been one to back down from a challenge, and doggedly The Distance Between
continues to do business despite any setbacks. His wares are truly an inspiration, 1. Although powerful, Tou isn’t very good with the blades he forges, especially
and often cause an envious eye among the local gangs, but nonetheless he does a those that require the art of throwing. Thus, it is difficult for him to know exactly
steady business with agents from outside the Patina looking to resell his works in how good his throwing hardware is. To solve this issue, he sometimes arranges for a
other districts. Where exactly he gets all his blades is a mystery, as certainly he forges private knife throwing contest. One such event is scheduled soon, and any character
some in the back of his shop, but most educated men know that there are too many with a high Dexterity will be invited to test some of Tou’s newest creations. The
wondrous items in his glass cases to have been created by a single man. contest revolves around throwing three knives into a target (AC 10) and tabulating
how many points the thrower manages to beat that number by. After three rounds
Places of Interest the points will be calculated, and the total points will determine the winner. Many
There are three true rooms that matter in the House of Flying Daggers along with colorful characters, some from ‘over the Main’, will be in attendance, and the winner
an assortment of smaller closets used for material storage. Room One consists of the will receive his or her choice of blade from Tou’s stock (up to +3 in enchantment).
large showroom for the products of the House. The bulk of this room is dedicated to an Daughter of the Night
assortment of Asian-inspired tapestries, scrolls, ceramics, and incense statues which are 2. Tou often goes into the city in his female guise, Kamisra Shimmer of Antaquim.
all set around twelve large glass cases filled with blades. Blades also hang on the walls on Recently he has discovered a noble event in the south of the city called ‘The Dance
peg displays. Nothing is priced, so a customer must inquire and engage in a hearty brand of the Masked Revelers’. Tou desperately wants to go, but to get into the festival
of negotiation (see Ling Tou). Room Two lies behind the showroom and comprises the Kamisra has to be escorted by a partner that can dance. Again, this adventure is
forge of Ling Tou where he works during the evenings when the House is officially closed. designed for a character with a high Dexterity (male or female, Kamisra enjoys the
(Hours are 9 AM to 3 PM.) Not many people have ever seen the forges of Tou, but some company of both) or even a bard. In 5E terms, the Perform skill will be enough to
in the dwarven neighborhoods whisper that it is finer than many noble forges in the holds catch the notice of Kamisra, and considering her 20 Charisma, there is no doubt
of Erinthor Mountains. Room Three is on the second level of the House and is the abode anyone would be happy to go to the festival with her. She will even pay for the
of Tou. No living soul has ever been invited to this chamber, although most would agree carriage ride to the event, and for the dinner once there. Dexterity or skill checks will
it would be rather large for a single man to live in alone. determine the character’s success at dancing, but whatever the case, Kamisra will be
thrilled to have company, and this ‘help’ will certainly be something Tou remembers
Ling Tou in future dealings with the characters.
The proprietor of the House isn’t really a man at all, but in reality is a gold dragon, The Scales of Justice
or in more distant circles a great kami. As such, Tou is neither woman nor man, and is 3. A little over a year ago a gang called the Maniacs attempted to burn down the
equally at peace with both sides of the sexual nature of mortals. Over the centuries ‘he’ House of Flying Daggers. In reprisal, Tou killed every member save one, Narco the
has taken many different forms, and lived in many different cities, each time finding the Slip, who managed to flee across the Main and successfully hide. Recent news of
best weaponsmiths in the lands and learning their secret techniques. When it is time that Narco has come to Tou and he wishes the man brought to justice. Tou has created
whatever human guise ‘pass on’, the dragon arranges for a funeral and then resettles in a a file on all of Narco’s foul doings and wants to release it to the authorities (his initial
new city for anywhere from 50 to 70 years. The dragon has become obsessed with blade- rage and bloodlust abated), but without Narco in custody, he fears that the Slip will
craft, and has bent his own magic to enchantment so that he can not only forge the blades once again slither away to his hiding place. Thus, he will make a covert offer to the
he wants but also imbue them with arcane power. Still, he can’t do everything himself, characters to go retrieve Narco for an astounding 100 gold pieces. Narco, a 5th level
and on some nights he will teleport to cities where he once lived and purchase blades from thief [Rogue], is currently in hiding just ‘over the Main’ in a safe-house where he is
old acquaintances or their descendants and apprentices. Currently, the dragon is at odds protected by two 3rd level fighters [Thugs]. If the party successfully captures and
with several gangs in the Patina, one of which attempted to burn down the House a little delivers Narco to the authorities, a special delivery will arrive two days later. Inside,
over two years ago only to be completely wiped out when the normally pacifistic beast Tou has prepared (using his own scales) a gold dragon scale bracer that acts as a +2
had enough. He is not pleased with the Tellers, but tries to stay out of human affairs, and buckler in combat.
rebuffs any attempts by gangs to force ‘protection’ on him. He loves to bargain with his
clients, but will employ a Know Alignment spell before all such negotiations and typically
take it easier on patrons who are of good alignment. In game terms, he has a Charisma
of 20 and will make an opposed Charisma check against a purchaser. For every point
the dragon wins the test by, he will increase the price of the item by a single percentage
point as found in the DMG or Unearthed Arcana. If the purchaser wins the test, they can
decrease the items cost in the same way.

Weapons
Weapon costs adhere to the pricing found in the DMG or Unearthed Arcana.
ANY small blade can be found here, from buckle knives to tantos, but he never
deals in anything over the length of a short sword. Butterfly knives, stilettoes, punch
daggers, ninjatos, wakazashis, and the like are readily at hand.
Rumors:
1. Some folk in the Patina insist that they have heard hissing and rumbling
from the House at night, and many insist that Tou has too deep of a connection
with the lizardmen of the Undercity. TRUE, the hissing comes from Tou when
he takes his true form at night and sprawls out in his spacious upstairs. He
also has extensive dealings with the lizardmen beneath the Patina as he feels a
distant kinship with them.
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