Vecna Reborn (2e)
Vecna Reborn (2e)
Vecna Reborn (2e)
The horrible truth behind this rapid maturation discipline so that everything moves along
most likely has something to do with the domain's efficiently to support the war against Vecna. Their
dark master and his ever-present need for troops. secondary duty is to investigate and help Lord Kas
The downtrodden folk of Tovag are not even aware find the long-lost Sword of Kas.
of this final, most hideous wrong perpetrated In order to carry out their duty, the Daggers
against them. have the power to arrest, detain, judge, and punish
whomever they wish, in whatever manner they see
fit. Only Kas himself can overrule this frightening
police force. In order to fulfill their duty, the
The wall surrounding Tor Gorak varies in width Daggers make frequent searches of citizens'
from ten to almost twenty feet thick in strategically homes, stop and detain passersby for questioning,
vulnerable areas. It ranges in height from twenty- and enforce the strict curfew. They maintain a
five to forty feet, with the taller areas rising above constant vigil against troublemakers and
the river. A trench eight to ten feet deep circles the lawbreakers in general but also for spies of the
wall all the way around, merging with the River Chained God. So far, the cult of Vecna has eluded
Tamross. Most of the time, a foot of stagnant water their grasp.
fills this trench, and moss and wet slime cover the Dagger Keep itself stands as a solid, clenched
wall, making it difficult to scale. fist of stone and mortar whose mere presence
The buildings within Tor Gorak are formed from deters most lawbreakers. The main tower has five
a dark cold stone, with thatch and wood only on levels and houses two hundred soldiers,
the roofs. These buildings are usually simple and administrators, and interrogators (though only half
dreary, albeit functional. Castle Xiphos and a few that number or less are present at any given time).
other important structures possess glass The fifty or so servants that work here all live in
windows-usually tinted with dark colors. In their own homes nearby the Keep.
addition, only these same castles and towers often The interior of the keep comprises holding cells,
boast gothic ornamentation and brooding statuary. interrogation rooms, administrative offices, record
Barracks: Within the walls, long barracks house storage (which holds files on arrests, residence
the defenders of the city, the young recruits of searches, confessions, and the like), as well as
Kas's army, military trainers, and any surplus units barracks for the Daggers and a residence for Tejen
not stationed near the battlefields. Over one the Grim, the organization's leader. Underneath the
thousand troops live in these barracks. tower lie a few secret "operation" rooms, where
Castle Xiphos: The city of Tor Gorak envelops special Daggers prepare for covert missions-
this castle, which serves as Lord Kas's home when including the infiltration of Cavitius, undercover
he resides within the city. Sheer rocky cliffs rise work (often entailing disguises) spreading
above the hills here, and atop the peak stands the misinformation, and even stranger duties.
actual fortress of Castle Xiphos. Only one narrow While a large stone plaque in front of Dagger
path rises up from the city, leading to the fortress. Keep enumerates the laws of Tovag (even though
Boasting over three hundred rooms, one the citizens are not allowed to learn to read), one
hundred fifty servants, and two hundred guards, law covers all contingencies: The words of Kas are
this vast bastion presides over the city like its supreme, and the Daggers speak with his voice.
master over the populace. From anywhere in Tor Gates: One major gate and one minor gate
Gorak, the subjects of Kas can gaze upon his provide access into this defense-oriented city.
citadel and know that his power is supreme. Each has a metal-bound, hardwood drawbridge
Clutch of Vecna: Worshiping in utter secrecy, that provides access over the ditch that surrounds
the cult of Vecna operates their hidden temple the city wall. Each set of gates closes at night and
within a burned-out stable. Vocar the Obedient opens for no one without direct orders from Lord
serves this cult as high priest and leader. A Kas himself.
wicked, cruel man, Vocar favors the use of Larossa Baru: This unique woman silently and
terrorism to weaken the spirits of Kas's people, subtly guides many events within the city. Many of
thereby strengthening the efforts of his master. the people of Tor Gorak look at Larossa as a
Dagger Keep (The Sheath): Located near the leader-not a military leader or someone of power
base of Castle Xiphos, this fortress serves as the but as one who gives useful advice and provides
headquarters for the Daggers, the law enforcers aid to those who need it most. To accomplish this,
within the city. These warriors are charged with Larossa has built extensive connections
watching over the city and maintaining order and throughout the city. Everyone knows Larossa, and
CrrAPEL CAVlrlus
A major confrontation or battle with undead
he only city in Vecna's realm is the creatures within Citadel Cavitius can be disastrous
skull-shaped Citadel Cavitius, which for visitors. The city's streets occasionally are
serves as a home for ten thousand patrolled by creatures called Reavers (not to be
people and approximately five confused with the aquatic humanoids of the same
thousand undead beings. Dim, skull- name). These powerful, armored skeletal warriors
shaped lamps light the streets of this city. Although ride skeletal steeds and carry large scythes.
these lights seem to burn eternally, they do not If a Reaver comes upon a fight between the living
offer nearly enough illumination to suit the tastes of and the dead, it slays those living fools who would
the living. The lamps leave many areas of shadows dare strike Vecna's Favored. Curiously, if a Reaver
and darkness for the undead spirits to hide, watch, so much as comes upon the site of such a battle
and occasionally lash out upon the unwary. Even that occurred within the last six hours, it stops and
the ceiling high above serves as a roost for darting examines the area. After just a few minutes, it can
shadows and creeping specters. track the living creatures wherever they have gone
and punish them with death. Battles between living
creatures do not interest them, although they do
The Livinga.nqthe Pea.q seek to stop battles between undead beings in order
The corporeal undead in Citadel Cavitius, dressed to maintain a semblance of order. Thus, the
in elegant robes with large hoods, stride confidently intelligent undead of the city usually keep their
down the city's streets. Noncorporeal undead stick battles secret whenever possible.
to the plentiful shadows and dark areas of the city,
silently making their way through the streets on Reaver: AC 2; MV 9; HD 7 +3; hp 39; THACO
their own unknowable errands. The ragged living 13; #AT 1; Dmg 1d6+ 1 (scythe); SD spell and
folk fear them both, knowing that to get in their way weapon immunities, cannot be turned or
spells certain doom. Life seems to have no value controlled; SZ M (6' tall); ML fearless (20); Int
here-but unlife is another matter. high (13-14); AL LE; XP 1,400.
Notes: Reavers are immune to cold and charm, sleep,
and hold spells. They can be hit only by + 1 or better magical
The Living weapons.
Though the living inhabitants fear the undead,
they do not necessarily serve them as slaves or
Skeletal Steed: AC 7; MV 18; HD 3+1; hp 16;
serfs. While the undead are definitely Vecna's
THAC0 17; #AT 3; Dmg ld6/ld6/ld4 (hoof/
favored, they simply ignore the city's living
hoof/bite); SA breath weapon; SD spell and
population for the most part. In fact, as long as
weapon immunities; SW turned as wraiths; SZ L
they avoid any sort of entanglement with the
(8' tall); ML fearless ( 19-20); Int non (0); AL N;
undead, the people of Citadel Cavitius enjoy a
XP 270.
better life than their counterparts in Tovag-at Notes: On the second round of battle, and each round
least in some ways. thereafter, a skeletal steed can breathe a noxious gas. All
Though the people of Cavitius have no access within 5' must save vs. breath weapon or be immobilized for
to luxuries, the Fingers of Vecna are less invasive 2d4 rounds.
Skeletal steeds are immune to charm, sleep, and hold
than the Daggers of Kas. If one can keep out of
spells. They also suffer no damage from piercing weapons,
the way of the undead, one can manage to eke cold, and fire. Edged weapons inflict only half damage.
out a tolerable existence in Cavitius. Of course,
living amid such horrors and such fear drives
many of the people in Citadel Cavitius to
depression or even madness. Many take on
Ma.gicin the Cifa,qel
characteristics and even appearances of Vecna's Magic, beyond that used by the Maimed Lord's
Favored. Thus, they grow sallow and gaunt, and own priesthood, is strictly forbidden in Citadel
they value strength of force over most other Cavitius, posing quite a problem for many travel-
virtues. In short, outsiders find them an ers. Despite Vecna's confidence that none of his
unwelcoming and distasteful people. undead lords can ever truly challenge him, he
knows that if there exists a way to undo his current
position and power, it would be through magic.
CitadelCavitius
A
Slone -Gate
Heads~~}
·, ,·.
:.--- Roadway of the Brethren
10
his adventure begins as the Mists of The damp, muddy road you travel on is rutted
Ravenloft transport the characters to and rough. Old wagon tracks and boot prints fi.11
the Burning Peaks during one of their with murky water as it makes it way through the
many journeys. It would be best if the mountainous terrain. Eventually, however, your path
characters were already traveling joins with a major roadway, paved with flagstones.
through mountains (making the shift less jarring), Soon aft.er,a break in the trees reveals that you are
but the Mists can surround them on any deserted not alone on the road, as you had believed. Ahead,
path. When the Mists come for the heroes, read or you see the lone figure of a small blonde woman trav-
paraphrase the following text: eling in the same direction, leaning heavily on a
wooden staff with each of her weary steps.
)I-•<-? • 52. ◄• ,-..G • c5••◄•
The dread fingers of night drag away the day
faster than you would have suspected. With the ad- Since Marit moves so slowly, the characters
vent of evening come cold misty tendrils that worm should have no problem catching up with her. As
their way between trees and rocks until you can soon as they are close enough to see her dearly,
scarcely see each other, let alone the path. None- they can immediately tell that she is heavy with
theless, before you tire of your journey, the moun- child. Her youth and attractiveness are concealed
tain path gives way to a still lake, its smooth surface somewhat with her shabby dress and grimy
gleamifig in the rumors of moonlight that whisper appearance. She has a small ring of beaten copper
their way through the fog. Strangely, you know of on the third finger of her left hand, the only
no lake near the area in which you were traveling. decoration she wears. If the heroes approach, Marit
}"t ··;-=-~~-,_-=
1_4-s-
--
~:;A~~~
Anyone who examines him closely, however, The wolves have killed a large bull elk and soon
discovers that these wounds are not normal by any begin tearing it apart with their savage teeth. Tovag
means. They are filled with greenish ooze and is a dangerous place, where the strong rule, preying
surrounded by small blisters. upon the weak.
Of course, if the player characters linger too long
watching the wolves, or interfere with them in any
f eeqing frenzy way, the animals savagely attack. If the characters
Further on, the heroes encounter a pack of wolves. kill more than two of the wolves, the entire pack
Rather than posing an obvious threat, however, these flees into the shadowy trees. If you desire, however,
wolves have already claimed their prey. To begin this the predators might return for another attempt at
encounter, read or paraphrase the following text: the traveling characters.
•
As you travel through this area, you notice the
A: "Our own master is the great Lord Kas. He has
no love for us, but he's much better than the
flayer of souls that we struggle against."
heavy sound of silence. The world holds its breath
here, for no beast or bird calls out to its own. If the heroes try to help these men, they
Because of nature's stillness, there is no mistaking discover that the wounds are grievous and
the sound of mankind that violates it. From ahead, strange. Those making their way forward note a
you hear cries of pain and anguish. horrible defilement of the wounds, manifesting
• c5•s ◄ I
in bloated blistering and a yellowish bile that
accompanies the flow of blood. These men
were all infected with an unnatural disease by
Any hero that moves in to investigate discovers one of Vecna's terrible war machines (described
a small group of soldiers resting beside the road. on page 37), resulting in an extremely painful,
These men wear the crest of Tovag (a black sword prolonged death. Priests attempting to use
on a red field-a symbol most likely unfamiliar to curative spells find their efforts fruitless. The
the heroes) on battered breastplates and shields. taint upon these poor soldiers keeps the
Ten of the men are battered, bloody, and a little wounds from healing. Only a cure disease has
mad; the other two are dead. For the last twenty any effect.
hours these soldiers battled against the forces of Before he dies, Brek conveys to the
Vecna, which are attempting yet again to drive their characters the following clue about Vecna's
way into this neighboring domain. identity: "Only through the efforts of brave
One of the soldiers sees the characters and calls protectors will the evil of the Chained God be
out to them in a language that they probably contained." Still, only those players who know a
cannot understand: "Help us, good sirs, for the grip good deal of lore regarding Vecna and Kas ( or
of death tightens 'round our weary necks!" As the knowledge on the recent discovery of this large
characters approach, it becomes obvious that these Cluster) should have any idea what they are
soldiers are in their death throes. dealing with at this point. In fact, many will be
If Marit travels with the heroes, she immediately confused at the multiple references to a
rushes forward to speak with the living soldiers "Whispered One," a "Maimed Lord" and a
(though she again refuses to acknowledge the "Chained God." That is not a bad thing; this lack
presence of the dead soldiers in any way). She asks of knowledge should serve to heighten the
them about her husband, but none of them know suspense without hampering play.
anything about him. If the soldiers cannot verbally communicate
If the player characters come up with some with the heroes, they attempt to use gestures to
means of communicating with the men effectively, indicate that there has been a battle, and the
they quickly learn that the soldiers have been in a direction from which they have come. If the
terrible battle. The soldiers' leader, Brek, answers characters effectively communicate something
any questions that the heroes have as best as he with gestures, the soldiers respond if possible,
can, but he does not know much beyond the basic but they are fading fast. Despite the lack of a
lay of the land, the evil of Vecna (whom he will never common tongue, it should be no mystery from
name), and a few details of life in Tovag. As for the the insane ranting and cries of pain that these
battle, he can give the following information: soldiers have been through a harrowing battle
and now they are dying (much like the soldier
Q: Who attacked you? the heroes found earlier). It should be obvious
A: "The forces of the Whispered One. He strives to that some terrible force awaits nearby, able to
invade our land, Tovag," he says, pointing in a inflict horrible and unfathomably vile wounds.
•
The figures around Marit move with the speed of
serpents. Their leering faces are painted to look like
one-eyed skulls, and they carry large knives with
rune-covered black blades in their gloved hands .
•
During the confusion, one of the cultists
accidentally cuts Marit with his weapon. At that
point, the others immediately cry out in anger. The
nearest one turns and kills the offender with a
single blade stroke. Then, they all turn and attempt
to flee, leaving the body of their fallen comrade.
Any soldier healed by the heroes immediately If any of the cultists are captured, they refuse to
wants the heroes to aid his companions. If they talk. If some sort of mental telepathy or magical
cannot, he goes to speak to the other soldiers compulsion is used, they reveal only that they
privately. Knowing the fate that awaits them, the were sent to get Marit and return her to Tor Gorak.
dying men will ask him to put them out of their Most importantly, they were not to harm her,
misery. If not stopped by the heroes, he will say a because she has been chosen for a very
short prayer over each one and stab him in the important task.
heart, ending his pain forever. Marit is, of course, visibly shaken by the ordeal.
She has no idea that these fanatics are linked in
theCity
}.lea.ring any way to her uncle. She does murmur the name
the "Whispered Lord" several times though.
The night before the heroes reach the city of Tor
Gorak, they encounter several cultists of Vecna.
These fanatics have been sent by Vocar to locate
Moving 0n
Marit and bring her back. When they discover that At this point the heroes probably proceed on to
she travels with a group of strangers, they try to Tor Gorak. When they reach the city, continue
quietly abduct her and return to the city. Thus, they the adventure with "Scene Two: Strangers In a
wait until she separates herself from the party Strange Land."
momentarily and then grab her. If she is never left If for some reason they choose not to go to Tor
alone, they eventually become frustrated and try to Gorak, Marit can suddenly become very irrational.
grab her anyway. Either way, she becomes startled She insists that she must return to her uncle's
and makes enough noise to attract the attention of home immediately. Most heroes should then agree
the heroes. to escort her to town.
SCENErw0: 8TRAN~ER.6 this point, even his excuse is a clue that he is either
lying or he is an outsider: Residents of this domain
lN A 8TRAN~E LA.NP cannot read or write! If the heroes attack Vocar or
otherwise cause any trouble, he calls the Daggers,
hen the heroes arrive at the city, no and a patrol shows up in only three rounds.
special reception awaits them. In fact, Vocar's statistics appear on the inside cover.
if the characters do not make
spectacles of or draw attention to
themselves, they should be able to
The Pa,ggers
enter the city without much fuss. Although those that are smart will try to avoid it,
The gates stand open during the day, although a newcomers and long-time residents both eventually
number of guards watch over those that pass encounter the city's cruel authorities, known as the
through. Farmers and merchants from the Daggers.
surrounding hills come into the city with various If the characters do draw attention to themselves or
wares (mostly foodstuffs), so visitors within the city (even worse) announce that they are outsiders to the
walls are not uncommon. domain of Tovag, the guards detain them and alert the
Daggers. If the heroes brought one of the soldiers with
them, he immediately reports their presence to the
guards. The soldier does not do so out of malice, only
When they arrive in town, Marit wants to immedi- out of a drummed-in sense of duty.
ately return to her uncle's home to rest after her
long journey. Vocar appears extremely excited
upon seeing her. Still, he does not invite the heroes
into his home.
When it becomes apparent that the heroes do
not speak the local language, Vocar immediately
casts a tongues spell and thanks them profusely for
returning his "dear" niece. If asked, he reveals that
Marit's husband died several months ago, and that
she sometimes "forgets" these details. He pretends Although the Daggers can apprehend anyone,
to be quite sad at his niece's plight, though in truth anytime they see fit (and sometimes abuse this
he cares about her only because of her role in his power wantonly), they are charged with maintain-
master's rebirth. ing order and looking for the Sword of Kas. Thus,
Yocar is extremely interested in the heroes they normally arrest criminals, question potential
themselves, asking lots of questions about their troublemakers, and watch for looming threats
origins. Of course, the arrival of newcomers could against the city.
prove extremely helpful in the upcoming rituals. Nothing makes the Daggers more suspicious
Vocar also directs the heroes to the local inn, than outsiders, both for their potential to cause
Lefty's (mostly so he can keep tabs on them). harm and their possible knowledge regarding the
The hero with the highest Wisdom can attempt a Sword of Kas. (Like their raving master, they
Wisdom check with a -6 penalty to notice a thin believe that the Sword of Kas is the most powerful,
black smudge along the edge of Yocar's face. most important magical artifact in the multiverse
(Perhaps it is the remains of black facial paint?) If and that everyone has heard of it.) Outsiders are
asked, he claims that he must have gotten ink on those from beyond the borders of Tovag, and until
his fingers earlier while writing a letter and smudged proven otherwise they are assumed to be from the
it on his face. Though the heroes do not know it at domain of Cavitius (since it is usually the most
accessible)-which means they are spies or agents Again the language barrier forms a problem,
of Vecna and deserve nothing but death. though by this time, the adventurers are ready for it. If
Flamboyant clothing, nonhuman features, and they are able to communicate with the Daggers, they
obvious avoidance of military service quickly mark quickly learn that the soldiers are the highest author-
one as an outsider. Wise newcomers lay low, ity in the city, representing Lord Kas himself. The
disguising those traits that easily separate them Daggers want to take the characters to Dagger Keep
from all others on the city streets. Wiser still are for questioning, and if the player characters refuse,
those who avoid lingering in the open streets at all. they are placed under arrest as suspected spies.
Unless the heroes take these precautions, the The Daggers outnumber the heroes by two to
Daggers fall upon them within hours of their one, so fighting is probably not a wise move. If they
entrance to the city. Read the following text: do attempt to battle their way out of the situation, a
force of ten more Daggers arrives on the scene in
~ .e . C:2.1 ◄• eight rounds. If the characters choose to flee, the
soldiers give chase.
Though you had not noticed him before, a man
with charcoal-colored clothing over dark met.a.Iarmor
approaches you. Sounds of weapons quietly drawn Dagger, hm (sometimes hf), F4 (2 per hero):
from sheaths reach your ears from all around you as AC 4 (chain mail and shield); MV 12; hp 31 each;
the shadows of the street produce more darkly THAC0 17; #AT 1; Dmg ld8 (long sword) or ld4
garbed soldiers. Each has a dark dagger-shaped em- (crossbow); SD 58% chance to hide in shadows;
blem on his left.breast and a similar such mark SZ M (5'-6' tall); Int avg (8-10); ML elite
burned onto his right cheek. One of the soldiers (13-14); AL LE; XP 175 each.
speaks in a cold, rational tone, but his words carry
no meaning for you.
Dagger Captain, hm, F6: AC 4 (chain mail and
► •e; • c5•z ◄ shield); MV 12; hp 45; THAC0 15; #AT 1; 0mg
ldB (long sword) or 1d4 (crossbow); SD 62%
chance to hide in shadows; SZ M (6' tall); Int
Dagger Keep (Main Tower) very (11-12); ML champion (15); AL LE; XP 420.
~nferrogajion
C • holding cell If the outsiders choose to acquiesce and go with the
G • guard station Daggers, they are relieved of their weapons and
,~--1---:iJ...IJ ...... --1-..-":.I I ~ interrogation room
0 ~ office
taken to the Sheath. The map of Dagger Keep
shows three questioning rooms. The soldiers take
the characters to one such room, where a team of
three interrogators grills them with questions. At
this point, read or paraphrase the following text:
~·@ • C). ◄•
You enter a small, dimly lit chamber. The war-
riors escort you to a few crude chairs situated in the
center of the room. From there, you can make out
three distinct shapes in the shadows of the room-
human figures in dark, Loose-fitting clothing.
► •e; • c5' ◄ C
G What do you know of Cavitius? ate or strike out at their jailers. When this happens,
G What do you know of Tovag? it begins to look like a standard melee situation.
G Do you mean harm to Lord Kas? However, this is not the case. Let the heroes go
G What do you know of the Sword of Kas? through one round of combat with their captors (the
three interrogators and one guard per hero).
As the questions are answered, the interrogators At the beginning of the next round, however, the
listen to the answers and watch those answering very Dagger captain steps into the room and shouts for
carefully to determine if the speaker is lying or trying his men to halt. The Daggers all stop fighting,
to hide anything. Most Daggers assume that every- though they watch the heroes warily and block any
one is hiding something, so suspicions rise easily. attacks made by them.
If the heroes cannot understand or speak to the If the heroes turn to look at the captain, read or
interrogators, then these Daggers become ex- paraphrase the following text:
tremely angry. They believe that the heroes are fak-
ing ignorance of the language, either to make a
mockery of them or to keep the information they
have a secret. The interrogators then begin shout-
•
Beside the captain who led you to this keep
ing and ranting at the heroes, maybe even striking stands the wrinkled, emaciated frame of the oldest
them with their hands. man you have seen so far in this forsaken city.
Despite his stooped back, this man seems to stand a
head taller than all those around him. His unwaver-
Interrogator, hm, 0-level (3): AC 1O; MV 12; hp ing eyes gaze sweeps across the room quickly, tak-
5 each; THACO 20; #AT 1; Dmg ld4 (dagger) or ing in the scene before him calmly. The captain
ld4+2 (hot iron); SD 50% chance to hide in seems extremely uncomfortable, however.
shadows; SZ M (6' tall); Int very ( 11-12); ML avg
(8); AL NE; XP 35 each.
•
This man is Virianis, and he came to the Sheath
to demand the release of the heroes. Virianis is an
If the interrogators are given the impression that extremely wealthy man, and he runs the local
their prisoners are lying, they order the guards to Madhouse. Though the Daggers would dearly love
take all but one or two to the holding cells located to shut down the asylum and terminate those in-
nearby. The remaining prisoners are bound to their habitants that have nothing to contribute to the war
chairs by strips of metal wire while a servant wheels effort, Virianis has thus far been able to stop them.
in a cart covered in glistening surgical-like tools- Virianis heard how the heroes found Marit and
knives, scalpels, cleavers, awls, hooks, forceps, escorted her home, so he has come to return the
and other sharp instruments that the victims have favor. As head of the Madhouse, he takes a
never seen (though their uses are obvious). A small personal interest in all of his residents, and he
brazier of white-hot coals is lifted from the lower developed a fatherly affection for that particular
shelf of the cart and set before the torture victims young woman. Thus, in exchange for their kindness
so that they can watch as an iron is placed within it, to her, he decided to help the heroes by arranging
getting hotter and hotter. for their freedom.
The torture of the victims proves surprisingly Virianis has convinced the Dagger captain that
short and more psychological than physical. The the heroes work for him as caretakers and that he
Daggers believe that torture is the ultimate has already checked their backgrounds thoroughly.
truthsayer, and a prisoner that does not reveal Unless the heroes have somehow convinced their
anything of value under torture truly knows captors that they are important or hold vital secrets
nothing. While a little shortsighted, this belief stems (both extremely foolish actions), the captain
from the fact that the Daggers interrogate and releases the prisoners into Virianis' custody so that
torture so many victims that one seems as useful they do not have to worry about them any longer.
as the next; none deserve special attention. The captain immediately orders his men to
withdraw and follows them out of the room. The old
man (who is forty-three, so he looks to be in his
0bstructing ~sfice mid-eighties) then motions for the heroes to follow
At some point during this procedure, the heroes are him, stopping to let them retrieve their belongings
bound to become angry and either refuse to cooper- before leading them out of the keep.
~ .ce • 'f>. ◄•
their lives. This breeds fear among most but rebel-
lion among others. One woman dedicated to helping
others, particularly those wronged by Kas's bullies
You hear a voice in your head that speaks in a or the other injustices of the city, is Larossa Baru.
language you can understand. Somehow, you know If the player characters find themselves weapon-
that the voice comesfrom the gray-haired man into less, tortured, and alone after a stay in Dagger
whose custody you have obviously been released. Keep, Larossa and her son Dellis find them and
"/apologize," his mental voice says, "for any pain or invite them to their home. This plain, middle-aged
inconvenience that you might have endured there. woman has recently encountered a few visitors
Such, I am afraid, is the way of Tor Gorak." from the Core, so she has learned a tiny bit of
Balok and Darkonese. (If necessary, you can sub-
~•G • ci' ◄• stitute more appropriate languages.)
Dellis is simpleminded but goodhearted. He does
Virianis goes on to explain that he cares for not speak, but he and his mother seem able to
some of the less fortunate souls of the city, in a communicate well enough through hand signals.
place given the unfortunate name of the Madhouse. He has lived with his mother since being wounded
The Daggers have released the heroes into his care, in battle, leaving him a severe limp in his left leg.
thinking that they work for him. Larossa has taken it upon herself to help those in
If the heroes inquire, Virianis can give them basic need when she can, whether they are her fellow
information about Marit or the Daggers. However, citizens of Tor Gorak or obvious newcomers. After
he knows very little about Vecna (whose name he the meal, she offers her guests a place to sleep
will not speak) or Marit's uncle. Virianis's stats (and they are even welcome to spend a day or two
appear on the inside cover. afterward) and a meager selection of weapons to
replace any taken by the Daggers.
The stats for Dellis and Larossa appear on the
~lea.se inside cover.
If the heroes ultimately reveal nothing of interest
to the interrogators and do not become violent or
belligerent, they are released, albeit weaponless,
WhttLarossa,lCnows
with a warning to stay out of trouble. If the Larossa can answer any questions the heroes have
prisoners do seem to be valuable sources of regarding the city, the Daggers, Lord Kas, or what-
information, the Daggers hold them in their cells ever else, assuming that she would possess such
for as long as they see fit (perhaps requiring an knowledge. She knows little more than the common
escape attempt). inhabitants of the city do, but even this knowledge
Unfortunately, they do not meet Virianis if this can help an ignorant newcomer. Like most others,
happens. Thus, they will have to encounter him she does not utter the name of Vecna, nor does she
later in the adventure. tolerate others that do so, for fear of his wrath-or
the wrath of Lord Kas, who despises him so.
Shelter Larossa reveals the nature of life in Tor Gorak,
and although she seems to assume that it was not
Most people in Tor Gorak live in fear of the local always so grim, it has been this way for a long, long
law enforcers. Thus, if the heroes try to get a room time. She knows the laws of the city well. Larossa
at Lefty's (the local inn) after their run in with the can provide her guests with information regarding
Daggers, the innkeeper claims to have no space. If the Daggers (the location of their keep, their leader's
they have already rented a room there, they are name, their ruthlessness and corruption), the ever-
politely asked to leave. present war with the forces of the Whispered Lord,
However, if they met up with Virianis, he directs and even Cavitius ("a barren realm of death and un-
them to the home of Larossa Baru. If they escaped death, ruled by the sorcerous power of its dread
from the Sheath or were released by the Daggers master"). Of Kas, she states only that he is a mad
(and thus never met Virianis), however, the player lord that rules haphazardly, more focused on his war
characters must encounter Larossa on their own. and finding his treasured sword.
• c5•r ◄
Larossa, he possesses little compassion. Although
he realizes that his status as loreward requires him to
share the knowledge he possesses, he dislikes deal-
Larossa can communicate with her son very well ing with people. He provides no common knowledge
despite his inability to speak. It takes her little time that visitors could obtain elsewhere (such as infor-
to learn that the finger was hung on her door. Since mation about the city, the authorities, or Kas).
•
You see a young man with tousled brown hair
the young Madhouse resident talk to the soldiers for
just a few short moments before they grab him
roughly and begin to drag him in the direction of
and unkempt, mismatched clothes, muttering to Dagger Keep. Dast goes peacefully, for he believes
himself as he walks down the street in front of you. that he is being taken to Kas. If the heroes do not
You immediately see that he (Its the description intervene quickly and rescue Dast before they
Virianis gave you! reach the Sheath, they have to break him out of the
Before you can approach, however. three war- jail, a difficult task at any time.
riors, dressed in a manner all too familiar, fade out Taking Dast Home: Though the heroes have just
of the shadows and move toward him. The Daggers rescued him from an unpleasant fate, Dast does not
seem to have found Dast mere moments before you want to return to the Madhouse. He still demands to
could get to him! see Kas, and his shouts and questions attract a lot
announces that his research bore fruit, at least to fill them in on the commonly known facts: Vecna is
some degree. an ancient lich (and perhaps even a minor god);
One of his books mentions the "Three Words," he rules the land of Cavitius and seeks the
which must be spoken as part of three separate destruction of Tovag and its ruler Kas (who was
rituals. His manuscript refers to a Book of Inverted once his lieutenant); and he has threatened the
Darkness, in which all three rituals are supposed entire world in the past with his evil schemes, so
to be described. Unfortunately, he does not there is no reason to believe that he might not do
know exactly where this ancient tome can be so again. More details Banquo does not have or
found. He has narrowed the search down to two will not share. Further, he holds no proof that
places, however: the Library of Kas and the Vecna or his servants are involved at all. He
Shadowed Room. suspects Vecna only because he knows of no other
Banquo cannot hide his excitement at the wizards in the area powerful enough to control this
prospect of someone going in and finding what lies type of magic.
inside these forgotten troves of lore. At the same If the player characters learn the secrets behind
time, however, he has no intention of going himself. this ritual, they might not only be saving their own
He dislikes danger, and this is a very perilous lives but the lives of everyone in Tovag. Banquo
undertaking. himself gladly offers to return the favor ( assuming
At this point in the conversation, Banquo also he gains access to any information gained) in any
thinks to point out that the player characters' lives way he can.
are in great danger. According to his research, the
ritual involved with this mysterious Word apparently
has something to do with "the blood of an outsider."
Moving 0n
This almost certainly applies to the characters. When the heroes are ready to leave, Banquo gives
Banquo also believes that while the adventurers them some advice about their expedition. If they
might be the targets of the rite, the ritual itself are going to the Library of Kas, he suggests that
spells a far-reaching doom for Tovag and the they go at night, when few can see them approach
surrounding lands. If this ritual has something to do and force open the door. Of course, this violates
with Vecna, its dark goals may know no bounds the curfew regulations, but the adventurers should
at all. avoid the Daggers at any cost anyway. In this case,
continue the adventure with "Scene Four: Library
of Kas."
J'heJ'l~ces J'heySeek If the heroes have decided to go to Cavitius, he
Banquo knows little about the Library of Kas, but warns them about that terrible domain: "Once
he does know its location. The library, according to within the realm, keep to the roads, for those that
the book he now holds, is located behind an wander into the desert, known as the Ashen
antiquated iron door in the base of the towering Wastes, eventually wither and die. Lastly, getting
foundation of Castle Xiphos. No one of Banquo's into Citadel Cavitius is not a hard task. No guards
acquaintance has ever investigated the door or keep out visitors or travelers. However, there exist
known anyone else who has. In fact, the vast dark forces and evil entities that keep people in.
majority of Tor Gorak's citizenry has probably Plan ahead of time regarding your escape." In this
never noticed it. As for the Shadowed Room, case, continue the adventure with Act Two: The
Banquo knows even less. His books reveal only Clutches of Vecna.
that it is located somewhere in Citadel Cavitius. Further, if the heroes travel to Cavitius rather
Banquo explains that the Book of Inverted than the Library of Kas, they miss the second
Darkness most likely exists in scroll form, and the encounter with Vecna's cultists. Because they need
legends say that the tube is stoppered with a red the blood of an outsider, the cultists attack the
jewel as big as a man's fist. Although there may heroes after they leave the city instead of outside
be many scrolls and books in the library, all of the Library. Their tactics and stats appear on
them invaluable, this is the specific tome that pages 31-32.
they need. Like Banquo, Larossa does not accompany the
player characters, but she helps them in other
ways, providing food and other supplies.
Veen.~ Whenever the expedition sets out, Zarenival
At this point, if the player characters have not and Cochort follow as before.
learned much about Vecna, Banquo will grudgingly
fo befold.
(Chere are somesecrefswhichdo nof permit fhemsefyes
-Edgar Allen Poe
The Man in the Crowd
F0UR.:
Sc:ol'Ui
successful open barred doors roll or inflict 150
points of damage upon the door.
rf{E LIJ3RARY
0f Ms IntotheLibrary
n this scene, the heroes delve into the When the heroes finally open the door and step into
mysterious Library of Kas. If you wish, the passage beyond, read or paraphrase the
the Daggers might make a sudden following text:
appearance, leading to either a fight or
a great deal of hiding and tension. A ,.. .{:) • C). I ◄
typical nighttime Dagger patrol consists of eight
soldiers and a leader, but at least two of the Beyond the door, a narrow passage stretches
Daggers skulk in the shadows out of sight in order into the darkness. The smooth stone walls glisten
to sneak up and catch foes unaware when with moisture and slime, and water collects on the
necessary. Stats for Daggers appear on page 18. floor in small puddles. Except for a distant dripping
In the western side of the rocky outcropping that sound, nothing disturbs the absolute silence in this
holds Castle Xiphos, an ancient iron door keeps place.
the people of Tor Gorak from the secrets on the
other side. Behind this innocuous, apparently
unguarded door lies the Library of Kas. However, it
•
is guarded by an ancient horror sequestered away The passage beyond the door goes straight into
by Lord Kas himself. the rock. After about forty feet, explorers come
When the heroes near the door, read or upon a twenty-five-foot-wide shaft descending
paraphrase the following text: down into the earth and then upward toward the
castle above. When the heroes reach this point,
)i,a .s> • C)., ◄. read or paraphrase the following text:
J'heLibraryQu~qia,n.
In ancient days, when Kas served Vecna as his
lieutenant, the decadent Kas kept a harem of
concubines and sired many children. Despicable to
his very core, when his children reached an age of
maturity that prompted Kas to see them as rivals,
he slew or imprisoned them forever. One such
offspring was a son named Narek.
At a very early age, Narek learned sorcerous
skills. So great was his aptitude that even Vecna
noticed and commented on his potential, granting
him a few treasures and tomes in hopes of making
Narek a powerful and useful servant. Jealous of
this obviously preferential treatment, Kas went into
a hideous rage and imprisoned his son in a
tomblike vault along with these gifts. Narek thus
disappeared, Vecna paid the event little heed, and only a momentary glimpse of his tendrils and eyes
Kas's son was forgotten. before being snuffed out. Still, even this glimpse
Inside his prison, Narek attempted to use the could require a fear check. If a magical or
spells and rituals found in the tomes, hoping to free otherwise inextinguishable light source illuminates
himself. Unfortunately for him, the spells were more the Thing, the sight of it could force players to
powerful than he could yet control, despite his make horror checks. To maximize the horror of the
promise and potential. In a catastrophic magical situation, the upward movement rate for the Thing
mishap, the young would-be mage transformed can vary. The players should realize that it is
himself into some horrible ever-muting beast. coming and try to hurry around the ledge to get
Narek has become insanely evil during his past before it arrives.
imprisonment (and considering his parentage and Falling: Obviously, the one-foot-wide, slippery
environment, he probably started out fairly twisted ledge makes it difficult to hurry, particularly under
and corrupt). He gleefully destroys anything or pressure, requiring a Dexterity check. Those that fail
anyone that he can get a hold of. This presents the check slip and begin to fall. Any heroes nearby
anyone wishing to get at his treasure trove, are allowed a Dexterity check to grab and save their
incorrectly known as the "Library of Kas," with a companion, and the falling character can attempt
real challenge. one more check to try to grab hold of the ledge.
First Encounter: When the heroes reach the At this point, you may want characters to almost
shaft, the thing that is Narek detects their presence fall, only to be saved at the last moment. This sort
and begins dragging itself up toward them. Because of occurrence serves to heighten the horror both
it has to travel ninety feet, the Thing takes quite now and in the encounters to come.
some time to reach the heroes, or even come Falling characters drop into the mass of the
within range of their light. Thing. Because of Narek's wet, elastic nature, the
Due to Narek's wet, slimy skin, torches and character takes only 1d6 points of damage, no
similar light sources dropped down the shaft grant matter what the height. Unfortunately, the victim
• •
Obviously, Narek has effectively trapped any Once the heavy iron door opens, your light re-
heroes on the eastern side of the shaft. The tendrils veals a small chamber beyond it that looks like a
of the Thing can reach up to forty feet down the study. Somehow, it has stayed considerably drier
passages, so characters can find limited safety than the sha~ and passage that youjust came
beyond this reach. Still, that does not offer much through. Manuscripts cover an ancient-looking
comfort. Those on the western side have the wooden t.ablein the center of the room, and more
opportunity to run, but if they want to get books and scrolls lie scattered about on the floor and
completely out of harm's reach, they have to exit chair. The walls and floor are covered in crudely
the area entirely. scratched symbols and words in a language with
At this point, if the adventurers stay and fight the which you are unfamiliar.
Thing, they might possibly get a break. Narek, not In this chaotic jumble of ancient papers and
having encountered real wounds or pain for untold books, a single golden scroll tube juts out of a pile on
the /1.oor.the gleam of a dust-covered red gem al its carefully between two other books. At this point,
end catching your eye. give the players the handout provided.
The heroes can also decipher a few of Narek's
~•c; • c5•• ◄ notes, which are written in the margins here and
there throughout the manuscripts. The following
The Book of Inverted Darkness: Once they see snippets should help the heroes learn the origin of
the object of their quest, the player characters are the beast they encountered in the shaft:
most likely going to leap toward the scroll tube. 8 "I doubt that Vecna will tolerate my unjust
Handle this scene carefully, because it ends in treatment. Not even his own lieutenant may take
disappointment. When they open the tube, read or so bold an action against Vecna's favored
paraphrase the following text: without suffering his wrath."
,_..C? • '-2., ◄ 8 "It seems that I am to be left here indefinitely. I
have been forgotten, and my father's crime has
The scroll tube in your hands is ornately worked gone unpunished. Such vengeance must be
gold. Ancient, dust-filled patterns delicately coat its mine then."
surface. The gem stopper is as large as the legends 8 "I believe I have uncovered the ritual l need.
foretold. Though /1.awed,its size alone must make it Vecna's gifts have been extremely helpful, where
worth a fortune. his favor has not. If only I can harness the magic
Prying out this stopper takes some lime and it holds, I will free myself from this damnable
quite a bit of strength. Once it has been worked out prison and repay my father's betrayal. ... "
of its position, you peer into the long-sealed tube The other books and papers are interesting and
and see ... nothing. The scroll tube is empty. valuable, particularly to a wizard, but most player
impossible, they at least seek to draw blood from Players with characters in such a predicament
their victims. A single strike from a bladed weapon should probably make horror checks. To remain
that inflicts at least four points of damage is enough. alive, the character must make a successful
To begin this encounter, read or paraphrase the swimming proficiency check each round. (Due to
following text: the consistency of the Thing's liquefied remains,
even encumbered and armored characters can
)I-•@ • c.)·• ◄ s attempt to stay afloat.) Failed checks indicate that
the character begins sinking. Three failed checks in
Without warning, many dark figures leap from a row means that the character succumbs to the
lhe shadows, darting at you with the speed of ser- gore. Sinking characters last only as long as they
pents. You immediately recognize the leering faces can hold their breath (half of the character's
painted to look like one-eyed skulls, and the slash- Constitution score in rounds). The only way the
ing, stabbing knives with black, rune-covered victim can ultimately survive is by climbing the
blades. Even worse is the low whisper each of slippery walls or being rescued by someone else
them repeats over and over in your own tongue: (with a long rope or the ability to climb or fly).
"blood .. blood . .. blood . ... " Vocar: Vocar does not lead the attack, so the
~~Y-i!~g_-
t:'l'-·..,
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attempt to blaze their own trail over the mountains, e Dead-end ravines require the heroes to back-
use the following guidelines. track. The trip takes an additional day ( even
Mountaineering Checks: Require mountaineering going beyond the six-day maximum).
proficiency checks for even attempting to cross e Sudden lava floes trap the heroes, requiring an
elsewhere. additional day (even going beyond the six-day
Delays: Most likely, the journey would take only maximum).
a day or two. Each day that they spend off the trail, e A brittle cliff collapses, causing climbers to fall
however, the group must make a mountaineering 1d6x10 feet, which inflicts 1d6 points of damage
check. A failed check indicates that they made per ten feet.
very little progress, requiring an additional day of (l) Rugged course requires additional mountain-
travel. (The trip should still not take more than six eering checks. Failed checks indicate minor falls
days though.) and mishaps ( inflicting 1d6 points of damage).
Hazards: Each day, the travelers encounter 2d6 The trip takes an additional day (even going
hazards. Do not roll randomly for these occur- beyond the six day maximum).
rences, but choose each one carefully. Traversing e Dangerous creatures attack. (You can choose
these horrible mountains can be as terrifying as any any appropriate creatures, such as undead
encounter with a monster. Possible encounters monsters, wolves, and serpents.)
could include the following:
Most characters will quickly decide that crossing
e Sudden avalanches inflict 3d6 points of damage the Burning Peaks on their own is too dangerous
to each hero. A successful saving throw vs. and make their way back to one of the mountain
breath weapon halves the damage. passes. Those taking this easier way can use any of
e Geysers of steam inflict 2d8 points of damage to the three passes to which the roads lead. Basically,
each hero. A successful saving throw vs. breath they are all the same. All serve as battlegrounds,
weapon halves the damage. and all are equally dangerous.
~.e . :>u ◄ ,
The hot, dry air smells of ash and decay, and the
remnants of thousands of slain warriors cry out in a
silent, haunting scream. Shadows twitch and move
all around you. It is difficult to not pick up Lhepace
to get through this vile locale a little quicker, but
the ash-covered ground makes it difficult to move
with any speed without slipping.
,-..G • c5• ◄
If the heroes do not have a good explanation as The volcanoes in the area are constantly
to why they are there or what they plan to do in spewing ash and smoke into the sky. The roadway
Cavitius, the soldiers have no choice but to is covered in fresh volcanic ash as well as older
consider them spies. Spies are apprehended, ejecta that has been ground under the feet of
countless soldiers-both
undead from Cavitius.
humans from Tovag and
'rheJiiq~s pn.gin.e
Except for the occasional distant cry of carrion Somewhere along the pass, the heroes encounter
birds, the pass is silent. Nevertheless, anyone one of Vecna's hideous war machines, composed
passing through the area must make a Wisdom of undead bodies and spirits thrust and mangled
check (though this should be somewhat secretive together in unholy ways. These engines have row
on your part). Those failing the check hear upon row of skulls that scream chants of evil
whispering all around them. Occasionally, these rituals. The magic released in this ritual tears and
whispers are distant cries of pain or anguish, and mutilates the bodies of their foes as well as the
sometimes the sounds of battle echo from far off. terrain around them. These engines carry virtually
Just as the heroes determine that the shadows uncontrolled, utterly destructive magic. The
they see seething around them are just a trick of soldiers that the heroes met in "Scene One: It
the mind, they are proven wrong. They are Begins" were affected by one of these engines.
attacked by the spirits of slain warriors, condemned Unfortunately for the heroes, they come upon
to spend all eternity in this battleground, in the one of these engines of doom themselves-
form of the shadows. although thankfully it is long since wrecked in
At first, only two of the undead spirits attack the battle. To begin this encounter, read or paraphrase
characters. Only after these are slain or turned, and the following text:
the characters relax a little do the other shadows
move in all at once. Three shadows per hero launch
an all-out attack. The shadows fight until only one-
third of them remain, at which point they retreat
•
As you make your way through the narrow
into the natural shadows of the pass. Once they mountain pass, you see signs of battle everywhere.
have seeped into the dark nooks and crannies, Very old corpses, drying and desiccating in the hot
finding them is virtually impossible. sun, lie amidst scraps of armor; broken weapons,
and fallen standards. A few carrion birds circle
overhead, and you can feel the eyes of tiny
Shadow (3 per hero): AC 7; MV 12; HD 3+3; scavengers from behind every rock, waiting for you
hp 17 each; THAC0 17; #AT 1; Dmg ld4+1; SA to pass so that they can resume feeding upon the
Strength drain; SD weapon and spell immunities; remains you see before you.
SZ M (6' tall); ML fearless (20); AL CE; XP 420
each.
Note: The shadow's touch drains 1 point of Strength.
Lost Strength points return 2d4 turns later. Victims reduced
• c5• ◄
to O become shadows, Shadows are immune to charm, A close examination of the bodies reveals
sleep, hold, and cold. Only + 1 or better magical weapons that many of these fallen soldiers were slain,
can harm them.
not by sword or arrow, but by some hideous
sorcery. Many look as though they have literally
As they continue through the pass, the heroes exploded, been seared with tremendous heat, or
should get the feeling that the shadows continue to have had portions of their bodies torn from them
follow them. In fact, this is true. The remaining or disintegrated.
shadows attack again a few hours after their initial Just ahead of the heroes, the pile of debris
strike, this time fighting until all are turned or blocks the road itself. When the heroes approach
destroyed. the mound, read or paraphrase the following:
,.. .@ • 'f),, ◄ T
~•G • c5• ◄
Players should make horror checks as they face
this unholy monstrosity. If they possess the
foolhardiness to explore the war engine further, they
must first make successful saving throws vs. poison
to avoid contracting a disease from the festering
organic matter and the multitudinous parasites and
organisms breeding within. Anyone who fails the
saving throw succumbs to the disease in 1d4 days.
Each day thereafter, that character must make a
successful Constitution check or lose 1d4 hit points
and 1 point of both Strength and Constitution. (The
Constitution check gains a bonus of + 1 if the
character does nothing but rest, and a further + 1 if
the healing proficiency is successfully applied.) If
still alive after 6d 10 days, the character finally
overcomes the malady. Lost Strength and
Constitution points return at a rate of one point
every 1d4 days. Of course, a cure disease spell rids
the character of the disease almost instantly; lost
points are then regained at a rate of 1d2 per day.
If the heroes circle around the engine, giving it a
wide berth, they have no problem. However,
disturbing the engine causes various hands
and limbs-some attached to the whole of the
engine, some now free--to grasp and attack at the
nearby characters. Further, one of the many skulls
that ring the top of the engine begins to sc:ream out
its ritualistic chant. All of this could prompt a fear
check, but the chant of the single skull has no
magical effect; the magic is invoked only when
hundreds of skulls chant in unison.
Moving 0n
After traveling through the Burning Peaks, the
heroes finally reach the domain of Vecna. At this
point, the adventure continues with "Scene Six:
Into Cavitius."
0'17ho i5 likeunfofhebe1uf?
(}Vho i_sabletomakewar withhim?
-Revelation 13:4
•
Toeither side of the long, dust-covered flagstone road
This incredibly huge and foreboding place could
only be the home of the arch-lich Vecna. Giant,
ahead of you, titanic sandstone heads watch like silent undead carrion birds circle over the city continually,
their eerie, haunting cries the only sound as As soon as the heroes are completely within the
travelers approach. These monsters serve as walls, read or paraphrase the following text:
watchmen, but only heed a significant force
approaching Citadel Cavitius. A small group is
beneath their notice.
,-. .G • 'f)•• ◄ •
Billions of bones make up this gigantic skull ( as As soon as you all step into the dome, the silent
well as most of the buildings within it), magically form quietly reaches behind you and shuts the por-
fused together and strengthened to near tal with a loud bang. Completely oblivious to you,
indestructibility. Their joining is so seamless that it resumes it previous position and stands silently
only a close examination reveals the individual near the huge gates. No matter how hard you try,
bones and skulls within the walls. you can still make out no features in the shadowed
Once the heroes have discerned the skull shape recesses of the dark hood.
of the citadel and moved close enough for the walls
to loom above them, read the following text: •
•
The road seems to lead directly into the mouth of
From where they stand, the heroes can see
nothing of the skeleton itself. It is completely
covered by its robes. Those who make successful
this monstrous head. Positioned throughout the bone- Intelligence checks, however, realize that the hand
white structure are partially-hidden battlements that that reached for the gate was completely white, but
jut out of the skull at regular intervals. These defen- they did not see it long enough to know whether or
sive positions are visible only when viewed close up; not it was wearing gloves. The figure does not
from far away, the outer walls appear smooth and speak or acknowledge the heroes in any way. Thus,
unblemished. Who knows what sort of fiend or only if they are willing to confront the figure, should
wraith peers down from those battlements? the heroes discover its true nature .
•
A gigantic figure, easily four times as tall as most H;eroesin t}'teCTT'f\qel
of you, stands directly within the smooth, white To the eyes of virtually every undead being in the
gates. A thick, black robe covers its unmoving city, new visitors are no different than long-term
form, and a surprising amount of jewels hang residents. Essentially, all living beings look alike to
around its neck and waist. them. This means that the heroes have almost free
Within the monstrous outer shell waits a silent, reign to go where they please, as long as they do
dimly lit city. The interior of the skull is probably a not draw too much attention to themselves and
half-mile wide, fi.l/ed with strange, white towers and avoid confrontations with undead.
queerly domed buildings. Although ornate, every- Once within the city, heroes will probably begin
thing seems to possess a smooth, rounded quality, looking for clues leading to the Shadowed Room. \f
as though it were alive-or rather, once was. they simply ask around among the living
population, none know of the Shadowed Room.
)-•c; • c5•1 ◄ Like in Tovag, the language barrier presents a
problem as well. Few residents here can speak a Encounters: Most of the encounters in Citadel
language that outsiders can understand. Cavitius entail very little combat. As it is, the threat
Length of Visit: The adventurers' stay in Citadel of danger remains over the heads of the heroes at
Cavitius can be handled in two ways, depending on all times while in this evil city. If the heroes are
their actions and how you want the adventure to attacked, it probably means that they have done
go. The stay might be brief, the characters meeting something wrong. Even worse, violence breeds
up with Valuriss (described below) quickly and more violence in Cavitius. Smart player characters
proceeding directly to Vecna's temple to find the learn to limit their battles or avoid them altogether.
Shadowed Room. Zarenival and Cochort: Vocar's invisible servants
If their stay is to be longer, however, the heroes remain with the characters constantly while in
could have more trouble finding a lead on the Citadel Cavitius, watching yet keeping their distance.
Shadowed Room. They may even decide them- Only one event spurs them into action-the discov-
selves to stay and explore the Citadel or strike a ery of the secret to get to the Shadowed Room. At all
few blows against Vecna and his undead servitors. other times, the quasit and invisible stalker dog the
In this case, the heroes might launch attacks heels of the heroes, always keeping them on edge.
against one or more of the undead lords, perhaps Wherever they go, the player characters feel as
playing one against another. In such a case, you though they are not alone and that they are being
should prepare side adventures and encounters tai- watched. Objects around them move of their own
lored toward such activities, keeping two things in volition. At appropriate times, call for Wisdom
mind: First, if any of the undead lords are de- checks to detect the presence of these spies.
stroyed, Vecna himself most likely will investigate If you wish, Zarenival and Cochort can occasion-
the matter. Second, no matter what good deeds ad- ally use their powers or their invisibility to cause the
venturing heroes might achieve in Citadel Cavitius, characters harm or delay-toppling heavy objects,
they probably do not outweigh the ill that will be barring doors, etc. Still, they never risk discovery.
wrought should Vocar's rituals succeed. Effectively, they are haunting the heroes.
•
As you walk through the streetsof this terrible city, a
here. Valuriss' father djed in Citadel Cavitius, and she
just wants to escape. Because she is from the Core,
she can speak a language that at least one hero
troop of soldiers sweeps by. Unlike the ragged inhabi- understands. (Choose the least common Core
t.antsyou have seen, these wam'ors wear fine cloaks, language that any of the heroes speak.)
gleamingjewels, and beautiful armor. Strangely, they To begin this encounter, read the following text:
also wear dark hoods that completely hide their {aces.
~•G • ci' ◄• •
A young woman dressed in tattered clothing ap-
After the heroes have seen this several times, let proaches you warily. Unlike the other inhabitants
them see the face of a single soldier: within these terrible walls, she carries her head
high, though she moves slowly and cautiously. At
•
As the soldiers again march by you, forging
about a ten-pace distance, she stops and speaks:
"You come to this realm of evil bringing more evil
with you. There are presences of which you are un-
ahead as the streets clear before them, one of the fig- aware. Watch yourselves."
ures turns to look at you. Briefly, you catch a
glimpse of a pale, white face peering at you through ~•G • c'.5'◄
the shadows with empty, black eye sockets.
• c'.5'◄
escape is possible through the drainage ditch.
Moving 0n
Va.~riss Once the heroes are ready to look for Bratorn or
Sometime after the heroes enter the citadel (de- search the temple, continue the adventure with
pending on how long you want their stay to last), a "Scene Seven: The Temple of Vecna."
(}11;rrors5hoµ/dreffeda Jifflebeforethrow;~
bachim~e.s.
-Jean Cocteau
Des Beaux-Arts
8CE$ 8p-yp}.{:
r~ rpMJ'Lp 0r VpC}.{i\
■ n many ways, all of Citadel Cavitius is
a temple to Vecna. Nevertheless, a sin-
gle structure dedicated to the worship
of Yecna is located on the inner wall of
the skull, between the eyes. A large
platform extends outward from this area, holding Overcoming the guardians might not pose much
the temple, which is also built into the skull itself. of a challenge (even though the characters must
The eyes, contrary to what one might have ascend the narrow stairway in single file), but the
thought by looking at them from the outside of the combat might draw the attention of the temple's
skull, are not empty sockets. Rather, each is a main guardian, described below.
swirling mass of black negative energy. These Temple Guardian: Standing an ever-vigilant watch
pools of anti-life serve as the focus of Vecna's over the entrance to Vecna's Temple is a shadow
power within the Citadel, and thus the temple was fiend named Threndilla. This fiend has long served
built between them. The gigantic energy masses the Whispered Lord, guarding Citadel Cavitius even
are opaque and offer no escape for someone when it was located on the Plane of Ash, near the
seeking a way out of Citadel Cavitius. Their border with the Negative Energy Plane.
presence is not readily discernible until one actually When the heroes approach the top of the stairs,
stands within the temple, however, so a newcomer read or paraphrase the following text:
might assume that they are indeed possible exits.
Though the heroes may not realize it, they can
again cast spells within the temple (including the
Shadowed Room and priest quarters, as described
•
Finally, before exhaustion completely overcomes
later in this scene). even the hardiest among you, the top of the staircase
enters your sighL At the summit, the stairs emerge
onto a large platform, upon which stands a large,
bone-white building. Banners of red and black hang
To get to Yecna's temple, one must climb a long from various places on the building among leering
set of narrow, winding stairs, which extend all the faces and fiendish forms carved into the walls and
way around the interior of the skull, leading up parapets. The banners each display a symbol that
to the platform. The trip up this colossal stair will suggests a bony, splayed hand with a leering eye in
definitely be long and tiring, and it may even the center of the palm.
be dangerous. In the shadows near the building, you catch a
Bone Guardians: At three points along this stair- glimpse of something moving, flitting in the
case, a skeleton guard forms from some of the shadows.
bones within the wall, holding a sharpened bone
sword. Barring all passage further up the stairs, it
commands, "Sing the praises of the Whispered
•
One." Only some sort of verbal supplication toward Threndilla watches the heroes from the shadows,
the greatness of Yecna (such as "Yecna is mighty" or interfering only if they attempt to loot or vandalize
"The Whispered One's power is supreme") causes the temple in any way. If the heroes try to commu-
the guard to fall back into the wall and stair where it nicate with her, she seeps out of the darkness and
came from. Otherwise, it silently blocks the way. speaks with them.
• he ecna
One square ~ 10 feet
ergy pools swirl and pulse. Most of the priests make specially marked bead, which the Fingers of Vecna
a short "pilgrimage" up to these pools every third can demand to see at any time. If a citizen does not
day or so to meditate on the power within them. have a bead that is less than a month old
Anyone so foolish to touch the spheres automat- (discernible from the markings), the Fingers are
ically loses one life energy level each round. likely to turn them into future sacrifices.
Thus, those inhabitants of Citadel Cavitius cling-
ing to their morals and ethics still usually feel com-
Ma.inJ1ernple pelled to attend these grisly, ghastly, and thoroughly
Through the main doors, the temple stretches up as evil ceremonies. Though a faithful paladin or cleric
well as across, making one very large chamber certainly could not, other people find it possible to
reaching a height of fifty feet. When they first enter attend the sacrifices while inwardly disdaining the
the building, read or paraphrase the following text: practices and thus keeping their own outlooks and
sensibilities. A lifetime of this, however, tests even
)I-•@ • 'f),, ◄ I the most stalwart adherent of true goodness.
Unless the ceremonies are being conducted, the
This unholy sepulcher must serve as the main temple holds only a handful of worshipers-the truly
temple of the Whispered One, Vecna. The trappings faithful of Yecna. Priests come to the main temple
within are as horrid and elaborate as those found only when it is their turn to perform the ceremonies
on the outside, but the entire inner chamber is or when their presence is otherwise needed.
black rather than bone white. Red and black ban-
ners bare the hand and eye symbol, adding to the
aura of dread that {Uls this cavernous room. Other SecrefPoor
than that, making anything out is almost impossi- There is a secret trap door on the floor, accessible
ble in this dimly lit, predominantly black chamber. only by activating a hidden lever in the carved
~•G • c5• ◄ image of a fiend's claw. Note that to open the door,
one must pull the third claw on the left (from the
main entrance), not the claw of the third fiend on
the left.
Pulling the wrong lever causes a different trap
After the heroes adjust to the darkness, they can door to open, this one directly under the lever. The
make out a few further details about the room. It person who triggered this trap must make a
appears that a black stone platform, suspended successful saving throw vs. breath weapon or fall
from the upper portions of the wall by black chains, into a pit filled with spikes, which inflicts 2d6 points
hangs near the ceiling. The platform is circular and of damage.
must be at least forty feet across. The underside of Pulling the correct lever opens a door in the wall.
this platform is painted red and bears the same The stairs beyond lead down into the area described
hand and eye symbol they saw outside the temple. under "The Mirror Dance" (later in this scene).
The platform holds a large reddish altar, the
stone stained with over hundreds of years of blood
sacrifice. Once each day, in full ceremonial garb
(which amounts to black and red robes with white Two archways, one on either side of the Main
skull masks), two priests conduct a sacrifice here. Temple, lead into the skull itself, where passages
The priests enter the area through a secret door in and chambers have been hewn out of the bones.
the ceiling ( accessible by the ladder outside the This area provides the priests and their servants
temple, as described below), climbing down to the with a place to eat, meet, study, and sleep.
platform via a secret rope ladder. Each priest of Yecna has at least one personal
bodyguard. These guards do not fall into the hierar-
chy of the church in any way. Rather, they are more
Worshipers like paid mercenaries, watching their charge's back.
Worshipers coming to the temple remain on the [t seems that the priesthood is a dangerous occupa-
floor and pay homage to the symbol on the tion, for the main method of advancement lies in the
underside of the platform. While not all citizens of death of one's superiors. (In fact, one might wonder
Citadel Cavitius must come to come worship each why Yecna was at all offended at Kas's historic be-
day, the priests do expect everyone to come at trayal, considering the environment he chooses to
least once per month. Worshipers each get a foster among his servants.) Thus, the bodyguards
obey and protect only the priest that pays them. uniforms, visitors wandering through this area often
Since each priest is always accompanied by his own go unchallenged, everyone mistaking the intruders
guard(s), there are no temple guards, as such. as someone else's bodyguards.
Through either archway, the heroes find a short Obviously, if the player characters enter the
passage leading to a chamber filled with chairs, priests' quarters and begin causing trouble or
tables, and even a few divans. The priests use this threatening priests, they soon face a multitude of
area to rest and relax. The only other exit from this angry priests and guards. As long as they do not
chamber leads to a large common room where the draw attention to themselves or attempt to enter
priests eat, train, and hold meetings. Two or three anyone's private quarters though, they can make
long tables, surrounded by chairs, fill this room. their way through the area with little problem.
Passages extending off from this room lead to Bratorn usually remains near his employer, Hragris.
individual quarters (usually sparse, with room Discreet inquiries lead the heroes to him fairly quickly.
enough for the priest and his guard(s) to sleep and Dark-haired, unshaven, and rough in appearance, the
little more) or a library/study, with reading desks, muscular warrior is fairly used to outsiders coming to
chairs, and bookcases filled with texts on various him for information. Luckily for the heroes, he speaks
scholarly or religious topics. the same language as Valuriss. If approached by the
A stairway in the common room connects the heroes, he asks them to meet him in a nearby, se-
various levels, all identical to this one. There are cluded study in twenty minutes. In the meantime, the
three levels above and three levels below, providing character have to lay low and avoid confrontation witA
quarters for the temple's almost one hundred fifty the other residents of the temple.
priests and their attendant bodyguards. The more
powerful the priest, the higher up his quarters lie.
Below the lowest level (not mapped), is a level
to are.torn
Spea.Jcing
comprised of storage rooms (filled with food and At the appointed time, Bratorn arrives, announcing
other mundane items), a large kitchen, and crude that he does not have much time, but he will try to
quarters for twenty-two servants who do nothing help if possible. Bratorn himself serves the cause of
but clean the priests' quarters and cook. Good by providing information about the temple to
his contacts in Citadel Cavitius.
At this point, Zarenival and Cochort decide that
it is time to make their move. Their orders were to
prevent anything that might jeopardize Vocar's
plans, and they realize that letting the heroes get
the Book of Inverted Darkness might do just that.
Thus, Zarenival hurries off to find Hragris and warn
him that his bodyguard is conspiring against him.
If asked about the Shadowed Room or the
location of the Book of Inverted Darkness, Bratorn
can give them the information they seek. Read or
paraphrase the following:
~·(,) • c.;>.◄ I
~n.the Temple
J3ceftle
At this point, the heroes must deal with the priest of
Vecna and Vocar's invisible servants. The invisible
stalker and the quasit, no longer concerned about
keeping their presence a secret, fight to the death,
no matter what happens to the priest. Stats for
Zarenival and Cochort appear on the inside cover.
Fortunately, not everything about the situation is
weighted against the heroes. Bratorn aids them as
best he can, for he knows that all is lost for him
now that Hragris knows of his betrayal. Bratorn will
not go with the player characters to the secret
The Mirror Room
vault, however. Instead, he chooses to flee into the Once the heroes discover the secret door in the main
city. Further, Hragris, not trusting any of his fellow temple (described on page 45), they can descend
priests, does not call for help and flees after the stairs into the vault. When they open the secret
suffering more than twelve points damage. door, read or paraphrase the following text:
~.~ • '-2. ◄•
Beyond the recently revealed door. a narrow,
and still low, passage leads to another room. The
air. thick with dust and age, belies the fact that few
come to this arcane chamber.
Three full-length mirrors, their golden frames or-
nately engraved with baroque, soul-chilling image
of horror and death, stand in the room's center. In
the middle of each mirror. a dark symbol is etched
blackly into the otherwise unmarred surface .
•
Any heroes that recognized the symbols on the
rune stones (by making a successful Wisdom
check) automatically recognize that the symbols
etched on the mirror also match the carpet designs.
Those who failed the initial check can attempt
another one when investigating the mirrors.
Importantly, the symbols on the mirror are much
smaller than those on the rune stones.
•
Through the doorway behind you shamble
many terrible creatures, their sickly gray flesh
twisted and rolling. The largest of the group steps
out in front. ft licks a long, coarse tongue over its
jagged, pointy Leethand gazes intently at the rune
stones as ii speaks in a rough whisper.
"ft appears that you have discovered the means of
entering the Shadowed Room. f, too, have searched
for the knowledge contained within. If you let me
join you, I am certain I could return the favor."
•
Qoolarn would much rather bargain with the
heroes than kill them at this point. He does not If the heroes agree, Qoolarn sends his minions
know the ritual for entering the Shadowed Room, so back into the vault. He does not want to share any of
he still needs their help. Once they get back, Vecna's secrets with them, after all. At this point, the
however, things will be different. adventure continues with "The Shadowed Room."
If the heroes ask what he seeks within the room, If the heroes do not agree to let him come along,
Qoolarn implies that he is seeking a way to end Qoolarn and his servants attack. Unlike normal
Vecna's terrible tyranny. If that does not seem to ghouls, however, these undead creatures have no
convince the heroes, he adds that with Vecna gone, interest in eating the bodies of their victims.
the inhabitants can again return to the peaceful Instead, they attempt to take the rune stones
lives they held before his rule. Qoolarn pretends to (which Qoolarn has decided must be important to
care about the welfare of both the living and dead the entrance ritual) and use them to get to the
inhabitants of Cavitius. In fact, he says whatever it Shadowed Room.
takes to get the heroes to show him the way into Importantly, Vecna's temple functions as a -4
the Shadowed Room! sinkhole of evil, inflicting a -4 penalty on all turning
attempts. In addition, Qoolam possesses a helm of books), but he knows that the information held in
teleportation. He will use it to retreat if he suffers this room could make him more powerful than all
more than twenty points of damage. of his rivals, perhaps even powerful enough to
oppose Vecna himself.
Unless the heroes are well versed in ancient
languages, the vast majority of books in the
One way or another, the heroes most likely Shadowed Room provide no information to them.
complete the Mirror Dance and enter the Shadowed Looking around, however, they might find one
Room. When this happens, read the following text: book, open on a bookstand, that they can
understand. The yellowed pages of this tome were
~ t(.) • ';:). I ◄ • obviously long ago cut from an unimaginably old
scroll and crudely bound into this book. Due to
Once you have completed the mystic symbols in the powerful magic within this book, all who gaze
the strange Mirror Dance, the room begins to upon it can read its contents-though
quickly spin and then fade. understanding them might be a different matter.
The new scene that greets your eyes is very dif- This powerful tome is none other than the Book
ferent. A high ceiling reaches above you, and a vast of Inverted Darkness, one of Vecna's most
chamber, filled with books, surrounds you. The cherished possessions.
view through the windows suggests that you are Alas, most of the knowledge that the Book of
high in the air, a cloudy sky above you with the Inverted Darkness (and, indeed, the entire library of
vast sprawl of a stone city below. The room itself is the Shadowed Room) holds is beyond the
quiet and devoid of life. comprehension of modern peoples. Even the most
• c). ◄ a
learned wizard could glean only small bits of useful
knowledge from it. Its chapters tell tales of distant
planes and give histories of peoples whose worlds
no longer exist.
Anyone sifting through its contents should make
This library lies in not only a different place but a an Intelligence check. If successful, the reader finds
different time. This grand place was the main the passage relating to the situation at hand after
library used by Vecna himself when he was still in 1d4+ 18-(the reader's Intelligence score) hours of
the process of conquering the world of Oerth. reading. Read or paraphrase the following text:
Vecna had built a great fortress city, the likes of
which was never seen again on that world-miles
and miles of towers, castles, and cathedrals all •
"Thus, though the words are many, in this case
dedicated to him. Ykrath was its name, lost now to
all but the most obscure and arcane texts. there are three. The first of the Three Words must be
One of the greatest and grandest towers was preceded by the Ritual of Recession, and requires
Vecna's personal library, the topmost room of speaker's hands to be red with the blood of an
which held his most valuable books and tomes. So outsider spilled in violence.
powerful was the magical lore of these books that "The second of the Three Words requires a plague
even after Vecna fell and the city was razed by to ravage the land. This plague must be without
those he had so long oppressed, the room lived on mercy, its survivors clinging to life through fortune
in shadow. Vecna, wise in the ways of such things, alone. The Ritual of Cavernous Thought must be
found the shadow of his ancient library and devised performed upon the pyre of diseased souls, and then
the Mirror Dance ritual to return there. The windows can the second of the Three Words be uttered.
of this room still look out over dread and wondrous ''The time for the speaking of the final Word
Ykrath, though no means exists to leave the room comes aft,er the murder of a king. Upon his death,
and travel into that long-dead city. the Ritual of Lorn Ma/ison must be performed, and
the last of the Three Words spoken.
''Then, and only then, can a long-dead wizard,
great in power and like unto a god, be born anew
If Qoolarn is with the heroes, he immediately in woman's womb. Thus born, he is free of
begins opening up books and researching furiously. whatever shackles or chains bound him before-
He has no idea what to look for exactly (and, in free to go and do as he pleases. No power, no
fact, understands very little of the writing in these magic, no force, not even death can hold him then.
"Woe to his enemies. Woe to any unwilling to Because nothing in the Shadowed Room truly
serue him. Their clays are short" exists any longer, those who travel there cannot
bring anything back. Further, anything left there
~•G • cannot be found by going back. The Shadowed
Room and its original contents cannot be changed,
The mention of magical "Words" and a ritual call- altered, or destroyed in any way.
ing for the "blood of an outsider" seem to mesh with Once back in the Mirror Dance room ( and
what Loreward Banque said back in Tor Gorak. finished with Qoolarn), the heroes should make
Having read this, the characters now know (al- their way out of the Temple and back to the main
though perhaps still do not fully understand) the na- city, where they then, hopefully, can figure out how
ture of Vecna's dark plan. More than likely, they also to get out of the citadel. Unless they have caused a
suspect Marit's role in all of this. In any event, it large commotion at some time during their stay in
should be obvious that someone is performing dark the temple (in which case they may have to fight
rituals in Tovag that will result in a horrible ending. their way out), leaving the temple should not pose
a problem. Essentially, the guardians and priests
Lea.vingtheSh~qoweq }!loom ignore those leaving the temple.
very little about the obstacles they must overcome Guardians. Of course, if the attempt continues after
to leave the city, but she has heard (from Bratorn) that, the Reavers can be expected to make an
that the drainage ditch is the most likely option. appearance soon afterward.
The only other way out of Citadel Cavitius is
through magic, and of course, spells cannot
function there. However, magical items do function.
The best way for the player characters to escape
Citadel Cavitius is through the drainage ditch. This
ditch flows into a large pipe through the skull and
Though the heroes do not know this, Vecna has out into the desert. Characters wishing to escape
appointed several special Guardians to make this way must be able to hold their breaths for at
leaving his city extremely difficult. These Guardians least four rounds ( as described in Chapter 14 of
are spirits that inhabit the skull around Citadel the Player's Handbook) as they submerse
Cavitius. Their sole duty consists of watching the themselves in the filth and swim out of the city.
living inhabitants of the city and preventing them Also, this murky sludge is in no way "water," so a
from leaving. breathe water spell (from a magical item since
Having no physical forms, these undead beings spells do not function) or similar magical ability
attack through fear, despair, and loathing. This does not function.
attack amounts to a stab of negative emotions into To make matters worse, while the Guardians
the victim's mind. Anyone thus attacked must foolishly ignore the drainage ditch, something else
make a successful saving throw vs. paralyzation to lives in this dark pipeline of filth-a single ghoul.
avoid it. (Bonuses for high Wisdom apply.) This While one ghoul would not normally present much
saving throw suffers a -1 penalty for each of a threat it needs only paralyze its victim within
additional spirit focusing its attack on that victim. the pipe and let him or her drown.
Thus, the attack of one spirit requires a normal The ghoul always achieves surprise and
saving throw, two spirits inflict a -1 penalty, three attacks normally despite the environment. If it
spirits inflict a -2 penalty, and so on. fails its attack roll, its victim will probably never
Those who fail the saving throw fall into a stupor be the wiser. If it succeeds, the victim will be
of fear and loathing, wandering aimlessly into the rendered immobile, which could prove deadly
center of town for 3d 10 minutes. If a Reaver underwater. Characters fighting in the tunnel
(described on page 8) notices that a particular suffer a --4 penalty from the darkness and an
living creature makes numerous attempts to additional -2 penalty for fighting underwater and
leave-that is to say, notices a citizen embraced in in the narrow channel.
this negative emotion stupor more than once-the
undead watchman is likely to attack, figuring the
Ghoul: AC 6; MV 9; HD 2; hp 13 each; THAC0
person to be a troublemaker.
19; #AT 3; Dmg 1d3/1 d3/1 d6; SA paralysis; SD
Jt is impossible to fight a Guardian, but they
immune to charm and steep spells; SLM (6' tall);
attack only those attempting to leave. Once
Int low (5-7); ML steady (12); AL CE; XP 175.
someone is beyond the walls of Citadel Cavitius, the Notes: The ghoul's touch forces humans, dwarves,
Guardians are powerless to do anything about it. gnomes, half-elves, and halflings to save vs. paralyzation or
If any living beings attempt to leave through the become rigid for I d6+2 rounds.
main gate, they must contend with the giant
skeleton gatekeeper as well as the Guardians.
Since the gate is the only obvious way in or out of Unfortunately, the other side of the drainage pipe
Cavitius, Vecna's servants watch it very closely. opens into the desert. Still, careful travelers can
Sixty-six Guardians watch this gate at all times. quickly make their way carefully around the outside
Thus, if a group of six living people attempted to of Citadel Cavitius and get back to the safety of the
leave, each would have to make the saving throw road without suffering the life-draining effects of the
with a -10 penalty. Ashen Wastes.
Throughout the rest of the city's perimeter, the
Guardians watch, but not in such great numbers.
This is because the only way for anyone to leave
Moving 0n
Citadel Cavitius other than the main gate is by When the heroes escape Citadel Cavitius and begin
digging or smashing their way out. Those making traveling back toward Tovag, continue the
such an attempt draw the attacks of 1d6+4 adventure with Act Three: Evil Begets Evil.
cleric who was betrayed by his own congregation The inhabitants of the realm have no doubt that
and uttered as his dying words. Wherever it stems the plague is the doing of the Chained God and his
from, the disease sets upon its victims quickly and foul minions. They believe, however, that it comes
with great ferocity. to weaken their fighting force so that Tovag makes
The first symptoms that victims experience for an easier invasion. They have no idea that
include weakness, dimmed eyesight, and difficulty Vecna has far more terrible and insidious plans and,
breathing. Within a day after these maladies take for the moment, has no thoughts of invasion at all.
hold, victims develop horrible, bruiselike sores on
their skin. Within another day, they lose control of
the muscles in their extremities. In three to four
more days, the disease works its way to the victim's Lord Kas's rage knows no bounds. He curses at the
heart, resulting in death. It is not recommended that very flesh of his soldiers, which is too weak to stand
any of the characters fall victim to the plague. The up to the plague. His own undead minions do not
threat of disease is frightening enough. share their vulnerabilities. When the plague began,
The disease began in Tor Gorak but has now he traveled to Tor Gorak to oversee its defense with
spread to those outside of the city and even to the his remaining, healthy troops. By his cruel orders,
soldiers defending the passes through the Burning the Daggers round up the diseased and send them
Peaks (making sneaking by them relatively easy). out of the city, where they cannot spread the
Fully one tenth of the domain's population is contagion further.
infected, and another tenth may die before it When the heroes first approach Tor Gorak, read
or paraphrase the following text:
•
To get into Tor Gorak now, visitors must prove
that they are not afflicted with the Vicar's Curse.
This should not be hard for the relatively healthy
heroes. When the heroes enter the city itself, read
or paraphrase the following text:
~·(.) • ':2. ◄
The streets of Tor Gorak are as empty as you re-
member them. and the few people you see seem
even more fl/led with dread than before. ff you lis-
ten carefully, the sounds of sobbing drift in from all
around.
•
A.~st Cooclhye
Before the heroes go to the Madhouse, they may
choose to visit Larossa or Banquo. If they do not,
she finds them and urges them to see Banquo first,
because he has some very important information
for them. (If they instead try to find Marit, she and
her uncle have both disappeared.)
Larossa has so far weathered the plague, and,
being the sort of person that she is, has secreted
away a number of victims in her house, caring for
them and protecting them from being cast out of
the city. Larossa can provide the heroes with details
about the plague.
When the heroes go to visit Banque, she can
again accompany them if they need a translator.
When they arrive at his home, read or paraphrase
the following text:
•
At this point, Banquo is again overcome with
coughing, and he finally succumbs to the Vicar's
Curse. If the heroes have the ability to cure
diseases, they can save Banquo's life, but they
must allow him time to recover. Even with a cure
disease spell, Banquo needs a great deal of rest in
order to recuperate. In any case, the heroes must
hurry if they hope to stop the evil events that
threaten to transpire.
If Banque does die, the heroes may feel it
necessary to find someone to take his place as
Upon arriving at Hanquo's home, you can smell Loreward. Of the people they have met at this
the stench of illness hanging in the air: Inside, you point, the only one who would seem qualified for
see the gruff scholar curled up in his bed, feverish this position is Virianis ( as one of the few
beads of sweat clinging to his brow. The Loreward's Tovagians with the ability to read). If they do not
(Leshhas shriveled, and bruiselike sores mar his realize this (having explored Virianis's office in the
countenance. There can be no doubt that he has Madhouse), Larossa can reveal this information to
succumbed to the plague that grips the city. the heroes.
•
"I do not have much longer: I wish that I could
asked about a king, he or she explains that Tovag
has no king. Kas is the overlord and master, but he
is not a king. In addition, either one of them could
hear of your quest in Cavitius, but there is still one suggest the following to the heroes: "Not every
thing that you do not know. [cough} You must hear king rules an earthly kingdom-some rule over
me out. The dread lord of Cavitius keeps a small less defined territories."
coven of cultists here in Tovag, These are led by a From here, the adventure continues with the
powerful, despicably evil priest named Vocar:" finale, "Scene Nine: The Third Word."
~•G • c5•'◄
56
SCENE:NlNE:
Upon entering, the first sight that greets you is a
Tffil TH;nwWew rivulet of blood running across the stone floor to-
ward you. Its source is the shadowed form of a
he final stage of the adventure involves corpse sprawled on the floor. From somewhere in
the cultists' actions at the Madhouse. The the building, you hear shrieks of terror, and under-
heroes arrive at the Madhouse just as lying that sound, you hear something even more
Yocar is beginning the final ritual. If they sinister-a low, resonant chanting in a language
do not hurry, he will kill Dast and speak you cannot understand.
the final Word, allowing Vecna to be reborn in Tovag.
Timing and pacing is very important in this cli- ~•G • c5• ◄
max. Ultimately, the events in this scene can take
many strange turns, not all of which can be covered The body is that of one of the caretakers. The
here. Be very aware of the cult's basic plan, their re- screams come from the insane residents trapped in
sources available, and the layout of the Madhouse. the confinement cells. The chanting comes from
the third floor, where most of the cultists prepare for
Yocar to begin the Ritual of Lorn Malison. The rest
of the cult members are fighting with those few
Four cultists guard the outside of the Madhouse. Each residents that have managed to resist them.
watches one side of the building, summoning the oth- Five of the six caretakers are already dead by
ers they spot interlopers. They are mostly concerned the time the heroes arrive. Similarly, ten of the
about the Daggers at this point, but the heroes, if residents lie dead somewhere in the building, while
spotted, also draw their attention. They silently attack twenty of them have been crammed into the
any who attempt to get in, and fight to the death. confinement cells, all of them screaming madly.
These crazed warriors dress much like those that
attacked in the first scene-black clothes, white
face paint to look like one-eyed skulls, and gloves
J'he first floor
that look like skeletal hands. Each wields a long As the characters make their way through the first
black knife. floor, a single insane resident should leap out in a
mad attack. This ambush should not pose a real
Cultist, hm or hf, F4 (4): AC 8 (leather armor); threat to the heroes, but they have to quickly
ascertain that the madman is not a cult member
MV 12; hp 29 each; THACO 17; #AT 1; Dmg td4
and then figure out a way to subdue him.
(dagger); SD 58% chance to hide in shadows; SZ
M (5'-6' tall); ML fanatic (18); Int avg (8-10); AL
CE; XP 175.
• v' ◄
There is one cultist per hero in each hallway. If
the heroes attack the cultists in one hallway, the
others will quickly join in the fray.
Average Resident, hm or hf, 0-level (8): AC As soon as the first hero steps into the large
10; MV 12; hp 4; THAC0 20; #AT 1; Dmg 1d2 hallway in front of Dast's room, read the following:
(fist) or ld4 (heavy object); SZ M (5'-6' tall); ML
fanatic (17-18); AL N. ,.. .<;> • ':2,,◄
In the confinement cells, many residents try to In the center of the hallway you see the large
reach through the barred windows. These small chair that serves as Dast' throne. It has been
rooms hold twenty inmates, some of whom are pulled out of his room and painted with strange red
injured. If the heroes search the residents' quarters, symbols, which seem to shudder and twist with
they also find one old man hiding under his bed and the rhythmic chanting. Tied to the throne i the
crying softly. He has been injured slightly but is not King of the Madmen, looking small and terrified.
in any danger. Vocar stands beside him, holding up a la1gesilver
knife engraved with black markings similar to
those on the throne.
'l'hirqfloor Just then, the chant slops, and lhe weapon in
When the heroes begin climbing to this floor, the Vocar's hands flashes with a blinding lighl. Al the
chanting becomes louder. The cultists have moved same time, you hear a piercing scream from nearby.
Dast's "throne" out into the hallway in front of his It sounds like Maril!
room. As soon as the heroes head down either
hallway toward Dast's room, read the following text: • c5••◄
Prevent Dast's Death: As soon as the ritual be- spoken, Marit's body lifts into the air, and her entire
gins, Vocar is ready to kill Dast. To save Dast's life, form begins to swell. Dark light streams from her
the heroes must prevent Vocar from striking him in eyes, nose, her open mouth, and even her ears.
the first round. If they do prevent this first strike, Finally, this blackness consumes her utterly and
Vocar (or another cultist if he is killed) will try again then the entire room.
each round unless he is somehow prevented. When you can see again, standing in her place is a
Kill Vocar: Killing Vocar also sets the ritual back. naked human male. His form is tall and gaunt. Your
Another cultist must step forward to take his place, worst fears are confirmed as you notice that one of his
beginning the ritual where Vocar left off. eye sockets is hollow and empty, and one of his arms
Vocar's stats appear on the inside cover. ends in a jagged stump. Vecna has been reborn.
c5• ◄•
Destroy the Knife: If the heroes destroy the knife
Vocar has prepared for the ritual, another one must ~•G •
be substituted, further weakening the ritual's magic.
Unfortunately, destroying the knife also causes a
small magical explosion, which inflicts 1d6 points
of damage to everyone within a five-foot radius. As soon as the heroes successfully end the cere-
Obliterate the Symbols: If the heroes somehow mony, several things happen: The candles burst into
smear, destroy, or erase the symbols on Dast's flames and melt into formless blobs; the red paint
altar, they further weaken the ritual. These symbols on Dast's throne dissipates, leaving only an oily
do not have to be repainted by the cultists, but the residue; the knife stops glowing and cracks, break-
ceremony must continue without them. ing into two pieces; and the ropes around Dast
These symbols have a mesmerizing effect on loosen and fall to the ground.
those who are not worshipers of Vecna. Any hero However, the adventure is not over. Any re-
who comes near the symbols and looks directly at maining cultists will try to kill both the heroes and
them must make a successful saving throw vs. Marit, now that Third Word cannot be spoken. Marit
spell or become disoriented for 1d4 rounds. is still in labor, so the heroes will now have to
Snuff the Candles: Thirty black candles line the protect her from Vecna's worshipers.
hallways into the area where the ritual is being Virianis will fight for a few rounds, but he fears that
performed. Extinguishing these candles also the Daggers (maybe even accompanied by Kas) will
weakens the ceremony. The ritual can go on soon arrive at the scene. Though this attempt to free
without them, but the hallway is plunged into Vecna failed, Virianis plans to keep his anonymity
darkness. Also, anyone who extinguishes a candle within Tovag and continue his work. Thus, he leaves
suffers a curse (the reverse of a bless spell). soon after the heroes thwart the ceremony.
Depose the King: This last one is the most Though her labor is now normal, the baby is
difficult of the options, but it allows for a great deal born very quickly. If none of the heroes know how
of roleplaying and creativity. To accomplish this, to deliver a baby, then the caretaker directs the
the heroes must somehow convince Dast either to entire process. When the baby is born, read or
give up his throne or that he is no longer a king. paraphrase the following text:
Any process that cures his insanity obviously does
this, but so can careful trickery.
•
The caretaker cries out with excitement: "You did
it. It's a boy! A beautiful little boy!"
If the heroes do not manage to stop the ceremony, The exhausted Maril looks over expectantly,
the cultists will complete the Ritual of Lorn Malison. though still a little frightened, to see her newborn
If this happens, the heroes have but one round to son. The caretaker holds up the squirming child,
stop Vocar (or his replacement) from speaking the who makes no sound whatsoever. And though you
last of the Three Words. If he speaks it, Vecna's are not absolutely sure, you think you see the
essence fills Marit, and then consumes her. shadow of a smile fiicker across his lips.
►••G • c5•u ◄ •
•
The word he speaks is strange upon your ears. It The baby is absolutely normal, but the heroes do
is not an evil word, but rather one of power, pure en- not know that. This should leave the heroes wonder-
ergy somehow vocalized. Once the word has been ing whether or not they were truly successful.
and his Daggers. This fight for freedom from power in which they can challenge a demigod like
oppression would be a great undertaking and would Vecna. (His game stats can be found in Domains of
require months of battle, shrewd planning as well Dread, but he is so powerful that they have not
as bravery and power on the part of the heroes. Of been included here. A direct confrontation with a
course, if the rebellion were successful, Vecna deity is not recommended for any but the most
would of course attempt to take advantage of the high level of campaigns.) However, they can still
situation .... oppose his minions and schemes.
If the heroes do not feel up to taking part in a Future Adventures: Those heroes wishing to re-
rebellion (or if you do not want your campaign to turn to Cavitius have innumerable adventures
go in that direction), the danger of Vocar (or his ahead of them, facing ancient sorcery and undy-
successor) still looms in Tor Gorak. The evil priest ing evil. Using that evil against itself might prove
and his covey of cultists hide somewhere, plotting to be the undoing of Cavitius, however. Pitting the
terrible deeds. Feel free to devise a plot of Vocar's undead lords like Haroln and Qoolarn against one
that will not only once again put the people of another weakens the strength of that undead
Tovag in jeopardy, but put him back into his lord's realm. Further, a land of secrets and arcane magic
good graces. For example, Vocar may attempt to may even hold a secret that can be its own undo-
undermine Tovag's military by killing or capturing ing. If you prefer, finding a magical secret located
the high-ranking officers or poisoning the food in an ancient vault or hidden in the Shadowed
supply. The evil priest might even attempt to Room can be an important step in the completion
assassinate Kas himself. of another adventure, perhaps one involving other
Ravenloft domains.
In the end, as in Tovag, uniting the force of the
living in Cavitius may one day allow them to
Those heroes who feel truly ambitious can even throw the chains of their evil master aside. For
take on the monumental evil of Cavitius, the today, however, the heroes can be content with
undead population, and its extraordinarily powerful their current victory, for it is deeds such as this
master. The heroes may never reach a level of which keep evil at bay.