SPEC1-1 Shades of The Zhentarim v1.2

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SPEC1-1

Shades of the
Zhentarim
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Shawn Merwin and M. Sean Molley


Reviewed by Pieter Sleijpen
Playtested by Yannick Braat, Bryan Leclair, Dee Leclair, Paige
Leitman, Ward van Oosterum, John~Alan Pascoe, Heidi Pritchett,
Pierre van Rooden, Renout van Rijn, Brian Schoner, and
Yourik de Voogd

Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the
wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded
Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of
Zhentil Keep for characters levels 1-4.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email [email protected].
RPGA® Sanctioned Play Reading Monster Stat Blocks
Most likely you ordered this adventure as part of an Most of the information should be easy to understand, as
RPGA event from the RPGA website, or you received it it mirrors the information presented in the Monster
from your senior gamemaster. To play this adventure Manual. Attacks have a letter next to them designating
and receive rewards from the RPGA Rewards program, the type: M for melee, R for ranged, C for close, and A
you must sanction it as part of an RPGA event. This for area. A lower-case letter (used only in some melee
event could be as elaborate as a big convention, or as and ranged attacks) denotes that the attack can be used
simple as a group of friends meeting at the DM’s house. as a basic attack.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event, called the senior gamemaster, is in charge of
Important DM Information
making sure the event is sanctioned before play, runs As the DM of the session, you have the most important
smoothly on the date sanctioned, and gets reported back role in facilitating the enjoyment of the game for the
to the RPGA in a timely manner. The person who runs players. You take the words on these pages and make
the game is called the table Dungeon Master (or usually them come alive. The outcome of a fun game session
just DM). Sometimes (and almost all the time in the often creates stories that live well beyond the play at the
cases of home events) the senior gamemaster is also the table. Always follow this golden rule when you DM for a
table DM. You don’t have to be a HERALD-LEVEL GM to group:
run this adventure if you are not the senior GM.
By sanctioning and reporting this adventure you Make decisions and adjudications that enhance the
accomplish a couple of things. First, it is an official game, fun of the adventure when possible.
tracked under your play history. Second, players and
DMs gain rewards for sanctioned RPGA play if they are To reinforce this golden rule, keep in mind the
members of the RPGA REWARDS program. Playing this following:
adventure is worth four (4) points.
This adventure retires from RPGA-sanctioned play • You are empowered to make adjustments to
on December 31, 2011. the adventure and make decisions about how
To learn more about RPGA event sanctioning and the group interacts with the world of this
RPGA REWARDS, visit the RPGA website at adventure. This is especially important and
www.rpga.com. applicable outside of combat encounters, but feel
free to use the "scaling the encounter" advice
Preparing for Play (usually for adjusting to different-sized groups) to
adjust combat encounters for groups that are
In order to play this adventure, you’ll need copies of the having too easy or too hard of a time in an
following D&D 4th Edition rulebooks: Player’s Handbook, adventure.
Dungeon Master’s Guide, and the Monster Manual. Any • Don't make the adventure too easy or too
other rules referenced in this adventure will be noted in difficult for a group. Never being challenged
the New Rules Items section at the end of the makes for a boring game, and being
adventure. overwhelmed makes for a frustrating game.
Throughout this adventure, text in bold italics Gauge the experience of the players (not the
provides player information for you to paraphrase or characters) with the game, try to feel out (or ask)
read aloud when appropriate. Information on nonplayer what they like in a game, and attempt to give
characters (NPCs) and monsters appear in abbreviated each of them the experience they’re after when
form in the adventure text. they play D&D. Give everyone a “chance to
Along with this adventure, you’ll find a RPGA shine.”
Session Tracking sheet. If you’re playing this adventure • Be mindful of pacing, and keep the game
as part of an RPGA-sanctioned event, complete and turn session moving along appropriately. Watch for
in this sheet to your Senior GM directly after play. stalling, as play loses momentum when this
happens. At the same time, make sure that the
players don’t finish the adventure too early;
provide them with a full play experience. Living
Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours per round; try to be

SPEC1-1 Shades of the Zhentarim Page 2


very aware of running long or short. Adjust the Failing to Defeat an Encounter
pacing accordingly.
• Give the players appropriate hints so they can If a group fails to defeat an encounter – that is, if they
make informed choices about how to interact have to flee from a combat because it’s too tough or they
with their environment. Players should always reach the predetermined number of failures in a skill
know when enemies are affected by conditions challenge before reaching success – they are only
and are bloodied. They should be given clues awarded half experience points (round down) for the
about how to interact with their surroundings so encounter. If they manage to tackle the encounter later
they can tackle skill challenges, combats, and on and defeat it, award them the other half of the
puzzles without getting too frustrated over lack of experience points for the encounter.
information. This helps to encourage immersion
in the adventure and gives players “little Character Death
victories” for figuring out a good choice from a If a PC dies during the course of the adventure, the
clue. player of that character and the rest of the group have
two options, provided that they have access to the Raise
In short, being the DM for a Living Forgotten Realms Dead ritual (either a PC has it and can use it or the
adventure isn’t about following every word on the page; characters return back to civilization), they have access
it’s about creating a fun, challenging game environment to the body, and it is possible to return the dead PC to
for the players. A great deal of good information on life.
being a DM for a D&D game can be found in Chapters • Pay the component cost for the ritual. If the
1-2 of the Dungeon Master's Guide. group chooses this option, the cost should be
divided evenly amongst the group (500 gp for
Appropriate Character Levels heroic tier, 5,000 gp for paragon tier, and 50,000
This adventure is designed for player characters (PCs) gp for epic tier). Using a source outside the group
levels 1-4. Characters that fall outside of the level range to cast the ritual costs 20% more than the
may not participate in the adventure. Make certain to component cost. Total cost when using an
check the levels of the PCs before beginning play to outside source is 600 gp for heroic tier, 6,000 gp
ensure that they are the proper level. for paragon tier, and 60,000 gp for epic tier. A PC
Each adventure has a low-level version and a high- that dies and chooses this method of return gains
level version. The low level is meant for a group whose full (or half, if the party was defeated) experience
points from the encounter in which the character
levels, on average, fall in the first two levels of the
died, but no experience points for any encounters
adventure’s level spread. The high level is meant for a
that were missed while the character was dead. If
group whose levels, on average, fall in the last two levels
there’s still more of the adventure remaining, the
of the adventure’s level spread.
PC continues to earn experience as normal, and
A group may decide to play riskier and play the high
receives a normal cut of the rewards at the end of
level when their levels are more suited to the low level if
the adventure.
everyone in the group is in agreement to do so; however,
• Invoke the Death Charity clause. If the group
some of the rewards may not be available to them.
cannot afford to pay for the ritual (or doesn’t
Conversely, a group may decide to play the low level
desire to do so), the PC can choose to return back
when their levels are more suited to the high level if
to life at the end of the adventure. Doing so
everyone in the group is in agreement to do so; however,
forfeits all rewards (including treasure and story
some of the rewards may be less than what they’d rewards) earned for the adventure except
ideally want from the adventure. experience points gained prior to the character’s
Reading the Numbers: Each encounter will have a death (the character receives the experience
level and other values (such as XP or sometimes skill point award for the encounter in which they
checks) listed with two numbers divided by a slash. The died). The PC cannot participate in the same
number before the slash is always the value for the low- adventure a second time.
level version of the adventure; the number after the
slash is the value for the high-level version of the
adventure.
Milestones
No matter if the characters succeed or fail in an
encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or

SPEC1-1 Shades of the Zhentarim Page 3


their last extended rest. Encounters that do not give out possibility of evildoers recovering a relic of Shar really
experience points do not count for purposes of reaching puts Yazeth on edge. The combination of Zhentil Keep,
a milestone. Make certain to mention this information to a den of rogues and villains, and an artifact of Shar –
the players when applicable, as it gives each PC another the most treacherous of deities – has provoked Yazeth to
action point and affects how some magic item powers invest some of his vast wealth into funding an
are used. expedition.
Yazeth has asked you to locate his son, rescue the
Adventure Background young man if he is in danger, and find out if there is any
truth to the rumor of evil artifacts of Shar at Zhentil
Worshippers of Bane and Cyric have learned that a Keep. He paid for your passage and gave each of you a
powerful relic may be buried in the ruins of Zhentil
retainer of 10 gold pieces to investigate.
Keep. Their information indicates that the relic may be
in a ruined temple beneath the ruins of the Keep, north
of the River Tesh. DM’s Introduction
This relic was originally created by Zhent magi at This is a two-round continuous-play adventure. For the
the behest of an obscure sect of worshippers of the purposes of paperwork and reporting, everything works
goddess Shar. This sect was following a specific as a one-round adventure, but the game play could take
prophecy which (they thought) foretold of the death of 8 hours or longer.
their deity. They created the relic in hopes that the The adventure begins with the PCs starting their
Shadow Weave would survive even in the event that investigation into the whereabouts of the merchant’s
Shar was destroyed. The relic contains a “seed” that the son. Kerstol Cobb is not quite the good-hearted explorer
cultists hoped could be used to germinate a new that his father thinks he is. The young man actually left
Shadow Weave. home and signed on with a band of foul pirates, called
The Shadow Weave did unravel in the destruction the Bloody Scalps, who make their base at Zhentil Keep.
wrought by the Spellplague, but the prophecy itself Kerstol learned through his connections in the city that
apparently proved false, as it was Mystra, not Shar, who various factions—including the Netherese, devotees of
perished. Nevertheless, the relic might very well have Shar, worshippers of Bane, and cultists of Cyric—are in
survived the Spellplague intact, meaning that it could the city seeking a dark artifact that predates the
become a potent weapon either for or against the Spellplague. Kerstol cares little for such things, but he
Shadovar of Netheril. believes that if this relic of Shar comes to light, it could
lead to a resumption of the endless battles between
Player’s Introduction these various factions, and that would surely cause the
pirates to be wiped out or have to relocate.
Read or paraphrase the following to the players:
When the PCs arrive at the location specified in the
letter, they find a nasty group of pirates. The pirates
If wealthy merchants make the best patrons, this is an
attack the PCs for intruding on their territory, despite
adventurer’s dream. You were introduced to Yazeth
the protests of Kerstol. After the PCs defeat the pirates,
Cobb by an associate of yours, understanding that he Kerstol steps in and informs the PCs about the exact
was looking for adventurers. Yazeth told you the story of situation, including his fears that something much more
his son, Kerstol. Kerstol left home as a young man. He sinister than piracy may soon darken the doors of
was trained as an expert shipbuilder, but seemed more Zhentil Keep. Based on Kerstol’s information, the PCs
interested in exploring the world than earning an can investigate, eventually discovering the location of an
honest living. Though Yazeth worried about his only old temple of Shar where the relic may have been kept.
son’s well-being, he knew the boy was intelligent and Entering this temple, the PCs must contend with
good-hearted. magical wards designed to keep out non-believers. As
Several days ago, however, Yazeth received a soon as that obstacle has been overcome, the PCs are
message from Kerstol that has the merchant worried. beset by a group of Banites seeking the relic by following
the same chain of information as the PCs. Assuming
Provide the PCs with Handout 1, which is the letter that they are able to deal with this rival group of explorers,
Yazeth received from his son Kerstol. the PCs must contend with a maze of pure shadow, at
the heart of which is a reliquary containing information
Yazeth is concerned that his son might be in grave about the artifact and an indication that it might be at
danger. However, as a worshipper of Amaunator, the the Tower of the Art. (All of this occurred prior to the

SPEC1-1 Shades of the Zhentarim Page 4


Spellplague, of course, and the Tower of the Art now lies Assuming the PCs bring him the ritual books and
in ruins along with most of the rest of Zhentil Keep.) journals from the Temple of Shar and the Tower of the
The reliquary unlocks a secret passage that leads Art, Yazeth Cobb pledges to work within the hierarchy
into the sewers beneath Zhentil Keep. However, before of the church of Amaunator to get support for a larger
entering the sewers, the PCs discover yet a third group mission to return to Zhentil Keep and recover the relic
of seekers, followers of Cyric. The Cyricists have just from the Temple in the Sky. He asks the PCs if he can
made a fatal discovery of their own: an ancient guardian count on them to participate in that expedition when the
creature sacred to Shar, placed here to protect the time comes. He also warns them that the Shadovar
entrance. This monstrosity slaughters the worshippers of certainly have taken an interest in this matter, and of
the Dark Sun and then turns on the PCs. course the PCs have already drawn the ire of the
Assuming they survive, the PCs should now be able followers of both Bane and Cyric, as well as the
to rest safely in the temple. The next morning, the PCs remnants of the Black Network itself.
make their way through the sewers beneath the city, See Appendix 1 for some general background
seeking an underground entrance to the Tower of the information on Zhentil Keep and the various factions
Art. Hopefully avoiding most of the pitfalls and false that play roles in this adventure. Use this information
turns that could delay or waylay them, they find the when and how you see fit to enhance the players’
tower’s foundation, which also houses an ancient enjoyment of the adventure by letting them learn things
mausoleum and crematorium that has been marked by that their characters either should know or could
the followers of Kelemvor. This is filled with undead, reasonably discover.
which must be destroyed if the PCs are to proceed.
Beyond the mausoleum, the PCs make their way
into the wreckage of the Tower of the Art. They must
What’s a Core Special
deal with the Tower’s own spellwarped magical Adventure?
defenses and guardian creatures. Eventually they reach
Core Special adventures are designed to provide a
what remains of the tower’s magical workshops. They
challenging and epic, but fair and fun, experience where
must contend with the ghost of the former Master of the
the players must work together in order to successfully
Tower, now quite insane. If the PCs can convince him
complete the entire adventure within the time limit. The
they are worshippers of Mystra, they might be able to
adventure as a whole is intended to be only slightly
avoid having to destroy this ghost (or being destroyed by
more difficult that other adventures, and not impossible,
him).
to complete in eight hours of play time (don’t count
At last, the PCs discover notes concerning the
breaks against the eight-hour time limit).
rituals used to create the artifact, as well as details about
It’s quite possible that some groups cannot
the prophecy regarding the death of a goddess
overcome the challenges in this adventure without
(mistakenly believed by the relic’s creators to be Shar).
running out of time. Core Special adventures give
Unfortunately for the cultists, immediately after its
greater rewards (XP and treasure) than other Core
creation, the relic came to the attention of Fzoul
adventures do, so even if a particular group doesn’t
Chembryl, who ordered it taken to the Temple in the
achieve total success, their characters are still well
Sky, where the leaders of the Zhentarim could study it at
rewarded for their efforts. That said, this is not a
their leisure. The Temple in the Sky still floats above the
competition, and players should walk away from the
ruined southern section of the Keep, having taking on
table with a positive play experience. The DM should
many of the same properties of the “earth motes” that
not feel the need to slaughter the PCs to make the
drift over other locations on Faerun.
adventure feel special. Player satisfaction should always
The PCs are not yet powerful or experienced
be the DM’s main goal.
enough to enter the southern ruins and continue this
This adventure encourages the PCs to take only a
quest, but with the information they have learned, they
single extended rest. If your players insist on taking
can return to their patron and report. Before they are
more than one extended rest, remind them that time is
able to make their way out of the city, however, they are
of the essence if they are to find the relic before any of
confronted by a group of Zhentarim who demand that
the competing groups. Ultimately, however, it’s up to the
the PCs turn over everything they have learned about
players to decide when and where they rest.
the relic. If the PCs refuse, the Zhents attack. This
Consequences for taking more than one extended rest
combat can be made more or less difficult depending on
during the adventure are detailed in the final encounter.
how well the PCs have performed in the various skill
challenges they encountered throughout the adventure.

SPEC1-1 Shades of the Zhentarim Page 5


Encounter 1: No Adventurers days!” A hearty laugh goes around the room. “On
second thought,” continues the woman as she rakes her
Allowed long fingernails across her forehead and draws a
longsword, “why don’t you leave your possessions with
Encounter Level 1/3 (500/750 XP) us and YOU can make your way out of the Keep. This is
Bloody Scalp territory.” Small streams of blood trickle
from the scars on her forehead. Three other pirates also
Setup pull swords and move toward you.
This encounter includes the following creatures at the
low tier: If the PCs make any attempt to say that they are looking
1 Bloody Scalp swashbuckler (S) for Kerstol, or if they say they come on behalf of his
3 Bloody Scalp pirates (P) father, or if they make reference to anything Kerstol
mentioned in the letter, Kerstol (who is not one of the
This encounter includes the following creatures at the combatants but is in the room) steps forward and shouts
high tier: for the pirates to hold. The pirates do not listen to him,
1 Bloody Scalp swashbuckler (Level 3) (S) but in this case they knock the PCs unconscious rather
3 Bloody Scalp pirates (Level 3) (P) than kill them.

The PCs arrive in Zhentil Keep, finding it to be much Features of the Area
worse than Kerstol Cobb described in his letter to his
Illumination: The entire area is brightly lit by
father. The streets are littered with the dead and dying,
torches and lanterns.
the most unsavory criminal elements openly flaunt their
Tables: Creatures can move diagonally past the
unlawful behavior, and any sort of law or order seems
tables. Jumping onto a table takes a DC 20 Athletics
nonexistent.
check (or DC 10 with a running start). Attacking from
Several rival pirate gangs have made their home
atop a table gives a creature +1 to attack rolls, but the
bases here, and they wage constant warfare against each
tables are not large or strong enough to provide cover.
other when they aren’t terrorizing innocents. One of
Sticky Floor: The squares of the floor that contain
those gangs, to which Kerstol belongs, is the Bloody
darker markings contain blood, ale, and other fluids that
Scalps. They are named for their insistence that new
make them difficult terrain.
recruits scar their heads.
Bar: The bar in the top-right corner of the map
The PCs can easily find the “tavern” that Kerstol
holds several mugs and bottles. To get behind the bar,
refers to in his letter. It was obviously once a one-story
one must either go over the top or move beneath. Both
barracks, with its dour façade and militaristic
methods equate to difficult terrain, and the bar does
appearance. Only a few windows ever adorned the
provide cover.
building, and those have been boarded up. Stout
wooden doors, currently unlocked, offer the only Game Table: The game table is large and can only
entrance. The tavern is the gathering place of the Bloody be moved with a DC 20 Strength check. If flipped on its
Scalps, and they use the rest of the old barracks as a side, it can provide cover.
place to sleep, hold meetings, store loot, and keep
prisoners and slaves. Tactics
As the adventurers enter the area, read: As mentioned previously, the pirates attack no matter
what, but they knock PCs unconscious instead of killing
The room contains the furnishings of a tavern, with them if Kerstol intervenes on their behalf.
eight round tables and a makeshift bar. A game table of The pirates are used to fighting together, and they
some sort rests in one corner. attempt to maneuver into position to make the best use
The occupants of the tavern are a mix of brawny, of swashbuckler tactics and dirty fighting. Although there
loutish sailors dressed in patchwork leathers and are several other pirates in the room, none of them join
commoners unhappy to be stuck in such a place. A the fray because they are either too drunk or too
female sailor, head shaved clean and ears decorated cowardly.
with innumerable sparkling gems, points at you as you The initial group of pirates does not surrender
enter. Her scalp is heavily scarred. under any circumstances; they fight to the death, but no
“Well what have we here, lads? Adventurers! Looks more pirates join in the fray once it’s clear that the PCs
like we’d better leave—the Keep lets anyone in these are tough enough to defend themselves. If the PCs

SPEC1-1 Shades of the Zhentarim Page 6


choose to knock the pirates unconscious instead of whether there is an entire Sharran enclave here. He
killing them, any survivors scamper away once they are only contacted his father because the pirate gang doesn’t
released. Kerstol is grateful to the PCs if they spare his want all these various evil powers tromping through
fellow Bloody Scalps, but he won’t be terribly distraught their territory and causing trouble. He thought his father
if the pirates get killed. Pirates aren’t a sentimental might send someone to take care of the trouble before it
bunch. got worse. Kerstol also admits that the combined forces
of the Bloody Scalp gang could easily defeat the PCs, but
Scaling the Encounter dozens of them are out at sea right now. The PCs
therefore might want to hurry and conclude their
Make the following adjustments to the combat based on
investigation before the gang decides to enact revenge.
the number of PCs present.
If the PCs were defeated, they are tied up and
Four PCs: Remove one Bloody Scalp pirate.
allowed to regain consciousness. Kerstol explains to
Six PCs: Add one Bloody Scalp pirate.
them that they will be spared if they investigate the
rumored existence of the Sharran temple. The PCs are
Ending the Encounter then untied, one at a time, and allowed to leave with
If the PCs defeat the pirates, Kerstol figures the PCs their equipment, but the pirates keep any easily-pawned
must have come in response to the letter that he sent his valuables (gold, jewelry, or art objects) for themselves.
father, and he explains to the PCs that he has become
very concerned about a recent increase in the activities Experience Points
of various factions within the ruins of Zhentil Keep. The characters receive 100/150 experience points each
There have been shadowy creatures lurking on the for defeating the pirate gang.
streets at night, where previously one only had to worry
about press gangs and murderers. The worshippers of Treasure
Bane and Cyric have also been crawling all over the
A very tiny part of the gang’s treasure is held in a sack
ruins lately, getting in each other’s way and making
behind the bar. Although it only comes to 15 gp per PC,
trouble for the pirates who are just trying to earn a
the PCs can take it if they defeat the pirates. They also
dishonest living. It’s not safe for indecent folk around
find a potion of healing in the sack.
here any more!
If the pirates defeat the PCs, Kerstol feels sorry for
Kerstol doesn’t know exactly where the PCs need to
them and gives each PC a 5 gp “payment” for their
go, and the pirates as a whole don’t want to deal with the
upcoming explorations of Zhentil Keep. (Of course, the
situation because they can’t see how it would advance
rest of the pirates take whatever gold and other
their own narrow interests. However, Kerstol likes his
valuables the PCs possess, so Kerstol’s charity may well
new life, and he’s afraid that if tensions continue to
amount to the characters’ entire remaining wealth.)
mount, Zhentil Keep could return to open warfare,
which would certainly make things tough for the pirates,
who are not equipped to deal with such heavily-armed
and dangerous threats.
Kerstol has heard rumors that there is a relic of Shar
somewhere in the ruins, and he has even caught
glimpses of what he is convinced was a Monk of the
Dark Moon (one of Shar’s elite followers). Kerstol
learned that everybody is searching for the ruins of a
temple of Shar where this relic might have been kept,
but nobody has found it yet. Kerstol knows that other
interested parties are probably in the area as well.
Be sure to stress this point: other parties interested
in retrieving this artifact have been seen in the area, and
time is of the essence. Make it clear to the players that
taking an extended rest before discovering the location
of the relic would be a huge risk, because the other
searchers may find the artifact first.
Kerstol admits to being a pirate if pressed on the
matter, and he also admits to not caring overmuch

SPEC1-1 Shades of the Zhentarim Page 7


Encounter 1: No Adventurers Allowed Statistics (Low Level)
Bloody Scalp Swashbuckler Level 1 Elite Soldier (Leader) Bloody Scalp Pirate Level 1 Soldier
Medium natural humanoid XP 200 Medium natural humanoid XP 100
Initiative +5 Senses Perception +5 Initiative +5 Senses Perception +5
HP 64; Bloodied 32 HP 30; Bloodied 15
AC 19; Fortitude 17, Reflex 17, Will 13 AC 17; Fortitude 14, Reflex 15, Will 13
Saving Throws +2 Speed 6
Action Points 1 m Longsword (standard; at-will) ✦ Weapon
Speed 6 +8 vs. AC; 1d8 + 2 damage.
m Longsword (standard; at-will) ✦ Weapon
M Dirty Fighting (standard; encounter) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage. +8 vs. AC; 1d8 + 2 damage and the target is dazed (save ends).
M Double Slash (standard; at-will) ✦ Weapon Alignment Evil Languages Common
The bloody scalp swashbuckler makes two longsword attacks Skills Stealth +8, Thievery +8
(each attack must be made against a different target). Str 14 (+2) Dex 16 (+3) Wis 10 (+0)
Never Surrender (immediate interrupt, when an ally is reduced Con 14 (+2) Int 8 (---1) Cha 8 (---1)
to 0 hp) Equipment leather armor, longsword
The bloody scalp swashbuckler makes a longsword attack.
Rally the Crew (free; 1/round)
When she scores a critical hit, the swashbuckler and all allies within
5 squares heal 4 hit points.
Swashbuckler Tactics
The swashbuckler and her allies deal +1d6 damage to any creature
against whom the swashbuckler has combat advantage (even if the
ally doesn’t have combat advantage).
Swashbuckler Bravado
The swashbuckler scores critical hits on attack rolls of natural 19
or 20.
Alignment Evil Languages Common
Skills Stealth +8, Thievery +8
Str 14 (+2) Dex 16 (+3) Wis 10 (+0)
Con 16 (+3) Int 8 (---1) Cha 12 (+1)
Equipment leather armor, longsword

SPEC1-1 Shades of the Zhentarim Page 8


Encounter 1: No Adventurers Allowed Statistics (High Level)
Bloody Scalp Swashbuckler (Level 3) Bloody Scalp Pirate (Level 3) Level 3 Soldier
Level 3 Elite Soldier (Leader) Medium natural humanoid XP 150
Medium natural humanoid XP 300 Initiative +6 Senses Perception +6
Initiative +6 Senses Perception +6 HP 46; Bloodied 23
HP 96; Bloodied 48 AC 19; Fortitude 16, Reflex 17, Will 15
AC 21; Fortitude 19, Reflex 19, Will 15 Speed 6
Saving Throws +2 m Longsword (standard; at-will) ✦ Weapon
Action Points 1 +10 vs. AC; 1d8 + 3 damage.
Speed 6
M Dirty Fighting (standard; encounter) ✦ Weapon
m Longsword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage and the target is dazed (save ends).
+10 vs. AC; 1d8 + 4 damage. Alignment Evil Languages Common
M Double Slash (standard; at-will) ✦ Weapon Skills Stealth +9, Thievery +9
The bloody scalp swashbuckler makes two longsword attacks Str 14 (+3) Dex 16 (+4) Wis 10 (+1)
(each attack must be made against a different target). Con 14 (+3) Int 8 (+0) Cha 8 (+0)
Never Surrender (immediate interrupt, when an ally is reduced Equipment leather armor, longsword
to 0 hp)
The bloody scalp swashbuckler makes a longsword attack.
Rally the Crew (free; 1/round)
When she scores a critical hit, the swashbuckler and all allies within
5 squares heal 2 hit points.
Swashbuckler Tactics
The swashbuckler and her allies deal +1d6 damage to any creature
against whom the swashbuckler has combat advantage (even if the
ally doesn’t have combat advantage).
Swashbuckler Bravado
The swashbuckler scores critical hits on attack rolls of natural 19
or 20.
Alignment Evil Languages Common
Skills Stealth +9, Thievery +9
Str 14 (+3) Dex 16 (+4) Wis 10 (+1)
Con 16 (+4) Int 8 (+0) Cha 12 (+2)
Equipment leather armor, longsword

SPEC1-1 Shades of the Zhentarim Page 9


Encounter 1: No Adventurers Allowed Map
Dire Tombs
Altar / Portcullis 2x1 x1
Stone Doors / Broken Urn 2x1 x1
Corner / Floor 2x2 x1
Hall / Hall w/Pillars 8x3 x1
Throne Room / Sun Room 8x8 x1

Gaming Table Bar

Entrance /
PC Start Area

SPEC1-1 Shades of the Zhentarim Page 10


Encounter 2: Asking Around Skill Challenge
In general, each skill check that achieves the listed DC
Skill Challenge Level 1/3, counts as one success towards the overall challenge,
while each failed skill check counts as one failure.
Complexity 5 (500/750 XP) However, you can allow the use of secondary skills to
negate failures if you deem it appropriate. You can also
Setup grant a bonus (typically +2) for especially good
Number of Successes: 12 roleplaying in conjunction with a particular skill check.
Number of Failures: 6 For some skills, the PCs might also get a bonus if they
Primary Skills: Arcana, Bluff, Diplomacy, spread a little bit of gold around (particularly some of
Dungeoneering, Heal, History, Insight, Intimidate, the social skill checks). The denizens of Zhentil Keep are
Perception, Religion, Stealth, Streetwise, Thievery nothing if not mercenary. Spending 5 gp in conjunction
Important NPCs: Followers of Bane, followers of Cyric, with a skill check could grant a character a +2 bonus on
followers of Shar, miscellaneous pirates and treasure- the check, at your discretion.
seekers, commoners of Zhentil Keep Each “round” of searching (during which every
character in the party uses a single skill) takes one hour
In this skill challenge, the PCs must gather information of game time. Suggested DCs are provided for the
in order to learn as much as they can about the ruined various skills, but you should always feel free to adjust
temple of Shar. They might also learn about other the DCs up or down depending on the specific usage. At
groups actively searching for the temple (and the relic). the low tier, the DCs should range between 15
The PCs eventually discover that there is an entrance to (moderate) and 20 (hard), while at the high tier, the DCs
the temple in the ruins on the north side of the city. should range between 17 and 22.
The DM and the players can indicate various Arcana (DC 20/21): The PC recalls arcane lore
locations around the city where the PCs want to conduct that suggests a possible location for the Temple of Shar,
their investigations. (The PCs do not have any means to or searches a particular section of the ruins for magical
cross the River Tesh, nor would it be advisable for them auras that might indicate the presence of the relic.
to do so even if they could, so they must focus their Bluff (DC 15/16): The PC pretends to be a
efforts on the northern section of the Keep.) member of one of the searching factions (Bane, Cyric, or
Shar) or a member of one of the various pirate gangs.
Kerstol’s information suggests a lost temple of Shar This can help rule out locations already searched or get
exists somewhere in the ruins on this side of the river. a clue about locations where nobody has looked yet.
Where exactly is the entrance, and can you find it Diplomacy (DC 15/16): The PC approaches one of
before any of the other seekers get there first? the other groups and offers to trade clues for the benefit
of both groups, or the PC makes nice with some local
During this skill challenge, the PCs can take a wide merchants who can relate rumors and information
variety of approaches. Some suggested uses of the about the various groups’ actions and methods. (This
primary skills are provided here, but allow players to could give the PCs some information about the Banites
create their own paths. The goal is to get the players to they face in Encounter 4.)
roleplay the investigation as they pick their way across Dungeoneering (DC 20/21): The PC studies a
the seedy underbelly of Zhentil Keep, not just to roll a map of the ruins to get a sense for which sections of the
handful of skill checks and pronounce success or failure. city might be stable enough for an underground temple.
Also, don’t be afraid to reward clever uses of powers that Heal (DC 15/16): The PC tends to the diseases and
might be applicable to the overall goal of the skill wounds of some of the beggars and common folk of
challenge. For example, a PC wizard might use ghost Zhentil Keep, who provide rumors, gossip, and
sound to assist another character who’s using Stealth to observations concerning the various groups.
try and trail a group of Sharrans. History (DC 15/16): The PC recalls some history
Currently available rituals are probably not helpful, regarding the layout of Zhentil Keep before the
although the Hand of Fate ritual might provide some Spellplague. This can suggest some likely areas where
guidance (treat as one or two successes) if the right the temple of Shar might have been located. (Shar was
questions are asked. not one of the deities publicly venerated in the Keep
then, so the location of the temple would have been

SPEC1-1 Shades of the Zhentarim Page 11


concealed and known only to trusted members. Thus, that could steer the other groups in the wrong direction,
the temple proper is most likely underground.) to create diversions or distractions (such as a mob scene)
Insight (DC 15/16): This skill can be used that delay the other groups in the city streets, or just
cooperatively to assist another PC who is making a about any other creative usage that the players might
social skill check (Bluff, Diplomacy, Intimidate, or come up with. This skill could be used on its own to
Streetwise). This PC knows when the other PC is being generate successes and failures, or it could be used as an
lied to or which questions garner the best results. This enabling skill to grant other characters bonuses on their
grants the other PC a +2 bonus on the social skill check. subsequent checks. This is probably the most
If the PC making the Insight check beats the hard DC appropriate default skill to fall back on for characters
(20/21), then the other PC’s skill check does not count who can’t think of any other skill that they want to use in
as a failure no matter how low the other character rolls. a particular round.
Intimidate (DC 20/21): This skill is a bit harder to Thievery (DC 20/21): This skill might be used to
use (higher DCs) than the other social skills, because the pick a pocket or steal a saddlebag from one of the other
denizens of Zhentil Keep are a pretty rough-and-tumble searchers, finding maps and clues that reveal what
lot. However, a successful use of this skill browbeats rumors that group has been chasing and where they
information out of the locals. have searched for the entrance to the temple. This skill
Perception (DC 15/16): This skill can be used in a can only be used one time against each of the three
variety of ways. A PC might follow the tracks of one of groups competing against the PCs to find the temple.
the other groups or recognize signs of their passage. This
skill might be used to notice a particular type of person Sample Scenes
in the crowded streets of Zhentil Keep (for example, if
Here are some scenes you can use to help provide a
the PCs want to tail the Monks of the Dark Moon, they
sense that the PCs are only one of many groups combing
need to find one first). This skill can also be used to
the ruins of Zhentil Keep for the ancient temple of Shar.
search the ruins in hopes of finding the secret entrance
Feel free to include these as part of the various skill
to the temple of Shar. (Of course, the PCs don’t actually
checks made by the PCs or as “cut scenes” between
find the entrance until the end of the skill challenge.)
rounds. Remember this is a skill challenge, not a combat
Religion (DC 15/16): The PC recalls a religious
encounter, so no matter how badly the PCs might fail on
text discussing the worshippers of Shar and identifies
particular skill checks, the outcome should always be
some salient features of the architecture or motifs that
simply that they do not make any headway in their
characterize their temples. Alternatively, a PC could try
search, follow up on a false lead, or otherwise find their
to use this skill at a harder DC (20/22) in conjunction
progress impeded. None of these scenes should lead to
with the Bluff skill to try and impersonate a worshipper
an actual combat encounter.
of one of the evil deities (Bane, Cyric, or Shar) and tag
• A group of Banites comb through an abandoned
along with their searchers, steering them off track or
warehouse, clearing debris and picking through
simply reporting back to the other PCs on what they
wrecked shipping crates. Within one crate they
discover. This would be a more complicated series of
discover some carvings that they study excitedly.
skill checks, so it could potentially result in multiple
They destroy the carvings after making a tracing
successes if the character is able to pull off such a ruse.
and quickly exit the warehouse.
Stealth (DC 15/16): The PC tails one of the other
• A group of Cyricists ransack a small curio shop,
groups of searchers around the Keep and gains some flipping through books and discarding any tomes
insight into the types of places where they are searching. that don’t seem to be relevant to their search
This skill use needs to be preceded by a successful check while the proprietor looks on in horror as his
in order to locate a specific group first, however (either wares are trampled into the muddy streets.
Perception to spot them or follow their tracks, or one of • A dark-clad monk wearing a holy symbol of Shar
the social skills to learn where they are searching). A glides silently through the crowd, pausing every
character who is actively observing another group might now and then as if searching for someone or
also use this skill to avoid being noticed or caught (being checking to see whether he is being followed.
caught could negate a previous success). • A group of Banites is engaged in negotiations
Streetwise (DC 15/16): This skill can be used to with a pirate crew; in exchange for some healing
collect useful information about the other groups who potions and a sack of gold, the pirates agree to
are searching for the temple of Shar, to gather rumors provide some slaves who can help excavate a
about where those groups might have looked already section of the ruins. The Banites mark the
and where they plan to look next, to plant false leads location on a map which they give to the pirates.

SPEC1-1 Shades of the Zhentarim Page 12


• A number of Zhentarim mercenaries ride slowly
down the city streets, whispering among
themselves and pointing at specific buildings.
They glare with undisguised hostility at anybody
they notice watching them.
• A Sharran priestess and a worshipper of Cyric
meet in an alley and exchange a few brief words
before going their separate ways.

Campaign Note: Quest Card Opportunity


While exploring the city of Zhentil Keep, some PCs
might seek to surreptitiously complete certain tasks
relating to a campaign Quest Card they have. They
might pass out some scratched coins or look for
individuals wearing yellow cloaks. Although those first
two tasks cannot be completed in this adventure, see
Encounter 11 for the quest task that can be completed.

Ending the Encounter


No matter what happens, the PCs eventually discover
the entrance to the temple of Shar. It’s simply a question
of whether they find it before any of the other groups do.
Success: The PCs are the first to discover the
entrance to the temple. Run Encounter 3 before you run
Encounter 4. The PCs get a round to prepare for the
arrival of the Banites in Encounter 4.
Failure: The worshippers of Bane find the entrance
to the temple before the PCs do. Run Encounter 4
before you run Encounter 3, and the Banites might be
able to get a surprise round against the PCs. This failure
also adds to the difficulty of the final combat against the
Zhentarim.

Experience Points
If the PCs succeed on the skill challenge and are the
first group to discover the entrance to the temple, each
character receives 100/150 XP. If they fail the skill
challenge, they still get half experience, but this has
some consequences later in the adventure.

Treasure
There is no treasure to be gained in this encounter
(although the PCs might spend a bit of their own money
to buy information).

SPEC1-1 Shades of the Zhentarim Page 13


Encounter 3: Warped Wards The shadow mote trap is triggered (and the shadow
creatures appear) when a PC steps within 2 squares of
the statue, the treasure, or either of the diagrams.
Encounter Level 2/4 (600/900 XP) The dark hammers appear from out of the square
diagram (which looks like an obelisk on the map) and
Setup the shadow shapers appear from the circular diagram
(the glowing green circle/triangle on the map).
This encounter includes the following creatures and
traps at the low tier:
2 shadow shapers (S) Features of the Area
2 dark hammers (H) Illumination: The only light in the area is that
1 shadow mote trap (M) provided by the PCs.
Statue: The statue is blocking terrain. Any creature
This encounter includes the following creatures and that rolls a critical hit while adjacent to the statue can
traps at the high tier: use a healing surge.
2 shadow shapers (Level 3) (S) Treasure Alcove: Most of the “treasure” here is
2 dark hammers (Level 3) (H) worthless wooden discs painted silver and gold. The
1 shadow mote trap (M) alcove is considered difficult terrain.
Two Diagrams: The diagrams were once wards
The entrance that the PCs eventually discover is a trap against intruders, but they have been warped by time
door in the floor of a ruined building. Beyond the trap and the effects of the Spellplague. Shadow creatures
door, a steep shaft descends into darkness. Iron rungs gain a +1 bonus to all defenses when in the diagrams.
attached to the walls of the shaft make the climb easy. Powers that have the implement keyword gain a +2 to
After traveling 50 feet down into the darkness, the PCs damage when the attack originates from a square
come to a landing, and then a stairway that travels down adjacent to the diagram. A living creature that enters a
further. The stairway ends at double doors (shown in the diagram is teleported to the closest free square adjacent
top-left corner of the Encounter 2 Map). The doors are to the statue until the trap is disarmed. Jumping over or
made of iron and are locked, but the lock has rusted to teleporting past the squares has the same effect as
the point that a swift kick allows entrance. (If the PCs entering a square with a diagram.
are not the first group to arrive here, because they failed
the skill challenge, then the doors have already been Tactics
forced open by the Banites.)
As soon as a PC triggers the trap and the shadow
As the adventurers enter the area, read:
monsters appear, roll initiative. (The shadow mote gets a
surprise round if combat begins when a PC passes
A large, finished chamber lies beyond the rusted iron
within 2 squares of the statue.) On its turn, the shadow
doors. The room once contained furnishings, but those
mote lashes out, striking at the closest PC and then
furnishings have been destroyed and are strewn about
returning to the statue. The PCs should understand that
the room.
the mote cannot be directly attacked, but they might be
In the center of the room is a statue made of dark
able to affect it in other ways (as detailed in the statistics
stone. The statue is strange in that some of the features,
block for the trap).
like fingers and toes, are carved in intricate detail, while
The dark hammers move forward to engage the PCs
the facial features are obscure.
with melee attacks, while the shadow shapers stay back
A large alcove on the east wall holds piles of coins
and used their ranged attacks. The creatures try to stay
and other valuables. On the floor in front of a within one square of each other to gain the bonus from
passageway leading south is a square diagram etched their umbral blend ability.
into the floor. A circular diagram has been inscribed
before a passageway leading east.
Adjusting the Encounter
A DC 15 Religion check reveals that the statue reveres The read-aloud text and other components of this
an aspect of Shar, the goddess of shadows. encounter assume that the PCs succeed on the skill
A DC 22/24 Perception check reveals that a challenge and get here before the worshippers of Bane
shadowy force cloaks the entire statue. have time to fully explore the temple. If that is not the
case (if you are coming here from Encounter 4) then feel

SPEC1-1 Shades of the Zhentarim Page 14


free to modify the description of this area a bit (the
doors are already open, there are signs of the other
group’s passage, and perhaps even a Banite corpse or
two piled up around several of the traps). The details of
the combat remain identical, but it should be obvious to
the PCs that their previous failure means that they are
definitely not the first group to pass this way.

Scaling the Encounter


Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: Remove one dark hammer.
Six PCs: Add one dark hammer.

Ending the Encounter


Once the shadow creatures are defeated, the trap
continues to attack until it is disarmed or until the PCs
leave the area completely. The PCs cannot get past the
diagrams until the trap is disarmed.
Once the trap is disarmed and the creatures are
destroyed, the PCs can rest. However, after a single five-
minute rest, the followers of Bane arrive via the staircase
(if the PCs got here first) or via the southern and eastern
passages (if the PCs did not get here first). If the PCs do
not take a five-minute rest and plan to leave the room
immediately, simply have the followers of Bane arrive
early.

Experience Points
The characters receive 120/180 experience points each
for defeating the shadow creatures and disarming the
trap.

Treasure
Amid the pile of “fake treasure” are a few valuables. It
requires a DC 25 Perception check to find the valuables
within the junk. The PCs find 45/65 gp each and a +1
staff of fiery might (low-level) or a +2 staff of fiery might
(high-level).

SPEC1-1 Shades of the Zhentarim Page 15


Encounter 3: Warped Wards Statistics (Low Level)
Shadow Shaper Level 1 Artillery Shadow Mote Level 5 Obstacle
Medium shadow construct XP 100 Trap XP 200
Initiative +5 Senses Perception +4; darkvision Trap: A swirling ball of shadow coalesces in the chamber. It crashes
HP 22; Bloodied 11 into the nearest living creature, and then it returns to the statue.
AC 15; Fortitude 12, Reflex 14, Will 10 Perception
Immune disease, poison; Resist cold 5 ✦DC 22: The character notices the statue is glowing with a dark
Speed 6 radiance, and the energy is mobile.
m Slam (standard; at-will) Initiative +5
+5 vs. AC; 1d6 + 3 damage. Trigger
R Freezing Shadow (standard; at-will) ✦ Cold When a living creature moves within 2 squares of the statue, the
Ranged 15; +4 vs. Reflex; 1d6 + 4 cold damage. shadow mote appears and attacks. It thereafter attacks once per
Miss: 2 cold damage. round on the same initiative count until it is disabled or destroyed.
Umbral Blend The mote does not have a position on the battle map; when it
When adjacent to an ally with the shadow origin, both creatures attacks, dark energy lashes out from the statue and then leaps back.
gain +1 to AC and Reflex defense. Attack
Alignment Unaligned Languages -- Standard Action Melee 2
Skills Stealth +7 Target: The nearest living non-shadow creature when the mote
Str 14 (+2) Dex 16 (+3) Wis 10 (+0) activates.
Con 10 (+2) Int 8 (---1) Cha 10 (+0) Attack: +5 vs. Will
Hit: 1d8 + 1 damage and target blinded (save ends).
Countermeasures
Dark Hammer Level 1 Brute
Medium shadow construct XP 100 ✦ As a standard action, a character can make a DC 19 Religion check
Initiative +3 Senses Perception +4; darkvision to recite a prayer to Shar that deactivates the mote for one round.
HP 34; Bloodied 17 ✦ As a standard action, a character adjacent to the statue can
AC 17; Fortitude 15, Reflex 11, Will 10 suppress the trap for one round with a DC 17 Thievery check.
Immune disease, poison; Resist cold 5
✦ As a standard action, a character within 3 squares of the statue can
Speed 4 (8 when charging)
m Slam (standard; at-will)
suppress the trap for one round with a DC 19 Arcana check.
+5 vs. AC; 1d6 + 3 damage plus 1d6 cold damage. ✦ One or more characters can enter into a Complexity 1 skill
C Frosty Strike (standard; at-will) ✦ Cold challenge (4 successes before 2 failures) to disable the trap. A
Close burst 1; +3 vs. Reflex; the target takes ongoing 3 cold damage combination of Religion (DC 15), Thievery (DC 17) and Arcana (DC
and is immobilized (save ends both). 19) checks may be used to achieve successes as detailed above. If the
Umbral Blend skill challenge succeeds then the trap is destroyed. If the skill
When adjacent to an ally with the shadow origin, both creatures challenge fails then the trap is not destroyed and the mote emits a
gain +1 to AC and Reflex defense. burst of dark energy. Close burst 5; enemies in burst; +5 vs. Will;
Alignment Unaligned Languages -- 2d8+2 damage and target blinded (save ends).
Str 18 (+2) Dex 12 (+3) Wis 10 (+0) ✦ The characters can physically destroy the statue (AC 16, other
Con 14 (+2) Int 8 (---1) Cha 10 (+0) defenses 13, hp 55; resist 5 all) which destroys the trap.

SPEC1-1 Shades of the Zhentarim Page 16


Encounter 3: Warped Wards Statistics (High Level)
Shadow Shaper (Level 3) Level 3 Artillery Shadow Mote Level 5 Obstacle
Medium shadow construct XP 175 Trap XP 200
Initiative +5 Senses Perception +4 Trap: A swirling ball of shadow coalesces in the chamber. It crashes
HP 34; Bloodied 17 into the nearest living creature, and then it returns to the statue.
AC 17; Fortitude 14, Reflex 16, Will 12 Perception
Immune disease, poison; Resist cold 5 ✦DC 24: The character notices the statue is glowing with a dark
Speed 6 radiance, and the energy is mobile.
m Slam (standard; at-will) Initiative +5
+7 vs. AC; 1d6 + 4 damage. Trigger
R Freezing Shadow (standard; at-will) ✦ Cold When a living creature moves within 2 squares of the statue, the
Ranged 15; +6 vs. Reflex; 1d6 + 5 cold damage. shadow mote appears and attacks. It thereafter attacks once per
Miss: 3 cold damage. round on the same initiative count until it is disabled or destroyed.
Umbral Blend The mote does not have a position on the battle map; when it
When adjacent to an ally with the shadow origin, both creatures attacks, dark energy lashes out from the statue and then leaps back.
gain +1 to AC and Reflex defense. Attack
Alignment Unaligned Languages -- Standard Action Melee 2
Skills Stealth +7 Target: The nearest living non-shadow creature when the mote
Str 14 (+2) Dex 16 (+3) Wis 10 (+0) activates.
Con 10 (+2) Int 8 (---1) Cha 10 (+0) Attack: +5 vs. Will
Hit: 1d8 + 1 damage and target blinded (save ends).
Countermeasures
Dark Hammer (Level 3) Level 3 Brute
Medium shadow construct XP 175 ✦ As a standard action, a character can make a DC 19 Religion check
Initiative +3 Senses Perception +4 to recite a prayer to Shar that deactivates the mote for one round.
HP 54; Bloodied 27 ✦ As a standard action, a character adjacent to the statue can
AC 19; Fortitude 17, Reflex 13, Will 11 suppress the trap for one round with a DC 17 Thievery check.
Immune disease, poison; Resist cold 5
✦ As a standard action, a character within 3 squares of the statue can
Speed 4 (8 when charging)
m Slam (standard; at-will)
suppress the trap for one round with a DC 19 Arcana check.
+7 vs. AC; 1d6 + 4 damage plus 1d6 cold damage. ✦ One or more characters can enter into a Complexity 1 skill
C Frosty Strike (standard; at-will) ✦ Cold challenge (4 successes before 2 failures) to disable the trap. A
Close burst 1; +5 vs. Reflex; the target takes ongoing 5 cold damage combination of Religion (DC 15), Thievery (DC 17) and Arcana (DC
and is immobilized (save ends both). 19) checks may be used to achieve successes as detailed above. If the
Umbral Blend skill challenge succeeds then the trap is destroyed. If the skill
When adjacent to an ally with the shadow keyword, both creatures challenge fails then the trap is not destroyed and the mote emits a
gain +1 to AC and Reflex defense. burst of dark energy. Close burst 5; enemies in burst; +5 vs. Will;
Alignment Unaligned Languages -- 2d8+2 damage and target blinded (save ends).
Str 18 (+2) Dex 12 (+3) Wis 10 (+0) ✦ The characters can physically destroy the statue (AC 16, other
Con 14 (+2) Int 8 (---1) Cha 10 (+0) defenses 13, hp 55; resist 5 all) which destroys the trap.

SPEC1-1 Shades of the Zhentarim Page 17


Encounter 3: Warped Wards Map
Dungeon Tiles
Crevasse / Floor 4x2 x1
Crevasse / Floor 8x2 x1
Double Doors / Rubble 2x1 x1
Obelisk / Floor 2x2 x1
Rune / Floor 2x2 x1
Stairs Landing / Floor 4x2 x1
Shop / Floor 8x10 x1
Statue / Floor 1x1 x1
Treasure / Platform 4x4 x1

PCs Enter Here

Shadow Mote

Dark Hammers

Shadow Shapers

SPEC1-1 Shades of the Zhentarim Page 18


Encounter 4: Bane’s Blessed Treasure Alcove: Most of the “treasure” here is
worthless wooden discs painted silver and gold. The
alcove is considered difficult terrain. This changes if the
Encounter Level 2/3 (600/750 XP) PCs have cleaned up the area.
Two Diagrams: The diagrams were once wards
Setup against intruders, but they have been warped by time
and the effects of the Spellplague. Shadow creatures
This encounter includes the following creatures at the
gain a +1 to all defenses when in the diagrams. Powers
low tier:
that have the Implement keyword gain a +2 damage
1 adept of Bane
bonus if the attack originates from a square inside or
2 blades of Bane
adjacent to either of the diagrams. The teleporting
5 fists of Bane
aspect described in Encounter 3 does not function
during this encounter (either because the PCs already
This encounter includes the following creatures at the
destroyed the traps or because the Banites enacted a
high tier:
ritual that suppresses them).
1 adept of Bane
Trap: If the PCs got here first, then they should
2 blades of Bane (Level 5)
already have dealt with the trap. If the Banites got here
7 fists of Bane
first, they have enacted a ritual which temporarily
suppresses the trap.
This encounter begins five minutes after the PCs
complete the previous encounter, or when the PCs start
to leave the room with the Shar statue, whichever is Tactics
sooner. If any of the PCs beats a passive Perception DC The adept of Bane tries to stay in the middle of the
of 19, they hear the followers of Bane approaching, and combat, attaching with melee and ranged attacks as
have one round to prepare. The Banites enter by coming needed. He uses battle grace as much as possible, and if
down the same staircase that the PCs used. The Banites’ he or his blades of Bane get bloodied, he uses Bane’s
original positions are not marked on the battle map; you command to heal them.
should arrange them in the most logical configuration The blades of Bane try to crush their enemies with
given the tactical situation and the conditions described an onslaught of greatsword attacks, delivering vicious
in the “Adjusting the Encounter” section. kicks to any enemies who might be distracted.
As the followers of Bane enter the area, read: The fists of Bane mob any PC defenders, trying to
wear them down and stay out of the way of any area
Several humans, dressed in armor and bearing swords blasts or bursts.
of various types, come clattering down the stairs.
Upon seeing you, their apparent leader, who wears Adjusting the Encounter
a symbol showing a longsword and a mailed fist, barks
The boxed text and other components of this encounter
out, “On whose authority are you here?”
assume that the PCs succeeded on the skill challenge
(Encounter 2) and have already dealt with the traps and
A DC 20 Religion check reveals the symbol is an
wards (Encounter 3). In this case, the Banites enter by
alternate symbol of Bane. The PCs might be able to
coming down the same stairway that the PCs used (at
bluff the followers of Bane long enough to get into
the top left of the map). Allow the PCs to make
improved tactical positions, but it should soon become
Perception checks to see if they hear the Banites
obvious that the PCs are not followers of Bane with
coming, and likewise check to see if the Banites hear the
permission to come here in search of Shar’s artifact, and
PCs. It is possible that the PCs might get a surprise
then a battle begins.
round if everything falls in their favor. (The minions are
the first ones down the stairs, of course, so they should
Features of the Area feel the brunt of the PCs’ attacks during any surprise
Illumination: The followers of Bane have round.)
everburning torches to cast bright light into the room, If the PCs failed the skill challenge, then the Banites
even if the PCs do not. are just beginning to explore the area when the PCs
Statue: The statue is blocking terrain. Any creature arrive. They have broken up into two groups. One group
that rolls a critical hit while adjacent to the statue can has a blade of Bane plus five fists of Bane. The other
use a healing surge. group has the adept of Bane, a blade of bane, and two

SPEC1-1 Shades of the Zhentarim Page 19


fists of Bane. The larger group is entering the southern
corridor (the Banites conducted a brief ritual which
suppressed the shadow traps) while the smaller group
(with the adept) is just out of sight down the eastern
corridor. This should draw the PCs into the room to
engage the first group, whereupon the second group
comes around the corner and joins the attack, hopefully
catching the PCs in a bad tactical position. Feel free to
adjust this setup as necessary – the PCs should be at a
disadvantage because they failed the skill challenge. The
Banites might even get a surprise round against the PCs
if the PCs are not stealthy enough in their approach.
Five minutes after this combat ends, or whenever
the PCs attempt to go down the southern or eastern
corridor, the ritual enacted by the Banites fades away
and the traps reactivate, forcing the PCs to deal with
Encounter 3 if they have not already done so.

Scaling the Encounter


Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: Remove three fists of Bane (two from
group 1 and one from group 2).
Six PCs: Add one blade of Bane (to group 1).

Ending the Encounter


Once the PCs have defeated the followers of Bane, and
deactivated or destroyed all of the traps, they are free to
continue their exploration. If the PCs have not yet
completed Encounter 3, then they must do so before
they can proceed.
If the PCs take an extended rest here, there are no
immediate ill effects, but this has serious consequences
in the final encounter of this adventure, as the
Zhentarim have more time to send additional
mercenaries to intercept them when they try to leave
the city.
After they have completed both Encounter 3 and
Encounter 4, regardless of which passage the PCs
choose to explore, the next location they discover is the
maze of shadows. Proceed to Encounter 5.

Experience Points
The characters receive 120/150 experience points each
for defeating the followers of Bane.

Treasure
The followers of Bane carry no magical treasure, but
their possessions and equipment are worth a total of
15/25 gp per PC.

SPEC1-1 Shades of the Zhentarim Page 20


Encounter 4: Bane’s Blessed Statistics (Low Level)
Adept of Bane Level 4 Controller (Leader) Fist of Bane Level 1 Minion
Medium natural humanoid XP 175 Medium natural humanoid XP 25
Initiative +3 Senses Perception +10 Initiative +0 Senses Perception +0
Bane’s Blessing aura 1; enemies in the aura take a -2 penalty to HP 1; a missed attack never damages a minion
attack rolls. AC 15; Fortitude 13, Reflex 11, Will 11
HP 58; Bloodied 29 Speed 6
AC 19; Fortitude 18, Reflex 13, Will 18 m Shortsword (standard; at-will) ✦ Weapon
Speed 5 +6 vs. AC; 4 damage.
m Longsword (standard; at-will) ✦ Weapon
R Javelin (standard; at-will) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage. Ranged 10/20; +4 vs. AC; 4 damage.
R Dominating Ray (standard; at-will) ✦ Fear Fervor of Bane
Ranged 10; +7 vs. Will; 1d6 + 3 damage and the target is The fist of Bane gains a +1 power bonus to damage while at least 2
slowed (save ends). other fists of Bane are within 5 squares of it.
R Withering Glance (standard; recharge 4 5 6) ✦ Necrotic Alignment Evil Languages Common
Ranged 5; +7 vs. Fortitude; the target takes 5 ongoing necrotic Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
damage and is weakened (save ends both). Con 12 (+1) Int 8 (-1) Cha 8 (-1)
C Battle Grace (minor 1/round; recharge 4 5 6) Equipment leather armor, shortsword, 3 javelins
Close burst 10; all allies in the burst gain +5 speed until the end of
the adept of Bane’s next turn.
C Bane’s Command (standard; encounter)
Close burst 5; bloodied allies in the burst regain 15 hit points.
Alignment Evil Languages Common
Skills Endurance +10, Religion +10
Str 14 (+4) Dex 12 (+3) Wis 18 (+6)
Con 18 (+6) Int 8 (+1) Cha 12 (+3)
Equipment scale armor, longsword, holy symbol

Blade of Bane Level 3 Soldier


Medium natural humanoid XP 150
Initiative +4 Senses Perception +5
HP 50; Bloodied 25
AC 19; Fortitude 18, Reflex 15, Will 16
Speed 5
m Greatsword (standard; at-will) ✦ Weapon
+9 vs. AC; 1d12 + 2 damage, and the target is marked until the end
of the blade of Bane’s next turn.
M Kick (minor 1/round; at-will)
Requires combat advantage; +7 vs. Fortitude; 1d4 + 2 damage.
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 2 damage.
Alignment Evil Languages Common
Skills Endurance +10, Religion +6
Str 18 (+5) Dex 12 (+2) Wis 12 (+2)
Con 18 (+5) Int 6 (-1) Cha 8 (+0)
Equipment scale armor, greatsword, 2 javelins

SPEC1-1 Shades of the Zhentarim Page 21


Encounter 4: Bane’s Blessed Statistics (High Level)
Adept of Bane Level 4 Controller (Leader) Fist of Bane Level 1 Minion
Medium natural humanoid XP 175 Medium natural humanoid XP 25
Initiative +3 Senses Perception +10 Initiative +0 Senses Perception +0
Bane’s Blessing aura 1; enemies in the aura take a -2 penalty to HP 1; a missed attack never damages a minion
attack rolls. AC 15; Fortitude 13, Reflex 11, Will 11
HP 58; Bloodied 29 Speed 6
AC 19; Fortitude 18, Reflex 13, Will 18 m Shortsword (standard; at-will) ✦ Weapon
Speed 5 +6 vs. AC; 4 damage.
m Longsword (standard; at-will) ✦ Weapon
R Javelin (standard; at-will) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage. Ranged 10/20; +4 vs. AC; 4 damage.
R Dominating Ray (standard; at-will) ✦ Fear Fervor of Bane
Ranged 10; +7 vs. Will; 1d6 + 3 damage and the target is The fist of Bane gains a +1 power bonus to damage while at least 2
slowed (save ends). other fists of Bane are within 5 squares of it.
R Withering Glance (standard; recharge 4 5 6) ✦ Necrotic Alignment Evil Languages Common
Ranged 5; +7 vs. Fortitude; the target takes 5 ongoing necrotic Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
damage and is weakened (save ends both). Con 12 (+1) Int 8 (-1) Cha 8 (-1)
C Battle Grace (minor 1/round; recharge 4 5 6) Equipment leather armor, shortsword, 3 javelins
Close burst 10; all allies in the burst gain +5 speed until the end of
the adept of Bane’s next turn.
C Bane’s Command (standard; encounter)
Close burst 5; bloodied allies in the burst regain 15 hit points.
Alignment Evil Languages Common
Skills Endurance +10, Religion +10
Str 14 (+4) Dex 12 (+3) Wis 18 (+6)
Con 18 (+6) Int 8 (+1) Cha 12 (+3)
Equipment scale armor, longsword, holy symbol

Blade of Bane (Level 5) Level 5 Soldier


Medium natural humanoid XP 200
Initiative +5 Senses Perception +5
HP 66; Bloodied 33
AC 21; Fortitude 20, Reflex 17, Will 18
Speed 5
m Greatsword (standard; at-will) ✦ Weapon
+11 vs. AC; 1d12 + 3 damage, and the target is marked until the
end of the blade of Bane’s next turn.
M Kick (minor 1/round; at-will)
Requires combat advantage; +9 vs. Fortitude; 1d4 + 3 damage.
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 3 damage.
Alignment Evil Languages Common
Skills Endurance +11, Religion +7
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Con 18 (+6) Int 6 (+0) Cha 8 (+1)
Equipment scale armor, greatsword, 2 javelins

SPEC1-1 Shades of the Zhentarim Page 22


Encounter 4: Bane’s Blessed Map
Dungeon Tiles
Crevasse / Floor 4x2 x1
Crevasse / Floor 8x2 x1
Double Doors / Rubble 2x1 x1
Obelisk / Floor 2x2 x1
Rune / Floor 2x2 x1
Stairs Landing / Floor 4x2 x1
Shop / Floor 8x10 x1
Statue / Floor 1x1 x1
Treasure / Platform 4x4 x1

Banites enter here ONLY


if PCs arrived first

Banite Group 2

Banite Group 1

SPEC1-1 Shades of the Zhentarim Page 23


Encounter 5: Maze of who simply staggers around inside the maze, crashing
through various walls, will run out of healing surges and
Shadows fall unconscious long before he reaches the goal.

Skill Challenge Level 1/3, Skill Challenge


Complexity 2 (200/300 XP) The maze is almost a living thing. Although the one true
path cannot be changed, so that the faithful can always
pass through safely, everything else about the maze is
Setup totally mutable. The maze lashes out at intruders by
Number of Successes: 6 shifting the location of walls, creating shadowy obstacles
Number of Failures: Special where the passage previously appeared safe, and
Primary Skills: Acrobatics, Arcana, Dungeoneering, otherwise attempting to confuse and confound those
Endurance, Heal, History, Insight, Perception, Religion within so that they blunder into dead ends.
This skill challenge works a bit differently than
In this skill challenge, the PCs navigate a maze of most. The PCs can decide if they want to explore the
shifting shadows. At the center of the maze, they maze as a group (sticking together), if they want to go off
discover a reliquary of Shar. Unfortunately, the in different directions (splitting up), or if only one or two
reliquary doesn’t contain the relic they seek but contains characters want to dare the maze (tackling the challenge
a clue that guides them to their next destination, the themselves). As soon as any character or group enters
Tower of the Art. the maze, the only way they can get out is by reaching
the center (which requires 6 successes) or by returning
The passage grows darker and darker. Your light to the entrance (which requires 2 successes). It does not
sources flicker feebly, seeming to weaken as the matter how many failures a character or group
surrounding shadows devour the light. The worked accumulates along the way – until they accumulate the
stone seems to be less and less solid with each step. required number of successes, or until someone else
Finally the stone disappears entirely and you find finds the center, they remain lost in the maze.
yourselves standing at the entrance to a maze composed If a character runs out of healing surges while still
entirely of shifting shadows. inside the maze, that character takes real damage every
time he or she suffers a failure that would result in the
The floor beneath the PCs’ feet is still solid, but there are loss of a healing surge. The amount of hit point damage
no tangible walls or ceiling. The whirling shadows is equal to the character’s surge value. A character who
surround the party on all sides, and all of the PCs’ light is reduced to 0 or negative hit points by this effect falls
sources are reduced to tiny faint flickers. unconscious inside the maze and begins dying as the
With a successful Religion check (DC 15), the PCs shadow energy devours what’s left of their life force. The
can recall stories of shadow mazes similar to this one character must begin making death saving throws each
that were sometimes used in temples of Shar to protect round until someone reaches the center, at which point
treasures. Those who took wrong turns or otherwise any dying characters still in the maze automatically
failed to navigate the maze would find the chilly stabilize.
shadows leeching away their life force. The path was Any attempt to mark a path through the maze (such
memorized by the faithful, who would pass through with as by trailing a string, leaving bread crumbs, calling out
their eyes closed, trusting to their memory of the steps to the turns, etc.) is doomed to fail. The maze itself
guide them safely through the maze. If the relic that the malevolently rearranges things so that these efforts
PCs seek is to be found in this temple, then reaching the actually lead those who attempt to follow into dead ends
center of this maze seems like the best bet. and obstacles that were not present the first time
Because the maze appears to be made of shadows, a through. Only the true faithful of Shar (which by
character might be tempted to simply try and run definition does not include the PCs) can pass through
through it. This works, but not very well. The walls are unharmed.
indeed insubstantial, meaning that a character can force Each “round” of skill checks in this skill challenge
his way through with some effort. However, this drains 1 (in which all characters who are inside the maze make
healing surge from the PC. It also doesn’t really one check apiece) consumes one minute of game time.
accomplish anything, because the “center” of the maze is Acrobatics (DC 15/17): This skill can overcome
not really in the center of the room; thus, a character the shadowy traps and other obstacles. Dark energy

SPEC1-1 Shades of the Zhentarim Page 24


lashes out from the walls, pits open in the floor, the Perception (DC 20/21): The character spots
ceiling slams down, and other hazards emerge. A hidden passages and other routes through the maze that
success does not bring the group any closer to the center those with less sharp senses would miss. A success with
of the maze, but it protects one character from losing a this skill moves the group one success closer to the
healing surge due to a failed skill check. center of the maze. A failure means the character did
Arcana (DC 20/21): The PC attempts to not notice a hazard in time and gets blasted with
manipulate the magical energies of the maze. A success shadow energy, losing 1 healing surge.
with this skill brings the group one success closer to the Religion (DC 15 / 16): This skill can be used to
center. A failure causes the character to lose one healing remember bits and pieces of the liturgy of Shar, which
surge as shadow energy blasts the character. might suggest the correct route through the maze. Each
Dungeoneering (DC 15/16): The character draws success with this skill brings the group one success
on his experience with navigating twisty subterranean closer to the center of the maze. A failure with this skill
passages to help the party move through the maze. A means that the character takes a wrong turn or is
success with this skill brings the group one success otherwise recognized as an unbeliever, and the maze
closer to the center of the maze. A failure causes the lashes out, draining a healing surge.
character to stumble down a dead end or blind alley, This skill can also be used against a very hard DC
and shadow energy lashes out, draining 1 healing surge. (25/26) to attempt to recite a prayer beseeching Shar’s
Endurance (DC 20/21): This skill fortifies oneself protection and guidance. This attempt can only be made
or a companion against the life-draining energies of the one time during the entire challenge. A success fools the
shadow maze. A success does not bring the group any maze into thinking that the group is actually blessed by
closer to the center, but it protects one character from Shar. This moves the group one success closer to the
losing a healing surge due to a failed skill check. center and grants each character protection from the
Heal (DC 15/16): The character creates a fortifying loss of one healing surge during the skill challenge. A
draught that strengthens the body and soul against the failure on this attempt is particularly disastrous,
life-draining attacks of the shadow maze. A success with however, as the maze lashes out at all the defilers within;
this skill does not bring the group any closer to the each PC loses 1 healing surge, not just the character
center of the maze, but it can restore one healing surge who failed the check. Make sure the player realizes that
that another character lost due to a failed skill check. this is a particularly risky maneuver before attempting it.
Each character may benefit from this effect one time.
History (DC 20/21): The character recalls reading Using Powers in the Skill Challenge
about similar warding rituals. Some create mazes of the The PCs may have various powers that they want to
mind, others create mazes of prismatic colors. This maze draw upon to help them with this skill challenge. This is
is composed of shadows, but the concepts are similar. perfectly reasonable as long as there is some roleplaying
The character draws on his knowledge to plan a path involved and you agree with the use of the power. For
through the maze. A successful check brings the group example, a cleric might use Channel Divinity to attack
one success closer to the center of the maze. A failed the maze directly with divine energy. The maze should
check results in blundering into a trap and costing the be treated as if all its defenses are 15 (low tier) or 17
character a healing surge. (high tier) for purposes of resolving attacks made
Insight (DC 15/16): This skill can be used to intuit directly against it. (The PCs cannot hack their way
the patterns that are intrinsic to the maze. Even though through by brute force, however.) A successful attack
it is capable of adjusting its form, the maze is not truly with an appropriate power (such as Channel Divinity)
intelligent, and eventually it does repeat its same tricks. could be used to either blast a path through (bringing
A success with this skill gives any other character a +2 the group one success closer to the center) or perhaps
bonus on their next Knowledge skill check (Arcana, give the characters a bonus on their next skill check or
Dungeoneering, History, or Religion) to move the group protect them from the loss of a healing surge on a failed
closer to the center of the maze. skill check. A missed attack with such a power would
A success with this skill that beats the hard DC cause a backlash from the maze, however, draining the
(20/21) can instead allow the character to have a flash offending character of a healing surge.
of insight and discover a shortcut through the maze, The most obvious power to use in this situation is
counting as one success towards completing the skill the wizard’s light cantrip. This power is not strong
challenge. This benefit can only be gained once during enough on its own to break through the shadowy
the challenge, however. darkness created by the maze; however, it can be used
in place of making a skill check to give another

SPEC1-1 Shades of the Zhentarim Page 25


character a +2 bonus on a skill check that they are about elsewhere in the maze are magically transported back to
to attempt. Likewise, if a character consumes a sunrod the entrance.
or other light source (using up the entire duration in one Failure: The PCs only “fail” at this challenge if they
shot), that can be used to grant a +2 bonus on a skill refuse to attempt the maze or if everybody falls
check as well, temporarily banishing a little bit of the unconscious before anybody reaches the center. In the
shadow maze. former case, the adventure won’t proceed until the PCs
Other skills and powers might have various uses as solve the maze, because they need the black holy symbol
you see fit. For example, a character might try an and information contained in the reliquary. In the latter
Athletics check (possibly augmented by the wizard case, if the entire party succumbs to the maze, they are
power jump) to leap high into the air and get a look at eventually discovered by another group of explorers
the layout of the entire maze. This kind of creativity (most likely worshippers of Bane) and are taken
should be rewarded by giving the group a bonus on their prisoner. They manage to escape, but lose all their
skill checks or perhaps awarding a success towards the equipment, and do not gain the benefit of the treasure in
completion of the overall challenge. However, don’t let this encounter. During their escape, the PCs learn that
the characters complete the entire challenge simply by the Banites believe the relic is held in the Tower of the
rattling off a list of their powers that they want to use. Art, which allows the adventure to continue.
They aren’t really investing those resources because at- Success: As soon as the PCs reach the center of the
will powers never run out and encounter powers come maze, they discover the treasure of this temple of Shar.
back after a short rest. (If the PCs have a creative way to See the “Center of the Maze” section for details.
burn daily powers, though, that’s another story, since The holy symbol seems to draw the PC holding it
then they are investing real resources into overcoming down a passage they did not explore previously and
the challenge.) takes them to Encounter 6. (Shar’s Guardian also attacks
if the PCs try to take an extended rest anywhere in the
Center of the Maze temple.)
At the center of the maze, the PCs discover an altar to
Experience Points
Shar, upon which rests a locked reliquary (Thievery DC
20 to open, or a character can bash it open, but bashing The PCs earn 40/60 XP each for successfully
it open causes a burst of shadow energy which drains a completing this skill challenge.
healing surge from everybody at the center of the maze).
Inside the reliquary, the PCs find a jet black holy symbol Treasure
of Shar and a small prayer book, along with a small The reliquary contains three potions of healing. The holy
cache of three potions of healing. symbol in the reliquary is also magical, but given that it
A DC 15 Religion check reveals that these prayers depicts Shar and is a conduit for powerful evil forces, it
are not quite the same as the standard liturgy of Shar. cannot be used by PCs as an implement. It is needed to
Rather, this temple seems to have been occupied by a open the secret door into the sewers, however.
fringe sect of the dark goddess. This particular sect
seems to have been following a prophecy which speaks
of the death of a deity. This temple was apparently
founded on the belief that the deity in question was Shar
(but obviously that turned out to be wrong).
Distribute Handout 2 to the players at this time,
which summarizes the prophecy and the Sharrans’ plan
to recreate the Shadow Weave by creating a special relic
with the assistance of the magi of the Tower of the Art.
Since the relic is not here, the only place the PCs can go
next is to the Tower itself.

Ending the Encounter


This encounter ends as soon as someone reaches the
center of the maze. Once this happens, the maze stops
“attacking.” The path to the center becomes a straight,
clear passage, and any unconscious characters who fell

SPEC1-1 Shades of the Zhentarim Page 26


Encounter 6: Shar’s Gate by a Shar’s guardian tendril attack is stunned in addition
to the attack’s other effects (save ends).
Consecrated Ground: Four consecutive squares
Encounter Level 3/5 (750/1000 XP) near the center of the room (shaded in the map) have
obviously been changed to remove Shar’s influence.
Setup PCs standing in these squares when attacked by the
guardian receive a +2 bonus to all their defenses.
This encounter includes the following creature at the
Blessed Font: The font in the top-right corner
low tier:
contains blessed water. Drinking from the font is a
1 Shar’s guardian (G)
standard action. The drinker may spend a healing surge
(this does not count as the character’s second wind). The
This encounter includes the following creature at the
properties of the water can be deduced with a DC 15
high tier:
Religion, Heal, or Arcana check. Shar’s guardian cannot
1 Shar’s guardian (Level 5) (G)
drink from it. This can only be used once per PC, and
the water loses its effect if removed from the font for
Don’t run this encounter until after the PCs have
more than 2 rounds.
completed Encounter 5. After the PCs have explored the
The Dark Cloud: The cloud is impassable, and it
maze of shadows, they return to the entrance chamber
also blocks teleportation (both line of sight and line of
and the holy symbol draws them down the other tunnel
effect). Any PC who enters the cloud takes 4d6 points of
(whichever direction they didn’t choose previously).
damage and is pushed back. The cloud can only be
About halfway down the tunnel, the holy symbol
eliminated by defeating Shar’s guardian. Creatures
suddenly becomes very chilly and the PCs discover a
cannot be made to enter the cloud through forced
secret door in the wall. Beyond this door is a 10-foot-
movement, and the guardian cannot enter it (but also
wide tunnel leading deeper beneath the earth.
takes no damage from it).
As the adventurers move through the tunnels but
before they enter the main chamber, read:
Tactics
The silence of this subterranean lair is cut quite Shar’s guardian methodically works through the PCs
violently by screams. Although the screams are not one at a time. It understands that spreading damage
accompanied by the usual sounds of battle—swords around is much less effective than focusing on a single
clashing, spells being cast, and so forth—creatures are target. The guardian tries to force creatures onto the
definitely in pain or worse. black symbol if possible. If the PCs flee this encounter,
the guardian can pursue them to the temple entrance,
When the adventurers can see into the area, read: but it will not follow them to the surface.

The passage opens into a large room ahead. Two Scaling the Encounter
humans stand at the other end of the chamber, facing a
Make the following adjustments to the combat based on
passageway obscured by a cloud. One moves toward the
the number of PCs present.
cloud, when a shadowy tentacled creature emerges and
Four PCs: Reduce the guardian’s hit points by 30 at
lashes at him, tearing his head off. Panicked, the other
low tier and 50 at high tier.
leaps into the cloud, trying to escape. As soon he makes
Six PCs: Increase the guardian’s hit points by 30 at
contact with the cloud, however, his flesh seems to low tier and 50 at high tier.
dissolve from his body, leaving a nasty puddle on the
floor.
Ending the Encounter
Features of the Area After the PCs defeat Shar’s guardian, its body turns into
dark smoke and flows into the holy symbol that they
Illumination: The room is brightly lit by magic recovered from the reliquary. The holy symbol can then
within the chamber. be used to banish the dark cloud which blocks the
Ceiling: The ceiling is 10 feet high. entrance to the sewers. However, the cloud takes a very
Black Symbol: In the lower-left corner of the room, long time to completely dissipate (5 hours), meaning the
a black symbol of the goddess Shar is etched into the PCs can use this opportunity to take an extended rest.
floor. Any PC who is standing in those squares and is hit

SPEC1-1 Shades of the Zhentarim Page 27


The PCs’ path is now clear to the sewers and from
there to the Tower of the Art. Searching the two bodies
reveals that these are cultists of Cyric. While the PCs
were exploring the shadow maze, these cultists entered
the temple in search of the relic. They chose the path
that the PCs did not, and so they came directly here
instead of ending up in the maze. (This is intended to
reinforce that various groups are all searching for the
relic, and there are possibly many ways in and out of the
various locations being discovered by the PCs, so they
can’t take anything for granted.)
You should strongly encourage the players to take
an extended rest and renew their healing surges and
daily powers at this point. They might not have the
opportunity to do so again before the end of the
adventure. Whether they rest inside the temple or
return to the surface is up to them.

Experience Points
The characters receive 150/200 experience points each
for defeating Shar’s guardian.

Treasure
There is no treasure in this encounter, although by this
point the reward of being able to take an extended rest
will probably be worth more to the PCs than gold
anyway.

SPEC1-1 Shades of the Zhentarim Page 28


Encounter 6: Shar’s Gate Statistics (Low Level)
Shar’s Guardian Level 3 Solo Skirmisher
Large shadow humanoid XP 750
Initiative +7 Senses Perception +8
HP 156; Bloodied 78
AC 19; Fortitude 18, Reflex 18, Will 14
Saving Throws +5
Action Points 2
Speed 6
m Shadow Tendril (standard; at-will)
Reach 2; +8 vs. AC; 2d4 + 2 damage.
M Shadow Lash (standard; at-will)
Reach 2; Shar’s guardian can make 2 shadow tendril attacks. If
both shadow tendril attacks hit the same target, that target is
grabbed. Up to 3 targets can be grabbed at one time.
M Dark Whirlwind (standard; recharge 5 6) ✦ Necrotic
Shar’s guardian shifts 8 squares and makes 3 shadow tendril attacks
at any point during the shift. It can attack a given enemy only once,
but it deals an extra 1d6 necrotic damage on each hit. Shar’s
guardian can squeeze as a free action as part of this power.
Shar’s Noose (move; at-will)
+8 vs. Fortitude; when Shar’s guardian begins its turn with a
grabbed foe, it can move the grabbed foe (and itself with it) up to 3
squares. If the attack misses, the guardian decides whether to
continue its move by itself (which ends the grab) or to remain in
place (which maintains the grab).
Shadow Jaunt (move; recharge when first bloodied)
Shar’s guardian teleports 3 squares and becomes insubstantial
until the start of its next turn.
Steal Hope (immediate reaction; recharge 6)
If a grabbed creature uses or receives the benefits of a healing
surge, Shar’s guardian may make a shadow tendril attack against
that creature. If the attack hits, it deals no damage, but Shar’s
guardian regains the hit points that the grabbed creature would
have regained, the grabbed creature regains no hit points, and the
healing surge is still expended.
Alignment Evil Languages Common
Skills Acrobatics +12 Stealth +12
Str 16 (+4) Dex 18 (+5) Wis 14 (+3)
Con 12 (+2) Int 10 (+1) Cha 11 (+1)

SPEC1-1 Shades of the Zhentarim Page 29


Encounter 6: Shar’s Gate Statistics (High Level)
Shar’s Guardian (Level 5) Level 5 Solo Skirmisher
Large shadow humanoid XP 1000
Initiative +8 Senses Perception +9
HP 240; Bloodied 120
AC 21; Fortitude 20, Reflex 20, Will 16
Saving Throws +5
Action Points 2
Speed 6
m Shadow Tendril (standard; at-will)
Reach 2; +10 vs. AC; 2d4 + 3 damage.
M Shadow Lash (standard; at-will)
Reach 2; Shar’s guardian can make 2 shadow tendril attacks. If
both shadow tendril attacks hit the same target, that target is
grabbed. Up to 3 targets can be grabbed at one time.
M Dark Whirlwind (standard; recharge 5 6) ✦ Necrotic
Shar’s guardian shifts 8 squares and makes 3 shadow tendril attacks
at any point during the shift. It can attack a given enemy only once,
but it deals an extra 1d6 necrotic damage on each hit. Shar’s
guardian can squeeze as a free action as part of this power.
Shar’s Noose (move; at-will)
+10 vs. Fortitude; when Shar’s guardian begins its turn with a
grabbed foe, it can move the grabbed foe (and itself with it) up to 3
squares. If the attack misses, the guardian decides whether to
continue its move by itself (which ends the grab) or to remain in
place (which maintains the grab).
Shadow Jaunt (move; recharge when first bloodied)
Shar’s guardian teleports 3 squares and becomes insubstantial
until the start of its next turn.
Steal Hope (immediate reaction; recharge 6)
If a grabbed creature uses or receives the benefits of a healing
surge, Shar’s guardian may make a shadow tendril attack against
that creature. If the attack hits, it deals no damage, but Shar’s
guardian regains the hit points that the grabbed creature would
have regained, the grabbed creature regains no hit points, and the
healing surge is still expended.
Alignment Evil Languages Common
Skills Acrobatics +13 Stealth +13
Str 16 (+5) Dex 18 (+6) Wis 14 (+4)
Con 12 (+3) Int 10 (+2) Cha 11 (+2)

SPEC1-1 Shades of the Zhentarim Page 30


Encounter 6: Shar’s Gate Map
Fane of the Forgotten Gods
Floor / Outdoor Temple 8x8 x1
Darkness / Alcove 2x2 x1
Wall / Mists 4x2 x1
Floor w/Columns / Stairs 2x4 x2
Blue Cistern / Statue 1x1 x1
Floor / Floor w/Columns 1x4 x4

Holy Water Font

PCs Enter Here

Consecrated Ground
(4 squares)

The Dark Cloud

Black Symbol

SPEC1-1 Shades of the Zhentarim Page 31


Encounter 7: The Sewers in any of these scenes, but try to give the players a sense
of accomplishment when they overcome the various
This is a roleplaying encounter that simulates the PCs obstacles.
passing through the sewers beneath Zhentil Keep. They At some point during their journey the PCs should
should reach the Tower of the Art as quickly as possible, find a small amount of treasure. You can work that into
but the story requires them to successfully find their way any of the scenes however you see fit.
there, so it isn’t really a skill challenge. • The PCs come to an intersection where multiple
sewer tunnels meet and must make a decision
The sewers beneath the ruined city have become home to about the best way to proceed. Subtle trail signs
a flourishing ecosystem. Rainwater and some effluent (Perception) indicate that a group of smugglers
still washes down here, and there are occasional breaks have used a particular tunnel frequently.
in the ceiling where sunlight streams through, but for • The direction in which the PCs are traveling is
the most part, the sewers are pitch black, dank, and blocked by a collapsed wall. (Athletics checks or
gloomy. The one consolation is that the population of the appropriate powers can be used to get the fallen
city is so diminished from its heyday that the normal stones out of the way or bypass the obstacle.)
stench one would expect to find in a sewer is greatly • Down a side tunnel, the PCs smell a strong
reduced. The bricks of the tunnel walls hold solid in stench. If they explore that tunnel they discover a
some places but have collapsed in many others. Any refuse pit filled with filth. In the pit are several
route from here to the foundations of the Tower of the dead otyughs along with some chewed-up
Art will be circuitous indeed. human bodies. The room shows obvious signs of
a fight. The dead humans are worshippers of
Cyric. Perhaps in the filth or on the bodies is
Traversing the Sewers some treasure (see below).
You can run this essentially like a skill challenge, but • The PCs discover a large, totally darkened
there is no penalty for failure. Thus, it’s mostly a chance chamber. The floor is covered with a thick layer
for the PCs to do some roleplaying and see some of sludge. The entire room is filled with giant
interesting scenes as they scout out the abandoned mushrooms. The mushrooms exude a cloying,
sewers. sickly-sweet mist that clouds the mind and
Of course, just because this is a non-challenge creates a pleasant sense of euphoria.
encounter doesn’t mean you have to let the players • A side tunnel in the wall holds a niche in the
know that. Have them give you a marching order and shape of a sarcophagus. There is a blasted outline
find out how they intend to navigate their way through of a skeleton inside the niche, as if a lich or other
the sewers. (The best way would be for a character that undead creature was entombed within the wall
is trained in Dungeoneering or Nature to take the lead.) at one point, but either escaped or was
Have the lead character roll a skill check to simulate destroyed. There is no sign of the creature, but
each hour of travel through the sewers, with other searching the niche might reveal some long-
characters able to assist with either the same skill or forgotten treasure (see below).
appropriate secondary skills like Perception (to scout
out a path), Arcana (to search for traces of magical auras Ending the Encounter
that might indicate the location of the Tower of the Art), This encounter ends after the PCs have spent a few
History (to recall the layout of the city above and how it hours of game time traveling through the sewers. Tailor
might correspond to the sewers below), Endurance (to this encounter to fit your needs – if you are running
make the journey easier), Athletics (to break through a short on time, limit the number of scenes you present. If
collapsed tunnel wall), Acrobatics (to bypass a time permits, you can expand on this encounter a bit.
hazardous patch of green slime or other obstacle), and
so forth. Pretty much any skill, power, or ritual use that
Experience Points
sounds reasonable to you can be worked into this
encounter to help move the group forward. The PCs do not earn any XP for this encounter, and this
encounter does not count towards a milestone.

Sample Scenes Treasure


Here are some sample scenes that you can use to At some point on their journey, the adventurers discover
enliven the journey through the sewers. Feel free to treasure: 25/35 gp per PC, and an amulet of protection +2.
make up your own scenes. There is no penalty for failure

SPEC1-1 Shades of the Zhentarim Page 32


Encounter 8: The Mausoleum Features of the Area
Illumination: There is no illumination in the sewer
Encounter Level 2/4 (575/825 XP) tunnels or the chambers beyond. The PCs must provide
their own light sources. (All the undead creatures have
darkvision.)
Setup Debris: Although the floor is covered with
This encounter includes the following creatures at the shattered pottery and other wreckage, it has mostly
low tier: rotted or been stomped into tiny pieces. Thus, the
3 ghouls (Level 1) (G) terrain is considered normal.
1 gravehound (H)
1 corruption corpse (Level 2) (C) Tactics
This encounter includes the following creatures at the If they hear the PCs coming, the ghouls climb the walls
high tier: and attempt to hide (making Stealth checks). They then
3 ghouls (Level 3) (G) attempt to leap down and bite PCs passing their
1 gravehound (Level 5) (H) concealed positions. They are cunning and try to use the
1 corruption corpse (C) narrow passageways to fight PCs one-on-one rather than
allowing themselves to be outnumbered.
The gravehound is extremely unintelligent and
This encounter begins as the PCs make their way
charges forward to attack the first non-undead it sees.
through the sewers beneath the city. Read or paraphrase
The corruption corpse stands in the back and hurls
the following:
motes of corruption at any PCs it can see. If it ever sees a
group of 3 or more PCs within 1 square of each other, it
After traversing the tunnels for some time, you pass into
shambles forward in hopes of hitting them all with its
an older section of the sewer system. The tunnel rises
death burst.
slightly and ends at an iron double door. It is marked
with the symbol of an upright skeletal arm holding a
pair of scales. Scaling the Encounter
Make the following adjustments to the combat based on
A DC 15 Religion check identifies the symbol on the the number of PCs present.
door as the holy symbol of Kelemvor. A DC 20 Religion Four PCs: Remove one ghoul.
check reveals the symbol has been marked in a specific Six PCs: Add one ghoul.
fashion to indicate undead creatures occupy the area
beyond. (Worshippers of Kelemvor get a +5 bonus on Ending the Encounter
these checks.)
Once the PCs have defeated the undead, they can
The iron doors are not locked, but they are rusted
proceed through the smaller door on the side of the
shut (DC 20 Strength check or 40 points of damage total
chamber (which is not locked).
to force them open). This may create a great deal of
noise, alerting the undead to the PCs’ presence.
Once the PCs have gotten the doors open, read: Experience Points
The characters receive 115/165 experience points each
On the far side of the doors, the air is much drier and for defeating the undead.
the air smells of must and decay. The walls in this
chamber are decorated with faded murals depicting Treasure
corpses in various stages of funeral preparation. The The undead carry no treasure, but searching through the
floor here is covered with the remains of old urns and wreckage and refuse here enables the PCs to discover
wooden coffins that have been hacked to pieces. The art objects and jewelry worth 25/35 gold pieces each
stone of the walls has been crudely hacked away in that were overlooked by previous robbers.
many places to create rudimentary niches, but whatever
treasures might have been stored within are long gone.

SPEC1-1 Shades of the Zhentarim Page 33


Encounter 8: The Mausoleum Statistics (Low Level)
Ghoul (Level 1) Level 1 Soldier Gravehound Level 3 Brute
Medium natural humanoid (undead) XP 100 Medium natural animate (undead) XP 150
Initiative +5 Senses Perception +0; darkvision Initiative +2 Senses Perception +1; darkvision
HP 31; Bloodied 15 HP 54; Bloodied 27; see also death jaws and zombie weakness
AC 17; Fortitude 14, Reflex 16, Will 13 AC 14; Fortitude 14, Reflex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8, climb 4 Speed 8
m Claws (standard; at-will) m Bite (standard; at-will) ✦ Necrotic
+8 vs. AC; 1d6 + 2 damage, and the target is immobilized (save +7 vs. AC; 1d6 + 3 damage, and the target takes ongoing 5 necrotic
ends). damage (save ends) and is knocked prone (if it is Medium size or
M Ghoulish Bite (standard; at-will)
smaller).
Target must be immobilized, stunned, or unconscious; +6 vs. AC;
M Death Jaws (when reduced to 0 hit points) ✦ Necrotic
3d6 + 2 damage, and the target is stunned (save ends).
Alignment Chaotic evil Languages Common The gravehound makes a bite attack against a target within its
Skills Stealth +8 reach.
Str 14 (+2) Dex 17 (+3) Wis 11 (+0) Zombie Weakness
Con 15 (+2) Int 10 (+0) Cha 12 (+1) Any critical hit to the gravehound reduces it to 0 hit points
instantly.
Alignment Unaligned Languages --
Corruption Corpse (Level 2) Level 2 Artillery Str 16 (+4) Dex 13 (+2) Wis 10 (+1)
Medium natural animate (undead) XP 125 Con 14 (+3) Int 1 (-4) Cha 3 (-3)
Initiative +2 Senses Perception +2; darkvision
Grave Stench aura 1; living enemies in the aura take a -5 penalty to
attack rolls.
HP 34; Bloodied 17; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage, its
regeneration doesn’t function on its next turn)
AC 15; Fortitude 14, Reflex 12, Will 12
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 1d6 + 2 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic filth. Ranged
10; +5 vs. Reflex; 2d6 + 2 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +5 vs. Fortitude;
2d6 + 2 necrotic damage.
Alignment Unaligned Languages --
Str 16 (+4) Dex 13 (+2) Wis 12 (+2)
Con 16 (+4) Int 4 (-2) Cha 3 (-3)

SPEC1-1 Shades of the Zhentarim Page 34


Encounter 8: The Mausoleum Statistics (High Level)
Ghoul (Level 3) Level 3 Soldier Gravehound (Level 5) Level 5 Brute
Medium natural humanoid (undead) XP 150 Medium natural animate (undead) XP 200
Initiative +7 Senses Perception +1; darkvision Initiative +3 Senses Perception +2; darkvision
HP 47; Bloodied 23 HP 74; Bloodied 37; see also death jaws and zombie weakness
AC 19; Fortitude 16, Reflex 18, Will 15 AC 16; Fortitude 16, Reflex 14, Will 13
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8, climb 4 Speed 8
m Claws (standard; at-will) m Bite (standard; at-will) ✦ Necrotic
+10 vs. AC; 1d6 + 3 damage, and the target is immobilized (save +9 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5 necrotic
ends). damage (save ends) and is knocked prone (if it is Medium size or
M Ghoulish Bite (standard; at-will)
smaller).
Target must be immobilized, stunned, or unconscious; +8 vs. AC;
M Death Jaws (when reduced to 0 hit points) ✦ Necrotic
3d6 + 3 damage, and the target is stunned (save ends).
Alignment Chaotic evil Languages Common The gravehound makes a bite attack against a target within its
Skills Stealth +10 reach.
Str 14 (+3) Dex 18 (+5) Wis 11 (+1) Zombie Weakness
Con 15 (+3) Int 10 (+1) Cha 12 (+2) Any critical hit to the gravehound reduces it to 0 hit points
instantly.
Alignment Unaligned Languages --
Corruption Corpse Level 4 Artillery Str 16 (+5) Dex 13 (+3) Wis 10 (+2)
Medium natural animate (undead) XP 175 Con 14 (+4) Int 1 (-3) Cha 3 (-2)
Initiative +3 Senses Perception +2; darkvision
Grave Stench aura 1; living enemies in the aura take a -5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage, its
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic filth. Ranged
10; +7 vs. Reflex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.
Alignment Unaligned Languages --
Str 16 (+5) Dex 13 (+3) Wis 12 (+3)
Con 16 (+5) Int 4 (-1) Cha 3 (-2)

SPEC1-1 Shades of the Zhentarim Page 35


Encounter 8: The Mausoleum Map
Dungeon Tiles
Cave / Floor 4x8 x2
Double Doors / Rubble 2x1 x1
Ruins / Floor 4x8 x1
Stairs / Floor 4x2 x1
Single Door / Floor 2x1 x1

Arcane Corridors
Wall / Floor 1x1 x5

Hidden Crypts
Wall / Floor 1x4 x3

SPEC1-1 Shades of the Zhentarim Page 36


Encounter 9: Tower of the light of various colors flickers through the open
archway.
Art
Assuming the PCs, enter, continue with the following:
Encounter Level 1/3 (500/750 XP) This large room is dominated by a roaring pool of
magical energy. It looks as though a portal to the
Setup Elemental Chaos has somehow opened in the floor of the
This encounter includes the following creatures at the room. Along the walls, what appear to once have been
low tier: archways are now filled with ovals of glowing, colored
4 spellwrought guardians (G) light.
Across the room another staircase ascends to the
This encounter includes the following creatures at the level above.
high tier:
4 spellwrought guardians (Level 4) (G) The PCs begin on the tile representing the spiral
2 energy motes staircase. Nothing happens until the first PC approaches
the pool (preferably after all the PCs are well into the
Proceeding through more ruined chambers in the room). As soon as someone does, read the following:
ancient mausoleum, the PCs discover a staircase that
leads into the wreckage of the Tower of the Art. Suddenly, a wall of crackling blue energy springs up,
As the adventurers enter the area, read: cutting off access to the staircase.
Rising out of the portal you see four humanoid
The spiral staircase is canted at a slightly disturbing figures. Their bodies crackle and writhe with elemental
angle, but it seems sturdy enough. It winds around energy of all sorts. Flames dance along their arms, while
several cracked columns before ending at an archway, cold energy wreathes their legs. Their hands drip with
above which is carved a circle filled with seven stars and sizzling acid and a halo of lightning crackles around
what looks like a misty river flowing through the center. their entire torso.
Beyond the archway, a ten-foot circle has been carved “Halt, intruders!” intones one of the guardians.
into the stone floor. A larger version of the symbol above “The Tower of the Art is forbidden to non-members. The
the door has been inlaid into this circle. punishment is death.”

A DC 15 Religion check reveals that the symbol is that Features of the Area
of Mystra, the former Goddess of Magic, whose death
unleashed the Spellplague. Illumination: The swirling magical portals provide
A DC 15 History check recalls that the worship of bright light to the entire room.
Mystra was specifically illegal in Zhentil Keep and that Pool: The large pool of magic in the center of the
the Tower of the Art was the only place in the Keep room is difficult terrain, but it is not hazardous.
where her followers were not afraid to proclaim their Characters within the pool gain a +2 bonus on their
allegiance. attack rolls when using any power that deals acid, cold,
A DC 20 History check recalls that the Tower of the fire, or lightning damage.
Art was once 10 stories high, and was only accessible via Wall Portals: The portals on the walls are short-
teleportation magic. The Tower was wreathed in all sorts range teleporters. They are connected to each other by
of magical wards and protective spells, which must have color. (Two of them are blue and are marked with a “1”
been an unmistakable beacon for the Spellplague. on the map; the other two are purple and are marked
A DC 15 Arcana check reveals that the circle no with a “2” on the map.)
longer radiates any form of magic. Its portal-like When anything enters one of the portals, it emerges
properties are long gone. from the corresponding portal, maintaining its direction
and momentum. Line of sight and line of effect are both
You continue to climb the spiral staircase, but after only preserved by these portals. For example, a character can
a few tens of feet, your upward progress is halted by the charge into one portal and continue the charge when he
collapse of a massive support beam. Above you can see emerges from the other portal, or can even use ranged
or area attacks as if the portals were connected with a
only rubble. Another archway opens to the side, and the
straight line. Areas of effect (such as zones, blasts, and
room beyond seems to be largely clear of debris. Bright
SPEC1-1 Shades of the Zhentarim Page 37
bursts) continue to count distance through the portals Treasure
(treat the portal squares as if they did not count for any The guardians have no treasure. However, the magical
distance – they are effectively infinitely thin, meaning pool is capable of imbuing weapons with elemental
the squares directly in front of each linked portal are energy. If a non-magical weapon is dipped into the pool,
considered adjacent to the corresponding squares in it becomes temporarily enchanted. A character who
front of the other portal.) examines the pool and makes a DC 20 Arcana check
Magic Wall: The wall is impassable and blocks can surmise that the pool might have some sort of effect
both line of sight and line of effect (meaning it is not on weapons that are dipped into its whirling energy.
possible to use fey step to get behind it). Treat the wall A ranged weapon that is dipped into the pool gains
squares as hazardous terrain (meaning that a character the flameburst +1 property for the remainder of the
who would be forced to move into the wall gets a save to adventure, and this property is also available as a
instead fall prone in front of the wall). Touching the wall treasure selection (meaning the item can keep the
deals 1d10 points of damage at the low tier and 2d10 property permanently if the player chooses this treasure
points of damage at the high tier. It cannot be disabled, bundle).
but a DC 15 Arcana or Thievery check would allow a For a melee weapon that is dipped into the pool, roll
character to recognize the wall’s basic properties 1d6. On a result of 1-3, the weapon gains the frost +1
(including how much damage it would deal to someone property for the remainder of the adventure. On a result
who touched it). of 4-6, the weapon gains the thundering +1 property for
the remainder of the adventure.
Tactics Magical implements (holy symbols, rods, wands,
The guardians understand how the purple and blue orbs, staffs) that are dipped into the pool absorb some of
portals work and use them to best advantage. Their the magical energy (gaining a +1 magical enhancement
energy charge ability relies on their moving through a bonus that lasts for the remainder of the adventure if
portal to emerge from the other portal as part of a they are currently non-magical) but do not absorb any
charge attack, so don’t be shy about having them run all elemental energy.
over the room. They need to use energy charge at least Items other than weapons and implements that are
once before their energy burst ability becomes available. dipped into the pool gleam brightly for a moment, but
At the high tier, the energy motes are floating in the they do not absorb the elemental or magical energies
pool in the center of the room and emerge at the start of and their properties are unchanged.
the second round of combat. They try to position
themselves so that when they explode, they heal the
guardians and harm the PCs. If the guardians are hurt,
the motes gladly sacrifice themselves by moving with
range of a guardian’s energy burst power. The damage
from the energy burst destroys the mote, which heals the
guardian.

Scaling the Encounter


Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: Remove one spellwrought guardian.
Six PCs: Add four energy motes.

Ending the Encounter


The magic wall remains impassable until all of the
guardians have been defeated.

Experience Points
The characters receive 100/150 experience points each
for defeating the spellwrought guardians.

SPEC1-1 Shades of the Zhentarim Page 38


Encounter 9: Tower of the Art Statistics (Low Level)
Spellwrought Guardian Level 2 Skirmisher
Medium natural humanoid (living construct) XP 125
Initiative +7 Senses Perception +7; darkvision
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 16, Will 14
Resist 10 any one type of energy; see adaptive energy resistance
Saving Throws +2 against ongoing damage
Speed 8
m Slam (standard; at-will)
+7 vs. AC; 1d6 + 3 damage.
M Energy Charge (standard; at-will) ✦ Acid, Cold, Fire, Lightning
Must use the charge action and must move through at least one
of the teleport portals on the map. +8 vs. AC; 1d10 + 3 damage.
Roll 1d4 to determine the type of damage: 1 = acid, 2 = cold,
3 = fire, 4 = lightning.
C Energy Burst (standard; encounter) ✦ Acid, Cold, Fire, Lightning
May not be used until the spellwrought guardian has used energy
charge at least once during the encounter. Close burst 1; +6 vs.
Reflex; 3d6+3 energy damage of the same type of energy as the last
time the spellwrought guardian used energy charge.
Adaptive Energy Resistance
After the spellwrought guardian takes damage from a particular
type of energy, it gains resist 10 against that type of energy. Only
one type of energy resistance can be active at any time, and it can
only resist acid, cold, fire, or lightning.
Alignment Unaligned Languages --
Skills Acrobatics +10
Str 16 (+4) Dex 18 (+5) Wis 12 (+2)
Con 14 (+3) Int 10 (+1) Cha 10 (+1)

Energy Mote Level 1 Minion


Small natural animate (construct) XP 25
Initiative +2 Senses Perception +0
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6, fly 6 (hover)
r Energy Ray (standard; at-will) ✦ Radiant
Ranged 10; +4 vs. Reflex; 3 radiant damage.
C Kinetic Burst (free; when reduced to 0 hit points) ✦ Radiant
Close burst 5; +2 vs. Reflex; enemies in burst suffer 3 radiant
damage. Effect: Allies in burst regain 6 hit points.
Alignment Unaligned Languages --
Str 11 (+0) Dex 14 (+2) Wis 11 (+0)
Con 12 (+1) Int 10 (+0) Cha 8 (-1)

SPEC1-1 Shades of the Zhentarim Page 39


Encounter 9: Tower of the Art Statistics (High Level)
Spellwrought Guardian (Level 4) Level 4 Skirmisher
Medium natural humanoid (living construct) XP 175
Initiative +8 Senses Perception +8; darkvision
HP 54; Bloodied 27
AC 20; Fortitude 17, Reflex 18, Will 16
Resist 10 any one type of energy; see adaptive energy resistance
Saving Throws +2 against ongoing damage
Speed 8
m Slam (standard; at-will)
+9 vs. AC; 1d6 + 4 damage.
M Energy Charge (standard; at-will) ✦ Acid, Cold, Fire, Lightning
Must use the charge action and must move through at least one
of the teleport portals on the map. +10 vs. AC; 1d10 + 4 damage.
Roll 1d4 to determine the type of damage: 1 = acid, 2 = cold,
3 = fire, 4 = lightning.
C Energy Burst (standard; encounter) ✦ Acid, Cold, Fire, Lightning
May not be used until the spellwrought guardian has used energy
charge at least once during the encounter. Close burst 1; +8 vs.
Reflex; 3d6+4 energy damage of the same type of energy as the last
time the spellwrought guardian used energy charge.
Adaptive Energy Resistance
After the spellwrought guardian takes damage from a particular
type of energy, it gains resist 10 against that type of energy. Only
one type of energy resistance can be active at any time, and it can
only resist acid, cold, fire, or lightning..
Alignment Unaligned Languages --
Skills Acrobatics +11
Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 10 (+2)

Energy Mote Level 1 Minion


Small natural animate (construct) XP 25
Initiative +2 Senses Perception +0
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6, fly 6 (hover)
r Energy Ray (standard; at-will) ✦ Radiant
Ranged 10; +4 vs. Reflex; 3 radiant damage.
C Kinetic Burst (free; when reduced to 0 hit points) ✦ Radiant
Close burst 5; +2 vs. Reflex; enemies in burst suffer 3 radiant
damage. Effect: Allies in burst regain 6 hit points.
Alignment Unaligned Languages --
Str 11 (+0) Dex 14 (+2) Wis 11 (+0)
Con 12 (+1) Int 10 (+0) Cha 8 (-1)

SPEC1-1 Shades of the Zhentarim Page 40


Encounter 9: Tower of the Art Map
Arcane Corridors
Blue Portal / Rubble 2x1 x2
Purple Portal / Rubble 2x1 x2
Magic Wall / Floor 2x1 x1

Fane of the Forgotten Gods


Checkerboard Floor / Outdoor Shrine 8x8 X2
Floor / Spiral Staircase 4x4d x1
Floor w/Runes / Spiral Staircase 4x4d x1
Depressed Pool / Whirlpool 4x4 x1

SPEC1-1 Shades of the Zhentarim Page 41


Encounter 10: Mystra’s Art, command you to leave this place at once lest you
feel the full might and fury of the Mother of All Magic!”
Workshop
Thagdal is unable to comprehend his current situation.
Encounter Level 2/4 (600/800 XP) He believes the PCs are defiling the sanctity of the
Tower of the Art, which was consecrated to Mystra and
whose members had to venerate Mystra equally with all
Setup other deities. During combat, Thagdal constantly shouts
This encounter includes the following creatures and things at the PCs like “You are traitors and defilers! You
traps at the low tier: don’t follow the ways of Mystra!” This is a clue that
Thagdal, Phantom Master (P) perhaps if they can convince him that they do follow the
Arcane energy pool (Level 2) (T) ways of Mystra, he might calm down and stop attacking.
Spectral tendrils (Level 2) (S) (Of course, they can always just destroy him.)
If the PCs want to try and engage in dialogue with
This encounter includes the following creatures and Thagdal, they have to do it while the fight is in progress.
traps at the high tier: Each round, a PC can take a minor action to attempt a
Thagdal, Phantom Master (Level 6) (P) skill check to try and persuade Thagdal that they are
Arcane energy pool (Level 3) (T) actually followers of Mystra and venerate the tenets of
Spectral tendrils (Level 3) (S) the Goddess of Magic. Example skill uses for this
challenge follow:
The staircase leads upward, to the final section of the Arcana, Religion, or History DC 20/21: The PC
Tower of the Art that was not destroyed by the recalls a tidbit of lore regarding Mystra, details of a spell
Spellplague. This is the magical workshop where the that was invented by the worshippers of Mystra, a
relic of Shar was created. The former master of the fragment of a religious ceremony or rite venerating
Tower, Thagdal, was involved in the relic’s creation. Mystra, or a bit of the history of the Tower of the Art and
Unfortunately, the Spellplague was not kind to Thagdal; its specific philosophy regarding Mystra’s worship.
the death of his beloved Mystra and the unraveling of Bluff DC 20/21: The PC tries to convince Thagdal
his Art combined to drive him completely insane. He that he is actually a member of the Tower of the Art and
has become a phantom and haunts this workshop. so has the right to be here.
As the adventurers enter the area, read: Diplomacy DC 20/21: The PC attempts to calm
Thagdal’s rage by explaining that they are here to
This room was obviously once a magical workshop of prevent the forces of Shar or Cyric from gaining more
great potency. Bookshelves filled with ritual tomes line power. Thagdal isn’t really cognizant of the full details of
one wall, while pools of bubbling energy rest in the what caused the Spellplague, but he knows that Shar
corners. Bursts of light streak toward the ceiling where and Cyric were somehow involved in a plot against
they explode in flashes of brilliant light. A shattered Mystra.
anvil floats in mid-air at the center of the domed Each successful skill check earns the PCs one
chamber, as if the energies from the pools were once success. If they get a total of six successes before they get
directed to that spot, creating a forge of pure energy. At three failures, then Thagdal stops attacking them and
the center of the room, a matrix of runes has been listens to what they have to say. Allow them to make a
carved into the floor. group check with their best skill (any of the skills for the
In one corner rests an elaborate work bench and challenge will do) and if they obtain a result of 27/28 or
desk which is covered with journals and papers. A line better, Thagdal believes their story and the fight ends
of glowing blue sigils runs along the stone all around immediately. The PCs get full experience for ending the
this desk, forming a border or ward of some sort. In the encounter in this fashion. If the get three failures before
they get six successes, Thagdal stops listening to them
other corner, some sort of sacred circle seems to have
and they must defeat him through combat. Also, if any of
been inscribed, and floating in the center of that circle is
the PCs deliberately antagonizes Thagdal (such as by
the ghostly form of a human man wearing wizard’s
claiming that Mystra is dead, the Weave is destroyed,
robes and carrying a staff.
and so forth) then this either removes one success or
The man glares angrily at you. “Defilers and
counts as one automatic failure (if they have no
trespassers! You shall tread no further on the sacred
successes) for each such comment made by a PC.
stones of Mystra! I, Thagdal, Master of the Tower of the

SPEC1-1 Shades of the Zhentarim Page 42


Features of the Area Scaling the Encounter
Illumination: The various energy pools provide Make the following adjustments to the combat based on
bright illumination. the number of PCs present.
Spectral Tendrils: The 4x4 area covered with Four PCs: The energy pools only make three
runes in the center of the room is the target area for the attacks every two rounds. On odd-numbered rounds,
spectral tendrils trap. make one attack instead of two. On even-numbered
Energy Pools: Blasts of energy erupt from the four rounds, make two attacks as listed in the trap’s stat
pools located at the corners of the room. The trap only block.
makes two attacks per round, but the attacks can come Six PCs: The energy pools make five attacks every
from any of the four pools. The trap deals bonus energy two rounds. On even-numbered rounds, make three
damage as detailed in its statistics block. The type of attacks instead of two. On odd-numbered rounds, make
damage dealt is based on which pool makes the attack: two attacks as listed in the trap’s stat block.
• claw pool (upper left) = +1d6 cold damage
• blood pool (upper right) = +1d6 necrotic damage Ending the Encounter
• fire pool (lower right) = +1d6 fire damage
If the PCs destroy Thagdal or persuade him to stop
• glowing rune (lower left) = +1d6 radiant damage
attacking, the traps immediately cease their attacks at
If Thagdal observes that the PCs are resistant or
the same time as the phantom. The runes blocking the
vulnerable to specific energy types, he will choose to use
arcane workbench disappear, and the PCs are able to
whichever attacks will give him the biggest benefit. He
search it to discover the notes and journals that they
must use a different pool for each attack, however.
seek.
Magic Circle: The magic circle has no special
It’s obvious that they cannot climb any higher into
properties. This is the location where Thagdal initially
the ruined tower, and they’ve got what they came for, so
appears. The PCs might think that he is unable to leave
now the PCs should be thinking about how they’re going
the circle (and he tries to fool them into thinking that)
to get out of Zhentil Keep and return to their patron.
but with his phasing ability he can actually go anywhere
in the room. He is blocked from phasing into the floor,
Experience Points
ceiling, or outside walls of the chamber by the remnants
of the wards that once guarded the Tower of the Art. The characters receive 120/160 XP each for
Desk: The desk is an arcane workbench and overcoming Thagdal and the traps, regardless of how
contains the notes and journals explaining the creation they do it.
of the relic of Shar and how it was taken away to the
Temple in the Sky by the leaders of the Zhentarim. Treasure
However, the blue border of glowing runes around the There is no cash to be found here, but on the
desk is impassable unless Thagdal is destroyed or bookshelves the PCs can find a number of ancient ritual
willingly lowers the barrier. books and scrolls. One of these books contains the Make
Whole ritual, while one of the scrolls contains the
Tactics Enchant Magic Item ritual (high-level only).
Among the items in the workshop the PCs can also
Thagdal tries to trick the PCs into thinking that he’s
discover the following: veteran’s armor +1 (low-level only)
trapped in the magic circle, but then he uses his phasing
or veteran’s armor +2 (high-level only). A description of
ability to head to the back rank and go after the party’s
this item (which is from the Adventurer’s Vault
spellcasters. He has a particular hatred for wizards and
sourcebook) may be found in the “New Rules” section.
warlocks and accuses them of being “vile betrayers of
Papers on the desk talk include Handout 3. When
Mystra” as he slashes at them with his phantom sword.
taking together with Handout 2, the PCs should be able
Thagdal uses the energy pools to attack other
to piece together what happened. The relic designed by
characters (spread the damage around the party rather
the Sharrans was created by the magi of the Tower of
than focusing it all on a single PC). In this fashion he can
the Art, but then it was taken by Fzoul Chembryl to the
pose a suitable threat for the entire party even though he
Temple in the Sky. Without some help and research, the
is only a single elite creature rather than a solo.
PCs must suspend their quest here.
Note that Thagdal has the ability to give the Spectral
Tendrils trap reach with his spectral extension ability. He
can only do this once during the encounter (when he
spends his action point) so time it wisely.

SPEC1-1 Shades of the Zhentarim Page 43


Encounter 10: Mystra’s Workshop Statistics (Low Level)
Thagdal, Phantom Master Level 4 Elite Soldier Spectral Tendrils (Level 2) Level 2 Obstacle
Medium shadow humanoid (undead) XP 350 Trap XP 125
Initiative +9 Senses Perception +13; darkvision Trap: This trap consists of a field of 16 contiguous squares. When a
HP 80; Bloodied 40 creature steps into the area of this attack, spectral tendrils lash out
AC 18; Fortitude 16, Reflex 17, Will 17 and attack the creature.
Immune disease, poison; Resist insubstantial Perception
Saving Throws +2 ✦DC 20: The character notices something strange about the area
Speed 6, fly 6 (hover); phasing ahead, as though a ghostly mist hangs just above the ground.
Action Points 1; see also spectral extension Additional Skill: Arcana
m Phantom Sword (standard; at-will) ✦ Necrotic ✦DC 17: The character recognizes something strange about the
+9 vs. Reflex; 1d8 + 2 necrotic damage, and the target is marked ghostly mist up ahead and recognizes the trap for what it is.
until the end of Thagdal’s next turn.
✦DC 25: The character’s knowledge provides a +2 bonus to
A Excoriating Words (standard; recharge 5 6) ✦ Fear, Psychic
Thievery checks to disable the trap.
Area burst 1 within 10; +9 vs. Will; 1d10 + 3 psychic damage, and Trigger
the target is marked until the end of Thagdal’s next turn. When a creature enters or begins its turn in a trapped square, the
Telekinetic Tactics trap attacks.
All of the traps in this area get a +2 bonus to hit any target that has Attack
been marked by Thagdal. Opportunity Action Melee
Spectral Extension Target: Creature in trapped square (creatures with phasing are
When Thagdal spends an action point, in addition to taking an immune).
extra action, he also allows the spectral tendrils trap to make an Attack: +7 vs. AC
immediate attack as if it had reach 2 (meaning characters who are Hit: 1d10 + 3 necrotic damage, and the target is dazed until the end
within 2 squares of any of the trigger squares are also targeted). of the target’s next turn.
Alignment Unaligned Languages Common Countermeasures
Skills Intimidate +10
✦A character who makes a DC 20 Acrobatics check can move
Str 14 (+4) Dex 12 (+3) Wis 11 (+2)
Con 12 (+3) Int 16 (+5) Cha 16 (+5) through a trigger square without provoking the attack. The squares
count as difficult terrain.
✦An adjacent character can disable a trigger plate (making a square
Arcane Energy Pool (Level 2) Level 2 Blaster
Trap XP 125 safe to traverse) with a DC 25 Thievery check.
Trap: Two blasts of energy emerge from the various pools and strike
at targets chosen by Thagdal.
Perception
✦DC 20: The character realizes that Thagdal is directing the attacks.
✦DC 25: The character gets a glimpse of a flicker of magical energy
running between Thagdal and the cauldrons (skill challenge idea).
Initiative +2
Trigger
The trap activates and rolls initiative when Thagdal does.
Attack
Standard Action Ranged 10
Targets: Each energy pool attacks one intruder. Thagdal chooses the
targets each round as a free action. If Thagdal is somehow
prevented from taking actions, choose the targets randomly.
Attack: +7 vs. AC
Hit: 1d8 + 2 damage plus 1d6 energy damage (either cold, fire,
necrotic, or radiant depending on which pool makes the attack)
Countermeasures
✦An adjacent character can suppress a specific pool for 2 rounds
with a DC 25 Arcana or Thievery check.
✦Touching the surface of a pool or being forced to move into a pool
causes it to deal damage as if it had made a successful attack.
✦A character can attack the basins holding each pool (AC 16, other
defenses 13, hp 38). Destroying a cauldron stops its attacks.
✦A character can engage in a skill challenge to deactivate the entire
trap. DC 20 Arcana or Thievery; Complexity 2 (6 successes before 3
failures). Success disables the trap. Failure causes an eruption of
energy to explode from all the cauldrons at once (close blast 2,
2d6 + 3 damage to all creatures in blast) and the trap remains active.

SPEC1-1 Shades of the Zhentarim Page 44


Encounter 10: Mystra’s Workshop Statistics (High Level)
Thagdal, Phantom Master (Level 6) Level 6 Elite Soldier Spectral Tendrils (Level 3) Level 3 Obstacle
Medium shadow humanoid (undead) XP 500 Trap XP 150
Initiative +10 Senses Perception +14; darkvision Trap: This trap consists of a field of 16 contiguous squares. When a
HP 112; Bloodied 56 creature steps into the area of this attack, spectral tendrils lash out
AC 20; Fortitude 18, Reflex 19, Will 19 and attack the creature.
Immune disease, poison; Resist insubstantial Perception
Saving Throws +2 ✦DC 20: The character notices something strange about the area
Speed 6, fly 6 (hover); phasing ahead, as though a ghostly mist hangs just above the ground.
Action Points 1; see also spectral extension Additional Skill: Arcana
m Phantom Sword (standard; at-will) ✦ Necrotic ✦DC 17: The character recognizes something strange about the
+11 vs. Reflex; 1d8 + 3 necrotic damage, and the target is marked ghostly mist up ahead and recognizes the trap for what it is.
until the end of Thagdal’s next turn.
✦DC 25: The character’s knowledge provides a +2 bonus to Thievery
A Excoriating Words (standard; recharge 5 6) ✦ Fear, Psychic
checks to disable the trap.
Area burst 1 within 10; +11 vs. Will; 1d10 + 4 psychic damage, and Trigger
the target is marked until the end of Thagdal’s next turn. When a creature enters or begins its turn in a trapped square, the
Telekinetic Tactics trap attacks.
All of the traps in this area get a +2 bonus to hit any target that has Attack
been marked by Thagdal. Opportunity Action Melee
Spectral Extension Target: Creature in trapped square (creatures with phasing are
When Thagdal spends an action point, in addition to taking an immune).
extra action, he also allows the spectral tendrils trap to make an Attack: +8 vs. AC
immediate attack as if it had reach 2 (meaning characters who are Hit: 1d10 + 4 necrotic damage, and the target is dazed until the end
within 2 squares of any of the trigger squares are also targeted). of the target’s next turn.
Alignment Unaligned Languages Common Countermeasures
Skills Intimidate +11
✦A character who makes a DC 20 Acrobatics check can move
Str 14 (+5) Dex 12 (+4) Wis 11 (+3)
Con 12 (+4) Int 16 (+6) Cha 16 (+6) through a trigger square without provoking the attack. The squares
count as difficult terrain.
✦An adjacent character can disable a trigger plate (making a square
Arcane Energy Pool (Level 3) Level 3 Blaster
Trap XP 150 safe to traverse) with a DC 25 Thievery check.
Trap: Two blasts of energy emerge from the various pools and strike
at targets chosen by Thagdal.
Perception
✦DC 20: The character realizes that Thagdal is directing the attacks.
✦DC 25: The character gets a glimpse of a flicker of magical energy
running between Thagdal and the cauldrons (skill challenge idea).
Initiative +3
Trigger
The trap activates and rolls initiative when Thagdal does.
Attack
Standard Action Ranged 10
Targets: Each energy pool attacks one intruder. Thagdal chooses the
targets each round as a free action. If Thagdal is somehow
prevented from taking actions, choose the targets randomly.
Attack: +8 vs. AC
Hit: 1d8 + 3 damage plus 1d6 energy damage (either cold, fire,
necrotic, or radiant depending on which pool makes the attack)
Countermeasures
✦An adjacent character can suppress a specific pool for 2 rounds
with a DC 22 Arcana or Thievery check.
✦Touching the surface of a pool or being forced to move into a pool
causes it to deal damage as if it had made a successful attack.
✦A character can attack the basins holding each pool (AC 16, other
defenses 13, hp 38). Destroying a cauldron stops its attacks.
✦A character can engage in a skill challenge to deactivate the entire
trap. DC 20 Arcana or Thievery; Complexity 2 (6 successes before 3
failures). Success disables the trap. Failure causes an eruption of
energy to explode from all the cauldrons at once (close blast 2,
2d6 + 3 damage to all creatures in blast) and the trap remains active.

SPEC1-1 Shades of the Zhentarim Page 45


Encounter 10: Mystra’s Workshop Map
Dungeon Tiles Dire Tombs
Rune / Floor 2x2 x1 Shelves / Hall 8x2 x1

Arcane Corridors Fane of the Forgotten Gods


Fire Bowl / Floor 2x2 x1 Floor / Outdoor Temple 8x8 x1
Fire Vortex / Runes 4x4 x1 Skull Rune / Blood Fountain 2x2 x1
Natural Pit / Desk 4x4 x1 Floor w/Runes / Spiral Staircase 4x4d x1
Floor / Semi-circle 2x2d x1
Hidden Crypts
Broken Staircase / Floor 4x2 x1
Claw Pool / Floor 2x2 x1 Stairs w/Landing / Floor 8x2 x1
Glass Tiles / Pit 4x2 x1

SPEC1-1 Shades of the Zhentarim Page 46


Encounter 11: Zhentarim (whereupon combat ensues). Basically the PCs are going
to have to fight their way out of the city if they want to
Farewell hold on to their hard-won gains from this adventure.

Encounter Level 2/4 (625/875 XP) Features of the Area


Illumination: It’s daytime, so the area is brightly
Setup illuminated. If the PCs deliberately tried to sneak out of
the city under cover of darkness, then adjust your
This encounter includes the following creatures at the
descriptions accordingly, but there is still enough
low tier:
moonlight to illuminate the area.
3 Zhent soldiers (Level 1) (S)
Debris: Squares of debris in the ruined gate towers
1 Zhent war mage (Level 2) (M)
are considered difficult terrain. Rocks, stumps, and any
1 Zhent black sun adept (Level 4) (A)
other visible obstacles on the map are also considered
difficult terrain.
This encounter includes the following creatures at the
high tier:
3 Zhent soldiers (Level 3) (S) Tactics
1 Zhent war mage (Level 4) (M) The Zhent soldiers prefer to take advantage of their
1 Zhent black sun adept (A) phalanx soldier ability, fighting side-by-side to keep their
AC boosted. The war mage blasts away at whoever looks
This encounter occurs as the PCs are making their way like the biggest threat, while the black sun adept
out of Zhentil Keep. They are in sight of their exit gate attempts to use his powers to move PCs into the soldiers’
when they are intercepted by a patrol of Zhentarim. path so that they can gang up on the hapless victim and
Read or paraphrase the following: grind him down.

The gate leading out of the city is garrisoned by a Campaign Note: Quest Card Opportunity
number of black-cloaked men and women wearing the The Zhentarim are willing to fight to the death.
heraldry of the Zhentarim, the Black Network. Their However, if a PC attempts to spare one of the
leader, a human wearing a gem-studded holy symbol of mercenaries’ lives in conjunction with a quest card, this
Cyric, gestures for you to stop well short of the gate. is an opportunity to do so. Make a note on the player’s
“No one may leave this city carrying items that are adventure journal if this happens. The spared man
rightfully the property of the Zhentarim,” sneers the scampers off into the city, presumably to report back to
leader. “You will surrender all magical objects and his masters in the Black Network. The DM decides
papers in your possession for inspection. Your whether multiple players can fulfill the task at the same
equipment and any standard ritual or spell books will time.
be returned to you following the inspection, but any
contraband or items of historical significance to the
Scaling the Encounter
Zhentarim will be kept. If you do not surrender these
items, or if you resist us in any way, then we will take There are two ways to scale this encounter. The first
them from you by force.” depends on how the PCs did in their earlier skill
The mercenaries’ swords clear their scabbards in a challenges. Each challenge that they failed and any extra
practiced motion. extended rests (more than 1) that they took during the
adventure cost them precious time, meaning that the
Zhentarim were able to round up more forces to send to
There are a few different things the PCs could try here.
try and intercept them.
Obviously, they could give the Zhentarim what they
For each skill challenge (Encounter 2 and
want, which is the only way to avoid a fight. The PCs
Encounter 5) that the PCs failed, add another Zhent
might also try to get out of this situation by using social
soldier to this encounter.
skills such as Bluff, Diplomacy, or Intimidate. However,
If the PCs took more than one extended rest during
the Zhents have been given very specific orders and they
the adventure, add a second Zhent war mage to this
know exactly what they are looking for, so anything that
encounter.
the PCs attempt to pass off as being the “contraband”
Also, make the following adjustments to the combat
that the mercenaries seek is recognized as a fake
based on the number of PCs present.

SPEC1-1 Shades of the Zhentarim Page 47


Four PCs: Remove one Zhent soldier. The PCs do not receive the bonus quest XP award
Six PCs: Add one Zhent soldier. because they did not succeed in their mission. However,
those PCs who agree to participate in the future
Experience Points expedition do receive the appropriate Story Object
The characters receive 125/175 experience points each award (“A Promise to Return”). If anyone refuses, Yazeth
for defeating the Zhents. looks sad, but simply nods his acceptance.

Treasure With your expedition to Zhentil Keep at an end for now,


there is nothing more to do. There are still many
The black sun adept’s holy symbol is set with an onyx
unanswered questions regarding this mysterious relic.
gemstone worth 25/25 gp per PC. The war mage and
The answers can only be found in one place: the
the soldiers carry a total of 20/30 gold pieces per PC.
ruins of Zhentil Keep. But for now, other adventures
and other duties await. When the time comes, you will
Concluding the Adventure return and discover the truth behind all these shadows.
If the PCs give the Zhentarim all the notes and journals
that they have discovered, the mercenaries allow them Conclusion: Success
to leave without further difficulty. Of course, doing this
If the PCs recovered both the prayer book and the
would wipe out all of the efforts that the PCs have made
journal, and did not give these items to the Zhentarim,
so far during this adventure, so that’s not a likely
read or paraphrase the following:
outcome. More likely is that the PCs fight the Zhents,
defeat them, and return to their patron.
After you have satisfied him that his son is alive and
Yazeth Cobb’s first few questions pertain to his son –
is Kerstol alive, is he in good health, what sort of well, Yazeth Cobb listens to the remainder of your tale
archaeological work is he doing, and so forth. Let the with great interest. He reviews the items and documents
PCs tell as much or as little of the truth as they wish recovered from Zhentil Keep. The more he reads, the
here; the Adventure Questions ask whether or not they grimmer his expression becomes. Finally he speaks.
tell Yazeth the truth about what his son has become. “My friends, you have done a great service to the
Yazeth is obviously disappointed and distraught if the light. The information you have discovered is truly
PCs tell him that Kerstol has become a pirate, but he disturbing. I do not know whether this relic of Shar can
thanks them for going nonetheless. possibly do what those cultists believed, or if indeed it
even still exists. But if there is even the slightest chance
Conclusion: Failure that the Shadow Weave could be reformed, we must
take action. Even if the relic is powerless as a result of
If the PCs failed to recover both the prayer book and the the Spellplague, it passed through the hands of Fzoul
journal, or if they turned these items over to the Chembryl, and he is now an exarch of Bane. Anything
Zhentarim (whether voluntarily or involuntarily), read that would have commanded his interest must surely be
or paraphrase the following: powerful enough to do great evil.
“I will call upon all my contacts in the church of
After you have satisfied him that his son is alive and
Amaunator and provide the funding to form an
well, Yazeth Cobb listens to the remainder of your tale
expedition into the southern ruins of Zhentil Keep. We
with great interest. Finally he speaks.
must infiltrate the Temple in the Sky and find this relic
“I am sorry that you were not able to learn more
so that it can be destroyed. When the time comes, I
about this mysterious relic. However, what information
would be honored if you would accompany that
you have discovered is disturbing, to say the least. With
expedition. Can I count on you?”
so many factions vying to be the first to discover the
relic, no matter the outcome, it cannot portend anything Each PC receives a bonus XP award for completing this
but evil. quest successfully (110/140 XP). Those PCs who agree
“I will call upon all my contacts in the church of to participate in the future expedition receive the
Amaunator and provide the funding to form a larger appropriate Story Object award (“A Promise to Return”).
expedition into the ruins of Zhentil Keep. We must find If anyone refuses, Yazeth looks sad, but simply nods his
this relic so that it can be destroyed. When the time acceptance.
comes, I would be honored if you would accompany that
expedition. Can I count on you?”

SPEC1-1 Shades of the Zhentarim Page 48


With your expedition to Zhentil Keep at an end for now,
there is nothing more to do. Yet, the idea that Shar’s
worshippers might actually have forseen the death of a
goddess is hard to forget. Did Shar plan this entire thing
from the very beginning?
The answers can only be found in one place: the
ruins of Zhentil Keep. But for now, other adventures
and other duties await. When the time comes, you will
return and discover the truth behind all these shadows.

Afterword
Regardless of which conclusion they reached (success or
failure), the PCs’ presence at Zhentil Keep has drawn
the attention of many evil factions. Read or paraphrase
the following text to conclude the adventure:

“Be very careful, my friends,” the merchant warns you


as you depart. “There are many dark forces at play here,
and although they operate at cross purposes, none of
them would wish us anything but ill. The followers of
Shar and the Shadovar of Netheril will surely be trying
to recover their Goddess’s relic. The worshippers of Bane
and Cyric, along with the Zhentarim, will no doubt
increase their own efforts as well.
“Items of such power draw the attention of many
powerful beings, and that means you will also draw
their attention because of your involvement in this
matter. But I know that with the light of Amaunator
and heroes such as you, we will surely prevail and put
an end to this evil.”

Each PC receives the Story Object “Attention of Dark


Powers” as a souvenir of their visit to Zhentil Keep.

SPEC1-1 Shades of the Zhentarim Page 49


Encounter 11: Zhentarim Farewell Statistics (Low Level)
Zhent Black Sun Adept (Level 4) Level 4 Controller Zhent Soldier (Level 1) Level 1 Soldier
Medium natural humanoid (human) XP 200 Medium natural humanoid (human) XP 100
Initiative +2 Senses Perception +4 Initiative +2 Senses Perception +0
HP 51; Bloodied 25 HP 31; Bloodied 15
AC 18; Fortitude 15, Reflex 16, Will 18 AC 17; Fortitude 14, Reflex 12, Will 12
Speed 5 Speed 5
m Morningstar (standard; at-will) ✦ Weapon m Longsword (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 1 damage. +6 vs. AC; 1d8 + 4 damage, and the target is marked until the end
R Black Sunbeam (standard; at-will) ✦ Necrotic or Radiant of the Zhent soldier’s next turn.
Ranged 10; +9 vs. Reflex; 1d4 + 4 necrotic or radiant damage and r Crossbow (standard; at-will) ✦ Weapon
the target takes a -2 penalty to all defenses (save ends). Ranged 15 / 30; +5 vs. AC; 1d8 damage.
C Behold the Black Sun (standard; encounter) ✦ Charm M Sly Cut (standard; at-will) ✦ Weapon
Close burst 2; +8 vs. Will; the target slides 1 square, is knocked Requires longsword; affects a target marked by the Zhent soldier;
prone, and is dazed until the end of the adept’s next turn. +8 vs. AC: 1d8 + 4 damage, and the target is slowed (save ends).
R Rebellious Limbs (standard; recharge 5 6) ✦ Charm, Psychic M Tide of Iron (standard; at-will) ✦ Weapon
Ranged 10; +8 vs. Will; 1d4 + 4 psychic damage, and the target Requires shield; +7 vs. AC; 1d8 + 2 damage, and the target is
slides 2 squares and makes a basic melee attack against itself. pushed 1 square if it is Large or smaller. The Zhent soldier can
Alignment Chaotic evil Languages Chondathan, Common shift 1 square into the space vacated by the target.
Skills Bluff +12, Diplomacy +12, Insight +9, Religion +10 Zhent Phalanx
Str 15 (+4) Dex 10 (+2) Wis 14 (+4) While a Zhent soldier is adjacent to an ally, he or she doesn’t grant
Con 11 (+3) Int 16 (+5) Cha 20 (+7) combat advantage to flanking enemies.
Equipment chainmail, light shield, morningstar, iron holy symbol Marked Advantage
(Cyric) A Zhent soldier deals an extra 1d4 damage on all attacks against a
target that is marked by it.
Alignment Evil Languages Chondathan, Common
Zhent War Mage (Level 2) Level 2 Artillery
Skills Endurance +5, Intimidate +7, Streetwise +7
Medium natural humanoid (human) XP 125
Str 18 (+4) Dex 15 (+2) Wis 11 (+0)
Initiative +4 Senses Perception +4
Con 15 (+2) Int 10 (+0) Cha 15 (+2)
HP 32; Bloodied 16
Equipment scale armor, heavy shield, longsword, crossbow, 20 bolts
AC 15; Fortitude 13, Reflex 15, Will 14
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+5 vs. AC; 1d4 damage.
r Magic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Reflex; 2d4 + 3 damage.
C Zhent Flash (standard; encounter) ✦ Radiant
Close burst 3; +6 vs. Reflex; 1d8 + 3 radiant damage, and the target
is blinded until the end of the war mage’s next turn.
A Fire Blast (standard; at-will) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 3 fire damage.
A Black Vapors (standard; encounter) ✦ Poison
Area burst 3 within 20; +6 vs. Reflex; 1d6 + 3 poison damage, and
the target takes ongoing 5 poison damage and takes a -2 penalty to
attack rolls (save ends both).
Wand of Accuracy (free; encounter)
Requires wand; the war mage gains a +3 bonus to one attack roll.
Alignment Evil Languages Chondathan, Common
Skills Arcana +11, Diplomacy +7, Dungeoneering +9, Insight +9
Str 10 (+1) Dex 16 (+4) Wis 16 (+4)
Con 14 (+3) Int 20 (+6) Cha 12 (+2)
Equipment robes, dagger, wand

SPEC1-1 Shades of the Zhentarim Page 50


Encounter 11: Zhentarim Farewell Statistics (High Level)
Zhent Black Sun Adept Level 6 Controller Zhent Soldier (Level 3) Level 3 Soldier
Medium natural humanoid (human) XP 250 Medium natural humanoid (human) XP 150
Initiative +3 Senses Perception +5 Initiative +3 Senses Perception +1
HP 67; Bloodied 33 HP 47; Bloodied 23
AC 20; Fortitude 17, Reflex 18, Will 20 AC 19; Fortitude 16, Reflex 14, Will 14
Speed 5 Speed 5
m Morningstar (standard; at-will) ✦ Weapon m Longsword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d10 + 2 damage. +8 vs. AC; 1d8 + 5 damage, and the target is marked until the end
R Black Sunbeam (standard; at-will) ✦ Necrotic or Radiant of the Zhent soldier’s next turn.
Ranged 10; +11 vs. Reflex; 1d4 + 5 necrotic or radiant damage and r Crossbow (standard; at-will) ✦ Weapon
the target takes a -2 penalty to all defenses (save ends). Ranged 15 / 30; +7 vs. AC; 1d8 + 1 damage.
C Behold the Black Sun (standard; encounter) ✦ Charm M Sly Cut (standard; at-will) ✦ Weapon
Close burst 2; +10 vs. Will; the target slides 1 square, is knocked Requires longsword; affects a target marked by the Zhent soldier;
prone, and is dazed until the end of the adept’s next turn. +10 vs. AC: 1d8 + 5 damage, and the target is slowed (save ends).
R Rebellious Limbs (standard; recharge 5 6) ✦ Charm, Psychic M Tide of Iron (standard; at-will) ✦ Weapon
Ranged 10; +10 vs. Will; 1d4 + 5 psychic damage, and the target Requires shield; +9 vs. AC; 1d8 + 3 damage, and the target is
slides 2 squares and makes a basic melee attack against itself. pushed 1 square if it is Large or smaller. The Zhent soldier can
Alignment Chaotic evil Languages Chondathan, Common shift 1 square into the space vacated by the target.
Skills Bluff +13, Diplomacy +13, Insight +10, Religion +11 Zhent Phalanx
Str 15 (+5) Dex 10 (+3) Wis 14 (+5) While a Zhent soldier is adjacent to an ally, he or she doesn’t grant
Con 11 (+3) Int 16 (+6) Cha 20 (+8) combat advantage to flanking enemies.
Equipment chainmail, light shield, morningstar, iron holy symbol Marked Advantage
(Cyric) A Zhent soldier deals an extra 1d4 damage on all attacks against a
target that is marked by it.
Alignment Evil Languages Chondathan, Common
Zhent War Mage (Level 4) Level 4 Artillery
Skills Endurance +6, Intimidate +8, Streetwise +8
Medium natural humanoid (human) XP 175
Str 18 (+5) Dex 15 (+3) Wis 11 (+1)
Initiative +5 Senses Perception +5
Con 15 (+3) Int 10 (+1) Cha 15 (+3)
HP 44; Bloodied 22
Equipment scale armor, heavy shield, longsword, crossbow, 20 bolts
AC 17; Fortitude 15, Reflex 17, Will 16
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+7 vs. AC; 1d4 damage.
r Magic Missile (standard; at-will) ✦ Force
Ranged 20; +9 vs. Reflex; 2d4 + 4 damage.
C Zhent Flash (standard; encounter) ✦ Radiant
Close burst 3; +8 vs. Reflex; 1d8 + 4 radiant damage, and the target
is blinded until the end of the war mage’s next turn.
A Fire Blast (standard; at-will) ✦ Fire
Area burst 1 within 10; +8 vs. Reflex; 1d6 + 4 fire damage.
A Black Vapors (standard; daily) ✦ Poison
Area burst 3 within 20; +8 vs. Reflex; 1d6 + 4 poison damage, and
the target takes ongoing 5 poison damage and takes a -2 penalty to
attack rolls (save ends both).
Wand of Accuracy (free; encounter)
Requires wand; the war mage gains a +3 bonus to one attack roll.
Alignment Evil Languages Chondathan, Common
Skills Arcana +12, Diplomacy +8, Dungeoneering +10, Insight +10
Str 10 (+2) Dex 16 (+5) Wis 16 (+5)
Con 14 (+4) Int 20 (+7) Cha 12 (+3)
Equipment robes, dagger, wand

SPEC1-1 Shades of the Zhentarim Page 51


Encounter 11: Zhentarim Farewell Map
Ruins of the Wild
Camp / Field 8x8 x2
Road / Crevasse 8x2 x2
Stream / Road 8x2 x2
Ruined Tower / Field w/Trees 8x8 x2

SPEC1-1 Shades of the Zhentarim Page 52


Rewards Summary Treasure
At the conclusion of the adventure, the PCs earn Each PC receives treasure in the form of gold pieces as
experience points, treasure, and possibly story awards. well as one share from a treasure bundle. The treasure
All totals listed here are per PC. A number before the bundle may give the PC more gold, a magic item, or
slash is the low-level value; after the slash is the high- some other item of value. Each player makes one
level value. selection for their character; multiple players may
choose the same treasure bundle.
If characters buy or sell magic items or other gear
Important DM Information during the adventure (or pay for services) add or
It is critical that you enter the PC rewards accurately on subtract that amount from the total gold the PC receives
the tracking form, and ensure that the information is at the end of the adventure. If a player selects an option
reported and entered online in a timely manner. While that gives their character more gold, add that to the gold
players will be able to track their character's all characters receive, and ensure you enter the total
information on paper, the online information serves as amount of gold gained (minus any expenditures) online.
an important backup and verification of play. You can have a negative number and enter that negative
online. PCs receive 20% of a magic item's purchase price
Experience Points for any item they sell.
Give PCs a full award for each encounter they If a player selects a magic weapon or suit of armor
successfully completed, and a half award if they were for their PC that is not specific on the type of item listed,
unsuccessful. Give no award if the characters did not they must select the exact item at the time they choose
play the encounter at all. that bundle. For example, if a duelist’s weapon +1 is listed
as a choice in a bundle, a player selects the form of the
Encounter 1: No Adventurers weapon amongst the choices possible for that magic
100/150 XP item (light blades). If the player selects the item as a +1
Encounter 2: Asking Around duelist’s dagger, the player writes that information down
100/150 XP on the PC’s adventure log and the item is forever after
that specific weapon.
Encounter 3: Warped Wards
An asterisk next to a magic item means that it is an
120/160 XP
item that appears in the New Rules section.
Encounter 4: Bane’s Blessed
120/140 XP
Gold per PC
Encounter 5: Maze of Shadows
180 / 240 gp
40/60 XP
(Introduction: 10/10 gp, Encounter 1: 15/15 gp,
Encounter 6: Shar’s Gate
Encounter 3: 45/65 gp, Encounter 4: 15/25 gp,
150/200 XP
Encounter 7: 25/35 gp, Encounter 8: 25/35 gp,
Encounter 7: The Sewers
Encounter 11: 45/55 gp)
0/0 XP
Encounter 8: The Mausoleum
115/165 XP
Each PC Selects One of the Following
Encounter 9: Tower of the Art Bundle A: +1 staff of fiery might (low-level version only)
100/150 XP Found in Encounter 3
Encounter 10: Mystra’s Workshop
120/160 XP Bundle B: veteran’s armor +1 (low-level version only)*
Encounter 11: Zhentarim Farewell Found in Encounter 10
125/175 XP
Conclusion: Quest Reward Bundle C: amulet of protection +2
110/140 XP Found in Encounter 7

Total Possible Experience Bundle D: flameburst weapon +1


1,200/1,650 XP Found in Encounter 9

Bundle E: +2 staff of fiery might (high-level version only)


Found in Encounter 3

SPEC1-1 Shades of the Zhentarim Page 53


b. They completed one skill challenge, but failed on
Bundle F: veteran’s armor +2 (high-level version only)* the other.
Found in Encounter 10 c. They failed on both skill challenges.

Bundle G: ritual book of Make Whole 2. How many extended rests did the PCs take
Found in Encounter 10 during this adventure?
a. The PCs did not take a single extended rest.
Bundle H: ritual scroll of Enchant Magic Item (high- b. The PCs took the one planned rest (between
level version only) Encounters 6 and 7) during the adventure.
Found in Encounter 10 c. The PCs took two or more extended rests during
the adventure.
Potion plus Gold: If a player doesn’t want to select one
of the bundles listed above for their character, they can 3. How did the PCs resolve the encounter with the
choose to add a potion of healing plus 0/25 gp to their Master of the Tower?
total gold. The player should write the potion gained on a. The PCs destroyed the phantom in combat.
their adventure log. b. The PCs resolved the encounter without having to
destroy the phantom.
More Gold: If a player doesn't want to select one of the c. The PCs were defeated by the phantom or did not
bundles listed above for their character, they can choose reach this encounter because of the time limit.
to add 50/75 gp to their total gold.
4. Did the PCs turn anything over to the
* See the “New Rules” section for a description of this Zhentarim?
item. a. Yes, they gave the Zhents everything they had
discovered during the adventure.
Story Awards b. The Zhents ended up defeating the PCs and
taking the information that they wanted.
Award these if the PC completes the condition for the
c. The PCs refused to give anything to the Zhents
award in the adventure. Pass out certificates to the
and proceeded to thrash them in the ensuing battle.
players for their story awards.
d. The PCs somehow managed to deceive or bluff
the Zhents into accepting false information.
SPEC01 Attention of Dark Powers
Your explorations of the Ruins of Zhentil Keep have
5. What did the PCs tell Yazeth about his son?
caused you to become embroiled in a power struggle
a. They told Yazeth everything – the full truth about
between a number of evil organizations and factions.
his son’s activities.
This sort of attention comes at a cost – to what end you
b. They covered for Kerstol and did not blow his
do not know.
cover.
c. They hinted at the truth, but didn’t come out and
SPEC02 A Promise to Return
tell Yazeth all the details.
You have promised Yazeth Cobb, merchant and devout
d. They invented some totally new story of their own
follower of Amaunator, that you will join him on a future
and told that to Yazeth.
expedition into the dangerous southern ruins of Zhentil
e. The PCs killed Yazeth’s son or had him arrested
Keep. This story object is the beginning of a Major Quest
and dragged back to his father in chains.
that will be resolved in an upcoming Living Forgotten
Realms Core Special adventure.

Adventure Questions
Mark the answers to the following adventure questions
on the tracking form.

1. How did the PCs perform on the skill challenges


(Encounters 2 and 5)?
a. They completed both skill challenges successfully.

SPEC1-1 Shades of the Zhentarim Page 54


Appendix 1 – A Brief History of Zhentil Keep
The long-ago history of the Zhentarim and their struggles (such as the whole “army of Manshoon clones”) isn’t
important to this adventure, so this section only focuses on relevant information that the PCs could reasonably be
expected to know or discover with various skill checks. Depending on the backgrounds of the characters, you can
either give out this information at the appropriate times, or in response to specific questions or avenues of
investigation (for example, you can use it to spice up the skill challenge in Encounter 2). It is suggested that you cut
out the appropriate bits of information and hand them to the inquiring player if you can’t work the information easily
into the adventure.

Moonsea General
History DC 10: A few years after establishing their realm in Anauroch, the Shadovar moved against Zhentil Keep,
whose rulers had formerly contended for control over the Moonsea, the northern Dales, and the empty lands west of
the great desert. The Zhents fought furiously, but the shades prevailed; Zhentil Keep was razed, as was the Citadel of
the Raven. The Black Network of the Zhentarim was broken. The Shadovar attempted to colonize the fortresses that
they had conquered, but Ilsevele of Myth Drannor struck an uneasy alliance with Hillsfar, Melvaunt, and Thentia to
prevent Netheril from achieving this goal.

Streetwise DC 15: The entire Moonsea region is a smattering of city-states and robber baronies, some old, some
new. The city of Mulmaster is the center of Bane’s worship in Faerun, and some say the church of Bane has become
the ideological heir to the Zhentarim. Voonlar, Teshwave, Phlan, and Thentia are the centers of small realms where
Myth Drannon and Netheril quietly fence for influence.

Zhentil Keep
History DC 10: Once the strongest city on the Moonsea, Zhentil Keep was largely destroyed by Netheril many years
ago. The secret society known as the Zhentarim, or the Black Network, was driven out of its seat of power; it now
lurks in the fortresses of Darkhold and Wyvernwatch in distant lands.

History DC 15: The wreckage of the old city’s northerly districts on the left bank of the River Tesh is a dismal pirate
den and bandit town, lawless and violent. Ships belonging to a loose league of corsairs known as the Black Moon
Brotherhood often descend on this wretched place, selling their captives into slavery and taking on new crew
members desperate or wicked enough to sign on.

History DC 20: Across the river, the walled core of the old city on the south bank of the Tesh is a half-razed ruin
shadowed by unquellable twilight and half-cast curses. Unlike the well-picked-over ruins on the northern bank, the
southerly portion of the ruined city yet contains unlooted treasuries, shrines, and wizard workshops, but is haunted
by dangerous undead. The unnatural dimness allows day-fearing undead to walk even at noon, turning the ruin into a
haven for such creatures. Several undead factions vie for this valuable territory. Overall, these ruins harbor literally
hundreds of separate adventure sites, each one offering its own dangers and rewards, though getting to and from
each such dungeon requires dealing with the ubiquitous, roving undead.

Church of Bane
A well-honed weapon of conquest and tyranny, Bane’s church is all the more dangerous since the Black Lord
consolidated his power during the Spellplague. Bane wants all beings subjugated under his authority. To this end, the
Church works openly, touting its military might and the benefits of a strong social order where the capable and
ruthless rule. Common folk in some regions, such as Mulmaster, even buy the idea that Bane represents these ideals
more than his darker aspects.

Religion DC 15: Bane suffered when the shades razed Zhentil Keep and the Citadel of the Raven, annihilating the
backbone of the Zhentarim. But what he lost then, he has decidedly regained. Not only did he assimilate the goblin
SPEC1-1 Shades of the Zhentarim Page 55
deities under his authority, but he also gained the worship of evil dwarves through Abbathor. Thwarting Shar’s desire
to take power over vengeance, Bane sheltered and subjugated Hoar. He furthered his power by taking Loviatar as a
consort, uniting the two faiths. Even great Tiamat now serves Bane, and through her, many evil dragons.

History DC 15: It’s a well-known fact that Fzoul Chembryl died defending Zhentil Keep against the incursion of the
shades. It’s equally known that, despite Fzoul’s failure, Bane then took him as an exarch. Since that time, Fzoul’s
followers have focused on maintaining Bane’s influence in the Moonsea region. At Fzoul’s direction, they unite many
against the threat of Netheril. Only time will tell what strange allies may rise to face Shar’s prized servants.

Church of Cyric
The Cyricist influence on the Zhentarim fuels the group’s destructive behavior. It also leads Zhents to willingly
associated with vile creatures and perform hideous acts. Cyricists within the Zhentarim intend to use the
organization’s resources to free their god. The Cyricist devotion to deception helps the Zhents to work with some
subtlety and caution. Agents have even been known to use good-hearted dupes for certain tasks.

Religion DC 15: Since Cyric’s imprisonment, the power and sway of his church has waned somewhat across Faerun.
The church remains influential in Amn and Muranndin. It also has great authority among the members of the
Zhentarim, having “won” the struggle to break Bane’s hold on the Black Network when the Netherese destroyed
Zhentil Keep. Other than these focal points, however, little more than disparate Cyricist cults exist. These followers
are numerous enough to support Cyric’s continued existence as a god, but little more. One day, these separate arms of
Cyric’s faithful could unite, but for now they remain widely divided.

Church of Shar
During past times of strife, such as the Time of Troubles and the Spellplague, the Dark Goddess has moved openly
against her enemies and killed them. Shar’s faith has enjoyed a revival and waxed strong with the establishment of
the nation of Netheril, as well as Shar’s hand in the deaths of Mystra and Mask. Many evil creatures, especially those
of the Shadowfell, willingly serve or work with Shar’s faithful.

Religion DC 15: Shar was once a being of darkness, created at the beginning of time. She and her sister Selune
fashioned the universe in which Toril exists. Since then, only strive has existed between Shar and her lighter twin.
Where Selune desires unbridled creation and light, Shar longs for a return to the primeval void of nonexistence.
Towards this end, she works to eventually snuff out all other gods.

History DC 20: Worship of Shar has existed since the earliest days, but in secret. Through her followers, Shar has
worked to subvert all creation, especially the works of Selune. Shar’s spellcasters were said to be able to draw upon a
dark form of magic called the Shadow Weave. This was a shadowy mirror of the Weave, the fabric of magic which
was destroyed when Mystra died and unleashed the Spellplague. The Shadow Weave was also destroyed when magic
ran wild across the planes.

Zhentarim Mercenaries
Known also as the Black Network, the Zhentarim include priests, soldiers, wizards, and worse. Zhents, as the
mercenaries are known, will hire on to most any job if the money’s right, regardless of moral considerations. They
offer “protection” to merchants and arrange attacks against those who don’t pay up. Criminal activities ranging from
petty smuggling to open murder to elaborate extortion schemes are all within their purview. Zhents have even been
caught manipulating, aiding, and even leading monsters to threaten peaceful settlements. They have various reasons
for this. Sometimes they are simply drumming up business (they bring a monster to the area and then get paid to
drive the creature off). Other times they are furthering some political scheme, hoping to again be feared and potent as
they once were.

Streetwise DC 15: Zhent sellswords are most prominent on the Dragon Coast near Westgate and the southern
Sword Coast region. Commissions they take bring trouble to the lands near those regions, such as Cormyr and even

SPEC1-1 Shades of the Zhentarim Page 56


Luruar. A significant number of Zhent bases, boltholes, and strongholds are also scattered around the northwestern
part of Faerun.

Religion DC 20: When Bane’s faithful suffered their serious defeat, the Banites bowed out of the Zhentarim. A
strong following of the god Cyric existed in Darkhold, which suddenly became the most prominent fortress of the
Black Network. The Cyricists quickly gained a hold in the mercenary group that remains, and the Zhents are
prominently allied with the Church of Cyric.
However, Cyric’s hold on the Zhentarim is far from solid. Fzoul Chembryl’s hatred for the Netherese has earned
him some admirers and followers among the Zhents. Although Bane’s church isn’t formally allied with the Zhentarim
any more, the two groups often find a common purpose and end up working together. A thread of respect for and
even worship of Bane still exists in the Zhentarim – a thread that Cyric’s devotees would like to cut.

History DC 25: Manshoon, the wizard ruler of Zhentil Keep, founded the Black Network. He created a huge
network that included evil churches, primarily Bane’s. The ambitious Fzoul Chembryl eventually wrested control
from Manshoon. Under Fzoul’s leadership the Zhentarim controlled as much as half the Moonsea region. They even
made a military bid to conquer the Dalelands and destroy Myth Drannor. This attempt failed, and Fzoul ultimately
made an alliance with the phaerimms, which led to the Zhenatrim’s undoing.
Shade needed little provocation to want to destroy the Black Network. The Netherese had long pursued a pogrom
against the phaerimms, and they quickly learned of the alliance with the Zhents. The Empire of Shade then laid waste
to Zhentil keep and the Citadel of the Raven, a blow from which the Zhentarim have yet to recover, and they now
hate the Netherese above all others.

Relic of Shar
The relic described in this adventure is the object of pursuit by all of the groups mentioned above. The PCs can’t
make skill checks to learn anything about the history of the relic, since the whole point of this adventure is to discover
that history. However, they can surmise why each of the power groups would be interested in obtaining the relic for
its own ends. Don’t reveal this information in such a fashion that it causes spoilers. Let the PCs learn what they can.

Church of Bane: The Church of Bane would see the relic as a powerful weapon against Shar and the Empire of
Netheril. An item of such powerful shadow magic could surely be used by Fzoul Chembryl to cause great damage to
the power of the Shadovar.

Church of Cyric: The Cyricists would want to use the relic in hopes that it might give them the power they need to
free their imprisoned deity. If the relic is truly powerful enough to remake the Shadow Weave, then it might well
have enough strength to break Cyric free from his bondage in the Supreme Throne.

Empire of Netheril / Church of Shar: The Netherese and the followers of Shar clearly desire the relic in hopes that
it actually does what the legends claim. Being able to recreate the Shadow Weave would give Shar’s adherents (such
as the Shadovar) a huge advantage over all other spellcasters in Faerun because it would deliver them a power source
that only they would have access to.

The Zhentarim: Individual factions within the Zhents would desire the relic for their own reasons. Some would
follow the religious reasons outlined above depending on whether they worship Bane or Cyric. Others would want to
sell the relic to the highest bidder. Still others would want to try and use its power to bring the Black Network back to
its former glory.

Of all these groups, the Church of Shar are probably the only ones who would actually try to use the relic for its
intended purpose (to recreate the Shadow Weave). However, that doesn’t mean that any of the other groups would
be any less dangerous if they got their hands on the relic. Furthermore, the fighting that would break out over this
item alone could easily bring endless war back to Zhentil Keep and its surrounding area in the Moonsea.

SPEC1-1 Shades of the Zhentarim Page 57


Handout 1 – Kerstol’s Letter
Beloved Father,

I hope this letter finds you well. I know it has been over a year since we
parted under circumstances that were far from pleasant. My choice to
take to the sea as an explorer is one that I do not regret, and my skill
with ships and their repair have made me indispensible to my
companions. The sights I have seen!
But I write not to share my joyous adventures with you. Instead, I write
you to relay some distressing news. My travels have brought me to what is
left of the once-magnificent Zhentil Keep. My current ship is here taking
on supplies and getting some much-needed repairs. While the place has
gained a deserved reputation as a lair for the dangerous and the
debauched, I am completely safe.
However, while I spoke with some of the residents of Zhentil Keep, I
became aware that something dark might be stirring here. There is a
tavern on Warrior Street in the Common Quarter, part of what used to be
a barracks here. Creatures of shadow have been seen lurking in the area,
and locals believe that some kind of evil artifact is drawing them. An
old-timer claims that priests of Shar frequented this area in the past, and
they did powerful experiments here. I know that you worship the light,
and I thought you might know people who would be interested in
checking into these claims, in case the rumors of a shadowy power
growing here are true.
Please give my best to mother. I am, as I shall always be,

Your loving son,

Kerstol

SPEC1-1 Shades of the Zhentarim Page 58


Handout 2 – A Prayer to Shar

We have heeded well the Prophecy. The signs and portents are disturbing but every time we
read the stars, we come to the same conclusion. A Goddess will perish and her Great Work will
fall. Oh, beautiful Shar! Has our unworthiness, our lack of piety, brought you to this terrible
fate?

We cannot stop the Prophecy from coming to pass. It is too late for that. Instead we must
make preparations for Her return. The shadow seed will germinate a new Great Work, a new
fabric of shadow magic upon which Her followers can weave the cloth of darkness and clear the
way for Her triumphant return.

Although the Prophecy makes it clear what must be done, I lack the power to fashion the
shadow seed myself. The magewrights at the Tower of the Art, however, are a different story.
I am certain they could do it, but they would never help if they knew what it was intended
for. Fortunately, we have several initiates on the inside, which means it is only a matter of
convincing that fool Thagdal that this is the will of Mystra.

SPEC1-1 Shades of the Zhentarim Page 59


Handout 3 – Artificer’s Notes
The designs that were sent to me by our mysterious patron are interesting indeed. The item
to be created is not dissimilar to a spell-storing ring or even a temporal stasis chamber, but
instead of holding a single spell, place, or person frozen in time, this item will contain
what I can only describe as pure magical potential. Raw, unshaped power, perhaps along
some of the same lines as the wild magic that has plagued many of the lands of Faerûn
since the Time of Troubles.
It is a fascinating concept, although actually implanting the magical potential into
the item would be highly dangerous and difficult, certainly a task beyond the capabilities
of most wizards. Nevertheless, I have been assured by several of my fellow members of
the Tower that this patron is a devoted follower of Mystra who simply wishes to remain
anonymous due to the laws that make it illegal even to speak Her name here in Zhentil
Keep.
Since I don’t see this item as being anything more than an interesting exercise in
magical theory, I suppose there’s no harm in trying to create it and see what happens.

(Some time passes between journal entries)

The creation was a success! Unfortunately, it appears that I might have been mistaken
about the relative lack of practicality of the item. Hardly an hour after the work was
complete, I received word from Lord Fzoul Chembryl that the item was to be placed into
his care “for safekeeping” inside the Temple in the Sky. Well, I guess I’ll never see it
again, and neither will our patron. I wonder what sort of magic she could have wanted to
put inside? Not that it matters now, since I’m sure that Fzoul will never give the thing
back even if he decides it’s totally worthless.
Still, I’m rather proud of the work. I do believe it would have functioned according to
the design.

SPEC1-1 Shades of the Zhentarim Page 60


New Rules
The following item will appear in the forthcoming Adventurer’s Vault sourcebook. Any players who select this item for
their character should be given a copy of this information so that they can use the item prior to the sourcebook’s
release. Six copies of the item’s stat block are provided here, in case you have multiple players taking the item. The
property and daily power of the item are the same regardless of whether the low-tier or high-tier version of this
adventure was played; only the item’s level and enhancement bonus change (+1 at low tier and +2 at high tier.)

Veteran’s Armor Level 2 or 7 Veteran’s Armor Level 2 or 7


Battered and worn, this unassuming armor helps you get the Battered and worn, this unassuming armor helps you get the
most out of your experiences. most out of your experiences.
Level 2 (+1 / 520 gp) Level 2 (+1 / 520 gp)
Level 7 (+2 / 2,600 gp) Level 7 (+2 / 2,600 gp)
Armor: Any Armor: Any
Enhancement: AC Enhancement: AC
Property: When you spend an action point, you gain a +1 Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of item bonus to all attack rolls and defenses until the end of
your next turn. your next turn.

Veteran’s Armor Level 2 or 7 Veteran’s Armor Level 2 or 7


Battered and worn, this unassuming armor helps you get the Battered and worn, this unassuming armor helps you get the
most out of your experiences. most out of your experiences.
Level 2 (+1 / 520 gp) Level 2 (+1 / 520 gp)
Level 7 (+2 / 2,600 gp) Level 7 (+2 / 2,600 gp)
Armor: Any Armor: Any
Enhancement: AC Enhancement: AC
Property: When you spend an action point, you gain a +1 Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of item bonus to all attack rolls and defenses until the end of
your next turn. your next turn.

Veteran’s Armor Level 2 or 7 Veteran’s Armor Level 2 or 7


Battered and worn, this unassuming armor helps you get the Battered and worn, this unassuming armor helps you get the
most out of your experiences. most out of your experiences.
Level 2 (+1 / 520 gp) Level 2 (+1 / 520 gp)
Level 7 (+2 / 2,600 gp) Level 7 (+2 / 2,600 gp)
Armor: Any Armor: Any
Enhancement: AC Enhancement: AC
Property: When you spend an action point, you gain a +1 Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of item bonus to all attack rolls and defenses until the end of
your next turn. your next turn.

SPEC1-1 Shades of the Zhentarim Page 61

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