CREDITS
Design James W y a t t a n d Shawn M e r w i n (based o n designs b y Gary Gygax a n d Douglas Niles) Development Chris Sims Editing Scott Fitzgerald Gray Managing Editor Kim Mohan Manager

INTRODUCTION
W e l c o m e to D U N G E O N S & D R A G O N S ENCOUNTERS™, a n

exciting o f f i c i a l D U N G E O N S & D R A G O N S * p r o g r a m . T h i s adventure is a m i n i - c a m p a i g n season designed to be played at y o u r local W i z a r d s Play N e t w o r k location. One o f the goals o f t h i s D & D ENCOUNTERS™ season is to t r y out a n e w f o r m a t for adventure design. T h i s season presents you w i t h the o p p o r t u n i t y to play out the elements o f the story i n a sequence t h a t y o u a n d y o u r players d e t e r m i n e . I n t h i s sort o f arrangement, the adventurers have m o r e c o n t r o l over t h e i r choices d u r i n g the season, a n d y o u have m o r e f r e e d o m i n tail o r i n g Against the Cult of Chaos™ to m a x i m i z e the f u n . W i t h this f r e e d o m , o f course, comes responsibility. Since the encounters t h r o u g h o u t most o f the season do not u n f o l d i n a strict linear order, y o u must be ready to react to players' choices a n d actions. M a n y players a n d D M s consider t h i s open-endedness to lead to a m o r e enjoyable experience. I t does, however, r e q u i r e the D M to spend m o r e t i m e i n p r e p a r a t i o n before each session. Some D M s m i g h t favor u s i n g a l i n e a r approach, since such adventures are generally easier to prepare a n d r u n . W i t h t h i s i n m i n d , the text o f each encounter includes a sidebar called "The Straightest Path." These sidebars t e l l y o u w h i c h clues to place i n f r o n t o f the players to r u n the season i n a linear m a n n e r , thus r e d u c i n g y o u r p r e p a r a t i o n t i m e b u t still enabling y o u r players to experience the f u l l scope o f the story.

D & D Group Mike Mearls D&D

Producer

Greg Bilsland Senior Creative Director Jon Art Schindehette Director

Kate Irwin Cover Illustration Alexey Aparin Interior Illustrations Eric B e l i s l e , S t e v e Ellis, W a y n e E n g l a n d , J i m N e l s o n , W i l l i a m O'Connor Cartography Jason A . Engle D & D Brand Team N a t h a n S t e w a r t , Liz Schuh, Laura T o m m e r v i k , Shelly M a z z a n o b l e , C h r i s L i n d s a y , H i l a r y Ross Publishing Production Manager Angie Lokotz Prepress Manager Jefferson Dunlap

Playtesting D&D® Next
This season o f D & D ENCOUNTERS includes a n o p t i o n a l o n l i n e component, w h i c h allows players a n d D u n g e o n Masters to convert t h e i r games to the D & D N e x t playtest. To participate, f o l l o w these five steps. 1 . T a l k to the players at y o u r store a n d y o u r D & D ENCOUNTERS organizer. F i n d out h o w m a n y people are interested i n playtesting D & D N e x t d u r i n g this season, a n d h o w m a n y w a n t to continue p l a y i n g 4 t h E d i t i o n . Gauge players' interest, a n d coordinate w i t h other D M s to t r y to ensure that a l l p a r t i c i p a n t s ( i n c l u d i n g you) have the o p p o r t u n i t y to play i n t h e i r p r e f e r r e d k i n d o f game. 2. I f you a n d y o u r g r o u p w i l l be using the D & D Next materials, visit d n d n e x t . c o m a n d sign u p for the playtest. 3. D o w n l o a d the playtest packet a n d review the documents, p a y i n g p a r t i c u l a r l y close attention to the H o w to Play a n d D M Guidelines files. 4. P r i n t out a n d read the Against the Cult of Chaos conversion notes. This file contains i n s t r u c t i o n s , guidelines, a n d statistics to t u r n Against the Cult of Chaos i n t o a D & D N e x t adventure. 5. F a m i l i a r i z e yourself w i t h the adventure, a n d get ready to r u n some D & D Next!

Imaging Technician Carmen Cheung

Production Manager Donna Woodcock Play

Organized

Chris Tulach Playtesters Y a n L a c h a r i t e , A n d r e B e g i n , Eric L e r o u x , M e l a n i e C o t e , M a n o n Crevier, J o h n Petryszyn, Jeff Chin, Z a c k Sykes, T o m Kish, J i m Kliss, Peter M a r k w a r t , Teos A b a d i a , B r y a n B l u m k l o t z , I a n Ramsey, J o n a t h a n S c h m i d t , Shawna
D U N G E O N S & D R A G O N S , Wizards of the

Woodall
DUNGEONS & DRAGONS

ENCOUNTERS , RPCA, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards characters and their distinctive likenesses are property of Wizards of the Coast LLC. 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 LLC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Published by Wizards of the Coast LLC. Manufactured by: Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH. Represented by Hasbro Europe, 2 Roundwood Ave, Stocklev Park. Uxbridge, Middlesex, UB11 1AZ, UK. PRINTED IN THE USA. ©2013 Wizards of the Coast LLC. 620B1059O0O1 EN

Coast, DCI,

P R E P A R I N G FOR P L A Y
The D U N G E O N S & D R A G O N S ENCOUNTERS play k i t pro-

Give out treasure and experience p o i n t s . M a k e sure the players w r i t e d o w n rewards o n t h e i r D & D ENCOUNTERS Play Trackers or t h e i r character sheets.

vides a l l y o u need to D M t h i s adventure, i n c l u d i n g poster maps o f encounter areas a n d a sheet o f tokens to represent monsters, adventurers, a n d b a t t l e f i e l d effects. Follow the steps b e l o w to prepare for play. B e f o r e y o u r u n S e s s i o n 1: • Read the B a c k g r o u n d a n d S y n o p s i s to get a feel for the story. • Read C h a p t e r 1: T h e V i l l a g e o f H o m m e l L a n e , pages 6 - 2 0 . T h e characters w i l l spend t i m e i n the village f r e q u e n t l y d u r i n g the season, a n d m a n y o f the locations i n H o m m e l Lane serve as springboards to the encounters i n the later sessions.

A CHANGING CAMPAIGN
Since y o u c a n never t e l l who's going to show u p to a
D U N G E O N S & D R A G O N S E N C O U N T E R S session, y o u might

have d i f f e r e n t players f r o m week to week. Some players m i g h t have missed a session or t w o , a n d others m i g h t have played sessions w i t h a d i f f e r e n t D M . That's f i n e . M a j o r i t y R u l e s : I f some element o f the adventure plot hinges o n the adventurers m a k i n g a decision i n a previous session, a n d the players present are d i f f e r e n t d u r i n g the c u r r e n t session, f i n d out f r o m a l l the players w h a t decisions they made. G o w i t h the majority, a n d i f it's a n even split, side w i t h the most positive result. For example, i f t h r e e o f five players' characters at y o u r table w o n the respect o f the ore s h a m a n i n a previous session and t w o d i d n ' t , the characters are considered to have w o n his respect for the session t h i s week. N o n - L i n e a r P l a y : Since t h i s season's encounters m i g h t be r u n i n d i f f e r i n g orders, m o v e m e n t o f players b e t w e e n d i f f e r e n t D M s c o u l d cause a p r o b l e m : one set o f players m i g h t be ready to explore a n area w h e r e another set o f players already explored. W i t h t h a t i n m i n d , w e have i n c l u d e d suggestions for o p t i o n a l encounters that the D M c a n create. This tactic allows the players to interact w i t h a d i f f e r e n t encounter w i t h out b e i n g forced to replay one.

A t the table o f y o u r f i r s t s e s s i o n : • Be sure that each player has a character. Players c a n use one o f the characters p r o v i d e d i n the k i t or can create t h e i r o w n personas u s i n g the D U N G E O N S &
D R A G O N S rules.

Give each player a D & D ENCOUNTERS Play Tracker. T h i s sheet, f o u n d i n the play k i t , allows the players to t r a c k treasure a n d other i n f o r m a t i o n . Get a session t r a c k i n g sheet f r o m the organizer. Record a l l the players' D C I ™ / R P G A n u m b e r s o n i t , along w i t h y o u r D C I / R P G A n u m b e r . I f you or any o f the players don't have a D C I / R P G A n u m b e r , ask the organizer for a m e m b e r s h i p c a r d .
S

D u r i n g the s e a s o n : • Typical p l a y i n g t i m e for one session is 9 0 m i n u t e s to 2 hours. Because o f the open-ended n a t u r e o f t h i s season, sessions need not be played i n the p r i n t e d order, a l t h o u g h they m i g h t be. "Temple o f Chaos" w i l l be the last session played, regardless o f the order i n w h i c h the other parts o f the story played out. • M a k e decisions a n d adjudications that enhance the f u n o f the game. As the D M , m a k e adjustments to the adventure to m a x i m i z e the f u n for the players and yourself.

TREASURE
As the characters progress, they have the o p p o r t u n i t y to gain treasure i n the f o r m o f gold pieces, valuables, a n d magic items. The magic items i n this adventure come f r o m Heroes of the Fallen Lands'", Heroes of the Forgotten Kingdoms™, a n d Mordenkainen's Magnificent Emporium™. A w a r d i n g M a g i c I t e m s : W h e n the characters f i n d a non-consumable magic i t e m , the players can decide w h i c h character receives i t . Usually, these decisions are easy, since c e r t a i n items are better suited for c e r t a i n characters. I f t h i s is not the case, assign the n e w i t e m to a character w h o has no non-consumable magic items. I f t w o or m o r e characters lack non-consumable magic items, have each o f those players r o l l a d 2 0 . The character b e l o n g i n g to the h i g h r o l l e r receives the n e w i t e m . S e l l i n g I t e m s : Since the entire season takes place i n a n d a r o u n d H o m m e l Lane, a n d none o f the major players i n the village have the f u n d s available, the characters cannot sell magic items f o u n d d u r i n g the sessions.

A t the e n d o f y o u r first s e s s i o n : • M a k e sure to r e m i n d the players to t r a c k any abilities t h a t do not refresh after a short rest. They m u s t use resources to heal b e t w e e n sessions. They c a n do so o n t h e i r D & D Encounters Play Tracker or t h e i r character sheet. • T u r n i n y o u r session t r a c k i n g sheet to the organizer. M a k e sure you've recorded a l l the D C I / R P G A n u m bers on i t , along w i t h names a n d the date o f the event.

BACKGROUND
M i s k a the Wolf-Spider is a force o f incomparable evil a n d chaos. D u r i n g a long-forgotten w a r b e t w e e n l a w a n d chaos, the t e r r i b l e creature was locked away i n a n extraplanar p r i s o n after slaying m a n y p o w e r f u l c h a m pions o f law. For m i l l e n n i a , the creature t h r e w h i m s e l f at the walls o f his p r i s o n , u n t i l the tiniest o f cracks f i n a l l y f o r m e d . L i k e chaos itself, M i s k a is n o t patient, a n d he is relentless. M e a n w h i l e , o n t h i s plane o f existence m o r e t h a n t w o centuries ago, a g r o u p o f pioneers f o u n d e d the v i l lage o f H o m m e l Lane ( w h i c h the locals p r o n o u n c e as i f the t w o words were one). Settlers f o u n d i n c r e d i b l y r i c h a n d fertile soil i n the area, b o u n t i f u l forests to p r o v i d e l u m b e r , a n d i r o n ore i n the nearby m o u n t a i n s . The area was u n c i v i l i z e d , however, a n d the settlers faced m a n y threats. A village was created to act as a m e e t i n g place a n d sentinel, a n d i t became a v i t a l a n d v i b r a n t h u b for traders, m i n e r s , farmers, a n d artisans alike. The leader o f the pioneers, H a f f r o n H o m m e l , l e d the c o n s t r u c t i o n o f the village a n d a f o r t i f i e d keep. T h e villagers a n d s u r r o u n d i n g farmers r e l i e d o n Haffron's s k i l l , bravery, a n d w i s d o m for t e n years w h i l e the v i l lage grew. T h e n , one day w h i l e he was out p a t r o l l i n g the countryside, H a f f r o n disappeared near the Caves o f Chaos. N o one k n e w w h a t h a p p e n e d to h i m , b u t strange occurrences plagued the village for weeks after his disappearance: People became p a r a n o i d a n d distant, monster attacks increased, a n d villagers disappeared. U n b e k n o w n s t to the villagers, the crack i n Miska's prison grew wider. One day i n late a u t u m n o f the same year, a trade caravan a r r i v e d to f i n d H o m m e l Lane empty. Even the farms t h a t served the village were deserted, w i t h crops r o t t i n g i n the fields a n d the livestock u n t e n d e d . O t h e r t h a n a few places t h a t showed signs o f s m a l l scuffles, investigators f o u n d n o sign o f war. Brave (some m i g h t say foolish) citizens o f s u r r o u n d ing lands a r r i v e d to slowly repopulate the village a n d reacquire the r i c h f a r m l a n d . The p o p u l a t i o n o f H o m m e l Lane rose again, a n d the village t h r i v e d for a century. A s the centennial o f the disappearance o f the o r i g i n a l villagers approached, t r o u b l e slowly resurfaced. Villagers began acting strangely, b a n d i t activity increased, a n d h u m a n o i d s f r o m the m o u n t a i n s to the east r a i d e d o u t l y i n g farms w i t h i m p u n i t y . O n the day t h a t m a r k e d exactly one h u n d r e d years since the village was f o u n d empty, H o m m e l Lane was attacked. Fortunately for the village, a large n u m b e r o f adventurers a n d soldiers h a d a r r i v e d shortly beforeh a n d . The hostile forces—evil h u m a n s , monstrous h u m a n o i d s , r e p t i l i a n creatures, a n d even some o f the villagers w h o seemed to go m a d - w e r e defeated i n a b l o o d y battle. The adventurers p u r s u e d the retreating forces: T h e evil h u m a n s were chased back to t h e i r forest moat house to the n o r t h , the monstrous h u m a n o i d s

f l e d east to t h e i r m o u n t a i n lairs, a n d the reptiles slithered a n d s c u r r i e d back i n t o the Fathomless Fens to the south. O n l y the vile h u m a n s , a t t e m p t i n g to h i d e i n t h e i r f o r t i f i e d m o a t house, were f u l l y defeated. Investigation o f t h e i r h i d e o u t showed that these bandits a n d cutthroats served a master dedicated to a n o t h e r w o r l d l y force o f evil a n d chaos. The m o a t house was heavily damaged a n d left to rot i n the wilderness. M i s k a h a d given e v e r y t h i n g he c o u l d o f his essence for the t i m e being, a n d he w e n t i n t o h i b e r n a t i o n for another h u n dred-year cycle. As Against the Cult of Chaos begins, t w o h u n d r e d years have passed since the o r i g i n a l disappearances, a n d the centennial o f the failed attack on H o m m e l Lane approaches. The village's past has b e e n largely lost to history, a n d the f e w w h o r e m e m b e r the attack s i m p l y assume that the t h r e a t is long v a n q u i s h e d ; however, some b a n d i t activity has been n o t i c e d recently, farms i n the v i c i n i t y are r e p o r t i n g g o b l i n sightings, a n d a few o f the villagers are b e h a v i n g i n a p e c u l i a r m a n n e r . Those that are bolstered by Miska's p o w e r are p r e p a r i n g to attack again, a n d t h i s t i m e they hope to establish a perm a n e n t connection to the Wolf-Spider's p r i s o n plane.

Haffron Hommel's Tale
I n ages past, long before c i v i l i z a t i o n came to t h i s p a r t o f the w o r l d , the h u m a n o i d s t h a t sought shelter i n the Caves o f Chaos feared the darkness. Sensing that the darkness shielded a great a n d t e r r i b l e power, these simple creatures pleaded for the darkness to spare t h e m , a n d also i m p l o r e d i t to p r o v i d e t h e m w i t h the p o w e r to destroy a n y t h i n g t h a t threatened t h e m . M i s k a the Wolf-Spider, a chaotic creature o f u l t i m a t e evil, h e a r d t h e m . M i s k a , however, h a d been i m p r i s o n e d eons before on another plane. The prayers o f the terr i f i e d h u m a n o i d s created a s m a l l bridge b e t w e e n this w o r l d a n d Miska's p r i s o n r e a l m . M i s k a sent bits o f his essence t h r o u g h the crack, a n d some h u m a n o i d s were able to use i t to f u e l s u p e r n a t u r a l abilities a n d to craft three items o f p o w e r : the Chaos Blade, the Death Circlet, a n d the Scroll of Final Words. Over the centuries, h u m a n o i d s o f a l l types took t h e i r t u r n s w i e l d i n g the p o w e r M i s k a offered, a n d the crack i n Miska's p r i s o n g r e w w i d e r a n d w i d e r . A t the same t i m e , however, Miska's p r i s o n d r a i n s his power, f o r c i n g h i m to rest for a c e n t u r y between intervals o f e x p e l l i n g his essence t h r o u g h the crack. The items o f p o w e r provide M i s k a w i t h a l i n k to the w o r l d , even at times w h e n he is n o t active. It was t w o h u n d r e d years ago w h e n H a f f r o n H o m m e l , p a t r o l l i n g the area a r o u n d the village that h a d been n a m e d i n his honor, s t u m b l e d u p o n the Caves o f Chaos at one o f the times w h e n Miska's p o w e r was at its strongest. H e entered the Temple o f Chaos a n d beheld the Chaos M o t e , the t e r m i n u s o f Miska's power.

H e recognized w h a t i t was a n d u n d e r s t o o d that he needed to sacrifice his life to keep the mote i n check. Haffron's b o d y was i m p r i s o n e d i n the Chaos M o t e , b u t his soul escaped back i n t o the w o r l d . Haffron's soul r e m a i n s t i e d to the caves, conscious o f the g r o w i n g t h r e a t a n d f r a n t i c a l l y searching for a w a y to stop i t . Haffron's p o s i t i o n gives h i m u n i q u e knowledge. H e k n o w s the items o f power M i s k a has h a d created over the years. H o m m e l also k n o w s that those o f stout heart can use those items to seal M i s k a away, perhaps for good.

is slowly amassing to attack the village, a n d the lower dungeons h o l d his shrine a n d his most valued cultists. Finally, the m a i n t h r e a t resides i n a Temple o f Chaos housed deep i n the Caves o f Chaos. H i g h Priest I n u g g h , the m a i n b e n e f i c i a r y o f Miska's power, guards the Chaos M o t e . T h i s area o f p o w e r is the t e r m i n u s o f the bridge between Miska's p r i s o n plane a n d t h i s w o r l d . I n u g g h directs a l l the pawns, i n c l u d i n g L a r e t h a n d the Reptile G o d , to start to spread Miska's i n f l u e n c e i n t o the larger w o r l d , h o p i n g to give M i s k a the chance to break free i n t o this w o r l d before he is forced i n t o another h u n d r e d - y e a r h i b e r n a t i o n .

SYNOPSIS
I n Against the Cult of Chaos, the adventurers m u s t deal w i t h a t h r e e f o l d threat: a spirit naga w h o is establishing a c u l t o f followers t h r o u g h her ability to c h a r m v i c t i m s ; a priest u s i n g the p o w e r s u p p l i e d by M i s k a to lead bandits against the village; a n d f i n a l l y , a d a r k priestess w h o l u r k s w i t h i n h u m a n o i d - i n f e s t e d caves, a t t e m p t i n g to create a p e r m a n e n t c o n n e c t i o n to Miska's p r i s o n plane. Each o f these threats is separate; however, the adventurers m u s t deal w i t h each o f t h e m at the same t i m e as t h e i r investigations reveal the webs o f deceit a n d danger. The adventure begins as the characters accompany Sir H a d a r a i M o o n b r o o k t o w a r d the village o f H o m m e l Lane. Sir M o o n b r o o k , an e l f p a l a d i n w h o reveres the Lawbringer, received a missive f r o m the Canoness Yeeday, leader o f the Lawbringer's temple i n H o m m e l Lane. The missive w a r n e d t h a t s o m e t h i n g f o u l was afoot. The p a l a d i n gathered adventurers as q u i c k l y as he c o u l d to r i d e f o r t h a n d battle the evil, whatever its form. W h i l e the characters are o n the r o a d to H o m m e l Lane, a t e r r i b l e force possesses L o r d M o o n b r o o k , forci n g h i m a n d his retainers to attack the adventurers. A l t h o u g h the adventurers defeat the p a l a d i n , the e v i l essence r e m a i n s w i t h i n h i m , t r a p p e d by the paladin's resolve to keep the e v i l c o n t a i n e d so that i t cannot spread. I n the village, m a n y residents have been c h a r m e d by a spirit naga c a l l e d the Reptile G o d , a n d t h e y n o w serve her as m e m b e r s o f the C u l t o f the Reptile G o d . They capture other villagers a n d take t h e m to the creature, h o p i n g to t u r n the village i n t o a mindless c u l t . M u c h o f the k i d n a p p i n g is done at the G o l d e n G r a i n I n n , a n d the prisoners are r o u t e d t h r o u g h the Temple o f the L a w b r i n g e r b y a t e l e p o r t a t i o n device, l e a d i n g f i n a l l y to the naga's lair deep i n the Fathomless Fens. D e v i , the a c t i n g head priest o f the Temple o f the L a w b r i n g e r , is a w i l l i n g a n d active p a r t i c i p a n t i n this c u l t . I n the m e a n t i m e , a cleric called L a r e t h the B e a u t i f u l , w h o channels the p o w e r o f M i s k a , has created a shrine i n the d u n g e o n beneath a n o l d moat house. The u p p e r levels o f the moat house c o n t a i n the b a n d i t a r m y he

W H A T IS T H I S ADVENTURE?
Against the Cult of Chaos is a strange mash-up of three classic D&D adventures: The Keep on the Borderlands, Village of Hommlet, and Against the Cult of the Reptile God. It also includes some story elements from another adventure, Rod of Seven Parts, specifically the story of Miska the Wolf-Spider. This adventure combines the villages of Hommlet and Orlane into the single village of Hommel Lane, and turns the tower of Rufus and Burne into a version of the Keep on the Borderlands. It drops all of this into a nebulous setting defined in part by the conflict between the Queen of Chaos and the Lawbringer, two generic deities with no place in any known D&D world. It turns Lareth the Beautiful and the Reptile God into minions of the Cult of Chaos, and turns the relationship between the faith of the Lawbringer and the Old (druidic) Faith in the village into a more significant conflict. Like Keep on the Borderlands, the adventure's location is defined only as being at the far edge of civilization, two weeks' journey from an unnamed barony to the west, which an unnamed baroness rules. If you and your players are familiar with the old adventures, we hope you enjoy this homage to their stories, locations, and villains. If not, we hope this piques your curiosity about the early days of D&D. In either case, take the adventure for what it i s - a chance to explore a web of intrigue and evil in a generic D&D setting. Tactical Placement: This adventure provides a sample tactical setup for each encounter, including the location of the monsters. Tactical maps for each encounter present only one way to set up the encounter. If it doesn't make sense to place monsters in the places indicated on the map, you can change the placement. The narrative of how your adventure is playing out should mandate character and creature placement.

(Most p r i m a l characters belong to the O l d Faith. For t h i s D & D Encounters season. w a r l o c k . or start a n e w character o f the same level. t h e character advances to t h i r d level. law. the p r i m a l energies. half-ore. Character Death I f a character dies d u r i n g a session.) A player c a n decide t h a t his or her character follows neither. Character Backgrounds W o v e n i n t o the plot o f Against the Cult of Chaos is an ongoing tension b e t w e e n t w o religions: t h e L a w b r i n g e r a n d t h e O l d F a i t h . A player w h o misses this session can create a character elsewhere or use one o f the pre-generated adventurers p r o v i d e d i n the play k i t . t h e player s h o u l d m a k e the choice o f w h i c h r e l i g i o n his or her character is aligned w i t h . a n d at the end o f the s i x t h session. a n d w i z a r d ) . D u r i n g character creation. So. h a l f l i n g . i f a player attends each session. Changing Characters Players c a n s w i t c h characters d u r i n g a D & D Encounters season. half-elf. A player w h o participates i n every session s h o u l d end w i t h a 3rd-level character. fate. players c a n create characters u s i n g any o f f i c i a l 4 t h E d i t i o n materials. First-time players s h o u l d consider choosi n g f r o m the races presented i n Heroes of the Fallen Lands a n d Heroes of the Forgotten Kingdoms ( d r a g o n b o r n . s t r e n g t h . elf. battle. fighter. ranger. The L a w b r i n g e r represents justice. Players record t h e i r character levels o n t h e i r D & D Encounters Play Trackers. a n d the wildness o f life. rogue. . even i f the sessions are nonconsecutive. e l a d r i n . The n e w character c a n keep neither treasure n o r e q u i p m e n t f r o m the previous character. d w a r f . drow. h u m a n . at the e n d o f the t h i r d session. a n d order. Class Options Players c a n choose to play any classes available i n 4 t h E d i t i o n . balance. Advancement Rather t h a n receiving experience points. and tiefling). First-time players s h o u l d consider choosing f r o m the classes presented i n Heroes of the Fallen Lands a n d Heroes of the Forgotten Kingdoms (cleric. his or her character advances to second level. luck. H e or she can b r i n g t h e same character back at the start o f the next session. a character gains a level after p l a y i n g i n t h r e e sessions. i n c l u d i n g options presented i n Dragon® magazine. c o m m e r c e . the player has t w o choices. p a l a d i n . Race Options A player can create a character o f any race available i n 4 t h E d i t i o n . he or she c a n b r i n g a n e w character o f the same level as that o f the previous character. Each player is responsible for b r i n g i n g his or her character to each play session. The O l d F a i t h represents n a t u r e . c i v i l i z a t i o n . I f a player wants to do so. A player c a n s t i l l level u p after t h r e e session o f play. d r u i d .SESSION 0: CHARACTER CREATION The i n i t i a l session o f t h i s D & D Encounters season is i n t e n d e d to a l l o w players to create characters. magic. b u t d o i n g so m i g h t detract f r o m t h e f u n o f i n t e r a c t i n g w i t h t h e N P C s i n t h e season.

he has provided no exact description of this imminent threat to Hommel Lane. a halfling named Wyndell. sneering voice. Car jo flirts constantly with Sir Moonbrook's squire Vivial. his eyes shining with dark malevolence. Characters w h o f o l l o w n e i t h e r the L a w b r i n g e r n o r the O l d F a i t h c a n use one or m o r e of the f o l l o w i n g hooks to j o i n t h e e x p e d i t i o n to H o m m e l Lane. the halfling has let it quietly be known that any adventurers who can send the bandits packing will earn his gratitude and a reward. whose "gran-gran" Vilma has lived in Hommel Lane for over a century.x V A 1 * JL • A A J AV LLX^VCJE OF Since the moment you agreed to join the paladin of the Lawbringer on this journey. since his three spent most of their evenings the last two weeks polishing it. • Read: Sir Hadarai Moonbrook's armor gleams in the light. To HOMMEL LANE I n t h e first session of this D U N G E O N S & D R A G O N S Encounters season. a n e l f p a l a d i n of the Lawbringer.Cm THE APTPR A 1. The final member of your entourage is ayoung male halfelf named Car jo Merridie. ayoung human female who tolerates his incessant chatter with the stoic perseverance that only a paladin in training can muster. W h e n you're r e a d y to c o n t i n u e . Characters w h o serve t h e O l d F a i t h have thus b e e n asked to j o i n forces w i t h the t e a m l e d b y Sir M o o n b r o o k . By j o i n i n g Sir M o o n b r o o k ' s e x p e d i t i o n . D r u i d s of the O l d F a i t h have d i v i n e d a terrible i m b a l a n c e b e t w e e n t h e forces of good a n d e v i l . morning sunsquires have repeatedly should end at . L o r d B u r n e a n d L o r d Rufus. Sir H a d a r a i M o o n b r o o k ." C o n t i n u e w i t h "Possessed A t t a c k " o n the next page. clear pool. oversee the p r o t e c t i o n of the area a r o u n d H o m m e l Lane. and]haak-your traveling party is accompanied by a cart laden with farm implements and masonry tools. HOMMEL LANE H o m m e l Lane stands at t h e edge of the c i v i l i z e d w o r l d . the adventurers c a n investigate. "This land and your lives belong to me now. b u t they have n o t b e e n h e a r d f r o m i n several weeks. Robbek. Canoness Yeeday. "You are too late. Characters w h o revere t h e L a w b r i n g e r have b e e n asked to j o i n his mission to the borderlands. the paladin removes his helmet. who shudder as if caught in the throes of pain or madness. The cart's driver. A l l o w the adventurers to i n t r o d u c e themselves a n d interact w i t h t h e other m e m b e r s of the t r a v e l i n g party. Wyndell has seen his wagon runs plagued by bandit attacks over the past six weeks. He points at his squires. r e a d : Taking a short break on the last leg of your journey. • Two f o r m e r adventurers. is one of those a n s w e r i n g her call. I n addition to your fellow adventurers and Sir Moonbrook's three human squires-Vivial. comes from the paladin even though his lips do not move. with your arrival at Hommel Lane. I n response to strange happenings i n the area. Sir Moonbrook has continually and loudly described the importance of your mission. I n her message to Sir H a d a r a i M o o n b r o o k . and bends down to refill his waterskin. and he has spent much of the two-week journey acting twitchy. In fact. echoing with an otherworldly tenor. The armored knight rises stiffly. A raspy. Relatives o f a n adventurer live i n or near H o m m e l Lane. w h e r e danger is ever present. Although his warnings of "unspeakable evil" and "the terrible blight of chaos unchecked" seem ominous. A d r u i d n a m e d R a m n e A s h s t a f f tends t h e f l o c k o f O l d F a i t h followers a r o u n d H o m m e l Lane. T h e lords are always c a l l i n g for adventurers to p a t r o l t h e s u r r o u n d i n g wilderness and strike at t h e monsters l a i r i n g there. is a teamster based out of Hommel Lane. where a shallow creek spreads to a broad. This fact is not surprising. Canoness Yeeday p r o v i d e d no details of the t r o u b l e p l a g u i n g H o m m e l Lane." the voice intones. a dark vapor erupts from the water to completely envelop Sir Moonbrook. law a n d chaos. Sir Moonbrook stops the party before an ancient stone bridge. At the water's edge. The long journey with the paladin midday. has recently sent pleas for assistance across the l a n d . Suddenly. i n the area a r o u n d the village. w h o leads the Temple of the L a w b r i n g e r i n the village. • M e r c h a n t s w h o have b e e n w a i t i n g for shipments o f goods f r o m H o m m e l Lane c o m p l a i n t h a t deliveries are r e g u l a r l y subject t o b a n d i t attacks. the adventurers j o u r n e y to H o m m e l Lane to f i n d a village plagued b y strange happenings and beset b y n o t one b u t t h r e e deadly threats. steps into the shallows.

a n d t h e t a r g e t is d a z e d u n t i l t h e e n d o f t h e bandit's next t u r n . i f a l l o w e d to spend i t . + 8 vs. F o r t i t u d e 1 5 . They attack the adventurers w i t h o u t w a r n i n g . a n d t h e bandit can shift 1 square. they a t t e m p t to flee. S k i l l s S t e a l t h + 9 . AC H i t : 1 d 8 + 7 d a m a g e . the character can w i t h s t a n d one a d d i t i o n a l h i t before b e c o m i n g b l o o d i e d . A C Hit: 1 d 4 + 5 damage. Either character is b l o o d i e d after b e i n g h i t once. each has 10 for a l l defenses a n d a speed o f 6. he is targeted i f the adventurers fail to intervene. he falls unconscious. a n d t h e t a r g e t is i m m o b i l i z e d u n t i l t h e e n d o f t h e elf's n e x t t u r n . Acrobatics + 9 Str11(+1) C o n 1 4 (+3) A l i g n m e n t unaligned Dex16(+4) Int11(+1) W i s 14 (+3) Cha10(+1) Initiative +6 Perception +3 Low-light vision Features of the Area L i g h t : By t i m e o f day. but the adventurers c a n b i n d h i m before he regains consciousness. Sir M o o n b r o o k r e m a i n s i n t h e p o o l i f possible. W i l l 13 Speed 7 W i l d Step The elf ignores difficult terrain w h e n e v e r it shifts. " T h i s is t h e first n a m e o f the leader o f the o r i g i n a l settlers o f H o m m e l Lane. A C H i t : 1 d 8 + 5 d a m a g e . I f one or b o t h are forced i n t o combat. F o r t i t u d e 12. and has seemingly spread to his squires as well. a n d t h e bandit can shift 1 square.POSSESSED ATTACK Encounter Level 1 Setup Sir M o o n b r o o k (elf noble g u a r d ) (E) 3 squires ( c o m m o n bandits) (B) Wyndell (W) Carjo (C) A physical m a n i f e s t a t i o n of Miska's e v i l a n d chaos possesses Sir M o o n b r o o k a n d his squires.W i l l Attack: M e l e e 1 (one c r e a t u r e ) . Level 3 Soldier The Spirit of M i s k a A t the e n d o f the battle.W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . + 7 vs. Effect: T h e b a n d i t c a n s h i f t 1 s q u a r e . A t t a c k ( I m m e d i a t e I n t e r r u p t ) : M e l e e 1 ( t r i g g e r i n g e n e m y ) . R e f l e x 17. w h e r e he c a n shift i n its d i f f i c u l t t e r r a i n . a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f t h e elf's n e x t t u r n . Tactics I f W y n d e l l or Carjo is closer to t h e enemies t h a n the adventurers are i n any given r o u n d . Skills Athletics +6. S t r e e t w i s e +7. + 8 vs. A d d i t i o n a l damage done to the p a l a d i n has no effect a n d cannot d r i v e out the malevolent force. is Elf Noble Guard (E) M e d i u m fey humanoid HP 4 6 . mace. STANDARD ACTIONS © Mace (weapon) • A t . a n d the force possessing h i m keeps his b o d y alive. A C Hit: 1 d 8 + 7 damage. 4 daggers . longsword E q u i p m e n t leather armor. Noncombatants W y n d e l l a n d Carjo have no combat ability. B l o o d i e d 18 AC 1 6 . or d y i n g . Effect: T h e e l f m a r k s t h e t a r g e t u n t i l t h e e n d o f t h e elf's n e x t t u r n . D u r i n g each o f t h e i r t u r n s (taken at t h e e n d o f each r o u n d ) . I f Sir M o o n b r o o k drops to 0 h i t points. STANDARD ACTIONS © L o n g s w o r d (weapon) • A t . as 3 Common Bandits (B) M e d i u m natural humanoid. those enemies target the t w o noncombatants. Each character has one h e a l i n g surge. Elven Equipment chainmail. © Dagger (weapon) • A t . the squires r e t u r n to n o r m a l a n d c a n say honestly t h a t t h e y have no k n o w l e d g e o f a n y t h i n g t h a t h a p p e n e d w h i l e t h e y were possessed. Elven A c c u r a c y • E n c o u n t e r Trigger: T h e e l f m a k e s a n a t t a c k r o l l . 4 Engaging Strike (weapon) • A t . T h i e v e r y + 9 S t r 12 (+2) C o n 1 3 (+2) A l i g n m e n t unaligned D e x 17 ( + 4 ) I n t 1 0 (+1) Languages W i s 11 (+1) C h a 12 (+2) Common Initiative +6 P e r c e p t i o n +1 Level 2 Skirmisher L a n g u a g e s C o m m o n . Miss: H a l f d a m a g e . A C Hit: 1 d 8 + 5 damage. a n d t h e t a r g e t is i m m o b i l i z e d u n t i l t h e e n d of its t u r n . A C H i t : 2 d 8 + 7 d a m a g e . •f D a z i n g S t r i k e ( w e a p o n ) • R e c h a r g e w h e n t h e a t t a c k misses Attack: M e l e e 1 ( o n e c r e a t u r e ) . A l l they r e m e m b e r is h e a r i n g a d a r k voice i n t h e i r heads w h i s p e r i n g the w o r d " H a f f r o n . + 8 vs. A r c a n a or R e l i g i o n D C 8 : A powerful malevolent force possesses Sir Moonbrook. Effect (Free Action): T h e e l f r e r o l l s t h e t r i g g e r i n g a t t a c k r o l l a n d uses t h e s e c o n d r e s u l t . P o o l : The area o f the shallow p o o l is d i f f i c u l t t e r r a i n . Reflex 14. human HP 37. + 7 vs. W i l l 12 Speed 6 Combat Advantage T h e b a n d i t deals 1 d 6 e x t r a d a m a g e a g a i n s t a n y c r e a t u r e g r a n t i n g combat advantage t o it. © H o b b l i n g S t r i k e (weapon) • Recharge [X] [ I j j A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . unconscious.W i l l Trigger: A n e n e m y t h a t is m a r k e d b y t h e e l f a n d is a d j a c e n t t o i t s h i f t s o r m a k e s a n a t t a c k t h a t d o e s n ' t i n c l u d e i t as a t a r g e t . + 7 vs. a n d dies i f h i t a t h i r d t i m e . unconscious i f h i t a second t i m e . Since C a r j o begins the f i g h t near one of the possessed squires. B l o o d i e d 23 A C 1 9 .

W h e n you weak mortals stare into the darkness and beg for your lives. Miska can reveal important secrets that give the adventurers clear goals or provide clues regarding where to go next. One benefit of this possession is that the possessed adventurer can gain insight into Miska's plans and knowledge. I f Sir M o o n b r o o k ' s squires survive t h e combat. a n d fear.the adventurers c a n l e a r n w i t h a successful D C 19 H i s t o r y check or w h e n they arrive at the village a n d v i e w the statue o f H a f f r o n (see area 7. W h e n Sir M o o n b r o o k regains consciousness. I f either character dies. In this case. You see only the tiniest sliver of my magnificence. the force possessing h i m interacts w i t h the adventurers i f they question the p a l a d i n . T h e P a l a d i n ' s W o r d s : Sir M o o n b r o o k ' s statement is i n t e n d e d to inspire t h e characters to go to the Temple o f the L a w b r i n g e r (area 13) i n H o m m e l Lane. d u r i n g w h i c h t i m e he relays the f o l l o w i n g . . • Y o u don't s e e m that p o w e r f u l . but I don't know how long I can keep it trapped. C i t i z e n s of H o m m e l L a n e : I f W y n d e l l a n d Carjo survive. the essence of Miska occasionally takes over the character. An experienced player who likes roleplaying challenges might find this enjoyable. The force possessing the p a l a d i n answers other questions or c o m m e n t s b y r a n t i n g about h o w it w i l l c r u s h its enemies a n d plunge the w o r l d i n t o a t h o u s a n d years o f darkness. you might give one of the adventurers the opportunity to hold a portion of that essence. death. t h e spirit inside Sir M o o n b r o o k c a n reveal i t i n t h e hope t h a t L a r e t h w i l l t h e n slay the adventurers. paving my way to conquer this pathetic realm. My armies grow. i f the adventurers are unable to discover the password to the m o a t house d u n g e o n ." Conclusion The adventurers c a n continue o n to H o m m e l Lane w i t h o u t i n c i d e n t as they deal w i t h the a f t e r m a t h o f the battle. A POSSESSED A D V E N T U R E R Rather than having Sir Moonbrook hold the evil essence of Miska alone. C a r j o is a guest o f his g r a n d m o t h e r V i l m a i n her cottage (area 17). • W h o are y o u ? I am the substance of nightmares. "The force within me is strong. the adventurer must make a basic attack against his or her nearest ally as a free action.. I am what answers. W y n d e l l a n d his f a m i l y live i n a house adjacent to the teamster's b a r n (area 10). • W h a t do y o u w a n t ? You will all bow down before me and do my bidding. I contain itfor now. the adventurers l e a r n w h e r e to go to i n f o r m the relatives w h e n t h e y arrive i n H o m m e l Lane. page 14). The possessed character has an ongoing chance of being taken over by Miska and attacking the nearest creature. to the temple. I t can also d r o p h i n t s or clues t h a t the characters can use. giving you a way to guide the flow of the campaign season. Sir M o o n b r o o k occasionally reestablishes control d u r i n g t h e i n t e r r o g a t i o n for a few seconds. and my power expands to one day crash over this world like a tide. When the player of the possessed adventurer rolls a natural 1 on any d 2 0 roll. T h e y t h e n depart to take w o r d o f the paladin's fate back to t h e i r t e m p l e . Get me to Hommel Lane. the essence o f M i s k a t h a t possesses h i m continues to m o c k a n d t a u n t t h e m . causing the adventurer to lash out verbally or physically. they are so b a d l y shaken by t h e experience t h a t they stay i n H o m m e l Lane for o n l y a day.. For instance. and it grows stronger by the second. they g r a t e f u l l y invite t h e characters to stay w i t h t h e m i n H o m m e l Lane. Use the points b e l o w to guide the conversation. N o matter w h a t m e t h o d s the adventurers use to keep the p a l a d i n subdued after t h i s encounter.

a n d w h a t p a t h the adventure takes as a result. a famous m i l i t a r y c a p t a i n a n d adventurer w h o h a d a n illustrious career f i g h t i n g bandits a n d the forces o f evil and chaos i n the borderlands. Changes that take place i n the village f r o m one session to the next c a n p r o v i d e a sense o f the threats r i s i n g against these lands—and o f the d a r k fate facing the people o f H o m m e l Lane i f the adventurers f a i l to act. however. their flower beds overgrown with weeds. T h e Temple o f the L a w b r i n g e r a n d the G o l d e n G r a i n I n n h o l d enemies t h a t the adventurers m u s t deal w i t h . The few farmers and laborers you see appear close to exhaustion. The adventurers can take o n one o f t h r e e foes to start w i t h — t h e bandits and the Chaos C u l t i n the moat house. The "Chaos C u l t " section o f t h i s season consists o f the "Explore the M o a t H o u s e " a n d " M o a t House D u n geon" sessions. rutted road is lined with close-grown hedges of brambles and shrubs. H o m m e l Lane acts as a h o m e base for the p a r t y d u r i n g t h i s season. The village provides sites for t w o o f the season's sessions. a n d they c a n f i n d m a n y allies a n d foes i n the village. A small herd of cows grazes nearby. S o m e t h i n g is clearly w r o n g i n H o m m e l Lane. The bandits r a i d m e r c h a n t caravans. A n y attempts by the adventurers to t a l k to the f a r m hands w o r k i n g o n the outskirts o f the village are m e t w i t h c u r t dismissals. The c u l t also employs the a i d o f several b u l l y w u g s — s w a m p . A s he grows m o r e p o w e r f u l . The bandits are less loyal t h a n L a r e t h believes. As you draw closer. W h e n the t i m e is r i g h t . the adventurers l e a r n m o r e r e g a r d i n g the mysterious disappearance a n d fate o f Haffron Hommel. • The i n f o r m a t i o n the adventurers uncover i n the v i l lage i n the i n i t i a l session determines w h i c h o f the forces t h r e a t e n i n g H o m m e l Lane they w i l l investigate f i r s t . Revealing t h e m m o r e slowly c a n increase the tension The Cult of the Reptile G o d The spirit naga called the Reptile G o d lives i n a l a i r beneath the Fathomless Fens. A s the a d v e n t u r e r s a p p r o a c h H o m m e l L a n e . and a distant hill is dotted with white sheep. A s the season progresses. you see that many of the fields are still/illed with crops. g a i n i n g w e a l t h as they g r o w i n n u m b e r to become a s m a l l a r m y . To either hand. the Reptile C u l t i n the village. • for players w h o are enjoying the mystery at the heart o f this adventure. Using the Village H o m m e l Lane is a n i m p o r t a n t p a r t o f Against the Cult of Chaos. though it is well past harvest time. however. • Path of Adventure W h e n the characters arrive i n H o m m e l Lane. showing thatched roofs and stone chimneys with thin plumes of blue smoke rising from them. the Reptile G o d plans to have the cultists take over the village. t u r n i n g the village o f H o m m e l Lane i n t o the capital o f a b a n d i t . The sessions o f t h i s season are d i v i d e d i n t o t h r e e chapters. whose headquarters is i n a n abandoned m o a t house close to H o m m e l Lane.d w e l l i n g creatures o f chaos t h a t have been b r o u g h t u n d e r the naga's sway. Those vict i m s become members o f the C u l t o f the Reptile G o d . A number of farmhouses look suspiciously empty. You have reached the outskirts of Hommel Lane. Barns and buildings stand to either side of the road. H i s career came to a n a b r u p t e n d w h e n he vanished w h i l e p a t r o l l i n g the area b e t w e e n H o m m e l Lane a n d the dangerous Caves o f Chaos to the east. c o m p l i cations. forest and meadow have given way to field and orchard. The adventurers rest u p here. he has b e g u n to r e c r u i t bandits w h o serve his C u l t o f Chaos. the p a t h that t h e i r adventure takes is u p to y o u . b u t the characters need to enter the v i l lage to investigate. r e a d : The dusty. H e h e l p e d f o u n d the v i l lage m o r e t h a n t w o centuries ago. or the monstrous h u m a n o i d s i n the Caves o f Chaos. it cuts through a copse of trees or crosses a narrow stream. Here and there.l e d t e r r i t o r y . The Chaos Cult L a r e t h the B e a u t i f u l is a priest dedicated to chaos and e v i l . y o u ' l l t u r n t h i s D & D Encounters season i n t o a unique mini-campaign. w h e r e she channels the d a r k p o w e r o f M i s k a t h r o u g h the Death Circlet she wears. T h e y hope to c o r r u p t a n d t h e n r u l e the area. working feverishly to make sure that no crops go to waste. Revealing these clues and secrets q u i c k l y c a n help players w h o are h a v i n g t r o u b l e f i n d i n g t h e i r w a y t h r o u g h the adventure. or other secret i n f o r m a t i o n that moves the events o f the season f o r w a r d . Each location i n the village contains clues. • • . She uses her c h a r m a b i l i t y to t u r n v i c t i m s i n t o t h r a l l s t h a t w o r s h i p her a n d do her b i d d i n g .HOMMEL LANE H o m m e l Lane was n a m e d for H a f f r o n H o m m e l . a n d the village is used i n a n u m b e r o f d i f f e r e n t ways. and are sent back to t h e i r homes i n the village w i t h i n s t r u c t i o n s to b r i n g m o r e v i c t i m s before the spirit naga. By choosing the order i n w h i c h y o u r u n those chapters.

T h e t w o r u n away together one n i g h t after the f i r e i n the b a r n . One n i g h t after the advent u r e r s a r r i v e i n the village. a n d ogres n o w w a i t i m p a t i e n t l y for I n u g g h to t u r n t h e m loose o n H o m m e l Lane a n d its surr o u n d i n g lands. H i s r o o m at the G o l d e n G r a i n I n n is empty. M a k i n g matters worse. secrets. H o b b e is f r i e n d l y as he purchases d r i n k s for t h e g r o u p a n d shares stories w i t h t h e m . M a n y o f the l o c a t i o n entries for the village o n the next few pages c o n t a i n clues." b u t i t can also be played b e t w e e n or before the other t w o sections. t h e n was p l a n n i n g to eat d i n n e r at the G o l d e n G r a i n I n n . ores. They c a n be rescued there. a n d to h e l p set u p the next session o f the adventure. a n d m u s t be played at the end o f the season. go missing. K i p p . (The "Straightest P a t h " approach to p l a y i n g this season uses "Scout the Caves o f Chaos" as a lead-in session to the other t w o paths. or d u r i n g the " G o l d e n G r a i n I n n " session. S i b l i n g R i v a l r y : V a r i c k Becker (area 5) has been f e u d i n g w i t h his b r o t h e r R e n n (area 1) for a couple o f years because o f t h e i r d i f f e r e n t religious a f f i l i a t i o n s . W h a t r e a l l y happened is that cultists at the i n n grabbed the p a i r a n d i m p r i s o n e d t h e m i n the Temple o f the L a w b r i n g e r . The t w o occasionally c o m m i t m i n o r acts o f v a n d a l i s m against each other's f a r m s . M i s s i n g M e r c h a n t : One n i g h t w h e n the adventurers are i n the S l u m b e r i n g Serpent Tavern (area 16). asks the adventurers to l o o k i n t o Rhonnet's disappearance. O l d F a i t h s t a l w a r t against a recent convert to the Lawbringer." and " C a v e r n o f the Reptile G o d " sessions. " R h o n n e t G h o . "Scout the Caves o f Chaos" c a n be played d i r e c t l y before "Temple o f Chaos. they become aware o f events u n f o l d i n g i n the village. N o w . A few cattle are k i l l e d . t h e n t a l k i n g to the carpenter (area 3) about r e p a i r i n g f u r n i t u r e i n the barracks. V a r i c k sends a f a r m h a n d to start a s m a l l f i r e i n Renn's b a r n . "Temple o f Chaos" is the last session o f t h i s D & D Encounters season. V a r e d d . leaving villagers squabbling a n d suspicious. a n d he panics w h e n they do not r e t u r n f r o m d i n n e r at the i n n . A c t u a l l y . b u t that no one saw her after that. H i s hat shows u p i n " C a v e r n o f the Reptile G o d . b o t h families fear t h a t the t w o have been k i d n a p p e d . I f the adventurers investigate Rhonnet's disappearance. M o s t people have f o l l o w e d the O l d F a i t h for as long as anyone can remember. is l o o k i n g after the couple's three c h i l d r e n . r e p o r t i n g that she h a d been r u n n i n g errands for h i m .d i s a p p e a r s . a mayoral election is n o w p i t t i n g a n . b u t the f i r e b u r n s out o f c o n t r o l . goblinoids. is i n love w i t h Renn's adopted son V a l l o k . L o s t L e a t h e r w o r k e r : Either before the characters have investigated the G o l d e n G r a i n I n n . T h e caves t e e m w i t h dangerous monstrous h u m a n o i d s . " C a s t e l l a n ' s A s s i s t a n t : A t some p o i n t before the characters u n d e r t a k e " G o l d e n G r a i n I n n . T h e M a y o r a l E l e c t i o n : A power struggle is curr e n t l y u n f o l d i n g for the leadership o f H o m m e l Lane. Scira's brother. Chaos Priestess I n u g g h has u n i f i e d the h u m a n o i d s o f the caves i n t o a single dangerous force. Some o f these events are clues p o i n t i n g t o w a r d the larger plots the adventurers are investigating. " "Temple o f the Lawbringer. H e makes plans to meet for breakfast the next m o r n i n g . Kess. she was k i d n a p p e d at the i n n a n d is n o w i n the cellar o f the The Caves of Chaos The Caves o f Chaos are honeycombed w i t h i n a great ravine a half-day's j o u r n e y t h r o u g h dense forest east o f H o m m e l Lane. A D C 2 0 Insight check reveals that B e r t r a m is l y i n g . I n a d d i t i o n . b u t never shows u p . The "Caves o f Chaos" section o f this season consists o f the "Scout the Caves o f Chaos" a n d "Temple o f Chaos" sessions. Scira. I n u g g h is u l t i m a t e l y b e h i n d the other threats that the adventurers m u s t deal w i t h before they c a n face o f f against her i n the f i n a l session o f t h i s D & D Encounters season. a n d is eaten by the spirit naga before the adventurers have any chance to f i n d h i m . the l e a t h e r w o r k e r Ranson K l o u g h t (area 6) a n d his w i f e . W e a r i n g a cape a n d an outrageously large r e d chaperon (a hat w i t h attached h o o d ) over his b a l d head. the inn's owner. These kobolds. w h o acts as a c o n d u i t for the p o w e r o f chaos a n d evil t h a t M i s k a provides. they meet a t r a v e l i n g m e r c h a n t n a m e d Felixo H o b b e . Others p r o v i d e b a c k g r o u n d a n d character story that c a n m a k e the adventure a r i c h e r experience for the players. y o u c a n use any o f the events detailed b e l o w to create a sense o f the m i s f o r t u n e a n d u n c e r t a i n t y p l a g u i n g the village. The m a i n t h r e a d o f t h i s adventure season is the g r o w i n g t h r e a t posed by Chaos Priestess I n u g g h . the castellan. tells the adventurers that Felixo left l o n g before sunrise.) Events i n Hommel Lane As the adventurers r e t u r n to H o m m e l Lane between sessions. Y o u n g R u n a w a y s : Varick's oldest daughter. so a recent surge i n the Lawbringer's p o p u l a r i t y has l e d to problems. t h o u g h lately the lands a r o u n d H o m m e l Lane have been kept relatively safe f r o m these creatures by t h e i r i n c l i n a t i o n to fight each other.t h e assistant to the castellan at the central keep (area 2 3 ) . B e r t r a m . T h e errands i n c l u d e d h a v i n g gems appraised at the p a w n s h o p (area 11). Since n o one k n o w s o f t h e i r affair.The " C u l t o f the Reptile G o d " section o f t h i s season consists o f the " G o l d e n G r a i n I n n . they l e a r n that she made i t to the G o l d e n G r a i n I n n . w h e r e they are w a i t i n g to be t a k e n before the Reptile G o d . Poor Felixo has been t a k e n to the l a i r o f the Reptile G o d . o f f e r i n g apologies b u t stating that his cargo needed to be m o v e d q u i c k l y . a n d complications that c a n be used to shape the adventure.

a n d area 2 0 (Golden G r a i n I n n ) . a stance t h a t has d r i v e n a wedge b e t w e e n R e n n a n d his b r o t h e r V a r i c k . a n d have been a c t i n g strangely ever since. but it involves less mystery. ™ 2 t Temple o f the L a w b r i n g e r . Avenna. sent h i m HOMMEL LANE LOCATIONS The n u m b e r e d locations described below are s h o w n o n the H o m m e l Lane m a p . " page 9). area 12 (herder). A fierce f i g h t broke out there one n i g h t m o r e t h a n a m o n t h ago. d u r i n g w h i c h everyone i n the i n n was k i l l e d . Some say that the t w o f o r m e r adventurers have f l e d because they k n o w that a great evil is about to o v e r w h e l m H o m m e l Lane. A d v e n t u r e r s w h o acknowledge the sign g a i n Alahn's confidence. a n elderly couple. 2. a n d they spend a great deal o f t i m e at the G o l d e n G r a i n I n n . i f the o p t i o n a l encounter is used). lives here w i t h his wife Marieke and their three children. one o f the lords o f the village. a w a i t i n g t r a n s p o r t to the lair o f the Reptile G o d . M a n y o f these locations feature setups that c a n p r o v i d e the adventurers w i t h the incentive to u n d e r t a k e specific sessions o f the c a m p a i g n season. area 11 (pawnshop). L o r d B u r n e .k e p t d a i r y f a r m . place clues in front of the adventurers that take them to the caves first. T h o u g h the Reptile C u l t is i n fact to blame. See area 5 or " S i b l i n g Rivalry. I n the first session. H a r r e n . the players c a n uncover clues to a l l three threats to H o m m e l Lane a n d decide for themselves w h i c h p a t h to take. C a v e s of C h a o s : A r e a 2 ( D r u e t cottages). the cause o f the battle remains a mystery to the rest o f the village. area 7 ( I n n o f the W i n s o m e W e n c h . The D r u e t s ' oldest son. y o u can p o i n t the players t o w a r d a specific source o f i n f o r m a t i o n most easily i n the f o l l o w i n g locations. he makes a secret sign that any p r i m a l character recognizes. for details. a n d Avenna's mother. I n a d d i t i o n to u s i n g the locations t i e d to specific paths as above. A l l o f t h e m are (or were) hunters a n d rangers w h o k n o w the s u r r o u n d i n g area w e l l . b u t w h e n he meets the adventurers. Otis. left the village to investigate the monster-infested Caves o f Chaos a few weeks ago. I f t i m e is short. a daughter-in-law. They f o l l o w the O l d Faith. Rumors The f o l l o w i n g r u m o r s a n d speculations c a n also be made use o f d u r i n g the adventure. A l a h n is skeptical about this story. . Becker D a i r y R e n n Becker. The f a m i l y m e m b e r s are f r i e n d l y to visitors." page 10. area 16 ( S l u m b e r i n g Serpent Tavern). and w i l l h a p p i l y sell produce to those w h o ask. C u l t o f the R e p t i l e G o d : A r e a 2 ( D r u e t cottages). H e reveals to such characters that the carpenter a n d his f a m i l y (area 3) mysteriously left t h e i r h o m e one n i g h t a n d were gone for t e n days. a r u m o r spreads that the f i r e was o f supernatural origin. as w e l l as a storage area for the tools needed for m i l k i n g a n d c a r i n g for the a n i m a l s . F o u l F i r e : A f t e r Renn's b a r n b u r n s (see " S i b l i n g Rivalry. A l t h o u g h they say that t h e i r c h i l d r e n are staying w i t h relatives away f r o m the frontier. A b a n d o n e d I n n : The I n n o f the W i n s o m e W e n c h (area 7) lies abandoned. This path introduces the characters to Haffron early on and sets the tone for the rest of the adventure. a n d area 2 0 (Golden G r a i n I n n ) .THE STRAIGHTEST PATH If you prefer to exercise some control w h e n the players decide which approach to take through the adventure. the way the characters explore the village a n d the clues they uncover w i l l set the stage for w h i c h section o f the adventure y o u choose to r u n first (see "Path o f A d v e n t u r e . The carpenter a n d his w i f e r e t u r n e d a few weeks ago w i t h o u t t h e i r t w o teenage c h i l d r e n . and r u m o r s have b e g u n to spread t h a t they have disappeared l i k e several o f the other villagers. B a r n : A n enormous b a r n b e h i n d the house serves as a shelter for cows a n d goats. See "Temple o f the L a w b r i n g e r " for details. They converted f r o m the O l d F a i t h to the w o r s h i p o f the L a w b r i n g e r after t h e i r r e t u r n . I f you have enough t i m e i n the first session. live here w i t h t w o o f t h e i r t h r e e sons. thus allowing you to play "Scout the Caves of Chaos" next time. C l u e s : The m i d d l e son. or i f you prefer to play one p a r t i c u l a r p a t h . the d r u i d R a m n e A s h s t a f f i n the sacred grove (area 15) can be used to d i r e c t the characters to any p a t h o f y o u r choice. his w i f e . 1. t h e i r seven c h i l d r e n ( i n c l u d i n g adopted teenage son Vallok). area 6 (leatherworker). a n d t h r e e y o u n g g r a n d c h i l d r e n . L o r d l e s s : N e i t h e r L o r d B u r n e n o r L o r d Rufus has made a p u b l i c appearance i n the last couple o f weeks. C h a o s C u l t a n d Moat H o u s e : A r e a 10 (teamster). live i n the house o n this w e l l . A l a h n and M a r i e k e r e t i r e d f r o m the a d v e n t u r i n g life a n d settled here to h e l p Alan's parents i n t h e i r advanced age. a n d area 14 ( m i l l e r ) . A l a h n trusts no one i n i t i a l l y . A l a h n . Druet Cottages Pierre a n d Genevieve D r u e t . C o m p l i c a t i o n : R e n n Becker's f a m i l y are stalwart followers o f the O l d Faith." above).

S e c r e t s : Ross a n d Clara go to the G o l d e n G r a i n I n n (area 20) each n i g h t . 5. b e a r i n g a leather h i d e tacked to the f r o n t door. B o t h o f these facts m i g h t lead the characters to suspect that the f a m i l y is not b e h a v i n g n o r m a l l y . Clara. the wheels o f the f a r m cart are covered w i t h m u d a n d ferns. C l u e s : Ross serves as H o m m e l Lane's f u r n i t u r e m a k e r as w e l l as a general b u i l d e r . The w i d o w Elicia V e o n lives here. a n d they h e l p the spirit naga's b u l l y w u g allies subdue captives. a n d he converted to the w o r s h i p o f the L a w b r i n g e r t w o years ago. They use the f a r m cart to r e t u r n n e w l y c h a r m e d c u l t m e m b e r s f r o m the Fathomless Fens to H o m m e l Lane. w h e r e they secretly slip d o w n to the basement to help smuggle prisoners t h r o u g h a secret t u n n e l i n t o the Temple o f the L a w b r i n g e r . W a r r e n a n d Tess. 3. a n d t h e i r t w o c h i l d r e n . along w i t h her t h r e e g r o w n sons ( D h a l . S e c r e t s : The youngest son. chairs. H i s tipsy a n d j o v i a l appearance. Ross. They a l l w o r s h i p the L a w b r i n g e r . choked w i t h weeds. 6. suggesting that he hasn't been h i m s e l f lately. They t e l l everyone t h a t t h e i r t w o c h i l d r e n recently w e n t to live w i t h relatives i n the m o r e c i v i l i z e d b a r o n y to the west u n t i l the tension that has overcome the village is resolved. however. This c a n p r o v i d e the characters w i t h the incentive to u n d e r t a k e "Scout the Caves o f Chaos" next. C o m p l i c a t i o n s : V a r i c k is r u n n i n g for mayor o f H o m m e l Lane. a n d he has the s u p p o r t o f most o f the Lawbringer's f a i t h f u l . a n d desks. Ranson K l o u g h t . a n d t h r e e y o u n g c h i l d r e n . " page 10). C o m p l i c a t i o n s : Ranson a n d Scira are k i d n a p p e d f r o m the G o l d e n G r a i n I n n b y Serpent Cultists w h i l e the adventurers are i n the village (see "Lost Leatherw o r k e r . Otis's delayed r e t u r n has left everyone fearing that he is dead. W i t h h i m live his w i f e . as are a set o f recently completed chairs. Veon Farmstead This large house a n d b a r n are i n good c o n d i t i o n . 4. P a t h o f A d v e n t u r e : T a l k o f Otis's m i s s i o n can focus the adventurers o n the Caves o f Chaos as the most obvious place to investigate the l o o m i n g threats to H o m m e l Lane. The characters m i g h t deduce that t h i s poor c r a f t w o r k is not t y p i c a l for Ross. a l t h o u g h they o p e n l y w o r s h i p the L a w b r i n g e r a n d attend regular services at the temple. Carpenter This rustic abode is the residence o f the l o c a l carpenter. The carpenter a n d his w i f e are recent Reptile C u l t initiates. are alive i n the lair o f the Reptile G o d . The carpenter a n d his w i f e keep to themselves. is a ruse designed to allay suspicion as he watches the happenings i n the village o n b e h a l f o f L o r d B u r n e . The y o u n g adults go to the G o l d e n G r a i n I n n each n i g h t after chores a r o u n d the f a r m are done.a g e d w i d o w e r V a r i c k Becker lives o n this prosperous f a r m w i t h his five c h i l d r e n (the t w o oldest o f w h i c h are daughters) a n d a long-standing servant laborer. w h i c h V a r i c k a n d his followers have b l a m e d for the troubles o f recent times. Characters w h o v i e w his w o r k s h o p can see a n u m b e r o f f i n i s h e d tables. V a r i c k says that someone w i t h strong morals a n d a sense o f justice should be leading the villagers. P a t h of A d v e n t u r e : Investigating the disappearance o f Ranson a n d Scira c a n p r o v i d e the characters w i t h the incentive to u n d e r t a k e " C u l t o f the Reptile G o d " next. is a h u l k i n g b r u t e . S e c r e t s : The adult m e m b e r s o f the f a m i l y have been Reptile Cultists for nearly a year. b u t n o w they c l a i m to revere the L a w b r i n g e r . H e has no idea t h a t the Temple o f the L a w b r i n g e r has become a cover for the C u l t o f the Reptile G o d .o n t h i s mission. his w i f e . H e frequents the Slumb e r i n g Serpent Tavern (area 16) to observe newcomers a n d overhear gossip. One table presently u n d e r c o n s t r u c t i o n on Ross's w o r k b e n c h is noticeably shoddy. A D C 13 N a t u r e check c o n f i r m s t h a t the o n l y nearby place the cart c o u l d have p i c k e d u p such f l o r a is the Fathomless Fens. b u t the f a m i l y has prospered. long before the Reptile C u l t began its recent machinations. K i p p . slow a n d h a l t i n g i n speech a n d overly f o n d o f ale. Becker Farm The t a c i t u r n . is the h o m e a n d business o f the village leatherworker. Leatherworker T h i s b u i l d i n g . a n d eight c h i l d r e n . a n d Blain). w h e r e they await a gruesome fate i f they aren't rescued i n t i m e . a n d the livestock i n the fenced y a r d look strong a n d healthy. This c a n p r o v i d e the characters w i t h the incentive to u n d e r t a k e " C u l t o f the Reptile G o d " next. E r w i n . The adventurers m i g h t take a n interest i n the tale o f the carpenter's m i s s i n g c h i l d r e n . Scira. C l u e s : The characters c a n easily see that a l t h o u g h the family's crops a n d a n i m a l s are w e l l cared for. The f a m i l y m e m b e r s keep to themselves. E l m o . her brother. H e is the b r o t h e r o f R e n n (area 1). I n the b a r n . t h e i r wives. m i d d l e . a l l o f f i n e quality. Previous mayors have a l l been adherents o f the O l d Faith. They foll o w e d the O l d F a i t h u n t i l recently. arrayed a r o u n d the p e r i m e t e r o f the space. H e r h u s b a n d d i e d years ago. T h e i r teenage c h i l d r e n . the f l o w e r beds a r o u n d the house are neglected and .

.

have the b u l l y w u g s be absent f r o m the cellar t u n n e l a n d m a k e the door i n t o the cellars o f the i n n locked a n d impassable. W i t h his t w o e q u a l l y b u r l y c h i l d r e n . STANDARD ACTIONS <T) C l u b ( w e a p o n ) • A t . Its sign has f a l l e n face d o w n i n the weeds before the p o r c h . T h r e e assistants help the t w o move goods a n d h a n d l e transactions. so that the adventurers m u s t enter the i n n f r o m the f r o n t . I n n of the Winsome Wench The doors a n d w i n d o w s o f t h i s large b u i l d i n g are b o a r d e d u p . To r u n an encounter. I n its r i g h t h a n d . Several b u l l y w u g s are stationed at a c h e c k p o i n t here. A warehouse stands adjacent. Unless y o u w a n t to r e w o r k the " G o l d e n G r a i n I n n " session extensively. helmets. A n i n s c r i p t i o n is carved i n t o the statue's pedestal. H e r e a d i l y a d m i t s he is n o t capable o f m a k i n g fine armor. L i l l i a n d D a r w e k . a talkative female h a l f l i n g w i t h sharp features a n d p r o t r u d i n g eyes. The i n n has been abandoned for a l i t t l e m o r e t h a n a m o n t h . 9. Effect: R a y n e n uses club. use the statistics for the b u l l y w u g s f r o m "Battle at the I n n " (page 34). A cellar door hangs o n one hinge. r u n s the place. His bravery and wisdom did shine the light of civilization into the darkness. P a t h o f A d v e n t u r e : I f y o u r u n this o p t i o n a l encounter. a n d has been dismissed as one o f the o m i n o u s problems besetting H o m m e l Lane. Bloodied 27 A C 1 5 . a n d opens u p to a r o u g h t u n n e l leading o f f i n t w o directions. t h e t a r g e t t a k e s 2 d 6 e x t r a d a m a g e a n d falls p r o n e . Crates a n d barrels can become d i f f i c u l t t e r r a i n a n d cover. s i g n i f y i n g that this is the local smithy. Streetwise + 6 Str 16 (+4) A l i g n m e n t evil E q u i p m e n t club Dex 9 (+0) W i s 1 2 (+2) Initiative + 0 Perception +2 Level 3 Brute Languages C o m m o n . W i l l 15 Speed 6 TRAITS Sly Tactics R a y n e n has c o m b a t a d v a n t a g e a g a i n s t a n y e n e m y t h a t is a d j a c e n t t o a t least o n e o f Raynen's allies. + 8 vs. The attempt was f o i l e d by the courage o f several villagers. f o l l o w i n g a n attempt b y the c u l t to k i d n a p the p r o p r i e t o r a n d his f a m i l y . c o n t a i n i n g several m o l d e r i n g crates a n d kegs o f sour w i n e .7. a n d several gaping holes m a r the roof. they f i n d b o t h floors i n a state o f complete disarray. S e c r e t s : A l t h o u g h they profess the O l d F a i t h a n d r e g u l a r l y assist R a m n e A s h s t a f f i n the sacred grove (area 15). B r o t h e r S m y t h a n d his f a m i l y have been m e m b e r s o f the Reptile C u l t for nearly t h r e e m o n t h s . Smithy A n o p e n shed next to a house holds a forge a n d bellows. the statue holds a shield b e a r i n g the crest o f a f l y i n g g r i f f o n . Skills Athletics +9. i n c l u d i n g f a s h i o n i n g weapons. a n d i t bears a shield p a i n t e d w i t h a s w o r d a n d a w h e e l o f cheese.W i l l Attack: Melee 1 (one creature). 8. O p t i o n a l E n c o u n t e r : The gloomy root cellar has a foul. operating the bellows. s w a m p y stench. I f t h e a t t a c k misses. T h e s m i t h is a short. A c u r v e d l o n g s w o r d is raised i n the figure's left h a n d . The cause o f the battle remains a mystery to the rest o f the village. C l u e s : Others i n the village have noticed that S m y t h has become reserved a n d g r u f f lately. as i f a huge b r a w l h a d t a k e n place w i t h i n . b r a w n y h u m a n n a m e d B r o t h e r S m y t h . I f the adventurers explore the b u i l d i n g . G r e m a g dithers a n d fusses at Raynen a n d customers a l i k e . S m y t h a n d his c h i l d r e n go to the G o l d e n G r a i n I n n each n i g h t . w h e r e they help w i t h the transfer o f prisoners. a w o m a n best described as slow a n d p l a c i d . H e r p a r t n e r is Gremag. Outside the shed is a post w i t h a horseshoe n a i l e d t o three o f its faces. I n the open square i n f r o n t o f the i n n stands a twenty-foot-tall weathered statue o f a middle-aged h u m a n male w e a r i n g studded leather a r m o r . T h i s secret t u n n e l connects the Reptile Cult's t w o most i m p o r t a n t locations i n H o m m e l Lane—the G o l d e n G r a i n I n n (area 20) a n d the Temple o f the L a w b r i n g e r (area 13). Two doors lead to a root cellar a n d a s m a l l t o o l r o o m . and friend. R e f l e x 1 4 . b u t i n the fierce f i g h t t h a t f o l l o w e d . a n d shields. Trading Post T h i s large w o o d e n b u i l d i n g has shutters o n its m a n y w i n d o w s . S m y t h does m a n y k i n d s o f m e t a l w o r k . no one has made any effort to reopen the i n n or lay c l a i m to the e m p t y b u i l d i n g . discovering the t u n n e l u n d e r n e a t h H o m m e l Lane can p r o v i d e the characters w i t h the incentive to u n d e r take " G o l d e n G r a i n I n n " or "Temple o f the L a w b r i n g e r " next. R a y n e n f a l l s prone and takes 1 d 6 damage. A s a result. w i t h a creaky staircase l e a d i n g d o w n i n t o darkness. human HP 54. I f t h e a t t a c k h i t s . F o r t i t u d e 1 6 . M o s t o f the cellar is one large r o o m . Haffron Hommel Village founder. adventurer. w h e n he was once outgoing a n d f r i e n d l y . w i t h stacks o f crates p r o v i d i n g elevation or the o p p o r t u n i t y to t i p t h e m over onto enemies. + A l l . B o t h traders t r u t h f u l l y Raynen M e d i u m natural humanoid. a l l those i n the i n n ( i n c l u d i n g several c u l t members) were k i l l e d . AC Hit: 2 d 6 + 7 damage. Raynen D a v a l .O u t A t t a c k • Recharge (x) M Requirement: R a y n e n m u s t b e b l o o d i e d .

V Hooked Net • Encounter A t t a c k : Close b l a s t 2 ( c r e a t u r e s i n t h e b l a s t ) . use c o m m o n bandits (see "Possessed A t t a c k . a n d the t e s t i m o n y i n the j o u r n a l o f the b a n d i t leader Enda Yate makes i t clear t h a t the traders are guilty. Stealth +9. a n d five other y o u n g c h i l d r e n live i n the house. I n a d d i t i o n to Raynen a n d G r e m a g . The traders deny it. sling.c l a i m disinterest i n religious or p o l i t i c a l issues. y o u c a n r u n a n encounter i n the traders' shop a n d the warehouse. he tells t h e m he is c e r t a i n that the b a n d i t s have t h e i r h i d e o u t i n a r u i n e d m o a t house a f o u r . F o r t i t u d e 1 4 . © Sling (weapon) • A t . O n r e t u r n i n g to H o m m e l Lane this t r i p . i n s i s t i n g t h a t they are b e i n g f r a m e d . A f t e r the adventurers f i n d records o f the b a n d i t attacks at the r u i n e d moat house. Rather t h a n face justice. Treenie t h e n becomes the source o f the clues i n t h i s section.W i l l A t t a c k : R a n g e d 1 0 / 2 0 ( o n e c r e a t u r e ) . a g r o w n son n a m e d M u r v e . someone i n the village points the characters t o w a r d t h i s place. W i l l 1 4 Speed 6 S a v i n g T h r o w s + 5 against fear effects Sly Tactics G r e m a g has c o m b a t a d v a n t a g e a g a i n s t a n y e n e m y t h a t is a d j a c e n t t o a t least o n e o f G r e m a g ' s allies. She tells the adventurers t h a t L a r e t h the B e a u t i f u l resides i n a d u n g e o n temple beneath the moat house. W y n d e l l ' s w i f e Treenie. O p t i o n a l E n c o u n t e r : I f y o u have a d d i t i o n a l t i m e at the end o f the session i n w h i c h the traders are revealed as c u l t allies. Sniper If G r e m a g is h i d d e n a n d misses w i t h a r a n g e d a t t a c k . A C H i t : 2 d 4 + 4 d a m a g e . R e f l e x 15. Each robe bears the g o l d . + 7 vs. B a r n a n d P a d d o c k : The b a r n to the rear o f the m a i n house a n d shop holds f o u r wagons a n d t w o carts. he f o u n d that another cart a n d d r i v e r h a d disappeared w h i l e t r a n s p o r t i n g l u m b e r f r o m the forest to the n o r t h . P a t h o f A d v e n t u r e : H e a r i n g about Lareth's presence i n the area beneath the moat house a n d o b t a i n i n g the password to enter the d u n g e o n c a n p r o v i d e the characters w i t h the incentive to u n d e r t a k e " M o a t House D u n g e o n " next. This c a n p r o v i d e the characters w i t h the incentive to u n d e r t a k e "Explore the M o a t H o u s e " next. a n d are w i l l i n g to deal w i t h any customer w h o c a n pay. Effect (Immediate I n t e r r u p t ) : T h e t r i g g e r i n g e n e m y m u s t r e r o l l t h e a t t a c k a n d use t h e n e w r e s u l t . The post's three assistants are bandits f r o m the moat house. Those claims don't r i n g t r u e . Initiates i n t o the C u l t o f Chaos come to the t r a d i n g post to o b t a i n robes before going out to the m o a t house. The person w h o does so indicates t h a t Treenie w o u l d w a n t to k n o w h o w W y n d e l l d i e d .w e e k j o u r n e y to H o m m e l Lane. The adventurers already k n o w the h a l f l i n g teamster W y n d e l l f r o m t h e i r t w o . he m i g h t t u r n against t h e m . To cover t h e i r escape.h o u r m a r c h f r o m the village. o r 2 d 4 + 7 i f t h e t a r g e t is g r a n t i n g c o m b a t advantage to Gremag. C l u e s : B a n d i t attacks have h i t W y n d e l l ' s business h a r d . W y n d e l l c a n conf i r m t h a t most o f these attacks were against his wagons. + 6 vs. + 9 vs.l i k e s t r u c t u r e holds animals. Skills Acrobatics + 9 . a n d Gremag Small natural humanoid. a n d crates f u l l o f m u n d a n e goods. Teamster A w o o d e n sign outside this weather-beaten b u i l d i n g shows a cart a n d horse. a n d i t falls p r o n e . S e c r e t s : Raynen a n d G r e m a g serve the C u l t o f Chaos. Raynen is w i l l i n g to p r o v i d e i n f o r m a t i o n r e g a r d i n g the C u l t o f Chaos i n exchange for her life. 2 0 sling stones . Rather t h a n c a p i t u l a t i n g at once. T h e y fence the goods the bandits steal. B l o o d i e d 15 A C 1 6 . I f W y n d e l l perished i n the season's i n i t i a l encounter. " page 7) to represent the guards that the traders keep o n h a n d . I f Constable Grover Ruskal ( f r o m area 21) is w i t h the characters.t r i m m e d r e d circle o f the C u l t o f Chaos. 10. TRIGGERED A C T I O N S Second Chance • Encounter Trigger: A n e n e m y h i t s G r e m a g w i t h a n a t t a c k . Raynen decides to attack the adventurers w h e n c o n f r o n t e d w i t h the evidence o f her a n d Gremag's w r o n g d o i n g . r e p o r t i n g a c t i v i t y i n H o m m e l Lane to a b r i g a n d courier a n d a i d i n g other bandits w h o f o l l o w L a r e t h the B e a u t i f u l . hooked net. A dozen mules a n d six horses graze i n a s m a l l p a d d o c k b e t w e e n the house a n d the barn.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . s h e r e m a i n s hidden. She k n o w s the password to activate the w a l l t h a t blocks descent i n t o the d u n g e o n ( " A n n i h i l a t i o n " ) . because stolen goods sit i n t h e i r warehouse. r e t u r n i n g some o f t h e i r profits to L a r e t h . but that none targeted goods b e l o n g i n g to the traders Raynen a n d G r e m a g (area 9). R e f l e x H i t : T h e t a r g e t is r e s t r a i n e d a n d t a k e s o n g o i n g 5 d a m a g e (save e n d s b o t h ) . W a r e h o u s e : This b a r n . A C Hit: 1d6 + 7 damage. Streetwise + 6 S t r 11 (+1) C o n 12 (+2) A l i g n m e n t evil D e x 17 ( + 4 ) I n t 11 (+1) Languages W i s 1 3 (+2) C h a 11 (+1) Common Initiative + 4 Perception +7 she has a crate c o n t a i n i n g robes that the cultists wear. the traders m i g h t have deployed f i r e traps s i m i l a r to those i n "Explore the M o a t House" (page 21). P a t h o f A d v e n t u r e : I f the adventurers hear out W y n d e l l ' s suspicions. C l u e s : Evidence f o u n d i n "Explore the M o a t H o u s e " implicates Raynen a n d G r e m a g i n the activities o f the C u l t o f Chaos. Level 2 Artillery E q u i p m e n t leather armor. STANDARD ACTIONS © Dagger • A t . saddles. halfling H P 3 0 . Four drivers w h o w o r k for W y n d e l l live i n the loft w h e n they are i n the village.

the priest n o w forswears her f o r m e r service i n the advancement o f the cause o f the Reptile G o d . his w i f e . a n d Sister Philla-assist her i n m a i n t a i n i n g the temple. N i r a lives i n a n a p a r t m e n t above the shop. She has a good r e p u t a t i o n for fair dealing. a g r i z z l e d h u m a n herder. at w h i c h p o i n t he plans to k i l l N i r a a n d steal her w e a l t h to t u r n over to L a r e t h . a n d he says so to anyone w h o comes onto his p r o p e r t y . Syrae. The p r o p r i e t o r is a d w a r f n a m e d N i r a H a s k a l i . A f t e r n o r m a l operati n g hours. t o w a r d the Caves o f Chaos. D e v i volunteers to keep h i m secured i n a n upstairs guest chamber. he earns extra i n c o m e f r o m local farmers w h o pay h i m to g u i d e t h e i r flocks to fertile grazing areas i n fields far f r o m the village. M i l l e r A house attached to a river m i l l is h o m e to M y t c h M i l l e r . O r i g i n a l l y dedicated to the L a w b r i n g e r . H e r acolytes—Sister Euphema. Pawnshop A sign o n this s t u r d y n e w b u i l d i n g shows three y e l l o w circles i n d i c a t i n g a p a w n s h o p . The f a m i l y m e m bers are followers o f the O l d F a i t h a n d p i l l a r s o f the community. D e v i t r u t h f u l l y tells the adventurers t h a t she is not as capable as Canoness Yeeday. 11. C o m p l i c a t i o n s : I f c o n f r o n t e d w i t h the possessed Sir M o o n b r o o k . X i r a has prospered i n H o m m e l Lane. p o i n t i n g the adventurers t o w a r d the D r u e t cottage (area 2) or E l m o i n the S l u m b e r i n g Serpent Tavern (area 16). speaking the t r u t h as m u c h as possible to escape scrutiny. t w i n teenage c h i l d r e n (Portia a n d Phogge). Jay's w i f e a n d c h i l d r e n disappeared w h i l e they were t e n d i n g flocks to the east. W y n d e l l can c o n f i r m that the goods f o u n d i n the moat house have been stolen f r o m his carts. P a t h o f A d v e n t u r e : I f he has suitable cover for his actions ( i n c l u d i n g the t u r m o i l t h a t w i l l arise i n the village i f the Reptile C u l t is o v e r t h r o w n b y the adventurers).I f the adventurers r e t u r n f r o m the moat house to investigate the traders. H e is b i d i n g his t i m e u n t i l the bandits eventually attack the village. b u t they are shut a n d b a r r e d w i t h the setting o f the sun. along w i t h other prisoners. A g u a r d n a m e d E r r o l R o c k t y n and t w o large g u a r d drakes protect the shop d u r i n g business hours. U n l i k e most m e m b e r s o f the cult. S e c r e t s : D e v i has been a m e m b e r o f the Reptile C u l t for a few m o n t h s . characters w i t h the incentive to u n d e r t a k e "Scout the Caves o f Chaos" next. l e n d i n g m o n e y and d e a l i n g w i t h the clans o f dwarves t h a t m i n e the m o u n t a i n s to the east. A f t e r he flees to the m o a t house w i t h his stolen loot. The doors to the temple stand open d u r i n g daylight hours. A l t h o u g h Jay's o w n f l o c k o f sheep is s m a l l . the adventurers can easily track h i m . a n d to give the adventurers access to h i m whenever they w i s h . H e also mentions Otis disappearing w h e n he w e n t to the caves. The m i l l g r i n d s the local farmers' g r a i n i n t o f l o u r . The doors a n d shutters are r e i n f o r c e d . She wants to explore this p o w e r a n d see i f she can absorb i t herself. so D e v i has t a k e n over her duties. B r o t h e r A b r a m o . a n d t h i s misfortune has made h i m spiteful a n d reclusive. S e c r e t s : E r r o l is associated w i t h the C u l t o f Chaos. T h i s r e t i r e d soldier is f r i e n d l y w i t h elves. A l t h o u g h she can do n o t h i n g to d r i v e out the s p i r i t t h a t possesses the p a l a d i n . H e f o u n d signs t h a t they were attacked a n d k i l l e d b y goblins. a y o u n g female h u m a n . w h i l e Syrae operates a s m a l l b a k e r y out o f her k i t c h e n . Black Jay shares his story a n d gives t h e m directions to the Caves o f Chaos. a n d she has converted B r o t h e r A b r a m o a n d Sister P h i l l a . a l t h o u g h some people g r u m b l e about her w i l l ingness to p r o f i t f r o m others' m i s f o r t u n e . w h i l e E r r o l a n d the drakes have l o d g i n g i n the shop's rear storage r o o m . C l u e s : Six weeks ago. D e v i recognizes that the p o w e r w i t h i n Sir M o o n b r o o k is a s m a l l f r a g m e n t o f the same essence that she serves i n the f o r m o f the Reptile G o d . D e v i says that the canoness w e n t o n a j o u r ney to search for the evil i n f e c t i n g the lands a r o u n d the village. E r r o l carries out his p l a n early. Some o f the goods c u r r e n t l y stored i n the traders' warehouse are also W y n d e l l ' s . P a t h o f A d v e n t u r e : I f the adventurers convince h i m to t a l k to t h e m ( D C 12 D i p l o m a c y ) . D e v i . Herder Several dogs g u a r d the modest cottage o f Black Jay. D e v i was not c h a r m e d i n t o service b u t changed sides freely w h e n she was offered the p o w e r o f the Reptile G o d a n d M i s k a . h a v i n g spent p a r t o f his m i l i t a r y career stationed i n a n elven outpost. She n o w c a r e f u l l y m a i n t a i n s her facade as a k i n d a n d h e l p f u l person. . Black Jay does not l i k e comp a n y or strangers. 12. Canoness Yeeday left H o m m e l Lane suddenly over a m o n t h ago a n d has not r e t u r n e d . W h a t D e v i fails to m e n t i o n is t h a t the canoness is c u r r e n t l y b e i n g h e l d i n the cave o f the s p i r i t naga. 13. w o r k s tirelessly here to spread the w o r d o f the L a w b r i n g e r . a n d three apprentices. however. T h i s can p r o v i d e the characters w i t h the incentive to u n d e r t a k e "Explore the M o a t H o u s e " next. Either story can p r o v i d e the 14. a few m i n u t e s o f k n o c k i n g brings a n acolyte to open the door. Temple of the Lawbringer A zealous priest a n d three acolytes officiate d u r i n g services a n d attend the f a i t h f u l o f the L a w b r i n g e r i n t h i s impressive stone edifice.

the village carpenter. T h i s m i g h t i n s p i r e the characters to visit S m y t h (area 8) or the G o l d e n G r a i n I n n (area 16. I n this way. This i n f o r m a t i o n can p r o v i d e the characters w i t h the incentive to undertake "Scout the Caves o f Chaos" next. t h o u g h his m i n d is keen. R a m n e tells the characters about recent attacks o n local caravans. I f y o u w a n t the adventurers to seek out the Caves o f Chaos. repeatedly c l a i m i n g to be too busy. R a m n e c a n also p o i n t the way to specific locations y o u w a n t the characters to visit. p r o v i d i n g t h e m w i t h the incentive to u n d e r t a k e "Scout the Caves o f Chaos" next. This clue should make the characters w a n t to visit the teamster W y n d e l l (area 10) or go d i r e c t l y to the moat house. Ross has so far failed to start the project. The f a r m s b e t w e e n H o m m e l Lane a n d the Caves o f Chaos are b e i n g r a i d e d constantly. R a m n e is h u m a n a n d appears to be impossibly o l d a n d feeble. C l u e s : I t is w e l l k n o w n t h a t M y t c h was going to r u n for mayor. C l u e s : I f the adventurers ask for a r o o m . Belba bustles d o w n the p o r c h steps at the first sign o f customers. I f y o u w a n t the adventurers to tackle the moat house. T h i s can p r o v i d e the characters w i t h the incentive to u n d e r t a k e "Explore the M o a t H o u s e " next. c o l o r f u l sign i n f r o n t o f t h i s b u i l d i n g depicts a r e d d r a g o n at rest. p a r t i c u l a r l y the wagons o f W y n d e l l . asking silly questions o f the adventurers a n d t r y i n g to l e a r n t h e i r business. H e a d m i t s t h a t his magic is not powerf u l enough to overcome Sir M o o n b r o o k ' s possession. Slumbering Serpent Tavern A large. t r a d i t i o n dictates t h a t they visit the d r u i d soon after they arrive i n H o m m e l Lane. 20). p r o v i d i n g t h e m w i t h the incentive to u n d e r t a k e "Explore the Moat H o u s e " next. w i t h a p l u m e o f smoke r i s i n g f r o m its nose. C o m p l i c a t i o n s : P o r t i a a n d Phogge spend t i m e i n the S l u m b e r i n g Serpent Tavern a n d the G o l d e n G r a i n I n n w h e n they can. to b u i l d a n a d d i t i o n t h a t w o u l d upgrade the S l u m b e r i n g Serpent w i t h travelers' rooms. E l m o lets slip that his b r o t h e r Otis is a n adventurer. p u t t i n g innocents at risk. S m y t h the s m i t h . a n d R a m n e believes t h a t the goblins m i g h t be connected to the deaths o f Black Jay's w i f e a n d c h i l d r e n . . H e offers no a d d i t i o n a l a i d . T h i s i n f a t u a t i o n m i g h t lead one t w i n or the other to f o l l o w the p a r t y i n t o a dangerous situat i o n . a n d they have a k n a c k for m a k i n g a w e a r y traveler feel at home. w h i c h appears older t h a n the other b u i l d ings i n the village. W h e n the adventurers first approach the d r u i d . A t any t i m e . R a m n e has gathered a significant a m o u n t o f k n o w l e d g e r e g a r d i n g the problems i n H o m m e l Lane. w h e r e the d r u i d R a m n e A s h s t a f f dwells i n a modest h u t . The reason for the m i l l e r ' s n e w f o u n d reclusiveness is t h a t his oldest son. 15. has j o i n e d the b a n d i t s i n the o l d m o a t house. f e a r i n g that the adventurers m i g h t be p a r t o f the strange happenings i n H o m m e l Lane.M y t c h is f r i e n d l y enough. P a t h of A d v e n t u r e : I f the adventurers m e n t i o n A u g i n or press M y t c h about d r o p p i n g out o f the race. H e is w i l l i n g to spend o n l y a l i t t l e t i m e t a l k i n g to strangers. Several beds o f flowers b r i g h t e n the exterior o f the tavern. b u t s t i l l f r i e n d l y as he serves food a n d d r i n k a n d asks for news o f the w o r l d outside H o m m e l Lane. B o t h are at a y o u n g a n d impressionable age. p r o v i d i n g t h e m w i t h the incentive to u n d e r t a k e " G o l d e n G r a i n I n n " next. For characters w h o f o l l o w the O l d Faith. the Cralloons asked Ross. C l u e s : T h r o u g h patient observation. R a m n e can t e l l t h e m that his assistant. H e acts the p a r t o f a d r u n k e n oaf. Sacred Grove A c i r c u l a r grove o f w i l l o w trees m a r k s t h i s place o f w o r ship for the O l d F a i t h . b u t he abandoned his c a m p a i g n . This confused the people o f the village because he was o r i g i n a l l y favored to w i n . b u t never r e t u r n e d . Belba sheepishly a d m i t s t h a t the t a v e r n has no rooms to rent a n d directs the p a r t y to the G o l d e n G r a i n I n n . he welcomes t h e m . W h e n the I n n o f the W i n s o m e W e n c h was destroyed. O l l w i n is m o r e reserved. discussing the weather or his w o r k . i n v i t i n g t h e m inside for a d r i n k a n d a m e a l . A u g i n . A c a r e f u l l y placed l i n e o f blue stones edges the p a t h t h a t leads i n t o the grove. I f t h e y make i t clear that they are here to h e l p solve the problems i n H o m m e l Lane. the d r u i d can d r o p h i n t s to p u s h the adventurers along a p a t h y o u w i s h t h e m to follow. I f they persuade h i m to t a l k ( D C 12 D i p l o m a c y or I n t i m i d a t e ) . a n d he is p a r t i c u l a r l y k i n d to any followers o f the O l d Faith. This clue should p o i n t the characters t o w a r d Black Jay (area 12) or send t h e m d i r e c t l y to the Caves o f Chaos. P a t h of A d v e n t u r e : I f y o u w a n t the characters to investigate the Reptile C u l t . H e says Otis left the village a couple o f weeks ago to investigate the Caves o f Chaos. he breaks d o w n a n d confesses his son's i n v o l v e m e n t w i t h the bandits at the m o a t house. a n d either m i g h t become i n f a t u a t e d w i t h one o f the characters. Belba C r a l l o o n a n d her h u s b a n d O l l w i n o w n a n d operate the S l u m b e r i n g Serpent. he resists t h e i r questions. The d r u i d explains t h a t his c o n n e c t i o n w i t h the a n i m a l s o f the area leads h i m to believe that someone has reestablished a residence i n the moat house. H e provides one potion of healing to the g r o u p i f at least one character is a f o l l o w e r o f the O l d F a i t h . b u t recent events have made h i m suspicious o f everyone. R a m n e reveals that goblins f r o m the caves have become bolder i n the last few weeks. has been neglecting his d r u i d i c duties lately i n favor o f spending t i m e i n the G o l d e n G r a i n I n n . the t w i n s m i g h t meet the adventurers. P a t h o f A d v e n t u r e : E l m o D r u e t c a n often be f o u n d at the tavern.

The brewer believes she k n o w s w h a t is best for the village.) I f Carjo d i e d . as w e l l as a few i n the cellar. she offers t h e m a place to stay a n d insists t h a t they each take 2 0 sp a n d a piece o f r i b b o n candy as a r e w a r d . she is r u n n i n g for mayor against 18. V i l m a is surprised that so m a n y people have converted f r o m the O l d Faith to the w o r s h i p o f the Lawb r i n g e r i n the past few m o n t h s . The conversion has caused a b i t o f a stir w i t h i n Evyna's f a m i l y . A u g i n . and her h u s b a n d a n d y o u n g c h i l d . T h r e e apprentice brewers d w e l l above the brewery. the l a d r u n s inside. b u t other v i l lagers d r o p i n f r e q u e n t l y to m a k e sure she is w e l l . Side sheds h o l d ingredients. V i l m a was here w h e n the last attack o c c u r r e d a c e n t u r y ago. " page 3. C o m p l i c a t i o n s : The apprentices a l l practiced the O l d Faith u n t i l one recently converted to the Lawbringer. W i t h that m i n d s e t . Jophet. They gossip w i t h her. a n elderly female h a l f . i n c l u d i n g details o n the attacks a h u n d r e d years ago.17. Brewery T h i s i m p o s i n g stone b u i l d i n g w i t h a b a r r e l h a n g i n g f r o m chains above the door is the h o m e a n d workplace o f the local brewer. She r e t u r n e d to the village a f e w weeks past. w h i c h is sheltered by e l m trees a n d features fancy c u r t a i n s on the windows. I n t h i s case. She can also p r o v i d e a complete h i s t o r y o f the village. a n d he tries to send any strangers o n t h e i r w a y q u i c k l y . 19.Miska the Wolf-Spider i n the adventure. Evyna. T h e b r e w e r y features several vats o n the m a i n floor." w h o m he spoke o f f o n d l y o n the t r i p to H o m m e l Lane. a n d she isn't a f r a i d to let everyone else k n o w it. Vilma's Cottage T h i s is the h o m e o f V i l m a M e r r i d i e . I n a d d i t i o n to herds o f pigs. The recent troubles i n the c o m m u n i t y have d i s t u r b e d Jophet. I f anyone approaches. even t h o u g h she is physically w e a k a n d unable to w a l k m o r e t h a n a few feet at a t i m e . V i l m a welcomes strangers a n d invites any visitors i n for tea or w i n e . she k n o w s n o t h i n g o f the d a r k t r u t h b e h i n d the recent unrest. w i t h a couple o f thugs a n d the m i l l e r ' s son. C o m p l i c a t i o n s : I f V i l m a learns that the adventurers saved her grandson d u r i n g the j o u r n e y to H o m m e l Lane. D u r i n g the day. A nephew a n d his w i f e have recently come to help r u n the b r e w e r y i n response to its success. Jophet t u r n e d her away. a n d later h e a r d that the ones w h o escorted her h a d been seen at the m i l l e r ' s (area 14). fell i n w i t h a bad lot. b u t do not reveal the place o f . These people f o l l o w the O l d Faith. w h i c h makes V i l m a one o f the best sources o f local knowledge i n H o m m e l Lane. D C 12 i f anyone i n the g r o u p professes the O l d Faith). w h i l e the brewer's f a m i l y lives i n quarters attached to the m a i n b u i l d i n g . A f r i e n d l y g r o u p m i g h t set his m i n d at ease ( D C 20 D i p l o m a c y or Bluff. V i l m a asks the characters to t e l l R a m n e A s h s t a f f o f his death. C l u e s : Jophet isn't i n c l i n e d to tolerate visitors or answer t h e i r questions. Flower gardens s u r r o u n d this q u a i n t l i t t l e home. Hog Farm The u n m i s t a k a b l e smell o f hogs greets the adventurers as they approach t h i s f a r m . (Use the i n f o r m a t i o n i n " B a c k g r o u n d . he breaks d o w n a n d admits that his daughter Vaelle r a n away f r o m h o m e a couple o f m o n t h s ago a n d . H a v i n g l i v e d i n the village for m o r e t h a n a h u n d r e d years. C l u e s : V i l m a does not get out m u c h .e l f a n d Carjo M e r r i d i e ' s "gran-gran. Nevertheless. a teenage boy watches passersby f r o m the p o r c h . She takes i n m e n d i n g f r o m her neighbors to earn a few coins. a n d h o w c u r r e n t events are c o m i n g to resemble the past far too m u c h for her l i k i n g . r e t u r n i n g shortly w i t h his father. She k n o w s that m a n y converts spend a great deal o f t i m e i n the G o l d e n G r a i n Inn. a n u m b e r o f chickens a n d turkeys scratch a n d strut about the y a r d . b u t lives mostly o f f the w e a l t h her f a m i l y a c c u m u l a t e d over generations o f f a r m i n g .

t h e n to the cavern o f the Reptile G o d where the spirit naga lairs. H e tends bar d u r i n g the busy times. + 1 0 vs. <£• U r g e H e s i t a t i o n ( c h a r m ) • E n c o u n t e r A t t a c k : C l o s e b u r s t 5 ( e n e m i e s i n t h e b u r s t ) . C l u e s : I f the adventurers ask about Ranson a n d Scira (see "Lost Leatherworker. Inspirational A u t h o r i t y + Encounter Effect: Close b u r s t 1 0 ( o n e a l l y i n t h e b u r s t ) . her outspoken behavior makes her u n p o p u l a r . H e listens c a r e f u l l y to those w h o come to h i m w i t h problems. W i l l Hit: T h e target cannot take a s t a n d a r d a c t i o n d u r i n g its next t u r n . They prefer to sit back a n d let B e r t r a m take the lead i n d e a l i n g w i t h outsiders w h o m i g h t pose a t h r e a t to the cult's activities. I f he can isolate one adventurer far f r o m the others. a w a i t i n g transp o r t to the Temple o f the Lawbringer. Constable Ruskal M e d i u m natural humanoid HP 60. Skills D i p l o m a c y +10. Bloodied 30 A C 1 9 . I n t i m i d a t e +10 Str15(+4) C o n 12 (+3) A l i g n m e n t unaligned Dex12(+3) lnt14(+4) Languages W i s 12 (+3) Cha16(+5) Common Initiative+3 Perception +3 Low-light vision 20. (This fact appears t r u e to patrons w h o are not cultists. A c o r r a l a n d a stable are attached to the m a i n b u i l d i n g . saying t h a t he a n d other L a w b r i n g e r followers are i n t i m i d a t i n g those o f the O l d Faith. Grover Ruskal. A C Hit: 2 d 8 . P a t h of A d v e n t u r e : I f the adventurers i n q u i r e about the other strange happenings i n the village. The o w n e r a n d operator o f the i n n is B e r t r a m B e s w i l l . The c u l t m e m b e r s t a l k and answer questions w h e n they are spoken to. t h o u g h the stout door usually stands open. f i f t e e n or m o r e patrons are present at the i n n . I f the characters insist o n p u r s u i n g the topic. Constable's Quarters The village constable.V a r i c k Becker (area 5). F o r t i t u d e 17. This i n f o r m a t i o n can p r o v i d e the characters w i t h the incentive to u n d e r t a k e "Scout the Caves o f Chaos" next. I f the adventurers t r u l y b e g i n to snoop a r o u n d a n d ask t o u g h questions. Appoint Champion • At-Will Effect: Close b u r s t 1 0 ( o n e ally i n t h e b u r s t ) . light shield. t h e t a r g e t uses a n atw i l l . W i l l 1 8 Speed 5 TRAITS Protected T h e c o n s t a b l e g a i n s a + 2 b o n u s t o a l l d e f e n s e s w h i l e he is a d j a c e n t t o a n ally. H e m i g h t even attempt to j a i l the adventurers i f they come too close to discoveri n g his duplicity. but m u c h o f its p a i n t has w o r n off. The G o l d e n G r a i n I n n is c u r r e n t l y the only place i n H o m m e l Lane w i t h rooms for rent—a fact that B e r t r a m takes advantage o f as he kidnaps prospective members for the Reptile Cult. he does as little as possible. he m i s d i r e c t s t h e m by stating his b e l i e f t h a t a n evil g r o w i n g i n the Caves o f Chaos is responsible. I f the adventurer is defeated. e n c o u n t e r . I n reality. Grover employs t w o deputies. he m i g h t send a few cultists to attack (use the h u m a n goons f r o m " G o l d e n G r a i n I n n . even w i t h others w h o practice the O l d Faith. O p t i o n a l E n c o u n t e r : I f the characters r u n a f o u l o f the constable. H e a v y shutters are closed over its w i n d o w s . the patrons at the i n n c l a i m that the couple left early to r e t u r n home. A l t h o u g h Evyna is correct i n m a n y o f her assertions.) C o m p l i c a t i o n s : A t any given t i m e . a n d they have entrusted h i m w i t h the responsibility o f keeping the peace i n the village. T h i s puts the characters i n a p o s i t i o n to u n d e r t a k e " G o l d e n G r a i n I n n " next. Insight + 8 . greeti n g newcomers w i t h a smile. w h i l e a sign s h o w i n g a b u n d l e o f wheat a n d a pitcher o f beer hangs over the door. H i s deputies fight b y his side (use t o w n g u a r d statistics f r o m " L a r e t h the B e a u t i f u l " ) . at least t e n are m e m b e r s o f the Reptile C u l t . H e is w i l l i n g to do whatever is necessary to allay suspicions d i r e c t e d at h i m . t h e t a r g e t m a k e s a basic a t t a c k as a f r e e a c t i o n a n d c a n s h i f t 1 s q u a r e b e f o r e o r after the attack. since the couple was k i d n a p p e d early i n the evening. w h o also live here. going so far as to offer t h e m l o w rates to entice t h e m . H e tries to convince the adventurers to take separate rooms.4 damage. a j o k e . Grover exudes a n air o f quiet confidence. V a h n a and B a r r i n a . H e tries to keep the conversation l i g h t a n d inconsequential. The eaves o f the r o o f are decorated w i t h carvings o f sheaves o f wheat. The Golden Grain I n n This large w o o d e n i n n was w h i t e w a s h e d at one t i m e . C o m p l i c a t i o n s : A l t h o u g h Grover is n o t a m e m b e r o f the C u l t o f Chaos. they discover that he is a capable w a r r i o r not to be t r i f l e d w i t h ." page 10). I f he decides to arrest the party. assuring t h e m that he w i l l check i n t o t h e i r concerns w i t h haste. " page 30). R e f l e x 17. the suspicious B e r t r a m decides that i t is t i m e to take action. STANDARD ACTIONS © L o n g s w o r d (weapon) • A t . 21. longsword . Grover can also deputize a few citizens (use h u m a n goon statistics f r o m that same session) or c a l l a few soldiers ( t o w n g u a r d statistics) f r o m the central keep.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . Level 5 Controller (Leader) E q u i p m e n t chainmail. o r r e c h a r g e a t t a c k p o w e r as a f r e e a c t i o n . She has gone so far as to b l a m e V a r i c k for the recent disappearances i n the village. a n d a m u g o f f r o t h y ale. O f these. Grover was an associate o f L o r d Rufus a n d L o r d B u r n e d u r i n g t h e i r a d v e n t u r i n g days. he or she is k n o c k e d unconscious a n d h e l d i n the inn's cellar. he receives a hefty b r i b e each m o n t h to look the other way w h e n i t comes to the cult's crimes. B e r t r a m claims t h a t people are b l o w i n g t h i n g s out o f p r o p o r t i o n . b u t do not go out o f t h e i r w a y to be w e l c o m i n g . lives a n d w o r k s i n this nondescript w o o d e n b u i l d i n g . + 8 vs.

residences. A s the castellan. The d r u d g e r y o f r u l e r s h i p and bureaucracy q u i c k l y became too m u c h for b o t h f o r m e r heroes to p u t u p w i t h . V a r e d d Z a b o r r (area 23). None o f the b u i l d i n g s contains a n y t h i n g o f real value. T h e i r f o r m e r occupants have v a n i s h e d . he directs t h e m to Constable Grover Ruskal (area 21). crossbow bolts. C o m p l i c a t i o n s : I f the tower guards refer the advent u r e r s to the castellan. L o r d B u r n e has not left the tower since t h e n . tools. Inside the tower are the residences o f the lords o f H o m m e l Lane. Conclusion The adventurers' investigations i n H o m m e l Lane d e t e r m i n e w h i c h p a t h they take t h r o u g h t h i s D & D ENCOUNTERS season (see "Path o f A d v e n t u r e . barrels. foreseeing t h a t the tension b e t w e e n the t w o religions m i g h t tear the village apart. the guards at the f r o n t entrance d i r e c t t h e m to the castellan (if the characters w a n t to discuss matters o f governance) or to the constable (for issues o f l a w a n d order). or y o u c a n d i r e c t t h e m t o w a r d a specific p a t h . I f they w a n t to r e p o r t a specific c r i m e . salt. C o m p l i c a t i o n s : A r i f t has recently f o r m e d b e t w e e n the t w o lords w h e n L o r d Rufus converted to the worship o f the L a w b r i n g e r f r o m his previous allegiance to the O l d Faith. Empty Buildings These shops. a n d vehicles b e l o n g i n g to the workers. w h o came to the v i l lage m o r e t h a n t e n years ago. the characters should have decided w h e r e t h e i r i n i t i a l investigation w i l l take t h e m . R h o n n e t Gho. 26. they have left the day-to-day duties o f governance to t h e i r t r u s t e d castellan. Tell the players w h i c h session they w i l l be p l a y i n g next t i m e . Lords' Tower T h i s stone tower is over f i f t y feet t a l l . respectively. 24. V a r e d d reveals o n l y that Rufus is away f r o m H o m m e l Lane o n w i z a r d ' s business a n d B u r n e is i n residence i n the tower a n d has left orders to n o t be d i s t u r b e d . and bales h o l d i n g various food items. A t the heart o f the keep is the private residence a n d office o f the castellan.22. a n d his assistant. The outer door o f the tower lowers to f o r m a bridge b e t w e e n the tower a n d the l a n d i n g . . and admits to h a v i n g concerns o f his o w n r e g a r d i n g recent events i n the v i l l a g e . A n u m b e r o f a r r o w slits overlook the l a n d i n g a n d the tower g r o u n d s . V a r e d d tells the adventurers that they are welcome to investigate what's h a p p e n i n g i n the village. supposedly to continue his arcane studies elsewhere. A few have been converted to the Reptile C u l t . " page 9). a n d give t h e m a sense o f the location where events w i l l u n f o l d . By the end o f the first session. w h o took offense. A p o w e r f u l w i z a r d a n d fighter. arrows. choosing to sequester h i m s e l f u n t i l he sees h o w things are going to t u r n out. 23. Warehouses V i s i t i n g merchants a n d other travelers c a r r y i n g goods i n q u a n t i t y can store such goods here. c l o t h . Each warehouse has locked double doors ( D C 2 1 T h i e v e r y to open). V a r e d d sees t h e m w i t h i n an h o u r . a n d w i n e . L o r d B u r n e . Cast e l l a n V a r e d d Z a b o r r (area 23) a n d his assistant have the keys. a n d the constable's deputies (area 21) keep a n eye o n t h e m to ensure t h a t i n t r u d e r s stay away. For some t i m e now. s p e n d i n g each n i g h t at the G o l d e n G r a i n I n n w h i l e t h e i r fellow f a r m h a n d s sleep away a h a r d day's labor. I f the adventurers come to the tower seeking either l o r d . expressed his reservations to Rufus. Boarding House F a r m h a n d s a n d i t i n e r a n t workers w h o have come to the village to assist w i t h the a u t u m n harvest live i n this modest b o a r d i n g house. V a r e d d is responsible for the day-to-day operations o f the keep. H e acts as a liaison between the village a n d Lords Rufus a n d B u r n e . I f pressed to say w h e r e Rufus a n d B u r n e are. 25. Inside are several wagons a n d carts. b o t h f o r m e r adventurers served the baroness to the west for a l o n g t i m e . along w i t h boxes. A shed nearby houses the animals. Rufus a n d B u r n e . V a r e d d Zaborr. V a r e d d is a clever fellow w h o a d v e n t u r e d w i t h Rufus and B u r n e i n t h e i r g l o r y days a n d gained t h e i r t r u s t w i t h his bravery a n d c o m m o n sense. H e has the freed o m to make i m p o r t a n t decisions a n d r u n the keep as he sees f i t .b u t he says that w i t h o u t the leave o f Lords Rufus a n d B u r n e . w i t h an entrance accessible o n l y by ascending a c u r v e d f l i g h t o f stone stairs to a detached l a n d i n g t e n feet above the g r o u n d . a n d were r e w a r d e d w i t h a l o r d s h i p a n d the r i g h t to r u l e the area a r o u n d H o m m e l Lane i n her n a m e . H e listens to w h a t they have to say. seeking clues about w h o or w h a t is b e h i n d the strange disappearances a n d the b a n d i t raids. The w i z a r d left H o m m e l Lane i n a h u f f a couple o f weeks ago.a l l o f t h e m secretly k i l l e d or t a k e n prisoner i n the n a m e o f the Rept i l e G o d . he is unable to do a n y t h i n g about i t . a n d f a r m s are n o w abandoned. Central Keep T h e soldiers a n d retainers w h o help govern the t e r r i t o r y a r o u n d H o m m e l Lane d w e l l i n t h i s great stone fortress perched atop a b r o a d h i l l o n the outskirts o f the village.

Reflex Hit: 2 d 6 + 3 fire damage. r e a d : From Hommel Lane. P e r c e p t i o n D C 14: Two enormous frogs lurk near the moat house—one in a small pond alongside the bridge path and one in the moat. Human-sized footprints track up and across the bridge. A s they come closer to the place (and eventually move inside). A n ancient moat house near H o m m e l Lane was once the l a i r o f e v i l humans—part o f a force that unsuccessf u l l y attacked the village a h u n d r e d years ago. ( I n t h i s case. A t t a c k (No A c t / o n ) : Close b u r s t 1 ( c r e a t u r e s i n t h e b u r s t ) . Level 1 Trap Moat House Approach The heroes b e g i n o n the p a t h l e a d i n g u p to the moat house's f r o n t doors. a n d they w a t c h the approach to the moat house carefully. Alchemist's Essence Trap (Fire) Object D e t e c t Perception D C 1 9 HP 8 AC 16.03 H ]E 1^. A site dedicated to evil a n d chaos. Miss: H a l f d a m a g e . looking as though they were smashed with a battering ram in the distant past. The main doors hang off their hinges. The bandits are o n g u a r d against i n c u r s i o n . use the area descriptions on the next page a n d the tactical m a p o n page 25 to f i l l i n details for the players. and is n o t one o f the bandits i n the "Bandits o f the M o a t H o u s e " encounter. W h e n the c h a r a c t e r s r e a c h the site. O n a f a i l e d check. the moat house was t h a n k f u l l y o v e r t h r o w n a n d its residents r o u t e d . W i l l ongoing damage TRIGGERED A C T I O N S *c* A t t a c k (fire) • hit points. EXPLORE THE MOAT HOUSE T h i s session is the first p a r t o f the "Chaos C u l t " section o f the adventure. your path suddenly opens up to a broad clearing G u a r d i a n s : Two giant t h o r n s k i n frogs w a t c h f r o m the moat a n d the p o n d (area 1 o n the tactical map). " page 26. the son is c u r r e n t l y out o n a r a i d . Fortitude 13. T h e adventurers m u s t succeed o n a D C 12 g r o u p Stealth check to approach u n n o t i c e d .) I f you used another location or event to b r i n g the characters here. + 4 vs. Encounter Trigger: A c r e a t u r e e n t e r s t h e t r a p ' s space. P e r c e p t i o n D C 12: Two large breaches have appeared in the moat house wall where its stones have collapsed. the r u i n s have l a i n abandoned a n d rotting—but n o w a n e w e v i l rises i n the wilderness. A n y creature that steps i n t o a breach w i t h o u t first d i s a r m i n g the t r a p breaks a v i a l o f alchemist's essence h i d d e n i n the r u b b l e ." w h i c h should be played next. f o r c e d m o v e m e n t . W h e n the characters are first spotted inside the w a l l s . ( I n this case. Initiative - The Story So Far I f the adventurers have come here at the urging o f the teamster W y n d e l l or the d r u i d Ramne Ashstaff (area 10 and area 15 i n H o m m e l Lane). For a century.) I f the adventurers l e a r n e d o f the moat house f r o m the m i l l e r M y t c h (area 14 i n H o m m e l Lane). The second story of the keep has collapsed down to ground level. the trip to the ruined moat house takes about four hours. p s y c h i c . s u m m a rize t h a t exchange a n d the i n f o r m a t i o n t h a t M y t c h ' s son has f a l l e n i n w i t h the bandits. s u m m a r i z e that i n f o r m a t i o n for the players as t h i s session begins. See "Next Session" (page 26) for information. Effect: T h e t r a p is d e s t r o y e d . m a k e E r r o l one o f the sleeping cultists i n " M o a t House D u n g e o n . r e m i n d the players o f those events a n d t e l l t h e m they have followed the t r a i l o f E r r o l R o c k t y n (Nira's duplicitous g u a r d ) to the moat house. COUNTERMEASURES • D i s a b l e : T h i e v e r y D C 1 9 ( s t a n d a r d a c t i o n ) . After passing through forest for much of thatjourney. • J. They have rigged each breach w i t h a trap. all c o n d i t i o n s . o r t h e t r a p d r o p s t o 0 I m m u n e n e c r o t i c . and a crumbling stone keep. B r e a c h e s : The bandits are aware o f these e n t r y points a n d the weakness they represent i n the moat house's defenses. p o i s o n . and a water filled moat extends around the ruined building. r e m i n d the players o f the rumors o f bandit activity. w h i l e a h i d d e n d w a r f conscript keeps w a t c h f r o m b e h i n d the a r r o w slit i n area 2. Failure ( 1 4 o r lower): T h e t r a p a t t a c k s . cont i n u e w i t h "Bandits o f the M o a t House. the frogs croak o u t a . T h e characters have most l i k e l y come here i n response to r u m o r s o f b a n d i t a c t i v i t y i n a r u i n e d moat house four hours n o r t h o f H o m m e l Lane.' HIE CHAOS CULT R J\L IP T THE STRAIGHTEST PATH This session connects directly to "Moat House Dungeon. Reflex I S . Success: T h e t r a p is d i s a b l e d . Each appears broad enough for you to easily pass through. its surface rutted with recent cart tracks. A wooden bridge over the moat is rotting but appears to be intact. I f t h i s session is b e i n g r u n i n reaction to the m u r d e r o f N i r a H a s k a l i i n the p a w n s h o p (area 11 i n H o m m e l Lane). and o f those characters' belief that the moat house is the bandits' secret base o f operations." page 23.

w a r n i n g . hut its lower floor is still intact. A few are scattered through the area. The p a n e l can be f o u n d w i t h a second D C 12 Perception check. indicating that some kind of magic is at work here. slits are cut along the moat house's interior walls. T r e a s u r e : I f a breach t r a p is d i s a r m e d . Two t h o r n s k i n frogs live i n the p o n d a n d the moat. Arrow slits provide vantage points looking out in three directions. Outside the m o a t house. a p a i r o f shoes of water walking can be salvaged f r o m the chest." page 24). A fight w i t h the frogs outside alerts the d w a r f conscript i n area 2. Enda Yate. Arrow I f the bandits are not already aware o f t h e i r approach. they enter the moat house to f i g h t w i t h the bandits after combat breaks out there. the bandits g a i n a surprise r o u n d w h e n combat begins. 7. 2. A n y attempt to p i c k the lock or b r e a k open the chest shatters a v i a l o f acid onto the ledger inside. a n d requires a D C 12 T h i e v e r y check to open. but the collapse of the upper floor has left it impassable. C o n t i n u e w i t h "Bandits o f the M o a t H o u s e " o n the next page. the adventurers are most l i k e l y spotted w h e n they enter the lower c o u r t y a r d . She has also d e t a i l e d key events that have o c c u r r e d since she came to the moat house (see "Conclusion. Collapsed Stairs This stairway once led to the secondfloor of the moat house. Beneath the desk is a large. but the passage is blocked by a newly created stone wall. i n w h i c h she talks about her life o f shady dealings i n the b a r o n y to the west o f the borderlands. with steps to the northeast leading up to a second raised courtyard. 3. these pets o f the bandits attack only i f they are attacked first. The d w a r f conscript Redye stands g u a r d here. sits against the north wall of this chamber. Lower C o u r t y a r d This rubble-strewn courtyard is open to the sky. a n d the d w a r f spots the characters as they approach. its v i a l o f alchemist's essence c a n be safely c l a i m e d . 6. O t h e r w i s e . Upper C o u r t y a r d The upper courtyard has been cleared of rubble. the adventurers can l e a r n t h a t the o n l y business i n H o m m e l Lane that the bandits have not d i r e c t l y affected is t h a t o f the traders Raynen a n d G r e m a g . Collapsed Tower The upper stories of this tower have collapsed. . destroying i t . Sigils glow within the stones as you approach. D e s k : Enda's desk holds w r i t i n g materials a n d a hastily scribbled j o u r n a l . The b a n d i t s t h e n g a i n a surprise r o u n d w h e n the adventurers enter the moat house. chairs 5. ironshod wooden chest with a lock. 1 . Bandit Leader's Room A feather bed. in better shape than the room it occupies. resides i n t h i s r o o m . A well-made desk and chair sit along the east wall. A D C 12 Perc e p t i o n check reveals the n a t u r e o f the false lock. as w e l l as the payments received for those goods. T h e chest c a n be safely opened o n l y t h r o u g h a secret p a n e l i n the back. T r e a s u r e : Even i f the acid t r a p is t r i g g e r e d . C h e s t : The lock o n this chest is false. Seeping water fills a small pond close to the path. The b a n d i t leader. U s i n g t h i s evidence i n c o n j u n c t i o n w i t h records h e l d b y the teamster W y n d e l l . Descending Stairs A stair leads down. I f he w a r n s the bandits o f the adventurers' approach. Pond a n d M o a t The ground along the edge of the moat is low and marshy. 4. The ledger i n the chest details the goods the bandits have stolen.

The door o f each one can be b a r r e d f r o m the inside. Enda talks i n the hope o f securing her f r e e d o m . Features of the Area L i g h t : By t i m e o f day. attacki n g w i t h o u t reason or mercy. The bandits use these rooms for resting. Enda leaves her quarters to j o i n the battle i n the u p p e r c o u r t y a r d 1 r o u n d after she hears sounds o f combat. T h e y are n o w insane. or b r o k e n open w i t h a D C 19 A t h l e t i c s check. the m a d r a n t i n g o f the archers communicates the b r o a d o u t l i n e o f the b a n d i t s ' activities a n d t h e i r fear of Lareth. I f the adventurers were seen approaching. Conclusion I f she is left alive. a near-naked human throws himself at you with an ear-piercing shriek. I f the adventurers agree to let her go. and boxes marked with the seal of the teamster Wyndellfrom Hommel Lane. H e also tries to cut o f f retreat to the bridge. They disobeyed the d i r e c t orders o f L a r e t h the B e a u t i f u l . Sleeping Quarters This room contains a few simple cots and hammocks. are the only i n d i v i d u a l s outside Lareth's i n n e r circle w h o do. Use the m e r c e n a r y archer statistics block f r o m the "Bandits o f the M o a t House" encounter. None o f the bandits presently i n the upper level o f the moat house k n o w s the password." I f the a d v e n t u r e r s enter. Enda wants a follower o f the L a w b r i n g e r swear a n oath to t h i s effect. A r r o w S l i t s : Creatures o n opposite sides o f a n a r r o w slit have superior cover against each other. h o p i n g to strike at l i g h t l y a r m o r e d targets at the back o f the party. Storage This area is filled with crates. w h i c h amounts to 50 gp for a l l the rooms. A creature that ducks d o w n adjacent to a n a r r o w slit can't be f i r e d u p o n f r o m that a r r o w slit. r o l l initiative for the t h o r n s k i n frogs a n d b r i n g t h e m i n t o the combat. The items stored here i n c l u d e food a n d c o m m o n goods such as candles. Keep door locked. T h e y enter the keep t h r o u g h the m a i n entrance. the b a n d i t leader surrenders unless at least h a l f the adventurers are also dead or unconscious. BANDITS OF THE MOAT HOUSE Encounter Level 3 8. H u e moves to the top o f the stairs b e t w e e n the u p p e r a n d lower courtyards to prevent adventurers f r o m r e a c h i n g the archers. O t h e r b a n d i t prisoners refuse to t a l k unless t h r e a t e n e d ( D C 19 I n t i m i d a t e ) . She also surrenders i f she drops to 10 h i t points or fewer. A b a r r e d door can be opened w i t h a D C 12 T h i e v e r y check. the d w a r f conscript i n area 2 o f the moat house w a r n s the bandits. lanterns. barrels. a n d any r o o m h o l d i n g a n archer is b a r r e d w h e n combat starts. I n a blur of movement. Setup Enda Yate. 10. since a Lawbringer's o a t h is sacred. b a n d i t leader (L) Redye a n d H u e . Tactics The bandits hope to t r a p the adventurers i n the lower c o u r t y a r d . w h o placed a curse u p o n t h e m . Raynen and Gremag. Forbidden Room The door to this room is closed and barred from the outside. w h o g a i n a surprise r o u n d w h e n combat begins. These archers are too insane to answer questions intelligibly. the traders i n H o m m e l Lane (area 9). Faded hrown stains on the walls and floors indicate that a bloody battle was fought here some time ago. and smashed furniture. a n d c l o t h i n g . R u b b l e : These areas are d i f f i c u l t t e r r a i n . Redye moves f r o m area 2 i n t o the lower c o u r t y a r d . I f the adventurers have n o t o b t a i n e d the i n f o r m a t i o n i n Enda's j o u r n a l or interrogated the other bandits. the b a n d i t s move at once i n t o favorable f i g h t i n g positions. Each r o o m contains the meager possessions o f the bandits sleeping there. each o f t h e m is r e w a r d e d w i t h 2 0 g p . A t the start o f r o u n d 3. W h e n combat begins.A D C 8 A r c a n a check or Religion check reveals that this w a l l cannot be breached unless the proper password is given. d w a r f conscripts (D) 8 m e r c e n a r y archers (A) 2 t h o r n s k i n frogs (F) Regardless o f h o w the characters enter the moat house. I f Enda is b l o o d i e d a n d b o t h the dwarves are dead. 9. I f the adventurers r e t u r n these goods to W y n d e l l (or his wife). overturned cots. but these t h r e e c a n use o n l y melee attacks. W r i t t e n i n chalk in Common are the words "Sick room. r e a d : The room beyond the barred door is a reeking shambles of filth. "Killy killy the silly silly!" Three m e r c e n a r y archers i n h a b i t t h i s r o o m . I f the characters insist that she come back to the village to give testimony . w h e r e the archers can f i r e at t h e m f r o m b e h i n d the a r r o w slits.

Skills Stealth + 1 0 Str 14 (+4) C o n 1 0 (+2) A l i g n m e n t unaligned D e x 16 (+5) Int8(+1) Languages W i s 12 (+3) Cha9(+1) Common The c o n s c r i p t can m o v e 1 square f e w e r t h a n t h e e f f e c t specifies w h e n subjected t o a pull. • Enda was a p e t t y t h i e f i n the m o r e c i v i l i z e d lands o f the w e s t e r n b a r o n y before she received a n offer t o lead a s m a l l a r m y o f bandits out here i n the borderlands. longbow. TRIGGERED A C T I O N S Second Chance • Encounter Trigger: A n e n e m y h i t s Enda w i t h a n a t t a c k .W i l l Attack: M e l e e 1 ( o n e c r e a t u r e ) . STANDARD ACTIONS Bite • A t . a n d t h e t a r g e t falls p r o n e .W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) .W i l l 2 Dwarf Conscripts (D) M e d i u m natural humanoid HP 47. •r P o u n c e • R e c h a r g e | X j Effect: T h e t h o r n s k i n s h i f t s i t s s p e e d a n d m a k e s t h e f o l l o w i n g attack.Enda Yate. *¥ T u m b l i n g Toss ( w e a p o n ) • R e c h a r g e [ X ] HjJ Effect: B e f o r e t h e a t t a c k . p r o v i d i n g t h a t the adventurers ask for leniency o n her behalf. Enda c a n s h i f t u p t o h e r s p e e d a n d g a i n s c o m b a t advantage against an e n e m y o f her choice u n t i l t h e e n d of her next turn. 2 0 daggers • 8 Mercenary Archers (A) Medium natural humanoid. A C Hit: 2 d 4 + 4 d a m a g e . Enda is aware o f the loyalties o f Constable Grover Ruskal (area 2 1 i n H o m m e l • . Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) . R e f l e x 1 6 . Bluff +8. she eventually agrees. A C 1 6 . + 4 vs. human Level 4 Minion Artillery Initiative +5 Perception +8 HP 1 . TRIGGERED A C T I O N S Scatter • A t . Thievery +11 Str10(+1) C o n 1 4 (+3) A l i g n m e n t unaligned Dex20(+6) I n t 1 2 (+2) Languages W i s 12 (+2) C h a 1 4 (+3) Common © The t h o r n s k i n can breathe underwater. A C Hit: 3 d 4 + 8 damage. o r a slide.W i l l Attack: M e l e e 1 ( o n e c r e a t u r e ) . A C Hit: 1 d 1 0 + 6 damage. A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . W i l l 1 4 Speed 6 O N a t u r a l L e a d e r 4.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . swim 6 Aquatic Level 1 Brute Initiative + 4 P e r c e p t i o n +2 Low-light vision A C 17. I f t h e c o n s c r i p t scores a c r i t i c a l h i t .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) .W i l l A t t a c k : R a n g e d 2 0 ( o n e c r e a t u r e ) . a missed attack never damages a m i n i o n . Skills Acrobatics +11. R e f l e x H i t : T h e t h o r n s k i n p u l l s t h e t a r g e t 2 squares. some o f w h i c h is also contained i n her j o u r n a l i n area 5. i t gains a +2 bonus t o a t t a c k rolls against n o n a q u a t i c creatures. MINOR ACTIONS •|. W i l l 1 4 Speed 5 S a v i n g T h r o w s + 5 against poison effects TRAITS Stand t h e Ground Level 2 Brute I n i t i a t i v e +2 Perception +3 Low-light vision Trigger: A n a l l y t h e a r c h e r c a n see d r o p s t o 0 h i t p o i n t s . F o r t i t u d e 1 2 . ® T h r o w i n g Dagger (weapon) • A t . a n d t h e t a r g e t falls p r o n e . o r 2 d 4 + 8 a g a i n s t a t a r g e t g r a n t i n g c o m b a t a d v a n t a g e t o Enda. short s w o r d . A C H i t : 2 d 6 + 6 d a m a g e . A C Hit: 6 damage. R e f l e x 1 6 . The assignment sounded more profitable a n d less dangerous t h a n w h a t she was d o i n g . W i l l 11 Speed 4. +11 vs. Effect (Free Action): T h e a r c h e r s h i f t s 1 s q u a r e . + 1 0 vs. © L o n g b o w (weapon) • A t . 2 0 arrows Lane). F o r t i t u d e 1 5 . Reflex 13.T o n g u e G r a b • A t . F o r t i t u d e 1 5 . + 9 vs. Bandit Leader (L) Small natural humanoid. t h e c o n script can push t h e t a r g e t 1 square. Streetwise + 8 . W i l l 15 Speed 6 STANDARD ACTIONS © Short Sword (weapon) • A t . + 7 vs. S t r 1 6 (+3) C o n 15 (+2) A l i g n m e n t unaligned D e x 18 (+4) I n t 3 (-4) Languages W i s 1 4 (+2) C h a 9 (-1) Effect ( I m m e d i a t e I n t e r r u p t ) : T h e t r i g g e r i n g e n e m y m u s t r e r o l l t h e E q u i p m e n t leather armor. R e f l e x 1 3 . a push. a n d she believes that h e ' l l let her escape before any t r i a l begins. STANDARD ACTIONS © Gouge (weapon) • A t . + 4 vs. R e f l e x Hit: 2 d 6 + 6 d a m a g e .W i l l A t t a c k : M e l e e 3 ( o n e c r e a t u r e ) . B l o o d i e d 17 A C 1 3 . gouge against the traders a n d face j u d g m e n t for her crimes. B l o o d i e d 19 Level 3 Artillery (Leader) Initiative +6 P e r c e p t i o n +2 2 Thornskin Frogs (F) M e d i u m natural beast (aquatic) H P 3 5 . F o r t i t u d e 1 6 . STANDARD ACTIONS © Dagger (weapon) • A t . Skills Dungeoneering + 8 . Endurance + 9 Str 16 (+4) C o n 17 (+4) A l i g n m e n t unaligned D e x 1 2 (+2) I n t 11 (+1) W i s 14 (+3) C h a 11 (+1) Dwarven E q u i p m e n t leather armor. Enda a n d the bandits c a n reveal the f o l l o w i n g inform a t i o n . Steady-Footed The conscript can make a saving t h r o w t o avoid falling prone w h e n an attack w o u l d knock it prone. A C Hit: 5 damage. + 1 0 vs. In aquatic combat. + 8 vs. or 2 d 4 + 8 against a target g r a n t i n g c o m b a t a d v a n t a g e t o Enda. Stealth +11. halfling HP 3 8 . Enda m e t w i t h a " r i g h t n u t t e r o f a h u m a n " w h o called h i m s e l f " L a r e t h the B e a u t i f u l . a t t a c k a n d use t h e n e w r e s u l t . Bloodied 23 AC 1 4 .A u r a 2 Allies gain a +2 p o w e r bonus t o saving t h r o w s w h i l e in t h e aura. E q u i p m e n t hide armor. + 6 vs. A C Hit: 2 d 4 + 4 damage. " H e t o l d her that she was to r e c r u i t bandits a n d brigands to Languages Common.

use the c o n f r o n t a t i o n at the t r a d i n g post to create an o p t i o n a l encounter to f i n i s h o f f this session. b u t her l o n g . and L a r e t h . w i t h the p r o f i t s split b e t w e e n the traders.c o n d u c t raids o n caravans i n the t e r r i t o r y a r o u n d H o m m e l Lane. s u m m a r i z e the i n f o r m a t i o n above for the players a n d give t h e m the setup to r u n " M o a t House D u n g e o n " next. but she believes a secret passw o r d m u s t be spoken. Enda was u n c o m fortable w i t h the k i l l i n g . < 5 Next Session W h e n t h i s session is completed. She fears that unspeakable evil takes place d o w n there. Enda d i d so w i l l i n g l y . L a r e t h insisted that the bandits either k i l l the people they r o b b e d or b r i n g t h e m back as prisoners a n d t u r n t h e m over to h i m . . O t h e r w i s e . N u m e r o u s people weari n g black robes b e a r i n g a g o l d . t h e n establish her o w n banditled t e r r i t o r y w i t h H o m m e l Lane at its center. The goods that Enda steals are t a k e n to the village and given to the traders Raynen a n d Gremag. Faced w i t h evidence o f her crimes. L a r e t h leads a d e a t h c u l t for w h i c h her b a n d i t r y is o n l y a f r o n t .t r i m m e d r e d circle have passed t h r o u g h the w a l l that blocks the stairs l e a d i n g d o w n i n t o the dungeon.t e r m plans are to gather enough forces to o v e r t h r o w L a r e t h . They sell the c o n t r a b a n d or arrange to have i t t a k e n elsew h e r e . the bandits. Raynen confesses a n d provides the characters w i t h the means to i n f i l t r a t e the temple beneath the moat house (see area 9 i n H o m m e l Lane). but L a r e t h placed horrible curses o n those w h o disobeyed h i m . the clues the adventurers uncover should lead t h e m to question the traders i n H o m m e l Lane. She has c o m p l i e d since t h e n . A f t e r the first few raids. As far as Enda is concerned. She a n d her b a n d i t s stay far f r o m the stairs a n d the magic stone w a l l . I f you have t i m e . E n d a does not k n o w h o w to enter the d u n g e o n .

t h e y q u i c k l y f l e d the area. h o w Raynen p r o v i d e d the password needed to enter the d u n g e o n . w h i c h they have most l i k e l y learned f r o m the trader Raynen (area 9 i n H o m m e l Lane) or f r o m the spirit possessing Sir M o o n b r o o k ." Unless the adventurers are w e a r i n g cultist robes. r e a d : The wall magically descends into the stairs with a grinding sound. and all clues point to the Golden Grain Inn. d e a l i n g . We are about to learn what our final fates will be. You have arrived in time to assist the master communing with the essence of That W h i c h We Obey. The Story So Far F r o m "Explore the M o a t House." As l o n g as the adventurers do n o t h i n g to arouse suspicion." page 10). so t h a t e n t e r i n g the d u n g e o n by stealth is not a n o p t i o n . Go speak to Timonen immediately. the adventurers m u s t pass t h r o u g h a n adjacent prayer r o o m . they can m a r c h past the cultists w i t h o u t trouble. I f the cultists believe the p a r t y to be a g r o u p o f c u l t initiates. I f the first check is f a i l e d . The sound o f it m o v i n g is l o u d e n o u g h to alert the cultists below. A d j u s t the read-aloud text for areas f a r t h e r i n t o the d u n g e o n as appropriate. W h e n the a d v e n t u r e r s e n t e r the a r e a . Run the "Golden Grain Inn" session next. a n d h o w the characters discovered the existence o f a c u l t i n the dungeons beneath the moat house. revealing a gloomy corridor below. ready to do battle w i t h Lareth's e v i l . the fight w i t h the bandits. the adventurers have access to the d u n g e o n w i t h out h a v i n g to fight t h e i r w a y t h r o u g h m o r e foes. the adventurers g a i n a surprise r o u n d i f they choose to attack. O t h e r w i s e . Their triumph is short-lived when they return to Hommel Lane. I f y o u used another l o c a t i o n or event to b r i n g the characters here. I f the adventurers t h e n c o n f r o n t e d the c o r r u p t merchants Raynen a n d G r e m a g i n the t r a d i n g post. or I n t i m i d a t e check to a l l o w the characters to get past the guards. the guards shout out a w a r n i n g to t h e i r f e l l o w cultists a n d attack. t h e n combat p r o ceeds n o r m a l l y . "Come forward show yourselves. Prayer Room A f t e r m o v i n g t h r o u g h the sentry passage. The adventurers m u s t speak the password ( " A n n i h i l a t i o n " ) ." s u m m a r i z e the explor a t i o n a n d i n f i l t r a t i o n o f the u p p e r level o f the moat house. Both wield clubs and wear leather armor beneath cult robes. I f the battle starts because the characters f a i l e d to fool the cultists. W h e n the adventurers attacked the moat house. s u m m a r i z e t h a t i n f o r m a t i o n for the players as t h i s session begins. Retracing t h e i r previous m a r c h . I f a battle begins at t h i s p o i n t . and Into the Dungeon The leader o f the Chaos C u l t is a cleric n a m e d L a r e t h the B e a u t i f u l . T H E STRAIGHTEST PATH When the characters complete this session. or I n t i m i d a t e check to p u t the guards at ease. One calls out to you in a gruff voice. Torchlight illuminates the hallway and the two figures standing sentry duty there. W h e n they r e t u r n e d to f i n d signs o f battle a n d the u p p e r level o f the moat house abandoned. the characters arrive at the moat house. they will have obtained the Scroll of Final Words-the second item of power that Haffron's ghost described to them in the Caves of Chaos. continue w i t h " L a r e t h the B e a u t i f u l . I f the a d v e n t u r e r s are w e a r i n g c u l t i s t robes. T h e w a l l rises again i n 1 m i n u t e . the same magical sigils glowing upon it. the other cultists q u i c k l y j o i n the fight. r e a d : The walls of the passage ahead are decorated with sigils drawn in red and black chalk. the c o r r i d o r t u r n s a corner i n t o the passage depicted at the b o t t o m o f the m a p o n page 28. W h e n the a d v e n t u r e r s u s e the p a s s w o r d . another adventurer can attempt a D C 13 B l u f f check. Sentry Challenge A f t e r 50 feet." a n d w i t h the password they learned f r o m the c o r r u p t trader Raynen (area 9 i n H o m m e l Lane). More villagers have disappeared (use the "Lost Leatherworker" or "Castellan's Assistant" events from "Events in Hommel Lane. a n u m b e r o f bandits were out r a i d i n g . " page 28. W h e n i t does. Read: The stairway leading down is still blocked by a stone wall. D i p l o m a c y check.MOAT H O U S E DUNGEON This session is the second p a r t o f the "Chaos C u l t " sect i o n o f the adventure. The characters have most l i k e l y come here i n the a f t e r m a t h o f the i n f o r m a t i o n they discovered i n "Explore the M o a t House. D i p l o m a c y check. Thus. The combat encounter c a n start at any p o i n t i n t h i s session. r e a d : One robed figure assesses your cult garb and nods. "Fate smiles today. and w h e t h e r or not the characters o b t a i n e d cultist robes to m a k e i n f i l t r a t i o n easier. r e m i n d the players o f the pair's i n v o l v e m e n t w i t h the bandits. one adventurer m u s t m a k e a D C 9 B l u f f check.

carved in the shape of a creature that looks to be a cross between a wolf and a spider." L a r e t h is p r e p a r i n g to c o m m u n e w i t h M i s k a to l e a r n the d e m o n lord's u l t i m a t e plans for the C u l t o f Chaos a n d the area a r o u n d H o m m e l Lane. then. this chamber has walls covered in red and black sigils. wolflike maw appears. The adventurers gain a surprise r o u n d w h e n they attack. Others who serve me shall j o i n you. r e a d : A set of bunks to your left marks a barracks." Lareth smiles as the image vanishes. You can assist me in the ritual that will allow me to speak directly to That Which We Obey. w i t h l i v i n g a n d sleeping quarters opposite. Hail to That W h i c h We Obey. Each wears chainmail and wields a halberd. "You see? The time is nearly at hand. " I am about to contact That W h i c h We Obey. r e a d : Timonen nods again. and Hommel Lane will/all. Report to Timonen and Arthus for your duties. "Knock at the master's door. the character staggers to a stop a n d is s t u n n e d u n t i l the e n d o f his or her next t u r n . Lareth speaks. r e a d : Two connected chambers hold bunks on which/our cultists are sleeping. the combat encounter begins w h e n e v e r t h e y decide to attack the cultists. I will contact you directly when it is time to move. He wields a silver scepter with an ebony head. silver fire that gives off light but radiates no heat. The door between them is covered with red and black sigils. Miska is pleased. Then you shall rule i n Miska's name. " I am Lareth. A man steps toward you wearing black plate armor that bears a gold-trimmed red circle—the same symbol seen on the cultist robes. A n y d i s t u r b a n c e f r o m the adventurers produces a fierce rebuke f r o m L a r e t h . you will be called on to set your forces against the village. as t o l d i n " B a c k g r o u n d " (page 3). I f the a d v e n t u r e r s fool t h e g u a r d s . but wait for him to invite you i n i f y o u value your sanity. t h e adventurers c a n see t w o guards at a closed door. Lareth the Beautiful. C o n t i n u e w i t h " L a r e t h the B e a u t i f u l " o n the next page. r e a d : From within the silver fire. The far wall of the second sleeping area is stacked high with crates and barrels that bear the mark of the teamster Wyndell. Barracks Beyond the prayer r o o m . will know greatness like no other. W h e n the c h a r a c t e r s a p p r o a c h the g u a r d s . A font close to the door is filled with . r e a d : After preparing the font holding the silver fire for his ritual. I f the characters have made it t h r o u g h Lareth's r i t u a l w i t h o u t t h e i r identities b e i n g c o m p r o m i s e d . so a D C 9 B l u f f check is enough to fool t h e m w i t h a reasonably believable story." A n y character w h o succeeds o n a D C 19 H i s t o r y check or R e l i g i o n check k n o w s the story o f M i s k a . W h e n the a d v e n t u r e r s p a s s t h r o u g h . r e a d : I n the corner of this room is a table marked with the same red and black sigils as on the walls. I f any character becomes s t u n n e d . I shall rule this world. Prepare your forces. where a number of cultists are sleeping. "You have done well. The t w o guards k n o w l i t t l e about the operations o f the C u l t o f Chaos outside the m o a t house. A large carpet covers the floor beyond it. a hazy. andyou. The closer guard nods to you. W h e n the r i t u a l is c o m p l e t e d . Then he turns to you. " I am Timonen. r e a d : As i n the rest of the dungeon. Each good or l a w f u l good character i n the p a r t y m u s t m a k e a D C 8 E n d u r a n c e check. the cultists attack. Consider their commands to be mine. Two cultists sit at the table with their heads bowed in silent prayer.not o n l y w i t h the cultists there b u t w i t h the f o u l magic they w o r s h i p . you will/eel his power overwhelm you." Lareth then begins to chant." he says. Do nothing unless you are told to. Step to the carpet while I prepare. Thefanged mouth speaks in the same voice that also spoke through Sir Moonbrook. T h i s energy causes each adventurer to lose one h e a l i n g surge. a wave o f energy erupts f r o m the font a n d the characters are s t u n n e d u n t i l the r i t u a l is complete. A D C 13 A r c a n a check or Religion check reveals t h a t the table is i m b u e d w i t h a n e v i l d i v i n e effect that c a n be felt by any good-aligned character. " I f L a r e t h is a l l o w e d to c o n t i n u e . The adventurers have 1 m i n u t e to act before the r i t u a l begins. W h e n I begin the ritual. Do not resist. O n a f a i l e d check. Only those who witness the ritual will sense his majesty. and you shall strengthen the connection to my prison until I can pass through the barrier. "Enter!" W h e n the a d v e n t u r e r s enter. Two guards ahead of you are watching carefully as you approach. The adventurers have a second chance (a D C 13 B l u f f check) i f the i n i t i a l check fails. the wardrobe's full-length mirror catching your reflections as you enter. A f t e r that t i m e . A bed and a wardrobe stand against the far wall." Lareth's Ritual A few seconds after any k n o c k . Soon. and you are well met. A t a second offense. "your new master. Your arrival is fortuitous. At the end of each bunk stands a small footlocker. a deep voice booms out f r o m b e y o n d the door to Lareth's chamber. L a r e t h calls o n " l o y a l followers" to "slay those w h o i n t e r r u p t this w o r k . W h o sent you?" W h e n the c h a r a c t e r s c a n see the q u a r t e r s .

Features of the Area L i g h t : Torches shed b r i g h t l i g h t t h r o u g h o u t the area. Bloodied 52 A C 1 8 . W i l l Hit: 2 d 8 + 6 psychic damage. i m p l e m e n t . Lareth the Beautiful (L) M e d i u m natural humanoid. Skills Arcana + 8 . W i l l 14 Speed 5 STANDARD ACTIONS © H a l b e r d (weapon) • A t . A c t i o n Points 1 STANDARD ACTIONS © Scepter (weapon) • A t . W i l l H i t : 1 d 8 + 6 p s y c h i c d a m a g e . The guards a n d other cultists r e m a i n u n a w a r e o f any combat i n Lareth's chambers u n t i l the c u l t leader uses a m i n o r action to end t h i s effect. A C Level 3 Soldier Initiative +5 Perception +6 Hit: 1 d 1 0 + 5 damage.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . Bloodied 23 AC 19. a n d L a r e t h slides t h e t a r g e t u p t o 2 squares. human HP 47. Scroll of Final Words . •(• P o w e r f u l S t r i k e ( w e a p o n ) • R e c h a r g e [ X j l i t ] A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) . halberd. + 8 vs.W i l l Attack: Close b l a s t 5 ( e n e m i e s i n t h e b l a s t ) .LARETH THE BEAUTIFUL Encounter Level 4 Setup L a r e t h the B e a u t i f u l (L) T i m o n e n a n d A r t h u s . F o r t i t u d e 1 6 . A C Hit: 2 d 1 0 + 5 damage. A n y creature not b e l o n g i n g to the C u l t o f Chaos that starts its t u r n w i t h i n 2 squares o f the font takes 5 cold damage. a n d t h e t a r g e t falls prone. TRIGGERED A C T I O N S W o u n d e d Curse • Encounter Trigger: L a r e t h is f i r s t b l o o d i e d . a n d h e uses i t .W i l l Trigger: A n e n e m y m a r k e d b y t h e t o w n g u a r d m a k e s a n a t t a c k t h a t d o e s n ' t i n c l u d e i t as a t a r g e t . s c e p t e r . crossbow. + 8 vs.W i l l A t t a c k : R a n g e d 2 0 ( o n e c r e a t u r e ) . TRIGGERED A C T I O N S T I n t e r c e d i n g Strike (weapon) • A t .W i l l Attack: M e l e e 2 ( o n e c r e a t u r e ) . a n d t h e n t h e t a r g e t f a l l s p r o n e . i m p l e m e n t . + 7 vs. + 8 vs. Crossbow (weapon) • A t . p s y c h i c ) • Encounter A t t a c k : Close b u r s t 2 ( e n e m i e s i n t h e b u r s t ) : + 7 vs. L a r e t h can cause the silver f i r e i n the font to radiate intense cold. 2 0 bolts E q u i p m e n t p l a t e a r m o r . Attack (Immediate Interrupt): M e l e e 2 ( t r i g g e r i n g e n e m y ) . t o w n guards (G) 8 d a r k cultists ( h u m a n goons) ( H ) I f the adventurers attack after or d u r i n g Lareth's r i t u a l . Skills Streetwise +7 Str 16 (+4) C o n 15 (+3) A l i g n m e n t unaligned D e x 1 4 (+3) I n t 1 0 (+1) Languages W i s 11 (+1) C h a 1 2 (+2) Common A l i g n m e n t chaotic evil E q u i p m e n t chainmail. a n d t h e t o w n guard marks t h e target until t h e e n d o f t h e t o w n guard's n e x t t u r n . l i g h t s h i e l d . F o n t : As a s t a n d a r d action o n his t u r n . A C H i t : 2 d 8 + 3 d a m a g e . B u n k s : The b u n k s i n the t w o l i v i n g areas are d i f f i cult terrain. A C Hit: 1d8 + 5 damage. First Failed Saving Throw: T h e t a r g e t is i n s t e a d s t u n n e d u n t i l t h e e n d o f Lareth's n e x t t u r n . B l u f f + 1 1 . a n d t h e t a r g e t is d a z e d (save ends). + 8 vs. W i l l 17 Speed 5 Saving T h r o w s +2. human HP 1 0 4 . •<* F e a r f u l E d i c t (fear. t h e target moves its speed away f r o m L a r e t h as a f r e e a c t i o n . + 9 vs. AC Hit: I d I O + 5 damage. < C » C o m m a n d (charm. Religion+8 Str 16 (+5) C o n 12 ( + 3 ) D e x 11 (+2) I n t 13 (+3) Languages W i s 14 (+4) Cha 18 (+6) Common ® I n i t i a t i v e +2 Perception +9 Level 4 Elite Controller 2 Town Guards (G) M e d i u m natural humanoid. psychic) • A t . Reflex 15. the priest's magic prevents sound f r o m passing beyond his chambers. Effect ( I m m e d i a t e Reaction): L a r e t h r e g a i n s t h e use otfearful edict. R e f l e x 15. F o r t i t u d e 16.

This scroll is one o f the items needed i n the f i n a l session to close the c o n n e c t i o n b e t w e e n t h i s w o r l d and Miska's p r i s o n plane. Lareth's followers k n o w n o t h i n g b u t fear o f t h e i r master and the urge for d e s t r u c t i o n . The sleeping cultists w a k e at the first sound o f combat a n d enter the fray i n the f o l l o w i n g r o u n d . The adventurers c a n feel evil r a d i a t i n g f r o m the scroll. Str 1 4 (+3) C o n 1 2 (+2) A l i g n m e n t unaligned E q u i p m e n t club D e x 11 (+1) I n t 9 (+0) Languages W i s 12 (+2) C h a 13 (+2) Common «r*£rftK Tactics L a r e t h prefers to let his followers do the close f i g h t i n g so he c a n use command f r o m a distance to blast his enemies. STANDARD ACTIONS © Club (weapon) • A t . o r w a n d . A C 1 5 . o r b . • Y o u gain a +1 i t e m bonus t o u n t r a i n e d skill checks. ja6tt# Conclusion I f the adventurers were d r a w n i n t o combat w i t h the cultists before they c o u l d observe Lareth's r i t u a l . U t i l i t y Power • Encounter (Minor Action) Effect: Y o u g a i n a + 1 i t e m b o n u s t o a d 2 0 r o l l y o u m a k e b e f o r e the end o f your current turn. F o r t i t u d e 1 3 . U t i l i t y P o w e r • D a i l y (Free A c t i o n ) i n f a i l u r e . Trigger: Y o u miss a l l t a r g e t s w i t h a n e n c o u n t e r a t t a c k p o w e r o f level 3 o r l o w e r . as t o l d i n " B a c k g r o u n d " (page 3). A n y character w h o succeeds on a D C 19 H i s t o r y check or R e l i g i o n check k n o w s the story o f M i s k a . + 7 vs.8 Human Goons (H) Medium natural humanoid Level 2 Minion Soldier Initiative +3 P e r c e p t i o n +2 H P 1 .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) .S p i d e r a n d the p l a n n e d attack o n H o m m e l Lane. the characters c a n r e t u r n v i c t o r i o u s to H o m m e l Lane. A scroll case c l i p p e d to Lareth's belt contains the Scroll of Final Words—a p o w e r f u l magic i t e m associated w i t h M i s k a . r o d . Next Session H a v i n g completed the "Chaos C u l t " section o f the adventure. - . A C Hit: 5 damage. t o m e . a n d any attempt to destroy i t results ma This scroll contains holy writing that forms into different sayings or magical phrases depending on the religion or magical affiliation of the hearer. R e f l e x 1 1 . i t gains a + 2 p o w e r bonus t o all defenses. T h e y stay i n the t h i c k o f melee as they f i g h t to the death to protect t h i s place. Effect: Y o u d o n o t e x p e n d t h e use o f t h e p o w e r . notes and scrolls i n Lareth's c h a m b e r provide i n f o r m a t i o n r e g a r d i n g M i s k a the W o l f . See "Path o f A d v e n t u r e " (page 9) and " H o m m e l Lane Locations" (page 11) for guidelines. he lashes out w i t h scepter or fearful edict to take a foe out o f the fight. I f pressed i n t o melee. W i t h L a r e t h a n d his followers v a n q u i s h e d . staff. E n h a n c e m e n t Bonus: A t t a c k rolls a n d damage rolls Critical: +1d8 damage Properties • T h e s c r o l l is a + 1 i m p l e m e n t t h a t c a n a c t as a h o l y s y m b o l . W i l l 11 Speed 6 TRAITS M o b Rule W h i l e a t least t w o o t h e r h u m a n g o o n s a r e w i t h i n 5 s q u a r e s o f t h e g o o n . y o u m u s t decide w h a t section the characters w i l l u n d e r t a k e next. a missed attack never damages a m i n i o n .

s u m m a r i z e the events t h a t l e d u p to t h i s p o i n t . the proprietor. I f the characters have u n d e r t a k e n this session i n response to h a v i n g come to the G o l d e n G r a i n as p a r t o f a previous investigation. s u m m a r i z e w h a t the characters have l e a r n e d r e g a r d i n g the disappearance a n d h o w the carpenter a n d his w i f e have been spending m u c h t i m e since t h e n at the G o l d e n G r a i n . Put these folks at ease with a bit o'frivolity. I f the characters are c o m i n g here for the f i r s t t i m e . GOLDEN GRAIN INN H o m m e l Lane's G o l d e n G r a i n I n n is one o f t w o centers o f Reptile C u l t a c t i v i t y i n the village. Here's to a life worth living. The naga's c h a r m a b i l i t y has a l l o w e d i t to c o r r u p t an increasing n u m b e r o f villagers to its service. I f the k i d n a p p i n g o f the leatherworker Ranson K l o u g h t a n d his w i f e Scira have b r o u g h t the adventurers to the G o l d e n G r a i n . and distract those who might meanyou and me harm. " page 10)." A l t h o u g h every b i t o f w h a t B e r t r a m says is t r u e . the characters are encouraged to participate. See "Next Session" (page 34) for information. ." As the patrons o f the G o l d e n G r a i n engage i n various activities. Ernesto. Cultists c h a r m e d to the s p i r i t naga's service congregate here n i g h t l y . I can remember when every night at the Golden Grain Inn was a party to end all parties. Read: The Golden Grain is crowded but quiet tonight. R e m i n d the players o f any other details they m i g h t have h e a r d r e g a r d i n g mysterious happenings a r o u n d the i n n . The read-aloud text b e l o w assumes that the characters have previously met Bert r a m B e s w i l l . a n d as such B e r t r a m is concerned that the adventurers' questions a n d investigations are about to expose the Reptile C u l t . The Story So Far I f the adventurers have come here i n response to the disappearance o f the carpenter's c h i l d r e n (see area 3 i n H o m m e l Lane). "Listen. I know you want answers. The characters have most l i k e l y come here to investigate the disappearance o f villagers i n H o m m e l Lane. " I tell you. Derek. use the d e s c r i p t i o n o f area 2 0 i n H o m m e l Lane (page 19) to set the scene. B e r t r a m p u l l s aside one o f the adventurers for a w h i s p e r e d conversation. but first you need to help me. an expanse o f s w a m p a few hours south o f H o m m e l Lane. I want to see wee big Gertie arm wrestle one o' our new friends. At the I n n I f the characters are not already at the G o l d e n G r a i n . s u m m a r i z e t h a t i n f o r m a t i o n for the players as this session begins. We need to play some darts. a n d the n u m b e r o f k i d n a p pings perpetrated by the c u l t grows ever greater. a D C 20 Insight check reveals t h a t he doesn't have the adventurers' best interests at heart. Everyone could throw back a pint and celebrate a hard-earned bit o' silver and an honest day's work. This session is the first p a r t o f the " C u l t o f the Reptile G o d " section o f the adventure. the characters have l i k e l y come here after discovering the t u n n e l s l i n k i n g the G o l d e n G r a i n I n n w i t h the Temple o f the L a w b r i n g e r . T H E STRAIGHTEST PATH This session connects directly to "Temple of the Lawbringer. I f y o u used the o p t i o n a l encounter i n the cellar o f the r u i n e d I n n o f the W i n s o m e W e n c h .t h e C u l t o f the Reptile G o d . "We need a drinking contest. A s p i r i t naga has set itself u p to be w o r s h i p e d i n its l a i r deep i n the Fathomless Fens. I f they don't w a n t to f o l l o w along. r e m i n d the players o f the details (see area 6 i n H o m m e l Lane a n d "Lost Leatherw o r k e r . I f y o u used another location or event to b r i n g the characters here. Bertram continues speaking as he pours drinks for everyone. We need to remember those days. I promise I'll tellyou whatyou want to know. a n d a mysterious conn e c t i o n between those disappearances a n d the G o l d e n Grain Inn. A round o' the Old '63 on the house!" A cheer goes up from around the room as people jump out of their chairs and head for the bar. show off that tattoo you got when those ores capturedyou.CHAPTER 3: T H E C U L T OF T H E REPTILE G O D The mysterious disappearance o f villagers i n H o m m e l Lane has a d a r k e x p l a n a t i o n . adjust the text as necessary. It didn't matter if you followed the Old Faith or worshiped the Lawbringer." which should be played next. pull out your lute and play us a drinking song. He catches your eye as he tries to boost the mood of his customers. a n d that the t w o were last seen i n the inn. and Bertram Beswill is infine form behind the bar. I can tell you everything. a n d n u m e r o u s innocent villagers a n d travelers passing t h r o u g h H o m m e l Lane have vanished after a night at the G o l d e n G r a i n .

A n I m p r o m p t u Party The celebration t h a t breaks out at the G o l d e n G r a i n I n n is m e a n t to distract a n d incapacitate the adventurers before B e r t r a m takes t h e m i n t o the cellar to capture t h e m . The p r o p r i e t o r offers a p r i z e o f 10 gp to the w i n n e r o f the d r i n k i n g contest. D r i n k i n g Contest B e r t r a m breaks out the O l d ' 6 3 . weapon-using character as her opponent.w r e s t l i n g m a t c h . Gertie has a +8 bonus to t h i s check. The character w h o w i n s the check gains a +2 bonus to the first Strength check o f the a r m . A n y n u m b e r o f characters can enter the contest. Gertie gets a good g r i p o n the adventurer's a r m a n d makes a n I n t i m i d a t e check that the character can oppose w i t h his or her o w n I n t i m i date check. Most o f the patrons here are m e m b e r s o f the Reptile C u l t . w i t h each m a k i n g a D C 8 Endurance check for the first d r i n k . Each subsequent d r i n k requires another check.w r e s t l i n g m a t c h . . she puts u p a p r i z e d possession—a +1 dagger once o w n e d by her mother. the f o l l o w i n g activities occur. The f i r s t wrestler to w i n t w o bouts w i n s the m a t c h . Two villagers take p a r t i n the contest ( i n c l u d i n g one cultist). I f the cultist i n the contest fails a check. A n y adventurer w h o fails a check is out o f the contest. G e r t i e selects a strong. W h e t h e r the adventurers choose to participate or not. The villagers c l a i m t h a t Gertie can t h r o w any other f a r m h a n d as far as that person can t h r o w a bale o f hay. he is out o f the contest and i n e b r i a t e d . b o t h o f w h i c h have a +5 bonus to Endurance checks. insisti n g t h a t the character p u t u p 25 gp as a p r i z e . Remove one h u m a n goon f r o m the combat i n the cellar. the character takes a -2 p e n a l t y to a l l defenses (save ends). Gertie has a +3 bonus to the check. the participants m a k e opposed Strength checks. B i g W e e Shirley. Since Gertie has never lost a n a r m . W h e n combat f i r s t breaks out. For each b o u t i n the a r m . It's possible for d i f f e r e n t characters to u n d e r t a k e d i f f e r e n t activities at the same t i m e .a special b l e n d o f cornmash w h i s k e y a n d potato v o d k a w i t h a dash o f honey for taste. w i t h the D C increasing b y 2. To start the contest.w r e s t l i n g m a t c h . Arm Wrestling "Wee Big G e r t i e " is a b r a w n y f a r m h a n d w h o stands less t h a n five feet t a l l .

I f a character expresses interest i n l o o k i n g at the tattoo. Remove one h u m a n goon f r o m the combat i n the cellar. so her t o t a l bonus is + 6 . remove t w o h u m a n goons f r o m the combat i n the cellar. I f the character v i e w i n g the tattoo has a passive Perception o f 13 or higher. Fighting i n the I n n I f a fight breaks out i n the i n n (most l i k e l y w h e n a character goes m i s s i n g d u r i n g the darts m a t c h or after e n t e r i n g the k i t c h e n ) . he or she notices the goons m o v i n g i n to attack. a n d the t r a p d o o r q u i c k l y closes just a couple o f seconds later. I f he was forced to ask the characters to play along w i t h the celebrations i n i t i a l l y . to see i f anyone i m m e d i a t e l y notices that the d a r t . w h i l e the p r o p r i e t o r a n d his goons make a f i g h t i n g retreat to the cellar to g a i n the b u l l y w u g s ' a i d . some of which have been crossed out or circled. A n y other character w h o is not t a k i n g part i n another a c t i v i t y sees the character disappear. O n a result o f 1 5 . The character falls t h r o u g h the t r a p d o o r a n d i n t o the cellar's secret r o o m . they take the character a n d Ernesto i n t o the cellar for t r a n s p o r t to the Temple o f the Lawbringer. a n d is w i l l i n g to wager u p to 10 gp.2 0 . four staff members. r e a d : Boxes. A t r a p d o o r t h a t leads to the secret r o o m i n the cellar is o n the f l o o r r i g h t i n f r o n t o f the d a r t b o a r d . she successfully hits the t r i p l e 1 .t h r o w i n g character has vanished. A character w h o rolls a 1 o n a n attack r o l l d u r i n g the contest accidentally hits the t r i p l e 1 a n d triggers the trapdoor. r o l l D C 13 Perception checks for a l l the adventurers. he does behave i n a somew h a t suspicious m a n n e r . he or she takes a -2 p e n a l t y to w e a p o n attack rolls (save ends). read: W i t h a serving tray in hand. the losing adventurer suffers muscle s t r a i n . double the score for that t h r o w . A f t e r the adventurer t h r o w s his or her last darts and moves adjacent to the b o a r d to remove t h e m . i n i t i a l l y out o f sight. r e a d : I n the room beyond the crates. Because he is shy. Inside. she claims her r i v a l w e n t outside to answer the c a l l o f nature. Dart Throwing Svenna " T r i p " K a r z e n is the c h a m p i o n d a r t t h r o w e r o f H o m m e l Lane. I'll slip away in a few minutes tojoinyou. She challenges a weapon-using character to a m a t c h . Unless the character notices the goons a n d w a r n s Ernesto.I f G e r t i e w i n s . I f no pass Ernesto's Tattoo Ernesto is a n o r d i n a r y f a r m h a n d . a n d they expect to hear a pass phrase spoken w h e n anyone enters the cellar's secret r o o m . W h e n combat first breaks out. crates. A character w h o falls t h r o u g h the t r a p d o o r takes I d 10 damage. B e r t r a m attempts to l u r e the characters i n t o the cellar. a n d the t r a p d o o r springs open. The door opens a n d closes w i t h no one o n i t . he is s u r p r i s e d as w e l l . a n d he was given a large tattoo o n his back. I f the adventurer w i n s the battle. and casks are stacked around the damp stone walls of a large cellar. W h e n the s e c r e t r o o m h a s b e e n a c c e s s e d . iron manacles are bolted into the walls and the floor. Total the scores for a l l three t h r o w s to f i n d the w i n n e r . I t opens w h e n a d a r t hits the " t r i p l e 1 " section o f the b o a r d . Here. C o n t i n u e w i t h "Battle at the I n n " o n the next page. O n a result o f 2 1 or higher. Ernesto insists that they b o t h go i n t o the k i t c h e n to get some privacy. I f G e r t i e loses. nonetheless. I t takes o n l y a m o m e n t for the adventurers to move the crates a n d access the secret r o o m . he approaches t h e m again. a table holds playing cards and a ledger filled with names. I f Trip's attack result is 2 1 or h i g h e r o n t h i s t h r o w . they attack w i t h surprise. The b u l l y w u g s l u r k i n the t u n n e l beyond the s l i d i n g door. she gives u p her +1 dagger a n d leaves the i n n i n a f i t o f anger. the wrong eyes might see us. A n y villagers not p a r t o f the c u l t flee the i n n at once. The t r i b e eventually accepted h i m . " I can tellyou what you want to know there. W h e n he d r i n k s . B e r t r a m a n d his allies go o n the defensive. h u m a n goons w o r k i n g for Bert r a m . T r i p t h r o w s a d a r t i n a n attempt to trigger the trapdoor. Each toss consists o f a n attack r o l l u s i n g the thrower's D e x t e r i t y m o d i f i e r a n d a +2 p r o f i c i e n c y bonus for the d a r t . W h e n B e r t r a m makes his move. O t h e r w i s e . are . The other characters w i l l notice the d a r t player's absence w h e n t h e i r o w n activities have ended." he says nervously. he likes to t e l l stories about the t i m e he spent as a prisoner o f an ore t r i b e . and a large sliding door stands closed across the way. "Go down the hack stairs to the cellar. In the center of the room. Trip's D e x t e r i t y m o d i f i e r is + 4 . he is w i l l i n g to show o f f the tattoo to o n l y one person at a t i m e . Into the Cellar I f n o t h i n g happens to i n s p i r e a fight i n the i n n . I f the goons defeat the lone adventurer w i t h o u t the other characters b e i n g alerted. t r i p l e the score for t h a t t h r o w . The darts m a t c h is made u p o f t h r e e a l t e r n a t i n g tosses. W h e n the other adventurers investigate the cellar. Bertram slinks over toyou through the crowd. You see that one large pile of goods hides a passage leading into a separate room. I f T r i p is c o n f r o n t e d . leaning close to whisper in your ear. a n d one o f the goons uses its first attack to k n o c k the f a r m h a n d unconscious. w i t h the highest total score w i n n i n g . they f i n d the unconscious adventurer a n d Ernesto i n the secret r o o m ." W h e n the a d v e n t u r e r s e n t e r the cellar. O t h e r w i s e . Ernesto is not a c u l t m e m b e r .

+ 7 vs. A C H i t : 2 d 8 + 3 d a m a g e . W h e n B e r t r a m is sure that the adventurers have had t i m e to f i n d the secret r o o m . + 7 vs. B o x e s .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . S t r 1 4 (+3) C o n 12 (+2) A l i g n m e n t unaligned Equipment club D e x 11 (+1) Int 9 (+0) Languages W i s 12 (+2) C h a 13 (+2) Common — Features of the Area L i g h t : Lanterns shed b r i g h t light i n b o t h cellar rooms. A C Hit: 1 d 8 + 5 damage. crossbow. A C H i t : 1 d 8 + 5 d a m a g e .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . W i l l 12 Speed 6 Combat Advantage Level 2 Skirmisher Initiative +6 P e r c e p t i o n +1 Setup D e r e k Desleigh (veteran assassin) (A) B e r t r a m B e s w i l l ( c o m m o n b a n d i t ) (C) 2 b u l l y w u g brutes (B) 6 h u m a n goons (G) T h e b a n d i t deals 1 d 6 e x t r a d a m a g e against any c r e a t u r e g r a n t i n g c o m b a t advantage t o it. + 7 vs. They fight close together to keep the defensive advantage o f their mob rule. b u t t h e y w a i t to coordinate t h e i r a r r i v a l w i t h a b u l l y w u g attack. 4 daggers Level 4 Skirmisher 6 Human Goons (G) Medium natural humanoid Level 2 Minion Soldier Initiative +3 Perception +2 HP 1 . E q u i p m e n t longsword. + 9 vs. W i l l 11 Speed 6 M o b Rule W h i l e a t least t w o o t h e r h u m a n g o o n s a r e w i t h i n 5 s q u a r e s o f t h e g o o n . Veteran Assassin (A) Medium natural humanoid. + 9 vs. he a n d his c u l t allies follow d o w n the stairs to take t h e m prisoner. F o r t i t u d e 12.W i l l Attack: R a n g e d 2 0 ( o n e c r e a t u r e ) . A C Hit: 5 damage. R e f l e x 14. ® Crossbow (weapon) • A t . Bloodied 18 A C 1 6 . mace. A C Hit: 2 d 8 + 3 damage. a n d t h e t a r g e t is d a z e d u n t i l t h e e n d o f t h e bandit's next t u r n . R e f l e x 16. t h e t a r g e t t a k e s o n g o i n g 5 d a m a g e (save ends). Effect: T h e b a n d i t c a n s h i f t 1 s q u a r e . a missed attack never damages a m i n i o n . See "Next Session" on the following page. © Dagger (weapon) • A t . 1 0 bolts . F o r t i t u d e 1 6 . a n d i f t h e t a r g e t is g r a n t i n g c o m b a t a d v a n t a g e t o t h e assassin. Bloodied 27 A C 1 8 . |. T h i e v e r y + 9 S t r 1 2 (+2) C o n 13 (+2) A l i g n m e n t unaligned D e x 17 ( + 4 ) I n t 1 0 (+1) Languages W i s 1 1 (+1) C h a 12 (+2) Common Tactics B e r t r a m a n d D e r e k come d o w n the stairs after the adventurers. B o t h use t h e i r ranged attacks i n the first r o u n d f r o m across the cellar. human HP 37. a n d t h e bandit can shift 1 square.W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) . human HP 54. S t r e e t w i s e +7. + 7 vs. the b u l l y w u g s enter at once a n d attack any creatures they f i n d there.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . A C H i t : 2 d 8 + 3 d a m a g e . H a l f the h u m a n goons follow B e r t r a m a n d D e r e k i n t o melee i n the first r o u n d . STANDARD ACTIONS © Club (weapon) • A t . " CAPTURED If the adventurers are defeated. B l u f f + 8 . W i l l 15 Speed 6 STANDARD ACTIONS © L o n g s w o r d (weapon) • A t . C o n t i n u e w i t h "Battle at the I n n . B o t h cultists are s k i l l e d at focusing t h e i r attacks to d r o p a single foe. B A T T L E AT T H E I N N Encounter Level 2 Common Bandit (C) M e d i u m natural humanoid. a n d t h e t a r g e t is s l o w e d (save ends) a n d falls prone. Skills Athletics +10. T a b l e : I t costs 1 extra square o f m o v e m e n t to hop u p onto the table. R e f l e x 1 1 . w i t h the other h a l f f o l l o w i n g on the second r o u n d . 4 N o E s c a p e ( w e a p o n ) • R e c h a r g e IE! 10! Attack: Melee 1 (one creature g r a n t i n g c o m b a t advantage t o t h e assassin). Instead. t h e n enter melee together to f l a n k a single target for combat advantage. a n d t h e bandit can shift 1 square. MINOR ACTIONS Flanking Step • A t . Stealth + 1 0 Str 16 (+5) Con 14 (+4) A l i g n m e n t evil D e x 17 ( + 5 ) I n t 13 ( + 3 ) Languages W i s 14 (+4) C h a 13 ( + 3 ) Common Initiative +7 Perception + 4 E q u i p m e n t leather armor. + 9 vs. they are not killed. t h e n m o v i n g to the next target.phrase is spoken. STANDARD ACTIONS © Mace (weapon) • A t . C h a i r s . F o r t i t u d e 1 3 . A C Hit: 1 d 4 + 5 damage. it gains a +2 p o w e r bonus t o all defenses. B a r r e l s : These areas are d i f f i c u l t terrain. A C 1 5 . they are taken to the Cavern of the Reptile God as prized prisoners.W i l l Effect: T h e assassin c a n s h i f t 1 s q u a r e i n t o a p o s i t i o n t h a t a l l o w s t h e assassin t o f l a n k a n e n e m y . or i f they hear someone f a l l i n t o the r o o m t h r o u g h the t r a p d o o r above. S k i l l s S t e a l t h + 9 .D a z i n g S t r i k e ( w e a p o n ) • R e c h a r g e w h e n t h e a t t a c k misses A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) .

A C Hit: 2 d 8 + 2 damage.2 Bullywug Brutes (B) M e d i u m natural h u m a n o i d (aquatic) HP 3 4 . " w i t h the characters determ i n e d to o v e r t h r o w that last bastion o f c u l t a c t i v i t y i n H o m m e l Lane. N a t u r e ' s Release (healing) A n y a t t a c k e r t h a t scores a c r i t i c a l h i t a g a i n s t t h e b u l l y w u g r e g a i n s 3 hit points. plus 1 d 6 extra damage against a prone t a r g e t . E r n e s t o : I f Ernesto survives. w h e n the characters w i l l have a chance to free themselves. Bloodied 17 A C 1 3 . spear Conclusion I n the a f t e r m a t h o f combat. F o r t i t u d e 1 4 . T h e n r u n "Temple o f the L a w b r i n g e r . By w a y o f a n apology. Swamp water. S e c r e t T u n n e l : C a r t tracks show that a great deal o f t r a f f i c has been m o v i n g recently t h r o u g h the t u n n e l u n d e r the i n n . he offers the adventurers a g i f t that the c h i e f t a i n o f the ore t r i b e gave him—a potion of clarity (level 5). A n y villager w h o is not a cultist c a n v e r i f y the names o f the m i s s i n g citizens. E q u i p m e n t l e a t h e r a r m o r . Miss: T h e b u l l y w u g t a k e s 3 d a m a g e a n d falls p r o n e . A n y o n e f o l l o w i n g these t u n n e l s c a n d e t e r m i n e that they have been b u i l t to facilitate secret travel b e t w e e n the temple a n d the Golden Grain I n n . T h e second e n d p o i n t is a t r a p d o o r that opens out o f the g r o u n d near the entrance to the Temple o f the L a w b r i n g e r . I f the adventurers are defeated i n t h i s combat. •r B u l l y w u g R u s h • R e c h a r g e [ X ] (FJ! Requirement: T h e b u l l y w u g c h a r g e s a n d m a k e s t h e f o l l o w i n g a t t a c k i n s t e a d o f a m e l e e basic a t t a c k . R u n "Temple o f the Lawb r i n g e r " next. STANDARD ACTIONS (T) S p e a r ( w e a p o n ) • At-Will A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . Recognizing the value o f such p o w e r f u l characters to the Reptile G o d . a l l is not lost. s w i m 4 0 R a n c i d A i r (poison) • A u r a 2 Level 1 Brute I n i t i a t i v e +2 Perception + 0 A n y e n e m y t h a t s p e n d s a h e a l i n g s u r g e i n t h e a u r a is w e a k e n e d until t h e e n d o f its n e x t t u r n . Those w h o have no other m a r k i n g s alongside t h e i r names are s t i l l w i t h the naga. The names that are c i r c l e d denote people w h o were c h a r m e d by the naga a n d are n o w active cultists. R e f l e x 1 3 . a n d cannot be b r o k e n d o w n or smashed open. T h e L e d g e r : T h e ledger holds the names o f people w h o have been t r a n s p o r t e d t h r o u g h the t u n n e l . Next Session W h e n the adventurers have completed t h i s session. he is m o r t i f i e d at his u n w i t t i n g p a r t i n the attack o n the adventurers. Aquatic The b u l l y w u g can breathe u n d e r w a t e r . In aquatic c o m b a t . The door is w e l l b u i l t a n d b a r r e d f r o m the opposite side. A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . . F o r t i t u d e Hit: 3 d 6 + 6 damage. R u n " C a v e r n o f the Reptile G o d " next. The first e n d p o i n t is a n i r o n door b e l o w the Temple o f the L a w b r i n g e r (though the characters w i l l not k n o w t h i s fact at first). the adventurers can uncover the f u l l scope o f the cult's d a r k activities i n the inn. the cultists keep the characters alive a n d move t h e m to the spirit naga's lair. Skills Athletics + 8 S t r 1 6 (+3) C o n 1 4 (+2) D e x 1 4 (+2) I n t 6 (-2) W i s 1 0 (+0) Cha8(-1) Primordial Walk T h e b u l l y w u g i g n o r e s d i f f i c u l t t e r r a i n t h a t is m u d o r s h a l l o w A l i g n m e n t chaotic evil Languages Common. + 6 vs. a n d t h e n splits to end at t w o d i f f e r e n t points. i t gains a +2 bonus t o a t t a c k rolls against nonaquatic creatures. + 4 vs. Those crossed out have been k i l l e d a n d eaten by the naga. plus 1 d 6 extra damage against a prone target. a n d t h e t a r g e t falls p r o n e . W i l l 11 Speed 6. The t u n n e l passes u n d e r the I n n o f the W i n s o m e W e n c h (see area 7 i n H o m m e l Lane for a possible o p t i o n a l encounter). they w i l l be i n a p o s i t i o n to f o l l o w the secret t u n n e l to the Temple o f the L a w b r i n g e r .

. i t is assumed that they emerge f r o m the outside t u n n e l a n d enter t h r o u g h the front door." which should be played next. a n d she has no idea w h a t h a p p e n e d to the p a l a d i n . his glazed eyes staring out into the distance. similarly soaked and rent by grievous wounds. ashing. m o n k s f r o m a distant monastery a r r i v e d to use the basement's prayer cells for a n extended m e d i t a t i o n . Fallen Paladin A gruesome scene awaits the characters w h e n they arrive i n Sir M o o n b r o o k ' s cell. s u m m a r i z e that i n f o r m a t i o n for the players as this session begins. He wears only a nightshirt. " W h a t brings you to the temple? How are you faring in your investigation?" I f the adventurers ask to see the cellar or t e l l her about the t u n n e l leading beneath the temple. "The cellar is down there. r e a d : The door to the chamber stands open. the acolyte Sister E u p h e m a meets t h e m inside the entrance. Euphema weeps as she says she cannot h e l p t h e m . I f y o u used another l o c a t i o n or event to b r i n g the characters here. I f the a d v e n t u r e r s i n s i s t . THE STRAIGHTEST PATH This session connects directly to "Cavern of the Reptile God. The characters have most l i k e l y come here b y f o l l o w i n g the secret t u n n e l f r o m the cellars o f the G o l d e n G r a i n I n n . r e a d : A closed door opens to reveal a spiral staircase twisting down into darkness. T h e characters can f i n d the cellar entrance easily enough w i t h o u t her. The Story So Far F r o m " G o l d e n G r a i n I n n . Beyond it. Sir Moonbrook lies on sheets of deepest scarlet-soaked through with the paladin's own blood. Read: Sister Euphema greets you. W h e n the c h a r a c t e r s enter. I f the adventurers l o o k a r o u n d the r o o m . Euphema pales and gasps. herface pale. W h e t h e r the adventurers approach by day or night. the characters m u s t k n o c k at the t e m ple's b a r r e d doors to g a i n entry. Summarize t h a t fight a n d the desperate escape f r o m the spirit naga's lair." she whispers hoarsely. E u p h e m a is confused. " below. I f the adventurers were c a p t u r e d i n " G o l d e n G r a i n I n n . The characters recognize E u p h e m a i f they came to the temple for help w i t h the possessed Sir M o o n b r o o k . adjust the read-aloud text a n d the session setup as appropriate. E u p h e m a a d m i t s that she saw n o m o n k s arrive. The cellar contains a s h r i n e to the L a w b r i n g e r a n d a n u m b e r o f m e d i t a t i o n cells. b u t D e v i has recently f o r b i d d e n anyone f r o m e n t e r i n g the area. Entering the Temple Since the adventurers cannot break d o w n the t u n n e l door u n d e r the temple. I f pressed. I f the adventurers insist o n going d o w n to the cellar. I n the cellar. praying over Sir Moonbrook. r e a d : Euphema opens a door and points down the spiral staircase beyond. " s u m m a r i z e w h a t the characters discovered i n the cellars beneath the i n n . Last m o n t h . r e a d : Sister Euphema seems genuinely distraught as she pleads for you to not disturb the monks. PRAYBACKW Sister Euphema is h o r r i f i e d . they discover that Sir M o o n b r o o k left a note o n the f l o o r next to the bed. I f not. Euphema takes t h e m upstairs." I f the adventurers agree to t a l k to D e v i . scrawled i n his b l o o d . W h e n the c h a r a c t e r s a p p r o a c h the c e l l a r . C o n t i n u e w i t h " C o r r u p t e d Priests" o n the next page. Sir Moonbrook's face wears a serene smile.T E M P L E OF T H E LAWBRINGER This session is the second p a r t o f the " C u l t o f the Reptile G o d " section o f the adventure. a n d the cultist attack t h a t ensued there. a n d they saw t h a t m u c h t r a f f i c has been r u n n i n g t h r o u g h the secret t u n n e l b e t w e e n the i n n a n d the temple. "There. A t night." W h e n the adventurers descend the cellar stairs. swooning against the wall. the adventurers f o u n d the ledger that proves the disappearance o f villagers f r o m H o m m e l Lane is a result o f organized k i d n a p p i n g . but she has no reason to doubt D e v i . " they are l i k e l y here after f i g h t i n g t h e i r w a y t h r o u g h " C a v e r n o f the Reptile G o d " first. as w e l l as h o w the prisoners o f the naga recounted h a v i n g been h e l d by cultists i n a cellar shrine i n the Temple o f the L a w b r i n g e r . Despite the terrible way he must have died. E u p h e m a is n o t a m e m b e r o f the Reptile Cult. She is w i l l i n g to take the characters to the cellar. Proceed w i t h "Fallen P a l a d i n . a n d she speaks the t r u t h . She is just upstairs. "You must speak to Priestess Devi regarding this matter. See "Next Session" (page 38) for information. W h e n the c h a r a c t e r s a p p r o a c h the cellar. cont i n u e w i t h " C o r r u p t e d Priests" o n the next page.

+ 7 vs. and t h e target gains 1 0 t e m p o r a r y h i t points. W i l l Hit: 1d6 + 6 psychic damage.S h a d o w S n a k e s ( p o i s o n ) • R e c h a r g e [Xj (TTj A t t a c k : A r e a b u r s t 1 w i t h i n 1 0 ( c r e a t u r e s in t h e b u r s t ) ./lasks. Priestess Devi (D) M e d i u m natural humanoid. D e v i slides t h e t a r g e t u p t o 3 squares. a n d t h e t a r g e t is i m m o b i l i z e d (save ends). Vulnerable 5 radiant STANDARD ACTIONS C l a w (necrotic) • A t . + 9 vs.h a l f its b l o o d i e d v a l u e . R e f l e x 16. p s y c h i c ) • R e c h a r g e [HI | X ] f i l l A t t a c k : Close b l a s t 5 ( c r e a t u r e s i n t h e b l a s t ) . Religion +10 S t r 1 0 (+2) Con 14 (+4) A l i g n m e n t evil D e x 1 4 (+4) I n t 16 (+5) Languages W i s 9 (+1) Cha 18 (+6) Common Initiative + 4 Perception +1 Darkvision Level 4 Controller E q u i p m e n t r o b e s . while Brother Abramo prays before the other. r e a d : A t the bottom of the stairs. clearly frightened. Skills Arcana +9. dagger. + Crave B o l t (necrotic) • A t .W i l l A t t a c k : R a n g e d 2 0 (one c r e a t u r e ) . Next to Abramo stands a short. and he holds a warhammer with a snakelike head. Bloodied 27 AC 18. I t c a n s t a n d u p as a f r e e a c t i o n . W i l l 17 Speed 6 I m m u n e disease. R e s i s t 1 0 n e c r o t i c . + 9 vs.W i l l Attack: M e l e e 1 (one c r e a t u r e ) . Between the two shrines stands a set of wooden shelves holding tomes. V H o r r i f i c V i s a g e (fear. Bloodied 21 A C 18. U n t i l t h e t a r g e t has n o t e m p o r a r y h i t p o i n t s . s n a k e s t a f f . Sister Philla kneels be/ore the shrine nearest to you. Hit: 2 d 6 + 6 poison and psychic damage. ® V e n o m o u s W o r d s (poison. p o i s o n . R e f l e x 16. R e f l e x H i t : 1 d 6 + 8 n e c r o t i c d a m a g e . human HP 42. a n d t h e t a r g e t loses a h e a l i n g surge. F o r t i t u d e 15. w h e r e prisoners o f the Reptile C u l t are held for transfer to the spirit naga's lair. + 6 vs.CORRUPTED PRIESTS Encounter Level 3 Setup Priestess D e v i ( D ) A b r a m o a n d P h i l l a . i t s m e l e e a t t a c k s deal 5 extra poison damage. MINOR ACTIONS Toxic O r d e r (poison) • Recharge w h e n first bloodied Effect: Close b u r s t 5 (one ally i n t h e b u r s t ) . 2 Deathlock Wights (W) M e d i u m natural h u m a n o i d (undead) HP 54. Reflex H i t : 2 d 6 + 6 p o i s o n d a m a g e . Reflex Hit: 3 d 4 + 4 damage. and what appear to be religious artifacts. He wears green chainmail and a green shield. + 7 vs. Skills Arcana +10. and t h e w i g h t pushes t h e target u p t o 3 squares. W i l l 17 Speed 6 STANDARD ACTIONS © Dagger (weapon) • A t . bulbous human almost froglike in appearance.W i l l A t t a c k : M e l e e 1 (one c r e a t u r e ) . F o r t i t u d e 15. psychic) • A t . W h e n you're r e a d y to start. two shrines to the Lawbringer stand against the walls of a large stone chamber-except that where the crossed swords of the Lawbringer should be. deathlock wights ( W ) 3 b u l l y w u g s (B) G a r a t h (G) The adventurers descend t h e spiral staircase to the cellar b e n e a t h the Temple o f the Lawbringer. "Thank the Lawbringer you are here!" she says. + 9 vs. T h e t a r g e t r e g a i n s h i t p o i n t s e q u a l t o o n e . -JJ. MINOR ACTIONS R e a n i m a t e (healing) • Encounter Effect: R a n g e d 1 0 (one d e s t r o y e d u n d e a d c r e a t u r e o f level 6 o r l o w e r t h a t is n o t a m i n i o n ) . two mummified snakes hang. W i l l . T h i s a t t a c k d o e s n o t provoke opportunity attacks.W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) . a n d t h e t a r g e t is s l o w e d a n d g r a n t s c o m b a t a d v a n t a g e (save e n d s b o t h ) . "We are being invaded by terrible swamp creatures. A C Hit: 1 d 6 n e c r o t i c d a m a g e . Religion + 9 S t r 11 (+2) C o n 12 (+3) A l i g n m e n t evil D e x 11 (+2) I n t 14 (+4) Languages W i s 15 ( + 4 ) Cha 18 (+6) Common © I n i t i a t i v e +2 Perception + 4 Level 4 Artillery (Leader) Priestess Devi suddenly runs up from a wide corridor to the south. That fiend conjured themforih!" She points at the squat figure before the shrine.

I n t r u t h . a n d reanimate each other i f they fall i n battle. Swamp water. I f the adventurers believe Devi's lie a n d either attack G a r a t h or move to the south. "You should leave. she s m i l e s a n d s p e a k s : "So. F o r t i t u d e 1 2 . m a y y o u r w o r d be established i n a l l w o r l d s . but any search reveals t w o vials o f holy water (level 6). Sister P h i l l a a n d Brother A b r a m o have given t h e i r lives i n the service o f M i s k a a n d the Reptile G o d . a n d are n o w deathlock w i g h t s . C o r r u p t e d S h r i n e s : These shrines to the L a w b r i n g e r have been c o r r u p t e d to serve the needs o f the C u l t o f the Reptile G o d ." She nods to the human before the shrine. the w i g h t s t r y to i m m o b i l i z e that character w i t h grave bolt. ©Javelin (weapon) • A t . It t h e n makes t h e following attack. Garath. P e r c e p t i o n D C 1 3 : You hear enough of what Garath says to recognize the words from an inscription on the shrine-and that he spoke them out of order. A l l the enemies here fight to the death. k e e p i n g foes away f r o m D e v i . s w i m 4 0 Rancid A i r (poison) • A u r a 2 A n y e n e m y t h a t s p e n d s a h e a l i n g s u r g e i n t h e a u r a is w e a k e n e d u n t i l t h e e n d o f its n e x t t u r n . O n each shrine are carved the w o r d s "Giver o f Law. " I t is c o m m o n k n o w l e d g e a m o n g followers o f b o t h religions that t h i s m a x i m is spoken before any f o r m a l prayer is u t t e r e d to the L a w b r i n g e r . I f she is forced i n t o melee." Mumbling as he goes.W i l l Attack: M e l e e 1 ( o n e c r e a t u r e ) . D e v i is as h e l p f u l as possible. A D C 19 Insight check is needed to see t h r o u g h her lie. A D C 13 T h i e v e r y check reveals t h a t the n o r m a l locks have been reversed to operate f r o m the outside. you are not as idiotic as I first thought. she believes A l i g n m e n t c h a o t i c evil Languages Primordial E q u i p m e n t spear. Bravo to you. t h e n restored to h e a l t h . + 6 vs. M e d i t a t i o n C e l l s : The doors to these cells are open unless a cell contains prisoners (see "Conclusion"). They use horrific visage before the b u l l y w u g s enter combat. W i l l 12 Speed 6. Attack: Melee 1 (one creature). t h e n slams the door shut to lock i t (see "Features o f the Area"). + 6 vs. A C Hit: 1 d 6 + 4 damage. I f any adventurer enters a square next to a shrine. A n y creature that does not worship the Reptile G o d takes a -2 p e n a l t y to saving t h r o w s w h i l e adjacent to a shrine. 4 j a v e l i n s .W i l l Attack: R a n g e d 1 0 / 2 0 (one c r e a t u r e ) . B l o o d i e d 13 A C 1 5 . The door is b a r r e d f r o m this side. STANDARD ACTIONS © Spear (weapon) • A t . and seems willing to play along with her deception. Skills Athletics+7 S t r 1 4 (+2) Con 10 (+0) D e x 18 (+4) I n t 10 (+0) W i s 1 4 (+2) C h a 8 (-1) Walk T h e b u l l y w u g i g n o r e s d i f f i c u l t t e r r a i n t h a t is m u d o r s h a l l o w Initiative +6 P e r c e p t i o n +2 Tactics P r e f e r r i n g to r e m a i n at a distance. g a i n i n g a + 5 bonus t o all defenses d u r i n g t h i s m o v e m e n t . + 6 vs.I n s i g h t D C 1 3 : Devi is lying. and t h e target cannot attack t h e bullywug during the bullywug's next turn. R e f l e x 1 4 . the adventurers have a chance to f u l l y investigate the cellar shrine. Most o f the items on the shelves are m u n d a n e . D e v i moves to the south to use venomous words w h i l e she hides b e h i n d the advancing b u l l y w u g s . realizing that they are an inscription on the shrine being spoken backward. Tell the Reptile God that it shall have more sacrifices shortly. Devi turns and runs back down the wide corridor. A C H i t : 2 d 6 + 6 d a m a g e . 3 Bullywugs (B) M e d i u m natural h u m a n o i d (aquatic) H P 2 6 . o r 3 d 6 + 6 i f t h e t a r g e t is g r a n t i n g c o m b a t advantage t o t h e b u l l y w u g . D e v i ' s G a m b i t : The characters m i g h t r e f r a i n f r o m k i l l i n g D e v i i f they believe there's s o m e t h i n g to be gained f r o m i n t e r r o g a t i n g her or t u r n i n g her i n . Aquatic T h e b u l l y w u g can b r e a t h e u n d e r w a t e r . v o l u n t e e r i n g to take t h e m t h r o u g h the p o r t a l . the froglike figure steps into the shrine—and disappears right before your eyes. R e l i c S h e l v e s : The i r o n door b l o c k i n g the t u n n e l to the G o l d e n G r a i n I n n is concealed b e h i n d t h i s large set o f shelves (Perception D C 20). a door requires a D C 2 0 T h i e v e r y check to open. I f the adventurers believe her. I f locked. i t gains a +2 bonus t o a t t a c k rolls against n o n a q u a t i c creatures. \ L e a p ( w e a p o n ) • R e c h a r g e [fjj [ x ] [FJl Effect: T h e b u l l y w u g j u m p s u p t o h a l f its s p e e d . D e v i tries to convince the characters that the same essence that possessed Sir M o o n b r o o k also possessed her. Features of the Area L i g h t : Lanterns f i l l the area w i t h b r i g h t light. A C Hit: 1 d 8 + 4 damage. she a n d her w i g h t allies have combat advantage for t h e i r first attacks. she uses dark dagger to slide a n opponent i n t o a cell. The b u l l y w u g s use leap to stay i n f r o n t o f the adventurers. a n d t h a t the doors lock automatically i f shut. Level 1 Skirmisher Conclusion I n the a f t e r m a t h o f combat. I f she is k n o c k e d unconscious w h e n reduced to 0 h i t points. In aquatic c o m b a t . N a t u r e ' s Release (healing) A n y a t t a c k e r t h a t scores a c r i t i c a l h i t a g a i n s t t h e b u l l y w u g r e g a i n s 3 hit points. The froglike human is an ally of hers. P e r c e p t i o n D C 2 0 : You can hear Garath's mumbled words clearly. I f D e v i i s caught i n t h e l i e .

C A V E R N OF T H E REPTILE G O D T h i s session is the t h i r d p a r t o f the " C u l t o f the Reptile G o d " section o f the adventure. The voices you hear are louder now. on which rest a sturdy raft and a long pole. Law of Giver. Unless the characters intercede. selected f r o m those below. M o o n b r o o k managed to leave a clue t e l l i n g the adventurers h o w to trigger the t e l e p o r t a t i o n shrines: "Pray b a c k w [ a r d ] . y o u w i l l l i k e l y have made use o f the c u l t k i d n a p p i n g events (see "Events i n H o m m e l Lane. R h o n n e t Gho. Each o f the characters m u s t attempt to deal w i t h a d i f f e r e n t situation. " page 4 0 . The characters have most l i k e l y come here i n the a f t e r m a t h o f "Temple o f the L a w b r i n g e r . a n d h o w the cellar shrine o f the temple c o n t a i n e d t w o t e l e p o r t a t i o n devices used by the c u l t for t r a n s p o r t i n g prisoners to a n u n k n o w n destination. T h e adventurers m u s t m a k e t h e i r w a y across the water to face the Reptile G o d i n combat. " h a v i n g gained access to the cult's telep o r t a t i o n shrines.that she c a n k i l l the adventurers w i t h the help o f her p o w e r f u l allies i n the Reptile C u l t . a n d his w i f e . a n d they have observed the mysterious G a r a t h m a k i n g use o f a s h r i n e w h e n he vanished. You see no sign of any mechanism that would allow you to teleport hack to the Temple of the Lawhringer. W h e n either shrine is activated. From ahead comes the sound of lapping water. I f the characters enable her to escape custody. Read: You step through the teleportation shrine. over which faint moans and cries of pain and fear can he heard. and seem to be coming from the unseen far shore. she is eventually executed for her crimes. I n t h a t case. Lair Entrance M a k i n g use o f the t e l e p o r t a t i o n shrines i n the Temple o f the Lawbringer. Even as D e v i a n d her cultist acolytes left h i m d y i n g shortly a f t e r w a r d . Scira." page 10). the adventurers f i n d themselves alone a n d u n d e r g r o u n d . The shore before you is a rocky ledge. The t u n n e l has no l i g h t except for w h a t the adventurers b r i n g . V a r e d d Z a b o r r doesn't believe her possession story. a character must speak the pass phrase. As you make your way cautiously forward. t h e n to slay the spirit naga a n d save the villagers t h a t the creature holds i n t h r a l l . " To activate the t e l e p o r t a t i o n magic i n a shrine. P r i s o n e r s : I f t h i s section o f the adventure is r u n t o w a r d the end o f the season. T e l e p o r t a t i o n S h r i n e s : The shrines act as one-way t e l e p o r t a t i o n devices. Because R h o n n e t is an o f f i c i a l o f the keep. The events she has witnessed ensure that any claims the adventurers m a k e r e g a r d i n g c u l t a c t i v i t y i n the village are believed. They m u s t f i g h t to regain t h e i r f r e e d o m . W h e n the essence o f M i s k a f i n a l l y escaped Sir M o o n b r o o k . the adventurers m u s t keep the prisoners safe w h i l e they navigate a maze o f t u n n e l s t h a t lead out i n t o the Fathomless Fens.t h e cavern o f the Reptile G o d . she flees H o m m e l Lane a n d does n o t return. I f the adventurers were c a p t u r e d i n " G o l d e n G r a i n I n n . I f D e v i is t u r n e d over to the castellan (area 23). three prisoners m i g h t be f o u n d unconscious i n the cells—the castellan's assistant. R u n " C a v e r n o f the Reptile G o d " i n the next session. . Narrow Escape As the l a i r o f the spirit naga collapses i n the a f t e r m a t h o f combat. emerging in a hot and humid tunnel of damp earth. The shrines p r o v i d e d i r e c t access to the l a i r o f the Rept i l e G o d . " they have been b r o u g h t here as prisoners. the leatherworker. B o t h shrines t h e n become inactive for 10 m i n u t e s before they can be used again. u p to t e n creatures c a n m a k e use o f its t e l e p o r t a t i o n magic. Next Session W h e n the adventurers have completed t h i s session. C o n t i n u e w i t h " W r a t h o f the Reptile G o d . t r a n s p o r t i n g creatures d i r e c t l y to the spirit naga's l a i r . A d j u s t the scenario as necessary. the p a l a d i n r e t a i n e d t h a t being's thoughts a n d k n o w l e d g e . they have c o n t r o l o f the t e l e p o r t a t i o n shrines i n the t e m p l e cellar. the shrines appear to he a one-way link. Whatever their purpose. the passage gives way to the black waters of a large underground lake. The Story So Far F r o m "Temple o f the L a w b r i n g e r . " s u m m a r i z e the discovery that Priestess D e v i a n d t w o o f her acolytes were secretly agents o f a d a r k c u l t . her t e s t i m o n y is b e y o n d reproach. w h i c h is a n inversion o f the phrase i n s c r i b e d o n the s h r i n e : Worlds all in established be word your may. Ranson.

O n a f a i l e d check. one prisoner rejoins the p a r t y b u t the other bolts o f f i n t o the darkness a n d is lost w h e n the t u n n e l collapses. O n a f a i l e d check. or D i p l o m a c y ) . F i s s u r e : The t u n n e l f l o o r cracks a n d breaks away to reveal a deadly crevice. R u n t h r o u g h situations u n t i l the adventurers have succeeded at six o f t h e m .T H E STRAIGHTEST PATH When the characters complete this session. O n a f a i l e d check. C o l l a p s e : The t u n n e l the g r o u p is i n threatens to collapse. W h e n e v e r a check fails for a given task. w h o m u s t be pushed out o f the w a y (Acrobatics) or rescued after the r o c k falls (Athletics). a prisoner is caught i n a cave-in a n d dies. T h i s passage is a shortcut ( D u n g e o n e e r i n g or Insight). O n a failed check. O n a f a i l e d check. I f the characters avoided k i l l i n g cultists a n d saved most o f the prisoners. Citizens f o r m e r l y c h a r m e d by the naga have t h e i r m i n d s a n d m e m o r i e s restored to t h e m . k i l l i n g a prisoner. S u d d e n F l o o d : W a t e r rushes i n t o the t u n n e l . t w o prisoners b r i n g i n g u p the rear are lost w h e n the t u n n e l collapses. the lack o f breathable air k i l l s one prisoner. Failure by 5 or m o r e means t h a t t w o prisoners p e r i s h . the adventurers reach the surface w i t h t h e i r s u r v i v i n g charges i n tow. S w a m p G a s : A pocket o f noxious s w a m p gas fills the escape route ahead. or u n t i l y o u r u n out o f situations. F a l l i n g R o c k : Rocks f a l l f r o m the c e i l i n g t o w a r d a prisoner. See "Path o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations" (page 11) for guidelines. Canoness Yeeday tells o f w h a t the characters d i d i n the naga's lair. the prisoner dies o f his or her injuries. b u t must be p u l l e d to safety (Athletics). S e p a r a t i o n : A prisoner takes a w r o n g t u r n w h e n no one is l o o k i n g . they g a i n m a n y n e w friends i n H o m m e l Lane. ( D i p l o m a c y or Perception). W a r r e n . M a k e sure that each character deals w i t h at least one crisis. W h e n the adventurers a n d any s u r v i v i n g prisoners m a k e the t h r e e . Failure by 5 or m o r e means that b o t h prisoners are lost i n the f l o o d . washi n g t w o prisoners d o w n i n t o a sinkhole. a n d Canoness Yeeday are the last a m o n g t h e m to p e r i s h . A t t h a t p o i n t . even as the passage b e h i n d the p a r t y begins to collapse. the characters must m a k e a D C 13 g r o u p Endurance check. I n t i m i d a t e . I f any prisoners die. O n a failed check. O n a f a i l e d check. . revealing a passage u p to another t u n n e l . A n adventurer m u s t s w i m t h r o u g h the black water to rescue the prisoners (Endurance). They m u s t be c o n v i n c e d to fight for s u r v i v a l (Bluff. A s k the player o f that character to describe w h a t the character does. The adventurers' actions—for good or ill—affect h o w the villagers treat t h e m . A nearby alternative route is stable a n d c a n provide shelter f r o m the cave-in ( D u n g e o n e e r i n g or Nature). y o u m u s t decide w h a t section o f the adventure the characters w i l l u n d e r t a k e next. b u t the adventurers are treated coolly u n t i l they have another chance to prove themselves. Next Session H a v i n g completed the " C u l t o f the Reptile G o d " section o f the adventure. The most l i k e l y skills for each situation are i n c l u d e d i n the d e s c r i p t i o n . A l t e r n a t i v e P a s s a g e : A crack appears i n the c e i l i n g . O n a f a i l e d check. Describe a situation. O v e r w h e l m i n g T e r r o r : Fear overcomes t w o prisoners. the prisoner is lost a n d perishes. Freeing the item from the Reptile God's control releases Haffron's spirit from confinement. the crack slams closed unexpectedly. A character can gain a + 4 bonus to the check b y m a k i n g extra effort a n d spending a h e a l i n g surge. t h e n let the players elect a character to h a n d l e i t . the prisoner falls a n d dies. T u n n e l F o r k : T h e t u n n e l branches i n t w o d i r e c t i o n s ahead. a n d w i l l eventually be able to r e t u r n to t h e i r n o r m a l lives. Failure by 5 or m o r e means t h a t b o t h prisoners flee i n t e r r o r a n d q u i c k l y perish. the rigors o f the escape cost each character a h e a l i n g surge. Tess. A n adventurer m u s t recognize the danger ( D u n g e o n e e r i n g or Nature) to w a r n the rest o f the party. w h o collapse a n d refuse to continue. O n a failed check. they will have obtained the Death Circ/et-the third item of power that Haffron's ghost described to them in the Caves of Chaos. one prisoner is saved b u t the other perishes. The adventurer m u s t c a r e f u l l y c a l l out to g u i d e the prisoner back onto the correct p a t h Conclusion The d e a t h o f the spirit naga breaks the stranglehold that the C u l t o f the Reptile G o d has over the village o f H o m m e l Lane. the villagers r e m a i n g r a t e f u l t h a t the t h r e a t o f the Reptile G o d is ended. A prisoner falls a n d grabs the edge. t h e n c a l l for a D C 13 s k i l l check and describe the results. A n adventurer m u s t q u i c k l y decide w h i c h is the safe route ahead (Perception or D u n g e o n e e r i n g ) . Run "Temple of Chaos" next.h o u r t r e k back to H o m m e l Lane f r o m the Fathomless Fens. O n a f a i l e d check. I f a s i g n i f i c a n t n u m b e r o f cultists a n d prisoners d i e d .

light shield. a n d t h e t a r g e t is s l o w e d (save ends). its mouth full of sharp teeth." shrieks the monster. + 8 v s . a n d t h e t a r g e t is b l i n d e d until t h e e n d o f Garath's n e x t t u r n . + 1 0 vs. Miss: H a l f d a m a g e . Double Attack 4 At-Will A t t a c k : T h e naga m a k e s t w o basic a t t a c k s . A C H i t : 2 d 8 + 4 d a m a g e . H i t : 2 d 6 + 4 p s y c h i c d a m a g e . C a n o n e s s Y e e d a y : One o f the prisoners o n the ledge w i t h the naga is Canoness Yeeday. add her to the enemies i n t h i s battle a n d give her one-quarter o f her f u l l h i t points.A t . a n d t h e naga slides t h e t a r g e t u p t o 3 squares.W i l l Attack: M e l e e 1 ( o n e c r e a t u r e ) . He is trying to escape notice. W i l l 1 6 Speed 6 TRAITS 0 V i l e Presence • A u r a 2 Enemies in t h e aura take a . W i l l 1 8 Speed 6. E q u i p m e n t chainmail. Miss: O n g o i n g 5 p o i s o n d a m a g e (save ends). C u r s e o f P o i s o n e d Eyes ( p o i s o n ) 4. r e a d : A group of bound prisoners huddles together on another rocky ledge ahead. W i l l H i t : 2 d 6 + 6 p s y c h i c d a m a g e . a n d o n g o i n g 5 p o i s o n d a m a g e (save ends). Setup T h e Reptile G o d . Phosphorescent f u n g i f i l l the naga's cavern w i t h d i m l i g h t . human HP 4 4 . gaze) • R e c h a r g e w h e n f i r s t b l o o d i e d Attack: R a n g e d 1 0 ( o n e s l o w e d c r e a t u r e ) . either as minions or as a meal. F o r t i t u d e 1 5 . History +10. "Only fools come before me willingly. B l u f f + 7 . the froglike humanoid who/led the Lawbringer's temple. s w i m 6 Resist 1 0 poison Saving T h r o w s +2. p s y c h i c ) 4. b u t are too w e a k to move. Features of the Area L i g h t : None o n the lake. The j u m b l e o f bodies makes the naga's starti n g position a n d a l l squares w i t h i n 2 squares o f that position d i f f i c u l t t e r r a i n . A C H i t : 1 d 1 0 + 1 d a m a g e . W i l l . + 6 vs. Insight + 8 S t r 15 ( + 4 ) C o n 15 ( + 4 ) D e x 16 (+5) I n t 1 6 (+5) W i s 12 (+3) C h a 18 (+6) Supernal Prisoners Twelve helpless prisoners s u r r o u n d the spirit naga's s t a r t i n g position. W i l l H i t : O n g o i n g 1 0 p o i s o n d a m a g e (save ends). STANDARD ACTIONS © W a r h a m m e r (poison. R a f t : The r a f t is 3 squares l o n g a n d 2 squares w i d e . The creature writhes in fury as it sees you. W h e n she Garath. its pale head bobbing beneath a circlet set with seven gems. Each r o u n d as a standard action. Reptile Priest (G) M e d i u m natural humanoid. u p to a m a x i m u m o f 6 squares. + 7 v s . I t moves 1 square for every 5 points o f the check result. Its serpent-like body has a head resembling a human female.2 penalty t o saving t h r o w s . M I N O R ACTIONS H y p n o t i z e ( c h a r m .E n c o u n t e r A t t a c k : Close b u r s t 2 ( e n e m i e s i n t h e b u r s t ) . w a r h a m m e r . s p i r i t naga Level 3 Controller A l i g n m e n t chaotic evil E q u i p m e n t D e a t h Circlet Languages Common. A n y close or area attack that includes the naga's s t a r t i n g position automatically k i l l s i n n o c e n t prisoners. Others have so far not been overcome by the naga's c h a r m . ® P r a y e r o f C o n s t r i c t i o n ( p o i s o n .W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) . + 8 vs. L a k e : The u n d e r g r o u n d lake is 10 feet deep. A c t i o n Points 1 STANDARD ACTIONS ©Tail S l a p • At-Will A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) . The prisoners p r o v i d e cover against ranged attacks that originate outside t h e i r area. W i l l H i t : T h e t a r g e t is d o m i n a t e d (save ends). A long pole allows one o f the raft's passengers to push i t across the water. First Failed Saving Throw: T h e t a r g e t is instead r e s t r a i n e d (save ends). Miss: T h e t a r g e t is d a z e d (save ends). huddles among the prisoners. W h e n the a d v e n t u r e r s c a n see t h e f a r s h o r e . Bloodied 22 A C 17. its water cloudy a n d black. R e l i g i o n + 7 S t r 1 3 (+2) C o n 1 2 (+2) A l i g n m e n t evil D e x 1 0 (+1) I n t 12 (+2) Languages W i s 16 (+4) C h a 8 (-1) Common I n i t i a t i v e +1 Perception + 4 Level S Elite Controller Initiative+5 Perception +8 Darkvision Large i m m o r t a l m a g i c a l b e a s t ( r e p t i l e ) . T h e o n l y w a y to move to the far side o f the cavern is to cross the black lake. + 8 vs. S k i l l s A r c a n a +7. R e f l e x 1 4 . Fortitude Hit: 2 d 8 + 6 poison damage. weapon) • A t . one character using the pole c a n m a k e a n A t h l e t i c s check to move the raft. a n d t h e t a r g e t is s l o w e d (save ends). Bloodied 63 A C 1 9 . spirit naga (S) G a r a t h . Skills Arcana +10. Poison Spray (poison) • Recharge X j [ill Attack: A r e a b u r s t 2 w i t h i n 1 0 ( c r e a t u r e s i n t h e b u r s t ) . A n y t h i n g b e l o w the surface is totally obscured. "But evenfools can serve me. In their midst. + 6 vs. or left her u n r e strained i n the temple. F o r t i t u d e 1 6 .W i l l A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) . R e f l e x 17. reptile priest (G) Wight (W) Canoness Yeeday ( Y ) I f the heroes let D e v i accompany t h e m . an enormous creature rises up like the proud monarch of a hellish land. © W o r d o f Pain (psychic) • A t .W R A T H OF T H E REPTILE GOD Encounter Level 3 P e r c e p t i o n D C 1 3 : Garath." The Reptile God (S) HP 126. Some have b e e n c h a r m e d b y the creat u r e to stay w i l l i n g l y at its side. the leader o f the Lawbringer's temple i n H o m m e l Lane.

W h e n combat starts. Death Circlet Level 5 Rare This black circlet has seven green gems set in it They are dull and dead. m a x i m i z e t h e r e s u l t s o f u p t o f o u r o f t h e d i c e y o u r o l l . C o n t i n u e w i t h " N a r r o w Escape. he has combat advantage d u r i n g his first t u r n . a n d the characters must lead the prisoners to safety. the characters f i n d the large r e d hat o f Felixo H o b b e (see " M i s s i n g Merchant. A l l s e v e n g e m s release t h e i r souls.000 gp Utility Power • A t . I f Yeeday does so. A p o w e r f u l foe slowed by word of pain is q u i c k l y targeted by hypnotize.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . You learn t h a t creature's c u r r e n t hit p o i n t total. U t i l i t y P o w e r (Healing) • Encounter (Minor Action) R e q u i r e m e n t : T h r e e o r m o r e o f t h e seven g e m s m u s t e a c h c o n t a i n a soul. I f he has gone u n n o t i c e d u n t i l that p o i n t . I t doesn't care i f the naga has d o m i n a t e d a p o t e n t i a l target. W h e n any adventurer moves to w i t h i n 2 squares o f the prisoners. The other prisoners c o n f i r m that Felixo was k i l l e d by the naga. W i l l 1 6 Speed 7 I m m u n e disease. Twice d u r i n g the battle as a s t a n d a r d action. Q O as • The w i g h t is unseen beneath the water as the heroes approach the far shore. A g e m can hold only one soul a t a t i m e a n d g l o w s w i t h a green radiance w h i l e i t c o n t a i n s a soul. and she has 10 h i t points r e m a i n ing. Effect: O n y o u r n e x t d a m a g e r o l l . A l l her defenses are 10. Wight (W) M e d i u m natural humanoid (undead) H P 6 2 . she w a r n s the characters that the i t e m is a n evil artifact. Skills Stealth + 1 0 Str 18 (+6) Con 14 (+4) A l i g n m e n t evil D e x 16 (+5) I n t 1 0 (+2) Languages W i s 6 (+0) C h a 1S ( + 4 ) Common Initiative+7 Perception + 0 Darkvision Treasure The naga wears the Death Circlet. i t attacks any characters o n the boat or i n the water. W a r r e n a n d T e s s : The carpenter's c h i l d r e n (see area 3 i n H o m m e l Lane) are a m o n g the prisoners. A C H i t : 1 d 6 + 4 n e c r o t i c d a m a g e . B l o o d i e d 31 A C 1 9 . a n d uses prayer of constriction against adventurers w h o press the Reptile G o d i n combat. R e f l e x 17. As soon as a n advent u r e r removes the circlet. A d e a d c r e a t u r e c a n n o t be r e t u r n e d t o life w h i l e its s o u l is c a p t u r e d i n t h i s m a n n e r . 1 / T u r n ) Trigger: Y o u k i l l a l i v i n g c r e a t u r e w i t h a n a t t a c k . F e l i x o H o b b e : W h e n the combat is over. as if any magical power they once held has been spent. Effect: O n e o f t h e seven g e m s c a p t u r e s t h e creature's soul." page 3 8 ." page 10) o n the r o c k y ledge. H e wades i n t o melee w i t h warhammer. The naga uses double attack to slide enemies out o f position w i t h tail slap. a n d t h e t a r g e t loses a h e a l i n g surge. She is so w e a k that she cannot fight or move. m o c k i n g laughter emerges f r o m the i t e m . she can c a l l on the L a w b r i n g e r to a l l o w one character w i t h i n 5 squares o f her to spend a h e a l i n g surge a n d regain l d 6 a d d i t i o n a l h i t points. b o t h the Reptile G o d a n d G a r a t h avoid h u r t i n g t h e m . Vulnerable 5 radiant STANDARD ACTIONS © C l a w (necrotic) • A t .realizes that combat is i m m i nent.W i l l (Minor Action) Level 5 Skirmisher Effect: C h o o s e o n e b l o o d i e d c r e a t u r e y o u h i t w i t h a n a t t a c k t h i s t u r n . F o r t i t u d e 1 8 . U t i l i t y P o w e r • A t . Effect: Y o u r e g a i n h i t p o i n t s e q u a l t o 5 + o n e . she begs the adventurers not to h a r m the prisoners. + 1 0 vs. G a r a t h senses her use o f the Lawbringer's p o w e r and attacks her i f he can. a n d t w o g e m s release t h e i r souls.h a l f y o u r l e v e l .W i l l (Free A c t i o n . I f Yeeday is still alive at the end o f t h i s encounter. . R e s i s t 1 0 n e c r o t i c . Head Slot 1. The w a l l s o f the lake cavern b e g i n to collapse. K n o w i n g that the prisoners m a k e good cover. Tactics The Reptile G o d attacks as soon as i t sees the adventurers. Utility Power • Daily (Minor Action) Requirement: A l l seven gems m u s t each c o n t a i n a soul. a n d word of vain to reach foes attacking at range. p o i s o n . G a r a t h stands u p o n his t u r n a n d attacks. Effect: T h e w i g h t s h i f t s u p t o 3 s q u a r e s .

however. S u m m a r i z e t h e m e e t i n g w i t h the D r u e t f a m i l y or w i t h Otis's b r o t h e r E l m o i n the S l u m b e r i n g Serpent Tavern (area 2 or area 16 i n H o m m e l Lane). some four hundred feet away. The adventurers m i g h t have been c o n v i n c e d to investigate the caves b y B e r t r a m B e s w i l l i n t h e G o l d e n G r a i n I n n (area 2 0 i n H o m m e l Lane). H e is i n s u b s t a n t i a l a n d takes h a l f damage f r o m any attack. including humanoids. With certainty. Its rocky floor is littered with the bones of forest animals and larger creatures. I f anyone tries to convince the ghost t h a t he is w r o n g about t h e characters.o r to k i l l t h e m for good measure. 2 d 8 + 6 damage). read: Without warning. H a f f r o n has a + 0 m o d i f i e r to his initiative check. I t c a n be played i n d e p e n d e n t o f the follow-up session. or D C 2 0 for a n o u t l a n d i s h lie. I f anyone speaks H a f f r o n ' s n a m e or succeeds on a check to convince t h e ghost to cease hostilities. C a l l for i n i t i a t i v e after Haffron's surprise attack. . twisted trees spread across them. I f y o u used another l o c a t i o n or event to b r i n g the characters here. Hefting a shield bearing the crest of a griffon inflight and wielding a curved longsword in its left hand. The m o n s t r o u s h u m a n o i d s t h a t d w e l l here—kobolds a n d goblinoids. at w h i c h p o i n t he recognizes the t r u t h o f t h e i r i n t e n t i o n s . ores a n d ogres—have long wasted t h e i r resources f i g h t i n g each other. B e r t r a m hopes to put t h e m o f f the t r a i l o f the Reptile C u l t . t h e ghost o f H a f f r o n H o m m e l attacks. S C O U T T H E CAVES OF CHAOS This session is t h e first p a r t o f the "Caves o f Chaos" sect i o n o f the adventure. the phantom figure screams a battle cry as it attacks. s u m m a r i z e t h a t i n f o r m a t i o n for the players as this session begins. " page 9). servants of chaos! You shall not live to help your foul master this day!" Haffron's ghost targets the nearest adventurer (+10 vs. a n d the people o f H o m m e l Lane are i n grave danger. read: I n a voice like swirling wind. "Why have you come to this place of evil and chaos? Are you champions? Do you seek to strike a blow for goodness and law?" The Story So Far The adventurers m i g h t have come here i n response to h e a r i n g h o w Otis D r u e t was sent to investigate t h e Caves o f Chaos t h r e e weeks ago a n d has not been seen since. a n d he has 45 h i t points. I f the a d v e n t u r e r s c o n v i n c e H a f f r o n to stop fighting. I f the characters reduce H a f f r o n to 0 h i t points. W h e n H a f f r o n attacks. The entrance to the ravine is roughly two hundred feet across. r e m i n d the players o f that m e e t i n g a n d Black Jay's b e l i e f that goblins f r o m the caves w e r e responsible. The characters have most l i k e l y come here after h e a r i n g r u m o r s o f monsters f r o m the caves a t t a c k i n g o u t l y i n g farmsteads. Cave openings riddle the walls of the ravine. Reflex. the forest gives way to a clearing that quickly turns into a ravine with walls towering a hundred feet high. A l l his defenses are 15. Its far side. D C 13 for a m u d d l e d or u n t r u e story. a ghostly human form appears behind you. he vanishes b u t reappears at t h e e n d o f this session. its wild eyes and disheveled hair giving it a look of madness.CHAPTER 4: T H E C A V E S OF C H A O S H i d d e n i n the dense forest east o f H o m m e l Lane. take t h e player's roleplaying i n t o account a n d ask for a B l u f f check or D i p l o m a c y check: D C 9 for a c o n v i n c i n g or t r u e story. or o f previous expeditions sent out to investigate the caves a n d f a i l i n g to r e t u r n . Characters w h o have seen t h e statue o f H a f f r o n i n H o m m e l Lane recognize t h e w a r r i o r by his distinctive s w o r d a n d the g r i f f o n crest o n his shield. the w a l l s o f a remote r a v i n e are cut t h r o u g h w i t h ancient caverns. "Temple o f Chaos" (see "Path o f A d v e n t u r e . "Die. Ahead. I f this session is b e i n g r u n because the characters spoke w i t h Black Jay (area 12 i n H o m m e l Lane) regardi n g the deaths o f his w i f e a n d c h i l d r e n . S u m m a r i z e Bertram's c o n v i c t i o n that the m o n s t r o u s hordes o f the Caves o f Chaos are the best e x p l a n a t i o n for the disappearances t h a t plague H o m m e l Lane. is closed off by another hundred-foot-high wall of rock and dirt. Read: Taller mountains abut the hills said to hold the Caves of Chaos. Approaching the Caves The characters b e g i n this session at the e n d o f the halfday's j o u r n e y f r o m H o m m e l Lane t o the r a v i n e w h e r e the Caves o f Chaos are f o u n d . Thick. H a f f r o n stops his attacks. some at ground level and others higher up. a d a r k presence i n the Caves o f Chaos has convinced the monsters o f the caves to u n i t e . N o w . H e doesn't realize that the adventurers have come to the caves to fight t h e evil g r o w i n g here. a n d have not been a serious t h r e a t to t h e village i n a h u n d r e d years. seemingly nourished by fear and hate instead of sunlight. you know that you have found the Caves of Chaos. the ghost speaks again. but somehow the hills seem more imposing. Haffron Hommel As the adventurers take i n the sight before t h e m .

causing a n u m b e r o f bronze bells connected to the mesh to clatter. • H a f f r o n ' s ghost cannot enter the ravine or any o f the caves. wave one attacks. outside the Caves o f Chaos. a n d that l i n k must be severed. Traps The first t r a p p r o t e c t i n g the Chaos Blade is an a l a r m . o n orders f r o m Chaos Priestess I n u g g h . A f t e r speaking w i t h H a f f r o n . the heroes m u s t f i n d the Chaos Blade a n d escape. H a f f r o n believes that his soul is t r a p p e d here b y t h r e e p o w e r f u l items t i e d to the e v i l essence that plagues the l a n d . • H a f f r o n H o m m e l . T h e characters must m a k e a D C 13 g r o u p Stealth check to sneak i n t o the cave.Use the f o l l o w i n g points to g u i d e the conversation b e t w e e n H a f f r o n a n d the adventurers. Since the adventurers were plann i n g to enter the caves anyway." page 45. Three successive D C 13 T h i e v e r y checks a l l o w a character to cut the lines to the bronze bells. a f i n e mesh b u r i e d beneath the dust a n d d i r t o f the passage is d i s t u r b e d . the adventurers can enter the ravine o f the Caves o f Chaos i n search o f the Chaos Blade. H a f f r o n sent t h e m to seek the Chaos Blade a n d w a t c h e d t h e i r progress. These objects act as a l i n k b e t w e e n t h i s place a n d the e v i l p o w e r o f M i s k a i n his e x t r a d i m e n s i o n a l p r i s o n . Otis never r e t u r n e d . he sacrificed himself. i f they subsequently remove the blade or set o f f a t r a p near the blade (see below). W i t h a successful check. b e d l a m broke out a n d monsters attacked t h e m i n droves. hobgoblins. the most p o w e r f u l o f the e v i l creatures i n the caves manage to k i l l H a f f r o n i n his ghost f o r m . continue w i t h " S e c u r i n g the Chaos Blade. because his ghost reappeared here. • H a f f r o n k n o w s that the Caves o f Chaos h o l d a variety o f savage h u m a n o i d s : ores. b u t H a f f r o n felt the b i n d i n g magic o f the Chaos Blade strengthen soon after that. Getting I n The adventurers' goal o f o b t a i n i n g the Chaos Blade becomes a greater challenge w h e n a battle breaks out against the n o w . O n a f a i l e d check. b u t he saw t h a t the p o w e r o f the mote was g r o w i n g . These other items a n d the Chaos Blade m u s t be f o u n d before he c a n be released a n d the p o w e r i n the Caves o f Chaos defeated. T h o u g h these creatures usually w a r against one another.) • H a f f r o n was p a t r o l l i n g the area w h e n he saw h o o d e d figures e n t e r i n g one o f the caves. a n d wave one o f the monsters moves i n to attack. The first is a w e a p o n called t h e Chaos Blade. t h r o w i n g his body i n t o the Chaos M o t e . the adventurers safely reach the cave i n w h i c h Otis a n d the Chaos Blade c a n be f o u n d . D o i n g so must have k i l l e d h i m . as the adventurers reach the cave.a l l i e d monsters that g u a r d these caves. nor c a n he leave t h i s place a n d approach the village or o u t l y i n g f a r m s . has been t r a p p e d at t h i s location outside the ravine for longer t h a n he c a n remember. This check a u t o m a t i c a l l y succeeds i f they wear cultist robes f r o m the moat house (see " M o a t House D u n g e o n " ) or f r o m the t r a d i n g post (area 9 i n H o m m e l Lane). the mote allows cultists to harness the r a w p o w e r o f chaos. A successful D C 13 Perception check spots the mesh. Even i f the characters approach the cave safely. • • A n area o f t e r r i b l e p o w e r has been established i n the t e m p l e . but he always reawakens i n this l o c a t i o n .a Chaos M o t e . equal i n s t r e n g t h to the Chaos Blade. c o m i n g at last to a foul temple at the far end o f the ravine—a site dedicated to a n u n h o l y force o f evil a n d chaos. O n a f a i l e d check (or i f no check was attempted). i n t h i s ghostly f o r m . kobolds deeper d o w n the passagew a y hear the j u m p e r . H e can feel i t g r o w i n g m o r e p o w e r f u l w i t h the passing o f each day. b u t he does not k n o w the location o f the other. • • • A few weeks ago. It's impossible for a s m a l l g r o u p o f advent u r e r s to defeat the entire cave's p o p u l a t i o n . s h o w n as a r e d rectangle o n the tactical m a p . H a f f r o n overheard cultists t a l k i n g about t a k i n g one relic to the moat house. Instead. Occasionally. cracked silver sphere. i n c l u d i n g a w a r r i o r f r o m H o m m e l Lane n a m e d O t i s . A p p e a r i n g as a huge. ( I n t r u t h . b u t m u s t m a k e a D C 13 Stealth check as p a r t o f the j u m p . w h i c h rests i n one o f the caves. kobolds. goblins. they are attacked b y wave one o f the monsters i n t h i s session's combat encounter. I f a M e d i u m or larger creature enters the trigger area. i t has been m o r e t h a n t w o h u n d r e d years. . they have recently managed to forge a t r u c e a n d appear to be w o r k i n g together. H e followed. H a f f r o n can p o i n t out the cave that Otis a n d his friends entered. were t a k e n f r o m the caves recently—a golden circlet a n d a scroll. H a f f r o n slew a n u m b e r o f the temple's priests. a n d worse. H a f f r o n encountered a g r o u p o f adventurers. • Two other items o f power. A f t e r they entered a specific cave. H e is d o o m e d to h a u n t t h i s location u n t i l he is freed. A character c a n also a t t e m p t to j u m p over the trigger area. The monsters here k n o w t h a t no one is supposed to remove the Chaos Blade. The combat i n t h i s encounter c a n occur at any t i m e . W h e n i t does. To stop the p o w e r f r o m increasi n g .

Trigger. r e a d : Sickly red light illuminates a gore-spattered grotto ahead. Many creatures have died here. use the f o l l o w i n g points as guidelines. Success: T h e t r i p w i r e s a r e c u t a n d t h e t r a p is d i s a b l e d . The light emanates from the hilt of a blade buried in the chest of a burly human male dressed in scale armor. a n d i f he continues to feed his life force to i t . Reflex 5. Otis relinquishes t h e s w o r d o n l y i f presented w i t h an e x p l a n a t i o n o f h o w the characters p l a n to use i t to defeat evil. I f the e x p l a n a t i o n is farfetched or unreasonable.I f the c h a r a c t e r s a r e d e t e c t e d h e r e . b u t he is heavy and b u r d e n s o m e . • A character w h o c a n see Otis a n d w h o succeeds o n a D C 19 A r c a n a check as a m i n o r action c a n deduce that he has i n t e n t i o n a l l y b o u n d h i m s e l f to t h e sword that should have slain h i m . they r e m a i n at risk o f a cave-in w h e n t h e y attempt t o disable i t . b u t they can c o n t i n u e to attempt to change his m i n d . Otis and the Chaos Blade W h e n t h e characters interact w i t h Otis a n d the Chaos Blade. or 13 as a s t a n d a r d action. Shouted voices are heard in the nearby caves. W h e n a n adventurer moves near Otis. Level 1 Trap characters have t o start f i g u r i n g out h o w to get Otis's blade away f r o m h i m . H e w a n t s to keep t h e blade l o c k e d d o w n this way. A war horn sounds out. "Run! Doom approaches!" Then he flops back down onto the rock with eyes wide. Otis c a n be p i c k e d u p a n d c a r r i e d . read: The slumped figure suddenly sits up and screams. I f the check succeeds b y Finding Otis Otis is at the spot m a r k e d O o n the t a c t i c a l m a p (see page 4 7 ) . The warrior is slumped lifeless against a pile of rubble at the back of the chamber. the Chaos Blade protects h i m as it slowly d r a i n s his life. Miss: H a l f d a m a g e . s h o w n as t h e blue square o n the tactical m a p . a n d t h e t a r g e t falls p r o n e . W a v e one moves i n to attack—at t h e same t i m e that the • • • . A t t a c k (No A c t / o n ) : C l o s e b u r s t 1 ( c r e a t u r e s i n t h e b u r s t ) . W h e n the c h a r a c t e r s c a n see O t i s . the ghost of Haffron Hommel will have given them the broad outlines of the adventure and told them of their need to claim three ancient relics whose magic provides a link into the world for Miska the Wolf-Spider. Even i f the adventurers notice the trap. a D C 2 0 check is r e q u i r e d . + 4 vs. Failure ( 1 4 o r lower): T h e trap triggers.) • Otis k n o w s that i f he endures the p a i n the blade is causing h i m . p o i s o n . A check's D C is 2 0 i f it's made as a m i n o r action. W i l l ongoing damage TRIGGERED '<•• A t t a c k • ACTIONS Encounter I m m u n e n e c r o t i c . f o r c e d m o v e m e n t . O n a failed check. the hilt's light pulsing with the eerie rhythm of a heartbeat. H e a l D C 9 : The gore in the grotto represents the demise of more than just this warrior. The first of those two items is held by a cleric of the Chaos Cult who has taken over an ancient moat house north of Hommel Lane. a n d t h e area b e c o m e s d i f f i c u l t t e r rain due t o rubble. Effect: T h e t r a p is d e s t r o y e d . Otis distrusts the characters too m u c h to r e l i n q u i s h t h e blade. Initiative- THE STRAIGHTEST PATH After the characters complete this session. Reflex H i t : 1 d 1 0 + 4 d a m a g e . COUNTERMEASURES • D i s a b l e : T h i e v e r y D C 1 9 ( s t a n d a r d a c t i o n ) . N a t u r e . W i t h a successful D C 13 A t h l e t i c s check as a m i n o r action. is m o r e insidious. (This check can be r e t r i e d later. Otis's scream is e n o u g h to alert t h e nearby monsters. F o r t i t u d e 12. all c o n d i t i o n s . A c r u m b l i n g cavern c e i l i n g is suspended by cables attached to t r i p w i r e s . along w i t h a successful D C 13 B l u f f check or D i p l o m a c y check as a m i n o r action. A c r e a t u r e e n t e r s t h e t r a p ' s s p a c e . his labored breathing forcing bloody spittle from his lips. it cannot be forcibly r e m o v e d f r o m his body. B o t h checks m u s t be made d u r i n g t h e same r o u n d i n squares adjacent to Otis. Now. r e a d : From deeper in the tunnels. either by t h e same character or a d i f f e r e n t one. Run "Explore the Moat House" next. or Religion. o r t h e t r a p d r o p s t o 0 hit points. a character c a n c a r r y Otis at h a l f speed for t h a t r o u n d . Falling Ceiling Trap Object D e t e c t Perception D C 19 HP 10 A C 12. an excited squeaking andyipping rises. dampened hy the cave hut still loud enough to echo out and across the ravine. The adventurers now possess the first relic-the Chaos Blade-but they must reclaim two more before they can challenge the dark forces that are attempting to free M i s k a from his extradimensional prison. t w o different characters must m a k e successful checks w i t h any o f the f o l l o w i n g skills i n w h i c h they have t r a i n i n g : A r c a n a . p s y c h i c . To remove the blade w i t h o u t Otis's consent. I f the adventurers have been l u c k y or s k i l l f u l enough to m a k e i t this far w i t h o u t a t t r a c t i n g attention. The second trap. The character also discerns h o w to m a n i p u l a t e the m a g i c a l energy o f the blade to remove i t f r o m Otis's body.

the monsters t u r n t h e i r a t t e n t i o n to any adventurers still o n the m a p . TRIGGERED A C T I O N S N a r r o w Escape • Encounter Trigger. The adventurers m u s t focus o n l o c a t i n g a n d securing the Chaos Blade.s. F o r t i t u d e 1 2 . I f Otis dies. A C Hit: 4 damage. other defenses o f 10. < u I h : . The fight becomes progressively h a r d e r the longer the characters stay i n it. ©Javelin (weapon) • A t . W h e n e v e r Otis is attacked. he has defenses o f 15. • I f the characters attack Otis w h i l e the blade is b o u n d to h i m . D e x 16 (+3) W i s 12 (+1) Int9(-1) Cha 10 (+0) Languages C o m m o n . the Chaos Blade erupts i n a f l a r e o f a n g r y red l i g h t a n d the attacker takes h a l f the damage he or she deals to O t i s . Two adventurers can w o r k together to c a r r y Otis. so any m a g i c a l h e a l i n g also prevents h i m f r o m d y i n g a n d restores 11 h i t points. b u t defeating the monsters is not t h e i r goal.5 or m o r e . A n e w wave enters i n every o d d . A C 1 5 . a p p e a r i n g at the edges o f the tactical m a p .W i l l Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) . i/i I f the blade is r e m o v e d w h i l e Otis is alive. t h r e e successful D C 19 H e a l checks m u s t be made o n h i m w i t h i n 1 m i n u t e or he dies. W i l l 12 Speed 6 STANDARD ACTIONS © Javelin (weapon) • A t . W i t h o u t the Chaos Blade sustaining h i m . T h e monsters i n t h i s encounter attack i n waves. Draconic Initiative +5 Perception+1 Darkvision Level 1 Minion Skirmisher C o n 1 2 (+1) A l i g n m e n t evil E q u i p m e n t leather armor. a n d takes h a l f damage f r o m any source. 3 javelins . Tactics W h e n the monsters are alerted. he has A C 15. MINOR ACTIONS Shifty • At-Will Effect: T h e k o b o l d s h i f t s 1 s q u a r e . Otis c a n move (speed 5) b u t he is so w e a k that he cannot fight.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . the character can move at f u l l speed. The adventurers' goal after o b t a i n i n g the Chaos Blade is to flee the area by leaving the tactical m a p . O n a f a i l e d check. R e f l e x 1 4 . a n d t h r e e come f r o m the trees 16 Kobold Tunnelers Small natural h u m a n o i d (reptile) HP 1 . wave one attacks t o k i c k o f f the first r o u n d o f combat. t h e n escaping before they are c a p t u r e d . the blade c a n be p u l l e d free. a missed attack never damages a m i n i o n . a n d 10 h i t points out o f a t o t a l o f 45 (before spending his h e a l i n g surge).n u m b e r e d r o u n d after that. W a v e O n e : Five k o b o l d tunnelers attack f r o m the passage opposite Otis. SECURING T H E CHAOS BLADE Encounter Level 4 i u < : Setup 16 k o b o l d tunnelers 5 ore savages 4 g o b l i n cutters 1 ogre 4 hobgoblin grunts Otis (O) This combat encounter begins whenever the adventurers attract the a t t e n t i o n o f the monsters near the cavern i n w h i c h the Chaos Blade is f o u n d . 4 5 h i t points.. A close o r a n area a t t a c k h i t s o r misses t h e k o b o l d S t r 8 (-1) Effect (Immediate Interrupt): T h e k o b o l d s h i f t s u p t o 3 squares. w i t h one a i d i n g the other a n d the t w o o f t h e m m o v i n g at the speed o f the character w h o attempts the check. + 6 vs. the character cannot c a r r y Otis that r o u n d . A C Hit: 4 damage. + 6 vs. .. See the "Escape the Caves" section for more information. W h e n a character leaves the m a p . H e has one h e a l i n g surge w h e n he is f o u n d .

Thievery +5 Str 1 4 ( i 2 ) C o n 1 3 (+1) A l i g n m e n t evil D e x 1 7 (+3) Int8(-1) W i s 12 (+1) Cha8(-1) Languages Common.W i l l A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) . + 9 vs. D i m l i g h t f r o m the Chaos Blade i n the cave cont a i n i n g Otis.W i l l Attack: R a n g e d 5 ( o n e c r e a t u r e ) . none. Features of the Area L i g h t : Cave entrance a n d outside the cave. Escape the Caves W h e n the last adventurer leaves the tactical m a p . + 8 vs. S t r 21 ( + 8 ) Con 2 0 (+8) D e x 14 (+5) lnt4(+0) Level 6 Brute Initiative +5 Perception +3 HP 1 .W i l l Trigger: T h e g r u n t is s u b j e c t e d t o a n e f f e c t t h a t a save c a n e n d . F o r t i t u d e 2 0 .W i l l Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) . W a v e S i x : Eight m o r e kobolds r u s h out o f the t u n n e l . H i s t o r y + 3 Str 18 (+5) C o n 15 (+3) A l i g n m e n t evil D e x 1 4 (+3) I n t 1 0 (+1) W i s 1 3 (+2) Cha 9 (+0) H i t : 4 d a m a g e . F o r t i t u d e 1 2 . Effect (Free Action): T h e o r e t a k e s a s t a n d a r d a c t i o n .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . R e f l e x 1 4 . W a v e T h r e e : Four g o b l i n cutters enter the fray a n d move i n t o f l a n k i n g positions. A C Hit: 2 d 6 + 5 damage. T h e y t r y to b l o c k the adventurers' escape w h i l e they w a i t for stronger m o n sters to show u p .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . W a v e F i v e : Four h o b g o b l i n sentries f r o m a nearby t u n n e l entrance a r r i v e to shore u p the attack or to chase escaping characters. A C Hit: 5 damage. TRIGGERED A C T I O N S Savage Demise Trigger. S k i l l s A t h l e t i c s +7. a l l o w i n g the kobolds o f wave one to f a l l back to m a k e ranged attacks.W i l l Attack: Melee 1 (one creature). T h e i r p u r s u i t is slowed b y the appearance o f a n u n e x p e c t e d ally. A C H i t : 8 d a m a g e . TRIGGERED A C T I O N S H o b g o b l i n Resilience • A t . E//ect (Immediate Reaction): T h e g o b l i n s h i f t s 1 s q u a r e . +11 vs. Goblin Languages Common. S t r 16 (+5) C o n 13 (+3) D e x 13 (+3) Int8(+1) W i s 9 (+1) Cha8(+1) W i s 11 ( + 3 ) Cha6(+1) A l i g n m e n t chaotic evil Languages Giant E q u i p m e n t greatclub. Elsewhere i n the caves.W i l l Trigger: T h e g o b l i n is m i s s e d b y a n a t t a c k . R e f l e x 1 6 . longsword. short sword E q u i p m e n t leather armor. W a v e F o u r : The ogre arrives. a missed attack never damages a m i n i o n . W i l l 12 Speed 6 STANDARD ACTIONS 0 Handaxe (weapon) • A t . by t i m e o f day. +11 v s . A C 1 6 . A C Hit: 6 damage. W a v e T w o : Five ore savages charge i n t o the cave f r o m outside. . Bloodied 45 A C 1 8 .5 Ore Savages M e d i u m natural humanoid Level 4 Minion Brute Initiative +3 P e r c e p t i o n +1 Low-light vision Ogre Large n a t u r a l h u m a n o i d ( g i a n t ) HP 9 0 . light shield farthest f r o m the cave m o u t h . A C Hit: 2 d 1 0 + 6 damage. A C W h i l e a t least o n e h o b g o b l i n a l l y is a d j a c e n t t o t h e g r u n t . R e f l e x 17. © Handaxe (weapon) • A t . 4 handaxes H P 1 . + 8 vs. a missed attack never damages a m i n i o n . F o r t i t u d e 1 8 . STANDARD ACTIONS Longsword (weapon) • A t . A C 1 9 . + 9 v s . o r 5 d a m a g e i f t h e g o b l i n has c o m b a t a d v a n t a g e against t h e target. Goblin E q u i p m e n t leather armor. Skills Athletics +5. F o r t i t u d e 1 6 . R o c k s a n d S h r u b s : These areas are d i f f i c u l t terrain. A n y kobolds or goblins positioned b e t w e e n i t a n d the adventurers are p i c k e d u p a n d t h r o w n (treat t h e m as a m m u n i t i o n for the ogre's rock attack) as the creature closes for melee. the monsters follow. i t g a i n s a +2 bonus t o A C . TRIGGERED A C T I O N S G o b l i n Tactics • A t . T r e e s : Foliage is d i f f i c u l t t e r r a i n a n d provides part i a l cover. Rock (weapon) • A t . so they w a n t to slow the adventurers d o w n . o r 12 w i t h a c h a r g e a t t a c k . They k n o w the ogre is o n his way. W i l l 1 6 Speed 8 STANDARD ACTIONS © G r e a t c l u b (weapon) • A t . T h e o r e d r o p s t o 0 h i t p o i n t s . W i l l 11 Speed 6 © Short Sword (weapon) • A t . R e f l e x 14. One r o u n d before the ogre arrives. A C 1 6 . W i l l 15 Speed 6 TRAITS Initiative +5 P e r c e p t i o n +1 Low-light vision © Phalanx Soldier 4 Goblin Cutters Small natural h u m a n o i d Level 1 Minion Skirmisher H P 1 . a missed attack never damages a m i n i o n . They fight ferociously i n the cavern b u t do n o t chase escaping characters. Effect (Immediate Reaction): T h e g r u n t m a k e s a s a v i n g t h r o w against the t r i g g e r i n g effect. 4 rocks 4 Hobgoblin Grunts M e d i u m natural humanoid Level 3 Minion Soldier Initiative +5 Perception +2 A l i g n m e n t chaotic evil Languages Common. Giant E q u i p m e n t hide armor. Tree t r u n k s are b l o c k i n g t e r r a i n . one o f the goblins announces its i m m i n e n t appearance to goad the characters.

U n t i l that t i m e . the Death Circlet. H a f f r o n is freed f r o m his b i n d i n g . he m u s t r e m a i n here. a n d y o u r e g a i n 5 hit points. H a f f r o n tells the characters that they m u s t seek t h e m out. Next Session This f i r s t p a r t o f the "Caves o f Chaos" section o f the adventure can be played before or after either o f the other sections. y o u gain 6 t e m p o rary hit points. a small measure of your foe's life force is absorbed by this weapon and directed into you. setting your skin crawling. avoiding m e r c y i n favor o f k i l l i n g . I f he has not already done so. the ghost of Haffron Hommel appears again. anyone w h o succeeds on a D C 19 H i s t o r y check or Religion check k n o w s the story o f M i s k a . H a f f r o n also explains w h a t happened t o h i m w h e n he disappeared. The voices of hundreds of savage humanoids rise in the Caves of Chaos. H a f f r o n also k n o w s the story o f M i s k a . Whenyou strike your enemy. r e a d : A n unearthly violet energy suddenly pours into the ravine from its deepest point. Necrotic) • Encounter (No Action) Trigger: Y o u h i t a n e n e m y w i t h a n a t t a c k u s i n g t h i s w e a p o n . the blade can be automatically r e m o v e d f r o m h i m once he is w e l l away f r o m the Caves o f Chaos. the adventurers can make t h e i r w a y safely out o f the ravine. I f they decided to flee the combat a n d c a r r y Otis w i t h the s w o r d s t i l l i n h i m . T h e blade influences its w i e l d e r to be p a r t i c u l a r l y bloodthirsty. all of them chanting the same word over and over: "Miska!" Your pursuers join the chant. a n d he can relate it i f someone asks h i m about the n a m e . It likes to be left i n a foe that is near death t o slowly consume that creature's life force. See "Temple o f Chaos" for m o r e information. d e t e r r i n g f u r t h e r p u r s u i t w i t h his ghostly blade. .I f the characters d i d not engage w i t h H a f f r o n H o m m e l previously. a n d the Scroll of Final Words). See "Path o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations" (page 11) lor guidelines. I f any o f the items o f p o w e r have not yet been f o u n d . Miska! Once the characters have h e a r d the c h a n t i n g that preceded t h e i r escape f r o m the ravine. a n d his ghost r e t u r n s t o H o m m e l Lane ahead o f the adventurers. H e promises t h a t he w i l l j o i n t h e m back i n H o m m e l Lane w h e n the last i t e m is recovered. +1 longsword 8 4 0 gp E n h a n c e m e n t B o n u s : A t t a c k rolls a n d damage rolls Critical: +1d12 necrotic damage Properties W h e n e v e r you kill a n e n e m y w i t h this w e a p o n . A s t h e c h a r a c t e r s t r y to e s c a p e t h e r a v i n e . Y o u m u s t decide w h a t section o f the adventure the characters w i l l u n d e r t a k e next. adjust the read-aloud text accordingly. Utility Power • Encounter (Minor Action) Effect: Y o u cause t h e b l a d e t o t a k e t h e s h a p e o f a n y h e a v y b l a d e . Along the path behind you. H a f f r o n stands b e t w e e n the characters a n d the m o n sters. as t o l d i n " B a c k g r o u n d " (page 3). even as they are suddenly slowed by a spectral apparition. Effect: T h e t a r g e t t a k e s 5 e x t r a n e c r o t i c d a m a g e . A t this p o i n t . Conclusion I f the adventurers n o w have a l l three items o f power t i e d to M i s k a (the Chaos Blade. The Chaos Blade is a +1 magic weapon m u c h l i k e a lifestealer weapon. Its t y p i c a l f o r m is t h a t o f a l o n g s w o r d . so that the characters w i l l recognize the Chaos M o t e w h e n they see i t . A t t a c k Power (Healing.

deep and bold. The t h r e e items. W h e n the characters have explained the situation. W h e n I enter the ravine. a n d t h e Scroll of Final Words i n t h e i r possession. w i t h H a f f r o n f i l l i n g i n any missing details.T E M P L E OF CHAOS T h i s is t h e f i n a l session o f the season. a crowd has gathered around Haffron Hommel's statue. d u r i n g w h i c h they c l a i m e d the p o w e r f u l w e a p o n k n o w n as the Chaos Blade. the place is in an uproar. A group of children run up to hit the statues feet with sticks and clubs. a n d f i n d a c o m m u n i t y i n distress. The mayoral candidates and the castellan are among them. a n d the C u l t o f the Reptile G o d i n the village itself—but forces i n a d a r k t e m p l e i n t h e . • T h e C u l t o f the Reptile G o d is no m o r e . the characters are c o m i n g back to H o m m e l Lane i n one o f the f o l l o w i n g ways. asking them to join in prayer. as if hearing Haffron's voice in their heads. and says. This distraction should allow you to move directly to the Temple of Chaos. Then suddenly. Then sneak into the foul temple and put an end to this misery. nothing happens. "Stop that! Stop that now!" bellows Haffron. w h i c h appears as a huge. "You might chip me!" The castellan/inally succeeds in calling for order. Caves o f Chaos are amassing a n a r m y o f savage h u m a n oids to attack the village. the towering statue of Haffron Hommel enters the ravine.t h e m o s t significant t h r e a t to H o m m e l Lane. the statue o f H a f f r o n tells the adventurers his p l a n . Read: " W h e n we arrive. Then the stone form of Haffron Hommel steps down off the pedestal. "I trust that someone can tell me what's going on?" The characters c a n e x p l a i n w h a t is h a p p e n i n g . " W h a t are you waiting for? Let's go be heroes!" I n case the assault o n the Temple o f Chaos fails. you wait until the fight has begun. Haffron slaying indiscriminately w i t h his stone sword and giving you the Hommel Lane i n Turmoil The adventurers r e t u r n to t h e village. Waves of angry humanoids throw themselves at him. even if I cannot move!" Several villagers shriek. The statue stretches. Two o f the threats to H o m m e l Lane have been d e s t r o y e d . t h e leaders o f the village r e q u i r e t h a t any people w h o c a n f i g h t m u s t stay back to defend H o m m e l Lane. The Story So Far D e p e n d i n g o n t h e order i n w h i c h y o u play t h e t h r e e sections o f this adventure. A d j u s t the read-aloud text accordingly. • T h e adventurers have r e t u r n e d f r o m a n i n i t i a l foray to the Caves o f Chaos. a n d the e v i l i n the m o a t house has been v a n q u i s h e d . turns to look down at you. m i g h t be able to b r e a k t h e l i n k b e t w e e n M i s k a and this world. I think I know a way to get these adventurers into the Temple of Chaos at the caves. read: Haffron speaks again.t h e Chaos C u l t i n the m o a t house. first competing with each other and then joining i n near-perfect harmony. " I t feels incredible to be whole again. • The bandits a n d t h e Chaos Cultists o f the m o a t house have been b r o k e n u p a n d scattered. U n i t i n g the Village H a f f r o n needs t h e powers o f H o m m e l Lane to aid h i m . I f Canoness Yeeday is dead. t h e Death Circlet. then turns to the members of your group." The druid Ramne and Canoness Yeeday appear suddenly thoughtful. Despite calls for order. O n the t r i p back to the Caves o f Chaos. Chants and songs fill the air. a couple of others fainting. the p o w e r f u l d e m o n l o r d w h o is m u s t e r i n g the army. r e a d : A t the end of your journey back to the Caves of Chaos. Read: By the time you return to Hommel Lane. Haffron's voice emerges from solid stone. but we need to work together. T h e adventurers have collected t h r e e items o f p o w e r that help to m a i n t a i n a l i n k b e t w e e n t h e w o r l d a n d M i s k a . I t is u p to the adventurers a n d H a f f r o n to f i n i s h t h e task. in the farthest cavern. Sister E u p h e m a or a n e w priest has t a k e n her place. i f t a k e n i n t o the Temple o f Chaos. a n d the villagers f o r m e r l y u n d e r the f o u l creature's c o n t r o l have t h e i r m i n d s restored. The characters c a n take a n extended rest before b e g i n n i n g t h i s session. Local caravans a n d m e r c h a n t wagons are safe again. the canoness and the druid look to the statue. everyone is tanking excitedly and pointing to where the statues granite face has seemingly been reshaped to bear a smile it never had before. " I see that we have two forces of power here: the Lawbringer and the Old Faith. T h e y also l e a r n e d f r o m the ghost o f H a f f r o n H o m m e l o f the Chaos M o t e . T h e adventurers c a n n o t defeat the forces o f chaos u n t i l t h e y have the Chaos Blade. For a moment. dust/ailing i n its wake. As the prayers end. Its spirit naga master is destroyed. cracked silver sphere. They nod in agreement to some compact. ready to rest u p before t h e i r f i n a l assault. W h e n H a f f r o n enters the r a v i n e . and then both religious leaders gather their respective/ollowers." H a f f r o n r e m i n d s t h e characters that t h e i r goal is the Chaos Mote. I ' l l enter the ravine and kill as many enemies as I can. At the heart of the village.

I n u g g h calls f o r t h her zombie m i n i o n s . An outsized throne of red-veined black stone stands against the far wall. with three altars infront of it. A huge silver sphere with a dark crack in its side floats in front of the altars. No guards bar your entry to the cave. has been painted above the entrance. Two chanting humanoids i n regular cult robes flank the sphere. they c a n start anyw h e r e i n the c e n t r a l c o r r i d o r o n the m a p . T h e zombies a n d the acolytes t r y to stay b e t w e e n t h e adventurers a n d I n u g g h as the fight unfolds. W h e n the adventurers enter t h e temple.distraction you need to sneak vast the fray. continue w i t h "Priests o f Chaos. As you linger to assess the situation. as the Wolf-Spider told us they would. w h i c h arrive at t h e start o f the second r o u n d . so that the priestess r e m a i n s u n h a r m e d . k n o c k i n g back weaker foes w i t h staffor mind-scrambling chant. These are the bones o f the dead H a f f r o n . so that t h e priests c a n n o t be s u r p r i s e d . Chaos Priestess (1) 2 chaos acolytes (A) 8 zombie shamblers (Z) Haffron's skeleton As the adventurers enter t h e temple." P R I E S T S OF CHAOS Encounter Level 6 Setup I n u g g h . the skeleton has superior cover. a raven-haired woman wearing finer robes andjewelry. She uses chaos curse each r o u n d against the party's strongest melee combatants. this must be the Chaos Mote. By moving along the edges of the ravine and among the twisted trees. Every few moments. Red and black curtains cover the walls. the sigil of the Cult of Chaos. . the priestess suddenly glances to the corridor where you stand. while a large room opens up ahead and to your left. looking at them fills you with a feeling of vile dread. The walls of the corridor are decorated with the red and black sigils familiar from the moat house dungeon. She smiles and says. W h e n the c h a r a c t e r s c a n see the a r e a . w h i c h have been a n i m a t e d by the mote. Tactics O n her t u r n . so that we can mete out destiny. O n l y the skeleton can enter the m o t e . you eventually emerge over a cave high up on a switchback trail. W h e n inside the mote. Ahead. Another cultist. Though they are unreadable. Slay these intruders. T h e skeleton first appears f r o m the crack i n the chaos m o t e d u r i n g its t u r n i n any square y o u choose adjacent to t h e m o t e . the skeleton moves f r o m the mote. a n d is teleported back i n t o the m o t e at t h e e n d o f its t u r n i n t o the square nearest the target the skeleton attacked. attacks. "The final sacrifices and items of power have arrived. A gold-trimmed red circle. the passage opens into a wider room. she intones a vile incantation and sparks of silver light shower off the sphere. watches from the high seat. r e a d : An alcove to your right has a closed stone door in its back wall. and you travel up a passage that turns from a natural tunnel into a corridor of worked stone." The spirits o f the t e m p l e w a t c h a n d w h i s p e r to Priestess I n u g g h . Each r o u n d . each emblazoned with the symbol of chaos.

S t r 15 ( + 3 ) C o n 1 3 (+2) A l i g n m e n t unaligned Equipment longsword D e x 17 ( + 4 ) I n t 3 (-3) Languages - Level 3 Soldier Initiative+6 Perception +3 Darkvision I m m u n e disease. Str 18 (+6) C o n 15 (+4) A l i g n m e n t unaligned Dex8(+1) I n t 1 (-3) Languages Wis8(+1) C h a 3 (-2) A l i g n m e n t chaotic evil E q u i p m e n t robes. + 9 vs.W i l l A t t a c k : M e l e e 1 (one c r e a t u r e ) .W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . MOVE ACTIONS C h a o s J u m p ( t e l e p o r t a t i o n ) • R e c h a r g e (x) jj7| Effect: Close b u r s t 5 (one c u r s e d c r e a t u r e i n t h e b u r s t ) . TRIGGERED A C T I O N S Deathless Hunger • cal h i t . W o r d o f D i m i n u t i o n ( p o l y m o r p h . As long as t h e Chaos M o t e is active. R e f l e x 16. + 9 vs. or the Scroll of Final Words. F o r t i t u d e 1 8 . Skills Intimidate + 8 . F o r t i t u d e 1 8 . W h i l e c u r s e d . These altars c h a n n e l the p o w e r o f the Chaos M o t e . or R e l i g i o n . Bloodied 70 AC 2 0 . + 1 0 vs. a n d the skeleton r e g a i n 1 h i t p o i n t at the start o f each o f t h e i r t u r n s . R e f l e x 1 6 . + 7 v s . t h e Death Circlet. F o r t i t u d e H i t : 2 d 6 + 5 f i r e d a m a g e . I n u g g h a n d the target teleport. a n d Inuggh shrinks t h e target t o o n e .2 p e n a l t y t o a t t a c k r o l l s and damage rolls against Inuggh. a n d I n u g g h slides t h e t a r g e t u p t o 3 squares.W i l l (1/round) A t t a c k : Close b u r s t 5 ( o n e e n e m y i n t h e b u r s t ) . + 8 vs. a n d has v u l nerable 5 t o all damage. t h e z o m b i e is instead reduced t o 1 hit point. +11 vs. t h e t a r g e t is s l o w e d a n d t a k e s a . Skills Arcana +10. p o i s o n . a n d I n u g g h slides t h e t a r g e t u p t o 2 squares. A C 17. I f b o t h attacks h i t . w e a k e n e d . the character makes a D C 9 C o n s t i t u t i o n check. b u t n o t b y a c r i t i Effect (No Action): Roll a d 2 0 . W i l l 15 Speed 4 I m m u n e disease. I n u g g h . W i l l 1 5 Speed 6 STANDARD ACTIONS © Mace (weapon) • A t . t h e a c o l y t e uses mace a g a i n s t i t . M I N O R ACTIONS <* Chaos Curse (charm) • A t . R e f l e x 1 5 . W h i l e i n t h i s f o r m . Chaos Priestess (I) M e d i u m natural humanoid. or C h a r i s m a check w h i l e t o u c h i n g the altar w i t h one o f the items o f Inuggh. N a t u r e . a missed attack never damages a m i n i o n . swapping positions. Miss: I n u g g h c a n s l i d e t h e t a r g e t 1 s q u a r e . T r i p l e A l t a r : The t h r e e r e c t a n g u l a r altars near t h e t h r o n e are i m b u e d w i t h the magic o f evil a n d chaos. O n a 15 o r higher. Religion + 1 0 Str10(+3) Con 1 4 (+5) D e x 12 (+4) I n t 15 ( + 5 ) Languages W i s 12 ( + 4 ) C h a 19 (+7) Common Initiative + 4 Perception + 9 power. History+10. F o r t i t u d e 17. V u l n e r a b l e 5 r a d i a n t W i s 1 4 (+3) C h a 3 (-3) 8 Zombie Shamblers (Z) M e d i u m natural animate (undead) Level 5 Minion Brute I n i t i a t i v e +1 P e r c e p t i o n +1 Darkvision H P 1 . A C H i t : 2 d 8 + 4 d a m a g e . a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f its n e x t t u r n . p o i s o n STANDARD ACTIONS © Slam • A t . W i s d o m check. her t w o adepts. Reflex 18. A C Hit: 2 d 8 + 3 damage. >T A b y s s a l C h a i n ( f i r e ) • A t .q u a r t e r o f its n o r m a l size u n t i l t h e e n d Inuggh's n e x t t u r n .Features of the Area L i g h t : Lanterns f i l l the temple w i t h b r i g h t light. R e s i s t 1 0 n e c r o t i c . O n a successful check. Encounter Trigger: T h e z o m b i e is r e d u c e d t o 0 h i t p o i n t s . A C Hit: 2 d 6 + 8 damage. F o r t i t u d e Hit: 2 d 8 + 7 psychic damage. H u m b l i n g C o m b i n a t i o n • Recharge if neither attack hits Effect: T h e a c o l y t e uses abyssal chain. A c t i o n Points 1 STANDARD ACTIONS © Staff (weapon) • A t . t h e altar is deactivated.W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) . mace Haffron's Skeleton M e d i u m natural animate (undead) HP 45. human HP 6 6 .W i l l A t t a c k : R a n g e d 3 (one c r e a t u r e ) . s t a f f . + 9 vs. a fact that is obvious to any character w h o has t r a i n i n g i n A r c a n a . As a s t a n d a r d action. I f t h e t a r g e t is t h e n a d j a c e n t t o t h e a c o l y t e . W i l l H i t : 2 d 6 + 7 p s y c h i c d a m a g e . W i l l H i t : T h e t a r g e t is c u r s e d u n t i l t h e e n d o f Inuggh's n e x t t u r n .S c r a m b l i n g C h a n t (charm. a n d t h e a c o l y t e pulls t h e t a r g e t u p t o 2 s q u a r e s . 2 Chaos Acolytes (A) M e d i u m natural humanoid. A creature can take t h i s damage o n l y once per t u r n . psychic) • A t . t h e t a r g e t is s l o w e d . M i n d .W i l l A t t a c k : Close b u r s t 1 ( e n e m i e s i n t h e b u r s t ) . t h e t a r g e t falls prone. + 9 vs. W i l l 15 Speed 6 STANDARD ACTIONS © L o n g s w o r d (weapon) • A t . W i l l 2 0 Speed 6 Saving T h r o w s +2.W i l l Attack: M e l e e 1 ( o n e c r e a t u r e ) . Each i t e m of power can render only one altar inert. A character adjacent to a n altar can a t t e m p t t o negate its magic w i t h one o f the three items o f p o w e r the Chaos Blade. even i f d r o p p e d to 0 h i t points. C h a o s M o t e : The silver sphere is t h e c o n d u i t t h r o u g h w h i c h M i s k a is a t t e m p t i n g to g a i n his f r e e d o m . A C Hit: 8 damage. F o r t i t u d e 1 5 . A n y creature n o t b e l o n g i n g to the C u l t o f Chaos that enters a square adjacent to the m o te or starts its t u r n there takes 5 damage. human HP 140. psychic) • Recharge w h e n first bloodied A t t a c k : R a n g e d 5 ( o n e c u r s e d c r e a t u r e ) . T h e D C increases to 19 i f the a t t e m p t is made as a m i n o r action. Stealth + 9 S t r 17 ( + 5 ) C o n 16 (+5) D e x 15 ( + 4 ) I n t 11 (+2) Languages W i s 1 4 (+4) C h a 12 ( + 3 ) Common Initiative + 4 Perception + 4 Level 4 Brute Level 6 Elite Controller A l i g n m e n t chaotic evil E q u i p m e n t robes. Bloodied 22 A C 19. B l o o d i e d 33 A C 1 6 . A n altar is susceptible to one attempt at negation per r o u n d .

read: The Chaos Mote ripples. the mote implodes and Haffron is gone. A t the various caves. Haffron's ghost appears and gives a shout as he flies toward the crumbling bones. "That's my skeleton. The characters can escape the ravine w i t h o u t attracting attention. a n d perhaps even r u n for m a y o r . settle d o w n . . W h e n the adventurers exit the cavern. and begins to shrink. c o n f e r r i n g o n each the title o f K n i g h t o f H o m m e l Lane. "1 have unfinished business with it." he calls happily. the s u r v i v i n g creatures are f i g h t i n g a m o n g themselves. The skeleton controlled by its foul magic falls to pieces.Conclusion The adventurers' mission here is not complete u n t i l they have destroyed the Chaos M o t e b y deactivating a l l three altars (see "Features o f the A r e a " ) . . a l l the villagers take to the streets. L o r d B u r n e emerges f r o m his tower. H e invites the adventurers to r e m a i n i n H o m m e l Lane. . they f i n d the ravine f u l l o f slain monsters a n d H a f f r o n H o m m e l ' s i n e r t statue at the center o f it a l l . the adventurers f i n d the residents o f H o m m e l Lane f e a r f u l l y a w a i t i n g w o r d o f the battle. . gives off a shower of sparks. At the same time. EPILOGUE: TRIUMPHANT RETURN W h e n they r e t u r n to the village. L o r d B u r n e approaches the g r o u p to personally t h a n k t h e m for t h e i r h e r o i s m . j o i n i n g his people to celebrate as the adventurers are showered w i t h gratitude a n d gifts." With a pop. W h e n the final altar is deactivated. W h e n they are t o l d o f the adventurers' victory. r e v e r t i n g to the c o n f l i c t t h a t was going o n i n the Caves o f Chaos before the c u l t intervened. his laughter echoing in the chamber.

CH. while the forces of chaos converge on the nearby town of Hornmel Lane. logos are trademarks of Wizards of the Coast LLC in the USA and other countries. PO Box 707. Monstrous raiders. Renton W A 9 8 0 5 7 . and Against the Cult ofthe Reptile God. PO Box 707. U K . The Village ofHommlet. ! DUNGEONSANDDRAGONS. I DUNGEONS & DRAGONS. ali other Wizards titles. and missing villagers portend a terrible fate for Hommel Lane and the rest of the world. The adventure is an homage to three classic D & D adventures: The Keep on the Borderlands. Uxbridge.com.E N C O U N T E R S S T A N D AGAINST EVIL An ancient evil stirs in the Caves of Chaos. a series of ready-to-play encounters. DUNGEON ft DRAGONS EfjeoUNTEfts. ! * ' ^ J ^ * ' " - * I ' L ' . USA. 2 Roundwood Ave. Siockley Park. W I Z A H D S OF THE COAST. B 0 0 0 0 0 1 0 5 9 0 . Renton W A 9 8 0 5 7 0 7 0 7 . I B This season also includes an optional online component. M A D E IN THE U S A Not for sale.dndnext.0 7 0 7 . The adventure comes with two full-color battle maps. if unchallenged. and their respective. Published by Wizards o f t h e Coast LLC. FABRiQUE A U X ETAS-UNIS. marauding bandits. . chipping away at its prison. U S A . Manufactured by Hasbro SA. 2 8 0 0 D e l e m o n t . which allows players and Dungeon Masters to convert the adventure to the D&D® Next playtest. Middlesex. U B 1 1 1AZ. D & D . Against the Cult of Chaos™ is a DUNGEONS & DRAGONS* Roleplaying Game adventure designed for the winter 2 0 1 3 season of the D & D ENCOUNTERS™ official play program. Importe au Canada par Wizards of t h e Coast LLC. and information on the D & D ENCOUNTERS program. ^ 1 Route de Courroux 6. Find out more at www. R e p r e s c n t f ' l bv Hasbro Europe.COM © 2 0 1 3 Wizards of t h e Coast L L C . Cover illustration by Alexey Aparin.