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The Thing in Amber

The adventure takes place near the simple village of his last living moments to activate his simulacrum, and set
Marfirth. A group of simulacrum , the last vestiges of a them to the task of finishing the ritual. The simulacrum
dead wizard, has been terrorizing Marfirth for 6 years. are but a shadow of their creator, and have found the task
Each year, when the Stars are right, the simulacrum daunting to say the least. Requiring a blood sacrifice, the
attempt a ritual to control a horrific thing, a creature from simulacrum presented themselves as a robed cult and
beyond the stars. The simulacrums creator , the mad raided the nearby village of Marfirth, during the conflict
wizard Erwick Smythe, had successfully summoned the many villagers lost their lives and many homes and
thing, but found he was unable to bend it to his will. In business were damaged.
the ensuing conflict, he was able to contain the beast with The cult attacks once a year. The players arrive in Marfirth
a spell, but not before being mortally wounded. He used on the eve of the annual attack.

Why are we traveling to Marfirth?


1. The characters are traveling to a larger city not far from here where there is lucrative mercenary work.
Marfirth happens to be along the way.
2. One of the characters was visited by a barrister recently, and informed of the Death of his dear aunt
Netty. She bequeathed them her cottage on the outskirts of Marfirth. The character must show up in
person, soon, to claim the cottage or it is forfeit.
3. Characters have accepted a bounty on a flagitious knave by the name of Chauncy Notley. He has fled the
city, and rumor has it hes headed to his old home in Marfirth to lay low.

The village of Marfirth Rumors


Roll D12 once for each character.
Rumors
1) Don't be caught in the woods around Marfirth at night.
2) Marfirth is a cursed town.
3) They say there is a marker stone in the woods near Marfirth that grants good luck if you kiss it.
4) The mayor of Marfirth is in league with dark forces.
5) If you go to the Heart of Oak Inn & tavern in Marfirth, don't order the mutton!
6) If you go to the Heart of Oak Inn & tavern in Marfirth, be sure to order the mutton!
7) The constable in Marfirth will look the other way for a bribe.
8) The constable in Marfirth is a hard man. Strictly by the book!
9) There is a fairy court in the woods outside of Marfirth.
10) The old monastery on the edge of town in Marfirth is haunted.
11) Marfirth lost their mill recently.
12) The well in town grants wishes.

juggle and do tumbling. An old crone (Belula) sits in the


The GHAD doorway of one brightly painted wagon, tapping her tow
A day out from Marfirth, while traveling through the to the music while a buxom young lady with raven ringlets
dense forest the players encounter a group of travelers (Fenmita) stands nearby giving come-hither stares. The
known as the Ghad, a people akin to gypsies. In a clearing Ghad are known for having a zest for life, and this display
by the road side the characters can see quaint painted would prove it.
wagons pulled into a circle. The smells of roasting meat The Ghad have just come through Marfirth, and might be
waft from their camp along with the dulcet tones of a well able to answer some questions. The local constable
played lute. The ghad sit about the fire in the center of wouldn't let them set up camp there. If the players are
their camp, Older women prepare a meal as the men polite, the ghad will share their meal with them. The food
smoke their pipes, play music, and watch the young girls is good, and much better than trail rations. The players
dance. Off to one side, under a shade tree, a group of will be invited to dance, or join in if they play/sing.
younger men are playing a game of chance, while others Fenmita will invite anyone who responded to her lustful
looks to come to her wagon and have their fortune told. Xanzu is playing knuckle bones with his cousins. They are
Belula offers genuine fortune telling services for one silver, playing for drabs (copper coins). If a character wants to
and for a gold coin will give the character a charm against play for silver or crowns (gold coins) the cousins bow out.
evil spirits and what not. Once Inside her wagon the Knuckle bones is highest roll wins, the first to roll can
player sees an old owl that gives them a quizzical look, choose to re-roll one die, but if they do, so can others.
along with many strange odds and ends. The wagon Winner rolls first.
almost seems larger on the inside. Fortune telling: I see Their leader, a wizened old ghad named Vindal, sits near
courage, I see death, I see conflict, I see coin, I see a to the fire, smoking a pipe. He watches everything with a
powerful beast (nearly faints). Pale and shaken, she closes twinkle in his eye. He occasionally takes a pull from a jug
her wagon and calls it a night. If there is a wizard or elf in near his feet that contains a strong home made wine.
the party she offers them a thin book , bound in red-dyed Janzin and Sylelle, twin brother and sister, are doing
leather. She tells them take this, you need it far more cartwheels, handstands, and tumbling as well as some
than me. This book has a spell to banish a demon. juggling to one side of the camp.

The ghad sitting around the fire join in song after everything calms down in the camp.

Hero, Defender, sorcerer, Rogue,


Who will be what as the future unfolds?
One will be lost.
One will be found.
One lifted up, another struck down.
One will know love.
One will know spite.
All will know glory, riches, and fright.
So lift up your mugs, and give them a toast
heroes are what this world needs the most.
Who will be what as the future unfolds?
Hero, Defender, Sorcerer, Rogue.

At the conclusion of the song the ghad lift their mugs in salute, and then quietly drift away one by one, offering the fire and
camp as safe lodging for the party for the night.

Goblin Attack!
Kweex and his band of fiendish gobbos attack the party from ambush, on a shadowy part of the trail, midday on the
way to Marfirth. They are armed with makeshift weapons and crude bows.
These 5 goblins are a sickly yellow-green with beady red eyes. They speak in a creepy whisper. All except Kweex who
screams and froths at the mouth as he attacks, swinging a rusty, notched battleaxe he found. They wouldn't normally
have the courage to attack an armed party but they've been drinking a strange brew made from forest mushrooms.
Goblin: Init 0; Atk bite -1 melee (1d3) or weapon -1 (1d4); AC 11; HD 1d6-1; HP 3 each. Kweex has 5 HP. MV 20; Act
1d20 (2D20 for Kweex); SP infravision 60; SV Fort -2, Ref +1, Will -2; AL C Checking the contents of their pockets and
pouches reveals a half eaten rat, a hunk of moldy cheese, 28 CP, 5 SP, and Kweex has a Silver bracelet worth 15 GP.

Marfirth

Marfirth has a smithy (owned by Warmond Gresham), the inn/tavern (The Innkeeper at the Heart of Oak is Oakley
Lee Mayhurst (a widower), with his Daughter Holli and son Jared (twins aged 16)), a stable(owned by Kenna
Bradford), an apothecary/barbershop (Waldman Whyte), and the constable/mayors office (The Mayor of Marfirth is
Hannibal Crutchley, the constable is Ogden Seabrook). The burnt out shell of the mill can be seen on the edge of
town, by the river. Three dozen homes surround these businesses and the towns square.

Warmond Gresham (Black Smith)


Oakley Lee Mayhurst (Innkeeper)
Holli Mayhurst (waitress)
Jared Mayhurst (Stable boy)
Kenna Bradford (Stable owner)
Hannibal Crutchley (Mayor)
Ogden Seabrook (Constable)
Waldman Whyte (Apothecary)

Inquiring at he Heart of Oak (and buying a few drinks) can aide in putting the characters in touch with hirelings.
Commoners for hire
Nikolas Stafford Man-at-Arms Human 4hp Longsword, Dagger, Chainmail & Shield Grumbles a lot
Don Digby Man-at-Arms Human 5hp Club, dagger, Leather armor. Ring of Luck Never satisfied.
Robbina Beckworth Torch bearer Human 3hp Dagger, sling Owns a lantern. Pretty, nose picker
Gruntharm Cliffhammer Mercenary Dwarf 5hp Hammer, shield, helmet Drinker
Kreleneas Leafwhisper Mercenary Elf 4hp staff, sling. Knows spell: Cantrip pg 130 Talks to himself
Holman Gardner Mercenary Halfling 5hp Dagger x2, leather armor. Loves a sandwich

Caverns of the Cult


This small network of caves and caverns is 30 minutes march off the trail. The vines that grow from the cliff side
conceal it from a distance, but it is fairly easy to spot when near. Unless specified, the caverns ceiling is 10 feet high.
1) The entrance tunnel: This dark, dank cave is 30 feet deep, ten feet wide with rough stone walls, and a dirt
floor littered with loose rock debris. The back of the cave has a brick and mortar wall with an iron bound,
stout wooden door adorned with a large iron ring. The wall has numerous (humanoid) skulls embedded in it.
Above the door is a dark 2 inch wide hole. (the door is trapped. Detect Traps DC 12. A spear lances down
from the hole when it is opened. Reflex save DC 12 or take 1D8 damage.)
2) Main Cavern: Large cavern roughly 40 by 40 with a stalactite riddles ceiling 20 feet over head. Two tunnels
branch off from the cavern as well as smaller rooms, their entrances covered by moth-eaten tapestries.
A) Tapestry Here is blackened and stained. Cavern here is 10 by 10 rough, worked stone. Simple cot with
moth-eaten blanket , battered footlocker, and a flickering candle stub are found here. Simple, rusty Lock on
Footlocker DC 10. Locker contains 5 SP, 2 threadbare robes, and a shrunken head (chatty?)
B) Tapestry here has numerous small holes. Darkened 10 by 10 cavern beyond.
C)
D)
E)
3) Sacrifice preparation Room: Back of this room has rusty iron bars mortared into the stone to form a holding
cell for sacrificial offerings to the Thing.
4) Privy:
5) Wizards Study:
6) The Ritual Chamber: This roughly 30x30 room is dominated by a large pentagram carved into the stone floor.
A channel runs from the center of the pentagram to the rear of the cavern, it terminates at the base of the
large chunk of material that resembles amber. Some hulking thing appears to be trapped in this amber. 5
simulacrum Created by Erwick the wizard are here along with the thing encased in amber (Yithaz'ash the
Demon). Each simulacrum is a shadow of its creator, each only knows one spell.
Init +0; Atk dagger +1 melee (1d4); AC 10; HD 7d4 (Hp: 15 each); MV 30; Act 1d20; SP Spells +5; SV Fort +1,
Ref +1, Will +4; AL C

Simulacrum Spell Corruption


Simulacrum one Magic missile pg 144 Face looks like melting wax
simulacrum two Sleep spell pg 155 Gaunt skin, sleepy eyes.
simulacrum three Flaming Hands pg 142 Small horns growing from forehead
simulacrum four Colorspray pg 135 Kaleidoscope eyes
Simulacrum five Chill touch pg 133 Pale skin, blue lips
The Thing
Yithaz'ash, Demon (Type 1)
Init +0; Atk Mandible/bite +5 melee (damage 1d8+5) and Tentacle/constrict +6 melee(Damage 1d3+5); AC 15; HD
4d12 (Hp 25); MV 20'; Act 2D20; SP Confusion gaze +5 Target Save 12, demon traits; SV Fort +4, Ref +2, Will +4, AL C.
Trait:Incredibly strong
Communication: Speech (Infernal,Common)
Abilities: Infravision, darkness (+4 check)
Immunities: Half-damage from non-magical weapons and fire
Crit Threat Range: 20
When it shatters its amber prison, all within 30 feet must make a DC 12 Reflex save or take 1D2 damage from the
shrapnel.
If the characters choose to use the ritual of banishment from the red book Belula gave them, it takes a single
character 1D3+1 round to complete, minus 1 round for each extra chanter. A character can't be taking any other
action but chanting or a half move for it to count. The ritual requires a sacrifice of blood.

The Ritual of Zel'gnorh

Sucep
redatis
sutt
exterrior Mondiss
The chant is repeated, in unison, each round.
Spell check at end, DC 15: +1 to check for each chanter after the first, +3 for a blood sacrifice.
The Ritual of Zel'gnorh

Sucep
redatis
sutt
exterrior Mondiss

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