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he teaci ng of the weave. A Campaign Adventure for Characters of Levels 4-7 Richard Baker Bruce R. Cordell David Noonan Matthew Sernett James Wyatt Duscnons & Deacons’ Camraran Accrssony Destanrns: RicHarp Baker, Bruce R.Coxpett, — - Davin Noonan, Marruew Szxnerr, James WeATT “ “ Error: Joun THomson Epmxe Manacra: Kim Moan, “Destes Manacer: Gunistormer PeRKiNs Devenorment Manacen: Jesse. Deoxen Seton Awr Director D&D: Stacy Lonasraeer Dmecron ov RPG R&D: Brut Staviesex Propucrion Manacnrs: Jost Fisczer, RANDALL Cxews Foxcorfex Rrats Axr Dinector: Kare Inwin Cover Anvist: Wizttam O’Coxor TyreRIOR Agrists: WILLIAM O'Connor, Jim PavELzc, Cunis Dex Grarmc Desiannk: Rowert RAPER - Carroor apne: Ronexr Lazzarertt Tactical Mar Desicn: Niex Isaac Gkavnic Propuctioy Sractatist: ANGELIKa Loxorz, Inace-Tecuwictan: Sven Bouen or asl othe xigina Dungeons & Dragons ules eee by Gary Gygax and Dave Arscion andthe new Dangeams & Dragons ge ig y ‘Tonatan Tet, Monte Cook, Sp Willan, Richacd Bakes and Peter Akon. ‘This product wes uplated materi frm the «FF evn ex dsgn fc ue wth the Bourn Rea." Campa Sein y P2 Greenwood, si Stig, Sean Reynolly Skip Wilms and Rob Heiwoo. ‘his Wizard ofthe Cont game prot contains no Open Gane Content, No portion of this wrk may he repre in ay form ithe writen pasion | ‘To leun more abou the Open Gaining License andthe #20 scm Lana pase rt wwnivizardscon0 US, CANADA, ASIA, PACIFIC, & LATIN AMERICA Winans of the Goa, Ine 20. Box 707 Renan, WA 98057-0707 (Cxsstiont) 1-800-524-0496 620-95688720-001-EN 937654324 First Ponting: Mare 2007 ISHN: 7rRO7Ks9 119.3 EUROFEAN HMADQUARTERS * Hasro UX Lad Cael Way Newport, Gwent NDS OYE, GREAT ERUTALN Doxains & Deans, DD, Duna Maso, Foam Tt, 20, 20 Sr, Wit Ca hry The Tera ofthe Weare Pliers Hat ‘Dane Mt Gl, eter Marsa al eter Wrancfe Cote prods anes i pce ings a tears of Wed he Co Te Inthe US aadothe cane This mats rote unt he ope ta he Unite ate of Amr Ay nine asthe othe ose hei el ‘ith he rue won pina Wien he Coa Toe Ts aie wok itn yy oll epi py fet i ey cota Via ur mins iwrizrdcoaorgeio ne nn Wheloon, 2 city known for its vibrant green state / roof, nev temple to Mystra is in the of construction. But something rings false among the Iravenly splicres—or at least among, those who mouth the p= re ee temple doors. = ‘Ad that's just the beginning... Cormyr: The Tearing of the Weave isan adventare designed for four Aebvlevel Duncnows & Daacons® characters. Player cliracters will advance through Sth level and into 6th level during the course of the adventure, and pechaps rach 7th or fc evel by its conclusion. preparation As Dungeon Master, you need four books 19 run this adver {ure the Player's Handbook (PHT), the Dungeon Masters Gnide (DMG), the Monster Manual (MM), and the Foscorrex Rist Campaign Seating (FRCS), ‘Review the information presented on pages 111-116 of the Poncorrex Reats® Campaign Setting and the information aout southeastern Cormyr in the appendix of this produc. Otherwise, fel free to modify the adventure to Suita location other than Coxnys ‘Unless you decide otherwise, eis adventure rakes place dong the fll of 1374 DR. This adventure ses the tactical encounter format to describe areas where PCs are likely to enter melee How To use the Tactical encounter Format Encounters unlikely to end in combat use traditional keyed ad- venture text. Bue if a keyed area indicates combat is expected, the eatsy directs the DM to an asocisted tactical encounter The cradvonal keyed entries remain your flowehart of the dveuture—they tell you when to refer toa tactical encounter, fd o-mhac'page nainber you should turn, ol emu The most ena ‘ach tactieal encounter isthe snap for that area A.yarity of information accompanies exch ‘map—ereature deserptions inital position, creature tats, tects, rap if ang and other related information. ‘The encounter in this adventure are designed for use with * Dunckows & Dr-scoxs Miniatures. In most cases, D&D® ‘miniature can represent a charactor or ereature perfectly; other ‘times you'll have to improvise How to User Excousrrr Mars As described on DIMG 59, if » map feature covers more then hhalf of a given square, the featnre is considered to extend into ‘that square. If it covers less than half of a square, it docsn’t extend! into that square. For example, if an area of light undergrowth skirts aroun the edyes.of a square, but the rest of the square is clear, then, there’ no extra movement cost to enter that square, If che undergrowth reaches past the middle of the square, the square costs ? squares to move into. The same rule applies to diagonal walls. We've drawn diago- nnal walls on the maps so they cut through the centers of square edges instead of running corner to corner. This way} is easy to tell whether a character can stand in a given square or uot, since every square that a diagonal wall passes throngh is either Jngely clear (you can stand there) or just a small corner (you cai’t stand there), : | —— ‘Tante oF CONTENTS set adventure Background ‘The goddess Mystra provides for and tends the Weave, the. conduit through which most creatures in Toril access magical energy. Despite this central role, the worship of Mystra has declined over the years. Even so, new temples are sometimes commissioned. ‘Until recently, Cormyr did not have a single temple to the Mother of All Magic. Thar changed six months ago when & Mystran priestess named Lady of Mystery Naedaenya Arthas, convinced Lord Sarp Redbeard, leader of Wheloon and lord of rnc of che surrounding lands, that hosting & temple of Mystra was exactly the thing to bolster the city’s economy and create a trade destination for magical items, components, and lore. A good deal of bribe money also exchanged hands, but in the end, construction was sited and started. ‘The temple was located on the site of a ruined citadel atthe edge of Wheloon. With a foundation—albeit crunibling—already in place, along with the magic-aided constraction techniques available to those pledged to Mystra, tae temple was finished in mere months. The open central courtyard hosted nightly ser- vices to the Lady of Mysteries beneath her symbol of the seven, ‘When Tanaster Draaik, an itinerant cleric of Mystra, hap- _petied through Wheloon, te as astonished to discover a fullsized temple where for years had been a ruined citadel, Had he missed the church communigué concerning news of the opening? But it was glorious news nonetheless that Cormyr finally hosted a temple to Mystra, Tunaster entered the temple, jubilant and eager to co his fellow clergy in their new chapel “He barely escaped with his life—and his sanity. , adventure synopsis Ginnie pio casa cae sipetiee deere alls ce ete ese eee eee re Te wn cas oe a ty, te Pan a eh Sdn arp i the Vest Sun jute fom tert he Pie Sr deans Oavy cept ge ee ae ec ce ec ee Chapter 1: Temple of Mystra: The PCs must force or trick ‘their way into the well guauded temple to discover what is amiss. ‘They find ove that the clerics offer “Mystra’s Sacred Trust” 10, travelers through town and other folk who aren't likely to be missed, These folk are deyniveted after along ritual; those with ‘no magical talent are tortured to death dr fed to monsters: The others are taken from the ety to. location in the Vast Swamp. for an unknown purpo:e—one the PCs will have to discover for themselves. The temple’ “clerics of Mystra” are indeed cer: ‘es—hut they worship a far more malevolent goddess. ‘Chapter 2: Into the Vast Swamp: The PCs follow the trail of| the dominated victims to the Vast Swamp, encountéring both friends and focs on the way. At the edge of the swamp, an en- ‘counter with some loal lizardfolk reveals the existence of hordes of undead—once the: brethren of these same lizardfolk—and a castle in the swamp where the déminared victims enver, but never leave Chapter 3: Cormyr's Lost Refuge: The PCs must fight their ‘vay inside the castle to reveal the fate of the dominated residents ‘of Wheloon. Once inside the koop they battle various foes, icin ing the chieftain of the undead lizardfolk. Farther investigation leads the BGs to a few of the dispossessed Wheloonians—and a strange-looking portal to the Plane of Shadow where the otiaers ‘must have gone: Chapter 4: The Path of Shadows: Emerging from the portal intoa dark mirror of the Material Plane, the PCs haye a choice: set off in a magic boat across the dark waterway, or trek overland across te wide shadow swamp. A water journey is unnerving but ultimately uneventful, while choosing to walk across the swamp borings the PCs to the lair of the undead lizardfolk. Fentually the BCs arrive ar an ancient monastery where they meet agents of Cyric and learn that the combined clergies of Shar and are attempting to fear a hole in the Weave, creating a vast area of dead magic. Chapter J: The Black Rift: From the monastery, the PCs ‘mast journey ¢o the Black Rift, a huge canyon inexplicably set in the middle of the swamp. Here the strange, warped nature of the Plane of Shadow becomes very apparent as the PCs fight ‘their way drough strange locations linked by long bridges across the rift. At the end of the chain of fortifications, the PCs meet ————— : gathering mformation about the remple TF the FCs wart to ask around tow regarding the temple ~ of Mgstra, use the folowing Gather Information DC> to determine che results of their questioning of the Jocals.¢ Beating a specific DC aio reveals the information provided — "by lower rests, = DC 10: “The few temple wene up real fast. They didn’t spare {ay magic when building i chars for sure But I suppose that’s ‘what te should expec from clerics of Mystra” DC 15; “Lord Redbeard said the temple will bring in moro people and more trade—pornson the map as it were: Te seems to be doing that At lea hs priests of Myst apend 2 fe amount of coin on supplies that otherwise woul have been spent” DC 20% “the Purple Dragons investigated the place after some folk complained of weird lights and of noises at night. Tagine tha! Odd ose and lights ata tenple devoted to the tse of magi! OF vourse the Dragoas dit find anychig” DC 25." hear thatthe eleres of Mystra haven't been too fiienly with our tovn’s rational church, the Harvest Hall und God's Grove. Tha’ protaby de to bigeity church rivalry, Once the Matane gt seed i, they ome to understand there al friends here” Tstratin 8s lla Pree Despayr, the dragon behind i all. IF they suceeed in defeating him, the rip in the Weave that Despayr has started ‘sll heal self. Ifthe PCs fail, great ‘woe will befall Cormyr. combat in the pack Page 164 of the Players Handbook covers the ‘opie of vison and fight, but the information is vorth resamining beeause many combats in this Adventure occur in eonitons of dasknes or stadowy illumination In an area of bright illumination, all characters can see clearly. A il cseatare can't vse Hide in an area of bright illumination unless i i Jnvistle, has cover or concealment, or has ‘he hie in plain sight ability In an arca of shadowy illumination, a luracter can see dimly. Greatores within this area have concealment relative fo thar character, if he or ste doesn’ aye darkvison, Concealment has ovo main effects The subject of a successfil attack has a 20% miss chance, and creatures can make 8 Hide check to conceal themselves. Tn areas of dashes, creatures that lack darkvision are fectively blinded. In addition to the obvious effects, a blinded creature has 2 50% miss chance in combat (all opponents have total concealment, loses any Dexterity bonus to AC, takes a penalty to AC, moves at half speed, and takes a —# penalty con Search checks and most Strength and Devterty-based skill ches Characters who have lovelight vision (ves, gnomes, and halls) can Sec objects twice as far away asthe given distance Double the effective radius of bright light and of shadowy i Jomination for such characters. For example, torch provides Brig illumination out ro 40 fect (father than 20 feet for Character with low light vision, and it provides shadowy illu tation aut to WO fet (rather than 40 Feet). Characters who have Superior low-light yision can ses objets four times as faraway ts the given distance. Quadruple the effective radius of bright humiation and of shadowy ilamination for such characters. Characters who have darkvision uch as dwarves and halForss) can sec lit sivas normally a8 well as dark areas within 60 fet. A create canfe nse Hide within 60 feet of a character wha Jas dashvision ualess i invisible bas coves, oF has the bide sn plain sight abi: combat in water Sora ekcounters in dhs adventure feature bois of water that 3PCor NPC might eater. The pertinent les fiom the Playé Hapdbiok and the Dungeon Maser Guide are gathered here Jar your convenience Wet new temple of yttra sine rightly under the munday. the water in chis adventure should be treated as calm. Creatures in the water must sueceed on a DC 10 Swim check to move one-quarter their normal land speed. A failure by 5 Or more results in a ereature going underwater and needing to hold its breath. Creatures without a swim speed cor freedam of movement that fail a swim check are considered off balance; they love cheir Dexterity bonus to AC and foes gain +2 bons to hit them. Holding Your Breath: A creature can hold its breath for 2 ‘number of rounds equal to twice ts Constitution score, but only if taking move actions or free actions. A creature holding is breath that tzkes a standard action has the number of rounds thats breath can be hel reduced by 1. After tha, the creature ‘must make a miecessful DC 10 Constitution checks each round, the DC ofthis check inereases by 1. A failed Constitution check ure to fall unconscious Inthe Following round, the ereature is reduced.to ~1 hit points. Tn the round after that, che creature dis, ‘Water and Cover: A creature immersed in water has total ‘caver from attacks on land. A erearue standing in water ae least, tual its eight in depth has cover (4 to AC, 3 on Reflex saves) from land attacks, and it cam crouch as a-move action to gain improved vover (8 to AG, +4 on Reflex saved). Creatures sw ‘ming, bue breaking the surface, have improved cover against attacks from land (8 to AG, +4 on Reflex save) ‘Water and Attacks: Ranged attacks take a2 penalty oi the attack roll fox each 5 feet of water they pass through; saehing ‘and bladgeoning melee attacks take a ~2 penalty on the attack roll when underwater as well. The surface of the water stops —— —— Tante oF GonTENTS oa! , line of effect for fre spells and spllcaters in the water must sce on a Spelleraft check (DC 20 + spel level), or the spell fails and'is wasted. Adventure Hooks (Characters cen become entangled in this adventure through a wide variety of methods, Read through the information sbout ‘Wheloon in the appendix to get an understanding of the setting for the first part of the adventure, and then consider using one of the following adventure hooks (6 get things going: Suggested hooks include the following: Tunaster Dranik: Au itinerant priest of Mystra coneacts the player characters, who by this time Cie level) have just started to make a name for themselves. Alternatively, the PCs sce a notice posted on a focal tavern wall or town job board. The letter or posted announcement simply reads: To Those of Strong Arm, Keen Mind, and Quriesity Selucations! See the man in blue at the Wyvern Watch Inn before the 23rd if you wish to ear a peculiar riddle, land are willing to undertake a commission to discover its answer ID. ‘The letter is delivered to the POs or is posted in Wheloon, for a rovin chosen by the DM appropriate to the characters? location. IF the PGs travel to the Wyvern Watch Inn (or one substituted by the DM) before the indicated date, they indeed find a white-hearded man wearing a simple bloe robe trimmed » with white, accented by 2 cloak of deep blue. He also wears a bi skulleap, Tf approached, the man i initially nervous, as if ready to bol However if the PCs put him at ease, he indicates he is indeed ‘TD? Tanaster Dranik, cleric of Mystra (LLG male Chondathin ‘human cleric 3). PCs interested in hearing his ride nd taking the commission offered can speak with Tunastcr at length and learn the details of his predicament and offer. The following bits of information are imparted to the Cs naturally, a8 part of conversation: “Lander, a5 many MYstean clergy doy seeking sources of old ‘magic. Pe been in tombs, dangerous rains—Pve even skirted the lair of « foul lich, But none of these holds a candle to the sight I saw a tenday past—a newly built temple of Mystra, here in Wheloon”™ “Seems normal enough, eh? But there are no other temples fof Mystra in Cormyr. This is big news! Pm a long-time cleric of the chuck, Tin in yearly contact with the organization. Hows is ie Tide know I finda temple of Mystra here? Why don't 1 eric in good standing, know more of this ‘Lady Archae who supposedly ordered the temple's construction, an sited it cn the ruins of the old citadel?” “Astonished, I immediately entered the temple, looking for answers. I made i tothe outer courtyard, bt was rebuffed from entering the inner areas; Iwas told to wait for Lady Arthas After an bhour’s wait, « man appeared, sosicone named Fembry, and asked me to accompany him back to the middle courtyard He wore the garb of a Mystran cleric, as Td, but something” about him wasn't right. I cat explain it to you, but something made me... run.” “And they chased me! Why would they do that?Someone on the temple walls fred arrows at me! But I escaped. What in the Nine Hells is going on in there? I need to fina oxt, of failing that, go to the nearest lgitimate temple of Mystra and ask for aid. hae now you'ee ere. Ca you help me? “Dive already spoken to the authorities about the subject. Constal Tholl assures me that the Purple Dragons have inves- ‘gated the temple and found nothing amiss. Lasked him what they discovered, and it seemed they made only a cursory check of the place after hearing about strange lights and noses. T sensed his reluctance to lagk deeper into it has mare to do with Lord Rediard’s pleasure at the business and taxes the temple brings ‘aa with a firm understanding of what is happening within.” Tunaster offers the Fs sum of 2,000 gp if they penetrate the temple; find out if a profanity to Mysera is being commie ted, and the purpose behind it and eliminate the blasphimers He'll pay the PCs $00 gp now, with the rest coming upon the completion of the quest. For his part, he's going t© travel to Snerloon to meet with his superiors at the Tower of Mystery, and he will not accompany the PCs. Tunaster hopes to find faith: ful there who can tell him what might be going on or wo will return with him. Tunaster is fairly certain that someowe there ox nearby will be able to teleport him back, hut if he cae it will take him nearly a tenday to return. If the PCs seem hestans, ‘Tunaster offers to write them a promissory note that has his ‘personal arcane mark, which the PCs can redeem at any temple ‘of Mystra (except the one in Wheloon, of course) for payment after they submit to diserw fies spells ‘Missing Bookacller: Amnie Basult, a Wheloon bookseller, has gone missing, His wife, Mela is hysterical, The Wheloon Watch doesn't look into such matters—but peels Mela can interest the PC? i ‘Amnic was last seen in his bookshop. A succesful DC 1+ Search check reveals the signs of a scuffs a successful DC 18 Search check reveals « pamphlet to the city’s now temple of ‘Mystra that has fallen into a crack between the floorboards On it is written (in Amnic’s handwriting), “Do they really hold ‘Mystra’s Sacred Trust?” Looking for « Temple: The characters axe looking for a nearby temple for healing, advice, or some other service and discover the newly built temple of Mystra to investigate anomalies brought to their attention, ‘or perhaps simply by chance £eatures of the remple ‘The structure consists of the temple proper, with an open outer courtyard, a colounaded midale temple, an inner temple with as sociated antechambers, an a dungcon level beneath. The temple is built into the side ofa hill at che edge of Wheloon and along ‘the Wyvernflow River. Ie was built on the fouridations of an older citadel coustrueted before Wheloon was founded. A stone path leads up the hill to the main temple entrance, which consists of a set of heavy oaken doors. ceilings é Ceilings ae of uniform height Geilings: Indoor ceilings are 15 feet high unless otherwise noted. walls ‘The outer walls are made of 5-footthick mortared stone. A. walkway rons along the tops of the walls that surround the outer ‘courtyard. The inner walls are L-fooe-thick mortared stone, ‘Masonry Walls (Rxterios) 5 ft. thick; hardness §; lp 450; break DG $5; Climb DC'20. ‘These walls are ubout 2F feet tall fon the outside edge, and it's a climb of 20 feet to reach the bartlement. ‘Masonry Walls (Interio} 1ft. thick; hardness 8; hp 90; beeak DC.35; Clim’ Dc 20, ‘Masonry walls inerease the DC of Listen checks to hear ‘through them by 15. The hit points and bresk DC shown are for & single 10-foot section. If x masonry wall is breached, the Squares breached and all adjacent nonall squares hecome heavy ‘acbris, Doors. ‘Wntranee to the remple is controlled by the outer goors and inner doors, which open into the open outer courtyard and enclosed dhe characters arsive at the newly built temple hoping middle temple, respective ‘made of iron-reinforeed oak. ‘The onter courtyard doors stand open end unlocked by day but are closed ae night: The middle temple doors are usually closed Hoth sets of courtyard doors ate And locked (barred from within) Internal doors are ll good wooden doors; hey ae lacked ot unlocked a5 ote ‘Barred and Iron Reinforced Wooden Door (Courtyard Doors): 1 fe thick; AC 2 handacs 55 hp 140; break DG 37 (bared), Each door measures 90 square feet; 2 knock spell estat th Joye can open one if barred The doors are barre 2 night lt open by day. Good Wooden Door (Internal Door) hates 5 hp 15; break DC 18 Gf locke 1/2 in. thick; AC 3, illumination i Hanging lanterns illuminate most of the rooms in the temple Dark areas are specifically noted in the text proactive defense During the course of the adventure, it is poss, even likely, that PCs will enter combat and remove the threats of one oF more chambers of the temple, then fall bck, Becante the fake temple of Mysera is actively managed, srviv- ing prigsts do noe simply allow their numbers to be whittled down and wait for the next attack; they Iaunch a proactive program to stem the problem, Backfill Loses: ‘The temple can't withstand the loss of too ‘many guards and priests in the upper level, but it does react by attempting to hire new guards and importing fresh priests from the east, and so on. TF the PCs incapacitate or kill guards and priests, leave, and core back, they find replacements, depending B32 jf f_ osenbs|>u@L2[e9s) [eae Perr Foret pies nw Oth eae Bie = en con when the PCs return. These replacements apply only to the upper level ofthe temple Less than @ Daye No replacements. One to Tiyee Days: Valt the number of slain/nenpactated guards and 50% chance of an equal level priest Eonr‘or More Dagi: AML guards and priests replaced. If the PCs make much fendway in the dungeon level they wil gather enough evidence to reveal the temple co be sham. ‘Ouee this happens, che temple will go dark and its residents will fee cast ‘Legal Isues: The temples residents don’t want to draw too sch attention to heir new enterprise, so they won't see Wheloon authorities against PCs; however, if the PCs show up on temple sgouus with authorities in tow, dhe surviving priests wll make 2 persuasive argument that i is ehe PCs who shouldbe clapped fn irons and led away. Unless the PCs can beat the temple's Bluff check rule Guade with « modifier of «15 including al circum- stunial modifies in the fake temple’ favor) with a Diplomacy check of thei own, the authorities wil turn on the PCs IF the 26s allow themselves to be taken captive and await the jnsice ‘geen outcome, che killers from che Assassin Ambush encounter on page 22 set fire wo the Wheloon Watls House to distract the suards a ee breakin and artemape to kill the PCs Take the Fight vo the PCs: Lady Arthas doesne wait idly by for che aeackers to break into the dungeon level of the temple Tnstal, after the fist attack the PCs aatke on the temple, she seas forth a team of Killers to take care of the problem. The killers, Londal Fen (NE. male Chondathan human fighter 6) nd Smile (NE female halfling rogne 4) strempe to draw the HGéto filing ground of heir own devising by arranging fora esse tobe delivered by courier (ay of night), with chistexe jnked in a shaky hand: “I can help you sneak into the temple, hue they are watching for me. Come mest me in an hour at 23 Tinpil Sct, ow the est side of the river” The res Ieade PCs to. deserted section of the waterfront. ‘Thote the characters are ambushed by the killers se tactical counter AL, page 22. : TE the PCs don’t take the bait, che killers are forced to keep fabson them and attack when the opportunity arises, They won't fight the RCs where there are witnestes or where the authorities sight soon appear, 30 the Ps are safe staing at uhe Wyvern Watch Inn. If any ofthe killers survive and escape, the PCs might meet them agin if they enter the dungeon level ofthe temple entering the remple Characters can enter the temple in several ways ‘Walk in by Day The outer conceyseddones sand open ding the day and visitors aro weloomed by priests who stand in the ‘outer courtyard for just such duty. BCs who feign casoal interest aieensouraged to commiane with Mystea in the onter courtyard as often a8 thy like until midnight. Those who feign intense Sweation recive it in turn and ae ask if they wane to earn ‘Mystra’s Sacred Trust Gee areas T? and 'T6). Sneak in by Night: Sncaking in is dangerous, but could uli tuately prove the best way to gate intligence about the temple Although breaking through the front outer doors is an option, characters willbe better served by attempring to clamber up an gs ‘Trarie or Mysrra ae cuter wall (Climb DC 20}, or come up from behind the temple ‘an the upper ridge of the bluff, and them down into the open outer courtyard (area T2) ‘Mystran services are conducted from dusk to just before ‘midnight, after which the temple closes. PCs will have the best Ick if they deal with the two temple guards on the outer walls first. ‘ward: Two temple gnards ace poste, day and night, on the wall walkway that surrounds the outer courtyard (ares T2) The guards grin Listen checks opposed by. the PCs? Move Silently checks, in case noise is mad. Creatures take a = penaley on Listen checks for every 10 fuer of distance between them and the source of the noise. If ether (or both) guards notice an attempt to break in, they will use their hoen to sound an alarm. This alerts the four temple guards stationed in aren TS, who arrive in 3 ronnds ‘remple Locations “The mage for the temple of Mysera appeat on pages 22 and 23, Avie tha the ground in the encounter lotions seer and rclatvely five of structions unless a tactical encounter inbeates otherwise D1. Pars to Gare ‘A cobbled path lads from the northern edge of Wheloon sme 200 yards up a ow hilo the a where the temple of Mystra has ben ble A cebBlestone path gradually ascends a low fill ward a seep ded uff bebind sebich runs the Wreernplre. The pat leads to the flat rampart ofthe whitewashed temple wall bile right into the Buff Te the left ofthe doors stands larg, stylistically simple statue of a woman. smaller, freestanding sone building “ands to the south ofthe temple, By day and up ontil an hoor before midnight, the anter doaes (Che double dors between arca TH and T2) stand open. Open oF losed, PCs who make a successful DC AF Spor cheek ean note ‘one of both of the temple guards who wall the top of the walls surrounding the outer courtyard. The temple guards onthe wall ‘can snake Spot checks (3) or Listen checks (3) to see PCs at- tempting ta sneak in. They won't engage in conversation, instead directing any inquiries to the priests insie. fa conflict occurs here, see the ascocitedtnercal eneonnter ‘atieal Encounter 2. Outer Courtyard on page 2. ‘Temple Guards up on Wall The temple Kuss up on the outer walle tats printed with ehe 2 eatical eacouatet) are part of the contingent based in area TS, and as such, are not aware that the temple is anything other chan a grand structure dedicated to Mystra s Statue: The statue of a large woman contains one speck of | color—che woman wears a headband bearing a wide fla dsc on which is painted a eirle of seven bueswhite tars with red mist flowing from the cencer. Those who have ranks in Knowledge (align) recognize the sytbolas that of Mystra. A snccesfal DG 15 Knonledge (cligion) check indicates that the woman might he Mystra, and though that religion doesn't usually rely on such “dls is not profane to do so. i 7 ‘Tenet or Mysrea se OU ’ T2. Ourrr CourtyaRD This walled enclosure isthe most public face of the new built temple of Myst, This wide, walled space is cpon to the sk. The flor is tiled ‘with obsidian slabs, in sebich star shaped white stone files are ch mimicking the night sky. Two large stone statues dominate the space, cach, apparently portraying the same woman. The stand apart fram but facing each other, each with bands raised ‘up toward the ofber, abmsst forming au arch over the center of she temple. Four small alters to Myitra sit i each corner of the courtyard temple. By day, the outer courtyard contains 1041 curious ¥ temple guard named Thendrie, anda temple prist named Shan Thar. From disk to aa hour before midnight, the outer courtyard contuns 2442 pious visitors, the eemple priest Shan ‘Thar, and the “devout sorcerer” Kev From midnight to daybreak, the outer courtyard is empty ‘though tio comple guards armed with hows are always on dary sop the walls Ifa conflict occurs here, refer to the tactical encounter. Ira confit occurs in area T6 and the PCs retreat here (having passed it without cooflict on the way in) Shan Thar and ehe archers sound the alarm to alert the temple guards in aca TS—refer 9 the tactical encounter. ‘Tactical Encounter: T2. Outer Courtyard on page 24 Shan ‘Thar: ‘This individval is a msling, charming man in his mid:305, Friendly and outgoing, Shan Thar isthe perfect face of the new temple of Mystra. When he firs meets the BCs hae inquires if they seck healing services or other clerical help (for standard rates a5 given on PHT 129), and is glad to provide it after ashore wait t locate sro) Shan Thar brews potions of undetectable alignmene regularly, ‘one of which herinks each day before going put to gtet people, Ihealso provides such a potion co Starneaver Fembrys. If neces sary, the two clerics can simply pray forthe spell an east it but they prefer tous the potions and ill eeir spel oes igh more sell spells Pretty much everything Shan says is a lie—if the POs at teinpe any Sense Motive checks, Shan gets a total of #1219 hi Bluif check (hich includes « «5 circumstance bons die to the Alaborate surroundings all designed to decive vistors about the temple’ true nature) ‘Shan allows PCs to look around the outer courtyard ask ques- tions of those present, and pray at one of the Mietran altars, hhonever, if the PCs seem more than casually interested in what’ going onhe approaches them and rcatesthe folowing pieces of information naturally uring the course of a conversion “Mystra bless you, friend!” “Ifyou seek the Mother of AA Magic, you've found one of the places she dvells hese n Faersn” “Haye you come to the temple for healing, oF perhaps you seek to alleviate some other ailment? We ask very competitive donations in turn for our blessings.” “Lady Arthas? You've heard of hy she whose courage and ability helped make this temple a reality? Tm afraid you can't se her Se’ quite sy with Soin to che administration of ue 10 nner temple, Perbaps you enn talk with someone cls? Tam here to answer all questions, and am happy t0 do sa” “The head priest ofthe temples Lady of Mystery Nacdaenya ‘Arthas. She is bosy with private temple business. She has tiie to talk pnly wich worshipers who have advanced far enongh down the path to earn Mystras Sacred Trust” (Note: Clerics of Mystra af any are part ofthe party; Have never heard of anything called Mystrats Sacred Trust. Such a thing could conceivaly be part of ‘ecclesiastical knowledge imparted at higher levels, but the words draw a blank for any ceri in the group.) “Come to the nighelyserviess, and rjice in Mysera. Bue if you sek to learn more than the avecage parishioner, might you be Itcrested in revealed knowledge, and Mytis’s Sacred Trust” “IF you are truly interested in becoming part of the temple, and perhaps earning Mystr’s Sacred Trust, we can arrange for you te attend special threesay serviges that occur in the male ‘eample: We require edenition of 25 gp for cach of you interested in trying the service. Yes, expensive, bt not too mel for those ‘uly interested in expanding their knowledge of the goddess of the Weave, 102" IF the BCS ask about Thensvie's claims (ce below), Shans Tha Jooks confused and has this response: “Prisoners from the Wheloon Jui? Sometimes we take in those souls who have committed crimes but want to repent by serving Mystradircetly. We have good works available for any such that ish to turn over a new leaf— goo forthe temple, and good for them, because ie commutes their sentence” If the PCs ask about Tunaster Drank, Shan ‘Thar i quick vith an answer “Tumaster ....No, the name doesn't ring any bells You sid hae was cleric of our goddess? Wel, I can't say that I recall any fof our order visitng recently, but there was a gentleman like the one you describe who came here some days ago though. He insisted that he be allowed in our inner sanctum iamesiately, We didn’t know what to think of this, but my colleague, Starweaver Fembr, explained to ths fellow that only those socking to earn “Mytra’s Sacred Trust ean eater the teanple’s ine satu. The rman grew incensed and hegan ranting, When we tried to calm Dim, he gota will lookin his eyes and san? “Yes, We di chase him. He seemed quite upset and we wanted to be certain he did not do himself or others harm. But he was very spry for such an old fellow, very pry” “Have you spoken to him? I do hope he i well. I doutt know ‘why hell Want to pug the honor af this temple. Shoo you see him again, please convey our apologies for any misunderstanding twe might have eaused, and let him know that our inner sanetuzn {s opon to him if he wishes to carn Mystra’s Sacred Teast” If the PCs ave interested in working their way farcher into the temple through diplomatic methods, Shan asks them to show up that night just before twilight, with their donation. 1f they deo so, he will et thems into che mide temple. To do 5, fe uses s.cadai knock on the door to alert ane af the guard in azen 76 to.unbar the doors. Viktor: If the PCs question these random townspeople and travelers, they discover those present daring the day are either interested in learning more about the worship of Mystra of are already worshipers of Mystra and are present to give silent tribute at one of the altars If the PCs talk to anyone at che evening cefemony, they discover them to be either truly pious SS ‘Temeur or Mysrra Wheloonians io attend the evening services tobe closer to their goddess, or simply travelers passing through Whelonm interested innsome evening entertainment. None of the travelers have taken ‘the next step that Shan Thar offers them every so often —to hocome celebrants of Mystra’s Sacred Trust. Any PC clerics of ‘Mystraeven those who make obscenely high Knowledge (rl ‘gion checks —can’t recall ever hearing about “Mystra’: Sacred Trust” The vistors are Istlevel commonors and experts evrin: Kevrin isa dour sorcerer who has done il in his past. ‘ie has offered his services to what he believes to be the temple of | Mystra asa bam to his conscience. Only blatant, overwhelming ge would make him question whether the temple is really dedicated to Mystra or somebody else. Kevrin casts sdewt image uring the nightly ceremonies to provide the illusion of brighter srars above onlookers and constellations that come to life and fly about as they are named Statucs: The statucs look like the one standing outside (area 4) and presumably represent the sume woman, ‘Evening Ceremony: [very night exept wen it'ains or ow) the temple hosts « service to. Mystra, which involves looking sf, naming, and revering many of the stars and constellations, The ceremony is offciaec by Shan Thar and asisted by Kevrin Gee above). The ceremony is attended by 2442 pious visitors and travelers. Guests and observers are always weleome. Clerics, ‘of Mystra know this ceremony and anyone who succeeds on a. DG 18 Knowledge (religion) check recognizes it as well. Noth ing seems amis, except that the silear émage display is rather ostentatious. Development: Because only Shan ‘Thar khowe Mystra is not really being worshiped in the central room, questioning other NPCs in this area won't reveal that Shars clergy is behind the conspitacy, no mmtier whut means are used for questioning, Shan Thar is different nut he secretly worships Cyrie, bar ‘would rather die than reveal that Face, More to the point, he has reeived special conditioning so even if his mind is probed, he can use a Hluff check (opposed by the mind-zcader's Sense Motive theck) toayoid revealing the truth, though the mind zeader would be able to determine that Shan was hiding something, jost not what, ‘Treasure: Each of the four small altars'contains a deuation bowl holding 1420 ep, 1410 sp, and 1441 gp, all given by those faithful to Myscra T3. BATTLEMENT Accrss The door to this room is normally closed and locked. This chamber is mot vpen tthe sky. Several Boxes and a few bar els are stacked in the uortbivest corner. Spiral stairs ascend 20 fees tow cased ate n the ceiling ‘The boxes and barrels contain mundane supplies like rope, lamp oil, hard tack, nals, and the like. ‘The stairs lad up to the narrow, foot wide battlement that ‘rounds the outer courtyard. The hatch hetween the top of the stairs and the hattlement is always locked; one of the archers on duty has the key, s Battlement: A 5-foot wide walkivay completely encircles the outer courtyard. It rises 20 feet above the ground, Ftom if, an archer gains cover (+ to AC) ayainst ranged attacks from some- ‘one on the ground either inside or outside-the outer courtyard, ‘Wooden Hatch: 11/2 in. thick; AC 4 hardness 5; hp 15; break DG 18 (locked); Open Lock DG 20. T4. KevaiN AND Stay’s Quanrexs Th door to this room i normally unlockel- This bedcbamber contains te cots, a desk, a chest beneath the desk, a few chairs, a closet, « faulsmelling chamber pot, and a boakease on aubich « few lonely tomes collect dust om a bert, shelf while the top shelf cverflows with bottles filled wish vari ‘ous colored fluids. 3 ‘Shan Thar and the sorcerer Kevrin sare these quarters, Shan ‘Thar is fou in the hammer only afte might, while Kevrin «a be found here most ofthe time except forthe period of time between dusk and midnight whe he attends the nightly ceremo- nies Otherwise he sleps at night, and during the day ily fips through one of the books from the self while slowly nursing a lass of strong drink. IF the POs start fight hers, refer to the ‘aétical encounter, unless they can dispatch the sorcerer quickly and secretly enongh to avoid detection by the wal archers (Spot aund Listen +3) or anyone else in the outer courtyard, Tactical Racoutiter:T2. Outer Courtyard on page 24 Bookcase The fey tomes onthe bookcase are oi and outdated ‘ssayson the nature of magi, writen by scholars mostly dsc ited in this day and age (a sucwessful DC 10 Knowledge [arcana] ‘ioc reveals hi The bots contain a variety of distilled spirits and mising compounds forthe erestion of potions Desk: Nothing found in the desk seems t0 implicate the temple's clergy in anything othcr than the days ty plan tostey open tothe publi te rates which chy ace prepare to ak for healing services, ad So on. A locked secret drawer in the desk (Search DC 20, Open Leck DC 20; Shan has ta key) contains a parchmeit with a scrawled ‘message in red ink (This letter i epreviuced aa player handout con page 138) Father Shan Thar, We need more recruits in the inner temple. Start pushing the Sacted Trust alittle harder, wauld you? Esvels sends ware Aorough Despayr that we need to step sbings up out bere. Tics don have jour deubrs, but do as you're instructed, lest the goddest Gad yon in shadow, Lady Arthas ‘Small Wooden Chest: The unlocked chest under the desk contains several scrolls and potions: 6 potions of undetectable alignment, potions of eure light wousds, 1 scroll with 3 eure moderate rounds, and 1 seroll with 3 cwre tricus 0eunds. There isalso1 seroll with 3 fester restorations and 1 remoye disease. All scrolls are at scribed at caster level Sth ‘TS. Temrie, Guarp Post ‘This building's stone walls house a group of hired fighters who guard the ourer temple. The guard post's door is usually unlocked.

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