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An adventure for four 4th level

characters

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Do not meddle in Most of the Brotherhood are conjurers, and the name
The affairs of wizards, of their society is a pun (as in things "rose" from
For they are subtle beyond). They are a haughty bunch in general, and
And quick to anger. their purpose is to study the nether realms and those
- J.R.R. Tolkien creatures that dwell within. Unfortunately, many of
this order are taken to competing to see who can
summon up the most powerful creatures, and this has
led to the death of many a Brother.
Binding Arbitration is an adventure for a party of four
4th level player characters (PCs). The scenario is set in This competition exploded one day at the order's
any vaguely civilized land. branch in a nearby city. Two members, one Evonlosht
of Jempalm and one Jasvsgar of Nuln, had been
Where a creature or NPC is mentioned in bold-faced particularly bitter rivals during their long tenure with
type, its statistics can be found either in the Monster the Brotherhood. This rivalry included both their
Manual or in Appendix C of this adventure. professional and their personal lives, and many is the
time they almost came to blows over a woman.
Throughout the adventure, descriptions of the appearance,
personality, and motivations of important NPCs are Now, however, this rivalry has burst to the fore. Each
presented in red boxes. was commanded by their Guild Lord to assist the other
in perfecting a spell whose fragments had been found
Dialogue is contained in italicized boxed text. in ruins dating back to ancient times.

Evonlosht was chosen because he was the Guild


Location descriptions are contained in plain boxed
Librarian and an excellent researcher. Jasvsgar was
text.
chosen because of his natural talent with conjuration
and summonings.

For long months, they bickered and argued and


The PCs will come upon the dying apprentice of a painstakingly divined the full spell. That's when the
wizard while on their way from one place to another. fight broke out, as each felt the newly re-discovered
The apprentice will ask the PCs to rescue his master spell should be named after himself. All of their years
and then will expire. The PCs will rescue the wizard, of rivalry came forth, and when the dust had settled,
only to find that, in doing so, they have insinuated Jasvsgar had declared the Rite of Thorns against
themselves into the midst of a duel between two Evonlosht.
wizards. The PCs and the wizard will now have to join
forces in order to defeat the rival wizard. The two wizards therefore went to their towers,
Evonlosht on the edge of the local woods and Jasvsgar
in the nearby highlands. Each gathered his allies and
resources to him, and the duel began.

The adventure can be set anywhere there are wizards The Rite of Thorns
and wizards’ guilds. Most lands of the Forgotten
The Rite of Thorns is a guild code of dueling. It was set
Realms are suitable for this adventure.
up by the guild founder in order to settle disputes
between members in an orderly fashion.

Over the years, the rules have changed, and become


more lax, but still the Rite is a form of formal dueling
The Brotherhood of the Rose is one of the better
amongst wizards.
known wizardly guilds in these lands. While not an
entirely secret society, the Brotherhood values its
There are many rules, a lot of them ignored and/or
privacy and prefers to deal with its own affairs in its
forgotten (although Evonlosht probably knows more
own manner, without interference from local
of them than anyone). The main tenets are:
government.
 No other guild members may be involved.

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of strange happenings in the woods, due to the
 The duel is to the death (this was designed to wizard’s duel.
make duels rare).
Folk at the inn may tell of strange creatures conjured
 Wizards may gain help from allies or mercenaries. from the heart of the woods, or of flashes of light late
They may also use allies gained from summonings at night and burned grass found in the morning. Much
and conjurations of this is actually fanciful and exaggerated, but that is
the way of such folk and their tales.
 Strangers may not be forced into the duel, and
innocents may never be intentionally harmed by The next morning, the PCs will enter the woods. This
the dueling wizards. small forest looks wholesome enough, and proves to
be pleasant and shady as the road follows along its
 The victor gains none of the loser's possessions or edge.
lore. These are absorbed into the guild and may
not be disseminated to guild members for 10 years Not too long after entering the forest, as the road
(this to assure that duels are for personal matters begins to head into thicker growth and the sky is lost
of honour and not for profit). to the tree tops, the PCs will come across a hand
sticking out from beneath a bush alongside the way.
The hand is human-looking, but caked with red and is
The Principals clawing slightly at the soft earth.
Statistics for Evonlosht and Jasvsgar are presented in
Appendix A.
Investigation will prove the hand attached to a young
lad of about 14 years of age, badly wounded by
The Player Characters slashing blade wounds and claw marks. It is clear he is
The PCs will simply be travelling from one location to close to death, and even curative magic will not help
another, passing through the region where the two him. In the single moment he has left to live, he will
wizards happen to be conducting their duel. Fate will grab at a PC and say:
introduce them to the situation at hand.
Mmmmy mmaster…please…they ttoook him over buy the high
rock…

He will then behind him to the east and expires.


The Rite of Thorns has been going on for a month now.
Before today, there had been some minor skirmishes, This lad was Evonlosht’s apprentice. He is wearing
and little else. But now, Jasvsgar has made his first light blue robes and along the hem is sewn a red rose
move. Having lured a diviner unaffiliated with the with thorns of gold.
Brotherhood, he was able to set an ambush for
Evonlosht and have his hobgoblin minions waylay the The apprentice has a pouch that holds 10 cp and 5 sp,
librarian and his apprentice, who were out looking for along with a bit of pork rind, and a piece of string
material components for a summoning. wound around a bit of wood. A quarterstaff lies broken
nearby.
The PCs are travelling this current leg of their journey,
Even should the PCs have magic than can raise the
having begun it from a small town where they may
dead (such as revivify), they will not be able to
have heard whispers about the Rite of Thorns and a
resurrect the boy. His soul has departed to the afterlife
duel between two local wizards.
and does not wish to return.
As they travel the road along the River Halgorr,
Should a speak with dead spell be employed, the lad’s
everything is in bloom in this fair land. A day out of
corpse can tell that he was the apprentice of Evonlosht
town, passing farmhouses and homesteads and an inn
and that his master and he were waylaid by about
or two along the road, they reach the eaves of the
eight hobgoblins. The apprentice will not mention or
woods and can take an inn and a small town set near
reveal any information about the feud or the Rite of
the eaves of the trees. Hear, the PCs can hear more talk
Thorns.

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The apprentice's trail is easy to follow back to the high
The Hobgoblin Lair
The lair is the home to a group of hobgoblins who
rock, which is an oblong boulder about 50 feet tall and
moved into the area quite some time ago and have
30 feet round. At this location, a quick investigation
reveals signs of a fight. The grass and tree branches are used the place as a base of operations from which to
raid under guarded caravans. The group has been
broken. Bits of cloth lie around, amid just dried
moderately successful, enough to purchase armour
spatters of blood, some of it a blacker colour than the
party is accustomed to seeing. A scorch mark about 5 and weapons from disreputable sources.
feet in diameter marks the face of the boulder at a
This group is not aligned with any other. In fact, it was
height of about 5 feet.
driven out from its clan holdings when it was on the
losing side of a tribal factional struggle. These
If someone is capable of tracking, he can try to follow
hobgoblins venerate a demon whom they believe
the trail that leads from this site to the east by
elevated them from the normal goblins and gave them
northeast. A DC 13 Wisdom (Survival) check will allow
the trail to be followed. their greater stature.

The captain of this group met Jasvsgar over a year ago,


In any case, the PCs may notice a weasel observing
them from a narrow crack in the boulder about 8 feet and Jasvsgar has kept him as an ally for a time such as
this. Jasvsgar told the hobgoblin captain that he would
up its craggy face. This weasel is Evonlosht's familiar,
grant him powerful magic in exchange for an alliance.
and it is extremely agitated at the abduction of its
master. It will initially be distrustful of the PCs, just As payment, Jasvsgar came by every day for 30 days
and cast “protective” spells on the captain and told the
peeking its head and nose furtively out of its hiding
brute these would make him invincible in battle. In
place for a quick sniff of the air and to see what the
party is doing. Allow anyone looking around or at the actuality, Jasvsgar simply cast Nystul’s magic aura on
the captain for 30 days, thereby making the spell
rock a DC 15 Wisdom (Perception) check to notice it.
permanent until dispelled. The captain thinks he is
protected by this magic, and it has certainly lent him
The weasel will be afraid of the PCs, and will growl and
snap at the hand of anyone sticking an arm into the prestige and awe amongst his fellows.
crack. However, various methods could be used to
The hobgoblin shaman has confirmed that there are
coax the weasel into trusting the PCs. This includes
offering it food, singing softly to it, and/or making a spells placed upon him, for his detect magic detect the
spell upon the captain and is fooled into thinking it is
suitable Charisma (Persuasion) check.
of the school of abjuration,
If the PCs can win over the weasel, it will chitter and
Jasvsgar has since come by every month or so to
jump about and try to lead them to where its master is
pretend to recast the spell upon the captain, so that the
being held.
hobgoblins leader thinks he needs to continue to serve
If the PCs do not spot the weasel, then it will follow the wizard in order to maintain the magic cast upon
him.
behind them, as long as they head in the direction of its
master, trying to stay out of sight and out of harm.
If the PCs cannot track the hobgoblins and do not Jasvsgar recently ordered these hobgoblins to capture
Evonlosht, preferably alive, as Jasvsgar wants to gloat
notice the weasel, then it is incumbent upon the DM to
over the librarian before dispatching him. To aid them,
have the weasel grow more bold, and as the PCs leaves
the site and head in the wrong direction, the weasel he sent an ogre whom Jasvsgar duped into service
about a month before. The wizard promised to teach
will burst out chittering and trying to get the PCs to
the ogre powerful magic if he served him for a year.
follow in a manner similar to the way a dog might lead
a human to where its master is injured.
Normally, the ogre and the hobgoblins would just as
soon tear each other to pieces and eat the remains, but
The trail to Evonlosht runs pretty much east by
Jasvsgar's efforts have made them grudging friends
northeast, towards the forest edge. About 10 miles
from the rock, the party will be able to espy the willing to work together in the interest of their wizard
ally.
hobgoblin lair.

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The lair is a small cave system entered through a split wall is the body of a human, impaled through the
in the trunk of a large tree. Probably a bear's lair, the hands and feet. Apparently, the corpse is used for
hobgoblins enlarged the cave beneath and now live a target practice, as several daggers are buried into the
comfortable, if spartan, existence therein. body or sunk into the soft earth walls nearby.

Refer to the Hobgoblin Lair Map at the end of this A passageway exits this chamber to the southeast,
adventure.
Dwarves will notice the room is actually quite stable,
Ceilings. Unless stated otherwise, ceilings are 8 feet made so by tree roots that poke out of the walls in
high. places and help keep the soil intact.

Light. Unless stated otherwise, there is no light within Within the chamber are 4 hobgoblin guards. These
the lair. The hobgoblins and ogre have darkvision and are rotated amongst the males, and serve 4 hour shifts.
the ape remains in its chamber unless led by the These particular four guards are all brothers
hobgoblins. Despite this, areas G and J do have light (quadruplets, in fact) and are huge specimens, some 7
sources (unless the alarm has been raised, in which feet tall.
case these will be doused). The guards are in the center of the chamber, ostensibly
wrestling or chewing on some uncooked haunch of
Sounds. Within the lair, the sounds of the young venison.
hobgoblins from area E can be heard if no alarm has
been raised. Additionally, the adult hobgoblins can be
heard going about their daily business. Also, if no
B. Hallways
alarm is raised, the snoring of Grog the ogre can be This is the intersection of five passageways. The way
heard coming from area F. to the north descends down natural-looking steps.

Occasionally, a great bellow from the ape in area H can The walls here are packed earth, with logs placed at
be heard. A DC 12 Intelligence (Nature) check will intervals to shore up the sides and the ceiling.
allow a PC to determine that this sound was made by
an ape. C. Larder
This smallish chamber is only 6 feet high and is un-
Large Tree/Entrance shored. It contains boxes and crates. There are,
The large tree and entryway are located in a small hanging from hooks in the ceiling, a venison, a calf or
clearing, about 100 feet in diameter. There is always a two, and some dead forest fowl. Also included here are
hobgoblin guard here, hidden up in the tree. He bears four barrels.
a hunting horn which he will blow at the first sign of
trouble. A DC 16 Wisdom (Perception) check will spot This is the food supply for this group of hobgoblins.
the guard from a distance. The boxes and creates are full of fine foodstuffs taken
from merchants, most of it now spoiled.
The entryway is a 5 foot wide by 5 foot tall crack in the The barrels hold beer.
trunk of this large tree, shaped like an inverted 'V'.
Within, the ground has been dug out, so that the floor Within the larder, hiding from discovery by her
inside is about 3 feet below the ground level outside. fellows, is a hobgoblin whelp, who knows she will be
This quickly opens up into area A. beaten if caught stealing food. The youngling is small
enough that she is considered a noncombatant and will
A. Entry Chamber not fight. In fact, she will attempt to remain hidden
This chamber quickly slopes down from its from the PCs and will not raise an alarm, for fear of her
northwestern portion, to a depth of about 10 feet misdeeds being discovered.
below ground level. The place is dug from the earth,
with earthen walls, floor and ceiling, and doesn't look A DC 13 Wisdom (Perception) check will spot the
too stable. hobgoblin whelp.

Half of a deer lies tossed in a corner. There are also


several barrels of water here and staked to the south

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D. Birthing Chamber These hobgoblins share the child rearing
The chamber is 8 feet high and contains four fur pallets responsibilities, and the children call all females
stuffed with leaves, many bits of fur clothing, various outside of their mother "auntie".
tools fashioned from bone or wood, various bladders,
and a crude wooden table and chairs (actually a tree F. Ogre Lair
stump and some boulders). Upon the top of the trunk Several carcasses are strewn about the room, half
has been carved a game board of some sort, with eaten. Evidence of sentient dinners is not hard to
coloured pebbles being used as markers and crude notice.
dice made of bone.
In a corner is waste and excrement.
This chamber is the home of those females who are
with child. Since the males do not appreciate whiny This chamber used to be used for another purpose
brats around them and are prone to mistreat them, the before Grog the ogre took it over.
females who have small children raise them apart from
the males in this area and area E. Grog thinks of himself as Jasvsgar's personal hetman
and lords it over the hobgoblins, who manage to put
The bladders are filled with milk mixed with blood. forth a mock deference and try to restrain themselves
from killing Grog and thereby angering their master
Four female hobgoblins live here, although only 1d4 Jasvsgar.
will be here at any given time, the rest tending to the
youngsters in area E. Because they are with child, The chamber stinks to high hell...it is so bad even the
these hobgoblins do not wear chain mail armour and hobgoblins avoid going too far down the hallway
therefore have an AC of 13. Their CR is ¼ (50 XP). towards this chamber.

Each has 1d3 pieces of jewelry, with a value of 1d10 gp Grog is usually found asleep on a vermin infested
each. These are tokens of affection from paramours. pallets eaten through with holes by rats. Grog snores
incessantly, and his booming snuffles can be heard
E. Nursery throughout the rest of the complex.
A variety of gewgaws and crude toys are tossed
around the room everywhere, including various Grog wears a necklace of silver studded with
gourds filled with seeds or bones. tourmalines around his wrist like a bracelet. This piece
is worth 45 gp.
A dozen fur pallets, some quite small, are pushed
against the wall. On a large stone near one wall is a cut G. Common Chamber
up rabbit. This large chamber is 15 feet below the level of the
first portion of the cave complex, and its ceiling is
This chamber is home to six hobgoblin whelps, ranging about 20 feet-25 feet high. This chamber has been
in age from infancy to about six years of age. They are extensively shored up with logs along the walls and
non-combatants.. The place is noisy with cries and across the ceiling.
gurgling and the raucous play of the older hobgoblins,
and the place also stinks of soiled clothing and the like. The floor here is uneven, with mounds of earth and
boulders forming ledges and high places and providing
Two of the young ones are playing a sort of soccer-like a lot of cover.
game with a human female's head.
There are several trunks used as tables. One area has
The female hobgoblins not found in area D will be weapon care tools, and there is even a crude grinding
here, breast feeding an infant or playing with a wheel to sharpen weapons.
youngster. Because they are with child, these
hobgoblins do not wear chain mail armour and A pit some 20 feet in diameter is filled with sand and
therefore have an AC of 13. Their CR is ¼ (50 XP). looks to be a fighting pit of some sort.

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Dice, mugs, bowls, bones, and other miscellaneous crude mosaic of a winged demon-like creature, with
items can be found here and there. Several oil lamps two small rubies for eyes.
burn fitfully around the chamber, keeping the place in
a sort of dull glow. Set on the floor below the mosaic is a small pile of
stones upon which is set a wooden board. The pile of
Eight fur pallets are set about the place, along with stones is about 4 feet high and the board is about 4 feet
various personal effects. square. This seems to serve as an altar, and the top of
the board is covered in a sickly reddish stain. Hanging
The sand pit is 5 feet deep. nearby is a sacrificial knife, curved for skinning and
serrated on its reverse edge.
The cavern is home to eight hobgoblins,
In addition to the altar and mosaic, there is a plush
The occupants of this chamber are engaged in a variety white fur pallet, a water skin, and hanging from the
of normal day to day tasks. Some are copulating, others ceiling, curing on a rope, is the drained body of an
sleeping, others practicing with their weapons. A few elvish male. The elf's corpse is pale white from blood
are eating. loss. Below the body is a large wooden bowl filled with
uncoagulated blood.
Normally, there would be some chance that a hunting
or raiding party would be outside the caves, but with Nearby is a stone cauldron that rests upon a fire pit.
their just successful capture of Evonlosht, all Above the cauldron, a small 1 foot diameter hole in
hobgoblins are here guarding the prisoner and ceiling leads to the forest surface. Near the cauldron
awaiting the arrival of Jasvsgar. are some crude wooden and stone tools, including
ladles, tongs, et al.
Each hobgoblin has 1d4 sp and 1d3 ep, along with 1d3
pieces of jewelry worth 1d10 gp each. Hanging around the remainder of the chamber are
grisly trophies. These include many human heads or
H. Temple Pet skulls, a sprinkling of elf ears, and some hobgoblin
heads.
Within this niche are various bones and bits of fur.
The mosaic’s ruby eyes are worth 150 gp each.
Lairing here is the group’s pet, a carnivorous ape.
The waterskin is filled with wine.
The ape wears a silver collar stamped with crude
Goblin runes the ape's name as Fleshrender.
The hobgoblin shaman (see Appendix C) dwells here,
and the hobgoblins worship their demonic deity in this
This beast absolutely hates Grog the ogre, whom it
chamber.
sees as a rival, and will howl and jump and beat its
chest when in Grog's presence. Only the
This shaman has on his person a few potions he has
remonstrations of the shaman keep it in line.
brewed: a potion of healing, a potion of poison (that
appears like a potion of healing), and a potion of
The ape is not chained in any way, and sometimes
flashing (see Appendix B).
wanders the caves (it knows its way around even in
the dark) or even goes outside to get a dinner or
In addition, the shaman wears on his neck a necklace
shamble around a bit, swinging from tree to tree. The
of shrunken heads strung with a chain of gold worth
ape is extremely protective of its master in area I. It
50 gp. On his right hand is a gold ring with an inset
will certainly slay anyone it does not recognize whom
carnelian. Runes have been etched into the gold of the
it finds within the caves.
ring and even the gem itself, thus flawing its jewelry
value, so that it is only worth 150 gp.
I. Temple
Natural steps lead down into a smallish chamber with This shaman is very suspicious of Jasvsgar, and is in
a ceiling 9 feet overhead. Into the dirt of the north wall fact plotting to slay him one day, as Jasvsgar
have been pressed stones, leaves, and twigs to form a represents a heretical threat to his power within the
group. It is quite possible that if somehow the PCs

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were to peacefully contact this shaman and offer to kill The barrels hold beer and the casks hold wine. The
Jasvsgar in exchange for letting Evonlosht go, that the silver goblet is worth 80 gp, while the gold one is
shaman would attempt to arrange it. worth 300 gp.

J. Bodyguard Quarters This large chamber is home to the hobgoblin captain


Two plush fur pallets lie on the floor, and a real table and his Chosen, a hobgoblin mate who is his for as
and chairs are here as well. A brazier set into one long as he feels like it.
corner keeps the place dimly lit and warm with the
wafting scent of burnt human hair. The captain wears a silver chain upon which rests an
iron pendant in the shape of a heart through which
Along the west wall has been pegged a tapestry pierces an onyx sword, worth 250 gp.
obviously not of hobgoblin origin. It depicts a scene of
mild decadence amongst quaintly dressed folk and The Chosen wears a gold earring worth 25 gp and a
dates back to the time of some now dead empire. It platinum anklet inlaid with rubies and sapphires
apparently has been used for target practice, as several worth 500 gp.
arrows stick out of some of the figures depicted
thereupon. The bound human is, of course, Evonlosht (see
Appendix A).
The tapestry is now slightly soiled and has holes in it,
but still has historic value and could be sold for 100 gp To the north is a concealed door. It has been cunningly
in a large city. made from a wooden frame intermeshed with bark
and then caked with mud and left to dry.
This room is home to the captain’s loyal bodyguards,
two hobgoblins, who also serve as his consorts. The whole, when closed, looks a bit like the
surrounding wall when viewed from a distance or
These bodyguards are fanatically devoted to their casually. Allow a DC 12 Wisdom (Perception) check to
leader and trust his judgment viz a viz Jasvsgar notice this door from a distance. Close examination
implicitly. will automatically spot it.

Each bodyguard has a pouch with 1d20 sp and 1d10 The door leads to a passageway partly crumbled since
gp. They each wear plush fur remnants and have it has no supports. The 10 foot wide by 6 foot tall way
various pieces of semi-precious jewelry (like nose heads north and up, finally reaching the forest surface
rings, bracelets, etc). Assume each has 1d6 pieces in a copse of dense bushes and shrubs several hundred
worth 1d20 gp each. feet away, where it is covered by a similar wooden
frame, this time covered with leaves and twigs.
K. Captain’s Quarters Buried in the dirt (noticeable in a search of the
This place is well appointed with barrels, a table and chamber with a DC 16 Intelligence [Investigation]
chairs and an old feather bed likely stolen from some check) is the group treasure (i.e. the captain’s
farmhouse, and an unadorned mirror. treasure). It is contained in a chest that is not locked.
A half-eaten meal of wild boar sits upon the table, Within are 500 cp, 170 sp, 24 ep, 77 gp, and 4 pp. Also
along with two goblets, one of silver and carved to herein are various papers and scrolls detailing
resemble an elephant and another of gold inlaid with merchant records, bills of lading, and credit slips, all
ivory worthless, but the captain thinks they might be
magical since they were found inside merchant
The walls are decorated with the broken weapons of strongboxes and no one in the group can read
their foes and includes various bows, spears, polearms, Common (they only speak it).
and a two handed sword. None of these are usable.

Bound and gagged is a human male covered with Hobgoblin Tactics


bruises and cuts. He is dressed in a stained and slashed These hobgoblins, while an outcast band not
brown robe with roses embroidered into it. completely organized, are fierce fighters who will be
fighting to protect their children. Thus, only the

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captain is likely to escape if things go very badly. If the and regain his hit points and spells. The
alarm is given, the hobgoblins will form up into units. apprentice can be a 2nd level wizard (conjurer) of
They will likely fall back to area G, where their your own devising. The extra spells (including
numbers can tell, and will take cover and greet anyone sleep), should give the PCs a boost.
entering G with a hail of missiles (after dousing the
lamps, of course).  In addition to the apprentice, a bodyguard of
Evonlosht, a man-at-arms he paid to escort him,
The shaman will fight, being a warrior priest, but not could also be found at the scene, unconscious but
before casting shield of faith on the captain. alive. Perhaps one or two other men-at-arms are
dead at the scene, along with a couple of dead
These hobgoblins are well used to combat and will use hobgoblins. The surviving man-at-arms can be
tactics and maneuvers to their advantage, such as nursed back to health and accompany the PCs as
shoving, overrunning, and disarming, well. This man-at-arms would either be a guard or
If the intruders head straight from area A to area G a 2nd level Fighter of your own devising.
(and the guards in A will try to fall back to area G to
spring the ambush), then the women and children in  Finally, the DM can reduce the number of
areas D and E will rush out of the caves through the hobgoblins in area G to six instead of eight.
split trunk and hide in the forest at a predetermined
spot about 3 miles away.

Under no circumstances will the hobgoblins harm


Evonlosht. Jasvsgar has demanded that the wizard be Having rescued Evonlosht, the grateful wizard will
kept alive, so that Evonlosht may be brought in thank the party profusely, inquire as to how they
bondage before him to beg for his life before he is found him and the fate of his apprentice, and then offer
dispatched. the party a reward if they will escort him safely back to
his abode. The reward, he will state, will include 100
Note: If the PCs simply try to barge their way into the gp per PC plus some interesting “trinkets” he feels they
lair without using scouting, tactics, and planning, they will appreciate.
are likely to be overwhelmed. Although the females
and children in areas D and E will be more interested Along the way, Evonlosht will say little of his
in fleeing than fighting, that still leaves a total of 16 predicament, other than the fact that he has a nemesis
hobgoblins, an ogre, an ape, a hobgoblin shaman, and whom he believes arranged an ambush against him.
the hobgoblin captain. Fighting these all at once is
going to be extremely difficult for four 4th level PCs. Evonlosht's abode is actually a small keep, about 50
miles to the southwest just outside of the eaves of
The PCs are going to have to take out the 5 guards at or some woods on the eastern bank of the Halgorr River.
near the entrance in silence (presumably with surprise The wizard has a key to all of the locks in his keep on
and maybe even using a spell like silence) and then his person.
attempt to quickly overwhelm the hobgoblins in the
common chamber (area G) before the rest of the forces While it is likely that the PCs will side with Evonlosht
from areas H-J can muster an arrive. and, therefore, the details of his keep are not needed, it
is presented here for four reasons:
The hobgoblins all wear their armour at all times and
are able to sleep even in heavy armour, but it will still First, adventurers are often untrusting and inquisitive
take them at least a round to realize there is a fight sorts, and they may wish to look around to see who
going on in area G and then 2-3 rounds to actually get Evonlosht really is.
to the fight.
Second, some PCs like to steal things, so the
If the DM feels that the PCs will need help for this part opportunity to do so is present here.
of the adventure, there are several ways to go about it:
Third, the PCs will be present when Jasvsgar launches
 Evonlosht’s apprentice can be alive and not die. In an attack on the keep.
this case, the PCs can heal him or allow him to rest

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Fourth, there are opportunities for the PCs to ally with Within is a large but simply furnished antechamber/
Evonlosht after this adventure, and therefore having common room. Wooden rafters vault across the sloped
his keep detailed can serve for future adventures, eaves of the roof. Dangling over the rafters are a series
of iron chains, one end of which holds an iron lantern
Ground Level and the other end of which is attached to a nearby wall
Refer to the Evonlosht’s Keep Ground Level Map at the or wooden support post to a crank which can be used
end of this adventure. to lower or raise the lanterns. Currently, a single
lantern is lit, providing dim illumination.
All doors noted as being arcane locked have had that
spell cast upon them by Evonlosht. He has designated A large oak trestle table is here, set with plain table
himself (and his apprentice) to be able to bypass the settings, many wooden mugs, and kegs of fine wines,
arcane lock. beer, and other spirits. There is a kind of dusty
appearance to the room, as if it has been little used
Ceilings. All ceilings on the ground level of the keep over the last year or two.
are 15 feet high.
Along the east wall is a large hearth, which shows
Light. The lighting of each area is addressed in the signs of recent use. Before the hearth is the plush fur
descriptions below. skin of a polar bear.

Sound. There are no distinguishing sounds here. Also here are pegs for cloaks and hats, a semi-ornate
mirror of polished silver, a wash basin, and a tapestry
Outside depicting a hero wresting with some sort of fiend that
appears as a mass of blackness with tendrils and
The keep is divided into two sections. The first is a
glowing red eyes.
roughly L-shaped single story portion about 15 feet
high and topped with a sloping stone roof decorated
To the north, double doors of plain oak lead further
with wooden shingles.
into the keep.
The second portion is a rectangular tower, 45 feet tall,
topped with battlements. There is a magic mouth spell on the tapestry,
specifically on the figure of the hero, and if anyone not
This keep is smallish, devoid of windows except for escorted by Evonlosht enters this chamber, the hero
those on the top level of the tower portion of the keep. will yell (loudly) Begone intruders, lest you be
smitten down by the forces arcana!
A small dirt path runs up from the west to the
entryway into the keep, which is a set of strong Beneath the fur rug is a small hole, about 6 inches in
wooden double doors banded with riveted iron and diameter, which leads to a point just north of the river
carved into the shape of a rose over an open book on about 50 feet to the southeast of the keep. This hole
each door face. allows access for Evonlosht's weasel familiar, who will
emerge from the bear's mouth when entering the keep
Nearby, the Halgorr River passes noisily, being about from the outside. This has been known to frighten
40 feet-50 feet wide at this point. visitors when they see the bear rug start to quiver and
move.
Behind the keep is a small stable made of stone and
wood with a wooden roof. B. Hall
This L-shaped passageway has several doors along its
A. Antechamber walls. Sconces along this chamber are unlit, but a few
The double doors leading from the outside are barred long tapering candles set at various points about the
from the inside and have had arcane lock cast upon chamber are lit and cast light enough by which to
them. A keyhole in the door allows a mechanism to navigate.
turn, raising the bar and allowing the door to open
(except, of course, for the arcane lock). The door to the west leads into another hallway. The
one to the northeast and to the east provide access to
the tower. These doors are both arcane locked.

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stone). Below the pipes are over a score clay jars
The door to the north leads outside, and it is barred covered with wax which contain subtle blends of
from the inside and arcane locked. There is no key tobacco from all over the world. Each jar is labeled
mechanism for this door, as there is with the front with the blend formula, for example:
door (area A).
2 parts Xydlonti Turbanic
C. Hallway 3 parts Mump Grass
This hallway has a door in the center of its north and 1 part Seftanni Leaves
south wall. It is dark but does have iron sconces along
the walls. The books are historical accountings of ancient
wizards, more apocryphal than useful
Neither of the two doors is locked.
F. Tower Antechamber
D. Kitchen This room’s walls are unadorned, except for sconces
This kitchen is rather plain. There are some wooden that hold lit oil lamps.
cabinets and to the south is a hearth/oven which
shows sign of recent use. To the west is a large wooden In the center of this chamber is a man-sized wooden
pantry. Oil lamps hang from the ceiling and light the statue of a man with a rose for a head. Its arms are
chamber. held up and in each hand is a stone pot filled with dirt.
The rose portion of the statue is gold and studded with
The cupboards hold utensils and the like, none of it six small rubies and six small emeralds.
particularly valuable.
The statue’s rose is merely painted gold over stone,
The pantry holds various foodstuffs, including cheeses, but the rubies and emeralds, although small, are worth
dried and hanging meats, bread of all sorts, nuts, dried 100 gp per stone.
fruits, and roots and tubers.
Of the many doors into and out of this chamber, the
E. Living Chamber two leading to Room H are arcane locked.
This room has several plush divans, a hearth along the
The rose is actually a huptzeen (see Appendix C), a
north wall, and is warmed and lit by several braziers
construct made by Evonlosht to guard the approach to
and an oil lamp or two set on small wooden pedestals.
his tower.
A few nice wooden tables are placed at convenience
The construct casts spells as its only form of attack,
around the room, as well as a wooden and glass
and is intelligent and can act independently to serve its
cabinet of good craftsmanship.
master. It can fly by detaching from the rest of the
statue, but rarely does so unless its master calls.
An ornate chess set, with the pieces represented by
various monsters on one side and various heroes on
If the huptzeen explodes, the rubies and emeralds will
the other, sits on a table, and a pack of ivory playing
scatter around the room and will be worth only half of
placards also rests on a table.
their intact value.
Hanging from a rod is a tapestry with a black
The Huptzeen has instructions to forbid unauthorized
background upon which is emblazoned a red rose with
intrusion into the tower and to protect the life of
golden thorns and a golden stem.
Evonlosht. It likes to use its phantasmal force to create
an image of a horrible demon-like thing coming from
A few books lie open here and there.
within the tower.
In the northeast, steps lead down to the Dungeon level
The two pots of earth contain the spiritual tether of
of the keep.
two manikins (see Appendix C). These tiny creatures
were created by Evonlosht with the help of scrolls he
The cabinet holds a collection of a dozen ornate found in the Brotherhood libraries. These manikins are
smoking pipes (of ceramic, bone, clay, wood, and even

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research and laboratory servants for the wizard and There are 6 chamber pots here as well. The chamber is
even help him cook his meals or play chess or cards. unlit.

There is a 10% chance for each pot that a manikin is This chamber is appointed to accommodate up to six
resting in it, absorbing nutrients. guests. The chamber is musty, as if no guests have
stayed here recently. The door can be locked by a key
If not in their pots, these manikin can be found from the outside, although this will not be apparent to
somewhere in the tower wandering around or casual observation.
sleeping, but never more than 100 feet from their
tethers. J. Stable
This small outbuilding is used to stable the steeds of
G. House Storage visitors. Evonlosht does not ride, but he had this built
This room contains a large trove of supplies, all of in case guests needed to tend to their mounts. There is
them mundane. The room is unlit. Included here, in a old rotting hay in the stable, and a moldering bushel of
fairly well organized jumble, are lanterns, oil, torches, oats. Also here is an empty water trough, a grooming
rope (both hemp and silk), spikes, iron chains, a brush, and some tools useful for repairing tack and
whetstone, strips of leather, sewing kits, wood carving harness. An unlit lantern hangs from a nail on one wall.
tools, etc.
Level One
H. Audience Chamber Refer to the Evonlosht’s Keep Other Levels Map at the
Both doors into this room are arcane locked. end of this adventure.
This room is appointed with a long table and Ceilings. All ceilings on level one of the keep are 15
comfortable chairs. A tapestry along the north wall is feet high.
actually a map of the surrounding region.
Light. The lighting of each area is addressed in the
A small scroll cabinet stands in one corner of the room. descriptions below.

Stairs in the southwest corner of this room lead up to Sound. There are no distinguishing sounds here.
the next level of the tower.
A. Private Chamber
Four torches burn in iron sconces along the walls.
This chamber is well appointed. There are a couple of
divans here, several lanterns placed strategically
This chamber is where Evonlosht gives audience to around the room, a low table, several plush chairs, a
fellow Brotherhood members or when consulting with very ornate mirror studded with gold and
important persons. semiprecious jewels (about 3 feet x 5 feet). Also here is
an open book and what looks like a bushel of various
The scroll cabinet holds a variety of maps, many of the herbs and mundane material components that had not
surrounding region, but others show other areas in the been processed or sorted yet.
world. One map shows purported lines of power that
seem to string across the map, another shows
instances of wild magic outbursts, and still another is a The mirror is quite heavy and worth at least 1,500 gp.
sky chart telling when certain constellations are
aligned. The book is a treatise on the basics of spell casting (the
kind an apprentice would have).
The torches have continual flame spells cast upon
them. B. Apprentice’s Chamber
This room is spartanly appointed with a feather bed, a
I. Guest Chamber table and chair, a nightstand with chamber pot and
Within this chamber are 6 feather beds, a table, 3 wash washbasin, a wardrobe with normal clothing in it, and
basins, some braziers, and 2 empty wardrobes. A a small curtained off area that screens a garedrobe.
lantern sits on the table, along with 4 wooden mugs. There are several oil lamps around the place, but it is
currently dark.

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A. Mundane Library
Evonlosht's apprentice lived here. This room is lined with small windows that can be
shuttered by metal shutters. Within is a library.
Hidden in a false in the wardrobe bottom (DC 16 Shelves of books and scroll are here.
Intelligence [Investigation] check to find) is the
apprentice's spellbook. It has 20 pages and is made of Only a few oil lanterns hang in the corners of the room,
leather and paper and weighs 5 pounds. It contains providing light.
primers for various cantrips and the spells for In the center of the room is a reading desk and chair,
comprehend languages and detect magic. and a divan is set against the east wall.

C. Master Bedroom The works here deal with many topics, but tend to
Rather well furnished, this chamber contains an ornate concentrate on nether planar lore, including treatises
canopied feather bed, a finely crafted mahogany table of confrontations with various extra-planar creatures.
and chairs, a large curtained off area that holds a These books are, as a whole collection, valuable,
garedrobe and a big copper tub. especially to wizards and savants.

A wardrobe stands in one corner. B. Guarded Library


The door here is locked and openable only by a key.
Near the head of the bed is a small basket filled with
The door is also arcane locked.
down and fur.
Within are shelves with books and scrolls, and a large
Several torches burn in sconces along the walls.
reading desk. A cabinet stands against the west wall,
and another stands against the north wall. Several
The basket is the resting place of Evonlosht's weasel lanterns light the place.
familiar.
The books herein are the most precious to Evonlosht.
The wardrobe holds many fine clothes, cloaks, robes, While it is true that the best books are in the
and even an ornate floppy hat with a tall point on top. Brotherhood library in the city, Evonlosht, as
Brotherhood librarian, keeps a few good ones here as
The torches have continual flame spells cast upon well. Included here are many books detailing true
them. There are three of these in the room. names and exact abilities and summoning methods of
various otherworld entities.
Level Two
Refer to the Evonlosht’s Keep Other Levels Map at the The western cabinet holds many jars of ink, most of
end of this adventure. which are made from exotic ingredients and suitable
for transcribing magical scrolls.
All doors noted as being arcane locked have had that
spell cast upon them by Evonlosht. He has designated On one shelf are magical scrolls. They include the
himself (and his apprentice) to be able to bypass the following:
arcane lock.
 a scroll of protection from fiends
Ceilings. All ceilings on level two of the keep are 15  a spell scroll of protection from evil and good
feet high.  a spell scroll of hold person
 a spell scroll of water breathing
Light. The lighting of each area is addressed in the  a spell scroll of dispel magic
descriptions below.  a spell scroll of alter self
 a spell scroll of locate object
Sound. There are no distinguishing sounds here.
In addition, there is a tome outlining the incantations
for making various scrolls and potions (assume all the
ones present in this room and area C of this level).

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The northern cabinet is locked. A DC 15 Dexterity (Investigation) check can determine the correct way.
(Thieves’ Tools) check will open the lock. Failure to do this causes a small needle to poke the
finger of the opener, but fortunately, there is no poison
Within is Evonlosht’s spellbook. This is a large tome left on the needle. Each tome contains complicated
100 pages in size that contains the following spells: recipes and incantations for the brewing of many
potions. There are recipes for all of the potions present
1st level: alarm, colour spray, comprehend languages, in Evonlosht's cabinet.
detect magic, disguise self, find familiar, fog cloud,
grease, identify, mage armour, protection from evil and In the cabinet are some magical potions brewed by
good, sleep, unseen servant Evonlosht:

2nd level: arcane lock, flaming sphere, knock, locate  a potion of healing
object, magic mouth, Melf's acid arrow, misty step,  a potion of climbing
phantasmal force  a potion of animal friendship
 a potion of acid resistance
3rd level: dispel magic, fly, glyph of warding, magic  a potion of growth
circle, phantom steed, sleet storm, stinking cloud,  a potion of vitality
tongues  a potion of speed
 2 potions of water breathing
The spellbook is guarded by a glyph of warding cast
upon the title page of the first leaf. The glyph is a spell
glyph that casts Melf’s acid arrow as a 3rd level spell
Roof
The roof here is battlemented, but otherwise
(spell attack roll +5) at anyone but Evonlosht who
unremarkable and empty excepting a prodigious
opens the book.
amount of bird dung and several dozen pigeons that
have taken up nesting here.
C. Laboratory
This is a typical wizard's laboratory, complete with
tables full of flasks, tubes, boilers, weights, scales,
Dungeon Level
alembics, etc. A variety of jars and containers are Refer to the Evonlosht’s Keep Other Levels Map at the
present as well. end of this adventure.

A large fire ring is below a cauldron used for brewing All doors noted as being arcane locked have had that
potions, and all sorts of ladles and tongs are hanging spell cast upon them by Evonlosht. He has designated
nearby...many of these tools are of bone or other exotic himself (and his apprentice) to be able to bypass the
materials. arcane lock.

A large cabinet sits along the south wall, and near it is Ceilings. Unless stated otherwise, ceilings on dungeon
a wooden table upon which is a set of two large tomes level are 10 feet high.
that are locked with a metal clasp
Light. Unless otherwise stated, all areas on this level
In the eastern portion of this room, an iron ladder are unlit.
leads to a trap door in the ceiling.
Sound. There are no distinguishing sounds here.
The trap door is arcane locked and is also barred from
the underside by a stout iron bar. It allows access to A. Entryway
the roof of the tower. This passageway is entered via the stairs in area R on
the ground level. They descend some 15 feet before
The jars and containers hold an array of strange entering a small chamber, 20 feet in diameter, hewn
substances, all components for spells or for scroll ink out of the earth and supported by wooden beams and
or potion manufacture. bracings. Such bracings appear every 30 feet down this
passageway.
Each of the clasps on the books opens by manipulating
them in a certain way. A DC 20 Intelligence

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The way is about 8 feet high and slopes down sharply. in blood (animal blood will do) on the mirror face.
By the time the twisting passageway reaches area B, it When so done, the mirror will smoke up and out of the
has descended another 25 feet from ground level, grey haze will appear the head of the demon, a goat's
being now a total of 40 feet below ground. head atop a snake's neck...its eyes burning a malignant
coal-red...its teeth gnarled black spikes curving this
About 40 feet from the stairway, where the passage way and that in a mouth whose rancorous breath is
turns to the northeast, is a wooden peg. From it hangs visible even through the mirror.
a green piece of cloth. In a small wooden cup set into
the wall nearby is a crumpled red cloth. This is used as If the mirror is touched without using blood or
a do not disturb sign for Evonlosht when he is here drawing the proper rune, the demon will be freed.
practicing delicate arts. Otherwise, the demon must serve for another 99 years.
The demon, whose true name is known by Evonlosht
B. Summoning Chamber (its name is N'gharrixythylyx), is otherwise bound to
This large chamber is supported by large rafters and answer the questions posed by the mirror wielder. He
wooden trunks hewn from trees. The center of the may be summoned only once per day, for no more than
chamber is clear of obstruction. Inscribed upon the 5 minutes at a time. If summoned more often, he will
floor of the chamber are various protective diagrams be freed.
of arcane nature. These are made of gouges carved into
the stone floor and inlaid with various substances. One The demon knows much about the world and the
is inlaid with mother of pearl, another with gold, netherworld up until about 160 years ago, when it was
another with dried blood, and one with silver. captured in the mirror by a now dead wizard. It is
obliged to answer questions truthfully, but enjoys
Hanging from the walls are innumerable charts, some perverting the intent of its answers so as to tell the
showing stars and astral conjunctions, one a calendar, truth but mislead its listeners.
with various days marked with various symbols. Upon
a long wooden table are a silver abacus with gemstone If freed, the demon will (roll a d100 and consult the list
counters, a wooden rack with 12 vials, a dagger of cold below):
iron, and a silver dagger.
01-50: Attack all in the chamber or vicinity until it
Along the south wall, some 40 feet east of the passage loses half its hit points (after which it will return to its
there, is a lever protruding from the wall. plane).
Hanging from the northwestern wall is a large (4 foot x
6 foot) mirror of polished silver, highly ornamented 51-75: Attempt to attack Evonlosht and take him back
with demonic motifs done in silver and gold. to his home plane for eternal torment. In this case, the
demon will direct his efforts towards grappling
The diagrams on the floor include a thaumaturgic Evonlosht and then will take 1d3 rounds to make good
triangle, a pentagram, a magic circle, and even a is escape with the wizard. If brought to half of its hit
mobius line. A DC 13 Intelligence (arcana) check can points, it will flee to its home plane emptyhanded.
determine that these diagrams are useful for binding
extraplanar creatures such as celestials and fiends. 76-95: The demon will yell in triumph and take 1d3
rounds to escape to its home plane, only attacking any
The abacus is worth over 2,500 gp. who approach him or seek to harm him

The vials are of holy water 96-99: The demon self-immolates in a frenzied bid for
oblivion caused by its years of captivity. All within 5
The lever operates the portcullis in area C. feet must make a DC 16 Dexterity check or suffer 8D6
fire damage. A successful save results in half damage.
The mirror is quite valuable as jewelry (worth 5,600 Those within 20 feet take half of this damage.
gp), but it is more potent in that it contains a demon
imprisoned within. 00: The demon sees potential in one of the PCs as a
means to some end. It will offer service to the PC in
The demon is a fiend of unique and fairly powerful return for a service of his own. The exact nature of
existence. It will appear only if a certain rune is drawn

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both services are left to the sordid imagination of the Beneath the preserved body of a demon shaped like a
DM. lobster is a secret panel built into the floor. The panel
can be found with a DC 18 Wisdom (Perception) check.
The demon's stats are left up to the DM, since it is
unlikely in this scenario that it will be freed. The rest of It leads to a small set of steps that descend some 7 feet
the demon appears as a human's torso, lion's back into a small walk-in niche about 5 feet square. Within
paws, and reptilian fore claws (which are is a chest, large and made of wood banded with iron. A
manipulable). The demon should be on the power level large iron lock closes the container (which can be
of a vrock, though much more intelligent. picked with a DC 21 Dexterity [Thieves’ Tools] check).

C. Dungeon Within are Evonlosht's personal funds, including, in


This small chamber has a portcullis raised at its various bags tied with cords:
entryway. A lever about 40 feet to the east of the
entryway along the south wall of area B operates the  2,500 cp
grate, which is made of thick iron bars.  1,000 sp
 75 ep
Within is a pile of straw, a bucket, and scraps from  575 gp
former occupants.  12 pp
 3 emeralds worth 150 gp each
Evonlosht uses this place rarely, only to detain a  a small silver and diamond picture frame with a
possessed peasant or to lock up a demonling that will painting of a woman inside (Evonlosht's mother),
not cooperate with him. worth 370 gp.

D. Danger Chamber Evonlosht’s Hospitality


The long narrow passageway to this chamber is When the PCs arrive back at Evonlosht's keep, he will
crossed by no less than six portcullises. Each is solid invite them in and offer them wine and food. He will
iron (not a barred grate) about 1.5 inches thick and then say that he is extremely tired and needs to rest,
very heavy. Below each portcullis is a groove in the but that if the PCs will stay the night, he will gladly
floor to accommodate the first 6 inches of the reward them for their service. The PCs, if they agree,
portcullis. Each portcullis is held by a stout rope held will be bedded down in the guest quarters (area I on
in place by a lever. Each lever is set just outside of each the ground level) and bid good night. Evonlosht will
portcullis. warn the PCs not to wander out of their room at night.
If asked why, he will say that there are some magical
Evonlosht uses this to summon really dangerous guardians and traps set about.
creatures. If he has to flee, he runs and pulls each lever,
dropping the gates behind him in an effort to at least If the PCs declines to stay and wants its reward right
delay his pursuer(s). away, Evonlosht will state that he would like to offer
them even more of a reward if they will help him
Within, the room has dried blood spatters all over the defeat his nemesis. In this case, go directly to the
place (including the ceiling) as well as weird burn section entitled "Evonlosht's Plea" and, if the party
marks scorched in strange patterns around the room. then will stay the night, return to the "Night Attack!"
section.
E. Trophy Chamber
This oddly-shaped chamber is home to a grisly The PCs will bed down for the night in comfortable
collection of otherworldly creature parts, including quarters. They can do some exploring of Evonlosht's
some rather frightening skulls, eyes, and even some keep if they are able, although many of the ways are
full bodies of smaller creatures. barred by lock or magic.

These have all been preserved with alchemical oils. Night Attack!
The entire room is very unsettling to the uninitiated. At around 2AM, a single PC (the one on watch if
applicable) will notice the guest room door open a
crack, with no light showing from behind, and then

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close quickly. If the party has locked or barricaded the The next morning, Evonlosht will make his plea to the
door, then someone will hear the sound of someone PCs. The wizard will use any and all means to persuade
testing and trying to open the door quietly. the PCs to help him...he is genuinely afraid that if the
PCs does not aid him, he will not live past the next
What has happened is that Jasvsgar has heard of month.
Evonlosht's escape (whether from hobgoblin
survivors, the ogre, or by way of divination). In First, Evonlosht will reward the PCs for rescuing him
revenge, he has summoned a small group of demons to from the hobgoblins. This will include 100 gp per PC
kill Evonlosht. The ritual Jasvsgar has used is a hunting (paid out of his treasury in area E of the dungeon level)
ritual that allows the demons to be summoned to a as well as a spell scroll of protection from evil and good
location within 100 feet of the intended victim. (from area B of level two) and a potion of healing and
potion of animal friendship (from area C of level two).
The demons appeared in the hallway between area H
and area I on the ground level and tested the Next, the wizard will ask the PCs for their aid in
guestroom door first. Having heard the sound of many helping him vanquish his nemesis, a fellow guild
persons sleeping, they intend to check the door to area member whose name is Jasvsgar. Evonlosht is
H and, finding that room empty, will ascend the stairs prepared to offer the PCs further rewards, but only as
to look for Evonlosht (who is asleep in area C of level a last resort. Instead, he will first try to convince the
one). PCs that Jasvsgar is evil.

The demon strike force consists of six dretches and a He will tell the PCs that he was fed up with Jasvsgar's
rutterkin (see Appendix B). The rutterkin has two dangerous experiments calling up ever more vile
manes on iron leashes, which it uses as attack hounds. creatures. His opinion is that Jasvsgar is mad with
power and will eventually outdo himself and unleash
They will be under orders to find and slay (not something far too powerful to handle, which will then
capture) Evonlosht, and will only attack the PCs if the ravage the guild and/or the countryside.
latter attack or hinder the demons.
Evonlosht will claim that he publicly censured Jasvsgar
If the PCs do not investigate the disturbance at their for his dangerous activities, but the Guild was afraid of
door, then 20 rounds later they will hear a scream the evil wizard and would not back Evonlosht. Thus,
from Evonlosht’s bedroom as the demons attack the Jasvsgar invoked the Rite of Thorns to remove his only
wizard. opposition in the guild. He will explain the rules of the
Rite of Thorns.
At the sound of loud noises of combat with the PCs,
Evonlosht will appear after about 6 rounds. When he Evonlosht will especially appeal to paladins and goodly
does appear, the demons will launch themselves at types, pointing out that Jasvsgar has already shown
him in an effort to slay him. himself to consort with hobgoblins, ogres, and demons.

In combat, these demons will not flee. Evonlosht is, of course, lying. This duel is merely a
point of honour, as explained in the Introduction, and
Should the combat spill into area F, remember that the Evonlosht has unfortunately underestimated
huptzeen there will attack the demons. Jasvsgar's power and ruthlessness and is now in way
over his head. The slaying of his apprentice has
Evonlosht’s Plea particularly irked him, and now he seeks revenge.
After the attack, Evonlosht will assure the PCs that he
doubts any more attack will be forthcoming...his Evonlosht is also being a hypocrite, since his dungeon
nemesis is not that powerful of a wizard to summon clearly shows evidence of some dangerous
such a horde more than once in a great while. summonings of his own. He will, therefore, try to keep
the PCs from going down into the dungeon, but if this
He will insist on getting rest, so as to be prepared for is unavoidable, he will downplay the evidence,
the tribulations to come. claiming he sometimes summons elementals and the
like, which can be dangerous.

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If appealing to the better nature of the PCs fails to spot of ambush before Evonlosht himself even knew
entice them, he will offer some (or all, if pressed) of the he'd be there.
following to them:
Evonlosht can draw a rough map of the outside of
 all of the potions in his laboratory (although some Jasvsgar’s tower. He can also supply to the PCs and/or
of these will no doubt be used against Jasvsgar) to himself his potions and scrolls as detailed in his
keep. He will also tell of relevant spells in his spellbook
 a scroll of their choice from his library and of his wand, by which he hopes to find a secret
way into the tower.
 another 100 gp per PC (if there is not enough coin
in his treasury, he will have to send for it) Evonlosht can offer his opinion about any plan the PCs
propose, but remember he is a bookish librarian, not a
 an offer to teach PC wizards 2 levels worth of soldier, and so his opinions are likely to be wrong,
spells especially if they are not obvious blunders.

 an offer to nominate PC wizards for associate


membership in the Brotherhood of the Rose

As a final ploy, Evonlosht will warn the PCs that Whenever the PCs are ready, they may leave.
Jasvsgar is a very vengeful man and the PCs have Evonlosht will urge at least some haste, as he does not
already likely earned his ire. Should they try to walk want to give Jasvsgar time to summon something
away from this situation, they will find themselves really big. Certainly, preparations longer than 3 days
hunted down by Jasvsgar. will get Evonlosht antsy, and after a week the DM can
feel free to launch another attack on the PCs and
Evonlosht will point out that it would be far more Evonlosht.
advantageous for the PCs to attack Jasvsgar now, when
they can be aided by him, than later, when he is dead. Otherwise, the PCs and Evonlosht may travel the 144
miles to Jasvsgar's Tower up in the nearby hills. This
If the PCs still do not want to get mixed up in the journey will take about 6 days, and although many
duelings of wizards, then the adventure is over. inns and villages are along the way, Evonlosht will
However, the DM can later have Jasvsgar summon recommend that they travel off the roads and camp in
attacks upon the party, for he is, indeed, vengeful, and the wilderness, so as to avoid giving Jasvsgar any
perhaps one day the party will still have to return to advance warning.
face an even more powerful Jasvsgar. In this case, the
rest of this adventure can then be utilized. There are no provisions for wandering encounters
during this journey. If the DM wishes to add them, it
won’t detract from the adventure.
The Planning Stage
If the PCs agrees to slay Jasvsgar, Evonlosht will
explain that none of Jasvsgar's wealth can be taken, it Jasvsgar’s Tower
all belongs to the Guild, per the Rite of Thorns. Jasvsgar's Tower is set upon a small ledge-like portion
of the hills, some 500 feet above the valley floor. A
Evonlosht will also explain that he is no strategist, and small path travels over the hills to villages nestled
therefore he relies on the PCs to formulate some sort amid the highlands, and a small turnoff wends its way
of plan. to the tower.

Evonlosht can tell where Jasvsgar's tower is located. The tower has an evil reputation amongst the locals,
He can describe Jasvsgar as a wizard with abilities which is really no surprise considering how locals
much like his own, although his nemesis has more generally feel about wizards, and considering the
knowledge of forbidden and vile summonings. He howls that occasionally emanate from the tower as
cannot describe any guardians, but can say that well as the strange winged things that sometimes
Jasvsgar has a raven as a familiar and believes it is emerge from its heights.
likely that he has hired a diviner of some sort, since it
appeared as if his kidnappers knew he would be at the

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The tower itself is made of large, smoothly cut granite A rack for cloaks is near the entry doors, along with a
blocks, coloured a brown-mauve. The design is small table over which hangs a mirror.
basically octagonal, with fluted ridges emerging from
four of its faces. These ridges reach 80 feet to the top Also in the room is a small fireplace, settled against the
of the tower and then emerge as spikes in a crown west wall. Upon the mantelpiece are several items of
around the head of the tower. exotic bric-a-brac -- mementoes from far travels.

Small slit-like windows can be observed at about 50 Always on guard here are two guards. They are part of
feet and 70 feet up the tower's length. the troop that Jasvsgar has hired during his duel with
Evonlosht. At other times, he relies upon his arcane
Refer to Jasvsgar’s Tower Map at the end of this lock to protect him.
adventure.
When on duty, the men are usually by the fireplace
All doors noted as being arcane locked have had that (but not too close, they fear the spirit therein, see
spell cast upon them by Jasvsgar. He has designated below) swapping stories or rolling dice for their
himself to be able to bypass the arcane lock. wages.

Ceilings. All ceilings in the tower are 20 feet high. They have a lantern lit near them.
There are four levels, and the entire tower is therefore
80 feet tall. If attacked, or if they hear or see anything suspicious,
they will yell out loudly, alerting those on this level of
Light. Light is as stated in each area description. the tower. These guards are completely unaware that
an extensive dungeon exists below the tower. They
Sound. There are no ambient sounds within the tower. have never been up the stairs in this tower.

The only apparent egress are a set of double doors of Bound into the mirror is a special demon, which is a
solid iron gilded with bronze. These doors are shape shifter that will shift to the true shape of anyone
decorated with a rose motif, the scene is of a rose it views from within the mirror. The demon can only
emerging in a representation of the multiverse, its divine the true shape of creatures, not of objects.
stem in the lower (fiendish) planes and its flower in A close look at the fire that always burn in the fireplace
the Material Plane region. Each valve has a large will note that the flames often seem to form into the
ringed knocker. shape of a small humanoid-like creature. A small spirit
of fire has been bound to the hearth and provides its
These double doors are arcane locked and secured by essence to keep the flames alive.
a stout iron bar. The bar is operated by a key and the
lock is of complex design (DC 22 Dexterity [Thieves’ The door to area C is arcane locked.
Tools] check to open).

The western flange of the ground level contains a B. Dining Hall


secret door that can be found by a DC 20 Wisdom A large table and ornate chairs have been pushed into
(Perception) check. It is opened by depressing a the south corner, along with an expensive cabinet and
certain spot on the wall nearby, which can be found other dining accoutrements. Instead, twelve pallets
with a DC 18 Intelligence (Investigation) check. The have been set on the floor. A large fireplace abuts the
flange is hollowed out, but is empty except for a trap east wall and doubles as an oven, as evidenced by a
door in the floor that leads down into the dungeon large iron cooking cauldron and a large spit, upon
level (area A). which roasts a deer.

A. Entry Chamber A bed has been pushed to the far north of the room,
within a small curtained-off area. Hung next to the bed
This chamber is well appointed, with tapestries
are several changes of clothes.
depicting more rose motifs, a red rose with golden
stem and thorns.
Stacked along the northwest wall are various
household items, such as brooms, lamp oil, ropes,
Several velvet couches are set around the room.

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candles, torches, etc.
Let it be known that the bearer of this paper, one
Several lanterns provide illumination here. Kherbain of Endelmong, is under the auspices and
protection of the mighty Jasvsgar of Gengor, wizard,
Normally an ornate dining hall, Jasvsgar has converted mage, and high summoner of the Brotherhood of the
this into the guards’ quarters. Rose.
(A sketch of the servant follows these words)
Ten guards will be found here, hired at good wages to
protect Jasvsgar. They have figured out that their Kherbain is an old, balding man with a stooped stature
opponent is another wizard, and are a bit nervous and a long grey beard. He does not love his master, but
about the whole thing, but the more dominant two of respects him and his pay, which supports his wife and
these guards have been subject to a suggestion spell by children in a far off land. He will not fight, except to
Jasvsgar’s and his diviner (they each cast two such save his life. He is a good cook and keeps Jasvsgar
spells per day, one in the morning and one in the kempt and clean, seeing to the wizard's mundane
afternoon) and are fanatically loyal during daylight needs.
hours. They keep the rest of the men in line. Jasvsgar
also pays these men quite well, with a promise of If trouble erupts, Kherbain will flee up the stairs to
further reward for success and loyalty. warn the diviner.

As such, these men are unlikely to rout, except in a In the southern portion of the wall between area B and
completely hopeless situation, and the two of their area C is a secret door. A DC 20 Wisdom (Perception)
number who are under the effect of the suggestion check will locate the door, which can be opened by
spell will fight to the bitter end in any event unless the pushing on it. Only the servant and Jasvsgar know of
spell expires. its existence.

At night, these guards are asleep or relaxing and not in C. Study


their armour. During daylight hours, they wear their This room is part study and part ruse to cover the
armour. entrance to the dungeon. The door from area A is
arcane locked.
These men are savvy fighters, veterans of a few battles
and many skirmishes, and will act appropriately. Within is a hearth along the north wall, which is lit.
Alerted to trouble, they will raise a cry and hue up the
stairs, which will be heard by all on levels 2 and 3 of Several shelves line the southeast and southwest walls,
the tower. these filled with important-looking tomes.
Several comfortable chairs and a fine table accent the
The men do not know of the dungeon level and have room, as do several braziers and hanging tapestries
never been up the stairs. They do know that Jasvsgar showing various ancient historical events.
often spends many hours in area C.
Near the room's center is a desk and work chair. Upon
During their off hours, the men spend time here the desk are paper and quill and ink.
talking, sleeping, keeping fit, and gambling, and
evidence of all these activities can be found in the mess
The tomes are actually not very valuable in an arcane
they have made of this room.
sense, being more reference works and the like.
The bed belongs to Kherbain, Jasvsgar's servant (he
Within the drawers of the desk are various accounts
trusts no apprentices). The servant is a commoner
and the like, including a copy of the contract Jasvsgar
who knows no magic (although he is familiar with
made with the guards and a copy of a letter not yet
spellcasting from his years of servitude to Jasvsgar).
sent that reads, in Common:
Underneath the bed is a locked box (DC 14 Dexterity
[Thieves’ Tools] check to open, the key is on
Kherbain’s person) that holds Kherbain’s personal
items, 50 gp, and a paper that reads in Common:

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Dear Ignormion, book. Next to the table hangs a very ornate mirror,
being highly polished silver and ornamented with gold
It will no doubt please you to hear that I have declared filigree.
the Rite of Thorns upon a dastard of a weakling who
serves as Guild librarian. This pimple on the buttocks of At the foot of the bed is a travelling trunk.
the netherworld assisted me in a project of mine and,
after laborious effort on my part, when the effort Next to the mirror are vials set in a wooden rack.
succeeded, he strove to claim credit for the deed, as if his
role were primary and mine that of a serving wench! The diviner (see Appendix C) is here, reading a book
from the library and taking copious notes to further his
This monkey has been on my back for some time now, own ends. If trouble erupts below, he will support the
and I intend to rid the Guild of his intolerable presence. combat in any way possible, although most of his
To this end, I need your aid. spells are non-offensive in nature.

Please let me The diviner carries a pouch with 45 pp, 13 gp, and 25
(the letter stops here, obviously incomplete) sp. He wears a silver ring set with an amethyst worth
145 gp, and a pendant in the shape of an eye made of
Behind one tapestry on the south wall is a secret door silver and turquoise worth 60 gp. While he owns magic
that swivels on a central pivot and leads to area D. The items, he has left them at home, where they are safe.
door can be located with a DC 21 Wisdom (Perception)
check. The door opens by pushing in a brick near the This room was once the living chamber of Jasvsgar.
door, which a DC 20 Intelligence (Investigation) check Now, it has been converted into the chamber of a
can reveal. Only Jasvsgar and his servant know of the diviner who owed Jasvsgar a favour and is now helping
existence of this door. the conjurer during the Rite of Thorns.

In the southern portion of the wall between area B and The mirror is worth 1,250 gp and is used by the
area C is a secret door. A DC 20 Wisdom (Perception) diviner to perform exotic divinations.
check will locate the door, which can be opened by
pushing on it. Only the servant and Jasvsgar know of The vials in the wooden rack contain nitric acid,
its existence. copper, zinc, and an urn filled with formaldehyde and
hawk eyeballs. The diviner uses these components for
D. Secret Place various divinations.
The secret pivoting door from area C leads to this
small chamber. At the far south end of the chamber is a The trunk is stuffed with clothes, material
trapdoor that opens up to a set of ladder rungs, made components, and personal possessions, all belonging
of iron, which descend 40 feet to the dungeon level to the diviner and none of any particular worth.
(area L).
The book on the table is the diviner’s travelling
spellbook. It is made of ivory plaques into which have
E. Living Chamber
been tied vellum pages. The spells therein include:
This looks like a living room, with some divans,
pillows, a foot table, and various semi-precious items 1st level: alarm, charm person, comprehend languages,
like candlesticks, vases, and statuettes. detect magic, identify, protection from evil and good,
shield
Just to the south of the northern door on the east wall
is a small fireplace that is lit. 2nd level: locate object, mirror image, ray of
enfeeblement, see invisibility
Several lit lanterns hang from chains form the rafters
here. 3rd level: clairvoyance, dispel magic
A bed sits to the south of the stairway. Next to it is a 4th level: confusion, locate creature
small table being used as a desk, upon which sits a

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F. Library Within the chamber is a fine feather bed with posts in
This room is entered via two doors on its western wall. the shape of leering demons bowing to whomever is in
In the central portion of the room is a free standing the bed.
hearth, which is not lit, although several lanterns hang
from the rafters, one being dimly lit. Next to the bed is a bird's perch, with a tray to catch
droppings and a wooden bowl for food and water.
The eastern half of the room is lined with shelves. A A wardrobe stands nearby.
few chairs and a reading table are also here, along with
scattered notes on rolls of paper. The whole room is Also here is a wash basin, a chamber pot, an end table,
rather a mess, and many books are out and opened, set a mirror, and a small table and chairs. Several bottles
on the table or floor. It looks as if a lot of hurried of wine and a silver goblet are on the table.
studying and research has been going on.
A chest sits at the foot of the bed.
Many of the books deal with netherworld creatures
and their summoning. Some of the books actually Two square pillars rise through the room here, one in
provide the true names of such creatures. Also here the north central part of the chamber and another to
are detailed rituals for summoning...essentially spells the southeast of the stairway.
which are not memorized but are cast directly from
the books after hours of ritual and procedure. An iron ladder leads to a trapdoor in the ceiling.

A section of shelving is empty of books, but looks as if The four windows here, each about 1 foot wide, have
it could be locked up by metal shutters. In fact, the been shuttered with metal shutters and locked shut
shelving in that area is made of metal as well. The with iron latches.
shutters have a rather complex looking lock on them.
This was where Jasvsgar kept his spellbooks, but he Light is provided by two lanterns hanging from chains.
doesn't trust the diviner with them and has relocated
them upstairs. The two pillars are the chimneys from the lower levels,
and they each have a small metal door here which can
The library here is extensive (although less extensive, be opened to let in heat but they are designed with
in a broad sense, than Evonlosht's), and valuable to baffles to stop smoke from entering the room.
practitioners of the arcane arts.
The chest is unlocked and holds personal items such as
Stairs lead up to a door which allows egress into area a title of deed to this tower, guild membership
G. The door is arcane locked level and bears other certificate, some pipes and tobacco, etc.
wards as well (refer to area G for details).
The silver goblet on the table is worth 25 gp.
G. Jasvsgar’s Chamber
The trap door in the ceiling allows entrance to area H.
The stairs coming up here are closed off from the rest
of the room by walls which reach from the floor to the
Wardrobe holds many fine clothes as well as travelling
ceiling. They end in a stout oaken and iron door. The
clothes and accessories.
door is arcane locked and also bears a magic mouth
and a glyph of warding.
Hidden within a secret compartment in the back of the
wardrobe (DC 20 Intelligence [Investigation] to locate)
The magic mouth is keyed to yell "feel the hot wrath of
are Jasvsgar's spellbooks. Four such books (one for
my ire!!!" if the glyph of warding spell is triggered. The
each level of spells) are present, made of giant serpent
glyph of warding is an explosive rune cast as a 4th-
hide and filled with high quality vellum. Each
level spell that will deal 6d8 fire damage (DC 15
spellbook has a small cursing demon bound within. If
Dexterity saving throw for half damage) in a 20-foot
anyone other than Jasvsgar opens each book (note that
radius sphere. The glyph of warding is attuned to allow
the books may be safely touched, just not opened), the
Jasvsgar, his raven, and his servant to pass without
book's demon is released. Each book's spells and the
triggering it.
demon it contains are detailed below. Each demon can
be prevented from harming the opener of its book by

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spells that banish such entities back to their home
plane (e.g. banishment, dispel evil and good, divine Jasvsgar (see Appendix A) will be here when the PCs
word). In addition, destroying the book destroys its arrive. He will be sleeping if late at night or studying
bound demon. some tome or other from the library downstairs
otherwise.
Book #1 The spirit here is in the shape of a shadowy
scorpion. Its curse is to inject the person with a If an attack elsewhere in the tower occurs, Jasvsgar
spiritual poison which, unless a DC 14 Constitution will emerge cautiously, making certain that the diviner
saving throw is successful, will cause the victim to fall and his guards bear the brunt of the attack. If things
unconscious for1d4 hours. Thereafter, the victim’s start to go badly, he will use the secret door between
Intelligence and Wisdom are reduced by 1 until the area B and C to escape to the dungeon. From there he
effect is removed with a remove curse spell or any will either try to flee outside and away to plot further
other magic that removes curses. revenge, or he will attempt to ambush pursuing
enemies.
The scorpion only attacks once before dissipating. It
always hits its victim. H. Jasvsgar’s Sanctum
This top level is a single room, with two pillars
The spells herein include: charm person, colour spray, allowing smoke to chimney out from the various
comprehend languages, detect magic, feather fall, hearths below.
identify, mage armour, protection from evil and good,
and unseen servant. Narrow windows are closed and latched shut with iron
shutters.
Book #2 This guardian spirit appears as a small ball of
flame. It will envelope the opener doing 3d6 fire Within the room is a spyglass used to observe the
damage unless a DC 14 Dexterity saving throw is stars, various star charts rolled up or spread out on the
successful. If the saving throw is successful, the target floor, and a bird's perch set into the wall. Near the
takes half damage.. After enveloping, the spirit will perch, on a small table, is a small wooden tube about 1
dissipate. inch in diameter and 3 inches long. Next to the tube is
a small quill and ink and several small rolls of paper.
The spells herein include: arcane lock, continual flame,
detect thoughts, levitate, Melf's acid arrow, and see
The wizard uses the tube to send messages with his
invisibility.
familiar.
Book #3 This guardian spirit appears as a serpent
made of blackness. It wraps around the opener's neck. Jasvsgar’s Dungeon
At the start of the victim’s turn, he must make a DC 15 Jasvsgar built this dungeon as an escape route and a
Wisdom saving throw. A successful saving throw place to hide his most valuable enterprises and
causes the snake to dissipate, while a failure causes possessions from prying eyes. Other than himself, only
1d6 bludgeoning damage. his servant knows of the existence of this dungeon, and
he rarely enters the place.
The spells herein include: dispel magic, lightning bolt,
nondetection, phantom steed, and slow. Refer to Jasvsgar’s Tower Dungeon Level Map at the
end of this adventure.
Book #4 The demon spirit herein is in the shape of a
grinning skull with sharp fangs. It bites the victim, with All doors noted as being arcane locked have had that
an attack bonus of +7 to hit. If the attack hits, the spell cast upon them by Jasvsgar. He has designated
victim suffers 3d6 necrotic damage and must make a himself to be able to bypass the arcane lock.
DC 14 Constitution saving throw. Failure results in the
creature being reduced to 0 hit points. This demon Ceilings. All ceilings in the dungeon are 10 feet high
makes only a single attack before dissipating. unless stated otherwise.

The spells herein include: arcane eye, Evard’s black Light. Unless stated otherwise, all areas of the
tentacles, and polymorph. dungeon are unlit.

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Within is a natural stone cavern, studded with
Sound. There are no ambient sounds within the stalactites and stalagmites of various hues. The ceiling
dungeon. is between 20 feet and 30 feet high.

A mezzoloth has been bound to this area by Jasvsgar. In the southern portion of the cavern is a small pool of
Its duty is to guard the treasure in area G from water, about 40 feet in diameter
intruders. As part of its task, it will attack any
intruders it encounters on this level. However, its task To the north are some bones, all of which have signs of
is limited to guarding the treasure, and it will not having been gnawed upon by sharp, large teeth. Some
direct its efforts to specifically aid or save Jasvsgar, of them seem human.
should that wizard be involved in combat in the
dungeons. The pool is about 20 feet deep at its center. It provides
fresh water for the tower in a pinch and is fed by
The DM can decide where the mezzoloth is when the subterranean springs.
PCs arrive in the dungeon, or it can be assumed that
there is a 1 in 20 chance per round that the yugoloth C. Small Cave
wanders into the area where the PCs are located. Of
Within the southern portion of this small cave is a
course, if the PCs make noise or are involved in battle
forest of closely spaced natural pillars. The floor here
in the dungeon, then yugoloth will likely hear and
is strewn with dung and manure from which grow a
come with investigate.
variety of fungi.
The mezzoloth cannot enter area K or the nearby
hallway to the west, as it must remain within 270 feet Within this area dwell three shriekers. They are set
of the cave into which it is bound (area D). here as guards by Jasvsgar and will react to any light or
creatures that passes by their location.
A. Guard Chamber
On the floor of this chamber are scattered bones of all
D. End Cave
sorts, including human and animal remains. Here is a largish cavern slightly studded with
stalactites and obtrusions. The place is covered with
To the north, an iron ladder ascends to a trap door in bones, animal bones and human bones and there are
the ceiling. runes carved on the cavern walls.

The trapdoor leads up to a secret chamber in the Within is the lair of the mezzoloth that Jasvsgar has
western flange of the ground level of the tower (west bound here as a guardian. If the mezzoloth is not
of area B). By this means, Jasvsgar can exit and enter encountered elsewhere, it will certainly be
the tower unseen. encountered here.

The door in the western wall, which leads to the rest of The runes carved on the cavern walls help to bind the
the dungeon level, is arcane locked. yugoloth, although defacing them has only a 5%
chance of sending it back to its home plane. A DC 18
Within these bones lurk three dreads (see Appendix Intelligence (Arcana) check will reveal the nature of
C), which appear as a set of flying skeletal claws. these runes and a DC 21 check will reveal which
precise runes can be defaced to automatically cause
These guardians were created by Jasvsgar using the yugoloth to return to its home plane.
knowledge found in the guild libraries. The dreads will
attack anyone but Jasvsgar or his servant who enter The mezzoloth is assigned to guard the treasure in
this chamber, and once activated, will pursue any area G. It may roam as much as 270 feet from the
intruders anywhere on this level. treasure, which allows it access to most of the dungeon
level (with the exception of area K and the nearby
hallway to the west).
B. Water Cave
This cavern is set at the end of a long, turning hallway.

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E. Laboratory G. Treasure Chamber
This room is filled with laboratory equipment, The door to this place is made of iron and locked by a
including tables, shelves, and chairs. Spread over all of key lock (the key is on Jasvsgar). A DC 22 Dexterity
these are many beakers, flasks, burners, notes, open (Thieves’ Tools) check can open the lock.
books, jars and urns filled with strange and exotic
ingredients, tongs, pokers, tweezers, scoops, scales, Within is Jasvsgar's treasure chamber.
etc.
A small, 3 foot diameter hole is present in the eastern
There are some magical potions here, but they are wall of the chamber.
difficult to locate. They include 4 potions of healing, a
potion of greater healing, a potion of fire resistance, and There are 4 chests here, along with 3 large sacks tied
a potion of invisibility. with ropes. These containers and their contents are
described below:
Labels are in a code that only Jasvsgar and the servant
know, but if a detect magic is cast, these can be picked Bag #1: 750 cp, 435 sp, 12 gp, and a human skull inlaid
out from the rest of the stuff. Otherwise, allow a 5% with turquoise worth 75 gp.
chance of randomly picking a magical potion, a 25%
chance of a random poison type, and a 70% chance of Bag #2: 250 gp, 35 ep, 10 pp, and 1,600 cp.
something with no serious effects.
Bag #3: Contains a suit of scale mail +1. The scales are
The door to the east is locked by a key lock (with the of fine craftsmanship, as each individual scale is
key on Jasvsgar). A DC 17 Dexterity (Thieves’ Tools) engraved with the shape of a dragon's head.
check can open the lock.
Chest #1: This chest is locked. The key is with
F. Summoning Chamber Jasvsgar. A DC 20 Dexterity (Thieves’ Tools) check can
open the lock.
The second door into this chamber from area E is
locked with a key lock (openable by the same key that
Within are 1,500 gp, a pouch with a gold hairpin
unlocks the first door between the two rooms). A DC
studded with pearls worth 110 gp, and an ivory and
17 Dexterity (Thieves’ Tools) check can open the lock.
silver drinking horn worth 25 gp.
Within is a chamber with many magical summoning
Chest #2: This chest is locked. The key is with
circles etched into the floor.
Jasvsgar. A DC 20 Dexterity (Thieves’ Tools) check can
open the lock.
Also here are various ceremonial bowls, etched in
runes. The bowls are caked with various stains inside
The inside of the chest is heavily padded with quilts
of them, some of them rust coloured.
and velvet. Within is a lesser iron flask (see Appendix
B). The flask is currently empty, and its command
A stone pedestal for reading summoning tomes is also
word is inscribed in silvery runes around its brass-
here, although there is no tome currently set upon it. A
stoppered neck. The command word is shkalisko.
wooden chair and a large wooden table is nearby. On
the table are various skinning knives and dissecting
Chest #3: This chest is not locked. Within is a large
implements.
bundle of white dragon skin, which Jasvsgar one day
wants crafted into a shield and armour. Unbeknownst
Unlike Evonlosht's summoning chamber, Jasvsgar to him, the dragon skin is too damaged and old to be of
keeps his circles clear, filling the grooves with various any use.
substances based upon whichever entity is being
summoned. Chest #4: This chest is locked. The key is with
Jasvsgar. A DC 20 Dexterity (Thieves’ Tools) check can
Three of the bowls are made of precious metals and open the lock.
gems and are worth 300 gp each.
The lock is guarded by a poison needle coated with
poison. If the chest is opened without the proper key

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(or the attempt to pick the lock fails), then the trap is These creatures regard areas H and I as their private
triggered. A needle extends 3 inches straight out from domain and will attack any but Jasvsgar, his servant, or
the lock. A creature within range takes 1 piercing the yugoloth who enter area I. They will attack anyone
damage and 11 (2d10) poison damage, and must who enters area H, yugoloth, servant, and Jasvsgar
succeed on a DC 15 Constitution saving throw or be included.
poisoned for 1 hour. A successful DC 20 Intelligence
(Investigation) check allows a character to deduce the These warrens are about 3 feet high, and so are
trap’s presence from alternations made to the lock to difficult for Medium creatures to maneuver. All attacks
accommodate the needle. A successful DC 15 Dexterity and Dexterity saving throws should be made at
(Thieves’ Tools) check disarms the trap. disadvantage by Medium creatures here, and Medium
creatures treat the area as difficult terrain.
The chest contains a large boulder that radiates
abjuration magic. Deep within the boulder is a dusty H1 - This is a small side cavern inhabited by an osquip
rose prism ioun stone of protection. The magic of the (see Appendix C). The osquips had burrowed into the
stone has, over many years, seeped into the treasure chamber (area G) before learning from the
surrounding boulder, and now the boulder itself yugoloth not to enter the treasury.
radiates magic. The boulder is about 3 feet by 2 feet'
and weighs about 100 lbs. Unless the PCs crack open There are two gems buried in the earth here, worth 12
the boulder, they will likely have no way to determine gp and 7 gp respectively.
the ioun stone within. An identify spell will not reveal
the purpose of the boulder’s magic because there is no H2 - This area is inhabited by 2 osquips (see Appendix
purpose. C). There are some bones and scraps of flesh here.

Jasvsgar does not know there is an ioun stone within H3 - This cavelet has a crack about 3 feet wide and 1
the boulder, but has retained and guarded it as a result foot tall leading up to the surface. A Small creature
of a divination spell he had cast that indicated the could fit through with Dexterity checks. The osquips
boulder “held powerful magic”. use this as their means to exit the dungeon level and
hunt for food and water.
H. Warrens
These warrens are the lair of a pack of osquips, which Fallen just below the crack, in plain sight, are 3 gems
burrowed to this place and have taken up residence (worth 50 gp each) and a silver brooch in the shape of
here. They have had no trouble digging their own a young woman worth 20 gp.
warrens, even through the solid stone here, because of
their sharp teeth and claws, and in fact their tunneling H4 - This larger chamber is 5 feet high. Medium
collapsed the good part of one of Jasvsgar's dungeon creatures can maneuver here normally. Within are 2
rooms. adult osquips (see Appendix C) and 3 young. The
adults will fight to protect their young and do so with
However, Jasvsgar found the rodents tough to capture advantage. The young are noncombatants.
and, after some research, discovered that they could be
semi-tamed by giving them gems and shiny stones, Buried in the stone and earth nesting materials are 4
which they enjoy collecting. gems, worth 40 gp, 12 gp, 20 gp, and 2 gp respectively.

These osquips are now slightly tamed, enough to not I. Unused Room
attack Jasvsgar or his servant on sight. They also know This room shows no sign of recent use, and in fact the
better than to attack the mezzoloth, which has already passageway to the north looks as if it collapsed and
dined on a dozen of their number before the osquips then was dug out into a cave. Several bricks in this
learned to give it a wide berth. room have been pushed out, as if something burrowed
in behind them and dislodged them. Other bricks lie on
These rodents live by emerging above ground during the floor.
the night to hunt and from scraps thrown to them by
Jasvsgar to encourage their presence. Within this room are dung and spoor, as well as bones,
some of them human.

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Jasvsgar’s Defense
Any light or noise in this room will bring the osquips Jasvsgar will react with lethal force to any assault on
from area H to investigate and likely attack the PCs. his tower. He will gladly expend his guards and
servants in an effort to save himself, his lair, and to
J. Guard Chamber punish intruders.
This smallish room appears to be the lair of some
creature, for there is a bed of straw here and large Nevertheless, when confronting the PCs, Jasvsgar is
dung piles at various places nearby. savvy enough to question the PCs, asking them why
they have chosen to meddle in a private squabble and
A wooden trough holds water, while another holds what Evonlosht has offered them.
slabs of raw meat.
If Jasvsgar truly feels threatened by the PCs (and he
A displacer beast roams the area from the hallway should), then he will try to beat Evonlosht’s offer of
leading to area I to the secret door just west of area A. employment. Further, if he feels that Evonlosht may
The beast was reared by Jasvsgar from a pup but has have deceived the PCs as to the nature of the conflict,
no love of Jasvsgar, It fears the scourge tied up in area Jasvsgar will be more than ready to tell them the true
L and respects Jasvsgar as its master. origin of their feud and enlighten them to the fact that
Evonlosht is also known to summon up fiends from the
Any noise in its area of access will cause the beast to netherworld.
investigate. It will attack anyone it does not recognize
(i.e. anyone not the yugoloth, Jasvsgar, or his servant). Nevertheless, if pressed and clearly on the losing end
The beast does like the servant, since he brings it food. of a fight, Jasvsgar will abandon his lair, likely fleeing
into the dungeon from area D of the ground level and
K. Dungeon leading the PCs through his guards and minions on
The door to this chamber is barred from the outside that level before using the ladder and secret way out
and is made entirely of iron. There is no window in the from area A of the dungeon.
door.

Beyond is a dungeon chamber, with straw on the floor


and various shackles and manacles attached to the When Evonlosht and the PCs arrive at Jasvsgar’s tower,
wall. Some of these are attached directly to the wall, as Evonlosht will remind them that the Guild rules forbid
if to hang someone from the wall, while others are on any taking of treasure from Jasvsgar. To this end, he
short chains to allow a captive to eat and drink. will discourage the PCs from searching around the
place after Jasvsgar is defeated, for fear that greed will
The chamber smells strong enough to hint at recent get the best of them. If the PCs do try to take treasure
use, but is now empty. from here, the Guild will likely send forth its
vengeance upon the PCs.
L. Entry Chamber
This irregularly-shaped chamber has a ladder in the The PCs have some decisions to make in this
southern portion that leads 40 feet up to a trapdoor adventure.
in the ceiling. Halfway up the ladder is a large leather
scourge with pieces of glass tied into it. First, they have to decide if they will help Evonlosht in
the first place. If the PCs believe Evonlosht’s story
This trapdoor leads to area D of the ground level of the about the origins of the feud, then this, coupled with
tower. the fact that Jasvsgar sends demons to attack
Evonlosht and the PCs, along with his use of
The scourge is used to tame the displacer beast in area hobgoblins and ogres as allies, should be enough to
J. convince the PCs that this is a case of good versus evil,
despite the fact that this is not the case.

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Should the PCs elect to try to investigate Evonlosht’s
keep, they can determine that the wizard is not as pure
as he claims to be. Award standard XP for defeated foes.

Should the PCs travel to Jasvsgar’s tower, they have Remember to divide XP amongst all of the PCs and any
other choices to make. First, they can attempt to parley NPCs who assisted them. Most likely this will be the
with Jasvsgar, both to find out the nature of the conflict Necromancer, but it could also include some of the
and to perhaps try to mediate a settlement. Neither ship’s crew if the PCs convinced them to accompany
wizard will actually agree to a settlement of any sort, the PCs.
as the rules of the Rite of Thorns prohibits it.
If the PCs take part in successfully banishing the
The PCs can side with Jasvsgar. There is absolutely norebo, they should receive 700 XP to divide amongst
nothing stopping them from doing so, and the evil them. They should not receive full XP for the norebo,
wizard will gladly pay for their support. The precise unless they ended up fighting it.
nature of this payment is left to the DM, but should be
in line with what Evonlosht has offered. Jasvsgar is
operating under the same Rite of Thorns rules as is
Evonlosht, and so he cannot allow the PCs to loot
Evonlosht’s keep either.

The PCs an also elect to ignore the Rite of Thorns and


attack one or both wizards and loot their keeps! This is
a dangerous endeavour, and one that must be done
with care, for the two wizards will quickly agree to set
aside their differences to ally against the PCs should
they seek to attack them both or subvert the Rite of
Thorns. This doesn’t mean the wizards have made up,
but they would intend to restart their feud after the
brazen PCs have been dealt with.

Even should the PCs defeat both wizards, they will


now have made an enemy of a powerful guild of
conjurers…a fact that is likely to haunt them for the
rest of their careers.

Benefits
In addition to whatever reward has been promised to
the PCs, their aid in this conflict, should they side with
the victorious party, means they can possibly expect
the following benefits:

 A source of low level spell scrolls and uncommon


potions for the PCs to purchase.

 Evonlosht or Jasvsgar may agree to nominate PC


wizards into the Brotherhood as associate members.
This will allow them to teach a PC wizard some of
their spells.

 Evonlosht is a good information resource for the PCs


as a whole. He is a lore master and can aid the PCs in
researching various puzzles or conundrums they
may encounter from time to time.

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Evonlosht is a human male in his early forties. He has greying brown hair tied back into a ponytail and a short brown
beard and mustache. The wizard is bookish and does not like direct combat. The spells listed above reflect his usual
spell preparation when not specifically expecting trouble.

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Jasvsgar is a human male in his late thirties. He has a dark brown, short pointed beard and thin mustache and wears
his dark brown hair pulled back into a short tail. His eyes are piercing and the mage has a perpetual frown on his
brow.

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Wondrous item, rare

This item functions precisely like an iron flask, except


that it can only effect and contain a creature whose
challenge rating is 3 or lower and the DC of the
Wisdom saving throw to avoid being trapped inside is
14.
When determining what type of creature might be
randomly found inside the flask, the DM can either
choose the creature or roll on the list below.

d100 Contents
01-50 Empty
51-53 Azer
54-57 Demon, Dretch
58-61 Demon, Mane
62-63 Demon, Quasit
64 Devil, Bearded
65-66 Devil, Imp
67-69 Devil, Lemure
70-71 Devil, Spined
72 Hell Hound
73-74 Magmin
75-86 Mephit (any)
87-89 Modron, Monodrone
90-92 Modron, Duodrone
93-94 Modron, Tridrone
95 Modron, Quadrone
96 Modron, Pentadrone
97 Nightmare
98-100 Salamander, Fire Snake

Potion, uncommon

This bright yellow potion can be thrown up to 60 feet.


When it contacts a hard surface (not a creature), the
potion bursts from the point of contact into a blinding
flash of light in a 10 foot radius sphere. All creatures
within the area that can see and have their eyes open
must succeed on a DC 13 Constitution saving throw or
be blinded for 1 minute. A creature can repeat the
saving throw at the end of its turn, ending the effect on
itself on a success. A creature with the Light Sensitivity
trait has disadvantage on the saving throw.

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Dreads are flying, animated skeletal arms that attack
living things by raking with their sharpened finger
bones or by wielding weapons.

Created Guardians. These undead are created by


spellcasters to serve as guardians. The enchantment
involves a set of instructions in which the creator of
the dread specifies where they are to operate, and
under what circumstances they will or won’t attack.

Long ago, families who could not afford better, or


could not bring themselves to trust hireswords, had
dread created to guard their treasure vaults. Typically,
these were armed with weapons, and many dreads
encountered are so armed.

Dreads are often ordered to attack all intruders who


do not speak a certain password or wear a particular
badge. In other cases, they are instructed to slay all
living things entering a particular place, such as a
“trap” passage or room that leads nowhere and is
intended only as a death trap.

Flying Combatant. Dreads wield weapons (often


scimitars or handaxes) and can use anything 50 lbs. in
weight and 10 feet in overall length as they fly
menacingly through the darkness. In many cases, they
are left I niches where no human could lurk, or
partway down shaft, or above trap doors, so an
intruder cannot avoid their initial attack. Dreads can
also be positioned to repeatedly hurl or drop rocks
down a shaft that intruders are climbing.

Undead Nature. A dread doesn’t require air, food,


drink, or sleep.

The dread appeared in the Monstrous Compendium Annual Volume


One for the 2nd edition of Dungeons & Dragons.

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Huptzeens are lesser magical constructs animated by a
combination of arcane rituals and the cooperation of
an inhabitant of the Outer Planes.

Ornamental Shape. Unlike most constructs, such as


golems, a huptzeen has no limbs and bears no physical
resemblance to any living creature. Instead, they are
crafted in the form of ornaments, pieces of jewelry, or
other richly fashioned objects notable for their
breathtaking beauty, fine lines, and exceptional
craftsmanship.

Spell Hurler. In battle, huptzeens have only one


method of attack: casting spells. A huptzeen can cast as
many spells as a spellcaster of the same level as the
huptzeen has Hit Dice. The set of spells available to any
huptzeen is fixed at its creation and can never be
altered. The huptzeen’s creator may select the spells
the creature will wield only from among those he
knows.

Intelligent Construct. Huptzeens are smarter than


most constructs; they can hear sounds, respond
intelligently to changing circumstances, and plan
attacks sensibly. Since a huptzeen looks like a piece of
jewelry or a curio, the target of its attack may at first
have trouble spotting the assailant, Realizing this, the
constructs often begin their attack using subtle spells
with no obvious origin (like phantasmal force).

Valuable Construction. A huptzeen typically has a


jewelry or artistic value of approximately 300 gp per
Hit Die. If it explodes using its Death Burst trait, the
remaining value of the scattered pieces will generally
be half of the original amount.

Constructed Nature. A huptzeen doesn’t require air,


food, drink, or sleep.
The huptzeen appeared in the Mystara Monstrous Compendium
Appendix for the 2nd edition of Dungeons & Dragons.

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The manikin is a tiny humanoid construct with gray or
brown rubbery skin. It smells of freshly turned earth.
The creature is crafted from a rare plant called a
mandragora. The plant’s 10-inch long root has a
gnarled humanoid shape, with a few leaves growing at
the top. Spellcasters familiar with the mandragora can
use arcane methods to turn the root into a manikin.

Helpful Assistants. The creator of the manikin


mentally controls the creature and often uses it as an
assistant when working in the laboratory. When its
creator is performing a complex experiment, the
creature can sense its master’s needs and perform the
necessary task, such as fetching tools or handling
poisonous substances.

Tethered. The creator of a manikin must designate a


specific point as the manikin’s spiritual tether (any
unmovable item will suffice). This location can never
change, and the manikin must remain within 100 feet
of this point until either it or its creator dies. Often, the
manikin’s tether point is a large pot holding soil.

The manikin must spend at least an hour each day in


soil, absorbing the nutrients and water is needs for
survival. A manikin denied soil and water will starve
and succumb to thirst like any other creature.
The manikin appeared in the Mystara Monstrous Compendium
Constructed Nature. A manikin doesn’t require air or Appendix for the 2nd edition of Dungeons & Dragons.
sleep.

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Osquips are hairless multi-legged rodents with
oversized jaws and teeth. They are about the size of a
smallish dog, about two feet high at the shoulder. Most
have six legs, but some have eight and a few have ten.
Some have normal rat-like tails, others have short tail
stumps, and some have no tails at all. The creature’s
leathery hides are pale yellow in colour.

Territorial. If someone enters an area in which there


are osquip tunnels, the creatures can emerge quickly
to surprise and attack the trespasser. The osquips are
territorial and attack fearlessly and ferociously.

Burrowers. Osquips are consummate burrowers and


their sharp, oversized teeth and jaws allow them to
burrow even through solid stone. An osquip den is
usually rife with crisscrossing tunnels suitable for
Small creature.

Love of Gems. Osquips have an innate attraction to


shiny things, including gems, and they will often steal
such items and bring them back to their lairs. It is not
unheard of for these creatures to be tamed somewhat
by a gift of gems.

The osquip appeared in Races of Faerun for the 3rd edition of


Dungeons & Dragons.

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These hunched and misshapen demons stand 6 feet
tall. Its features are asymmetrical and deformed, and
its mottled green and violet skin is hairless except for
one or two uncomfortable looking patches of wiry
bristles. The fiend has an elongated head with tiny red
eyes that swell with hate.

Brutish. Rough, crude, and bestial, rutterkins


understand nothing but brute force. These bullying
demons are the common foot soldiers of many Abyssal
armies.

Twisted Creation. Rutterkins are formed from raw


manes, typically when a demon lord needs a stronger
breed of soldier for his armies, but not one so strong it
can’t be easily kept in line. The process of creating a
rutterkin from a mane is said to be so gut wrenching
that to simply observe it is to invite blindness. The
process can be applied to more powerful demons as
well, although only if they are captured and held
helpless – many demon lords use this as a method of
punishment when outright death is too merciful.

Unique Weapons. Rutterkins use two exotic weapons


that may have been invented by them: the snap-tong
and the tri-blade. The snap-tong appears as a short
polearm that ends in a sharp spike that has one or
more crescent-shaped pincers designed to close
around it. The tri-blade consists of a three-bladed
wedge launched from a sling-like device. Other
creatures can only wield these weapons as improvised
weapons.

The rutterkin appeared in Fiendish Codex: Hordes of the Abyss for the
3rd edition of Dungeons & Dragons.

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This section introduces variations of monsters that are
described in the Monster Manual.

The Monster Manual provides statistics for the typical


hobgoblin. However, PCs meet another kind of
hobgoblin in the course of this adventure.

Spiritual leaders of a hobgoblin troop, these creatures


provide advice and guidance for the captains and
warlords and healing for the troop.

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This section presents statistics for NPCs encountered
in this adventure that are not presented in the Monster
Manual.

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Not for resale. Permission granted to print or photocopy this document for personal use only . Binding Arbitration

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