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T his adventure takes place while the characters are visiting a market

in a large city.
The normal door in the west wall that leads to area #10 is locked and
requires a DC roll of 20 to open.

Throngs of townsfolk haggle over daily wares and thoughts of


recent dangers slip away in the sights and smells of the bustling
market. Most folk gather near the common stalls that offer
3 This large open room is set up as a training area. There are
stations set up for archery, knife throwing, rope and wall
climbing and a sparing square. Weapon racks line the east wall
grains, vegetables, cheeses, dried fruit and cured meats. You and a dozen chests are set up in two rows at the northern end of
make your way to the back of the square where armorers, the room. You spot several large rats milling about but they
weaponsmiths and alchemists cater to adventurers. As you appear disinterested in your arrival.
approach, one of the merchants holds up a longsword for your
inspection. The only thing you suspect is superior to the This room is obviously set up for thieves training. Gear has been left
craftsmanship is the price. strewn about suggesting it was abandoned suddenly or the thieves
are untidy. Eleven of the chests are empty and are simply used to
A sudden cry draws your attention to an alley behind the practice lock picking. The twelfth chest is engraved with the words:
merchant. A high pitched voice screams "Stop the voices!
Tongues jabbering! Never silent! Always whispering!” A man in Master the art
leather armor appears, his face a visage of insanity, “I'll silence
your tongues!” With dagger in hand he leaps towards the
and collect your reward
merchant.
The chest requires a lock pick roll of 30 to open. Inside is a set of
adamantine lock picks crafted by Elven hands. They are indestructible
The man is insane and will attempt to cut out the merchant's tongue.
and provide a +4 bonus to any lock pick rolls. The weapons on the
The characters have a total of two rounds to stop him before he
racks are well used and include short swords, saps, daggers, darts,
succeeds. Once finished with the merchant he'll turn on the next
short bows and target arrows.
closest person. INSANE THIEF (AC 15, Hp 14, Atk +3 dagger(d4+3),
Init +2, SA +2 Damage from Berserking)
A few rounds after being in the room the characters will again hear
low whispers of seemingly meaningless words. The rats will
If saved, the merchant will thank the characters by offering the sword.
immediately start squealing. After a minute the whispers will stop but
The weapon is of masterwork quality. The blade has one silvered
the rats will turn violent and attack in a berserker rage. 7 DIRE RATS
edge and one edge of cold iron. While it provides no bonuses to hit
(AC 14, Hp 5, Atk Bite +1 (d4+2+disease), Init+3, SA +2 damage from
or damage it will ignore damage resistance of 5.
Berserker frenzy).
The characters will also notice an open doorway in the alley where
the thief emerged. Investigating, they'll discover it is in fact a a secret
door behind which is a stairwell leading down. For a fleeting moment
they'll hear whispers beckoning them down into the darkness. The
4 Lying in the middle of the hallway is the body of a man. His
leather armor is torn in several places where it appears rats may
have fed on his body. His outstretched hand rests against the
stairwell leads to a corridor which ends at the door to area #1. north wall as if he was reaching for something.

Close inspection of the body will reveal a dozen bite marks of various
1 This room contains racks, crates and shelves filled with a wide
variety of gear and equipment. Several heavy cloaks hang on the
wall near the door.
sizes. The teeth marks are too big for rats and the body is drained of
blood. The man has a dagger and a money pouch containing 15 gp.
He was attempting to escape through the secret door in the north wall
This room contains a wide variety of normal equipment (e.g. rope, (DC 20 to find) that leads into the sewers.
lanterns, torches, waterskins, crowbars, backpacks, bedrolls etc). If
they search through the crates a dire rat will jump out from it's hiding Not far into the sewers are a pair of thieves from another guild
place and scurry away into the shadows. DIRE RAT (AC 14, Hp 5, hideout. They are here investigating why several of the thieves never
Atk Bite +1 (d4+disease), Init+3) showed up for a meeting. They will enter the corridor about 5 minutes
after the characters leave.

2 This receiving chamber has black and red tapestries hanging


from every wall. A single ornate chair is set against the west wall
on a raised dais. Dark colored cobblestones form a pattern in
After discovering the
body the thieves will
assume the characters
the floor directly in front of the chair. There appears to be no are responsible and will
other exits from the room. seek revenge by
backstabbing.
A rogue can recognize the symbol on the floor as belonging to the
thieves guild. The doors leading from this room are concealed behind 2 THIEVES (AC 14, Hp
the tapestries. Once the characters find the door in the north wall 14, Atk +3 short swords
they will hear faint whispers coming from the direction of the chair. (d6+1), Init +2 SA
Everyone must make a Will save (DC13) or feel unnerved for 10 Backstab +1d6). Each
minutes (-1 penalty to any role). As soon as they approach the throne has thieves tools and a
the whispers will stop. The secret door in the east wall requires a DC pouch containing 10 gp.
25 search roll to discover and an open locks roll of 30.
SIMONE PIGNOLI (Order #25499055)
5 This large room contains tables, chairs and a cooking area.
Several chairs have been knocked over and the tables still
contain plates of partially eaten food. The smell of something
As the characters are about to leave the room, the whispers will start,
coming from the corpse in the bed. Another Will save is required (DC
13). The person who fails by the most will take out a blade and start
overcooked is coming from a large pot over a burning hearth. hacking at the corpse until they come to their senses 1d3 rounds
later.
Behind a cooking counter is the body of the cook. He has numerous
bite marks over his body and has been drained of blood. A cleaver is
still clutched in his hand. 8 The door to this room is reinforced and locked from the outside.

This simple room contains a straw covered floor, cot, a simple


Before they leave the area, the whispers will begin. The language is wooden table and a chair. It must have served as a prison. There
unknown to the characters even if magic is used. Characters must is a body crumpled in one corner of the room. A crude message
make a Will save (DC 13). Anyone failing will believe the source of is written on the west wall in blood.
the whispers is the cooking pot over the hearth. The character who
fails by the most will walk over to the pot and reach into the boiling
stew burning their hand for 1d4 damage. Afterward they will
MY CAPTORS ARE DEAD
immediately come to their senses. The two thieves from area 4 will
attack the characters here.
AND THE WHISPERS SAY
I AM NEXT
6 This room contains barrels, sacks and shelves containing food
items. The south wall is piled with a long row of chopped
firewood.
The body is covered in the now familiar bite marks and is drained of
blood.

This room contains dried meat, flour, grain, vegetables and cheese.
There are also two large kegs of ale an a score of clay jugs of wine.
Low whispers will rise up from the floor. Beneath the whispers the
9 The door to this room is barricaded from the inside (DC 20 to break
down). Once they break through they'll discover the door was barred
with piled furniture. The room is adorned with high quality if
characters can hear the scraping sound of many insect feet on stone. mismatched items. Hanging from a beam by the neck is a man
Two rounds later a cockroach swarm will appear out of the cracks wearing a fine set of black leather armor (+1 AC, +2 Hide). His body
and corners of the room. In the midst of the swarm are two giant contains no bite marks. On a desk is an open journal where his final
cockroaches. When the last cockroach is slain the whispers will words are written.
suddenly stop. They are frenzied and receive +2 dmg bonus.
2 GIANT COCKROACHES (AC 14, Hp 8, Atk Bite +1 (d4+2), Init +1)
COCHROACH SWARM (AC 16, Hp 18, Atk Swarm (d6+2), Init +2) These are my final words. Some devil from the deep has come
7 This room contains twenty bunks and foot lockers. This area serves
as a barracks room for guild members. In one of the bunks is the
for us. It's hunger is endless and it has killed us off one by one
body of a thief drained of blood through numerous bite marks. He
died with a look of horror on his face. using our own secret passages against us. It will be coming for
Each foot lockers contains personal effects (value 2d10 gp per me soon. There is little I can do except rob it of it's next meal.
locker). One of the lockers is locked (DC 20) and trapped (DC 18) Amongst the items pushed up against the door is a heavy locked
with a spring needle coated in poison (DC 14 – 1d6/2d6 damage). chest (DC20). The chest has a spring trap inside so that when
Inside is a pouch with 50 gp, a potion of healing and a ring of opened a pointed blade will spring forward (Reflect save of DC 15 to
climbing (+5 skill roll). avoid or take d8 damage). Inside is a silk sack of 500 gp,

N 5.
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11.

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8. 9.
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SIMONE PIGNOLI (Order #25499055)
10 This room is dominated by a large table upon which is built a
scale replica of the entire city. Every street, building and alley
crafted to the finest detail. Along the south wall is a large rack
Inside the vault are half a dozen chests.
Each is locked (DC 20) but not trapped.
containing hundreds and hundreds of pigeon holes. Inside each
it a small sheet of paper. Insides the chests are 5,000 sp, 800 gp,
plus various gems and jewelry worth
The city model is worth several thousands gold coins to the right 2,000 gp (all stolen of course). There is
buyer. The information written on the small sheets of paper are worth also a manual of dexterity (+1) and
even more. Each piece of paper contains information on various city bracers of fire resistance (10) and
buildings and residences (i.e. owner, security, valuables) plus any potions including jump, 2 x cure light
dark secrets the guild might have on the individual. The secret door wounds, reduce person, and blur.
in the room requires a DC 20 roll to spot.
Inside one of the chests is a box of black

Unexpected ALLIES wood inlaid with platinum (500 gp).


Inside is an ornate and evil Amulet
known as The Talisman of Moloch. It is
this Talisman that drew the Mouther
While the characters are investigating the guild hideout a group of towards this place.
thieves led by Sorensa Daring will arrive. At a dramatically
appropriate moment (before the characters investigate area #11) the Sorensa will inspect the chests opening
two groups will meet. Read the following. each until she finds the Talisman. When
she opens the box everyone, except her,
The longer you stay in this place the more on edge you feel. will have to make a Wil save (DC 20) or
Unlike other dungeons you feel no sense of adventure here, only be overcome with fear for 1 round.
the oppressive echo of whispers in your mind. Suddenly shapes
step from the shadows and you find yourself surrounded by four
men in leather armor with short swords and daggers. Sorensa will laugh, “While the Guild may owe you a favor,
unfortunately I'm not with the Guild. The mouther served its
“Hold you weapons adventurers. If we had wanted you dead we purpose and now only one lose end remains. If there is one rule
would have only revealed our knives as they entered your of strategy I've learned, it is to always keep some forces in
backs.” A tall woman, of elven lineage, appears. Her leather is a reserve.“
dark crimson and she wields a wickedly sharp spear. “My name
An additional four thieves will appear from the shadows. The
is Sorensa. Something here seeks our deaths. Perhaps we could
characters will have to defend themselves while Sorensa tries to
work together to avoid this fate?”
escape with the Amulet. 4 THIEVES (AC 14, Hp 14, Atk +3 short
swords (d6+1), Init +2 SA Backstab +1d6).
SORENSA DARING (AC 16, Hp: 20, Atk Spear +5 (d8+2), Dagger +4
(d4+1), SA Backstab +2d6). Wields Eitha-Angren (Iron Piercer) a
If the characters have difficulty handling the thieves have soldiers
spear +1, +3 verses opponents in plate armor).
from the city guard arrive at the last minute. The thieves will be
quickly dispatched.
4 THIEVES (AC 14, Hp 14, Atk +3 short swords (d6+1), Init +2 SA
Backstab +1d6).
More soldiers and Kezmar, one of the Baron's wizards, will be waiting
for them in area #3. They will have Sorensa and the Amulet in
Assuming the characters are willing to work with Sorensa she'll want
custody. As a reward they'll give the characters 1,000 gp from the
to investigate the guidlmasters quarters if the characters haven't
treasury and the magic items. The rest of the treasure will be seized
done so already (area #9). Once she learns that the creature is using
by the Baron.
the secret passages she will reveal the secret doors leading to the
thieves vault (area #11).
The following day Kezmar will summon the characters to his
chambers. He has a quest for them which will be revealed in the next

11 From the moment the group enters the secret tunnels the whispering
will start. Giant rats will begin attacking repeatedly (1d2 rats per
round). DIRE RATS (AC 14, Hp 5, Atk Bite +1 (d4+2+disease), Init+3,
Mini-Quest adventure:
THE TALISMAN OF MOLOCH.
SA +2 damage from Berserker frenzy).

Additionally, they will have to make Will save (DC 13). Anyone failing
the save will become increasingly on edge and convinced that going
forward to area #11 will only lead to their death (-1 penalty to die
rolls).

The secret passages lead to a central chamber. As you draw


closer the gibberish whispering becomes manic. You feel your
own mind beginning to slip close to the edge of insanity.

As the group is about to enter #11 the Gibbering Mouther will attack
either from the front or the rear depending on where the characters
are located. It's first victim should be one of the thieves.

A scream echoes down the tight corridors. As you turn a


bulbous horror lunges from the shadows. It's ever changing
mass an insidious collection of unblinking eyes and snapping
maws is horror beyond madness. One of Sorensa's thieves
throws up his arms in defense but the creature completely
envelopes him, silencing his screams forever.

The remaining thieves will fall back in fear leaving the creature for the
characters to deal with.

GIBBERING MOUTHER (AC 19, Hp 46, Atk 6 nites +7 (1d4+grab),


Init +3, SA Gibbering, DR 5, Blood Drain, Engulf). If reduced to 10 hit
points or less the Mouther will attempt to flee.

SIMONE PIGNOLI (Order #25499055)

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