Jeff Steven (Order #29356809)
Jeff Steven (Order #29356809)
Percentile
Score Result
01-19 Spell rebounds on caster, with full effects
(if impossible due to nature of spell, re- roll).
20-23 Pit opens instantly beneath the caster
(depth varies at DM's option); there is no other spell effect.
24-27 Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flower
blossoms that materialize and vanish again 1 round later. Blossoms do no damage, but
prohibit accurate aiming of wands or missile weapons, and prevent reading of books,
scrolls, inscriptions, and the like.
28-31 Spell affects random creature or area (DM's option) rather than the intended target area.
32-35 Spell functions normally, but any material components are not consumed, and spell
knowledge is retained by the caster or the charge is retained by the item.
36-39 Spell functions normally, but magical energy is released around the caster, healing any
injuries of any beings within 1" of the caster (includes fatigue, feeblemindedness, etc.).
40-43 Tbtal darkness and silence occur in a 3" radius about the caster, and last 2-8 rounds.
44-47 Reverse gravity (cf. spell) effect occurs in a 3" sphere about the caster, lasting 1 round;
caster included in the effect.
48-51 Shimmering colors dance and play in a nimbus around the caster, blinding caster and all
creatures within 2" for 1-4 rounds.
52-59 Nothing happens; no spell effect occurs.
60-71 Nothing occurs; no spell effect, but spell knowledge or charge is not lost.
72-98 Spell functions normally.
99-00 + Spell functions with maximum possible effects, full damage, maximum duration.
With any result on the above table, the DM can add to play excitement by adding one or more of the following
"special effects": (roll Idl2)
01: Earth tremor underfoot (minor, with rolling echoes).
02: Sun dims and then brightens again or a star falls.
03: Violent roaring or screaming sound.
04: Intense wave of heat (no damage) felt in the vicinity.
05: Non-harmful, oily green slime forms on everything within 12".
06: Maniacal, echoing laughter is heard. Flowers fall from the sky.
07: Old, brittle bones (3-60) rain down for 2 rounds, in a 2" radius.
08: Caster and everything within 6" lose all hair; plants grow hair.
09: Harmless yellow-green and purple smoke rises from the ground.
10: Boulders rise, swirling in mid-air like leaves (2-24 impact damage).
11: Nearby tree is uprooted (indoors, rock or furniture moves by itself).
12: Whispering voice is heard, murmuring a random character's name—and— a prediction about that
character's future (the DM can make it as specific as he wants; given the PCs' circumstances, por-
tents of danger and doom would probably not be too far off...)
Table of Contents
Prologue 2
Chapter 1: The Coming of the Gods 4
Chapter 2: A Rescue Mission 12
Chapter 3: The Castle of Darkness 18
Chapter 4: Mystra's Doom 21
Chapter 5: The Quest for the Tablets 25
Chapter 6: Storm in Shadowdale 30
Non-Player Characters 39
Avatars of the Gods 41
New Magical Items 42
New Monsters 43
Magical Chaos Table inside front cover
Physical Chaos Table inside back cover
Monster Summary Table inside gatefold
Cnedits
Design: Ed Greenwood
Editing: Chris Mortika, Scott Haring, Karen S. Boomgarden
Avatar Trilogy Coordinator: Jim Lowder
Cover Art: Jeff Easley
Interior Art: Ned Dameron
Typography: Betty Elmore
Keylining: Paul Hanchette
e
1989 TSR, Inc. All Rights Reserved. Printed in U.S.A.
TSR, Inc.
PRODUCTS OF Y O U * IMAGINATION-
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and the TSR logo are trademarks owned by TSR, Inc.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and
hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of TSR, Inc.
9247 ISBN 0-88038-720-3
for PC adventurers to strut around in. DM should introduce Caitlan's appeal in either in search of Elminster or because
A synopsis of the main events of Sha- such a way that it is very hard for the of rumors concerning the Tablets'
dowdale is given below. PCs to refuse it; perhaps a tutor of one whereabouts. Adventures occur along
Time: It is important that the DM PC could demand it as a service in pay- the way, and PCs come to the attention
keep track of the passing days, and ment for training, or Caitlan could of the avatar of Bane, the Zhentarim,
when PC actions and encounters occur. approach the PCs in a taproom or other and the Harpers (and any other avatars
Unless the text gives a specific time of public place while the PCs are trying to and power groups the DM wishes to
day for an event, you may arrange the impress an audience with their bravery use in future play).
time to best suit the needs of your or skills. Midnight joins the party—not 6) The PCs encounter Elminster, and
adventure. Alter the order of encoun- only is she simply the only wizard left in learn much from him about Helm, what
ters if desired to best suit the pacing of Arabel (or Cormyr, for that matter), her has befallen the gods, and the impor-
your adventure as play unfolds. presence is necessary for events to tance of mortal conduct and the recov-
unfold as they should. Caitlan falls ill ery of the Tablets. The DM should give
and cannot accompany the party. hints of Elminster's own mysterious
Syoposis of tbe 3) The PCs journey to Castle Kilgrave, power and importance in the plans of
Stony perhaps encountering adventures The One Who Is Hidden. The PCs
along the way, and battle its dangers to explore the dale (its important NPCs
The key steps of the adventure are
rescue Mystra. If they fail, other (NPC) should be introduced to give later events
given below. If the PCs stray too far
adventurers will succeed, and the PCs emotional impact), and Zhentarim-led
from the intended course of the adven-
will witness the next step via Midnight's forces attack Shadowdale. The DM
ture, the DM should head the PCs in the
pendant. should involve PCs in the battle.
right direction by introducing forceful
events and by providing NPC hints and 4) Mystra asks for, and receives, the 7) The temple of Lathander in Sha-
warnings. Note that events may well pendant she gave Midnight. The pen- dowdale is attacked by Bane, who is
occur "offstage," particularly if the PCs dant's power and value, if not its nature resisted by Elminster, who inadvertent-
are militarily weak. There is no need to or usefulness, will be readily apparent ly summons Mystra to aid him in fight-
lead PCs "by the nose" to drag them to avatars and powerful wizards. Mys- ing Bane—and all three beings are
through all the encounters in this mod- tra brings into being a gate to the Ethe- apparently destroyed in their struggle,
ule. real plane, where she confronts Helm. demolishing most of the temple.
1) The adventure begins with the Helm dispatches Mystra, revealing the All wizard player-characters should
"Fall" of the gods, and the physical and importance of the Tablets of Fate, and be involved in this battle, along with
Magical Chaos this brings to Faerun. challenging them to rise as heroes to any other PCs who wish to fight.
Hints and news of these unsettling the quest. The DM should use whatever 8) The adventure comes to a tempo-
occurrences can be worked into other priestly directives, inner voices, omens, rary end with the capture of the PCs by
adventures as the DM brings the PCs and NPC reactions seem necessary to angry inhabitants of Shadowdale. The
together in the caravan-city of Arabel, make reluctant PCs undertake the DM must direct subsequent play
in northeastern Cormyr. quest for the Tablets. The idea of Elmin- according to whether the events of Sha-
ster the Sage as a source of information dowdale will stand alone, or the PCs
2) Caitlan Moonsong approaches the
crucial to this quest should also be will go on to the adventures described
PCs with a plea to undertake the rescue
introduced. in the second module of this trilogy,
of her mistress from "an evil power"
imprisoning her in Castle Kilgrave. The 5) The PCs journey to Shadowdale, Tantras.
€
Jeff Steven (Order #29356809)
assortment of harmful spells. She will speedily to avoid trouble with the owner New Magic appendix, p. 42). He also has
only attack if the PCs attack her in ear- of the cellar, a dealer in fine carvings. a full complement of spells, including
nest. Bewildered and forlorn, she will Antharn had taken the fee, cast the polymorph other, two lightning bolts,
allow herself to be comforted or aided spell—correctly, he swears (and he's and three magic missiles.
without reacting with hatred, betrayal, right)—and the crate had flown up The "One True God" Ulgon refers to is
or rudeness. Her whip-scars are due to sharply out of the window, turned a bril- Bane, The Black Lord (god of strife and
ritual worship; she was unshakeably liant blue in color, sprouted yellow root- tyranny). Ulgon will not menace the PCs;
loyal to the Maiden of Pain until now. lets all over, returned to its original he does not want an open fight with
appearance, and burst open (still in mid- them. Instead, he will behave like a fanati-
air). It had then gouted forth small pieces cal clergyman, triumphant at the down-
5: of crockery in a series of wild explosions fall of "false gods." Ulgon will claim that
that had littered the street, cut Gulthagh's only the true gods—Bane, Myrkul, Talos,
of Ant forehead, and flabbergasted the wizard. and Tempus, Bane being the truly power-
Run this Event immediately after any ful of the four—will survive.
PCs discover that their magic some- He is shaken. "But I did nothing Ulgon will urge the PCs and like folk
times goes wrong when cast, or soon of action and daring to join "The Cleans-
after Event 4, while the city of Arabel is wrong" he says. "Was other magic at ing Hand" (of clergy and lay worship-
still littered with strewn wreckage work?" pers of the four gods mentioned). The
(whichever comes first). Hand, Ulgon claims, will earn glory and
PCs should soon hear other news of divine reward for its members in pre-
spells going wrong in the city. Remem- paring the new society to come. Its
You hear a terrific, glassy crash, and ber that the Magical Chaos Table should work now is to slay and cast down
then shouts nearby. Angry shouts. be used for all spellcasting. "false clergy," seizing their wealth and
"Good gold I gave you, wizard! Call property, and to resist all other author-
yourself 'Wonderworker,' indeed!
Look at this—ruined \ Can't you man- Eoeot 6: Clerical ity. Other adventurers, brigands, the
soldiery of the corrupt, doomed king-
age a simple levitation?" The speaker is dom of Cormyr—all must be cast aside
a furious potter. He is standing, blood to allow the True Gods to ascend to
streaming from a gashed forehead, Run this Event a few days after the their rightful place.
amid a litter of potshards. Broken storm, particularly if the PCs intend to
crockery is all around him. Behind leave Arabel to seek adventures else- Ulgon will try to convince the PCs to
him is a large crate, on its side, top slit where. It can occur at any time when join him. If they do, he will charge them
open in a splay of broken boards, one or more of the PCs are in the streets to seek out and slay a troublemaker
straw packing spilling out. Behind it is of Arabel. known as Garthim "the Black" (actually
a broken window, behind that a topsy- a Harper, a 9th level CG fighter) in the
turvy cellar. You've seen many in the city. (The Harpers are a good-aligned
aftermath of the storm. You are suddenly confronted by a organization described in the Cam-
tall, thin man in a dark weather- paign Set of the Realms.) If they refuse,
What you haven't seen before is an cloak. His manner is imperious and he will ask where they are staying, and
utterly astonished wizard. Tall, beard- fearless as he gestures at you to halt. promise to show them signs of the truth
ed, and distinguished in grey-and- You notice that his other hand, hith- of his belief later.
purple robes with an arched collar, erto hidden, grasps a wand. It is lev-
many rings glittering on his fingers— He will actually send seventeen 0-
elled at you. level thugs to attack and rob the sleep-
and utter bewilderment on his face.
"Stand!," he says coldly. "You look ing PCs, taking first their mounts, then
"Mother Mystra!," he gasps. "I—I'll to be lawless swordbearers and the
return your money, good sir. That's clothes and weapons, seeking to keep
like. Do you worship the One True the PCs in Arabel.
...never happened before ...I swear!' God? Or shall you be swept away as
all worshippers of false gods are fat-
The wizard is Antharn, a 12th level
LN wizard with 40 hp. For 50 pieces of
ed to, in these days of reckoning?" EocoaoteRs
gold, he agreed to levitate a crate of The man is Ulgon, a 7th level wizard 1. The PaRple DRagoos
crockery that the storm had driven of the Zhentarim. (The Zhentarim are
through a nearby cellar window out, Run this encounter if the PCs seek out
an evil network of wizards, clerics of Watch patrols or the soldiery in Arabel
up, and over a busy street to the yard of Bane, warriors, and beholders based in
its owner, the potter Gulthagh Murr. to ask about the sudden, strange erratic
Zhentil Keep. The Campaign Set of the performance of magic, rumors of trou-
He's the angry one. Realms gives some details of this organi- ble among the gods or clergy, or for any
The crate contains delicate, ornate zation.) other reason. The PCs will be escorted
vases from Calimshan, and Gulthagh Ulgon is LE, has 22 hp, and is armed to an office where this encounter will
expected about half of them to be shat- with a wand of magic missiles (with 12 take place. This encounter will also
tered, but he'd agreed to shift them charges) and a blink ring (detailed in the occur if the PCs run afoul of the law in
9
Jeff Steven (Order #29356809)
should be altered to fit particular cam- Norphym's crystals will explode convulsions. Any PC attack on the
paigns (and to foil players who peek at when a spell is cast into them, or when snake will be prevented (or answered)
these pages). Strengths of PC opponents they are thrown as missile weapons. by an angry cleric of the serpent-god
(and the corresponding treasure to be They do Id4 blast damage (glass shards) Vaerae. This obscure priesthood is most
won) should also be adjusted to and release spores that infect anyone popular in northern (rural) Calimshan
challenge—but not slaughter out-of- within 2" who fails a save vs. Poison and in the Vilhon Reach, having come
hand—the particular PCs who take part (make a successful Dexterity Check to from nomadic tribes who are usually to
in these adventures. get out of the active radius before con- be found on The Shining Plains.
tacting the spores) with brown mold The cleric is Hondrul Meirshin, a CN
(30%), or (70%) release a polymorph 6th level cleric with a staff of the adder
1. Many Foal Balls other spell that turns one into a "lizard and a ring of invisibility. He is sincere and
A merchant is found dead, horribly man/scorpion crossbreed" monster inflexible: The creed of his priesthood
burned and contorted. Scales pn his (make an Intelligence Check to retain demands that no snake be harmed, and
hands and a tail with a scorpion-like the use of one's own intelligence while that anyone harming a snake be maimed,
sting seem to have grown after death. in this form). anyone killing a snake be slain. If the PCs
The merchant, Uirboar Thendel, was Norphym has 16 specular in his sanc- escape his justice and the cleric survives,
found in an inn room in front of a table tum, and has a further nine crystals Hondrul and two fellow priests of Vaerae
littered with shards of crystal, evident- hidden in a cave in the Stonelands (to in the Dragonreach area will pursue the
ly from a crystal ball shattered in some which he will teleport if he can, if things PCs, attacking by stealth at night with
sort of explosion. Whispers spread that go badly for him). sticks to snakes spells.
ill fortune has accompanied the use of
specular items (scrying-crystals) in the
Dragonreach area before. 2. High Hoot 4. Dancing
A seller of crystals, Luorn Kabarr, Corpses are found in the streets of Dopplegangens
approaches the PCs to hire them to dis- Arabel, slain by being transfixed by a Several inn patrons in Arabel simply
cover the source of the fell magic, or lance or other large pointed weapon, vanish from their rooms (including, if
misfortune, or faulty Art, or whatever from behind and above. The Purple the DM desires, acquaintances or busi-
it may be that caused Thendel's death. Dragons are baffled; certainly no lance- ness contacts of the PCs). Rumor has it
Luorn's business is hurting badly; he wielding warrior has been heard clat- that some of the missing travelers
will offer the PCs 3000 pieces of gold tering over the cobbles on a charger in entertained tavern dancers on the night
and a pearl of power, payable when the the wee hours. they disappeared, but noone believes
PCs show him they have ended the Either a PC will be attacked (if on the that the petite, beautiful dancers could
problem. Luorn is honest, and will pay. streets at night), or the Purple Dragons do away with large, often fat men and
The PCs, however, may find it diffi- will ask the PCs to help them by bolster- carry their bodies elsewhere without
cult to collect. The crystals are the ing street patrols. The hunter is a peryton help, and without being seen.
work of a mad wizard of some skill, using a ring of invisibility and a specially In reality, several tavern dancers
Norphym, who is trying to destroy or enchanted +2 lance that can absorb were long ago killed and eaten by dop-
damage as much local competition as what it strikes (in this case, the hearts of plegangers, who have since steadily
possible. Norphym sells each speculum victims) for release from a spigot in its killed and eaten amorous clients, rob-
in turn to Guzundul, a vendor of magi- butt at a later time. The peryton will bing them of wealth and weaponry. The
cal components and apparatus (a 0-leveI strike down 2-5 humans per night, as DM should adjust the strength (includ-
CN human). He presently has three for stealthily and silently as possible. ing offensive magical treasure) and
sale. Guzundul has a wand of magic The peryton lairs with its mate in the numbers of the dopplegangers to chal-
missiles, a trained war dog, Syritim, stony ridges north of Arabel, on the lenge investigating PCs.
with 13 hp, and a rope of entanglement edge of the Stonelands. It is quite intelli-
to defend himself and his shop. He is gent, and has arranged "trails" of trea- In human (but not dancer) shape, the
very suspicious, and unless the PCs go dopplegangers will hire thugs and false-
sure to lure anyone approaching its lair ly report PC crimes to the Watch once
to great lengths to calm his fears, he will into rockfall and spike-lined pit traps.
take them for thieves and vandals, and they realize that they are being investi-
The peryton's mate also has a lance of gated.
take swift action. The Watch and the lightning (works as a wand of lightning,
Purple Dragons will react accordingly. activated by depressing a stud rather
Norphym is a NE 7th level mage with than by audible command, 26 charges 5. Tbe Haunted
23 hp who will defend himself with a left) that it will use to defend the lair. Teasbop
necklace of missiles, a wand of
lightning, and rings of spell turning and 3. Tbe SacRed Snake A noted seller of spices and teas (from
flight. He is a coward and will use a tele- far-off Tashalar, Tharsult and Calim-
port scroll (if possible) to escape, only to One of the PC's mounts or pack ani- shan) vanishes from his shop. Street-
stalk them to take "revenge" when they mals is bitten by a poisonous snake, and talk has it that Mousomyn Bhuir, his
are weak, scattered, or inattentive later. dies almost immediately in shuddering family, and staff are all missing.
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Jeff Steven (Order #29356809)
The shop was locked and barred— mansion into a truly opulent pleasure- sign of the Mistress of Magic herself.
from inside—for the night. An opened palace. Alestra posts offers for more Cadellin Firehands was visiting Suzail,
crate in the basement and disarranged bodyguards, at 12 pieces of gold per and survived.
bedclothes were the only signs of activi- day, including paid holidays; two days
off after every ten of duty! 5. A caravan expected from the east
ty. The shop has a cellar cess-shaft into hasn't arrived; no word has come of any
the sewers, but it is too small for If the PCs do not join the scramble to misfortune. Its sponsor, the carpet-
humans to exit by. Mousomyn's valu- take Alestra's service, others will—and merchant Jathul Quelnor, has asked the
ables and wares are all undisturbed. again will quietly vanish. Alestra will Purple Dragons to contact Castle Crag for
The Purple Dragons are baffled. prove to be a gracious patron, enjoying news of his wagons. A messenger sent by
Mousomyn's principal creditor, the the arts, collecting fine clothing and jew- Commander Dutharr of the Dragons has
moneylender Khossont Nairel, will elry, and parties. She will also, if the PCs not yet returned. (False rumor)
claim the shop, paying city officials its have much to do with her, turn out to be
value in coin above what he was owed, a weretiger whose alignment is con- 6. The gods have arrived in the Realms
and move in for business. He and an cealed by the use of magic items, and to destroy unfaithful worshippers
assistant will then vanish, as mysteri- who is intent upon making Arabel her directly, and to reward the loyal and
ously as the Bhuir family did before, lair, behind the scenes. Alestra intends to true—with gems, gold, honors, and
leaving behind several readied weap- rule Arabel in all but name, and will use powerful new magic.
ons among all the valuables and wares her charms to manipulate its folk against
any who stand in her way or uncover her 7. A plague is spreading from the east,
of the household. across the Inner Sea lands. The frantic
The overworked Purple Dragons will true nature. In the process, she will go
through a lot of bodyguards, as she slays sorceries of Thay and other lands seek-
hire adventurers to guard the house and ing to end it are causing the chaos of
investigate. If the PCs accept the posted anyone who learns what she is.
elements and Art across Faerun. Many
task, they will be given free room and Weak PCs could well learn Alestra's easterners traveling in the Dra-
board at a Watch barracks by day, and identity from a dying NPC adventurer gonreach now are carrying the disease.
paid 1 gp per person per night spent in who tried to destroy her, and/or gain Its symptoms include hallucinations,
the shop, guarding it. (By day the shop is necessary magic items from a similar and the exuding of a scent, undetect-
locked and watched by city bailiffs.) source or from simple theft. DMs can able by humans and demi-humans, that
The crate was sent by some enemy of make this a long-term "background" attracts predatory beasts. (False rumor)
Mousomyn. It contained three lurkers adventure for campaigns set in Arabel.
above, which silently slew everyone in 8. Golkont the Hawk-Mage, a solitary
the shop when released. The remains wizard who once slew an entire horde
were dumped down into the sewers, in of ores single-handedly with his Art,
and the lurkers—in reality, cunning has been seen in the Stonelands. He was
thieves, henchmen of Mousomyn's ene- Amabel riding a lamia toward Cormyr, and was
my who have kept their personalities The DM should allow the PCs to hear surrounded by a ring of will-o'-the-
and intellects after a polymorph other the following rumors while they are in wisps that moved with him as he rode.
spell—hid high up against the ceilings of Arabel {after the storm). The first four Golkont is known to continually seek
the larger rooms when the shop was should be heard by the PCs regardless new ioun stones.
being searched. The lurkers (62, 45, of events; reward deliberately inquisi- 9. Gammeir One-Eye, warrior-priest of
and 31 hp) will attack only isolated PCs, tive characters with the rest. Tempus, is gathering faithful worship-
trying not to be discovered. pers and fighting men of prowess in Sel-
1. The temple of Bane in Zhentil Keep
lies in smoking ruins, and all of the god's gaunt, for "a great battle to
6. Bountif cil clerics there were killed; Bane come—soon."
Bodj/gciaRds appeared there to his followers in the 10. Juldoon of Marsember, famous gem-
aftermath of the destruction. This hap- merchant, recently paid 6,000 pieces of
A wealthy merchant from far-off pened the night of the great storm. gold for a new sort of gem—a type nev-
Calimport, the dusky-skinned beauty er seen in the Realms before; a gem
Alestra Thrun Maer, arrives in Arabel 2. The gods are stripped of their power;
clerics can gain only the simplest magic with magical powers.
to retire from intrigue and the sordid
affairs of daily business. Her husband, a through prayer. 11. The legendary blade Sorcryst, "The
creator of exquisite perfumes, died 3. Magic doesn't work properly any- Tongue of the Elves," stolen from Myth
recently, and without him she can bear more. All across the Realms spells are Drannor long ago (before its fall) has
Calimshan's cruelties and chauvinism going awry; many wizards have been been found again! An adventurer bore
no longer. She advertises for body- injured or slain by their own magics. it in triumph into Hillsfar, where it was
guards, and buys a large and grand identified by the sage Thannaster. The
mansion in the city. 4. The temple of Mystra in Saerloon (in adventurer, a warrior from far-off
The bodyguards mysteriously disap- Sembia) was destroyed the night of the Neverwinter called Huln Darkblade,
pear, and workers begin to expand the great storm, in great fires and light- has not been seen since.
nings visible for miles. There was no
as unseen eyes watch them, as they in If they are unwilling or unable to pay
turn watch a pair of helpless, female her, Midnight will volunteer her serv- recover; it is no great thing. If not...,"
wrists chained together. If any PC ices, "for the fun of it—and whatever his voice trails away and he looks
awakens, they will find bats (normal, wealth may come my way." bleak. "Go, with the blessings of Ilma-
non-magical and harmless bats) flying Midnight will flirt and seem serene ter to make your way easy," he says,
around their sleeping chamber, even if and unafraid throughout the adventure and salutes you. "Go, heroes—but
the room is sealed or windowless. and, until Chapter 4, will always wear come back safe to hearth and home.
The DM should describe the shared and guard the blue-white star pendant. The lands need you most, now."
dream as it unfolds; the laughter—and a If the PCs do not seek magical rein-
sense of chilling cold—will approach forcements, Midnight will boldly Caitlan's illness is catalyzed by Mys-
menacingly as the PCs seem to "draw appear wherever they have gathered, tra's desperate need of succor, transmit-
near" the chained hands. The cruel mounted on a surefooted black hill ted through the geas. As the illness is
laughing voice says: "A few evil tricks of pony with a red mane, and say: not natural, cure disease and a paladin's
Art, eh? We'll see...we'll see!" healing touch will be ineffective.
At this point, make an Intelligence "Well met, all. I am Midnight. I work After the PCs leave for Castle Kil-
Check for each PC; those who are success- magic, and I'm out to show all the grave, Caitlan will recover enough
ful will awaken suddenly, in a cold sweat. Realms that I'm good at it. You need strength to follow them. She will ride a
PCs who fail will see angry red flames me, and luck is with you: I'm available. light warhorse (donated by a concerned,
outlining a hand so black that they can- Any objections to my riding with you?" cleric of Lathander) and arrive at Castle
not see it, a hand that reaches for their Kilgrave shortly after the PCs enter.
throats but cannot be grappled or Midnight's spell roster is up to the (See Chapter 3 for further details.)
pushed away, a hand that is not solid. DM; it is suggested that it be varied,
The "touch" of the hand will cause a substantial, and useful in battle.
excruciatingly painful burning sensa-
tion, and then a choking feeling. The
Eoent 3: Tbe
PCs will then awaken, unhurt, with the Eoent 2: III Necos Ineoitable
cruel laughter ringing in their ears.
(The laughter will be briefly audible to This Event should be run as the PCs Arabash
all creatures in the room, not just to the gather to leave Arabel. Caitlan will Run this Event after the PCs are a good
awakening dreamers.) appear looking decidedly ill. ride out of sight of Arabel, in open coun-
Any Harpers or Purple Dragons who try. All the PCs will know is that the road
encounter the PCs will also warn the PCs Caitlan is ghastly white of skin; her northeast out of Arabel leads to Castle Kil-
that they will no doubt need magic they eyes are sunken, and purple veins grave, with Castle Crag just a short ride
can rely on. Caitlan herself (in Event 2) stand out on her chin and arms and farther, and then on to Tilver's Gap
will urge the PCs to gather "all the Art around her eyes. Sweat stands on (where Cormyr recently garrisoned the
you can" before they leave. The DM her brow; she trembles slightly, and hitherto-independent village of Tilverton)
should use tutors, sages, and any other looks thinner than ever. before running into the Dalelands. What
NPCs necessary to repeatedly tell the PCs "M-my friends," she says, teeth chat- route the PCs take is up to them; if they
that they need a reliable wizard. tering, "I have had fever; I am not well enter the Stonelands, double the chances
If the PCs ask around Arabel, they enough to go with you. Please, please of random monster encounters. This
will find that Arabel's wizards of note— rescue my mistress; I will follow as Event can happen anywhere, regardless
the half-elven beauty Sindyl Sormagh, soon as I can. Ttrs, I swear. Look for of the PCs' route.
for instance, or Rithindel of the Seven her in a tower in Castle Kilgrave. She
Stars—have sequestered themselves in must be weak, by now. Please go to
recent days. Further inquiries will dis- her in all haste, and free her. Beware There is suddenly darkness all about
cover that even the lesser wizards, such the black hand." you—utter, impenetrable blackness,
as Ormthel the Spellseller and Ghorn where moments before you had
Caitlan looks at you all, wild-eyed, been watching the countryside
the Masked Miracle, have quietly hid- and her face twists in a sob. Then,
den themselves, gone to ponder the cri- around narrowly without seeing any
she repeats, "I will follow," voice threat or foe. Magical darkness!
sis. Only starry-eyed novices and trembling with resolve, as she turns
bumbling (if eager) apprentices and a Then something rustles and draws
and stumbles away, arms about her- metal across metal ahead...and you
few tutoring wizards too old and feeble self, shivering. She reaches a priest
to travel are left. are fighting for your lives.
of Ilmater, who accompanied her to
There is only one exception, only one you, and collapses in a heap at his
feet. He kneels by her. Twelve zombies (all having 12 hp) and
reliable wizard in Arabel. Her name is 16 skeletons (all with 7 hp) will rise up
Midnight; she is the mysterious woman "Go," he implores you. "Whatever from where they had been lying
the PCs saw glowing in the storm. Mys- you promised this child, go and do it. If
terious and coy, she will readily agree to motionless in the tall grass to attack the
she hears that you have, she will PCs, within the darkness. The ambush
join the PCs.
is led by two minor clerics of Bane, post-
Jeff Steven (Order #29356809) 13
CbapteR 2: A Rescae Mission
ed here with the undead to attack any- Lathander (including PCs), and charge
one passing by. Event 4: Hope only half-rate for non-clerical worship-
The clerics will remain aloof from the
fray, sitting hidden behind rocks and
and Renecoal pers of Lathander. He will resurrect
beings of any creed, race, or alignment
renewing their continual darkness This Event can occur wherever the "on credit" (because it fulfills a basic
spells if the PCs dispel them. The PCs may be, at any time after the pre- tenet of his faith, the "new beginning"),
undead are utterly silent, and will ceding Event. It may be used to aid but will not otherwise give credit for
attack all living creatures within the weakened PCs who run afoul of ran- any spellcasting fees.
darkness. dom encounters, or to rescue PCs who If the PCs are willing to talk to
In the darkness, PCs are - 4 to hit in fare poorly in Event 3, above. Ansultath, he will wave a hand, and the
combat, or — 2 if within 1" of some sort warriors will form a ring around the PCs
of illumination. PC Armor Classes suf- In the distance you see a line of men and the minor clerics of Lathander (the
fer a +4 penalty, and saving throws and women approaching, walking twelve are: two 4th level; four 3rd level;
and damage rolls are both at — 4 (dam- steadily overland. At the front come and six 2nd level) while Ansultath sits
age rolls never go below 1 point). hard-eyed men-at-arms, weapons down for a chat. He will offer the PCs
In addition, the dexterity of charac- ready, chainmail well-oiled and bear- food (simple but good fare of cheese, nut-
ters in darkness is lowered by 2 for the ing plain surcoats of rose-red. At the bread, olives, fruit, and wine), and ask
purpose of Dexterity Checks, Climbing back are more "war-swords"; two them in a polite, roundabout way about
Rating is penalized by 10%, and sight- dozen in all. Between walk a dozen their present ventures. He will not probe.
related special attacks (such as thiefly men and women in maroon and rus- He will, however, volunteer the last mes-
backstabbing) cannot be successful. set robes, at their head an old and sage he received from Lathander before
If an attack roll is 0 or less after such magisterial man in a robe of the pal- the present chaos, in a dream following
modifications, the attacker has hit any est pink. He is balding and kindly- an evening of prayer.
object or ally within twice weapon looking but stern. In his hands is a Lathander spoke of "a coming time of
length (if more than one, choose ran- stout rod. He sees you, and calls out great turmoil," when "renewal will
domly) that wasn't being aimed at! in a deep voice: "Hail, heroes! Will come from new heroes," who must pre-
The undead suffer no such penalties; you speak to the curious, or must vail to bring about "a new beginning." If
nor do PCs employing infravision or you ride ever in haste?" they prevailed, Lathander hinted,
magical (glowing) weapons. humankind and demi-humankind
The "Blindfighting" proficiency If the PCs ignore him, the man will do would win a new importance, even as
reduces all penalties to half, and nothing further, and the column will "gods fall."
removes the Armor Class penalty and walk on. If the PCs attack or offer insults, Ansultath will eye the PCs thoughtful-
the automatic failure of vision-related the warriors will instantly menace the ly and suggest that if they run into trou-
special attacks. PCs, as the robed ones form a defensive bles, they seek out clergy of Lathander
The undead will ignore the party's ring about the old man. He will then call for aid. (He will camp with the PCs for
mounts, pulling the characters down them off ("There is enough strife, these one night if the PCs desire it, but will
off their saddles. Treat this as an days—spill no blood in such haste"). otherwise walk on into southern Cor-
attempt to overbear, with no modifiers. If the PCs speak to the old man, they myr on the morrow. The DM may use
The clerics will flee if any PCs survive will learn that he is Ansultath, a NG 8th him or his followers at any time later in
a dozen rounds and are still fighting. level cleric of Lathander, Lord of the the adventure, to guide or rescue
They are Ilsig (LE, 6th L, 33 hp, mace & Morning. He has 62 hp, full spells of 1st beleaguered PCs.)
flail, 1 potion of healing in a metal belt and 2nd level, and carries three scrolls
flask) and Mhael (LE, 5th L, 39 hp, mace
& hammer, 18/51 ST +2 to hit and +3
in leg-sheaths beneath his robes. One is
a flame strike, one a blade barrier, and Eoent 5: A Difie
on damage, no magic items).
Their superior is the Watcher (7th
one a heal. His rod is a rod of resurrec-
tion. Ansultath will instantly avenge
Warzning
level cleric) Ensebel Riotharr, based in a any attack upon his entourage, but Run this Event when the PCs are in
Zhentarim camp near ruined would rather not fight anyone. the open, traveling toward Castle Kil-
Teshwave. Their mission is to defeat or The Wandering Patriarch is a kindly grave. It may occur at any time or place.
weaken any adventurers entering the man, saddened by the increasing vio- Wheeling vultures or ravens may lead
vicinity of Castle Kilgrave except those lence and chaos of the Realms. He wan- the PCs to the spot.
openly displaying the badge of Bane ders the Inner Sea lands working to
(and knowing a pass-phrase: Challenge: further the aims of Lathander: growth, Ahead, you see dark patches on
"Who shall rise, as is right?"/Reply: "The renewal, and new beginnings. He will rocks and in trampled patches of
Burning Lord"). heal PCs in return for donations to the grass. With them is a litter of broken
church (i.e. to him, to further his work). weaponry and bloody clothing: the
Ansultath will waive his fees for any wrack of battle. The darkness is
spells cast upon fellow clerics of
14
Jeff Steven (Order #29356809)
CbapteR 2: A Rescae Mission
food has already been harvested by guarded by his two 0 level men-at-arms,
blood; liberally spilled here in a gris- wandering predators (see Chapter 3); Orlin and Fentesh, who are unshake-
ly slaughter of bloody bones, broken the sheep are all gone. ably loyal to the loquacious merchant.
blades, and silent chaos. If the PCs follow the road to Castle Phandurn will cheerfully camp with,
But something is missing. Good Kilgrave, they can't get lost. Off-road eat with, and talk with the PCs. Unless
weapons and valuables are gone, night travel is likely to result in the par- attacked, he will pass on the news that
yes—the work of looters, perhaps. ty getting lost. The DM should refer to the Zhentarim seem to be moving arm-
Something else; corpses. There are the rulebooks for methods of handling ies south into the Dalelands; Sembia
bones, cracked and tangled—but such PC risks. and Cormyr are also stirring; and that
they are the long bones and pointed no clergy anywhere seem able to regain
skulls of horses. No bodies lie here— spells of greater than 2nd level through
nor are there the marks of the fallen Encounteus prayer: The gods do not answer.
being dragged away anywhere, or The DM should check for encounters Phandurn has also heard rumors of
the burial or burning of anything. at least once every two turns (a 1 in 6 horrible monsters roaming the lands,
There is something more. A large, chance on the road or in open country overrunning Tilverton and nearby villag-
man-shaped bloodstain lies next to a south of it; a 2 in 6 chance in the Stone- es. He himself has seen little out of the
large, flat rock—and on the rock are lands or Shadow Gap, where the PCs will ordinary, however, while coming by way
letters written in blood: "Beware the be headed eventually), using the random of old trails and farm lanes overland from
Hand of Bane." encounter tables and the following "spe- Highmoon. Unsettled times lie ahead, he
cial" encounters as desired. The adven- fears—but he is not too worried; Elmin-
There is no treasure here, nor are ture will be most memorable if these ster of Shadowdale, the sage, will know
there any corpses to be found. Bane's ava- special encounters are used to promote what to do if any man does, or if there's
tar and clerics used the bodies of the men roleplaying on the part of players, rather anything that should be done.
they slew here to make Baneguards (a than simply challenging the PCs with a Phandurn is headed for Arabel, Mar-
new form of undead described in this gauntlet of monster after monster. Many sember and Suzail with his wares; he
module) and other foul undead, who of these NPCs can be used in later adven- will cheerfully bid the PCs adieu after
mindlessly serve the Lord of Tyranny tures if the DM desires. mentioning Elminster.
better than any living creature could.
SL
The adventurers may take any route A stout, wheezing man in silk and furs A grey horse rises suddenly up out
they wish after leaving Arabel. The DM appears suddenly over a ridge ahead, of a gulley ahead. On its back is a
should use the encounters provided here- mounted on a mule. He sits uncom- thin, weatherbeaten-looking man in
after to make PC travel exciting and dan- fortably, legs sticking out unsteadily leather armor. He looks grim, and
gerous, using the random Physical Chaos on either side of the saddle. Behind travels light, with only one saddle-
Table at least once every six turns. him mules pull two small, high wagons bag. A long sword and dagger are at
Northeastern Cormyr is rolling hill- that creak and groan loudly with eve- his belt, and a longbow is slung
country, used as pasture land. Fields ry turn of their massive, cracked-and- across his back. He says nothing as
are large enclosures, the walls being mended wheels. Two weary-looking his mount trots toward you, but lays
high ramparts of tumbled, jagged men in studded leather ride grey his hand on his sword.
stones turned up in earlier plowing, ponies with heavy crossbows loaded
often overgrown with brambles, trees, and ready. They look at you steadily, The man will ride silently past the PCs
and berrybushes. Further to the bows levelled. if not challenged or attacked. If
north—beyond Gnoll Pass—the land ris- The stout man waves a many- addressed, he will reveal himself as
es into crags, bare rock, slopes of scree, ringed hand at you and calls, "Well Tanlathyn, a ranger, and ask the party
and a high plateau broken by many met, travelers! Interested in pur- their business. He will warn the party
ravines and gullies: the Stonelands. chasing fine scents or cordials? But- of the dangers of the lands around.
Castle Kilgrave is commonly known terfly essence? Brindleberry wine?
to be long-abandoned, picked over by Any news of the road, by the way?" "There are many beasts abroad in the
adventuring parties for the last century land...some who ride horses and sing
or so, until everyone was certain that The cheerfully bustling merchant is tavern-songs among them. Ride close
Kilgrave's wealth had been exhausted. Phandurn the Phenomenal, a traveling and careful, blades ready. If you let
The flocks of sheep grazing in the dealer who hails from Procampur and your guard drop hereabouts, now, it's
stone-walled fields near Castle Kilgrave covers much of the Dragonreach in his a grave you'll soon be finding."
are untended; these may be readily trading. He is a NG 3rd level mage of 11
slain for food. Within a mile or so of hp who wears a ring of regeneration Tanlathyn is a CG 6th level ranger,
Castle Kilgrave's outer walls such easy (normal form) and has 312 gp, 44 sp, with 42 hp (ST 16: +1 on damage; CO
and 12 cp. His wagons (full of wares) are
Jeff Steven (Order #29356809) 15
y
17). He is a Harper, keeping an eye out 4. DORD ing from underground when they are in
for brigands, Zhentarim agents, and the midst of a tough fight to calmly draw
other evil beings. He is armed with a BlackbararaeR off the PCs' foes.
sword +4, defender and 20 silver-
tipped arrows, as well as an arrow of A faint, echoing whistling is sudden- 5. WaRthendeJ tbe
magic-user slaying and an arrow of ly heard, coming up out of the earth
dragon slaying. He also has a quiver of beneath you! It grows louder, and WatcbeR
22 normal arrows, and can fire without then breaks off into a gruff, mascu- From far away the PCs will be able to
penalty from horseback at full gallop. line grunt and the ringing sound of see a pinnacle or tor of bare rock, and
Tanlathyn will follow the PCs for a metal on rock. Thrice great hammer- standing atop it a lone human (or at
time to learn their aims (stalking them blows are heard, and then the turf least human-shaped) figure. The figure
from cover), and will aid them if they ahead humps upwards sharply and will not move, except to turn to watch
fight brigands, Zhentarim, or agents of is flung aside, as a large, flat rock them. If they approach, read the follow-
Bane and appear to need his help. He beneath is pushed upwards and ing encounter.
will not join the party unless, at the flipped aside.
DM's option, his presence is needed to A grit-covered, bearded face rises
enable weak or inexperienced PCs to Atop the tor stands a lone robed fig-
sourly into view, squints at you sus- ure: a bearded man in a tall hat, who
survive the adventure. piciously, and then descends again
with an audible sniff. When it rises leans upon a staff. He looks down at
again an instant later, it is covered you silently, but says nothing. He
3. VeltciR stands alone, without mount or gear.
with a sinister-looking, many-horned
helm. A massive two-handed war A steep track leads up the tor to
A large black raven flaps overhead, a hammer follows, and then the entire where he stands.
slim, tapering stick in its talons. It cir- creature clambers into view: a fur-
cles over you and then swoops clad, gauntleted dwarven warrior. The man will not respond to shouted
behind nearby trees, unleashing a queries or challenges. If any PC ascends
"Well," a gruff voice issues hollowly to the top of the tor to question him, how-
bolt of lightning at you as it disap- from within the helm, "Let's get it
pears! ever, he will respond politely and unhesi-
over with, then. Attack me, if you tatingly. He is Warthendel the Watcher.
must. I'm in a bit of a hurry, so it'll be Warthendel is a sage who tries to
The raven's wand of lightning has 22 quicker if you all charge at once—if
charges; its wielder, a Lawful Evil wiz- learn as much as he can of the nature of
you don't mind. Well?" life in the Realms by watching the
ard of the Zhentarim called Veltar, will
use it once a round to produce forked endless passage of events in the lands
Dorn Blackhammer, the dwarf, is a about the tor. A former wizard, he
bolts of lightning as he dodges in and 9th level fighter with 70 hp, 18/78 ST
out of the trees in raven-shape. The bears with him a ring of warmth, a
(+2 to hit, +4 on damage) and 17 CO. decanter of endless water, and a magi-
wand of lightning has no command He carries a hammer +3, dwarven
word; instead, it sports three copper cal skillet which is filled with a fresh,
thrower and a (normal) handaxe which hot pork pie, omelette, or fried fish
bands, and is triggered by the weilder he can throw ably if necessary. Dorn is
touching the first and third bands, but once every 30 turns.
gruff and cynical, possessed of a black
not the second. Veltar has orders to sense of humor and a stubborn fear- Warthendel is a pacifist, who will not
destroy, scatter, or turn back any non- lessness. He has just investigated an old defend himself if attacked or launch any
Zhentarim bands of humans or elves dwarven delve, searching for some sign attacks of his own. He still has two spells
moving into northeastern Cormyr. or message from the gods—for the in his memory, with which he can escape:
If Veltar (who is 7th level, and has 22 dwarven gods, too, have not been in visibility and fly. Warthendel is a Lawful
hp and a full roster of offensive and heard from recently, and the "Deep Good 6th level wizard with 18 hp. He
escape spells) encounters strong oppo- Folk" are worried. likes to act mysterious and powerful—
nents, he will fly northeast to Dagger- and this manner has in the past scared
Dorn will not retreat from a fight; if the several ores and brigands into leaving
dale, to report them to Xantilan (a party attacks him, fine—he'll knock them
beholder). His superiors will then send him alone. Warthendel's staff is a non-
all down and be on his way. If befriended, magical weapon, but it has been the focal
out a battle-band of ores to deal with Dorn will advise the party of the general
the PCs. object of many light spells in the past (an
lay of the land (although he's better apprentice's practice casting, before
Veltar is a coward, and will prefer to acquainted with subterranean ways and Warthendel was given it), and still radi-
repeatedly strike from ambush and features than surface details), suggest ates a faint dweomer.
then fly away into hiding, rather than they ask a sage what's going on—perhaps
taking a stand to fight the gathered PCs this Elminster; he's not such a high-nosed Warthendel knows the locations of
face-to-face. youngling as most of them—and take his various nearby settlements and land
leave. If the DM wishes, Dorn might features, and of important NPCs, tem-
encounter the PCs later, perhaps appear- ples, and roughly what goods are avail-
able in what places (good armorers in
18
Jeff Steven (Order #29356809)
r y
what these "fondest desires" might be. seeing also work normally, after consid-
It would be nice if all characters had erations of Magical Chaos. If a charac- A doorway swings open several
such clear-cut motivations, but some ter successfully disbelieves, he or she dozen yards away, and an explosion
players don't make their characters' might still be in danger (dopplegangers of mocking laughter fills the room.
goals as obvious, particularly when will revert to their normal form for an Caitlan tumbles through the open-
the characters are still low-level and assault, and shadow monsters will still ing, landing badly on her shoulder.
getting their feet under them. put up a fight), but the peril ought to be The door closes again.
In these cases, the DM has little choice considerably reduced.
other than to make an educated guess: Moreover, characters who have This is indeed Caitlan, captured after
A thief might be swayed by the thought shaken off the illusions will see that following the party. She is injured
of great riches, a fighter with an unex- they are in a very large, black room, lit (down 2 hit points from her maximum),
ceptional strength attribute might wish by swirling orange lights near the ceil- but the ill-effects of the geas seem to be
for it to be increased. A character of a ing 20 feet above. Their companions reduced. She smiles weakly at the PCs
rarely-seen race might long for some will be visible, still entranced, several and then stares at the wall behind
companionship. yards away. Once the freed PC escapes them. There is an electrum door there,
The second step is to decide the form his or her peril, the character can help a door that was not visible before.
in which these desires might be mani- other party members attempt to disbe-
lieve. "That way," says Caitlan. "Through
fested. A cup labelled "Drink Me if You that door waits my mistress."
Want to be Stronger" is less convincing Each round, a freed character may
a lure than, say, a startled band of ores, help one ally. To the spellbound charac-
one of whom wears what can only be a ter, the freed character appears as a To SeRae MystRa
girdle of giant strength. ghostly image, arguing or taking action On the door has been burned the
The third decision the DM must make as appropriate, in the context of the illu- black hand of Bane, melted right
is the way Bane's minions might best pro- sion. through the chased electrum plating
duce this manifestation. The dopple- The freed character might expound into the wood beneath. The hand is
gangers would use their ESP to upon the illusory nature of the scene. three feet high, and within it Bane has
determine what the PCs would most like This will allow the spellbound charac- placed his own symbol of death.
to see, and then use their own powers, ter an automatic chance to disbelieve, Bane's symbol will flash into visibility
the services of a mimic or two, and the whether he or she wishes to do so or only as the door is touched, and it will
spells of shadow monsters and spectral not, with a +1 bonus. take effect instantly. The effects of the
forces to convincingly recreate those The freed character fares better if he symbol are as follows:
images. tries to distract the spellbound charac- * Any character within a 1" radius
The final decision facing the DM is the ter, rather than encourage him or her must save vs. death magic or be slain
hoped-for effect. If a PC gives in to the to dwell on the illusory image. For (any character touching the door, even
illusion and goes for his or her heart's example, the helping character might if using a tool to do so, saves at —2).
desire, the character ought to find him- call for help in rescuing a third PC, or * Any character within a 2" radius
self or herself in danger. For example, a Caitlan's mistress. This would allow for must save vs. paralyzation or suffer a
"lost loved one" might be a dopple- a + 3 bonus on the enraptured charac- chilling withering which causes a 1-12
ganger, waiting for a chance to gain sur- ter's chance to disbelieve. hp loss (there is a 30% chance that 1 hp
prise; or an illusory pile of gold could Best of all, but dangerous, the helping of such a loss will be permanent).
hide an open pit dropping the character PC may allow himself or herself to be * Any character within a 4" radius
into an enclosed space with four cursts. attacked by the creatures in the illu- must save vs. breath weapon or be
Whatever the specifics, a PC who suc- sion, by stepping directly in their path. wracked by fierce stabbing pains for 2-20
cumbs to the lure will find his or her The freed PC will certainly be attacked, rounds. These will cause - 2 penalties to
vision clearing as the trap is sprung. If a and this will automatically free the both Armor Class and attack rolls.
character surrenders to his or her spellbound character. These effects are cumulative. A PC
desires, that character has failed this The mechanics of this intercession touching the door will have to save ver-
important test, and the consequences are tricky. The process is much simpler sus all three effects, each time the sym-
ought to be serious and life- if the DM resolves each of the PC's illu- bol is activated.
threatening, but not a certain death. A sions one-round-at-a-time, so that, if a The door is locked and must be
character ought to be able to fight his character frees herself, she can assist picked. Shattering it (cumulative hp
or her way out of the trap, but it any of the others the following round. damage total of 30 required) or prying
shouldn't be easy. Once a character is safe from his or her at it (total of 35 Strength points
own trap, that player may accompany required in simultaneous application
the DM around to the others until all for success) will cause Bane's symbol to
Too Tnue t o Be Good the illusions are lifted. act with each touch, and if the door is
If a character attempts to disbelieve Two rounds after the last of the illu- broken open before the symbol is
the illusions, allow normal chances. sionary threats are dispatched, read the exhausted, it will explode outwards in
Such spells as detect illusion and true following to the players.
19
Jeff Steven (Order #29356809)
J
an energy blast doing 3d8 damage to all all such effects will be instantly which Bane (from another part of the
within 1", 2d8 to all l"-2" distant, Id8 absorbed. The hakeashar has 70 hp; it is castle) watches the fray.
to all 2 "-3" distant, and Id4 to all 3 "-4" detailed on p. 47. Bane's special death- IMPORTANT. Under no circumstanc-
distant. wards prevent it from leaving the es should the party be allowed to fight
IMPORTANT The DM should take chamber. Bane, even though he is present in
any steps necessary to insure Caitlan's If it is slain, a deep, hollow male voice another part of the castle. He is merely
survival during this break-in, as she is will be heard in the chamber, fading toying with them at this time.
vital to the continuance of the adven- away slowly. "No! No! My power! Once the dust has settled, or during
ture. ...Curse you! Beware, 'heroes'—beware the battle if the fight is going against the
the Hand of Bane!" PCs, Caitlan will move forward toward
Within the mist writhes the goddess the woman in the mist. Caitlan is the
The room beyond is filled with a Mystra, her wrists and ankles chained intended avatar of Mystra, and has
strange, red smoky mist. Within it with bonds of Bane's conjuration. been called to complete her apotheosis.
you can see someone struggling vain-
ly, flailing her arms and legs against All around the hakeashar are skeletal Once Caitlan touches Mystra, the god-
eldritch chains binding her. She human hands (gained from slain inhab- dess fades from her bonds. She now
seems to be elemental-like, a being of itants of the Castle), animated by Bane's possesses Caitlan. Mystra knows about
pure magical energy. White, hand- magic into crawling claws (detailed on the effects of the hakeashar, and will
size things that look like skeletal spi- p. 45). All of these claws have 4 hp, and urge the PCs to kill the thing. Once she
ders circle the misty area. As you will attack and pursue any living crea- is free of its magic-damping force, she
look, they move, scuttling slowly ture (except Caitlan, who is protected can employ her powers.
toward you... by Mystra's geas) within 3" of any of Once Mystra is free, Bane knows better
them. There are 20 claws in all. than to stay around. Because he respects
Any sound of battle in the room or Mystra's power, he departs, taking with
The room is bare of furnishings, and him the changes to Castle Kilgrave. In the
entirely filled with a hakeashar, or entryway will bring three curst into the
room. span of a minute, the black marbled
"Dweomer-Devourer," which Bane has walls, the mist, and the fell creatures all
magically imprisoned within the room. Three netherbirds (another new
monster, detailed in this adventure- vanish, and the PCs are left in the old
Its body is the "red mist," and its pres- ruins of a long abandoned fort.
ence prevents any magic functioning see p. 48) will swarm to attack the PCs,
within, or from outside into, the room; except for one bird, through the eyes of
20
Jeff Steven (Order #29356809)
This chapter begins after the PCs res-
cue Mystra from Castle Kilgrave. The : Tbe Mystra." He stands motionless, and with
DM should have the details of Mystra's a sudden snarl of fury, Mystra raises
avatar at hand. her hands and lets fly with blue-white
All around is darkness—a deep, lightning—not a crackling bolt, but a
Eoent 1: A chiming void of blackness, lit by humming, searing continuous beam!
In an instant, Helm's hand is raised.
faintly luminescent purple mists,
an which roil and drift aimlesly about, The beam strikes it, and vanishes
into it, seemingly absorbed. Mystra
\nv\tcit\on and by drifting, winking lights.
There strides Mystra, grown some- gestures angrily. Nine huge balls of
how taller. She glows with a blue- fire burst into being and roll through
Caitlan Moonsong approaches you. white aura, and walks confidently the void at Helm. The armored giant
She seems somehow taller. Her short forward, treading on nothing, stands unharmed amid the flashing
blond hair moves about as if with a toward a yellow glowing light in the flames and the rain of ice, explo-
life of its own. She is graceful, and distance. Gradually the glowing light sions, hammerblows of giant fists
her black robes shimmer with tiny in the distance grows larger. and mystic blades that follow.
winks and sparkles of ever-shifting You can see that the golden glow Mystra weeps with anger and frus-
light—a gleam that is mirrored in her surrounds a man-like figure clad in tration. Her tears gleam and flare like
eyes. She makes no sound as she full plate armor. His visor is down, and tongues of blue flame, but she does
comes, and her feet do not seem to his armor glows with a blue sheen; the not cease her assault. Gigantic winged
touch the ground, but float inches glow around him brightens from gold snakes and disembodied fanged maws
above it. She smiles. to white as you draw near. Mystra form out of nothingness, but as they
"You have my thanks," she says, stands perhaps 12 feet in height now, strike Helm, to nothingness they
"and that is no small thing—for the figure in armor perhaps 20. return. Tentacles lash the armored
though you know me as Caitlan, I am colossus, and axes, spears, and great
"Mystra," he says suddenly, his voice hammers of shimmering force attack
known to most as Mystra." She deep and rolling, "You come not alone.
approaches Midnight, and extends a him. He stands firm.
Have you then the Tablets?"
hand, smiling. "No," Mystra replies, "but I see no At last Mystra leaps forward and
"Sister," she says softly, "I must now need for them. I know who stole hurls herself upon him, spitting
ask for the return of that which I them and I wish to speak to Lord Ao. flames from her mouth. Her fiery
entrusted to you, some little time Let me pass." tears course down over them both,
ago. May I now have it back?" The figure in armor remains as Helm calmly holds her at bay,
unmoving. "That was not what was ignoring her blows and grapplings,
Caitlan, having revealed herself as decreed," he says, almost gently. and opens his visor.
Mystra, the (Lawful Neutral) Goddess of "Without the Tablets, I cannot let you Mystra screams as their gazes
Magic, worshipped by wizards across pass. Go back, and gain the Tablets. meet, a horrible shriek that is heard
the Realms, asks Midnight for the Advance, cloaked in pride, at your across the Realms. Helm draws back
return of her pendant. peril. I will not abandon my duty." a gauntleted fist, and smashes it
When Mystra touches the pendant, it "Duty?," Mystra demands, angrily. through Mystra's chest. At this, the
will glow brightly, blue-white, and both "I have no duty—and you have a body of what was once Caitlan
the hand she touches it with and her most strange way of following yours. explodes in a devastating flash of
eyes will glow in answer. In triumph The Tablets themselves are nothing light, heat, and power.
Mystra will raise the pendant high, and to me. Stand aside, and let me pass!" The energies of Mystra's parting
exert her will in silence to open a gate "Nay," the figure answers. "I will burst through the gate. Even shielding
into a place of purple, roiling mists and not. Turn back, for the sake of your your eyes, you are blinded by the
shifting darkness. safety—and that of these mortals naked power of the goddess, loosed
Mystra will then smile and beckon you have brought to witness. Ill from human form. Then your vision
the PCs toward the gleaming opening. done, that. Work no greater ill, Mys- clears. The ruins of Castle Kilgrave
tra, for I would not harm you, if you have been leveled, turned into fine
leave me a choice." powder. The land is charred and wast-
"Watch!," she says. "Pay heed, if you ed for nearly a half-mile in all direc-
would see beauty and greatness the "Choice?," Mystra replies. "You leave tions, and the air carries a peculiar
likes of which your eyes will never me none! If I must prove my worth to odor. You are standing, unharmed, on
see again! See what you have regain my rightful place, I will! Stand a pedestal of stone, all that remains
wrought, and learn of the true aside, Helm, or I shall force past, and whole from the bricks of Castle Kil-
nature of all that is! My power will harm will be visited upon yoU" grave. They form a smooth circle, 30
keep you quite safe...behold!" Helm shakes his head. "I will not feet in radius, centered at Midnight.
move, nor will I be moved. Be warned, Silence falls. Helm's face cannot be
21
Jeff Steven (Order #29356809)
I : Mc/sma's Doom
XZZDC
seen, for he lowers his visor again as "The reasons for this are many, and ten. Their recovery is crucial to the sur-
he turns toward you. better unsaid and unremembered. vival of the Realms as you know them.
Know this: in some ways, the gods are "If you are heroes, seek them. If
Mystra has completely vanished. Helm no greater than men. They all, great not, tell those who are of what I say.
will not attack the PCs, nor retaliate if and small, are now much lessened in Great glory awaits, in the seeking as
they attack him. Neither magical nor power, and they all seek something well as the finding. Go now, in safety.
physical attacks can harm him. Helm will that is missing, something hidden." Think, and grow wiser than the one
answer any PC queries; If asked about "Men did not hide them, but men— you came with."
Mystra's fate, he will not confirm that she or elves, or dwarves, or ores, or any
has been destroyed, but will use phrases creature of Faerun—may find them. And with that, the gate is closed. If
like "She no longer exists as you know They are of great power: the Tablets any of the PCs were wounded, maimed,
existence" or "Not all answers are freely of Fate. diseased, or disabled at the time of the
given—or should be." "They have many other names, as confrontation, they will discover that
Regardless of what the PCs say or do, they have manifested themselves in they are now healed, well and whole
Helm will eventually tell them the infor- many forms: A golden orb roiling (lycanthropy, curses, geas magics and
mation below. Helm can control the phys- with wisps of fire; a gem of glowing the like will not be removed).
ical reactions of PCs; if necessary, he can white-trapped fire as big as a man's At this time, Midnight will find Mys-
literally force anyone to hear him (hold- head; a quill-pen of misty force; a tra's pendant, lying at her feet. The pen-
ing them silent and motionless, etc.). pair of human-seeming lips that dant will not allow anyone other than
move and speak in mid-air, but boast Midnight to touch it (see Chapter 1 for
no face or body beyond them...there details). When Midnight picks it up, the
Eoeot 3: Helm's are other manifestations besides. pendant shines brightly, and Midnight
knows that she now carries a shard of
Message "But now they appear as stone tab-
lets, as long as a man's arm on each Mystra's broken power. And she knows
side. On them is inscribed the names one thing more: that she must seek out
"Those you know as gods now walk of all the gods, and their duties, which Elminster, the historian of Shadowdale.
the Realms among you," Helm says. so many of them seem to have forgot-
22
Jeff Steven (Order #29356809)
CbapteR 4: Mc/stRa's Doom
JL X*.
. AD UnRepasable elf's appearance is due to an illusion,
Encounterzs but not what or who he really is.
1. As t b e
3. Ao AppaRitioo
A tall, slim elf with silver hair and
eyes of deep blue-green watches you
from a distance. He is clad in a well- A sudden twinkling of small, winking
An old man in tattered grey robes lights silently and suddenly springs
stands looking at you in awe. He is worn grey cloak that covers him
from throat to booted feet. There is into being ahead, perhaps 20 paces
bald but bright-eyed, and leans on a away. The glowing sparks scatter
gnarled oaken staff that is taller than probably a sword at his belt, beneath
the cloak. He drifts closer, raising an slowly into a ring. Within it is visible
him by a head. He steps forward the shadowy outline of a hooded,
eagerly. "Such power! Art that open hand in greeting.
"Well met," he says in a low, almost bearded man in robes. His face is hid-
works true! Are you the heroes den; his hands are moving. They open
Alaundo spoke of, then? Have you whispering voice. "I am a seeker
after knowledge. I will pay well for to reveal a single blue-white star.
found the Tablets of Fate?"
news of the gods and their doings. Then the silent apparition, sparks
Have you such?" and all, fades away. Only the lumi-
Run this encounter if the PCs seem nescent star is left, floating in midair.
confused by Helm's message, or if they It rises, slowly and silently, into the
decide that the Tablets are none of their The "elf" is really a minor wizard of
the Zhentarim, Belemos Hawklyn (M-U sky, dwindling from view as it
business and they'd be better off doing ascends, until it is gone.
more profitable (or safer!) things. 4th, L, dagger, DM's choice of nasty
The old man is Dannath Redlorn, an offensive spells). His disguise is an illu-
sion cast on him by his superior, Ilithar The star is immediately recognizable in
8th level druid, and a Harper. Dannath appearance as the symbol of Mystra. The
will not fight the PCs; if attacked he will Soond (M-U 6th, armed with a necklace
of missiles which has only one 2d6 and hooded man is the demigod Azuth; his
change to raven form and try to escape. message is that Mystra cannot be found;
His staff is non-magical. Dannath car- two Id6 globes left). Ilithar waits out of
sight, but within range of a yell for help she may, indeed, be gone for good.
ries a Harper brooch (a silver harp "Azuth" is silent, and is actually a project-
within a circle of nine stars; minor from Belemos. If the PCs seem strong,
he will not aid Belemos, but will watch ed image; he will not respond to PC que-
enchantments prevent tarnishing or ries, spells, or attacks. He looks very
easy breakage), mistletoe, a flask of what occurs (using invisibility and fly
spells if necessary) and follow the party. much like Elminster, the sage of Shadow-
water and a pouch containing 1 gp, 3 dale (though the PCs won't know this
sp, and a hand-wheel of cheese—and Belemos will approach the PCs only until they actually meet Elminster).
nothing else of value. when they are alone. He will give his
Dannath can explain Alaundo's name as "Aithlin Nightleaf," and pretend
prophecy and that the Tablets of Fate
are of little use to The One Who Is Hid-
to be a sage from Everlund. Without actu-
ally saying so, he will intimate that he is
Random
den, Master of the Gods—so that the friendly with Alustriel, High Lady of EncoanteRs
quest for it must be a test of character Silverymoon, and with the Harpers in
for both gods and men. He can also general. 1. Dnagon Spy
explain who Helm, Mystra, and the oth- Belemos is not interested in attacking A very young, small green dragon,
er gods are to anyone ignorant of the the party, much as he is prepared to do fearful of the Magical Chaos of the
portfolios and usual powers of the so. He really is after information and Realms, spies on the PCs. The dragon's
gods. Dannath has never heard of Ao, nothing more. He will offer as much as name is Alghazh, and he has a gem of
but will frown and say, "That word a bag of 12 cut and polished moon- invisibility (a fist-sized diamond that
means 'One' in the tongue gold dragons stones (worth 50 gp each) for the par- turns the bearer invisible, by com-
use, called by some sages the Old Ton- ty's information—starting with an offer mand, once per day). Alghazh has no
gue'...I wonder." of six moonstones and allowing himself other hoard left, and has no allies or
The old man will be very eager for to be bargained upwards. He will pay special knowledge. He will try to learn
news of what happened to the PCs with without treachery if not menaced by all that the PCs know of the gods, by
Mystra (he saw her open the gate, and the PCs. eavesdropping, and then steal away. If
recognized her), and will try to trade The DM should make secret Intelli- discovered, he will fight to the death,
information with the PCs if they are gence Checks for all PCs (with a bonus and cannot be subdued. Alghazh is
reluctant to talk. He will also try to per- of 1 for half-elven PCs, and a bonus of 2 insane, and cannot be successfully
suade any dubious PCs of the impor- for elven PCs). Any successful result mind-read, charmed, or otherwise
tance of the quest for the Tablets; "The means that the PC in question has mentally influenced. If not detected, he
survival of the Realms themselves noticed something not quite right about will follow the party, devouring isolated
hangs in the balance!" Aithlin's appearance. Anyone experi- humans for food whenever he can.
enced with magic will realize that the
24
Jeff Steven (Order #29356809)
This chapter begins whenever the when it was delivered (in fact, Helm's
PCs enter into a discussion or "war solars have visited several paladins of A lone flying creature can be seen
council" on what to do after encounter- Faerun, including Darviathar, to report behind you, high up and approach-
ing Helm, or when they begin to travel Helm's words and the descriptions of ing swiftly. It soon grows large
to Shadowdale, whichever comes first. the PCs present). Darviathar is also enough for you to see that it is a
If the PCs are undecided, or have aware of an old prophecy of Alaundo woman in dark leather armor riding
decided to ignore Helm's message, run concerning heroes striving for right a pegasus. The woman needs no
Event 1. If they have decided to seek the after "the Godswar." He will speak hon- reins, and has a sword but no helm
Tablets, skip Event 1 and go directly to estly and politely with the PCs, giving or other gear. Her long hair streams
Event 2. them what information he can. behind her in the wind of her pas-
Darviathar's advice is to seek out sage; upon seeing you she leans for-
Elminster the Wise, Sage of Shadow- ward to urge her mount down.
EoeiQt 1: dale, for information on the Tablets' The pegasus swoops, and the
present form and whereabouts. He sug- woman calls, "Ride hard! On, east!
DaR Cbe gests following the road to Shadowdale, The wraiths of the Dark Gods follow
Jast being very watchful in the Shadow Gap
and when passing Daggerdale, and
behind you!"
r .
where the PCs want to go; let the play- he—as well as The Simbul and Khelben
ers decide. the gods be allowed to ascend again, "Blackstaff" Arunsun of Waterdeep,
past the guardian—the god Helm— and perhaps a few others—holds a part
As you approach Elminster's Tower, that Ao has set to keep the gods here. of the divine power of Mystra.
you see an old, bearded man in robes "All so much grand talk, to trouble This is why Mystra was not destroyed
sitting on a rock near the flagstone only priests? Nay, I fear not so. The outright when she fought Helm. This
path you're following—Elminster longer the gods are not keeping the sharing of power was a deliberate act of
himself. He raises his eyebrows, balance, the greater the chaos Ao's, to prevent any one being holding
takes a pipe from his mouth, and grows. Some gods may be destroyed too much of the greatest power of all:
says, "Ah, there ye are. I expected all while reduced to weak avatars The nature, workings, and power of all
of ye to be along some time ago. here—and then what of their magical processes in the multiverse. Do
What took ye?" spheres of influence? There is not reveal this to the players!
worse: The most evil gods, those Much of the fun of this trilogy of adven-
whose sport is domination and tures lies in their learning bits and piec-
Elminster speaks in whimsical, occa- es of this and other "Cosmic Secrets" as
sionally gruff, cultured tones. He is destruction, are at last let loose here
in Faerun to do as they will—Bane, events unfold, not beforehand.
good-humored, if sometimes testy, and
will freely answer PC queries. He can Myrkul, Talos, Beshaba and all the Elminster believes that more knowl-
readily identify the signs of the various rest. Even a kindly god can in igno- edge of what exactly the gods are up to
gods, and if asked about the chaos rance and power wreak great havoc here in Faerun is to be found in Tantras;
affecting both Art (magic) and the natu- in the land; wherefore much enter- that's where he thinks one of the Tab-
ral workings of the lands, he will reply tainment will ensue. If it ensueth too lets of Fate is, and he will tell the PCs
as follows: long, the Realms will at last be this. He will also reveal that of more
destroyed, and chaos will claim us immediate importance is the need to
all." defend Shadowdale against attack.
"It is a source of entertainment to Zhentil Keep has always threatened
some, and a great burden and upset the dale. Now, its armies will be com-
to others, to live in a time of some If asked what he is doing about all
this, Elminster will reply: manded by perhaps the worst of the
trouble and change—trouble and gods: Bane, The Black Lord. The
change rather greater than usual, I Knights of Myth Drannor are nowhere
mean. This time—ah, that is, right "Thinking. To do the wrong thing, to be found at present, and Shadow-
now, if ye're wondering—the trou- ere I see my way clear to the proper dale's pitifully weak armies need help.
ble involves the gods. Aye, as no course, could well be the greatest ill Are the PCs available?
doubt ye've heard or noticed these of all." Elminster is not above horse-trading
days past, the gods walk Faerun training for wizard PCs and aid for oth-
among us, right now. Elminster may appear to be just a er party members in return for a bit of
"Somewhat lessened in power, mild-mannered old man, but the DM sword-swinging here in the dale when
they be—for they have been pun- should bear in mind that he is far more it's needed. He will be very persuasive,
ished by one who is even greater, a powerful than he seems. He is a CG 26th willing to identify any mystery items
being whom we know only as Ao, or level mage, with 96 hp, AC7, has 18 IN, the PCs may have acquired, lecture
as the oldest sages write it, "The One WI, and DEX, and 17 Charisma. them on any arcane topics they may
Who Is Hidden' from mortals. This His staff and pipe are non-magical at wish to know about (oh, yes, including
great being has stripped all the gods, the time the PCs encounter him, but he treasure). The DM can use Elminster's
great and small, of much of their does wear a + 3 ring ofprotection and a mouth to lecture players, feed them
power, and cast them down among (non-vampiric) ring of regeneration. He information leading to later adventures
us. They must win back their former cannot be charmed or otherwise men- or about rules-queries, or anything else
places in the planes. tally influenced by any being, due to desired. Elminster will hint that defend-
"Without their presence, the evils multifold enchantments. An Elminster's ing the temple of Lathander, just across
of the outer planes seek to expand Evasion spell will whisk away his body the road from his tower, is the most
their dominion. This brings chaos to upon "death" to a hidden, other-planar important thing that mortals can be
us, here, and keeps Ao busy. Greater Safehold, where The Simbul (a 27th doing in Faerun just now.
chaos is visited on us because the level wizard, who is Elminster's lover He will not, by the way, let any PCs
particular strengths of the gods— and the Mage-Queen of Aglarond) will except Midnight into his tower—nor
their portfolios, if ye will—are unad- be alerted to come to his aid. Elminster will any beings, including avatars, be
ministered. The gods are among us, carries a full complement of spells (two able to get into it during the adventure.
now, preoccupied with petty mat- meteor swarms, for instance, and four
ters of power, and finding these two magic missile spells—each such spell
rocks called the Tablets of Fate. Only creating 13 separate missiles).
with the Tablets, Ao has decreed, will Elminster is over 500 years old. This
longevity is due in part to the fact that
31
Jeff Steven (Order #29356809)
Chapter <5: Stoizm in Sbadocodale
and a long sword. into the Great Hall. On the left, the
Eoent 3: Tbe Old The Drow realms can be reached doors lead into the Entry Hall, a large
chamber where guards wait, mounts
Skcili Inn from a cellar of the Old Skull Inn (Jhaele
will not volunteer this information), are kept ready, there is seating for
Run this Event whenever the PCs first and from there, as a trophy from the guests and supplicants to the Court
visit the Old Skull Inn. It stands on the Knights of Myth Drannor, Jhaele has beyond, and much of the daily living of
northwest corner of a crossroads, with acquired a handgun-crossbow. She is the Tbwer staff takes place, with offi-
its yard, well, and stables behind it. Its not proficient in its use ( - 1 to hit cers of the Tbwer available to the pub-
layout, rooms, and other details are except within the taproom, in which lic.
given on page 76 of the CYCLOPEDIA she has practiced firing it for hours, The Entry Hall in turn opens into a
OF THE REALMS. If the PCs agree to when business is slack), but has it grand Audience Chamber, the Lord's
help defend the dale, their expenses at behind the bar, ready-loaded, with an Court, which contains two rows of
the inn are covered by Mourngrym. additional fourteen darts at hand. The smooth-carved wooden seats flanking a
darts do 1-3 damage, and have a range central aisle. The aisle leads to a raised
of 6"; their poison long ago ceased to be dais, on which stands a throne, backed
Within the wide, plain, and heavy effective. by ornate tapestries. A minstrel's gal-
front door is a dark, cozy taproom. lery (used more often by guards, posted
Massive beams low overhead bear Jhaele will be as helpful as Elminster
in listening to PC problems and impart- with ready crossbows) hangs over the
the upper floors of the inn. Below
them are many polished wooden ing desired information about life, the dais high to the right, reached from the
dale, and everything; but her knowl- second floor.
tables, stretching back to a bar.
A middle-aged, gray-haired, plump edge is far less than the Old Mage's. That is all of the Tower outsiders nor-
but still regally beautiful woman mally get to see. It is suggested that PCs
get no further; the dale is hurriedly pre-
stands behind it, rubbing pewter
tankards to a high shine with a black-
EoeiQt 4: Tbe paring for war, and conscious of secu-
ened cotton rag. She wears a leather
low-bodice vest over a plain cotton
Toasted Touoerz rity. PCs may be welcome additions to
the defensive forces, but need not be
gown, and below that warriors' Run this Event whenever the PCs visit invited into the inner areas of the Tbw-
boots. She looks up at you and the Tower of Ashaba. Space does not er, just in case (most "war councils" take
smiles. permit full detailing of the home of place in the three large rooms
Mourngrym, Lord of Shadowdale, but described here).
"Well met, travelers," she says in a the PCs will see that the Tower is a
lilting, husky voice. "Welcome to my Bracegar will ask the PCs their names
huge, square stone building two lofty and business. If they wish to see
house. You have found The Old Skull stories high. It has no moat, but does Mourngrym, he will courteously take
Inn, and I am Jhaele Silvermane, at have docks on the nearby Ashaba (it
your service." them (accompanied by four guards
was built by drow, long ago, at the far- from the Entry Hall, which contains a
thest point upriver that the Ashaba further 20 armed and ready soldiers)
Jhaele is a kindly, motherly woman, a could be navigated by trade-barge). It into the Audience Chamber, and
widow wise in the ways of the world. sports an off-center, seven-story tower announce them. Mourngrym will be on
She is very hard to scare, and very good (the source of its nickname), which con- the throne, regardless of the time of
at healing arts. She is tolerant of all reli- tains ballistae and a clearly-visible land- day or what the PCs may have been told
gious beliefs (so long as they do not ing deck for aerial steeds. of his whereabouts by others in the
extend to harming her property or dale.
upsetting other guests) and most per- The huge double front doors of the
sonal habits. She is also a mean card- Tbwer are guarded by six men with hal-
player and a prodigious drinker, able to berds outside, and four men within, as
well as the butler, Bracegar, whose rod You see a tall, slim, young-looking
hold more while appearing sober than man lounging on his throne. He is
many a warrior twice her size. of office is actually a wand of paralyza-
tion. (The Tower's staff is detailed in the sporting a thin moustache, and is
Jhaele stands five feet high, is in her CYCLOPEDIA OF THE REALMS, under handsome and dark-haired. He is
fifties, and is a NG 4th level fighter with "Shadowdale." richly but informally dressed, and
double specialization in the use of a wears a slim long sword and dagger
thrown dagger. She is +3 to hit with The doors open into a high-ceilinged, at his belt. He looks at you with inter-
daggers, can hurl three in a single tapestried and shield-hung hall, which est, and says politely, "Welcome to
round, and can do Id4 + 3 damage per leads down to a right-hand turn into the Shadowdale. I am Mourngrym, Lord
strike. Great Hall (feasting-hall) of the Tower, a of this place. I would know what
vast chamber of soaring hammer- brings you here, and share feast
Jhaele is never without a dagger at beams, long tables, and hearths.
her belt, one in either boot, and one with you, if you will. What say you?"
whose sheath hangs on a chain down Doors in the hall just inside the outer
the front of her bodice. Her other doors lead, on the right, into a chamber Mourngrym is a 4th level NG fighter,
weapons, behind the bar, are a handaxe with a well, the traditional waiting-
room for guests, which opens in turn with 32 hp. He is just 30, the youngest
32
Jeff Steven (Order #29356809)
<5: StORra IIQ Sbadocodale
son of the noble Amcathra famUy of and all along the earthworks (ditch and pen first—whereupon they will float to
Waterdeep. An ally of the Harpers, he is embankment) at Tbwer Farm. Harper earth thanks to Elminster's use of a con-
a junior member of the Knights of Myth scouts move to Shadow Ridge to watch tingency, taking no damage. If shot at
Drannor, who left him the dale to rule for attackers. during the battle, they will discover
when they sought to guard and rebuild Midnight and any spellcasting PCs that Elminster's magic confers no pro-
Myth Drannor. Mourngrym is kind, will be hurried to Elminster's Tbwer, tection against any sort of missiles.
sensitive, just, and level-headed. He has where they will find the sage sitting Midnight will be exasperated by the
a wife, Shaerl Rowanmantle, of noble outside, beside his peaceful pond. He Old Mage's failure to tell them what
Cormyrean blood, who is with child will inform them that the greatest task exactly they'll be doing, and why, and
and will not be seen at this time. of their lives awaits them: Tb defend the she will catch up with him (at the Tem-
Mourngrym will urge the PCs to help Temple of Lathander from "attacking ple) to tell him so.
in the defense of Shadowdale, offering evil." They are not to take part in the
them gold (20 gp per day, each) and glo- coming battle, or sneak out of the dale,
either, for that matter. Elminster sighs, and stops just out-
ry. He expects an attack by Zhentilar side the Temple doors. "Ye won't
soldiers within a tenday. mind," he asks in ironic tones, "if an
He will answer PC questions as best "Great glory awaits, for those mor- old man sits down while ye harangue
he can, and he knows the people and tals who do what must be done. Fate, him, do ye?"
landmarks of Shadowdale (and far-off if ye like, has set ye the task. The Tab- Without waiting for a reply, the
Waterdeep) very well. He knows very lets of Fate are important, aye, but Old Mage turns, tucks his robes
little, however, about the gods and the there'll be time enough tomorrow to under him with one hand, and sits
current troubles. He worships, among worry about that. Tb Tantras, its trail down—on empty air.
other gods, Lathander, and is con- leads...aye, Tantras. But, mark ye,
cerned about protecting the Midnight sneers at the sage. "A
the Tablets will mean nothing if we cute work of Art, indeed, Old Mage,
Morninglord's temple here in the dale. fail here, now. Ye would be heroes? but—"
Mourngrym will be friendly to the Then come! Come, and earn thy glo- And then her eyes widen, and she
PCs, and will grant them, in effect, the ry!" gasps, "A Stairway!"
rank of "Sword" in his forces—that is, The Old Mage springs to his feet, Elminster grins, and slaps the air
above guardscaptains, but below him- fixing you with a gimlet-eyed glance, beside his behind. "Aye," he says,
self, the other Knights, and Thurbal, and strides off down the path expression grim again. "A Celestial
Captain-at-Arms of Shadowdale. PCs toward the road, barehanded. Stair. Invisible, permanent, and usa-
will have no authority over Tbwer staff, "Come!," he calls back to you, as he ble by all of great will and Power. A
nor over Elminster or any Harpers they turns toward the Temple. "Time way out of Faerun for gods too cruel
may meet in the dale. enough for seeing the sights later— to care what destruction they cause
'tis time to save the Realms again!" in doing so. One known to and availa-
Eoeot 5: WdR If any PCs refuse, Elminster will
ble to Mystra, Lathander, Mielikki
and others, these past days—but one
Comes to tine shrug, say, "Be nothing, then," in tones they would never defy Ao to use, for
love of Faerun below. Others are not
of cold scorn, and turn them invisible
Dale by means of a spell of his o w n - so kind. Wherefore the Realms need
This Event will occur the day after invisibility that does not wear off for 3- heroes...such as thee."
the PCs arrive in Shadowdale. Harpers 12 days, and cannot be removed by "Enough talk...time for laughs lat-
riding through the woods have brought other magic short of a limited wish, er." Elminster rises. "The Stair is
word of Zhentarim-led armies except by Elminster himself. within the sacred ground of the Tem-
approaching from the north, and along If PCs press Elminster for informa- ple. Indeed, the Temple was built
the roads from Daggerdale and Voonlar. tion as to what they should do, and here because of it. From within,
Signal fires and lookouts are posted why, he will hurry on toward the tem- access to the Stair can be controlled
atop the Old Skull, on Harpers' Hill, and ple, smiling, and say, "All in good time, by those who have the Art and
on Watcher's Knoll. Barricades of stout all in good time...save the world first; knowledge. The Stair itself can be
timber are dragged into place on the ask questions later!" destroyed, if one has the strength
roads, the militia is summoned, and If any PC should attack Elminster, or and resolve." He sighs, and then stirs
valuables and provisions are shifted try to sneak away, they will find them- himself. "But enough clack; there's
into the Tbwer in case of siege. Guard- selves levitated sixty feet straight up in work to be done, and it's past time
posts are established at the Ashaba the air, helpless to move or undo this for some tea!"
bridge (to the west of the dale), at the magic (despite any spells they might
Mill Bridge (at the south end of the dale, try). They will be a helpless witness to Elminster will bustle the PCs into the
guarding the narrow track through the the battle and all that goes beneath temple, and dismiss the minor clerics of
woods to Mistledale), at the crossroads, them until the next morning or until Lathander.
on the road to the east at Krag Pond, Elminster "dies" whichever may hap-
33
Jeff Steven (Order #29356809)
CbapteR <5: Storcro in Sbadocodale
y
Shadowdale Archer Unit Harpers "Skirmish" (Elite unit; can
"Thy Lord teaches you to work new Regular/Archers operate as a Regular unit)
beginnings—well, then, stand aside. AC 7 4 figures (10:1) Human AC 4 5 figures (5:1) Human
Precious few new beginnings ye'll be (Lawful Good) (Neutral Good, High intelligence)
able to work, if ye're naught but HD/fig.: 20 MV: 12" HD/fig.: 25 MV: 12"
burning meat on a temple floor!" M-sized 0% MR F2 M-sized 0% MR F5
AR 20 MR 10 DL 11 AR 21 MR 13 DL 14
Eliminster hustles the clerics out, and Wpn/Dmg.:Long sword (1-8, 1-12) Wpn/Dmg: Bastard Sword (2-8, 2-16)
bars the Tfemple doors, lifting a long, Halberd (1-10, 2-12) Longsword (1-8, 1-12)
heavy brass bar with easy strength. Dagger (1-4, 1-3) Battleaxe (1-8, 1-8)
"Now," he says to the PCs with a grin, Bow, Long (1-6, 1-6) Dagger (1-4, 1-3)
"we wait." AT #2, Rng: 7"-14"-2l" Bow, Long (1-6, 1-6)
Meanwhile, Mourngrym rides from AT #2, S7",M14",L21"
post to post, checking that everything is There are three such units, deployed as
in order and heartening his men. The follows: one atop the Old Skull (com- There is one such unit, initially
faint, far-off throb of Zhentilar mander: Yeoman Helduth, F4); one in deployed along Shadow Ridge. It repre-
marching- drums can be heard, north the Tower (commander: Shaerl Rowan- sents those Harpers who have come to
of the dale. War has come to Shadow- mantle, Th6); and one at Tbwer Farm Shadowdale to aid Elminster. Harpers
dale again. (commander: Durgo Silvermane, F2). are solitary, peaceful folk, not military
The DM can describe the battle as a While in Shadowdale, neither archers in outlook; this is extraordinary behav-
backdrop to PC roleplaying, or play it as nor crossbowmen will run out of ior for them. Their commander is
a BATTLESYSTEM™ scenario. ammunition; Mourngrym has laid in Selmavra Elsree, a 7th level ranger,
If the PCs play the defenders, the DM two man-poles of sixty quivers each, ten with a Command Radius of 15".
should direct the attacking forces, and poles per unit, and has a further 300
try to make the battle follow the Out- ready poles at the Tower as replace- The Knights of Myth Drannor &
line of Battle that follows the descrip- ments. All the unit commanders have a the Mistledale Lancers
tions of the forces involved, below. Command Radius of 10". The Knights will arrive on the 12th
Game Round, followed by the Lancers a
Defending FoRces Shadowdale Cavalry Unit round later. They will come up the road
Regular/Cavalry from the Mill Bridge.
Shadowdale Guardian Unit AC 2 4 figures (10:1) Human The Knights who will appear in this
Regular/Infantry (Lawful Good) adventure are as follows: Florin
AC 4 4 figures (10:1) Human HD/fig.: 30 MV: 15" Falconhand, R9; Dove Falconhand, Rll;
(Lawful Good) L-sized 0% MR F2 Jhessail Silvertree, W8; Lanseril Snow-
HD/fig.: 10 MV: 12" AR 20 MR 11 DL 12 mantle, half-elf D8; Merith Strongbow,
M-sized 0% MR Fl Wpn/Dmg: Lance, Heavy (3-9, 3-18) elf F6/W6; Rathan Thentraver, CL6
AR 20 ML 11 DL 12 Flail, Horse. (2-5, 2-5) (Tymora); Torm, Th6; Illistyl Elventree,
Wpn/Dmg: Longsword (1-8, 1-12) Longsword (1-8, 1-12) W4.
Spear (1-6, 1-8) •Mounts: 3 attacks, 1-8, 1-8, 1-3 Treat them as commanders for
Dagger (1-4, 1-3) BATTLESYSTEM™ game purposes. The
Crossbow, heavy (2-5, 2-7) There is one such unit, initially rangers both wield long swords +1,
AT #1/2, S 8", M 16", L 24" deployed in the meadow east of the Merith has a long sword + 3 which is
Tower. Its commander is Thorbok (F5), silver-bladed, Lanseril wears the fire-
There are nine such units, deployed as Mourngrym's Master of the Stables. crown (able to produce two 19-hp dam-
follows: two at the Ashaba bridge (com- age, no save flame strikes during the
manders: Riothar Irontongue, F4; Elas- Shadowdale Militia "Mob" battle, at up to 11" distant), Rathan has
sa Thintrel, F4; a PC will be placed in AC 8 14 figures (10:1) Human a ring of the ram (detailed in the
overall command of this unit if the PCs HD/fig.: 10 MV: 12" UNEARTHED ARCANA tome), and both
have agreed to help defend the dale); M-sized 0% MR F0 lady magic-users have wands of magic
one at the Tower (commander: Turnal AR21 MR 9 DL9 missiles of 16 or more charges. All
Rhestayn, F2); one at the Mill Bridge Wpn/Dmg: Flail (2-7, 2-8) magic-using Knights have full spells,
(commander: Essen, F2); two on the Short sword (1-6, 1-8) ready for battle, but neither they nor
east road by Krag Pond (commander: their magical items are immune to Mag-
Thurbal, F5); and three at Tower Farm Dagger (1-4, 1-3) ical Chaos.
(commander: Hawksguard, F5). PCs will There is one such unit, initially at the
be welcome as vice-commanders at any crossroads. It will be led into battle by
of these posts. All commanders have a Mourngrym, and then turned over to a
Command Radius of 12", except for PC or other commander in the area.
Hawksguard, whose CR is 14".
fireballs of Bane's meteor swarm. Three to him in some manner. Bane attacks the Temple, unless the PCs can prove
spheres will drift toward each PC and them both, and Mystra, with a snarl of their innocence by some means. This is
NPC in the chamber, and will move to triumph, works some magic that binds unlikely, though, as magic is too unsta-
protect them against Bane's magical him to them, as a fish is hooked by an ble to be trusted as evidence, and the
attacks. Each will absorb (100%) one angler. She pulls The Black Lord, raging facts seem to show irrefutably that the
harmful magical effect, being itself con- and struggling helplessly, toward her. PCs killed the sage of Shadowdale.
sumed in the process; dispel magic will He unleashes his greatest Art yet, in an The Harpers, supported by Mourn-
also destroy a silver sphere. Elminster awesome blast that envelops Mystra grym (who must above all respect law
can mentally shift up to nine spheres and Elminster—but he cannot break and order in the dale, or weaken the
per round, unless he foregoes spellcast- free, and Mystra smiles as all of Bane's stability of his own rule), will prevail.
ing in that round (whereupon he can power is by her Art flung back at him. The PCs who were in the temple will
shift up to 20 spheres). A blackboard or Her smile is the last thing the PCs see face a grim and unmerciful trial—
similar aid may be helpful to the DM in before a great explosion occurs. unless they can escape, perhaps with
determining where these spheres are; The PCs should be stunned or the help of other PCs.
if figures are being used, represent the knocked senseless by the blast. When If a happy ending is desired, the DM
spheres with dimes. the smoke clears, the Celestial Stairway must be creative. Perhaps the avatar of
The DM should run this climactic is gone, the wall of the Temple closest to Lathander could show up at the trial to
magical battle carefully, but keep up a it and much of the roof have been blast- give evidence (Mourngrym reveres this
fast pace, both for excitement and to ed to nothingness—and Bane, Elmin- deity, remember), or The Simbul
prevent players having overmuch time ster, and Mystra are nowhere to be (Elminster's lover) may appear, and
to plot and plan intricate attacks seen. Blood spatters much of the fallen demand that the PCs serve her in a
beyond the speed with which their stones, now exposed to the sky above quest or other dangerous task.
characters might reasonably be expect- the shattered temple. The direction and character of your
ed to react. own campaign must be considered in
Regardless of what the PCs do, the determining what happens next. If
Suddenly there are grim-faced war- you'd like to see the rest of this trilogy
battle should follow this general out- riors all around you, clambering
line. Bear in mind that PCs have no idea before deciding, have the PCs escape
through the dust and smoke with from the Realms temporarily by gate or
of the precise powers and abilities of drawn swords. You see the silver
the avatars, or of Elminster; the DM can kindly aid, to wander in other worlds or
moon-and- harp badge of the Harp- planes for a time. They can be returned
easily explain away failures or unusual ers gleaming on more than one
results of PC attacks. to the Realms right where (and perhaps
breast, as swords point your way. when) they left if a later decision is
Elminster surprises Bane with the A grim woman in tattered leather
strength and variety of his magic. Even- made to follow on with the trilogy.
armor, tears gleaming on her cheeks
tually The Lord of Tyranny will physi- and a bloody blade in her hand, Whatever happens, your players can
cally attack Elminster, in frustration. strides toward you. "I am Sharantyr," be proud even to have survived their
Elminster resists, with the strength and she says in a raw, tired voice. "Lay brush with the gods! If they come out of
agility of a much younger man—and in down your weapons—now—or per- Shadowdale looking good, and the Time
the struggle, the conjuration circle ish. You will stand trial on the mor- of Troubles leaves survivors in Cormyr
Elminster had been preparing is scat- row for the murder of Elminster, and the Dales to attest, the bards of the
tered about. Sage of Shadowdale." Dragonreach may well sing of their
The characters will notice a white deeds, in years to come!
glow, growing brighter, at one side of
the chamber. It is the Celestial Stairway,
its image shining through the wall as if the
the stones were air.
Suddenly, Mystra stands revealed. No
longer the proud regal woman the PCs The fate of the PCs depends upon
met earlier, she is now a wild-haired their actions at this point, and whether
misty being of shifting blue-white star- or not the DM continues on to the sec-
motes, raw anger, and terrible power. ond module in the trilogy, lantras.
The room is quiet for a heart-beat, The Harpers are furious. Elminster is
and the sounds of war outside can be one of their oldest, dearest friends, and
heard for a moment. Then, Bane recov- a valued, even revered ally. They will
ers and strikes down Elminster. The want to see his slayers die—but they
Old Mage reels, smoke rising from him, will insist on a trial, as the "right thing"
at the onslaught of Art. to do.
Mystra screams in anger, and hurls The folk of Shadowdale, including the
herself upon Elminster, her body glow- Knights of Myth Drannor, will simply
ing as she heals or at least shifts energy want to slaughter any PCs who were in
38
Jeff Steven (Order #29356809)
NON-PLAYER CHARACTERS
xzuc
This section details four major non- Her hair reaches down to her waist, but could not take money for any such
player characters who could accompa- Midnight usually keeps it in braids. altruism.) Otherwise, he becomes a
ny the party, rounding it out to the six Midnight was in her youth unruly, panther until he draws blood.
to eight characters recommended for restless, argumentative—and bored. Since Kelemvor cannot control his
this adventure. Her merchant parents lacked, it seems, transformation into a panther, his
Of the four NPCs listed, only Midnight any imagination or dreams. Midnight lycanthropy rarely works to his advan-
is absolutely essential to the sought both, earning her nickname tage. In battle, however, Kelemvor's
adventure—somehow, she must come from her excursions into the local panther form is terrifyingly vicious.
along. The other three characters are night-life, and it was after a tryst with a The werepanther attacks as a 5 Hit Die
featured in Shadowdale, the first novel conjurer named Tar that she then set monster, striking with the claws on its
of the Avatar Trilogy that this module her sights on magic. two front paws for Id4 each, and biting
accompanies. She began to feel a presence observ- for Id8 damage. Moreover, the were-
For more detail on all four of these ing her, from time to time. And when panther is considered to have 18/94
NPCs, we also recommend the new Sunlar, a high priest in the Deepingdale Strength, for the purposes of hitting
Hall of Heroes supplement for the temple of Mystra, singled her out for and damage bonuses (+ 2, + 5).
FORGOTTEN REALMS™ game system. special attention, he fueled her suspi- The werepanther can only be
cions that she had been selected for harmed by silver or magical weapons of
some great destiny. at least +1 bonus. It possesses keen
"MIDNIGHT" ARIEL Midnight is outwardly scrappy and night vision that enables it to see in
MANX tough, close-mouthed about her past near-lightless conditions, acute hearing,
Human Magic-User, Level 7 and her powers. She enjoys being mys- and a precise sense of smell.
Str6 terious, and a focus of male attentions— In appearance, Kelemvor is a muscu-
Int 16 and she knows that some important lar and ruggedly attractive man in his
WislO destiny lies just ahead of her. early 30s with long black hair.
Dex 11 Kelemvor is a mercenary who has
Con 10 KELEMVOR LYONSBANE grown restless and come to Arabel in
Chal7 search of something—what, he's not
Human Fighter, Level 5 sure, but something more than sense-
HP 19
Alignment: Lawful Neutral Str 17 less killing. Born into a military family,
Worships: Mystra, Goddess of Magic Int 15 Kelemvor grew to hate his father, and
Armor Class: 10 Wisl3 ultimately slew Kendrel Lyonsbane
Equipment: Spellbook containing Dex 16 when he first became a werepanther in
Armor, charm person, comprehend Con 18 a moment of extreme rage.
languages, feather fall, magic missile, Cha 14
run, Tenser's floating disk, identify, HP 44
Alignment: Lawful Neutral CYRIC
read magic, shocking grasp, sleep; con- Human Fighter/Thief: Character with
tinual light, darkness (15' radius), deep- Worships: Torm, Lord of Loyalty
Armor Class: 4 Two Classes: 3rd-level Fighter, formerly
pockets, detect evil, invisibility, levitate, 5th-level Thief
locate object, ESP, shutter, scare, wiz- Equipment: Chain mail & shield, short
ard lock; clairaudience, clairvoyance, sword, bastard sword, lance, bow, dag- Str 17 ( +1 to hit, +1 on damage)
feign death, fly, fireball, haste, hold per- ger, three potions of healing in steel Int 11
son, infravision, material, suggestion, flasks. Wis 10
water breathing; enchanted weapon, Dex 15
dimension door, fire charm, fire shield, Kelemvor is a fierce fighter whose Con 15
ice storm, Leomund's secure shelter, natural fighting skills are more than a Cha 15
massmorph, polymorph other, poly- match for most foes. He does not shy HP 14
morph self, 1 daggers (one at belt, one away from attacking foes who outnum- Alignment: Lawful Evil
hidden in boot), staff, two flasks of oil, ber him tenfold. He is a were-panther, Worships: Mask, Tempus (not devout in
one potion of healing in a steel vial, and and his lycanthropic abilities, such as either faith)
a pearl of power (allowing Midnight to immunity to normal weapons, appar- Armor Class: 1(9) Equipment: Plate
"recall" two 1st level spells), sewn into a ently extend in a weakened form to his mail, small shield, long sword, short
garter worn beneath her robes. human shape. While he takes damage sword, dagger, handaxe, coil of 100' of
from normal weapons, he regenerates black, waxed rope, grapnel, 1 set of
from their effects at the rate of 2 points thieves' picks &. tools hidden in a
Midnight is a thin woman in her late per round.
20s, with a slim but cat-like body. She hollowed-out wooden crutch, 16 empty
has jet black hair and deep ebon or Due to a twisted permutation in the canvas sacks with leather thong draw-
scarlet (depending on her mood) eyes, a "family curse," Kelemvor must be paid strings, 3 flasks of oil, 6 iron spikes, mal-
sharp contrast to her pale ivory skin. to perform any deed not in his own best let, dark-lantern, 12,000 gp in gems.
interest. (The original lycanthrope
39
Jeff Steven (Order #29356809)
NON-PLAYER CHARACTERS
JL J
His love of traveling took him onward
in the end. He stole to support himself
as he went, journeying about the Dra-
gonreach and the ports of the Inner
Sea. He returned to Zhentil Keep to
research his family. He may have found
his father, but that man was killed
before Cyric had a chance to learn
more about him. It was then that Cyric
decided he must abandon his life of
thievery. He became a fighter and
worked for causes he thought were
just. He now works as a guard in Ara-
bel, friends with Adon and Kelemvor,
desperately afraid that someday his
past might resurface.
Adon
Born in the back alleys of Zhentil ways of the world. On the night of his
Keep, Cyric never knew the names of 15th birthday, Adon had a sudden reve-
his parents (although he suspects his lation. He revealed to his parents his
father was someone of influence in the incredible belief that Sune Firehair
Zhentarim). One morn his mother was ADON would raise him to divine power to be
found in the street with her throat slit, Human Cleric, 5th Level her consort upon his attaining man-
his father nowhere to be found, so Str 11 hood. On the spot, he primly resolved
Cyric, still a babe, was sold to slavers. Int 9 to become a cleric.
He ended up with a wealthy family in Wisl5 Adon sees himself as a crusader, fight-
Sembia, but always felt different. Cyric Dex 12 ing injustice and indecency wherever
was always curious about far-off lands Con 12 he goes. He always has a cause, and
and customs. After causing his Sembian Cha 13 reveres women to the point of quickly
parents a great deal of grief, he ran HP 25 exasperating most of those he meets.
Alignment: Neutral Good
Worships: Sune Firehair
Armor Class: 2
Equipment: Plate mail, large shield,
mace, war hammer, 2 vials of holy
water, 3 flasks of oil, a pack containing a
wooden rack in which are six glass vials
(all potions of healing), and a scroll con-
taining the prayers (spells) command,
detect evil, detect magic, protection
from evil and purify food & drink, and
a notebook of mediocre love poems.
An only child, Adon was born to
wealthy and beautiful parents, Abrasax
and Phylicia, both devout worshippers
of Sune. Vain but plain, Adon lacked
ambition—but enjoyed idle luxury all
too much. Seen as weak-willed and
Midnight overly concerned for his appearance, KeleraooR
but too little concerned with spending
money wisely, Adon did little in his
away, and nearly starved in the wilder- youth. Adon would like everyone in the
ness. Forced to steal to survive, Cyric His father, increasingly angered, tried Realms to care more for others, and has
reached a city and eventually fell into to educate his son in the ways of the come to Arabel to see if he can begin to
the hands of its Thieves Guild, where he world with the company of women, make a difference in this cruel, confus-
stayed for four winters. and travels to far-off cities to learn the ing world.
40
Jeff Steven (Order #29356809)
This section details a few of the AbbReoiatioos 20 WIS: forget, hold person, ray of
much-weakened avatars of the gods enfeeblement, scare
cast down to Faerun in this adventure. AL: Alignment. Indicates the deity's 21 WIS: beguiling, domination, fear
They are far less powerful than "usual" behavior. A second listing in parenthe- 22 WIS: charm monster, confusion,
avatars assumed by divine beings, and ses after the alignment indicates a dei- emotion, fumble, suggestion,
are the result of possessing human ty's tendency to stray from the primary telempathic projection
bodies. These are the gods: No god has alignment. 23 WIS: chaos, feeblemind, hold mon-
multiple avatars or a simultaneous Symbol: The sign by which the deity ster, magic jar, mass domina-
existence on other planes during the is known; an avatar may or may not tion, quest
time covered by this series of modules. choose to display it. 24 WIS: geas, mass suggestion, ruler-
The DM can freely modify the minor HD: Hit Dice. The number of hit dice ship
powers of avatars used in play to the avatar has. Note that this list assumes immunity
explain spectacular magical effects, THACO: Acronym for "To Hit Armor to lesser versions of similar spells.
physical feats, powers, and so on. Magic Class 0": the score needed on a 20-sided
may have (temporarily, at least) ceased die to hit an opponent who has an The avatars likely to be faced by the
to be reliable, but most deities are still Armor Class of 0. The score needed to PCs are detailed below.
the equivalent of at least a 12th level hit other Armor Classes is easily calcu-
wizard, able to unleash fell magic. lated from this number. Note that
THACO does not take into account "to BANE (GReateR
Avatars can be slain, but unless
Energy Drain, Wish spells, or similar hit" adjustments due to strength, skills, PocoeR)
magics are employed to drain the ava- or magic. AL: LE; Symbol: A black human hand,
tars of their divine energy, magical safe- SpA: Spell Ability. The class and level open but with thumb and fingers
guards prepared beforehand by most at which the avatar casts spells aligned together, sometimes on a red
deities enable them to survive a "death" (M = mage; CL = cleric). field or surrounded by a nimbus of red
that destroys their physical form. On AC: Armor Class. This is the avatar's flames.
the other hand, the scattering of their frontal armor class, taking into account Bane, The Black Lord, is a thoroughly
energies may prevent them taking dexterity, magical protections, and evil and malicious being, who revels in
another avatar for at least 1-6 weeks, or innate durability. The AC may be worse strife and tyranny. His actions were a
longer if the dispersal were particularly if the avatar is attacked from behind or major cause of the Fall (although he
efficient. from the flank. does not realize that The One Who Is
The DM should note that no truename, hp: The avatar's hit points (always Hidden knows the full extent of his
gfyph, or symbol magics have any effect less than those of the deity at full deeds), and he sees the Fall as a rare
on avatars (except to attract their atten- powers). opportunity to enforce his will upon
tion). All avatars can hear any of their MR: Magic Resistance: The chance of humans and gods alike, slaying those he
names spoken anywhere in Faerun, and a spell failing when used against the can and enslaving or duping the rest.
the next nine words spoken by the speak- avatar. In this adventure, this factor Bane appears as a handsome, black-
er, along with the speaker's voice- should be applied in addition to Magical haired man of oily looks and a derisive,
likeness, distance, and direction (they Chaos. The deity's normal MR is usually even cruel manner. He can change his
usually ignore the ceaseless babble this about twice as high as that of its weak- appearance at will to any other human
creates). All sorts of weapons can affect ened avatar. form, but will always favor black gar-
these weakened avatars. SZ: Size. An avatar can cause its pos- ments, hair or adornment. When
For space reasons, only avatars likely sessed body to grow (or shrink) by 50% angry, his eyes flicker as red as fire. He
to be directly involved in combat in this of its normal size. is familiar with the Realms because of
adventure are included here. Destroy- The LEGENDS &. LORE tome gives his love of meddling with affairs there,
ing an avatar may or may not destroy details of the increased powers and abili- and will use this knowledge to full
the being; some deities will survive ties conferred by ability scores above 18. advantage as he seeks a military Ascen-
apparent death in avatar form, existing Here we note only that high Intelligence sion to seize power from The One Who
as entities akin to ghosts. Such ghost- confers immunity to believing illusion/ Is Hidden. After all, who better than
like "anima" forms cannot be turned, phantasm spells, as follows: 19 INT Bane should rule all? And who stands to
and can become invisible at will. They results in automatic disbelief of 1st level stop him?
can work magic, have a ghost's attacks, spells; 20 INT results in disbelief of 1st HD 19; THACO 10; SpA W 21, CL 18;
and have half the lessened avatar's hit and 2nd level spells, and so on. MV 16"; AC - 3 ; hp 96; #AT 1; Dmg
points. High Wisdom also confers the ability (note Str bonus to be added) Id6 + 2-12
It is recommended that a DM use to throw off the effects of certain tissue burn at any direct flesh-to-flesh
direct appearances in play by avatars charm-like magics and magical effects contact; MR 40%; SZ M; Str 17 ( + 1,
sparingly; it is hard to excite or awe as follows: +1), Int 24, Wis 21, Dex 17, Con 19, Cha
players whose characters are battling 19 WIS: cause fear, charm person, 16, regenerates 2 hp/round.
the thirteenth or fourteenth avatar of command, friends, hypno-
the day. tism
f J 2C
NEW MAGIC
jr JL
Many new or unique spells, powers, Blink Ring is most often encountered as ceremoni-
and items are mentioned in this adven- ep value: 7,000 gp value: 25,000 al regalia. It does normal weapon dam-
ture. Details of three items that may pass This normal-appearing brass ring has age, and when grasped and a command
into the possession of PCs are given here. four functions, each usable once within word spoken, its tip can produce a 3"
any turn. It can cause the wearer to radius, globular cloud of smoke (as in
Whip of Frost, Fire, and Fear: blink (as the 3rd level magic- user spell), the smoke power of a pyrotechnics
ep value: 10,000 gp value: 50,000 become invisible (as the wizard invisi- spell), lasting for 2-5 rounds. This
This wand is a powerful rechargeable bility spell), or create mirror images of power can be used as often as desired;
item favored by evil clerics in the the wearer (as the 2nd level spell, creat- it will continue regardless of whether
Realms. Nine four-foot-long flexible ing 1 or 2 images, as the wearer the spear is released by its wielder or
electrum tentacles are attached to a desires). It can also function as a cloak not, and will move with the weapon.
"rod"-size steel shaft. Whenever of displacement, but this function will Once per turn, the butt end of a smo-
grasped and unsheathed, it is active: end if any other ring powers are acti- kespear can, upon command, cause sleep
Any strikes on an opponent will drain it vated, and cannot be called into being in any one creature touched. Creatures
of charges and confer damage. again until a full turn has elapsed. immune to a sleep spell are immune to
Roll ldlO to determine strike effects, if Blink ring powers can only be newly this effect; all other creatures receive a
a successful hit occurs. On a result of 1,4, activated every other round. There saving throw vs. spell to avoid sleep. A
or 7, the target suffers (no save) a frost must be at least one round of inactivity successful attack roll is required to touch
result, or "Lash of Cold," of 3d6 damage. between ceasing use of one power and and cause a creature to sleep.
On a result of 2, 5, or 8, fire burns the tar- activating such a ring again. Once in every seven-turn period, a
get (no save) for 3d6 damage. On a roll of smokespear, while grasped and ordered,
3, 6, or 9, the victim suffers fear as a Smokespear can allow one being of M size or smaller
wand of fear (save negates). On a roll of 0, ep value: 4,000 gp value: 20,000 to fly. Such flight is Maneuverability Class
two tentacles (determine types randomly) This rare weapon appears as a brass A, and must be continuous, lasting up to a
strike a single target; both deal their usual or copper-plated spear, entirely of maximum of 12 rounds.
damage. metal. It may be ornately worked, and
The remaining pages of this module contain five new mon- In the descriptive paragraphs, DMs (and players, with
sters from the Forgotten Realms. They are presented in a DM discretion) can find useful information organized in
new format, that used for the Monstrous Compendium the previously mentioned fashion. Here, a short explana-
series for 2nd Edition ADVANCED DUNGEONS & tion of that organization:
DRAGONS® rules. A bit of explanation will help DMs get First comes a short, one- or two-sentence paragraph
the most use from these new entries. describing the monster.
Following the name of the monster, there are two sets of Then follows a more detailed paragraph concerning the
statistical data. The first set describes the social and appearance, color, dress (if any), preferred weapons,
behavioral characteristics of the creature. The second scent, and so on.
deals with combat attributes. Each heading is followed by Next come combat abilities, special offensive and defen-
either an entry or the word "Nil" (in those cases where no sive tactics. This may be several paragraphs, depending
information is applicable). After these listings come the on the monster.
nitty-gritty descriptive paragraphs on appearance, com- Fourth are society and habitat, including dwelling place,
bat approaches, social structure, and ecology. family units, daily habits, territoriality, treasure types,
Statistics unfamiliar to users of the Monster Manuals individual or group goals, and behavioral quirks.
and the FIEND FOLIO® tome include these, with examples The final paragraph(s) explains the monster's place in
or explanations: the overall ecosystem, including useful products or bypro-
* Climate/Terrain: Tropical, temperate, arctic, swamp, ducts, pelts, secretions, magical components, and so on.
forest, plains, mountains, lake, river, subterranean Once the Monstrous Compendium is a part of your
* Organization: Solitary, tribal, pack, herd, school game library, you may photocopy these pages and insert
* Active Cycle: Day, night, dusk, dawn, any them in the appropriate places in your binder. These mon-
* Diet: Carnivore, herbivore, omnivore, scavenger sters can be made a part of the integrated whole, at your
* Morale: This is a base rating of 2-20, suitable for fingertips whenever you want to use them.
BATTLESYSTEM™ rules use. If a morale check is required,
an individual or group must roll this number or less to
remain. Morale entries use both words and numbers, e.g.
"Steady (11-12)".
43
Jeff Steven (Order #29356809)
ooooo
CLIMATE/TERRAIN: Any (guardian) Combat: All baneguards are silent but intelligent, whol-
FREQUENCY: Rare ly evil servants of the Black Lord, capable of independent,
ORGANIZATION: Solitary reasoning, malevolent behavior. A baneguard can blink (as
ACTIVITY CYCLE: Any in the 3rd-level wizard spell) once every turn. This effect
DIET: None lasts for up to four rounds and must be continuous. It can-
INTELLIGENCE: Average (8-10) not be stopped and then resumed; once ended, a full turn
TREASURE: V (Magical weapons possible) must pass before the baneguard can blink again.
ALIGNMENT: Lawful Evil Baneguards can also launch one magic missile spell eve-
ry three rounds. Two missiles causing 2-5 points of dam-
NO. APPEARING: 1-10 age come into being from a baneguard's bony fingertips
ARMOR CLASS: 7 (or what is left of any extremity, if the fingers are missing),
MOVEMENT: 12" and can be directed at separate targets up to 7" away.
HIT DICE: 4 + 4 Baneguards can use all normal weapons, doing normal
THACO: 15 weapon damage rather than a straight Id6, and can
NO. OF ATTACKS: 1 + special employ all magical items that do not require verbal com-
DAMAGE/ATTACK: By weapon or 1-6 mands, living flesh or organs (e.g. ointments and potions)
SPECIAL ATTACKS: Magic missile and the like. Baneguards suffer damage from sharp weap-
SPECIAL DEFENSES: Blink ons, fire, spells, and holy water as normal skeletons do.
MAGIC RESISTANCE: As skeleton They may break off combat if their orders permit.
SIZE: M
MORALE: Steady (11-12) Habitat/Society: As baneguards are created, they have
LEVEL/XP VALUE: 975 no societal organization. They go where commanded, and
do as commanded.
Baneguards are skeletons, usually human, animated by
the power of Bane. Ecology: Baneguards eat nothing. They are guardian
Usually found as guardians, these sinister undead are creatures, and are found wherever they have been placed
identical in appearance to normal skeletons, but have two by their creators.
additional deadly powers (see Combat, below). Some bane-
guards appear to be wearing black, shadowy armor, semi-
transparent such that their bones show through, and red
flames burn in their eyesockets. These baneguards are
AC6, and can see invisible objects and creatures.
44
Jeff Steven (Order #29356809)
Cnacoling Clasps
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CLIMATE/TERRAIN: Any (guardian) Combat: The programming of a claw is the order, in 24
FREQUENCY: Rare words or fewer, that states what action the claw is to take
ORGANIZATION: Solitary or group under specified conditions, in the same way a magic
ACTIVITY CYCLE: Any mouth spell is set to activate. For example, a claw can be
DIET: None made to attack only when "a bearded man in black and sil-
INTELLIGENCE: Non-(O) ver approaches the altar."
TREASURE: All (guardians) Directly controlled claws do nothing unless directed to
ALIGNMENT: Neutral do so by concentrated mental will of their controller, who
must be identified in the final incantation. Such ongoing
NO. APPEARING: 1-20 concentration prevents spellcasting on the part of the con-
ARMOR CLASS: 7 troller, and cannot be maintained for more than three con-
MOVEMENT: 10" secutive turns without a 1-turn rest. Maximum range of
HIT DICE: 1 1 control is 1" + V2" per level of the controller. The control-
THACO: 20 ler must be a spellcaster of some sort, and may maintain
NO. OF ATTACKS: 1 control if injured but still conscious. Claws will continue to
DAMAGE/ATTACK: 1-4 blow, 1-6 grip (grip on unar- enact their last command if their controller withdraws
mored target only) control or is slain.
SPECIAL ATTACKS: Nil Claws may be commanded to seek specific targets (eyes,
SPECIAL DEFENSES: Magical weapons have normal jewelry, throat, etc.) and can drag small objects about.
weapon effects Groups of claws can move spears, swords, and even larger
MAGIC RESISTANCE: Immune to all mind-related and objects, but cannot lift or wield them. Claws cannot be
polymorph spells turned by clerics, but a resurrection spell renders them
SIZE: T (human hand) immobile for 1 turn per level of the caster. Death and raise
MORALE: Average (10) dead spells do not affect claws. Edged weapons do them
LEVEL/XP VALUE: 65 half damage, and magical weapons do only the damage of
a non-magical equivalent. Magical cold makes claws brit-
Crawling claws are severed hands or claws of Prime Mate- tle; 1 point is added to each die of damage they suffer.
rial plane creatures, animated by magic to serve as guard-
ian monsters. Habitat/Society: Crawling claws have neither habitat
They move by scuttling on their fingertips, and can leap nor society.
up to IV2" to strike or clutch. They are said to be the
invention of the necromancer Nulathoe. To create one, Ecology: Crawling claws eat nothing, and have no eco-
first the spell Nulathoe's ninemen (detailed in the DM's logical niche to fill.
Sourcebook of the Realms) is cast upon the severed hand,
to preserve it against decay and destruction, and to
strengthen its joints, even if they are skeletal. Within four
turns an animate dead spell must also be cast on the hand,
and a final incantation spoken. This incantation deter-
mines whether a claw is programmed or controlled
directly, a decision that cannot be reversed. For the results
of this decision, see Combat, below.
45
Jeff Steven (Order #29356809)
Curzst
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CLIMATE/TERRAIN: Prefer subterranean Combat: Curst retain any ability bonuses and non-
FREQUENCY: Uncommon magical skills (e.g. thieving abilities and non-weapon profi-
ORGANIZATION: Solitary ciencies) possessed in normal life. They become immune
ACTIVITY CYCLE: Prefer night to mind-related spells such as charm, ESP, hold, and sleep.
DIET: None Curst are unaffected by cold- and fire-based attacks of all
INTELLIGENCE: See below sorts, and by life-energy draining attacks.
TREASURE: All possible, usually nil Curst can be struck by any weapon. Holy water does
ALIGNMENT: Chaotic Neutral them no damage. They use all weapons, and will seize
weapons better than their own when available. If unarm-
NO. APPEARING: 2-ll(ldlO + l) ed, curst can kick, bite, and claw savagely for 1-4 points of
ARMOR CLASS: 7 (or as clad) damage per round.
MOVEMENT: 12" When reduced to zero hit points, curst are not slain.
HIT DICE: 1-10 + (as prior to curse) They fall to the ground, paralyzed, and lie there until
THACO: as prior to curse whole again. Curst regenerate 1 hit point per day, regrow-
NO. OF ATTACKS: 1 ing lost limbs and organs. They can be healed by cure mag-
DAMAGE/ATTACK: See below ics.
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below Habitat/Society: Curst are in no way controlled by
MAGIC RESISTANCE: 85% their creator, and seldom serve that being except to attain
SIZE: M (rarely, L or S) the mercy of death by means of a remove curse. Often,
MORALE: Average (8-10) coming to know their cruel doom, curst will attack their
LEVEL/XP VALUE: 120-2,000, depending on pre-cursed creator, hoping he will destroy them in self-defense. In
form rare cases they cooperate with unfamiliar beings to this
end. Once destroyed, curst cannot be resurrected or ani-
Curst are unfortunate humans, trapped under a curse mated to become undead. Their bodies crumble rapidly
that will not let them die. into dust, which may be of value to wizards or alchemists.
They favor leather armor, cloaks and boots. Their garb In the process of becoming curst, humans lose any magi-
is always dark in color. Rot grubs infect 15% of all curst, cal abilities, their sense of smell, and usually their minds (if
which when so afflicted have 1-6 fewer hit points but not their cunning). Curst retain their original intelligence
unimpaired fighting abilities (see Combat, below, for only 11% of the time. There is a 5% chance every turn
details). Note that the grubs will be seeking a better meal. (non-cumulative) that a curst will act irrationally—e.g.
Curst are created by touching a victim while casting a breaking off a fight to caper, sing, draw with a finger on a
bestow curse spell, and within four rounds adding a nearby wall, or merely stare at something.
properly-worded wish spell—a rare process. When
becoming curst, a victim's alignment becomes Chaotic Ecology: Curst eat nothing and have no ecological niche
Neutral. His skin grows very white, and his eyes glitter to fill.
darkly; he develops 90' infravision, and comes to prefer
darkness to light. Curst tend toward silence, and do not
age.
46
Jeff Steven (Order #29356809)
HakeasbaR
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CLIMATE/TERRAIN: Alternate Prime Material plane Spells cast at a hakeashar are absorbed by it, having no
FREQUENCY: Very rare effect except to give the creature hit points of life energy
ORGANIZATION: Solitary equal to the damage the spell normally does. A non-
ACTIVITY CYCLE: Any damaging spell gives a hakeashar extra hit points equal to
DIET: Magic its spell level.
INTELLIGENCE: High (13-14) Chargeable magical items are drained of 1-4 charges on
TREASURE: Nil contact with a hakeashar. If contact is continued, the Id4
ALIGNMENT: Chaotic Neutral drain occurs at the end of every second round.
Artifacts become non-operational for 1 round after any
NO. APPEARING: 1 contact with a hakeashar ceases, and at all times while in
ARMOR CLASS: 10 contact with a hakeashar. Non-chargeable magical items
MOVEMENT: 3" have their powers negated for 1-4 rounds after contact. If
HIT DICE: 9 a potion or scroll is used while in contact with a hakeashar,
THACO: 12 it will not take effect until 1-4 rounds after the contact is
NO. OF ATTACKS: 0 broken.
DAMAGE/ATTACK: Nil Spellcasters of all classes who are enveloped by a
SPECIAL ATTACKS: Absorb magic hakeashar lose one memorized spell, determined random-
SPECIAL DEFENSES: See below ly, at first contact and one per round of contact thereafter.
MAGIC RESISTANCE: See below Each time a loss occurs, the spellcaster must save vs.
SIZE: L (12-foot-diameter sphere) breath weapon or be feebleminded.
MORALE: Elite (16) When a hakeashar is slain, its body disspates, losing
LEVEL/XP VALUE: 2,000 luminosity and hue, seeming to sink to the ground and
drift away. Any magic item within its body area when it is
A hakeashar appears as a red misty sphere. slain, or any magical weapon slaying it, even if no longer in
Relatives of the nishruu, these weird, thankfully rare contact with the body, receives a magical bonus of Id6
creatures are believed to come from an alternate Prime additional charges, or a second use in the case of a one-
Material plane. Within the red mist comprising the body shot item like a scroll or an arrow. Potions, memorized
of a hakeashar are hundreds of grasping hands, probing spells, artifacts, and items that do not have charges are not
eyes, and gaping, hungry mouths. augmented.
Combat: Hakeashar have no attacks. Fire and physical Habitat/Society: Hakeashar are not native to this Prime
attacks affect them normally; hits are automatic if the Material plane. They are solitary creatures.
attacker is enveloped by a hakeashar. Cold does half dam- A hakeashar has the ability to give 20% of the number of
age; magical fire and cold cannot form within a hakeashar, spells or charges absorbed to a person, as it chooses. This
and do it no damage. If magical fire or cold contact one is done very unwillingly, usually in exchange for being
from outside its body area, they will be absorbed harm- brought to this Prime Material plane.
lessly after dealing the hakeashar one round of damage.
Hakeashar move fearlessly and relentlessly toward
sources of magic, taking full damage from physical Ecology: Hakeashar feed on magic. Their bodies pulse
attacks. Mind-control spells and illusions have no effect on and glow as they drift about. They can seep through
them. finger-width cracks, always moving toward the greatest
concentration of magic within 60".
47
Jeff Steven (Order #29356809)
ooooo
CLIMATE/TERRAIN: Crags, moors Combat: Netherbirds attack with talons and beak. When
FREQUENCY: Rare attacking, they scream and hiss at their prey.
ORGANIZATION: Flock Netherbirds are Maneuverability Class D in the air.
ACTIVITY CYCLE: Day
DIET: Flesh and carrion Habitat/Society: Netherbirds may have come from
INTELLIGENCE: Low (5-7) Avernus originally, and now serve the power Bane. They
TREASURE: Nil are always found in flocks, and can be trained as message-
ALIGNMENT: Lawful Evil carriers. They lair in desolate areas of crags and high, roll-
ing moorland. Their eggs are black and leathery, and they
NO. APPEARING: 3-30 (3dl0) hatch untended.
ARMOR CLASS: 8
MOVEMENT: 4"//15" Ecology: These birds eat all manner of flesh, living or
HIT DICE: 2 dead, and usually stink of blood and decay.
THACO: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S t o M
MORALE: Average (8-10)
LEVEL/XP VALUE: 35
48
Jeff Steven (Order #29356809)
PHYSICAL CHAOS TABLE
The effects described on this table are suggestions only; the DM should feel free to make up alternatives and
substitute freely. Bear in mind, however, that play will have to go on in the "new" environment afterwards;
consider the impact of widespread or long-lasting changes to the landscape beforehand. Roll percentile dice,
and consult the table below; the frequency with which the DM consults the table is a matter of choice (gener-
ally, the presence of avatars or large-scale magical activity increases chaos, and the presence of large popula-
tions or mountains decreases chaos). The use of this table should make travel strange, exciting, and
occasionally dangerous; not an exhausting, neverending obstacle course.
Percentile
Score Result
01-10 Natural fireworks effect (as in the pyrotechnics spell) occurs. The air is filled with a ringing,
chiming sound that dies away (with the fireworks) after 1-4 rounds.
11-24 Undergrowth sprouts into sudden, frenzied life (if no foliage underfoot, it will grow, even
from bare rock or atop water), equal to an entangle spell, which lasts 7 rounds in a 6" diame-
ter area (save equals slowed, not held; held creatures can fight and cast spells, but not change
location). Musk-like plant scents and floral bouquets will waft (harmlessly) in the air.
25-30 Insects appear with a menacing buzzing sound, a swarm equal in effects to an insect plague,
(priest spell), lasting for 1-4 turns.
31-44 The air turns violet and luminous (lasting 1-12 rounds). During this time, all within the area (a
40" diameter sphere extending into any buildings, the ground beneath, etc.) are slowed,
affected by feather fall and neutralize poison, and are cured of 1-4 points of damage if
injured. All invisible creatures and objects, and all dweomers (but not alignment auras) can be
clearly seen in the violet field.
45-52 There is a menacing crackle, and a strong smell of ozone. Lightning bolts (damage Id6 through
4d6; determine randomly) form spontaneously from rocks or exposed wood of any sort, leaping
in a straight line to the nearest bit of rock or exposed wood (rock to rock or wood to wood, never
one to the other). Save vs. Breath Weapon to avoid if possible (contact with any part of a bolt's
destination (such as climbing elsewhere on the same cliff) makes a saving throw impossible). Bolts
and discharges will veer away from and avoid large concentrations of pure metal; fully armored
characters will automatically make their saving throws, if allowed any.
53-62 Lashing rain begins, though the air grows warm. This precipitation lasts 1-10 rounds, affects
a small (8" diameter cylinder from ground to upper air) area, and within it, all creatures can
understand the speech of all other creatures, as if a tongues spell were in operation.
63-70 All small, light (roughly 10 lbs) objects within a 1" radius that are not held or secured will
animate (as the priestly spell animate object). They will fly about aimlessly; make Dexterity
Checks each round to avoid being hit. Any hit does 1-2 points of damage. Any being concen-
trating on a moving object for at least 1 round will discover that he can influence its course,
perhaps employing it as a weapon. A maximum of 1 object at a time can be so controlled by a
being; if two beings try to control the same object, the creature with the higher Intelligence
will ultimately prevail. The DM must adjudicate the ongoing results of such wrestling con-
tests. This effect will last for 1-2 turns.
71-88 The ground begins to rise and fall as if it were waves on the open sea. Charging or springing
accurately becomes impossible, as does riding other creatures. Writing and spellcasting takes
twice as long (but are not ruined). There is a 1 in 6 chance each round that this condition
exists that a rift will open in the earth and swallow a rock, tree, or being up, spitting them out
unharmed (unreachable by magic or physical means during their entombment) 2-5 rounds
later. There is also a 2 in 6 chance that a shooting star (as in the missile released by a ring of
shooting stars will appear overhead, and burst. All creatures must save versus Spell to avoid
suffering damage. These conditions last for 1-3 turns, moving with any traveling creatures.
89-96 All creatures within a 9" radius area, from earthworms to dragons, are enshrouded in a faerie
fire radiance for 1-6 turns thereafter. The radiance will shift color slowly but constantly; it will
also act as a ring of spell turning, and as a regeneration field: all damage, however caused, suf-
fered by a creature within a radiant field, is not suffered but gained as healing. Creatures at full
hp can increase their hp by this means, such increased hp being lost at the rate of 1 per day (24-
hour period), or through injury. Creatures augmented substantially in this way save at their "new"
Hit Dice total, but still attack and function at their original level or hit dice.
97-00 A reverse gravity effect occurs. All creatures take damage as per the spell, but upon landing
find that they have permanently gained 1-4 hp, and 2"-range infravision (if they already pos-
sess infravision, its range is extended by 2"). A strange, flickering golden radiance flashes
here and there; arrows of direction and similar devices will not function. Tracking is impos-
sible. These latter effects fade away in 1-2 turns.
pyflHHHHI wmm
Goblin a i J ^ ^ ^ B h l-7hp 1 weapon or 1-6 6"
Har 3 1-3x2/1-6 6"/15" sings, charms
Herd A.(Sheep) 8 2 1 butt: 1-4 15" stampede
Horse (light war.) 7 2 2 1-4x2 24"
Jackalwere 4 4 1 2-8 12" can turn to human
Kobold
Leucrotta
^HffH mmm4
" P 4 PUP
: ] 4h
6+1
11 p weapon or 1-4
3-18
6"
18"
form
•••
Hakeashar* 10 9 0 — 3" absorbs all magic
Ore | M | | B | B | : I 1
1
By weapon or 1-8
4-16
9"
Peryton^^^^^Hr 7 ' 4 12"'21" + 1 wpn. to hit H ^ B
Pixie
••• 1 -4hp By weapon 6", 12" spells ___^^|
^HH^KL. 5 1
1 §I B 1 3 poison, telep.
Pseudodragon i H
Quickling -3
i 2
mmm• • • I
Raven l"/36" attack eves
7 2hp 1
218
Satyr
Skeleton aB
™
WM •• i ' 1-6
lllili WMW , 2 "
- '-'—"— pipes, charm, etc.
edged wpns do l/2d.
Sphinx, Hieraco- —f—
i 9 3 2-8x2,1-10 9"/3B"
Spider, Huge < m• H M 1 2 + 2
1 -Jm i-6 18" leaps 3" g B
Spider, Large 8 1+ 1 1 i 6" '15" pois on
Sprite 6 1 1 By weapon 9"/18" spells
Stirge 8 1 +1 1 1-3 3"/18" blood drain
TY-oll 4 6+6 3 5-8x2,2-12 12" regenerates
Weretiger 3 6+2 3 1-4/1-4/1-12 12"
Wolf 7 2+2 1 2-5 18"
Wraith 4 5+3 1 1-6 12'724" energy drain
Zombie 8 2 1 l-8(strikelast) 6"
• •"'••""K : -M ~ • - — — —
SHADOWDALE
by Ed GReeocooood
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION"









