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o one ever said @etjobof a hero

wasaneayone ... :

You prowl the s t r a p ok &shrrg by


night, seeking anyasye that mighr*know
the whereabouts of Priness Alexandria.
Her caravan left only three nights
ago, h1Ied with retainem and servants,
and guarded by her father's own men.
1 The wreckage of the caravan was
found one day's ride south of thie city,
destroyed and bloodied. anly the body
of $hePntlcess was missing.
Suddenly; there i s a scmm. A terrified
young girl in torn garments races
toward you from the darkness, pleading
for her Bfe. Behind her, five black-
garbed figures spring from the shadaws
in pursuit. Hurled from a distance,
a Qlagerpierces the young woman's
leg and she falls. "Please help mq"
,,
she cries out "My name is Lady
1 'Alexandria. Prinress of Desburg.,."

0 2001 Alderac Entertainment Croup, Inc. I


I

This adventure is designed to be easily dropped into your i


existing Third-Edition DOD campaign. It can be run in a just
a single session and makes for an excellent evening's gaming. Honor Among Thieves is an adventure designed for
To prepare yourself to run the adventure, you should read it a group of four to six characters of fourth to sixth level.
completely at least once to familiarize yourself with the After reading the Player Background (found on the back of
material. You may wish to photocopy the map in the center the outside cover), read the module at least once to
of the book for ease of use as well. The text on the back of familiarize yourself with the various encounters before
the book can be read to your players to introduce them to proceeding to play. The player characters can be of nearly
the adventure. After that, you're ready to begin. Good luck! any race or class.
The adventure begins as the party searches the grand
city of Desburg, looking for clues to the whereabouts of
Count Sebastian's young daughter, ~lexandria.She is the
This module requires the use of the Dungeons and Dragons' only daughter of the widowed Count, and he is desperate
Player's Elandbook, Third Edition, published by Wizards of the for her retu rn. The PCs know that the daughter's caravan
Coast.' You won't be able to run this adventure without it. set out thre e days ago, but was attacked just one day south
of the city. The caravan was found, torn into . pieces, and
. - .
everyone traveling with the Princess; was de:id. Only the
princess was missing. A ransom nc~ t ewas IAelivered by
anonymous courier to the Count's pidace, d enanding~ the
'.
. ...-1. I-..
heads of all the nobility in the region In excnange lur the
Princess's safe return. Unable to comply, Count Sebastian
has sent a call to any adventurers in the area: "Bring back
my daughter safely, and you can have baskets of gold -
nearly anything you desire - as your reward."
Princess Alexandria is twelve years old, and had been
traveling to her aunt's manor house in the country. She
has made the journey several times, with no troubles,
and although she was parded, the caravan was completely
decimated. There were no survivors. Her servants and
guards seemed to have died from multiple stab wounds -
they were killed swiftly, and professionally. The PCs search
the area, and find only a faint trail leading bac into the
city of Desburg, away from the slaughtered caravan.
While searching the city, the PCs should discover
rumors that the local Thieves' Guild (the Minutemen) have
been acting very strangely lately. They are holed up
beneath the city, armed to the teeth and strangely
paranoid. A local wizard, Favrnal, has gone missing. Lastly,
a beggar at the south gate saw two members of the
Minutemen sneaking into the city just two days ago (the
night of the attack), carrying a large, wrapped bundle of
cloth that could easily have been the Princess's body.
Then, from the darkness of a nearby alley, there comes a
terrified scream.

The city of Desburg can be any known city within your


tricks an ce your ac campaign world, or it can be a new location for the PCs to
stuff of If ?ssayson visit. Design the upper areas of the city as you see fit, and
construcl different, you can easily slip the map in this module into the location.
" All this module requires is an Inn, a fortified palace, and an
new rule monsters, ic items. as-yet-undefined sewer system.
After the PCs have spent some time searching through
the area, and speaking to the local peasantry about the
kidnapping, they are ready to begin the events of this
adventure.
I. A PITCH BLACK ALLEY
Sir Ishan. a tall, muscular man with a long moustache,
E n c o u n t e r : Five thieves are chasing a young girl kneels resuectfullv 1 2xandria and kis& ,s her sm,
through the dark alleys of the city. She wears ragged hands. "MY lady; 7 e to the gods th at you a
garments, the remains of once-rich clothing, and a broken alive!"
iron manacle wraps around her arm. The girl seems pale, "I am alive," the little Princess says gratefully, '
terrified, and as she rushes toward the PCs, she screams of the interventiofi of these brave heroes. Mv fat
again, in terror. One of the thieves hurls a dagger, striking be told of their deeds, and reward them for their valor.'
her in the leg and making her tumble to the ground. "By your says glac
I

* 8. THE COUNT'S REWARD


frorn the d irkness.
~ B ehind her, five black-garbed fig;res The PCs are brought to the palace, where they are
spri ng from the shadows in pursuit. Hurled from a greeted by an extremely relieved and thankful Count. To
1
distance, a aagger pierces the young woman's leg and she celebrate his daughter's return, Sebastian announces he is
fall5;. "Please help mc:," she CI*ies out. "My nanle is Lad Y holding a grand ball in his daughter's name and the heroes'
Ale:sandria, I'rincess (~f Desbulg . . . plea:se." Behir~d her, thie honor. All of the local nobility are invited. At that gala, the
five men dr,aw wick1.d-lookir lg short swords, and mob'e
swij
". " 3rd to att ack. Heroes will be awarded the Stay of Desburg, the nation's
highest honor. A reward of gold is bestowed as well.
BI u, you hlear the d[istant whistle of the Tow Princess Alexandria only remains for a short time,
War : they arc2 still far off, and there is no time t pleading weariness and shock. She retires to her chambers
1
wai~ lor Lneir arrival. as soon as it is comfortably possible, hopefully without
drawing too much attention to herself. When she leaves,
Minutemen ( 5 ) : Male Human Rog 6: CR 5; SZ M her nurse Matilda offers to go with her, but Alexandria
(humanoid); HD 6d6+6; hp 30; lnit +7 (+3 Dex, +4 refuses. She is sharp at first, but then, as if remembering
lmproved Initiative); Spd 3 0 ft; AC 16 (+3 Dex, +3 Studded herself, speaks to the old woman kindly, inviting her along.
Leather Armor mw); Atks Short sword +6, (1 d6+1); After Alexandria leaves, Count Sebastian provides the
SA Sneak attack +3d6, evasion, uncanny dodge; SQ cloak of PCs with rooms in one of the city's best inns (the Golden
elvenkind; SV Fort +3, Ref +8, Will +2; Str 13, Dex 17, Con Goblet). He gives them each a purse of gold (150 gp) in
13, Int 15, Wis 10, Cha 9; AL N; Skills: Bluff +7, Climb +13, order to get appropriate clothing for the celebration. In the
Disable Device +13, Hide +12*, Listen +11, Move Silently morning he sends their formal invitation. His guards escort
+12, Open Locks +14, Search +11, Spot +11, Tumbling +12, the heroes to their suite at the Golden Goblet, and a Herald
Use Magic Device +8. Feats: Alertness, lmproved Initiative, announces the news of Princess Alexandra's return to the
Weapon Focus (short sword). city of Desburg. The rooms at the inn are lovely, the city is
at peace, and the remainder of the evening is joyous.
Tactics: The Minutemen (identified by a double 'M
tattoo on their left shoulder) have four ro;nds before thc 3. DURING THE DAY
Town Watch arrives. They seek to kill the Princess and arc
During the next day, the PCs are treated like heroes,
willing to give their own lives in the attempt. The PI
allowed the run of Desburg, and have the honor of being
should learn two things from this fight: first, that the
greeted and thanked by the local nobility (Barons, etc.,) as
men are better fighters than they are, and secondly, th
they arrive for the evening's gala event. If they try to see
are fanatical about Alexandria's death. The GM shoulc
Alexandria, they are told that the Princess is resting after
ensure, however, that the Minutemen do not succeed
her ordeal, and cannot be disturbed. Should the PCs ask for
The Minutemen will flee, cursing, before the Watch car
Matilda, she is nowhere to be found.
destroy them. Along with the Watchmen comes t
Throughout the city, the Town Watch begins an active
Captain of the Guard, S i r I s h a n (hp 109). Use this fig
assault on the Minutemen at the Count's command. The
as an opportunity to cut the PCs down a peg, witha
Thieves' Guild is publicly declared the cause of the
crippling them, before the real adventure begins.
kidnapping, and its members are ruthlessly hounded and
khan: Male Human Ftr 14: CR 12; SZ M (humanoid); imprisoned. Many leave the city. Most are incarcerated.
HD 14d10+28; hp 109; lnit +5 (+1 Dex, +4 lmproved ' Anyone in the city that is known to be a sympathizer,
Initiative); Spd 3 0 ft; AC 25 (+1 Dex, +2 full plate, +2 suspected of dealing with the Minutemen, or even accused
shield); Atks Longsword +21/+16/+11 melee (1 d8+8); SQ of being involved with the local Thieves' Guild, are taken
+2 longsword, cloak of resistance +2, ring of protection +2; SV to the local prison by the Town Watch.
Fort +12, Ref +7, Will +7; Str 16, Dex 14, Con 13, Int 12, Wis If interrogated, none of the prisoners knows anything
10, Cha 12; AL LE; Skills: Climb +14, Jump +14. Feats: Cleave, about the events of the last few days. They know nothing
Dodge, Great Cleave, lmproved Critical (longsword), about the Princess' kidnapping. A Sense Motive check (DC
lmproved Initiative, Power Attack, Sunder, Weapon Focus 15) verifies that the men appear to speaking the truth. The
(longsword), Weapon Specialization (longsword), Precise assailants are not among those in prison.
Shot, Run, Spring Attack, Track.
4. AS DARKNESS FALLS &A. EEPUSED ENTEANCE
Encounter: A Master Thief slips into the PCs room. He Encounter: If the party attempts tcI enter tlle palace by
is holding a 'flag of truce,' and claims that if the PCs don't the front gate, they will be rudely surprised. The Captai~ 1of
L-- - --L
listen, hundreds of people will be murdered tonight. the Town Watch, Sir Ishan, is escorted Luy- - LLwerlLv
----I

rllellluers
of the guard. They will force the PCs to halt, andJ1shan xvill
enter yo1 address the PCs formally, but angrily. The partj7 will not: be
1 , allowed to pass.
chair by the mahoga~ ly desk. " IU screan1, or attac
me," he saycI. "I'm not here to fight yo u. I'm here becau: steps fc ld
A
,, ,
,
,, ,L... --I,. +- A 3 LOO,, accused of
anc1 I think you're tl:ie sort thlat might to set tl-lings rig] COInsorting 'VVith thc? Minute men," hc2 says anIgrily. "A1ld
be5ore it ha1)pens. If ['m wron g about 5~OU, tell nne now. I fra nkly, I blelieve mjJ sonk WC)rd over,anything you might
- . . . . . - , C 11-
leave peacerully, ana1 you can waLcn 1 ,-. 1
vesDurg bathe j ha ve to say. You we re visitec1 by JohnI Swift, and for a11 1
--- -yuu
- - .- worked for the
blood at the stroke of midnig ht. Your I~hoice." knuw, Len, just to get t he
"But befoire you mlake that decisiorI, hear m le out. I' reward. Un ti1 I can prove solnething, though 1jou are n ot
called John :Swift, one of the IMasters (~fthe Minutemen
..
Society. That girl you've 'rescxed' isn't a g r l ,at all. Tf
allowed to pass. Thle Count will me et with you in t.he
1 . - .I 1 1
m o r n i ~ gto sort t h ~ sout. until then, I recommend you
rea I 6rinces dead. Cc~ngratula ~tions,"1: wait in yo ur room:j. My guards will escort you to the
say s sarcastj x e d a TI
2rror Fie nd. A tyy palace in t l ~ g . His
" men rest their hands on their
---- -- uuL lsuL ulluedu. l-lerrur
of ~dlslplle, -------- v : ---2,.
rlerlus -.-I-.
car1 only
A-
.. l..
let swords warlllllt;ly, ,nd Ishan continues. "Move along."
on noble blood ... and guess who's been invited to th,
party they're giving for the 'little Princess', Nobles. A re 4B. HELP PROM THE SHADOWS
feast of rich blood for the fiend to take.. . courtesy of t l After the party has left the Town Watch behind, John
heroes of the city." H e bows. Swift comes out of the shadows with one of his men. He
"Let me give you thhe real stc card nam ed Favrn explains that there is no other way into the palace - with
summoned that thirlr. TI Lt qm
- A",
C31

car;wan, an(i took h er form after it destroyeld her. M


llcu Lllc Princess all those nobles inside, security has gone up threefold.
There is only one way into the palace now, and that is
captured it 1and brou ght it ba ck. We hlad it loc ked in 01 through the sewers.
1- -1 J ...-J... L 1 . . . -- - 1 1 1
freetlulu uriuer Lne C ~ L Ysu
:A-.
ravrnal
7-.
coula sena1 it back 1 John can't go with the party because the Town Watch is
wherever it came. But, it att acked hi arly kill€ planning on 'executing' three of his best men in the town
him, actual]y. Most of the r est of u 1. Then square tonight. He can provide them a map of the sewers,
escaped. Th;it's wher e you COIne in."
. * .
"Favrnal's too weak to send it back now and all my me
.T
however, and even show them the entrance, but from there
the party must continue on their own.
are either dlead or i n prison . The Cc)unt isn' t going 1 As GM, encourage the party to trust John. He's genuine,
bell[evemy story, but I can prcme it to y?ou.I have the boc and honestly believes that the Terror Fiend is going to
LL- t;sll,
of tlsr -:-1 --A
assu &L- ---:---A
~11eW I L ~ I U - U U L 11h
L..L L
e s LOW 111urt to 1
-9- L - -
butcher the noble court. He wants the party to trust him,
moved. If th,is party goes on, that fienid will feast on t l and will do whatever is necessary to gain their alliance for
blood of every noble there." Jc)hn look:; earnest, clenchir the sake of the city.

n that happens, 5.INTO THE SEWER


have the men to The opening into the sewer beneath Desburg is a small
ams, as you well know. storm-cellar in the lower area of the city. There is an
abandoned building that was once an inn, but is now
nothing more than a half-standing wreck. Nevertheless, it
After the party has had time to deliberate and talk to " has a stone foundation, and the storm-cellar is in good
John Swift, he takes them to meet with Favrnal. If the party condition. After skillfully picking the lock on the outside
refuses, he leaves them, unmolested. Either way, a member door, John shows the party how to open a hidden trap door
of the Town Watch (Ishan's son) sees John Swift leave the " in the floor of the room below. By torchlight, the party can
PC's room. He quickly runs to tell his father. At this point, see swift moving water, and a small ledge that runs
the GM's trap is closed. The players should be encouraged alongside the thick waste of the sewer system. John's map
to work with John - he is telling the truth, and can shows a route north, under the city and toward the
substantiate his statements. foundation of Count Sebastian's palace.
-. e passage stops at a 15 foot gap in the passage- where a
le things anged, a1 are some a
above pours w;lter dowlI Ehute intb the sewer. T1
down tl-iere frorr1 Favrnal 's 'exper iments: It could be .h that the PCs Ilave been following ends, and thc
"A,
,
.
.,
i)ut I know v u u an handle. 1,.vuu~arl\res.
f;cluua, 1. r-. *7,... A" . Watch lllL
.-* ----A + . -L----l L- ---A:- ..*- TI.-..

c on the wail," he draws a :symbol on the edi:e bri dge on the far side of the sewer water, a nd a val~
"When Jrou see il., you'll E:now the're's a traLP be:;ide the path. The stone is slippery, and wil I be almo
r
. Be sale, r 1 r.1n a 1n ~
gooa1 1Lh ~ c k a-_la ,M 1 1
T linu
im possible to jump across without fala-..,.
m all the innocent people - noble and peasant -
e lives you'll save tonight.. . thank you." With that, 'he passa:ge end at a 15 fool:gap wht:re dirty water pours
gone, and there is nothing to do except enter the m from a grated chute above. l h e raised path ends and
U" " V
-7 1

below as it slowly sludges past. the PCs must cross tELe sewer Ichannel 1to continue. There is
a srnall brid ge on th.e far sid e of the sewer w~ater,and a
6. ENTRANCE TO THE SEWER: vah,,e- L,.-:J-
vcaluc +L L A -"tL . TL-
l l c uaL11. L l l c ~ ~ g is
n sliYPcly
e .. ""
alld is almost
-t, --A,-7

The trapdoor leads into the sewers, a dank, slimy pl; impossible t o jump across m here is Ilot
filled with the stench of refuse. If you managed to hul enough roomn to get 2
1 1
the party successfully, then they have on their b, Ii'the PCs cnoose ro mrn m e valve, the bridge on me far
clothing, and only a minimum of equipment. That's exactly side will ex1lend unt il it reaches the stone beneath their
where you want them. feet. However, the 1bridge itself has been sabotaged. It
The sewer is high enough for a normal human male to coll;spses if Iaore tha n 40 pounds of weight rests on it at
stand, and is over 6 feet wide. Four feet of that, however, is
. -- . ...
ally point. H idden in the watc?r below are a series of sharp
*-T,
..
taken up by the stream of sewage passing by in a deep ironI spikes, 1pointed Ixpward.
trench. There is a two foot wide path along the right side .. -
Bridge Trap: CR 3; N o attack roll needed; Search ( V C LU);
of the passage, and the PCs can walk down the slippery
isable De,{ice (DC 2!5).
stone path in order to follow the sewer.
It is dark in the sewers, but any natural flame light there
on Spike Trap: CR ;2; N o atta ck roll nee damage;
will sputter and flame up irregularly from the dampness
5% chance o f contracting a d isease; Reflex save (
and the gases that permeate the air. The map given to the
; rch (DC 3 0); Disable Device ( D C 30).
~ o i d s Seal
party can be found on page # 8 of this module. You should
notice that while the Minutemen have indicated on the
map the places where traps can be found, they did r
indicate what those traps entailed. The following traps 2 IMAPN!
1
scattered throughout the dungeon at appropriate locatio In me- sewers is a large room, the rloor comp~erely
denoted where a marker is located on the map. If the GM washed out 1by time Emd the wearing waters. In the center,
wishes, further markings or traps can be added to the map, covc:red by rsaw sewage, are the twisted iron remains of a
to keep the party occupied. Also, traps or creatures which catvvalk that once crc~ssedthis room. It is now useless and
. *..
are not indicated on the map can be found, added by rival covc:red in rotting tillth. -
'
gangs in the city. Two creatures have been included below Thirty ch: iins of va.rious len sizes ha ng from the
to indicate that they wander through the sewers by night; ceiljing. In 01 rder to CI:oss the ( without falling- into
LL - ----
these beasts can 'discover' the party at any time, but will be Lile wd~el,n. r m~-
I IsI U ~ Luse Lrle crlalrls LU s w ~ r ~
LOgthe other
L

drawn to their location by any loud noise or strange smell. side. While this sounds easy, some of the chains are
Lastly, the sewer water moves fairly rapidly. Anyone who atta ched to traps set by the Minutemen. ~ h e s traps e trigger
enters the stream must make a Reflex save (DC 14) in order "
"
L.
. !n any weight beyond 40 pounds is place on the chain.
to avoid being swept along by the current. Characters who Three Climb checks (DC 16) are necessary to make it
fail immediately proceed to the next sewer grate (refer to the acrc~ s the
s chamber on the chains. For each chain that a PC
Map in the middle ofthis adventure), and suffer 2d6 points of .* uses; to cross the water (three in all) roll a d20 once on the
damage from inhaling sewage and slamming into the kart. Becimse the chains swing so much and
slippery stone sides of the channel. These grates cannot be .e are so many tllat look the same, trying to
,1 , 1-
removed without actually breaking apart the masonry of 1
,__a .- cnain
I rnar someone else
- -
just used is impossible.
the sewer. Players will have to travel around them, and
hain: 1/ 2 in. thick; hardness 10; h p 15; AC 7; bre
cannot go through them.
hain Trap : CR 3; Nc3 attack rcdl needed;: damage \
Z.BRIDGED PASSAGE
Encounter: A bridge, crossing the sewer channel, has
hain is saf
been sabotaged. At any cross-passage on the map, the PCs
should find one of these 'sabotaged' bridges. The GM has o-/:I n e cnaln
.
.- . - - r. .
IS a raKe ana rtps rrom rne celllng. A Reflex

free reign to add more, if he feels the party is getting along save (DC 16) is necessary t o grab another chain while falling.
too swiftly. If the PC fails this roll, they fall into the water (see below).
* Permission to photocopy pages 8-9 is granted for personal use only.
8-9: A crossbow bolt fires from the ceiling (ranged ' '". Tactics: The PCs have just been ambushed by a Chaos
" T IU,
d ,

damage 1 d10) strikinj5 the PC vvhen he p~ulls the cblain. Beast (hp 50); another of Favrnel's mistakes. Those failing
their Spot check may not act during the surprise round.
10-11 : The chain is ccwered in s,mall bladc.s. A Forti;tude save
The chaos beast is hard to fight, moving every round, using
(DC 15) is required tc hold the chain. O t herwise, tl
mobility, and tumbling to its advantage when possible.
instinctively releases k is grip an'd falls intc) the wate
Chaos Beast: (Medium-Size Outsider) CR 7; HD 8d8+8;
12-13: A ~- O U L l l o l l l c
311uvL3 ,ram the c,,,,. , ,,,
hp 50; lnit +5 (+1 Dex, +4 lmproved Initiative); Spd 2 0 ft,
lgriites the g,ases arou nd the PC . damage tflex save
swim 2Oft; AC 16 (+1 Dex, +5 natural); Atks 2 claws +10
(DIC 20) sav,es for haliF. melee (1 d3+2 corporeal instability); Face/Reach 5 f t by 5ft
14-15: The chain is covered in a palntul contact po,awn ncnn 8. t o l o f t by lOft/5ft; SA Corporeal instability; SQ SR 15,
The PC suffers 1 d6 pci n t s o f d i3mage imnnediately iand must immune to transformation, immune t o critical hits; SV Fort
make a Fortitude save (DC 12 t. damage clealt) or Iet go o f +7, Ref +7, Will +6; Str 14, Dex 13, Con 13, Int 10, Wis 10,
the chain. Cha 10; AL CN; Skills: Climb +12, Escape Artist +11, Hide
+lo, Jump +lo, Listen +9, Spot +9, Tumble +lo. Feats:
16-18: This chain is magically trapped. Sk~ o u l dthe PC grab
Dodge, lmproved Initiative, Mobility.
it he becomes affect by fear. Th e charactctr refuses t o release
the chain or move further while ~-CK- A
. '----
I I C C L C U . He s i m ~ l v
-A-
z
11d11~5

from the chain, petrified. The spell lasts cf Dr one mirlute. 10. FALSE GRATE
A Will save (DC 18) negates the effects. 1;he spell i The PCs can see on the map that this grate is false. With
triggered every time this chain is touched. the right answer, they can move it and continue toward the
palace. It is the only path to the palace entrance, so the PCs
19: The chain is covered in sma II hooks t tiat imbed
have no choice but to find a way through.
themselves into the PC's clothin~gand fles h. If the PC fails
I . "
To the right of the grate, at eye level, is an alcove with a
a Reflex save (DC 16) the hooks snag, w~ndingher fco rne
small silver dagger lying in it. Written on a small plate on
chain as if affected by a snare slpell.
the back of the alcove wall is the following sequence of
20: This chain is actually an illusion. A Re,flex save (:DC 20) letters, written in the common tongue:
allows the PC t o safely grab another chai~ -I (rolling i TNESSFFTT-
If the save fails or the PC rolls another 2(1 on this c In order to open the false grate, the PCs must decide
he tumbles into the water below. what letter to write in the blank (-). The plate is sensitive
to the touch of silver, and will respond to the dagger or any
If for some reason a PC enters the water (5 ft. deep
silver item. If they scratch in the correct letter ('O'), the
here), a Reflex save (DC 15) is required to avoid being
grate opens. The letters stand for: Ten, Nine, Eight, Seven,
slammed against the catwalk ( l d 6 points of damage). In
Six, Five, Four, Three, Two, and One.
addition, there are is a Carrion Crawl .9)that 1 Should the PCs enter the wrong letter three times in a
adapted to the sewage, waiting in thc water foi
row, the magic of the plate shuts off, stopping further
meal to come its way.
attempts to open the grate. This failsafe is designed to stop
Carrion Crawler: (Large Aberration) CR 4; HD 3dtr+b; someone from trying every letter in the alphabet.
hp 19; Init: +2 (+2 Dex); Spd 3 0 ft, swim 15 ft; AC 17 (-1
Crate: 2 in. thick; hardness 10; hp 15; AC 7; break DC 28.
Size, +2 Dex, +6 Natural); Atks 8 tentacles +3 melee
(tentacle paralysis), b ite -2 melee (1 d4); Face/Rea~ c h5 f t by
lOft/Sft; SA Paralysis; SQ Scenit; SV Fort +3, Ref 3, Will +5; + 11. MAGNETIC PRESENCE
Str 14, Dex 15, Con 14, Int 1, lVis 15, Cha 6; AL N; Skills: Encounter: Most thieves wear leather armor; most
Climb +lo, Listen +6, Spot +6. Feats: Aletrtness. of the Count's guards wear chain mail. This trap takes
lntage of that disparity.
Tactics: Because the Crawler has be!en livinj;in sew:ige he left side of the wall (above the rushing sewer water)
with filth for so long, it's paralytic a t t"-1,
a ~ n;, , ..-
"L ,,,,"1
l a l l l U L l l wealter
is covered by a huge magnet, made to look like normal iron
than it once was. The Fortitude save 12 and its
gratings installed tightly against the stone. While walking
effects only last for 2d6 rounds iinstead c~f minut es.
. 1our. at through a corridor, all the PCs with large amounts of metal
Paralyzed PCs must still contend witn 1 1
arownmg, ' (armor, weapons) must make a Reflex save (DC 18), or be
least they have a figh pulled across the water, sticking suddenly to the wall. Once
9. LAIR the PC is 'caught,' the trap functions like an snave spell,
with the following addition: anyone who manages to break
Encounter: his bend in the sewer system should lc1ok
free of the magnet falls into the stream. A PC carrying a
natural and should not cause the PCs any concern. At t his
weapon must make the same save, or lose his grasp on the
point make secret Spot checks for each of them (DC 20)I.
weapon as it flies from his hand and sticks to the far wall.
82. THE PALACE
No matter what time thev entered the sewers. the PCs
should arrive at the palace only a few minutes before
midnight, to heighten tension. TERROR FIEND
Large Monstvous Humanoid
The hidden door from the sewer into the palace leads
Terror Fiends are not actually devils of any form, but are
between the castle's stonework and empties into a dark monstrous creatures that feed on the blood and fear of
corridor fairly near the main ballroom. Through a slit cut nobility. Their senses are so acute that they can tell if
in the stone, you can hear the laughter and revelry of the someone is descended of noble blood simply by their scent.
Count's gala.- The party is taking place in a huge ballroom - They are huge creatures, nearly nine feet tall, but gangly
h large stone p illars anId- Sloth draping scatterc3d and strangely jointed. Their skin is a greenish-black, and
'ully aroLmd the opulent rc)om. Fro1n the far end of tl-le their features resemble that of a very ugly elven humanoid.
mber, yc)u hear the higkI-pitched voice c~f PrinceSS Their arms and legs are covered with barbed spikes which
xandra as she rises to give a speech to the assembly. gives them a form of natural armor, and they have huge
you pus1I the door aside, you hear the her say, ".,.and barbed tails that are split like a cat o'nine tails at the end.
nk you, rloble guests, for your final gift. The gift of.. ." They are dangerous and cunning, and capable of taking the
es change and sharpen, as her body form of an individual that they have just killed.
re a straxlge tree. H& ski,1 blackerIS Terror Fiends are merciless and utterly evil, preying on
;rows of long tee!th as she continue'S,
:3i
,,. L
,
, , , , ,+L,
J L I C CL 1 1 1 3 UlCak out ~ ~ L I U I I X
. ,"+L,,,
" L l l c xduIcLt3d
humanity's elite in order to quench their thirst for blood.
Worse, they grow stronger when they feed on such blood,
mg, and the Terrcsr Fiend attacks ,gJeefully, ki'iling tl-ie and thus often seek to hunt nobles as a predator seeks prey
roundine; palace guards with a mere sw ipe of i ts Ad intelligent beings, fiends speak Infernal, Human,
errime nanc4.
.1.1 . 1
-

Elven, Dwarf, and Common. They gain no memories of

The Terror Fiend feeds on the blood of nobility, and is in


a frenzy of hunger and lust with so many nobles about. The
guards in the room are dead. It will be several minutes
before more arrive. Providing the Fiend enough time to kill
the nobles assembled here.
Tactics: Although several of the nobles try to help, the
general panic of nearly a hundred people is certainly going
to affect the fight. The Terror Fiend has no problem using
the nobility as hostages, putting them in danger, or even
slaughtering them outright (most die from a single strike).
It gets stronger as more nobles die to its claws. Use this to
the creature's advantage during the fight. Put your PCs in
positions where thy must save the lives of nobles instead
of directly battling the creature. The fight will be more
interesting that way.

.13. THE C O U N T ' S G R A T I T U D E


After the battle is finished and the Terror fiend is
defeated, Count Sebastian calls together the nobility and
listens to the PCs' story. Once he is convinced of the truth,
he commands the Minutemen in his prison be released. He
asks that his daughter's body be brought to the palace for
proper burial. It is a sad day in Desburg.
A few days should pass before the grateful count awards
the PCs with the stay of desbuvg (funerals and all). After the
ceremony, John Swift approaches the party to thank them
for their efforts. He rescued his men while the party was in
the sewers. He and his men are truly grateful. Swift shakes
their hands and says, "You have a friend in Desburg." He
smiles and adds, "and a few Minutemen as well."
"But don't worry about the sewer map," John laughs. "It's
already useless." He gives the PCs a broad wink, and then
leaves them to celebrate their well-earned victory.
their host after they have killed someone and assumed the
victim's form, but are often clever enough to pass
themselves off successfully for a number of days while they
gather information about their new form. Their new form STAR OF DESBURG
can be any race, size or sex, although most Terror Fiends This award is the highest honor in the country. It comes
prefer to hunt within their own gender to make with a small badge to all those inducted into the noble
duplication that much easier. , order of the stav. This badge itself is magical, crafted by
nt Sebastian's mages in order to reward valor and
COMBAT ice to th e county. Anyon e within the Kingdom that
A Terror Fiend prefers to lure its victims into solitude, - nn . I--
L---

1 d r~ wearing the baclge ueats him very well.


and then devour them and take their form. This way, it can lhants offer lower prices and better merchandise, and
be supplied with an unending feast of noble blood as it :ommon peasant doffs his hat to him.
moves from unsuspecting royal house to the next. t the end of the adventure, each of the PCs that
In melee, however, it is a terrible opponent, lunging pnntributed will be awarded the Star of Desburg.
L"LLL

with both claws and using its tail to tangle opponent's TI1e badge is a small eight-pointed star made of worked
weapons. It has the ability to silence the area in which it plati num and gold, with a single flawless sapphire at the
L,", t. Written on a banner entwined through the star's
fights, thus giving it even more advantage and removing its llcal
prey's ability to scream for help. poin ts are the words 'given in gratitude.' The badge hangs
Silent Scream (Sp): The Terror Fiend can create a circle fromL a small blue ribbon that is designed to be pinned on
of silence in a ten-foot radius around its body. No sound the 1:ecipients chest.
can exit this shield, although those inside the field can still This badge has two magical functions, both active only
hear the normal sounds of the world outside. when it is worn. First, it grants the wearer an enhancement
Polymorph Self (Su): Similar to the wizard's spell bonus of +2 to their Charisma. This bonus increases to +4
polymovph, the Terror fiend can take the form of the last when dealing with any city officer, guardsman, or official
creature that it killed. Once assumed, the Terror Fiend can representative of the city of Desburg.
retain this form indefinitely.~hisform is not an illusion; Castev Level: 12th; Pvevequisites: Enchant Wondrous Item,
while in the new form, the Terror Fiend has no access to its charm pevson; Mavket Pvice: 10,000 gp; Weight: -.
physical abilities, although it may still manifest its Silent
Scream. The fiend may return to its original form at any
time, and may return to its current 'attained form' at will.
Regeneration (Ex): A Terror Fiend regenerates 2 hp
per round. However, when it is infused with noble blood, it
regains an additional hit point for each point of damage
dealt to someone born of noble lineage. This effect works
on those that aren't aware of their true heritage.

+10
(Dex &Imp
Int 16
23 (+1 Dex, +12 natural) Skills: Va
~cks:4 Claws +7 me1ee, bite Feats: Al
c -Ilrrtre,
..I.... 1
darbed tail IQ I":+:-+

ielee
nage: Claw
I L d 4 , entangle on - .- - - - 'C
lr higher. Treasure
ft by five ft/five ft. Alignme1
e. c:l.-...~r. tail Advance ment Range: 9-16 HD
ntangle, p~olymorph ,
cia1 Qualit ies: Regen
I+ (see de scription)
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