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wasaneayone ... :
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
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
-
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)
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
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Project Manager: jim pinto 15. COPYRIGHT NOTICE
Open Game License vl.0 Copyright 2000, Wizards of the Coast, Inc.
~ d i t o rJ:e n s Bergensten, Dave Lepore
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Graphic Design: Steve Hough
Cover Illustration: Cris Dornaus
Cartography: Cris Dornaus