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Fate of Istus
sey
oer eeeAdvanced DungeonsfPragons:
WORLDoGREYHAWK_
Fantasy World Adventure
The Fate of Istus
SS
CREDITS
Authors: Nigel Findley, Dan
Salas, Stephen inniss, Robert
J. Kuntz
Coordinators: Bruce Heard,
Karen §. Boomgarden
Editor: Kim Mohan
‘Typography: Betty Elmore
Cartography: Diesel
Cover Art: Daniel Horne
Interior Art: Karl Waller
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Table of Contents
Introduction ....... |
Ye Olde city scroll #1: Rookroost
Adventure #1: The Sage’s Tower
‘by Nigel Findley
Ye Olde City Scroll #2:Rel Mord ..............-.....14
Adventure #2: Swords for Hire... 2.1. 7
bby Dan Salas
Ye Olde city Scroll ¢3:Jurnre.. =... : 25
Adventure #3: Countdown in Jurnre 228
bby Stephen Inniss
Ye Olde city scroll #4: Elredd .
Adventure #4: Diambeth’s Deiving
by Nigel Findley
Ye Olde city Scroll #5: Wintershiven
‘Adventure #5: Service for the Dead -
by Nigel Findley
Ye Olde City Scroll #6: Leukish . .
Adventure #6: The Garden of Evil
‘by Dan Salas,
Ye Olde city Scroll #7: Rauxes . .
Adventure #7: Down with the Wii
by Robert J. Kuntz
Ye Olde city Scroll #8: Chena.
Adventure r8: At the King's Right Hand
‘by Nigel Findley
Ye Olde City Scroll #9: Verbobone - we
‘Adventure #9: luz's Gambit . . area
by Robert J. Kuntz
Ye Olde City Scroll #10: Hesuel tishar . .
Adventure #10: The Scarlet Masque |
bby Stephen Inniss
The Mirrors of Fate
NPC #1: Cymbelline (by Nigel Findley)
NPC #2: Alaric (by Dan Salas) .
NPC #3: Beastman Avatar (by Stephen inniss)
NPC #4: Arlina (by Nigel Findley). .......
NPC #5: Nariond and the Prophet iby Robert J. Kurita) .-INTRODUCTION
‘Sages ofthe future onthe world of Oerth wil
Took bock on the events described inthis book
and say to themselves (sel, ofcourse) that
they had to happen sooner or later. In fact,
they were Fated to happen.
"The Fate of Istus, i aditon to being the
latest playing aif related to the WORLD OF
GREYHAWK® setting, isa, milestone
fchieverent—bot in terms of what it wil
focyou, the DM, and your players, and what it
wil do tothe world its.
‘Not too mich wil be said about the story
line here, 80 that you can be surprised and
texted by this book as you read it—just as
Sour players wal be surprised and excited as,
Their characters proceed through each adven-
ture to the cataclysmic conclusion,
How to Use This Book
“The Fate of Ist package of ten ave:
tures... and mace, Along with each adver
ture is a map and description of the cty in
wich takes place At the end ofthe book, in
the section entitled The Mirrors of Fate, are
Geseriptions of the five new non-player char-
fcters bo play pivotal res inthe campaign
"The overall scenario is the brainchild of
Itis, the Goddess of Fate inthe Grephawk
milea, who. has—in her nearly infinite
‘visdom-—decied that i's time to make some
Ganges in the way of the work, But she
doesn't simply make the changes, because she
believes in the cght of mortals to have an
‘opportunity to induence their own Pate, So she
‘S2ts up aseres of eats, each one designed to
sees the sks and the worthiness ofa certain
‘dass of character. Next, he needs some sub-
jects to perform the tests—and that’s where
the payer characters come i.
“The heroes ofthe campaign begin as incon-
spieuous novices, but by the time they reach
the climactic confrontation in Adventure
{H0-ifthey get that far!—they willbe adven-
turers of great sil. However, the tests that
fre ae for themineach adventure growin dit-
fculty while the PCs are growing in power
‘They wil indeed be tested every step of the
sway, and the inal episode ofthe campaign wil
be the most perilous and taxing of al.
"The Lady of Fate must have a hand in
things, of course. But instead of intervening
herve, she creates an entity whom she
thames Morgorath, This character appears to
the PCs in varioas guises and incarmations
throughout the course ofthe eampaign—each
Inaniestation so different rom the others that
only the most perceptive player character
‘woul even dream that they are actually athe
{ume “person” Morgorath’s roe difers from
fone test to another; sometimes he (she?) isan
lative assistant, sometimes a more passive
provider of cues and information
Sometimes an adversary asthe PCs didn't
Ihave enough problems already!
"These adventures can be played indepen:
dent of one another by making only minor
Siteretons. And, ofcourse, the information on
the cies (and even the NPCS) can be put to
food use for perpores that have nothing to do
‘rth Ist, But the best way to get the most
fut of The Fate of Istus sto get the group
together, ol up a few brand-new characters,
‘and plank them down ust outside the wals of
Rookroost—on the verge of besinaing the
adventure oftheir ves.
About the Product
I you've looked over the Table of Contents
sleeady, youknow that The Fate of stusis not
the creation of single person—and that's
what makes it such an exciting andinteresting
package. Four accomplished designers were
tach given the same background information
find then banded apeciic assignments to be
‘complished within that framework. AS
Jou'l See, the framework was rgd in some
Fespects and flexible in others, The sdven-
tures have the contimity that's needed to
‘make them playable in succession—but
there's also a tzemendous amount of variety
‘rom one section tothe next.
"Perhaps nowhere i the variety more obvi-
cous than inthe sections ented Ye Ole City
Scroll Essential, each designer was told (0
write about the city in which the adventure
Takes place, and provide a map a8 well. Just
Jeafing through the book and glancing atthe
ity maps wil give you some idea ofhow each
designer’ approach tothe project varied. In
the process of playing any oF all of these
‘adventures, you'l get insights ito the histo-
Fy, culture, and geography ofthe Greyhawk
‘lea that wil ring the environment to Ile
lke never before.
‘No matter what kind of adventure you oF
your players prefer, you'l find it represented
here. Battnga warrior with nothing but bare
hands and quick reflexes; acing through afor-
‘est to fol an assassination plot; breaking into
‘mausoleum to pat a beleaguered soul to rest;
Coping with a benevolent but insensitive
bbureaueracy: treading lightly through & aby
Finth of dungeon corridors all these chal~
Tenges and more await the characters who are
pt to the test, over and over again, in The
Pate of Its.
Game Mechanics
[Anyone who's familar with the terminology
‘drules ofthe ADED® game should have no
‘rouble understanding of interpreting any of
the information inthis Book. Only a couple of
points are worth special mention.
‘Some ofthe adventures call for characters
toattempt Abity Checks—a concep that was
introduced in Dungeoneer’s Survival Guide.
‘The procedure works 2s flows: Rll the ind
cated di o dice and compare the result tothe
‘designated abity score of the character mak
ing the attempt. Ifthe roll is equal to or ess
than the character's ability score, the checks
successful
‘Also, note thatthe THACO statistic ven
for any NPC fighter with an even-numbered
fexperience level stsumes the use of "per
level combat advancement," as deseribed in
the note on page 74 ofthe Dungeon Masters
(Guide, 0 that or instance) a 10th evel Sight
cer has a better ower) THACO number than a
‘tn level fighter. If you elect not to use this
‘optional rile, simpiy add 1 to the THACO
‘number fr such characters,
Now, direct your eyes tothe top of the next
page and, on behalf of Istus, welcome to
Rookroost.Rookroost
Like most petty holdings in the Bandit King-
‘dome, Rookroost (the name is shared by the
territory and the city traces its origin back
‘tthe wid skirmishes andturf wars that raged
between 300 and 350 C¥—and stil continue,
although somewhat abated in feroety. It
began as a smal city-state, encompassing a
‘walled town and lite else, but has grown
ftronger over the years unt it has become
the largest and most powerful of the king-
‘oms. Is founder was an eridian robber bar
‘growth. In 371 CY, Latavius died suddenly —
luder rather suspicious circumstances—and
the throne of Rookroost was taken over by
the former commander of Latavius's personal
bodyguard. This assumption of power
through assassination would become the hal
mark of Rookroost politics even until the
present diy.
"The current overlord of the kingdom is 2
human bandit-prince named Pernevi (a
fighter/thet of 12th level) who styles himsell
18" The General” (don't forget the capital et
ters!) Like Latavis, bei of Oenitin extrac
thon and chaotic neutral (with ev tendencies)
inalignment; unlike Lataius, he isn'ta partic-
lary strong leader.
With the help of Rookroost’s powerful
‘Thieves Gui, The General gained ascendancy
byassassinaing the preceding ruler, The throne
sas tll warm from its previous accapant when,
‘The Gener realzed how easy it ad been to
remove 4 wel- guarded (ard neurobealy Sap
os) leader, ae he suddenly developed a para
oi Tear that he might be next. To protect
Tims, he came to an amicable agreement with
the Thioves Gui: The General would run the
mary and national poy (uch siti) and any
thing ese the gal dint want to beter wit
the gall would run the rest. Thus, there are
‘po fatty distinct goverments in Rookroos:
‘ne overt, concerning itself with externa afar
(The General, his administration, and his buly
boy pice force); and ane covert, concerning
‘self with anything. profiable (the Thieves
Guid.
"The leader of the Thieves Gull is Blara
Mornsar (see Adventure #1), a hale who
callsherselfGuildmother and rles ber guil—
dnd much of the city—with an iron fist.
Despite ths, or perhaps because of it, she is
highly respected, even loved, by the mem-
bers ofthe guid, Elara Keeps close contact,
with Rookroost’s small but very effective
{nsassins gud, hnown asthe Siyers Brot
thood,
“The felationship between The General and
Ela is complex. He sometimes turns to the
‘mild for hel, and guid members sometimes
‘Serve himwhen it suits Elara—as his secret
police. Despite the arrangement he has made
trith the guild, The General would very maoch
like to see his own rule unchallenged. Very
carefully, he's sounding out the assassins
‘aus in the neighboring ternitores to see i
‘one of them would care t0 id him of this
‘aggravating female. Of course, Ela has
learned of his machinations, since she already
had contacts in all the gulls with which The
General has communicated. (This possibiity
has occurred to The General, but out of &
‘combination of desperationand self-assurance
he keeps trying anyway.) For herself, Bara
finds the whole sila rather amusing. She
doesn't want The Generals throne . yet.
But ifhis efforts to get her become more
serious, she might see that he receives a
righttioe visitation fom “a short man with 2
long bade," as she puts it She would then
arrange for someone more accommodating 0
be placed on the throne
“The arrangement between the goverment
‘and the guldisan open secret, although new-
‘comers to the city might not become aware of
itimmediately. They would, however, quickly
notice pervasive corruption inthe police force
and government. The government is suppor
fed through bribes, exorbitant gate fees,
profits from foreign currency exchange, and
donations” from the ‘Thieves Guid the
army is similarly funded, helped along by
heavy “protection payments” fom the tern
tories trough which the army moves.
"The Generals a relatively poor leader (pe:
‘haps because he spends so much ime looking
‘ver his shoulder). Under his rue, Rockroost
has lost considerable amounts of territory to
its neighbors in the continuing border skic-
mnishes that mark fein the Bandit Kingdoms.
Despite these recent losses, Rookrooss stil
the largest ety nore than 17,000 population)
and the strongest territory inthe Kingdoms,
‘The city began as a walled townie
‘more tha fort—situated atop alow il, and
{or the frst partion ofits history it grew by
repeatedly buling new walls to encompass
its burgeoning size. Soon, however, growth
‘became so rapid thatthe builders had to give
Up the losing battle. Now almost half ofthe
taty's area les outside the outermost set of
‘wal, clustered around the two main gates.
Rookroost’s earlier history canbe traced from
the concentric ngs of walls that stil stand
within the city. Generally, the wealth ofthe
residents decreases 25 one moves outward
fom the center area—clled "The Peak:
{eventhough its no more than 50 feet higher
than the surrounding terrain. The poorest
neighborhoods are beyond the city’s outer-
‘most barn, inthe region known as Outwal.
[Residences and other buildings and physical
features decine in appearance and quality the
farther they ae from The Peak. Prices a inns
and taverns vary according to their loeton
the costo drink atthe Drunken Dragon, for
instance, is somewhat less than atthe Palace
Guard Inn.
“This concept of progressively poorer neigh-
borhioods gives an interesting perspective on
the relationship between the Thieves Gull
fad the power bate of the city. The Thieves
Guildhall, located ina ramshackle warehouse
‘belonging to Benedict’ Trading Coster, ust
‘where ene might expect ittobe—in one of the
Tougher parts of town, just inside the outer-
‘most wall ona dak, digy alley called Cheap
Street. Even though ths is, where Blara
works, by no means is it where she lives. The
Gulla is connected by along underground
‘tunel to Elara’s palatial estate on The Peak
(GBlarais well aware that this tunnel threatens
the security of the cy. Tus, se as heavy
boobytrapped the tunel, making it ea
Meee brerer- emir de
should the necessity ever arse.)
“The population of Rookroost is rough mix
ture: predominantly human, with very few