Professional Documents
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A Tragedy Unfolds
A Tragedy Unfolds
characters
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
It is not despair to a young tribesman named Varrin. This betrothal
for despair is only for those angered another young tribesman named Hadulo.
who see the end beyond all doubt,
we do not. Kelanni and Hadulo had been in love for many years
- J.R.R. Tolkien and eagerly hoped to be married. However, just before
Kelanni's betrothal age of 17 years, Hadulo's father
was charged with cowardice by the tribe during a raid
by sahuagin. Hadulo's family was disgraced, and
A Tragedy Unfolds is an adventure for a party of four Kelanni's parents refused Hadulo's offer of marriage,
2nd level player characters (PCs). The scenario is set not wanting their daughter to marry the son of a
on a small tropical island. coward. Instead, Kelanni was betrothed to Varrin.
Where a creature or NPC is mentioned in bold-faced This made Hadulo very angry, and he asked Kelanni to
type, its statistics can be found either in the Monster run away with him. But Kelanni refused, not wanting
Manual or in Appendix C of this adventure. to leave the tribe or anger her parents. Over the next
few months, as the wedding neared, Hadulo's pleas
Throughout the adventure, descriptions of the appearance, became more desperate...and more insistent, and he
personality, and motivations of important NPCs are began to withdraw from tribal life.
presented in red boxes.
Once he even beat Kelanni, but she kept silent, fearing
Dialogue is contained in italicized boxed text. him. Finally, Kelanni told Hadulo that she did not love
him anymore...that she was now truly in love with
Varrin and they were to be married.
Location descriptions are contained in plain boxed
text.
About three months before the party arrives, Hadulo
snapped. A few days before their wedding, as Kelanni
and Varrin walked hand-in-hand along the moonlit
shores, Hadulo saw them. He snuck behind and slew
The PCs are taking an ocean voyage when their ship is Varrin, who screamed out. Then, he violated Kelanni,
attacked by a sea creature. Putting into a small tropical who was a virginal bride, and as the tribespeople
island for repairs, they find that most of the friendly began to approach, used his knife to mutilate her, so
villagers are missing and signs of murder are present that she would never bear the children of another man.
in the village. Then he ran north, into the forest.
At first the PCs suspect the mistress of a strange tower Kelanni saw the dead Varrin and also saw the blood
on the island, but they soon learn that the doom that between her legs, and when she heard the tribespeople
has come to the people of the island is the result of a rushing towards her, she also snapped and screamed
heinous crime committed by one of their number. With in shame and despair, for she could now never be a
the help of the mistress of the tower, the PCs can put a wife or a mother. So Kelanni staggered off into the
grave injustice to right and redeem the islanders. jungle.
On Fermengarr Isle dwell a primitive people of Likewise, Kelanni was never found, and when even the
islander stock. Some months previous to the party's shaman's magic could not find her, the people assumed
arrival, a young woman named Kelanni was betrothed she was dead.
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
When you arrived at the ship, the captain greeted you,
But Kelanni was not dead. She wandered blindly accepted your payment for passage, and directed you
through the Jam-Jum Forest and entered the Cudinarn below decks to stay out of the way of the crew until the
Jungle. There she came upon the norebo, a spirit of ship clears port.
deceit which, when given a body, feeds upon pain,
despair, and souls, and grows strong therefrom. How For about an hour, the sounds from above decks was
this norebo came to be here, none can say. And the all bustle and shouting as Heletarsh bellowed orders
norebo whispered to Kelanni that it could avenge and the crew got busy making ready and then, finally,
her...could make her strong...strong enough to kill leaving the docks. After about five minutes of slow
Hadulo...or even the tribal elders who had condemned sailing, the waves started to rhythmically rock the
him and his father. vessel and the captain, opening the below decks hatch,
informed you that the ship was to sea.
The norebo's whispers were like the calm eye in the
tempest that was her mind, and Kelanni listened to the The PCs can now come above decks and take a full
norebo and accepted its vileness into her wracked measure of the ship and its crew.
body...and was possessed.
They might be guarding a merchant who is carrying The cog has an AC of 15, 300 hit points, and a damage
valuable cargo, or they may be on their way to some threshold of 15.
distant island or land, following a mysterious map. The
reasons for their voyage are not important to the All crew speak Common, as well as the dialect of the
adventure, and, in fact, it is possible for the PCs to Islanders.
undertake this adventure not knowing one another.
Captain Heletarsh (Male human, chaotic good)
The captain is a crusty salt of around fifty years of age.
He is good natured when things are going well, and
despite his criminal proclivities, is a kind man when
not playing the role of the tough captain.
Players’ Introduction
You have taken passage on a ship called Gallon’s If statistics are needed for the captain, use those of a
Widow, for reasons that are known only to you and scout.
your companions.
Mate (Female human, neutral good)
The ships is a cog in decent repair and sporting thee The mate is a muscular woman in her mid-thirties who
well-used ballistae. The captain of the Gallon’s Widow rules the crew with an iron hand. Fair but firm, she is
is on Heletarsh of Torlune. You have been told clearly extremely knowledgeable in the running and
Heletarsh is a capable captain and a consummate maintenance of the ship.
smuggler. He is also one to take coin from passengers
and not ask too many questions about them or of them. If statistics are needed for the mate, use those of a
bandit.
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Bosun (Male human, neutral)
The bosun is a man in his mid-twenties, with a scar Below the forecastle, via double wooden doors from
across the left side of his face and half an ear missing. the main deck, is the galley. These doors are locked
He has his eye on the mate’s position, and is when the cook is sleeping or not in the place. Steps
continually frowning and staring at the mate, the descend 2 feet to the galley floor, which is cluttered
captain, and the PCs. with pots, pans, a stove and oven (which vent through
a porthole), a hammock (for the cook), a locked sea
If statistics are needed for the bosun, use those of a chest with personal possessions, and six barrels of
bandit. rum. The latter are chained shut under lock and key.
Only the cook has the key, which he also has for his
Crew (13 male and female humans, neutral) chest and the galley double doors.
The crew are a capable bunch, loyal to Heletarsh and
respectful of the mate. Some of them clearly are not 2. Main Deck
enamoured of the bosun, however. Sporting two masts with square sails and webbed with
rigging, the main deck is crowded with ropes, pulleys,
If statistics are needed for the crew, use those of a gaffs, chains, et al. A ship's boat is lashed on deck, it
commoner. being a six man rowboat with two oars and a small
mast and sail stowed under the seats. In the center of
Ballistae the main deck is a wooden grill that leads down below
Refer to page 255 of the Dungeon Master’s Guide for deck.
details. The crew have trained with the ballistae and
they are considered proficient with them. Steps head down to the below-deck. The walls below
deck are actually about 1.5 feet from the hull. Panels
Ballistae take three actions to fire, one to load, one to can be removed to allow contraband to be hidden in
aim, and one to fire. During times of battle, two the narrow space between the inner walls and the hull.
crewmen will man each ballista; one to load and the
other to aim and fire. Because of this and the crew’s Astern are the crews' quarters - a messy miss-mash of
extensive training on this equipment, the loading and bunks, hammocks, a table nailed to the floor, water
aiming can occur in the same round (one crew loads barrels, and fourteen sea lockers containing crew
and then the other immediately aims). personal effects. To the rear is space for about 90 tons
of cargo. Some of this is taken up by supplies (food,
If the target being aimed at becomes completely water, tackle, tools, pitch, alchemist’s fire, etc.). The
concealed or has total cover after the aim action but rest is half filled with bolts of cloth. In the center of the
before the fire action, then the aim action is ruined and hold, a trap door leads down to the bilge - a wet, smelly
must be performed again before the ballista can be place about 3 feet high and half filled with sea water.
fired. This is almost never a problem when firing at
other ships, but it can be one when attacking sea The party will have to sleep down below-decks, and
creatures, any horses must also be tied here.
Generally, all three ballistae can fire at a target in the 3. Stern Castle
front 180 degree arc of the ship if the target is not right Two sets of steps lead up 6 feet to this raised area,
next to the ship or low to the water. From the side or upon which are two ballistae (exactly like that in area
rear, only two ballistae can bear at one time. A). To the rear is the tiller, a long wooden handle
which runs to the rudder below.
1. Forecastle
The forecastle of the ship rises 5 feet above the level of Beneath the stern castle are two rooms, accessed by
the main deck (area B). Mounted upon a swivel in the wooden doors form the main deck. Each leads to steps
center is a ballista. descending 2 feet into two rooms.
Nearby, in a large basket draped in oilcloth, are 20 The left room, smaller of the two, is the mate's
large iron javelins for the machine. Twelves of these quarters. Here is a bed, desk, cabinet with charts and
have their rounded heads pierced by a 3 inch diameter instruments, a locked sea chest holding personal
hole though which oil-soaked rags may be set alight.
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
effects and coins totaling 75gp, a table and chairs, and The Voyage
a wash basin. The initial voyage out will be fairly uneventful, as the
ship sails generally just out of sight of the coastline,
The right room is the captain's room and is L-shaped. coming in every six hours or so just enough for a man
The rear portion holds a sumptuous canopied bed, a in the sails to check the ship's bearings. This portion of
locked chest, and a washbasin. The rest of the room the voyage is as long as needed to bring the PCs into a
holds a small wardrobe, table and chairs, a ship's tropical or semi-tropical clime.
logbook (with false entries), a cabinet holding charts
and mementos, and a mirror hanging from the wall. Anyone with a background related to sailing may make
a check to notice that, eventually, the ship does not
A poison needle is hidden within the chest’s lock. continue parallel the coast but turns out towards the
Opening the chest without the proper key causes the open sea and a small archipelago of islands. If
needle to spring out, delivering a dose of poison. questioned, the captain will explain that patrols and
whatnot (he winks at the party) will likely watch the
Poison Needle direct passage to their destination, but ships generally
When the trap is triggered, the needle extends 3 stay away from the Heynosht Archipelago, both
inches straight out from the lock. A creature because of its treacherous reefs and because various
within range takes 1 piercing damage and 11 sea monsters like to feed and mate in its warm
(2d10) poison damage, and must succeed on a tropical, food-rich climes.
DC 15 Constitution saving throw or be poisoned
for 1 hour. The captain cannot be swayed from his course. He is
wanted by the authorities of the kingdom or nation
A successful DC 20 Intelligence (Investigation) whose coast they are nearing and he does not wish to
check allows a character to deduce the trap’s be caught by their naval forces. So, he intends to travel
presence from alterations made to the lock to a circuitous route through the Heynosht Archipelago
accommodate the needle. A successful DC 15 and around the hostile coastline before resuming the
Dexterity (Thieves’ Tools) check disarms the course along the coast towards the ultimate
trap, removing the needle from the lock. destination.
Unsuccessfully attempting to pick the lock
triggers the trap. The Attack
The alarm is raised early one morning as the ship
begins to make passage through the islands. Coming
The chest holds the captain's personal effects, up on deck, the boson will announce he saw "critter
including a spyglass. A false bottom in the chest can be sign" about 300 yards off of the right front.
found with a DC 15 Intelligence (Investigation) check.
Within are two vials of poison similar to that used for The captain will angle his boat away from the contact
the poison needle trap, along with a small silver at about a 120 degree angle, thus allowing all three
pendant worth 25 gp, 198 gp, 26 pp, and various maps ballistae to bear. All will be silent for several minutes,
and charts. then the giant squid (see Appendix C) which has been
stalking the ship will attack.
A secret panel leads from this room to the mate's
quarters. A DC 15 Wisdom (Perception) check will The squid will, at first, begin to attack the ship from
reveal the panel. The mate is unaware of this secret below the water. It will attack the cog with three
door. tentacles on the first round while underwater, and
three more on the next round, During this time, those
Finally, covered by a loose hull plank behind the on or in the ship will hear thumping against the hull
captain's cabinet is the ship's true logbook, showing its and see planks straining and popping under the
smuggling activities. If the cabinet is shoved aside, the pressure. However, during these first two rounds, the
loose plank will be obvious. Needless to say, the squid will remain entirely underwater.
captain would not be pleased to have this logbook
made public. By the end of the second round, the ship will come to a
complete stop as the squid’s tentacles grab the ship’s
hull.
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
ship. The beast intends to feed at its leisure on dead or
On the third round, after six tentacles are attached to unconscious victims in the water once it is done
the ship, the squid will emerge to attack those on the fighting.
deck with the remaining four tentacles. Since the squid
can only use three of its tentacles each round as an If the squid is reduced to fewer than 25% of its hit
action, it will do on of the following as its attack action point maximum, the squid will retreat in a cloud of ink.
(determine randomly):
In any case, no matter what the result, the ship is likely
attack the people on the deck three times and no to have sustained severe damage from the squid
attacks against the ship attack, at the very least during the first two rounds
when it attacked the ship from underwater six times
attack the ship twice and the people on the deck using its Siege Monster trait. On average, the squid will
once have caused 93 points of damage to the ship during
those first two rounds, plus any additional damage
attack the ship once and the people on the deck caused in subsequent rounds. It is even possible for
twice the squid to sink the ship.
attack the ship three times and no attacks against If the ship is destroyed, the squid will then grab up any
people on the deck unconscious or dead victims (up to 10 of them, at a
rate of three per round) and retreat to the depths to
The squid will attack in the middle of the ship, consume them.
between the two masts, on whichever side the DM
determines. The draft of the ship is roughly 10 feet Assuming the ship does not sink, it will be noted that
above the water, meaning the squid’s tentacles can the hull has suffered severe structural damage and is
reach the entire half of the main deck on its side. It taking on water in some places. The captain (or
cannot reach the opposite half of the main deck or onto whomever is left in charge) will consult his charts and
the forecastle or stern castle. announce his intent to make for a small island
inhabited by friendly tribesmen. The island is called
Starting on round three, if the squid will expose its Fermengarr Isle and the people are of the V'narto
body to attacks by the ballistae, although only two tribe. There, he can beach the boat, make repairs, and
such ballistae will be able to bear on the squid at any resume the voyage. With help from the V'narto, he
one time. estimates repairs can be made in a few days.
The squid has half cover from attacks from the ship. If the ship has sunk, assume the PCs and any surviving
are able to grab onto wood and swim to Fermengarr
As the squid has four tentacles available to attack the Isle, which will be visible on the horizon. In this case,
deck of the ship, the DM should keep track of these and the party will have to build a make-shift boat using
which ones have grappled targets and which have not. V'narto outrigger canoes as a base in order to
When it is determined that the squid will attack the eventually escape the island.
deck with a tentacles, the DM should determine
randomly which tentacle will make an attack. This After a precarious six hour journey in the damaged
could be one that has grabbed a victim (in which case Gallon's Widow (or on a raft of wood), full of more
it will make a tentacle attack on the grappled creature beams splintering, a furious bailing of water, and
in order to squeeze it and cause tentacle damage) or desperate jury-rigging, the ship will sail into V'narto
one that is free to try to grab a new victim. Bay and beach itself as described in area 15 of the
village.
It could be, therefore, that tentacles on the deck will
have grabbed people but do not make an attack on a
given round, merely holding the target in a grapple.
If a grappled creature stops struggling, it will be V'narto Village, before its current problems, was a
dragged over the side, into the water, and the squid prosperous tribal community of 570 persons. Of this
will use the tentacle to attack another person or the total, 160 were children, 210 were women, and 200
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
were men. The tribe is led by a chieftain, who is elected Within the space bounded by the plinths is a smallish
for life by a council of all adults over 30 years old. The depression about 10 feet deep ringed with terraced
society is monogamous, and bachelor males dwell in a seating like a small arena. In the bottom center is a
separate dormitory, while unmarried women live at place for a large bonfire.
home. The community mostly fishes for sustenance,
though women sometimes forage in the southern parts This is where the entire tribe meets for tribal councils,
of the Jam-Jum Forest. The V'nartans worship the sea elections, and communal activities such as storytelling
and their ancestors, their religious needs being tended and rituals.
to by a shaman.
3. Spirit Plinths
Technologically, the V'nartans are equivalent to the
A footpath leads from the Helorto River into the
ancient Polynesians on Earth. They have dark, olive
outskirts of the Jam-Jum Forest.
skin with black hair and almond-shaped eyes. They
speak the language of this archipelago, called Islander,
Where the footpath reaches the first eaves of the
which is itself a combination of ancient human tongues
forest, there are two smallish stone plinths, about 6
and bits of Elven learned from aquatic elves. Most
inches in diameter and 4 feet tall. Each plinth is carved
villagers do not speak even a word of Common.
with various strange runes and symbols, as well as
crude figures representing the sun, moon, stars,
Refer to the V’narto Village Map at the end of this
winged beings, and other less recognizable figures. The
adventure.
footpath continues past these plinths into the forest.
1. Meeting Hall
Each plinth radiates magic and contains an ancestral
Outside:
spirit of the tribe. These are low-level guardian spirits
This structure is made of logs with a thatched roof. It is which operate on an instinctual level and cannot be
raised 6 feet off of the ground by four logs and bargained or parleyed with. If a non-tribesmember
accessed via a small log ladder. The outside walls are passes between the plinths, or within 30 feet of them,
decorated with various totemic-looking carvings, the spirits will emerge, one from each plinth,
including various leering faces, each representing a appearing as translucent, vaguely man-shaped forms
protective ancestor. which will attempt to touch the party.
Inside: These spirits are not actually creatures. They are more
Various benches are now scattered in disarray around akin to a magical effect. They can fly at a speed of 60 ft.
the single, airy chamber. A few wooden masks still (hover) and can make a single attack as an action,
hang from the walls, but most are on the floor, broken. attempting to touch a creature with a melee weapon
A thin coating of dust covers most of the place. attack (+5 to hit, reach 5 ft.). Any creature struck must
make a DC 14 Wisdom saving throw or be affected as if
This place was normally used for tribal councils, by a fear spell that requires no concentration. Even
after the fear effect ends, an affected creature will
2. High Meeting Place exhibit a compelling reluctance to approach within
The place is located on a small hillock, about 30 feet 300 feet of the plinth for the next 1d4 days.
high, which is relatively flattened on top like a mesa. A The spirits may not be damaged or affected by
small footpath leads up the southeast face of the hill to weapons or most spells. However, they can be warded
the meeting place. by a protection from evil and good spell, a dispel evil
Atop the hill are four stone plinths, each about 2 feet in and good spell, or a magic circle spell as if they were
diameter and about 8 feet tall. They are crudely carved undead. The spirits will not pursue beyond 300 feet
into representations of gods or goddesses as follows: from the plinths. They will also not attack anyone
escorted by the shaman.
a male fertility totem
a female earth mother figure 4. Shaman’s Hut
a male ocean deity figure Outside:
a male ancestor figure A little way beyond the plinths (area 3), the path
arrives at a small clearing, in the center of which
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
stands a hut. The hut is made mostly of rune-carved
bones, filled in by mud, leaves, and wicker. The roof is Death like life comes and goes...in the night.
thatched. A strange variety of gourds, skulls, trinkets,
and other strange gewgaws hang from all portions of It is she!
the hut, which is entered by a small opening covered
with a hide. A careful search of the mess will reveal two objects
reverently wrapped in a piece of fine velvet:
Inside:
Within, the hut is an absolute mess. Piles of furs, a a stone knife covered with dried blood
vermin infested pallet, a rickety chair, a fire ring,
hundreds of gourds, countless animal body parts in a small clay stoppered urn filled with a watery red
various stages of decomposition, and clay pots filled liquid
with mostly pungent unidentifiable powders and
liquids are present in a shamanic mish-mash. Most The first is the knife used by Hadulo to commit his
everything is covered with runes in black paint and heinous deed. The second is watered down blood from
everything is covered in ashes and soot, probably from Kelanni.
the fires built in the fire ring that were not properly
ventilated out of the chimney hole in the center of the 5. Chief’s Hut
hut's roof. This is a set of two buildings, one larger than the other,
done up in traditional islander style, with the floor
Within dwells the V’narto shaman (see Appendix C). being raised up a few feet on stilts. The roof is thatched
The shaman is closely tied to the psychic well-being of and the walls outside are decorated with palm leaves,
his tribe, and most shaman are generally eccentric and scaly hides, and the trophies of vanquished foes
half insane anyways. The calamity that has befallen the (spears, pieces of shields, et al).
V'narto tribe has driven him completely insane, and he
will leap out and attack anyone who approaches his The scaly hides on the outside are of sahuagin.
hut.
Within the larger building are several chambers, now
The shaman has used up all of his priestly magic and is dusty and cluttered with furniture of wicker and wood
too insane to reach the state of commune necessary to broken and overturned. In one place the wall has a
prepare new spells. He can only cast cantrips. His hole, as if something tore through it, and it is near this
statistics reflect his current madness. opening that dried bloodstains cover the walls, floor,
and even the ceiling.
This shaman has no magic items, but does have a spirit
companion gained after a lengthy and difficult ritual. In The other smaller building was a quarters for the
combat, this spirit will appear hovering around the chief's wives and concubines, but that, too, is empty
shaman's body and will ward off blows, giving the and dusty.
shaman +4 to AC.
6. Palisade
The shaman can be subdued. If he is slain, the two This structure is a wooden palisade of irregular shape,
tribal spirits in the plinths (area 3) will be released, these being thick logs sharpened to a point at the top,
but will first attack the shaman's slayer, in this case each log being about 8 feet tall and mounted into an
they will attack for 1d4 rounds each, each successful earthen embankment 3 feet high. Thus, the top of the
hit causing 1d6 of necrotic damage. After that time, the palisade is some 11 feet above the outside ground
spirits will depart for the nether realms. level. A single wooden gate made of logs lashed
together sits in the northeast corner
If the shaman is subdued, he will mutter curses and
emit much spittle, but will sometimes utter the
It is here that the tribespeople come when trouble
following snippets in Islander:
besets them. Usually, this is when the sahuagin raid in
force, or when pirates land nearby.
Blood from the cave!
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The gate is closed and barred by a stout log from the watches over this place, but still more and more people
inside. became missing, now whole families, sometimes without any
struggle sign, and sometimes with blood everywhere in their
The inner walls have a plank running around them huts.
part way up to allow defenders to mount the walls. We asked the spirit maker what was happening, but all he
could say was that a new evil was on the island.
Within is a hut, built in traditional islander fashion,
raised from the ground and made of wood with a Then the chieftain thought about this and decided it was the
thatched roof. Beside the building is a small well from stone dweller who was the cause of this evil, and he and a band
which fresh water may be accessed. of the best warriors, along with a priest, went to slay the stone
dweller, but he and they never returned, and the spirit maker
Beneath the raised building is a small round stone, told us that their souls were not in the bosom of their
ancestors.
which can be moved, exposing a large chamber in the
ground which holds foodstuffs (grains, wild rice, nuts, We picked another chief, but he was taken the next night. Then
berries, salt, and other provisions) for hard times. we stopped picking chiefs. One night twelve people were
gone...that was maybe three hands days ago. Some of us fled
Twelve villagers dwell here. They are the survivors (so into the forest, in despair, and have not come back. Others
far) of the norebo's attacks and are completely stayed in their huts and prayed...they are gone too
demoralized and in a perpetual state of terror. They
will not emerge from their fortress for ANY reason, Now there is only us. We were more before....maybe two hands,
fearing the tricks of the norebo. If entry into the but at night some say they would hear a voice and it promised
help, and then they would leave the log place and we would
fortress area is attempted, the adults might throw
hear their screams as they were dragged off into the forest.
stones and a few of the males will attack hysterically,
but they can be made to calm down if their attacks are Now we live here in fear. We do not know if any are left in the
not reacted to with hostility. village. We will not let anyone in, because the evil may be
tricking us to open the gate, which we will not do.
Four of the villagers are tribal warriors.
We ask our ancestors for help, but we have no priests, because
Four more are commoners (though they speak only they are gone.
Islander, and not Common).
We send our curses to the stone dweller...the stone master, for
that is an unholy place.
The remaining for are noncombatant children.
If calmed, the villagers can explain what they know of If asked about the stone dweller or stone master, they
the situation. The adults know of the story of Kelanni can tell the following story:
and Hadulo, up until the point that both fled into the
jungle. However, due to the shame of the incident One hand summers ago, we saw strange lights in the sky in the
north and east of this island. And we heard sounds...strange
involving Hadulo and Kelanni, they will not offer the
sounds, which were as the sounds of the wind blowing through
exact details of the story unless pressed or probed in trees, but as if made by human tongue. And the spirit maker
some manner. cast his bones and said that the ancestors were disturbed by a
dweller within stone, and many were sundered by a great force
They do not, of course, know what is causing the in the north which was preparing a place of power.
deaths in the village, but they will say the following:
And the chief and some braves went to the place where the
We were once a prosperous people who made no war except lights and sounds had been, and there was a hut, but what a
against the evil fish folk or against the bad boat men. But hut! Larger than a mountain and made of stone...its face that
before the last day change, people began to be missing. First it of a skull. And the chief came forth and knocked upon the door,
was hunters, hunting for food in the forest. And we thought it but no one came. The door was shut, and he camped nearby
was Hadulo, an outcast of the tribe, except that one of the and presented gifts to the stone dweller, but the dweller never
hunter's bodies was found mutilated in a way Hadulo would came forth.
not…could not do.
And the chief sent for a priest, Mygloini, and he came to the
Then we were worried, but it became worse when people went stone place and made ancestors come forth to destroy the
missing from their beds at night. We became afraid and kept place and its evil, but a great winged thing came from the
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highest part of the stone hut and drove off Mygloini and the flaming effect lasts for 1 minute. The tribespeople
chief and his band. left alive can say the name of the spear is
"Chouchunto", but do not know of its powers.
So, Mygloini declared the place evil, and made the entire
northern half of the land taboo and bad juju, and we do not go
a turquoise and pearl necklace worth 50gp, and a
there. But for one hand summers the stone dweller never came
to us, and we had no evil from it, and we stayed on the south jade dagger which is as sharp and hard as a metal
side of the island. And we still prospered and traded even with dagger and is worth 150gp because of its
the evil to the north, until the takings began. beautifully carved handle which is shaped like two
leaping dolphins.
7. Bachelor’s Quarters
Outside: 9. Bridge
This is a large hut, raised off of the ground as usual for This is a small wooden bridge, wide enough for foot
islander architecture. A large space is in the thatched traffic but not enough for a cart. The bridge spans the
roof for a chimney, and within are the signs of an small river running along the southern portion of the
overturned dormitory. village. The river is about 40 feet wide here.
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The door, once a wicker screen, is ripped to shreds, but If the place is searched, another goat skin can be found
it appears that something large and wooden has been with a crude map of the Isle (see the Fermengarr Isle
dragged across the doorway. In addition, the windows Map at the end of this adventure). It lists the northern
are covered with wood. lands as taboo and specifies the location of the stone
dweller.
Around the entire hut has been sprinkled salt.
13. Wall of Ancestors
The barricade across the doorway is easily moved This is a large earthen wall, rounded on top, which, at
aside. its center, is some 20 feet high and about 100 feet
wide.
Inside:
Within the hut, a wooden altar is what barricades the Within are buried the ancestors of the tribe. Only the
door. important tribal shamans, priests, champions, and
chiefs are buried here, the common folk being sent into
The windows have been covered by wooden planks the sea. Around each grave, which is a body-sized hole
lashed to the sill with tough vines. sealed with hard clay, are drawings and paintings
showing the deeds of each ancestor.
A large store of nuts and drying fruits sits in a pile in
one corner of the hut, while a bladder filled with liquid About twelve of the graves have been torn open and
hangs from a cord from the ceiling. are empty, although in one case, a skeleton, broken
into pieces, can be found on the ground about 200 feet
The rest of the hut is a complete mess, with piles of to the northeast of the Wall.
junk and furniture covered with patches of dust.
The ancestors are buried with various trinkets and
One could take time to pry out the mother-of-pearl gewgaws, but no valuables.
inlays, in which case an hour's work with a dagger
would yield about 25gp worth of the stuff. 14. Bonfire
This is an area where a constant bonfire was kept by
The bladder contains water. the tribe, used as a signal fire and as protection. It
shows no sign of recent use.
Within dwells a single old male islander (treat as a
commoner). He is a bit off of his rocker, having gone 15. V’narto Bay
insane from seeing his tribe taken. The man has V'narto Bay is unique because it is very deep almost all
loosened the floorboards in one place and uses them to the way up to the beach and is free of reefs, rocks, and
occasionally sneak out by daylight from beneath the other dangers. This means even a cog-sized ship can
raised hut in order to forage for food and water. beach itself right onto the mud of the delta area
surrounding the racks at area 11.
The old man is not a priest, but has, in his insanity,
declared himself high priest of the V'nartans. He will While a sizable sahuagin community dwells about 10
claim to worship the Broken Lady, and will warn that miles to the south of the bay, they generally do not
she punishes the unfaithful. More than that he will not keep a vigil on the island.
say, but he will decry those holed-up in area 6 as
blasphemers and heretics. 16. Huts
These are the tribal huts. Each is raised off of the
The old man will often read from a scroll made of goat ground by about 2 feet and is about 15-20 feet a side.
skin (the head is, in fact, still attached) claiming it to be They have thatched roofs and wicker doors. Each is
the writ of the Broken Lady...but it is actually a spell one large room.
scroll of protection from evil and good.
All of these huts are deserted. Many show signs of
The old man will tend to rant and rave at the PCs, but damage and forced entry, and in those cases, often
will not attack unless an attempt is made to remove show water damage as well. Thatching is all over the
him from the hut. ground near these huts.
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It is about a seven mile journey to the place of the
A good number of the huts show bloodstains as stone dweller, which is called the Dead Tower by its
well...all dried. Occasionally, a corpse can be found, of a mistress. The going is rough and the heat, even in
tribal male, female, and occasionally, grimly, children. winter, oppressive enough to make wearing armour
very uncomfortable, especially as bugs and other
All of the huts have worthless personal effects and creepy-crawlies get inside the armour and start biting.
minor furnishings strewn about in disarray, and all Anyone wearing heavy armour will suffer a level of
sport a haze of dust over everything. exhaustion after an hour or travelling.
Because the huts have been abandoned, some of the The best route, and the one suggested by the map in
nearby wildlife has moved back in. Amongst small rats, area 12 of the village or by those in area 6 of the
spiders, and other such vermin, if the party searches village, is to follow the Helorto River north until it
the huts, allow a 1 in 6 chance for each group of 6 huts reaches Leedinark Mountain. Then the party should
searched that something has taken up residence skirt east around the mountain until the coast is
within. If such is indicated, roll a d6 and consult the reached. Then they turn north, cross the Fast One
following table: River, and eventually reach the promontory
whereupon sits the Dead Tower.
Roll Encounter
1 1d2 giant bats Such a journey will take about 12 hours of hard
marching and will pass through several regions of
2 1d3 giant centipedes
Fermengarr Isle.
3 2d4 giant rats
4 1 giant poisonous snake Refer to the Fermengarr Isle Map presented at the end
5 1 giant spider of this adventure.
6 1d6 stirges
Altar
This is a stone block carved with runes glorifying the
sea and the sky. Signs of burnt offerings (charred
pieces of wood, soot on the altar) tell of the seasonal
Having investigated the village, the party should now rituals normally performed by the V'nartan priests.
suspect that the Stone Dweller is the cause of the
V'nartan's problems. This deduction is, of course, Cudinarn Jungle
wrong, but also understandable and vital to the rest of This is a true jungle. It is choked with vegetation,
the plot. mostly palms, jacarandas, ferns, and undergrowth. As
with most jungles, there are dangerous places to be
No V'nartans will travel to accompany the party, being avoided. Travel through this jungle is very slow,
deathly afraid of the place, but they can provide involving much machete work. The place is lush with
enough direction that even without the map from area wildlife, except for the portion marked by the 'NC',
12, the party can find the stone dweller. which is where the norebo dwells. That area is devoid
of animal life.
The captain will not relish sending any of his crew
north, leaving the adventuring to the adventurers. He
Dead Tower
will want a guard for the ship and then a guard to
This tower is detailed in the next section of this
guard the guards. He will also need men to start to
adventure.
effect repairs (or to build a new boat), which, without
help from the villagers, will take a lot longer than
originally anticipated. Needless to say, the entire crew Fast One River
of Gallon's Widow will be jumpy and superstitious. This is a dangerously fast river, entirely unnavigable
and barely swimmable in some spots. To cross it
If pressed, the captain can be persuaded to send 2 requires magic or a bridge of some sort. Fortunately,
crewman and the boson along with the PCs. like all rivers on the Isle except for the Helorto, it never
is more than 20 feet wide.
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Helorto River and the igneous rock makes it look dark, almost black
This river is about 40 feet wide at its flat portions, slow and a bit foreboding. Giant eagles are known to dwell
flowing and pure. It is faster flowing when it tumbles high up on the peak of the mountain, and the V'nartans
down the Leedinark. believe the mountain is tall enough to hold up the sky,
and they worship it accordingly.
Jam-Jum Forest
This forest is a mixture of palms and other jungle trees Little One River
and flora mixed with a few subtropical varieties of This is a swiftly flowing river that tumbles from the
cypress and jacarandas. The forest is not too thick and Leedinark into an isolated cove. The river is usually
provides ample foraging and water from various around 15 feet wide.
streams and rivulets coming down from the mountain.
The forest is home to much wildlife, including large Naytom River
snakes, spiders, giant frogs, and a few dangerous This is a small, faster flowing river winding its way
plants. All in all, though, it is a wholesome wilderness. through the Cudinarn Jungle.
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The Dead Tower Sound. The place is as quiet as the grave…
The journey to the tower will proceed apace.
During the journey, encounters can take place. Refer to A. Outside
the Fermengarr Isle wandering encounter charts The Dead Tower is a large structure of imposing
detailed in Appendix A. visage. It is constructed of dark grey stone and has
three major structures that make up the tower. The
When the party finally arrives in the area, which sits first is a small gatehouse roughly in the shape of a
atop a high promontory accessible by a tiring climb up diamond. This gatehouse abuts the main keep, a larger
a spur of Leedinark Mountain, they will catch a glimpse diamond-shaped structure that eventually tapers into
of the tower. a cone-like shape before ending abruptly in sharp
battlements. The top of this "crown" sprouts a slender
Tower Wandering Encounters round tower with a roof shaped like the closed jaws of
Wandering encounters can occur throughout the some horrific creature.
tower, mostly with zombies as they go about their
business cleaning and maintaining things. Allow a 1 in Behind the main keep is a secondary smaller tower,
4 chance every 10 minutes that 1d3 zombies will square-shaped and connected to the main keep by a
appear to perform some chore. They will not hinder or ground level corridor and a second story bridge.
bother the PCs but will attack if property is taken or Windows pierce the walls at various places. These
destroyed in their sight or if they are attacked or their windows are mere slits, and only the slenderest of
tasks are hindered in any material way. unarmoured halflings could squeeze through (and
then with some difficulty).
In addition, a necrophidius (see Appendix C) wanders
the entire tower, pushing through any door that is not Leering from the front of the tower is a huge stone
locked. It will attack any strangers it encounters, skull. The stone that makes up the skull is bone white
unless they have been previously blessed by the in colour, providing a sharp contrast to the dull grey
Necromancer in front of the construct’s presence. All a stone of the rest of the tower. Below the skull, two
1 in 20 chance that any location entered that is not bone-white stone skeletal hands emerge from the main
barred by a locked door with contain the patrolling keep and rest upon the roof of the gatehouse.
necrophidius. In addition, if the PCs are stationary,
allow a 1 in 20 chance per 10 minutes that the creature Just above the skull, in a ring around the conical
will cross the PCs’ path. tapering of the main tower are poles bearing deep
black and purple pennons embroidered with skulls
Aside from the Necromancer herself and the skeletal and runes of death.
wyvern contained in the top of the tower, the
necrophidius is the most fearsome guardian of the The tower structure atop the conical portion is made
tower. of a deep jet black polished stone.
If the necrophidius immobilizes all opposition, it will Atop the rear small tower is a three-pronged spire
fetch the Necromancer, who will then parley with the made of a sickly greenish stone, almost but not quite
PCs when they regain consciousness. jade-like.
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The doors will not open. They doors have been subject Upon the gallery stand four zombie guards (see
to an arcane lock spell cast by the necromancer Appendix C) armed with heavy crossbows. These are
mistress of the place. A knock spell can bypass the lock, under orders to attack any who enter the chamber
but otherwise, a DC 30 Strength check would be without escort from the Necromancer.
needed to burst through them.
The interior double doors are locked from the inside
Although there seems to be no way into the place, this (from area K) by a thick iron bar.
is actually not so...but the PCs must be patient.
A DC 10 Intelligence (Investigation) examination of the C. Storage
area will show footprints and traffic in and around the This smallish chamber contains storage for day-to-day
area marked (T). This area is downhill from the main items of use for the tower. These include rope, chains,
doorway and hidden from sight, and the traffic leads barrels (empty), lamp oil, torches, tools, candles, etc.
north by northeast to a small terrace where an orchard The place is absolutely filled with the stuff in no
grows. There is also a freshwater well here. discernible order and movement around the room is
very cramped and difficult.
The (T) signifies the location of a secret trapdoor
leading down to area G of the Dungeon Level. A DC 20 D. Storage
Wisdom (Perception) check will find the trapdoor, but This is another storage chamber, as much a cluttered
this is a one-way trap door, in that there is no mess as the other (area C). This one contains more in
mechanism by which to open it from this side. The the way of foodstuffs and dining utensils, mugs, cups,
zombies that serve the Necromancer here use this cooking gear, etc. Foodstuffs include a rack of fine
door to travel about a quarter of a mile to the orchard wines, all stoppered with wax and lead, barrels of rum
to gather fresh food and water for their mistress. They and ale, nuts, dried fruit, etc. Nothing perishable is
emerge once per day, at about noon, and then emerge contained herein.
at sundown to take out refuse and dump it into the
nearby ocean. This refuse includes the detritus from
E. Megaron
various failed experiments.
The doors to this chamber are unlocked.
A total of ten zombies will emerge to take part in
these tasks. They will ignore anyone who does not Within is a musty room, probably little used, although
hinder them in their task, but if one of the zombies it seems to be free of dust. A fireplace is against the
attacks or is attacked, all of the zombies will seek to south wall, unused and very clean. Also in here is a
defend themselves. dais along the southeast wall, upon which rests an
elaborately carved ebony throne decorated with skull
While the zombies are out, the trap door is visible and and skeleton motifs. The back of the chair looks like a
left open. Each task takes the zombies about 2-3 hours. giant rotting hand erupting from the earth.
This is, essentially, the only way into the tower
without a knock spell. Tapestries adorn the walls...these being black velvet
and displaying scenes of vivisection, mummification,
skulls, and worms.
B. Gatehouse
This is an impressive chamber, with a domed ceiling Empty torch sconces line the walls.
ranging from 20 feet to 30 feet above the floor. The
floor is of polished grey marble shot through with
The chair is very valuable but also extremely heavy.
white and black veins. The veins often congeal on the
floor to form a wispy ghost-like or skull-like visage. A
Next to the fireplace is a secret trapdoor, which
rich red carpet leads from the outer doors to another
requires a DC 15 Wisdom (Perception) check to find.
set of double doors, these made of ivory or bone bound
The door is openable by removing a brick in the side of
in iron. The carpet is embroidered with scenes of
the hearth and pulling up a metal ring and chain
tendrils wrapped around eyeballs.
therein. A DC 15 Intelligence (Investigation) check of
Flanking the outer doors are two stairways leading 10
the hearth or the area around the trapdoor will reveal
feet up to a gallery which runs the length of the rest of
this mechanism.
the room.
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This trapdoor leads to area A of the Dungeon Level. The cabinets are unlocked and hold dishes, goblets,
and utensils, many of fine quality silver and worth a
F. Barracks total of 1,200 gp to an enterprising thief. The sum total
The room is decorated with tapestries made from of the silverware weighs over 50 pounds.
flayed human skin decorated with art.
J. Kitchen
This is a holding chamber for the skeletons that serve This kitchen is crowded with pots and pans, knives
this Necromancer. Six skeletons are here. and spits, a large clay oven, and a bin of salt.
Additionally, cabinets hold serving platters and other
These skeletons will attack any living creature who is mundane serving utensils.
not the Necromancer opening the door or entering the
room and will pursue anywhere in the tower. They will K. Hallway
only spare those escorted by the Necromancer. This impressive hallway is done in flagstone,
decorated with ornate sconces in the shape of skulls.
The art on the flayed skins is representative of each The sconces hold torches which light the hallway.
culture from which the person's skin came. A DC 20 Between the sconces are hung grey tabards each
Intelligence (History) check will reveal this fact. The showing a nude male standing with a portion of his
whole is a rather grotesque patchwork, especially skin peeled away showing the skeletal structure
when close examination reveals the nature of the underneath.
decorations.
G. Barracks The double doors in the center of the southwest wall
The room is decorated with coloured bones woven maw about to devour those who enter.
amid strands of hair of different shades.
The double doors at the southeast end of the hallway
This is a holding chamber for the skeletons that serve are valves of bronze inlaid with lapis lazuli and other
this Necromancer. Six skeletons are here. semi-precious stones set to form a mosaic of a man's
life from birth to death represented as a successive
These skeletons will attack any living creature who is string of human images. However, whereas most such
not the Necromancer opening the door or entering the murals end with death, this one continues, showing
room and will pursue anywhere in the tower. They will burial, resurrection as a ghoul, and an eternity of
only spare those escorted by the Necromancer. unlife.
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B. Hallway
This is a small hallway dimly lit by oil lamps. It is Behind one scroll rack is a loose brick in the wall. A DC
unadorned. 20 Wisdom (Perception) check will spot the brick if
the rack is moved. If the brick is pivoted in place, a
stone in the ceiling will slide open, revealing an attic of
C. Antechamber sorts in the 30 foot high ceiling. A rope ladder, coiled
This area is lit by torches in sconces. up atop the sliding stone will fall to the ground.
A zombie cleaner is here, its broom stuck in between Within this attic space, which is 10 feet by 10 feet by 4
the wall and a sconce. Since the zombie has feet tall, are the magical works of the Necromancer.
instructions not to break the cleaning tools but it also These include:
cannot damage the sconce and also must clean at the
appointed times, the undead creature is in a sort of a spell scroll of banishment
logical loop. It has been struggling with this dilemma
for several hours, and will continue to do so until a spell scroll of sleep
someone helps it extricate the broom or attacks it,
forcing it to drop the broom and attack. a spell scroll of hold person
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All contain specimens, both human and otherwise, these furnishings are finely wrought, but with ghoulish
some sapient and some animal, including babies and or macabre motifs worked into the design.
adults, including whole bodies, fetuses, and organs and
body parts. Most are stored in pungent chemicals or To the northwest and southwest are areas screened by
strange powders. None are V'nartans, as can be seen curtains.
from the eyes and, in some cases the skin colour, if
such has been retained. This is the Necromancer's bedchamber.
Each container bears black writing (in scrupulous The wardrobe contains woman's clothes, but they are
Common) detailing the origin, date of expiration, and garish, gothic, and sinister in appearance and of the
nature of the specimen. style one would expect from an ostentatious, wealthy
debutante.
G. Laboratory
This is a typical laboratory, if such a thing can be called In the northwest corner is a curtained area that
typical. Scattered around wooden tables and benches contains a toilet. Another curtained area to the
are scales, alembics, weights, beakers, clay urns, lead southwest contains a bathtub of copper, decorated
stoppers, scoops and spoons and tongs, scattered with skeletons in various sexual poses with other
papers and notes and a few open books Bits and pieces skeletons. Jars of cosmetic powders and personal care
of bone and skin and unidentifiable organs are here substances are nearby, as are several black drying
and there in various little containers. cloths.
Lamps of oil light the place, and a few oil fires burn
under vials of liquid, which are bubbling and frothing. K. Living Quarters
There are several plush divans and comfortable chairs
The jars are filled with strange multicoloured powders in this room. Also here is a common table and chairs of
of indeterminate origin and there is even a half-eaten darkened oak, a large hearth with grinning gargoyle
lunch of fruit, bread, and cheese, which the zombie figures looming above it, and an ornate chessboard
cleaners have not yet cleaned. with figures of ivory shaped like skeletons and figures
of ebony shaped like wraiths.
The books here are similar to those found in area E on
Level One. This is the Necromancer's living area, although she
spends most of her time in study in the library, in her
H. Laboratory Storage sanctum, or in her laboratory.
This room contains many shelves and racks holding a
bewildering array of experimental ingredients. L. Antechamber
This chamber is decorated with tapestries depicting a
The ingredients are organized by some system whose small manor house near a gloomy looking swamp.
basis cannot immediately be determined, and most of Within the swamp a far-off will-o’ wisp glows between
the containers have writing on them, presumably the trees.
labels, but although written in Common, they are
mostly some sort of code or scholarly notation This is the Necromancer's homeland, which she lived
indecipherable without a studious amount of research. in as a child
I. Stairway There are two skeletons here, who will attack any
This small chamber contains a spiral staircase that living creatures who are not the Necromancer or
winds up to area C of Level Two. escorted by the Necromancer.
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Light. Unless stated otherwise, areas are unlit. leather sacks and some metal bins that are filled with a
soupy greenish liquid.
Sound. There are no ambient sounds on this level.
This is where the Necromancer creates her undead
A. Stone Skull servitors. The implements and tools are used to sow
This area is accessed by several steps ascending up back limbs onto zombie bodies. The sacks contain
about 5 feet. Within is the interior of the great stone plaster to mend bones, and the bins hold, submerged
skull as seen from the outside. Hanging on a chain in in the liquid, sets of replacement body parts of various
this place is a metal gong and hammer and nearby on sizes and types.
the floor is a metal cone.
A spiral staircase ascends to area A of Level Three.
The cone can be used as a megaphone, and it, along
with the gong, are used to scare away curious Level Three
islanders who would be made to think the skull is Refer to the Dead Tower Upper Levels Map presented
speaking to them…warning them to flee or perish. at the end of this adventure.
C. Vivisection Chamber Several books and scrolls of are scattered on the floor
Several operating benches are here, each capable of or on a small table shoved against the wall. A podium
being raised or lowered and/or independently tilted holds a tome of extremely large size (at least
by a series of cranks. Currently, there are three tables, 2,000 pages) that is attached to the podium by a chain.
and one of them has a human female's corpse with its
chest cavity spread wide open. The internal organs are On a bookshelf along one of the walls are two tomes,
missing. and a cabinet stands near these.
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the glyph is the target of a phantasmal killer spell (DC Level Four
15). Refer to the Dead Tower Upper Levels Map presented
at the end of this adventure.
Within the thick front cover of the book is a hollowed
space where a tiny (6 inch long) skeletal serpent rests. Ceiling. The ceiling here is 30 feet overhead.
Its teeth are dipped in venom and it will bite any hand
but the Necromancer's that opens the book. Characters Light. Continual flame torches provide light for the
wearing heavy armour or who have magical gauntlets place. There are two of these set into sconces. These
on are immune to this attack. Otherwise, the snake can easily be removed.
attacks with surprise with a +6 attack bonus. Its attack
does no damage but injects a venom that causes 14 Sound. There are no ambient sounds on this level.
(4d6) poison damage. If a DC 14 Constitution saving
throw is successful, this damage is halved. The snake
can be automatically hit and destroyed after its first
A. Observatory
attack. The windows here are bigger, wide enough to admit
a man-sized creature, but they are also equipped with
The spells contained within are many: iron shutters that can be, and currently are, latched
shut from the inside.
Level 1: alarm, feather fall, fog cloud, protection from A ladder in the floor here leads down, and an open
evil and good, unseen servant trapdoor can be closed over the ladder, eliminating
any hazard of falling.
Level 2: arcane lock, enhance ability, knock, levitate,
elf’s acid arrow, see invisibility, web A telescope made of brass stands on a tripod here,
pointed up and out of an unshuttered window. Nearby
Level 3: animate dead, blink, dispel magic, feign death, are an unrolled astronomical chart and a scroll with
remove curse, slow scribbled notes on the movement of heavenly bodies
and various conjunctions of these same bodies.
Level 4: arcane eye, fire shield, polymorph
A large chain dangles from the center of the ceiling
Level 5: cloudkill, scrying, telekinesis here.
Level 6: circle of death, globe of invulnerability, magic This small chamber is the highest chamber in the
jar tower.
On a bookshelf along a wall are two travelling The chain can be pulled with a moderate effort, and
spellbooks. this opens the jaws of the top of the tower, releasing a
skeletal wyvern (see Appendix C) from its 30 foot tall
These each contain six spells in them, which the chamber set above this one. The skeletal wyvern will
Necromancer found useful when she used to travel: then emerge to chase away any who are within sight of
the tower. It will only attack any who do not flee.
Book One: detect magic, fly, invisibility, jump, magic
missile, shield While skeletal creatures cannot normally fly, even if
they had wings in life, this creature has been imbued
Book Two: charm person, comprehend languages, with the power of flight through its creation process; it
haste, rope trick, sleep, unseen servant was one of the triumphs of the Necromancer’s studies.
The cabinet has spell components for most of her Dungeon Level
spells in the spellbooks. Refer to the Dungeon Level Map presented at the end
of this adventure.
A spiral staircase leads down to the Creation Chamber
(area D of Level Two), while an iron ladder leads up to Ceilings. Unless otherwise stated, passages are 10 feet
the Observatory (area A of Level Four). high and chambers are 15 feet high.
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Light. The area is unlit. bringing him to a horrific undead existence. The
Necromancer used to spend much of her studies trying
Sound. There are no ambient sounds on this level. to find a way to cure him, but she then became too
absorbed and fascinated in scholarly pursuits and
A. Entry Passage began to try to help him less and less. Now she has all
This passageway ends at an iron ladder bolted to the but given up hope of restoring him, but also cannot
cave wall which ascends up to the megaron (area E of still bring herself to slay him.
Level One).
Her warped lover is a ghast.
B. Wine Cellar If the chains are broken (DC 20 Strength check, AC 19,
This cave actually holds more than just wine. Many
8 hit points, immune to psychic and poison damage
wooden racks do hold wine, as well as barrels
and piercing attacks), the ghast will emerge and attack.
containing beer, ale, rum, and many barrels of water.
The lock that holds the chains can be opened with a DC
18 Dexterity (Thieves’ Tools) check.
C. Food Storage
This large chamber holds the perishable supplies of F. Graves
the tower. Included are bushels of fruit, dried jerky,
and meat held in bins of salt, grain, hops, barley, flour, In this cavern are eight closed sarcophagi. They are of
marble and decorated with complicated patterns and
etc.
heraldic crests.
A dozen small skeletal snakes (see Appendix C)
To the east, earth has been brought in and piled into a
slither around the place, looking to keep vermin away
mound about 6 ft. high and about 10 ft. by 20ft. in area.
from the food.
Atop the mound are three headstones.
They are instructed only to attack Tiny creatures that
enter this chamber. A few rat bodies ripped to shreds Within the sarcophagi are the remains of the
by the guardians can be seen here and there where the Necromancer's parents and family members who have
cleaners have not yet tidied up. passed on. Although wrapped in death shrouds and
wearing the tattered remains of clothing, there is
These miniscule undead are relatively harmless to the nothing of value within them.
PCs, but could pose a danger to familiars.
The headstones mark the graves of the Necromancer's
siblings. The youngest was a baby.
D. Captive
Held in cold iron chains is a ghoul captive of the
There is a secret door along the eastern wall of this
Necromancer. It is chained tightly to the wall by wrists,
chamber. It can be detected with a DC 15 Wisdom
feet, and chest. Its head is covered by a black hood and
(Perception) check If the door has been found and the
a metal knob has been stuffed into its mouth. Dressed
tombstones on the mound are closely examined, a DC
in torn rags, the ghoul might appear to be a human
15 Intelligence (Investigation) check will determine
captive at first, and if released it will attack.
that if the tombstone of the youngest sibling is titled
backwards, the secret door leading to area I of the
E. Dangerous Captive Dungeon Level will open.
This passageway is blocked off by a brick wall pierced
by a closed iron door that has been barred and chained G. Zombie Cavern
from the outside. Here is where the zombies dwell when not working.
There are 15 zombies here normally. However, one is
A DC 20 Wisdom (Perception) check will catch a foul currently stuck in area C of Level One. The other 14
scent coming from within the barricade. zombies are used by the Necromancer as servants.
Some cook, others emerge to tend the orchard, take
Inside is a horrific undead monster, once the lover of out the trash, gather water, or clean the tower. Roll a
the then young Necromancer. He died tragically and 1d12 to determine how many zombies are here at any
she tried to restore him with an experimental spell far one time. Subtract from this any zombies met
beyond her powers to cast. The spell warped her lover, wandering the tower or encountered outside.
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The Necromancer
These zombies will not attack unless they are attacked The Necromancer who dwells here is named
or prevented from doing their tasks. In this case, all Thaariyshya. She is from a far off kingdom and was the
zombies within sight will attack, pursuing anywhere in daughter of a prosperous land owner who was slain by
the tower. bandits. She was the only one who escaped, and as a
result of this childhood trauma, she became fascinated
This cavern is quite large, about 20 feet high, and the by death.
ground is covered with little gibbets of flesh that have
fallen off of the zombies. While an apprentice wizard, she took a lover who
eventually died a tragic death. Wanting to save him,
An iron ladder in the west of the cavern leads up to a she stole an experimental spell from her master's
trapdoor that emerges down slope and to the spellbook and attempted to twist it to resurrect her
northwest of the Dead Tower, as described in area A of lover. The spell backfired and warped her lover into an
the Ground Level. undead monstrosity (the ghast that is still imprisoned
in area E of the Dungeon Level).
H. Tool Storage
This chamber holds many of the tools the zombies use Her master kicked her out, and she subsequently
to maintain the tower. Included are bags of seeds, delved into self-study to find a cure for her lover.
pruning shears, hatchets, hammers, saws, clasps, and a Although this quest has thus far failed, her single-
supply of weapons and armour, including 12 mindedness gained her immense necromantic lore.
battleaxes, 10 shields, 3 warhammers, 10 maces, 4 With this lore, she became very adept and grew
scimitars, 5 longswords, 6 daggers, 2 heavy crossbows powerful in her wizardry. Over time, her desire to save
and 40 crossbow bolts. her lover became overwhelmed by her love of
scholarship, and she began to devote herself less to her
In case of trouble, the Necromancer can arm her lover and more to her arts in and of themselves.
zombie servants with these weapons and shields and
order them to attack. Eventually, her experiments drew the ire of her
neighbors, and so she mustered much of her lore and,
I. Secret Passageway through arcane means, built the Dead Tower on
This passageway is accessed via a door carved to look isolated Fermengarr Isle. It was her assumption that
like the cave wall in area F of the Dungeon Level. The she could study here in peace, importing supplies and
door opens when the proper headstone is moved as cadavers from well-paid smugglers who ply these
described in area F of the Dungeon Level. waters.
From the other side, the door is obvious and merely Except for an initial brush with the V'nartans, whom
pulls open with a twist of a handle. she scared away, she has been in complete solitude,
having not left her tower for the entire time she has
Within is a long passageway about 6 feet high that been here.
winds a long ways to the north, descending all the
while down long stairs, until it arrives at an isolated Thaariyshya (see Appendix C) is a human female in
cove with a small sandy beach. Here is a twelve-man her early fifties. She has bright silver hair cut short and
row boat with a mast. Within the boat are provisions wears a black robe embroidered with necromantic
for one person for twenty days, including fresh water, runes. She is a very stoic individual, an introvert with
and a map of the surrounding seas and islands in a very little social grace and not prone to showing
sealed tube. This is where the Necromancer can escape emotions.
in an emergency and also where supplies ordered from
afar are taken into the tower. The Necromancer has little care of the outside world.
She is pure scholar, fascinated by death and all things
Just within the secret doorway, and again just within related to it, and she is content to spend the rest of her
the cave opening at the cove, is a hooded lantern filled existence delving into such lore. She has never taken
with oil and a small bit of tinder and flint. an apprentice, being relatively young and having no
desire yet to pass on her knowledge. She is not overly
aggressive or hostile, even to intruders, as she disdains
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combat and the use of force unless necessary. Her
studies and obsession have left her very stoic and
emotionless, except in extremely meaningful (to her)
circumstances, such as those outlined later in this
scenario.
Although the trappings of her tower and the area of It is to be hoped that, given the lack of evidence of
her study might lead the PCs to think she is evil and slaughter of the V’nartans within the tower (the fact
conducting vile experiments, Thaariyshya is actually that there are no islander bodies in the specimen room
neutral in alignment. She seeks to cause no harm with [area F of Level One] should be a dead
her studies, and the bodies she vivisects and the giveaway...pardon the pun), the PCs can eventually
corpses she turns into zombies are all purchased from establish peaceful contact with the Necromancer.
corpse dealers who ship their products to the secret
cove near her tower (refer to area I of the Dungeon She will be very curious as to why the party has
Level for details). intruded into her demesne, and once that is
established (assuming the PCs have told the truth), she
The fact that none of the bodies in the tower are will resign herself reluctantly to helping the PCs, for
islanders should be a clue to the PCs that the she realizes that:
Necromancer is not the cause of the deaths plaguing
the V’nartans. the PCs are likely to fight her if she cannot prove
her innocence, and although she has confidence in
Thaariyshya wears a cloak of protection and a ring of her high level spells such as circle of death,, she
protection (the effects of which are reflected in her does not know how powerful the PCs are and does
statistics). She also carries four crushed black pearls not want to risk a confrontation when one can be
worth 500 gp each (material components for her circle avoided
of death spell).
if there is some force on this island capable of
Thaariyshya has animated the undead in her tower murdering over 500 villagers, then it is likely to be
using rituals and magic that are beyond the a threat to her and her research, and it is probably
capabilities of the animate dead spell, As such, she only a matter of time before it comes after her
does not have to constantly recast the spell in order to
keep the skeletons and zombies of the tower in her Thus, healthy self-interest and her desire to eventually
service. However, this also means the undead do not be left alone necessitates her cooperation with the PCs.
benefit from her Undead Thralls trait.
First, Thaariyshya will ask the PCs to tell her
Thaariyshya will not be pleased to find intruders in her everything they know. Assuming they are forthright,
tower, but she will not overreact either. She will be she will then tell them that the first step would be to
intensely curious as to why a group of people would search the rest of the northern half of the Isle, in order
arrive at an isolated island and then make their way to try to locate the source of the evil.
into her tower. As long as she senses she is not in
danger, she will use her defensive spells in combat She will suggest that the next day the party accompany
instead of her more lethal, higher level spells, all the her in this search.
while trying to convince the PCs to parley with her.
Discovery of the Site
In her tower, the DM is going to have to place Armed with her map of this Isle, the party and the
Thaariyshya. It is suggested she be in her sanctum, Necromancer can head out into the Cudinarn Jungle
researching a spell. This will force the party to explore and the northern slopes of the Leedinark.
most of the tower before confronting her.
Wandering encounters may be rolled for during this
journey (refer to the Fermengarr Isle wandering
encounter charts in Appendix A).
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Eventually, after a search of close to 2 days, the group Some heads are sticking up out of the ground,
will stumble across the clearing of the norebo. suggesting that the rest of the body is buried into the
ground.
They will likely first notice the lack of animal sounds in
the area. As they continue, they will then hear the In one instance, a human tree has been created by
norebo, which sometimes howls with glee as it feeds. sticking wooden poles through bodies and then posing
They will also likely hear the moans of the current them into a trunk and branches with scalps serving as
feeding victim. The Necromancer will urge the PCs to leaves.
proceed stealthily. Following the sounds will lead
eventually to a horrific charnel stench, and finally to The entire spectacle is completely nauseating, and
within sight of the ghastly clearing. anyone viewing it for the first time must make a DC 12
Constitution saving throw or become frightened for 1
The Hellish Clearing minute. During this time, the frightened creature must
Refer to the Norebo Clearing and Hadulo’s Lair Map leave sight of the clearing and, once out of sight, will
presented at the end of this adventure. likely be doubled over, throwing up. The Necromancer
is immune to this effect. Once the first glance has been
This clearing, some 400 ft-500 ft. in diameter, is a made, even those affected can return to the clearing
ghastly spectacle of pain. In the center of the clearing without losing their self-control.
are 5 large wooden X's fashioned from two logs lashed
together. These are planted into the ground vertically, Thaariyshya will hold back the party, warning them
and lashed to them are tribespeople, including women that they do not yet know what they face, and that they
and children. All are extremely mutilated, showing must preserve the element of surprise in order to have
signs of hideous torture of a kind unimaginable to the any chance of prevailing. She will remind them that
party before now. A figure practicing a final bit of this thing took out over 500 beings.
excruciating torture using a bamboo shoot on an
almost dead tribesman who is moaning in utter pain. If the PCs insist on attacking the norebo, the
Necromancer will call them fools and urge them to flee
As the figure moves around, you can see that it is a back to her tower. She will immediately run for her
once attractive V’nartan young adult female with long tower. If the PCs insist upon trying to fight the norebo,
straight black hair. She is nude, and significant is the then they will likely be killed and consumed. However,
huge mass of scab and scar tissue between her legs. if they immediately realize their mistake and flee, the
Her eyes are wide and bloodshot, and her body is dirty DM can have an exciting chase, and maybe even have
and unkempt and covered with blood and grime. Her the norebo take a swipe or two at the PCs, but
nails are long and look razor sharp and her teeth seem eventually the PCs should be able to lose the creature
to have been broken in places, making for a jagged, and make their way safely back to the Necromancer,
wicked-looking mouth. Open sores on her body weep who will be none too pleased with the PCs and will
from infection. admonish them accordingly.
The rest of the clearing is just as bad. To the west is a Refer to the statistics for Kelanni’s norebo in
large log setup like a totem pole except that real bodies Appendix B.
and body parts have been nailed to it with wooden
spikes. The surrounding trees that make up the edge of Research
the clearing are literally draped in pieces of human Thaariyshya will request the party accompany her to
skin, looking kind of like a bunch of fleshy spider webs the V'narto village. She will need to ask why a V'nartan
draped gracefully amid the boughs of the trees. woman would be committing such horrible atrocities
and, if not in control of herself, who she was.
Human bodies and body parts are everywhere strewn
about. Every face has a look of utter wide-eyed horror The DM should roll for wandering encounters from
upon it, and few of the bodies are intact. Many of them Cudinarn south through the Jam-Jum and to the village
have their skulls crushed open and the brains are gone, (refer to the Fermengarr Isle wandering encounter
long since devoured by the Norebo. Bodies have huge charts in Appendix A). This journey will take about a
slivers of wood stuck in them and many show signs of day.
partial devouring.
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it not certain that those lowest in the eyes of the gods
Back at the village, the captain of the Gallon’s Widow are the highest in the need of aid? And they led me to the
can report that the crew has not been harmed, but also hag, who saw me and raved at me and came forth to
that no villagers have been sighted either. cause me bodily harm with her nails. And I noticed
something familiar about the hag...something from my
If the party questions the villagers in area 6 of the childhood…
village about the V'nartan woman (they will have to
describe her as best they can), the villagers will give a But she struck out at me, and I underestimated the
look of despair and tell the PCs the story of Kelanni strength and wiles of the creature within, for although I
and Hadulo (up until the point both fled into the saw an unarmed woman, her hands grasped my shield
jungle). Thaariyshya will become very interested at and wrenched it apart, and she warded my sword with
this and will at once want to head back to the Dead her bare arm. Her claws ripped through my enchanted
Tower. mail, and such was the ferocity of her assault that before
I could react I was prone, and she atop me. Sorely
The DM should check for encounters on the journey wounded was I, bleeding from many horrible wounds,
back to the Dead Tower. and ready to meet the gods and my death in combat
against evil, and the hag tore the helmet from my head,
Once back at the tower, Thaariyshya will cloister so as to strike a mortal blow.
herself in her library, seeking to research any
possibilities as to what has happened. She will ask any And the woman stopped in mid strike and howled at the
PCs who are spellcasters or who have an appropriate top of her lungs. Then she seemed wracked in an
background (e.g. sage, cloistered scholar, et al) to internal struggle and dropped to her knees. The gods
assist her research. took ahold of me, and gave me inspiration, for it was
recognition I saw in the eyes of the hag, and I held her
Eventually, after 1d6+1 days (less 1 day per PC and looked into her bloodshot eyes and said "mother".
spellcaster assisting her, minimum of 2 days), she will
arrive at the conclusion that a norebo is involved. She And she saw me then and screamed "my son! My
will be able to tell the party general information about beautiful son!". And the conflict within her increased,
a norebo and will proclaim that a plan needs to be and her body wracked in agony, but it was then that I
developed to banish the norebo back to its home plane, saw the shape expelled from her body. Like shadow it
since she does not think she and the party can best it was, full of menacing evil but it fled like the wind.
physically after it has consumed so many souls.
And I looked into the renewed eyes of my mother, she
She will state that she has the knowledge of a who had sold me into harsh servitude as a small child.
protective circle that can hold the Norebo. She also has And when she saw naught but forgiveness in my eyes she
a spell scroll with a banishment spell on it. smiled and thanked me for expelling the evil spirit, for
Unfortunately, she will explain, the spell will not work she said it had entered her body through the tears in her
on an embodied norebo, and as far as she knows, only soul and in her conscience and it fed off of the guilt she
a wish spell (to which she does not have access) will had harboured in giving me up as a child.
remove the spirit from the body.
And we both thanked the gods that justice had been
However, she will offer to do more research, since she served, for the guilt that had driven her insane was
now knows what it is she is looking for, and see if there assuaged by its very cause. Such is the justice of the
are any accounts of how to remove such a spirit from a gods.
body without using a wish spell..
If no PCs are assisting her, allow the Necromancer to
If one or more PCs are helping with research, allow locate the passage and read it to the PCs. The abilities
them to find this passage in an obscure scroll telling of the spirit in this passage are very similar to a
the exploits of a paladin of yore: norebo, and it shouldn't be too hard for the PCs to
figure out that severe psychic shock or trauma can
...and the wretched peasants didst implore me to rid the expel the possession.
hag of the spirit that didst overtake her. And I, knowing
nothing of fear, could not refuse even such as these, for is
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At some point during this time, the Necromancer will locate Hadulo. With it, enough detail can be seen to get
steal away to her laboratory to concoct a virulent a general fix on where his cave is. The spell will show
poison for her dagger. If confronted, she will merely the cave, the forest, and the mountain in the
state that she is brewing an alchemical liquid with background.
which to enhance her blade’s effectiveness against
spirits. If the PCs are skeptical, they can make a The Necromancer will leave capturing Hadulo to the
Wisdom (Insight) check against her Charisma (Bluff) PCs. She will agree to meet them at the norebo’s
check to determine that she is not telling the truth. clearing when they have Hadulo.
Alternatively, they could examine the laboratory after
she is finished and try to puzzle out what she has The party can arrive at the cave site within 16 hours
concocted. A DC 20 Intelligence (Alchemist’s Supplies) (probably a full day and part of another). The exact site
check will reveal that she brewed a powerful poison. has to be searched for, so this comprises a portion of
the 16 hours. Eventually, the party will site the cave.
If confronted further, the Necromancer will tell the
truth, which is that she intends to kill Hadulo with it Refer to the Norebo Clearing and Hadulo’s Lair Map
after the norebo is taken care of. presented at the end of this adventure.
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cover is stepped upon, it will give way, dropping the some lashings in the center which keep the two-part
victim into the pit. The victim may make a DC 14 latticework together as a single unit. The knot untied
Dexterity saving throw to leap aside and avoid the fall. and the lashings removed, the latticework splits in half
and pulls out.
The pit is 10 feet deep and, combined with the spikes,
will cause 3 (1d6) bludgeoning damage and 3 (1d6) Within are Hadulo's food stores. There is a goat
piercing damage to anyone who falls in. As the pit is 15 carcass hanging by its feet from a beam running across
feet by 10 feet in area, it is possible for two persons the ceiling of this chamber. There are also berries,
walking abreast to fall in at the same time. nuts, roots, and fruit here.
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If Hadulo is confronted, he will attack wildly, figuring norebo trying to dissipate the spell energies.
the PCs were sent by the villagers to get him. Hadulo Eventually, the spell will succeed, and the norebo will
knows nothing of the norebo and has not been back to be banished back to the Plane of Shadow.
the village since his terrible deed.
For purposes of this adventure, it is recommended that
Hadulo will never surrender, but it should be easy to the spell automatically succeed against the norebo. If it
subdue without killing him. fails, then the PCs and the Necromancer could be in
trouble. But if the DM wants a chance at failure, then if
Should the PCs slay Hadulo, they could certainly the spell does fail, the Necromancer will want to flee
continue their plans by simply presenting Hadulo's the island with the PCs if they will allow her to do so.
body to Kelanni and claiming that he is alive. The adventure could then involve the remaining
villagers, the ship’s crew, the PCs, and the
Hadulo Necromancer and her servants attempting to keep the
When the party first arrives at the cave, Hadulo will be norebo at bay while the ship is repaired.
sleeping in area E, having just come back from a hunt
the previous night. Hadulo is paranoid about justice Alternatively, the PC and Necromancer could team up
from the village and so only emerges from the cave at to try to destroy the creature.
night.
The statistics for Kelanni’s norebo are presented in
Hadulo is a tribal warrior. Appendix B.
As Thaariyshya’s protective circle holds the norebo If the PCs wonder why she did this, the Necromancer
fast, Hadulo can be brought before Kelanni. will explain that Hadulo deserved nothing less for his
heinous crimes. It will be clear that the normally stoic
Kelanni will scream and writhe and eventually will Thaariyshya has been affected by Kelanni's plight.
start to attempt to expel the norebo, so that she can
reach Hadulo and kill him. This internal conflict will With Hadulo now lifeless, the party will witness
proceed much as described in the paladin's passage, Kelanni starting to go completely insane as she realizes
but after about 2 rounds of this, the norebo will what she and her body did to her tribespeople. She will
suddenly be expelled and appear as a disembodied start to claw her face, pull her hair, and scream:
shadowy form.
I did this! I did this! Oh help me please! I cannot stand what I
With this, as Kelanni drops to her knees, too exhausted have done!
to even reach Hadulo, Thaariyshya will pull out her
spell scroll and intone a banishment spell. Unless the Thaariyshya will start to shed tears as she walks over
DM has something special in mind, after a round of to Kelanni, seemingly to calm her. She will raise up
reading, the Necromancer and the norebo will engage Kelanni and embrace her, cooing to her gently:
in a final contest of wills, the Necromancer trying to
direct the energies of the spell into the norebo, and the There, there…it's all better now.
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The Necromancer will stroke her hair for a moment. How long it takes to repair the ship is up to the DM.
Per the Dungeon Master’s Guide, it takes 1 day to repair
But then, Kelanni's body will go limp, and as 1 hit point of ship damage. The ship need not be
Thaariyshya pulls back from Kelanni's lifeless body, a repaired fully to be seaworthy, so the DM should feel
bloody dagger can be seen in Thaariyshya's hand. free to proclaim the ship is repaired whenever it best
Kelanni is dead from the knife and from the poison suits the situation.
thereupon.
The tireless help of the zombies should save a lot of
Although the party is likely to be shocked, through her time. They also assist in unbeaching the boat and then
tears, Thaariyshya will explain that there was no way shamble back into the forest, heading back to the
Kelanni could live with what she had done to her tower.
people. Her life would be a torment worse than any
hell. The Necromancer will go on to explain: The captain will shove off and, as the remaining
villagers wave their thanks, Fermengarr Isle will fade
While you may deem death as a painful ending, I who have over the horizon.
studied it, nay plumbed its very depths, I know that death is
merely a beginning. And that is what Kelanni needed, a new
beginning.
Award standard XP for defeated foes.
Aftermath
After killing Kelanni, Thaariyshya will depart, asking Remember to divide XP amongst all of the PCs and any
the PCs to burn the norebo clearing until nothing of its NPCs who assisted them. Most likely this will be the
unholiness remains. She will warn the PCs that their Necromancer, but it could also include some of the
welcome in her tower is now at an end, and that they ship’s crew if the PCs convinced them to accompany
should now respect her privacy, she having proved her the PCs.
innocence.
If the PCs take part in successfully banishing the
The PCs can make their way back to the village. There, norebo, they should receive 700 XP to divide amongst
they can bring the bodies of Kelanni and Hadulo. The them. They should not receive full XP for the norebo,
villagers, seeing these bodies, will believe the PCs unless they ended up fighting it.
when they say that the evil has ended. They will be
grateful, but have nothing to offer the party. Instead,
they will try to help with the repairs to the ship.
Nevertheless, the going will be slow until four days
later when a troop of 24 zombies arrives, the lead one
with a scroll nailed to its forehead. The scroll reads:
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Leedinark Mountain and Foothills
Roll Encounter
As this adventure involves a lot of travelling back and
forth across the island, wandering encounters should 1 2d8 giant fire beetles
be introduced so that these treks do not become 2 1d4 giant eagles
entirely uneventful. 3 1d2 lions
4 2d10 baboons
Allow a 1 in 12 chance of a significant encounter for 5 1 giant wasp
each fifth of a mile traversed. If the PCs encamp or
6 1d4 giant goats
remain stationary in the wilderness, then allow a 1 in
12 chance per hour of an encounter. 7 1d4 apes
8 1d6 jackals
If an encounter is indicated, roll a d12 on the 9 5d4 goats
appropriate chart. Statistics are not given for these 10 1d2 giant lizards
encounters. The DM will have to refer to the Monster 11 1 giant poisonous snake
Manual for statistics..
12 1d3 giant wolf spiders
Jam-Jum Forest
Roll Encounter
1 2d6 giant rats
2 1 giant poisonous snake
3 1 giant spider
4 1d12 stirges
5 1d6 giant bats
6 1d3 giant frogs
7 1 constrictor snake
8 1d3 boars
9 1d4 flying snakes
10 1d3 giant lizards
11 1d2 panthers
12 1 swarm of insects
Cudinarn Jungle
Roll Encounter
1 1 giant poisonous snake
2 1d4 giant wolf spiders
3 1d2 panthers
4 1 giant spider
5 1 constrictor snake
6 1d6 giant centipedes
7 1d6 giant fire beetles
8 2d6 giant rats
9 1 swarm of insects
10 1d6 boars
11 1 swarm of bats
12 1 swarm of poisonous snakes
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slain. It will then attempt to slay the remaining
villagers by stealth in order to regain its power.
The norebo that has possessed Kelanni’s body has Eventually, the norebo might seek to stow away on a
gained 700 FP (see Appendix D for details). From ship (including, potentially, a supply ship coming to
feeding off of the villagers, including 200 tribal supply her tower) and seek more populated lands to
warriors, 200 commoners, and 100 children. feed.
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The necrophidius is a stealthy construct often
mistaken for an undead creature. The creature looks
like a skeletal snake with a fanged humanoid skull. It is
created to assassinate a target or guard an object or
location.
The necrophidius appeared in the Fiend Folio for the 3rd edition of
Dungeons & Dragons.
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A giant squid is a larger and more aggressive relative
of the giant octopus. They are known to attack whales
as well as ships.
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This section introduces variations of monsters that are
described in the Monster Manual.
The skeleton of a tiny viper, animated by means of The skeleton of a wyvern, animated by means of
necromantic rituals. The main use of a skeleton of this necromantic rituals and imbued with the ability to fly
size is to hunt small vermin or to keep watch and alert using its skeletal wings.
its master to the presence of intruders.
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The Monster Manual provides statistics for the typical
zombie. However, PCs meet another kind of zombie in
the course of this adventure.
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This section presents statistics for NPCs encountered
in this adventure that are not presented in the Monster
Manual.
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Disembodied norebos dislike full daylight, and any
target of their powers and abilities have advantage
against them in full daylight.
Norebos are evil spirits from the Plane of Shadow that
sometimes make their way to the Material Plane via A disembodied norebo has a Strength of 1, Dexterity of
the spells of wizards and priests or through weak 18, a Constitution of 10, an Intelligence of 14, a
points in the barriers between the planes. Wisdom of 17, and a Charisma of 18. Disembodied
norebos have proficiency in all saving throws and a
They are hungry spirits that thrive off of pain, strong proficiency bonus of +2. Their AC is 14.
emotion, and even souls. Because their home plane is
devoid of such "food", Norebo are perpetually weak Norebos have a Deception, Intimidation, and
and in agony in the Shadow Realms and constantly Persuasion skill of +6 and an Insight skill of +5.
strive to make their way to the Material Plane. By
feeding, not only do they sate their hunger, but they Disembodied norebos communicate by telepathy (120
grow more powerful, eventually returning to lord over ft. range) to mentally communicate, seduce, and wear
their weaker, unsuccessful brethren. down the potential host. They may cast detect thoughts
at will.
In many ways, a norebo does not function as a typical
creature, but is more of a sentient template that A disembodied norebo can return to the Shadowfell as
applies itself to another creature. Furthermore, a an action. However, given that it cannot return to the
norebo in possession of a body advances in power Material Plane as easily, it is likely to do so only if it is
almost as if it had its own special norebo class. somehow threatened or if it has accumulated enough
status or power to desire to return home.
Despite its appearance, a norebo is not undead. It is a
fiend. Disembodied Norebo seek to possess the body of a
humanoid. Humanoids with an Intelligence score of 4
Norebo have two states: embodied and disembodied. or less cannot be possessed, since a norebo's
possession is spiritual and mental, not physical. In fact,
Disembodied Norebo norebos are more readily able to possess more
A disembodied norebo is almost helpless. It appears as intelligent creatures, since such minds and souls are
a shadowy column, semi-amorphous, but generally more prone to self-doubt.
man-sized, with two tiny sparks of red, like embers, for
eyes. Norebos are hard to spot when disembodied. Norebos possess a body by being invited in by the host.
They have a Stealth skill +6. In daylight or bright light, Such invitation can be conscious or sub-conscious.
they have disadvantage on this check. In shadowy Norebos cannot possess a dead body.
conditions or twilight they are extremely difficult to
spot; they have advantage on Stealth checks. A Norebo engages in sub-conscious possession by
enveloping the potential host and scanning its brain
Disembodied norebos are unable to affect the physical for sub-conscious yearnings or guilt or despair, and
world and are, conversely, immune to almost every twisting these thoughts into acceptance of the Norebo.
attack, spell, or condition. They are purely shadow and To do so, the norebo must enter the space of a creature
cannot touch or lift things. They may pass through and spend an action attempting to possess it. The
physical objects if these are not magically warded, and victim must succeed on an inverted DC 10 Intelligence
if they pass through a living being, only a momentary saving throw (see below) or be possessed. However, a
chill is felt. sleeping person is particularly vulnerable to this action
and is at disadvantage on the saving throw. If this
Disembodied norebos are subject to dispel evil and saving throw is successful, that person may never be
good, forbiddance, magic circle, and protection from evil subconsciously possessed by that norebo ever again.
and good spells, as well as spells that transfer a
creature to another plane (such as banishment, divine A Norebo can also be consciously invited into a host.
word, or plane shift). For purposes of the divine word The host must mentally invite the norebo to possess it,
spell, assume a disembodied norebo has more than 50 and in this case, chance of successful possession is
hit points.
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automatic. Norebos gain conscious invitation through Each doubling of accumulated FP allows the norebo to
bargaining, harassment, wiles, seduction, and deceit. A advance in level. In many ways, this is just like
norebo may promise anything to a potential host, but advancing a class level for a player character. Norebos
almost never keeps its word, except when sufficiently advance solely by accumulating FP. They do not gain
threatened. Norebos are adept liars and often select XP.
mentally stressed hosts, since their powers allow them
to work on insecurities and self-doubts. Refer to the chart below.
As it feeds, the norebo grows more powerful. While Refer to the chart below.
norebos feed off of pain, despair, and other strong,
hurtful emotions (by being within 5 feet of such
emotions), they actually grow by consuming souls.
Consuming a soul is a lengthy and gruesome process, Hit Points
taking 1 hour per Hit Dice of the victim and involving Hit Dice: 1d8 per level
such grisly rites as horrendous physical torture and Hit Points at 1st level: 8 + its Constitution modifier
the devouring of a live brain. Feeding generally Hit Points at Higher Levels: 1d8 (or 5) + its
requires a physically helpless victim. Constitution modifier per level after 1st.
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Saving Throws: All The norebo can rage as often as it likes, and the rage
Skills: Deception, Insight, Intimidation, Persuasion, lasts until it falls unconscious or until it ends it as a
Stealth, and any of the host creature. bonus action.
Other Features
Condition Immunities: charmed, frightened At 4th level, the norebo’s nails have become hardened
Senses: darkvision 60 ft. and razor sharp. It may now make two claw attacks as
Languages: whichever languages the host speaks, plus an action. The claw attack uses Strength and does 1d6
telepathy 120 ft. + Str modifier slashing damage. These replace its slam
Attacks: The norebo gains a slam attack that relies on attack.
Strength and does 1d6 + Str modifier bludgeoning
damage. If the host has any other natural weapon
attacks, the norebo retains those as well.
Natural Antipathy: Beasts and things of nature At 6th level, a norebo can throw aside all concerns for
become uneasy in a norebo's presence. Dogs may bark, defense to attack with fierce desperation, When it
horses shy, and crickets will become still when a makes its first attack on its turn, the norebo can decide
norebo passes by. An area inhabited by a norebo will to attack recklessly. Doing so gives it advantage on
eventually become vacant of wildlife. melee weapon attack rolls using Strength during this
Home Plane: The home plane of an embodied norebo turn, but attacks rolls against the norebo have
is the Material Plane (or whatever plane to which its advantage until its next turn.
host is native).
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At 18th level, the norebo can innately cast eyebite If the shock is severe enough and is related to the
3/day. It uses its Charisma as its spellcasting ability initial feelings of guilt, self-doubt, or despair that
and requires only verbal components. invited the Norebo into the body in the first place, then
the victim has advantage on the saving throw.
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Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds
Not for resale. Permission granted to print or photocopy this document for personal use only . A Tragedy Unfolds