For use with Dungeons and Dragons game system, published by Wizards of the Coast®.

 

The Plight of Erhir

Part 1

 

 

 

 


            This is an original quest using large scale maps for use with miniatures.  All files are intended to be available with this document.  If you are unable to print large objects or unwilling to cut and paste, I can produce hard copies.  This work is made possible by wizards of the coasts open gaming license policy.  This document was formatted for printing rather then viewing.

 

Contact me at [email protected] or [email protected].

Contact wizards of the cost at http://www.wizards.com/

                                 Jacob A. Cayford                               

 


Table of Contents

 


 

                The sole creator of this module is Jacob Cayford.  Maps, artwork, and text,  such as they are, are my intellectual property.  They shall not be reproduced in any fashion for profit.  This is a “shareware” product.  If you use and enjoy this product please send me $5 so I can afford to make another.  If you need a color hardcopy of this module, including poster size maps I will require a fee of $15 to cover printing.  For current payment instructions please send an email request to [email protected] or [email protected] any suggestions or other requests will also be accepted.

 

 

Introduction

3

            This module

3

            Plot line

3

            Background

3

Handouts

6

            Player Maps

6

            Pictures

7

It Begins

8

            On the road

10

            A hamlet in mourning

11

Ruins of Benek Fort

15

            Dungeon masters maps

15

            Getting there

17

            Level one, a simple problem

18

            Level two, waking the dead

22

The Church of Anthal

26

            Dungeon masters map

26

            Getting back

27

            Betrayed

28

Conclusion

31

Color maps

NA

            Outside

            Berek fort, first level

            Berek fort, second level

            Church

 

 

 


Introduction

 

 

This module

 

This module is designed for play with four to six 1st level characters.  Surviving characters can expect to advance at least one level.  Characters may be local to the area or travelers from distant lands.  They may begin the adventure as a group or may play out their meeting within the module. 

            The story begins in the hamlet of Anthal , located in the small kingdom of Erhír.  This kingdom can be easily incorporated into an existing campaign.  Several more modules are planed for the kingdom of Erhír.

            Underlined text should be read aloud to players.  (Text written inside brackets is contingent on the players’ previous actions.) 

            Using this module may require several 3rd edition D&D books (wizards of the coast) for reference.  Most of the necessary information is paraphrased from the 3rd ed players handbook, dungeon masters guide, and monster manual. 

 

Plot Line

 

            Players discover the hamlet of Anthal is in peril.  Many of its people have fled to surrounding towns seeking help for those left behind.  The players soon encounter an orcish cleric hunting a goblin.  The goblin, Krik, strayed from the teachings of Gruumsh, god of orcs.   Krik is now hiding from retribution in an ancient fort.  The players must learn the location of the fort from the towns’ people.  They may uncover clues of a greater threat.  After fighting goblins, skeletons, and other, more exotic, foes players will confront Krik.  Players may discover he in not acting alone.  When the players return to Anthal they discover the fight has only begun.  Can the players uncover a plot to destroy the kingdom of Erhír from within? 

 

Background

 

Erhir

 

            The population of Erhir is 60% human, 15% halfling, 10% dwarf, 10% half elf, 5% elf.  There are other races present, however they are considered animals and have little protection under the law.  Persecuted races include gnomes, half orcs, orcs, and goblins. 

            The kingdom is a monarchy; most towns are rules by lords or barons.  The smaller villages are usual lead by an elder.  The power of the king is absolute, lords and barons only answer to the king and each other.  Elders have no official power.

            Erhir is at war.  The application of the law has grown haphazard.  The law rarely applies to the army, the aristocracy, or the wealthy.  Murder, slavery, and theft are illegal as well as all forms of necromancy. 

Local Legends

 

The severed hands

It’s a traditional punishment in this area.  The locals have a legend about two gods who turned on each other.  They must have committed some minor act of treason.

 

The Gods

Long ago when the land was young, the kingdom of Alinor was watched over by two gods.  Brother and sister under sun and moon.  They took the names of Love and of War.  Together they watched over the land.  War protected the people from raiders and from the threats of evil kings.  Love brought the people together to share their wealth without jealousy or malice. 

As time passed, each found fault with the other.  War claimed the people grew weak without the rivalries she banished, and Love cursed War’s harsh treatment of the people outside the kingdoms borders.  Above the kingdom they argued, forgetting the troubles beneath them.  Without the gods protection, the kingdom was ravaged by the enemies War had long fought to subdue.  In the panic of defeat the people turned on one another.  Where foreign solders did not march the cities burned with looting. 

The fires light drew the attention of the bickering siblings.  Each blamed the other for what had happened.  In anger, War drew his sword and cleaved his sister’s hand.  Light flowed from her wounds.  Her brother was burned and blinded by the light streaming from his sisters wound.  As her dismembered hand fell to earth, each finger of her severed hand transformed into a golden ring.  Blinded and enraged, War swung again, and a silver crown fell to earth.

 

 

Alinor, short story

The kingdoms of Erhír and Diath were once part of a greater kingdom known as Alinor.  The runes of the old capitol can still be seen stretching between the capitol cities of Erhír and Diath.  We declared independence 300 years ago, when duke Collis betrayed the king over a personal dispute.

 

Alinor, long story

Duke Collis was a powerful figure in the old kingdom.  Much of the old army was loyal to him.  He was a great warrior and leader of men.  While Collis protected the kingdom, the king spent much of his time embroiled in the petty betrayals of politics.

  King Palce was known to employ devious methods to arrest or assassinate his rivals within the kingdom.  Much of the aristocracy had fled granting the king unfettered power.  When the queen objected to the king’s methods she was imprisoned in the castle tower. 

Upon hearing of the queen’s plight, the duke gathered his forces and demanded her release.  After several months of siege, just as the castle was about to fall to the Dukes army, the king appeared on top of the tallest tower.   The king declared the queens freedom and threw her from the balcony.  As the duke ran toward the falling damsel, Palce let fly a single arrow that pierced the duke’s heart.  When the dukes soldiers searched the tower, the king was found dead, poisoned goblet in hand. 

A powerful necromancer allied against the king found the kings death insufficient punishment for his crimes.  It is said the resurrected king was kept him alive for many years, to endure unspeakable torture.

 

Ol’ Barkeep

Although the law forbids all forms of necromancy, it is practiced in secret throughout the kingdom.  It’s known that they can provide the sweetest revenge against an enemy.  The Bartender once had need of one.  His wife and child were murdered while he was away fighting in the army.  When he found the man responsible Ol’ barkeep kept him screaming for three days, the necromancer really had his work cut out just keeping him alive. 

After that barkeep turned himself over to the magistrate.  The punishment for dealing with a necromancer can be high but under the circumstances he was forgiven.  The executioner took off his little finger instead of his head.  We’re not sure if that was meant to be a warning or a joke.  Ol’ barkeep don’t mind, he says it’s his lucky charm.  Keeps it round his neck.   They say the wizard wouldn’t have been spared, but they could never find him.  I think they just left him alone in case someone else needs him.

 

 


 

 

 

 

 

 

 

 


Player Maps

 

 

Pictures

 

 

 

A

 

 

There are four glyths carved into the stone object.

         

λ       Φ      Ω      α

 

 

 

 

 

B

 

It Begins

 

 

            The small kingdom of Erhir has long been a place of turmoil.  The power of the king has been worn away by years of war.  Its army has lost many of its troops, leaving the countryside poorly defended from brigands and the orc tribes of the north.  It seems like the perfect place to make a name for yourself.

            The road is largely disserted.  Peasants who travel this road are weary of strangers and will avoid all questions asked of them.  Players soon come to the town of Corinth. The townsfolk have grown weary of travelers.  Stores and bars close as the players approach.

            The town guards are weary of strangers and will watch the party carefully.  They are armed with short spears and daggers.  If the guards are provoked they will fight until they are sure they will lose, any wounded man will hide behind the others, and throw.

Guards:                                    CR 2

Move 30,   AC 14,  Att 1 +2 weapon 1d8+1 short spear 20’

Hp  9        8        8        7       6

 

 

There are several hooks to involve characters into the adventure.

 

1          While traveling players notice recruitment posters in the town.  The authorities are to busy with the war to spare any troops.  There is a significant reward for anyone who can investigate the attack on a local hamlet.  The poster advises anyone interested to speak to the town guards.

2          Players are approached by a refuge from the hamlet.  He asks for help.  He claims he was sent by the survivors of Anthal to find someone capable of rescuing those still trapped.  He is willing to guide the party to the survivors.

3          If a character is local they discover that one of there relatives has been trapped in the hamlet.



 

            If the players talk to the guards the guards will tell the players about the recent refuges coming from Anthal, a local hamlet.  Several villagers have fled the hamlet with tales of undead.  They said many have been killed, but some have refused to give up their homes.  If the party is interested in helping The guards will give directions to Anthal.  If the players ask about a reward they will be brought to the captain of the guard.  The captain has an amulet of know alignment.  He will try to get the players to do the job for free but will offer a fee for saving the town 300 gp.  If the players ask for more he may offer 700 gp diplomacy dc15.  He will offer any normal equipment needed up to 100gp worth for the party and a scroll of healing 1d8+1.


 

Local characters way know the following

           

1          Purlar has only been the priest of Anthal for a few years.

2          There are rumors of other small towns being mysteriously attacked

3          The army has drafted most of the men from the small towns that have been attacked.

4          The army plans to divert some of the troop to protect the outlying towns.


           


 



On the Road


 

 

It’s nearly a two day ride to the hamlet of Anthal.

 

A few miles from Anthal there is a gobin search party waiting in ambush, 5 goblins 1 orc.

Make a spot check dc 16 

 

Gorn 1st level orc cleric             CR 2

Move 30;     AC  15;    Att 1 short spear +1;  dam 1d8+3           ;  initiative +1

Hp   9

Goblins:                                               

Move 30;     AC  15;    Att 1 half spear/javelin;  dam 1d6-1/1d6-1 ;  initiative +1

Hp   5        5        5        5        5

The goblins will throw their javelins, 30 ft range, then close with spears.

Gorn will cast bless before combat, allies gain +1 hit. 

He will also cast Doom on the first player to attack him, -2 hit & dam, save will dc 13 negates.

He will order the goblins to fight defensively, -4 hit +2 AC, after two goblins fall or he is reduced to 3 Hp.  He will attempt to negotiate.

Gorn speaks a broken but understandable common.

You are … worthy,  I need not … destroy you.

He will explain that he only intended to take the party prisoner to interrogate them.  A traitor to the followers of Gruumsh is hiding nearby.  He has found several maps in the position of the traitor’s allies.  The maps have lead Gorn to the hamlet of Anthal.  As a show of good faith Gorn will show the players a copy of his maps.  He claims the traitor, Krik is likely hiding in the fort depicted in these maps and the local peasants are likely to know where the fort is.  Gorn will claim Krik is likely responsible for any problems in Anthal.  He will offer to give the players a copy of his maps in exchange for a truce.  Krik is a goblin cleric who has turned against the teachings of Gruumsh in favor of a darker god, Sheva.  She is the daughter of Nerull, god of death.  

            Gorn and his henchmen will track the players at a safe distance.  Gorn now plans to let the players kill Krik.  If the players take Krik prisoner Gorn will set another ambush for the players.  His only target will be Krik.  Once Krik is dead, he will flee.

 

Each goblin wears studded leather and carries a javelin and half spear.

Gorn wears scale mail and carries a short spear. 

Gorn carries a small pouch with 20gp and several maps scribed on fresh parchment.  One map is of Erhir, there is a circle on the map where Anthal would be.  The two other maps seem to be of a garrison or fort.

 


A Hamlet in Mourning


           

 

Most of the remaining villagers have taken shelter in the church.  The stables, tavern, church, and blacksmith have been barricaded against the undead and many have been organized into patrols.  Only 39 or so of the hamlets original 74 inhabitants have survived this long.  

 

Homestead   Tavern

Church of blessed hope

 

 

Barkeep

High priest

   Torran    M/H

   Purlar        M/H

Bard

Priests

   Joren      M/H

   Gorn         M/H

Villagers/Farmers

   Latra         F/H

   Duhin     M/H

Villagers/Farmers

   Corin      M/H

   Oradana    F/H

   Efanhne  F/E

   Leshan      F/H

 

Children

Patrol

   Tyndrell   F/H

 

   Alandria   F/H

Blacksmith

   Nryth        M/H

   Gunthar  M/D

 

Others

 

   Latra       F/H

 

   Dunhill   M/H

 

   Ailoth     M/H

 

   Coris       M/H

 

   Nok        M/HO

 

           


 

 

 


Torran wears an amulet of  protection +1 It is shaped like a bronze finger.

 

Joren will tell all the local legends on page 4 for a drink, 1sp.

 

Any priest will treat wounds for 1 hp. 

 

Purlar will cure light wounds anyone in the church who listens to a sermon, D8 hp.

 

Gunthar has a +1 battle axe, 20 +1 arrows, 1 masterwork longsword, and 120 gp hidden in a lockbox in his shop.  He wares the key to the lock box around his neck.  The lock box is under a trap door under his anvil. His shop has 3 maces and 2 flails and several clubs displayed. 

 

Nok is first level barbarian.  He wields a battle axe and wears no armor.  He agreed to fight for 1 gp day, and carries a written contract with him signed by Purlar.  Nok brags about the easy work. 



            As you enter the town you can see it is in ruin.  Homes have been torn apart and used to make crude barricades.  There is evidence of fighting everywhere.  Blood stains the ground and walls.  Broken weapons lie discarded in piles.  The smell of death has been thinned by the spring breeze,  a sure sign that they have buried the dead.   A voice calls out from behind one of the fortifications.  “Hold, who goes?” 

 

             There is a patrol of friendly villagers awaiting salvation.  Five in total, one wears preachers’ robes and wields a mace.  Two men have clubs a young man barely more then a child holds a sling.  The last man has no hands.  His stumps end with rigged steel caps.   Any observation reveals he is strongly disliked by the others.  None will speak of or to him.  If the point is pressed they will explain that he is a criminal and tradition forbids speaking of him until he is redeemed.  He seems unable to speak.  They are eager to take you to the church to meet Purlar, who is in charge of the hamlet.

            The church has many villagers in it, about 20, mostly children and elderly.  A young priest is giving a sermon on the worth of valor and the virtue of accepting ones death.  Players are lead through a door into a side hall.  A cloaked figure stands at the far end, half in shadow.  The villagers hurry players through an adjacent door.  In altar room, an older man kneels in prayer before a golden statue.  The statue depicts a young woman with outstretched arms.  She is Tura goddess of comfort and healing.  The man is Purlar.  If asked about the cloaked figure in the hall, he responds, “she was recruited to help guard the church.”

            “We are grateful to have the help of such heroes.  The town has been plagued by undead for nearly a month.  We have lost too many men to do anything but protect the women and children and wait for help from young warriors such as yourselves.” 

            Purlar offers healing to the wounded and lodging to the tired.  They most often attack just after dusk.  He asks if the party can join the patrols for a few hours. “You may join one of our patrols if you wish.”   They will gather by the tavern soon.  Players may go it alone.

 

The people in the church can give the following information.

They can also tell any of the stories found in the background section.

 

Purlar

Purlar has only been the priest for a few years.

Torran, the innkeeper, says he knew him years ago when he lived near the capitol.

 

The attacks

There are rumors of other small towns being mysteriously attacked

The army has drafted most of the men from the small towns that have been attacked.

It is punishment from the gods for the sins of the king.

 

The maps

I can’t tell if it’s the one you’re looking for from the map but there is an old fort around here.

I don’t know were the fort is but some of the men may know they should be getting ready to go out on patrol.

The people in the tavern can give the following information

They can also tell any of the stories found in the background section.

 

Purlar

Purlar has only been the priest for a few years.

Ol’ Barkeep, says he knew him before he came here.

 

The attacks

There are rumors of other small towns being mysteriously attacked

The army has drafted most of the men from the small towns that have been attacked.

The army plans to divert some of the troop to protect the outlying towns.

 

The maps

Yeh, that looks like that old fort in the hills.  A few years ago some bandits were hiding out there an we hade to go up an flush em out.  Its about a days travel from here.  You could probably make it in a few hours with a good horse.  I could draw a map if you really need to know.

 

No one will be willing to leave the village on the word of a stranger to lead the party to the fort.  Purlar claims that everyone is needed to protect the women and children.

 

 

            If the party goes out joined with a regular patrol they will encounter seven skeletons.  Otherwise they will only encounter five.  They will join with 1 priest, Nok the half orc barbarian, and another man with rings instead of hands.  The priest will try to turn the skeletons but will fail.  He is only good for healing 1 hp per character. 

 

Nok 

Move 30;     AC  14;    Att 1 Axe +4;  dam (1d10+6)/2 ;  initiative +3

Hp  14

Prisoner

Move 30;     AC  13;    Att 1 Stumps;  dam 1d4 ;  initiative +2

Hp  6

 

 

Skeletons.                    CR 2

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        6        6        6       6


 

 


Bereck Fort Maps

Level 1

 

 

 

 

 


Bereck Fort Maps

Level 2

 

 

 

 

 

 

 


Getting There

 

 

1          A few miles from Anthal the party will encounter a group of goblins, one ridding a pony.  They are heading in the opposite direction, toward Anthal.  Make an opposed spot check to determine if the party can attempt to ambush them.  When they spot the party or are attacked the pony and rider will run in the direction of town.  The rider is very skilled and can take advantage of cover the forest provides, +2 AC.  The four goblins will try to protect the rider.  The rider will be out of sight in a few rounds.

 

Fast pony                                 CR 1

Move 50;     AC 13      Hp 13

Goblins:                                               

Move 30;     AC  15;    Att 1 morning star +1;  dam 1d8-1 ;  initiative +1;  spot +2

Hp   4         4        4        4       

 

Unless the players are very lucky the rider should be allowed to escape.

If interrogated the following information can be gained using intimidate or bluff.

 

dc 10   The goblins are working for Krik and have orders to protect the rider. 

dc 13   Only the rider knows the destination for the shipment. 

dc 20   The ooze is to be used in a black ritual to kill and reanimate the remaining villagers.

 

            The pony is carrying a large supply of strange black ooze.  If the shipment is not destroyed Anthal is doomed.  If the party tries to track the pony, dc 14, they will find it grazing in a field just outside of Anthal.  There will be no sign of the ooze or rider.  A thorough search dc 17 will uncover the decapitated corpse of the rider under an overgrown bush.

 

 

2          As the party approaches the fort they see a camp fire.  There are 5 goblins carelessly guarding the fort, +0 on spot checks.  Once combat begins one will run for the door.  If he makes it to the door he will warn the others for the next encounter.  All are armed with short swords.  No treasure.

 

Goblins:                                                CR 1

Move 30;     AC  15;    Att 1 short sword +1;  dam 1d6-1 ;  initiative +1 

Hp   4         4        4        4        4

 

            Once the party is spotted one goblin will run for the fort door to warn the goblins inside.  No one will emerge from the fort.


 

 

           

A Simple Problem


 

 

1          There is a long dark hallway.  The windows have been bricked up, even the arrow slits have been sealed.  The tile floor is cracked and littered with bits of animal pelts.  The dank smell of stagnant air contrasts sharply with the fresh outside air. 

            (If the goblin warned the others they will wait in ambush.  Otherwise they will be surprised and confused by the light giving away their position with startled groans.  5 wait by the entrance to the side chambers with short swords, 3 throw javelins when clear and will not advance.)

Goblins:                                                CR 2

Move 30;     AC  15;    Att 1 weap +1;  dam 1d6-1 ;  initiative +1

Hp   4         4        4        4        4        4        4        4

 

2          The floor is littered with scraps of roasted meat.  Several small bedrolls are laid out by the north wall.  The bed rolls have a total of  52 sp are hidden in them.  Search dc 8

 

3          There is a large blood stain in the center of the room.   A large axe lies discarded in the corner.  The door to the east has been left ajar.  The axe is dull –1 hit dam d8-1.  The axe is in poor condition.  Its blade is chipped and dull.  The stone floor has been severely chipped and battered.  A trail of bloody footprints lead through the east door.  The blood is dry.

 

4          The south door is solid iron and locked.   Something is written on the door.  

“Fire, wind, water, stone

Used to forge immortal bone

The next two lines are smudged and completely illegible

Seeking favor.”

The door is secured with a complex lock DC 30. 

 

5          There is a human corpse on the ground.  Its limbs have been removed.  There is very little blood on the floor.  From the smell, the corps must be at least a week old.  The south door is closed but severely damaged.  There are several large cracks in the door.  If the party does not have a light source a charter with darkvision will see a goblin watching the door.  There are more bloody footprints leading through the door.

 

6          A goblin fires an arrow, then darts through the south door, room 7.  +1 hit 1d6-1 dam. The room is littered with broken furniture.  A half empty barrel of beer is in the center of the room.  Iit smells fresh.  Both the doors in this room are jammed, dc 10 open.  (If the players follow the goblin, the orcs and goblins from room 10 will move to this room, and prepare an ambush.)

           

7          You spot the goblin in the far corner, an arrow notched.  There is a pit trap just inside the door reflex dc 15 to avoid d6 dam from fall.  It takes one round to climb out of the pit, no shield or dex bonus while climbing.  Dc 15 to jump over.  The pit floor is broken and covered in refuse.  There is a simple silver ring lost in the rubble, search dc 15.  It is worth 10 gp.  The south door is unlocked.

Goblin:                                                 CR1/2

Move 30;     AC  15;    Att 1 short bow +1;  dam 1d6-1 ;  initiative +1

Hp   4     

            The archer continues to fire until engaged in melee, then surrenders. 

Will offer information, powerful magic past the iron door, orcs in the north, and spiders to the south.  He is caring 10 arrows and 5 gp.

           


8          The room is filled with spider webs.  The webs seem to have a path through them.  A shriveled human carcass hangs from the ceiling trapped in the threads, search dc 10.  The corpse wears breastplate armor and has a jeweled dagger worth 10gp. A moaning can be heard from behind the west wall, listen dc 10.  If the webs are disturbed a large spider will attack, reflex dc 14 to avoid touching the web.  If the players burn the web the spider will retreat to room 9 through a tunnel in the ceiling.  The east door is unlocked.

Giant spider:  Medium               CR 1

Move 30;     AC  14;    Att 1 bite +4;  dam 1d6 poison d4 str dc 14 ;  initiative +3

Hp   11

 

9          There is a picture carved into the stone of the south wall.  It shows the construction of a castle by the sea.  The carving consumes the entire south wall.  A castle in the center, the ocean surrounds, storm clouds above, hells fire below.  Inspection shows a loose brick, search dc 10.  Behind it is a rusted key, the key to the iron door in room 2.

 

10        (If the players ignored the goblin in room 6 &7 there are still 2 orcs and 3 goblins.)

Orcs:                                        CR 2

Move 30;     AC  15;    Att 1 weap +3;  dam 1d8+1;  initiative +0

Hp   4        4        4

Goblins:

Move 30;     AC  15;    Att 1 weap +1;  dam 1d6-1 ;  initiative +1

Hp   4         4        4   

The orcs are wielding flails and wear scale mail and shield.  The goblins wield using half spears.

Some of the bricks in the south wall has been removed to form a shelf.  This shelf contains a potion of healing 10 silver arrows, and a wooden mask (worthless).  The south door is badly damaged.  The top hinge is loose, causing the door to drag on the floor when opened.        

 

11        There are several piles of animal pelts and straw scattered about this small room.  There is a small iron box in the corner.  It is locked dc 18 to pick, dc 20 to smash.  It contains 20 gp and a jeweled ring 20 gp.

 

12        This hallway is free of the usual refuse.  There are several large faded footprints, tracked in blood, leading to the end of the hall.  The two doors at the end of the hall are locked with a crude mechanism, dc 18 pick, dc 15 smash.

 

13        (A large orc attacks as soon as the door is opened if he has been alerted by the sound of battle from room 6.  Otherwise in one round the orcs in room 6 will come out and help him.  Grusk will be pacing the room if not alerted.)

 

Grusk:                                      CR (1 or 2)

Move 30;     AC  14;    Att 1 weap +4;  dam 1d12+3 Great axe masterwork +1hit;  initiative +0

Hp   10

Orcs:

Move 30;     AC  14;    Att 1 weap +3;  dam 1d8+1;  initiative +0

Hp   4        4        4

 

            There is a large bed of straw in the corner.  The walls are covered with animal hides.   A sack with 22 sp 10 gp hangs on the wall.  There is a concealed door in the east wall.  Search dc 13.

            Behind the door is a 15 ft pit with a small well in the center.  There are 2 human women in the pit.  They appear to be unconscious.  The women, Sara and Jade, are from Anthal.  They have been captive for several months.  Neither can fight nor offer any information.  They only saw the large orc Grusk.

 

14        ( If the orcs have not already been encounterd in room 13 they will be relaxing here.)

Orcs:                                        CR1

Move 30;     AC  14;    Att 1 weap +3;  dam 1d8+1;  initiative +0

Hp   4        4        4

 

            There are four statues on the east wall each depicting an elemental humanoid.  There are several bed rolls on the floor by the east wall.

 

15        The room is empty except for a large stone box in the center of the room.  There are four buttons on the top of the box, as seen on players handout A.  .  Each button has a different symbol There is a riddle carved on the front of the box.  Decipher script dc 10.

Alive without breath

Cold as death

Never thirsty ever drinking

All in mail never clinking   (From The Hobbit)

            To open it they must first press a button.  If α is pressed the box will open containing 68 gp and 3 gems worth 10gp each.  If another button is pressed a clanking will be heard inside the box and will be empty when it opens. 

 

16        This was once a small courtyard.  The soil has turned to barren sand.  The only remnant of the garden is a tree, its branches twisted and half bare.   There is a half rotted corpse still hanging from a lower branch.

            Four skeletons rise from the dirt and attack.  Players automatically win first initiative.

Skeletons.                                CR 1

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        6  

 

            After the battle a knight in shimmering armor appears as if from nowhere.  “I must ask a favor of you.”  The figure is a ghost and wants the players take a cursed ring to the temple of light in the capitol city of Erhír.  The ring will not fit on any of the players fingers although it is large enough.   He will use Frightful moan if refused, will dc 14 negates, panicked for 2d4 rds.  He will promise a reward when the task is completed.

            The south door has been left open.

            The ring is buried just bellow the hanging corps.  The ring is one of five created when the goddess “Love” was slain.  The temple of light seeks to resurrect her.  He is tied to the ring and will use his frightful moan ability if the party is in trouble.  He will only help the players once.

 


Waking the Dead

 

 

1          There are six statues in the room.  Four older statues, depicting elemental humanoids, line the north wall.  In the south west corner is a statue of a woman with large bird wings, she is obviously pregnant, her arms are outstretched.  Any who embrace the statue will heal 1 hp.  The statue in the south east corner depicts an armored skeleton with rotted bat like wings, its arms outstretched.  There is a metal blade protruding from the statues chest.  The sound of steel scraping on stone can be heard from the south, Scratch, scratch, scratch.  The south and east doors are old and half rotted.  They have been locked from the other side, smash dc 18. 

            There are blood groves in the blade of the skeleton statue.  When blood touches the blade it will be drawn inside and a mechanical noise will be heard behind the wall, when one hp worth of blood is drained the passage to room 15 will open.  Players will notice a bloody handprint on the wall behind the statue, search dc 15

 

2          There are a number of bodies piled along the south wall.  It looks like they were trying to get through the now bricked off door.  All the doors in this room are unlooked.  If the party approaches the bodies the will discover they are still moving spot dc15.  3 zombies.  The 4 remaining bodies have been gnawed upon.

Zombies:                                  CR 2

Move 30;     AC  11;    Att 1 slam +2;  dam 1d6+1;  initiative always last

Hp   16              16             16

 

3          The room is covered in spider webs.  There is a narrow passage to the door on the west wall.  The door has been left ajar.  Three small monstrous spiders attack anyone who enters the room.

Small spiders:                           CR 1

Move 30;     AC  14;    Att 1 bite +4;  dam 1d4-2;  initiative +3 poison dc11 d3 str

Hp   4            4           4                                          web escape dc18 break dc24

 

4          There is another corpse laid on a table.  If approached it will attack.  Spot dc15

Zombie:

Move 30;     AC  11;    Att 1 slam +2;  dam 1d6+1;  initiative always last

Hp   16       

 

 

5          There is a large stone table dominating the center of the room.  There is a corpse laid on it, a number of tubes protruding from its rotten flesh.  Some black fluid is being collected in a large vial beside the table.

           

6          There is a stone table in the center of the room identical to the others.  There are a number of strange instruments scattered on the floor, tubes vials and blades.  If the ghoul has been encountered in room 13 it will attack from its hiding place in the corner of the ceiling.

Ghoul:                                      CR 1

Move 30;     AC  14;    Att 1 bite +3 2 claw;  dam d6+1/d3; 

Hp   13                         initiative +2 paralysis Dc14 d6min

 

 

7          There is a large stone table dominating the center of the room.  There is a corpse laid on it.  There is a small pool of black liquid on the floor.

 

8          The room has a simple stone table in its center.  A piece of parchment has been stuffed into a crack in the east wall, search dc 12. 

The brave dare

The grieving curse

The foolish embrace

And pass on.

 

9          Day/Moon light pours in from several small holes in the ceiling.  The west door has been forcibly removed.  Scraps of wood still swing from the ruined hinges.  The smell of spoiled wine is coming from the west.  A scratching sound can be heard coming from the other side of the south wall, listen dc 12.  It sounds like something is trying to get through.  There is a faint moaning.

 

10        The ceiling has collapsed burying the south wall.  The center of the room is dominated by a long oak table.  The air is thick with the smell of vinegar.  There are six goblins against the north wall.  They throw javelins at the first person to enter.  Reflex dc 17 to duck back in the hall. Att +1 dam d6-1.  They advance with morning stars.  Each carries a small purse with 5 gp.  The door on the south wall has been completely buried.  The other doors have been left unlocked.

Goblins:                                                CR 2

Move 30;     AC  15;    Att 1 weap +1;  dam 1d8-1 ;  initiative +1 

Hp   4         4        4        4        4        4

 

11        Half of the ceiling has collapsed.  The floor is covered with rubble.  The sky is clearly visible.  There are 5 skeletons in the room.  They attack at once.

Skeletons.                                CR 1

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        6        6   

The hole in the ceiling allows access to the roof, climb dc 14.  If the room is searched, dc 16, players will find a fine leather quiver with gold stitching, in a pile of leaves.  It can magically hold up to 100 arrows or bolts without any encumbrance or weight.

 

12        The room is filled with webs.  Shriveled humanoid carcasses litter the floor.  A voice whispers from above “welcome to my web” in goblin.  2 giant spiders ridden by goblins.  Hidden in the webs 10 ft up spot dc 15 wooden chest filled with 124 gp 230 sp 2 potions of healing, scroll of 5d6 fireball.

Spider Riders                           CR 2

Move 00;     AC  14;    Att 1 half spear +1;  dam 1d6-1 ;  initiative +1 

Hp   4         4       

Move 30;     AC  14;    Att 1 bite +4;  dam 1d6 poison d4 str dc 14 ;  initiative +3

Hp   11                 11                                          web dc 18 escape dc 24 break hp 6

Each goblin rider is skilled at ridding spiders allowing both rider and mount to attack.

The goblins will charge the first round dealing double damage with their spears.  If the spider is killed the rider will need to make a ride check dc 14 to avoid being crushed.  If the rider is killed the spider will continue its attack.

 

13        A large canopy bed is flanked by two large bed rolls.  The bodies of five humans are heaped in the corner.  If the bodies are touched several blood soaked rats will scurry away.  One of the bodies is still warm.  All of them have been stabbed through the heart.  The south door is locked, pick dc 18, smash dc 20.

            When the party returns they will find a foul, shriveled figure eating the remains.  Its eyes burning red. It will flee and take refuge in room 6. Ghoul Ac 14 hp 13. Move 30.

 

 

14        This room has been made into a library.  The walls are covered in book shelves.  There is a blue flame burning in the center of the room.  It hovers about a foot in the air and gives no heat.  The door on the south wall has been bricked up.    The books are necromantic both wizard and clerical research materials are here, worth 1000 gp.  Scroll of chill touch.  Scroll of cause light wounds, scroll of cure light wounds, scroll of cause fear spot check dc 15 for each.  It would take days to make a thorough search.

 


15        There are several weapon racks on the north wall.  On the east wall are two large sacks and a stone box.  The south door is unlocked and opens freely.  A picture of the box can be seen in players handout B.  Most of the weapons are rusted and useless.  (There is a +1 staff that acts as a +1 ring of protection.)    The lid has a metal ring imbedded in the stone.  Something is written on the lid, decipher script dc 8.

Armless, protecting travelers far

Mouthless, eating all but bone

Guiltless, murdering innocent souls

Eyeless bringing sight

If the ring is heated with a torch or other flame it will quickly melt.  A potion of healing, and a necklace 20gp are inside.  The sacks contain 500 cp.   

 

16        The floor drops down about two feet on the other side of the door. The walls are rough and irregular.  The floor is unexpectedly clean.  It looks as if it has just been scrubbed.  There is a crudely build wall about 3 ft high dividing this portion of the cave from the adjacent chambers.  Spot dc 15 gelatinous cube.

Gelatinous Cube:                                              CR 3

Move 15;  AC  3;    Att 1 slam +1;  dam 1d6+4 +d6 acid ;  initiative –5  paralysis dc16 3d6rnd

Hp   50                                                                                    engulf reflex dc13

The cube can not pass the crude wall, or move through the doorway.  It will move away and hide if the party escapes.   Its body contains 150 gp and the head of a +2 battle axe.

 

17        Two goblins stand on the far side of the room waving short swords.  They shout a random mix of goblin and common obscenities.  They will not advance.  There is a 20X20 pit trap in the center of the room.  Spot 17 evade 18 dam d6.  They will try to bull rush opponents into the pit .

Goblins:                                                            CR 1

Move 30;     AC  14;    Att 1 weap +2;  dam 1d6+2;  initiative +2, improved bull rush

Hp   8         6                                                                            each has a +1 short sword

Bullrush action players make an opposed strength check against the goblins.  Small characters get a –4 size penalty.  Due to the goblins unusual strength and skill they receive a bonus of +2 to the check.  Players who lose fall into the pit, otherwise the attack has no effect.

 

18        There are several bodies pilled in the northeast corner.  They seem to have been moved around a lot.

 

19        On the west side of the chamber, a goblin, dressed in mages robes, and two large orcs stand waiting for your charge.  The goblin will animate dead 4 skeletons, from room 18, while the orcs guard him.  He will then use magic missile 2d4+2.

Krik:                                                    CR 3

Move 30;     AC  14;    spell;  dam 2d4+2;  initiative +2 wand of magic missile 20 charges.

Hp   10

Orcs: 

Move 30;     AC  15/17;    Att 1 weap +3;  dam 1d8+2;  initiative +2 ,+1 long sword

Hp   10         10                       +1 chain shirt

Skeletons.

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        6       

The mages spell book contains Animate dead as 3rd level spell necromancer only,  Magic missile,  chill touch, mage armor, scare, darkness, Vampire touch.  The guards were gold jewelry worth 200 gp.

 


Church of Anthal Map

 

 

 


Getting Back

           

 

If the party allowed Gorn to live

            (Gorn will confront the players as they exit the fort.  If the party has taken Krik prisoner he will ambush the party in an attempt to kill Krik.  Otherwise he will ask if the party succeeded in killing him.  He will try to get information about the location of the body to recover the traitors’ head.)

 

Gorn 1st level orc cleric             CR 2

Move 30;     AC  15;    Att 1 short spear +1;  dam 1d8+3           ;  initiative +1

Hp   9

Goblins:                                               

Move 30;     AC  15;    Att 1 half spear/javelin;  dam 1d6-1/1d6-1 ;  initiative +1

Hp   5        5        5        5        5

 

 

            If the party failed to destroy the shipment from the fort, Purlar will have turned the remaining villagers into undead.

            (As the party approaches the hamlet a thick fog starts rolling in.  By the time you reach the first barricade it is impossible to see more then 20‘.  A torch light can be seen ahead.  It is one of the patrols.  Spot dc 18 they have been turned to undead.  The priest is still alive and leading them to you.  The patrol fights as skeletons.  “Embrace the divine end!”)

Converted Villagers.                             CR 1

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        6     

Priest:

Move 30;     AC  13;    Att 1 mace;  dam 1d6-1 ;  initiative +1

spell cause fear d4 rnd will save dc 11 negates

 

 


Betrayed


 

 

1          There is still light coming from the church.  As you approach, you can hear the sermon from inside.  If they listen “… embracing the darkness.  We shall live forever in a land without suffering.  Our salvation has come, and her name is Sheva.”  All the windows are barricaded.  The only way in is the front door. 

            Everything inside looks just as it was when you were here last.  There are a half dozen villagers huddled together on the benches.  Blood is coming from the mouths and eyes of the villagers.  Their stare is completely blank, and their skin has turned gray.  A young priest is standing by the pulpit.  “Greetings heroes I trust you have faired well.  You are just in time.  We are going to the land of Sheva and I insist you join us.”  The zombies attack.  The priest will rant, dance, and pray but not enter combat.  “Embrace her, she loves you. …  Do you resist the inevitable? … Your suffering is at an end.”  When captured or attacked he will be happy  “I shall meet you soon in her embrace.”  He has a vial of black liquid worn around his neck.  There is no cure.  The converts are of 3 women and 3 children.  The north door is locked, pick dc 22, smash dc 25, it has 30 hp and 8 hardness.  The south door is stuck, strength dc 10.

Women:                                               CR1

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6        

Children:

 Move 30;     AC  13;    Att 2 Claws;  dam 1d3-1 ;  initiative +5

Hp   3       3        3     

The villagers can’t be turned while the priest lives     

Move 30;     AC  13;    Hp 8

 

2          The room has been demolished there are a number of make shift beds upturned  and smashed.  Four more villagers stand ready to attack.  Bloodied bandages are unraveling from forgotten wounds.  Soft cries for help can be herd to the east.   They wear 2 gold rings and a locket 30gp total.  The doors in this room are unlocked.

Villagers:                                              CR1

Move 30;     AC  13;    Att 2 Claws;  dam 1d4 ;  initiative +5

Hp   6       6        6         6

 

3          There is a bookshelf on the east wall.  In each of the four corners, a corpse hangs from the ceiling on a hook.  The books on the shelf are children's fairytales.  One of the books has been hollowed out spot dc15.  It contains a potion of summon monster I will last 5 rounds. 

 

4          Four bodies are chained to the south wall.  There are some fresh wounds on them.  The floor is stained with blood and filth.  Three are still alive and unaffected by the curse, but badly wounded 1hp each.  The dead body is the barkeeper.  He still wears his +1 amulet of protection.  One of the survivors is the blacksmith.  He will trade magic goods if released.  The other two are Corin the farmer and Joren the bard.  The north door is stuck, strength dc 10.  There are soft moans and weeping coming from the north, listen dc 10.

 

5          Two villagers are staked to wooden planks.  They softly cry for help.  “ I am ready to embrace Sheva, please end it.”  One is disemboweled, his entrails placed on a small bed of coals.  The other is suffering from similar wounds.   “Please kill me, they won't let me die.”  The north door is open.

 

6          The walls are lined with fine furnishings.  A young priest is seated along the north wall.  Flanked by rotted bodies.  “So you have made it this far, you must be egger to bow before the true altar of this church.  The north door in this room is unlocked.  The south door is open.

Zombies:                                              CR 2

Move 30;     AC  11;    Att 1 slam +2;  dam 1d6+1;  initiative always last

Hp   16            16             16    

Priest:

Move 30;     AC  11;    Att 1 weapon +2;  dam 1d6+2;  initiative +2, +1 mace

Hp   12                                                 Zombies cant be turned while he lives     


 

7          This is the altar room you were taken to when you first arrived.  The alter is covered in blood.  Blood flows from wounds on the golden statue.  The doors are unlocked.

 

8          The shadowy figure still stands at the end of the hall.  Katra human female ranger level 2. She will try to force the party into the pit with her ring of ram.  Only the south door is locked.

Katra:                                                   CR 2

Move 30;     AC  15;    Att +3 bow;  dam 1d6+1 ;  initiative +3  20 arrows

Hp   18                                                ring of ram 10 charges, point blank shot, rapid shot                  

She will surrender in HTH

Point blank shot gives her +1 hit +1 dam at 30 ft or less.  Rapid shot allows her to make two attacks at +1 instead of one at +3.  The ring of ram inflicts d6 damage and makes a bull rush attack with a +11 bonus. Players move back 5ft plus one foot for every point they failed by.  This attack uses one charge.

Pit spot dc 15, avoid reflex dc 15 damage d6.  The pit is half filled with bodies.  Something is moving underneath the debris.  Red eyes shine in the darkness.  It speaks “I will let you live if you bring me the body of Purlar.” Its bones are clearly visible through its discolored skin.  Its stomach bloated from its continual feast.  He will also offer a treasure he found while eating one of the corpses.  Gem 250gp.  While climbing out of the pit characters do not get shield or dex bonus.

Ghoul:                                                  CR 1

Move 30;     AC  14;    Att 1 bite +3 2 claw;  dam d6+1/d3;  initiative +2

Hp   13                                                             paralysis  Dc14 d6min

 

 

9          There is a large fountain in this room.  A black liquid flows from the chest of a skeletal figure.  A cold blue flame floats on the foul pool of liquid.  The doors are unlocked.

 

10        This room is well furnished.  Silver mirrors cover the walls.  Purlar stands ready behind three large zombies.  Purlar can reanimate the zombies and will spend one round doing so as soon as two fall.  The doors are unlocked.

Zombies:

Move 30;     AC  11;    Att 1 slam +2;  dam 1d6+1;  initiative always last

Hp   16            16             16    

 

Purlar:

Move 30;     AC  16;    Att 1 weapon +3;  dam 2d4+2;  initiative +3, +1 Scythe of wounding

Hp   16                                                                         Zombies can not be turned while he lives 

He wears bracers of armor +1  The scythe does 1hp bleeding damage per round until treated.

The mirrors are worth 500gp total.  The furnishings are to heavy to carry to the next town.

In a small locked chest dc 20 pick 5 hp smash is a small box of letters.  Each letter bares a broken wax seal.  They seem to be written in code or some strange language.  Dc 22 break the code read languages.  It seems that Purlar was asked to divert attention to from something.  Break the will.  Some of the letters seem to have been exposed to harsh weather.



Conclusion

 

 

Conclusion

 

The church of eternal light is several days ride to the north.

If the party failed to stop Purlar from turning all the villagers into zombies,

The surviving villagers will gather belongings and set fire to the remains of the town.

If the party saved the villagers from becoming zombies,

The villagers begin clearing away the barricades as the party leaves.

The players are offered a gift from each of the survivors.

Gunthar will give 10 +1 arrows.

Joren will give a scroll of shield.

Corin, who was with Joren in the church, gives a ring worth 10 gp.

If the two women trapped in the well on level one of the fort were rescued, they will give 100 gp worth of gems.           

If  the shipment of black ooze was stopped the players will receive an extra 500gp in jewelry.

If the players answered the recruitment poster they will be paid when they return to the town where they were conscripted (hired).

If the players took prisoners, the villagers will cry out for they to be burned at the stake.  If the players refuse the villager will agree to let the party escort the prisoners to the nearest town for the local authorities.  There the prisoners will be interrogated in private and hung in public. 

 

            The ring

 

The following can be discovered from the towns people.  Gather information

DC 8    Looks like a wedding band

DC 10  The church of light is looking for magic rings

DC 15  The church of light is looking for such rings and has several in its position already.

DC 16  It is said a baron of Erhir once came into position of a ring such as this.  Soon after he lost his mind and ran off with some peasant girl.        

 



           


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