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 
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.
|
3 |
|
|
3 |
|
|
3 |
|
|
3 |
|
|
6 |
|
|
6 |
|
|
7 |
|
|
8 |
|
|
10 |
|
|
11 |
|
|
15 |
|
|
15 |
|
|
17 |
|
|
18 |
|
|
22 |
|
|
26 |
|
|
26 |
|
|
27 |
|
|
28 |
|
|
31 |
|
|
Color
maps |
NA
|
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.
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?
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.
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.
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.
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.
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.
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.

A

There are four glyths carved into the stone object.
λ Φ Ω α
|

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.
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.
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
Level
1

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.
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.
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
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.
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.
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
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
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
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.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards
of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors"
means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) "Distribute" means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the game mechanic
and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to
use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content distributed
using this License.
3.Offer and Acceptance: By Using the Open
Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration
for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
5.Representation of Authority to Contribute:
If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must
update the COPYRIGHT NOTICE portion of this License to include the exact text
of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to
Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner
of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open
Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its
designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a
copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not
market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible
for You to comply with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate
automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14 Reformation: If any provision of this
License is held to be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.