A Darkness over Adlersgrym - The Mayo Family Home Page

Transcription

A Darkness over Adlersgrym - The Mayo Family Home Page
A Darkness over Adlersgrym
version 2.1 (22 Dec 10)
an
Advanced Dungeons & Dragons
2nd Edition Adventure
by WarBride
edited/playtested by Lorealarys, PenDragon, & Warlock
This adventure was originally written for a party of 3-4 players, levels 4-6. But I imagine it can
be scaled to just about any level with a little work. A good diversity of classes is highly suggested –
there are good slug-it-out battles, situations where a wizard would be very useful, places to sneak
around, locks to pick, etc.
[2]
Table of Contents
Table of Contents
i
Legalese
ii
Introduction / Overview
iii
Setting Background
iv
The Adventure
1
Part I: The Setup
1
Part II: Adlersgrym
3
Part III: Steelfarmer Foundries
7
Part IV: Sherlock Holmes?
9
Sideplot 1: The Temple
10
Part V: When Mama Ain't Happy
11
Part VI: Elementary, My Dear Watson
12
Sideplot 2: The Assassination
14
Sideplot 3: The Fencing Ring
15
Part VII: Descent into Darkness
16
Part VIII: A Sylvan Hike
17
Part IX: A Cozy Cottage
19
Part X: Endgame?
21
Sideplot 4: The Temple – Revisited
25
Part XI: Dungeons Eleven
26
Part XII: The Anti-Climax
30
Notes & References
A Darkness over Adlersgrym
32
- by WarBride
i
Legalese
This work is a conglomeration of several stories and other adventures I have collected from
across the net. Source and/or credit have been given where possible. If you know where something
came from and I did not correctly reference it, please contact me and I will source the work. My
original material is copylefted[3]. Feel free to reproduce, adapt, modify and generally do what you like
with it. Please contact me with any feedback, questions, or comments. If you use this adventure, I
would love to hear how it turned out.
The main story plot inspiration is from one of my favorite Star Trek books:
➢ Dreadnought! by Diane Carey. [4]
Other sources I used: (mostly gleaned from the net)
➢ The Aundairian Job by Craig Shackleton [20]
➢ Banco Cartella de Colombie Internationale by Wellard A. Obbit [5]
➢ Thieves Guild by Marko Picek [6]
➢ The Infamous Net.Book.Riddles [7]
➢ Several other minor plot lines, hooks and twists, riddles and traps.
Legend
To help find in this document quickly, there are symbols in the text and separate textboxes that
will alert you to certain actions either the DM should enact or that the PCs should take notice of:
&
The DM should read this narrative to the PCs
3
An Ability check or random encounter
D
Monster/Adversary and/or NPC Statistics
Y
'
Something the PCs could learn or uncover that would help later
An important point the DM should not overlook
M
// not used //
m
// not used //
R
// not used //
r
// not used //
d
// not used //
A Darkness over Adlersgrym
- by WarBride
ii
Introduction / Overview
The player character party is on their way to Adlersgrym to restock their supplies, sleep in a
nice warm bed, take a hot bath, and look for more trouble.
Along the way, they will be robbed by a tribe of vampiric highwaymen where the party will lose
all equipment, supplies, weapons, and armor.
Once they travel, now destitute, to the gates of Adlersgrym, they are reluctantly allowed entry to
the city. The city is rife with rumors and they will have the opportunity to join deputized bands of
searchers and bounty-hunters who are being hired by the City Guard to find an incomplete magical suit
of armor that was stolen from the workshop of Lord Steelfarmer, a prominent merchant and politician
in Adlersgrym.
Lord Steelfarmer is desperate to regain the suit of armor and is willing to outfit the party for a
price (to be collected on completion of quest). The party is now on a classic crime whodunit and must
determine who, what, where, when, and why.
In the course of investigation, they uncover several subplots:
➢ An assassination of a city government official is planned
➢ A fencing ring where they might get their original arms and equipment back
➢ A strange evil is interfering with city temple rites
➢ A soulless local bank that bleeds their loan-holders dry
While all of the subplots are worthy, some of the subplots help the party complete the main task
and can be completed along the way. Others can’t and if the party decides to get distracted by side
information, the magic
armor suit will slip
through their fingers.
If the armor suit is
located, the characters
find that not all is as
expected and hard
decisions with even
harder consequences will
need to be made. Will
they abandon the city or
will they attempt to
expose the dastardly plot?
Plans never
survive an encounter with
the enemy – especially
when the adversary is
already orchestrating the
parties doom.
A Darkness over Adlersgrym
- by WarBride
iii
Setting Background
The city-state of Adlersgrym sits on the coast of the
Ellingson sea and is relatively close to the Dragon Spire
Mountains. It is a relatively rich city due to its importance as a
central seaport and launch point for expeditions into the
mineral-rich Dragon Spires. Adlersgrym started as a border
fortification and supply point for the forward Alliance posts in
the mountains and thus has strong defenses and a strong
military tradition. The City Guard is all that are left of the
Alliance forces; however, they are still a strong force due to
the frequent raids from bands of goblins and orcs from the
mountains.
The city is ruled by Lady Loracaryn Kellantara, who
directly controls the City Guard. She allows an assembly of
powerful merchants and nobility to advise her in matters of
state, legislation, and commerce. It maintains one of the only
public library and repository in the known realm and is one of
the few civilized places in the middle of the rough and
untamed wilderness that lies surrounding the Dragon Spires.
The city is known to be harsh on criminals and lawbreakers.
Besides the general commerce of a fully city, some of
the more important trades are the city’s thriving shipbuilding
industry, a full Wizard’s Enclave Tower and School, dwarven
and human forges, and a powerful merchant association. The
population of about 12,000 citizens is comprised primarily of
humans, however there are strong populations of Dwarves,
Elves, and Gnomes. While not as prevalent, persons from just
about every other race is represented in the citizens of
Adlersgrym. It has a rich cultural life and is renowned as a
meeting place for all races.
The City Guard is the primary force that protects
Adlersgrym from external enemies and maintains the peace
within the city. The Guards ranks hold many commoners,
nobles and paladins from several different factions. The force
is supplemented by acolytes of the Wizard’s Enclave as well as
full society members in time of demonstrated need. [9][10][11]
[8]
Lord Steelfarmer is a rich, prominent, and well liked statesman and merchant of the city. While
not true nobility, the Nobles of the city have reluctantly accepted him as a peer due to his riches and the
fact the title ‘Lord’ was granted to him by Lady Loracaryn a few seasons ago. He arrived in
Adlersgrym about ten cycles ago and has proved himself to be a shrewd businessman. He established
Steelfarmer Foundries and rapidly became the source of excellent quality, mass-produced weaponry for
private citizens, militia, and organized armies.
A Darkness over Adlersgrym
- by WarBride
iv
The Adventure
Part I: The Setup
The beginning of the adventure starts inauspiciously. The player character party (PCs) are on a
road traveling westward
toward the city of
& It was a dark and stormy night; the rain fell in torrents —
Adlersgrym. They are about
except at occasional intervals, when it was checked by a violent gust
two days from the city gates. of wind which swept up the road to Adlersgrym (for it is in that land
A roadside post a few
that our story lies), rattling along the treetops, and fiercely agitating
minutes back declared the
the scanty flames of the lamps of the caravan that struggled against
distance to the city to be
the darkness.[12]
three leagues.
You are on your way to Adlersgrym to restock your supplies,
As they are traveling,
the day is getting late and
they need to start discussing
when and where to stop for
the night or press on to the
city.
sleep in a nice warm bed, take a hot bath, and look for more trouble.
The past three days, you have been following a caravan. The Wagon
Master, a short, suspicious merchant, was happy to have you close
enough to help against the standard troubles of the trail, but far
enough away that if you prove to be brigands, the caravan’s three
guards would be able to react.
&
As twilight starts to fall, the caravan ahead of you disappears behind a thicket of trees as the
road bends to follow the curve of the land.
As soon as the PCs are out of visual range of
anyone else on the road, all PCs roll a wisdom-6
(WIS-6) check. If they succeed, they feel a strong
aura of evil.
3 [WIS-6] Success: PC feels a strong aura
of evil. +1 to later Save vs. Spell
&
Suddenly, you hear a yell and four pale white, shadowy forms materialize out of the dark.
The central figure displays two long, bone-white fangs as he yells, "Halt! Halt or die! It matters not
to me!" Three more vampires emerge from the shadows behind the party. The leader again speaks,
“Give us your blood or give us your money!” All are grinning toothily and are eagerly flexing their
strange, wickedly shaped, bone-like talons.
The brigands are what appear to be a tribe of vampires. All PCs roll against the effect of a
‘Scare’ spell (effects of spell are listed in the PHB.187). If any of the PCs successfully noticed the aura
of evil, then those PCs gain a +1 to their
3 [Save vs. Spell] Failure: experience trembling
Save vs. Spell roll. If they failed the aura
check, they do not get the bonus. Note: per and shaking. -2 reaction adj., -1 to attack roles, dmg
the spell description: only elves, half-elves
rolls, and saving throws. Lasts 1d4+4 rnds
and priests get to attempt the save.
There are three more robbers in the woods with heavy crossbows ready (1d8 dmg). The (fake)
vampires are basic organized crime robbers with a few special items they have received from their
A Darkness over Adlersgrym
- by WarBride
1
patron in the city, whom they give a monthly percentage of their take. If the PCs are clerics and try to
turn the vampires, there can be no effect as they are not true vampires. Allow then to still attempt the
turn undead roll in order to maintain the façade.
D “Vampire” Highwaymen (10)
Intel: Ave; Align: Neutral Evil; Move: 12; AC 7; THAC0: 14; # Attack: 2; Dmg by weapon: 1d6;
Size: 6 ft; XP: 120 (each); Note: each successful attack, target must roll against Sleep potion from
the poisoned claw tips.
HP: (1) 48 (2) 42 (3) 39 (4) 36 (5) 35 (6) 32 (7) 32 (8) 30 (9) 30 (0) 28
The brigand leader holds an "Amulet
of Dread" that, when unshielded, transmits
an aura of evil for a 10 yrd radius from the
amulet. Once a day, it can cast a level 4
‘Scare’ spell. All are wearing strange,
taloned gauntlets of a curious design.
Y
If any of the PCs ask about the ‘strange,
wickedly shaped, bone-like talons’, show them the
picture in Appendix B. They will see these and
similar things later. If they aren’t observant on their
own, a WIS or INT ability check may be in order.
The idea behind the vampire makeup and Amulet of Dread is simply that the brigands have
found that it is far safer and more lucrative if their prey is intimidated and gives up without a fight.
They don't want to fight, they just want to rob the party of any valuables. Try to guide the party to the
decision that the better part of valor at this point is to live and fight another day. Point out that any
vampire that is so evil that an ‘aura of evil’ surrounds him is probably powerful enough to make this
fight less than wise.
The brigands state they are a tribe of vampires and that the travelers are lucky, they have already
sated their bloodlust that night – but are now looking to build up their lair. They then demand that all
of the travelers give up all of their supplies, armor, and weapons. The leader laughs evilly and swears
by Vlad Tolenkov, Lloth’s consort, that they will be allowed to live another day.
If the PCs fight, then so be it. The
whole point to the robbery (from the adventure & As the vampire’s ice-cold hands strip off
your equipment and collect all of your belongings,
point of view) is to create an environment
suddenly __PC Char__ sees a small sack fall
where they PCs will want to acquire a new set
of weapons and armor. Such a situation will be unnoticed from a vampire’s belt.
presented to them later in the adventure. If this
can be achieved without 'railroading' the PCs, then good. If the PCs do not lose their original weapons
and equipment, then a later part of the adventure plot will not function. And it serves nicely to remove
any special equipment that über-characters may have. For another idea, see Note ‡2.
Hopefully, the PCs play nice and decide not to fight, they lose all equipment, arms, and armor
except for basic clothes on their back. Any special clothes are taken by the brigands.
Don't give it away to the PCs, however they shouldn't
worry too much. This adventure will allow them to try and
get their weapons and equipment back at a later time. It will
mostly depend on how they decide to use their time and what
decisions they make in regards to a few of the side-plots.
A Darkness over Adlersgrym
- by WarBride
'
Take careful record of what the
PCs owned. They may get the
chance to get it back depending on
what storylines they decide to follow.
2
As the gray reading box above shows,
' Ensure that all Attributes, Attack/Defend,
the PCs are going to need some money to use.
Feel free to change how they get that money
armor class (AC), bonuses, and all other PC stats
however. My party doesn't really have
are appropriately recalculated due to the loss of
anybody who is willing to just rob some
any special/magical items/equipment.
unlucky NPC or pick some pockets in a tavern.
So I created a story point that allowed them to obtain some cash...
Part II: Adlersgrym
When the PCs gain
entry to the city, a PC in
my group, a elven cleric
aliased Elora, is on the run
from her family and word
of her escape has reached
the city ahead of her.
You can easily
adapt this to your PC party
– just pick one out and
either falsely accuse him
of something or pick
something out that he did
in the past, and thought he
had escaped all
consequences of.
&
You enter the city through the small postern gate to the east of
the main entrance. It is defended by three watchmen, one of which
stares at Elora thoughtfully as if trying to remember where he had seen
you before.
As you pass through the gate, the sounds and smells of a busy
town assault you. The smells of bread baking and of incense from the
temples mingle with the smoke of meat curing fires and the smell of
hundreds of people all living close together. (Appendix A.2)
A town crier is posting something at the center of one of the
many small markets that dot the city and the populace is busy going
about the daily routine of a city, buying food, haggling with
shopkeepers, clots of young men arguing amongst themselves… And
throughout the throng, uniformed city guardsmen wandered with
darting eyes and hands that nervously toyed with sword hilts and spear
shafts.
&
A Guardsman approaches you from the gate house, staring curiously at Elora. He asks (in no
particular order, throughout the conversation):
➢ “What is your business here in my city?”
➢ “Adventurers with no weapons? I don’t think so, why are you really here.”
➢ “Vampires settling in our territory is a serious matter, I will forward the information! But if
you are taking advantage of all the rumors, know that I will follow up!”
➢ “I’d stay at the Red Dragon Inn; it is one of the better ones – for sleeping, eating, or
gossiping. And I will know where to find you if I need you!”
If the PCs wish to learn what the town crier
' All postings are contained in Appendix
posted, the crowd of people is dispersing; a few
people are reading the postings and are talking
D.1 & D.2, to be printed and handed to the
amongst themselves. (Appendix D.1 & D.2) Below
PCs. Do not give them the Appendix D.3 –
are several pieces of information that will be useful.
it will be posted later.
Interspace the useful information with random,
unimportant rumors that can be found in Appendix C.2 (useful information is in Appendix C.1).
A Darkness over Adlersgrym
- by WarBride
3
If PCs want to wander the crowd looking for any information, rumors, etc – again, use the
bullets below. Just interspace the valuable various pieces of information with the worthless ones that
are in Appendix C.2.
Y
Useful rumors and tidbits of information found on the street (complete list in Appendix C.1)
1. Longat Quickner, the Weapons Master of the Quickner Fighter’s School hasn’t shown up to
teach class in over a week.
2. Did you hear? The City Menagerie was broken into four nights ago! Those idiots damaged
several of the barriers and the displacer beast, a cavebear, and the dire sloth all broke out.
Those are dangerous beasts! Running around loose!
3. The prisoner exchange with Cerulian Confederation fell through, those degenerates!
Nobody has seen or heard from our envoy, the prisoners, or the guard. Something has to be
done about those savages and their border raids! We haven’t had an open war in decades,
but they can’t have forgotten what happened last time we took to the field!
4. The city temple clerics keep meeting in secret – then they run around the city casting spells
that do nothing. They are all loony. It is weird though, they rarely see eye-to-eye on
anything, much less work together.”
5. Lahraro, the city Major Dominus, just announced a major military contract for new
weapons for the Adlersgrym Armory. Several weapon manufacturers and foundries are
very excited. Especially Steelfarmer Foundries and the Smithies Guild. Steelfarmer
weapons are very popular, although it will be a tough contract to fill and Major Domo
Lahraro is said to favor the dwarven smithies.
6. Goblins and Orcs riding Wargs have been attacking the outskirts of the settlements outside
the city. The Guard needs to do something about it – but they are all cowering here in the
city looking for the homeless. They probably just went and found a home!
7. An evil noble has put a price on a good Noble's head. I don’t know who it is, but I heard it
from a very reputable source. My source has never been wrong before!
8. People are missing, don't go out at night – those that do, go missing!
Some background on the rumors: People all over the city have been disappearing. Initially it
was all of the homeless and beggars. Nobody knows how long it has been going on, as nobody really
missed them. Regardless, people are noticing now. Especially since other people have begun
disappearing as well.
Prisoners have escaped from the citadel – but never return to their life of crime or contact
anyone in the city; normal citizens, the captain of the guard, the winner of 13th annual tournament, and
a sword master of local fighter's school have all disappeared recently. Additionally, the royal
menagerie was broken into and many animals were either taken or escaped. Regardless, nobody is
buying any special food for caged exotic animals, nor have they been spotted living in or leaving the
city. Everyone in the city is getting edgy. City Guard patrols are increasing, but so far, they haven't
found anything.
The Cerulian Confederation is a group of cities and towns to the south of Adlersgrym. There
have been numerous border skirmishes and livestock theft. Recently, a prisoner exchange was agreed
on by delegates – over 300 men-at-arms would be exchanged. Nobody has heard from them – they
A Darkness over Adlersgrym
- by WarBride
4
simply disappeared. Consequently, Adlersgrym is ramping up weapons orders and recruitment, it looks
as if a war is imminent.
If at any point, the PCs decide to check out
a tavern for a meal, bed, bath, information, etc –
use the bullets below. Remember, there are
worthless rumors you can throw at them in
Appendix C.2.
Y
3 [Random Encounter – City] 1 on a d12
Success = Refer to Appendix E.1
Useful rumors and tidbits of information found in a tavern (complete list in Appendix C.1)
1. Penny the serving wench has set her heart on Ralph the Bootmaker. She has been making
eyes at him for weeks! Can’t she see I am a better man than him? First it was Nathan the
Accountant, now it’s Ralph! It’s enough to drive a man senseless!
2. Ragmo, you know the spice merchant was arrested for slave trafficking, was found dead in
his cell last night! The Justiciary was even going to let him off with a plea of insanity. My
friend is one of the guards who was interrogating him and he said that he claimed to have
brought in seven caravels in the last three months – each one’s hold full of slaves. Each
time it was the same buyer – but he couldn’t name the buyer. Anyway, the Judicars can’t
find out where they went. You can’t hide over a thousand slaves in this city – and they
definitely didn’t go out through the gates. That poor, crazy merchant. Eating lunch here
every day is probably what drove him insane!
3. The City Guard has been increasing the number of patrols at night. My brother is on the
nightshift and he looks worried every time they go out, which is more and more often and
in bigger and bigger patrols. But they never find anything.
4. Ongaptt Hillman, the sword champion from the winter games disappeared two nights ago.
He was a master swordsman! Who could have overcome him?
➢ (Innkeeper interjects loudly!) He is probably just taking advantage of all these
disappearances and hiding out from me! He owes me money the lazy scoundrel!
5. Beggars are disappearing off the streets. At first we thought they had just moved on, but
where did they go? Don’t get me wrong, I am glad they aren’t hanging around here,
scaring the paying customers, day-in-day-out begging me for food. But it is creepy, just
disappearing like that. Enough to give an honest man the shivers.
Sometime during the day, a City
Guard patrol comes by to apprehend the
PCs. Due to the unease in the city, the
guardsmen run around in large groups, (feel
free to alter the number of guards due to the
temperance of your PCs. If they fight, sock
it to them good – and remember that any
fight, unless it is over very quickly, make
considerable noise and attract other guards.
&
Suddenly, there is a commotion outside the
tavern. Four city guardsmen enter through the door,
look around and rapidly approaches. As the door
closes behind them, you can see several more
uniformed men waiting outside.
“You are __PC Char__, __PC Char__, and
__PC Char__ that entered the city this morn? Come
with us.”
Otherwise the guards simple escort the PCs to citadel where they are ushered into a small room
and meet with a generic Guardsman official.
A Darkness over Adlersgrym
- by WarBride
5
&
On your word, we dispatched three separate patrols into the woods and mountains. All of
them have returned – they can find no evidence of vampires in the woods surrounding the city.
Military clerics were members of each patrol and they could detect none of this overwhelming evil
you spoke of. You have one day to either be a productive member of the city or you will be evicted.
Adlersgrym does not look kindly upon lairs and swindlers. You are dismissed.
&
As you are retracing your steps out of the castle, again being escorted by a group of
guardsmen, a long hallway branches off to the right. You notice a group of elves dressed in fine
palace garb talking with another palace official. You faintly hear, “So far, there have been no reports
of a Lady Lorealarys Vaalorím or any young, lone elven maids in the city. The broadsheets were
only printed and posted yesterday – we need only wait patiently now.”
The guardsmen leave the PCs at the
gate and as the PCs reenter the city main,
they notice another town crier is announcing
news. If the PCs listen to the town crier, the
missive is printed to the right. Regardless,
what he announced is posted on the message
post. This is the posting in Appendix D.3, to
be printed and given to the PCs.
&
“Hear Ye, Hear Ye! To all persons and being
existing in and around the Great City of Adlersgrym:
The Lord Steelfarmer is offering a substantial bounty
to anyone who can retrieve his personal belongs that
were stolen from him last night! All who wish to
take part of the manhunt may apply – regardless of
status, training, wealth or state. If you are interested,
report to the Obsidian Gate City Guard Tower.”
Lord Vechnor Steelfarmer is a rich,
prominent, and well liked statesman and merchant of the city. While not true nobility, the Nobles of the
city have reluctantly accepted him as a peer due to his riches and the fact the title ‘Lord’ was granted to
him by Lady Loracaryn a few seasons ago. He arrived in Adlersgrym seven cycles ago and has proved
himself to be a shrewd businessman. He established Steelfarmer Foundries and rapidly became the
source of excellent quality, mass-produced weaponry for private citizens, militia, and organized armies.
If the PCs don’t want any part of the quest
to help Lord Steelfarmer, they are free to wander
the city penniless and destitute till they realize that
nothing is going to happen and/or are evicted from
the city.
3 [Random Encounter – City] 1-2 on a d12
Success = Refer to Appendix E.1
If they want to investigate the false
3 [Tracking Skill]
vampires for themselves, an easy skill
check against tracking will show that the
'vampires' had a small camp not far from
3 [WIS/INT+2]
the road they were waylaid. Further
tracking leads directly to the main city
gates. The brigands were not hiding their tracks at all.
'
If the party never tries to track the vampires down
themselves, and they have a magic user in the group, they can
regain their spellbook with the rest of the equipment in a sideplot. In the meantime, perhaps they could ask the local Wizards
Enclave for a loaner spellbook?
A Darkness over Adlersgrym
- by WarBride
'
If you have a magic user
in the party, then they can
find their spellbook at the
camp with a WIS or INT
check (+2). The vampires
didn't want to mess with any
curses and/or traps that
wizards tend to place on
their spellbooks. So they
dumped it in the woods
before heading back to the
city.
6
Part III: Steelfarmer Foundries
At the Obsidian Gate Guard Tower, the PCs find themselves in a large crowd of people, all
looking to take part in the manhunt. A guard official addresses everyone to take the mass of people to
Lord Steelfarmer's factory. At the entrance the PCs are met by a generic factory official.
&
“At first bell this morning, one of the holding vaults here at Steelfarmer Foundries was
broken into and an uncompleted project was stolen. It is a suit of armor. A suit of armor of the
likes the world has never seen before! You are all here to track down and reclaim the armor. You
will be handsomely rewarded. In fact, Lord Steelfarmer would like to address you now.”
A middle-height, slightly portly, well dressed man in a cape and wearing a short beard steps
to the platform.
“Handsomely rewarded is an understatement. As you all know, I have plenty of funds and I
am desperate to regain the suit of armor. The City Guard tells me that they don't have enough
people to mount as massive of a hunt that I need, so I have convinced them to allow me to hire all
of you to become deputies of the Guard. All of you will split into teams and each team will be led
by a full Guardsman, most of them paladins or experienced leader. You will be deputized for the
duration of the search, able to act with the full authority of the law!”
“While technically, you will be employees of Adlersgrym, you will be paid by me. Each of
you will be paid 5 gold pieces a day and the team to reclaim the armor will get a bounty of 2,000
gp. Additionally, each of you are to be allowed the use of my armory. For a nominal fee of course.
As each of you know, my primary source of income are armies and our company goal is to mass
produce exceptionally fine, enchanted, and/or magical weapons cheap enough for normal militia
and guardsmen to use. My officials will take care of the particulars – good luck and bring me back
that armor!”
The original official steps back up to the platform and begins to sort the mass of people into
teams.
When your PCs get to the front of the line, they are greeted by the harried official.
&
“How many people are on your team?” “Do you require any more personnel?” “You have
the choice of guardsmen to lead you: Knight Marshall Derrick Rayburn, a paladin, or Leroy
Jenkins, a fighter.” “He will now deputize you and then familiarize you with the particulars of the
crime and the investigation.” “Here is your pay advance for the day and signing bonus, 15 gold
pieces each. Good Luck. Good Day. Next!”
Knight Marshall Derrick Rayburn is a tall, powerfully built paladin in full plate armor, wearing
a broadsword, several daggers and a powerful crossbow across his back. Refer to Appendix F for NPC
stats. Marshall Rayburn immediately takes the PCs into the factory to show them the scene of the
crime. In general, he will not really help the PCs do anything – he doesn't like mercenaries or people
who only help out the law
when it suits them. He
& “I am here to make sure you don't do anything stupid. I have
genuinely wants to find
already been over this crime scene with a fine tooth comb and can't find
the suit, but doesn't think
any leads. I will just follow you around until Lord Steelfarmer decides
that the PCs are the way
to stop paying you. Got any problems with that? Good. None of you
to do it.
have any weapons? Amateurs. I guess we will stop by the armory on
our way to the Research and Development department.”
A Darkness over Adlersgrym
- by WarBride
7
At the factory armory, there are hundreds
of different types of weapons and armor. The
PCs can outfit themselves as they wish. All
weapons and armor come with a minimum of a
+1, some have a +2.
Equipment Rental (all prices per day)
Base Weapon/Armor
10 sp
Special Material (Silver, Mithril, etc.)
2 gp
+1 Fine Craftsmanship
10 sp
+1 Enchantment
1 gp
+2 Enchantment
3 gp
Other common items (backpacks, rope,
rations, pots, etc) can be bought at one of the
general stores in the city.
[13]
'
AD&D Exchange Rate:
1 platinum piece (pp) = 5 gold pieces (gp)
1 gold piece (gp) = 20 silver pieces (sp)
1 silver piece (sp) = 10 copper pieces(cp)
&
Newly outfitted with weapons and armor from the factory armory, they proceeded through
the factory to the Research & Development level. Marshall Derrick began to speak, “First of all,
the man who stole the suit is called Nathan Nielson. He was an accountant on the Juggernaut
project. He had no criminal background. We assume he hired outside help – but we aren't sure of
who, or how to find out. We do know where...”
Suddenly, from one of the side doors came a massive crash and somebody screamed, “By
Pelor! It has broken containment – it's loose!”
Show the PCs Appendix G. Then laugh at them. Evilly.
D Balor (True Tanar'ri) (MM.337) (Appendix G)
Intel: Genius; Align: Chaotic Evil; Move: 15; AC -8; THAC0: 7; # Attack: 2; Dmg: 2d6; Magic
Resistance: 70%; Size: 12 ft; XP: 46,00; HP: 69
Note: the balor has not fully emerged from the Abyss and cannot move (move:0; AC: 4).
Current containment does not allow the balor to cast any spells and reduces its magic resistance to
30%. After 12 rounds, the balor will completely escape the containment and fully emerge – AC,
movement, magic resistance, casting ability, and XP will all revert to standard.
If PCs engage the balor and defeat it before it
' If you are feeling nice, feel free to
fully emerges onto the material plane, XP gained is
only 8,000 – to be split up among the PCs and NPCs
allow the R&D Emergency Response Force
(including any factory emergency forces) who assist
to back up the PCs after a few rounds.
taking the balor down. This encounter isn't really a
hurdle that the PCs have to take on – the problem just goes away if they don't want to attempt to deal
with it. It isn't meant to be an integral point to the storyline.
If the PCs decide discretion is the better part of valor, the Steelfarmer Foundries R&D
A Darkness over Adlersgrym
- by WarBride
8
Emergency Response Force takes care of the problem after a suitable rampage, screaming & general
mess. The PCs gain
no experience.
& ...Anyways, as I was saying. We don't know who helped him, but
we are positive someone had to as he had no criminal experience. All we
As soon as the
do know for sure is his employee records. And here we are – at the scene
fight is over, Marshall
of the crime. Good Luck.
Derrick proceeds:
Part IV: Sherlock Holmes?
While Nathan was an
accountant on the project, he
became concerned because of
some irregularities in the
records of the project.
&
The scene of the crime is a cluttered workspace. Notes,
schematics, books, beakers, and various instruments are scattered
across the tabletops, interspaced with odd pieces of armor and
leather.
A clerk is waiting for you. “Welcome to the Juggernaut
Project. Here are some of the things that we have been working on:
[ print out and hand the PCs Appendix I (3 sheets) ]
Here is a picture of the theft in progress:
[ print out and hand the PCs Appendix H ]
Nathan Nielson was an accountant who worked on the
Juggernaut project. The project is designed to create a suit of armor
that is magically powered and in turn powers the massive war
machine called the Bolo Mark I that will soon be commissioned by
the Adlersgrym City Guard.
He found that in
reality, Lord Steelfarmer is a
very evil guy and has been
plotting how to take over the
region for a while. The suit
of armor is heavily enchanted
and is powered by black
magic and the life essences
of thousands of unwilling
people. The suit imbues it's
wearer with all the skills and abilities of those
people and animals that went into the creation of
the suit. Weapon masters, powerful animals and
monsters, all of the people that have gone
missing in Adlersgrym. When he couldn't stop
the project and couldn't accuse Steelfarmer
without adequate proof, he stole it...
The PCs should remember that Penny
the Serving Wench at the Red Dragon Tavern
& Inn was the girlfriend of Nathan. If they
don't, then you as the DM can make Derrick
suggest they talk to known associates or talk
to people on the street, etc.
Otherwise,
Derrick or the PCs can
suggest that they read
the Employee Record
on Nathan Nielson that
was mentioned above.
'
The PCs may connect the dots and start to
distrust Steelfarmer or suspect something wrong
at the Factory if they recognize the ‘strange,
wickedly shaped, bone-like talons’ from the
vampires and the blueprints in Appendix I.3.
' If the PCs haven't really talked with anyone in a
tavern or on the street and/or they haven't heard
rumor #1 in Appendix C.1, then the clerk can tell
them Penny's information below.
Y
[Penny] “Nathan was an accountant; he could remember any number
he ever read. Why, he even has my tax return memorized a year later when
the King’s tax auditor’s came calling! But he would forget a dinner with
his Mom the next day, so he took lots of notes. Even hired himself a
wizard to create what he called ‘stickies’. He put them all over his house.”
“Of course I know where he lives! 249 Briarpatch”
A Darkness over Adlersgrym
- by WarBride
9
There is no really information in the record other than his home address (they can also get that address
from Penny).
At this point, Derrick leaves them to take care of some business and tells the PCs that he will
meet up with them later that night to plan the expedition outside the city walls. It is his belief that the
suit has been removed from the city because Lord Steelfarmer's tracking enchantment, which only
works in the city, is not working. The wizard's enclave adamantly declares that none of the enclave
members are connected with the armor. Besides, Nathan wasn't rich enough to hire his own wizard
powerful enough to mask the tracking enchantment in the city.
Sideplot 1: The Temples
On their way through
the city to get to Nathan's
house at 249 Briarpatch, the
PCs pass near the
Morningdawn Sanctuary,
temple of Lathander. When
they pass by, an altar boy
stops them and asks them to
enter the temple. He tells
them that the high priest of
the temple needs them.
In the temple they
meet a High Dawnlord
Malloc Ellixran (high priest)
who greets them with two
tasks. The first is to
investigate a strange source
of evil that has been
bothering them for a while.
The priests can not find it.
The second task is to
investigate and recover a
theft from the altar room. A
few items were stolen a few
nights ago.
&
“Welcome to Morningdawn Sanctuary, young ones. May the
Lathander always light your path. My name is High Dawnlord
Malloc Ellixran, and we all have a problem. For the past week, all
the temples in the region have felt the influence of an unknown
source of evil which disturbs our prayers and rites. We have
attempted to find it, but when we approach it, the evil simply
disperses. Since our methods of casting prayers and investigations
all come to naught, we need to try a different approach. We need
you to investigate.”
“We can make it worth your while. I have here a Rod of
Heal Minor Wounds (20 charges) for a cleric's use. And a potion of
Healing and a potion of Cure Disease for everyone here and of
course the good will of Lathander and his disciples. What say ye?”
&
“Excellent! From what we can detect, the center of the evil
aura is most often somewhere near and to the west of the principal
manufacturers quarter: the slaughterhouses, tanneries, etc.”
“Since you are so willing, I will also mention another
troubling undertaking. Five nights ago, our temple was broken into
and a golden figurine of Lathander, several golden candlesticks, and
a gold holy water basin were all stolen.”
“The City Guard has been less than successful at recovering
these items for us. Even more troubling, who would be so brazen
and shameless to blatantly desecrate the temple? It must be someone
or something new to the city because even the thieves guild would
not be so impudent and foolhardy to risk the temple's displeasure.”
He also offers the
party potions of healing if
they try to investigate the evil (he sends altar
boy to fetch potions for him. He returns
quickly with them). If the PCs are interested
in investigating, they can wander the city
looking for information or leads. Questions
about new robbers in the area or new evil
A Darkness over Adlersgrym
- by WarBride
Y
Rumors/information about new robbers/evil.
1. The Villains have taken over – everything!
2. Organized crime is here to stay...
3. The old head of the Thieves Guild suddenly
took a vacation – with the fishes.
10
anythings will either be met with fear, silence, or rumors about the Villains.
If the PCs want to investigate the
3 [Detect Hidden Door+30%] Success:
manufacturing quarter of the city, they can continue
the Manufacturers Quarter is riddled with
this particular side-plot. If the PCs decide that it is
sewer grates and manholes to handle the
taking too long and they need to get back to finding
the suit of armor, they can come back to this side-plot areas waste runoff needs.
later if they wish. Regardless, if they are taking too
long and not really getting anywhere, Derrick will show up to remind them of the search for the suit.
If the PCs decide to enter any of the sewer entrances, they can force a
3 [Force Door]
grate with a Force Doors roll. Common entrance to the sewer system would
be entrance 'B', the marketplace street stormdrain or if they go into the
slaughterhouse, there is a building drain that empties into the sewer system, entrance 'A'. The only
other entrance in that area big enough for a person to
enter is entrance 'C' at the Tannery. I would not
Y All maps, room descriptions and other
allow them to use this one as they will use it later in
important information on the sewer system
the adventure.
are contained in Appendix N (N.1, N.2)
It is pitch black in the sewer. The stench
of human waste and rats fills the chamber, and
the floor is covered in sickeningly dirty mud.
3 [Random Encounter – Sewer] Every 30 min
spent in the sewer system, roll for encounter.
1-2 on a d12 = Success = Refer to Appendix E.2
The PCs are welcome to explore the
sewer system to their hearts content. The evil that the priest spoke if is the beginning of a colony of
Yuan-ti ruled by a Queen Naga. The evil is only manifested when the few yuan-ti are all together with
the queen and always disperse when disturbed or threatened as they know they are not yet strong
enough. They will definitely engage and kill a small party of PCs who invade their claimed domain.
They are currently in a battle for dominion over the sewer and city subsystem with the de facto owners,
the rats and Were-rats.
Part V: When Mama Ain't Happy (aka The Queen Naga)
(‡1)
When (and if) the PCs do stumble upon or discover and then seek out the yuan-ti and the real
source of the evil, the Queen, they will fight and kill some snakes and a few yuan-ti. When the DM
decides that the PCs have done enough damage, she will be understandable upset and will make her
appearance. Lots of wailing, etc. “My children! My Beautiful Children!” Room #2 in the sewer
system would make a good location for this.
D The Queen Naga, 6th lvl Wizard (4/2/2) (MM.267) (Appendix O.5)
Intel: 16; Align: Lawful Evil; Move: 13; AC 6; THAC0: 11; # Attack: 2 or 4; Dmg by weapon,
scimitar, trident, spear, 1d6,1d8; Size: 12 ft; XP: 4,000; HP: 90
Spells: Charm Person (PHB.171)
Blindness (PHB.181)
Hold Person (PHB.193)
Detect Magic (PHB.172)
Hypnotic Pattern (PHB. 183) Suggestion (PHB.197)
Hypnotism (PHB.175)
Sleep (PHB.178)
A Darkness over Adlersgrym
- by WarBride
11
After the PCs defeat her (hopefully), she will retreat. Either with a spell or through some
passage that the PCs can't navigate. She is meant to make another appearance in another adventure.
“You fools! You can't defeat me! We will be back – beware that which goes bump in the night!”
Part VI: Elementary, My Dear Watson
Once the PCs, for whatever reason
continue the main storyline and follow the
clue that leads to Nathan's House:
If the PCs approach the door
stealthily or sneak a peek in the window:
&
Nathan's house is a medium sized, single story
house with a peaked roof and one chimney rising from
the shingles. The front door has been forced and is
now hanging precariously on one damaged hinge.
&
You see three men. Two are dressed in common clothes, not much better than rags and are
standing around looking nervous. The third is a very well dressed noble with a blood-red, silk mask
covering his head. He is currently pulling everything out of the pantry, obviously looking for
something. From the look of the kitchen and living room area, they have been there for some time.
Couch cushions are scattered about in tatters, every book has been pulled from the bookcases and
the spines broken.
When the PCs
enter the room or
otherwise engage the
intruders, the noble
(regardless of initiative)
turns and says:
&
“How unfortunate - In the wrong place at the wrong time...”
With a flick of his wrist, a small, night black marble hits the ground
between you and him. An oily black cloud rapidly expands, hiding
him from view. From the inky darkness, you hear an ominous moan.
The noble was actually Steelfarmer who is also investigating the loss of his armor. He teleports
himself away to safety, but leaves his two henchmen and a manticore to deal with the PCs. The
manticore will attack the PCs or the two henchmen equally. The henchmen will attack the PCs, but not
attack the manticore until after it attacks them. Show the PCs Appendix J.
D Manticore (MM.246) (Appendix J)
Intel: Low; Align: Lawful Evil; Move: 12; HP: 48; AC 4; THAC0: 13; # Attack: 3; Dmg:
1d3/1d3/1d8; Size: 15 ft; XP: 975; Note: 4 volleys/day, shoots 1-6 tail spikes 1d6 dmg;
D Henchmen (2)
Intel: Ave; Align: Neutral Evil; Move: 12; AC 7; THAC0: 14; # Attack: 1; Dmg by weapon: 1d6;
Size: 6 ft; XP: 120 (each); HP: (1) 28 (2) 22
Once the PCs can start investigating the house, they find that everything is pretty much in
shambles. If the PCs remember what Penny told them about the 'stickies', then give them Appendix K.
If they just keep searching, but not specifically for the 'stickies', then after a successful moderate search
roll, give them Appendix K.
A Darkness over Adlersgrym
- by WarBride
12
If the PCs intentionally search for hidden items,
and they are successful in the kitchen, then they find a
loose floorboard containing documents about a bank.
3 [Search] Appendix R.1 & R.2
If the PCs want more info about the 'Villains' from the barkeep, all he will say on the matter
(after being paid more than 10 gp) is in the next reading pane:
Regardless of how they get
there, the HQ for the new organized
crime gang, 'Vechnor's Villains' is
located in the rooms above the Old
Skull Alehouse.
&
“Well, if'n I was look'n fur de Villains, den I surely
woodn't go look'n above de Old Skull alehouse as'n anyone
going der looking fur trouble der, ain't never comin back, an
as'n I'm want to keep look'n for dem Villains, so I wood be
want'n to be coming back, if'n ye reckon me tell'n.”
When they get to the Old Skull Alehouse, they find that it hasn't been
open for business for a while. All of the windows and the doors have been
3 [WIS/INT+2]
boarded up. On the north side of the building in a very dark alley, there is a
decrepit trellis covered in dead ivy. An INT+2 or WIS+2 check will show that the dead leaves have
been worn smooth in several places. As if by hands and feet.
Only one PC can be on the trellis
at a time. If two or more try to
climb it at the same time, then it
collapses and all suffer falling
damage (1d6 dmg). When a PC
gets to the top of the trellis and can
look into the room via a window at
the top, read the narrative to the
right.
&
You see the same noble they startled at Nathan's house.
He is bending over another man on the floor. Suddenly the
noble straightens, throws something on the floor and vanishes
as the familiar black cloud envelops the place he stood
moments before. This time, nothing appears out of the smoke
and when it clears, you see that the man on the floor is
clutching the hilt of a knife, the pointy end buried in his
stomach.
Nobody else is in the fairly good sized room. There is a large table in the center of the room.
Several bales, boxes and large casks fill one side of the room. A large map of the city covers one wall.
On the table are several candles, a bag of gold (60 gp), 2 sets of thieves lockpicks (one of which is a
masterwork set, +10%), golden figurine, three brass candlesticks plated in gold, a gold basin, and a
small chest. Appendix L shows the engravings/writing on the outside of the chest.
When they approach the
man on the floor, they find him
still alive and he says: (right
reading pane)
&
“I didn't know. I didn't know. How was I supposed to
know? Nobody knew who he was. I just took my orders from
him. I didn't know. How was I supposed to know? It was just
a job. Just a job...”
Then he dies. If there is a cleric in the party, and attempts to heal the thief, he still dies. The
knife was poisoned, enchanted with black magic, forged in Gehenna, etc. Whatever it takes so that he
cannot be healed. We don't want him getting healed and then spilling the plot too soon...
The chest is physically locked. It can be smashed or the lock
can be picked with a skill check [Lockpicking -10%]. The contents of
A Darkness over Adlersgrym
- by WarBride
3 [Lockpicking-10%]
13
the chest are in Appendix M.1, M.2, and M.3. Do not give the PCs M.4 until they figure out at least
one of the coded missives in the box (if they are being nice). Or you can make them decode each and
every one...
The codewheel can be aligned if the PCs
realize that the inscription on the outside of the
box is a 'V' for "Vechnor's Villains" V = V, A = A.
Once the PCs solve the apha-character side of the
codewheel, align the other side of the codewheel
(the numerical side). 1 = 1. The codewheel is then
used to decode all of the messages in the chest.
If none of the PCs ask
what day is is currently, roll a
WIS or INT check till
someone 'realizes' and tell the
group: (reading pane to the
right:)
Y
Searching the boxes and supplies reveal
two 60-ft lengths of common rope, 100-ft silk
rope, a grappling hook, 2 common backpacks,
3 bushels of grain, 1 cask of dried apples, a
flask of oil, a lantern, 3 blankets (smelly), two
pots, 4 sets of gloves, and several black masks.
&
“Today is the 4th of Mirtul. If we wait a couple of days to
track down the suit of armor, we may loose it completely or
someone else may bring it back. We have to pay for this stuff
somehow. If the armor really has left the city, it should only take a
few days get the armor back and we will still have time to get back
and break some heads till we find our stuff.
A few notes on the
sideplots below. In this adventure, time matters and the PCs will not have enough time to do
everything they want. If they want to split-up to solve the time-crunch problem, it is up to the DM to
allow it or not. If the PCs wait the few days to meet
with the stolen goods fence to retrieve their own
weapons and gear, then the suit of armor has time to
become self-aware, Evil (with a capitol 'E'!) and it
unites/enslaves a couple of orc and giant tribes.
They all descend on the unsuspecting and
unprepared city with berserker rage, killing
everything in their path. If this happens, a some
serious DMing on the fly will need to occur.
Adlersgrum will basically resort to siege
mode, however they will mount several offensive
pushes and battles in the fields outside the city. The
PCs could be part of some of the sallies. Work the
[14]
situation so that they seek out or encounter Nathan
in the battle. Jump to Part X: Endgame? and play from there. The rest of the adventure (specifically,
the bank heist) would still apply. Just in the setting of a major war and city siege.
However, if they decide to pursue the armor and then come back to save whoever is getting
assassinated and to get their stuff from the fence, then proceed to Part VII: Decent into Darkness.
Sideplot 2: The Assassination
Two assassins will be smuggled into the city the next night. Their job is to kill Lahraro, the city
Major Dominus. Lord Steelfarmer put out the contract so that he could insure that his company would
A Darkness over Adlersgrym
- by WarBride
14
get the new military weapons contract.
The rest of this information in this section occurs in the future when the PCs have returned to
the city in an attempt to bring Steelfarmer to justice.
As the PCs approach the dock, if they make noise or do not approach carefully, the thieves and
the men in the smuggler's boat will be prepared. Otherwise, they will be surprised. The idea is to
capture one or both of the assassins alive so that he will corroborate the PCs story and/or get them an
audience at the palace.
The assassins will make every attempt to escape if they feel that they are losing the battle. The
assassins are wearing (each) a Cloak of Darkness (Hide in Shadows +10%), grappling hook, 60 ft of
silken rope, 1000 gp, 2 marbles of Wraithform (PHB.109), and one is carrying 3 moonstones (20gp ea).
D Assassin (2)
Intel: Ave; Align: Neutral Evil; Move: 14; AC 5; THAC0: 10; # Attack: 2; Dmg by weapon:
handcrossbow: 1d4 (poison), shortsword: 1d6, throwing knife. 1d4 (poison); Size: 6 ft; XP: 120
(each); HP: (1) 42 (2) 38
D Thieves & Sailors (4)
Intel: Ave; Align: Neutral Evil; Move: 12; AC 7; THAC0: 14; # Attack: 1; Dmg by weapon: 1d6;
Size: 6 ft; XP: 120 (each); HP: (1) 28 (2) 26 (2) 22 (2) 21
Sideplot 3: The Fencing Ring
Grielos the Idiot is the fence
and is well known at the
Brokenhearth Inn as a drunk and
mooch. He is only a middleman for
the thieves guild and has no real
skills or attributes other than
complete deny-ability. He is
accompanied by a half-ogre
strongman wielding a truly gigantic
club who is providing the muscle
for the operation.
Remember! The City Guard
will not be too understanding of a
group of PCs who start barfights,
brawl, and kill patrons! The PCs
need to come up with an alternate
solution.
A Darkness over Adlersgrym
- by WarBride
[15]
15
D Half-Ogre Guard (MM.187)
Intel: 5; Align: Lawful Evil; Move: 12; AC 5; THAC0: 17; # Attack: 1; Dmg 2d4+2; Size: 7 ft; XP:
270; HP: 32
Assuming the muscle is taken care of, Grielos will cave relatively rapidly under any type of
duress. However, he will lie if he thinks that he can get away with it. The PCs should not let him out
of their control until they have their gear back. He definitely won't tell them the true location of the
stash the first time he starts to sing.
The weapons and gear are all
mixed in a larger stash of stolen and illgotten loot. All of it is in a shed behind
the Inn, next to the garbage pile. Grielos
has the key to the shed. If the key is not
used, a magic trap is sprung: two
hellhounds are summoned...
&
“You didn't actually think we would have all
this valuable loot laying around without some guarddogs, did you!!! Hehehe! That will teach you to mess
with me! I have powerful friends! Have fun playing
fetch your thigh-bone with this one! Hahahaha!”
D Hellhound (2) (MM.187) (Appendix P)
Intel: 5; Align: Lawful Evil; Move: 12; AC 4; THAC0: 15; # Attack: 1; Dmg 1d10; (Fire); Size: 5
ft; XP: 650 (each); HP: (1) 50 (2) 43
Searching the shed will reveal a lot of just
junk. All of their weapons, armor, equipment and
other gear is here. Make them roll several
searching rolls to find it all.
'
If the PCs decide to turn the lot over to the
City Watch to be returned to the rightful
owners, then each PC gets 50 XP.
Part VII: Descent into Darkness
When and if the PCs ever decide to start
tracking the armor, someone may get the idea to Y The decoded missive with the letters and
dump Marshall Rayburn. If the PCs verbally
numbers will send them on the route through the
decide to start the dungeon crawl without him
sewers to the smuggler's secret entrance into the
then all of the weapons and armor that they got
city. Appendix M
from Steelfarmer
Foundries will gain
' All Steelfarmer Foundry weapons and equipment, have been imbued with
25% of their weight
a crude form of discernment. They have been enchanted to not interfere with
every 5 minutes
Lord Steelfarmer's intentions. His intention is for all the bounty-hunter parties
until they verbally
to have one of his representatives with them and to get the armor back to him.
agree to find
Derrick before they There is a lot of latitude allowed in how these take place, but if the equipment
can concievably understand that it is being used to counter Steelfarmer's
leave the city.
intent, then it will act.
A Darkness over Adlersgrym
- by WarBride
16
They can find Derrick at either the City Guard house
they were recruited at or at the Brokenhearth Inn, where he is
irritatedly looking for them.
3 [Random Encounter – City]
Success = Refer to Appendix E.1
As they enter the sewer system, one of the decoded
missives from Appendix M tells them the suit of armor (the
'item') was smuggled out of the city using the sewer entrance
behind the tannery. That entrance is also the starting point for
the other decoded missive to guide them to the sewer exit so
that the PCs don't have to dungeon crawl the entire sewer
system.
'
If the PCs decide they do want to explore the entire
sewer system and get all the treasure from every evil
something that might be lurking in every nook and
cranny in the deepest, darkest parts... then please tell
them that discretion is sometimes the better part of valor.
There are things down there that will kill them. And
they can explore later – the armor is getting further away
the more they sit here talking...
[16]
Remind the PCs that if they are loud in running around the sewer and/or combat isn't thought
through before execution, other monsters from adjacent rooms will either come investigate or will
hunker down and be ready with defenses in place. The goal of this foray into the sewer system is to
get to marker 'S', the smuggling tunnel under south west city wall.
There is currently a war going on between
the snakemen and the wererats for control of the
realm below the city. The rats are on the defense
while the the snakes are moving in and are making
great gains.
If the PCs get too far off track,
they will enter territories belonging to
the Queen Naga. Refer to Part V: When
Mama Ain't Happy (aka The Queen
Naga) for more into on how to proceed.
&
The first time that a were-rat is killed
in the sewers, he will say (just before he dies),
“You fools! The snakes will win!”
3 [Random Encounter – Sewer] Every 30 min spent
in the sewer system, roll for encounter.
1-2 on a d12 = Success = Refer to Appendix E.2
Part VIII: A Sylvan Hike
Now that the PCs have
exited the city, they are on the
trail of the Nathan Nielson, the
armor, and the thieves that
helped pull off the caper.
A Darkness over Adlersgrym
&
You leave the deep gloom and confines of the city sewers
to the open, sunlit fields surrounding Adlersgrym. Directly to the
left, you see the entrance of a narrow, steep-sided ravine that leads
toward the near forest. You realize that anyone in the ravine
would be hidden from any watchful eyes on the city walls.
- by WarBride
17
Periodically make the PCs roll a skill check
against tracking just to make it interesting.
3 [Tracking] Several tracks, one with
the heavy tread of someone in full-plate
armor lead into the ravine.
Additionally, be sure to make a few random
encounter rolls. There are only a few
built-in encounters while they are
3 [Random Encounter – Forest] Every 60 min spent
tracking the thieves. One of which is
outside the city, roll for encounter.
below. Ensure the DM is keeping track
1-2 on a d12 = Success = Refer to Appendix E.3
of game time and make sure the PCs
know that they should be getting hungry soon.
Suddenly, they see a cute little, very tasty looking bunny sitting on an old tree stump and
looking at them. Let the game begin...
D Wolf-in-Sheep's-Clothing (AD&D 1st Ed. Monster Manual II p. 187) (Appendix Q.1)
Intel: none; Align: Neutral; Move: 1; AC 3/5/7; THAC0: 13; # Attack: 3; Dmg 1d4; (Entangle/bite);
Size: 5 ft; XP: 900; HP: 82 Root Tentacles (3) HP: 20
As the PCs progress on
the trail if the armor and thieves,
here are some narratives to
interspace between tracking skill
checks and random encounters:
&
The rolling green hills are dotted with thickets of shady
trees. While a picturesque vista, you can’t help but think about
how many enemies could be hidden from view just over the next
hilltop a few dozen yards away.
!!!!!! This encounter is an inside joke for my group – use it if you want, it has no relation to the
adventure plot. !!!!!!
Later, as the day
progresses and they stay on the
trail of the thieves, the PCs see
a gypsy caravan of 2 wagons
and 2 families being attacked
by 4d6 orcs and some worgs.
&
The gypsy caravan is pressed up against a thick grove of
trees, trying to use them for added defense. The orcs and worgs,
sensing their prey being trapped, are rapidly moving against the
wagons. The two gypsy men are on the defense and are using
their slings to good advantage, but they are vastly outnumbered.
D Orcs (4d6) (MM.281) (Appendix Q.2)
Intel: 8; Align: Lawful Evil; Move: 9; AC 6;
THAC0: 19; # Attack: 1; Dmg by weapon 1d8;
Size: 5 ft; XP: 15 (ea); HP: 8 (ea)
D Worgs (2d4) (MM.362)
Intel: 5; Align: Neutral Evil; Move: 18; AC 6;
THAC0: 17; # Attack: 1; Dmg 2d4; Size: 5 ft;
XP: 120 (ea); HP: 24 (ea)
A Darkness over Adlersgrym
- by WarBride
[17]
18
And we are walking...
&
The tracks continue southwest in almost a straight line, only deviating to go around large
hills or particularly thick groves of trees. The thieves know where they are going and seem to be
prizing speed over stealth.
And walking some more...
3 [Tracking] Several tracks, one with
the heavy tread of someone in full-plate
armor lead into the ravine.
3 [Random Encounter – Forest] Every 60 min
spent outside the city, roll for encounter.
1-2 on a d12 = Success = Refer to Appendix E.3
More walking? Till we reach the forest! Everyone is happy!
&
The edge of the forest deep is a sharp contrast to the hill country you are leaving behind.
Against the backdrop of the sky, you see the purple-white jagged peaks of the Dragon Spire
Mountains far in the distance above the trees.
Assuming they enter the forest... More walking! Yay!
&
As you enter the dimness of the trees, the sun’s warmth fades to a memory. It is quiet under
the vaulted branches; the drone of the insects is absent, the whisper of the wind disappears – to be
replaced by the stillness of a forest holding its breath, waiting to see what comes next.
And what do you find in the forest? Why, more random encounters of course! After a
reasonable time has been spent tracking (and maybe more random encounters have taken place), the
party will encounter a shadow.
The shadow is what is left of one of the thieves
that helped steal the armor. In the battle, Derrick will
recognize the shadow.
D Shadow (MM.312)
Intel: 5; Align: Chaotic Evil; Move: 12; AC 7;
THAC0: 17; # Attack: 1; Dmg 1d4+1; Size: 5 ft;
XP: 420; HP: 27
&
I recognize this sad remnant of
life. His name was Jerlev - a city lowlife
with a long rap-sheet and suspected ties
with organized crime. If he was involved
with the armor, then that explains what he
was doing out here, but what in the Nine
Hells turned him into a Shadow?
This encounter isn't designed to be difficult, just add to the plot and help an area that should be a
high tension portion of the story, but instead is lots of random encounters in the forest. Something for
the PCs to be thinking: why was he a shadow, what is he doing here, what should we be preparing for,
etc.
Part IX: A Cozy Cottage
Shortly after
3 [WIS/INT] Success: PC smells woodsmoke. (drum roll please...)
the encounter with the
shadow, they reach
their destination – a cozy little forest cottage...
A Darkness over Adlersgrym
- by WarBride
19
&
In a small clearing ahead, you see the rear of a small, square log cabin. Woodsmoke is
drifting lazily from the stone chimney. The tracks you have been following all day lead directly
into the clearing and around the right side of the house toward the front.
The PCs have come
across a battle where one of the
other bountyhunter group
tracked Nathan and the armor
down. It did not go well for
them.
&
As the front of the hunting lodge, you see several dead
bodies scattered about the yard. Several you recognize; they are a
bounty hunter party that was deputized just ahead of you at the
Obsidian Gate Guard Tower.
The dead vampire is a sham.
He isn’t a vampire at all, but a
normal thief with makeup and tooth
inserts to make him look like a
vampire. The PCs recognize him as
one of the ‘vampires’ that robbed
them on the road to Adlersgrym.
The PCs should start connected the
pieces that Vechnor’s Villains is an
organized crime group that
encompasses external city highway
robbery, city thievery, industrial
espionage and theft, smuggling,
assassination, and temple
burglary. It looks like they took
on the wrong guy by stealing
from Lord Steelfarmer as the
thieves’ numbers and leadership
are rapidly dying off.
&
Upon closer inspection, the dead are: a paladin (full
plate, broadsword, knife), three fighters (chainmail, mace,
spear, sword, shortsword), a wizard (all items on person
burned to ash), a dead vampire (strangely enough, with a
crimson gaping hole in the center of his undead chest), and
two old ancient dead thieves (both with the mark of
Steelfarmer Foundries burned into their chests, they died
pulling their shirts open and screaming in agony). A total of
21 gp, 46 sp, 84 cp can be found on the dead.
3 If the PCs actively ask/search to see if one of the ancient
thieves was the Shadow they encountered, then roll an
[INT/WIS] check. If successful, one of the corpses does bear a
resemblance, but no more could be determined.
When the PCs do track
3 [Tracking] There are 4 sets of tracks leaving the scene of
down and catch up with Nathan
and his accomplices, he will be
butchery. One set is fully shod in metal and very deep, the
in the suit of armor and the three
others are all leather shoes and are following the first. The tracks
thieves with him will try to
are very fresh, they could not have been made long ago.
protect the suit from any attack
with pure desperation. Because of their desperation, the thieves have very high HP to allow them to
stay in the fight a bit and to role play that they just won’t quit, regardless of wounds that would stop a
normal thief.
Note that Nathan is listed as both Chaotic Good and Chaotic Evil. That is because while his is
CG, the suit is beginning to take control and it is CE. The darts are fired per round from the left arm.
For the purposes of this adventure, Nathan is basically invincible in the armor. The PCs don't need to
know that it really doesn't matter how much damage they dish out to him, but the story would really
suck if he just died here. They will get suspicious if you do not dutifully record the damage and hits
A Darkness over Adlersgrym
- by WarBride
20
that they make, so be sure to keep up appearances. The PCs are not supposed to kill him in combat,
they are supposed to role-play a solution.
Part X: Endgame?
D Nathan Nielson in Sentient Full-Plate Armor (Appendix H)
Intel: 16; Align: Chaotic Good/Evil; Move: 8; AC 2; THAC0: 15; # Attack: 2; Dmg by weapon:
greatsword 2d6+2, darts (3/rnd) 1d4+1; MagicResist: 30%; Size: 7 ft; XP: 3,000;
HP: (Invincible)
D Vechnor Villains (3)
Intel: Ave; Align: Neutral Evil; Move: 12;
AC 7; THAC0: 14; # Attack: 1; Dmg by
weapon: 1d6; Size: 5 ft; XP: 120 (each);
HP: (1) 58 (2) 52 (3) 49
As battle ensues, the armor needs to
get hit a few times so that there is damage.
Nathan, the man in the suit of armor,
screams in rage every time he attacks.
However, after a few attacks and parries,
have the nicest PC in the party say:
&
“I don’t think that he is screaming
in rage – I think he is screaming in agony!
Something isn’t right.”
Allow the combat to continue for
another few rounds. In the middle of
combat, before all the thief accomplices are
dead, interrupt with this reading pane:
&
Suddenly, the suit of armor points his left hand at the last standing thief and clenches his
steel gauntlet. The thief suddenly drops his weapon, opens the laces of his leather armor in horror,
and begins to howl in agony. A shimmery red shadow travels from the burned mark of Steelfarmer
on his chest to the suit of armor, healing the tear in the mail and the dent in the breastplate. A
shadowy phantom image of the man forms over his head 3 as his body shrivels to that of an old
man before everyone’s eyes. Dropping to the ground, his body's desiccated knees turned to ash at
the impact. The silence and horror of the moment is shattered by Marshall Derrick attacking with a
strangled cry.
A Darkness over Adlersgrym
- by WarBride
21
In the insuring battle with all the
3 [1d6] On a 1, the suit does not fully absorb the
PCs against Nathan, he will repeatedly
target and the phantom fully materializes into a Shadow
attempt to grapple with any of the PCs
(MM.312). Otherwise, the spirit simply dissipates.
who come into range unless they are
Lawful Good. He will not grapple with
Derrick. On a successful grapple, the armored Nathan does no damage, but simply presses his left
gauntlet against the PC’s chest. Regardless of whether or not skin is exposed or chest coverage or what
kind of armor is worn, the next reading pane occurs:
If the PC exams his/her
chest, they will find the
Steelfarmer mark has been
branded onto them.
&
Suddenly, __PC_Name__ feels a burning on his/her chest,
as if someone was pressing a burning poker against their bare flesh.
Hopefully at this point, the PCs will want to stop and reevaluate the wisdom of pressing the
combat. If not, then feel free to suck 10 HP a round from the marked PC until the PC’s death, etc. If
they stop trying to attack Nathan, he will also stop attacking them and they can now talk to him.
If/when Derrick attacks, then Nathan will return to attacking everyone.
If the PCs continue to press the fight and don't want to talk, the DM will need to help guide
(without railroading). Create dialog that plays up the tension between Nathan and the suit. Make it
clear that he's not totally in control and doesn't want to kill them. He knows that they can't stop the
suit. Have him say off and on, “Please just stop attacking me!” If it takes the PCs too long to catch on,
he will just run when they stop. Otherwise they can talk.
The idea is for the PCs to try to talk Nathan into stopping and taking the armor off. When they
do engage him in conversation, Derrick will also abide by the temp cease-fire (he is lawful good).
However, he will not budge in the conviction that Nathan is evil, must die, and the armor taken back to
Lord Steelfarmer.
Nathan wants to make the killing stop, he wants to take off the armor, and he is deeply
remorseful over the deaths that have already happened because of his actions. However, he will not
give the armor to the PCs as long as Derrick wants to take it back to Steelfarmer.
When questioned about the
‘Good’ in the armor and the
& “It was meant for my King. My life is sworn to my
‘Good’ Lord Steelfarmer created,
King and I would gladly give up my life essence to him if it
Knight Marshall Derrick will have
would serve him.”
several things to say (reading pane
“How is it different than me taking a sword in the gut to
to the right). Derrick is Lawful
protect him in battle?”
Good through and through – a true
“It is my oath to protect my King at the cost of
believer, at times disregarding
everything and anything.”
what his eyes tell him. He will not
“I am troubled by it... however (his voice strengthens),
be swayed. Derrick is built on the
Nathan is the one that has turned it to evil.”
idea that 'good' people interpret
their actions differently than others. For example, look at the Crusades. I am sure that there was at
least one person who honestly thought they were doing it for God and it was what He wanted. Derrick
can sense, knows and is uncomfortable with the growing evil in his town, but feels working for the
A Darkness over Adlersgrym
- by WarBride
22
guard is the best way to clean it up.
Eventually, Derrick will grow tired of the debate and will serve an ultimatum, “Kill Nathan and
return the armor to Steelfarmer or be labeled a criminal accomplice and suffer his fate as well. Justice
will ring!”
The PCs must protect the armor from Derrick or Nathan will suck 10 HP from the marked PC.
If the PCs don’t quite understand, then you may have to drop a few hints to help them along in their
new role of ‘thief defender’. Nathan will not help the PCs kill/disable Derrick.
When the PCs engage in combat in defense of
' All Steelfarmer Foundry
Nathan, which Derrick will just about force, they will
weapons and equipment, including
suddenly find that their Steelfarmer armor is now AC 10 and
all of their Steelfarmer weapon pluses are reversed. If one of armor is now cursed. The curse is
equal to the weapon bonuses.
the PCs is using a sword +2, then it becomes a cursed sword
-2. They cannot get rid of the weapons, armor or any other
equipment. If they drop a weapon, it simply returns to hand or scabbard. If they use any other, normal
weapon, they still must apply the negatives of the weapons they have – even if they are not actively
using the cursed weapons. This should prove fun to watch the realization wash over the PCs…
If and when the PCs finally remove Derrick from the equation, they need to talk Nathan out of
the suit (don’t make it easy on them, make sure you are watching the Charisma attribute of anyone
talking – if they are a mean looking dwarf who used CHA as a dump-stat, chances are Nathan will not
be very receptive to listing to what the PC has to say)
Regardless of whether or not they can talk Nathan out of the armor, he has a few things to say:
Some is a repeat of information given to the DM in Part IV: Sherlock Holmes.
&
While Nathan was an accountant on the project, he became concerned because of some
irregularities in the records of the project. He found that in reality, Lord Steelfarmer is a very evil
guy and has been plotting how to take over the region for a while. The suit of armor is heavily
enchanted and is powered by black magic and the life essences of thousands of unwilling people.
The suit imbues it's wearer with all the skills and abilities of those people and animals that went into
the creation of the suit. Weapon masters, powerful animals and monsters, all of the people that have
gone missing in Adlersgrym. When he couldn't stop the project and couldn't accuse Steelfarmer
without adequate proof, he stole it...
&
“Hundreds of soul’s energies went into the creation of this armor. You can hear them when
you put it on. They are all going insane. They want everything to end, they want it all to end – the
voices – so angry – so loud – so powerful – so much hate… They are getting stronger. At first, I
could ignore them, then the fighting and they all take over. I didn’t kill those men!! I was just
trying to get away; I hired them! They want to kill, kill, kill… and I was so good at it. The sword
knew exactly where it needed to go. I was a swordsman! A Master Swordsman… now I am me.”
A Darkness over Adlersgrym
- by WarBride
23
While the PCs try to
decide what to do, Nathan has
some more info:
Remind the PCs that it
is now deep evening and they
are all tired. Nathan cannot
travel in current state he is in.
Nothing really seems to be
wrong with him and any
healing spells do not do much.
&
“All the proof and documentation I need to bring Lord
Steelfarmer to justice is locked up in a safety-deposit box at the
Banco Cartella de Colombie Internationale. I gathered
information about the bank, but decided I needed help. That is
when I first approached the Villains. But when I told them what I
wanted, they almost laughed me out of the city! So stealing the
suit was the next best think. I didn’t really have a plan after that.”
&
“If you were to take your information about the 'vampire'
gauntlets and the cursed weapons from Steelfarmer to Major Domo
Lahraro, he would know what to do. He is an honest man and
holds the power to grant you an audience with High Lady
Loracaryn.”
I have built-in solution
on what to do with the armor
at this point in the story.
Hopefully the PCs will
surprise me and you and come up with something creative. Regardless, they don’t want to just leave it
lying around and do not want to wear it and it weighs several hundred pounds to move it. It would be
very conspicuous if they tried to bring it into the city.
If the PCs did not talk Nathan out of the armor and they return to the city, then Nathan fully
succumbs to its evil and and leaves, destination unknown. He could conceivable make a return
performance in another adventure, this time even more powerful and with evil minions and undead
followers. As the armor achieved sentience, it has begun radiating evil – creatures of similar alignment
are drawn to its power. Exactly how big this influence is and can be felt if for later determination.
If they did talk Nathan out of it and still abandon the armor to return to the city, then it will not
be where they left it if/when they return for it. Above mentioned aura of evil attracted an unspecified
creature that took it... Note that while the armor suit is sentient, it can not autonomous. It needs
someone inside it to make it move. Thus only a humanoid can wear it and/or use its powers.
Possible ideas to deal with the armor are to separate it into parts and the PCs carry different
parts. Or they split it up and bury the different parts. And take some, but not all, with them. If they do
take all or part of the armor with them, then as long as the PCs have it with them, their dreams will be
haunted. Exactly how much and the effects of sleep-deprivation are at the DM's discretion.
If they bring the entire suit or parts of the armor into the city, then Lord Steelfarmer will show
up (with a considerable amount of private guards) to take possession of it. If the PCs only have parts of
it, then they need a good story why, otherwise Steelfarmer will react badly. If the PCs accuse
Steelfarmer of anything without adequate proof, the PCs will be taken into custody by the City Guard.
Regardless of what they do with the armor, hopefully the PCs will decide to continue the quest
they have before them and will want to bring Steelfarmer to justice. Possible random encounter on the
way back to the city?
A Darkness over Adlersgrym
- by WarBride
24
Once they reach their
destination, the entire city is
abuzz with rumors and gossip:
Yet another roadblock,the
government official that Nathan
said could help was the target of
the assassination plan that they
PCs uncovered days ago.
&
“Did you hear? Major Dominus Lahraro was
assassinated last night.”
“The citadel is locked down and nobody is being
allowed audience with anybody in the palace.”
“The City Guard is questioning everybody even
remotely connected with the Major Domo.
“He was killed by four wraiths.”
If the PCs would like to pursue the
assassins, either for revenge or to gather
evidence for law enforcement, refer to
Sideplot 2: The Assassination.
Y
The Wraithform items the assassins have would
be useful in breaking into a bank
Sideplot 4: The Temple – Revisited
The PCs will probably be very anxious get rid of the cursed weaponry and equipment they are
carrying. One glaringly obvious method to do that is to visit their friend the High Dawnlord Malloc
Ellixran, the priest they met in Sideplot 1: The Temples.
He is very willing to help the PCs out. They did find and return the candlesticks, holy basin,
and sacred figurine as he had asked. (They did return them didn’t they?) However, he will only
temporarily remove the cursed weapons and armor. He wants the source of evil found and
exterminated. Only then will he fully break
the curses. Alas, the temple only has a few
Y While the priest does not know of all the sewer
hardwood cudgels for the PCs to use instead.
entrances, he is sure that sanitation workers can
However, he does have more information.
usually be found in bars and like to answer questions
The evil may be underground and now seems
of those who buy them drinks. Also, a visit to the
to be concentrated in the area of the
library may yield a map of the sewer entrances. For
Merchant’s Quarter, where many shops, the
a price, librarians are notoriously underpaid. Refer
Promenade, the money changers, and the
to Appendix N.3 for a map for the PCs.
merchants meet.
As they PCs venture into the sewer
system (yet again), either to get to the bank
or to fulfill their temple obligation, refer to
Part V: When Mama Ain't Happy.
' If the PCs do not remember, the stolen goods
fence will be at the Brokenhearth Inn today. He may
have or know where the PC’s original weapons and
gear are. Refer to Sideplot 3: The Fencing Ring for
how that is to play out.
Note: the PCs shouldn't actually kill
the Queen Naga, just vanquisher her as she
will become a recurring villain in Adlersgrym’s dark underbelly.
A Darkness over Adlersgrym
- by WarBride
25
Part XI: Dungeons Eleven
Since they PCs can't talk to the Major Domo,
with the evidence that they currently have (the
'vampire' gauntlets, their cursed weapons, Nathan's
story, etc), they need to gather irrefutable proof from
the safety-deposit box before they take it before
Lady Loracaryn.
'
If the PCs take Nathan into the city to
help with the heist (he knows a lot of
valuable information since he was already
planning a theft), then great pains must be
taken to ensure that he is not recognized.
If the PCs want to capitalize on the information that
Nathan already collected about the bank when he was
planning the heist, then they need to take him to his house.
There is a nook under a floorboard in the kitchen with
everything that he had collected.
Y
Nathan's collected information
can be found in Appendix R.1, R.2
' All maps, room descriptions and other
The two storied Banco Cartella de Colombie
important information on the sewer system
Internationale is nestled between Bobikin Musical
are contained in Appendix N (N.1, N.2, N.3)
Instruments and Tim’s Thumatic Supplies on
Palisade Street. It is made from interlocking granite blocks that are so precisely cut that you could not
slip a knife into the join. Climbing -10%. The external walls are three feet thick. All internal walls are
one foot thick. Internal (except the vault & safety-deposit) doors are wooden with normal locks.
Lord Brannick, the owner of the bank branch, is an odd sort – for a vampire. It isn’t known that
he is a vampire and he exhibits none of the standard behaviors. It is true, he does have a pasty white,
gaunt complexion, but no one has ever seen him outside during the day, he is always hard at work. He
doesn’t eat much at dinner parties (a sensitive stomach…), and people around him don’t turn up dead
with holes in their neck. But a full vampire he is – hiding in plain sight. He enjoys his job and is
extremely good at it – especially when he has to make coldhearted decisions. Only a spell of True
Seeing or similar would be able to break through and see Brannick as a vampire.
A PC can attempt to gather
information about the bank in any
part of the city.
&
“It is rumored that the cartel is run by vampires! And I
believe it. Everyone says, Get a loan from that bank and they
will suck your soul dry.”
Information about the bank
should be relatively easy for them to collect and compile from wherever they would reasonably be able
to gather such information. Example: building repairmen, satisfied customers, dissatisfied customers,
building code inspectors (structural, fire, water), taxmen, food-deliverymen, mailmen, etc.
If the PCs
decide to try an hire
any NPCs to directly
help rob the bank,
the conversation
would end like this:
&
“You’d be mad to even try it. Assuming you could get inside the
building, somehow avoid the guards and traps, and open one of the best
vaults in Nyternia, you’d still need to get back out. And then, even if you
succeeded, the cartel would still hunt you down!”
- Tergil, commissioned salesman of exotic pre-owned goods
However, Nathan knows a discontent gnome bank clerk. Rurin D'Sivis works at the bank
notarizing documents and working behind the money cage. He would be willing to help for a very high
A Darkness over Adlersgrym
- by WarBride
26
price. He has wanted to cash in on his (limited) bank security knowledge for a long time, but has never
worked up the nerve to actually put his thoughts into deeds.
Lord Brannick keeps a master vault security keycharm on a chain around his neck at all times,
even while sleeping.
Rumors of an invisible sentinel that haunts the building at night. They are true; an Invisible
Stalker freely roams the building and the public section of the vaults. During the day, it keeps to the
ceiling and only attacks anyone who tries to climb up the walls. When the bank closes, Lord Brannick
puts it on guard, causing it to attack anyone in the bank. If the invisible stalker is destroyed, it’s a long
time before anyone notices. Lord Brannick continues to order it on guard every night, assuming it is
still present. It can be found in any room (other than the interior of the vaults) on any level.
The location of the Invisible Stalker is
random. When/if the PCs change levels, roll to
see if the Stalker is present in the room.
3 1 on a d6 = Invisible Stalker is present.
D Invisible Stalker (MM.208)
Intel: 14; Align: Neutral; Move: 12/12; AC 3; THAC0: 13; # Attack: 1; Dmg 4d4; Surprise (-6 to
surprise rolls); Invisibility (-2 to attack rolls); Size: 7 ft; XP: 3,000; HP: 64
You must read Appendix R.4, it
has all of the information that you as the
DM will need. Some of the info is
releasable to the PCs, while some is not.
Regardless, you must read the narratives
or nothing below will make sense.
&
At the entrance of the bank is a simple but
impressive stone porch. The floor and roof are each a
single slab of marble two feet thick, the roof supported
by a series of pillars eighteen feet tall and two feet in
diameter. The wall, pillars, floor, ceiling, and doors are
all covered with elegant geometrical designs. The outer
walls of the main building are rough but seamless.
Rurin D'Sivis does not have a
keycharm. However, he does know that
some of the clerks take their keycharm home with them at the end of the day.
The spell on the vaults is a Forbiddance (PHB.289) (level 11) spell. Even though it is
specifiallcy on the vaults, the protection against teleporting in, etc. extends to the entire building.
Nobody but Lord Brannick knows about the Crimson Death Mist located in the airlock just
before the main vault.
D Crimson Death Mist (MM.253)
Intel: 17; Align: Neutral Evil; Move: Fl 12; AC 0; THAC0: 7; # Attack: 1; Dmg 3d10; Size: 6 ft;
magic weapons only; XP: 9,000; HP: 104
A Darkness over Adlersgrym
- by WarBride
27
I didn't design the bank with a specific method to rob it in place. There should be lots of ways,
just let the PCs think about it and role-play. They are in a city with just about every resource available
to them. And reasonable request for a service or information should be granted. For example:
•
•
•
•
•
•
•
•
•
•
•
•
Y
Get in (or out) via the roof with a flying spell after hours.
Get in (or out) via the bricked-up sewer entrance.
Hire a wizard to place Feign Death (PHB.181) on a PC, buy a
large Bag of Holding, put the PC in it, and then place the bag
in a rented safety-deposit box an hour before business close.
A priest can cast True Seeing (PHB.285) so the Invisible
Stalker will be able to be seen.
Many items might come in use for the heist. For example:
◦ An Anti-Magic pebble that could be used to silence
magical alarms can be found in the sewer system.
◦ A Wand of Knock and a Wand of Passwall also exists in the
sewer system.
Ensorcelled one-shot items (Knock, Passwall, Wraithform, etc)
can probably be purchased through the local Wizard's
Conclave.
Rurin could be convinced to leave a window or the door on the
roof open and unlocked.
◦ Perhaps he could be convinced to poison the Stalker?
◦ A keycharm could the pick-pocketed from an off-duty
[18]
clerk at the local watering hole.
Get floorplans (Appendix R.3) from Rurin or some other person (building repairmen,
customers, building code inspectors (structural, fire, water), etc.)
Make a PC invisible, set up for a NPC or PC to rent out a box, place other PCs into bag of
holding, place bag of holding in the safety-deposit box, to be retrieved by the invisible PC, who
is locked in the vault, after closing time.
Use the built-in defensives to make the window & door shields drop & lock in place. That buys
you time to rob the bank. Now you just have to escape.
Take the bank staff/customers as hostages, rob the bank, set fire to it, escape with all the other
hostages when they are released. Immediately teleport as soon as you leave the warding
boundary.
Set fire to the bank, after all leave, engage automatic defenses, get the goods, get to the roof
where you can leap off to get outside the warding boundary, teleport to safety.
Antimagic Shell (PHB.220)
Y
Passwall (PHB.217)
Y
Knock (PHB.217)
Assuming the PCs rise to the challenge and figure out a way to rob the bank, they will have the
option of trying to just go after the proof they need or getting the proof and also help themselves to a
little something valuable on the side. Ensure that the PCs know that there are consequences to their
decisions. People put stuff in the safety-deposit boxes for a reason – and they might not be happy with
the PCs walking off with their stuff.
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The vault contains a 200,000 gold pieces, various gems (100,000 gp), and gold bullion worth
another 100,000 gp. Also contained in the vault are what appear to be a matching set of crown jewels
(80,000 gp) and a ceremonial sceptre. This sceptre is a yard long and made from one piece of rose
quartz. It looks fragile; fractures and flaws spiderweb throughout the quartz, but it does nothing to
detract from its beauty. (It is a magic/wondrous item, but I haven’t decided what exactly it should do or
be…)
Robbing the safety-deposit vault
3,000 XP, Robbing the vault 3,000 XP.
'
If nobody was killed in the bank
heist, each PC gets 500 XP.
If the PCs stole anything other than
what was in Steelfarmer’s box, or anyone
at the bank was killed, the Vampire Cartel
investigates, using magic and their
extensive criminal network to track down
the culprits. They do not involve outside
authorities in their investigation as they do
not want the public to know that their
much-vaunted security has been breached,
but may hire mercenaries or assassins to
take care of the matter.
Alternately, if the PCs left behind
only minor signs of their break-in and only
compromised Steelfarmer’s safety-deposit
box, Lord Brannick simply steps up
security and keeps the matter quiet.
[19]
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Part XII: The Anti-Climax
Now that they have the proof and evidence they
need to expose Steelfarmer, the last step is to get an
audience with High Lady Loracaryn. They will be able
to meet her with Steelfarmer and the usual complement
of guards, court flunkies, and bureaucrats in a large
audience chamber.
After everything is presented, said, and done,
Steelfarmer is physically restrained by the guards and
court wizards are alerted and rapidly arrive to counter a
magical response. However, he just stands there. Then
with utter disdain in his voice he spits:
&
"You fools! You think you have stopped me,
but you have foiled only one of my many plans.
None of this is worth my attention. (Looks evilly at
the PCs) You!... (dramatic pause) You, however, I
will remember... You have meddled in things far
above you. And I will remember. Even if it takes me
to the last, I will grapple with thee... from Hell's
heart, I stab at thee! For hate's sake, I spit my last
breath at thee!" [21]
Suddenly, faint gray smoke rises from beneath
his shirt collar. With a final sneer, he vanishes from the
room leaving behind his empty clothes, a faint smell of
burned meat, and a rapidly dissipating cloud of smoke.
Congrats!
The End.
(award each PCs 1,000 XP for completing the adventure.)
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Notes
[‡1] This isn't a true Naga. It is a mashup of what I think a naga should be. It is part Naga,
Lamia (the real type – look it up), greater medusa, yuan-ti, and succubus. Just roll
with it, she should be a good villain with some serious replayability...
[‡2] To railroad or not to railroad, that is the question. Another way to make the initial
setup/plot hook to work is to substitute a few of the fake vampires to get more
crossbowmen. Then have them use handcrossbows with sprite sleep-darts. (MM.328)
Hit anyone enough times and they will fail a save vs poison at some point...
References & Sources
[1] http://en.wikipedia.org/wiki/Portal:Dungeons_&_Dragons
[2] http://mindfulseeing.com/2009/06/03/party-of-four/
[3] http://en.wikipedia.org/wiki/Copyleft
[4] http://memory-alpha.org/wiki/Dreadnought!
[5] http://www.padnd.com/dl_adventures.php
[6] http://www.candlekeep.com/campaign/adventures.htm
[7] http://www.drgnscl.com/ddriddle.htm
[8] http://www.wizards.com/dnd/
[9] http://www.wizards.com/dnd/
[10] http://forgottenrealms.wikia.com/wiki/Silverymoon
[11] http://en.wikipedia.org/wiki/Forgotten_Realms
[12] http://en.wikipedia.org/wiki/It_was_a_dark_and_stormy_night
[13] http://www.wizards.com/dnd/
[14] http://www.wizards.com/default.asp?x=dnd/news/20070108a
[15] http://www.wizards.com/dnd/
[16] http://www.wizards.com/dnd/
[17] http://www.livingdice.com/288/this-aint-your-pappys-worg/
[18] http://www.wizards.com/default.asp?x=dnd/dd/20060210a
[19] http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20101112b
[20] Dungeon Magazine Issue #147, Paizo Publishing
[21] http://www.imdb.com/title/tt0084726/quotes?qt0454884
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Legalese (take two!)
Darkness over Adlersgrym by WarBride – robert (at) mayofamily.com
Copyleft (ɔ) Robert L. Mayo
This module may be distributed freely and without charge.
Advanced Dungeons & Dragons was a trademark owned by TSR, inc.
http://en.wikipedia.org/wiki/TSR,_Inc.
Dungeons & Dragons and D&D are trademarked by Wizards of the Coast LLC, a subsidiary of Hasbro,
Inc. All Rights Reserved.
http://www.wizards.com/dnd/
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