A Darkness over Adlersgrym - The Mayo Family Home Page
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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. A Darkness over Adlersgrym - by WarBride 28 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] A Darkness over Adlersgrym - by WarBride 29 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.) A Darkness over Adlersgrym - by WarBride 30 This Page Intentionally Left Blank A Darkness over Adlersgrym - by WarBride 31 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 A Darkness over Adlersgrym - by WarBride 32 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/ A Darkness over Adlersgrym - by WarBride 33