Cormyr The Tearing of The Weave

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he teaci ng of the weave. A Campaign Adventure for Characters of Levels 4-7 Richard Baker Bruce R. Cordell David Noonan Matthew Sernett James Wyatt ‘phe tearmg of the weave" Richard Baker Bruce R. Cordell : David Noonan Matthew Sernett James Wyatt _ Duncnons & Deacows’ Camaran Accrssont Destanrns: RicHarp Baker, Bruck R.ConpeLt, — - Davi Noonan, Marriew Szxwerr, James WeATT 3 Error: Joun THomeson ___ Eprmixe Mayacen: Kim Mouan “Destes MaNacer: Gunistorier PeRkins Devetorment Manacen: Jesse. Decxen Seron Awr Director D&D: Stacy Lonasraer Dinecron o# RPG R&D: Brut SLavicsrx Propucrion Manacnrs: Jose Fiscer, RANDALL Cuews Foxcorfen Rratms Axr Diaector: Kare Inwin Cover Anvist: Wiittam O’CoNNon Tw TERIOR Agrists: WILLIAM O’ConNon, Jim PavELzc, Cuais Dex Grapaic Dsiennk: Ronert RAPER Cartoorapner: Ronexr Lazzanerrt Tacticat Mar Desicn: Niex Isaac Gkavnic Propuctioy Srictatist: ANGELIKA Loxorz Twace Tromictas: Sven Bourn Se ‘sed othe eign Dungeons de Dragons rales esl by Gary Gygn-and Dave Arson an the ney Du ‘Tonatan Tet, Monte ok, Sop Willa, Rihasd Bakes, and Petar Aakcon. ws Dense Sgn by ‘This produt wes uplated mater Srom the «FF evn. Iie dsgn fue with the Bours Reca.ses* Campa Sei by P2 Greco, a Sean K Reo Skip Wiliams and Rob Helwoo. ‘This Wizard ofthe Cont game product contin no Open Gane Content, No portion of this wrk my he repre in ay oem withne writen pain ‘oleate about the Open Gning License andthe #20 Sem Linas, pase rt wwnvizardscon0 US, CANADA, ASIA, EUROPEAN HMADOVARTERS PACIFIC, & LATIN AMERICA * Haro UX Led Waza ofthe Cost Tne (Caen Way PO. Box 707 Nespoet, Gwent ND9 OYE. ene, WA 98057-0707 GREAT ERITALN (Cxsstiont 800-324-0496 Peas keg ann ye nt 620-95688720-001 997654521 First Printing: Mah 2007 ISHN. 78 O-Hs9 119-3 Dexains & Drains DAD, Dunn Mason, Ferrera 20 20 Soman Wit i Chas Cry The Tera fhe eure Pliers Hank ‘Darn Maer Gd, Soser Marna al eter Wins cfeCote pred an i epctie np ardamar of Wael the Coe, Ts atin (A aslo ours ‘Thi mati ee une he ope a Ui Sato Amr ay nino astra wc ofthe meal arr sd Mei pri ‘ith hc rp won pina o Wissel he Coa Toe aii wok Pitino alles pe of te puesta (©2007 Wier Co in, ui che CR. Via ur mins iwrizrdcoaorgeio ne roofs, 2 new temple to Mystra ig in the final stages cof construction. But something rings false among the Jeavenly spheres—or at least among those who mouth the pi- ties of Mysera while plotting’ magical mayhem behind closed ‘emple doors. ‘And that’s just the beginning... Gormyr: The Tearing of the Weave isan adventure designed for four ehlevel Dusauows & Daacons® characters. Player characters will advance through Sth level and into th level during the course of the adventure, and perhaps reach 7th of 8th level by its conclusion, preparation As Dungeon Master, you need four books 19 run this adver ture the Player's Handbook (PHD), the Dungeon Maser’ Gnide (DMG), the Monster Manual (MM), and the Foscorrex Rivas Campaign Seiting (ERCS) Review the information presented on pages 111-116 of the Forcorrex Reatvs® Campaign Setting aud the information ‘tout southeastern Gormyr in the appendix of this product. Others, fel free t0 modify the adventure to Sita lation other than Cory Unless you decide hers, eis adventure rakes place dong the fll of 1374 DR. ‘Thisadventure ses the tactical encounter format to describe areas where PCs are likely to enter melee. How To use the Tactical encounter Format Encounters unlikely to en in combat use traditional keyed ad- venture text. Bue if a keyed area indicates combat is expected, the eatsy directs the DM to/an associated tactical encounter The cratvonal keyed entries remain your flowehart of the dbenture—they tell you when to refer toa tactical encounter, salto hac page mune you should turn, n Wheloon, & city known for its vibrant green slate / me Seg me cay ot ea cosas fiap-erestire destpon il oniony,eatare a, Lacy crags 0 tap oa ated tle cts ee cle ea * Dunckows & Dr-scows Miniatures, In most cases, D&D® ‘miniature ean represent a charactor or creature perfectly; other ‘times you'll have to improvise How to User Excounter Mars As described on DIMG 59, if » map feature covers more then hhalf of a given square, the featnre is considered to extend into that squere. If it covers less than half of a square, it docsn’t extend! into that squat. For example, if an area of light undergrowth skirts around the edges of a square, but the rest of the square is clear, then, there's no extra movement cost to enter that square, If the undergrowth reaches past the middle of the square, the square costs ? squares to move into. The same rule applies to diagonal walls. We've drawn diage nal walls on the maps so they cut through the centers of square ‘edges instead of running corner to corner. This way, i easy to tell whether a character can stand in a given square or not, since every square that a diagonal wall passes through is either largely clear (you can stand there) or just 2 small corner (you cai’t stand there), ——— ‘Tante oF CONTENTS == , adventure Background ‘The goddess Mysera provides for and tends the Weve, the conduit through which most ereatures in Toril ceess magical energy. Despite this central role, the worship of Mystra. has declined over the years, Even s0, new temples aré sometimes commissioned Until recantly, Cormyr did not have a single temple to the Mother of All Magic. Thar changed six months ago when & Mystran priestess named Lady of Mystery Naedcenya Arthas convinced Lord Sarp Redbeard, leader of Wheloon and lord of ‘much of the surrounding lands, that hosting a temple of Mystra was etactly che thing to bolster the city’s economy and create a trade destination for magical items, components, and lore. A good deal of bribe money also exchanged hinds, but in the end, onstruction was sited and started. ‘The temple was located on the site of a ruined citadel atthe ge of Wieloon. With a foundation albeit crunibling—already in place, along with the magicaided construction techniques available to thote pledged to Mystra, tie temple was finished in mere months. The open central courtyard hosted nightly ser vies tothe Lady of Mysteries beneath her symbol ofthe seven sats. ‘When Tunaster Dranik, an itinerant cleric of Mystra, hap- ‘pened through Wheloon he was astonished to discover a full-sized temple where for years had boon a ruine citadel, Had he missed the church communiqué concerning news of the opening? But it was glorious nows nonetheless that Cotmyr finally hosted a temple to Mystra. Tunaster enfared the temple, jubilant and cager (0 sce his fellow clergy in their new chapel He barely escaped with his life—and his sanity. Adventure synopsis ‘The characters who undertake this adventure discover all is not whit it seems in che new temple to Mystra in Wheloon. To get to the bottom of the mystery, the PCs must travel to an abandoned kecp in the Vast Swamp, journey from there to the Plane of Shadow, and fight their way through swamps, towers, ‘and cauyons to bartle a black dragon devoted to Sha. Chapter 1: Temple of Mystra: The PCs must force or trick ‘their way into the well guauded temple to discover what ig amiss. ‘They find ove thae the clerics offer “Mystra’s Sacred Trust” to, travelers through town and other folk who aren't likely t0 be missed, These folk ace demmdvefed after along ritual; those with ‘ho magical talent are tortured to death dr fed to monsters: The others are taken from the city to. location in the Vast Swamp, for an unknown purpose—one the PCs will have to discover for themselves. The temple’ “clerics of Mystra” are indeed cer: ‘es—hue they worship a far more malevolent goddess. ‘Chapter 2: Into the Vast Samp: The PCs follow the trail of| the dominated victims to the Vast Swamp, encountéring both friends and focs on the way. AC the edge of the swamp, an en- ‘counter with some local lizardfolk reveals the existence of hordes of undead—once the brethren of these sume lzardfolk—and a castle in the swamp where the damivared victims enver, but never leave (Chapter 3: Cormyr's Lost Refuge: The PCs must fight their ‘vay inside the castle to reveal the fate of the dominated residents ‘of Wheloon. Once inside the koop they battle various foes, icin ing the chieftain of the undead lizardfolk. Farther investigation leads the BGs to a few of the dispossessed! Wheloonians—and a strange-looking portal to the Plane of Shadow where the otiers ‘must have gone, Chapter 4: The Path of Shadows: Emerging from the portal intoa dark mirror of the Material Plane, the PCs haye a choice: set off in a magic boat across the dark waterway, or trek overland across the wide shadow swamp. A water journey is unnerving but ultimately uneventful, while choosing to walk across the swamp borings the PCs to the lair of the undead lizardfolk. Fventually the BCs arrive ar an ancient monastery where they meet agents of Cyric and learn that the combined clergies of Shar and ‘ae attempting to tear a hole in the Weave, creating a vast arca of dead magic. Chapter J: The Black Rift: From the monastery, the PCs ‘mast journey to the Black Rift, a huge canyon inexplicably set in the middle of the swamp. Here the strange, warped nature of the Plane of Shadow becomes very apparent as the PCs fight ‘thir way trough strange locations linked by long bridges across the rift. At the end of the chain of fortifications, the PCs meet SE 2 gathering information about the temple If the BCs wit to ask-around town kegarding the temple cof Mystra, use che following Cather Information DCs to determine the results of their questioning of the locals. ¢ Beating a specific DC also reveals the information provided by lover reales — ‘DC 10: Th: now temple went up rel fest They did't spare “iny magic when building that’s For sure. But I suppose that's ‘hae We should expect from clerics of Mstra” C15: “Tord Redbeasd said the tenple wil bring in more people and ore trade—por us on the map, it were: Te seams 0 bedoing that. At east the priests of Mystra spend a fair amount of coin on supplies that otherwise wouldnt have been spent?” DC 20: "he Purple Dragons investigated the place after some folk complained of weed lights and odd notes at night Tmagine thie! Odd noises and lights at teinple devoted tothe tbe of magi! OF course, the Dragons dia find anyehing” DC 25." hear that the eleres of Mystra haven't been too fen with our torts traditional churches, the Harvest Hall and Gods Grove. Thats probably due to big-ity church rivalry, Once the Mystrans get settled in, they’ come to understend! were all friends here™ $ Tasratin by lam Pro Despayr, the dragon behind i all. IF they suceced in defeating him, the rip in the Weave that Despayr has started ‘sill heal sof. Ifthe PCs fail, great woe will befall Cormys. combat in the pack . Page 164 of the Players Handbck covers the ‘opie of vison and fight, but che information is vorth reexamining because many combats in this Adventure occur it coalitions of daskness or sludowy lamination Tin an arca of brigh= illumination, all characters ean sve cleat. A creature cant vse Hide in an area of bright illumination unless i i Jnvistle, has cover or concealment, or has ‘he hide in plain sight ability. Jn an arca of shadowy illumination, a cluracter can see dimly. Greatures within this area have concealment relative f0 that character, f he or ste doesn’ haye darkvison. Concealment has ovo min effets The sujecr of «succesafl attack has a 20%¢ miss chenee, and creatures can make a Hide check to conceal themselves Ta areas of dishes, ercatures that lack darkvision are fectively bined. [a addition to the obvious effects, a blinded creature has 2 50% miss chance in combat all opponents have total concealment), lows any Dexterity bonus to AC, tales a penalty to AC, moves at half speed, and takes a —# penal con Search checks and most Strength and Devterty-based skill cbecs Characters who have lovelight vision (ves, gnomes, and halls) can sc objects tice as far away asthe given distance Double the effective radius of bright light and of shadowy i Jomination for such characters. For example, torch provides bright illumination out to.40 feet (Father than 20 fet) for a character with low light vision, and it provides shadowy illu tution aut ro 80 fet (rather than 40 Feet). Characters who have peri low-light vision can ses objects four times as far away a the given distance. Quadruple the effective radius of bright humisation and of shadowy iiumination For such characters. Characters who have darkvision Guch as dwarves and halFores can see Tit sucas normally a8 well as dak areas within 60 fet. A create canve nse Hide within 60 feet of a character wha Js dashvsion unless i invisible, bas coves, oF has the hide ss plain sight ability combat in watec Sora eicounters in dhis adventure feature bodies of water that 3PCor NPC might eater. The pertinent rules from the Playé’y Handbok and the Diageon Masters Guide are gathered hers Jar your convenience Wet + in the water must su new temple of yttra sine rightly under the moda Swimming: In all cass, fhe water in chis adventure shouldbe treated as ealm. Creates son a DC 10 Swim check to move onesquarter their normal land spaed. A failure by 5 or more results ina eeature going underwater and needing to ho its breath. Creatures without a swim speed ox freedom of movement that fail a swim check are considered off balance; they lose cer Dexterity bonus to AC and foes gin 29 bons to hie chem Holding Your Breath: A creature can hold its breath for a numberof rounds equal to vce its Constitution sore, but only if taking move actions or free ations. A exeatore holding its breath thet takes a standard action has the number of rounds that its bceath can be held reduced by 1 After that, the erearare ‘must make a mecessful DG 10 Constitution checks each round, th: DC of this check inereases by 1. A failed Constitution chesk ure to fall unconscious Tn he Following round, the creature is reduced to =1 hit pois Tn the round afer that, he ereature dics, ‘Water and Cover: A creature immersed in water has total cover from attacks on land, A ereature standing in water ae least tual its eight indepth has cover (4 to AC, 2 on Reflex saves) from land aeracks, nd it ea erouch as a move action to gain improved cover 8 wo AC, 4 on Reflex saved). Creatures swim ming, be breaking the surface, have improved cover against attacks from land G8 to AC, +4 on Refiex saves ‘Water and Attacks: Ranged attacks take a2 penalty on the aetack roll fox each 5 feet of water they pass through” ssehing and bludgeoning melee atucks take a ~2 penalty on the attack roll when underwater as well. The surface of the water stops —— Taste or ConteNts ae , line of effect for fire spells, and apelleasters in the water mast succeed on a Spelleralt check (DC 20 + spel level), or the spell fails and is wasted, Adventure Hooks ‘Characters cen become entangled in this adventure through 3 ‘wide variety of methods, Read through the information sbout ‘Wheloon in the appendix to get an understanding of the setting {or the first part of the adventure, and then consider using one of the following adventure hooks t6 get things going: Suggested hhooks include the following: Tunaster Drenik: Au itinerant priest of Mystra concacts the player characters, who by this time Cie level) nave just started to make a name for themselves. Alternatively, the PGssce a notice posted on a focal tavern wall or town job board. The letter o: posted announcement simply reads: To Those of Strong Arm, Keen Mind, and Quriesty Salutations! ‘See the man in blue at the Wyvern Watch Inn before the 23rd if you wish to ear a pecnliar riddle, ‘and are willing 19 undertake a commision 19 discover is ancwer ID. ‘The letter is delivered to the PCs or is posted in Wheloon, fr @ town chosen by the DM appropriate to the characters? location. If the PCs travel to the Wyvern Watch Inn (or one substituted by the DM) before the indicated date, they indeed find a white-bearded man wearing a simple bloe robe trimmed + with white, accented by a cloak of deep blue. He also wears a ble skulleap, If spproaced, the man is initially nervous, as if ready to bot However if the PCs put him at ese, he indicates he is indeed ‘TD? Timaster Dranik, cleric of Mystra (LLG male Chondathan shuman cleric 3). Cs interested in hearing his riddle and raking ‘he commission offered can speak with Tunaster at length and tearn the details of his predicament and offer. The following bits of information are imparted to the PCs narurally, a8 part of conversation: ““t wander, as many Mystean clergy do, secking sourees of old magic, Pve been in tombs, dangerous ruins—P've even skirted the lair of foul lich But none of these holds a candle to the sight [saw a tenday past—a newly buile temple of Mystra, here in Wheloon" “Seems normal enough, eb? But there are no other temples cof Mystra in Cormyr, This is big news! T'm a Tong-ime cleric of the chuck, Tin in yearly contac with the organization. How isi I didn't know Ud find a temple of Mystra here? Why don't {La dleric in good standing, know more of this “Lady Arehas? who supposedly ordered the temples construction, an sited it fn the ruins of te old citadel?” “Astonished, I immediately entered the temple, ooking for answers. I made it tothe outer courtyard, bt was rebuffed from entering the inner areas; Iwas told to wait for Lady Arthas, After an hour's wait, 2 man appeared, sosicone named Ferry and asked me to accompany him back to the middle courtyard He wore the garb of a Mystran cleric, a8 T do, but something about him wasn't right. T eat explain it to you, but something made me... run.” “And they chased me! Why would they do that?Someone on the temple walls fred arrows at me! But Useaped. What in the Nine Hells is going on in there? I need to fina out, or failing that, goto the nearest lgitimate tample of Mystra and ask for aid. Hue now you'ee ere. Can you help me?” “Dive already spoken to the authorities about the subject. Constal Tholl assures me that the Purple Dragons ave inves ‘gated the temple and found nothing amis. Lasked him what they discovered, and i cemed they made only a cursory cheek of the place after hearing about strange lights and noises. T sensed his reluctance to look deeper into it has mare to do with Lord Redivard’s pleasure at the business and taxes the temple brings ‘than with a firm understanding of what is happening within.” ‘Tunaster offers the MGs sum of 2,000 gp if they penctrate the temple; find out if a profanity to Mysera is being commit ted, and the purpose behind i; and eliminate the Dasphemers, He'll pay the PCs $00 gp now, with the rest coming upon the completion of the quest. For his part, he's going t0 travel to Sserloon to meet with his superiors at the Tower of Mystery, and he will not accompany the PCs. Tunaster hopes to find faith {fal there who can tell im what might be going on or who will return with him. Timaster is aily certain that someone there ox nearby will be able to teleport hiny back, but if he cave it will take him nearly a tenday to return. If the PCs scem hestans, ‘Tunaster offers to write them a promissory nove that has his personal arcane mark, which the PCs can redeem at any temple ‘of Mystra (except the one in Wheloon, of course) for payment after they submit to disers Jes spells, ‘Missing Bookacller: Amnie Basule, a Wheloon bookseller, has gone missing, His wife, Mela is hysterical. The Wheloon Watch doesn’t look into such matters—but peelaps Mela ean interest the PO? ; ‘Amnic was lat seen in his bookshop. A succesful DC 1+ Search check reveals the signs of a scuff; a successful DC 18 Search check reveals a pamphlet to the city’s now temple of ‘Mystra that has fallen into a crack between the floorboards On itis written (in Amnic’s handwriting), “Do they really hold ‘Mystra’s Sacred Trust?” Looking for « Temple: The characters axe looking for a nicarby temple for healing, advice, or some other service —and discorer the newly built temple of Mysra Ihe characters arsive at the newly built temple hoping to investigate anomalies brought to their attention, ‘or perhaps simply by chance £eatures of the Temple ‘The structure consists of the temple proper with an open outer courtyard, a colounaded middle temple, an inner temple with as sociated antechambers, au a dungcon level beneath. The temple is built into the side ofa hill at che edge of Wheloon and along ‘the Wyvernflow River. It was built on the fouridations of an older citadel coustrueted before Wheloon was founded. A Stone path leads up the hill to the main temple entrance, which consists of a set of heavy oaken doors ceilings 2 Ceilings are 6F uniform height: Geilings: Indoor cilings are 15 fet high unless ocherwise noted walls ‘The cuter yalls are made of Sfoocthick mortared stone. A allay runs along the tops of the walls that suru the outer ourtyard. The inner vals are Lfooethick mortared ston. Masonry Walls (Eeterios: 5 f. hick; hardness 8, hp 4505 break DC $5 Climb DC-20 "Thee walls are about 27 fee tall ou the outside edge, and ity climb of 20 feet to reach the betlement Maronsy Walls Untvioe: 1, thik hardness hp 905 beak DC 35; Climb De 20. Masonry vallsinrease the DC of Listen checks to heat through them by 25, The hit points an break DC shown ae fox x single 10foor Section, IF masonry walls breathe, the Sars breached and all ajacent nova quares become heavy brs Doors, ‘ntranc: to the remple is controlled by the outer goors and inner doors, which open into the open outer courtyard and ericlosed middle temple, respective ‘made of iron-reinforeed oak. ‘The onter courtyard doors stand open end unlocked by day, but are closed ae night: The middle temple doors are usually closed Hoth sets of courtyard doors ate And locked (barred from within) Internal doors ar ll good wooden deo; they ae lacked ot mlocked a5 ote ‘Barred and Iron Reinforced Wooden Door (Courtyard Doors): 1 ft, thickg AC 2; hardaess 5 hp 150; break DC 37 (bared), Each door measures 90 square fee; a nach epell cst 9th Joye can open one if barred The doors ure barred 2 night but open by day. Good Wooden Door (Tnterual Doors) 1-1? in. thick; AC 35 hates J; hp 15; beak DC 18 Gf locked, illumination Hanging lanterns illuminate most of the rooms in the temple Dark areas are specifically noted in the text. proactive defense During the course of the adventure, itis possible, even likely, that PCs will enter combat and remove the threats of one oF more chambers of the temple, then fall bck, Becante the fake temple of Mystra is actively managed, surviv- ing prigts do noe simply allow their numbers to be whittled dow and wait for the next attack; they launch a proactive program to stem the problem, Backfill Loves: ‘The temple can't withstand the loss of too ‘many guards and priests in the upper level, but it does react by attempting to hire new guards and importing fresh priests from the east, and so on. TF the PCs incapacitate or kill guards and priests, leave, and core back, they find replacements, depending exigsrainao aes Perr Foret peer w One ‘on when the PCs return. These replacements apply only to the upper level of the temple ‘Leis dhan a Day: No replacements. One to Three Days: Valk the number of slain/ineapacitared guards and 50% chance of an equal level priest. Four or More Days: AML goars and priests replaced. If the PCs make much headway in the dungeon level, they will ether enough evidence to reveal the temple to be a sham. Once this happens, the temple will go dark, and its residents will fice east. ‘Logal Issuos: The temple's residents don’t want to draw too ‘auch attention to their new enterprise, so they won'eset Wheloon suthorities against PCs; however, ifthe BCs show up on temple grounds with authortic in tow, the surviving priests will make 4 persuasive argument that ie is the PCs who should be clapped {in rons and led away, Unless the PCs can beat the temple's Bluff check result (made with a modifier of +15 including all cireum- stantial modifiers in the fake temple's favor) with a Diplomacy check of their own, the authorities will turn on the PCs. IF the PCs allow themielves to be taken captive and await the justice ‘ystenvs outcome, the Killers from the Assassin Ambush encounter ‘on page 22 st fire to the Wheloon Watch House to distract the guards as they break in and attempe to kill the PCs. ‘Take the Fight to the PCs: Tady Arthas doesn’t wait idly by for the attackers to brak into the dungeon level of the temple Tmnstead, after the firet attack the PCs asake on the temple, she sends forth a team of killers to take care of the problem, ‘The killers, Londal Fen (NE anale Chondathan human fighter 62nd Smale (NE female halfling rogne 4), sttempe to draw the PGs toa killing ground of their own devising by arranging for a message to be delivered by courier (Qay or night), with this texe {aked in a shaky hand: “I can help you sneak into the temple, hut they are watching for me. Come mect me in ai hour at 23, Timpil Stret, on the eastside of the river” ‘The address leads PCs to. deserted section of the waretfront. ‘There the characters are ambushed by the killers; see tactical sswounter Ad, page 22. : TE the PCs don’t take the bait, the Killers are forced to keep fabson them and attack when the opportunity arises, They won’ fight the PCs where there are witnesses or Where the authorities sight soon appear, so the PCs are safe saying at the Wyvern Watch Inn. any of the killers survive and escape, the PCs might meet ‘them again if they enter the dungeon level of the temple. entering the Temple Carats can enter the empl i several ways Walkin by Day: The onte conmeyand doors ead epen dating the day, a sits sre welcomed by priests who standin the ‘outer courtyard for jun such day. PCS who feign casa interest ais entourage to comme with Mystra inthe caer courtyard 2s often a8 they like until midnight. Those who Fig intense itenton recive iin tara and aze ask if they wan fo exe Myst Scored Tastee aree T2 and T6). Sneak in by Night Sncaing in is dangerous but could whi antl prove the best way to gate nteligeace about ee teople Although beskng through the fon aur doors san option, characters wil be better served by attsmpting o clabe up on a ‘Train or Mysrra — outer wall (Climb DC 26), or come up from bchint che emple on the upper ridge of the Buf, and then down ino the open outer courtyard area T2) Mytrem servien are conducted from dusk to jst before idight after which the rerple closes. Ps wil have the hes ck they deal with the ewo temple guards on the outer walls first. Guard To temple guards are posted, day ant night, othe wall walkway that surrounds the outer courtyard (arc T2), The guards gin Listen checks opposed by the PGs Move Silently checks, in case noise is made. Creatures take a —1 penaley on Listen checks for evry 10 fet of distance bewween them and the source of the nie. i either (or both) gute noice an attr to brea in, they ‘will use their horn to sound an alarm, This alerts the four temple oars stationed in area TS, wo arvive in 3 round. ‘remple Locations “The maps for the temple of Mytra appeat on paget 22 and 2, Assume chat the ground inthe enuounterlcaions sce and rclatvely fice of ostructions unless a tactical encour inbestes otherwise. (TL. Pars to Gare ‘A cobbled path leads from the northern edge of Wheloon some 200 yards up a ow hil to the ul where the tee of Mystra has ben ble A ebestone path gradually ascends a low hill tard a seep Gide Wulf bind sohich runs the Wreernplra. The pats leads tothe flat rampart ofthe whitewashed temple wall bile right into the luff Ts the left ofthe doors stands a larg, styistcaly simple statue ofa woman. smaller, reetanding sone building Stands tothe south ofthe temple, By day and wp until an hoor before might, the onter doors (Ghe double doors between area TL and T2) stand open. Open or dosed, FCs who make a stceeafol DC 1 Spor check ean nore ‘one of both ofthe remple guards who walk the fo of the walls Surrounding the our courtyard Ths temple urs on the wall, ‘cn anak Spot checks ¢3) or Listen checks 63) ro sce PCs st tempting o sneak i, They won't engage in conversation, instead directing any inquiries tothe prints ise. IE a cont occurs he, ee the sont thts ene: Tactical Encounter: 12, Outer Courtyard on pags 2 Temple Guards upon Walt Ths temple gunn up onthe outer valle Grate printed with the T2 ectical encounter) ae part of the cootingent had in rea TS, anda sch, are not aware tae thy tomple is anything other han grand ruta deat to Myscrn eset ie tees ee eee ete ae aT color—che woman weirs «headin learing a wile fa discon whic painted a cle of seven blneavhite stars with Fed rise flowing from the center Those who have ranks in Knowledge elsion)rexognize he symbols that of Myst, A succes DG 15 Koamlge (ligion) check ices thst the woman might De Mists an ehvgh ht lion doo aly son ‘idols, it is not profane to do so. ——_ ‘Teseene or Mysiaa —— ’ T2. Ourrr Courtyarp This walled enclosure isthe most public face of the newly built temple of Mystia This wile, walled space is epon to the st. The flor is tiled ‘with obsidian slabs, in rebich star shaged white stone files are seh, mimicking the night shy. Tava large stone statues dominate the space, each, apparently portraying the same woman. The stand apart from but facing each opher, each with bands raised ‘up toward the otber, abmast forming au arch over the center of ‘he temple. Four small altars to Myitra siti each corner of the courtyard temple, By day, the outer coursyard contains 1144 cuvius ¥ femple guard named Thendric, anda temple priest name Thar. From disk to a9 hour before midnight, dhe outer courtyard contains 2442 pious visitors, the empl prise Shan ‘Thar, and the “devout sorcerer” Kevrin. From miinight to daybreak, the outer courtyard is empty, ‘though tio comple guards armed with hows are aleays on dary stop the walls 1a conflict occurs here, refer to the tactical encounter. Ia conflict curs in area T6 andthe PCs retreat here (having passed it without conflict on the way in) Shan Thar and the archers sound the alarm to alert the temple guards in aca TS—reer t0 the tactical encounter. ‘Tactical Encounter: T2. Outer Courtyard on page 24 Shan ‘Thar: ‘This individoal is a smiling, charming man in his mid 305, Friendly and outgoing, Shan Thar isthe perfect face of the new temple of Mystra. When he firs meets the BCs hae inquires if they seck healing services or other clerical help (Gor standard rates as given on PH 129), and is glad to provide it fer ashore wait t locate sro) Shan Thar brews potions of undetectable alignment regulatly, ‘one of which heirinks each day before going put to greet people, Ihealso provides such a potion

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