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Dungeon Magazine 055 Text
Dungeon Magazine 055 Text
DiTerlizzi graces
our cover with a
fantastic image of
Umbra.
O CANADA”
Ron Poirier SAVAGE BEAST
When I was little thought that Saskatoon, Saskatchewan was
I J
(AD&D® adventure, character levels
some make-believe world in Warner Brothers cartoons (it ranked.^ 1-3; 10 total levels) This mom gives
right up there with Walla Walla, Washington). Of course now I
actual places, and that
new meaning to the term
know that Saskatchewan and Canada are
the best view of Niagara Falls is from the Canadian side. But
“leftovers.” 8
that’s not the only cool thing about our northern neighbors.
Canada has given us “The Kids in the Hall” (“Buddy” does a won-
derful sketch about Canada), “Second City TV,” and the overused-
and-now-out-of-date phrase, “Take off, eh.” Some other famous
Canadian exports include Joni Mitchell, William Gibson, Keanu
Reeves, Margaret Atwood, Sarah McLachlan, and William Christopher UMBRA
Shatner. That puts this issue’s contributors in good company. Perkins (Planescape™ adventure, levels
With that in mind I’d like to introduce you to our Canadian issue 6-9; 36 total levels) A custody battle
of Dungeon® Adventures. It’s just a coincidence, but three of our
in the Cage becomes a job for the
four authors in this issue— Chris Perkins, Lisa Smedman, and
PCs 18
Steve Loken— live in Canada. And to maintain our Canadian
theme, we’ve made Ron Poirer an honorary Canadian (but only
because he lives so close to the border). We wanted to include a
large red maple leaf with each issue, so we drove 10 hours to the
Canadian border, the trunk filled with enormous trash bags. No
sooner had we started filling our bags with leaves when we were
apprehended by Sergeant Preston and his faithful dog. King. They
Steve Loken TULIPS OF THE SILVER MOON
asked us to return to our own country while politely escorting us
(AD&D adventure, levels 5-7, 30
back to the border. And they confiscated all our maple leaves. total levels) When the citizens of
To address another point, we love getting mail here at DUNGEON, Tangreen say, “Don’t pick the
but we’re extremely jealous of the bulging DRAGON® Magazine flowers,” they mean it 48
mailbag. We’re not psychic, and we want to hear from you. To
make voicing your opinion easy, we’ve included a survey on page
69. Please fill it out and drop it in the mail. We are very interested
in your opinions, concerns, and comments (and besides, we figure
this is an easy way for us to get more mail). If you think that
there’s anything else we should know, include that information Smedman SEA WOLF
Lisa
with the survey. We at DUNGEON Adventures are lonely for groovy
(RavenloFT® adventure, levels 4-6,
postcards and neat stamps (I collect them).
Just don’t send us maple leaves, or anything else that Canadian 18 total levels) A pleasant little sea
customs will confiscate. voyage turns deadly. 28
Printed in U.S.A.
LETTERS 3)
Springs Road, Lake Geneva WI 53147 old material that is out of print. make sure no one accidentally plagia-
Regan Peter rized works such as Grimtooth’s Traps,
U.S.A. You can also contact us by sending
pxr@ovum.mhs.compuserve.com but I am certain there are hundreds of
electronic mail to tsr.mags@genie.geis.com.
good ideas. Good tricks are the very
We will not publish your address (regular
We’re always glad to send out writers’ building blocks of good adventures.
or email) unless you specifically ask us to
guidelines. If youwant an electronic For example, use any method to force
do so.
copy. Justsend us your request via email. the party into single file, with some
spacing between them, such as with an
If you want a paper copy, you must send
us a legal-sized SASE. We’ve received a ancient rope bridge. In the center, place
Downloading Dungeon a glyph of warding. Just before the
few from people who requested
letters
I’ve been playing the AD&D® game guidelines or submitted proposals, yet glyph, but a magic mouth with the in-
and until yester-
for the last 15 years, didn't receive a response. Unfortunately, struction to say, “Beware Zik,” when
day had never bought a copy of
I we simply can’t afford to provide the anyone but a mage passes. Each charac-
Dungeon Adventures. It always seemed postage and envelopes for the many, ter that passes hears the warning, and
too expensive, and as a teenager I had many requests we receive. Always re- the glyph does not go off because its
time to write my own adventures any- member the SASE! name has just been spoken. But when
way. However, I think I am right in And we’re always interested in ad- the mage passes, the magic mouth is
saying that the UK price is still the venture outlines or proposals. In fact, silent, and BANG!
same as it was five years ago, so now we much prefer seeing them to seeing Daniel P. Smith
the magazine looks decidedly cheap. tuys80a@prodigy.com
full manuscripts. Receiving the pro-
After buying issue #53, 1 was back in posals first saves us a great deal of What do you say, everyone? A one-page
the shop within the hour to pick up #51 time, and it helps us point out which tricks and traps feature sounds pretty
and #52. As a DM
disturbed by the ideas we think will become the best cool to us. Would you like to see some-
sheer mass of AD&D
material to wade adventures. If you send us a proposal thing like that in these pages?
through, it is a welcome relief to find so and we ask for the full manuscript,
many good adventures under one roof. you’ll receive a response much more
1) Could you send me a copy of your quickly than if you simply send us a Favorite Settings
full module without a proposal. As for
writers’ guidelines?
whether readers will go for “bare
I just WMt to say I think your maga-
zine is the best.But one day while look-
2) Are you interested in adventure bones’’ adventures What do the rest
. . .
DUNGEON* (ISSN 0890-7102) is published bimonthly by TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147 U.S.A. The mailing address for all material except subscription orders is
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of the current
©1995 TSR. Inc. All Rights Reserved. Printed in the U.S.A. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR,
Inc.
Second-class postage paid at Lake Geneva, Wis., U.S.A. and additional mailing offices. Postmaster: Send address changes to
DUNGEON, c/o TSR, Inc., 201 Sheridan Springs Road, Lake
Geneva WI 53147, U.S.A.
6 Issue No. 55
7
LEUERS
I have been an avid gamer and reader maries would have to be in sentences of converting the adventure to
difficulty
of your magMine for some time. Along simplistic enough to pick out any one a home campaign. (Here, we rather like
the way, I have noticed something needed fact at a glance. the Shakespearean setting and wouldn’t
I’d have to make who’s who/which’s even tryto convert it.)
disturbing. Maybe it is just me, but it
looks like the popularity of the which lists, equally simplified to scan. No
apologies necessary for criticism,
Dragonlance® campaign setting has And then I’d have to put the whole thing Jo! We want your opinion, and we value
been diminishing rapidly. I have also back on an AD&D basis by looking up or well-considered complaints as much as
noticed that DUNGEON has not pub- meiking up drow and elvish names. we do praise.
lished a Dragonlance module for a “Dark Thane MacBeth” doesn’t need to We won’t likely generate our maps on
while. I am still a loyal fan of the world ride on the coat-tails of the Bard. It needs the computer, but who knows? As we
of Krynn and all contained within. to be re-written in a form a DM can use slowly but surely upgrade our hardware,
John Sampson instead of dumping it in with regrets that anything can happen. We like both the
14511 Dogwood Place it’s a good story, but too much work for crisp lines of computer generated maps
Plattsmouth, NE 68048 the time I have—especially when there’s a and the more organic flow of hand-
whole magazine full of others, ready -to- drawn maps.
Your wish is you know the rest.
our ... use, right here!
You’ll find not only an incredible 'The fogwarden is a delightful find!
PLANESCAPE adventure in this issue (the Apologies for sending more criticism Tough Creepers!
longest adventure we’ve ever published, them praise. I deleted well-pleased com-
ments on each of the other scenarios in Last week I ran my weekly AD&D
and we think you’ll agree it is worth
every bit of the extra space), but also an #54 to save space. All-in-edl, this is a very game, which took the PCs through the
usable, exceptionedly entertaining issue. adventure “Shades of Darkness” (issue
excellent Ravenloft adventure origin-
Regarding McRey Moyer’s suggestion #47). The party included a 5th-level
ally written for the recent "Chilling
in a previous issue that DUNGEON ranger, 5th-level fighter (berserker),
Tales” adventure.
Adventures publish brief ideas which 6th-level thief (swashbuckler), 5th-level
We’ve received quite a few requests for
DMs could develop into scenarios: May I wizard (witch), 4th-level fighter (noble
more Ravenloft adventures lately, but
also recommend the “Adventure warrior), and 5th-level priest of the sun.
not as many for the DRAGONLANCE
world. More importantly, we’ve received Starters” feature in Re:Quests\, the I had read through the adventure three
newszine of Mensa’s role-playing games times, re-read all the FIEND FOLIO®
plenty of good submissions set in the
Demiplane of Dread, but very few set on Special Interest Group? game information on dark creepers and
E.J. (“Jo”) Philagios stalkers. Tb make a long story short, the
Krynn.
Denison, TX well-equipped party made two forays
Still, it seems that many readers want
AD&D against the foul creatures and were
to seemostly non-world-specific
just finished reading the modules in badly routed each time. 'Two PCs lost
game adventures. What worlds would I
issue #54, and once again I’m impressed magical rings (with their fingers still
you most like to see here? Fill out our
with every one of them. It’s one of those attached), the mage’s light stones were
survey and make your opinion count.
rare issues in which all of the contribut- stolen (twice), and the dark creepers
ing authors have appeared previously in more or less ran amok, backstabbing,
Dungeon Adventures’ pages. Usually pick-pocketing, and wreaking havoc as
Responses to Issue if 54 there’s one or more new authors intro- the PCs stumbled about in total dark-
Feedback as requested on DUNGEON duced in every issue. ness, unable to communicate (due to the
Adventures #54. The maps are much improved, al- shriekers). It was an ignomious day for
Are you through running Sheikespeare though the square grids are too dark the PCs, and they suffered their most
“adaptations”? When I finally decided I and “slightly off,” and you can tell severe setback since getting ground to a
would read through “Dark Thane Mac- Michael he needs to work on his doors. pulp by the cultists from “(Joblin
Beth,” I was left with two conclusions. (I thought his artwork for “Redcap’s
Fever” (issue #46). I’m wondering just
One is a question: “Is there any reason Rampage” was terrific, by the way.) what tactics the playtesters and other
Michael blinker’s scenario wouldn’t have Also on the subject of maps, will you be players used to complete this adventure
stood on its own merits?” I can’t find amy doing more computer-generated cartog- successfully? Perhaps other DMs who
reason. My second conclusion is, “Thlk raphy once the Macs are up and run- ran this adventure could share their
about making more work for the DM!” ning? Seems to me the current software experiences. I found this particular
"lb use this thing, I’d have to make a is up to the challenge. adventure to be much harder on the
summary of the historical background. Chris Perkins players than it first appeared, and the
I’d have to make a separate summauy of Ontario, Canada level suggestion a bit low. I look for-
the immediate background. There’s ward to hearing from you and the read-
quite a bit of information in this mate- From the letters we’ve received so far, ers (and perhaps the author).
rial, and there’s not a bit of it that most readers enjoyed issue 054, includ- Tbny Ross
wouldn’t fit well enough into my own ing "Dark Thane MacBeth.” Jo’s are the 2745 29th StreetNW #400
game world. But those necessary sum- first comments we’ve heard about the
Washington, DC 20008
roosseroo@aol.com
Continued on page 1
DUNGEON 7
Ron writes: ‘‘I was 15 or 16 when I sent
in my first proposal to DUNGEON® Adven-
tures. It featured a werebat, a monster
that I sincerely believed I had invented
myself. I was disappointed to find that
there were already at least two versions
of the werebat flitting about the AD&D®
universe. Although “Lair of the Were-
bat” was never published, I learned a lot
Adventure Background
The town of Harper’s Gamble houses the
ancient Greenbriar Keep, home to one of
Artwork by Terry Dykstra the largest bard colleges in the land. A
PC bard should already know this, and
the DM may arrange to have the party
find itself in the town because said bard
wishes to join Greenbriar College. Official
Greenbriar meetings are held on the first
half-moon night of every month, although
anyone entering Greenbriar Keep (which
was supposedly built by a great bard lord)
finds a handful of experienced musicians
and other performers to talk to. 'The en-
tire college ishoused in the keep, which
resembles a small Scottish castle. Legend
has it that the keep is older than the
8 Issue No. 55
SAVAGE BEAST
town, but the facts of the keep’s construc- and his workshop was scheduled for the regenerative properties of
tion remain shrouded in mystery. Located tomorrow evening. Duncan is quite Kilkieran’s ring for themselves, the
on the edge of Harper’s Gamble, distressed, because many Greenbriar bhaergala was clever enough to see
Greenbriar Keep was purchased from the bards have come to the keep for the another use for the magical item. She
king nearly two centuries ago by a group sole purpose of catching a glimpse of decided to test the ring to see if it was,
of bards who wished to create a cultural the secrets of the popular minstrel, in fact, the one she had heard about
mecca. They succeeded in their mission. who casts spells through his music. from a bard several years ago (just be-
Although the keep presents an exterior of With Kilkieran nowhere in sight, fore Silvermane ate her).
crumbling nugesty, it is in fact a sturdy Duncan is afraid that the college will Ordering her mate and cubs not to eat
structure, having survived a number of be embarrassed for promising a per- more than half of the elf (all of the
disasters over the centuries (including an former who never arrived. He has man- choice cuts), she dragged the mangled
attack by an old red dragon). The interior aged to postpone the workshop until minstrel’s body to the back of the tem-
of the keep holds rooms for visiting speak- two nights from now, but in the mean- porary lair she and Bloodclaw had dug
ers, performers, and college members, time he is getting more and more ner- for their litter. Placing him among her
along with a gallery of rare paintings, a vous about the minstrel’s whereabouts. collection of musical instruments
fairly extensive library, and a large audi- gleaned from past kills (including
torium, among other things. Silvermane Kilkieran’s “magical” lute), the
If a PC bard seeks membership to bhaergala waited a day before checking
Unknown to Duncan and the rest of
the college, the DM should devise a
the guild, Kilkieran Aubrey left
the elf and noticing with glee that his
system of acceptance and cost for body had started to mend itself. Silver-
Gumption for Harper’s Gamble two mane and Bloodclaw agreed to wait
membership, as well as membership
days ago. He planned on arriving only until the elfs body was almost com-
benefits. Greenbriar should be expen-
one day behind schedule, after having pletely healed to feast once again on his
sive and difficult to join, but with
been detained by the attentions of a delectable flesh. 'The bhaergalas plan to
many valuable benefits— only the best
young half-elven maiden named
(or wealthiest) bards in the land are keep Kilkieran’s regenerating body
Galliara. While walking alone on the
members there. It is suggested that around indefinitely as a source of fine
wooded road between the two com- quality elven meat.
for 250 gp a year, a bard may become a
munities, Kilkieran was attacked by a
fullmember, entitling him to exclu-
bhaergala named Silvermane. At
sive seminars at the college and free Beginning the Adventure
first,the minstrel tried to save him-
room and board in various co- self by convincing the vicious, man- If the partyhas come to Harper’s Gamble
operating inns and private houses membership for one or more PC
eating predator to hold off her attack to obtain
throughout the kingdom (assume 60% bards, then the hook to this adventure is
and allow him to play one last song on
chance per community of finding free On arrival at the college, the PCs
his lute (as he knew of bhaergalas and easy.
room and board for the college mem- are brought to Duncan’s office, where he
their love of music, and he figured he
ber only). In addition, the bard gains
could secretly cast a spell on the mon- is busy carving the necessary parts to
access to the Greenbriar Keep re- fashion a new set of bagpipes (his old set
ster while playing a song for her).
search library, which contains ample was stolen during a local performtmce two
However, Silvermane realized
information on music, legends, and
Kilkieran’s trick when she nearly weeks ago, something he is still very
magic from many cultures (the library angry about). Ehmcan immediately sees
succumbed to his hypnotism spell. The
could be used to research bard spells). the rc bard as a possible solution to his
bhaergala decided that the elfs musi-
The new college member receives both present problem regarding Aubrey, with-
cal instrument must be magical and
a scroll with a wax seal and a silver out making public his lack of control over
leapt from her perch in the bough of a
thorn pin as proof of his membership. the situation. Dvmcan listens to the PC’s
tree to attack. Kilkieran was knocked
Presentation of the seal and pin in- request for membership, nodding and
to the ground and didn’t even have
variably aid the bard in bookings for whittling all the while. 'Then he pauses,
time to draw his sword before the fell
most performance houses. Being ac- looks up, and asks to see a short perform-
creature finished him.
cepted into the college should increase ance. The DM should have the bard make
Silvermane, who had recently given
the bard’s fame by at least two points, a Charisma check to see how well this
birth to a litter of cubs, brought
if these optional rules are used (see
Kilkieran’s body back to her lair to performemce goes, unless smother statistic
CBH, page 115).
share with her offspring and her mate, seems more appropriate. For example, a
Regardless of why the PCs are in bard with the blade kit might make a
Bloodclaw. Elves are considered a deli-
town, they soon meet a dwarf named Dexterity check instead. Ehmcan is a good
cacy by bhaergalais, and Silvermane
Duncan Tblly. A surprisingly jolly judge of performers, and he can see if a
was quite pleased with her catch—
young dwarf with an eyepatch, Duncan bard has true talent— unless he botches
especially when she noticed the en-
is a Skald and a high-ranking member
graved platinum ring around his finger. his performance roll terribly.
of Greenbriar College. He lives in
After the performance, Duncan grins
She remembered an elven song about a
Greenbriar Keep and performs many (revealing a gold tooth), applauds the
ring just like it, that could regenerate
important duties there, including book- bard’s efforts, and immediately offers
damaged flesh and even bring the dead
ing famous or exotic performers to give his sponsorship— if the PCs can help
back to life!
private seminars. His latest guest, the
Although Silvermane and her denma- him out in a minor matter regarding a
famed elven minstrel, Kilkieran missing fellow entertainer, due to give a
tes do not have fingers and cannot use
Aubrey, was due in town two days ago.
DUNGEON 9
SAVAGE BEAST
workshop in two days “on the grey elf, but he does not say this specifi- Silvermane is also on the road to
connections between music and magic.” cally, figuring that the eyes and hair gather information about (and from) the
Even if the bard fails his performance should be enough of a clue for those who local bipeds. When she first spots the
roll, Duncan attempts to string him would understand the distinction in the PCs, she is waiting over 20' above them
along by saying he will have to think first place (Kilkieran is somewhat on the wide bough of a tall oak tree that
about the request further, then suggest- touchy about his mixed heritage, and spreads across the road. She quickly
ing that the bard and his friends can Duncan does not mean to offend him by sizes up the party and decides that they
help him locate Aubrey. spreading this information around). ’The are too strong for her to attack alone.
If the party does not include a bard dwarf also takes care to note that However, she also decides that all might
seeking membership with the college, Kilkieran is never without his wide- not be lost with this encounter, as she
Duncan hires a crier to run about town brimmed, green hat, which is always may be able to speak with the PCs and
giving the message that Duncan Tblly of graced with a new, colored plume. learn something about the goings-on of
Greenbriar College requires “a traveler the nearby towns. As the PCs approach
or group of travelers” for help in “es- Lurker in the Trees the oak in which Silvermane is hiding,
corting an important entertainer to the read the following;
About halfway between Harper’s
town of Harper’s Gamble.” He deliber- Gamble and Gumption, the party en- It has been about two hours since
ately instructs the crier not to give his
counters Silvermane, who is out hunt- you entered the forest that stretches
message near the areas that visiting ing for more food for her cubs while her out on either side of the road. Com-
bards frequent, for he does not want the mate stays behind to guard them. While prised mostly of oak, elm, and maple
college members to know that he is not Kilkieran’s flesh is slowly advancing a
trees, it looks like the sort of place
certain whether there will be a work-
back over his bones, the bhaergala druid would epjoy patroling. You
shop two days hence. family must find other food to eat, and can’t help but feel nervous, however,
Whichever way the party becomes the crafty female would prefer bipedal that there might be something hid-
involved with the search for Aubrey,
meat if she can get it. ing behind the trees off in the dis-
Duncan insists that the mission be kept SUvermane (bhaergala): INT average; tance. "rwice already, you have heard
a secret from the other bards. He tells AL N; AC 5; MV
15; HD 4 +4; hp 26; the light snapping of a twig or rush
the PCs that he has recieved informa- THACO 15; AT 3; Dmg. 1-6/1-6/1-8; SA
if of ferns behind you, but when you
tion from one of his friends at Green- SD poison resistance, spell turn-
pounce; turned, there was nothing there.
briar (a gnomish Jongleur by the name SZ L (9' long); ML 14; XP 650;
ing; You are beginning to feel that the
of Frieban Neevil) that Kilkieran was Forgotten Realms® MC Appendix 1. forest is truly what it appears to be—
seen in the nearby village of Gumption, Silvermane is a sleek, graceful mem- a vibrant, living place, safe and
where he has a romantic interest in an ber of her species ( - 1 to her AC because pleasant despite the biting insects—
attractive young half-elven barmaid of her high agility). Her powerful frame when a gentle breeze wafts by and
named Galliara Fiskenoc. is graced by a small mane, which is a brings with it a curious odor. It
Duncan hopes that Kilkieran has very light, steely gray in color, looking smells as though someone were bak-
merely allowed his feelings for the girl almost silver against the grayish fur of ing bread nearby. You scan the area,
to outweigh his sense of punctuality,
her pelt. looking for signs of a fellow traveler
and he is willing to pay the party 20 gp
For a bhaergala, Silvermane is very or woodland creature who might be
simply to travel to Gumption (about a knowledgeable about civilized society, responsible for the lovely smell, but
day’s walk), locate Kilkieran, and escort
mostly through songs she has heard see no one.
him back to Harper’s Gamble. He from wandering bards. She knows that
agrees to pay the party “more” if they the more she learns of humans, elves, The smell is coming from Silvermane
run into trouble or complications along and the others, the easier it will be to and is a characteristic odor of edl
the way, so long as those setbacks occur catch them in the future. Her mother bhaergala The PCs will probably take a
while retrieving Kilkieran and bringing used to sing to her that the best hunter moment to scan the area though none will
him to Harper’s Gamble in time for his learns all she can about her prey. Al- find anything unless they look up. After
workshop. How much more they get though she loves the music that civi- one round, Silvermane is satisfied with her
depends on the hardships they face— it lized creatures produce, she is indignant assessment of the party, and she chooses to
is up for negotiation edter the PCs deliv-
at their prejudices regarding the intel- reveal herself to talk with them.
er Kilkieran, if their mission turns out lect of anything not bipedal. She re-
to be more than a simple reminder and members well the song of how her You hear a slight cough from above
escort. In addition, Duncan offers to let
grandfather was killed by a hunter for your heads. Looking up, you see a
the entire party attend Kilkieran’s his pelt, which was brutally carved off large creature resting some 20' off
private seminar and performance for the ground, in the bough of a mas-
and worn as clothing by a furless hu-
free. sive oak that stretches across the
man. Although she is not an evil or
Although Duncan has met the min- cruel being, Silvermane considers hu- road. The beast looks like a sleek,
he has no portrait of him
strel before, to
mans and demi-hmnans as treacherous powerful cross between a wolf and a
give to the PCs. He instead describes and untrust- worthy as they would con- lion, with greyish fur and a silvery
Kilkieran as a richly dressed, somewhat sider her, and feels no remorse at killing mane about its neck. It waves its
bored-looking young elf, with violet eyes them for food. tufted tail and flexes its clawed
and silver hair, carrying a fancy lute. paws, calmly regarding you.
Duncan knows that Kilkieran is part
1 0 Issue No. 55
SAVAGE BEAST
DUNGEON 11
SAVAGE BEAST
Bhaergala Philosophy
Bhaergala are described in the Bhaergala are intelligent predators (and they usually change lairs several
Forgotten Realms MC Appendix I; all with the ability to speak and sing. times each year), bhaergala frequently
information found therein applies to Although they exhibit a fair degree of collect old musical instruments and
the bhaergalas of this adventure, as culture among their own kind, they are noisemakers. They are rarely able to
well. In addition, the following infor- primarily loners who get together only use the instruments themselves. Most
mation should give the DM a better to mate and rear children. They con- instruments are broken by the
feel forthe personalities of Silvermane, sider the culture of humans and their bhaergala’s claws as they attempt to
Bloodclaw, and their cubs. ilk foolish and spurn it and all its trap- play them, or else dashed to bits when
The bhaergala is a large predator pings including clothing and written the bhaergala becomes too fHistrated
resembling a cross between a lion and language. Song, however, is very im- with its inability to produce the sweet
a wolf. Their heads are quite wolf- p>ortant to almost all bhaergala; it is sounds it heard when they were in the
like, while their bodies are leonine through their songs that bhaergala hands of skilled humans or demi-
with the exception of fur coloration. teach their young, learn of the world of humans.
Bhaergala fur is short and typically civilized bipeds,and lure their intelli- Bhaergalas pride themselves as the
gray, although many shades of gray gent prey (primarily humans, elves, best hunters of their size in their terri-
are possible. Both male and female and satyrs) to their dooms. tory, even if they are not always at the
bhaergala sport small manes about Along with song comes music, some- top of the food chain. They have a num-
the head and neck. These manes are thing that the bhaergala have never ber of minor special abilities, including
usually (but not always) darker than been able to master themselves, and the ability to climb trees and leap from
the rest of the bhaergala’s fur and that they secretly love very much. great heights to pounce on surprised
always match the tuft of long fur Although they always dispose of any prey, very sturdy constitutions, and the
found at the end of the tail. All trappings of civilization found on their ability to turn spells directed at them
bhaergala have powerful jaws and more intelligent prey, treating weap- four times per day as though weetring a
long, sharp, nonretractable claws ons, gold, and bones alike by burying ring of spell turning.
useful for both combat and climbing. them some distance from their lairs
are no such goblins) in order to rescue For example, she does not actually know shoulders and admits to the possibility
Kilkieran and drive off or kill the goblins, Kilkieran’s name, and she waits for a PC of being half bhaergala, but she claims
with whom she claims she does not wish to mention it before using it herself. If never to have met any, so she cannot be
to share the forest (“You never know directly questioned before she learns his sure.
when the little cowards will spring a trap name, Silvermane claims that she never If the DM feels that the PCs are be-
on you!’’). She tells the party that the did catch the minstrel’s name (which ing too suspicious of Silvermane, he
goblins are no more than a day’s travel should put the PCs on their guard, since should feel free to have the party en-
from where they are right now. she cltdmed to have eaten dinner with counter a group of goblins, which she
Although it is too late to reach them him). Similarly, PCs familiar with the attacks with the PCs. The goblins use
before nightfall, if the party sets out now area may not be able to recall goblins little imagination in their attack, hav-
they should arrive before deirk tomorrow, living in its woods for many years, al- ing been surprised while on the move.
“when most of the goblins will be asleep.” though this suspicion may be somewhat After throwing their spears, they no-
If the PCs grumble about this mission not allayed by Silvermane’s claim that the tice the ferocious Silvermane and be-
being worth the money they will be psud goblins are recent arrivals. gin running away as fast as they can.
to do it, Silvermane suggests that the Perhaps the most telling clue to the These goblins are indeed new arrivals
minstrel would undoubtedly be grateful PCs that they might be dealing with a to the area, but Silvermane knew noth-
for his rescue and would sing teles in less-than-friendly creature might come ing of their prescence when she invent-
their honor for years to come. “Besides,” from an elf PC or a PC familiar with ed her story. She is quite surprised to
she claims, “if it’s treasure you’re after, elven lore. At the DM’s discretion, such see them, although this is not obvious
those goblins have quite a bit of it them- a character might know something of to the PCs. After killing the goblins or
selves. I heard them talking, and I think the bhaergala, such as the fact that driving them off, Silvermane makes an
the reason they left their home is because they smell like baked bread, love music effort to use the goblin attack as
they stole the treasure hoard of a goblin (and may be put to sleep by it), or sleep “proof’ of her sincerity in dealing with
king emd had to run off with it.” in trees. In addition, the rc might the party.
After leading the PCs around the know about the more dangerous side of GobUns (12): INT low; AL LE; AC 6
forest for the rest of the day, meander- the bhaergala; perhaps that they can (10); MV6; HD 1 - 1; hp 3 each; THACO
ing in wide loops to “avoid the areas reflect spells, or eire very hard to sur- 20; #AT 1; Dmg 1-6 (spear or short
trapped by goblins,” Silvermane plans prise, or are known to eat humans and sword); ML 10; XP 15 each; MM/163.
to attack the party while they sleep. elves (nearly all of this information can While traveling through the forest with
Clever PCs may notice a few things be gleaned from what the PC knows of the PCs, Silvermane begins singing an
about Silvermane’s story that may put elven songs about the bhaergala). If the elven hunting song, which she learned
them on their toes in dealing with her. PCs accuse Silvermane of being a from her mother long ago. Her voice is
bhaergala, she shrugs her muscular quite good, as is her elven accent.
12 Issue No. 55
SAVAGE BEAST
to follow Silvermane and drag the rest of the dead mount to the lair ofSilvermane and her family.
If the PCs refuse
back to her lair to feed her cubs while Near the further tracking becomes
lair,
into the she leaves, only to stalk
forest,
the party flails about in the brambles. impossible because of the plethora of
them from the woods and attack them
when they make camp on the road. If the PCs do not chase after bhaergala tracks.
Silvermane, she waits patiently in the At some point during the tracking,
Night Attack woods until they leave, then drags the one of the PCs discovers a shred of
moimt back to her lair. If the party splits green fabric with dried blood on it, still
Ifthe PCs have been traveling with bearing a silver thorn pin (worth 5 gp)
up, with some PCs chasing Silvermane
Silvermane for the past few hours, she £md others waiting behind, the wily pred- with the initials “K.A.,” written in
claims that they are at the edge of the ator makes a surprise attack from the elvish. This is part of Kilkieran
territory the goblins normally patrol Aubrey’s cloak, which was torn from his
bushes on the remaining party members,
after night falls and that it would be body as he was dragged by Silvermane
if she thinks she can prevail.
safer to camp here than further on. to her lair. The thorn pin is his member-
If the PCs decide to leave Silver-
Silvermane offers to take one watch mane alone and head on to Gumption, ship pin from Greenbriar college.
herself. “Nothing ever sneaks up on If the trail is lost, the PCs must either
have one of them notice something in
me,” she insists. The PCs will probably the bushes on the way back to the use magic to find it again or head back,
want at least one of their number on road— Kilkieran’s hat, with dried defeated. The DM
may wish to intro-
watch with the huge beast, in which blood on the rim and feather. This duce some character with superior
case Silvermane opts to watch with should alert them to the fact that tracking ability to aid them in their
whomever she deems the least able to Kilkieran was attacked by Silvermane pursuit. Perhaps a lone mist wolf ap-
harm her (remember, she has been and is not in Gumption, and the PCs pears mysteriously to lead the party to
walking with the party for some time will (one hopes) head back in an at- the lair of the bhaergala (whom it has
and has discreetly attempted to gather been watching and plotting against for
tempt to track her back to her lair.
as much information as possible regard- the past few weeks). This creature de-
ing the relative strengths and weak- Tracking sires to see Silvermane destroyed be-
nesses of party members). cause her eating habits spread fear of
Silvermane reacts kindly to any PCs At some point, the PCs may chase wolves among the civilized races, much
who offer her food after setting up Silvermane into the woods. She is far to the chagrin of the mist wolves. In
camp. She honestly does not expect such too fast and agile to be outrun in the this situation, the party may attack the
kind treatment at the hands of humans, forest, as even obstacles such as thick well-meaning creatxire, simply because
and she makes a mental note not to brambles or marshy ground pose little of its appearance (although intelligent,
attack the character who feeds her hindrance to her (she can climb trees it resembles a normal wolf, and cannot
tonight—or his mount, if possible. and jump from tree to tree). It is possi- talk).
Silvermane waits in the bough of a ble to track her, however, using the Mist Wolf: INT average; AL LG; AC
nearby tree until most of the party has rules for tracking given in the Player’s MV 18; HD 3 + 3; hp 18; THACO 17,
6;
gone to sleep, singing very restful elven Handbook, page 86, as long as at least #AT 1; Dmg 3-6; SD breath weapon
lullabyes that she learned from her one of the characters has the tracking (loud of mist); MR 10%; ML 14;
mother when she was a cub. When she proficiency. Certain divination spells Greyhawk® Adventures MC Appendix.
is sure the PCs are sleeping, she makes might prove useful, as well.
a surprise attack on one of the party The path that Silvermane takes is a Ambush
mounts by leaping out of the tree. She wide loop out from and back to the PC
attempts to land on the mount with her camp, requiring one successful tracking Just before the party arrives at the area
claws, getting no bite attack but receiv- roll to follow. It takes enough time for where the bhaergala’s tracks become
PCs to follow this section of track for too numerous to follow, they are am-
ing a bonus of +2 to hit and inflicting the
maximum damage (6 points) with each Silvermane to make it back to the camp, bushed by Silvermane and Bloodclaw,
eat, and move on with food for her cubs. who have had time to finish their meal
claw. She then spends another round
rending the hapless mount to make sure After returning to the camp, and watch their cubs eat. Bloodclaw,
it is dead, then she bounds off into the Silvermane’s trail goes on for about a who was stretching his legs in the forest
woods. She attacks a PC mount if at all half-mile, requiring an additional track- while Silvermane rested with the cubs,
possible, since there is more meat on a ing check with either a+4 bonus (if has heard the PCs approaching, and he
horse or pony, and she knows that the Silvermane is dragging a PC mount) or a returned to the lair to warn his mate.
PCs will be much more willing to leave + 2 bonus (if she is dragging a dead PC), The two bhaergala are now waiting in a
on top of any others. The trail then tall, sturdy oak, which they know hangs
a dead mount behind than one of their
own. If no mount is available, she in- crosses a shallow, sandy stream, about
2' over the trail that the PCs will be fol-
stead targets a sleeping PC, trying to deep and 5' wide, which requires another lowing. They plan to leap down to sur-
choose the most massive character with tracking roll with a - 10 penalty, on top prise the party when they pass
the least combat ability. After spending of all others, as the crafty bhaergala underneath (gaining the same benefits
several rounds running into the woods, bounds upstream for several y£U"ds with as described above in Night Attack).
she makes a wide circle back to the PC her prize in an attempt to foil would-be Without the help of magic, a familiar, or
camp. She hopes that the PCs all wan- trackers. After this, the trail goes on for an animal companion with keen senses,
der off into the woods adler her, another half-mile (additional tracking the PCs have scant chance of detecting
enabling her to wolf down a quick meal roll), when it reaches an eirea very close the ambush, suffering a -5 penalty to
DUNGEON 13
SAVAGE BEAST
14 Issue No. 55
SAVAGE BEAST
DUNGEON 15
SAVAGE BEAST
rules and customs.) Neither of these ideas uncaring or unscrupulous buyers (such as If the PCs inadvertantly killed
work out very well, as the fear
is likely to a high-level wizard interested in creating Kilkieran by removing his ring, they
that holds such power over the cubs even- magic-reflective garments out of their have at leeist gained a powerful magical
tually turns to anger and hatred as they hides). item, although they have not succeeded in
grow larger and more powerful. Both their mission and receive no bonus experi-
Riverthroat and Lazy Fish are untrust- ence award. At the DM’s option, the ring
Further Adventures
worthy 8u-ound humans, and they almost may become haunted by the spirit of
certainly attempt to desert at first oppor- Future adventures involving the cubs Kilkieran (treat as a haunt, which is
tunity after growing larger and more depend on how the yoimg bhaergala bound to the ring rather than a place of
confident of their abilities, probably at- are treated by the rcs. They may return death), who strives to complete some goal
tempting to turn on their “m£isters” be- to haunt (or himt!) the PCs. If left with that the elf set for himself before he died.
forehand if they feel that they can inappropriate “wards,” the cubs might The exact nature of the goal may be any-
succeed. Poimcer turns out the same, escape after having become fully grown. thing the DM desires, from playing in a
eilthough if he is taken in by a powerful Although natural loners, they may decide certain well-regmded inn to recovering a
warrior (onewho could best him in com- to stick together for long enough to get lost musical artifact created by an elven
bat)who respects him, treats him well, their revenge on the PCs. Alternately, the mage of old.
and roughouses with him from time to PCs may unwittingly sell the trio to an If the party simply gives up or loses
time, the yoimg bhaergala proves amena- evil bard or wizard who controls them Silvermane’s trail, they receive no experi-
ble to human society. Oddly enough, the with charm spells, and come into conflict ence award, and Duncan remains at a
most aggressive and violent of the cubs is with the party at a later date. loss over what to do about Kilkieran ’s
the only one with any real aptitude for Of more immediate importance to the upcoming scheduled seminar. If the party
“tame” living. PCs (and Ehmcan Tblly) is the condition of includes a bard who has suitably im-
The DM must use his own discretion in Kilkieran Aubrey at the end of the adven- pressed Duncan, he may be willing to risk
determining the ultimate fate of any ture. If they learn of his magic ring before presenting the character as a replacement
bhaergala cubs raised outside the party. removing it and bring his body back to for the lost minstrel, but only if the PC
For example. Lazy Fish or Riverthroat Harper’s Gamble, he should fhlly recover has exhibited truly remarkable talent to
might grow attached to a human surro- from his hout of near-death in about a the dwarf. Such a performance may make
gate parent if that parent were genuinely month. Although this is far too late for or break a PC bard’s career.
interested in befnending the young crea- the minstrel to give his seminar at the Kilkieran, in the meantime, is doomed
ture and made a strong effort to help the bard college, it is truly more them Duncan never to awaken again, a rather grisly
bhaergala overcome his or her prejudices could have hoped for from the PCs, and end for the talented musician. If the DM
towards humans. If the cubs know or he happily offers 500 gp as a reward for wishes to give the minstrel a second
discover that the PCs are responsible for the party’s brave deeds. Additionally, the chance, he may have the party hired out
their peaents’ deaths, they never feel peuty’s success should result in a substan- by another nearby town or village in
anything but hatred for them, even if tial exp»erience reward for the PCs, per- future weeks, as exterminators sent to rid
they are taken in and successfully raised haps as much as 1,000 XP, divided evenly the roadways of a mysterious beast that
by other bipeds. Furthermore, none of the among peuty members. If the PCs me still has been preying on lone travelers. Per-
cubs is ever comfortable in an entirely around when Kilkieran is fully healed, or haps this time they succeed in tracking
urban setting. Regardless of how well if he ever meets up with them again, he the bhaergala back to her lair, although
they are treated, they run off to the wil- desires to learn all he can of their exploits by now her cubs may have grown to the
derness at first opportunity if forced to to rewmd their bravery in song and epic point where they are can fend for them-
stay within an entirely civilized area. ballad. Kilkieran likely learns many selves and attack intruders alongside
The DM should give bonus experience things that may be of interest to the party their pments. fi
awards to players who come up with a in his future travels, emd future meetings
clever solution to the problem of deter- with the minstrel may prove excellent
mining the best future for the cubs, per- sources of information emd adventure
haps as much as 1,000 XP. Exeunples of hooks.
this might be freely giving the cubs to a If one of the PCs is a bard seeking ac-
high-level ranger (who may find a special ceptance into Greenbriar College, he can
bond with Pouncer and take him in as a certainly find it adter successfully com-
16 Issue No. 55
Chris writes: “A free piece of advice to
players of this adventure: Learning the
chant about ‘Umbra’ is simple, cutler.
Success hinges on a slew of tenuous
alliances. There are many shades of evil
in Sigil. Clueless primes like you must
learn Inimigle’s First Rule of Survival
in the Cage: Sometimes a fiend is a
basher’s best friend.”
1 8 Issue No. 55
UMBRA
problem with that better find another In order to win Sarin’s favor, fiends were greatly prized in the
case far away from the Cage, ’cause the Durkayle recently embarked on a dar- Abyssal plane of Phurnis, a dark and
hardheads want it their way or no way. ing mission to bring order to the chaotic dismal dominion ruled by a bitter old
Factol Sarin’s got a city full of hardhead Outland sprawl known as Bedlam— an balor named Kalphazor. Kaiylin
bashers just waitin’ to scrag some ambitious task considering that Bedlam learned of Kalphsaor’s insatiable desire
Anarchist leatherhead or crack some lies near the gateway to Pandemonium, for alu-fiend slaves. 'The balor was also
barmy’s skull. If you ain’t with the arguably the most chaotic of the outer known for awarding vast chunks of his
order, you’re against the order, and planes. 'The Harmonium would like to unruly dominion to tanar’ri who lured
anyone who breaks the law ain’t nothin’ see this portal sealed or, at the very alu-fiends to Phurnis for his pleasure.
least, regulated so that residents of Seizing this opportunity to rule her own
but Mercykiller meat. The hardheads
ain’t known for their tolerance, either. Pandemonium cannot simply appear small domain, Karylin retm-ned to the
If you have a gripe with their laws, “at their convenience” to spread chaos Abyss, taking Umbra with her.
cutter, you’d better get used to living in throughout Sigil and the Outlands! Freed of Karylin’s charm, Durkayle
a bird cage. Unknown to Durkayle, Fate has dealt hired a powerful wizard to find the child
Bringing order to the universe ain’t him a nasty hand. His ill-conceived and deliver her back into his custody.
an easy job. That’s why Factol Sarin’s attempt to bring order to Bedlam proves Karylin was moments away from sur-
got the Movers. Movers are ranked from to be a dismal failure. 'This botched rendering Umbra to Kalpheizor when
One to Five like army generals. There excursion may not only ruin his chance the child suddenly vanished from her
promotion but also cost him the clutches. Fearing the balor’s angry
are two Mover Fives, one of which for
(Ibnat Shar) commands the Barracks in thing he values almost as much as his wrath, Karylin tried to kidnap Umbra a
Sigil. The other (Killeen Caine) operates career— his daughter. Umbra. second time but was driven away by
outside the Cage. The factol himself powerful magic placed upon Durkayle’s
determines which of his Movers are fit Durkayle’s Daughter tower. Satisfied but not entirely reas-
for promotion. Enter Durkayle, an am- sured by the wizard’s magic, Durkayle
'The ambitious Durkayle never wanted placed Umbra in the care of two capable
bitiousMover Four. a family, despite Factol Sarin’s belief
Dmrkayle moved through the ranks of “nannies,” neither of whom were partic-
that harmony and family were synony- ularly fond of the child but who were
theHarmonium quickly, muscling his mous. (Sarin himself has nine children.)
way into the upper echelons through bound to their task upon pain of death.
Durkayle was focused entirely on his Although they regard Umbra with
sheer force of conviction. Durkayle is
own career, but it’s funny how things disdain, they would surely suffer if any
looking forward to assuming 'Ibnat turned out.
Shar’s post when 'Ibnat “steps down.” harm befell the child.
It started almost nine months ago,
He’s also determined to replace Sarin as
Durkayle hopes his daughter will ma-
when Durkayle visited the town of ture into a feaffsome warrior and join the
factol someday, vowing to lead the
Curst (a twisted burg on the edge of ranks of the Harmonium. However, he is
Harmonium in bold new directions. Ceirceri) hoping to scrag a barmy unwilling to devote the time needed to
Factol Sarin and 'Ibnat Shar are quite Anarchist accused of breaking the law
aware of Durkayle 's strengths, both as a
He keeps
cm-b her tanar’ric instincts.
in Sigil. It was there that Durkayle Umbra confined to his tower, away from
leader and as a warrior, but his exceed- encountered a wily succubus named
ingly heavy-handed approach to achiev- prying eyes and out of harm’s reach, for
Karylin and was charmed by her. She fear that Factol Sarin or 'Ibnat Shar
ing Harmony (not to mention his evil feigned interest in the Harmonium’s
alignment) has not won their trust. might learn of the child’s chaotic ways
sense of order and embraced Durkayle’s and demand that she be ‘sent away.’
Accustomed to steady career advance- laws in exchange for protection and
ment, Durkayle has grown frustrated When Durkayle is busy enforcing Sigil’s
companionship. She also helped laws (i.e. the Harmonium’s laws), he
waiting for Sarin to promote him. From Durkayle locate his felonious quarry.
his grim tower in 'The Lady’s Ward,
entrusts Umbra’s safe-keeping to his
However, what she really wanted was a guEU'ds and neumies.
Durkayle looks out over the sprawling child— an irresistible desire which
cityscape toweu’d the Harmonium bar-
maternal succubi refer to as “The The Zactar Prophecy
racks, convinced that he, not 'Ibnat,
Urge.” Within six months, Durkayle
beEU's the heavy tEisk of keeping order in
had fathered an alu-fiend daughter Unknown to both her parents. Umbra is
'The Cage.
named Umbra. more than just an alu-fiend child.An
Diu'kayle’s ambition someday to be- ancient prophecy foretells that Umbra
come factol of the Harmonium is hin- Parental Discretion will revive a long-forgotten faction
dered by his adherence and dedication to known as the Zactars, a faction which
the Harmonium philosophy— a philoso- Factol Sarin was pleased with neither believed that everything in the universe
phy which relegates him to certain du- Durkayle’s choice of a mate nor the was created for the benefit of an ultra-
ties and prevents him from engaging in birth of such an unlawful creature, none powerful entity known as the One 'True
acts of betrayal. (This includes conspir- of which bothered the succubus. Karylin Being. Strangely enough, the Zactars
ing against his superiors or disobeying quickly tired of the Harmonium’s lawful believed that this One True Being
their lawful edicts). Despite his dizain ways and cut loose just weeks after
would take the material form of a half-
for Sarin’s “political maneuverings,” a giving birth. 'The chaotic evil succubus tanar’ri female. (For details on the
lifetime of military training forbids had no qualms about leaving Umbra in Zactar faction, its mysterious disappear-
Dmrkayle from using his authority for Durkayle’s custody. However, through ance, and its belief in the One 'True
some underhanded power play. informed sources she leauned that alu-
DUNGEON 19
UMBRA
tions because of their half-breed origins, The Sign of One (Signers) upholds the
and conformity seems to run counter to rights of the individual, and this places A Little Knowledge
their very existence. them in conflict with the Harmonium’s
Although she cannot enter Durkayle’s
The Athar have no interest whatsoever thrust toweu'd uniformity. The Signers
tower, Karylin the succubus is deter-
in the alu-fiend child. regard Umbra as a unique creature
The Bleak Cabal views Umbra as whose freedom has been suppressed by mined to regain that which is hers. She
nothing but a debased creature, unworthy her environment. On the other hand, the has asked an old ally, a yagnoloth
of their attention. Her existence is mean- Signers are so preoccupied with Self that named Inimigle (i-NIM-i-gull), to re-
ingless, and whatever happens to her is they haven’t time to worry about one trieve Umbra by any means short of
unimportant. alu-fiend child. personal sacrifice— for some bargain to
The Godsmen (Believers of the Source) Sensates (Society of Sensation) have little be negotiated later. Inimigle is the
are convinced that even a half-tanar’ri interest in the politics surrounding the alu- night watchman of an interdimensional
half-child has the potential to achieve fiend child. Sensates only value what can portal located inside the Zactar Cathe-
some greater glory, provided she’s given a be seen, touched, tasted, smelled or heard, dral, a not-so-happening place in Sigil’s
chance. They believe Umbra’s destiny so politics do not interest them. However, Lower Ward. He was summoned to Sigil
may be of great significance— that she they like new experiences and will often against his will by the Fated, the fac-
may ascend to become a powerful figure if imderUtke dangerous adventures just to feel tion which inherited the deed to the
someone were to help her along. the “thrill.” cathedral after the Zactars mysteriously
’The Doomguard is not pleased with The Transcendant Order (Ciphers) vanished. The yagnoloth resents being
the birth of the half-tanar’ri child, since would loveto free Umbra from her fa- the guardian of the Zactar portal and
the very notion of giving birth runs ther’s clutches, not because it’s the right
has been searching for some way to free
counter to their entropic, “everything thing to do but because it’s something to
himself from his duties. So far as he can
dies’’ philosophy. For the same reason, do. They would do so without delibera-
tell, there is only one possible escape:
they strongly oppose the notion of Umbra tion, trusting only their instincts.
resurrecting the “dead” Zactar faction. Xaositects (Chaosmen) are sympathetic
Somehow he must find a way to dispel
or collapse the Zactar portal perma-
Turia, Inimigle’s tiefling henchman, to Umbra’s situation: a chaotic child forced
nently.
belongs to this faction. to conform to the Harmonium’s laws is
'The Dustmen have no interest in enough to meike a Chaosman go barmy! What began as a mind-dulling investi-
Umbra. This doesn’t imply that Xaositects feel gation of the Zactar Cathedral turned
The Fated (the 'Ihkers) are completely bound to play an active role in freeing up some interesting information regard-
without compassion for the alu-fiend child. Umbra. If the multiverse is as chaotic as ing the Zactar faction. Inimigle inadver-
If she survives, so be it. If she doesn’t, no most Xaositects believe, there’s nothing tently stumbled across a tome which
great loss. Tbslar Phul (see Chapter 11) is a Prefect Durkayle or anyone else can do to detailed, in full, the Zactar philosophy
member of this heartless faction. keep his daughter from being “unleashed.” and the Prophecy of the One True
The Fraternity of Order (Guvners) are The Zactars (the Waiting Ones) believe Being. lb whittle away the dark hours,
irked to learn that custody of the alu-fiend that Umbra is a great being sent from Inimigle delved deeply into the volume
childwas not handled through the Courts their god. Members of this long-forgotten and learned all there was to know about
and would like to see this issue raised. faction seek to protect and serve the alu- this so-called Great Being, not that
'Their inclination would be to award custody prominently in
fiend. 'This faction figures there was much to tell (certainly noth-
of the child to her father, given his staunch the climax of the adventure (see Chapters ing that would free Inimigle from his
adherence to Sigil’s laws. 9-11).
enslavement). Suffice it to say, Karylin’s
20 Issue No. 55
UMBRA
DUNGEON 21
UMBRA
22 Issue No. 55
UMBRA
DUNGEON 23
UMBRA
i
alley
24 Issue No. 55
UMBRA
DUNGEON 25
1
UMBRA
importantly, himself) and has no wish to 650; PMC/112. Salja keeps her twin
“Only fools would smash their way
involve himself in any conflict with the stilettos in scabbards lined with 'Type O
into Durkayle’s stronghold. The
PCs or the Harmonium. Nevertheless, poison.
Salja hails from the Outland burg of
chant is he’s got more than two hun-
PCs who refuse his request will be beset
dred hardheads stationed there. But
by Virinis’ bar-lgura and possibly the Ribcage. She keeps her ears and eyes
do not let the numbers deter you. You
night hag herself, if she’s not too busy open to all things which happen at the
tavern and is willing to share rumors must travel to The Lady’s Ward and
(DM’s discretion).
seek out Zaraga, mistress of the
Inimigle (yagnoloth): INT very; AL NE; for a hefty price (100-400 gp for each
Screaming 'Ibwer. 'Ib enter her lair,
AC +4; MV 18; HD 10+20; hp 82; tidbit of information). If the PCs inquire
you must show its guardians that
THACO 11; #AT 2; Dmg ldl2 + 10/by about Inimigle, the tavern, or strange
talisman and recite the following
weapon type; SA acid breath, devour life happenings in Sigil, she offers the fol-
lowing advice free of charge: oath to the Lady of Pain. Repeat
force (requires five rounds), shocking
after me:
grasp (usable 3 times/day; ld8 + 10 hp
“You want the chant, you pay the
damage); SD + 1 or better weapons to hit; I swear this oath to Sigil’s guard:
jink.Nothing in Sigil’s free, berk-
MR 40%; SZ L (12' tall); ML 14; XP nothing and no one.”
Lord of all She gazes;
20,000; PMC/127 (yugoloth, lesser). Spells I pledge my life to Her, the one
cast at 11th level (usable at wall): alter Who spares us from the Mazes.
Salja can verify that Inimigle is the
self, animate dead, cause disease, charm
phantasmal force, “custodian” of the Zactar Cathedral and “A catchy little rhyme—just make
person, improved
that he has a reputation for honoring his sure you get it right. Once inside the
produce flame, teleport without error.
agreements. She also knows that he is out Screaming 'Ibwer, you will meet
Inimigle once commanded a large
of favor wnth other yugoloths, although Zaraga. Don’t be alarmed by her
expanse in Gehenna but was greatly
none of Inimigle’s associates seems to appearance. She’s as dear a woman
despised by his fellow yugoloths. So
know why. Salja knows that Dirngrin is as any fiend could ever set eyes upon!
hated is he that he cannot gate other
really a cambion in disguise and has seen Give her the talisman and she will
yugoloths. Instead, he relies on the help
Turia speaking with agents of the Doom- help you. Do not give the talisman to
of his fellow outcasts Turia and
guard. Sa^a is very streetwise and pos- anyone but Zaraga, or you won’t live
Dirngrin and other hired lowlifes. He
sesses the usual tiefling temper. She is to regret your mistake.”
still considers himself a prince despite
also flirtatious and will sometimes make
earning the derision of other, equally
playful advances toward yoimg male Inimigle repeats 'The Lady’s Oath if a
powerful yugoloths.
Turia AL NE; AC 0;
(tiefling fighter):
adventurers with a 16 or higher Cha- PC wishes to write it down. If the play-
risma. She plays a peripheral part in ers forget parts of it, the PCs will find
MV 12; F6; hp 49; THACO 14 (13 with
long sword); #AT 3/2 or 2; Dmg by weap- Chapter 8. Assuming she survives, DMs themselves in serious trouble! As for
+2 (specializa- can use Sa^a as a contact for future ad- Zaraga, the yagnoloth does not describe
on type + 1 (strength),
tion); S 16, D C 13, 1 12, W 8, Ch 10;
16,
ventures set in 'The Cage. her in any more detail, claiming she
PCs reserving rooms in the Black Sail likes to use magic to alter her appear-
SA poison; SD +2 to save vs. electricity,
must pay 10 gp per night, or more if the ance from time to time.
fire and poison; half damage from cold;
ML 14; XP 2,000; PMC/112; slender innkeeper thinks they’re loaded with jink.
long sword +1, shortsword +1 (coated 'The tavern contains little of value, al- Chapter 3: To the Lady’s Ward
with Type E poison, good for two suc- though the innkeeper (a brooding thief
Getting from the Black Sail to 'The
cessful attacks), plate mail + (stained
named Zaren) kee{» a sack of 150 gp in Lady’s Ward takes several hours of
his private quarters. The second floor
deep blue), ring of mind shielding, boots walking. 'The Lady’s Ward is the most
guest room nearest the stairs is currently
of striding and springing, three crystal orderly and well-kept district in Sigil,
vials (each containing one application of
taken by Dirngrin. 'The trunk in Dim-
far removed from the gloom and grime
grin’s room is locked ( + 15% to thieves’
Type E poison). Like all tieflings,
oily. of the Lower Wemd. Whether the party
Turiais ambidextrous and uses two
open locks rolls) and conUiins a collapsible
opts to fly or travel by foot, read or
weapons simultaneously without metal halberd +1 and an amulet of nega-
paraphreise the following description as
tive plane protection (functions as the 3rd-
penalty. the PCs make their way toward the
level priest’s spell of the same name and
Turia is a dangerous creature who Screaming 'Ibwer:
protects the wearer against energy-
keeps her thoughts to herself unless
provoked. Inimigle does not pay 'Turia draining attacks). For all its bizarre msgesty, 'The
for her loyalty and doesn’t know she’s a Lady’s Ward is a cold and lifeless
Doomguard spy sent to keep an eye on Reaching an Agreement place cluttered with dark, twisted
him. 'Turia does not interfere with architecture. Inside towers of peril-
If thePCs agree to help Inimigle retrieve
Inimigle’s petty tortures and sees them ous height lurk some of the most
the child from Durkayle’s clutches, the
as furthering the Doomguard cause. powerful, gluttonous, and vile beings
yagnoloth smiles broadly. He then hands
Salja (tiefling serving maid): AL N; imaginable. The maze-like streets
one of the PCs (the party leader, if there is
AC 7 (Dexterity); MV 12; HD 4 + 3; hp one) a 6" black basdt disk engraved with
are patrolled by stone-faced
19; THACO 15; #AT 1 or 2; Dmg 1+3 an arcanaloth’s visage (a gate key to the Harmonium soldiers, all looking to
(rake) or by weapon (ld4 with stilettos); scrag some poor sod or hang some
plane of Gehenna, stolen by Dirngrin and
S 13, D 17, C 14, 1 12, W 16, Ch 10; SA his bar-lgura thugs) and gives the party
lowlife bub^r from the leafless tree.
poison; SD as Turia above; ML 11; XP these instructions:
26 Issue No. 55
'
UMBRA
I
'
'*’^1'
'
a
If the PCs
Kellicor that they’v^^
tell + 1), D 13, C 13, 1 10, 15, Ch 17; W ML
Even the tanar’ri and baatezu give seen the criminal (a plane-hopping 15; plate mail +2, broad sword +2.
1
the faction a generous berth, taking arcaae), he dsiutncfe that the PCs Kellinor is just a glorified (but well-
I
their skirmishes to the rooftops to to the felon’s last known where: - u squipped) Harmonium stooge.
^
avoid confrontation. is. If the PCs mention anything^ ^ j\ Harmonium notaries (3): AL LG; AC
,
'about going to the Screaming 'Ibwer. S; F3; hp 24 each; see Chapter 1 for
; \
The PCs are generally safe so long >KeKinor angrily replies, '“No one is , i
pomplete statistics. They wear plate
,
they remain in wide-open places and aHowed to visit that den of Chaos! The J
,
lail and are equipped with man-
nothing to draw attention to them- »yery mantioo of it violates three fcatchers and long swords.
selves. Foolish or heroic acts will not Tfjtemodium laws!” He then places the Virinis (polymorphed night hag):
tolerated by the Harmonium. The DM
.V par^iiSlilder arrest. All Harmonium INT exceptional; AL NE; AC 0; 9; MV
should stage one or both of the following soldiers can cast cfiorm person once/day. 8; hp 57; THACO 13; #AT 1; Dmg HD
encounters as the party makes its way ^the entry on the Harmonium in 2d6; SA cause disease; SD spell immu-
through this part of Sigil: FactoTi Manifesto for details.) They nity, cannot be held (due to magical
us?tliis ahiUty to quell arguments and ring), +3 weapons MR 65%; SZ
to hit;
Between a Hag and a Hardhead to'keep prisoners from giving them the M; ML 9; XP PMC/80. Spells;
12,000;
laugh. If things get ugly, Kellinor draws know alignment, magic missile (4 mis-
As you round the next corner, you his blade while ordering one of his men siles; usable 5 times/day), polymorph
come face to face with four armored to locate more Harmonium soldiers! self, ray of enfeeblement, sleep (affects
soldiers, their breastplates adorned If the PCs find themselves in troubled wears a
evil individuals only). Virinis
with the blue sword-crest of the waters, one of Inimigle’s allies arrives hood of obscured alignment, making it
Harmonium. The squad’s leader on the scene to bail them out. The ally impossible for others to detect her evil
comesto an abrupt halt, narrowly is Virinis, a polymorphed night hag, thoughts when the cowl is drawn. She
avoiding a collision with your party, and she’s been asked to watch for the also carries a mage’s scroll (forget,
and glares at you with cold blue eyes. PCs and ensure their safe passage stoneskin, and Mordenkainen’s sword
He says, “Ho, there! Sheath your through The Lady’s Ward. cast at 18th level) and wears a ring of
weapons and state your business!” While the hardheads eu-e busy question- free action.
ing or arresting the PCs, Virinis (in the Ifattacked, Virinis relies on her good
The PCs are confronted by four sol- guise of a old peddler) saunters past. She armor class, her invulnerability to most
clueless primes as the Seven Heavens, ture the larvae, the PCs are given a MV 3; HD 1 hp 5 each; THACO 20;
+ 1;
haven for all that is lawful and good). chance to escape. (If the PCs hang around, #AT 1; Dmg ld4 + 1; SA wounding,
Kellinor has a personal stake in seeing the hag discretely “shoos” them away.) cause disease; SZ M; ML 4; XP 35;
this culprit brought to justice, since Preferably when the PCs are out of PMC/62.
Mount Celestia is where most paladins range (beyond 20'), Virinis casts her
whittle away their afterlives. The PCs forget spell on the befuddled The Barghest Wagon
have never met the wanted felon, al- Harmonium soldiers. If the soldiers fail
though they’ll have a tough time con- their saving throw, they completely A large black wagon rolls down the
vincing the paladin that they know forget about their encounter with the street, pulled slowly by a monstrous
nothing. “I know a liar when I see one PCs. If the hardheads save against the black bull armored in metallic
and you—you are a liar!” is one of his spell, Virinis provides them with infor- plates. Pedestrians give the wagon a
favorite replies. mation they need to track down the wide berth, staying clear of its spiked
Kellinor’s quarry has made himself enigmatic “gate-key pusher.” Since this wheels and the bull’s green, gaseous
scarce, but the paladin refuses to quit is Kellinor’s number-one priority, he breath. The frightful wagon is lined
searching. He interrogates the PCs thor- does not waste time chasing the PCs with thick iron bars and holds nearly
oughly, providing them with an obscure through Sigil’s dark alleys but instead a dozen prisoners, most of them
description of the culprit (“tall, gaunt, tries to validate Virinis’ claims. PCs in dressed like vagrants or thieves.
blue-skinned, dressed in gold regalia, the range of Virinis’ forget spell must Seated at the reins are two large,
probably an Ansu-chist”) and asking them also make a saving throw or lose all blue-skinned goblinoids with menac-
again and again whether or not they’ve memory of the last seven rounds. ing scowls and cruel, barbed whips.
seen or made contact with this “unscru- Kellinor (human paladin); AL LG; They are shouting disparaging re-
pulous cross-trader.” If the PCs fail to AC 1; MV 12; Pa6; hp 45; THACO 14; marks to pedestrians in their own
convince Kellinor that they know noth- #AT 1; Dmg by weapon type + 1 ugly language, probably warning
ing, or if they tell the paladin, “Pike it, (Strength); SA charm person once/day; them to stay out of the wagon’s path.
berk!” he arrests them. Attempts to bribe SD lay on hands (heal 12 hp/day),
the paladin are met with terrible scowls immune to disease, cure disease once/ The black bull is a gorgon, and the
and compounded charges. week, + 2 to saving throws; S 16 + 0/ (
goblinoids are barghests working for
DUNGEON 27
1
UMBRA
Diirkayle and the Harmonium. The Anyone who stands in the way of the which earns the tower its name.
barghests, Kras eind Scamang, are deliv- barghest’s wagon is trampled or turned to Read the following when the PCs
ering ten prisoners to The Courts for stone by the gorgon. Attacking or bad- come within first sight of the structure:
judgment. (The prisoners will be sen- mouthing the barghests only provokes
them into combat. If the PCs make a The Screaming 'Ibwer is a landmark,
tenced by the Guvners and then taken to
show of force, Kras says (speaking in no doubt about it! Its scale is mon-
The Prison and left in the clutches of the
strous, its appearance quite irregu-
Mercykillers.) The prisoners are mostly common) “You leather-heads make me
lar. The stalagmite-shaped tower
Cagers who were caught looting a tem- laugh! Is that supposed to impress us?”
less-congenial Scamang replies “Oh
soars above the cityscape, its unchi-
ple in The Lady’s Ward. These lowlifes The
selled surface riddled with holes. The
will almost certainly be incarcerated, goody! More worthless slugs to fill our
wagon!” entire structure resembles a twisted
expelled to some terrible plane, or dan-
If they are reduced to half hit points,
stone flute.
gl^ from the “leafless tree” (the gal-
One of the prisoners is a young
lows). the barghests use their dimension door
mage named Heleta Vazgarth. Heleta is or misdirection spells to escape. The The Screaming 'Ibwer serves as the
an initiate of the Sign of One, a faction barghests are recurring villains who an annis, and her flock
lair of Zaraga, of
appear again later in the adventure. gargoyle minions. Zaraga controls the
which believes the Individual is the
(See Chapter 11.) gargoyles through sheer willpower, and
center of the universe. She weis in the
for the most part they are loyal to her.
wrong place at the wrong time and was Kras and Scamang each carry an iron
scragged by the barghests along with the key to unlock the wagon. 'The lock is However, Zaraga 's chief henchman (a
nine looters. She has been beaten and magically protected so that knock spells four-armed margoyle named Eyarq) is
have no effect on it. (Heleta wasted her forever scheming to usurp Zaraga ’s
reduced to 4 hp, but she still has a few
own knock spell and warns PCs not to dominion. Zaraga is aware of Eyarq’s
spells memorized. When she spots the
well-equipped PCs in the crowd, she do the same.) The wagon’s bars are too ambitions and actually encourages
K them, thriving on his animosity and
casts her ESP spell on them. the spell thick to be bent physically.
succeeds, she learns about their quest for Kras and Scamang (barghests): revelling in his scorn and envy.
the “child of prophecy.” Heleta then cries INT high; AL LE; AC + 1; MV 15; HD
out to them for help, using this new- 9 + 9; hp 53, 50; THACO 11; HAT 2; A Gift for Zaraga
found knowledge to get their attention: Dmg 2d4 + 9/2d4 + 9; SA spells; SD + The basalt talisman in the party’s posses-
or better weapons to hit, spells; MR sion is Inimigle’s gift to Zaraga, as pay-
From the mournful sorrows of the 45%; SZ M (7' tall); ML 15; XP 5,000; ment for her assistance. 'The talisman is a
prisoners comes a frightened cry for Planescape Boxed Set (Monstrous gate key to the plane of (Tehenna, which
help. A young woman in torn robes Supplement). Spells usable at will: Zaraga has been trying to reach for
reaches out to you through the bars shape change (goblinlike and canine months. The barmy hag truly believes
of the wagon and says, “Help me! I forms only), levitate, misdirection, her destiny is to rule some vast expanse
know you’ve come for the child—the project image. Spells usable once/day: beyond the confines of 'The Cage. She is
child of the prophecy. I can help you! charm (person or monster), dimension unaware that the talisman can be used
Please, don’t let them take me!” door, emotion. only once. If she ever finds her way into
The barghests do not assume their Gehenna (via one of Sigil’s many portals),
Heleta knows zilch about the Zactar canine forms in this encounter unless it may be some time before she returns—
faction and Umbra. Until she joined the they need to make a hasty escape. much to Eyarq’s delight. In exchange for
Signers three weeks ago, she was a Gorgon (charmed): IN'T animal; AL Inimigle’s talisman, the annis helps the
clueless Outsider who knew nothing of N; AC 2; MV 12; HD 8; hp 53; THACO PCs gain entry into Durkayle’s tower,
Sigil’s ways. She is still a lost lamb 13; HAT 1; Dmg 2d6; SA breath weapon ordering her gargoyle minions to carry
when it comes to knowing the dark of (60' long, 20' wide cone); SZ L; ML 10
them safely and unseen to the tower’s
things. If rescued, she doesn’t even (13 while charmed); XP 1,400; MM/172. rooftop. The PCs may decide to reach
pretend to know her way around Sigil, This dumb creature is under the control Durkayle’s tower without the gargoyles’
admitting that she used magic to trick of the barghests and understands sim- help, but Zaraga does not let them leave
the party into freeing her. If the party ple commands like “Forward!” “Halt!” her lair until they hand over Inimigle’s
ignores her pleas, Heleta casts her taunt and “Kill!” Such commands must be talisman.
spell on the PCs to provoke them into spoken in the barghests’ own tongue.
attacking the wagon. If her spell works,
'Power Encounters
the barghests mistake the party’s inten- Chapter 4: The Screaming Tower
tion to attack Heleta as an assault Unless the PCs approach the tower
Located in the heart of 'The Lady’s Ward using invisibility spells, they are seen
against them and retaliate accordingly.
is a twisted, hollow structure known as
Heleta Vazgarth (human mage): AL by the myriad of gargoyles clinging to
MV the Screaming 'Ibwer. 'The 250' tall many outcroppings and
CG; AC 8; 12; W4; hp 13 (currently the tower’s
tower was built atop a natural portal The gargoyles do not attack but
4>, THACO 19; #AT 1; Dmg by spell or orifices.
weapon type; S 8, D 16, C 11, 1 16, W 9,
leading to the Elemental Plane of Air
and is riddled with apertures. Every
give Zaraga fair warning of the party’s
Ch 12; NHi 8. Spells memorized: detect imminent arrival. Even if the PCs are
hour, a huge gust of wind erupts from invisible, the gargoyle golems at the
magic, taunt, ESP. Heleta wears a bronze
the portal and blows through these entrance see them. (Tjiey are not sus-
draconic pendant (10 gp) identifying her
holes, creating the painful wailing noise ceptible to illusions.)
as a member of the Sign of One.
28 Issue No. 55
UMBRA
1. Stone Guardians.
DUNGEON 29
UMBRA
rises up through the hollow tower. 'The Regardless of whether they make
The Screaming Tower gargoyles are accustomed to this hourly their Dexterity checks, all PCs are
one square = 10' disturbance and anticipate the shudders deafened by the screaming wind for 2d4
and painful “wailing.” The gargoyles turns unless they take precautions to
cling tightly to the stairs whenever the protect their ears (wax or cotton in the
elemental vortex erupts. Of course, they ears effectively reduces the period of
offer the PCs no warning of this immi- deafness to ld6 rounds, while a well-
nent threat but watch with glee as the timed silence 15' radius spell negates
PCs scale the tower and are caught off the deafness completely). The gargoyles
guard by the sudden, unleashed gale. are deafened for only ld4 rounds since
Glirkhil, a giggly gargoyle with cracked they have stronger eardrums and are
wings, takes peuticular delight in watch- accustomed to the noise. A cure blind-
ing the windblown PCs, shouting ness or deafness spell restores any
“Wheeee! Watch the barmy wingless fly!” hearing loss immediately.
The DM should determine if and when
the tower “screams.” The rising wind is
strong enough to lift an ogre off his feet.
3. Eyarq’s Way.
Each PC must make a Dexterity check
at -^4 to avoid being blown off the stair- 'The stairs end before a heavy wooden
case. (The DM
can add modifiers to this door. Various symbols of chaos and
roll if the PCs take special precautions, anarchy have been carved into the
or if the PC character is a bariaur or sinface of the door (by gargoyle claws),
similar creature.) right below the words “Nock first.”
PCs who make their Dexterity rolls
may attempt to take hold of their com-
rades and keep them from getting blasted Beyond the first door are three small
out of the tower. (Strength checks may be chambers, each blocked by another
required at the DM’s discretion). PCs who heavy wood door. None of these doors
fail their Dexterity check must roll ld6 to bear markings of any kind. The doors
determine the result of their failure: are intended to muffle the noise from
1 PC is blown out the nearest orifice the tower so that the occupants of areas
and into Sigil’s streets. Damage is 4 and 5 are not periodically deafened by
ld6 hp per 10' fallen, or none if the the tower’s wailing wind.
character has the ability to fly, The walls of all three small chambers
levitate orotherwise avoid injury. EU"e adorned with scowling bas-relief
Benevolent DMs may permit a gargoyle visages. PCs who study the
flightless berk to make another stonework closely have a 1 in 6 chance
Dex check, allowing him to catch of noticing that one of the leering visag-
the edge of the aperture before es has removable eyes. Each chamber
plunging to certain death. (Of has one such visage so that Eyarq the
course, the PC is left dangling on margoyle (see area 4) can spy on arriv-
the outside of the tower with noth- ing visitors. If the PCs knock on the
ing beneath him but hundreds of first door before entering, Eyarq hears
feet of air!) them, removes the stone plugs covering
2-3 PCis hoisted off the stairs and the eye-holes, and watches the party
hurled against the nearest wall. through the tiny openings.
Damage is ld6 hp, with the poor
berk pinned to the wall until the 4. Margoyle Den. This unfurnished
gale subsides. chamber serves as Eyarq’s lair. The
4-5 PC is tossed further up or down the margoyle refuses to share his quarters
staircase (DM’s determination). with any of the “lowly” gargoyles and is
Damage is 2d6 hp, unless the char- always devising simple strategies to
acter has the tumbling proficiency oust his cruel mistress and seize control
(in which case, the damage is of the tower. Eyarq has great aspira-
halved if the proficiency check is tions, but for all his plotting and schem-
successful). ing, he’s not particularly bright.
6 PC is drawn into the portal after a Eyarq is something of a freak, having
f>erilous descent. No damage is been the subject of a wizard’s experi-
sustained, but the character is ment. He has four arms instead of two,
effectively removed from the adven- giving him a pair of extra claw attacks
ture unless she has a device or spell each round. However, he has no desire
capable of returning her to Sigil. to fight a party of well-equipped
30 Issue No. 55
UMBRA
DUNGEON 31
UMBRA
powerful magical item at the very least) alonyjc ball (simjlar to a crystal ball another. (Durkayle has seriously over-
to gain her cooperation. She does not yr 4J5^ptit has clairaudient instead of estimated his chances of success, as
handle insolence well, but if her true -clAff'^l^ant scrying abilities; see detailed in Chapter 6.) If the PCs act
form makes the party uncomfortable,
'
J /)<^^fW^JLOPEDIA KIagica™ accessory ' swiftly, they can snatch Umbra out from
she assumes a more pleasing form UsinB Jrolume 1, p>age 150 for.de^ihsj., under her father’s nose.
her change self spell. Her preferred jS I l/Z^ia^aSotten Mses the on^.hsdjfto Zaraga knows that Umbra is actually
j
disguise is a grandmotherly ogress wiffl ifj w^sdr'op on Her enemies’ convfirsa- Durkayle’s daughter and that the
tangled white hair. | child’s mother was a succubus, but she
Zaraga (annis); INT very; AL N|l; A® haa no intention of sharing this knowl-
0; MV 15; HD 7 +7; hp 51; THACO %3; I edge with the PCs. (She’s using the PCs
#AT 3; Dmg ld8 +8/ld8 + 8/2d4 + 1; ^A 1 to get back at Durkayle for his annoy-
L give Zaraga the gate-key to//J-
,\B8tiie
grapple; SD change self, fog cloud
\
thrice/day; + 1 hp damage from edged\
\ ^'Kwenna, the annis sugg^asts a j^an for
ing lawfulness and doesn’t want any-
thing to dissuade them from their
^^ttfaig the party safely to Durkayle’s^'
weapons ( + 1 hp damage from blunt mission.) If the PCs try to probe her
weapons); MR 20%; SZ L; ML
15; XP ^•onghold. (The DM
should allow play-
thoughts with an ESP spell, Zaraga is
ers to deviaa their ow n scheme, falling
4,000; MM/181 (hag). Zaraga’s dagger is entitled to a saving throw. If she notices
hack on Zaraga's plan if they are unable
crafted from the tooth of a greater the scrying, she becomes infuriated by
to formulate a viable tactic.)
baatezu and is the equivalent of a short the party’s gall and attacks. She has no
Zjiraga’aplan is simple; She com-
sword +3. However, she prefers to fight clue what the interior of Durkayle’s
with her claws.
mands her gargoyles to carry the PCs
tower looks like and knows nothing of
to the hfgbe^ w’indows of-Durkayle’s
Although Zaraga loathes cooperating its defenses.
tower (area 14). lb reduce the chance
with non-evil individuals, she truly
of detection, the PCs might suggest
despises the Harmonium and Durkayle Chapter 5: Durkayle's Stronghold
that she send dozens more gargoyles
(“that scum”) in particular. She gladly
to attack the Harmonium soldiers in The following description can be used
arranges to deliver the PCs safely to
the courtyard. The gargoyles strafe when the party first sees Durkayle’s
Durkayle’s tower and has already for-
the courtyard, attacking the hard- stronghold;
mulated a scheme, should the PCs lack
heads with their claws and relying on
a plan of their own. (See “Zaraga’s
their immunity to normal weapons to Durkayle’s stronghold is a harsh-
Plan” below.) looking compound composed of
avoid serious damage. The resulting
Zaraga’s surviving jermlaine pris-
battle between the forces of Law and charcoal-colored stone, metal, and
oners are named Pix and Pox. They (and
Chaos is an ideal distraction and may other less-recognizable materials.
their late comrade Pux) were captured
even draw guards out of Durkayle’s The most intimidating feature is a
by Zaraga’s gargoyles, who are excel- monstrous claw-shaped tower well
tower. If the players frown upon
lent scavengers. The fat little jinxkins
Zaraga’s plan, the hag becomes over 100' tall. Enclosing a spacious
plead for their release, but Zaraga is
annoyed and angrily replies, “Like it inner courtyard are 20' high walls
unwilling to give up the tasty morsels
or pike it!” topped with rusted metal spikes.
and tells them to “Pike it!” "Then she Regardless of the time of day, the
Zaraga does not offer the PCs a plan of
turns to the PCs and chuckles, “I call
escape. If the PCs wish, she instructs her shouts and stomping feet of trained
them Breakfast, Lunch, and Dinner.” Harmonium soldiers can be heard
gargoyles to remain atop Durkayle’s
The jermlaine are evil and will say or from within the compound. The main
tower and carry the party to safety once
do almost anything to get away from entrance is barred by a pair of 15'-
the child Umbra has been found. But
the cruel annis.
there’s no guarantee that Zaraga or her high metal doors. The outside of the
Pix and Pox (jermlaine); INT aver- stronghold is clenched in razorvine,
chaotic gargoyles will honor this agree-
age; AL NE; AC 7; MV 15; HD V2 hp 3 ;
making it next to impossible for
ment. Once she has Inimigle’s talisman,
each; THACO 20; #AT 1; Dmg by weap-
Zaraga has little reason to help the party anyone to scale the walls.
on type (unarmed); SD save as 4-HD
and could care less about the child.
monsters (magical attacks causing half
Using her onyx ball, Zaraga has Flying PCs can use invisibility spells
damage treated as no damage); SZ T (1'
learned that Durkayle’s out of town on to reconnoitre the stronghold, peering
tall); ML 12 (currently 6); XP 15; MM/ a mission to Bedlam, a chaotic burg in into the windows of Durkayle’s tower.
176 (gremlin).
the Outlands. Durkayle has tried to They risk being spotted by Greptaug
Aside from the blood-spattered stone
coerce the burg’s population into accept- the amnizu (area 11), who can see invis-
table and the jermlaine cages, there
ing his harmonious philosophy, but with ible creatures with his eyeglasses of
are few furnishings in Zaraga’s lair.
little success. Durkayle has since taken sight, but they might also locate Umbra
Against the wall opposite the stair-
it upon himself to enforce order in the more quickly by peering into area 12.
case rests a long, narrow cot and an
chaos-ridden sprawl. Using one of Sigil’s Durkayle seized custody of this for-
unlocked iron trunk. The trunk holds
shifting portals and a gate-key confis- tress from a chaotic evil berk who was
1,952 gp (loose), eight assorted gem-
cated from a scragged Xaositect, scragged for violating one of Sigil’s
stones (5,000 gp, 2 X 1,500 gp, 2 x
Durkayle has transported himself, his laws. (Durkayle was unhappy with his
500 gp and 3 x 100 gp), a potion of
baatezu henchmen, and 25 elite soldiers puny office in the Harmonium Barracks
diminution, a cursed scroll in a sealed
into the heart of Bedlam, intent on and wasn’t comfortable serving so
brass tube (reader must save vs. spell
bringing Order to the burg one way or closelyunder 'Ibnat Shar. He actively
or be turned to stone), and a function-
petitioned for a station elsewhere in the
32 Issue No. 55
! ;
T J- s
UMBRA
Cage— a request which the factol reluc- p-the ®tte'r J to tures of good or neutral alignment are
tantly granted.) Allowing Durkayle to Abe DM shouisi
shoiii not dlteukd® <
^ „ pt affected; however, they do feel
operate outside the Barracks was a K> nabra is ghtly uncomfortable inside the tower.
_ that 5
difficult decision for Factol Sarin, whi eapect. ffihe is, presornahljli^hfe^ I
item’s effect on chaotic evil crea-
liked the notion of a widespread M j
Being wrshiped by the- Zac-*^ '
tufc is similar to the 8th-level wizard’s
with local baatezu and employs them as the amnizu Greptaug (see area 11). If Most of the rooms in the tower are lit by
personal guards. In short, he’s a ruth- the PCs kidnap the alu-fiend, Emalica slow-burning torches placed in claw-
less basher, as are most of his followers. will be pleased, since it is highly un- shaped holders. All doors are made of
likely the child will survive outside her reinforced iron; they are resistant to
Should the PCs land on his bad side,
their best protection would be an alli- father’s protective custody. If she has damage, but they are not soundproof.
ance with either a higher-ranking hard- the opportunity, Emalica uses her Thieves who listen at the doors have a
head mover like Tbnat Shar or Factol charm ability to coerce a PC into taking + 15% modifier to their detect noise
Sarin himself; they can protect the PCs the alu-fiend child from Durkayle’s rolls.
from Durkayle’s wrath if the party is tower. If the PCs agree to Zaraga’s plan, her
willing to contribute something to the Unlike Emalica, Tagon is out of place geu’goyles carry them to the windows of
Harmonium cause. in Durkayle’s evil order. He is a blind, Etfea 14 oranywhere else they choose.
lawful neutral mage who was assigned Since the windows in Durkayle’s
all
Umbra and Her Upbringing to Durkayle’s tower by Tbnat Shar of tower are barred, the PCs must either
the Harmonium. Tbgon’s role is to give bend the bars (requiring a successful
In his absence, Durkayle has left his Durkayle guidance and to make sure he bend bars roll) or magically bypass them.
child in the hands of two “nannies”: Other methods may be available at the
acts within the bounds of Harmonium
'Dagon Flamebane (his blind mage- mage DM’s discretion. (For example, the PCs
laws. Needless to say, the finds
advisor) and Lady Emalica (a sadistic could buy a flask of black dragon acid to
Durkayle a difficult man to take orders
erinyes). Neither of these individuals eat through the bars or use potions of
from. Durkayle has assigned Thgon the
enjoy the task of catering to the young task of counselling his daughter. Thking diminution to slip through the gaps.)
alu-fiend’s needs. Actually, they are If the PCs are thoughtful and clever,
care of Umbra seemed a relatively safe
quite resentful of the child. they can avoid confrontations with the
task at first, but she has become in-
Much to her nannies’ chagrin. Umbra creasingly difficult to control. bulk of Durkayle’s forces. However, if
is no longer a little baby. Due to the they act foolishly or draw attention to
mysterious nature of tanar’ri growth Durkayle’s Tower themselves, they soon are set upon by
spurts. Umbra has quickly matured into Durkayle’s human and baatezu guards,
a young girl who looks about eight With the aid of a powerful wizard,
not to mention a host of other nasty
years old (although, in truth, she is only Durkayle acquired an item which pre- creatures which guard the tower
three months). This unusual pattern of vents chaotic evil creatures of any kind against intrusion. The DM must use
growth is typical of alu-fiends in gen- (especially tanar’ri) from touching, let when waging such a battle.
discretion
eral; otherwise they wouldn’t survive in alone entering, the tower. Chaotic crea-
DUNGEON 33
UMBRA
DUNGEON 35
UMBRA
yanked by a hulking bubber who fancied 12, Ch 9; ML 11; XP 1,400; dagger, staff edly has agents, possibly charmed ones,
himself a dentist.) He investigates any of the crystal eye (see above), ring of operating inside The Cage). The inci-
loud disturbance in the hall outside his sustenance, wand of frost (28 charges; dent serves to reaffirm Durkayle’s ha-
room and also checks on Umbra once in a command words “yoth,” “sihar” and tred of tanar’ri, making him eager to
while. When he last saw the alu-fiend, “vaun”). cement his alliance with Greptaug and
she was playing with her latest “pet” (one Spells: magic missile ( x 2), sleep. his baatezu. This is exactly what
of Emalica’s incorrigible spinagons). Tenser’s floating disc; darkness 15' Emalica wants. The alliance is more
Thgon does not attack intruders, prefer- radius, ESP, flaming sphere; non- important than the fate of the child.
ring to leave that task to the tower detection, protection from evil 10' radi- Emalica uses her influence to ensure
guards. Ihgon knows all about Durkayle’s us; confusion. that the charmed PC completes his task
“fling” with a succubus and about their Ihgon’s room contains little of value, at any cost. If the free-minded PCs de-
alu-fiend offspring, as well as Durkayle’s save the wizard’s spell book. A thorough cide not to take Umbra from her father,
alliance with Greptaug the amnizu, but seEtrch of the wardrobe reveals nothing Emalica insists that they remove the
wrath to say
he’s too afraid of Durkayle’s but cloaks and other wizardly apparel. child “for her own safety,” fearing that
anything. PCs who can read his thoughts the “other baatezu” may harm her. If
might uncover the truth, but Ihgon 9. Emalica’s Bedchamber. the PCs still refuse, Emalica vows to
doesn’t volunteer information. Ihgon has kill the alu-fiend child herself unless
seen Umbra’s birthmark euid susp>ect8 the This room smells of burnt incense. A the PCs take Umbra to a place far re-
marked for some greater purpose, large bed rests against one wall, moved from The Cage.
child is
he knows not what. Ifelling him about the flanked by a pair of stuffed, bearlike Emalica (erinyes): INT high; AL
Zactar prophecy will not keep him from creatures with huge ramlike horns. LE; AC 2; MV 12, ffy 21 C; HD
6 +6;
thwarting the F*Cs’ kidnapping attempt. Standing next to a window is an hp 32; THACO 13; #AT 1; Dmg by
If the PCs dare invade his privacy,
elven woman of unparalleled beauty weapon type; SA charm, fear, rope of
Ihgon blasts the open doorway with a and elegance, dressed in a silky ruby- entanglement; SD + 1 or better weap-
cone of cold or seals it shut with a wall
red gown which billows in the slight- ons to hit, tanar’ri immunities; MR
of ice (cast from his wand). If taken
est breeze. Next to her is a smoking 30%: SZ M; ML
12; XP
7,000; PMC/22
prisoner, he can be persuaded to lead
brazier and a black, hooded baby (baatezu, lesser). Spell-like abilities:
the PCs to Umbra’s room. He does what
ceuriage. advanced illusion, animate dead, de-
he can to keep Umbra out of the party’s tect invisibility, infravision, invisi-
clutches. Failing that, he provides The woman is Emalica in poly- bility, know alignment (always active),
Durkayle with a detailed description of morphed form. The erinyes isn’t dumb locate object, polymorph produce
self,
Umbra’s abductors to save his skin. enough to think that seasoned adven- flame, suggestion, teleport without
Ihgon’s spell book contains all the turers will be fooled by such conven- error. The erinyes can wield any weap-
spells he has memorized plus the follow- tional trappings. As soon as she meets on proficiently but prefers not to.
ing: charm person, color spray, detect the gaze of a PC she likes, he must save The erinyes has served as Durkayle’s
magic, ventriloquism, fog cloud, wizard vs. spells (at half his level) or succumb advisor and consort ever since the
lock, fireball, protection from normal to her potent charm. The charm of an prefect began negotiating an alliance
missiles, tongues, shout, stoneskin. He erinyes is so powerful that anyone who with the amnizu Greptaug. Emalica is
36 Issue No. 55
UMBRA
fails to save
willing to sacrifice him-
is
self and loved ones
(this includes fellow
comrades) to satiate the erinyes’ de-
sires. Emalica can charm only one PC
at a time. (She must release that PC
D©N’+ HA+6 me because rm BEAU + IFUL. from his enchantment before she can
attempt to charm another.) At the mo-
- fimALICA +® A PAR+Y Of CLUfiLfiSS ment, she has no desire to harm the PC
BAA + fiZU-BASHCRS or sweep him away to Baator— not when
she can use him to get rid of Umbra.
The erinyes does not want the PCs to
kill Umbra (at least, not inside the
tower). Emalica believes that Umbra’s
death under such circumstances would
only drive a wedge between Durkayle
and his baatezu “allies.” (Durkayle
Tkgon wetkrs spectacles with opaque does not allow strangers to take his might suspect a baatezu conspiracy.)
lenses. He keeps his staff close to him at spell book and fights to the death to Emalica’s superior, Greptaug, has just
alltimes, for affixed to the tip of the staff keep it. formed a secret alliance with
isa 3" crystal eye which grants him the Tagon Flamebane (human wizard): Durkayle’s Harmonium against the
power to see (as per the wizard eye spell). AL LN; AC 10 (stoneskin spell absorbs tanar’ri in Sigil. If the PCs succeed in
Ikgon is man of indeterminate years with first six attacks); MV 12; W7; hp 17; abducting Umbra, Durkayle will no
hunched shoulders, an imtrimmed beard, THACO 18; #AT 1;Dmg by spell, wand doubt blame the kidnapping on the
and wooden teeth. (His real teeth were or weapon type; S 9,D 9, C 9, 1 17, W child’s tanar’ri mother (who undoubt-
yanked by a hulking bubber who fancied 12, Ch 9; ML 11; XP 1,400; dagger, staff edly has agents, possibly charmed ones,
himself a dentist.) He investigates any of the crystal eye (see above), ring of operating inside The Cage). The inci-
loud disturbance in the hall outside his sustenance, wand of frost (28 charges; dent serves to reaffirm Durkayle’s ha-
room and on Umbra once in a
also checks command words “yoth,” “sihar” and tred of tanar’ri, making him eager to
while. When
he last saw the alu-fiend, “vaun”). cement his alliance with Greptaug and
she was playing with her latest “pet” (one Spells: magic missile ( x 2), sleep. his baatezu. This is exactly what
of Emalica’s incorrigible spinagons). Tenser’s floating disc; darkness 15' Emalica wants. The alliance is more
Ihgon does not attack intruders, prefer- radius, ESP, flaming sphere; non- important than the fate of the child.
ring to leave that task to the tower detection, protection from evil 10' radi- Emalica uses her influence to ensure
guards. Ihgon knows all about Durkayle’s us; confusion. that the charmed PC completes his task
“fling” with a succubus eind about their Thgon ’s room contains little of value, at any cost. If the free-minded PCs de-
alu-flend offspring, as well as Durkayle’s save the wizard’s spell book. A thorough cide not to take Umbra from her father,
alliance with Greptaug the amnizu, but search of the wardrobe reveals nothing Emalica insists that they remove the
he’s too afraid of Durkayle’s wrath to say but cloaks and other wizardly apparel. child “for her own safety,” fearing that
anything. PCs who can read his thoughts the “other baatezu” may harm her. If
might uncover the truth, but 'Ihgon 9. Emalica’s Bedchamber. the PCs still refuse, Emalica vows to
doesn’t volunteer information. Thgon has killthe alu-fiend child herself unless
seen Umbra’s birthmark and suspects the
This room smells of burnt incense. A the PCs take Umbra to a place far re-
child ismarked for some greater purpose, large bed rests against one wall, moved from The Cage.
he knows not what. 'Ihlling him about the flanked by a pair of stuffed, bearlike Emalica (erinyes): INT high; AL
Zactar prophecy will not keep him from creatures with huge ramlike horns. LE; AC 2; MV 12, fly 21 C; HD 6 -H6;
thwarting the PCs’ kidnapping attempt. Standing next to a window is an hp 32;THACO 13; #AT 1; Dmg by
If the PCs dare invade his privacy,
elven woman of unparalleled beauty weapon type; SA charm, fear, rope of
"Ihgon blasts the open doorway with a and elegance, dressed in a silky ruby- entanglement; SD + 1 or better weap-
cone of cold or seals it shut with a wall red gown which billows in the slight- ons to hit, tanar’ri immunities; MR
of ice (cast from his wand). If taken
est breeze. Next to her is a smoking 30%; SZ M; 12; ML XP
7,000; PMC/22
breizier and a black, hooded baby (baatezu, lesser). Spell-like abilities:
prisoner, he can be persuaded to lead
the PCs to Umbra’s room. He does what carriage. advanced illusion, animate dead, de-
he can to keep Umbra out of the party’s tect invisibility, infravision, invisi-
clutches. Failing that, he provides 'The woman is Emalica in poly- bility, know alignment (always active),
Durkayle with a detailed description of morphed form. The erinyes isn’t dumb locate object, polymorph
produce self,
Umbra’s abductors to save his skin. enough to think that seasoned adven- flame, suggestion, teleport without
’Ihgon’s spell book contains all the turers will be fooled by such conven- error. The erinyes can wield any weap-
spells he has memorized plus the follow- tional trappings. As soon as she meets on proficiently but prefers not to.
ing: charm person, color spray, detect the gaze of a PC she likes, he must save The erinyes has served as Durkayle’s
magic, ventriloquism, fog cloud, wizard vs. spells (at half his level) or succumb advisor and consort ever since the
lock, fireball, protection from normal to her potent charm. The charm of an prefect began negotiating an alliance
missiles, tongues, shout, stoneskin. He erinyes is so powerful that anyone who with the amnizu Greptaug. Emalica is
36 Issue No. 55
. .
« 1 >t
UMBRA
unable to charm Durkayle because of i^,..itly^t ittfiside^r Gr^taug^ three side the floating metal sphere and
the ring of free thought he wears lajrt^u h^chraeimtwo d
wh(^ are in now lugs it around as a trophy,
(which was crafted after his separatic^ area ^}, Zhdijsl, ^e%>arb®:u ini.hi6 Greptaug’s levitating sphere is hollow
from Karylin the succubus). This rare iioD(n, fnysfttigktes^any distuAanofi id' \ but seamless; it can be dispelled only by
magical item protects its wearer from the ^11 a'^di^s intruders ^w^e^
a wish or freedom spell (either of which
,
since it only makes her job more acores has no effect. The Dark Eight are too
difficult.
busy fighting the Blood War to send
Emalica’s room is devoid of valuables. ’^he Jaarbazu licks the blood off.t^ —
another gelugon assassin, but they
point of h|s trident and, sn^rte tnum^ intend to deal with Greptaug soon
The two stuffed beetflike creatures are
phant/y. “Yon don’t 'look lik^ "/enough. (See Chapter 12 for details.)
native to the Outlands and were placed
tanaj^ru y4u ilo^’t femill Hke' Greptaug has allied himself with
here as decorations by Ehmkayle. The
,
very young. Emalica has since filled' disdain for tanar’ri. (Hatred is too
^ Zhobal (iafbazil): tN^^oW; AL LB; strong a word given that Durkayle once
cairriage with poisonous snakes which N.
chamber are two lesser). See area 3 for spell-like abilities. (or The Lady of Pain, for that matter)
Also present in this
spinagon baatezu who serve as will let him wage war against the
Emalica’s messengers (and, sometimes. 11. Durkayle’s Ally. Inside this room tanar’ri in Sigil.
Umbra’s playthings— see area 12 for is the evil amnizu, Greptaug. The amni- Greptaug has a deal for the PCs. He
details). 'The spinagon are cowardly, but
zu is a greater baatezu and a very dan- allows them to leave the tower alive
they attack PCs from behind if given gerous customer. 'The DM
should not provided they take Umbra far away
the chance. The spinagons are hidden play Greptaug as a mere monster, but from Sigil. He promises to use his touch
rather as an intelligent creature who of forgetfulness and some carefully-
inside the toothy maws of the stuffed
bearlike beasts.
has more reasons to spare the PCs than worded suggestion spells to make cer-
Ezu and Mizphit (spinagons): INT destroy them. tain no one inside the tower remembers
very; AL LE; AC MV 6, fly 18 (C); HD seeing the PCs. (Whether or not he
4; Watching your intrusion with some follows through depends on how politely
3 +3; hp 18, 15; THACO 17; #AT 3; Dmg amusement is a gruesome, 4 ’-tall
Id4/ld4/by weapon (ld6 with military the PCs treat him.) Greptaug is a
fiend with stubby limbs, jagged teeth skilled liar and can easily convince
fork); SA flame spikes; SD spell-like
and an elongated head. Folded be- Durkayle that the abduction was or-
abilities, tanar’ri immunities; 15%; MR hind his back is a pair of leathery chestrated by the child’s mother, but
SZ S; ML 10; XP 3,000; PMC/29 wings, while the creature’s long
(baatezu, least). Spell-like abilities (usa-
Greptaug does not reveal this to the
fingers are laced together in a ges- PCs. He would never admit to being a
ble once/round, at will); affect normal
ture of benevolence. With a broad, liar. (“Amnizu do not lie. We sometimes
fires,change self command, produce toothy smile, the creature telepathi- forget the truth, but we never lie.”)
flame, scare, stinking cloud. cally invites you to enter. The only
Poisonous snakes (6): INT animal; Greptaug (amnizu); INT exceptional;
visible furnishings are a bed and a
AL N;AC 6; MV 15; HD 2 + 1; hp 10 4 '-diameter metal sphere. The sphere
AL LE; AC +3; MV 6, fly 15 (C); HD 9;
each; THACO 19; #AT 1; Dmg 1; SA hp 48; THACO 11; # AT 1; Dmg 2d4 +
floats 2’ off the floor. SD
poison (Type F); SZ S; ML 8; XP 175;
special; SA energy channel, forget,
-*•
2 or better weapons to hit, tanar’ri
MM/320. Greptaug is miffed because the immunities, spells; MR 50%; SZ M (4'
baatezu rulers consortium of pit
(a tall); ML 13; XP
11,000; PMC/19
10. Greptaug’s Guard.
fiends who call themselves the Dark (baatezu, greater); eyeglasses of sight
The chamber
floor of this torchlit is Eight) have consistently passed him (see page 463 of the Encyclopedia
and the walls are
tiled in black, over for promotion. The amnizu is sick MagiCA, accessory Volume 2), ring of
stained deep crimson. Four iron of pit fiend politics and has come to protection +2. Spell-like abilities:
braziers stand in the corners next to Sigil to launch his own dark crusade advanced illusion, animate dead, charm
four iron-framed beds with spiked against the tanar’ric hordes. The person, infravision, know alignment
headboards and clawed feet. Dark Eight found Greptaug’s initia- (always active), fireball (3 times/day),
tive amusing and sent a gelugon to imprisonment (once/ day), suggestion,
This room is normally used by the destroy him. Greptaug used an impris- teleport without error.
prefect’s elite guards, but Durkayle onment spell to trap the gelugon in-
DUNGEON 37
UMBRA
38 Issue No. 55
UMBRA
DUNGEON 39
UMBRA
AH. TANAR'RI! we |us+ L©VE tanar'Rm Karylin the succubus is at the tav-
ern, eager to seize custody of her
TH6IR ARins, their H©RNS, their eyeballs. daughter. She is joined by her
THEIR HEADS . . . consort— a charmed human fighter
named Soric Planestalker. Karylin
BAZILOD +HC BARBAZU uses her shape change ability to ap-
pear as a human female, although
she’s not afraid to assume her true
form if the PCs suspect she’s a succu-
bus. Karylin and Soric are waiting for
the PCs in one of the upstairs bed-
chambers (determined by DM).
with the aid of Zaraga’s gargoyles, and teleport them all to the second floor Karylin (succubus): INT exceptional;
Dirngrin and his henchmen follow the of the Black Sail tavern, where Kaiylin AL CE; AC 0; MV 12, fly 18 (C); HD 6;
gargoyles hack to the Screaming Tbwer awaits. If the PCs are foolish enough to hp 33; THACO 15; #AT 2; Dmg Id3/ld3;
and greet the PCs there. give Dirngrin sole custody of Umbra, the SA energy drain, charm; SD 2 weap- -i-
The cambion has brought with him a cambion teleports himself and the alu- ons to hit, immune to fire, never sur-
circlet of magic negation. When placed child back to the Black Sail tavern, leav- prised; MR30%; SZ M; ML 14; XP
around the head of a magic-wielding ing the PCs to fend for themselves. 11,000; PMC/109 (tanar’ri, lesser).
creature, this cursed item negates all Umbra fears Dirngrin and will not will- Spell-like abilities; become ethereal,
spellcasting abilities and magical items ingly go to him (or the bar-lgura, for that charm person, clair audience, darkness
matter). If the PCs keep tight hold of 15' radius, ESP, infravision, plane shift,
(like a localized dispel magic spell).
Dirngrin suggests that the PCs use it to Umbra, Dirngrin and his bar-lgura do not shapechange (humanoid form only),
prevent Umbra from using her magic. fight for cust^y of the child. Instead they suggestion, teleport without error.
The circlet can only be taken off with teleport the entire party back to the Black Karylin does not know that Umbra is
the aid of a remove curse spell. Placing Sail tavern and deal with them there. the One 'True Being worshiped by the
the circlet on Umbra’s head has a simi- If the PCs refuse Dirngrin’s help, they Zactar faction. Regardless of the truth,
lar effect to the wizard’s force shape- must travel back to Lower Ward by Karylin intends to hand her daughter
change spell. If the PCs are not yet themselves, avoiding the Harmonium over to Kalphazor, the balor who rules
aware of Umbra’s half-tanar’ric nature, patrols. The DM
should arrange at least Phurnis, and get what’s coming to her.
they’ll find out when Umbra is forced to one encounter with a Harmonium She considers all her allies (Dirngrin,
revert to her true form. They’ll also be search party consisting of six hardhead Soric, and even Inimigle) expendable.
able to see the birthmark on the palm of soldiers and three hamatula baatezu. She denies that Durkayle is the alu-
her left hand. (See Chapter 1 for statistics.) Dirngrin fiend’s father, going as far to say that
Unknown to Inimigle and the PCs, and the bar-lgura follow the PCs the “addle-coved hardhead” is impotent
the evil cambion has secretly switched covertly, polymorphing into whatever and deluded! (She uses the term “hard-
loyalties. While Inimigle is preparing form suits them. If the opportunity head” loosely.) Poor Soric has been
for the party’s arrival at the Zactar arises, Dirngrin, or one of the bar-lgura, charmed into believing that he is the
Cathedral, Dirngrin has been secretly seizes Umbra and teleports away. alu-fiend’s legitimate father— a decep-
negotiating with Karylin the succubus. Even if the PCs failed to kidnap Umbra tion which Karylin maintains to assure
Karylin has grown impatient with from Durkayle’s tower, Dirngrin escorts the PCs that Umbra’s “family unit” is
PCs to Kauylin. Doubtless she at- still intact. Furthermore, the succubus
Inimigle and wants her daughter im- the
mediately. (She gave Dirngrin the tempts to coax the PCs into returning to claims that Durkayle merely kidnapped
magiced circlet to place around Umbra’s Durkayle’s tower to complete their mis- Umbra out of sheer spite and contempt
head, making it easier to take the child sion. (See Chapter 8 below.) for Karylin’s lost love.
back to the Abyss.) The succubus re- Important note; If Dirngrin was Soric Planestalker (charmed human
cently confronted Dirngrin at the killed earlier in the adventure, he is fighter): AL CG; AC 2; 12; F4; hp MV
Black Sail tavern and promised him a replaced by his cambion half-brother, 32; THACO 15 (12 including Strength
“share” of her reward for bringing Evakkas, who is just as treacherous and and specialization modifiers); #AT 1 or
Umbra to Phurnis. (See “Durkayle’s deceitful. (Use Dirngrin’s statistics but 3/2 (with specialization); Dmg by
Daughter” for details.) Taken in by the equip Evakkas with a two-handed weapon type +7 ( + 5 for strength, +2
succubus’ offer, Dirngrin has agreed to sword +2.) for specialization); S 18/94 ( -H 2/ 5), D
deliver Umbra to Karylin at the Black 12, C 14, 1 11, W 9, Ch
12 (16 16; ML
Sail, contrary to his arrangement with Chapter 8; Motherly Love while charmed); XP 975 (double if res-
Inimigle. cued); scale mail +4, shield +2, bastard
Inimigle is not at the Black Sail when sword + i ( + 3 vs. tanar’ri and their
If the PCs accept Dimgrin’s offer, the
the PCs return. He is at the Zactar kin; specialized), light crossbow, three
cambion and his bar-lgura will take hold
Cathedral anticipating the arrival of bolts of tanar’ri slaying.
of the PCs (and Umbra, if she is present)
40 Issue No. 55
T .
ress tries to befriend the timid child, plane. Durkwle and his baateau take Salja hostage, vowing to kill the
but Umbra is turned off by the tiefling’s henchmen o^^ot^each her there. young waitress unless the PCs comply
forward manner. Umbra is equally wary Make no mistake, I am grateful for with her demands. Failing that, the
of Karylin, having no recollection of your efforts. I will offer you a token of contemptible succubus commands
what her mother looks like (especially gratitude if that’s what you want, but I Dirngrin and Soric to attack the party
since Karylin conceals her true appear- must have custody of my child!” while she teleports to a safer location.
ance). When Karylin first confronts her.
the {jeery alu-fiend uses her ESP ability Karylin’s token of gratitude is a tiny Enter 'Turia
to glean Karylin’s evil intentions. From gold replica of a Leomund’s secret chest Concerned about the party’s where-
that point on. Umbra tries to stay be- that she stole from a wizard’s lair. She abouts, Inimigle sends Turia to the
yond her mother’s reach. has no idea what the contents of the Black Sail in case the PCs show up
If Dirngrin managed to finagle chest are, since she doesn’t know the there. Thanks to Inimigle’s timely intui-
Umbra from the PCs’ clutches, he sim- replica’s command words. (Most experi-
tion, 'Turia arrives shortly after the
ply hands her over to Karylin, who enced wizards possess spells to help party’s encounter with Karylin. (By this
then teleports away with the child. them find unknown command words; time, the succubus has either teleported
(Whether or not Umbra escapes from Karylin assumes the PCs have access to away with her daughter or has been
her mother’s clutches is for the DM
to such magic.) The golden replica is worth driven away by the PCs.) If the PCs
decide.) If the PCs have Umbra under 5,000 gp alone, but the actual have already set out for the cathedral,
tight guard, Karylin pleads for custody Leomund’s chest (which drifts in the 'Turiameets them halfway. If 'Turia
of her daughter: Ethereal plane) contains a wand of learns of Dirngrin’s treachery, the tief-
illumination (61 charges), bracers of ling smirks (an uncharacteristic and
As the young woman gazes upon her
defense AC 3, three ioun stones (clear fleeting show of emotion). 'Ib Dirngrin
child, an expression of relief sweeps
spheres, each of which grants 5% magic she coldly replies:
across her face. “I thank you for
resistance; see page 614 of the
retrieving my daughter. You cannot
Encyclopedia Magica, accessory Vol- “Isn’t that just like a tanar’ri!
imagine the dreadful horror I felt
ume 2), a cut diamond worth 5,000 gp Inimigle will know what to do with
when Umbra was torn from me.
(an empty magic jar receptacle), and a you, cambion.”
Although I cannot forgive the Har-
cubic gate.
monium for what it’s done, I extend
Karylin has hidden the replica chest After hurling some nasty insults at
my heart-felt thanks to you for your
under a pillow on the nearby bed. If she his tiefling counterpart, Dirngrin (as-
bravery.”
gains custody of her daughter, the suming he’s alive) either teleports
The woman reaches out for her
daughter, but rather than take hold
chaotic evil succubus tries to take the —
away afraid to face Inimigle’s wrath—
replica chest with her, leaving the PCs or teleports to the cathedral, certain he
of her mother’s hand. Umbra with-
with nothing. can win back the yagnoloth’s favor.
draws from her in fear. “It’s been a
Dirngrin fights to the death to avoid
long time,” the woman says to her
If Umbra Was Not Recovered . .
being taken prisoner. If the PCs attack
daughter. “Don’t be afraid. Umbra.
'Turia, she retaliates in kind. She does
Everything’s all right. No one’s going In the event the PCs failed to retrieve
convince them not surrender, nor does she accept the
to hurt you now.” Umbra, Karylin tries to
She surrender of anyone who attacks her.
to return to Durkayle’s tower. offers
'Turia detests what she calls “point-
If Karylin’s true nature is revealed them a reward (see above) for their
less conversation” and refuses to dis-
or if the PCs refuse to hand over the efforts. If the PCs seem reluctant,
cuss matters such as the Zactar
alu-child, Karylin sheds her gentle Karylin plays on their sympathies:
prophecy, Dirngrin’s treachery, or her
veneer and bluntly negotiates for
own role in this unfolding tale. ’Turia
possession of her daughter. If, at any
DUNGEON 41
UMBRA
Y©U ARE
ni©RE
mm
1R©N IN
mAYBE Y©U NEED
Y©UR D1E+!
factions, casually referred to as the
Thkers).
The TEikers placed guardians inside
the cathedral to keep local vermin from
using it as a sanctuary. The "Ibkers do
» KRAAL mfiZZOLe + H.
+Hfi not tolerate trespassing and are quick
to file charges when such an intrusion
+ RYING *9 Bfi WI + +Y occurs. Their deed to the cathedral
hinges upon the Zactar faction’s contin-
ued extinction. According to the Cage’s
laws, if this forgotten faction should
ever return to Sigil, the Ihkers’ hold on
the cathedral is nullified.
leads the PCs to the cathedral uttering renamed the congregation after himself,
as few words as possible. If he is cap- and almost instantly the Waiting Ones The Guardians
tured, Dimgrin also remains tight- became known as The Zactars. The yagnoloth Inimigle was summoned
lipped, preferring to let the PCs figure The core of Zactar’s philosophy wais to guard the Zactar portal, not the rest
out matters on their own. that everything existed for the benefit of the cathedral. (That task he leaves to
of some ultra-powerful entity which the the mezzoloth in area 1.) Fortunately
Chapter 9: The Zactar Cathedral gods had not yet created. Everything for the yagnoloth, the portal operates
else, from the smallest shanty to the
Located somewhere in the dark heart of only during the night hours, allowing
greatest palace, from the lowliest him to leave his post during the day.
Sigil’s Lower Ward is this monstrous
carrion-eater to the mightiest of aasi- (See Sigil and Beyond booklet, page 59,
church, once the headquarters of the
mons, were merely filling space until for details on day and night in Sigil, as
Zactars. The climax of the adventure
this One True Being arrived. The well as peak and anti-peak in the Well
takes place within this desolate struc-
Zactar Cathedral was built to welcome
ture. Most locals believe that the cathe- of Worlds accessory.) When performing
this unknown entity, and a portal was
dral is cursed. his duty, Inimigle must remain in the
created to facilitate its easy arrival (and portal chamber (area 10). He cannot
Read or paraphrase the following
to allow worshipers to come from vari- leave under any circumstances.
when the PCs reach the cathedral:
ous planes to pay homage). Whether the PCs arrive by nightfall
You have come to a section of the city How the Zactar faction perished re- or daylight, Inimigle waits for them in
where few others, apart from the mains a mystery. Some believe that the portal chamber. If the PCs come to
most wretched lowlifes, dare to tread. Zactar himself was lost on some distant the cathedral unescorted, they must
All around you are the blackened plane of existence or trapped some- make their own way inside and over-
skeletons of burnt tenements and the where in the Abyss (perhaps by his come the guardians in areas 1 and 7. If
ruined cairns of collapsed buildings. jealous tanar’ri father). Others believe Turia with them, she unlocks the
is
Rising up from this desolate grave- that Zactar’s teachings somehow op- cathedral doors with a brass key given
yard of stone is a monstrous black posed The Lady of Pain, and so she sent to her by Inimigle. Dirngrin also has a
church which somehow withstood the him to The Mazes. Several factors may key, which the PCs can seize if the cam-
destruction. The buttressed walls have contributed to the faction’s disinte- bion is slain or taken prisoner in Chap-
and shingled roofs are shrouded in gration.The Waiting Ones failed to ter 8. Turia and Dirngrin can get past
ash, and its windows are blinded by appoint a replacement with the the cathedral’s guardians, thanks to an
soot. The pointed spires and sharply- strength of conviction to hold the con- “understanding” between these guard-
angled rooftops contribute to the gregation together; rival factions were ians and Inimigle.
cathedral’s dark countenance. The ridiculing Zactar’s beliefs; and some of
grim sight coixjures up but a single the Waiting Ones simply got tired of Cathedral Encounters
word: Despair. waiting. At least one historian in Sigil
believes the faction was annihilated None of the chambers inside the ca-
when one of its members (a wizardly thedral are lit, except for area 10.
The Waiting Ones are allbut
advisor to Zactar, perhaps) summoned Strangely enough. Umbra is drawn to
forgotten in Sigil, despite the fact that
an evil, extra-planar entity via the the dark cathedral. In fact. Umbra
their philosophy was one of the most
cathedral’s portal, then lost control of seems to think that the cathedral is
followed and entrusted of all beliefs.
the creative. her home.
The faction rose to great prominence
Zactar’s remaining followers used the The cathedral was constructed to be
under the teachings of Factol Zactar, an
cathedral as a haven against the tyr- Umbra’s sanctuary. From the moment
obsessed and powerful flgure bom of
anny of rival factions. It was there that she enters the cathedral, Umbra refuses
woman and tanar’ri (perhaps a cambion
they vanished in a single night, giving to leave. (The effect is similar to the
marquis or something even more fear-
birth to rumors of a terrible evil lurking 8th-level sympathy spell). She may
some). So persuasive was he that Zactar
inside the cathedral. The church re- climb onto the rooftops or scale its
42 Issue No. 55
UMBRA
T
/ lock. Othqrw^ the doors 3 t^be n»a^ the alcoves, although the mezzoloth
spires, but she will never allow herself ^)
to be driven from the cathedral. / cally opeii^'(usinga /snoc^^^ell) o;: ^ may use one as a hiding place to wait in
If Karylin her daughter,
is still after picked open by + 25%
ikdfTllefl-tiDfefl
‘
ambush.
she will teleport to the roof of the cathe-/ chance to,a ttilefs (»en dool%ri?9;Us due ^ \
\ 3. Zactar’s Chamber.
dral and wait for Umbra to arrive. Tb to the oo^lexitar ofthi lock). V'' ~ ,
This cold,
conceal her presence Karylin shape- " the igyn^jt^oi^^urks faulted chamber has all the comforts of
changes into a gargoyle, blends in with! darfcnSgp. Only |J)ei)r^test lig a| sepulchre. Faded draperies hang from
!
the surrounding stonework, and awaits: seeei^^(wBpnetrat?ttIe dark£g^ o: t|he walls and dust covers the floor like
down and tries to seize her daughter g»*brdiip ttiis<hsfi|ibe^, ^sad /only three discernable furnishings, both
(normal attack roll required), teleporting tigApestzoloth strung with cobwebs. A stone basin
to a safer location whether she succeeds in otte pT the unlit idco^e$ which fla occupies the middle of the floor, while a
or fails. If Umbra is already inside the ihe dgitble doors, maintaining decrepit bed is tucked away in one of
cathedral when Karylin arrives, the stunt-vigil over the entrance, h the chamber’s deep alcoves. A frayed
succubus wastes no time in making a sumrpoiSBd by the ame wizard-ewio- tapestry hangs on one wall, depicting a
grab for her daughter. She knows bound loimi^ to servns. Kraal is circular crest with a Z-like symbol.
Inimigle cannot leave the portal cham- thirsty for battle but does not attack This was once the bedchamber of
ber at night and wants to get to Umbra agents of the yagnoloth for fear of Factol Zactar, before his mysterious
first. She enters by flying up to one of Inimigle’s reprisal. disappearance. The old bed falls apart if
the towers and opening the trap door Kraal (mezzoloth): INT low; AL NE; touched, unleashing a cloud of dust
leading down to area 7. She cannot AC + 1; MV 15; HD 10+20; hp 63; which completely fills the alcove. The
simply teleport into the cathedral due to THACO 11 (base); #AT 2 or 1; Dmg stone basin is a permanent fixture in
powerful magic protecting the struc- ld6 +6/ld6 +6 or by weapon type +6; the room, built into the floor. It is
ture. (See below.) SD + 2 weapons needed to hit; immune shaped like a human hand. Time has
If she fails in her second bid to cap- to poison, paralysis, suggestion, and left cracks in the bottom of the basin, so
ture Umbra, Karylin refrains from charm spells; MR 50%; SZ M; ML 14; it can no longer hold water or any other
striking again until the protective mag- XP 21,000; PMC/123 (yugoloth, lesser). liquid. Factol Zactar once used it as a
ic on the cathedral is dispelled or the Kraal cannot cast spells inside the ca- scrying pool (in conjunction with his
Zactar prophecy is fulfilled. See Chapter thedral. However, if the magical orb in reflecting pool spell). The basin is not
11 for Karylin’s next appearance. area 6 is destroyed. Kraal regains his magical.
spell-like abilities. See Chapter 1 for the The tapestry is worthless but depicts
Magical “Dead Zone” mezzoloth’s spells. the symbol of the Zactar faction. The
Kraal equipped with a footman’s
is symbol is identical to Umbra’s birth-
With the exception of area 10, the
+5 (which behaves as a normal mark (see illustration) but is otherwise
flail
Zactar Cathedral is a magic-dead zone.
flail inside the dead magic zone). He is unremarkable.
Spells cast inside the structure fizzle
free to move around the cathedral but
out, asdo spells placed upon anyone 4. Eyarq’s Gambit. The heart of the
cannot leave the structure under any
entering the edifice. (This includes Zactar Cathedral is monstrous and
circumstances. The PCs will he hard-
Umbra’s shapechange ability.) Magical pressed to defeat Kraal, since magical dark. Built to withstand an entire con-
devices such as wands, rods, staves, gregation of echoing voices, this vast
weapons lose their bonuses in the dead
rings, scrolls, miscellaneous magical hall is now filled with mournful silence.
magic zone. He shrugs off the party’s
items and potions lose their power— for Thick pillars rise to support a ceiling
attacks and bats the PCs around like
as long as they remain in the cathedral. lost in darkness. Obscured by the dark-
paper dolls. PCs unaccompanied by
This is true for Umbra’s circlet of magic ness is a wide balcony which looms
Turia or Dirngrin can bribe Kraal for
negation as well (see Chapter 7). Magi- nearly 50' above the tiled floor.
safe passage, provided the bribe is at
cal weapons, armor, and all forms of Roosting on the choir balcony are
least 2,000 gp. The mezzoloth assumes
magical protection (including stonekin three sharp-eyed gargoyles. They re-
it can use the acquired treasure to buy
spells and bracers of defense) are like- main utterly silent until intruders enter
its freedom. Kraal loathes his current
wise rendered temporarily inert. Go- the hallowed chamber. The shrieking
post and resents not being able to par-
lems and magical constructs do not ticipate in the Blood War. The mezzoloth war-cries of the gargoyles are amplified
operate inside the church, and familiars terribly in the dark emptiness of the
relishes any chance to slay intruders
will simply not enter the structure. (If hall and are heard only moments before
but seldom has the opportunity to do so.
taken inside, the familiar dies.) the gargoyles attack.
The entrance, like most of the cathe-
The “dead zone” effect is created by a dral, is caked with dust and draped in These gargoyles are not actual guard-
magical gray orb located in area 6. If ians and have no loyalty to the Fated or
cobwebs. There is nothing worth taking
the orb is shattered or removed from the Inimigle for that matter. They enter and
here, apart from the mezzoloth’s flail.
cathedral, the effect is lifted and all leave the cathedral via trap doors in the
magic operates normally. staircase towers. Like all gargoyles in
2. Prayer Rooms. This corridor is
lined with seven curtained alcoves, each Sigil, these vile-mannered creatures are
1. Entrance. The iron doors of the
containing a prayer bench. Two of the servants of the annis, Zaraga. She has
Zactar Cathedral are locked. 'Turia and given them orders to spy on Inimigle’s
alcoves have secret doors set into their
Dirngrin both carry a key which fits the nothing lurking in activities and to keep her apprised of
back walls. There is
DUNGEON 43
UMBRA
6.
his schemes. Inimigle tolerates them Temple of the One True Being. 8.
7. Choir Balcony. This 30'-wide,
because they provide an added defense 50’-high balcony is enclosed by a stur-
against unwelcome incursion. Set into the floor of this vast cham- dy stone railing. A narrower balcony
If Zaraga learns (through judicious
ber are rows of stone benches, while leads from the main balcony to an
at the far end of the vault stands a
use of her onyx ball) that the PCs plan unlocked door, beyond which lies area
life-sized statue of a woman with
to meet with Inimigle at the cathedral, Zaraga ’s gargoyles are usually
she sends Eyarq to make sure the gar- folded, batlike wings. Her arms are perched along the railing, peering
stretched out toward the benches in a down into area 4. They attack anyone
goyles at the cathedral keep their eyes
and e^u‘s open. In this case, Eyarq is gesture meant to command respect. who dares set foot on their balcony.
perched upon the railing with the gar- Clutched in the statue’s right hand is (See area 4 for statistics.)
goyles, having entered the cathedral a translucent gray orb. The twin spiral staircases leading to
through one of the staircase towers. this balcony continue upward another
Ever the opportunist, Eyarq chooses to For all his might and influence, Factol 30' before ending at a pair of trap doors.
take matters into his own hands. When Zactar was a vain and arrogant crea- The trap doors are made of stone and
he spots Umbra, the margoyle orders ture. He assumed by his own “great- require a Strength of 14 to lift.
the gargoyles to distract the party while ness” that the Being worshiped by his
he swoops down and snatches up the faction would come to Sigil in a similar 8.'Temple Balcony. This balcony
child. If he grabs hold of the alu-fiend form— as his female counterpart. Zactar affordsan unparalleled view of the
with two or more claws (attack rolls believed that he alone was fit to mate temple below (area 6). A stone railing
required), Eyarq flies up to the choir with the One 'True Being, helping to encloses the balcony.
balcony, scrambles up the nearest tower spread her influence throughout Sigil
staircase, and flutters away with his and beyond. Perhaps it was this folly 9. Secret Corridor. This dusty corri-
“catch.” (He hopes to use Umbra in that placed him at odds with 'The Lady dor hidden behind a pair of secret
is
some sort of ransom scheme he hasn’t of Pain. Zactar convinced himself (and doors. The hall is lit by torches in
yet concocted.) PCs capable of magical his many followers) that the One 'True sconces spaced evenly along the walls.
can pursue Eyarq.
flight Being would assume the material form PCs who follow the lighted hall find
Eyarq manages to escape with
If of an alu-fiend. The statue of the alu- themselves standing before a heavy
Umbra, the alu-fiend suddenly figures fiend was carved by Zactar himself. wooden door leading to area 10. Burnt
out how
use her teleport without error
to (The fact that Zactar believed the One into the surface of the door is the sym-
ability and returns
to the cathedral’s 'True Being was an alu-fiend has great bol of Zactar.
roof. Eyarq, deprived of his prize, finds significance in the climax of the adven-
himself at a loss and returns to The ture; see “Umbra’s Calling” and Chap- 10. The Zactar Portal. Read or para-
Screaming 'Ibwer. ter 10 for details.) phrase the following description when
Eyarq (margoyle): INT low; AL CE; AC The statue has a permanent glyph of the party first enters this room. The
2; MV
6, fly 12 (C); HD
6; hp 39; THACO warding placed upon it. Anyone touch- text assumes the PCs arrive at night,
5.
15; #AT 6 (4 claws/1 bite/1 horn); Dmg ing the statue (other than Umbra or a when the Zactar Portal is active:
Id6/ld6/ld6/ld6/2d4/2d4; SD + 1 or better ZactEU* priest) is struck for 12d4 hp of
weapons to hit; SZ M; ML 13; XP 975; electrical damage (half if a save is suc- You find yourselves standing at the
MM/125 (gargoyle, modified). cessful). The ring-shaped glyph is identi- bottom of a great spire. A lO'-diameter
cal to Umbra’s birthmark and pool of greenish light swirls in the
Chypp, Leerie, and Rockjaws (gar- is
goyles): INT low; AL CE; AC 5; MV 9, imprinted on the statue’s left palm. The middle of the floor, casting its eerie
fly 15 (C); HD 4 +4; hp 26, 25, 21; glyph is not readily discernable because glow upon the walls. Three life-sized
of the dust, the cobwebs, and the statues stand against the far walls,
THACO 15; #AT 3; Dmg Id3/ld3/ld6/
ld4; SA poison (see below); SD + 1 or statue’s age. lb notice the glyph, a PC each of them depicting a robed human
must state that he or she is looking at female. Each statue is adorned with a
better weapons to hit; SZ M; ML 11; XP
the statue’s left hand. pair of dull brass bracelets, one on
650 (modified); MM/125.
'These gargoyles do not attack PCs The gray glass orb held in the statue’s each wrist— six in all.
who are escorted by Turia and Dirngrin right hand is magical. It cannot be
but will aggressively attack stray PCs. removed without breaking the statue’s Should the PCs bring Umbra to the
The gargoyles have barbed metal sting- fingers. However, if the orb is struck for cathedral during the day (when the
ers attached to their pointed tails. Any 10 hp damage in a single attack (treat portal is inactive), the alu-fiend discov-
successful tail attack injects the victim as AC 8) or taken from the cathedral, ers that she has the power to open it
with snake venom ('Type D poison). the orb shatters and the cathedral’s simply by standing inside the room. As
Each stinger holds enough venom for dead magic zone is instantly dispelled. soon as she enters the chamber, the
one injection. The orb can be temporarily deactivated portal springs to life, casting its eerie
by touching it and speaking the com- green glow upon the dark tower walls.
Alcoves. Four deep alcoves are set mand word, “ZactEU".” The orb may be 'The three statues placed along the
into the walls of this 20'-long corridor. reactivated in exactly the same manner. walls eu'e very special (albeit non-magical)
The alcoves are all empty, save for dust However, only a priest of Zactar can and are described in more detail below.
and cobwebs. opierate the orb in this fashion. (See Chapter 10 for details.)
Inimigle is present when the PCs
enter. He is trying to appear at ease by
44 Issue No. 55
. .
UMBRA
Zactar Cathedral
one square = 10'
leaning casually against one wall, the Beastlands, Carceri, the Prime gesture may find themselves in a place
sharpening his nails with a long metal Material plane, and Ysgard. If two or they’d rather not be! If Inimigle’s decep-
file. If Turia was not sent to meet the more rings are taken into the portal at tion fails, the yagnoloth and any re-
PCs at the Black Sail, the tiefling is once, one destination is chosen at ran- maining henchmen attack, seeing no
standing at Inimigle’s side. If Dimgrin dom. Individuals holding the other other recourse.
is present and Inimigle learns of his rings are blown into the Astral Plane
treachery (see Chapter 8), the yagnoloth and trapped there until they find some If Umbra is Present . .
is quick to forgive since he may need means of getting back. The PCs many not have a chance to use
the cambion’s help to deal with disgrun- the Zactar portal— not Inimigle gets
if
tled PCs (see below). If Umbra is Not Present . .
his way! If Umbra is present, Inimigle
The portal apjjears as a I'-deep pool of If the PCs failed to kidnap Umbra, invites the alu-fiend to immerse herself
shimmering green light. Simply stepping in the portal’s green light. Umbra is
Inimigle requests a sound explanation.
into the light is not enough. 'Hiere are six immediately drawn to the pool’s lumi-
Regardless of the party’s excuses, he
gate-keys to the Zactar portal. 'These 9" nescent swirls. If the child steps into the
decides to send them away to avoid
brass rings hang upon the wrists of the portal, the Zactar prophecy is realized
incrimination. (Tb use a colloquialism,
three lifelike statues (two bracelets per and something spectacular occurs.
he’s brushing the PCs under a carpet
statue). One of the gate-keys must be
and leaving them there.) Feigning inter- If the PCs demand to use the portal
taken into the pool before the portal will before allowing Umbra to come in con-
est in their well-being, he recommends
activate. As many as six people may
that the PCs leave Sigil at once before tact with it, Inimigle honors their re-
stand in the pool and be teleported togeth- quest by letting them take whatever
the Harmonium tracks them down;
er. The destination depends on which of
Inimigle even offers to give them the gate-key they wish. However, for his
the six rings is selected. own sake, Inimigle requests that the
gate-key to the Prime on the condition
Each ring is crafted differently and PCs temporarily place Umbra in his
that they vow never return to Sigil.
engraved with a rune signifying a par- care— at least until the Zactar prophecy
(Inimigle makes it look like he’s cover-
ticular plane. A comprehend languages ing his backside.) 'The cunning yagno- is fulfilled and Inimigle is set free.
spell or the ancient languages proficien-
loth has used an improved phantasmal Inimigle does not want to risk giving up
cy can be used to identify the runes and his only chance for freedom. If the PCs
force spell to alter the appearance of the
what they symbolize. The following betray him, Inimigle does everything in
gate-key to Carceri, making it look like
planes of chaos represent the six possi- his power to ensure that Umbra
the key to the Prime Material plane.
ble destinations: the Abyss, Arborea, immerses herself in the portal’s light!
PCs who accept the yagnoloth’s friendly
DUNGEON 45
a
UMBRA
Chapter 10: Zactar Lives head— an easy task if the dead magic PCs relying on the portal to escape
zone is still operational. Otherwise, the clutches of the night hag Virinis or
Read or paraphrase the appropriate
they use a remove curse spell. They may the Harmonium authorities will doubt-
description if Umbra steps into the
use their spare remove curse spells to less be disappointed by its collapse.
Zacteir portal:
undo the alignment-changing magic of However, Inimigle (the kind-hearted
The young alu-flend gazes into the Durkayle’s sphere of law. (See Chapter fiend) consoles them by saying he has
pool of scintillating light. Without 5.) Given an opportunity, one of the made prior arrangements with Virinis
fear, she takes three steps forward
priestesses steps forward to explain who to ensure that the party is not threat-
and immerses herself in the green they are and why they have returned: ened. Once Inimigle is set free, the PCs
luminescence. For a brief instant, the are not to be harmed! Provided she has
“We are the followers of Zactar. Our not been hurt by the party (see Chapter
entire tower is flooded with a blind-
faction has waited a long time for the
3), Virinis is willing to let bygones be
ing radiance. Then the radiance
Coming, and now the One True Being bygones and leave the PCs alone. If the
subsides. The tower is slowly draped
walks among us. Zactar’s prophecy has PCs have proven themselves to be re-
in darkness as the portal closes for
come true, and it is the duty of his spectful and honorable, Inimigle relays
the last time.
priesthood to ensure that the Being’s this sentiment before departing the
A deep, distant voice echoes through- every need is fulfilled. We three shall
out the cathedral, calling out the name cathedral. If they have been rude, the
protect her from the perils of the Cage. yagnoloth leaves the PCs fearing for
“Umbra.” The edu-fiend stands in the
The cathedral will be her sanctuary their lives! As for Durkayle— well, that
center of the room, surrounded by a
until she deems herself fit to depart. issomething the PCs will have to work
pale aura. In her dim light, you see
We ask that you leave us now. It is the out for themselves
that the statues which once stood . . .
46 Issue No. 55
UMBRA
oppose him directly. If the two parents emblazoned with symbols identifying once Inimigle has departed.) Another
ever meet face to face, they begin vol- him as a member of the Fated. sudden spurt in her growth turns her
leying insults at one another, giving the Tfeslar will allow Durkayle and his from a young girl of roughly 8 years to a
PCs more time to plan their strategy or henchmen inside the cathedral. If Kraal young yet mature adolescent who looks
escape. the mezzoloth is still alive, Tfeslar com- about 14. The physical acceleration
Kras and Scamang (barghests): INT mands him to aid Durkayle in his takes 3 rounds and is quite painful, but
high;ALLE;AC +1;MV 15; HD 9 + 9; search for Umbra. If the PCs threaten when the growth spurt is over the alu-
hp 53, 50; THACO 11; #AT 2; Dmg Tfeslar, the wizard calls upon the mezzo- fiend is no worse for wear. (TheDM
2d4 + 9/2d4 + 9; SA spells; SD + 1 or loth to protect him. Unlike the dim- should increase Umbra’s maximum hit
better weapons to hit, spells; MR 45%; witted Kraal, Inimigle is far too points from 8 to 12.)
SZ M(7' tall); ML 15; XP 5,000; Planes- intelligent to let this “spineless frag- Not only does Umbra mature physi-
CAPE Boxed Set (Monstrous Supple- ment of a wizard” order him about. If cally, but she also unlocks the last of
ment). Spells usable at will; shape the yagnoloth is still loitering about the her latent magical abilities and better
change (goblinlike and canine forms cathedral, he will do nothing to protect understands the circumstances sur-
only), levitate, misdirection, project Tfeslar from the party’s wrath. In fact, rounding her. She expresses the desire
image. Spells usable once/day; charm he may even taunt the wizard with idle to meet her parents one last time. The
(person or monster), dimension door, threats before making his grand disap- priestesses of Zactar will, of course,
emotion. pearance. oblige if the PCs seem too distracted
Bleek’tu and K’zzatak (kocrachon): or unwilling.
INT high; AL LE; AC 2 (0 from behind); A Destiny Fulfilled
Continued on page 70
MV 12, fly 12 (D); HD
6 +6; hp 45, 38;
As the PCs confront Durkayle and
THACO 13; #AT 3 or 2; Dmg Id6/ld6/
Karylin, Umbra undergoes another
2d6 or Id8/ld8 (weapons); SA cause
startling transformation. (This occurs
disease, pain; SD + 1 or better weapons
shortly after the Zactar portal collapses.
to hit; immune to normal cold and heat;
typical baatezu immunities; MR 30%;
SZ M
(5' tall); ML 14; XP 5,000; Planes
DUNGEON 47
Steve writes: “My dream in life is to write
novels while raising golden retrievers with
my wife on a small farm somewhere. Until
that happens, I’m going back to university
for another degree (you can never have too
many letters after your name!).”
Adventure Background
The Principality of Thngreen is a tiny,
relatively obscure land of no strategic
value and little political importance.
Bordered on three sides by towering
mountains and on the fourth by the
ocean, it is a difficult destination to reach.
What little soil exists in the country is too
rocky for growing food crops. However,
when sifted to remove the rocks, the rich
loam, combined with the pleasant cli-
TULIPS OF THE
mate, make this region a perfect locale for
growing tulips. Indeed, these flowers are
the sole export of the tiny nation, and the
people are fiercely proud of their horticul-
48 Issue No. 55
TULIPS OF THE SILVER MOON
left large, barefooted prints behind. He My master, Lord Johann van Lydsund,
The recent development of a particu- then set off as a decoy to a neighboring bade me hail you. A most devastating
larly beautiful new species of tulip has farm. tragedy has befallen his manor, and he
spurred on a series of sinister events in The plan would have been a great suc- pleads that you aid him in this darkest
one of the remote estates of Thngreen. cess except that the butler awoke early hour of need. Come, sirs, come. My
Johann van Lydsund, a minor noble and for his turn at watch. Seeing the raiders, master will explain everything to you.”
accomplished horticulturist, has suc- he raised the alarm. Unfortunately, it was With that, the man turns and urges
ceeded in breeding what he has called too deu^k for the butler to make out any his horse to a trot back to the smolder-
the Tulip of the Silver Moon (a silver details, orhe would surely have recog- ingmanor house, turning every few
tulip that is particularly attractive nized Otto’s hunched figure. moments to beckon with his arm for
under moonlight). He possesses three The attackers then staged a destruc- you to follow.
bulbs of this new flower, which are sure tive attack, setting fire to the manor
to earn a total of 100,000 gp on the open house (with a flaming sphere), smashing TTie man on horseback is Cheney,
market. Unfortunately for Johann, his the greenhouse, and causing general butler. If the PCs
Johann van Lydsund’s
success has not gone unnoticed. mayhem. Their hope was to occupy do not follow him, he gallops after them
Otto Otmahn is a physically deformed potential pursuers with the raging fire, again, this time offering gold, just to
man, with a hunched back, patchy hair, and also to make the attack look like hear his master out. He uses the most
and sickly yellow skin. Persecuted and the work of brigands who have been flattering language he can muster to
tormented for much of his life because harassing the Thngreen area in recent win the PCs over.
of his appearance, Otto has secluded months. As the house went up in
DUNGEON 49
TULIPS OF THE SILVER MOON
50 Issue No. 55
TULIPS OF THE SILVER MOON
C. Shattered Greenhouse.
DUNGEON 51
TULIPS OF THE SILVER MOON
follow them to the stone bridge, al- criminals responsible for this hei- surrounding countryside. Anything
though a ranger or PC with the track- nous act?” The man speaks with an could be waiting in the shadowy
air of authority and command. gloom.
ing proficiency must make a successful
check to follow the trail to Willem Do-
jic’s farm (area G). Of the human prints,
Petr listens to the report the PCs give. The trees creak as they shift in the
one set leads to the toolshed, while the Ifthey refuse to answer his questions, gentle breeze, and the creek often
other disappears as soon as it connects he produces the letter he showed throws out sudden splashing sounds as
with the driveway. Johann. It is from the Prince, and it though someone were approaching
states that the bearer is a representa- through the shallow water. The sounds
E. Toolshed. tive of the Horticultural Society and are all natural, though, and there is
should be given any and all aid he re- little danger here except for a 30%
One set of booted tracks leads from quests during the performance of his chance of encountering a poisonous
the ruined flower beds directly to duties. The letter bears the seal of the snake in the reeds at creekside if a PC
this large wooden building. The door royal house. diverges from the path to the stone
is shut and latched from the outside, Unfortunately, Petr is actually an bridge.
but it is apparently not locked. independent thief. He ambushed the Snake, normal poison (1); INT ani-
true representative and came here to mal; AL N; AC 6; MV 15; HD 2 + 1; hp
asked, Johann tells the PCs that this
If steal the bulbs, which he intends to 9; THACO 19; #AT 1; Dmg 1; SA poison;
is the tool shed, where shovels, sieves, ransom back to Johann. However, since SZ S; ML 8; XP 175; MM/320.
rakes, hoes, and a plow for the fields are they have already been stolen, he gladly Any character bitten must save vs.
kept. The buckets used for fighting the “aids” the PCs in their search for the poison or suffer 3d4 hp damage in ld6
fire were stacked up against the outside stolen bulbs. Indeed, he insists on ac- rounds (no damage if save is successful).
wall of this building. companying the party. If they refuse, he
Albinus placed a firetrap on this door tails them anyway. G. Willem Dojic’s Farm.
to hinder and intimidate investigators. Petr: AL LE; AC 3; MV 9; T6, hp 22;
A thief has only half his normal find THACO 18; #AT 1; Dmg by weapon The footprints lead across 20 yards of
traps chance to discover the firetrap. As type; S 13, D 17, C 12, 1 12, W
10, Ch
open
shack.
field directly to
The wood
a dilapidated
15; PP 10%, OL 10%, FT 5%, MS 60%,
of this structure is so
soon as tko door is opened, the trap
detonates, causing ld4 +8 hp damage HS 40%, DN 40%, CW 40%, RL 20%; worn Euid weather-beaten that you find
within a 5' radius (half damage if save backstab x 3; ML 8; XP 650; studded it hard to believe it is actually still
vs. spell is successful). leather +1, short sword +2 of quick- standing. An immense elm tree casts a
ness, dagger four doses of poison
(3),
deep gloom over the structure. A huge,
The Representative. (type P The above thieving
injected).
humanoid figure sits in a rocking chair
in the heavy shadow of the porch.
After the PCs have spent some time abilities are modified for Petr’s studded
surveying the damage to Johann’s leather.
estate, read the following. Petr also has a vial of oil of timeless- This run-down building is the prop-
ness, inwhich he plans to store one erty of Willem Dojic, a gigantic hu-
You have been examining the scene stolen bulb. He intends to destroy the man man (7' 2" tall). He is
and talking to the servants for some other two to increase the value of the cantankerous, uneducated, and ex-
time when you hear the approach of one he has. tremely possessive of his small farm.
a horse. A lone man on a dark horse If the party misses some of the clues An amateur tulip-fancier himself, he
trots up the lane to the house, sur- and does not get enough information has made many threats against
veying the damage with dismay. He here to caury on their investigation, Johann, claiming his neighbor’s
dismounts and speaks with Johann they may have to travel south to the flowers are ruining his own attempts
for several minutes, showing him village of Hrocby to hear some rumors at breeding because bees bring foreign
some papers. After they have talked, (see Rumor Thble). pollen to his tulips. The truth is much
Johann beckons to you. simpler— Willem is a poor gardener.
“This man is Petr Kordula, of the However, his public threats against
Thngreen Horticultural Society. He Johann have made him an ideal dupe.
52 Issue No. 55
1
match (Willem is missing the big toe off 5 There’s a couple of sneaky looking halflings living in the compound north
his right foot). The missing toe causes of Johann’s (T).
Willem to limp severely. Any PC making 6 The prince closed the harbors. Whoever took the bulb is probably still in
a successful tracking proficiency check the country (T).
realizes he could not have left the trail * Note: If the party pursues Loban Dosyth, they are in for a surprise. Loban fears
the party followed. Likewise, amybody he owes 97,000 gp to Xavier Burne, a well-established crime lord in
for his life, for
noticing the missing toe also realizes the Thngreen. Loban thinks the party is a group of hired thugs come to kill him, and
discrepancy between the foot and the he fights like a cornered wolverine. If the party kills him, Xavier seeks restitu-
tracks. Getting close enough to make this tion of the debt from the PCs. Xavier is a powerful man, with a wide smuggling
observation may be quite difficult, how- network and vast resources. He could prove to be a formidable adversary for the
ever. If the party attempts to negotiate party in later adventures.
with Willem, the DM
should use the
Encounter Reaction table on page 103 of Loban Dosyth: AL NE; AC 6; MV 9; F5; hp 32; -raACO 16; »AT 1; Dmg by
the DMG to determine Willem’s reaction
weapon type; S 16, D 12, C 12, 1 14, W 8, Ch 9; ML 10; scimitar +1, throwing axe.
DUNGEON 53
TULIPS OF THE SILVER MOON
The Compound
Otto’s home is a small walled compound
atop an artificial hill. He lives here
with Albinus the transmuter (whose
J. The Stepping Stones. madces himself visible and talks with any
halflings, gnomes, or elves in the party. reseeu'ch Otto funds), Dram and Pounce
These tracks have led you once He does not know who shot the fox, but (who seek refuge here from the law),
again to the shadowy gloom of the was nearby last night and saw a halfling and Magheo (whom Otto pays well to
creek. The sounds of rustling leaves get into a large black coach, which then provide security). In addition, there are
and splashing water come from all traveled northeast along the road. There three guards, a cook, a housekeeper, and
directions. The path leads to a series —
was a silver crest he couldn’t make out the carriage driver.
of large stones set in the creek, cre- exactly what—on the side of the coach. A murky 15’-wide moat surrounds the
ating a stepping stone bridge across hill. The edge of the hill bordering the
This is all he can offer for information.
the 20'-wide watercourse. He then takes the fox into his care, but moat slopes at a 45° angle and is cov-
On the far side of the creek, lying not before performing a comical illusion ered with poison oak, stinging nettles,
3' feet from the water’s edge, is a
to startle the psuty and to distract them and tanglefoot (a low-growing, ex-
young red fox with a dart protruding while he leaves (remging from having tremely strong vine covered with mildly
from its side. It is struggling to get a several salmon leap from the river and poisonous, inch-long thorns). Traveling
drink, but it is apparently unable to perform a short ballet in the air to hav- through this mess of plants slows a
move. ing a giant beaver swim down the river character’s movement to half his nor-
asking the party if they’ve seen any mal rate and gives an 80% chance of
The trees near the stepping stones are aspen trees neau'by). tripping and landing in the poisonous
a favorite haunt of a solitary lepre- If the party does not aid the fox,
plants. 'The resulting itching lowers
chaun named Cuilean Tbague. He hap- Cuilean takes an instant dislike to Dexterity by two points for 3d4 hours,
pened upon the scene just five minutes them and attempts to steal a valuable and causes a character to fight with a
before the PCs arrive. He was going to magical item. He also spreads word to + 1 penalty to hit. The slope rises ap-
help the fox but turned invisible when his clan, creating instant enemies for proximately 30' above the moat before
he heard the party approach. the party in their future adventures. the hill levels off into a plateau, upon
Dram shot the fox with a hand cross- Cuilean ’Deague Oeprechaun); INT which rests Otto’s home, gardens, and
bow last night as he passed this way to exceptional; AL N; AC 8; MV
15; hp 4;
hedgemaze. Access to the top of the hill
rendezvous with the coach. Dram is 'THACO 20; #AT 0; Dmg nil; SA illusions; is through an underground level built
particularly cruel, and he shot the ani- SD invisibility, ventriloquism, never within the hill.
mal merely because it was there. If the surprised; MR 80%; SZ T, ML 11; XP 270;
PCs tend the fox’s wounds, Cuilean MM/220.
54 Issue No. 55
TULIPS OF THE SILVER MOON
1. 3.
to enter.Magheo uses the cargo lift to Winch. This immense winch sys-
Doorbell.
PCs to the surface levels, tem is used to raise and lower the draw-
take
2.
the
The narrow dirt avenue has led you rather than through the secret door. 'The bridge. It is designed to be used by one
to a small, odd-looking hill, sur- guards have strict orders not to open
4.
person. An surow slit provides a view of
rounded by a 15' wide moat. A
tangle the gate for the other party members. any visitors awaiting entry. short bow A
of various weeds and thorny vines and a quiver of a dozen arrows are lean-
covers the slope rising from the Drawbridge. ing against the wall here.
moat’s edge. A small stone-walled
castle sits atop the hill. The road Across the moat you see a stout Carriage House.
stops at the edge of the moat, next to wooden drawbridge, raised and se-
cured by two heavy ropes emerging Entering via the drawbridge, you
a large brass bell suspended from a
from the brick gatehouse. There is an find yourselves in a massive, stone-
stout pole. A double-headed vulture
arrow slit to the right of the draw- walled room. Heavy wooden timbers
has been engraved on the bell. A
bridge, although nobody appears to support the ceiling. A large black
brick gatehouse with a heavy wooden
be looking through it at the moment. coach sits idle against the east wall.
drawbridge thrusts out of the hill at
'The snorting and shifting of horses
the water’s edge. The murky water of
Directly below the drawbridge on the can be heard from the three stalls
the moat does not seem very deep.
left side you can see the top of an iron that have been constructed on the
'The drawbridge is raised.
grate sticking out of the murky water. If west wall. An iron-bound wooden
15' it covers a tunnel, it would appear to
trap door is visible in the center of
The moat varies between 5' and
lead straight into the hill. the floor. Various doors and passages
deep. 'Two dangers lurk beneath the
After passing the dangers of the moat, lead out of this room, into the body of
surface, however, 'll) begin with, the
a thief could climb the drawbridge and
the island. You cannot see any stairs
water is infested with leeches. Any PC
cut the ropes that secure it in two leading to the upper surface.
entering the water is subject to attack
by a leech swarm. rounds (one round per rope). 'These ropes
'The stalls contain two good quality
Leech swarm (2); INT non; AL N; AC are secured to the top of the raised
drawbridge and enter the hill through heavy draft horses and one light war-
10; MV swim 1; HD special; 'THACO
6" -wide holes just above the bridge. horse. 'The carriage is well made and
NA; #AT 1; Dmg 1-10; SA blood drain;
This door is never guarded unless it is can seat six humans comfortably, plus
SZ L; ML 5; XP 15; MM/219. 5. driver. It is emblazoned with a sil-
lowered. 'The sound of the bridge crash- the
There are enough leeches in the water
ing open after the ropes are severed ver, double-headed vulture. 'The door is
to attack two characters. Characters
attracts the attention of the guards in unlocked.
attacked by the swarm suffer 1-10 hp
the guardroom (area 7). If the PCs force their way into this
damage to blood loss each round auto-
The drawbridge could also be burned area, the carriage-driver/groom hides in
matically. The swarm can be dispersed
open, although this would be a long the northernmost horse stall. A vicious
by an area effect spell causing more
process with normal fire. A fireball or and sinister man named Haroun, he
than 10 hp damage.
lightning bolt would destroy the bridge attacks only when the guards arrive
In addition to the leech swarm, a lone
in a single round. from area 7, or if the PCs discover him
giant catfish makes its home in this
'The iron grate in the moat connects a hiding. However, he is a cowEU"d, and
murky water. It arrives in 1-2 rounds
tunnel to a trap door (area 4) where the the moment he receives a wound of
after a character enters the water.
Catfish, giant: INT non; AL N; AC 7; muck from the dumped. A suc-
stalls is more than 2 hp, he flees the area.
MV swim 18; HD 7, hp 31; THACO 13; cessful bend bars needed to dislodge
roll is Haroun; AL LE; AC 7; 9; FI, hp MV
the grate. 'There is a 65% chance that the THACO 19 (spec); #AT 3/2; Dmg by
#AT 1; Dmg 3-12; SZ L; ML 9; XP 6;
W
MM/117. guards hear the noise from this and inves- weapon type; S 15, D 12, C 14, 1 12,
2,000;
If the PCs ring the bell, the guards tigate, unless they are occupied by some 9, Ch 9; ML 7; XP 65; whip (specialized),
distraction. 'This tunnel is 4' high and
4' dagger, studded leather.
from area B7 come to answer it. They
speak to the party through an arrow wide, and slopes upwards slightly. At the
iron grate end the water is deep, Cloakroom.
built beside the drawbridge. The
slit
guards have orders not to let anyone while at the trap door end the water is dank with the
This small room is
in without checking with Magheo first only 2'deep. 'The water, however, is filled
smell of damp clothing. A variety of
(however, a command or suggestion with the muck from the horse stalls, and
boots, cloaks, and oilskins occupy the
could overcome this hindrance). How- it is quite thick with dung at the trap
floor or pegs on the walls.
ever, the bell can be heard in the es- door end. Although the trap door is not
tate up top as well. Magheo locked, a successful open doors roll is
needed to dislodge it. 'This also gives the
On the west wall is a secret door that
investigates in five minutes if he has
allows access to the upper areas of the
not received a report from the guards guards a 50% chance of hearing it being
compound. However, since Otto and his
within that time. opened. 'The muck in this tunnel is home
cohorts rmely leave the hill, there is
The PCs can try negotiating their to aswarm of rot grubs.
little indication of any traffic passing
entrance into the compound. Magheo Rot grubs (9): INT non; AL N; AC 9;
through here. Normal rolls are required
lets a maximum of two people in if they MV 1, burrow 0; HD 1 hp; THACO nil; to locate the secret door.
leave their weapons outside and can #AT 0; Dmg 0; SA burrow; SZ T; ML 5;
provide a reasonable excuse for needing XP 15; MM/364.
DUNGEON 55
TULIPS OF THE SILVER MOON
7.
Guardroom.
This small room contains two beds
and a simple table with two chairs.
There is a small wooden chest at the
foot of each bed. A heavy brass gong
hangs from a rack on the north wall.
Water 'Trap.
56 Issue No. 55
TULIPS OF THE SILVER MOON
9.
Trapped Door.
'This heavy, iron-bound oak door heis a
stout lock on it. Obviously, it is meant
to protect something very valuable.
DUNGEON 57
TULIPS OF THE SILVER MOON
Upper Level CW 80%, RL 5%; backstab x 3; sword +2, hand crossbow w/ 12 darts,
darts +1 (4), dagger +2, leather armor boots of varied tracks, potion of speed.
12. The Courtyard. The guardroom + 1, potion of fire breath, one 4-ounce
door op)ens to reveal the courtyard of If you are using the CTH, Dram is an
jar of sovereign glue.
Otto’s castle. Numerous doors lead into assassin. His abilities are adjusted as
Pounce has both the juggling and
various rooms of the compound. The follows: FT 15%, RL 5%. Further-
tumbling non-weapon proficiencies,
outer walls of the castle are about 25' more, his short sword +2 becomes a
which he uses to his advantage in com- 15.
high, while many of the rooms are only short sword of backstabbing, allow-
bat. If a fight goes poorly for him.
about 15' high. ing him to backstab as a ninth level
Pounce drinks his potion of fire breath
If Otto and his henchmen have been thief (THACO 16, backstab x 4).
then surrenders. V^en he is within
alerted, the courtyard is empty. If the
range, he breathes fire on his opponents
party managed to sneak in without
and then flees. He is also quite fond of Dram and Pounce’s Quarters.
detection, the cook is drawing water
gluing people to the floor with his sover-
from the well. Maureen is 42 years old
eign glue, if the opportunity presents TSvo small beds and diminutive fur-
and quite loyal to her employer. She
itself niture occupy this seemingly large
screams when she sees the party.
room. An assortment of brightly
Maureen: AL LN; AC 10; MV 12; 0- 14.
If you are using the C'TH, Pounce is a colored balls, handkerchiefs, and
level human, hp 3; 'THACO 20; #AT 1; member of the burglar kit. His abili- hats are scattered haphazardly
Dmg by weapon tsq)e; S 9, D 12, C 10, 1 8, ties are adjusted as follows: PP 25%, around the room. A small chest sits
W 12, Ch 11; ML 7; unarmed. OL 80%, CW
85%, RL 0%. Further- on the single, tiny table.
If questioned, Maureen knows little more, Poxmce’s dagger +2 becomes a
about the people living here. She dis- dagger of sounding.
likes Dram and Pounce and can never
Dram and Pounce are boisterous
practical jokers, although somewhat
tell which is which. She knows nothing
Kitchen. malevolent. Many of the items are for
about the layout of the hedgemaze or its
juggling or entertaining. The chest is
occupants, although she does think that
'This square room is dominated by unlocked. However, when opened, it acts
Otto is in the garden. 16.
counters, racks of pots and pans, two like a fiendish jack-in-the-box. 'The person
fireplaces, and several stone ovens. who opens it (provided he is standing in
13. Grand Hall.
'The clutter and hanging racks make front of it) is hit with a spring-loaded lead
dominant feature of this room is it difficult to tell if anyone is in here weight, causing ld6 hp damage. 'The box
'The
an immense stone fireplace. 'There or not, and the stifling heat from the is otherwise empty, as the two halfiings
must be at least two tons of onyx ovens is quite oppressive. keep their valuables in their mattresses.
decorating the wall and hearth sur- One bed holds 14 gp, 29 sp, 13 cp, and a
rounding the fireplace. At least two At the moment the kitchen is empty. pearl worth 75 gp. 'The other holds 6 pp,
dozen books line the mantlepiece A trap door in the southeast comer 19 sp, 32 cp, and an ivory whistle worth
above the fireplace. A variety of leads to the cellar, which measures 25 gp.
chairs and cushions are arranged 20' X 30'. 'There are several wine racks,
around the fireplace, while a dark, kegs of ale and stout, bags of vegeta- Albinus’ Quarters.
heavy dining table occupies the cen- bles, barrels of pickles, and wheels of
cheese. 'The ceiling is only 5' high. This stark and severe room has a
ter of the room. Numerous garish
Dram is hiding in here, waiting to plain single cot, a desk, and a table
rugs litter the floor, and heavy, intri-
hear where the party is going. His covered with various flasks and pa-
cately worked tapestries hang from
the walls. A
single door is located on small stature makes him naturally pers. A heavy wooden chest sits at
suited to this environment, and he uses the foot of the cot.
the east wall.
the clutter to his advantage in combat.
This tactic gives him a 20% bonus to 'The flasks on the table contain a vari-
'This hall isthe main eating and relax-
his hide in shadows attempts, plus it ety of liquids that Albinus uses in his
ation area for Otto and his cohorts. The
provides him with 25% cover (AC im- magical research. All 27 are unlabelled,
table is set for five people, although it is
proves by 2). 'The cover bonus applies although their shapes and colors allow
large enough to seat eight.
to all halfiings, dwarves, and gnomes Albinus to tell them apart. Most are
Pounce, one of the halfling thieves, is
fighting in here, but it is not sufficient normal and non-magical, although
hiding under the dinner table (if he has
been alerted to the party's presence to aid elves or humans. If the party there is one vial of poison (type K
con-
bypasses him, he stalks them through- tact) and a potion of rainbow hues. Al-
within the compound). 'The huge linen
out the compound, using every ability binus keeps his spellbooks (in the form
tablecloth hides him from casual obser-
he has. He attacks only single charac- of five large scrolls, each attached to
vation. In combat, he ambushes people
ters, either scouts or stragglers. finely engraved bone spools) in the
and flees, avoiding direct fighting as
much as possible. Dram: AL CE; AC 8; MV 6; T5, hp chest, which is locked and fire trapped.
27; THACO 18; #AT 1; Dmg by weapon Each scroll is also protected by a sepia
Pounce: AL CN; AC 4; MV
6; T5; hp
23; THACO 18; #AT 1; Dmg by weapon type; S 13, D 16, C 15, 1 12, W 14, Ch snake sigil. The scrolls contain the fol-
type; S 11, D 17, C 13, 1 16, W 12, Ch 8; ML 11; XP 650; PP 75%; OL
20%, lowing spells: armor, burning hands,
11; ML 10; XP 650; PP 30%, OL 75%, FT 10%, MS 85%, HIS 60%, DN 40%, color spray, detect magic, feather fall,
FT 45%, MS 50%, HS 30%, DN 40%, CW 60%, RL 10%; backstab x 3; short grease, magic missile, read magic.
58 Issue No. 55
TULIPS OF THE SILVER MOON
DUNGEON 59
1
twined to form a canopy 25' above the (something Magheo does if he feels it
ground (shaded areas on the map). a grotesquely ugly human, hats dirt IQ TIPrPQQfl'TV^
C. Thomslinger. 'This small clearing type; S 16, D 15, C 15, 1 12, W 10, Ch sp>ells in combat if he knows them.
60 Issue No. 55
TULIPS OF THE SILVER MOON
ity of the deluxe flower bed during the were in any way negligent. If they are If the PCs are convicted by the Horti-
combat. not present to defend themselves, the cultural Society, they may find them-
It should be noted that if the PCs PCs are found guilty and become per- selves facing a mob of angry peasants
use any destructive, area-affect spells, sonae non grata in the principality. If intent on capturing them. Flight from
they stand a good chance of destroying found within Tangreen’s borders, they 'Tangreen may be their only hope. fi
the bulbs. The bulbs should be treated are subject to arrest and life imprison-
as cloth on the item saving throw ment for their crimes.
table (see page 39 of the DMG) if they Furthermore, if Otto manages to retain
suffer from an attack. possession of at least one of the bulbs, he
names the flower “Precious Melantha” in
Concluding the Adventure honor of the yoimg woman he loves. He
then asks her father for her hand in mar-
The main goal is to rescue at least one
riage. Melantha’s father agrees readily,
of the silver tulip bulbs. If the PCs
eager to be eissociated with a prestigious
manage to rescue all three of them horticulturist. Unfortunately, Melantha is
and not lose them to Petr, they should repulsed by the idea and runs away from
be awarded a 1,000 XP story bonus to join the PCs as
home. She may attempt
each, in addition to a cash reward of
they leave the eu^ea, if they allow her.
400 gp each. Furthermore, if they do Even if she flees by herself, both Otto and
succeed, all the PCs are awarded hon-
Melantha’s father believe that the party
orary membership in the Tangreen
kidnapped her; they hire bounty hunters
Horticultural Society, a very presti-
to rescue the young lady.
gious honor in this country. This
Finally, the local villagers shun the
enables the PCs to find free accommo-
PCs if they are in any way responsible
dation within Tangreen’s borders
for the destruction of the tulip bulbs
whenever they wish, and to enjoy a
(even if the PCs were trying to recover
certain degree of fame as well.
them). If the party is readily recogniz-
DUNGEON 61
Lisa Smedman a full-time freelance
is
game designer who has produced
nearly
a dozen full-length adventures for TSR,
including several in the Ravenlofi^
setting. She has also written adventures
and source material for a number of
other game companies and has recently
completed a Shadowrun novel, due to be
released in 1 996. She is the editor of
Adventures Unlimited, a quarterly
magazine containing adventures for
various roleplaying games. In her spare
time, she organizes science-fiction con-
ventions, hosts a writers’ workshop, and
spends altogether too much time and
money on turning her basement into a
passable rendition of a castle dungeon.
Background
In this adventure, the PCs must track
down a werewolf while the beast com-
mits a series of murders aboard a ship.
The adventure takes the form of a
murder mystery, in which the PCs
must find the guilty party. Their inves-
BY LISA SMEDMAN tigations will be confounded, however,
by the fact that the werewolf has a
twin sister who provides a perfect
“alibi” for each killing.
The werewolf is a young woman by
A background of wrath, which can be stirred up to the name of Yvonne Depardieu. Her
the murderous infernal pitch, does lie in every man twin sister is named Antoinette. The
sisters are in their early 20s and are
identical in appearance, with long au-
Thomas Carlyle burn hair swept up in a bun, deep green
Two Hundred and Ago (1790)
Fifty Years eyes that hold a hint of sadness, and
long, slender fingers. They dress alike,
in modest, floor-length gowns, wide-
brimmed hats, and white kid gloves.
They also shEire the same talent—each
Artwork by Mark Nelson is an accomplished pianist.
The sole difference between the sisters
lies in their personalities. Yvonne is
hot-tempered and speaks her mind,
while Antoinette is retiring and polite.
This difference is reflected in their taste
in music— Yvonne likes to play ragtime,
while Antoinette prefers elegant
waltzes and sonatas.
62 Issue No. 55
THE SEA WOLF
The twins are the product of a human a return journey. The cost of a ticket Dr. Rudolph van Richten: AL LG; AC
mother and werewolf father. Late in her (including all meals) is 20 gp for a 10; MV 12; T5; hp 25; THACO 18; #AT
adolescence, Yvonne discovered she was single room or 45 gp for a double room 1; Dmg by weapon type; SD special;
a true werewolf. Her first victim was for each third of the journey (for exam- S D 16, C 10, 1 17, W 16, Ch 10.
11,
Pierre Laduc, a young man whom both ple, from Mordentshire to Port-a- Dr. Rudolph van Richten is a short,
sisters had been courting. For fun, Lucine). Each third of the journey is middle-aged man. He has graying blond
Yvonne tricked Pierre into thinking normally an overnight trip. hair that is thinning on top, but which
that she was Antoinette. When Pierre The DM will have to maneuver the he has allowed to grow long in back. He
admitted he liked “her” best, Yvonne PCs into boarding the ship, either at dresses in unassuming clothes, usually
flew into a jealous rage. She assumed Mordentshire, Port-a-Lucine, or plain brown pants and a tweed jacket or
werewolf form and tore him to pieces. Ludendorf. The easiest way to do so is cape.
As Pierre lay dying, he begged that his to have the esteemed Dr. Rudolph van Originally a native of Darkon, van
killernever again be able to hide her true Richten hire the PCs to accompany Richten was a doctor who healed with-
nature behind “the sweetness that fogged him by ship to Martira Bay, where he out magic. He had little skill as a sur-
my mind.” The curse took hold, with an is scheduled to give a lecture. Van geon, relying more on herbal medicines.
added twist: whenever fog shrouds the Richten wants them to protect him day, the Vistani kidnapped his
One
land, Yvonne is unable to prevent herself from an “old enemy” in that city, a son, Erasmus. Van Richten pursued and
from acting upon her jealousies and petty biologist named Dr. Manticue, who was caught them, then exacted bloody re-
rages. Overcome by emotion, she assumes jailed, on van Richten’s sworn testimo- venge when he learned they had sold
werewolf form and murders those who ny, for cruelty to animals. Dr. Manticue his son to a vampire. Unwilling to sur-
have slighted her. can be used as a red herring in the render hope, van Richten eventually
Antoinette knows that her sister is a mystery; he actually died a year ago. found Erasmus— or what remained of
murderer but does not know that she is The first afternoon aboard the him. Newly undead, the boy begged van
a werewolf. (The girls’ mother never sternwheeler is uneventful. The PCs Richten to destroy him, so his father
told her daughters who their father meet a few of the passengers and have released him from torment, though it
was.) She believes that her sister suffers a chance to interact with them. That tortured van Richten to do so.
“fits of madness” that are brought on night, a heavy fog descends. Unable to Since his son’s destruction, van
by “evil vapors” (the Ravenloft mists). navigate and fearful that the ship Richten has hunted vampires and
She thinks Yvonne will be cured if they might hole itself upon a rock, the cap- other supernatural creatures through-
move to another domain, and she has tain orders the S.S. Bonniville on the out Ravenloft. When not actively in
persuaded her sister to travel aboard only safe course— further offshore and pursuit of a creature, he runs an herb-
the S.S. Bonniville in search of a land deeper into the Sea of Sorrows. That alist shop in Mordentshire and writes
that is less fog-shrouded than their morning he announces that the ship about his experiences, hoping to in-
native Mordent. will resume its journey when the fog spire heroes to cleanse the land of the
Tb hide Yvonne from Mordent’s police has cleared. But the fog shows no signs Mists of its evil.
(who want to question her in connection of lifting. Isolated from all contact with Dr. van Richten is wise and well edu-
with a recent slaying in Port-a-Lucine), the outside world, the PCs and van cated, and he knows a great deal about
Antoinette reserved a single cabin and Richten must solve the murders that supernatural lore. The doctor always
smuggled her sister aboard. The twins are about to occur. carries a holy symbol, a vial of holy
are careful not to be seen together; only water, a small mirror, a silver dagger,
one leaves the cabin at a time. When Dr. van Richten and a wooden stake.
dining, one sister hurriedly eats a meal,
Assuming the DM places this adven-
Properties of the Fog
then excuses herself for the washroom.
ture in the Ravenloft setting. Dr. van
The second sister then “returns” from Richten is the hook that brings the PCs While the Bonniville is enshrouded by
the washroom to eat a hefty “second on deck is limited to 10'.
into the scenario. While he can be a fog, visibility
helping.”
great source of role-playing and super- The DM should constantly remind the
'Ibprovide the “sole occupant” of players of the chilly and oppressive
natural lore (he can provide any of the
Cabin 14 with an alibi, Yvonne waits information appearing in the various atmosphere.
until Antoinette is elsewhere on the The fog also has several magical prop-
Van Richten’s Guides), he should not
ship, in the company of a number of erties. It “clouds themind,” completely
lead the characters through the mys-
witnesses. She then assumes werewolf tery. Rather, van Richten should pro- dampening that allow a char-
all spells
form and slips out of the cabin to acter to read another’s mind. Spells that
vide the PCs with a sounding board for
commit murder. their own ideas and speculation. In do not work while the fog surrounds the
other words, he should be the Dr. ship include emotion read, ESP, memory
Starting the Adventure Watson to their Sherlock Holmes. read, mind read, and thought broadcast.
The adventure is set aboard the S.S. Tb place this adventure in another Psionic abilities that do not work in-
Bonniville, a sternwheeler that makes setting, simply replace van Richten clude Empathy, ESP, Identity Penetra-
regular passenger runs between with any similar NPC. Use the same tion, and Probe.
Mordentshire and Martira Bay, stop- statistics and change the name and The fog resists all efforts to affect it
ping at the cities of Port-a-Lucine and background. magically, including such spells as con-
Ludendorf along the way, then making trol weather.
DUNGEON 63
THE SEA WOLF
Legend:
Bonnivillr
- - Door
dz±>
UPPER DECK
CARGO DECK
64 Issue No. 55
THE SEA WOLF
Any characters leaving the ship and H. Dining Room. This area contains Upper Deck
venturing into the fog lose their way in each capable of seating
six large tables,
This deck contains the remainder of the
the mists and wind up back at the S.S. eight. The table closest to the bow of the passenger cabins. The floors are of pol-
Bonniville. Magical minions (such as ship is where the captain and crew eat.
ished wood, and ceilings are 12' high.
aerial servants) disappeeir into the fog The captain, first mate, purser, and
and do not return. chief steward eat first; the rest of the
Q. Aft Observation Lounge. This
crew eat when the officers are finished.
area is furnished with tables and chairs.
The S.S. Bonniville Meals are served from 8-9 A.M., noon Windows in its outside wall give a view
and 5-6 PM. The dining room
to 1 P.M., is
Cargo Deck over the top of the paddlewheel and of
open to the deck above it; passengers
the aft deck.
The floor of this of rough planks,
deck is can look down upon it from a gallery
while the ceilings are 20' high. While above. 'The 24' ceiling is set with four
R. Gallery. This gallery looks down
the ship is underway, it is normally crystal chandeliers.
onto the dining room. A railing of
frequented only by the ship’s bosuns. polished teak encircles the opening in
I. Kitchen. Meals for the passengers
the deck.
A. Engine Room. This room contains and crew are prepared here in two large
the machinery that drives the massive ovens.
S. Storage Room. Cleaning supplies
paddlewheel at the stern of the ship.
used by the stewards are stored here.
Doors at the rear of the room give ac- J. Safe Room. Valuables are kept
cess to narrow platforms used to per- inside a safe in this locked room. 'The
T. Linen Storage. Fresh linen is
form maintenance on the paddlewheel. keys are kept by the purser, who knows
stored neatly on shelves here, while
the safe combination. The safe holds a
laundry (in large cloth sacks) is stacked
B. Tbol Room. The tools
needed to number of pieces of jewelry (total value in one corner.
maintain the engine and boiler are kept 2,300 gp), including a gold locket owned
here. by Antoinette.
U. Forward Observation Lounge.
'This area is furnished with tables and
C. Aft Cargo Hold. This hold is used K. Purser’s Office. 'This is the office
chairs.Windows in its outside wall give
to store the coal that fires the boiler, as of the purser, the crewmember responsi-
a view of the forward promenade deck.
well as cargo that does not need to be ble for keeping the ship’s documents
A piano sits in the middle of the room.
kept clean. and handling any valuables the passen-
gers may wish to store. A porthole in
Crew Deck
D. Forward Cargo Hold. The bulk the outer wall gives a view of the deck.
of the cargo is kept in this hold. typi- A Much of this deck is off-limits to passen-
cal cargo includes crates of produce, L. Purser’s Cabin. The purser sleeps gers; a velvet rope has been strung
sacks of grain, manufactured goods, here. A porthole in the outer wall gives across the bottom of the stairs that lead
mail bags, and private steamer trunks. a view of the promenade deck. up to the pilot house. Cabins on this
deck house the captain and crew. Floors
E. Boiler Room. The boilers that M. Chief Steward’s Office. This is Eire of polished wood, and all ceilings
power the engines are housed in this the office of the crewmember responsi- are 12' high.
room, which also contains the smoke- ble for the passengers’ safety and com-
stack. fort. (The chief steward is in charge of V. Upper Deck. This deck is open to
the stewards and the cooks.) A porthole the elements. Passengers may sit up
F. Embarkation Deck. 'This area has in the outer wall gives a view of the here in lounge chairs on sunny days. A
a ceiling but is otherwise open to the deck. railing keeps passengers out of the
elements. Passengers board and disem- crew’s quarters.
bark via gangplanks extended through N. Saloon. This area has tables and
this deck’s port or starboard gate (the chairs for guests to play cards. Win- W. CaptEiin’s Cabin. 'The captain
“door” in the railing) to a pier or wharf. dows in its outside wall give a view of sleeps in this luxuriously appointed
the open deck and the bow, A piano sits cabin. Windows in the outer wall give a
Main Deck in the corner near the chief steward’s view over the deck; blinds may be
office. pulled when the captain wants privacy.
This deck is where most of the passen-
ger cabins are located. The floors are of
O. Bar. The bar is open from noon to X. Crew Cabins. The first mate (who
polished wood. Ceilings are 12’ high,
midnight. It serves whiskey, wine, and isin chEirge of the bosuns) and chief
except in the dining room, which is open
beer. stewEird shEU*e the cabin across the corri-
to the deck above.
dor from the washroom. The other
P. Library. 'This room contains arm- cabins each house foiu" crewmembers
G. Aft Lounge. This area is furnished
chairs and shelves holding a selection of four bosuns, four stewEirds, two cooks,
with tables and chairs. Coffee and tea
light reading material. Two portholes two bartenders, and four engineers.
are served here from 8 A.M. to 6 P.M.
give a view of the deck.
Windows give a view of the open deck Y. Wheel House. This is the area
and the churning paddlewheel. from which the ship is navigated.
DUNGEON 65
THE SEA WOLF
described in the murders section; be- together in one room, she sends them ably a dog or wolf. (Van Richten, if asked,
fore the game begins the DMshould the warning note. says, “Definitely a wolf.”)
prepare a handwritten copy of each. At this point, the DM
gives a pre- Suzette remembers nothing of the
Each time the PCs find a note, the DM arranged signal to the accomplice. The attack; the horror of seeing the inspec-
can pass the players the appropriate accomplice slips the note under the tor torn apart has left; her in a state of
copy. A final note, reading, “Mind your door, knocks loudly, and leaves quickly, mental shock.
own business, or YOU’RE NEXT!’ before the players can reach the door. Clues: Inspector Lafeuve was sleeping
should also be prepared. Before play, The players can then discover the in Cabin 4. Just inside is a note that
the DMshould give the note to an threatening note— and wait in anticipa- was slipped in under the door. The enve-
accomplice who is not playing in the tion to see which of their characters lope holding it is still sealed. The note
g8une. will be attacked first. reads: “Quit asking so many questions,
or YOU’RE NEXT!”
It contains the ship’s wheel and tele- The First Victim If the PCs search the room, they find
66 Issue No. 55
THE SEA WOLF
on business. He brought Celine along to The Albert sisters, sitting at a table Alibis: At the time of the murder,
keep her away from “bad influences” (a nearby, rush up to the tearful Frances Antoinette was in the dining room (pref-
lower cleiss boyfriend) in Mordentshire. to offer her a grandmotherly hug. “Such erably, eating lunch or dinner at the
Paulette, a weaver on her way to sell a rude young man,” Clarice mutters same table as the PCs). Paulette was
cloth in Darkon, went briefly to the darkly. “He ought to be taught some also dining here.
forward cargo hold (area D) to check manners.” After the incident with the engineer,
her shipment. No one saw her there, Murder Scene: The murder occurs Celine’s father has been watching her
but she saw Celine and an engineer during the lunch or dinner hour. Pock- like a hawk. Celine hasn’t been out of
kissing behind some boxes. Paulette lin Brown, a stewed, enters Gilles’ his sight all day.
sleeps in Cabin 8. cabin to make up the bed just as the Clarice Albert was talking with Pat
meal is beginning, only to be shooed out Dunn, the chief steward, in his office
The Second Victim by the actor. Returning a few minutes (area M), arranging for a sedative for
later with fresh linen, he finds Gilles her sister. “This unpleasantness has
Gilles Pettigrew is an actor and a mem- quite unnerved her,” she explains.
dead.
ber of the same theatrical company as
Pocklin saw a wolflike form bending Martinique says she was alone in their
Frances Frazee. He sleeps in Cabin 1.
over Gilles’ mutilated corpse. As it cabin with the door locked tight.
The second day that the ship is fog- Frances says she was in the library
rushed out the door, the creature
boimd, Gilles £md Frances are playing
slashed at him, opening a terrible gash (area P) reading. But a fellow passenger
cards in the saloon (area N), preferably
in his leg before disappearing into the remembers that she left the library just
when the PCs are present. The actor and before the meal began. At the time of
fog. Pocklin is just able to stagger into
actress wind up in a loud argument in
the dining room and describe what he the murder, Frances was standing out-
which Fremces pressures the unwilling
has seen before collapsing. side her cabin, tearing up a picture of
Gilles to marry her. At one point, Gilles
Gilles was killed not only because he Gilles. A bosun named Matt Decker
turns to the pianist (Yvonne) smd says,
insulted Yvonne’s piano playing but observed this and caught one of the
“Stop that infernal racket. I can’t concen-
also because he inferred that he liked pieces as it fluttered by. On it is in-
trate on my game. Why don’t you play a
Antoinette’s music better. scribed, "... until death do us part—
nice waltz, like you did yesterday? That’s
Clues: A bloodied note in Gilles’ Gilles.”
real music, in my opinion. Not this new-
pocket reads: “Mind your manners or Realizing that her actions may incrimi-
fangled trash.” After arguing with
YOU’RE NEXT!” nate her in Gille’s death, Frances sticks to
Frances a little more, he throws his cards
her story that she was in the library.
down and storms away.
DUNGEON 67
THE SEA WOLF
The Third Victim look like a simple burglary. She then stated object of interest is “the were-
wears the locket. wolf’ also work only when Yvonne is in
On the third day that the ship is fog- The front of the heart-shaped locket is wolf form; they do not show her in
bound, the PCs witness an argument human form.
inscribed with the name “Depardieu.”
between Frances and Dana Humbel, the Each time Yvonne reverts back to
Inside it are two portraits. One is of an
ship’s purser. Frances wants to get
older woman (the twins’ mother). The human form she regains 10-60% of any
Gilles’ gold watch out of the ship’s safe,
other shows two little girls, obviously hp lost since her last change to were-
but the purser is refusing to give it to
identical twins. They bear a clear re- wolf form.
her. “I can release it only to his next of
semblance to Antoinette. Werewolf: AL CE; AC 5; MV 15; HD
kin,” he says.” hp 24; THACO 15; AT 1; Dmg
Alibis: At the time of the murder, 4 -^3; (S'
68 Issue No. 55
UMBRA Continued from page 47
From some vantage point within Chapter 12: Loose Ends Factol Sarin of the Harmonium will
view of her bickering pEU'ents, Given a choice. Umbra chooses to re-
no doubt question Durkayle about the
Umbra steps forward and says the fol- main with the Zactar priestesses. They recent involvements— the botched at-
lowing speech (which may need to be do not allow the PCs to remove Umbra
tack on Bedlam, his questionable alli-
modified if one or both parents have from the cathedral against her will and ance with Greptaug the anmizu, and
been slain): the attack on the Zactar Cathedral. If
protect the alu-fiend if necessary. The
priestesses are not absolutely certain he is relieved from duty, Durkayle
“I have peered into the minds of my blames the PCs for everything and may
parents and seen their dark secrets.
that Umbra is the One True Being, but
conspire with Greptaug and Emalica to
You, mother, would deliver me into
they are willing to give her the benefit
get even. With the help of his barghest
of the doubt. (They have been waiting a
the waiting arms of an evil fiend in henchmen and baatezu allies, Durkayle
exchange for a domain to call your long time.) Given time. Umbra may
decide to leave the cathedral to explore might even plan to attack the Zactar
own. Return to the Abyss and tell Cathedral, hoping to destroy the chaotic
the rest of Sigil, conceivably encounter-
Kalphazor to look elsewhere for one faction responsible for “corrupting” his
ing the PCs in some later adventure. If
to call his slave! daughter.
the PCs successfully deliver Umbra to
“And you, father, would hide me in Greptaug, meanwhile, has enemies of
your tower—forever removed from the the Zactar Cathedral, they should
receive a story award of 20,000 XP. The
his own to worry about. 'The Dark Eight
pr3dng eyes of those who disapprove of (the pit fiend overlords of Baator) might
your half-tanar’ri daughter— simply
DM may award an additional 5,000 XP ask the PCs to eliminate Greptaug,
if the PCs help Umbra revive the dead
to protect your own career! I have no saving them the burden of doing it
am not a Zactar faction. Of course, if Umbra is
need for your protection. I
themselves. Although the pit fiends
unable to step into the Zactar portal
child anymore! I have found my true make unlikely allies, better to have
place. Tb both of you I give this last
and the Zactar priestesses are not re-
vived, the PCs may be forced to surren-
them as friends than enemies!
farewell— that I shall never look If he is set free, there’s no telling
der the child to her parents or take her
upon your like again. when (or where) Inimigle might turn
“This cathedral is my home, and I
into their own custody. The details of
up. As for his henchmen, Dirngrin the
such events are left to the DM.
will remain here to fulfill my destiny. cambion might continue to be a thorn in
Under Zactar’s guidance, I will re- Where the PCs go from here is up to
the party’s side, offering his services to
vive the faith that was wrongfully them. The Zactar Portal may be gone,
another malevolent high-up man in
swept from Sigil a hundred years but Sigil has many other portals with
Sigil. Turia rejoins the Doomguard and
ago. Do not stand in my way, but go
their own guardians and gate-keys. This
adventure introduces several NPCs who
may encounter the PCs again in the
back from where you came. I am no course of some future endeavor, possibly
longer yours to keep.” may serve as catalysts for future adven-
as an ally. The hags, Zaraga and
tures set in The Cage. Salja, the wait-
Virinis, may also turn up in future
ress at the Black Sail, has a good ear for
Although he refuses gracefully to adventures to help or hinder the party.
rumors and might know a few high-up
accept the loss of his daughter, Virinis, in particular, is a wily creature.
Durkayle knows he cannot blatantly
men with gate-keys to other planes.
'The PCs are always welcome to stop by
seek out and destroy members of a her restaurant— if they have the guts. Q
rival faction. (Teslar is quick to re-
mind him of the legalities involved.)
Seeing no recourse at this time, N
Durkayle dutifully withdraws his
henchmen. After vowing swift revenge
against the PCs for their “meddling,”
Durkayle teleports back to his strong-
hold in The Lady’s Ward.
Karylin is not so bound by Cage regu-
lations; nevertheless, the succubus
realizes the limits of her power and
chooses to bide her time, returning to
the Abyss in disgust. Meanwhile,
Dirngrin and Turia (if alive) try to
make good their escape.
70 Issue No. 55