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COVER: Tony

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and-now-out-of-date phrase, “Take off, eh.”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

It is not down on any map; true places never are.


Vol. X, No. 1 Herman Melville, Moby Dick

PUBLISHER: TSR ART DIRECTOR;


ASSOCIATE PUBLISHER: Larry W. Smith
Brian Thomsen CARTOGRAPHER:
EDITOR; Dave Gross Michael Scott
ASSOCIATE EDITOR: TYPESETTING: Tracey Isler
Wolfgang Baur SUBSCRIPTIONS:
ASSISTANT EDI'TOR: Janet L. Winters
Michelle Vuckovich ADVERTISING: Cindy Rick

Printed in U.S.A.
LETTERS 3)

Which adventure in this issue do you be possible in the near future


Will it Short Features
like best? What do you like about it? for readers todownload single scenarios
that appear in DUNGEON Adventures on In issue #54, you asked for any short
What did you not like about the issue?
the Internet? This means that people adventure-related features we might
Drop us a line to let us know.
would pay only for adventures that they think of. See how this grabs you; A short
We can’t print all letters we receive, but
want. However, the main benefit of such a description of the best trick or trap that
each one is important to us. Write to Let-
ters, DUNGEOtfi’ Adventures, 201 Sheridan service would be the ability to download DMs had devised. You would need to

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
. . .

ing at another magazine, I realized it


outlines? The scenarios I’ve read so far of you say?
would be really cool if you had a sesisonal
seem to be very detailed. Do you think Very soon, select portions of each issue,
readers would go for “bare bones” ver-
special issue, maybe including an AD&D
including one adventure, will be availa-
sions of larger scenarios that include ble from the software libraries on
game CD-ROM, a bonus DM
screen, or
twice the pages for adventures.
background, maps, key NPCs, impor- America Online and GEnie. We aren’t
I love RavenlofT® and Planescape®
tant monsters, motives, plots, and so available anywhere else—yet— but both
adventures. Please print more.
forth, but leave out a bit of the descrip- Dragon^ Magazine and Dungeon Josh Marquis
tive “fluff” and the number-crunching Adventures are moving steadily into the
Northwood, NH
monster stats? electronic world.

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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j
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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

from my experiences of writing and


rewriting it, which helped make ‘The
Savage Beast’ a better manuscript.”

“Savage Beast” is a short AD&D


adven-
ture designed for a group of 4-6 charac-
ters of levels 1-3 (about 10 total levels). A
good mix of classes is best, although the
presence of a ranger or bard would be
especially helpful. It is essential that one
of the characters have the tracking profi-
ciency, or that the party possess some
other means of following a trail in the
wilderness. Finally, characters with some
knowledge of elven myths and lore may
know something about the nature of the
bhaergalas, Silvermane and Bloodclaw
(See bhaergala sidebar). Such knowledge
could prove invaluable to the party in
dealing with these monsters (although
this is largely left up to the DM).
Most of the adventure takes place in a
forest, off the road between the village

SAVAGE BEAST of Gumption and the town of Harper’s


Gamble. Although the road is fairly
well-traveled, the forest that the party
must enter to conclude the adventure is
not. Therefore, the DM may wish to
brush up on rules concerning tracking
BY RON POIRER and getting lost in wilderness settings,
especially if the party is inexperienced.
The Complete Bard’s Handbook (CBH)
may be useful in running this
A little dinner music adventure.

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

The PCs have a number of choices


They might attack Silvermane
here.
immediately, which is something she
has come to expect from humans and is
prepared to deal with. She leaps from
the branch she is on to a branch in
another tree some 10' off the road, then
climbs down out of that tree and begins
running off into the forest, growling,
“Stupid humans! Leave it to them to
attack anything that moves!” If the PCs
cease firing and apologize immediately,
Silvermane pauses and walks back to
them, climbing back to the oaken bough
to clean her wounds while she talks.
If the PCs speak to Silvermane, she
responds and attempts to engage them
in small talk to find out where they are
from, where they are headed, and what
they are doing on the road. If they seem
wary of her obviously predatory nature,
she makes light of their fear by grin-
ning at them and saying, “Listen— I can
count a lot more of you than I can count
of me, and I see that you’re all decked
out in swords and armor. You don’t have
to worry. Just because I don’t have
thumbs doesn’t mean I’m stupid, you
know.”
Just to ease the PCs’ suspicions even
further, she claims that she is half wild
cooshee, or elven dog, and wouldn’t
dream of attacking innocent travelers. scanning for inconsistencies and other
I was going to go in and see if I could
She has found this to be an effective flaws. When she is satisfied that she
get him out, but the goblins must
ruse in the past when dealing with has a good tale, she tells it.
have been waiting for him, because
humans, but elves are frequently able “Well now, I met this elven friend of all of a sudden about twenty of the
to see through her lie (bhaergala do not little things jumped out from the
yours about two days ago, in this
really look much like cooshee), so she bushes and started hollering and
very tree. Seems he had a magic lute
does not meike this claim if there is an dancing around. I’d thought I had
of some kind— I know because he told
elf with the party. She claims not to smelled something rotten in the
me about it while he was playing it.
know her other lineage, explaining that I’d just caught a deer and offered to woods that day.”
she was raised by her cooshee mother, “Ordinarily, I would have gone in to
sh£U-e it with him if he’d play a little
who refused to speak of her father. music for me. I’ll tell you, he was fight the little vermin, but there were
Some PCs will think to ask Silvermane quite a musician. just too memy of them. Almost the
if she has seen Kilkieran on the road, or
“Anyway, he told me he was afraid whole clan was there. As I said. I’m
mention that they are going to Gump- not stupid, so instead of charging in I
he was being followed by someone
tion to look for him. Even the mention followed them back to their caves,
who wanted to steal his instrument,
that the PCs are searching for a minstrel where I found out that they were going
and that he was going to make the
causes Silvermane’s ears to perk up, as a to keep him for ransom instead of
rest of his trip in the woods. I told
devious plan begins to hatch in her head. eating him. I was hoping someone
him it wasn’t safe to go in there,
While washing her paws with her would come edong to pay the ransom,
because there’s a bunch of goblins
tongue, she claims to have seen a min- but I didn’t think the word from the
that just moved in and have laced it
strel passing through, and she gives a
with pits and nets and who knows goblins would get out so soon. They’re
brief description of Kilkierem to the new aroimd these parts and wouldn’t
what else, but he insisted. Well, the
party. 'This description fits that given by know who to contact yet. I’d expect.”
next morning, he headed out. I
Dxmcan.
couldn’t just let him go running off
When the PCs ask Silvermane for by himself and get killed, so I fol-
more information, she finishes washing Forest Led
lowed him from a short distance, just
her paws 8md then stops to think a Silvermane’s plan is simple. She offers
to keep an eye out. Sure enough, he
moment before going on with her tale. stepped into one of the goblin nets to lead the party to the goblin camp
In truth, she is running over the story
and wound up dangling from a tree. (which is a complete fabrication— there
she will give the PCs in her head.

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

PCs who are not


their surprise rolls. magic them. They do so if at
spells cast at they did leave the lair, the cubs are not
surprised catch a whiff of the now- all possible,although Bloodclaw prefers to encountered by the PCs unless they
familiar baked bread smell a few sec- attack enemy spellcasters in an attempt stay in the area for longer than four
onds before the bhaergala pounce. to ruin their spells altogether. hours, at which time the cubs return to
These PCs can react in the round that During combat, Silvermane shouts at see whether the PCs are gone.
the monsters make their attack. the PCs to leave immediately, promising Bloodclaw and Silvermane have three
Bloodclaw (bhaergala): INT average; not to chase them if they go away. 'This is cubs, who have just been weaned and
AL N; AC 6; MV 15; HD 4 +4; hp 30; not a trick—she allows the party to with- are growing more and more comfortable
THACO 14; #AT 3; Dmg 2-7/2-7Z2-9; draw, unless she feels confident that she with solid food. 'The litter is a small one
SA pounce; SD poison resistance, spell and Bloodclaw are able to defeat them. by bhaergala standards (there were
turning', SZ L; ML 13; XP 975. Her main objective is the safety of her originally four, but the runt died very
Bloodclaw, Silvermane’s current cubs. If the PCs choose to fight, Silver- early on), enabling the cubs to receive
mate, is a very large and powerful mane stands her groimd and continues much more individual attention from
bhaergala ( + 1 damage on all attacks). combat to the death. their piu’ents than is normally possible.
As a male, his mane is thicker than Bloodclaw, on the other hand, is some- Pouncer (young bhaergala): AL N;
Silvermane’s, and it is quite dark, al- what less loyal to his cubs, and he is AC 7; MV 12; HD 1 -H; hp 8; niACO
most black. Bloodclaw is a hunter, a primarily interested in his own surviv- 20; #AT 3; Dmg 1/1/1-3; SD poison re-
true survivor, and he does not share al. If brought below 8 hp, he attempts to sistance; ML 7; XP 65.
Silvermane’s fascination for the civi- bound off into the forest, pausing to Pouncer, the largest cub, is the pride
lized world. Bloodclaw considers hu- warn his cubs of the marauding humans and joy of his father. He enjoys rough-and-
mans and their ilk to be dangerous, and only if he feels that he has time and will tumble fighting with his siblings and has
he feels that they should be left alone as not be pursued. recently begun to attempt stalking birds
much as possible (although he has no and rabbits (although he is a long way
compunctions about picking off the Inside the Lair from catching anything himself). He is a
foolish individual who wanders off into very attractive specimen, just like his
If the PCsdefeat or drive off Silvermane
the wilderness alone). Bloodclaw is not father, and will grow up to be a beefy
and Bloodclaw, they still have to locate hunter with a deep baritone. He shares a
quite as cunning as his mate when it
their lair in order to rescue Kilkieran.
comes to talk and treachery (he does not special bond with Bloodclaw and is the
The party can either use magic to di-
even speak common), but he is an ex- only cub that the adult male tussles with.
vine the location of the lair or search
pert at stalking, pouncing, and killing Pouncer is slate gray, with a dark mane
through the area themselves. If the PCs like his father’s.
prey. Although he is the more physi-
choose to search, it takes them hours to
cally powerful of the two, Silvermane is Riverthroat (young bhaergala): AL N;
find the lair (allow a roll to search for
much more aggressive and tends to call AC 7; MV 12; HD 1 + 1; hp 5; noncombat-
secret doors every hour). A hunting dog
the shots on what her family will do. He ant; SD poison resistance; ML
5; XP 65.
or other animal with superior olfactory
is content to allow her to do this, so long
Riverthroat is another male cub, moder-
powers can lead the PCs to the bhaer- ate in size and lacking much of his
as he is able to teach his children to gala lair within a turn, if it is trained in
hunt, which he feels is the quintessen- brother’s aggressive enthusiasm. He is,
such matters.
tialmeaning of bhaergala life. however, the finest singer of the three
'The lair itself is not a very complex
In the last few days, Bloodclaw has cubs, and Silvermane has encoureiged
structure. Well-hidden by a cluster of
spent almost no time hunting at all be- him to develop his talents for the piupose
wild blackberry bushes, the entrance is
cause he has been busy watching the of luring civilized bipeds to their doom.
somewhat low, about 3’ high and 4' Riverthroat, however, is interested in
cubs. It iscustomary for female bhaergala
wide. Roots sprout from the ceiling of
to do all the hunting after their cubs are singing because he likes it, even more
the 5' long entrance tunnel before it
weaned, m the males are responsible for than the average bhaergeda. He will grow
widens into a small den some 10' wide
such work from mating until that time. to be an introspective, emotional dreamer,
and 15' long. 'The aroma of baked bread
Unknown to Silvermane, Bloodclaw has eventually considering himself superior to
is very strong at the entrance to the
been nibbling at Kilkieran’s corpse while all other bhaergala because of his vocal
lair, and it grows stronger the further
she is away, slowing its regeneration. talents. Riverthroat is a very light gray,
one progresses. 'The den is devoid of any almost silver, and his mane is the same
Although he is a superb hunter and brave bones or other refuse, as bhaergalas are
fighter, he has a fairly strong slothful, color as his hide.
very clean creatiu’es. At the far end of
selfish streak, and he is secretly enjoying Lazy Fish (yoimg bhaergala): AL N;
the burrow is a small alcove which
his time off from having to hunt. As he AC 7; MV 12; HD 1 -i-
1; hp 3; noncombat-
contains Silvermane’s collection of mu-
sits about watching the cubs play at ant; SDpoison resistance; ML
3; XP 65.
sical instruments and the mangled body
catching rabbits, the smell of elven flesh Lazy Fish, the only female cub in the
of Kilkieran Aubrey.
litter, inherited her mother’s curiosity and
calls out to him, and he has a hard time
Unless Bloodclaw escaped and had sneakiness along with most of her father’s
resisting.
enough time to warn his cubs before self-serving streak. She also loves the
'The two adult bhaergala know that if
fleeing the area altogether, they are
they drive the intruders out of their
fail to water and swims better than any of her
here, as well. Even if they were warned,
area, their cubs will be in danger of dis- siblings— hence, her name. Lazy Fish has
there is a good chance (80%) that the
covery, so they fight at -H to hit and recently caught her father picking at
cubs are still in the lair, scared and
damage in defense of their lair. Both Kilkieran’s body euid threatened to tell
confused about what they should do. If
Silvermane and Bloodclaw can reflect her mother unless she, too, was allowed

14 Issue No. 55
SAVAGE BEAST

an occasional nibble. Bloodclaw heis al-


lowed her this concession, and she is quite
proud of herself for her nmnipulation. She
is also adept at stoking the fires of jeal-
ousy between her two brothers for her
own benefit, such as getting them to fight
over who eats first and then wolfing down
all the meat she ctm while they tussle.
Lazy Fish is smaller and thinner than her
brothers, with dark gray fur and a strag-
gly black mane.
Riverthroat and Lazy Fish are noncom-
batants, terrified of the PCs and willing
to do whatever they say in order to s\u‘-

vive. Pouncer, on the other hand, does his


best to protect himself and his siblings by
leaping onto the first PC to enter the
lair’s entrance tunnel, springing at them
from the darkened side of the lair in an
effort to gain siuprise. Although brave,
the young bhaergala is far fi:om fully
grown, and he is just as scared of the PCs
as his siblings are. Poimcer breaks off his
attack if but one blow is landed on him
(even if it causes no damage) smd cowers
at the end of the lair with his brother and
sister.
All of the young bhaergala speak their
species language and enough common to
bawl out pleas for their lives (Lazy Fish is
the most fluent in common, although
Riverthroat knows a good deal of elvish,
believed to be magical. The others are alive as long as he wears his ring of re-
as well). Besides Pouncer’s initial out-
instruments that she had either seen used generation, and a number of spells may
burst, the cubs do not even think of defy-
or had used agednst her, by travelers that reveal his condition, such as detect life,
ing the cruel monsters who have invaded
she had attacked throughout the years. speak with dead (which does not work,
their home and answer any questions
Having reluctantly accepted long ago since he is not dead), divination, etc. If his
they are asked to the best of their knowl-
that she would never be able to play any ring is removed, his body spasms for a
edge. They do not ventiu-e any more infor-
biped’s instrument properly, Silvermane moment and he gasps as his eyes roll
mation than they are asked, however, for
also felt that it would be a shame to de- back in true death.
fear of annoying their captors.
In reality, the cubs know little, other stroy such wondrous things simply be-
cause one could not use them, and so took Return to Harper’s Gamble
than the information that Kilkieram is
to collecting and preserving them. In
not really dead but is being healed by his A number of loose ends remain to be tied
addition to Kilkieran’s lute, the alcove in PCs after they
ring. They also know that removing the up (or botched) by the
ring will kill the elf, as they have been which Kilkieran rests contains a horn of defeat Silvermane and Bloodclaw. Per-
blasting, aharp of charming, and a magic
strictly instructed by their parents never haps the most obvious of these is what to
to do so for this very reason. Anyone
kazoo which enables its player (if he do with their cubs. The three young crea-
taking the time to ask the cubs about mad^es a successful proficiency check) to tures are unable to himt for themselves
cast Thsha’s uncontrollable hideous laugh-
Kilkieran finds Lazy Fish the most likely and remain so for a number of months
ter or taunt, once per day each. The horn
to blurt out the story of why he is in their (even Pouncer needs time to grow eind
lair, in hopes that she will be left alive for
has been sounded several times in the perfect his stalking technique). In the
being so helpful. None of the cubs are past, and there is now a 20% chance that meantime, they are completely terrified
it explodes after being blown, plus 1% per
aware of the powers of any of of, and ob^ent to, the lk)s (and any
Silvermane’s instruments, edthough Lazy time after that. other humans they may meet).
Fish and Riverthroat have heard her Those extunining Kilkieran’s body may Kind-hearted PCs or those desiring
refer to them as “magical” and all of the
note that it appears freshly killed, as vicious “animal” companions may wish to
cubs were told never to touch them, be- there are no signs of decay. All of his have the cubs travel with them until they
cause they were too “dangerous.” equipment and most of his clothing have grow older. Others may sell the cubs in a
The instruments contained in the ed- b^n shredded auid buried by the bhaerga- nearby town or city (The DM
may deter-
la. Only his ring and his lute remain in
cove with Kilkieran are almost all mine what price a young bhaergala might
magical, the exception being Kilkieran’s the lair. Although his heart is not beating fetch, and whether or not such a sale
lute, which Silvermane mistakenly
and he is not breathing, Kilkieran is still would even be legal according to local

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-

companion/follower), druid, or Meister- pleting this adventure. In this case, the


singer (a special sort of bard who lives in college might prove a valuable source for
the wilderness and has a mystic cormec- future adventure hooks. Many bards
tion with animsds and other woodland frequent Greenbrim, with stories of hid-
beings— a very good choice for den treasure, marauding dragons, and
Riverthroat). The appropriate surrogate political unrest from many nearby king-
parent would have to be located, of doms. Perhaps a secret entrance to a
course. Examples of solutions that would forgotten section of Greenbriar Keep is
not warremt a bonus experience point discovered in the near future, releasing
award would include killing the cubs, an ancient spirit that haunts the college’s
abandoning them in the wilderness to librEuy. Duncan may call on the PCs to
fend for themselves, or selling them to help him out once more.

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.”

Sigil ain’t such a bad place, cutter. It’s


not Who you know or What you know or
even Where you are that counts. Any
leatherhead can trip his way into Sigil
and make a decent living sweeping
streets,turning stag, or landing people
in the dead-book. The trick to Surviving
is knowing that you’re not the toughest
basher that walks The Cage. You gotta
know who to garnish, how to peel, and
when to keep your bone-box shut.
What’s that? You say you’ve got the
hardheads on your case? Oh well. It was
nice knowin’ ya, berk!

“Umbra” is an AD&D® Planescape


adventure set in the city of Sigil, usually
calledThe Cage by its residents. The
module is best for 4-6 PCs of levels 6-9
• 6^
y rA (about 36 total levels) and assumes the
PCs are at least familieu" with Sigil and

UMBRA its many factions. F*Cs may be planeirs


(natives of the Planes) or clueless Outsid-
ers who are just starting to get the chant
of Sigil’s ways. This module works best if
none of the F*Cs belong to factions, partic-
ularly the HauTnonium. DMs may consult
BY CHRIS PERKINS the “Faction Reaction” sidebar on page
20 for a list of suggested PC factions.
DMs and players are encouraged to
iHEARveu've been saying read up on the factions, customs and
language of The Cage as detailed in The
semE NAS + Y THINGS ABeu+ US. Factol’s Manifesto and the Planescape
THA+'S RA+HER UNHARITieNieUS ©f Y©U. boxed set. This module also features
several monsters described in the
~ DURKAYLfi Of +HC HARmONIUm, Planescape Monstrous Compendium®
Appendix (PMC). Additional monsters
ArtwckbyTooyDITerllnl +® A BUBBfiR IN CUS + 0DY are taken from the PLANESCAPE and
Planes of Law boxed sets. DMs looking
for a way to introduce their players to
read the short ad-
Sigil are invited to
venture “For the Price of a Rose” on
pages 89-91 of the Sigil and Beyond
booklet in the PLANESCAPE boxed set.

The Harmonium Way


'The Harmonium is always right. Just
ask any member of the Harmonium.
He’ll tellyou that Enlightenment comes
from living in perfect harmony with all
others, and any basher who’s got a

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

Being, see Chapters 9 and 10.)


Faction Reactions Like most hardheads who think they
With the exception of the Harmonium, The Free League (Indeps) believe that know the chant, Durkayle presumes the
few of Sigil’s planar factions have any Umbra should be allowed to make her Zactars were destroyed for spreading
stake in the fate of Durkayle’s alu-fiend own decisions. They would like to see chaos and false beliefs throughout the
child.They do, of course, have their own Umbra freed from her parents’ self- planes. He would never accept that his
opinions about what’s best for the child serving, narrow-minded tyranny so that ill-begotten daughter. Umbra, is des-
and may share their views with the PCs she may discover the truth for herself. tined to revive the vanished faction.
if approached. 'The Harmonium (Hardheads) is op- However, on the palm of her left hand is
Although this adventure works best if posed to Chaos. However, this faction a birthmark shaped like the symbol of
the PCs are not associated with any fac- believes that even a chaotic creature like Zactar. No one who has seen the birth-
tion, the DM can run the adventure using Umbra can be taught to live in harmony mark recognizes its significance. Never-
PCs of various factions. The following with other beings. Clearly the alu-fiend theless, there is at least one blood
factions are the most suitable for PCs; the child should remain with her father, for
residing in Sigil who knows enough
Godsmen, the Free League, the Anar- only he can curb her chaotic tendencies.
Zactar lore to realize that Umbra may
chists, the Signers, the Sensates, the The child must not be raised in the custo- indeed be the One IVue Being wor-
Transcendant Order, and the Xaositects. dy of her chaotic mother, and the
shiped by the Zactar faction. This in-
The Anarchists (Revolutionary Harmonium will do everything short of
formed individual has heard through
League) would eiyoy the opportunity to breaking the law to make sure this never
free Umbra from the shackles of her happens.
the “razorvine” that an alu-fiend child
is being held in Durkayle’s tower, and
father’s strict upbringing. In many ways, Mercykillers (the Red Death) have little
alu-fiends symbolize all that Anarchists interest in Umbra’s upbringing. However, this individual has sent spies to The
strive for: they have no role in society, they will happily punish anyone caught Lady’s Ward to confirm the child’s
they are not readily accepted by the fac- trying to steal the child from her father. whereabouts . . .

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

sudden offer came M


quite a surprise.
Indeed, Karylin’s daughter may be the Durkayle’s Stronghold
key to restoring the Zactar faction! And
if the Zactar prophecy holds true, the
one inch = 200' ‘
.

One True Being’s arrival should be


'Ib the
enough to seal the Zactar portal forever.
.

(See Chapter 10.) The collapse of the


portal should free Inimigle from the
shackles of servitude. (In any event, the
appreciative Zactars— should they re-
turn to greet the One True Being— will
no doubt wish to express their gratitude
by freeing Inimigle of any binding
obligations!)
Ever the opportunist, Inimigle has
decided to “help” Karylin by hiring a
party to retrieve the alu-fiend child. He
already has a few unwary sods in mind.
All he has to do is motivate them.

The Dark of Things


The adventure begins in Sigil’s Lower
Ward. The PCs are approached by a
cambion who works for Inimigle the
yagnoloth. The PCs are invited to meet
with Inimigle at the Black Sail tavern
where he tries to coerce the party into
retrieving the “child of prophecy” from
Durkayle’s clutches. Although honor-
able by yugoloth standards, Inimigle
deliberately hides the fact that Umbra
is an alu-fiend so as not to alarm the whisked to safety by Inimigle’s allies Chapter 1 : Lost and Foundry
PCs. and returned to Sigil’s Lower Ward. The adventure begins with the PCs lost
lb help the PCs retrieve Umbra from Before the PCs can deliver Umbra to in the streets of Sigil’s Lower Ward. How
Durkayle’s stronghold, Inimigle sends the Zactar Cathedral, they are con- the PCs end up there is for the to DM
them to The Screaming Tbwer meet
to fronted by Karylin the succubus, who decide. (Perhaps they are deposited there
the dread annis Zaraga. In exchange for tries to reclaim her daughter by force. after deliberately or unintentionally
a magical gate-key to Gehenna (which Ifthe PCs successfully repel the succu- passing through one of Sigil’s many por-
Inimigle gives the party), Zaraga agrees bus’ attack, they may continue their tals.) Read or paraphrase the following:
to help the PCs break into Durkayle’s trek to the cathedral and confront
tower. Once she has the gate-key in her Inimigle. As payment for bringing There are dozens of dark places in
possession, the annis commands her Umbra to the cathedral, Inimigle Sigil where a careless berk can
gargoyle henchmen to deliver the PCs promises the PCs free use of the Zactar wind up as a page in the dead-book,
safely to their destination and to create portal. (An empty promise, since he and you’re lost in one of them. The
a distraction guaranteed to keep intends to collapse it.) Complications city’s Lower Ward surrounds you.
Durkayle’s hardheads from noticing the arise when Durkayle and Karylin each Its buildings, bereft of charm and
party’s intrusion. show up to reclaim their daughter. blackened by soot, seem awkwardly
As the PCs explore Durkayle’s tower, While Umbra’s parents vie for custody narrow. They slant forward menac-
they encounter Umbra’s nannies— of the alu-child, Inimigle tries to lure ingly. The ground shivers underfoot
'Ihgon the wizard and Emalica the Umbra into the portal. If the yagnoloth with the grumbling of the nearby
erinyes—both of whom are deeply re- is successful, the portal collapses and Foundry— a towering edifice of
sentful of the alu-fiend child. Neither he freed from his duty. (He teleports
is blackened stone capped by dozens
guardian poses much of a threat to the away in a fit of laughter.) The portal’s of belching chimneys. The air is
PCs; in fact, Emalica secretly aids the collapse also “awakens” three Zactar choked with soot and sulfur, though
PCs in their kidnapping attempt! priestesses who were turned to stone to few pedestrians seem to mind. A
Umbra tries to escape the party using await the One 'True Being’s arrival. horned fiend trudges past, pulling a
her newly-discovered magical talents, Having found her sanctuary, Umbra wagonful of weapons. Three
and tension mounts as Umbra’s father decides to remain with the priestesses heavily-armed Harmonium soldiers
suddenly returns from his failed in the cathedral, leaving the PCs to watch the fiend suspiciously from a
mission in the Outlands. If the PCs deal with her over-possessive parents. nearby street corner.
escape Durkayle’s clutches, they are

DUNGEON 21
UMBRA

Read or paraphrase the following when


Dirngrin teleports into the fray:

A vortex of swirling black smoke


AC+UALLY. I'man ELF. |us+ L©©K
i lik.e this
erupts from the ground not five feet
AF+GR A HARD DAY. ahead of you, dissipating almost as
suddenly. A dark figure emerges
-- SARCAS + IC MmARK FROm from the smoky haze, steirtling your
brutish assailants. Caught off guard
+ HC CAmBieN DIRNGRIN, by this new arrival, the fearsome
SHOR+LY Af + fiR RfiYfiALlNG HIS +RUC F9Rm orangutan-like fiends vanish from
your sight. The dark figure stands
before you— a slender elfin man
decked out in tight-fitting black
leather armor with spiked metal
shoulder plates and knee-high,
studded-leather boots. His skin is
The Foundry is one of the Lower named whom the PCs will
Dirngrin,
dark, his efu's pointed. Secured to his
Ward’s great landmarks. The PCs may meet Their orders are to ap-
shortly.
belt is a gleaming silver dagger.
stop a passer-by and ask for directions if proach the PCs and start pushing them
they wish. The fiend pushing the wagon around like good Harmonium soldiers.
Dirngrin has been shadowing the PCs,
is a mezzoloth named Nuurp (pro- Casting a know alignment spell on the
crawling from rooftop to rooftop and
nounced NOO-erp) who becomes bar-lgura reveals their chaotic
studying the party’s movements closely,
annoyed if the PCs bother him. Nuurp alignment—evidence that they are not
attempting to ascertain whether or not
is delivering weapons to the Doomguard really law-abiding hardhead soldiers!
they are worthy. He appears on the
at the Armory and has no patience for If the PCs comply with the bar-lguras’
scene once he is satisfied that the PCs
clueless berks who ask for directions. If every whim (not likely, but possible
are “ideal candidates” for the task
the PCs continue to pester him after one given the Harmonium’s reputation and
ahead (by the way in which they handle
warning, Nuurp tries to frighten them influence in Sigil), the brutish tanar’ri
the bar-lgura). Dirngrin is not hostile.
away by attacking them with his claws call them all sorts of derogatory names,
hoping to provoke a skirmish.
He has orders to guide the PCs safely to
or spells.
the Black Sail tavern where Inimigle,
Nuurp (mezzoloth): INT low; AL NE; Brutus, Rukubee, and Moroz (bar-
the scheming yagnoloth, is waiting for
AC +1; MV 15; HD 10-20; hp 69; lgura):INT average; AL CE; AC 0;
them. (Allowing the bar-lgura to attack
THACO 11 (base); #AT 2 or 1; Dmg MV 9, climb 15; HD 6 +6; hp 49, 44, the PCs was the cambion’s idea, not
ld6 +6/ld6 +6 or by weapon type +6; 38; THACO 15; #AT 3 or 1; Dmg ld6/
Inimigle’s. Dirngrin has a broad sadistic
SA sp>ells; SD +2 weapons needed to Id6/2d6 or by weapon +3; SA spring
streak and likes exceeding his orders.)
hit; immune to poison, paralysis, sug- attack; SD camouflage, spells; MR
'The devious cambion has polymorphed
gestion and charm spells; MR 50%; SZ 30%; SZ M; ML 13; XP
8,000; PMC/97
himself into a slim, dark-skinned tiefl-
M; ML 14; XP 21,000; PMC/123 (yugo- (tanar’ri, lesser). Spell-like abilities:
ing to avoid drawing too much open
loth, lesser). Spell-like abilities (at 10th- change se//'(twice/day), detect invisi-
hostility from local baatezu. Dirngrin
level): alter self, animate dead, burning bility, dispel magic, entangle, fear
(who is actually quite hulking) apolo-
hands, cause disease, cause serious (by touch), invisibility (twice/day),
gizes for not appearing sooner. He ad-
wounds, charm person, cloudkill (once/ plant growth, spectral force (twice/
mits to shadowing the PCs, but he
day), darkness 15' radius, detect invisi- day), telekinesis, darkness 15' radius,
denies his association with the ill-
bility (always active), detect magic, infravision, teleport without error.
mannered bar-lgura, claiming that he
dispel magic (twice/day), flame strike If the bar-lgura provoke the PCs into
prefers “intelligent company.” ’The cam-
(once/day), hold person, improved phan- drawing their weapons, the tantu^’n
bion need not speak all at once, but
tasmal force, infravision, mirror image, drop their halberds, assume their true
here’s the gist of what he has to say:
produce flame, sleep, teleport without forms, and attack with their teeth and
error, trip. Nuurp cannot gate additional claws until two or more are wounded. “The Cage a place for the clue-
ain’t
yugoloths while in Sigil. Although the streets are lined with less, cutter. It’ll make
a basher go
As the PCs pass by the Foundry, they curious spectators, no one helps the PCs barmy before you can say, ‘Pike it,
are confronted and attacked by three for fear of the bar-lguras’ wrath. Before ”
primescum!’
bar-lgxira who have disguised them- the fight turns lethal, Dirngrin the “I’ve been keeping track of you cut-
selves (using change se//" spells) as the cambion teleports into the fray to “help” ters. 'Thought you might need a hand
three Harmonium soldiers standing on the PCs (see below). The bar-lgura, fending off the bar-lgura. Lucky for
the street corner. (Even PCs who belong pretending to be startled by Dirngrin’s them they’re easily startled.”
to the Harmonium are confronted and sudden arrival, turn invisible and flee “I have a deal for you, if you’re
bullied. The bar-lgura simply pretend to into Sigil’s alleys. If the PCs insist on gEune. Anything’s betterthan a one-
be Measures of higher station.) The bar- pursuing the bar-lgura, the evil tanar’ri way Deadhouse, if you
ticket to the
lgura are henchmen of a night hag use their plant growth ability to cover catch my meeming. There’s a blood at
named Virinis (see Chapter 3) and are their escape by filling the alleys with the Black Sail tavern who wants to
working in tandem with a cambion razorvine.

22 Issue No. 55
UMBRA

see you. He’s sort of a high-up man.


Name’s Inimigle. Out here, he’s the
closest thing you cutters got to a
friend.”
“I ain’t peelin’ you, cutter. Those bar-
Igura weren’t just lookin’ for easy DID I TELL Yeu +© 0P GR©VE[^LING?
S+
pickings. 'They’re thugs working for a
night hag named Virinis. She owns a » INimiGLC +e LAS+ CLUfiLfiSS
shanty called the Worm’s Guts. 'The
chant is she wants you on the next
WHO +eeK. HIS fAVORI + fi CHAIR
menu. Her clients are picky about
what they eat, and you cutters seem to
be a seasoned lot. Sigil’s filled with
bar-lgura all lookin’ to beat the fire
outta you. That’s just a rumor, but
rumors have more truth than Truth Spells (usable at will): advanced illu-
the Harmonium soldiers defend
aroimd here. Inimigle knows the
themselves. If the PCs somehow man- sion, animate dead, charm person, infra-
chant. He’s got the ticket if you want a
age to shake the hardheads, the soldiers vision, know alignment (always active),
safe way outta here. Can’t hurt to hear
send the hamatula to track them down. suggestion, teleport without error, affect
what he has to say.”
normal fires, hold person, produce flame,
Of course, the cambion might seize this
opportunity to provide the PCs with a pyrotechnics.
Dirngrin is not lying. Even his story
safe haven, if they’re willing to hear
about the night hag is true. However, what Inimigle has to say. Chapter 2: The Black Sail
what he neglects to mention is that the Dirngrin (polymorphed cambion): AL
night hag, Virinis, is actually Inimigle’s When he’s not guarding the old Zactar
CE; AC 3; MV 15; HD 4; hp 31; THACO Cathedral (located in the Lower
ally. She takes sadistic pleasure in mak-
16 (14 with dagger); #A'T 1; Dmg by Ward), Inimigle the yagnoloth hangs
ing sure the PCs do what Inimigle ex-
weapon type + 1 (strength); S 17 ( + 1/ out at the Black Sail with a few of his
pects of them, and she uses her horde of
bar-lgura henchmen (allied with
+ 1), D 17, C 15, 1 14, W 7, Ch 5; SA planar friends. The Black Sail tavern
cause fear by touch, thief abilities; SD
Dirngrin) to ensure the PCs “follow was first introduced in the adventure
never surprised; 30%; SZ M; ML 13;
MR
through.” Once Inimigle has finished The Eternal Boundary, so it’s possible
XP 4,000; PMC/98 (tanar’ri, lesser);
that PCs may be familiar with this
with the PCs, Virinis delights in deal-
studded leather armor +2, gloves of
ing with the PCs on her own terms. Her low-key establishment.
missile snaring, doom dagger +2 (see
restaurant, the Worm’s Guts, features If Dirngrin was killed in the opening
below).
some grisly delicacies and caters to a encounter, Inimigle sends some other
Spells: darkness 15' radius, infra-
variety of outer planar fiends. Yes, agent (such as the tiefling Turia— see
vision, teleport without error, detect
Inimigle is known to dine there from below) to locate a party of worthy ad-
magic, levitate (7 times/day), polymorph
time to time! venturers. If the PCs still refuse to meet
self (.3 times/day).
If the PCs attack Dirngrin, he defends with Inimigle, the yagnoloth kindly
Dimgrin’s silver doom dagger +2
himself with his dagger or teleports to a asks Virinis to send more bar-lgura
inflicts damage
as a short sword and is
henchmen after the party. Dirngrin
nearby rooftop. (He does not revert to infused with negative energy which
his true form, preferring to keep his assures the PCs that Virinis will not
drains one level of experience from its
identity a mystery.) If another skirmish trouble them at the tavern, claiming
victim whenever a natural 20 is rolled
erupts, four real Harmonium gu^lrds that she fears Inimigle. (Actually,
(no save). Restoration or wish spells are
arrive on the scene, having been sum- Virinis and Inimigle are on friendly
required to restore lost levels.
moned by concerned passers-by. TTiey terms. See Chapter 3 for Virinis’ statis-
Harmonium soldiers (4): INT aver- tics and Chapter 1 for typical bar-lgura
arrest the PCs for their disruptive be- MV
age; AL LE; AC 3; 9; F4, F3 ( x 3);
havior and, possibly, for their unpro- statistics.)
hp 30, 24 ( X 3); 'THACO 17 or 18; #AT 1; If the PCs agree to follow Dirngrin,
voked assault on the “tiefling.” 'Three Dmg by weapon type; SA charm person
rounds later, another four Harmonium the cambion takes them directly to the
once/day; ML 14; XP 175, 120 ( x 3);
guards show up with two hamatula tavern. When the PCs approach the
plate mail, mancatcher (50%), fauchard-
baatezu who work as hardhead enforc- tavern for the first time, read or para-
fork (30%), or footman’s mace (20%),
ers in the Lower Ward. (Dirngrin, who phrase the following:
helmet. Hardheads armed with maces
does not get along so well with baatezu, also carry shields (AC improves to 2). Fused to the tavern is the hull of an
tries to leave before the hamatula ar-
Dreadfang and Gaulfagor (hamatula): ancient galleon. A soot-stained sail
rive.) If the PCs attack the guards, the
INT very; AL LE; AC 1; MV 12; HD 7; hp hangs above the ship’s gargoylish
guards use their charm person ability to
41, 37; 'THACO 13; #AT 3; Dmg 2d4/2d4/ figurehead. Inside the ill-kept estab-
coax the PCs into smrendering peace- SA first attack causes fear, spell-like
3d4; lishment, beneath a ribcage of dark
fully. (See The FactoTs Manifesto for
hug; SD + 1 weapons to hit; MR
abilities, rafters, is a dim common room lined
details on the hardheads’ charm ability.)
30%; SZ M (7' tall>, ML 19; XP 6,000; with curtained alcoves. The tavern’s
If the PCs are unaffected by the charm,
PMC/24 (baatezu, lesser).

DUNGEON 23
UMBRA

The Black Sail Tavern


one square = 5'

i
alley

street KEY 5, Water Closet


1. Common Room 6. Bath
2. Bar 7. Sitting Room
3. Kitchen 8. Innkeeper’s
4. Guest Room Quarters

moreso than most yugoloths. He fancies


sordid patrons congregate at tables Crunched at the back of one cur- himself something of a Sigilian godfa-
placed in the middle of the room, tained alcove is a monstrous behe- ther, keeping informed on all aspects of
while muffled voices can be heard moth with scaly red skin, great life in The Cage. He doesn’t speak often
behind the thick curtains which muscles, wing-like ears and a broad, about his job serving as night watch-
enclose the alcoves. The local riff- toothy grin. His arms are man at the Zactar Cathedral, a forsaken
raff pays little attention to your disproportionate— his right arm be- structure currently owned by a faction
arrival, and a young serving maid ing excessively large, his left unnatu- called The Fated. He was bound there
pretends to ignore you. You might rally small. In his gargantuan right by a powerful wizard of The Fated and
have mistaken her for an elf were it hand he clutches a mammoth ale gets rather irked when forced to discuss
not for the small black horns pro- stein. Squeezed in beside this hulk- his indignity in detail. Given the choice,
truding from her copper-tinged ing fiend is a slender tiefling dressed he prefers the term “custodian” to
forehead. in blue-stained plate mail. She “night watchman.” Suffice it to say, he’s
sneers as you contemplate approach- always looking for an out and a way to
The Black Sail can be a dangerous ing the table. get even with his summoner without
place for anyone looking to start inviting the wrath of the entire Fated
trouble. Usually the patrons mind The yagnoloth is very friendly, offer- faction. (Hiring assassins to eliminate
their own business, but PCs who in- ing to buy the PCs a “tanar’ric aperitif’ his summoner would be too risky and,
vite discord will find a dozen or more made from scrumptious spinagon ichor. as he puts it, “in poor taste.”)
bashers eager to accommodate them. If the PCs accept (ha!), they are served Inimigle wastes no time in making his
Hidden behind the curtain of one by Salja, the charming tiefling waitress. request to the PCs:
alcove is the yagnoloth, Inimigle, who (At the DM’s discretion, the house aperi-
can’t be bothered using magic to dis- tif may have some strange effects on “I’ve heard through the razorvine
guise his huge presence or toothy non-planar drinkers.) The brooding that Virinis has her eye on you. I
grin. The yagnoloth is joined by his Turia doesn’t utter a word during the suggest you stay away from her. Be
“consort,” Turia (a tiefling with the whole encounter. Dirngrin the cambion, warned that she has powerful friends
personality of razorvine). Read or if alive, stands outside the alcove to in Sigil. Her cuisine has won the
paraphrase the following when the make sure the PCs and Inimigle are not affection of at least three pit fiends,
PCs see the yagnoloth for the first disturbed. not mentioning any names. This is
time: Inimigle has quite an imagination. where I can help you.

24 Issue No. 55
UMBRA

Inside the Zactar Cathedral is a


portal leading to other planes, in-
cluding the Prime Material plane. As
it happens, I have free access to this

portal. I can offer you safe passage


from Sigil in exchange for one small
service. Oh, the service is not for me!
Y0U SAY seme+HiNG?
After all, you don’t exactly trust me, — fIRS+ AHD 0NLY WORDS SPORCN BY TURIA
do you?
“Perhaps you are familiar with the
+ 0 +Hfi POOR BGRK imPALCD ON HfiR SWORD
Waiting Ones? No, of course not.
That faction disappeared a long, long
time ago under— shall we say-
mysterious circumstances.
“The Waiting Ones believed that
eversrthing in the universe existed
Spells such as detect lie and zone of
for the benefit of the One True until the return of the Waiting Ones—
truth reveal that Inimigle is telling the
Being, an ultra-powerful entity cre- an event which, I must has been a
say,
truth, although he has serious doubts
ated by the gods themselves. The long time coming. TTie One True
about the “ultra-powerfulness” of the
leader of this faction, Zactar, believed Being’s presence in the cathedral will
creature referred to as the One True
that the True Being would take the signal the completion of Zactar’s
Being. He does indeed possess several
form of a child whom the faction prophecy and herald the faction’s re-
keys to the portal in the Zactar Cathe-
would raise and whose powers could turn. Once the Zactar faction is re-
dral, and his offer is genuine. Due to
be nurtured. It is written that the stored to its former glory, my services
powerful incantations cast by his sum-
child would be recognized by a ring- will no longer be required, and I shall
moner, however, Inimigle is unable to
shaped birthmark on the palm of her be free to return to my domain in
use the keys himself (although he can
left hand. As Custodian of the Zactar Gehenna. Ah, how I miss Gehenna in
and will “lend” them to others). The
Cathedral, I have become something all its flaming glory!”
yagnoloth doesn’t keep the keys on his
of an expert in ancient Zactar lore,
person; if the PCs ask to see one, he
and I believe Zactar’s prophecy holds Inimigle isagain telling the truth. He
sighs and complains about not being
true. My spies inform me that a child likes sulfur saunas and lava baths and
able to remove them from the portal
bearing the Mark of Zactar has been is eager to return to his magma citadel
chamber. (A little white lie!)
seen in The Lady’s Ward, held in the in Mungoth, Gehenna’s third layer. If
The yagnoloth doesn’t know for
custody of the Harmonium. the PCs refuse to help, the yagnoloth
certain that Umbra is the “child of
“Very little about the Zactar fac- plays on their sympathies:
prophecy” but assumes as much.
tion is known, but the hardheads
Inimigle does not speak of Umbra’s
obviously view the Zactar philosophy “Your decision disappoints me. And I
parents and says nothing of the child’s
with distrust or contempt; otherwise thought tanar’ri were cruel and un-
half-tanar’ric origins. If the PCs in-
they would not prevent the child giving! Oh well, at least I tried.”
quire about the whereabouts of the
from fulfilling her destiny. It is my “I loathe to imagine what
child’s parents, Inimigle replies that
wish to see the Zactar faction revived Durkayle will do to that poor, inno-
the child is probably an orphan. He
and their cathedral restored to its cent child. Doubtless he will cor-
knows that Durkayle is Umbra’s fa- rupt her— transform her into his
former glory. The child must be set
ther, but he doesn’t want to deter the
free, and for that I require your emissary of evil. Assuming, of
PCs from kidnapping the alu-child. course, she survives the captivity.
assistance.
If the PCs susp^ treachery and ask
“Durkayle is a high-up Mover in the ’Tis a shame, really, that she
what’s in it for the yagnoloth, Inimigle
Harmonimn. His ambition and brutal- should find herself held in baatezu
stares at them aghast and replies;
ity are known and feared throughout clutches. Now I fear the Zactar
Sigil and the Outlands. The child of “I am simply fulfilling my role as a faction will never return to Sigil.
prophecy is being held inside his tower good samsuitan. It is not my intention That this child may never fulfill
not far from the Harmonium barracks. to deceive. After all, ‘Benevolence’ is her destiny grieves me! And as for
My spies tell me Durkayle has placed my middle name! Ah, but I can tell you, I hope you like making ene-
the child in the hands of his baatezu from your expressions that you doubt mies. I hear Virinis is preparing a
minions. Anyone who’s ever worked my sincerity. Do not judge me so special surprise for next month’s
with baatezu knows how horribly they harshly, my mortal fHends. I have no menu. She does treat her clients
corrupt the innocent! If you rescue the interest in profit. I would never inflict well.”
child from Durkayle’s tower and bring harm upon an innocent child, as much
her to the Zactar Cathedral, I will give as that might surprise you. The yagnoloth has no craving for
you free use of the Zactar portal and “If you simply must know, I was combat, but he defends himself if at-
anything else within my means.” summoned to guard the Zactar portal tacked. He is simply performing a serv-
ice for Karylin the succubus (and, more

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

Harmonium. The leader of


diers of the has left her restaurant in capable hands weapons, and her magic resistance for
this patrol is a human paladin named and is pushing a cart loaded with fat, protection. If she sustains damage, she
Kellinor. He and his company are squirming larvae. Suddenly, one of the casts the stoneskin spell from her scroll,
searching for a “wanted felon” who’s cart’s wheels falls off and the larvae are rendering her impervious to the next
been accused of selling false gate keys set loose upon the street! While the ld4 +9 attacks.
to Mount Celestia (known to many Harmonium soldiers help Virinis recap- Larvae (4): INT semi; AL NE; AC 7;

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.

The entrance to the monstrous spire


isbarred by a pair of sturdy iron
doors. The doors are flanked by ped-
estals of chipped granite, upon which
are perched a pair of stone nabassu.
Between the statues, strewn upon
the platform, are some charred re-
mains.

The burnt remains are what’s left of


an euTogant bariaur emissary named
Molantu. Working for the Free League,
the bold Molantu was sent to assess the
tower’s defenses and, if possible, slay
the “foul witch” Zaraga, but he didn’t
anticipate the trap (see below). The
bariaur ’s spear +3 still lies amidst his
blackened bones and armor plates.
The guardians at the entrance are
gargoyle golems carved in the likeness
of two nabassu (greater tanar’ri). Un-
like others of their kind, these golems
can belch forth a chain lightning spell
once/day (cast at 11th level). They use
this attack form if approached by un-
wanted visitors. They do not attack the
party provided the PCs utter The Lady’s
Oath before climbing onto the golems’
platform or touching the iron doors.
(The oath is given at the end of Chapter
2.) Zaraga and her closest acquaint- 2. Air Portal. harassed or assaulted. They do, how-
ances know the oath by heart; few other ever, hurl a barrage of insults at the
The floor of the tower drops away PCs as they advance closer to Zaraga’s
Cagers deire visit the tower because (a)
into a bottomless sea of churning lair. Baagoth, a pudgy and pug-nosed
itviolates three Harmonium laws, and
(b)they can’t remember the entire
gray. A light breeze rises from the gargoyle, gMes hungrily at one of the
pale depths and tugs at you, attempt- passing PCs and says “Well, aren’t you
Oath. Contrary to Inimigle’s earlier
ing to coerce you into the cloudy a tasty treat! Soft and succulent and oh,
instructions, showing the golems the
expanse. Roughly-hewn stairs cling so yummy!”
yagnoloth’s basalt talisman is not re-
quired for safe passage into the tower.
to the inside of the tower, spiralling Gargoyles (99): INT low; AL CE; AC

If the golems are attacked, they re-


up into darkness. Rays of light filter 5; MV 9, fly HD
15 (C); 4 +4; THACO 15;
spond in kind but are not assisted by
in through the tower’s stony pores, (/AT 3; Dmg Id3/ld3/ld6/ld4; SD + 1 or
any of the gargoyles in the tower. Aside
but the light provides little comfort better weapons to hit; SZ M; ML 11; XP
from being lazy, the geu’goyles detest the and even less illumination. Above, 420; MM/125.
golems and let them fight their own you hear the dull flapping of many Most of these gargoyles have part-time
battles.
wings. jobs guarding Sigil’s many cathedrals and
Gargoyle golems (2): INT non; AL N; strongholds, but any number of them may
MV 9; HD 15; hp 60 each; THACO The spiral stairs climb nearly 200' be at the tower when the PCs arrive.
AC 0;
5; #AT 2; Dmg 3d6/3d6; SA petrifica- before ending at the door to Zaraga’s The portal leading to the elemental
tion, crush, chain lightning once/day; lair (area 3). The PCs can see Sigil plane of Air is always open and can be
SD immune to all spells except trans- through the tower’s many apertures, closed only by a special gate key (not to
mute rock to mud and earthquake-, SZ M; some of which are quite large (5'-10' in be found anywhere near the Screaming
ML 20; XP 15,000; MM/169 (golem, diameter). The seemingly endless stairs Ibwer) or a wish spell. PCs who plunge
gargoyle— modified). are periodically broken by rocky out- into the gray expanse are immediately
'The 15'-high iron doors leading to croppings or platforms, serving as transported to the plane of Air and
Zaraga’s tower are not locked and may perches for the 99 gargoyles which call must find their own way back. (For
be opened with an individual or com- this tower home. For reasons unknown, details on this elemental plane, refer to
bined strength of 22. the tower has always been a gathering the DM’s Guide to the Planes booklet in
place for these creatures. The gargoyles, the Planescape boxed set.)
though restless and eager to inflict Every hour, the portal releases a huge
harm, do not attack the party unless gust of wind (duration 3 rounds) which

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

adventurers. If reduced to half hit


points,Eyarq leaps out the nearest
window (“Kowabunga!”) and flies up to
area 5.
Eyarq (margoyle): INT low; AL CE;
AC 2; MV 6, fly 12 (C); HD 6; hp 39;
THACO 15; #AT 6 (4 claws/1 bite/1
horn); Dmg Id6/ld6/ld6/ld6/2d4/2d4;
SD + 1 or better weapons to hit; SZ M;
ML 13; XP 975; MM/125 (gargoyle,
modified).
The margoyle guards the stairs to
Zaraga’s lair (area 5) and enjoys interro-
gating visitors (especially prisoners
brought to the tower by Zaraga’s gar-
goyles). When the party enters, he re-
acts to their unannounced arrival by
asking the following questions:
You leatherheads lost? Eyarq wants to
determine whether or not the PCs are
acquaintances of Zaraga or just a pack
of clueless barmies. If Eyarq senses that
the PCs have never met Zsu-aga before,
he pretends to be Zaraga to get what-
ever offerings they’ve brought for her
(assuming they aren’t here to kill her,
in which case skip down to the fourth
question).
This for me? If the PCs mistake
Eyarq Zaraga and give him the
for
gate-key talisman, Eyarq takes it and
flies away. He hides the talisman some-
where in Sigil and returns 4d6 rounds ment, however.) Eyarq gladly leads the
escape her brutal tenderizing. Tired of
later to blackmail Zaraga into relin-
PCs upstairs to Zeuraga’s lair once he is
her quarry’s struggles, the hag closes
quishing control of the tower in ex- convinced that the PCs can defeat her.
her long fingers around its body and
change for the basalt disk. (Zaraga, squeezes tightly. With ravenous hxm-
5. Zaraga’s Lair. Zaraga the annis
displeased by this turn of events, takes ger she shoves the reddish pulp into
out her misery on the dumb berks who spends much of her time in this cham-
her toothy maw and devours it all at
ber, staring out across “her domain”
gave Eyarq the talisman in the first once, then wipes her talons on the
place.) If he learns that the talisman is
and plotting the downfall of her ene-
front of her rags. Hanging from the
mies. One of her most hated foes is the
a device capable of sending Zaraga nearby ceiling are three iron bird
Harmonium—their lawful ways really
away, Eyarq brings it to Zaraga di- cages, two of them containing crea-
may use to leave stick in her craw—which is why Inimig-
rectly so that she it
tures like the one just devoured. Their
le thought of her as an ally for the PCs.
the tower (hopefully forever). pathetic cries for mercy can barely be
Got some garnish? In exchange for When not busy scheming or revelling in
heard above the hag’s great belch.
his hospitality, Eyarq demands pay-
Eyarq’s trifling jealousy, Zaraga can be
ment from the PCs in the form of a found eating jermlaine, her favorite
delicacy. Regardless of when the PCs
Zaraga has only a 1 in 12 chance of
magical item, preferably one which he being surprised and is not pleased with
arrive, they interrupt Zaraga in the
can use to secure control of the tower the PCs’ intrusion, but she forgives
and its gargoyle inhabitants. “Jink middle of dinner:
them instantly if she sees Inimigle’s
me!” is one of his favorite expressions.
A dying scream rings out from above. gate-key talisman in their possession:
He does not allow the PCs to invade You reach the top of the spiral stair-
Zaraga’s lair until he is paid, attacking
case only to behold a horrible sight. A
“Vermin!” shouts the hag. “How
them necessary. He flees if reduced
if
gaunt female with skin of midnight- dare you invade my tower! I should
to half hit points.
blue and hair as black as tar is bent
kill you where you sta—Do come in!”
You sharp with that sword, leather- over a stone-carved table, skewering
head? If Eyarq learns the true reason something with a long black spike. In exchange for the talisman, she is
why the PCs have come to Z8u*aga’s Screams of pain rise up from the table, willing to provide one service, but only
tower, he offers to help them reach a helpless, squirming because of her long-standing association
upon which lies
Durkayle’s tower if the PCs agree to kill
The tiny imp held tightly with Inimigle the yagnoloth. If they do
creature. is
Zaraga. (The chaotic margoyle isn’t in the evil hag’s clutches, unable to not have the gate-key, the PCs must
likely to honor his side of the agree- give the annis some other treasure (a

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

sp® antipathy, except creatures which


Harmonium presence in the Cage b' t^,*nd tht players might suspect Thft
was concerned that Durkayle migh £as%ome bearing on her accelerated inain a successful saving throw suffer
take advantage of his autonomy. FcSfe ' growth.) dana^e each round they remain inside
this reason, Sarin placed an advisor, (he. V ,Liks-J)ther alu-fiends'her age. Ur tihe^wer (ld6 hp/round).
a spy) in Durkayle’s ranks— the har(M i fae^m to manifest several tai TB source of the protective magic is a
head wizard, Thgon Flamebane. \ 'to*Sto;aad to display some •spl&e of law, a magical device which
Durkayle’s compound houses appro& jaaihits. Upset by her fat^ /Dt^ayle keeps in the highest room of
mately 200 trained soldiers, several o^ 'dpailura to Bedlam, _U rhbp tm tower (area 14). This artifact is what
whom can be seen or heard marching f -found Events Karylin the succubus from
the enclosed courtyard. Most of the Vneak^tot df hdrj _ntering the tower and retrieving her
soldiers are hardhead notaries (2nd-3rd daughter. Umbra, who is chaotic but not
level fighters), while about one-quarter ^gb(s a table. yet evil, has not been injured by the
are measures of 4th-7th level. There sphere, but its presence does make her
Umbra’s clutches before restless. (Eventually, if her evil nature
are no initiates in Durkayle’s strong-
hold as they are housed and trained the use it on takes hold, she will no longer be able to
exclusively at the Barracks, a dominat- dear Auntie reside in the tower and must use her
ing fortress visible from anywhere in Emalica the erinyes despises Umbra powers to escape.)
The Lady’s Ward. (For a detailed map (“Disgusting little half-breed tanar’ri The only prominent entrance to
and description of the Barracks, see The wretch!”) and wants the alu-fiend de- Durkayle’s tower is on the first level
Facial’s Manifesto.) stroyed. Whenever Durkayle is around, (from the inner courtyard), although the
As a loyal servant of the Harmonium, the erinyes maintains a thin veneer of PCs can enter through any of the tower’s
Durkayle’s duty is to enforce Sigil’s tolerance, but with Daddy gone she’s windows. All windows look out over the
laws and keep everything in a state of finding the temptation nearly irresist- courtyard and toward the Harmonium
harmony. Durkayle’s preferred method ible. She would never blatantly harm barracks. Durkayle’s tower seems even
of dealing with discord is by threats and Umbra for fear of jeopardizing more massive on the inside, since its
bullying. He’s even made secret pacts Durkayle’s alliance with her superior, ceilings vary in height from 20' to 40'.

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

pronged pitchforks. They stand against


opposite walls of the room, staring at
one another with hideous leers.

The bearded fiends are barbazu,


. . . and s® they lived happily EVER AP + ER.
feared soldiers of the Blood War. These IN THE abyss.
particular barbazu serve the amnizu
in area 11 but have orders to obey TAGON fLAmCBANC, +fiLLlHG A
Durkayle (so long as his instructions
don’t conflict with the amnizu’s).
BfiD + imfi S + OR.Y UmBRA
The barbazu are not armed with the
glaive-like weapons usually associated
with their kind. They wield 8'-long
tridents of life draining which, in addi-
tion to inflicting normal damage, drain
ld4 hp from their victims permanently. 6. 11;
15, THACO 17; #AT 2; Dmg ld3 +2/
(Hence, these weapons cause 3d4 hp A polished ebony desk occupies one SA breath weapon, spells; SD
ld3 -H;
damage to man-sized foes, ld4 of which end of this lightless chamber. Posi- immune to normal fire; SZ M; ML 8; XP
are permanently lost.) Only a heal or tioned behind the desk is a slender 420; PMC/73. Fire mephits can cast
limited wish spell can restore hit points chair adorned with ebony spikes. magic missile (2 missiles) and heat
lost in this frishion. The tridents are Hanging on the wall behind the chair metal each once/day.
charged with negative energy; good- is a tapestry depicting a group of ar- The slabs of meat were once rothe.
aligned PCs who destroy these evil mored knights ushering row after row The rothe were brought to the tower by
5.
weapwns (by tossing them into a lava of pilgrims into a bright light. Kras and Scamang (Durkayle’s
flow, a furnace, or some other devastat- barghest henchmen) as food for the
ing source) should be awarded 2,000 XP The tapestry is meant to symbolize human soldiers.
per trident destroyed. Harmonium soldiers ushering the masses
Bazilod and Drabluu (barbazu): INT along the road to Harmony. The office Dining Hall.
low; AL LE; AC 3; MV
15; HD 6 +6; hp belongs to Thgon who, in Edition to his
THACO 13; HAI 3 or 1; Dmg ld2/
43, 35; supervisory duties, handles Durkayle’s Several long tables with benches fill
Id2/ld8 or 2d4 + ld4 (see above); SA bat- bureaucratic affairs. 'Ihgon keeps ledgers this torchlit hall. Bits of food and
SD + 1 or better
tle frenzy, disease, spells; of prisoner transactions, duty rosters, shattered dishes lie strewn upon the
4.
weapons to hit, tanar’ri immunities; MR requisition forms and “scrolls of law’’ floor.
30%; SZ M; ML 12; XP 6,000; PMC/20 (papers outlining current Harmonium
(baatezu, lesser). Spell-like abilities; relations) in the drawers of the desk. 'This occupied by IdlO + 20
area is
advanced illusion, animate dead, affect 'There is nothing revealing or incriminat- Harmonium meal hours.
soldiers during
normal fires, charm person, command, ing in the ledgers or papers. The DMcan determine whether or not
fear (by touch), infravision, know align-
the room is occupied when the PCs
ment (always active), produce flame. Kitchen. enter. The soldiers are all 2nd-5th level
The paranoid barbazu routinely use fighters dressed in plate mail.
know alignment ability to scan
their This smoke-filled room is lit by three
Harmonium soldiers, just to ensure their blazing fire pits. Stoking the fires
7.Torchlit Corridor. This 30' corri-
ranks have not been infiltrated by chaotic and dancing in the embers are three
dor hidden behind a secret door. The
is
spies sent by the tanar’ri. Tb keep in- impish creatures with skins of flame.
secret door was designed to confuse
truders finm escaping, the barbazu often Impaled on spits above the fire pits
ground-based intruders and prevent
use advanced illusions to create illusory are three unrecognizable slabs of
seared meat.
them from locating the tower’s broad
walls of fire blocking the doorways.
central staircase. However, the secret
When driven into a battle frenzy, the door is easily detectable from inside
barbazu are +2 to hit and receive +2 'The three impish creatures are fire
the 30' hallway. (On this side, it re-
on damage; however, this frenzy also mephits. They are too busy playing in the
sembles an ordinary stone door.)
gives them a +3 penalty to their AC. fires to pay much attention to the PCs,
and they are not under orders to guard
Level 'Two
Tagon’s Office. The doors to this the kitchen against intrusion. 'They are
chamber are both fire trapped. Flames not allowed into other areas of the tower 8. Tagon’s Quarters. The door to this
erupt from the door frame whenever a and know nothing about the rooms be- room has been wizard locked at 7th
nonlawful creature attempts to walk yond the kitchen. If plagued with ques- level. Beyond the door lies a windowless
through the portal. All creatures within tions, the mephits either breathe gouts of chamber equipped with an iron-framed
a 5' radius are susceptible to damage fire at the PCs or cast heat metal spells on bed, a table, a chair, and a wardrobe
unless they have special protection theirweapons or Eumor. with clawed feet. 'Ihgon spends most of
against fire (ld4 +7 hp deunage or half if Fire mephits (3): INT average; AL N; his time seated at the table, reading
a save is successful). AC 5; MV
12, fly 24 (B); HD 3 + 1; hp 16, and writing passages in his spell book.

DUNGEON 35
UMBRA

fails to savewilling 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
D0N-+ HA+E me bccause i-m BEAU+IFUL. from his enchantment before she can
attempt to charm another.) At the mo-
- fifflAUCA +® A PAA+Y ®f* CLUCLfiSS ment, she has no desire to harm the PC
or sweep him away to Baator— not when
BAA + fiZU»BASHCRS 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 wears 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
Ihgon is man of indeterminate years with first six attacks); MV 12; W7; hp 17; abducting Umbra, Durkayle will no
hunched shoulders, an untrimmed beard, THACO 18; Dmg by spell, wand
#AT 1;
doubt blame the kidnapping on the
and wooden teeth. (His real teeth were or weapon D 9, C 9, 1 17, W
type; S 9, 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 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
,

inthe Forlufisn. Intruders w’ft^^irf^dei*frees the dreaded gelugon), or destroyed


all forms of mental and subliminal,,.
coercion, including spells such as ^g- to ZbOftnl-ife taken at trident ^ Vy an intense magical force such as a
gestion, taunt, charm person, and domi-,j^ in area 11. If the PGs^u^fe'^^ ^ere of annihilation (which would
:bQ surr^Mer, the barbazu attack^uvit^i*^;^, destroy not only
Greptaug s sphere but
nation. Emalica was not pleased te.find,,. -
. /-I-/-. Tfrru.;®! also the creature inside it). DispeZ magic
this ring in Durkayle’s possession,'’ its iri

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
,

baby carriage was used when Umbr^j^a’j


. Durkayle because of their common
tat)ar’r(, but,yc»i bjeed lik^tanar’ri|’

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.

lash out at anyone foolish enough to liflf^^'


AC 3; MV:i$; HD 6i + 6; bp\50; 'THAt^O mkted with a tanar’ri and Greptaug
the CEuriage’s hood. Emalica is not afraid 13; #AT 3 orl; Dmg Id2/ld2/ld8 or /^^islikes pit fiends even more.) Greptaug

to handle the snakes, since she is immune


2d4 + ld4; SA battle frenzy, disease, needs the support of a faction before he
spells; SD + 1 or better weapons to hj^ can hope to gain a foothold in The Cage.
to their lethal poison. If forced into com-
bat, she hurls the snakes at her oppo-
tanar’rjfmmunitjes; MR 30>^ S_^ M: Of course, Greptaug is deluding himself
nents (two/round).
ML 12; XP 6,000; PMC/20 (Uaatezu, if he thinks the rest of the Harmonium

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

Umbra seizes one of the daggers and


defends herself.
Umbra (shapechanged alu-fiend): INT
very;AL chaotic (with evil tendencies);
AC 5; MV 12, fly 15 (D); HD 2; hp 8;
AIN'+ SHE A SWEG+ LI++LE PIK.E!
THACO 19; #AT 1; Dmg by weapon
type; SD cold iron or magical weapons
DIRNGRIN +HC CAmBION. |US+ BfifeRfi needed to hit, tanar’ri immunities,
UmBRA Bl + fiS HIS flNGCR spells; MR 30%; SZ S; ML 7; XP 4,000
(for rescue only); PMC/94 (tanar’ri,
lesser— modifed). Umbra can regain lost
hit points at the expense of her oppo-
nents. This requires a normal melee hit
(inflicting ld4 hp damage), of which the
alu-flend gets half, rounded up.
PCs who look at the palm of Umbra’s
If attacked by multiple foes, Greptaug it back!” If they don’t bring back the left hand won’t find a birthmark.

a safer location within


teleports to spinagon as ordered. Umbra threatens Umbra hides her birthmark when she
Durkayle’s tower (such as area 3). If the to tell her father. assumes human form. To see the birth-
PCs somehow thwart his escape, or if The cage in middle of the room is mark, the PCs must dispel Umbra’s
they seem particularly annoying, Umbra’s. "lb keep the child from wan- change scZ/" spell or otherwise convince
Greptaug unleashes a 9 HD
fireball inside dering off, Ihgon and Emalica would the alu-fiend to revert to her natural
the room before making his departure. lock her in the cage at night. Umbra’s form. Umbra’s birthmark is identical
12. to the symbol of the Zactar faction and
Like all baatezu, he is impervious to dimension door ability makes the cage
magical fire. His eyeglasses of sight enable useless as a prison, but she is so accus- verifies that she is the One 'True
him to see through illusions and magical tomed to sleeping inside it that she Being of Zactar’s prophecy. Umbra is
disguises like the priest’s true seeing spell. would rather sleep there than on the not aware of her special destiny and
While in Sigil, Greptaug is unable to more comfortable bed. The wardrobes would rather be left alone.
use his gate ability to summon rein- both contain adult-sized clothing, as The presence of her father’s “silver
forcements. As a rule, the Lady of Pain well as two complete suits of chain ball” (the sphere of law in area 14)
prevents gate spells from operating mail +2. makes Umbra uneasy, and she is afraid
inside the Cage. Several of Umbra’s powers have begun to touch it. Umbra dislikes living in the
to manifest themselves, including the tower but can think of nowhere else to
Umbra’s Playroom. The door to ability to shapechange into a normal- go. If the PCs can convince her that the
this room has been wizard locked by looking girl (a form she generally prefers outside world is safe, she might consider
Thgon. to her own). She does not assume her true leaving the tower willingly. However,
form unless forced to do so. At the present convincing Umbra should not be an
The floor of this spacious chamber is
time, she has the following additional easy task— but an interesting role-
littered with wooden dolls and sharp spell-like abilities; ESP, dimension door playing opportunity nonetheless!
daggers. An iron cage rests in the (usable only once/day) and darkness 15'
middle of the floor. Against the far radius. In time, she will learn the other 13. Bathroom. This cold, windowless
wall is a bed of garish craftsmanship powers common to her species, including chamber is furnished with the basic
and a pair of tall, matching ward- the ability to cast charm person, sugges- amenities of a bathroom, including a
robes. Perched atop one of the ward- tion, and teleport without error. She has ghastly iron tub with clawed feet.
robes is a small winged creature, used her dimension door spell once before
while staring up at it from the floor (to snatch the wand of frost from Thgon’s Level Three
is a pretty young girl. The impish
room) and has not used it since. However, 14. The Sphere of Law.
creature atop the wardrobe is about if someone unfamiliau- approaches within
to hurl a tiny fireball at the girl 10' of her. Umbra uses this power to es- This Lrshaped room has but a single
when it and
notices your intrusion cape. The alu-flend is too sheltered to furnishing: a 5'-high, wrought-iron
flies out the nearest window. The imagine a world outside the tower amd tripod shaped like a fiend’s talon.
little girl looks over her shoulder, her chooses not to leave its confines. This Nestled comfortably in the talon’s
face dark with hostility. “You scared doesn’t meaui the PCs won’t find them- clutches is a 6" -diameter silver globe.
it away!” she says angrily. selves chasing her around the tower!
There are 20 daggers scattered amidst The globe in the tripod is Durkayle’s
Umbra’s “friend,” a spinagon named Umbra’s dolls. 'The weapons were placed sphere of law. The sphere radiates a
Skryll (hp 12), vacates the chamber here by Emalica, who hoped the alu- powerful aura of antipathy which sur-
when confronted by anything it per- flend might “injure herself.” After the rounds the entire tower. Only chaotic
ceives as a threat. (See area 9 for com- “stunt” she pulled (seizing Tbgon’s evil creatures are affected by the aura.
plete statistics.) The temperamental wand of frost). Umbra has been told not (See “Durkayle’s Tbwer” for details.)
alu-flend child, annoyed by its sudden to leave this room. If threatened and Any lawful creature who touches the
departure, demands that the PCs “bring unable to escape via magical means. sphere feels a warm, tingling sensation

38 Issue No. 55
UMBRA

and can regenerate lost hit points at a


rate of 1 hp/round. If the sphere of law is
touched by a nonlawful individual, that
person must save vs. spell or have her
alignment permanently changed to mus+ BE A BLIZZARD in BAA+0R.
The sphere does not change the
lawful.
individual’s ethos (good, evil, neutrali-
— A HARDHCAD,
ty),but the sudden change to lawfulness CONCCRNfiD ABeUHK +HC NUmBfiR Of
has a 50% chance of driving the affected
person insane. (Treat as a permanent BAA + fiZU IN DURRAYIC'S +©W«R
confusion spell with no save.) Durkayle
has not made Umbra touch the sphere
for this reason. Restoring the wearer’s
true alignment (or sanity) requires a
remove curse spell cast by a priest of at
least 14th level.
The sphere of law is solid, surpris- to flee using his helm of teleportation. with specialization);SA charm person
ingly heavy (50 lbs.), and securely IfDurkayle returns to find his daugh- once/day; SD +3 to
save vs. fear and
held in the tripod’s talons. A knock ter abducted, he is outraged. Assuming emotion-based spells; S 17 ( • 1/+ 1), D
spell is required to unhinge the talon’s the kidnappers have already given his 11, C 16, 1 14, W 13, Ch 17; ML 18; XP
fingers, enabling one to remove the hardheads the laugh, Durkayle begins 9,000; plate mail +4, bastard sword +3
sphere safely. Other than the magical interrogating Emalica, 'Ibgon, and the (specialized), helm of teleportation, ring
sphere, Durkayle has few items of tower guards. Durkayle then conducts a of alertness, ring of free thought (both
value. This is, after all, a military relentless search for signs of Umbra or rings detailed below).
stronghold, and Durkayle is far too the intruders (with the help of his The ring of alertness was a wedding
preoccupied with enforcing SigiTs guards and baatezu allies). If the PCs gift to Durkayle from Karylin. It allows
laws to hoard treasure. find themselves unable to flee the tower, him to go without sleep indefinitely. If
Emalica or Greptaug might lend assist- the ring is worn for more than three
Chapter 6: Durkayle Returns ance if they can get away with it. If days straight, there is a 1% cumulative
Durkayle captures the PCs, they’re chance each day that the wearer goes
This encounter is intended to add
placed in shackles, locked inside the insane (treat as permanent confusion
suspense. Just before the PCs con-
barghests’ wagon, and carted off to the spell, curable only with a heal spell).
clude their exploration of Durkayle’s
Prison for incarceration pending their The ring of free thought protects
tower, the high-up man himself re-
trial. Durkayle knows nothing about Durkayle from all forms of mental
turns from his adventure in the Out-
the Zactar prophecy or Umbra’s special attack and coercion including charm,
lands. Durkayle’s unexpected arrival
nature, and he doesn’t care. He won’t suggestion, taunt, domination, and
should take place shortly after the mind
allow anyone to take away his daughter. psionics. It does not shield his
PCs encounter Umbra but before they- against harmless mental probes or
If the PCs kidnap Umbra and flee the
’ve made good their escape. Once he
tower, Durkayle commands his bashers ESP spells.
figures out what’s going on, Durkayle
in Sigil to find clues to his daughter’s
does everything he can to stop the PCs
whereabouts. Within hours after her Chapter 7:
from taking away his daughter.
abduction, nearly all of Durkayle’s Leaving the Lady's Ward
Unfortunately for the PCs, Durkayle
hardheads are scouring The Cage for Waiting outside Durkayle’s stronghold is
has returned in a very dour mood. His
the missing alu-fiend child and her Dimgrin. Using his polymorph self spell,
day has not gone well so far. Just mo-
kidnappers. Even if the PCs avoid a
ments after he set foot in the chaos- the cambion has assumed his familiar
confrontation with Durkayle in the
ridden burg of Bedlam, the portal tiefling disguise. Within 100 yards of
tower, he eventually catches up with
snapped shut and vanished, sending Dimgrin are several of Virinis’ poly-
half of his troops to Limbo instead.
them at the Zactar Cathedral. morphed bar-lgura (minimum one per PC)
Tlie PCs should not be thrust into a
(The portal was, after all, discovered disguised as common Cagers and petition-
life-or-death battle with Durkayle or his
and used by Xaositects!) The ers. Statistics for Dimgrin and the bsu"-
forces at this time. However, if the PCs
Harmonium soldiers who managed to Igura appear in Chapter 1.
decide to confront Durkayle in his tower Dimgrin was sent by Inimigle to
stay with Durkayle got lost in Bed-
rather than flee, Durkayle is in no mood
lam’s maze-like streets and were guarantee the party’s safe exodus from
to talk or discuss terms. He has the poor
swarmed by hordes of barmy warriors. The Lady’s Ward. The disguised cam-
sods arrested and locked away. Those
The cornugon baatezu who went with bion is standing outside the gates of
Durkayle picked a fight with three who resist are either captured or slain. Durkayle’s stronghold, waiting for the
farastu gehreleths who came through
Durkayle (human fighter): AL LE; PCs to emerge with Umbra in their
the gate leading to Pandemonium,
AC + 1; MV 12; FIO; hp 81; THACO 10 custody. Whether or not the PCs are
(7 with strength, specialization, and the successful in retrieving the alu-child,
leaving Durkayle to fend for himself.
+ 1 to hit bonus for being a member of Dimgrin helps them leave The Lady’s
With his troops in utter disarray, a
the Harmonium); #AT 5/2; Dmg by Ward. If the PCs leave Durkayle’s tower
very despondent Durkayle was forced
weapon type -t3 ( +1 for strength, +2

DUNGEON 39
UMBRA

Dirngrin, the PCs, and Umbra. If the


PCs refuse to follow Dirngrin back to
the tavern and go directly to the cathe-
dral, proceed with Chapter 9.

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 .

Soric was once a 9th-level adventure^ ^ t^jfe^frT’Cs'flaUy deny _


“You can’t leave Umbra in the
who fancied himself a tanar’ri-slayer./ M ^^^^^"auts-ubus
dutches of the Harmonium! That
He met his match in Karylin, however. ^Wll^tes_mtohaadiogovef ttieSu^t '
I

^ifrtjj^tries to charm her unwillin^s^^L


& aildle-coved planeswine, Durkayle,
Her kiss drained him of five experieftc^ i
will destroy every vestige of her
levels before he realized what was I na^ into accepting hcfmatt^’s\S^
Wmar’ric nature, reducing her to a
pening. Later she charmed him andlpS I rtk^la'htig.” Dimgrin andhishaJ* )) M ife of servitude— assuming the
his fighting skills to good use as a i • fvenchmen block the
•baatezu don’t destroy her out of
henchman. Despite the occasional nus® K iiTipr while Soric derend^^mUlj^^^W love for Umbra is too great
from attack. ^ — J spite! My
treatment, Soric still serves her. \ o I to permit that! I implore you—
Read or perapbrCsa tne-Call^KpiI^^f's
j J
retrieve my daughter from
If Umbra Was Recovered ... '
S . the FiCg agree to htr Karylit^^fE&ry^
^ ' Durkayle’s clutches.”
Ifthe PCs were successful in kidnap-^ ‘^mhrais my responsibility. A
ping the alu-fiend child, Umbra’s pres-
^
T Mje who can nuftnrehBr'aKIiiiQ^ / If the PCs refuse to help Karylin, she
ence draws little attention from the i arid ^otecther agaiiKt thrlwnd^-' becomes irritated and tries to persuade
y J
Black Sail’s patrons. The crowd is accus- F^hpatezu. The Harmonium them using her charm person and sug-
tomed to seeing tieflings, cambions, and ^ ^iTT-my daughtariiAo a slave! She gestion spells. If she suspects that this
other strange creatures. Salja the wait- '-.wm be'safoin Phumis, my home tactic won’t work, she makes plans to
-

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

mained desolate and abandoned over


the years until the building was pur-
chased by the Fated (another of Sigil’s

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

the party’s arrival. Karylin then leaps \ cath^rbrelblBrior. \ ''


(
thick gray carpet. The chamber has
I

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 . . .

One True Being’s will.”


against the chamber’s walls have
turned to flesh! The three robed wom- Chapter 11: Custody Battle
The sudden “awakening” of the Zac-
en step forward and approach the aJu- Neither of Umbra’s parents is willing to
tar priestesses means the Fated’s deed
flend with open arms. let the alu-fiend remain in the clutches
to the vacant cathedral is annulled.
When the Thkers learn of the Zactar of the Zactar faction. Tipped off by
When the portal closes forever, its
faction’s return, they’ll have no legal agents at the Black Sail tavern,
gate-keys become useless brass rings. Durkayle arrives at the front of the
alternative but to let the priestesses
PCs who are inside the cathedral but have their “precious cathedral” back. In cathedral using his helm of teleporta-
not in the tower will hear the voice tion. He is accompanied by his two
time, the Zactar faction may once again
(Zactar’s voice) resonating throughout barghest henchmen, Kras and
rise to prominence in the Cage.
the structure. Those who are outside the Scamang, who are mounted atop a pair
cathedral will not hear the voice but of kocrachon baatezu. (The barghests
Inimigle Unbound
will see a brief but intense green light need the kocrachon for their teleport
emanating from the tower’s windows. Kraal the mezzoloth is not released ability.) Also present is Ifeslar Phul—
The three statues in the portal cham- from “guard duty” until a member of middle-ranked member of the Fated.
ber are actually priestesses of Zactar the Fated frees him. However, since Tbslar, who teleports with Durkayle,
who were turned to stone so that they Inimigle was charged with guarding the was brought along because he has a key
might someday greet the One True portal itself, the yagnoloth is free to to the cathedral and possesses the legal
Being when it arrived. (By stepping into depart the cathedral as soon as the authority to enter the premises. He also
the portal. Umbra hasfooled the priest- portal collapses (and does so using his has permission (and the rank) to com-
esses into thinking she just arrived, teleport spell). Never one for short good- mand the cathedral’s yugoloth guard-
causing them to revert to flesh.) The byes, Inimigle relays the following ians, although Inimigle may have
priestesses are the only remaining message just before teleporting away: already departed by this time.
members of their faction, and with If she has not been slain, Karylin the
Umbra’s help they are confident that “Free at last! Oh, the joy! Oh, what
succubus also returns to claim her
merriment! Let the horns sound and
the faction will thrive again. daughter. K 2irylin tries to teleport inside
Kiria, Ivadi, and Jerezin (Zactar the whistles blow! I am FREE! No
the cathedral (assuming the cathedral’s
priestesses): AL CG; AC 10 (5 with
longer must I ruminate endlessly in
dead zone has been deactivated) but she
MV this ghastly sepulchre of a church! I
magical vestment spell); 12; P7; hp waits outside if necessary. She uses her
THACO #AT Dmg by can feel the warmth of Mungoth’s
45, 44, 40; 16; 1; charm and suggestion spells to win the
W 18; ML 14; crackling fires beckoning me. The
spell or weapon type; party’s obedience. If her charms fail,
gentle smell of sulfur rising from
robe, footman’s mace +2, holy symbol. Karylin withdraws and waits for a
Skarach’s Gorge! The taste of
All three clerics have the following chance to snatch Umbra from the
memorized: cure light wounds, charred maggot-meat flaming on a
spells clutches of the Zactar priestesses and
spit! Oh farewell, mortal acquaint-
remove fear, sanctuary;
detect evil, light, the preoccupied party.
ances! If you happen to find your-
augury, find traps, hold person, know Durkayle is determined to seize
selves stranded in Gehenna,
alignment, withdraw; cure blindness Umbra and those responsible for her
and deafness, magical vestment, remove Paradise of the Outer Planes, don’t
abduction. Karylin knows better than to
hesitate to stop by for a chat.
curse; cloak of bravery, reflecting pool. stand in his way, preferring to under-
The priestesses attempt to lift the “Oh, and try not to look so glum.”
mine Durkayle’s efforts rather than
circlet of magic negation from Umbra’s

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

of Law (Monstrous Supplement; baate-


advanced
zu, lesser). Spell-like abilities:
illusion,animate dead, charm person,
infravision, know alignment (always
active), suggestion, teleport without
error.
Kocrachons are loathsome beetlelike
fiends with enameled carapaces, pincer-
like claws and long proboscises. They
can assume a fairly erect stance to em-
ploy weapons with their claws, though
these particular creatures have no
weapons handy. Three times per day,
the kocrachon can transmit a healing
fluid through their bites (each bite heals
ldl2 hp damage). They use this to heal
each other or the barghests. They can
also inject a disease-causing fluid, pro-
vided they remain fastened to their prey
for three rounds. (A successful bend
bars roll is required to forcibly remove a
kocrachon ’s serrated proboscis from a
wound).
Teslar Phul (human wizard): AL N;
AC 4; MV 12; W6; hp 20; THACO 19;
#AT 1; Dmg by spell or weapon type; I
17, C 15; ML 10; XP 2,000; bracers of
defense ACS, ioun stone (green ellip-
soid; absorbs spells up to 8th level,
maximum 29 spell levels), ring of shoot-
ing stars, ring of protection +2; Spells
memorized: charm person, detect magic,
read magic, unseen servant; continual
light, ESP, invisibility, knock; dispel
magic, lightning bolt. Phul’s robes are

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!).”

“Tulips of the Silver Moon” is an AD&D®


adventure for4-6 non-evil PCs of 5th-7th
level (about 30 total levels). Any mix of
races and classes is acceptable, although a
ranger or another character with tracking
proficiency could be of great value, as
would be a druid.

Optional rules from the Complete


Fighter’s Handbook (CFH), the Com-
plete Thief’s Handbook (CTH), the
Complete Wizard’s Handbook (CWH),
and the Thme of Magic (TbM) are set
off in gray boxes like this one. If you
do not wish to use these supple-
ments, simply ignore any references
to them.

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-

SILVER MOON turstl skill. The first bulbs of a new spe-


cies of tulip have fetched prices £is high as
75,000 gp each from larger, more powerful
kingdoms. The revenue generated from
the sale of these flowers provides food and
other supplies to the tiny nation.
That such valuable bulbs have at-
BY STEVE D. LOKEN
tracted the attention of thieves through-
out the land comes as no surprise. More
than once in Thngreen’s history has a
new bulb been stolen and sold to the
Say it with flowers highest bidder. But apart from these
independent fortune-seekers, there are
other, more sinister thieves at work.
Competition among tulip-fanciers is
Because the bulbs are self-
fierce.
reproducing, a new breed is valuable
Artwork by Steven Schwartz
only for three to five years. After this
time, there are enough bulbs of the
species to make it “commonplace.”
Foreign kingdoms pay for rarity. This
pressure to breed new varieties for

48 Issue No. 55
TULIPS OF THE SILVER MOON

export so great that many horticul-


is himself in his foreboding compound in flames, they scattered into the darkness
turists employ spies to gather informa- the northwest corner of Thngreen. He is and made their way to a waiting car-
tion on the progress of their colleagues, extremely paranoid and fears dealing riage (the servants were too busy fight-
for success brings much prestige to the with people because of the risk of public ing the fire to stop the intruders). Thus
individual tulip-breeder. Theft of notes, ridicule. However, he has some wealth, they made their escape. Magheo made
sabotage of flower beds, and even generated by a silver mine he owns in sure to wound Zared slightly to prevent
murder are not uncommon occurrences the southern mountains. suspicion from falling on him.
in the otherwise peaceful realm. In Otto has recently fallen in love with
short, the tulip-fanciers of Thngreen are Melantha Tteyen, the beautiful young Beginning the Adventure
deadly serious about their work. daughter of a traveling merchant. She
After the party has been traveling
has just turned 19, and Otto feels that
north along a lonely country road for
For the Player Characters he must act quickly before some other
about two hours the morning after
man proposes to her. Because of his Otto’s attack, read or paraphrase the
Read or paraphrase the following:
appearance, Otto feels that his only
following:
The past three days have been won- chance of winning her love is to breed a
drously relaxing for you. Your nights new flower and then name it after her. For about an hour now you have
have been spent at cozy roadside He isn’t as skilled at breeding flowers caught faint whiffs of smoke in the
inns, where the hospitality of the as is Johann, so he has turned to other still, cool morning air. Now, top-
locals has been truly pleasurable. means. ping a small rise in the road, you
During the day, the warm spring air Otto assembled a team of henchman see the source. Thin trails of smoke
has carried the delightful scent of to aid in securing the new flower. These drift lazily into the sky from the
cherry blossoms and wild flowers on are the only people in the region with charred remains of a manor house.
gentle breezes. Fields of wild flowers, whom Otto has had a long-term rela- About half the house has been re-
bright and gay, have created a pleas- tionship, and that only because he pays duced to ash, and the other half is
ing backdrop for your leisurely jour- them well for their services. stained with smoke and water. A
ney. You had heard of the beauty of Otto hired a young thief named Zared small group still works to put out
Tlaingreen before, but now you are to infiltrate Johann’s estate. Working as a the smoldering remains of the fire,
getting to see it for the first time. stable boy, Zared provided reports to Otto carrying buckets of water from the
concerning the progress of Johann’s work. well to dump inside the house. A
The PCs have been traveling through As soon as the new bulb proved viable, few have begun to sift through the
the principedity of Ikngreen, renowned for Zared informed Otto, who then launched ashes, looking for items that may
his attack. have survived the destruction.
its beautiful flowers. Three more days
travel should take them out of Thngreen
With the assistance of Albinus the As you continue down the road, you
and into the Kolston Range, a series of transmuter, twin halfling thieves see one of the fire fighters mount a
moimtains rumored to be filled with named Dram and Pounce, and a swash- horse and gallop, bareback, toward
wealth and adventure. In the meantime, buckling human fighter named Magheo, you. A middle-aged man in a soot-
however, the peaceful journey through Otto raided Johann’s estate late one stained nightshirt and breeches
Thngreen should relax the party and night. Sneaking in during Zared’s waves for you to stop. When he ar-
allow them to heal any woimds received watch, the thieves quietly dug up all rives,he addresses yoiu- group.
during previous adventures. the tulip bulbs from the garden and “Your pardon, good sirs. If you could
stole the ones stored in the greenhouse. spare a moment while a humble ser-
For the Dungeon Master Dram, wearing boots of varied tracks, vant catches his breath ah, there.
. . .

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

during their investigation of the grounds,


Servant Information Table run “The Representative” (page 52)
Use this table to determine the information gleaned from interviewing the ser-
vants at Johann’s estate. The party must spend considerable effort interviewing A. Burned Manor House.
the people (at least one hour of interviewing) to discover this information. Even You see before you the smoldering
then, the stress of the attack may cause the servants to embellish their stories. remains of a stately two-story manor
house. Originally L-shaped, one wing
Roll
has been reduced to a pile of ashes
Servant (d6) Information and a charred skeleton of framework.
Cheney (butler) 1-4 “Icaught a glimpse of a halfling in the shadows.” (T)
The wing that was not destroyed has
5-6 “I don’t think thiswas an act of vandalism. The men
suffered severe smoke damage. A
were here to steal my master’s bulbs.” (T)
group of servants has already begun
Olga (maid) 1-4 “One of the attackers was a wolf-man, a huge hunched sifting through the ashes, retrieving
beast with fangs.” (F) what items they can.
5-6 “I didn’t see anything— I was too frightened to pay
attention.” (T) This is Johann’s country home, where
he spends most of his time. 'The fire,
Spere 1-3 “I heard some horses whinnying on the road right
caused by Albinus’ flaming sphere spell,
(groundsman) before the alarm sounded.” (T)
has destroyed many valuable works of
4-6 “Somebody hit me with a dart. The wound feels like it
art. However, Johann’s horticultural
is on fire.” 'The dart was poisoned. (T)
notes were kept in the study in the wing
Liana (cook) 1-4 “I felt the chill of the grave about them. The attackers that survived, so not all is lost in his eyes.
smelled of Death.” She thinks they were undead. (F)
5-6 “One of the intruders was wearing a red cloak” She has B. Stables.
a piece of it to show the PCs; it is from Magheo’s scarlet
cloak. (T) This long brick and wood building is
obviously the stables. A half dozen
home. riding horses and two heavy draft
As the PCs approach the manor with his greenhouses, and set fire to his
He sure that there was a spellcaster horses are kept here. They are very
Cheney in the lead, read the following: is
agitated because of the fire etnd can be
involved, for a ball of flame was seen to
As you draw closer to the cheured roll across the side of his house. But
heard whinnying and stomping con-
manor house, a man in a linen over- stantly. The building appears to have
these things can be fixed. A worse crime
shirt, leather breeches, and fine was committed: The thieves stole his been imtouched during the attack,
riding boots detaches himself from tulip bulbs—over 400 of them. Worst of
although the young man tending the
the firefighters and walks up to greet all, they got the three most valuable, the
horses was not so lucky. A bloodied
you. As this man stops before you, only three existing bulbs of the Tulip of
bemdage is wrapped around his head,
the rider dismounts and, turning to the Silver Moon. These are extremely and he walks with a limp as he exam-
face you, announces, “My honorable valuable, and Johann wants them recov- ines the steeds.
gentlemen, may I present to you ered before they are destroyed.
Lord van Lydsund, Master Horticul- Johann implores the PCs to aid him by The young man is Zared, Otto’s thief-
turist.” That said, he jogs off to join tracking down the vill8iins responsible informant. If interviewed, he says that “a
the group of firefighters, who have and recovering the three bulbs. He hands giant of a man” attacked him while he
by this point finished their job. over a bag of 250 gp as he makes this was on watch. Zared “saw” this man run
“My humblest apologies to you for request. Although most PCs have diffi- across the fields to the east. He is ex-
interfering with your travels. How- culty distinguishing the Silver Moon tremely grateful if the PCs offer to heal
ever, I am in dire need of assistance, bulbs from normal tulips, a druid can him, although he does not demand it.
which, judging from your appear- identify them quite readily. They are
Zared: AL LE; AC 7; MV 9; T3; hp 10
ance, I believe you may be able to darker (almost black) and slightly larger (12); THACO 19; #AT 1; Dmg by weapon
provide. It requires quick action, but than the other bulbs that were stolen. type; S 11, D 17, C 12, 1 9, W 10, Ch 13;
I am willing to pay well. Come, I will The wizard spell true seeing, as well as PP 75%, OL 30%, FT 5%, MS 45%, HS
tell you my story.” the priest spell locate animals or plants, 35%, DN 15%, CW 90%, RL 0%; backstab
allows the PCs to know whether they
X 2; ML 9; XP 175; lasso, knife, staff.
Johann van Lydsund: AL NG; AC have the correct bulbs. Furthermore, any Zared prefers knife throwing to all
10; MV 12; F2; hp 13; THACO 19; #AT PC making a successful herbalism non- other forms of combat. When throwing
1; Dmg by weapon type; S 15, D 10, C weapon proficiency check can successfully knives, he gains + 2 to hit and has two
11, 1 15, W 10, Ch 16; ML 10; long identify the bulbs. Johann can identify
attacks per round. His main job, how-
sword, dagger. them as well. ever, is to report the size and strength of
Johann recoimts how, during the small At this point, the party may now ex- the investigating party to Otto. After
hours of the morning, his estate was plore the estate grounds for clues and the PCs have left the estate, Zared
attacked by a band of brigands. The interview the survivors. At some point takes a horse and rides to Otto’s home
villains trampled his gardens, smashed to w£U"n him of the PCs.

50 Issue No. 55
TULIPS OF THE SILVER MOON

If he has the opportunity, Zared


sabotages one or more of the party’s
horses (e.g., loosening a shoe, cutting
a saddle strap, etc.). Loosening a shoe
causes the horse to throw that shoe,
possibly (40% chance) causing it to
twist its leg and go lame. Cutting a
saddle strap gives a 10% chance per
turn of riding that the strap breaks.
This causes the saddle to slide under-
neath the horse, dumping the rider for
ld4 hp damage. A character with
proficiency in leatherworking can
repair this damage.
Once Otto has learned about the PCs
(in the evening of the first day of the
adventure), he sends a messenger to
hire a band of mercenaries to deal with
the party. It takes four days for the
mercenaries to arrive. On the fifth day
of their investigation, if the PCs still
haven’t found Otto, they are attacked
by a band of three fighters and two
thieves.
Mercenaries (6); AL NE; F5, F4
( 2), T6, T4; hp 28, 26, 17, 24, 12;
X
THACO 16, 17 ( X 2), 18, 19; #AT 1;
Dmg by weapon; ML 10; long sword,
light crossbow, chain mail or short
sword, short bow, studded leather; XP
270, 175, 120 (X 3).
These mercenaries are skilled at
laying ambushes, and they use the
natural terrain to their best advan-
tage. However, they fight for money,
not honor, and they retreat if the fight
goes badly.
If the party has finished the adven-
ture by the time the mercenaries ar-
rive, the villains simply keep the
advance Otto gave them and return to
their base.

C. Shattered Greenhouse.

Thousands of shards of glass litter


the ground in this area, the remains
of Johann’s prized greenhouse. Clay
pots lay in shattered ruin, the soil D. Flower Beds.
their home in these flower beds.
and plants that were their contents ’The soft, rich soil of this area looks ’There are many sets of footprints in
scattered across the floor and tram-
as if it once was arranged in straight, the loose soil here, as well.
pled into destruction. Many sets of
raised beds. Now, however, it has
different footprints are apparent in
been dug up and recklessly strewn This is Johann’s outdoor nursery,
the spilled soil.
across the brick walkways. ’The stone where he raised and developed his
retaining walls that once formed the prized tulips and other flowers. Each
This is Johann’s greenhouse, where he borders of the raised beds are of the 20 individual beds had a spe-
grows many of his plants diming the cracked or toppled in several places. cific, unique soil composition, which
cool winter months. 'The glass for the A few broken stems of rose bushes has now been ruined. Despite his stoic
house cost him dearly, but it has al- and a handful of tulip stalks are all bearing, Johann is distraught at the
lowed him to ei\joy significant success that remain of whatever plants made destruction that has been wrought in
in horticulture. his home and garden.

DUNGEON 51
TULIPS OF THE SILVER MOON

It is important to note that neeirly all F. Stone Bridge.


the tulips and bulbs are missing, rather
was sent here to examine my new
than just destroyed. This was an act of bulb and bring one to the capital for The unshod ogre tracks have led to a
propagation.” Johann shakes his narrow stone bridge crossing the
theft, covered by vandalism.
head. “There is little chance of that wide, slow moving creek that marks
There are five distinct sets of foot-
now, I suppose.” the border of Johann’s property. The
prints here. One halfling, three booted
Petr, clad in studded leather armor creek and bridge are in the shadow of
human-sized, and one apparently bare-
foot ogre (really Dram wearing his boots
and with a short sword hanging from the row of elm trees that line both
his belt, addresses you. “I under- sides of the watercourse for as far as
of varied tracks.) This last set leads
stand you are investigating the you can see. The deep, cool shade
across the ruined flower beds and into
scene. What have you found out? beneath the trees is deu^k in contrast
the field to the east. The barefoot tracks
are extremely obvious. Any PC can
When can we begin to pursue the to the bright and sunny fields of the

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

TULIPS OF THE SILVER MOON

Dram left his obvious trail of foot-


prints (with his boots of varied tracks) Rumor Table
straight to Willem’s farm. He then The DM should use this table to determine what rumors the PCs hear if they
dumped a bag of stolen bulbs in his root travel to the village of Hrocby. The PCs, being foreigners, likely have to buy a few
cellar and stole both pairs of Willem’s rounds of ale for everyone in the village pub to hear any of this information. The
boots, leaving the man to go barefoot. party should roll a six-sided die once for each hour spent in the pub. Repeated
He then escaped to the north leaving results means no new information arises during that hour.
rabbit tracks.
If the PCs approach Willem openly or
RoU
are seen sneaking around, he tlmeatens (d6) Rumor
them with his heavy crossbow (in very 1 The raid was an inside job—somebody at the estate is a traitor (T).
poor condition, - 2 penalty to hit), telling 2 Loban Dosyth, a noted horticulturist, stole the bulbs to pay off the vast
them to get off his land. TTie PCs should gambling debts he has accumulated (F).*
notice that he is not wearing boots. Close 3 There was no silver tulip— Johann staged the whole incident to cover his
failure (F).
observation of his feet reveals that, al-
though they are the approximate size of 4 A wizard is living in Otto Otmahn’s estate, one who knows how to create
the ogre tracks, they aren’t an exact magical fire (T).

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.

(Willem’s inherently distrustful nature


gives a +3 penalty to the die roll). H. The Bam. I. Rabbit 'Tracks.
If this encounter leads to combat, it
A second decaying building, appar- A barren, freshly tilled field lies to
becomes apparent within the first two
ently a barn, stands directly north of the north of Willem’s buildings. The
melee rounds that Willem is not a
the dilapidated shack. A fetid stench soil is slightly damp, and the crops
fighter. After firing his crossbow,
surrounds the building, and the (whatever they may be) have appar-
Willem snatches up a hoe and swings ently just been planted.
snorting and stamping of an im-
wildly with it (treat as quarterstaff). If
mense animal can be heard from
the PCs subdue him and explain what
within. A chicken coop is attached to 'This is Willem’s field, and his sole
they are looking for, Willem escorts
the east side of the building. source of income. He has planted beets,
them around his property. The door to
oats, wheat, and potatoes in the vaaious
his root cellar (on the south wall of his
The snorting from inside the barn sections. It is primarily for his own con-
shack) is ajar, with footprints leading
comes from Bax, Willem’s auroch. This sumption, although he does sell the sur-
right to it. Inside is a small leather sack
giant cow (7' homspan) is Willem’s sole plus. If the PCs search the field, allow
containing 68 freshly unearthed tulip
draft animal. She has a heavy brass each either a chance equal to his locate
bulbs (from Johann’s garden). There is
ring through her nose. Bax cannot concealed doors or a tracking proficiency
nothing particularly special about the
stand high-pitched voices. If she hears check to spot a set of rabbit tracks. Once
bulbs, although Johann would love to
any (e.g., a halfling or female elO she is spotted, a ranger or druid can automati-
have them back. Willem has no idea
75% likely to charge (she can easily cally tell they are not natural (they run in
where they came from. If asked directly
escape her stall in the barn). Willem a straight line to the north for a distance
why he is barefoot, he says, “Some little
can calm the animal, but only if the of over 500 yards). A successful animal
fellow made off with my boots last
offending speaker remains silent. lore check by £my PC with that proficien-
night” (Willem saw Dram scampering
Bax (auroch): INT semi; AL N; AC 7; cy also reveals this information. A suc-
off into the darkness with his boots).
WUlem Dojic: AL CG; AC 9; 12; MV MV 15; HD 4, hp 20; THACO 15; #AT 2; cessful tracking proficiency check must be

0-level human; hp 4; THACO 20; #AT 1;


Dmg 1-8/1-8; SA charge; SD head is made to follow these tracks.

Dmg by weapon type; S 17, D 15, C 12,


AC3; SZ L; ML 10; MM/243 (buffalo). If 'These tracks were left by Dram and his
charging from a distance of more than boots of varied tracks as he fled to the
6, W 8, Ch 9; ML 11; heavy crossbow -2,
40', Bax inflicts 3d6 hp damage from rendezvous with Otto and the raiding
hoe (treat as quarterstaff).
ramming, plus ld4 hp trampling dam- party in their escape coach. 'The tracks
age. She can charge every other round. lead to the stepping stones.

DUNGEON 53
TULIPS OF THE SILVER MOON

Fox: INT animal; AL N; AC 7; MV


15; HD 1; hp 1 (4); THACO 20; #AT 1;
Dmg SZ S; ML 5; MM/244.
1-3;
PCs do not discover the rabbit
If the
tracks emd do not get any information
from Cuilean Tbague, they must employ
other means of gathering information.
Johann ceui provide a list of four tulip>-
fanciers who have been openly competi-
tive with him in the past (Otto Otmahn is
one of them). Furthermore, if the PCs
travel to Hrocby, a small village four
miles to the south, they may be able to
glean some information from the rumor
mongers.
If the players are still bogged down
and have few leads after visiting the
village, itmay be necessary to have
Petr provide a hint to get them travel-
ing in the right direction (e.g., Petr
could suggest visiting nearby tulip-
fanciers, to see if any of them have
heard any rumors). However, im- it is

p)ortant not to let too much


advice come
from this NPC— the players should be
able to find and decipher the clues
themselves.

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.

If the PCs manage to sneak in here,


the door to the room is ajeu", and there
are two guards inside. If the PCs entered
by breaching the drawbridge, the guards
sound the gong before engaging the
intruders. Otto doesn’t expect an overt
attack, so his guards are not top quality.
8.
'The chests each contain clothing and a
small pouch, one with 14 sp and 32 cp,
the other with 1 gp, 5 sp, and 11 cp.
Guards (2): AL NE; AC 6; MV 9; F2,
hp 13, 11; THACO 19; #AT 1; Dmg by
weapon type; SZ M; ML 10; XP 35 each;
spear, footman’s mace, scale mail.
Sounding the gong alerts the upstairs
inhabitants of an invasion (it had never
been used until the PCs arrive).

Water 'Trap.

The passage walls quickly widen to


6. form a roughly circular room filled
with water. The walls are of well
made masonry, and are very smooth.
A 5 '-wide wooden walkway crosses
this water and reforms into a normal
passageway.

This pool of water is the main defense


of the lower level of the complex. Otto
spent a great deal of money to purchase
a water weird, which lives in this pool.
It senses the party only when a P(j is
within 10' of the water.
Water weird: INT very; AL CE; AC
4; MV12; HD 3 + 3, hp 19; THACO 15;
#AT 1; Dmg special; SA drowning; SZ L;
ML 13; XP 420; MM/104.
Because the water weird takes two
rounds to assume its serpentine form,
Cargo Lift. which in turn is used to transport them the party could pass by without mishap.
to the upper levels. The braided rope is However, since the passage ahead ends
Two handcarts are lined up against a bell-pull used to signal when the lift is in a dead-end, the water weird is formed
the southern wall of the passageway, loaded and ready. If the party pulls it, and waiting for them upon their return.
which eventually leads to a 20'- Magheo and the others are alerted to Characters hit by the water weird
square room. A braided, red silk rope the intruders’ location (they are not (which attacks as a 6 HD monster) must
runs up one wall, all 30' up to the expecting any supplies at the moment). make a saving throw vs. paralyzation or
ceiling, where it disappears through When not in use, the lift is stored at the be pulled into the water. Each round
a narrow hole. An 8'-wide hole in the upper level to avoid intrusion. The spent in the water requires another
ceiling is partially blocked by a large walls of this room should be considered saving throw— failure indicates death
wooden crate suspended from heavy “smooth, cracked” for the purposes of by drowning for the PC.
leather straps. climbing (see PHB, page 163).

The handceuls are used to move heavy


goods from the carriage to the cargo lift.

56 Issue No. 55
TULIPS OF THE SILVER MOON
9.

Ladder to Nowhere. The Compound Upper Level


After making an abrupt turn, the & Hedgemaze
passageway ends at a ladder of iron
rungs set into the stonework wall. It
rises 30' to the ceiling, ending at a
heavy wooden trap door, which ap-
parently opens downward.

This is the last trap on this level. The


section of ladder from 25' to 30' above
the floor is set in a loose piece of stone.
Any PC (except a gnome, since gnomes
are too light) climbing the ladder and
grabbing onto this section pulls it free.
A thief searching for traps has his nor-
mal chance to detect this trap. Dwarves
and gnomes also have their natural
racial abilities to detect the stonework
trap if they are climbing the ladder.
'The character climbing the ladder
must make a successful Dexterity check
or fall to the floor (suffering 2d6 hp). A
successful check indicates the PC is able
to grab onto a rung beneath the loose
section and avoid being hit by the fall-
ing debris. 'The falling stone block hits
any character standing directly below
the ladder causing 2d8 hp damage (Dex-
terity ability check for half damage by
10.
dodging most of the impact). The trap
door in the ceiling is fake, opening to
reveal only solid stone above it. This
stone is three feet thick. If the party
attempts to break through it somehow
(e.g.,Bigby’s hand spells) it should be
considered soft stone (see 'Ihble 52 on
page 76 of the DMG). Breaking through
puts the party directly between the
doors of areas 15 and 19 but attracts the
attention of everyone in the compound.
11.

Trapped Door.
'This heavy, iron-bound oak door heis a
stout lock on it. Obviously, it is meant
to protect something very valuable.

Ruskin: AL NE; AC 5; MV 9; F2; hp


This door, immediately after the se-
half of this door is solid iron, the THACO 19; #AT 1; Dmg by weapon
13;
cret door, has been fire trapped by upper half vertical iron bars. The type; ML 10; XP 65; light crossbow, 20
Albinus. Only he, Otto, and Magheo can dim outline of a man can be seen warhammer, chain mail.
bolts,
open it safely. A thief has only half his behind the doors. The staircase is 'Thisguard has the key to unlock the
normal find traps check to notice it. illuminated by two small oil lamps iron door (from his side) tucked into his
When the door is opened, the trap is mounted on the west wall. belt pouch.
detonated, causing ld4 8 hp damage to
If the party manages to subdue Rus-
anyone standing within a 5' radius. Ruskin, a lone guard armed
The man is kin without killing him, they can ques-
with a light crossbow. As soon as the tion him. He knows who is in the
Archer’s Door.
alarm is sounded, he readies his weapon. compound and can provide a rough
'The long, narrow staircase ascends When the PCs first enter the staircase, he description of it, although he knows
some 30' feet before ending abruptly commences firing. 'The door provides him nothing of the layout for the hedge-
at a stout, defensive door. The lower with 50% cover (AC and saving throws maze, nor any of its dangers.
improved by 4; see PHB, page 132 for full
rules governing cover).

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

unseen servant; darkness 15' radi-


blur, The chest of drawers contains dried
the obvious furnishings. A single,
us, deeppockets, flaming sphere, forget, and pressed plant specimens from all
with name formal portrait of a beautiful woman
irritation, shatter, strength, web; delude, over the world, all labelled
is the only piece of art decorating the
haste, illusionary script, Melfs minute and location of collection. The complete
walls. A ladder leads through a trap
meteors, sepia snake sigil, slow, set is worth about 750 gp to the right
18. door in the ceiling.
wraithform; firetrap, plant growth, buyer. However, there are over 1,000
shout, solid fog. specimens in this chest and it weighs
nearly 500 pounds.
Magheo keeps a normal dagger under
If you are using the CWH, Albinus is the pillow. A small iron chest lies under
an Academician. He gets a + 1 bonus the bed. The chest is locked but not
Lift Room.
to Intelligence and Wisdom checks, trapped, and contains 5 pp, 35 gp, 12 sp,
and his spell scrolls are modified as A large windlass holds an open crate 44 cp, and one ruby worth 150 gp. The
follows: grease becomes chromatic above an eight-foot-wide hole cut in armoire holds normal, durable yet flam-
orb, web becomes ice knife, and the floor of this room. A braided red boyant clothing.
wraithform becomes snapping teeth. silk rope descends from a small brass The trap door in the ceiling leads to
19. the roof of this tower. The crenellated
Furthermore, if you are using the bell through a small hole in the floor.
17.
ThM, the scrolls are modified as wall offers protection to Magheo while
follows: color spray becomes fire- This is the cargo lift. The windlass is surveying the surrounding land. This is
burst, darkness 15' radius becomes designed to be used by one person and also where Magheo keeps Dormac, his
Maximillian’s earthen grasp, and can support a maximum weight of 650 trained firedrake. Dormac is a loyal pet
whose job is to keep away all flying
illusionary script becomes far pounds.
reaching I.
pests, from birds that might damage
Servants’ Quarters. Otto’s garden to flying adventurers
seeking entrance. He does not attack
Otto’s Quarters. This long narrow room contains two nonflying creatures unless they are in
beds and two small wardrobes. Two combat with Magheo.
The door opens to reveal a spacious
middle-aged women are hiding in the Dormac (firedrake): INT semi; AL N;
21.
suite, split into a sleeping area and a
den. The sleeping area is dominated
far corner. AC 5; MV 6, fiy 18; HD 4, hp 22;
THACO 17; #AT 1; Dmg 2-8; SA breath
by a luxurious four-poster bed, beside
This is the servants’ quarters, where weapon; SZ S; ML 9; XP 420; MM/90.
which is an ornately carved ward-
Maureen the cook and Danica the Dormac can attack five times per day
robe. The “den” has a desk, fireplace,
housekeeper live. There is nothing of with his breath weapon (60' range, 10'
bookshelves, and chest of drawers.
value here. Both women are fiercely diameter circle at far end, 2-16 hp dam-
loyal to Otto and do not betray any age). He does not hesitate to attack
The wardrobe contains only normal information regarding him or his anything flying over the compound
clothing. A dagger +i is hidden be- estate to the party, unless they are (except perhaps a dragon).
neath one of the pillows, and there is a charmed. Even so, they have an exag-
small iron chest beneath the bed it- gerated belief of Otto’s prowess, Outhouse. This small stone struc-
self. The chest is locked and trapped
Magheo’s ability with the sword, and ture is a two-hole outhouse.
with a poison needle (type O injected). Albinus’ spellcasting capability. The
20.
It contains 103 gp, 44 sp, 36 cp, and
women reveal what they believe to be The Maze
two emeralds worth 50 gp each. the truth, giving the party the idea
The bookshelves are filled with books This hedgemaze is the site of the final
that they are facing the noblest gen-
on horticulture, ranging in scope from conflict between the PCs and Otto. The
tleman, an undefeated swordsman of
The Hazards of the Root Weevil to outer wall of the maze is dense cedar
legendary prowess, and a dark mage
Carnivorous Plants of the Ungar Hills. hedging towering over 30' in height. It
capable of killing with a single word.
There are 38 manuscripts in total, each and all the other walls are also inter-
They do, however, know much about
having a value of ld4 x 10 gp, with two woven with stout tanglethorn, a decora-
the layout of the compound, including
exceptions. Vegetum Lorus is an ancient tive but highly resilient vine. It is
what items are trapped and should not
illuminated manuscript filled with nonpoisonous, but extremely tough and
be touched for cleaning.
beautiful artwork and script describing resistant to fire. A man-sized hole can
Danica: AL LN; AC 10; MV 9; HD 0-
the flora of this region; it is worth 340 be cut in it only by inflicting 25 hp
levelhuman, hp 3; THACO 20; #AT 1;
damage with edged weapons. It takes
gp. The second book is a small, tattered Dmg by weapon; S 9, D 8, C 10, 1 5, W three flasks of oil to burn a man-sized
book with no title and written in a
11, Ch 17; SZ M; ML 12; unarmed.
scrawling elvish hand (in the elvish opening through it (magical fire and
language, as well). It is a handbook of lightning also work). Anyone trying to
Magheo’s Quarters.
herbalism, which if studied for at least crawl through it without cutting a hole
two months, can provide a PC with the This is a well decorated yet not becomes entangled and suffers ld3 hp
herbalism nonweapon proficiency (pro- ostentatious sleeping chamber. A damage per round if struggling to break
vided he has a slot available). This book simple yet comfortable-looking bed, free. Once entangled, a victim needs
is worth 265 gp. functional armoire, a chair with outside assistance to break loose. Fi-
ottoman, and small writing desk are nally, there are several areas in the
maze where the tanglethorn has inter-

DUNGEON 59
1

TULIPS OF THE SILVER MOON

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^

'These areas are in dark shadow equiva-


on his hands, as if he has been work Albinus: AL LE; AC 6; MV 9; M8; hp
lent to twilight. Further hazards within
ing with the soil. You also recognize 29; 'THACO 18; lA'T 1; Dmg by weapon
the maze are detailed below. Zared, the groom from Johann’s type; S 9, D 17, C 15, 1 18, W 11, Ch 10;
estate. ML 9; XP 2,000; sling, 12 bullets +1,
A. Giant 'Ticks. 'The overgrown cano- quarterstaff, bracers of defense (AC 6),
The ugly man is Otto, and his other scroll with teleportation.
py in this area is home to three giant
ticks. They drop from the vine onto PCs
companions are Magheo and Albinus. Albinus is a transmuter specialist
walking beneath them. Otto has just finishing planting all of and has the following spells memo-
Ticks, giant (3): INT animal; AL N; AC the stolen tulip bulbs he had, including rized for the anticipated conflict: ar-
3; MV 3; HD 3, hp 16, 15, 9; 'THACO 17;
two of the three silver tulip bulbs. mor, color spray, feather fall, grease,
#AT 1; Dmg ld4; SA blood drain, disease; 'These are buried in a special flower bed, magic missile; blur, shatter, strength,
SZ S; ML 9; XP 65 each; MM/204 (insect). which surrounded by a meirble border,
is web; haste, Melfs minute meteors,
rather than slate and brick like the slow, wraithform; plant growth, shout,
B. Skunk Lair. A single male skunk others. Otto has the third bulb hidden solid fog.
makes his home in this overgrown in his inside his belt pouch, carefully
grotto within the maze. He does not wrapped in wool. If you are using the CWH and/or the
The four men have been expecting a 'IbM, Albinus’ memorized spells are
spray unless two or more PCs come
conflict, although they felt that the modified as follows: color spray be-
within 8' of his lair in the southwest
comer. guards, traps, and hazards of the maze comes fireburst, grease is replaced by
chromatic orb, shatter is exchanged
8; MV
Skunk: INT animal; AL N; AC would take care of any intruders.
Nevertheless, they are ready to fight. for Maximillian’s earthen grasp, web
12; HD V4, hp 2; 'THACO 20; #AT 1; Dmg
'Their specific tactics are outlined below. becomes ice knife, and wraithform
1; SA musk; SZ S; ML 5; XP 35;
MM/241 (mammal). Magheo: AL CE; AC 2; MV
12; F7, hp becomes snapping teeth. Albinus is
58; THACO 14; #A'T 2; Dmg by weapon likely to use these more obscure

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.

is occupied by a thomslinger, a low, 14; ML 14; XP 1,400; long sword +1


spidery, white carnivorous plant. As (specialized), dagger, elven chain mail Upon seeing the party, Albinus casts
soon as the PCs can see this plant, they +2, short bow, 20 arrows, periapt of strength on Otto, then follows immedi-
are within range of its thorns. Otto put wound closure. ately with magic missile, slow, and
this plant here to keep rodents away Melfs minute meteors. After this, he
If you are using the CFH, Magheo is uses whatever suits the moment. If
from his prized plants.
a swashbuckler. His long sword + the fight is going against him,
Thomslinger: INT non; AL N; AC 8;
becomes a rapier 1 (specialized). He Albinus casts solid fog and then reads
MV 0; HD 4, hp 23; 'THACO nil; #AT 1 is ambidextrous, specialized in two-
volley; Dmg 2d4; SA dew; SZ M; ML 10;
weapton style, and fights with a sti-
his scroll of teleportation to teleport to
XP 270; MM/291 (plant, dangerous). the carriage house where he grabs a
letto in his off-hand. He also has a horse and flees the scene.
set of rings of readiness, one attached Albinus is not heroic, and he stays
D. Chokecreeper. Interwoven with
to his rapier. with Otto only because he funds
the tanglethom that forms the wall of
this area is a 40' long chokecreeper.
Albinus’ magic research. He will not
Magheo, despite his alignment, chal- fight to the death.
'This carnivorous plant attacks any PCs
lenges the most honorable looking fighter Zared (see statistics on page 50) seeks
that pass within 10' of it.
in the party to one-on-one combat. If a PC cover if there is any missile combat.
Chokecreeper: INT non; AL N; AC
accepts the challenge, Magheo fights him When the fight turns to melee, he at-
6/5; MVi/z; HD 25, hp 50 + 4 per
fairly unless he begins to lose badly. He
branch (16 branches); 'THACO 7; #AT up tempts to lasso a spellcaster, then close
then throws a small packet of iron filings in with his throwing knives and staff.
to 24; Dmg ld4; SA strangling; SZ G;
ML 14; XP 18,000; MM/291 (plant, into the eyes of his opponent (normal at- Otto Otmahn: AL LE; AC 2; MV 9;
dangerous).
tack roll needed). 'These blind the charac- F7; hp 41; THACO 14; #AT 3/2; Dmg by
ter for ld4 rounds, causing him to suffer a weapon type; S 17, D 14, C 14, 1 9, W
E. Prize Garden.
+ 4 penalty to hit. If nobody accepts the 12, Ch 5; ML 12; XP 975; footman’s
challenge, Magheo fires his bow first, then mace +2, shield +2, chain mail, light
An abmpt turn brings you into a melee against any opponent.
closes for crossbow, 12 quarrels, wand of illumi-
large clearing, filled with several Magheo wears a bright scarlet cloak nation (three charges).
raised flower beds. "The majority (with a tear matching the scrap found
at the scene of the crime), matching If you are using the CFH, Otto is a
contain tulips in various stages of
growth, although a few of the beds surcoat, and black cap with a peacock berserker (only when fighting over
contain only freshly tilled earth. feather in it. He has a small scar un- flowers). He begins to go berserk
Four men are standing in the south- der his left eye from a previous duel. when he hears the party enter the
east comer of this area, beside a He also has a silver whistle which, if maze. Otto holds the rage for the
small shed and well. One of the men. blown for three short blasts, summons
the firedrake Dormac from his roost

60 Issue No. 55
TULIPS OF THE SILVER MOON

PCs take more


five turns, so if the
than one hour to get from the en-
trance of the maze to the prize gar-
den, he loses the rage and suffers
the appropriate penalties (see pages
19-22).

Otto is prepared to fight to the


death. His entire life is wrapped up in
the silver tulips and the gift he plans
to make of them, and he is not pre-
pared to let them escape his grasp. He
threatens to destroy them with his
wand of illumination, claiming that it
casts a fireball. It is an idle threat, for
he is a true tulip-fancier at heart and
will not let any harm come to the
bulbs. For example, though he only
stole the bulbs from Johann’s estate
he took great care in counseling his
cohorts not to damage any bulbs dur-
ing the raid.
This, indeed, is his main weakness.
The PCs can easily discover where the
bulbs are by threatening to destroy
the flower beds. Note: if the party
actually destroys the bulbs, Otto slays
as many PCs as he can in vengeance.
Otto reveals where the two are plant-
ed, although he tries to keep the loca-
tion of the third one a secret.
However, Otto still fights to the death If the PCs fail in their quest, the able, people they meet on the road
over the bulbs— the party must kill or Horticultural Society convenes a spe- hurl vegetables and insults ferocious-
subdue him. He stays within the vicin- cial meeting to determine if the P(^s ly, driving them away from Tangreen.

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.

“The Sea Wolf’ is an AD&D® game


adventure for 3-4 characters of levels
4-6. The PCs can be of any classes,
but they should have access to silver
or magical weapons. While set in the
Ravenloft world, this scenario can be
adapted to other settings which in-
clude sea travel. The Gothic Earth
setting of the Masque of the Red Death
campaign is especially well suited for
this adventure.

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

Lifeboat & winches


Ship Length: 200 feet PILOT HOUSE DECK
Ship Width; 38 feet
do Piano

• Smoke Stack i,t€S3


llllllllllll Stairs
n Table & Chairs
wc Washroom
CREW DECK

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

Terror Tip: Scribbled Warnings Mordentshire. Blood is splattered every-


where, and the scene is cause for a hor-
Whether out of cruelty or a warped After the third murder, the PCs ror check.
sense of fair play, Yvonne likes to send should be starting to close on Yvonne. 'The inspector’s clenched fist holds a tuft
her victims a scribbled warning before She decides to kill them off, one by one. of brown hair (werewolf fur). Close inspec-
she attacks them. Three notes are But first, preferably when the PCs are tion reveals it to be from an animal, prob-

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

graph (a means of relaying commands a list;


Inspector Lafeuve is a police officer
to the engine room) as well as shelves
(FI, hp from Mordentshire. He is
6) Women who boarded in Mordentshire:
holding navigational charts. Windows
equipped with a footman’s mace and Suzette Filmont
give a clear view over the bow. When
leather armor. He is short and stocky, Martinique and Clarice Albert
the ship is in motion, it is occupied by at
has a brusque demeanor, and wears his Frances Frazee
least one bosun (on the wheel) plus the
police uniform. Antoinette Depardieu
first mate or captain.
On the first morning that the ship is Celine Montreuil
beset by fog, the PCs meet the inspector, Paulette Rideaux
Pilot House Deck and old friend of van Richten. He tells
'This deck contains the pilot house them that he is searching for a woman Red Herring: One of the passengers,
(which offers an unobstructed view of in connection with a brutal murder Albert Finch of Port-a-Lucine, is travel-
the ocean) and a small, open deck. committed a few days ago in Mordent- ing with a dog. The animal is part wolf,
shire. The victim was torn to shreds, as and it is kept in a cage in the aft cargo
Z. PilotHouse. This area has a 10' if attacked by a wild beast. hold (area (I!). It breaks out of its cage
ceiling. Windows give a clear view of Just before the murder, witnesses and is sighted running along the decks.
the ocean. heard a woman trying to persuade the Alibis: Antoinette has been playing
man to join her on a boat trip to sonatas in the forward observation
Passenger Cabins Darkon. 'The inspector believes this lounge (area U) all morning; several
woman may have witnessed the killing passengers were enjoying her piano
All of the passenger cabins have num-
and that she may be aboard this ship. music. She says she is traveling to
bered doors. 'Thirty-seven are single
As he leaves, the inspector says he Martira Bay to work at a music school.
cabins with a bed, racks, baggage
will question one of the women who Martinique and Clarice (elderly sis-
shelves, and a porthole that looks out
boarded in Mordentshire. He does not ters who are late risers and always miss
onto the promenade deck. Access is
allow the PCs or van Richten to accom- breakfast) say they were asleep in
through a lockable door opening onto
pany him, but he asks them to keep Cabin 15. 'They are on their way to
the promenade deck.
their eyes open for anything suspicious. Martira Bay to visit relatives.
There are also two “first class” cabins
If the PCs follow him surreptitiously, Frances, an actress traveling to a stage
(7 and 15). Each contains two beds, a
wardrobe in which to hang clothes,
the DM should devise a distraction for engagement in Martira Bay, claims to
them rather than allow them to dis- have been walking alone on the upper
racks for baggage, and a writing desk
cover the werewolf. Alternately, the deck (area V); due to the thick fog, no one
and chair. Access is through a lockable
first and second murders can trade saw her there. She sleeps in Cabin 19.
door leading to the promenade deck,
places. 'The teenaged Celine Montreuil claims
flanked by a porthole on either side.
Murder Scene: 'The inspector leaves to have been in her cabin (Cabin 34),
As the adventure begins, there are 36 the PCs just after breakfast to interview which is next to that of her father (Cabin
passengers and 20 crew members aboard.
Suzette Filmont in Cabin 22. One hour 33). But her father knows that this is a
later, a crewmember notices blood seep- lie. In fact, Celine spent the morning
The Murders ing under the cabin door. Inside is the flirting with an engineer in the forward
Only a handful of those aboard the ship inspector, whose body has been torn to cargo hold (area D). She keeps this a
are essential to the murder mystery. shreds. Beside him is an unconscious secret, since her father will be furious
Unless otherwise stated, all are 0-level woman, raked with claw marks and when he finds out. 'The wealthy Mr.
humans. 'The DM may add other NPCs barely clinging to life (1 hp). 'This is Montreuil is traveling to Martira Bay
if desired. Suzette, a young dressmaker from

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'

“It isn’t fair!” Fremces cries. “We were


Antoinette was in the aft observation 2d4; SA surprise; SD hit only by silver
to be married. 'The watch should be
lounge (area Q), talking to other passen- or magical weapons; S 19, D 15; SZ M;
mine.” ML 12; XP 420; MM/230.
gers. Celine and her father were also
Paulette, who is passing by, takes
present.
Frances’ side, telling the purser, “You Return of the Wolf
Paulette says she was alone in her
should do as she says. Show some
cabin, reading, but she has no witnesses
compassion!” Each time Yvonne committed murder,
to confirm this.
The purser insists that permission she left wounded victims behind:
Frances was drinking in the saloon
will have to come from the captain. Suzette Filmont, Pocklin Brown,
(area N). The bartender can attest that
“She’s as bad as that other one,” he Captain Hubert, and the two crew mem-
she was there for several house.
mutters as he pockets his keys. “First bers. Each has a 2% chance per hit
Martinique and Clarice were knitting
she wants her locket in the safe, then point of damage suffered of becoming a
and sipping tea in the aft lounge (area werewolf (approximately 10-20% each).
she wants to wear it. Then she wants it
G). Various passengers chatted with
back in the safe again.” He refuses to At the DM’s discretion, any or all may
them.
elaborate, even if offered a bribe, pro- become werewolves.
testing that he mustn’t discuss the Those that succumb to the disease can
The Wolf Revealed be cured only by a three-step process.
other passengers’ belongings.
Murder Scene: Despite his grum- After investigating the third murder, First, the werewolf that infected them
blings, Dana does indeed go to the cap- the PCs should have assembled enough must be slain. Second, they must atone
tain to get permission to release Gilles’ clues to determine the identity of the for any evil acts they may have commit-
watch to Frances. While in the captain’s werewolf. At this point, Yvonne be- ted. Third and finally, they must be
cabin (area W), he is killed. Like the comes nervous, knowing that the PCs treated with three spells: atonement,
first two victims, he is torn to pieces. A are closing in. She focuses her attacks cure disease, and remove curse.
careful search reveals that his keys, on them, rushing unexpectedly out of In this case, however, there is an unu-
which unlock the safe room (area J), are the fog to attack a PC when he is alone, sual twist. Because Yvonne and
missing. if possible. Antoinette e»re identical twins, and
During the attack. Captain Alphonse Yvonne’s secondary form is a blend of because Antoinette is also a true lycan-
Hubert and two crew members who human and wolf— bipedal, but with thrope (albeit one who has yet to trans-
rushed to Dana’s aid were wounded. All thick brown fur, a tail, fang-filled muz- form for the first time), the only way to
describe a ferocious, wolf-like beast that zle, and claws. She can change to this effect a cure is to slay both twins.
is obviously a werewolf (as Dr. van form at will. If slain, she reverts to her The DM
should wait until the PCs
Richten confirms if asked). human form. Although she can assume have “concluded” the adventure by
The purser was killed out of simple the form of a true wolf, she does not do running Yvonne to ground. Just as the
fiustration. Antoinette and Yvonne had so during this adventure. PCs start to relax, the new werewolves
been arguing over whether the incrimi- Yvonne is a true werewolf and thus change into beast form and surge out of
nating locket should be in the ship’s safe cannot be “cured” of lycanthropy. She is their cabins to sate their bloodlust upon
or not. Antoinette would ask the purser to susceptible to wolfsbane, which will kill the terrified passengers.
lock it up, only to have Yvonne (posing ais her if she ingests it. But she has a 75% There is also one additional surprise if
Antoinette) ask for him to give it back chance of detecting and thus avoiding it the party has had a relatively easy time
again. Yvonne killed the purser to get his if it isplaced in food or drink. And un- of the adventure so far. 'The stress of
keys so that she could get the locket and less the PCs are already carrying wolfs- learning that her twin is a werewolf
hide it in her cabin. bane (Dr. van Richten is always well (and possibly witnessing her sister’s
Clues: A note that was tossed in prepared for vampires, but not for were- death) triggers the belated onset of true
through the porthole of the purser’s wolves), they have no way of obtaining lycanthropy in Antoinette. She merci-
cabin (area L) lies unopened where it any, since the ship is lost in the fog and lessly attacks the PCs for revenge. The
fell, under a desk. It reads: “Do as cut off from the outside world. DM should use the same werewolf
you’re told, or YOU’RE NEXT!” Note: If the PCs use the spell locate statistics provided for Yvonne.
If the PCs move quickly, the locket is creature (from the Tbme of Magic) to Only after the last of the werewolves
still in the safe. If they delay, Yvonne track down Yvonne, it works only while has been cured or dispatched does the
steals into the safe room (area J) at dark she is in werewolf form. As soon as she mysterious fog lift. Land is sighted, and
and opens the safe, taking everything in reverts to human form, they lose her the S.S. Bonniville is able to continue
it in an attempt to make this intrusion trail. Attempts to scry in which the on to its next port of call. Q

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

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