6
MAGICAL CHAOS TABLE Employ this table whenever magic or natural powers akin to magic are used at any point in this adventure. The spells of Midnight, avatars, and Elminster are affected least by Magical Chaos. They roll on this table nor- mally. All other beings roll with a penalty of -20% (since the Fall, chaos has been increasing throughout the Realms, so magic is less reliable than it was in the earlier modules in this series). Within the city of Waterdeep, decrease the penalty to —10%, and allow Midnight, avatars, Khelben, and Elminster a +10% bonus. This is due to the many powerful defensive magics cast on the city, which lessen magical chaos. The DM should further modify percentile dice rolls as follows: +1 for every experience level of the spell- caster (magic items are considered 6th level, artifacts are 12th level); +12 if the spell or effect contributes to chaos or drastic change of a given locale (e.g. fireball or polvmorph spells); and + 4 if the spell is small and simple, such as a 1st or 2nd level spell or a cantrip (items and artifacts cannot receive this bonus). When the modified score is determined, consult the table below. The DM should not feel bound by the results of this table, and should indeed decide on a case-by-case basis whether spells function or not, to best suit play as it unfolds (but don't reveal this to the players). Percentile Score Result 01-19 Spell rebounds on caster, with full effects (if impossible due to nature of spell, reroll). 20-23 Pit opens instantly beneath the caster (depth varies at DM's option); there is no other spell effect. 24-27 Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flower blossoms that materialize and vanish again 1 round later. Blossoms do no damage, but prohibit accurate aiming of wands or missile weapons, and prevent reading of books, scrolls, inscriptions, and the like. 28-31 Spell affects random creature or area (DM's option) rather than the intended target area. 32-35 Spell functions normally, but any material components are not consumed, and spell knowledge is retained by the caster or the charge is retained by the item. 36-39 Spell functions normally, but magical energy is released around the caster, healing any injuries of any beings within 10 yards of the caster (includes fatigue, feeblemindedness, etc.). 40-43 Total darkness and silence occur in a 30-yard radius about the caster, and last 2-8 rounds. 44-47 Reverse gravity (cf. spell) effect occurs in a 30-yard radius sphere about the caster, last- ing 1 round; caster included in the effect. 48-51 Shimmering colors dance and play in a nimbus around the caster, blinding caster and all creatures within 20 yards for 1-4 rounds. 52-59 Nothing happens; no spell effect occurs. 60-71 Nothing occurs; no spell effect, but spell knowledge or charge is not lost. 72-98 Spell functions normally. 99-00 + Spell functions with maximum possible effects, full damage, maximum duration. Special Effects Sabtable With any result on the above table, the DM can add to play excitement by adding one or more of the following "special effects" (roll Idl2): 01: Earth tremor underfoot (minor, with rolling echoes). 02: Sun dims and then brightens again or a star falls. 03: Violent roaring or screaming sound. 04: Intense wave of heat (no damage) felt in the vicinity. 05: Non-harmful, oily green slime forms on everything within 120 yards. 06: Maniacal, echoing laughter is heard. Flowers fall from the sky. 07: Old, brittle bones (3d20) rain down for 2 rounds, in a 60-yard radius. 08: Caster and everything within 60 yards lose all hair; plants grow hair. 09: Harmless yellow-green and purple smoke rises from the ground. 10: Boulders rise, swirling in midair like leaves (2dl2 impact damage). 11: Nearby tree is uprooted (indoors, rock or furniture moves by itself). 12: Whispering voice is heard, murmuring a random character's name—and—a prediction about that character's future (the DM can make it as specific as he wants; given the PCs' circumstances, por- tents of danger and doom would probably not be too far off...). Sample file

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MAGICAL CHAOS TABLEEmploy this table whenever magic or natural powers akin to magic are used at any point in this adventure.

The spells of Midnight, avatars, and Elminster are affected least by Magical Chaos. They roll on this table nor-mally. All other beings roll with a penalty of -20% (since the Fall, chaos has been increasing throughout theRealms, so magic is less reliable than it was in the earlier modules in this series).

Within the city of Waterdeep, decrease the penalty to —10%, and allow Midnight, avatars, Khelben, andElminster a +10% bonus. This is due to the many powerful defensive magics cast on the city, which lessenmagical chaos.

The DM should further modify percentile dice rolls as follows: +1 for every experience level of the spell-caster (magic items are considered 6th level, artifacts are 12th level); +12 if the spell or effect contributes tochaos or drastic change of a given locale (e.g. fireball or polvmorph spells); and + 4 if the spell is small andsimple, such as a 1st or 2nd level spell or a cantrip (items and artifacts cannot receive this bonus). When themodified score is determined, consult the table below. The DM should not feel bound by the results of thistable, and should indeed decide on a case-by-case basis whether spells function or not, to best suit play as itunfolds (but don't reveal this to the players).

PercentileScore Result01-19 Spell rebounds on caster, with full effects (if impossible due to nature of spell, reroll).20-23 Pit opens instantly beneath the caster (depth varies at DM's option); there is no other

spell effect.24-27 Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flower

blossoms that materialize and vanish again 1 round later. Blossoms do no damage, butprohibit accurate aiming of wands or missile weapons, and prevent reading of books,scrolls, inscriptions, and the like.

28-31 Spell affects random creature or area (DM's option) rather than the intended target area.32-35 Spell functions normally, but any material components are not consumed, and spell

knowledge is retained by the caster or the charge is retained by the item.36-39 Spell functions normally, but magical energy is released around the caster, healing any

injuries of any beings within 10 yards of the caster (includes fatigue, feeblemindedness,etc.).

40-43 Total darkness and silence occur in a 30-yard radius about the caster, and last 2-8rounds.

44-47 Reverse gravity (cf. spell) effect occurs in a 30-yard radius sphere about the caster, last-ing 1 round; caster included in the effect.

48-51 Shimmering colors dance and play in a nimbus around the caster, blinding caster and allcreatures within 20 yards for 1-4 rounds.

52-59 Nothing happens; no spell effect occurs.60-71 Nothing occurs; no spell effect, but spell knowledge or charge is not lost.72-98 Spell functions normally.

99-00 + Spell functions with maximum possible effects, full damage, maximum duration.

Special Effects Sabtable

With any result on the above table, the DM can add to play excitement by adding one or more of the following"special effects" (roll Idl2):

01: Earth tremor underfoot (minor, with rolling echoes).02: Sun dims and then brightens again or a star falls.03: Violent roaring or screaming sound.04: Intense wave of heat (no damage) felt in the vicinity.05: Non-harmful, oily green slime forms on everything within 120 yards.06: Maniacal, echoing laughter is heard. Flowers fall from the sky.07: Old, brittle bones (3d20) rain down for 2 rounds, in a 60-yard radius.08: Caster and everything within 60 yards lose all hair; plants grow hair.09: Harmless yellow-green and purple smoke rises from the ground.10: Boulders rise, swirling in midair like leaves (2dl2 impact damage).11: Nearby tree is uprooted (indoors, rock or furniture moves by itself).12: Whispering voice is heard, murmuring a random character's name—and—a prediction about that

character's future (the DM can make it as specific as he wants; given the PCs' circumstances, por-tents of danger and doom would probably not be too far off...).

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L

Table of: Contents

Prologue 2Chapter 1: Cold Welcome in Cormyr 5Chapter 2: Danger, Danger Everywhere 14Chapter 3: Magic—And Murder 20Chapter 4: Darkness and Death 27Chapter 5: Interesting Times 31Chapter 6: To Save the Realms! 36

Non-Player Characters 42Avatars of the Gods 43New Magical Items 46New Monster: Denizen 47New Monster: Night Rider 48

Magical Chaos Table inside front coverPhysical Chaos Table inside back coverRandom Encounter Tables and

Monster Summary Table inside gatefold

CreditsDesign: Ed GreenwoodEditing: Allen Varney, Kim MohanAvatar THlogy Coordinator: Jim LowderCover Art: Clyde CaldwellInterior Art: Allen NunisCartography: DieselTypography: Angelika LokotzKeylining: Stephanie Tabat

Copyright ®1989 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc.POB 756Lake GenevaWI 53147 USA TSR, Inc.

PRODUCTS OF YOUR IMAOI

TSR Ltd.120 Church End, Cherry Hinton

Cambridge CBl 3LBUnited Kingdom

)7\

JLJ—JLjfc L

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR logo aretrademarks owned by TSR, Inc.Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobbytrade by regional distributors. Distributed in the United Kingdom by TSR Ltd.This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork con-tained herein is prohibited without the express permission of TSR, Inc.9249 ISBN 0-88038-757-2

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T

PROLOGUEI_

Ye'U hear tales tonight, aye, and othernights besides, until ye know them well.And all of them tell of folk getting hurt,and enduring hardship and suffering,and spilling blood, too much of it theirown. And ye'll laugh and enjoy it andthink it grand—as ye can be sure they didnot, during its unfolding. "High adven-ture," 'tis called; more's the joke.

—From an address given byElminster the Sageat GENCON 20; Milwaukee,1987

Notes tneDungeon Master

Waterdeep is the last in a trilogy of mod-ules that describe the Time of Troubles,called by some "the Godswar," in theForgotten Realms.

These modules loosely parallel the actiondescribed in the Avatar trilogy of novels byRichard Awlinson, published by TSR, Inc.Neither you nor your players need to readthe novels before playing this adventure,nor is the action herein identical to that ofthe novels. Players should use their owncharacters, though several non-playercharacters (NPCs) will prove valuable if notnecessary.

This module is not a guidebook to thecity of Waterdeep itself. For this informa-tion, consult sourcebook FR1, Waterdeepand the North, and the boxed City Systemaccessory set.

Tne Timeof TRoables

The gods of the Forgotten Realms havefallen. Now vastly reduced in power, theywalk the earth as "avatars," mortal incar-nations of their godly forms. Avatars aremarkedly weaker than the deities theyrepresent, but still far outstrip PC adven-turers in power. However, an avatar canbe killed, and this can mean true deathfor the god.

Because the gods no longer maintain or-der in this dimension, chaos has over-whelmed the land. During the Time ofTroubles, magic spells and magical itemswork abnormally or not at all. Because de-ities are disregarding their usual respon-sibilities, priest characters cannot gain orregain any spells of 3rd level or higher.And as if this magical upheaval wasn't bad

enough, the land itself is in chaos; unnatu-ral effects may occur at any time.

Unless the gods soon regain theirplaces, the Forgotten Realms must perish.

LOR6 AoThe gods are victims of an enigmatic be-

ing who calls himself Ao, the overlord ofthe gods who is also known as "The OneWho Is Hidden." Ao's power exceeds thatof the gods by as much as theirs exceedshumanity's.

Ao grew angry at the gods' petty behav-ior, and finally had all he could standwhen two of the deities, Bane andMyrkul, made off with the Tablets ofFate—two artifacts that Ao had speciallycrafted. By casting the gods down into theRealms as avatars, Ao is teaching themhumility . . . and also testing them. Ao hascommanded the gods to seek the Tabletsof Fate. Only when one entity possessesboth tablets and returns them to Ao canthe gods ascend again. Until then, the wayback to the celestial realm is blocked bythe guardian god Helm, the only one oftheir number who was not cast down.

MidnightAmong the gods cast down was Mystra,

Goddess of Magic. Always a wise and kinddeity, Mystra has of late grown tired ofher fellow gods' endless scheming. Shewishes for dissolution, and so she has lo-cated a suitable successor.

This candidate is a young womannamed Ariel Manx, otherwise known as"Midnight." Midnight has some inkling ofthe fate awaiting her, as do her friendsand allies. She has shown amazing magi-cal powers, and she is less prone to theeffects of magical chaos than other wiz-ards. Everyone realizes now that she isimportant.

That, unfortunately, includes the evilavatars Bane, Myrkul, and Bhaal. Thesegods have hunted her ceaselessly as thetrail to the tablets grows warmer. Mid-night has faced danger bravely, and so farshe has survived. In fact, she grows greatin magical power, and by the time this ad-venture opens, she has played a majorpart in bringing about the death of Bane'savatar.

But Midnight needs a lot of protectionagainst the dangers ahead. That missionfalls to the player characters.

AlliesIn the Avatar Trilogy of novels, Mid-

night travels with three companionsnamed Adon, Kelemvor, and Cyric. Adonis a good-hearted but rather prim 5thlevel priest of Sune Firehair. Kelemvor, a5th level fighter, is a warrior who is proneto impulsive actions. In these adventuresthe PCs fulfill their roles as guardians.Nevertheless, Adon and Kelemvor can ac-company the party as NPCs.

Cyric, a fighter and former thief, beganas Midnight's ally and guard. However, inthe course of the story he has grown cor-rupt and turned to evil. Midnight has sofar refused to believe that he haschanged. However, in the adventure thatfollows, Cyric becomes the PCs' chief an-tagonist and rival for the tablets. At lasteven Midnight recognizes his evil. Cyric'sfate is detailed at the climax of the adven-ture.

Descriptions of all three companions,along with Midnight, appear in an appen-dix at the end of this booklet.

Several other allies help the PCs ontheir quest. Most significant of these is thesage Elminster, a legendary figure in theForgotten Realms. Though immenselypowerful, Elminster can render onlyspotty aid to the party, for he is preoccu-pied with fighting chaos elsewhere in theRealms. Many cities owe their survival toElminster's courage. However, from thePCs' point of view, the sage serves primar-ily as a source of clues and information.

For more about Elminster, consult FR7,Hall of Heroes.

Running the

In this adventure, Midnight must ac-company the party of player characters(PCs); the NPC Cyric must also appear as asometime ally, sometime foe of the party;and both of these characters must surviveto the end of the adventure.

Other NPCs are optional as party mem-bers, but in any case the PCs should havesome allies. The challenges they face inthis adventure are deadly. With both heal-ing and attack magic unreliable, theyneed all the help they can find.

Do not hesitate to provide NPC party re-inforcements from among the "back-ground" characters included herein, orfrom another source. The good DM willaim to entertain his players while pushing

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PROLOGUE

rthem to the utmost limits of their playingskill—not to slaughter their charactersout of hand. Allowing the party to occa-sionally escape from encounters mayhelp their survival, too!

Hoco tbeAdoentaRe isLaid Oat

This module is divided into chapters.Each chapter contains events keyed to agiven time or part of the adventure; theseoccur regardless of what the PCs do.Some chapters also suggest encounters,which are keyed to a particular location;if the PCs enter that location, the encoun-ter takes place.

A few sections are labeled "OffstageEvents"—information, meant for the DM'seyes only, that explains more of the "bigpicture" about what is happening in theRealms.

Any text that appears in a box is in-tended to be read aloud to the players, orgiven directly to them in summary form.The remaining information is for the DM,and most of the time should only be re-vealed in response to PC actions.

Read the module through carefully be-fore play begins, and note what encoun-ters need preparation beforehand. Tailorthe adventure to your players and yourcampaign.

Tbe SettingThis adventure is set in the continent of

Faerun, in the Forgotten Realms. Itsaction spans Cormyr, Tunland, the SunsetMountains, the High Moor country, andthe city of Waterdeep itself. These areasare described in detail in the boxedFORGOTTEN REALMS™ Campaign Set;supplement FR1, Waterdeep and theNorth; and the boxed City System set.Consult these sources to add depth to thisadventure, and to include other adven-tures along the way.

DMs who place this adventure in othersettings can modify the gods, settings, andperhaps the rulers and other powerfulbeings to suit their own world. Much ofthe action described in these pages shouldbe easily adaptable to another campaign.

Pftfests and

The increasing chaos of the Time of Trou-bles, coupled with the lessened power ofthe gods and their preoccupation with per-sonal troubles, has rapidly weakened thepower of priestly turning attempts.

Unless a priest is within two miles of thecurrent physical location of his deity's ava-tar, no undead-turning attempt will be suc-cessful. (If the priest is within two miles ofhis god, normal chances apply.) This state ofaffairs lasts until the morning after the lastday described in this adventure.

A Note AboatAD&D®£nd Edition

This adventure is written for theAD&D® 2nd Edition game rules. Termsand references new to AD&D 2nd Editionshould be self-explanatory to DMs whoare not familiar with this new edition.Some noticeable differences are changesin name only. The term "magic-user" hasbeen replaced by "wizard" and "mage."The "cleric" character class is now the"priest" class, although members of thatclass are still often referred to as "clerics."

The new edition of the game specifi-cally describes benefits of extraordinaryability scores. Much of that information issummarized here in the appendix on ava-tars of the gods.

Another noticeable change involves thepresentation of monsters. The new mon-sters in this adventure are presented in aformat used in the new Monstrous Com-pendium series. Again, the changes arenot significant enough to cause any prob-lems for DMs and players who are contin-uing to use the original rules.

Ability Checks: From time to time theadventure calls for a character to makean ability check. Roll ld20 and comparethe result with the character's appropri-ate ability score (Intelligence, for exam-ple). Players may roll their own abilitychecks, although it is usually better forthe DM to ask for the roll without identi-fying the particular ability being checked.

If the roll is equal to or less than thecharacter's ability score, the action suc-ceeds. If the roll is greater than the abilityscore, the action fails.

Grabbing: In this story the PCs carry avaluable item, one of the Tablets of Fate.Many evil beings will stop at nothing toget this tablet. At points, in fact, the storyrequires them to get it. But since thatwould usually result in the death of PCsguarding it, the DM should use an alterna-tive rule that gives villains the tablet butstill keeps PCs alive.

Use the "overbearing" rules offered inthe AD&D 2nd Edition Player's Handbook(page 98). The enemy tries to pull downand pin a character holding a tablet. Ifsuccessful, the enemy has gotten the tab-let without injuring the character.

FOR Neco Plaz/erzsIf Waterdeep is being played alone, in-

dependent of the rest of the modules inthis series, use this section to bring thePCs into the story. If they have alreadyplayed the previous adventures, skip tothe next section.

Terrible times have befallen the Realms.During their past adventures, the PCshave seen bizarre weather, felt frequentearthquakes, and noticed omens in thetrees and sky. (Improvise suitably weirdphenomena here.) Wizards can no longercontrol their spells. At times their magicdoes not work; at other times it works toowell, with disastrous effects.

Describe to the players the situationoutlined in the above section entitled"The Time of Troubles," presenting it inthe form of rumors or news from distantlands. Stress the turbulence and dangerof the times, and make it clear that theForgotten Realms themselves are injeopardy.

For the PCs, the breaking point camewhen they stopped at a tavern outsideMarsember, in the land of Cormyr. Dur-ing a heavy storm, the entire tavernfloated into the air! It hovered 40 feet offthe ground for perhaps half a minute,then settled back to its foundations. Noone was hurt, but the PCs decided to takerefuge in the nearby forest of Hermit'sWood.

While searching for a campsite, theystumbled on the unconscious body ofMidnight, along with other (also uncon-scious) NPCs that the DM wishes to in-clude in the adventure.

Rousing the victims, the PCs learned ofMidnight's quest for the Tablets of Fate.She has already gained one (at the end ofthe previous module in this series, Tan-

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PROLOGUE

tras). She believes the other is in Water-deep, far to the north. But en route, sheand her party were attacked while sheslept. Many died, and she (along with theother surviving NPCs) barely escaped.Now she needs the PCs' help to guard herand the tablet on the way to Waterdeep.

The party camps in Hermit's Wood. Af-ter they learn more about Midnight, heradventures, her quest, and its goal, turnto Chapter 1 to begin the adventure.

's PlanIn Waterdeep the PCs seek the second

Tablet of Fate, and fight Cyric's attemptsto steal the one they already have. In addi-tion, they fight the forces of Bhaal (God ofMurder) and Myrkul (Lord of the Dead).These two avatars seek the party's tabletas well . . . or so the adventurers think.

Actually, the two evil gods are usingMidnight and the PCs in a subtle scheme.True, they want the tablets. But evenmore, they plot to gain the power to over-throw Lord Ao himself!

Myrkul already possesses one of thetablets. He stole it himself and now holdsit in his home dimension of Hades. How-ever, since he has been thrown down tothe Realms as an avatar, he cannot goback to Hades. And as an avatar, he can-not draw on the power of all the soulstrapped there. So Myrkul wants to bringthose souls here, where they can increasehis power. How?

Humans can still travel the Planes,though the gods cannot. Myrkul, aided byBhaal, plans to lure Midnight to Hades,

have her steal the tablet there, and bringit back to the Realms. Through many sub-tle spells that Myrkul wove into that tab-let, its theft lets all the denizens of Hadesfollow it across the dimensions. Unwit-tingly, Midnight will fetch not only thetablet, but the souls that will strengthenMyrkul's avatar enormously.

Then, aided by Bhaal, Myrkul will takeboth tablets from Midnight, ascend theCelestial Stairway atop Mount Water-deep, and overthrow Lord Ao.

To fool Midnight into visiting Hades,Myrkul pretends he doesn't want her togo there—reverse psychology! He sendsundead minions to (fail to) seize Mid-night's tablet. And he sends Bhaal to kid-nap Midnight.

The PCs think Bhaal wants Midnight sohe can gain the tablet. Actually, this is aruse. Bhaal "accidentally" tells Midnightthe location of a gate to Hades, and "letsslip" that Myrkul's tablet is there. Then heallows Midnight to escape, knowing shewill head straight for the gate. And therest of Myrkul's plan proceeds fromthere—if all goes well for him.

TontrzasCo

This section briefly describes the eventslinking this module with its predecessor,FRE2, lantras. Use this section if this ad-venture is played as part of its trilogy.

At the end of Tantras, the party hired aship to take them down the Dragon Reachand across the Sea of Fallen Stars to Ilipur,

on the Lake of Dragons. There they in-tended to join a caravan for the overlandjourney to Waterdeep.

The ship set sail through capriciousseas, passing lots of floating wreckage onthe Reach. Running west through theNeck, the ship's lookouts several timessaw a galley with the black-and-red sailsof Zhentil Keep far behind, followingthem. Midnight believed it to be Cyric'sship.

In the Lake of Dragons a fierce squall,with howling winds and dangerous wa-terspouts, arose from a calm sea to drivethe adventurers' ship north toward theport of Marsember.

The harried captain, fearing for his lifeand openly suspecting hostile magic ofcausing the storm, wanted to be rid of theband of heroes. He battled the wild wavesto turn back east, whereupon the stormslackened immediately. This increased hiscertainty that magic was involved.

The party was put ashore in Cormyr, onthe wrong side of the lake from Ilipur.They came in by open boat amid the dan-gerous rocks and sand shoals near themouth of the Wyvernflow (the lower Im-merflow), south of Wheloon, within pa-trol distance of Marsember. Horses andheavy gear could not be landed; as it was,it took everyone's strength poling the boatto hold it off the rocks amid the surgingwaves.

The PCs and Midnight gathered wearilyon the beach. The first order of businesswas to get supplies, which were readilyavailable in well-to-do Cormyr. Theywouldn't face attack from the locals ifthey kept quiet and moved quickly, butthey dared not visit the nearby city of Su-zail or make more of a public appearancethan they had to. Cormyreans are suspi-cious of travelers right now, given Zhenti-lar activities, the general unrest of natureand magic, and the schemes of avatarsand worshipers alike.

The party, facing evening and exhaus-tion, and wishing to avoid undue atten-tion, camped in a wooded hollow near theedge of Hermit's Wood. Chapter 1 of thisadventure begins in the middle of thenight, in that encampment.

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This chapter begins on the evening ofthe day the adventurers land in Cormyr.If this adventure continues from FRE2,Tantras, the heroes are footsore and thor-oughly weary after facing the storm's fullfury.

Without supplies, the party cannotreach Waterdeep. Nearby supply townsinclude Marsember, to the west, andWheloon, to the north. Beyond Marsem-ber lies Cormyr's royal capital, Suzail,where Midnight hopes to charter a ship toIlipur. First, though, it's time to camp forthe night.

The party finds a wooded hollow at theedge of Hermit's Wood, well east of Mar-sember, where they can hide from brig-ands, Zhentilar agents, and Cormyreanpatrols alike. (If Adon is along as an NPC,he remembers the name of the forestfrom his temple teachings. The long-dead hermit for whom the wood isnamed was a devotee of Sune Firehair,Adon's deity.)

The party settles down to sleep.

OFFSTAGE EVENTTwo rival factions seek the party.Unknown to Midnight or the PCs, the

NPC Cyric is trying to prevent the partyfrom reaching Marsember or Suzail. Tothis end he has enlisted the evil Zhentilar;he also plays informant to the standingarmy of Cormyr, the Purple Dragons, tell-ing them that one or more of the PCs arefugitive criminals.

Cyric has learned that servants of thedeceased god Bane are swarming acrossthe south, seeking revenge on the womanwho "caused" Bane's death: Midnight.Cyric does not want the party (and theTablet of Fate in the group's possession) tofall into anyone else's hands but his own.Therefore he intends to drive the adven-turers northward to Wheloon, then to thesmall village of Eveningstar.

Unfortunately for both Cyric and thePCs, Myrkul has also located the adven-turers. In Event 1, agents of the God of theDead try to kidnap Midnight.

Eoent 1:Happening inHeRrait's Wood

In the third watch of the night, a fewhours before morning, have the charac-ter(s) on watch (if any) make an Intelli-gence check.

If the check succeeds, the watchmansees much vigorous movement in thedarkness beyond the firelight, but doesnot hear anything; the character can raisethe alarm. If the check fails, the charactersees nothing, and the attack that followscomes completely by surprise.

Myrkul has animated 13 night riders (aspecial, intelligent sort of zombie) to at-tack the encamped PCs by night. Theyand their undead mounts, called gaunts,are fully described in the New Monstersappendix at the end of this adventure.

Their orders are to kidnap Midnightand any other human females in the party(to avoid cases of mistaken identity) andlocate a stone tablet to be found some-where in the party's saddlebags. Thenight riders must then kill all the othersand take the hostages and tablet to theLord of the Dead.

(If the kidnapping attempt succeeds,Myrkul intends to connive so as to getMidnight to do his "dirty work" for him.He will "let slip" the whereabouts of thetablet he possesses and the location of thegate to his realm in Hades. Then the deitywill allow Midnight to escape. At thisearly point in this adventure, Myrkul re-gards the PCs as expendable. Later hesees their importance in protecting Mid-night, so he treats them less ruthlessly.)

Nigbt RideR TacticsIn life, these riders were a Purple

Dragon patrol, and accordingly wearchain mail with the Cormyrean insigniaemblazoned on their surcoats. Theirshields bounce unused at their saddles.Each is armed with a light horse lance(Id6 damage), long sword, mace, anddagger.

The undead are all mounted on gaunts:skeletal, bloated horses covered withblackened, twisted strips of rotting skinand flesh. These mounts have 12 hp each.

The mounted undead charge down intothe wooded hollow where the PCs aresleeping. Two are in the lead, and six moreride fast behind them, spread out. A sin-gle rider follows slowly to tackle any es-caping or especially powerful adventurer,and four of the undead remain fartherback, in reserve.

The two lead night riders and the outer-most two of the six that follow have 15 hpeach and attack as 2nd level fighters. Theothers have 7 hp each and attack as 1stlevel fighters, except for the very lastnight rider.

In life, this last rider was Ogden theHardrider, sergeant of the patrol. He has24 hp and attacks as a 4th level fighter. Hehangs back, committing his four-man re-serve force to spoil any spellcasting.Then, if he can, he tries to snatch up Mid-night across his saddle and ride backnorth toward Myrkul.

The night riders raid and harry, repeat-edly turning their mounts to ride past PCsand strike, rather than staying to face theparty in melee. The darkness and thicklyclustered trees should make this a con-fused, disorganized fray.

Cyme InteRoeoesCyric, observing the battle from a dis-

tance, is too far from his Zhentilar to offera great deal of help to the party againstMyrkul's riders. But he does aid the ad-venturers with sniper fire.

Whenever a member of the partyseems hard pressed by a night rider, anarrow comes out of the night to strike themonster. Note that night riders feel nopain, but can in a fight be distracted byunexpected attacks and sights, even as liv-ing beings are.

PCs do not see the mysterious archer;he slips away into the night at the end ofthe battle. PCs who pursue can identifythe archer as Cyric, but they should notcatch him.

The battle should end with the defeat ofthe undead. Magical chaos permitting,Midnight hurls a fireball to dispose of sev-eral of them. The spell sets the hollowaflame. Characters are in no immediatedanger from the fire, but unless they putit out or flee, the light will attract Cormy-rean patrols or further attacks.

If the PCs have had an easy time of thefight, provide additional challenges whilethe party is putting out the fire or stum-bling through the darkened wood.

Event 2: Well Metin Wneloon

The rest of the night passes unevent-fully. In the morning the party heads to-ward Wheloon. There they hope to rest,buy horses and supplies, and, if neces-sary, seek healing at the local shrines.

Should the party head toward Marsem-ber, try to discourage them with numer-

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