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Shadowdale

Table of ContentsPrologue.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

Chapter 1: The Coming of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Chapter 2: A Rescue Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Chapter 3: The Castle of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Chapter 4: Mystra�s Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Chapter 5: The Quest for the Tablets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Chapter 6: Storm in Shadowdale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Non-Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Avatars of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41New Magical Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Magical Chaos Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside front coverPhysical Chaos Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside back coverMonster Summary Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside gatefold

Credits

Design: Ed GreenwoodEditing: Chris Mortika, Scott Haring, Karen S. BoomgardenAvatar Trilogy Coordinator: Jim LowderCover Art: Jeff EasleyInterior Art: Ned DameronTypography: Betty ElmoreKeylining: Paul Hanchette

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

TSR, Inc.PRODUCTS OF YOUR IMAGINATION�

TSR, Inc. TSR Ltd.POB 756 120 Church End, Cherry HintonLake Geneva, Cambridge CB1 3LBWI 53147 USA United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS,BATTLESYSTEM, FIEND FOLIO,PRODUCTS OF YOUR IMAGINATION,and the TSR logo are trademarks 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 andhobby trade 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 artworkcontained herein is prohibited without the express written permission of TSR, Inc.

9247 ISBN 0-88038-720-3

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The One Who Is Hidden will inanger cast the gods down into theRealms. The gods will walk amongmen, amid chaos of Art and nature,and there will be strife in Faerun.

�From the Propheciesof Alaundo the Seer,

called �the Wise.�

Notes for theDungeon Masters

Shadowdale is the first of a trilogy ofmodules that describe the strife calledby some �the Godswar,� in The Forgot-ten Realms.

These modules loosely parallel theaction described in the Avatar Trilogy,published by TSR, Inc. It is not neces-sary that you or your players read thenovels before play, nor are the adven-tures outlined in the modules identicalto action in the novels. Players shoulduse their own characters, though sev-eral NPCs will prove to be quite valu-a b l e . ( T h e N P C M i d n i g h t i s a nexception�she must accompany theparty in order for the adventure to becompleted.) If the PCs are weak, or runinto trouble early on, the DM could wellprovide aid by using the other NPCsdescribed herein as reinforcements forthe party.

The adventures in Shadowdale areperilous; a party of lesser power maywell not survive for long. Keep the par-ty to a size that you are comfortablewith. If encounters are too dangerous,allow the PCs to escape or avoid them;PCs should be challenged, but not casu-ally destroyed.

How the Module IsLaid Out

The adventures in Shadowdale areoutlined in chapters. Each chapterbegins with several Events that occurregardless of what the PCs do. After theEvents come the Encounters, repre-senting areas the PCs may visit or situa-tions the PCs may come to be in.

For both Events and Encounters, theboxed portions of text are intended tobe read aloud to the players. Theremaining information is for the DM,a n d s h o u l d o n l y b e r e v e a l e d i n

response to PC actions.The chapters describe the intended

flow of the story. PCs have plenty offreedom as to what they actually do inthe chaos surrounding the Godswar.Feel free to improvise to make theadventure exciting and enjoyable. Ifyou read the entire module before playto see what will occur, it will be easy tosee where there is ample room for yourown side-adventures, and where andhow the adventure herein can be tai-lored into an existing campaign set inthe Forgotten Realms.

Each chapter also contains randomevents and encounters. You shouldadapt each entry used to best suit thePCs� current situations. �Random�events can be deliberately introducedinto play to challenge cautious PCs, orto warn or direct them. It is a time ofgodly portents, confusion, and direomens; feel free to �stretch coinci-dence� to answer PC doubts or queries.

Rumors and legends are also provid-ed in this adventure. PCs can learnthese by eavesdropping, questioningNPCs, or investigating written records.You may wish to develop some of thesehints into further adventures for thePCS.

Ability ChecksFrom time to time in this adventure

an Ability Check is called for. The DMshould roll 1d20 and compare the resultwith the appropriate ability score(Strength, Dexterity, etc.) for the char-acter in question. If the roll is equal toor less than the character�s abilityscore, the action succeeds. If the roll isgreater than the ability score, theaction fails.

The SettingThis adventure is set in the continent

of Faerun in the Forgotten Realms, spe-cifically in the Dragonreach lands: Cor-myr, the Dalelands, and the cities andwilderlands of the Moonsea. Theseareas are descr ibed in the boxedFORGOTTEN REALMS� Campaign Set.DMs who place this adventure in othersettings will have to modify the geogra-phy, NPC �power groups�, and godsused, but should still be able to use thismodule.

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A Note About 2ndEdition AD&D® Rules

This module is written for the newrules system. The most not icablechange is the reference to �mages�instead of �magic-users.� The class isbasically the same, as are the class�sspells. When a character�s statistics arelisted within the text, the letter �M�denotes �mage,� as �MU� used to denote�magic-user.�

The other noticable change is the pre-sentation of the monster statistics. Thelayout used here is that developed fort h e n e w M o n s t r o u s C o m p e n d i u mseries. The information is organized abit differently, but nothing has been leftout. Everything DMs are used to seeingis there.

Running ThisAdventure

This section explains the steps a DMshould follow to best run Shadowdale.A lot is going on in the Realms duringthis adventure. Reading the entire mod-ule before play allows a DM to changethe order and nature of encounters inresponse to PC actions.

This module has been designed notonly as the first part of a trilogy, but asthe foundation of a fledgling campaign.Many of the NPCs introduced can beused in all sorts of adventures, notmerely the action outlined in these pag-es. The DM should be familiar with theoverall aims, general knowledge, and�juicy secrets� (if any) of all NPCs intro-duced in a chapter, before beginningactual play. If keeping track of suchthings becomes overwhelming, list keyNPC facts on a sheet of paper or seriesof file cards for ongoing use. When oneknows what drives a particular NPC,roleplaying that person�s reactions toPC queries and activities is relativelyeasy.

Events: Note that Events occur inthe sequence given and at the timesnoted no matter where the PCs are orwhat they are doing. These Eventsmove the adventure onward and givethe PCs information, as well as makingthe Realms �come alive,� rather thanmerely serving as a static background

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for PC adventurers to strut around in.A synopsis of the main events of Sha-dowdale is given below.

Time: It is important that the DMkeep track of the passing days, andwhen PC actions and encounters occur.Unless the text gives a specific time ofday for an event, you may arrange thetime to best suit the needs of youradventure. Alter the order of encoun-ters if desired to best suit the pacing ofyour adventure as play unfolds.

Synposis of theStory

The key steps of the adventure aregiven below. If the PCs stray too farfrom the intended course of the adven-ture, the DM should head the PCs in theright direction by introducing forcefulevents and by providing NPC hints andwarnings. Note that events may welloccur �offstage,� particularly if the PCsare militarily weak. There is no need tolead PCs �by the nose� to drag themthrough all the encounters in this mod-ule.

1) The adventure begins with the�Fall� of the gods, and the physical andMagical Chaos this brings to Faerun.Hints and news of these unsettlingoccurrences can be worked into otheradventures as the DM brings the PCstogether in the caravan-city of Arabel,in northeastern Cormyr.

2) Caitlan Moonsong approaches thePCs with a plea to undertake the rescueof her mistress from �an evil power�imprisoning her in Castle Kilgrave. The

DM should introduce Caitlan�s appeal insuch a way that it is very hard for thePCs to refuse it; perhaps a tutor of onePC could demand it as a service in pay-ment for training, or Caitlan couldapproach the PCs in a taproom or otherpublic place while the PCs are trying toimpress an audience with their braveryor skills. Midnight joins the party-notonly is she simply the only wizard left inArabel (or Cormyr, for that matter), herpresence is necessary for events tounfold as they should. Caitlan falls illand cannot accompany the party.

3) The PCs journey to Castle Kilgrave,perhaps encounter ing adventuresalong the way, and battle its dangers torescue Mystra. If they fail, other (NPC)adventurers will succeed, and the PCswill witness the next step via Midnight�spendant.

4) Mystra asks for, and receives, thependant she gave Midnight. The pen-dant�s power and value, if not its natureor usefulness, will be readily apparentto avatars and powerful wizards. Mys-tra brings into being a gate to the Ethe-real plane, where she confronts Helm.Helm dispatches Mystra, revealing theimportance of the Tablets of Fate, andchallenging them to rise as heroes tothe quest. The DM should use whateverpriestly directives, inner voices, omens,and NPC reactions seem necessary tomake reluctant PCs undertake thequest for the Tablets. The idea of Elmin-ster the Sage as a source of informationcrucial to this quest should also beintroduced.

5) The PCs journey to Shadowdale,

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either in search of Elminster or becauseof rumors concerning the Tablets�whereabouts. Adventures occur alongthe way, and PCs come to the attentionof the avatar of Bane, the Zhentarim,and the Harpers (and any other avatarsand power groups the DM wishes touse in future play).

6) The PCs encounter Elminster, andlearn much from him about Helm, whathas befallen the gods, and the impor-tance of mortal conduct and the recov-ery of the Tablets. The DM should givehints of Elminster�s own mysteriouspower and importance in the plans ofThe One Who Is Hidden. The PCsexplore the dale (its important NPCsshould be introduced to give later eventsemotional impact), and Zhentarim-ledforces attack Shadowdale. The DMshould involve PCs in the battle.

7) The temple of Lathander in Sha-dowdale is attacked by Bane, who isresisted by Elminster, who inadvertent-ly summons Mystra to aid him in fight-ing Bane-and all three beings areapparently destroyed in their struggle,demolishing most of the temple.

All wizard player-characters shouldbe involved in this battle, along withany other PCs who wish to fight.

8) The adventure comes to a tempo-rary end with the capture of the PCs byangry inhabitants of Shadowdale. TheDM must direct subsequent playaccording to whether the events of Sha-dowdale will stand alone, or the PCswill go on to the adventures describedin the second module of this trilogy,Tantras.

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For if there is storm on high, there mustsurely be chaos below.

�Saying of thepriests of Helm

The adventure can begin anywherein Cormyr or the areas west or south ofit (Westgate, for instance, or as far westas Iriaebor); wherever it best fits anongoing campaign. The PCs should endup in the caravan-city of Arabel innortheastern Cormyr.

Arabel is detailed in The FORGOTTENREALMS� Campaign Set. If the PCs arealready in Arabel, run Event 1 during thecourse of other adventures. If the PCs areelsewhere in the Realms, Event 1 canoccur before they reach Arabel. Severalmini-adventures set in Arabel are includ-ed in this chapter as �warm-up� eventsfor fledgling parties.

Note that a royal charter is requiredto bear weapons in Cormyr; PCs livingin Cormyr will know this. (The DM canattach conditions of behavior to thegranting of such a charter; Cormyr is agenerally law-abiding kingdom.)

For details of police and soldiery inArabel, see Encounter 1 in this chapter.

It is a time of great changes, a time ofportents, war, and high adventure. Thechallenges in this adventure are intend-ed to test a party of six to eight charac-ters, including at least two spellcasters,ranging in level from 1st to 3rd. If theparty is stronger, or becomes muchweaker, the DM should feel free tomatch the adventure to the characters�

current abilities, for example: provideNPC aid, have some events occur �off-stage,� and weaken PC opponents a tri-fle. It is a dull adventure in which all theheroes fall within the first half-hour ofplay. The old saying of the halfling Bran-dyjack Two-Cask, however, is particu-larly apt when applied to the eventsdescribed in this adventure:�Goes the fray at all a wry?Flee! Flee! Run away!They grow no older who sudden dieAnd ne�er adventure another day.�

Event 1: �AStorm to Shakethe Thrones ofthe Gods�

One morn, no sunrise comes. Thereis only darkness, and an icy chill.Dust blows on the wind, whichgrows quickly to a gale. It is no nor-mal storm, but a howling, lashingbattle of winds that come from everyquarter, and crash together, wres-tling over the land. Branches, birds,plants and all are whirled helplesslythrough the air.

Rain begins, and hail, and snow, allfalling impossibly together as light-ning crashes and tornadoes formand tear over the land. The groundshakes, and rocks are borne aloft tofall as a killing rain out of the dark-

ness. Folk in the open are crushedagainst rocks or buildings; roofs fallin or are whittled away. Horses aret u m b l e d h e l p l e s s l y a l o n g t h eground. Trees topple.

All day long the fury of the stormrages unabated, until nightfall. Nightdoes fall, this day�with a great crashthat shakes the earth, throwing allcreatures helplessly to their knees.There is a sudden silent calm thereaf-ter as, overhead, the stars come out.

If the PCs are in the midst of anadventure when the great storm hits,the DM may wish to apply damage rele-vant to the natura l hazards theyencounter. Lightning, hail, tornadoes;all devastate cities and countrysidealike. Creatures of all sizes are slain orbadly hurt. Underground, cave-insoccur; in the mountains, landslides arecommon. At sea, ships founder�and inmost cities with a major temple, a greatmeteor or �star, trailing fire as it falls�strikes the temple at nightfall, destroy-ing it in an explosion that slays themajority of the clergy within and ruinsthe wealth of the temple. There are nosuch preeminent temples in Arabel; PCsalready in the city may not learn of thetemple destruction for a while.

It is suggested that no PC be badlyhurt in the storm. Mounts and prop-erty, or NPC tutors or allies upon whichPCs have become over-reliant, how-ever, could well be destroyed. The sud-den damage to vaults, city walls, andmany buildings will lead to lawlessness:Looting, and bloody street-fights as folksee a chance to settle old grudges (or,having lost everything, are willing tochance anything). This sudden violencecould well lead to other PC adventures.

During the storm, the NPC Midnightwill be compelled to go outside and finda secluded garden or grove, where shewill meet an avatar of Mystra. Event 2Abelow describes their meeting and it�sresults, which is crucial to the rest ofthe adventure. Even though no PCs willbe there, it is included here as back-ground for the DM. Also, there may bea time when Midnight tells the adven-turers of this meeting...

After reading Event 2A, go on toEvent 2B.

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There is sudden silence in the dark-ness all around Midnight. Darkershadows�tree trunks�seem to swayand shift gently, but there is no sound.

Ahead, she sees a glowing form beginto shine; a blue-white radiance, growingstronger amid the trees, approaching.The radiance grows brighter and nearer.

A gentle yet powerful whisper soundsin Midnight�s head: �I said I would returnwhen you were ready, little one. Knowme now, sister.� A dark figure moves outof the trees, surrounded by a nimbus ofblue-white light. It is Mystra, Mother ofAll Magic. Her face is hidden in theshadow of her limning.

�For years you have worshipped me,albeit in your own way. Now, Midnight,you can do me great worship. I shallreward thee, now and in the future.Will you serve me?�

Midnight, of course, accepts. Mystracontinues: �Good. I will entrust to yousomething of mine. Guard it well. Youcannot make use of it, but in turn, it can-not harm thee.� Mystra raises her handsto her throat, and a blue-white light is kin-dled there, between her palms. The glowlights her face, that of a beautiful, willfulyoung woman, which hints of a long-borne pain. Then her eyes lift to meetMidnight�s, and she smiles.

�Take this of me, Midnight. I shall seekits return, in time.� She holds out herhands, and in them is the blue-white radi-ance, shimmering with unearthly beauty.It is power, the power of Art, trapped in ablue-white star of some clear crystal orgem. It is set on a chain of blue-whitemetal; Mystra holds it out to her.

When Midnight touches the pendant,she will find the crystal and its chain bothsilken-soft and warm to the touch. Bothcan be considered unbreakable, even bythe attacks of artifacts and avatars (due tothe combined wills of Mystra and TheOne Who Is Hidden). The initial touch ofthe chain will cause a painless, excitingtingling in Midnight�s body. Mystra willurge Midnight to take the pendant. AfterMidnight takes it, Mystra says:

�For this service, sister in Art, I willreward you in time to come, and now.

Event 2A: AMyster iousMeeting

Choose one spell from those you alreadycommand. Whenever you cast it, youshall be able to recall it and cast it againthrice more, four times in all, by my gra-ce. Choose now; other matters press me.�

The DM should choose a single spellfrom those already known by Midnight.Magic missile is a good choice, becausein addition to the extra spells, the mis-siles created will always do maximumdamage-an extra boon from Mystra.

After she chooses, Mystra says, �Mythanks, Sister. Receive now Mystra�sboon.� The glowing form of Mystrasteps forward. No longer hidden indarkness, she seems to be clad only inblue-white radiance. She embracesMidnight, and the young woman canfeel the power and ecstasy of the Artcoursing through her.

The next thing Midnight knows, sheis alone with the pendant. Mystra�s kisshas conferred upon her the promisedpowers, and also cured any hit pointdamage and any diseases Midnight maysuffer from or carry. Midnight�s skinwill glow a bright blue-white from headto toe, and the pendant will be aroundher neck, grafted to her skin. It cannotbe removed by anyone but Mystra, andcannot be broken.

The pendant has five additionalpowers, not mentioned by Mystra.These automatically operate when thependant is worn or touched. They are:the pendant confers the abilities offeather fall and pass without trace (asthe spells) upon its bearer.

Anyone who has touched the pen-dant will know its presence and loca-tion thereafter, whenever it is within6�, however disguised or hidden. Sub-stitute or false pendants will instantlybe known for what they are.

At will, anyone touching the pendantcan cause a blue-white radiance tocome into being in the pendant, lastingas long as desired, and varying (or puls-ing) in brilliance from a faint glow to aspectacularly bright display (illuminat-ing as per a continual light effect), butnot when the caster is held or affectedby magical sleep or mental suggestionsor commands.

Event 2B should be set in an inn, tav-ern (or other haven) where the PCs�orthe majority of PCs�have taken refuge,late in the evening of the storm. Regard-

5

less of whatever furniture, bolts, bars,and the like have been used to reinforcethe door against the fury of the ele-ments, the door will be suddenly flungopen, and Event 2B will occur. It is sug-gested that the setting be The Pride ofArabel inn (#48 on the Arabel map inthe Campaign Set), proprietor DunlassTathelkom (LN male F6, 46 hp, genial,fair, and burly). If the DM desires, itmay be the only place in the city with aroom to let to adventurers.

Event 26: ADramaticEntrance

In the doorway, winds howling madlyat her back, is a raven-haired woman.She wears a black cloak, and darkboots, breeches and tunic beneath, allwhipped wildly by the storm. Somepower seems to keep the storm fromsweeping in through the door behindher. Indeed, she seems to be clad inpower: A blue-white star pendantglows at her throat, and her face�hervery eyes� glow with the sameunearthly radiance. Her hair movesgently in waves, this way and that, as ifalive; it too glows.

Her skin glows, too, all down theopen front of her tunic, and througha tear in one leg of her breeches. Thelight she gives off is painfully bright,almost blinding. She looks aroundthe room calmly, even boldly, yet here y e s g i v e t h e i m p r e s s i o n h e rthoughts are elsewhere, somewherefar more glorious than here.

Suddenly the radiance dies away�the lady�s skin, the pendant, every-thing goes dark. She crumples to thefloor without a sound. Behind her,the full fury of the storm crashesinto the room.

Midnight will be unconscious for 2-12turns, and then awaken with no illeffects. She will not be hurt in thestorm, but the pendant will cause 2d10points of energy damage, per round, toanyone touching it during this time.When Midnight awakens, the pendantwill glow again, and lose this damage-dealing power (Mystra caused it to pro-

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tect Midnight by absorbing storm ener-gies near her, a temporary power).

IMPORTANT NOTE: (NOT TO BEREAD ALOUD TO THE PLAYERS)F r o m t h e m o m e n t t h e s t o r mends, magic is unreliable in theRealms. Use the �Magical ChaosT a b l e � w h e n e v e r m a g i c i sunleashed in the adventure fromthis point on. Everyone, includ-ing the avatars of the gods andpowerful wizards such as Elmin-ster, is affected by the chaos. Mag-ic items without charges (a ring ofprotect ion, for example) sufferMagical Chaos only once everyweek, but items with charges orotherwise limited uses risk chaosevery time they are used. Clericscannot gain spells of third levelor greater through prayer fromthe moment the storm begins.T h e s e e f f e c t s i n c l u d e P l a y e rCharacters, and continue unti lthe end of the adventure.

The DM can (and should) override theChaos Table to benefit the PCs. This isespecially important in the battle at theTemple of Lathander toward the end ofthe adventure.

Event 3:Stunning News

Run this Event sometime during theday after the storm, whenever one ofthe PCs is out in the wreckage-strewnstreets of Arabel.

A scarlet-robed priest runs past you,stumbling in haste. His face is white,his mouth open in shock. �FatherCounselor!,� he cries. �Revered One! �The rose-hued disc of Lathander, Godof the Morning, bounces at his breast.

Down the street is an old man,grey-bearded and erect. He wears arobe of pale rose, denoting higherrank. He turns calmly. �What is it,brother? ,� he asks . �Be ca lm�Lathander loves us all, remember.�

�But, Father! His Art has left us!Canon Mieskal prayed for the powerto remove curses, and no powercame! Canon Mieskal! Then the OldOne, Patriarch Gurimn, came out of

his hut and wept. He said his pray-ers, too, had gone unheard! Has theGreat Morninglord forsaken us?�

The old man looks around at youand the other folk listening in thestreet, and puts an arm around thedistraught younger priest. �Hush,brother,� he says gently, in lowertones. �Do not aid the Dark Ones byspreading panic and dark rumor.Calm thyself in the grace of Lathan-der. Does not our faith tell us thatthere is always a new beginning?Look for that new light, then, and becheerful. True, our greater prayersare not answered. But we are notalone. The brothers of Tymora wereas upset as thou, early this morn.And as I came this way, I passed oneof the whip-mistresses of Loviatar.She, too, was in tears and hurry. Andwhat does that gain? If the gods donot hear us, �tis because they arebusy, mark ye. Come now, and beonce more a man. Lathander needsye now, more than ever.�

Lama Chonszul (the old man) will leadAdept Bronsus (the priest in scarletrobes) away. No one will follow (except,perhaps, the PCs). If questioned, Chons-zul will be calm, kind, and secure in thestoic philosophy of renewal common toaged followers of Lathander. He willreadily admit that, as far as he hasheard, no priests of any clergy in Ara-be1 have had spells of 3rd level orgreater renewed by the gods.

Chonszul has just witnessed a com-mune tried by the visiting High PriestAlosar, newly arrived in Arabel fromElturel far to the west. Alosar askedLathander or his servants (solars) whythe god did not answer their prayersand received no answer. Chonszul willfreely relate this, and advise PCs tostand forth in such times of trouble todefend what is good in the lands, for insuch service lies true glory.

Chonszul, for all his gentle manner,will not hesitate to use his spells ifattacked. He is a 7th level Neutral Goodcleric with 50 hp, and has among hisother prayers (spells) three hold personmagics and one dispel magic. He bears arod of smiting.

Bronsus has a command and a sanctu-

ary spell, and will summon aid: 20 laybrothers of Lathander if he or Chonszulare robbed or attacked.

Chonszul will remain in Arabel to aidits folk as best he can throughout TheTime of Troubles, and may serve toguide or aid PCs with healing or tute-lage. He will report the descriptions ofPCs to the local Purple Dragons (armygarrison, busy cleaning up the streetsand restoring order) if they loot or van-dalize stores, or slay folk wantonly.

Event 4: DarkDismay

Run this Event late on the day afterthe storm, or the next day, wheneverthe PCs are out of doors.

You come upon a woman sobbing onthe ground, sitting with her headburied in her knees and her armsclasped around them. She wearsdark robes, open down the back toreveal old, white whip-scars on herskin , and on her forearms arearmored wrist-guards inlaid withbone, polished white. She looks up asyou approach, revealing a desolate,tear-stained face, and then sinksdown to weep again, rocking gentlyas her shoulders shake.

The woman is Sespetralee, Whiplass(Canon) of Loviatar. A LE 6th level clericwith 36 hp, Sespetralee is devastated atthe news that a great temple of Lov-iatar, far to the south in Turmish (acrossThe Sea of Fallen Stars) was destroyedduring the night of the storm. No priest-ess of Loviatar has received prayer-spells from, or been able to contact, thegoddess since then. The Realms mustbe coming to an end!

Sespetralee is armed with a whip offrost, fire, and fear (detailed in the NewMagic appendix, p. 42), a non-magicalcat-o�-nine-tails barbed whip (2-8 dam-age, 4-foot reach), a sleep-poisonedmace (its first strike releases venomfrom a handle cavity onto the ball of themace, so that any subsequent blowsdeliver a skin-contact venom effectivein 1-2 rounds, save vs. poison or fall intoa deep sleep (slapping, etc., will notawaken) for 1d8 +3 turns), and an

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assortment of harmful spells. She willonly attack if the PCs attack her in ear-nest. Bewildered and forlorn, she willallow herself to be comforted or aidedwithout reacting with hatred, betrayal,or rudeness. Her whip-scars are due toritual worship; she was unshakeablyloyal to the Maiden of Pain until now.

Event 5: Anarchyof Art

Run this Event immediately after anyPCs discover that their magic some-times goes wrong when cast, or soonafter Event 4, while the city of Arabel isstill l ittered with strewn wreckage(whichever comes first).

You hear a terrific, glassy crash, andthen shouts nearby. Angry shouts.�Good gold I gave you, wizard! Callyourself �Wonderworker,� indeed!Look at this� ruined! Can�t you man-age a simple levitation?� The speaker isa furious potter. He is standing, bloodstreaming from a gashed forehead,amid a litter of potshards. Brokencrockery is all around him. Behindhim is a large crate, on its side, top slitopen in a splay of broken boards,straw packing spilling out. Behind it isa broken window, behind that a topsy-turvy cellar. You�ve seen many in theaftermath of the storm.

What you haven�t seen before is anutterly astonished wizard. Tall, beard-ed, and distinguished in grey-and-purple robes with an arched collar,many rings glittering on his fingers�and utter bewilderment on his face.

�Mother Mystra!,� he gasps. �I�I�llreturn your money, good sir. That�s...never happened before ...I swear.�

The wizard is Antharn, a 12th levelLN wizard with 40 hp. For 50 pieces ofgold, he agreed to levitate a crate ofcrockery that the storm had driventhrough a nearby cellar window out,up, and over a busy street to the yard ofits owner, the potter Gulthagh Murr.He�s the angry one.

The crate contains delicate, ornatevases from Calimshan, and Gulthaghexpected about half of them to be shat-tered, but he�d agreed to shift them

speedily to avoid trouble with the ownerof the cellar, a dealer in fine carvings.Antharn had taken the fee, cast thespell�correctly, he swears (and he�sright)�and the crate had flown upsharply out of the window, turned a bril-liant blue in color, sprouted yellow root-lets all over, returned to its originalappearance, and burst open (still in mid-air). It had then gouted forth small piecesof crockery in a series of wild explosionsthat had littered the street, cut Gulthagh�sforehead, and flabbergasted the wizard.

He is shaken. �But I did nothingwrong, he says. Was other magic atwork?�

PCs should soon hear other news ofspells going wrong in the city. Remem-ber that the Magical Chaos Table shouldbe used for all spellcasting.

Event 6: ClericalStrife

Run this Event a few days after thestorm, particularly if the PCs intend toleave Arabel to seek adventures else-where. It can occur at any time whenone or more of the PCs are in the streetsof Arabel.

You are suddenly confronted by atall, thin man in a dark weather-cloak. His manner is imperious andfearless as he gestures at you to halt.You notice that his other hand, hith-erto hidden, grasps a wand. It is lev-elled at you.

�Stand!,� he says coldly. �You lookto be lawless swordbearers and thelike. Do you worship the One TrueGod? Or shall you be swept away asall worshippers of false gods are fat-ed to, in these days of reckoning?�

The man is Ulgon, a 7th level wizardof the Zhentarim. (The Zhentarim arean evil network of wizards, clerics ofBane, warriors, and beholders based inZhentil Keep. The Campaign Set of theRealms gives some details of this organi-zation.)

Ulgon is LE, has 22 hp, and is armedwith a wand of magic missiles (with 12charges) and a blink ring (detailed in the

New Magic appendix, p. 42). He also hasa full complement of spells, includingpolymorph other, two lightning bolts,and three magic missiles.

The �One True God� Ulgon refers to isBane, The Black Lord (god of strife andtyranny). Ulgon will not menace the PCs;he does not want an open fight withthem. Instead, he will behave like a fanati-cal clergyman, triumphant at the down-fall of �false gods.� Ulgon will claim thatonly the true gods�Bane, Myrkul, Talos,and Tempus, Bane being the truly power-ful of the four�will survive.

Ulgon will urge the PCs and like folkof action and daring to join �The Cleans-ing Hand� (of clergy and lay worship-pers of the four gods mentioned). TheHand, Ulgon claims, will earn glory anddivine reward for its members in pre-paring the new society to come. Itswork now is to slay and cast down�false clergy,� seizing their wealth andproperty, and to resist all other author-ity. Other adventurers, brigands, thesoldiery of the corrupt, doomed king-dom of Cormyr�all must be cast asideto allow the True Gods to ascend totheir rightful place.

Run this encounter if the PCs seek outWatch patrols or the soldiery in Arabelto ask about the sudden, strange erraticperformance of magic, rumors of trou-ble among the gods or clergy, or for anyother reason. The PCs will be escortedto an office where this encounter willtake place. This encounter will alsooccur if the PCs run afoul of the law in

Ulgon will try to convince the PCs tojoin him. If they do, he will charge themto seek out and slay a troublemakerknown as Garthim �the Black� (actuallya Harper, a 9th level CG fighter) in thecity. (The Harpers are a good-alignedorganization described in the Cam-paign Set of the Realms.) If they refuse,he will ask where they are staying, andpromise to show them signs of the truthof his belief later.

He will actually send seventeen 0-level thugs to attack and rob the sleep-ing PCs, taking first their mounts, thenclothes and weapons, seeking to keepthe PCs in Arabel.

Encounters1. The Purple Dragons

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Arabel, or attract official suspicion as aresult of their adventuring activities.

You are facing a burly, hard-facedman. He is seated at a desk that bearsonly a battered war-helm and a naked,battered two-handed sword. Brassrings glint on his hairy fingers. Hewears leather armor under a surcoatbearing the Purple Dragon of Cormyr.

�I am Dutharr,� he says simply, �offi-cer of his majesty Azoun. I deal withadventurers such as yourselves. Theseare days of strife, and hence watchful-ness, requiring special actions on ourpart. As you know, arms can be borneby private individuals in Cormyr onlyby royal charter. By the King�s author-ity, I can�and will�issue or revokeany charters pertaining to yourselvesaccording to the acceptability of yourown behavior. Is that understood?�

Dutharr is a tough, streetwise vet-eran, a LG 11th level fighter who wantsthe PCs to refrain from slaying or pillag-ing in these times when the soldiery ofCormyr are spread thin coping withhalf-mad clerics and wizards and theirout- of-control spells. He warns thatthey will be slain on sight if caughtbehaving criminally.

What Dutharr would really like thePCs to do is to help keep the peacewherever they go in Cormyr, reportingsuspicious doings they observe to thePurple Dragons and aiding the soldierywith a handy sword or threateningcharge now and then. He hints thatrewards�perhaps even a knighthoodor two�await such service when thecurrent strife is over.

If the PCs do report their movementsand findings to Dutharr (he will havethem watched) and come to the sol-diery�s aid in any brawls or crowdscenes, Dutharr may aid them in returnshould they run into trouble. The DMmight provide such a rescue if exhaust-ed or badly wounded PCs are unwit-tingly heading into big trouble.

In Arabel, the city Watch (police)patrol the streets; the city�s garrison ofPurple Dragons (professional soldiersof Cormyr) patrol a day�s ride outsidethe city walls. The Purple Dragons arealways contacted by the Watch in casesof murder within the city. In these

times of strife in the Stonelands andtrouble with Zhentarim spies, Dutharrhas bolstered all Watch patrols withPurple Dragon soldiers.

Dutharr�s spies will be 5th and 6thlevel LG f ighters , veteran PurpleDragons. They will always be in dis-guise and in teams of two. While withinthe city, PCs will have a very hard timespotting them. The DM should maketwo secret Intelligence Checks for eachPC per turn. Only if both Checks aresuccessful will any PC notice anythingsuspicious-and then only if that PC isin a position to do so. (There�s nothingsuspicious, for example, about a mer-chant walking down a street full of mer-chants, unless the PCs have turned acorner or entered a shop so as to revealindividuals following them.) If playersstate that their characters are watchingfor spies, allow Checks more often, per-haps once every three rounds. It is rec-ommended that the DM retain the�double secret check� system. Outsidethe city walls, the DM should adjustchances of noticing spies according tothe terrain, light, and PC activities.

2. A Harpist BoldThis encounter can be run in any tav-

ern, ruin, or secluded glade or hollowthe PCs venture into, at any time beforeChapter 3 begins. If the PCs are veryweak, the NPC encountered here couldhelp the party out for a time.

You see a young girl, her hair cascad-ing around her like a silver waterfall,sitting alone. She is bent over a harp,and its silver strings chime faintlyunder her fingers like faint, far-offwater trickling its carefree way overstones. She looks up at you suddenly,and nods at you in greeting, unsur-prised. �Well met,� she says, andstops playing. The harp plays onfaintly by itself for a breath or twobefore stopping.

The girl is Salreen Shamarsair, aHarper. She is a CG 6th level ranger (ST17, DEX 17, 41 hp) who has a +1 longsword with a silver-plated blade, and 6knives about her person (two at belt,one in each boot, one strapped to a fore-arm and one sheathed at the back of

her neck, under her hair), which she isadept at throwing.

S a l r e e n � s h a r p i s n o t m a g i c a l(although a faint blue faerie fire castupon it makes it radiate a dweomer).She is watching adventurers in thisarea on behalf of the Harpers, lookingfor signs of the work of the gods or ofvarious evil powers (particularly theZhentarim). She will join the PCs thebetter to keep an eye on them�and ifthey strike her as good or at least work-ing against evil, she will give the PCs herloyalty (to the death, if need be,).

The DM should play Salreen as anutterly honest, shrewd �character judge�of the PCs in the final scenes of this mod-ule, keeping track of what she witnessesof the PCs� actions, debates, and inten-tions. If she does not join the party, shewill follow the PCs to spy upon them (andmay rescue PCs in a tight spot at the DM�soption). For chances of the PCs noticingSalreen or other spies, refer to theencounter above.

If the PCs attack her, Salreen will callfor help. It will come in the form of apatrol of twelve Purple Dragon soldiers,five 1st and seven 2nd level fighters, cladin chainmail and armed with longswords, spears, handaxes and daggers.

3. Brothers in BloodThis encounter can occur at any time

the PCs are in the streets, taverns, orshops of Arabel, particularly at night.

You see two men in rich purplerobes, each bearing a black handoutlined in red flames upon thebreast. They swagger fearlesslyabout, eyeing everyone with con-tempt. Seeing you, one stops andasks haughtily, �I suppose you have acharter permit t ing you to bearweapons in this land?�

He extends a hand imperiously.The other priest draws a rod fromhis belt and eyes you coldly.

The two men are Halaze and Retheel,two priests of Bane. They are 4th and2nd level respectively, and bear no mag-ical weapons (the �rod� is just that: a barof black metal, equal in damage to aclub). The two are stupid, officious bul-lies, so obnoxious and corrupt that

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their own fellows have set them to aperilous task in Arabel in hopes ofbeing rid of them.

Halaze and Retheel will �bait� theadventurers, demanding to see theircharters. If refused, they will bluster andthreaten to report the PCs (and will short-ly do so, claiming to have been robbed bythese �dangerous brigands� of anythingvaluable they notice the PCs using or car-rying). If the charter is produced, theywill make a great show of examining it.They will also attempt to substitute a falsedocument for the real one (so that theycan later report the PCs as brigands usinga false charter), but aren�t very good atsuch chicanery.

Any Player Character specificallystated to be watching the two priestsclosely while they hold the charter willautomatically see the pair trying to slipit into a sleeve and substitute anothercharter, (All such adventuring �Compa-ny charters� issued by Cormyr are writ-ten on parchment of a particular typeand size; the priests� counterfeit is, at adistance, identical to a real charter.)

All other PCs should be given secretIntelligence Checks by the DM (anythieves being given a 1-point bonus) to seeif they catch Halaze and Retheel at it.

If attacked, the two clerics will fleelike startled rabbits, crying comicallyfor help, and loudly calling the PCsfiends, brigands, assassins, and worse.(If they are slain by the PCs, there willbe no response from the priesthood ofBane.) All the noise is very (86%) likelyto attract the attention of a nearbyWatch patrol�usually five 0 level LGconstables in leather armor, armedwith rods (clubs), short swords, anddaggers, led by one or two PurpleDragon soldiers in chainmail, with longswords, handaxes, and nets. The patrolleaders are usually LG 2nd level fight-ers, but may be as high as 4th level (andare 20% likely to be fighter/wizards).

4. Trouble FaithRun this encounter immediately after

Encounter 3. If there are any clerics orpaladins with the party, the priestencountered herein will be of the samefaith as one of them. If not, he is a clericof Torm.

A wild-eyed priest runs toward you,robes torn and in disarray, hair tou-sled. He is white-faced and pantingwith terror, and hardly seems to seewhere he is going, slipping and stum-bling in frightened haste. �Doom!,�he cries. �Flee, all! Doom is come�the gods have abandoned us! We arelost, lost to the darkness, the beasts,and the savages!�

The cleric, a 3rd level devotee namedFlindurl, is utterly terrified. He willappeal to the PCs for help and guidance,and advise anyone of his own faith thatthe god (or goddess) has deserted mor-tals, and no longer answers their pray-ers. Thieves and ruffians (individualthieves and a few thugs hired by OsselBharauk, a Zhentarim agent) are beat-ing up clerics and stealing templegoods, smashing what they cannot takeand setting fires.

Magic no longer works properly!Doom is come! Flindurl is too upset andphysically weak to fight or travel withthe PCs, but he can tell them how to getto various local temples and otherestablishments.

5. A Helping HandRun this encounter whenever the PCs

are gathered together in a tavern, inn,or eatery in Arabel.

A rough-looking woman in leatherarmor sits nearby, a tankard in herhand. A broad sword swings at herhip; her boots and harness look oldand well-worn. She catches yourgazes, and says pleasantly, �You look tobe adventurers, and my business isguiding adventurers. Anyplace youwant to go hereabouts, you let meknow, and for a gold piece a day, Jhan-nath the Huntress� she points lazily toherself, �will show you the way.�

Jhannath is a NE 4th level thief.Although she actually knows the areavery well, she will guide the partystraight into a brigand ambush. Theb r i g a n d s a r e h e r c o m r a d e s ( s e eEncounter 6 in Chapter 2, p. 17), andJhannath will aid them against the PCsby using her only magic item, the smo-

kespear (It is detailed in the New MagicAppendix, p. 17.) Jhannath is a likeable,easygoing, earthy jokester, and is capa-ble of leading the PCs unobservedaround Purple Dragon patrols andmost of what she calls �waiting watch-ers� (Zhentarim agents looking for unu-sual travelers).

6. Mad TidingsRun this encounter anywhere and at

any time before Chapter 3.

An old man sits on a rickety stool,mumbling and singing unintelligiblyto himself. From time to time one ofhis hands darts out and snatches atthe air. Then he brings it to hismouth and smacks his lips in loudsatisfaction. He is eating flies.

He looks up at you suddenly, eyesrolling. Then a look of wildrecognition�and gleeful cunning�passes over his face, and he speaks toyou.

�Yes, ah-hah-ha! You�re the ones,right enough! Saw you clearly, I did,a n d O l d N o l b i n e v e r dreamswrong...no, no I won�t tell you!�Twouldn�t be fair; �twouldn�t be fun!�He bursts into shouts of wild laughter,and then hisses, �Mark me! You�ve agreat destiny, you lot, if you seize it!Old Nolbi never lies! Well, not all thetime, at least...great heroes, you canbe, great indeed! Oh, yes!�

Nolbi is an utter madman, and will beof no further use to the party. He isquite spry, and the DM can use him as a�nuisance� NPC throughout the adven-ture if desired, showing up to suddenlycaper and giggle and comment wildlyon whatever�s happening at the time.The DM can also drop cryptic hints tothe PCs (nudge, nudge, and so on) in themidst of Nolbi�s babbling repartee.

Adventures inArabel

A few �mini-adventures� are outlinedhere for the DM�s use when the PCsfirst arrive or gather in Arabel. Thesecan occur before Chapter 1 begins, orduring Chapter 1. Names and details

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should be altered to fit particular cam-paigns (and to foil players who peek atthese pages). Strengths of PC opponents(and the corresponding treasure to bewon) should a lso be adjusted tochallenge�but not slaughter out-of-hand�the particular PCs who take partin these adventures.

1. Many Foul BallsA merchant is found dead, horribly

burned and contorted. Scales on hishands and a tail with a scorpion-likesting seem to have grown after death.The merchant, Uirboar Thendel, wasfound in an inn room in front of a tablelittered with shards of crystal, evident-ly from a crystal ball shattered in somesort of explosion. Whispers spread thatill fortune has accompanied the use ofspecular items (scrying-crystals) in theDragonreach area before.

A seller of crystals, Luorn Kabarr,approaches the PCs to hire them to dis-cover the source of the fell magic, ormisfortune, or faulty Art, or whateverit may be that caused Thendel�s death.Luorn�s business is hurting badly; hewill offer the PCs 3000 pieces of goldand a pearl of power, payable when thePCs show him they have ended theproblem. Luorn is honest, and will pay.

The PCs, however, may find it diffi-cult to collect. The crystals are thework of a mad wizard of some skill,Norphym, who is trying to destroy ordamage as much local competition aspossible. Norphym sells each speculumin turn to Guzundul, a vendor of magi-cal components and apparatus (a 0-levelCN human). He presently has three forsale. Guzundul has a wand of magicmissiles, a trained war dog, Syritim,with 13 hp, and a rope of entanglementto defend himself and his shop. He isvery suspicious, and unless the PCs goto great lengths to calm his fears, he willtake them for thieves and vandals, andtake swift action. The Watch and thePurple Dragons will react accordingly.

Norphym is a NE 7th level mage with23 hp who will defend himself with an e c k l a c e o f m i s s i l e s , a w a n d o flightning, and rings of spell turning andflight. He is a coward and will use a tele-port scroll (if possible) to escape, only tostalk them to take �revenge� when theyare weak, scattered, or inattentive later.

Norphym�s crystals will explodewhen a spell is cast into them, or whenthey are thrown as missile weapons.They do 1d4 blast damage (glass shards)and release spores that infect anyonewithin 2� who fails a save vs. Poison(make a successful Dexterity Check toget out of the active radius before con-tacting the spores) with brown mold(30%), or (70%) release a polymorphother spell that turns one into a �lizardman/scorpion crossbreed� monster(make an Intelligence Check to retainthe use of one�s own intelligence whilein this form).

Norphym has 16 specular in his sanc-tum, and has a further nine crystalshidden in a cave in the Stonelands (towhich he will teleport if he can, if thingsgo badly for him).

2. High HuntCorpses are found in the streets of

Arabel, slain by being transfixed by alance or other large pointed weapon,from behind and above. The PurpleDragons are baffled; certainly no lance-wielding warrior has been heard clat-tering over the cobbles on a charger inthe wee hours.

Either a PC will be attacked (if on thestreets at night), or the Purple Dragonswill ask the PCs to help them by bolster-ing street patrols. The hunter is a perytonusing a ring of invisibility and a speciallyenchanted +2 lance that can absorbwhat it strikes (in this case, the hearts ofvictims) for release from a spigot in itsbutt at a later time. The peryton willstrike down 2-5 humans per night, asstealthily and silently as possible.

The peryton lairs with its mate in thestony ridges north of Arabel, on theedge of the Stonelands. It is quite intelli-gent, and has arranged �trails� of trea-sure to lure anyone approaching its lairinto rockfall and spike-lined pit traps.The peryton�s mate also has a lance oflightning (works as a wand of lightning,activated by depressing a stud ratherthan by audible command, 26 chargesleft) that it will use to defend the lair.

3. The Sacred SnakeOne of the PC�s mounts or pack ani-

mals is bitten by a poisonous snake, anddies almost immediately in shuddering

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convulsions. Any PC attack on thesnake will be prevented (or answered)by an angry cleric of the serpent-godVaerae. This obscure priesthood is mostpopular in northern (rural) Calimshanand in the Vilhon Reach, having comefrom nomadic tribes who are usually tobe found on The Shining Plains.

The cleric is Hondrul Meirshin, a CN6th level cleric with a staff of the adderand a ring of invisibility; He is sincere andinflexible: The creed of his priesthooddemands that no snake be harmed, andthat anyone harming a snake be maimed,anyone killing a snake be slain. If the PCsescape his justice and the cleric survives,Hondrul and two fellow priests of Vaeraein the Dragonreach area will pursue thePCs, attacking by stealth at night withsticks to snakes spells.

4. DancingDopplegangers

Several inn patrons in Arabel simplyvanish from their rooms (including, ifthe DM desires, acquaintances or busi-ness contacts of the PCs). Rumor has itthat some of the missing travelersentertained tavern dancers on the nightthey disappeared, but noone believesthat the petite, beautiful dancers coulddo away with large, often fat men andcarry their bodies elsewhere withouthelp, and without being seen.

In reality, several tavern dancerswere long ago killed and eaten by dop-plegangers, who have since steadilykilled and eaten amorous clients, rob-bing them of wealth and weaponry. TheDM should adjust the strength (includ-ing offensive magical treasure) andnumbers of the dopplegangers to chal-lenge investigating PCs.

In human (but not dancer) shape, thedopplegangers will hire thugs and false-ly report PC crimes to the Watch oncethey realize that they are being investi-gated.

5. The HauntedTeashop

A noted seller of spices and teas (fromfar-off Tashalar, Tharsult and Calim-sham vanishes from his shop. Street-talk has it that Mousomyn Bhuir, hisfamily, and staff are all missing.

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The shop was locked and barred�from inside�for the night. An openedcrate in the basement and disarrangedbedclothes were the only signs of activi-ty. The shop has a cellar cess-shaft intothe sewers, but it is too small forhumans to exit by. Mousomyn�s valu-ables and wares are all undisturbed.The Purple Dragons are baffled.

Mousomyn�s principal creditor, themoneylender Khossont Nairel, willclaim the shop, paying city officials itsvalue in coin above what he was owed,and move in for business. He and anassistant will then vanish, as mysteri-ously as the Bhuir family did before,leaving behind several readied weap-ons among all the valuables and waresof the household.

The overworked Purple Dragons willhire adventurers to guard the house andinvestigate. If the PCs accept the postedtask, they will be given free room andboard at a Watch barracks by day, andpaid 1 gp per person per night spent inthe shop, guarding it. (By day the shop islocked and watched by city bailiffs.)

The crate was sent by some enemy ofMousomyn. It contained three lurkersabove, which silently slew everyone inthe shop when released. The remainswere dumped down into the sewers,and the lurkers�in reality, cunningthieves, henchmen of Mousomyn�s ene-my who have kept their personalitiesand intellects after a polymorph otherspell�hid high up against the ceilings ofthe larger rooms when the shop wasbeing searched. The lurkers (62, 45,and 31 hp) will attack only isolated PCs,trying not to be discovered.

6. BountifulBodyguards

A wealthy merchant from far-offCalimport, the dusky-skinned beautyAlestra Thrun Maer, arrives in Arabelto retire from intrigue and the sordidaffairs of daily business. Her husband, acreator of exquisite perfumes, diedrecently, and without him she can bearCalimshan�s cruelties and chauvinismno longer. She advertises for body-guards, and buys a large and grandmansion in the city.

The bodyguards mysteriously disap-pear, and workers begin to expand the

mansion into a truly opulent pleasure-palace. Alestra posts offers for morebodyguards, at 12 pieces of gold perday, including paid holidays; two daysoff after every ten of duty!

If the PCs do not join the scramble totake Alestra�s service, others will-andagain will quietly vanish. Alestra willprove to be a gracious patron, enjoyingthe arts, collecting fine clothing and jew-elry, and parties. She will also, if the PCshave much to do with her, turn out to bea weretiger whose alignment is con-cealed by the use of magic items, andwho is intent upon making Arabel herlair behind the scenes. Alestra intends torule Arabel in all but name, and will useher charms to manipulate its folk againstany who stand in her way or uncover hertrue nature. In the process, she will gothrough a lot of bodyguards, as she slaysanyone who learns what she is.

Weak PCs could well learn Alestra�sidentity from a dying NPC adventurerwho tried to destroy her, and/or gainnecessary magic items from a similarsource or from simple theft, DMs canmake this a long-term �background�adventure for campaigns set in Arabel.

Rumors inArabel

The DM should allow the PCs to hearthe following rumors while they are inArabel (after the storm). The first fourshould be heard by the PCs regardlessof events; reward deliberately inquisi-tive characters with the rest.

1. The temple of Bane in Zhentil Keeplies in smoking ruins, and all of the god�sc l e r i c s t h e r e w e r e k i l l e d ; B a n eappeared there to his followers in theaftermath of the destruction. This hap-pened the night of the great storm.

2. The gods are stripped of their power;clerics can gain only the simplest magicthrough prayer.

3. Magic doesn�t work properly any-more. All across the Realms spells aregoing awry; many wizards have beeninjured or slain by their own magics.

4. The temple of Mystra in Saerloon (inSembial was destroyed the night of thegreat storm, in great fires and light-nings visible for miles. There was no

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sign of the Mistress of Magic herself.Cadellin Firehands was visiting Suzail,and survived.

5. A caravan expected from the easthasn�t arrived; no word has come of anymisfortune. Its sponsor, the carpet-merchant Jathul Quelnor, has asked thePurple Dragons to contact Castle Crag fornews of his wagons. A messenger sent byCommander Dutharr of the Dragons hasnot yet returned. (False rumor)

6. The gods have arrived in the Realmsto destroy unfaithful worshippersdirectly, and to reward the loyal andtrue-with gems, gold, honors, andpowerful new magic.

7. A plague is spreading from the east,across the Inner Sea lands. The franticsorceries of Thay and other lands seek-ing to end it are causing the chaos ofelements and Art across Faerun. Manye a s t e r n e r s t r a v e l i n g i n t h e D r a -gonreach now are carrying the disease.Its symptoms include hallucinations,and the exuding of a scent, undetect-able by humans and demi-humans, thatattracts predatory beasts. (False rumor)

8. Golkont the Hawk-Mage, a solitarywizard who once slew an entire hordeof orcs single-handedly with his Art,has been seen in the Stonelands. He wasriding a lamia toward Cormyr, and wassurrounded by a ring of will-o�-the-wisps that moved with him as he rode.Golkont is known to continually seeknew ioun stones.

9. Gammeir One-Eye, warrior-priest ofTempus, is gathering faithful worship-pers and fighting men of prowess in Sel-gaunt, for �a great battle tocome�soon.�

10. Juldoon of Marsember, famous gem-merchant, recently paid 6,000 pieces ofgold for a new sort of gem�a type nev-er seen in the Realms before; a gemwith magical powers.

11. The legendary blade Sorcryst, �TheTongue of the Elves,� stolen from MythDrannor long ago (before its fall) hasbeen found again! An adventurer boreit in triumph into Hillsfar, where it wasidentified by the sage Thannaster. Theadventurer, a warrior from far-offNeverwinter called Huln Darkblade,has not been seen since.

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This chapter begins in Arabel afterthe events described in Chapter 1, atleast a week (and preferably twoweeks) after the great storm.

Event 1: Caitlan'sPlea

The DM should run this Event when-ever the PCs are all gathered togetherin one place in the city, probably in atavern or inn taproom. There should bean audience (bystanders) present.

A young, slim girl approaches you.She has short, blond hair, gracefulmovements, and large, dark, andserious eyes. She is barefoot, andwears ankle-length, nondescriptdark robes. She looks determined�and hopeful.

�I have walked far and long to findyou, sirs. I have heard that you areadventurers�and I have need ofadventurers. I am Caitlan Moonsong,and I need you to rescue my mistressfrom cruel captivity.� She eyes you,voice quavering.

�I have no gold to offer you, but Ican promise you that your rewardshall be great, once my mistress isfree. You have her word on it, andshe does not lie. Nor do I. What sayyou, sirs?�

Silence has fallen around as theyoung girl spoke. All eyes are uponyou.

�Now we�ll see what great adven-turers they are,� someone whispersloudly.

Caitlan Moonsong is the intended ava-tar of the goddess Mystra, the �mistress�she refers to. The weakened Mistress ofMagic was captured by the more worldly,stronger avatar of Bane shortly afterarrival in the Realms. Mystra is impris-oned in Castle Kilgrave, guarded by crea-tures of Bane. Caitlan acts as if she wereunder the effects of a geas.

If asked about her mistress, Caitlan willsay:

�She is a great worker-of-magic, whohas done much good in her time. Shehas fallen captive to an evil one witha few evil tricks of Art, who fearsand covets her power.�

Caitlan will reveal that her mistress isin �chains, in a high tower in Castle Kil-grave, near Castle Crag in NorthernCormyr� and that she has done nowrong and is not a prisoner of theauthorities of Cormyr. Caitlan will onlyreveal the name of her mistress ifpressed; she will give it as Imrue Mir-rorstar. Some sages (but not the PCs oranyone in the NPC audience) know thisas the name of an avatar of Mystra whowalked the Realms long ago, instructingthe brightest minds of elves and men inthe limits of Art (in the days when MythDrannor stood proud). Caitlan willdescribe her mistress as looking like

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Caitlan herself, only �taller, and more�ah, beautiful,� and reveal that they arenot related; Caitlan is an orphan.

It is imperative that the DM manipu-late the PCs into accepting the rescuemission. The audience of NPCbystanders can make comments toshame the PCs into agreeing to freeCaitlan�s mistress, such as:

�Knew they�d just talk big and waveswords around and stay safe. I cantell their sort. The only real �adven-ture� they�ve ever known is gettingto the bottom of a tankard!�

If Watch officers, Purple Dragon sol-diers, and PC acquaintances or tutors areamong the watchers, so much the better.

Caitlan will plead with them, to tearsand beyond that to groveling, if the PCsare reluctant. She has nothing to offerthem beyond her servitude.

Caitlan�s words will ring true to magi-cal tests. (Her mind is unreachable, andher alignment will appear to be NeutralGood.)

Any Harpers the PCs may have metearlier (such as Salreen Shamarsair),and any soldiers and Watch officers thePCs may have had dealings with, willhear of Caitlan�s plea. Even if the PCsrefuse her, these NPCs should encoun-ter the PCs with comments like:

�Heard you�re going to help thatyoung girl with that rescue. Goodfortune to you; it's work like that asmakes all our hearts a little brighter,with all this upset and lawlessness.�

Caitlan will promise to meet the PCs ata certain place and time, to lead them outof Arabel to her mistress. She will thenstagger away to the ladies� jakes (wash-rooms) and not reappear. If the PCsinquire, some female patron will say:

�She was hurt, poor thing. Blood alldown her side. She left with a clericof Lathander, I think...or was it alady of Ilmater? I can never keepthose saintly sorts of priest-womenstraight, I�m afraid.�

That night, the PCs all have night-mares of cruel laughter in the darkness

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as unseen eyes watch them, as they inturn watch a pair of helpless, femalewrists chained together. If any PCawakens, they will find bats (normal,non-magical and harmless bats) flyingaround their sleeping chamber, even ifthe room is sealed or windowless.

The DM should describe the shareddream as it unfolds; the laughter-and asense of chilling cold-will approachmenacingly as the PCs seem to �drawnear� the chained hands. The cruellaughing voice says: �A few evil tricks ofArt, eh? We�ll see...we�ll see!�

At this point, make an IntelligenceCheck for each PC; those who are success-ful will awaken suddenly, in a cold sweat.

PCs who fail will see angry red flamesoutlining a hand so black that they can-not see it, a hand that reaches for theirthroats but cannot be grappled orpushed away, a hand that is not solid.The �touch� of the hand will cause aexcruciatingly painful burning sensa-tion, and then a choking feeling. ThePCs will then awaken, unhurt, with thecruel laughter ringing in their ears.(The laughter will be briefly audible toall creatures in the room, not just to theawakening dreamers.)

Any Harpers or Purple Dragons whoencounter the PCs will also warn the PCsthat they will no doubt need magic theycan rely on. Caitlan herself (in Event 2)will urge the PCs to gather �all the Artyou can� before they leave. The DMshould use tutors, sages, and any otherNPCs necessary to repeatedly tell the PCsthat they need a reliable wizard.

If the PCs ask around Arabel, theywill find that Arabel�s wizards of note�the half-elven beauty Sindyl Sormagh,for instance, or Rithindel of the SevenStars�have sequestered themselves inrecent days. Further inquiries will dis-cover that even the lesser wizards, suchas Ormthel the Spellseller and Ghornthe Masked Miracle, have quietly hid-den themselves, gone to ponder the cri-sis. Only starry-eyed novices andbumbling (if eager) apprentices and afew tutoring wizards too old and feebleto travel are left.

There is only one exception, only onereliable wizard in Arabel. Her name isMidnight; she is the mysterious womanthe PCs saw glowing in the storm. Mys-terious and coy, she will readily agree tojoin the PCs.

If they are unwilling or unable to payher, Midnight will volunteer her serv-ices, �for the fun of it�and whateverwealth may come my way.�

Midnight will flirt and seem sereneand unafraid throughout the adventureand, until Chapter 4, will always wearand guard the blue-white star pendant.

If the PCs do not seek magical rein-forcements , Midnight wi l l boldlyappear wherever they have gathered,mounted on a surefooted black hillpony with a red mane, and say:

�Well met, all. I am Midnight. I workmagic, and I�m out to show all theRealms that I�m good at it. You needme, and luck is with you: I�m available.Any objections to my riding with you?�

Midnight�s spell roster is up to theDM; it is suggested that it be varied,substantial, and useful in battle.

Event 2: III NewsThis Event should be run as the PCs

gather to leave Arabel. Caitlan willappear looking decidedly ill.

Caitlan is ghastly white of skin; hereyes are sunken, and purple veinsstand out on her chin and arms andaround her eyes. Sweat stands onher brow; she trembles slightly, andlooks thinner than ever.

�M-my friends� she says, teeth chat-tering, �I have had fever; I am not wellenough to go with you. Please, pleaserescue my mistress; I will follow assoon as I can. This, I swear. Look forher in a tower in Castle Kilgrave. Shemust be weak, by now. Please go toher in all haste, and free her. Bewarethe black hand.�

Caitlan looks at you all, wild-eyed,and her face twists in a sob. Then,she repeats, �I will follow,� voicetrembling with resolve, as she turnsand stumbles away, arms about her-self, shivering. She reaches a priestof Ilmater, who accompanied her toyou, and collapses in a heap at hisfeet. He kneels by her.

�Go,� he implores you. �Whateveryou promised this child, go and do it. Ifshe hears that you have, she will

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recover; it is no great thing. If not...,�his voice trails away and he looksbleak. �Go, with the blessings of Ilma-ter to make your way easy,� he says,and salutes you. �Go, heroes�butcome back safe to hearth and home.The lands need you most, now.�

Caitlan�s illness is catalyzed by Mys-tra�s desperate need of succor, transmit-ted through the geas. As the illness isnot natural, cure disease and a paladin�shealing touch will be ineffective.

After the PCs leave for Castle Kil-grave, Caitlan will recover enoughstrength to follow them. She will ride alight warhorse (donated by a concernedcleric of Lathander) and arrive at CastleKilgrave shortly after the PCs enter.(See Chapter 3 for further details.)

Event 3: TheInevitableAmbush

Run this Event after the PCs are a goodride out of sight of Arabel, in open coun-try. All the PCs will know is that the roadnortheast out of Arabel leads to Castle Kil-grave, with Castle Crag just a short ridefarther, and then on to Tilver�s Gap(where Cormyr recently garrisoned thehitherto-independent village of Tilverton)before running into the Dalelands. Whatroute the PCs take is up to them; if theyenter the Stonelands, double the chancesof random monster encounters. ThisEvent can happen anywhere, regardlessof the PCs� route.

There is suddenly darkness all aboutyou�utter, impenetrable blackness,where moments before you hadbeen watching the countrys idearound narrowly without seeing anythreat or foe. Magical darkness!

Then something rustles and drawsmetal across metal ahead...and youare fighting for your lives.

Twelve zombies (all having 12 hp) and16 skeletons (all with 7 hp) will rise upfrom where they had been ly ingmotionless in the tall grass to attack thePCs, within the darkness. The ambushis led by two minor clerics of Bane, post-

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ed here with the undead to attack any-one passing by.

The clerics will remain aloof from thefray, sitting hidden behind rocks andrenewing the ir cont inual darknessspells if the PCs dispel them. Theundead are utterly silent, and willattack all living creatures within thedarkness.

In the darkness, PCs are -4 to hit incombat, or -2 if within 1� of some sortof illumination. PC Armor Classes suf-fer a +4 penalty, and saving throwsand damage rolls are both at -4 (dam-age rolls never go below 1 point).

In addition, the dexterity of charac-ters in darkness is lowered by 2 for thepurpose of Dexterity Checks, ClimbingRating is penalized by 10%, and sight-related special attacks (such as thieflybackstabbing) cannot be successful.

If an attack roll is 0 or less after suchmodifications, the attacker has hit anyobject or ally within twice weaponlength (if more than one, choose ran-domly) that wasn�t being aimed at!

The undead suffer no such penalties;nor do PCs employing infravision ormagical (glowing) weapons.

The �Bl indf ight ing� prof ic iencyreduces a l l penal t ies to hal f , andremoves the Armor Class penalty andthe automatic failure of vision-relatedspecial attacks.

The undead will ignore the party�smounts, pulling the characters downoff their saddles. Treat this as anattempt to overbear, with no modifiers.

The clerics will flee if any PCs survivea dozen rounds and are still fighting.They are Ilsig (LE, 6th L, 33 hp, mace &flail, 1 potion of healing in a metal beltflask) and Mhael (LE, 5th L, 39 hp, mace& hammer, 18/51 ST: +2 to hit and +3on damage, no magic items).

Their superior is the Watcher (7thlevel cleric) Ensebel Riotharr, based in aZ h e n t a r i m c a m p n e a r r u i n e dTeshwave. Their mission is to defeat orweaken any adventurers entering thevicinity of Castle Kilgrave except thoseopenly displaying the badge of Bane(and knowing a pass-phrase: Challenge:�Who shall rise, as is right?�/Reply: �TheBurning Lord�).

Event 4: Hopeand Renewal

This Event can occur wherever thePCs may be, at any time after the pre-ceding Event. It may be used to aidweakened PCs who run afoul of ran-dom encounters, or to rescue PCs whofare poorly in Event 3, above.

In the distance you see a line of menand women approaching, walkingsteadily overland. At the front comehard-eyed men-at-arms, weaponsready, chainmail well-oiled and bear-ing plain surcoats of rose-red. At theback are more �war-swords�; twodozen in all. Between walk a dozenmen and women in maroon and rus-set robes, at their head an old andmagisterial man in a robe of the pal-est pink. He is balding and kindly-looking but stern. In his hands is astout rod. He sees you, and calls outin a deep voice: �Hail, heroes! Willyou speak to the curious, or mustyou ride ever in haste?�

If the PCs ignore him, the man will donothing further, and the column willwalk on. If the PCs attack or offer insults,the warriors will instantly menace thePCs, as the robed ones form a defensivering about the old man. He will then callthem off (�There is enough strife, thesedays�spill no blood in such haste�).

If the PCs speak to the old man, theywill learn that he is Ansultath, a NG 8thlevel cleric of Lathander, Lord of theMorning. He has 62 hp, full spells of 1stand 2nd level, and carries three scrollsin leg-sheaths beneath his robes. One isa flame strike, one a blade barrier, andone a heal. His rod is a rod of resurrec-tion. Ansultath will instantly avengeany attack upon his entourage, butwould rather not fight anyone.

The Wandering Patriarch is a kindlyman, saddened by the increasing vio-lence and chaos of the Realms. He wan-ders the Inner Sea lands working tofurther the aims of Lathander: growth,renewal, and new beginnings. He willheal PCs in return for donations to thechurch (i.e. to him, to further his work).

Ansultath will waive his fees for anyspel ls cast upon fe l low cler ics of

Lathander (including PCs), and chargeonly half-rate for non-clerical worship-pers of Latbander. He will resurrectbeings of any creed, race, or alignment�on credit� (because it fulfills a basictenet of his faith, the �new beginning�),but will not otherwise give credit forany spellcasting fees.

If the PCs are willing to talk toAnsultath, he will wave a hand, and thewarriors will form a ring around the PCsand the minor clerics of Lathander (thetwelve are: two 4th level; four 3rd level;and six 2nd level) while Ansultath sitsdown for a chat. He will offer the PCsfood (simple but good fare of cheese, nut-bread, olives, fruit, and wine), and askthem in a polite, roundabout way abouttheir present ventures. He will not probe.He will, however, volunteer the last mes-sage he received from Lathander beforethe present chaos, in a dream followingan evening of prayer.

Lathander spoke of �a coming time ofgreat turmoil,� when �renewal willcome from new heroes,� who must pre-vail to bring about �a new beginning.� Ifthey prevailed, Lathander hinted,humankind and demi-humankindwould win a new importance, even as�gods fall.�

Ansultath will eye the PCs thoughtful-ly and suggest that if they run into trou-bles, they seek out clergy of Lathanderfor aid. (He will camp with the PCs forone night if the PCs desire it, but willotherwise walk on into southern Cor-myr on the morrow. The DM may usehim or his followers at any time later inthe adventure, to guide or rescuebeleaguered PCs.)

Event 5: A DireWarning

Run this Event when the PCs are inthe open, traveling toward Castle Kil-grave. It may occur at any time or place.Wheeling vultures or ravens may leadthe PCs to the spot.

Ahead, you see dark patches onrocks and in trampled patches ofgrass. With them is a litter of brokenweaponry and bloody clothing: thewrack of battle. The darkness is

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lood, liberally spilled here in a gris-ly slaughter of bloody bones, brokenblades, and silent chaos.

But something is missing. Goodweapons and valuables are gone,yes�the work of looters, perhaps.Something else; corpses. There arebones, cracked and tangled�butthey are the long bones and pointedskulls of horses. No bodies lie here�nor are there the marks of the fallenbeing dragged away anywhere, orthe burial or burning of anything.

There is something more. A large,man-shaped bloodstain lies next to alarge, flat rock�and on the rock areletters written in blood: �Beware theHand of Bane.�

There is no treasure here, nor arethere any corpses to be found. Bane�s ava-tar and clerics used the bodies of the menthey slew here to make Baneguards (anew form of undead described in thismodule) and other foul undead, whomindlessly serve the Lord of Tyrannybetter than any living creature could.

The JourneyThe adventurers may take any route

they wish after leaving Arabel. The DMshould use the encounters provided here-after to make PC travel exciting and dan-gerous, using the random Physical ChaosTable at least once every six turns.

Northeastern Cormyr is rolling hill-country, used as pasture land. Fieldsare large enclosures, the walls beinghigh ramparts of tumbled, jaggedstones turned up in earlier plowing,often overgrown with brambles, trees,a n d b e r r y b u s h e s . F u r t h e r t o t h enorth-beyond Gnoll Pass�the land ris-es into crags, bare rock, slopes of scree,and a high plateau broken by manyravines and gullies: the Stonelands.

Castle Kilgrave is commonly knownto be long-abandoned, picked over byadventuring parties for the last centuryor so, until everyone was certain thatKilgrave�s wealth had been exhausted.The flocks of sheep grazing in thestone-walled fields near Castle Kilgraveare untended; these may be readilyslain for food. Within a mile or so ofCastle Kilgrave�s outer walls such easy

food has already been harvested bywandering predators (see Chapter3);the sheep are all gone.

If the PCs follow the road to CastleKilgrave, they can�t get lost. Off-roadnight travel is likely to result in the par-ty getting lost. The DM should refer tothe rulebooks for methods of handlingsuch PC risks.

EncountersThe DM should check for encounters

at least once every two turns (a 1 in 6chance on the road or in open countrysouth of it; a 2 in 6 chance in the Stone-lands or Shadow Gap, where the PCs willbe headed eventually), using the randomencounter tables and the following �spe-cial� encounters as desired. The adven-ture will be most memorable if thesespecial encounters are used to promoteroleplaying on the part of players, ratherthan simply challenging the PCs with agauntlet of monster after monster. Manyof these NPCs can be used in later adven-tures if the DM desires.

1. Phandurn

A stout, wheezing man in silk and fursappears suddenly over a ridge ahead,mounted on a mule. He sits uncom-fortably, legs sticking out unsteadilyon either side of the saddle. Behindhim mules pull two small, high wagonsthat creak and groan loudly with eve-ry turn of their massive, cracked-and-mended wheels. Two weary-lookingmen in studded leather ride greyponies with heavy crossbows loadedand ready. They look at you steadily,bows levelled.

The stout man waves a many-ringed hand at you and calls, �Wellmet, travelers! Interested in pur-chasing fine scents or cordials? But-terfly essence? Brindleberry wine?Any news of the road, by the way?�

The cheerfully bustling merchant isPhandurn the Phenomenal, a travelingdealer who hails from Procampur andcovers much of the Dragonreach in histrading. He is a NG 3rd level mage of 11hp who wears a ring of regeneration(normal form) and has 312 gp, 44 sp,and 12 cp. His wagons (full of wares) are

guarded by his two 0 level men-at-arms,Orlin and Fentesh, who are unshake-ably loyal to the loquacious merchant.

Phandurn will cheerfully camp with,eat with, and talk with the PCs. Unlessattacked, he will pass on the news thatthe Zhentarim seem to be moving arm-ies south into the Dalelands; Sembiaand Cormyr are also stirring; and thatno clergy anywhere seem able to regainspells of greater than 2nd level throughprayer: The gods do not answer.

Phandurn has also heard rumors ofhorrible monsters roaming the lands,overrunning Tilverton and nearby villag-es. He himself has seen little out of theordinary, however, while coming by wayof old trails and farm lanes overland fromHighmoon. Unsettled times lie ahead, hefears-but he is not too worried; Elmin-ster of Shadowdale, the sage, will knowwhat to do if any man does, or if there�sanything that should be done.

Phandurn is headed for Arabel, Mar-sember and Suzail with his wares; hewill cheerfully bid the PCs adieu aftermentioning Elminster.

2. Tanlathyn

A grey horse rises suddenly up outof a gulley ahead. On its back is athin, weatherbeaten-looking man inleather armor. He looks grim, andtravels light, with only one saddle-bag. A long sword and dagger are athis belt, and a longbow is slungacross his back. He says nothing ashis mount trots toward you, but layshis hand on his sword.

The man will ride silently past the PCsi f n o t c h a l l e n g e d o r a t t a c k e d . I faddressed, he will reveal himself asTanlathyn, a ranger, and ask the partytheir business. He will warn the partyof the dangers of the lands around.

�There are many beasts abroad in theland...some who ride horses and singtavern-songs among them. Bide closeand careful, blades ready. If you letyour guard drop hereabouts, now, it�sa grave you�ll soon be finding.�

Tanlathyn is a CG 6th level ranger,with 42 hp (ST 16: + 1 on damage; CO

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17). He is a Harper, keeping an eye outfor brigands, Zhentarim agents, andother evil beings. He is armed with asword +4, de fender and 20 s i lver -tipped arrows, as well as an arrow ofmagic-user s laying and an arrow ofdragon slaying. He also has a quiver of22 normal arrows, and can fire withoutpenalty from horseback at full gallop.

Tanlathyn will follow the PCs for atime to learn their aims (stalking themfrom cover), and will aid them if theyfight brigands, Zhentarim, or agents ofBane and appear to need his help. Hewill not join the party unless, at theDM�s option, his presence is needed toenable weak or inexperienced PCs tosurvive the adventure.

3. VeltarA large black raven flaps overhead, aslim, tapering stick in its talons. It cir-cles over you and then swoopsbehind nearby trees, unleashing abolt of lightning at you as it disap-pears!

The raven�s wand of lightning has 22charges; its wielder, a Lawful Evil wiz-ard of the Zhentarim called Veltar, willuse it once a round to produce forkedbolts of lightning as he dodges in andout of the trees in raven-shape. Thewand of lightning has no commandword; instead, it sports three copperbands, and is triggered by the weildertouching the first and third bands, butnot the second. Veltar has orders todestroy, scatter, or turn back any non-Zhentarim bands of humans or elvesmoving into northeastern Cormyr.

If Veltar (who is 7th level, and has 22hp and a full roster of offensive andescape spells) encounters strong oppo-nents, he will fly northeast to Dagger-dale, to report them to Xantilan (abeholder). His superiors will then sendout a battle-band of orcs to deal withthe PCs.

Veltar is a coward, and will prefer torepeatedly strike from ambush andthen fly away into hiding, rather thantaking a stand to fight the gathered PCsface-to-face.

4. DornBlackhammer

A faint, echoing whistling is sudden-ly heard, coming up out of the earthbeneath you! It grows louder, andthen breaks off into a gruff, mascu-line grunt and the ringing sound ofmetal on rock. Thrice great hammer-blows are heard, and then the turfahead humps upwards sharply andis flung aside, as a large, flat rockbeneath is pushed upwards andflipped aside.

A grit-covered, bearded face risessourly into view, squints at you sus-piciously, and then descends againwith an audible sniff. When it risesagain an instant later, it is coveredwith a sinister-looking, many-hornedhelm. A massive two-handed warhammer follows, and then the entirecreature clambers into view: a fur-clad, gauntleted dwarven warrior.

�Well,� a gruff voice issues hollowlyfrom within the helm, �Let�s get itover with, then. Attack me, if youmust. I�m in a bit of a hurry, so it�ll bequicker if you all charge at once-ifyou don�t mind. Well?�

Dorn Blackhammer, the dwarf, is a9th level fighter with 70 hp, 18/78 ST( + 2 to hit, + 4 on damage) and 17 CO.He carr ies a hammer +3, dwarventhrower and a (normal) handaxe whichhe can throw ably if necessary. Dorn isgruff and cynical, possessed of a blacksense of humor and a stubborn fear-lessness. He has just investigated an olddwarven delve, searching for some signor message from the gods�for thedwarven gods, too, have not beenheard from recently, and the �DeepFolk� are worried.

Dorn will not retreat from a fight; if theparty attacks him, fine�he�ll knock themall down and be on his way. If befriended,Dorn will advise the party of the generallay of the land (although he�s betteracquainted with subterranean ways andfeatures than surface details), suggestthey ask a sage what�s going on�perhapsthis Elminster; he�s not such a high-nosedyoungling as most of them�and take hisleave. If the DM wishes, Dorn mightencounter the PCs later, perhaps appear-

ing from underground when they are inthe midst of a tough fight to calmly drawoff the PCs� foes.

5. Warthendel theWatcher

From far away the PCs will be able tosee a pinnacle or tor of bare rock, andstanding atop it a lone human (or atleast human-shaped) figure. The figurewill not move, except to turn to watchthem. If they approach, read the follow-ing encounter.

Atop the tor stands a lone robed fig-ure: a bearded man in a tall hat, wholeans upon a staff. He looks down atyou silently, but says nothing. Hestands alone, without mount or gear.A steep track leads up the tor towhere he stands.

The man will not respond to shoutedqueries or challenges. If any PC ascendsto the top of the tor to question him, how-ever, he will respond politely and unhesi-tatingly. He is Warthendel the Watcher.

Warthendel is a sage who tries tolearn as much as he can of the nature oflife in the Realms by watching theendless passage of events in the landsabout the tor. A former wizard, hebears with him a ring of warmth, adecanter of endless water, and a magi-cal skillet which is filled with a fresh,hot pork pie, omelette, or fried fishonce every 30 turns.

Warthendel is a pacifist, who will notdefend himself if attacked or launch anyattacks of his own. He still has two spellsin his memory, with which he can escape:invisibility and fly. Warthendel is a LawfulGood 6th level wizard with 18 hp. Helikes to act mysterious and powerful�and this manner has in the past scaredseveral orcs and brigands into leavinghim alone. Warthendel�s staff is a non-magical weapon, but it has been the focalobject of many light spells in the past (anapprentice�s practice casting, beforeWarthendel was given it), and still radi-ates a faint dweomer.

Warthendel knows the locations ofvarious nearby settlements and landfeatures, and of important NPCs, tem-ples, and roughly what goods are avail-able in what places (good armorers in

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Hillsfar, Ordulin, and Suzail, for exam-ple). He has seen strange weatherrecently, but has not heard of troubleamong the clergy or gods.

6. The Night Brothers�Help! ,�comes a ragged cry f romahead. �Aid! A rescue!�

If the PCs investigate, they will see aman clutching one leg, lying against arock. He will tell them that it is broken. Inreality, he is fit and able, and lying on hissword. He is Zelbert, a member of �TheNight Brothers,� a band of brigands.There are fourteen in all, 0 level ChaoticEvil fighters with 7 hp each. Once the PCsadvance to aid Zelbert, they will havemoved into a circle of brigands, who willattack silently from all sides. Each has aspear (which he will throw while charg-ing), and each has a dagger, a shortsword, and a club or handaxe.

The Night Brothers will try to slay ordisable PCs, and then rob them. Theirnames are Belogh, Elimier, Indreth, Yoss,and Quorl. They have, collectively, 11 sil-ver pieces and 32 copper pieces of theirown.

RandomEncounters

In addition to the preceding specialencounters, the DM can roll percentiledice and consult the following table. Re-roll or modify encounters that are notappropriate to PC location or circum-stances. An asterisk denotes creatureslikely to be flying when encountered.

Overland Encounter Table

d100Roll Encounter

01-25 Brigands, band of 5-20 (5d4);varied weaponry

26-36 Cormyrean soldiers; patrol of 251st level fighters, all chain (AC5),mounted on medium war-horses. 18 armed with lances,and 6 armed with light cross-bows. All have long swords, bat-tleaxes, and daggers. Patrol hasone 3rd level �Lancer� armedwith a +1 mace and a longsword. The Lancer also carries

four potions of healing (in metalflasks) and a war-horn, audibleup to a mile away (other Cormy-rean soldiers will come to aid).Merchant(s), 1-12 in number,with pack train and mules.Most merchants will have 3-6(2 + 1d4) guards/assistants,with varied weaponry.Adventurers, band of 3-11(2+1d8), varying in levels,weaponry, and alignment (sug-gestion: challenge the PCs withan evil band of adventurers ofs imi lar s t rength , who wi l lbecome long-term foes if thePCs defeat them).*Evil wizards, 1-4 in number,working as a team. This is aZhentarim patrol seeking toslay or rout adventurers. Theyw i l l h a v e n o m a g i c i t e m sexcept�25% chance, each�apotion of healing, nospellbooks, and little knowl-edge of the Zhentarim organi-z a t i o n . A s a m p l e g r o u p :Inthras, 6th level; Jorm, 4thlevel; Lentyl Murr, 3rd level;Torlin, 2nd level.Ankhegs, 1-4Beetle, Giant (DM�s choice oftype and number)Boar, Wild (1 boar, hunting;these creatures are hunted tooheavily in these parts to befound travel ing in familygroups)Bugbears; war band of 12 orfewerBull (wild, defending herd, orescaped) + CattleCentipede, Giant, 2-24Dog, Wild: pack of 4-16Doombats: 3-8, hunting out ofdoors due to Bane�s disruption ofCastle Kilgrave, their former lair.Eagle, Giant: 1 huntingGoblins; war band of 10-15(9 + 1d6), all armed with shortsword and sling.Griffon, 1-2 in number, hunting(lairs in the Stonelands only)Leucrotta, 1-4; will imitatehuman speech (greedy brigandsdiscussing booty) to lure PCs.Ogres, 2-5 in numberOrcs, raiding band of 6-17(5 + 1d12) armed with swords,

8990-94

86-88

85

8283-84

73-7475-7677-81

70-72

67-69

63-66

59-6061-62

56-58

51-55

37-50

17

95

9697

9899

00

flails, and battleaxes.Peryton, 2-8 (note: if PCs haveno magic weapons, roll again).Skunk, Giant (solitary)Sphinx: Hieracosphinx 1-6 inthe Stonelands, 1-2 elsewhere.Spider, Huge, 1-12Troll, 1-12 in number (rare inthe area due to heavy hunting).DM�s choice of monster (or rolltwice; the second encounter willarrive 1-2 rounds after the first).

Those encounters marked with an �*�are magic-using enemies; rememberthat they will be subject to Magical Cha-os, as well.

Chapters End: CastleKilgrave From Afar

If the PCs approach Castle Kilgrave indaylight, it is a smallish walled fort atopa large hill. The road runs around theeastern flank of this hill, beneath theouter walls of Castle Kilgrave.

Upon closer inspection, there is some-thing clearly wrong about the castle. Thisplace does not look like a ruins! It is a box-like place, 100 yards on a side, with walls30 feet high, and made of some well-repaired seamless material, jet-blackexcept for large brick-red marbling thatslowly moves over the surface.

The place sprouts proud towers at thefour corners, each 50 foot high, cappedflat, and featureless. From the center ofthe west wall, an obelisk, huge and silent,stands. A doorway ten foot wide andtwice that high waits patiently for visi-tors.

There is no sign of human life oractivity. Livestock and equipment hasbeen abandoned. There are, however,many beasts moving about. Refer to thenext chapter for a monster encountertable.

Near the fort, there is a 3 in 6 chanceof an encounter every turn during twi-light or daylight hours. Whenever anencounter occurs, roll again immedi-ately to see if scavengers or other mon-sters are attracted to the noise. Indarkness, encounter chances are 5 in 6each turn, but no scavengers will comelooking for trouble�until daylight.

For what waits inside Castle Kil-grave�s walls, refer to Chapter 3.

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This chapter begins as the PCs enterCastle Kilgrave. The obelisk in the west-ern wall is untrapped, but radiates bothmagic (of Alteration and faintly of Nec-romantic scents), and evil (powerful,malignant, and completely confident),but not life.

Both the obelisk and the walls are madeof an otherworldly substance, immune todamage made by weapons of less than+3 enchantment. They have 100 Struc-tural Dawizard points, and they enjoy 5%magic resistance as well.

Moreover, the walls enjoy certainprotections present in Kilgrave�s wallsbefore Bane had come. Gorgon bloodbaked into the bricks makes teleporta-tion through the wall impossible (char-acters attempting to do so will arrivejust outside the walls, at whatever ele-vation the intended destination is), andany attempt at scrying from outside thewalls is only 50% reliable, even afterthe Magic Resistance and Magical Chaoseffects are taken into account.

Into the CastleWhether the PCs enter through the

walkway in the obelisk or make theirway over the walls, read the followingdescription to them.

The inner courtyard is paved with thesame black-and-red surface as thewalls. Mist, thick and white and carry-ing the smell of fresh blood, covers thecourtyard, occasionally revealing

buildings in the distance before veilingthem once more. You can hear scufflesfrom beyond sight, and your ownsounds seem spans distant.

At once, a long, bristle-hairedworm, with bright yellow facetedeyes and huge mandibles bearsdown upon you through the fog,missing the center members of yourparty by inches!

This is the first shadow monster thatCastle Kilgrave sends the party. Roll ad20, and wait for the PC�s to decideupon an action. Then continue:

The creature turns sharply and van-ishes back into the mists. You hear acrashing to your left, followed by fiverapid clicks. Off to the right, you heara loud snap, and the ground shifts,pulling you forward and to the left.

Roll a d6 for each Player Character.The semi-illusory effects of Castle Kil-grave have acted to separate the party,and the DM must now follow suit by iso-lating the players.

Each character is to be tested by semi-real illusions, personalized to the indi-vidual. Some role-players might havethe skills to separate what they knowfrom their characters� observations,but many players cannot. The DM isadvised to separate the players untilthey overcome this test.

Hearts� EaseDoorway

After you have isolated your playersbegin each test by reading the following.

You pause a second, to catch yourbreath and take your bearings. Youhave been separated from your com-panions. Your own footfalls seemfaint and distant, and no others canbe heard.

On the other hand, you do seem tobe close to an interior building, acouple of yards ahead and to yourright. It has but one level aboveground, and it is made of the sameblack stone as the walls and flooring.

If the PC investigates, inform him orher that the building is about 40 feet inone dimension, half-again as much inthe other, with a door left of center (by20 feet) on one of the long walls. Thisdoor is flat black marble, with only anoccasional flare of red-orange lights.

If the character decides to wait out-side and look for the rest of the party,the door opens suddenly, and a laughbellows forth. The ground tilts, drop-ping the character through the hungrydoorway, which closes with a satisfiedsmack of its jambs.

Through all of this, the charactermight express a desire to disbelievemuch of Kilgrave�s experiences. In fact,the only illusion the characters haveencountered as yet is the shadow mon-ster worm. The other effects, odd asthey might be, are the product of Bane�swill in this, the god�s lair. And thingsdon�t get much more real than that.

Too Good to Be TrueOnce a character has crossed the por-

tal into the buildings, however, theboundaries between what is real andwhat is illusion break down. Baneintends to break the heroes with illu-sions of their fondest desires. By meansof doppelgangers, mimics, curst (a newmonster detailed in this adventure),and shadow monsters, he intends to laytraps the PCs cannot resist.

The DM�s first step must be to decide

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what these �fondest desires� might be.It would be nice if all characters had

such clear-cut motivations, but someplayers don�t make their characters�goals as obvious, particularaly whenthe characters are still low-level andgetting their feet under them.

In these cases, the DM has little choiceother than to make an educated guess:A thief might be swayed by the thoughtof great riches, a fighter with an unex-ceptional strength attribute might wishfor it to be increased. A character of ararely-seen race might long for somecompanionship.

The second step is to decide the formin which these desires might be mani-fested. A cup labelled �Drink Me if YouWant to be Stronger� is less convincinga lure than, say, a startled band of orcs,one of whom wears what can only be agirdle of giant strength.

The third decision the DM must makeis the way Bane�s minions might best pro-duce this manifestation. The dopple-g a n g e r s w o u l d u s e t h e i r E S P t odetermine what the PCs would most liketo see, and then use their own powers,the services of a mimic or two, and thespells of shadow monsters and spectralforces to convincingly recreate thoseimages.

The final decision facing the DM is thehoped-for effect. If a PC gives in to theillusion and goes for his or her heart�sdesire, the character ought to find him-self or herself in danger. For example, a�lost loved one� might be a dopple-ganger, waiting for a chance to gain sur-prise; or an illusory pile of gold couldhide an open pit dropping the characterinto an enclosed space with four cursts.

Whatever the specifics, a PC who suc-cumbs to the lure will find his or hervision clearing as the trap is sprung. If acharacter surrenders to his or herdesires, that character has failed thisimportant test, and the consequencesought to be serious and life-threatening, but not a certain death. Acharacter ought to be able to fight hisor her way out of the trap, but itshouldn�t be easy.

Too True to Be GoodIf a character attempts to disbelieve

the illusions, allow normal chances.Such spells as detect illusion and true

seeing also work normally, after consid-erations of Magical Chaos. If a charac-ter successfully disbelieves, he or shemight still be in danger (dopplegangerswill revert to their normal form for anassault, and shadow monsters will stillput up a fight), but the peril ought to beconsiderably reduced.

Moreover , characters who haveshaken off the illusions will see thatthey are in a very large, black room, litby swirling orange lights near the ceil-ing 20 feet above. Their companionswill be visible, still entranced, severalyards away. Once the freed PC escapeshis or her peril, the character can helpother party members attempt to disbe-lieve.

Each round, a freed character mayhelp one ally. To the spellbound charac-ter, the freed character appears as aghostly image, arguing or taking actionas appropriate, in the context of the illu-sion.

The freed character might expoundupon the illusory nature of the scene.This will allow the spellbound charac-ter an automatic chance to disbelieve,whether he or she wishes to do so ornot, with a + 1 bonus.

The freed character fares better if hetries to distract the spellbound charac-ter, rather than encourage him or herto dwell on the illusory image. Forexample, the helping character mightcall for help in rescuing a third PC, orCaitlan�s mistress. This would allow fora + 3 bonus on the enraptured charac-ter�s chance to disbelieve.

Best of all, but dangerous, the helpingPC may allow himself or herself to beattacked by the creatures in the illu-sion, by stepping directly in their path.The freed PC will certainly be attacked,and this will automatically free thespellbound character.

The mechanics of this intercessionare tricky. The process is much simplerif the DM resolves each of the PC�s illu-sions one-round-at-a-time, so that, if acharacter frees herself, she can assistany of the others the following round.Once a character is safe from his or herown trap, that player may accompanythe DM around to the others until allthe illusions are lifted.

Two rounds after the last of the illu-sionary threats are dispatched, read thefollowing to the players.

19

A doorway swings open severaldozen yards away, and an explosionof mocking laughter fills the room.Caitlan tumbles through the open-ing, landing badly on her shoulder.The door closes again.

This is indeed Caitlan, captured afterfollowing the party. She is injured(down 2 hit points from her maximum),but the ill-effects of the geas seem to bereduced. She smiles weakly at the PCsand then stares at the wall behindthem. There is an electrum door there,a door that was not visible before.

�That way,� says Caitlan. �Throughthat door waits my mistress.�

To Serve MystraOn the door has been burned the

black hand of Bane , mel ted r ightthrough the chased electrum platinginto the wood beneath. The hand isthree feet high, and within it Bane hasplaced his own symbol of death.

Bane�s symbol will flash into visibilityonly as the door is touched, and it willtake effect instantly. The effects of thesymbol are as follows:

*Any character within a 1� radiusmust save vs. death magic or be slain(any character touching the door, evenif using a tool to do so, saves at -2).

*Any character within a 2� radiusmust save vs. paralyzation or suffer achilling withering which causes a 1-12hp loss (there is a 30% chance that 1 hpof such a loss will be permanent).

*Any character within a 4� radiusmust save vs. breath weapon or bewracked by fierce stabbing pains for 2-20rounds. These will cause -2 penalties toboth Armor Class and attack rolls.

These effects are cumulative. A PCtouching the door will have to save ver-sus all three effects, each time the sym-bol is activated.

The door is locked and must bepicked. Shattering it (cumulative hpdamage total of 30 required) or pryingat i t ( tota l of 35 Strength pointsrequired in simultaneous applicationfor success) will cause Bane�s symbol toact with each touch, and if the door isbroken open before the symbol i sexhausted, it will explode outwards in

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an energy blast doing 3d8 damage to allwithin 1�) 2d8 to all 1�-2� distant, 1d8to all 2�-3� distant, and 1d4 to all 3�-4�distant.

IMPORTANT: The DM should takeany steps necessary to insure Caitlan�ssurvival during this break-in, as she isvital to the continuance of the adven-ture.

The room beyond is filled with astrange, red smoky mist. Within ityou can see someone struggling vain-ly, flailing her arms and legs againsteldritch chains binding her. Sheseems to be elemental-like, a being ofpure magical energy. White, hand-size things that look like skeletal spi-ders circle the misty area. As youlook, they move, scuttling slowlytoward you...

The room is bare of furnishings, andentirely filled with a hakeashar, or�Dweomer-Devourer,� which Bane hasmagically imprisoned within the room.Its body is the �red mist,� and its pres-ence prevents any magic functioningwithin, or from outside into, the room;

al l such ef fects wi l l be instant lyabsorbed. The hakeashar has 70 hp; it isdetailed on p. 47. Bane�s special death-wards prevent it from leaving thechamber.

If it is slain, a deep, hollow male voicewill be heard in the chamber, fadingaway slowly. �No! No! My power!. . .Curse you! Beware, �heroes��bewarethe Hand of Bane!�

Within the mist writhes the goddessMystra, her wrists and ankles chainedwith bonds of Bane�s conjuration.

All around the hakeashar are skeletalhuman hands (gained from slain inhab-itants of the Castle), animated by Bane�smagic into crawling claws (detailed onp. 45). All of these claws have 4 hp, andwill attack and pursue any living crea-ture (except Caitlan, who is protectedby Mystra�s geas) within 3� of any ofthem. There are 20 claws in all.

Any sound of battle in the room orentryway will bring three curst into theroom.

Three netherbirds (another newmonster, detailed in this adventure�see p. 48) will swarm to attack the PCs,except for one bird, through the eyes of

20

which Bane (from another part of thecastle) watches the fray.

IMPORTANT: Under no circumstanc-es should the party be allowed to fightBane, even though he is present inanother part of the castle. He is merelytoying with them at this time.

Once the dust has settled, or duringthe battle if the fight is going against thePCs, Caitlan will move forward towardthe woman in the mist. Caitlan is theintended avatar of Mystra, and hasbeen called to complete her apotheosis.

Once Caitlan touches Mystra, the god-dess fades from her bonds. She nowpossesses Caitlan. Mystra knows aboutthe effects of the hakeashar, and willurge the PCs to kill the thing. Once sheis free of its magic-damping force, shecan employ her powers.

Once Mystra is free, Bane knows betterthan to stay around. Because he respectsMystra�s power, he departs, taking withhim the changes to Castle Kilgrave. In thespan of a minute, the black marbledwalls, the mist, and the fell creatures allvanish, and the PCs are left in the oldruins of a long abandoned fort.

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This chapter begins after the PCs res-cue Mystra from Castle Kilgrave. TheDM should have the details of Mystra�savatar at hand.

Event 1: AReturn, and anInvitation

Caitlan Moonsong approaches you.She seems somehow taller. Her shortblond hair moves about as if with alife of its own. She is graceful, andher black robes shimmer with tinywinks and sparkles of ever-shiftinglight�a gleam that is mirrored in hereyes. She makes no sound as shecomes, and her feet do not seem totouch the ground, but float inchesabove it. She smiles.

�You have my thanks,� she says,�and that is no small thing�forthough you know me as Caitlan, I amknown to most as Mystra.� Sheapproaches Midnight, and extends ahand, smiling.

�Sister,� she says softly, �I must nowask for the return of that which Ientrusted to you, some little timeago. May I now have it back?�

Caitlan, having revealed herself asMystra, the (Lawful Neutral) Goddess ofMagic, worshipped by wizards acrossthe Realms, asks Midnight for thereturn of her pendant.

When Mystra touches the pendant, itwill glow brightly, blue-white, and boththe hand she touches it with and hereyes will glow in answer. In triumphMystra will raise the pendant high, andexert her will in silence to open a gateinto a place of purple, roiling mists andshifting darkness.

Mystra will then smile and beckonthe PCs toward the gleaming opening.

�Watch!,� she says. �Pay heed, if youwould see beauty and greatness thelikes of which your eyes will nevers e e a g a i n ! S e e w h a t y o u h a v ewrought , and learn of the t ruenature of all that is! My power willkeep you quite safe...behold!�

Event 2: TheGuardian

All around is darkness�a deep,chiming void of blackness, lit byfaintly luminescent purple mists,which roil and drift aimlesly about,and by drifting, winking lights.There strides Mystra, grown some-how taller. She glows with a blue-white aura, and walks confidentlyforward, t reading on nothing,toward a yellow glowing light in thedistance. Gradually the glowing lightin the distance grows larger.

You can see that the golden glowsurrounds a man-like figure clad infull plate armor. His visor is down, andhis armor glows with a blue sheen; theglow around him brightens from goldto white as you draw near Mystrastands perhaps 12 feet in height now,the figure in armor perhaps 20.

�Mystra,� he says suddenly, his voicedeep and rolling, �You come not alone.Have you then the Tablets?�

�No,� Mystra replies, �but I see noneed for them. I know who stolethem and I wish to speak to Lord Ao.Let me pass.�

The f igure in armor remainsunmoving. �That was not what wasdecreed,� he says, almost gently.�Without the Tablets, I cannot let youpass. Go back, and gain the Tablets.Advance, cloaked in pride, at yourperil. I will not abandon my duty.�

�Duty?,� Mystra demands, angrily.�I have no duty�and you have amost strange way of following yours.The Tablets themselves are nothingto me. Stand aside, and let me pass!�

�Nay,� the figure answers. �I willnot. Turn back, for the sake of yoursafety�and that of these mortalsyou have brought to witness. Illdone, that. Work no greater ill, Mys-tra, for I would not harm you, if youleave me a choice.�

�Choice?,� Mystra replies. �You leaveme none! If I must prove my worth toregain my rightful place, I will! Standaside, Helm, or I shall force past, andharm will be visited upon you!�

Helm shakes his head. �I will notmove, nor will I be moved. Be warned,

21

Mystra.� He stands motionless, and witha sudden snarl of fury, Mystra raisesher hands and lets fly with blue-whitelightning�not a crackling bolt, but ahumming, searing continuous beam!

In an instant, Helm�s hand is raised.The beam strikes it, and vanishesinto it, seemingly absorbed. Mystragestures angrily. Nine huge balls offire burst into being and roll throughthe void at Helm. The armored giantstands unharmed amid the flashingflames and the rain of ice, explo-sions, hammerblows of giant fistsand mystic blades that follow.

Mystra weeps with anger and frus-tration. Her tears gleam and flare liketongues of blue flame, but she doesnot cease her assault. Gigantic wingedsnakes and disembodied fanged mawsform out of nothingness, but as theystrike Helm, to nothingness theyreturn. Tentacles lash the armoredcolossus, and axes, spears, and greathammers of shimmering force attackhim. He stands firm.

At last Mystra leaps forward andhurls herself upon him, spittingflames from her mouth. Her fierytears course down over them both,as Helm calmly holds her at bay,ignoring her blows and grapplings,and opens his visor.

Mystra screams as their gazesmeet, a horrible shriek that is heardacross the Realms. Helm draws backa gauntleted fist, and smashes itthrough Mystra�s chest. At this, thebody of what was once Caitlanexplodes in a devastating flash oflight, heat, and power.

The energies of Mystra�s partingburst through the gate. Even shieldingyour eyes, you are blinded by thenaked power of the goddess, loosedfrom human form. Then your visionclears, The ruins of Castle Kilgravehave been leveled, turned into finepowder. The land is charred and wast-ed for nearly a half-mile in all direc-tions, and the air carries a peculiarodor. You are standing, unharmed, ona pedestal of stone, all that remainswhole from the bricks of Castle Kil-grave. They form a smooth circle, 30feet in radius, centered at Midnight.Silence falls. Helm�s face cannot be

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seen, for he lowers his visor again as he turns toward you.

Mystra has completely vanished. Helmwill not attack the PCs, nor retaliate ifthey attack him. Neither magical norphysical attacks can harm him. Helm willanswer any PC queries; If asked aboutMystra�s fate, he will not confirm that shehas been destroyed, but will use phraseslike �She no longer exists as you knowexistence� or �Not all answers are freelygiven�or should be.�

Regardless of what the PCs say or do,Helm will eventually tell them the infor-mation below. Helm can control the phys-ical reactions of PCs; if necessary, he canliterally force anyone to hear him (hold-ing them silent and motionless, etc.).

Event 3: Helm�sMessage

�Those you know as gods now walkthe Realms among you,� Helm says.

�The reasons for this are many, andbetter unsaid and unremembered.Know this: in some ways, the gods areno greater than men. They all, greatand small, are now much lessened inpower, and they all seek somethingthat is missing, something hidden.�

�Men did not hide them, but men�or elves, or dwarves, or orcs, or anycreature of Faerun�may find them.They are of great power: the Tabletsof Fate.

�They have many other names, asthey have manifested themselves inmany forms: A golden orb roilingwith wisps of fire; a gem of glowingwhite-trapped fire as big as a man�shead; a quill-pen of misty force; apair of human-seeming lips thatmove and speak in mid-air, but boastno face or body beyond them...thereare other manifestations besides.

�But now they appear as stone tab-lets, as long as a man�s arm on eachside. On them is inscribed the namesof all the gods, and their duties, whichso many of them seem to have forgot-

ten. Their recovery is crucial to the sur-vival of the Realms as you know them.

�If you are heroes, seek them. Ifnot, tell those who are of what I say.Great glory awaits, in the seeking aswell as the finding. Go now, in safety.Think, and grow wiser than the oneyou came with.�

And with that, the gate is closed. Ifany of the PCs were wounded, maimed,diseased, or disabled at the time of theconfrontation, they will discover thatthey are now healed, well and whole(lycanthropy, curses, geas magics andthe like will not be removed).

At this time, Midnight will find Mys-tra�s pendant, lying at her feet. The pen-dant will not allow anyone other thanMidnight to touch it (see Chapter 1 fordetails). When Midnight picks it up, thependant shines brightly, and Midnightknows that she now carries a shard ofMystra�s broken power. And she knowsone thing more: that she must seek outElminster, the historian of Shadowdale.

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Encounters1. As the Party TextReturns

An old man in tattered grey robesstands looking at you in awe. He isbald but bright-eyed, and leans on agnarled oaken staff that is taller thanhim by a head. He steps forwardeager ly . �Such power! Art thatworks true! Are you the heroesAlaundo spoke of, then? Have youfound the Tablets of Fate?�

Run this encounter if the PCs seemconfused by Helm�s message, or if theydecide that the Tablets are none of theirbusiness and they�d be better off doingmore profitable (or safer!) things.

The old man is Dannath Redlorn, an8th level druid, and a Harper. Dannathwill not fight the PCs; if attacked he willchange to raven form and try to escape.His staff is non-magical. Dannath car-ries a Harper brooch (a silver harpwithin a circle of nine stars; minorenchantments prevent tarnishing oreasy breakage), mistletoe, a flask ofwater and a pouch containing 1 gp, 3sp, and a hand-wheel of cheese�andnothing else of value.

Dannath can expla in Alaundo�sprophecy and that the Tablets of Fateare of little use to The One Who Is Hid-den, Master of the Gods�so that thequest for it must be a test of characterfor both gods and men. He can alsoexplain who Helm, Mystra, and the oth-er gods are to anyone ignorant of theportfolios and usual powers of thegods. Dannath has never heard of Ao,but will frown and say, �That wordmeans �One� in the tongue gold dragonsuse, called by some sages the �Old Ton-gue�. . .I wonder.�

The old man will be very eager fornews of what happened to the PCs withMystra (he saw her open the gate, andrecognized her), and will try to tradeinformation with the PCs if they arereluctant to talk. He will also try to per-suade any dubious PCs of the impor-tance of the quest for the Tablets; �Thesurvival of the Realms themselveshangs in the balance!�

2. An UnrefusableOffer

A tall, slim elf with silver hair andeyes of deep blue-green watches youfrom a distance. He is clad in a well-worn grey cloak that covers himfrom throat to booted feet. There isprobably a sword at his belt, beneaththe cloak. He drifts closer, raising anopen hand in greeting.

�Well met,� he says in a low, almostwhispering voice. �I am a seekerafter knowledge. I will pay well fornews of the gods and their doings.Have you such?�

The �elf� is really a minor wizard ofthe Zhentarim, Belemos Hawklyn (M-U4th, L, dagger, DM�s choice of nastyoffensive spells). His disguise is an illu-sion cast on him by his superior, IlitharSoond (M-U 6th, armed with a necklaceof missiles which has only one 2d6 andtwo 1d6 globes left). Ilithar waits out ofsight, but within range of a yell for helpfrom Belemos. If the PCs seem strong,he will not aid Belemos, but will watchwhat occurs (using invisibility and flyspells if necessary) and follow the party.

Belemos will approach the PCs onlywhen they are alone. He will give hisname as �Aithlin Nightleaf,� and pretendto be a sage from Everlund. Without actu-ally saying so, he will intimate that he isfriendly with Alustriel, High Lady ofSilverymoon, and with the Harpers ingeneral.

Belemos is not interested in attackingthe party, much as he is prepared to doso. He really is after information andnothing more. He will offer as much asa bag of 12 cut and polished moon-stones (worth 50 gp each) for the par-ty�s information�starting with an offerof six moonstones and allowing himselfto be bargained upwards. He will paywithout treachery if not menaced bythe PCs.

The DM should make secret Intelli-gence Checks for all PCs (with a bonusof 1 for half-elven PCs, and a bonus of 2for elven PCs). Any successful resultmeans that the PC in question hasnoticed something not quite right aboutAithlin�s appearance. Anyone experi-enced with magic will realize that the

elf�s appearance is due to an illusion,but not what or who he really is.

3. An Apparition

A sudden twinkling of small, winkinglights silently and suddenly springsinto being ahead, perhaps 20 pacesaway. The glowing sparks scatterslowly into a ring. Within it is visiblethe shadowy outline of a hooded,bearded man in robes. His face is hid-den; his hands are moving. They opento reveal a single blue-white star.

Then the silent apparition, sparksand all, fades away. Only the lumi-nescent star is left, floating in midair.It rises, slowly and silently, into thesky, dwindling from view as itascends, until it is gone.

The star is immediately recognizable inappearance as the symbol of Mystra. Thehooded man is the demigod Azuth; hismessage is that Mystra cannot be found;she may, indeed, be gone for good.�Azuth� is silent, and is actually a project-ed image; he will not respond to PC que-ries, spells, or attacks. He looks verymuch like Elminster, the sage of Shadow-dale (though the PCs won�t know thisuntil they actually meet Elminster).

RandomEncounters1. Dragon Spy

A very young, small green dragon,fearful of the Magical Chaos of theRealms, spies on the PCs. The dragon�sname is Alghazh, and he has a gem ofinvisibility (a fist-sized diamond thatturns the bearer invisible, by com-mand, once per day). Alghazh has noother hoard left, and has no allies orspecial knowledge. He will try to learnall that the PCs know of the gods, byeavesdropping, and then steal away. Ifdiscovered, he will fight to the death,and cannot be subdued. Alghazh isinsane, and cannot be successfullymind-read, charmed, or otherwisementally influenced. If not detected, hewill follow the party, devouring isolatedhumans for food whenever he can.

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2. A Dark AgentA handsome man who leans on a

crutch and wears unadorned robes ofpurple approaches the PCs and offersto show them a clue left by �the one godabove all gods� as to the true nature ofthe Tablets of Fate.

�You look to be heroes,� says the man.�Perhaps you can succeed where oth-ers have failed.� If the PCs go with theman, he will lead them to a small way-side shrine to Lathander. Its altar hasbeen shattered and desecrated.

The man is able-bodied and well; hiscrutch is a staff of the adder. He isQuenel, a 3rd level cleric of Bane, junioragent of the Zhentarim. Out of coveraround the shrine will come 21 0-levelmen-at-arms, each bearing a dagger,club, and short sword.

These hired thugs will attack, seekingto rob, slay, or drive off most of the PCs,capturing one for Quenel to question.Quenel wants to know what the PCslearned when they met with Mystra; hesaw the gate open and is eager to gainimportant news for his superiors.

3. Storm WindsA howling, sky-rending windstorm will

strike the skies above the PCs. Lightningwill crash, felling trees and rendingencampments. On the winds will come alitter of items; scraps of cloth, strickenbirds, leaves, and shreds of parchment.One such will slap right across a PC�s face.If examined before being tossed away, itwill be found to be a scroll containing thewizard spells dispel magic and fly

If the DM wishes, the winds couldwell bring other items of interest or val-ue, as well as ghostly whisperings, far-off cries or singing, or eerie clues,perhaps the voices of sages or avatarsspeculating aloud about the words ofHelm or the long-dead seer Alaundoabout this Time of Troubles. If the PCsare beginning to deal calmly withencounter after encounter as if this isjust another adventure, it is recom-mended that a few chills and puzzle-ments be sent their way.

4. A Lonely VoiceA magic mouth appears near one of

the PCs on a gravestone, stone pillar or

�I must speak before I die,� it gasps

large rock, or tree trunk.

hoarsely.�Whoever hears: Know thatAo is The One, the Absolute, Ruler of the Gods! He watches from hiding!�

The mouth, and the voice, will thenvanish forever, identity unknown. Asidefrom Elminster, only the archmagesKhelben �Blackstaff� Arunsun of Water-deep and The Simbul, ruler of Aglarond,have ever heard of �Ao,� as an ultra-powerful being of the Outer Planes.

5. The Cult StrikesMaerhindor, a NE 7th level fighter loyal

to The Cult of the Dragon, will confrontthe PCs with sword drawn. �Your foulsorcery has caused this upheaval of mag-ic!,� he says angrily. �Followers of Mystra!Lay down your arms, or be slain!�

Maerhindor has only a normal swordand a potion of healing, but he also wearsa ring of dragons given to him by theCult, which he will use to summon an evildragon before challenging the PCs.

Maerhindor knows that the PCs arenot to blame for any foul sorcery or thechaos affecting the Realms. He is tryingto goad the PCs into revealing usefulinformation about their identities andintentions. If attacked, he will defendhimself as he retreats, waiting for thedragon to come. He will command thedragon to attack regardless of the PCs�reactions to his charges.

In these troubled times, all that answersMaerhindor�s summons is an average-size(6 HD) adult black dragon, Ulhindos. Theblack dragon is vain, purring, and disdain-ful. Ulhindos speaks but knows no magic.She will arrive in 12 rounds, diving toattack without hesitation.

Ulhindos is easily bored, and will leave ifunable to corner and slay a creature inany six-round period. The dragon will alsoflee if dealt more than 14 hp damage in around, or more than 20 hp in total.

If any neutral- or good-aligned creaturetouches a ring of dragons, it will burnthem for 2-5 hp of damage (per contact orround of continual contact) as it begins toburn, with a blackish-green, oily smoke.It will continue to burn no matter what isdone to it, consuming itself utterly in 3-12rounds. If any evil-aligned creature puts

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on such a ring without instruction in itsuse, any attempt to activate it will haveonly one result: An evil dragon will besummoned, arriving in 11-16 rounds, andwill attack the ring-wearer.

6. BrighteyesA young, beautiful maiden in grey robes

approaches the party rather hesitantly.�Are you adventurers?,� she asks. If

the answer is yes, she will ask eagerly,�Do you need an apprentice? I�m�I�venever been in much of a fight, but I�mwilling to learn!�

The maid is Beluane �Brighteyes�Alkath, a CG 1st level wizard who isexactly what she claims to be. She has adagger, a weeks rations, and a spellbookcontaining six 1st level spells in a back-pack. She also carries an iron rod she mis-takenly believes to be magical. (She foundthe rod in a cellar in Hillsfar, when shewas kitchen drudge and cook�a goodone, too�for her tutor, the now-deadwizard Anthagar �the Blind.�)

Brighteyes is eager and dextrous (17DEX), but incredibly naive, always doingthe wrong thing or falling into obvioustraps. She�ll do her best, however, if thePCs let her. She will be awe-struck by anynews of the party�s contact with Mystra.

If the PCs refuse her, Beluane willaccept their decision meekly and leave.She should turn up every so often, how-ever, entirely innocently; staying at innsthe PCs do, arriving in the same towns,taking the same roads or tracks. She willnot be deliberately following the PCs, butmerely wandering the same way they do,by coincidence.

Or is it coincidence?Although she doesn�t know it, Bright-

eyes is under the protection of the demi-god Azuth�she is one of the candidateswho might someday become the Magis-ter. Every time Brighteyes fails a savingthrow, allow her a second one. A tinyblue-white star will wink momentarilyinto existence above Brighteyes whenthis occurs; the DM should secretly makean Intelligence Check for every PC in aposition to see Brighteyes at such times,to see if the PCs notice the star. (It is clear-ly visible; characters staring at Brighteyeswill automatically see the star.) Azuth willtake note of how the PCs treat Bright-eyes.

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This chapter begins whenever thePCs enter into a discussion or �warcouncil� on what to do after encounter-ing Helm, or when they begin to travelto Shadowdale, whichever comes first.

If the PCs are undecided, or havedecided to ignore Helm�s message, runEvent 1. If they have decided to seek theTablets, skip Event 1 and go directly toEvent 2.

Event 1:Darviathar theJust

You hear a thunder of hooves in thed i s t a n c e , f a s t a p p r o a c h i n g . Amoment later, a large white chargercanters into view, ridden by a tallman in full plate armor. He carries along lance, and the shield strappedto his saddle displays a silver gaunt-let holding golden scales, with asword in one balance and a white-and-silver star in the other, all on adark gray field.

The horse comes to a sudden, pow-erful halt without command. Theman leans forward, raising his visor,and says in a deep, rolling voice, �Areyou the heroes to whom the GreatGuardian spoke? Seek you the twinTablets of Fate?�

Darviathar the Just, the speaker, is a14th level paladin. He has 88 hp (17 CO),and is armed with a sword +5, holyavenger He carries three potions ofextra-healing, and rides Tempest, a pal-adin�s warhorse with 33 hp.

Darviathar is a stern upholder of jus-tice who believes that adventurers havea social duty to battle great evils thatthreaten the Realms. He feels the PCsmust seek the Tablets of Fate becauseHelm suggested that they do. To Darvia-thar, a suggestion from Helm is a divinecommand-and the disobedient mustbe shown the error of their ways, bydefeat in a challenge-duel if necessary.

The paladin is fearless but not incon-siderate or rash. He will not attack thePCs until he is fully aware of theirthoughts on searching for the Tablets, ifthey are against doing so. He knowsHelm�s message as though he was there

when it was delivered (in fact, Helm�ssolars have visited several paladins ofFaerun, including Darviathar, to reportHelm�s words and the descriptions ofthe PCs present). Darviathar is alsoaware of an old prophecy of Alaundoconcerning heroes striving for rightafter �the Godswar.� He will speak hon-estly and politely with the PCs, givingthem what information he can.

Darviathar�s advice is to seek outElminster the Wise, Sage of Shadow-dale, for information on the Tablets�present form and whereabouts. He sug-gests following the road to Shadowdale,being very watchful in the Shadow Gapand when passing Daggerdale, andtraveling as fast as possible �beforethings get much worse.� Darviathar cansuggest possible PC tutors in Hillsfarand Ravensbluff for all characters ofgood alignment (if the DM desires), andwill warn of the �servants of evil� walk-ing the Dragonreach lands with �readyblades and traps.�

By this, Darviathar means that theCult of the Dragon (based in Sembia),the Zhentarim (based in Zhentil Keepand Daggerdale) and those priests ofBane under the personal control of thea v a t a r o f B a n e � r a t h e r t h a n t h eZhentarim�are active. Followers ofBhaal, Myrkul, Talos, and other evilgods are also on the move. Clerics of allfaiths are frightened and baffled by theapparent abandonment by�or destruc-tion of�their gods, and are desperateto gather followers and magical powernow that they cannot receive powerfulmagic by prayer.

Darviathar will aid and heal PCs asmuch as he can if they convince himthey will seek the Tablets; he will fightthem if they seem evil, dishonest, or setagainst his arguments to take up thequest.

Event 2:Warning fromon High

Run this event whenever the PCs aremoving across country. Allow one ofthe PCs to notice something approach-ing the party from behind, high in thesky.

A lone flying creature can be seenbehind you, high up and approach-ing swiftly. It soon grows largeenough for you to see that it is awoman in dark leather armor ridinga pegasus. The woman needs noreins, and has a sword but no helmor other gear. Her long hair streamsbehind her in the wind of her pas-sage; upon seeing you she leans for-ward to urge her mount down.

The pegasus swoops , and thewoman calls, �Ride hard! On, east!The wraiths of the Dark Gods followbehind you! �

The woman is Laerlee, a CG 7th levelfighter who is a Harper. She will not tar-ry or fight, but will fly on as soon as pos-sible to warn other Harpers. She has a+1 sword and 50 hp, and wears a ring

of spell turning. She has met and fought�at least thirty� wraiths created by theavatars of Bane and Myrkul. Thesewraiths (who do exist) are moving east-wards, chasing the PCs and destroyingall life in their path.

Laerlee cannot stay with the PCs; shehopes to gather enough strength todestroy the wraiths before they reachthe Dales. If she stands with the PCsand they fall or are by-passed by somewraiths, no warning will come to theDales before cold death arrives.

If the PCs tarry or turn back, the DMshould let them see a dark cloud mov-ing over the land. If it is stared at, theviewer can dimly see armored, silentwarriors, striding tirelessly forwardwith drawn swords and cruel eyes ofwhite flame.

Each wraith carries with it a swordupon which continual darkness hasbeen cast. The spell effect is very local-ized (barely covering the attendantwraith), serving to protect the undeadthings rather than act as a weapon incombat. If these wraiths are exposed tofull sunlight, they will recoil for a fewrounds, and cannot drain or chill bytheir attacks. They can still do physicaldamage with weapons (the swords), butcan in turn be struck by all sorts ofweapons. There are 32 wraiths, andeach has 36 hp.

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Event 3: JourneyOverland

The PCs can choose any route theywish from Castle Kilgrave to Shadow-dale. The Great Desert, Anauroch, andthe Stonelands that lie between it andCormyr, are extremely inhospitableplaces. The Stonelands harbor stronggoblin tribes, troll bands, brigands, andany solitary monsters a DM desires; thedesert has lamia (with leucrotta infest-ing the Desertsedge) and sandstorms.

Daggerdale has orc patrols (each ledby a single ogre) directed by the Zhen-tarim; there is a 40% chance that anysuch patrol will be accompanied byeither a cleric of Bane or an evil wizardof 4th -6th level, armed with wandsand other offensive magic items.

The Shadow Gap and the open coun-try around the roads are well-traveled;t h e D M s h o u l d u s e t h e R a n d o mEncounters from Chapter 2 or (better)devise specific encounters to occur atcertain locations.

In the Hullack Forest and the moun-tains, the principal danger is a stirgeencounter. 1d8 +2 (3-10) will appear,attacking together; such a flock isknown as a �thirst� of stirges.

In the Elven Court woods around Sha-dowdale, the DM should adjust monsterencounters to include brownies, pixies,satyrs, sprites, and even quicklings;elves will not be randomly encoun-tered, but all sorts of wild woodlandcreatures have moved into the areasince the elves withdrew.

In the Spiderhaunt Wood, increasethe chances of evil woodland encoun-ters, and replace all humanoid encoun-ters with various sorts of spiders. Notethat spiders in this area will stalk PCstirelessly, seeking to lure them into pittraps and roper-infested ruins, attack-ing when the party stops for a rest. Ifthe DM has access to the FIEND FOLIO®Tome, include encounters with etter-caps; these creatures are numerousalong the edges of the Wood.

Event 4:DarknessReaches forMidnight

Run this Event at least one day afterthe PCs leave Castle Kilgrave, whilethey are traveling.

Off to the left you hear a suddenhowl, followed by an angry barking.The howl is answered from nearbyon your right, and from farther offdead ahead. The barking growslouder, and then dogs burst intoview: large, snarling, wearing spikedcollars, charging you, teeth bared.

There are eight war dogs, all with 15hp. They will attack all male membersof the party, but not any females. Sixrounds after the war dogs attack, theirmasters will appear out of cover: fiveLE 2nd level fighters, in chainmail, allwith 17 hp, maces, handaxes, and shortswords. The dogs were trained by thefighters, and cannot be charmed or oth-erwise compelled to attack them.

The short swords are envenomed witha sticky substance effective for threeturns after the encounter. Upon contactwith flesh or tissue, it causes paralysis,beginning in 1-4 rounds, and lasting 1-3turns.

If the target saves vs. Paralysis at +3,the effects will not occur (and that par-ticular target cannot be affected bysuch venom that day).

At the end of each turn after paralysissets in, allow the target another savingthrow, this time with normal chances.If successful, paralysis ends (in 1-4rounds), and the target cannot beaffected again that day by the venom.

If a character overcomes the venom,his opponent may (50%) take the time toswitch weapons to either mace or handaxe.

The fighters (Belarin, Chaddath,Elferel, Ssuntar, Yethan) are commandedby two clerics of Bane. The clerics areFelsath (LE, 5th level, 31 hp) and Guthel(LE, 4th level, 24 hp). Each wears chain-mail and carries a shield, wielding a macein the other hand. They have no magicitems, but command the following spells:

Felsath: cause light wounds x2, curelight wounds, slow poison x2, resist fire.

Guthel: cause fear, command x2, holdperson, silence 15� radius.

The clerics� spells are not immune tothe chaos of magic prevalent in theRealms, and they know this-but theywon�t hesitate to try to use their magicagainst the PCs. The clerics have orders(passed on to the fighters, and thence tothe dogs) to capture Midnight anddestroy the other PCs. Midnight�s cap-ture is paramount. She is to be takenunharmed, and hurried to a certaingrove in the forest several days distant,where Bane himself will be waiting. (Ifthe PCs are too strong to slay, the clericsare to grab Midnight and run.)

The clerics are armed with maces andhammers, and have a �capture hood�(canvas bag that goes over a victim�shead and belts at the waist, with wrist-manacles and a crotch strap to preventit being wriggled out of) for Midnight.

This ought to be a serious fight for thePC�s, but Bane should not be able tosteal Midnight away at this point. If theclerics do make off with her, Midnightought to escape (perhaps aided by thetimely intervention of some of the NPCsthe party has previously met).

Event 5: SageAdvice

This Event can occur whenever thePCs are traveling in a lightly-settled area.

Ahead, you hear a faint rising andfalling noise. It seems to come fromone spot, and as you approach, youcan hear that it is a peculiar sort ofdroning whistle. It seems to bevoiced by a living creature, and tohave some sort of rolling, endlessmelody you�ve not heard before.

If the PCs investigate or continue toadvance, one or more of them will even-tually view the following:

A stooped, middles aged man wearingtattered russet robes and large, clumsy-looking leather boots is sitting on arock, peering at the woods around himin a relaxed sort of way, and whistling

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as he puffs on a pipe�the source ofthe curious sound you hear.

The man is Mathal Durshavin, a sage.His field is plants and the small insectsand creatures that live among them,specifically in the Dragonreach area. Heis a 5 hp, 0-level human whose treasureconsists of a pouch of pipe tobacco andknowledge; he hasn�t a single copperpiece with him. Mathal lives about tenmiles away in a hut in the forest, whichcontains nothing more valuable thanthree weeks� supply of food for oneman. Mathal is not an adventurer, andnot interested in danger, but he can tellthe PCs where all the forest trails in thearea lead, and where mistletoe grows inthe wild.

Mathal has little interest in wars andpolitics and the doings of men, but isfriendly with the local druids and rang-ers, most of whom are Harpers. Sometwelve days ago he met a ranger,Moongentle Lharinn, whom (he saysblushingly) �is very beautiful-andvery, very nice.�

Moongentle is a Harper. She told himthat the wild weather and strange natu-ral happenings of recent days werepart of a great upheaval in the Realms.There was nothing to be done to stopthe growing chaos, she added; the godsthemselves were involved.

Moongentle prayed on her knees onewhole night through to the Lady of theForest for guidance. In the cold, mistydawn of her vigil the goddess came toher-in person, seeming �as human asyou or I.� Mielikki told the ranger thatthe gods now walked Faerun, muchlessened in power. They had been ban-ished from the planes where they haddwelt by �one who is greater.�

That one, Mielikki said, �is displeasedwith us-our pride, and willful ways.�All the gods came to Faerun in a �terri-ble storm,� charged to �win their wayback, past the Faithful Guardian.�Moongentle learned that the god Helmwas the guardian. Mielikki said sadlythat most of the gods will probably tryto defeat or trick Helm. Of all the gods,only �The Gentle Sisters�: Selune,Eldath, Sune Firehair, and Mielikki her-self (who are not really sisters at all,only called that by less gentle beings)prayed to �The One Who Is Hidden to

Mortals� for guidance as to how thegods should conduct themselves. All theSisters were cast out with the others,and Mielikki saw them no more.

Mielikki arrived in her grove near theh e a d w a t e r s o f t h e U n i c o r n R u n ,wracked by the burning pain of herFall. She landed alone, the grove a ruinaround her, but the voice of the Onesounded in her ears as she lay, stunned,upon Faerun: �Know true mercy, kind-ness, and humility. Find the Tablets ofFate that divine hands stole away fromHelm�s guardianship. Hope, and pray,and show lesser beings help and com-passion.�

The Lady of the Forest told Moongentlethat she did not really know what theTablets of Fate looked like, nor had sheever investigated the desert and icymountainous areas of Faerun, or walkedthe larger cities. She therefore decided toconsult the most learned living humansage known to the Harpers (many ofwhom worship Mielikki and therebyinform her of Faerun): Elminster of Sha-dowdale. She was on her way to Shadow-dale when she heard Moongentle prayingin the forest, and has told Moongentle allthis, she said, �So that more may searchfor the Tablets and know the whys of thechaos upon the land, and the Tablets maybe found.�

Moongentle was told to spread thisinformation freely to all �good and gen-tle creatures,� and so told Mathal. He inturn will tell the PCs all of the precedinginformation, apologizing for what hecan�t explain or describe more fully dueto its secondhand nature.

If Mathal is attacked by the PCs, orbecomes convinced by their speech andbehavior that they are essentially evil innature, he will try to destroy them all�if they don�t cease after his initial pro-tests that it�s all a mistake, he�s a man ofpeace�by flinging a medallion hewears at them. It�s really a 9d6 fireballblast s p h e r e f r o m a n e c k l a c e o fmissiles. Mathal will not mention oroffer this to friendly PCs. Mathal cantell PCs where nearby edible plants andhealing herbs grow; the DM shouldallow a weakened party of PCs to bene-fit from this, but he should hurry alonga strong party that tarries to get a littleextra help; surprise attacks by wraithsof Bane (as described in Event 2 in thischapter) should do the trick.

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Event 6: TheB l a c k H a n d

Run this event when the PCs are trav-eling through a wooded area.

You are crossing an empty clearingwhen you notice something smalland black hanging motionless in mid-air ahead, invisible amid the treesfrom afar. It looks like a black, long-f ingered human r ight hand. Aneedle- fanged mouth suddenlyappears in its palm as it floats fingersuppermost, palm open toward you.It speaks, in a hissing whisper.

PCs who attack the Hand will not stopits speech, nor cause it to disappear. It isan image, not a solid object. Bane cre-ated this image by a spell known only tohimself; it cannot move from its loca-tion, because it rises from a real buried,skeletal human hand. The speech deliv-ered by the Hand follows.

�Turn back, fools. Turn back whileyou still can! Bane is not kind to mor-tals who have the gall to think theycan challenge the gods. Your utterdestruction awaits you if you pro-ceed. It will take but a moment, andrequire almost no effort at all. Turnback, mighty heroes, and fear Baneto the end of your days.

�All except Midnight. Ride on, Mid-night, and I shall reveal myself to youin time. Come alone, and leave thesefools.�

If the PCs turn back, the Hand will donothing, remaining where it is. If theyproceed, or any PC except Midnightpasses the Hand or goes around theclearing, the Hand will appear to catchfire, burning in a black flame until onlybones are left. They will appear tobreak apart and fall to earth, vanishingas they �touch� the ground.

Silently, skeletons will rise up fromthe ground all around the clearing,bursting up out of the damp forestearth, scattering old leaves, moss, andgrass as they stride forward to attackthe PCs. There are 14 skeletons in a ringaround the clearing: all are AC7 andhave 6 hp.

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Encounters1. The Rift

Run this encounter if the PCs encoun-ter brigands or any group of monsterswhile traveling in the wilderlands. Theopponents will suddenly flee, at thesight of something that has appeared inmid-air when someone (either a PC orMidnight) tries to cast a spell:

Filling the sky overhead, looming hugeand darkly dangerous over the land-scape, is a cloud, the likes of whichyou�ve never seen before. It casts pur-ple and red rays of light in all direc-tions, and roils disturbingly, as ifsomething inside were seeking release.

Then the cloud parts, to reveal aportal of sorts, an ugly tear in thefabric of the sky, but this is in oneway very different from the gatethat Mystra opened. There is pro-found blackness beyond this open-ing, and that dark realm seems to bepouring out of the rift.

Your enemies have fled, but themere sight of that dark rift has left youawestruck and stunned. Out of thesky, hungry death comes for you all.

The tear will easily cover the sky abovethe PCs before any mount or human canget away (at normal movement rates).Just before the energy-draining effects ofthe portal overwhelm the character!read the following.

The air just above you crackles asmany tiny white stars appear, part-ing in a ring to reveal a gentle blue-green light-and within it, a beardedhuman head. The head of a manwhose kindly, weathered face is litby eyes of sparkling intelligence. Helooks at you, swift and hawk-like,flashing a smile, and then flicks hisgaze skyward

�Ah! There ye are! Bit of a naughtytear, eh? Repair y�self, rift to decay�away with you!�

The man�s hands move in deft,intricate weavings of the air; Powercrackles about him as he humsabsent-mindedly and stares at thesky-filling blackness.

You see the cloud behind it grow-ing rapidly, pulsing brighter. Its pur-ple light bathes you all, and a suddenhissing, burbling roar of anger thun-ders overhead. If the blackness wereto have a face, it would cast a longand angry look at the gentle man as itshrinks back into the boiling vortex.

�Ah, there we are...,� says the oldman, as the skies clear once again.He looks at you. �Well met. Elminsterof Shadowdale at your service, brief-ly. A lot of that going around, I fear. Imust be off�Shadowdale needs me!�

He peers at Midnight, tilting hishead. �Interesting,� he says absently,and then vanishes, amid stars, andthe air above you is once again clear.

Elminster will ignore any PC attemptsto talk to him, and will not tarry. PCspells intended to trace, stop, or attackhim will have no effect, or will go awry.

2. Tilverton This encounter will occur if the PCs

approach Tilverton, a small town builtaround a temple to Gond, a good inn,deep wells, and a large breeding and liv-ery stable. It also has two competentsmiths and a good carpenter. Cormyrrecently garrisoned Tilverton, whichup until then had been independent.Shortly thereafter, the High Priest oft h e t e m p l e , G h a r r i , � t h e W o n -derworker,� vanished�and has notbeen heard of in Tilverton since. Thetemple was not damaged in the recentstorm; Gond came to Faerun in a largertemple far to the south.

You see men in the distance; men inarmor, on horseback, with long lanc-es in their hands. They see you, too,and advance in a thunder of hooves.You see shining helms, stern mous-taches, gleaming chainmail, and sur-coats proud with the Purple Dragon.

One red-moustachioed giant spursto the front, a stout rod in his hand.�Halt!,� he calls to you, �In the nameof His Imperial Majesty, Azoun ofCormyr. S tate your names andbusiness�and present your charteror surrender those weapons!�

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Your challenger is Captain Thardock,a LG 7th level fighter (62 hp) armedwith a bastard sword, a short sword,and a rod of cancellation.

He heads a patrol of 22 Cormyreansoldiers. All are AC5 (AC4 if they usethe shields hung behind them on thehigh backs of their saddles), and arearmed with horsemens� lances, longswords, hand axes, and daggers.

Fourteen are 2nd level fighters (14 hpeach), and also carry morning stars.Eight are 3rd level fighters (25 hp each),and have heavy crossbows (which theyare adept at firing from horseback),with three 21-quarrel quivers each.

(All Cormyrean patrols in this area areof approximately this strength and com-position. Other captains are Orlberl, 6thlevel (54 hp) and Pripyn, 5th level (ST 18/36, 36 hp). The DM should use themwhenever combat occurs in or within aday�s ride of Tilverton; they are unner-vingly vigilant.)

Thardock will arrest any PCs whoflee or offer violence to him, his patrol,or any citizen of Tilverton. He will con-fiscate the weapons of anyone lacking aroyal charter to carry them (requiredby Cormyrean law, wi thin landsclaimed by Cormyr), returning them topersons leaving Cormyr�s territory togo north or east.

Thardock knows that something reallyout of the ordinary is afoot in the Realms,but doesn�t know what�yet. Magic hasunpredictable effects, adventurers of allsorts (�brigands, some of them�) are rid-ing hither and yon, and stranger thingshave happened, too�weather and priestsgoing crazy, and the like.

There are two NPCs of note living inTilverton: Huntileir the Weaponsmithand Sandyrina the Sensual.

Huntileir is a LG 8th level dwarvenfighter (ST 18/04, 60 hp) who runs aweapons shop in the center of town.About three feet tall and three feetwide, Huntileir has biceps like beerkegs, a fringe of white beard all alonghis jaws, and deadly accuracy withthrowing axes (which he is never with-out at least four of). He makes axes andswords, and sells just about everything(at standard prices).

Sandyrina is a dancer in one of Tilver-ton�s taverns, The Winking Moon. Posingas a lady of the evening, the scantily-clad,beautiful CN 4th level thief (CO 16, DEX

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18, 24 hp) meets many merchants andadventurers in their inn chambers late atnight. There she fences stolen or danger-ous goods and treasure, offering goodmoney for things that their traveling own-ers want to get rid of quickly, Sandyrina isfair, close-mouthed, and protected by twopseudodragons, Silp and Tannath (hp 14and 11, respectively) whom she has raisedfrom tiny, abandoned young. They areutterly loyal to Sandyrina; charms or oth-er magics that try to turn them against herwill always fail.

The folk of Tilverton are suspiciousand ready-armed. The temple of Gondwas ransacked only a few days ago, byunknown brigands (Zhentarim agents),and the god did nothing to defend it: Hisdisfavor must lie upon them and theirtown. More than this hangs upon theirhearts, however.

Something is killing Tilvertonians.Something strong enough to tear its vic-tims limb from limb. Something that eatshumans.

It hunts by night, always slaying thosewho are out-of-doors, and alone. First tofall were young girls: ladies of the eve-ning and lovers going to meet their youngmen. Then hunters and guardsmen fell�all alone, and all slain in places whererock or cobbles underfoot make trackingdifficult, some within walls or enclosures.Townsfolk expect that a panther or simi-lar beast able to spring upon and bringdown human-sized prey is to blame.

If the DM desires, the PCs could beattacked by the beast (which is a jackal-were with 22 hp).

If Kelemvor is in the party, he willencounter the monster, try to save apotential victim, and involuntarily shiftto panther-form. Townsfolk who wit-ness Kelemvor�s transformation will behostile, pressing the PCs to leave townimmediately (even if Kelemvor savesthe lives of townsfolk by doing so).Zhentarim agents are the prime moversbehind Tilvertonian hostility, and willorganize townsfolk to chase the PCsregardless of how they behave or howspeedily they leave. Such pursuit will behalf-hearted, and will soon break off.

If the PCs turn to defend themselves,their pursuers will mill about, making alot of noise, and then flee back toTilverton�whereupon a patrol of PurpleDragons will appear between them andthe PCs, and begin to question the towns-

folk, allowing the PCs ample time to rideaway.

3. Shadow GapThis encounter will occur if the PCs

enter Shadow Gap. If they take anotherroute, it can happen whenever the PCsare traveling in open country.

Suddenly you notice somethingsmall and white shining in the air

ahead. It floats, unmoving� and asyou get nearer, you can see that it is ahuman skull, looking at you steadily.

PC attacks and spells will not harm ormove the skull; it is an illusion. �Touch�will not affect it.

The skull begins to speak, in a high,thin whisper. �You will never find theTablets. Tremble, mortals, beforeMyrkul the Mighty. In the end, I ruleyou all. Despair, and turn back. TheTablets are not for such as you, andyou will never find them.�

The skull will then fade away, silently.Whenever any party member, PC or NPC,is wounded or slain for three days thereaf-ter, the image of the skull will silentlyappear to leer at them (visible to all).

4. Spiderhaunt WoodThis encounter can occur in the

Wood or nearby, if the PCs avoid thewood itself. It will follow a monsterencounter, in which eight ravenoushuge spiders (14 hp each) pounce uponthe party, and while the party is embat-tled, six stirges (9 hp each) appear.Before the PCs can dispatch all of thespiders or stirges, read the following:

There is a sudden thunder of hooves,and the snorting of a belligerent, irri-tated horse. Then you hear cold, care-free laughter.

Into view among the trees comes aman in chainmail, riding a charger infull gallop. He has the look of a manwho has seen a great number of bat-tles, and his warrior senses take inthe scene instantly. He swings hislong sword at a stirge, gutting it.

Behind him rides another man,younger but no less a warrior forthat. Between them, they carve uptwo spiders in as many minutes. Theolder fighter pulls his horse up toyou. �Well met!,� he calls.

The man in chain is Hawksguard, (whobears dagger, handaxe, and long sword,and is LG, ST 17, 5th level, and 38 hp).Next to him is Yarbro (bearing longsword, short bow, and dagger, LG, 3rdlevel, with 22 hp). Hawksguard willexplain that he has ridden from Shadow-dale, tracking a band that he believes tobe Zhentarim assassins, heading south. Infact, these assassins were sent by Bane toslay the party, but were themselves killedby spiders only a few hours ago.

Yarbro is nervous to get back to Sha-dowdale. He will be easily convinced toaccompany the PCs to Elminster, andhis opinion might well sway the morecautious Hawksguard as well.

5. A Fowl HuntressRun this encounter before the PCs

reach Shadowdale, or if they decide togo elsewhere. It will occur in the length-ening shadows of twilight.

Out of the trees behind the partyswoops a harpy, flying low and quiet toattack. She will seek to slay Midnight,attacking with her claws and with aspear. The harpy, Uithgel, will fight to thedeath, showing no fear She has 22 hp.

Divination, mind-reading, or question-ing magic (even if she is dead) used on theharpy will bring only the cold laughterand skull image of Myrkul. Uithgel bearsa satchel strapped to her belly, containinga cloth bag with 14 sp, a freshly-severedhuman hand wearing a brass ring (a ringof fire resistance, and two steel vials(potions of extra-healing: each will heal 6-27 hit points of damage).

Uithgel has several brood-sisters;Nairgel, Sezimmer, and Ioghil. Myrkulwill inform them if the PCs slay Uitbgel,and from then on they will hunt the PCs,seeking to strike when the PCs are splitup, injured, or tired, or otherwise at a dis-dvantage. They will not be able to reachthe PCs for nearly a month, and will huntthem for years, if need be. The harpieswill use any magic items or other weap-ons they can obtain in their mission.

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This chapter begins as the PCs reachthe westernmost guardpost of Shadow-dale. The road is flanked by densewoods on the north, and rolling hillsand scrub woods to the south. Thestone walls�and within them, towers�of a temple dedicated to Tymora rise tothe north of the road; where its trackjoins the main road, a company ofguardsmen stand.

Beyond them can be seen the bridgewhich carries the road over the RiverAshaba, and beyond that the grey gran-ite bulk of the Old Skull (the bare, hardrock root of a mountain stripped andsmoothed by glaciers, ages ago) risesabove the trees. Just visible at its base,beyond the river, is one edge of thesquat, massive Tower of Ashaba.

Event 1:ShadowdaleGuard

The spiral outline of the TwistedTower is visible on the surcoats ofthe guards; depicted in silver, super-imposed on a silver crescent moonfloating horns up, on a field of royalblue. The arms of Shadowdale; youhave reached it at last. There are 14guards, bearing spears and clad ingleaming silver-blue chainmail. One,who bears an iron rod, steps for-ward to confront you, his manner

not unfriendly.�Well met, travelers,� he says.

�What brings you to Shadowdale?�

The guardscaptain, Riothar Ironton-gue, will ask the PCs their names aswell. He is polite and even-tempered,but very shrewd.

The guards are all 1st level fighters,AC 5 in their chain, and armed withdaggers, maces, short swords, andspears. If challenged, three will blowhorns to alert the soldiery of Shadow-dale (some 60 soldiers will come fromthe bridge, the Tower and the cross-roads by the inn, arriving six roundsafter the alarm except for eight lancersfrom the bridge, who will arrive inthree rounds).

If the PCs are peaceful, however, Rio-thar will bid them welcome, and directthem to The Old Skull Inn.

Mourngrym, Lord of Shadowdale, isnot holding court when the PCs arrive,and is unavailable until Evenfeast (sup-per), although the PCs will be welcomeas guests at that meal if they �discoverthemselves� to the Seneschal of theTower (Turnal Rhestayn), by asking forhim at the Tower gates.

Elminster, the Sage of Shadowdale, ismost likely to be found in his tower, asmall, slightly leaning building beside asmall pond, across the meadow fromthe Tower of Ashaba, on the edge of thevillage proper. If the PCs ask about him,Riothar will send them on to the bridge,to �ask the warrior Hawksguard to

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accompany them thither.� (Yes, the sameHawksguard from a previous encoun-ter.)

Hawksguard is the veteran of thebridge-guard. They total 16, and arearmed as Riothar�s guard except fortheir captain, Elassa Thintrel (she is CG,ST 17,4th level, has 36 hp, and is armedwith a battleaxe and a long sword), andHawksguard himself.

One of Hawksguard�s roles is that ofguide to important visitors (such asbands of adventurers); he is consideredstout enough to survive while keepingan eye on such potentially dangerousguests, at least long enough to sound hisbelt-horn if trouble erupts. He will con-duct the PCs between the inn, Tower ofAshaba, Elminster�s Tower, and on anytour of Shadowdale they may wish tomake (the DM should refer to theCYCLOPEDIA OF THE REALMS book inthe FORGOTTEN REALMS� CampaignS e t f o r d e t a i l s o f S h a d o w d a l e ) .Hawksguard is kindly, shrewd, and qui-et. He will give few details of Shadow-dale to the PCs, directing them to askElminster or officers of the Court.

Event 2: AnAudience withElminster

If the PCs go to see Elminster, run thisEvent. The order of this Event and theEvents in The Old Skull Inn and theTwisted Tower depends entirely on

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where the PCs want to go; let the play-ers decide.

As you approach Elminster�s Tower,you see an old, bearded man in robessitting on a rock near the flagstonepath you�re following�Elminsterhimself. He raises his eyebrows,takes a pipe from his mouth, andsays, �Ah, there ye are. I expected allof ye to be along some time ago.What took ye?�

Elminster speaks in whimsical, occa-sionally gruff, cultured tones. He isgood-humored, if sometimes testy, andwill freely answer PC queries. He canreadily identify the signs of the variousgods, and if asked about the chaosaffecting both Art (magic) and the natu-ral workings of the lands, he will replyas follows:

�It is a source of entertainment tosome, and a great burden and upsetto others, to live in a time of sometrouble and change�trouble andchange rather greater than usual, Imean. This time�ah, that is, rightnow, if ye�re wondering�the trou-ble involves the gods. Aye, as nodoubt ye�ve heard or noticed thesedays past, the gods walk Faerunamong us, right now.

�Somewhat lessened in power,they be�for they have been pun-ished by one who is even greater, abeing whom we know only as Ao, oras the oldest sages write it, �The OneWho Is Hidden� from mortals. Thisgreat being has stripped all the gods,great and small, of much of theirpower, and cast them down amongus. They must win back their formerplaces in the planes.

�Without their presence, the evilsof the outer planes seek to expandtheir dominion. This brings chaos tous, here, and keeps Ao busy. Greaterchaos is visited on us because theparticular strengths of the gods�their portfolios, if ye will�are unad-ministered. The gods are among us,now, preoccupied with petty mat-ters of power, and finding these tworocks called the Tablets of Fate. Onlywith the Tablets, Ao has decreed, will

the gods be allowed to ascend again,past the guardian�the god Helm�that Ao has set to keep the gods here.

�All so much grand talk, to troubleonly priests? Nay, I fear not so. Thelonger the gods are not keeping thebalance , the greater the chaosgrows. Some gods may be destroyedwhi le reduced to weak avatarsh e r e - a n d t h e n w h a t o f t h e i rspheres of inf luence? There isworse: The most evil gods, thosewhose sport is domination anddestruction, are at last let loose herein Faerun to do as they will-Bane,Myrkul, Talos, Beshaba and all therest. Even a kindly god can in igno-rance and power wreak great havocin the land; wherefore much enter-tainment will ensue. If it ensueth toolong, the Realms will at last bedestroyed, and chaos will claim usall.�

If asked what he is doing about allthis, Elminster will reply:

�Thinking. To do the wrong thing,ere I see my way clear to the proper

course, could well be the greatest ill Textof all.�

Elminster may appear to be just amild-mannered old man, but the DMshould bear in mind that he is far morepowerful than he seems. He is a CG 26thlevel mage, with 96 hp, AC7, has 18 IN,WI, and DEX, and 17 Charisma.

His staff and pipe are non-magical atthe time the PCs encounter him, but hedoes wear a +3 ring of protection and a(non-vampiric) ring of regeneration. Hecannot be charmed or otherwise men-tally influenced by any being, due tomultifold enchantments. An Elminster�sEvasion spell will whisk away his bodyupon �death� to a hidden, other-planarSafehold, where The Simbul (a 27thlevel wizard, who is Elminster�s loverand the Mage-Queen of Aglarond) willbe alerted to come to his aid. Elminstercarries a full complement of spells (twometeor swarms, for instance, and fourmagic missile spells�each such spellcreating 13 separate missiles).

Elminster is over 500 years old. Thislongevity is due in part to the fact that

he�as well as The Simbul and Khelben�Blackstaff� Arunsun of Waterdeep,and perhaps a few others�holds a partof the divine power of Mystra.

This is why Mystra was not destroyedoutright when she fought Helm. Thissharing of power was a deliberate act ofAo�s, to prevent any one being holdingtoo much of the greatest power of all:The nature, workings, and power of allmagical processes in the multiverse. Don o t r e v e a l t h i s t o t h e p l a y e r s !Much of the fun of this trilogy of adven-tures lies in their learning bits and piec-es of this and other �Cosmic Secrets� asevents unfold, not beforehand.

Elminster believes that more knowl-edge of what exactly the gods are up tohere in Faerun is to be found in Tantras;that�s where he thinks one of the Tab-lets of Fate is, and he will tell the PCsthis. He will also reveal that of moreimmediate importance is the need todefend Shadowdale against attack.

Zhentil Keep has always threatenedthe dale. Now, its armies will be com-manded by perhaps the worst of thegods : Bane , The Black Lord. TheKnights of Myth Drannor are nowhereto be found at present, and Shadow-dale�s pitifully weak armies need help.Are the PCs available?

Elminster is not above horse-tradingtraining for wizard PCs and aid for oth-er party members in return for a bit ofsword-swinging here in the dale whenit�s needed. He will be very persuasive,willing to identify any mystery itemsthe PCs may have acquired, lecturethem on any arcane topics they maywish to know about (oh, yes, includingtreasure). The DM can use Elminster�smouth to lecture players, feed theminformation leading to later adventuresor about rules-queries, or anything elsedesired. Elminster will hint that defend-ing the temple of Lathander, just acrossthe road from his tower, is the mostimportant thing that mortals can bedoing in Faerun just now.

He will not, by the way, let any PCsexcept Midnight into his tower�norwill any beings, including avatars, beable to get into it during the adventure.

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A .

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Event 3: The OldSkull Inn

Run this Event whenever the PCs firstvisit the Old Skull Inn. It stands on thenorthwest corner of a crossroads, withits yard, well, and stables behind it. Itslayout, rooms, and other details aregiven on page 76 of the CYCLOPEDIAOF THE REALMS. If the PCs agree tohelp defend the dale, their expenses athe inn are covered by Mourngrym.

t

Within the wide, plain, and heavyfront door is a dark, cozy taproom.Massive beams low overhead bearthe upper floors of the inn. Belowthem are many polished woodentables, stretching back to a bar.

A middle-aged, gray-haired, plumpbut still regally beautiful womanstands behind it, rubbing pewtertankards to a high shine with a black-ened cotton rag. She wears a leatherlow-bodice vest over a plain cottongown, and below that warriors�boots. She looks up at you andsmiles.

�Well met, travelers,� she says in alilting, husky voice. �Welcome to myhouse. You have found The Old SkullInn, and I am Jhaele Silvermane, atyour service.�

Jhaele is a kindly, motherly woman, awidow wise in the ways of the world.She is very hard to scare, and very goodat healing arts. She is tolerant of all reli-gious beliefs (so long as they do notextend to harming her property orupsetting other guests) and most per-sonal habits. She is also a mean card-player and a prodigious drinker, able tohold more while appearing sober thanmany a warrior twice her size.

Jhaele stands five feet high, is in herfifties, and is a NG 4th level fighter withdouble specialization in the use of athrown dagger. She is +3 to hit withdaggers, can hurl three in a singleround, and can do 1d4 + 3 damage perstrike.

Jhaele is never without a dagger ather belt, one in either boot, and onewhose sheath hangs on a chain downthe front of her bodice. Her otherweapons, behind the bar, are a handaxe

and a long sword.The Drow realms can be reached

from a cellar of the Old Skull Inn (Jhaelewill not volunteer this information),and from there, as a trophy from theKnights of Myth Drannor, Jhaele hasacquired a handgun-crossbow. She isnot proficient in its use (-1 to hitexcept within the taproom, in whichshe has practiced firing it for hours,when business is slack), but has itbehind the bar, ready-loaded, with anadditional fourteen darts at hand. Thedarts do 1-3 damage, and have a rangeof 6�; their poison long ago ceased to beeffective.

Jhaele will be as helpful as Elminsterin listening to PC problems and impart-ing desired information about life, thedale, and everything; but her knowl-edge is far less than the Old Mage�s.

Event 4: The

T w i s t e d T o w e rRun this Event whenever the PCs visit

the Tower of Ashaba. Space does notpermit full detailing of the home ofMourngrym, Lord of Shadowdale, butthe PCs will see that the Tower is ahuge, square stone building two loftystories high. It has no moat, but doeshave docks on the nearby Ashaba (itwas built by drow, long ago, at the far-thest point upriver that the Ashabacould be navigated by trade-barge). Itsports an off-center, seven-story tower(the source of its nickname), which con-tains ballistae and a clearly-visible land-ing deck for aerial steeds.

The huge double front doors of theTower are guarded by six men with hal-berds outside, and four men within, aswell as the butler, Bracegar, whose rodof office is actually a wand of paralyza-tion. (The Tower�s staff is detailed in theCYCLOPEDIA OF THE REALMS, under�Shadowdale.�

The doors open into a high-ceilinged,tapestried and shield-hung hall, whichleads down to a right-hand turn into theGreat Hall (feasting-hall) of the Tower, avast chamber of soaring hammer-beams, long tables, and hearths.

Doors in the hall just inside the outerdoors lead, on the right, into a chamberwith a well, the traditional waiting-room for guests, which opens in turn

32

into the Great Hall. On the left, thedoors lead into the Entry Hall, a largechamber where guards wait, mountsare kept ready, there is seating forguests and supplicants to the Courtbeyond, and much of the daily living ofthe Tower staff takes place, with offi-cers of the Tower available to the pub-lic.

The Entry Hall in turn opens into agrand Audience Chamber, the Lord�sCourt, which contains two rows ofsmooth-carved wooden seats flanking acentral aisle. The aisle leads to a raiseddais, on which stands a throne, backedby ornate tapestries. A minstrel�s gal-lery (used more often by guards, postedwith ready crossbows) hangs over thedais high to the right, reached from thesecond floor.

That is all of the Tower outsiders nor-mally get to see. It is suggested that PCsget no further; the dale is hurriedly pre-paring for war, and conscious of secu-rity. PCs may be welcome additions tothe defensive forces, but need not beinvited into the inner areas of the Tow-er, just in case (most �war councils� takep l a c e i n t h e t h r e e l a r g e r o o m sdescribed here).

Bracegar will ask the PCs their namesand business . I f they wish to seeMourngrym, he will courteously takethem (accompanied by four guardsfrom the Entry Hall, which contains afurther 20 armed and ready soldiers)into the Audience Chamber , andannounce them. Mourngrym will be onthe throne, regardless of the time ofday or what the PCs may have been toldof his whereabouts by others in thedale.

You see a tall, slim, young-lookingman lounging on his throne. He issporting a thin moustache, and ishandsome and dark-haired. He isrichly but informally dressed, andwears a slim long sword and daggerat his belt. He looks at you with inter-est, and says politely, �Welcome toShadowdale. I am Mourngrym, Lordof this place. I would know whatbrings you here, and share feastwith you, if you will. What say you?�

Mourngrym is a 4th level NG fighter,with 32 hp. He is just 30, the youngest

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son of the noble Amcathra family ofWaterdeep. An ally of the Harpers, he isa junior member of the Knights of MythDrannor, who left him the dale to rulewhen they sought to guard and rebuildMyth Drannor. Mourngrym is kind,sensitive, just, and level-headed. He hasa wife, Shaerl Rowanmantle, of nobleCormyrean blood, who is with childand will not be seen at this time.

Mourngrym will urge the PCs to helpin the defense of Shadowdale, offeringthem gold (20 gp per day, each) and glo-ry. He expects an attack by Zhentilarsoldiers within a tenday.

He will answer PC questions as besthe can, and he knows the people andlandmarks of Shadowdale (and far-offWaterdeep) very well. He knows verylittle, however, about the gods and thecurrent troubles. He worships, amongother gods, Lathander, and is con-c e r n e d a b o u t p r o t e c t i n g t h eMorninglord�s temple here in the dale.

Mourngrym will be friendly to thePCs, and will grant them, in effect, therank of �Sword� in his forces�that is,above guardscaptains, but below him-self, the other Knights, and Thurbal,Captain-at-Arms of Shadowdale. PCswill have no authority over Tower staff,nor over Elminster or any Harpers theymay meet in the dale.

Dale

Event 5: WarComes to the

This Event will occur the day afterthe PCs arrive in Shadowdale. Harpersriding through the woods have broughtw o r d o f Z h e n t a r i m - l e d a r m i e sapproaching from the north, and alongthe roads from Daggerdale and Voonlar.

Signal fires and lookouts are postedatop the Old Skull, on Harpers� Hill, andon Watcher�s Knoll. Barricades of stouttimber are dragged into place on theroads, the militia is summoned, andvaluables and provisions are shiftedinto the Tower in case of siege. Guard-posts are established at the Ashababridge (to the west of the dale), at theMill Bridge (at the south end of the dale,guarding the narrow track through thewoods to Mistledalel, at the crossroads,on the road to the east at Krag Pond,

and all along the earthworks (ditch andembankment) at Tower Farm. Harperscouts move to Shadow Ridge to watchfor attackers.

Midnight and any spellcasting PCswill be hurried to Elminster�s Tower,where they will find the sage sittingoutside, beside his peaceful pond. Hewill inform them that the greatest taskof their lives awaits them: To defend theTemple of Lathander from �attackingevil.� They are not to take part in thecoming battle, or sneak out of the dale,either, for that matter.

�Great glory awaits, for those mor-tals who do what must be done. Fate,if ye like, has set ye the task. The Tab-lets of Fate are important, aye, butthere�ll be time enough tomorrow toworry about that. To Tantras, its trailleads...aye, Tantras. But, mark ye,the Tablets will mean nothing if wefail here, now. Ye would be heroes?Then come! Come, and earn thy glo-ry!�

The Old Mage springs to his feet,fixing you with a gimlet-eyed glance,and s tr ides of f down the patht o w a r d t h e r o a d , b a r e h a n d e d .�Come!,� he calls back to you, as heturns toward the Temple. �Timeenough for seeing the sights later��tis time to save the Realms again!�

If any PCs refuse, Elminster willshrug, say, �Be nothing, then,� in tonesof cold scorn, and turn them invisibleby means of a spel l of h is own�invisibility that does not wear off for 3-12 days, and cannot be removed byother magic short of a limited wish,except by Elminster himself.

If PCs press Elminster for informaltion as to what they should do, andwhy, he will hurry on toward the tem-ple, smiling, and say, �All in good time,all in good time...save the world first;ask questions later!�

If any PC should attack Elminster, ortry to sneak away, they will find them-selves levitated sixty feet straight up inthe air, helpless to move or undo thismagic (despite any spells they mighttry). They will be a helpless witness tothe battle and all that goes beneaththem until the next morning or untilElminster �dies,� whichever may hap-

pen first�whereupon they will float toearth thanks to Elminster�s use of a con-tingency, taking no damage. If shot atduring the battle, they will discoverthat Elminster�s magic confers no pro-tection against any sort of missiles.

Midnight will be exasperated by theOld Mage�s failure to tell them whatexactly they�ll be doing, and why, andshe will catch up with him (at the Tem-ple) to tell him so.

Elminster sighs, and stops just out-side the Temple doors. �Ye won�tmind,� he asks in ironic tones, �if anold man sits down while ye haranguehim, do ye?�

Without waiting for a reply, theOld Mage turns, tucks his robesunder him with one hand, and sitsdown-on empty air.

Midnight sneers at the sage. �Acute work of Art, indeed, Old Mage,but��

And then her eyes widen, and shegasps, �A Stairway!�

Elminster grins, and slaps the airbeside his behind. �Aye,� he says,expression grim again. �A CelestialStair. Invisible, permanent, and usa-ble by all of great will and Power. Away out of Faerun for gods too cruelto care what destruction they causein doing so. One known to and availa-ble to Mystra, Lathander, Mielikkiand others, these past days�but onethey would never defy Ao to use, forlove of Faerun below. Others are notso kind. Wherefore the Realms needheroes...such as thee.�

�Enough talk...time for laughs lat-er.� Elminster rises. �The Stair iswithin the sacred ground of the Tem-ple. Indeed, the Temple was builthere because of it. From within,access to the Stair can be controlledby those who have the Art andknowledge. The Stair itself can bedestroyed, if one has the strengthand resolve.� He sighs, and then stirshimself. �But enough clack; there�swork to be done, and it�s past timefor some tea!�

Elminster will bustle the PCs into thetemple, and dismiss the minor clerics ofLathander.

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�Thy Lord teaches you to work newbeginnings�well, then, stand aside.Precious few new beginnings ye'll beable to work, if ye�re naught butburning meat on a temple floor!�

Eliminster hustles the clerics out, andbars the Temple doors, lifting a long,heavy brass bar with easy strength.�Now,� he says to the PCs with a grin,�we wait.�

Meanwhile, Mourngrym rides frompost to post, checking that everything isin order and heartening his men. Thef a i n t , f a r - o f f t h r o b o f Z h e n t i l a rmarching- drums can be heard, northof the dale. War has come to Shadow-dale again.

The DM can describe the battle as abackdrop to PC roleplaying, or play it asa BATTLESYSTEM� scenario.

If the PCs play the defenders, the DMshould direct the attacking forces, andtry to make the battle follow the Out-line of Battle that follows the descrip-tions of the forces involved, below.

Defending ForcesShadowdale Guardian UnitRegular/InfantryAC 4 4 figures (10:1) Human(Lawful Good)HD/fig.: 10 MV: 12�M-sized 0% MR F1A R 2 0 M L 1 1 D L 1 2Wpn/Dmg: Longsword (1-8, 1-12)

Spear (1-6, 1-8)Dagger (1-4, 1-3)Crossbow, heavy (2-5, 2-7)

AT #1/2 S 8� M 16� L 24�

There are nine such units, deployed asfollows: two at the Ashaba bridge (com-manders: Riothar Irontongue, F4; Elas-sa Thintrel, F4; a PC will be placed inoverall command of this unit if the PCshave agreed to help defend the dale);one at the Tower (commander: TurnalRhestayn, F2); one at the Mill Bridge(commander: Essen, F2); two on theeast road by Krag Pond (commander:Thurbal, F5); and three at Tower Farm(commander: Hawksguard, F5). PCs willbe welcome as vice-commanders at anyof these posts. All commanders have aCommand Radius of 12�, except forHawksguard, whose CR is 14�.

Shadowdale Archer UnitRegular/ArchersAC 7 4 figures (10:11 Human(Lawful Good)HD/fig.: 20 MV: 12�M-sized 0% MR F2AR 20 MR 10 DL 11Wpn/Dmg.:Long sword (1-8, 1-12)

Halberd (1-10, 2-12)Dagger (1-4, 1-3)Bow, Long (1-6, 1-6)

AT #2, Rng: 7�-14�-21�

There are three such units, deployed asfollows: one atop the Old Skull (com-mander: Yeoman Helduth, F4); one inthe Tower (commander: Shaerl Rowan-mantle, Th6); and one at Tower Farm(commander: Durgo Silvermane, F2).While in Shadowdale, neither archersnor crossbowmen wil l run out ofammunition; Mourngrym has laid intwo man-poles of sixty quivers each, tenpoles per unit, and has a further 300ready poles at the Tower as replace-ments. All the unit commanders have aCommand Radius of 10�.

Shadowdale Cavalry UnitRegular/CavalryAC 2 4 figures (10:1) Human(Lawful Good)HD/fig.: 30 MV: 15�L-sized 0% MR F2A R 2 0 M R 1 1 D L 1 2Wpn/Dmg: Lance, Heavy (3-9, 3-18)

Flail, Horse. (2-5, 2-5)Longsword (1-8, 1-12)*Mounts: 3 attacks, 1-8, 1-8, 1-3

T h e r e i s o n e s u c h u n i t , i n i t i a l l ydeployed in the meadow east of theTower. Its commander is Thorbok (F5),Mourngrym�s Master of the Stables.

Shadowdale Militia �Mob�AC 8 14 figures (10:1) HumanHD/fig.: 10 MV: 12�M-sized 0% MR F0A R 2 1 M R 9 D L 9Wpn/Dmg: Flail (2-7, 2-8)

Short sword (1-6, 1-8)Dagger (1-4, 1-3)

There is one such unit, initially at thecrossroads. It will be led into battle byMourngrym, and then turned over to aPC or other commander in the area.

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Harpers �Skirmish� (Elite unit; canoperate as a Regular unit)AC 4 5 figures (5:1) Human(Neutral Good, High intelligence)HD/fig.: 25 MV: 12�M-sized 0% MR F5AR21 MR 13 DL 14Wpn/Dmg: Bastard Sword (2-8, 2-16)

Longsword (1-8, 1-12)Battleaxe (1-8, 1-8)Dagger (1-4, 1-3)Bow, Long (1-6, 1-6)

AT #2 S 7� M 14� L 21�

T h e r e i s o n e s u c h u n i t , i n i t i a l l ydeployed along Shadow Ridge. It repre-sents those Harpers who have come toShadowdale to aid Elminster. Harpersare solitary, peaceful folk, not militaryin outlook; this is extraordinary behav-ior for them. Their commander isSelmavra Elsree, a 7th level ranger,with a Command Radius of 15�.

The Knights of Myth Drannor &the Mistledale Lancers

The Knights will arrive on the 12thGame Round, followed by the Lancers around later. They will come up the roadfrom the Mill Bridge.

The Knights who will appear in thisa d v e n t u r e a r e a s f o l l o w s : F l o r i nFalconhand, R9; Dove Falconhand, R11;Jhessail Silvertree, W8; Lanseril Snow-mantle, half-elf D8; Merith Strongbow,elf F6/W6; Rathan Thentraver, CL6(Tymora); Torm, Th6; Illistyl Elventree,W4.

T r e a t t h e m a s c o m m a n d e r s f o rBATTLESYSTEM� game purposes. Therangers both wield long swords + 1,Merith has a long sword +3 which issilver-bladed, Lanseril wears the fire-crown (able to produce two 19-hp dam-age, no save flame strikes during thebattle, at up to 11� distant), Rathan hasa r ing o f the ram (deta i led in theUNEARTHED ARCANA tome), and bothlady magic-users have wands of magicmissiles of 16 or more charges. Allmagic-using Knights have full spells,ready for battle, but neither they northeir magical items are immune to Mag-ical Chaos.

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Mistledale LancersRegular/CavalryAC 7 6 figures (10:1) Human(Lawful Good)HD/fig.: 18 MV 24�L-sized 0% MR F3AR 18 ML 11 DL12Wpn/Dmg: Lance (1-6, 1-8)

Mace, Horseman�s (1-6, 1-4)Longsword (1-8, 1-12)Dagger (1-4, 1-3)*Mounts: 2 attacks (1-4, 1-4)

There is one such unit, under the com-mand of Dairanatha Shieldstone (F5).The Lancers are equally adept at fight-ing afoot or mounted, and can call theirhorses (light warhorses) back to themby name in battle; horses and men canfight separately if desired.

Dairantha is well-loved by the sol-diery and folk of Shadowdale; they willrecognize her as a commander (CR 13�)in battle.

Note on the Defense of Shadow-dale: Within Shadowdale, all defend-ing units have good communicationsdue to established signals and the magicof defending forces. The Tower staff,and the villagers not in the militia, canbe considered �Mob� units with 5 and18 figures respectively (10:1), but willonly come into the battle if the Tower orthe buildings at the crossroads areinvaded by the attacking forces. Thedefenders have no aerial units, despitethe Tower�s �landing deck,� only a mes-senger riding a hippogriff, who will besent to warn Mistledale before theattack begins.

�Castle Krag� (shown on the Shadow-dale map included in the CYCLOPEDIAOF THE REALMS) is a gutted ruin. It isnot garrisoned�and is unrelated to theCormyrean fortress of Castle Crag fea-tured in Chapter 3.

The elves under Alok Silverspear areelsewhere at the time of this battle, asare the remnants of Mane�s Band, thebard Storm Silverhand, The Simbul,and the Circle of Shadowdale, whohave been miss ing for some t ime(present whereabouts unknown). Thesage Elminster will take no direct partin the battle, remaining instead withinthe Temple of Lathander , whosedefense he considers of paramountimportance.

Attacking ForcesAvatars: Bane is the only god whowill take a direct hand in the battle (out-side the Temple of Lathander, at least).The DM should refer to the avatardescriptions when handling the battle.

No extra-planar beings will take partin the actual attack on Shadowdale, norwill Bane use any Zhentarim wizards;he knows their magic is unreliable, andmistrusts their loyalty. The Zhentilararmies will be led by Zhentarim clericsof Bane.

The Claw of VoonlarRegular/InfantryAC 5 36 figures (10:1) Human(Lawful Evil)HD/fig.: 20 MV: 12�M-sized 0% MR F2AR20 ML 12 DL 13Wpn/Dmg: Bill (2-8, 1-10)

Javelin (1-6, 1-6), 4 eachFlail (2-7, 2-8)Broad sword (2-8, 2-7)

There is one such unit; it will attackdown the road from Voonlar, not leav-ing the road for fear of elves, pit traps,and deadfalls, depending on sheern u m b e r s t o b r e a k t h r o u g h t h edefenders. It will begin the battle inClosed Formation. It is divided into �Tal-ons� of 60 men, each led by a 5th levelcleric of Bane (CR 12� 1 with full offen-sive spells, excepting third level spells.These officers (called �Battlelords�)are: Ilthanas, Klamaer, Sundath, Til-vaer, Unthras, and Vespryn. The overallcommander of the Claw is Thomaer, F8and Command Radius 5�, an old, nowindecisive coward who will remainwith the unit of his lover, the she-clericVespryn, unless ca lamity s t r ikes(whereupon he will probably flee).

Each Talon contains with it threecreatures known as Baneguards (seethe New Monster section, p.44, fordetails). These creatures will not takepart in any mass combat, but serve tointercept and attack any opposing heroor commander.

Bane will begin the battle with theClaw. The Claw will drive straighttoward the Temple of Lathander as longas he is with it, regardless of what elseoccurs on the field of battle.

The West FangRegular/InfantryAC 5 16 figures (10:1) Human(Lawful Evil)HD/fig.: 30 MV 12�M-sized 0% MR F3AR 18 ML 12 DL 13Wpn/Dmg: Battleaxe (1-8, 1-8)

Javelin (1-6, 1-6), 4 eachFlail (2-7, 2-8)Dagger (1-4, 1-3)

There is one such unit, assembled fromZhentilar troops in Daggerdale andfrom Zhentarim agents in the Tilvertonarea. It will attack the Ashaba bridgeand seek to seize it, isolate the Tower ofAshaba, and take the road through thedale at least as far as the Temple ofLathander, striking the Shadowdaledefenders in the rear if the Claw hasnot yet broken through them. The Fangis divided into �Triumphs� of 40 men,each led by a 4th level cleric of Bane (CR12�) 1 with full offensive spells. Theseofficers (Battlelords) are: Dorosze,Manlathyr, Nairmel (one of the very fewfemale clerics of Bane; she is deter-mined to rise in the ranks of the priest-h o o d , a n d w i l l n o t r e t r e a t - h e rfanaticism is so awesome that her Tri-umph�s Discipline is modified by + 3while she is with them; other Triumphsd o n o t k n o w h e r a n d a r e n o t s oimpressed in the heat of battle), andTuatharn.

The Fang�s overall commander is theHigh Priest of The Black Altar of theDark Shrine, the 13th level cleric FzoulChembryl (who has full offensive spells(of first and second level) and the itemsgiven in his entry in the DM�S SOURCE-BOOK OF THE REALMS: bracers ofde fense AC2, a mace +4, a morningstar + 1, a ring of free action, a specialhigh-level ring of spell storing contain-ing the spells heal x2, flame strike, andblade barrier; and a rod of cancellationin his left boot). Fzoul has used incenseof meditation before the battle (itseffects will last for 22 hours after GameRound 1, but do not make him immuneto Magical Chaos). If Fzoul is badlywounded, he will flee rather than riskdeath.

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The Bloody DoomRegular/InfantryAC 6 16 figures (10:1) Orc(Lawful Evil)HD/fig.: 10 MV: 9�M-sized 0% MR F1AR20 ML10 DL11Wpn/Dmg: Battleaxe (1-8, 1-8)

Bill (2-8, 1-10)Dagger (1-4, 1-3)

There is one such unit, assembled fromorc allies of the Zhentarim who havebeen happily pillaging Daggerdale. Ledby a gigantic four-armed orc, Ruaugh,who is AC5, 5 HD (40 hp), CR: 18�, andattacks for 5-14 or by weapon type +4x4, this unit will assault the Tower Farmearthworks. Their objective is to foolthe defenders into thinking that theyare the main attacking force (the broadnorthern front of Shadowdale is thetraditional Zhentarim attack route) andhold the defenders at the wall, not nec-essarily to break through. If they canhave some fun, however, they will.Ruaugh is utterly loyal to Fzoul Chem-bryl; if Fzoul is slain and Ruaugh hearsof it, he will flee, taking his force withhim. If Ruaugh is slain, his troops willfight on for three Game Rounds in reck-less hatred as a mob, and then make aFighting Withdrawal northwards, leav-ing the battle entirely.

It can readily be seen that Shadow-dale�s forces are so puny that Bane hasmustered only a little of the Zhentarimfield strength to assault the dale. Evenso, the defenders must be skillful (andlucky) to withstand the Zhentarimnumbers for long.

The attack begins shortly beforedawn; Bane commands his lieutenantsto press the attack throughout the dayand into the night. The Zhentarim willwithdraw around midnight (earlier ifthey are clearly beaten), too fatigued tocontinue. Bane has made a deal withMyrkul in which Bane gets the souls ofall killed in this battle, so he�s not all thatconcerned with heavy casualties�evenon his own side.

If the defenders lose, the survivorswill try to retreat northwest throughthe woods (by Shadow Ridge), due eastinto the woods from Fox Ridge, andsouth from the Mill Bridge. In all cases,they will head for Mistledale, to rally

there. Mourngrym will not hesitate toabandon the Tower if the rest of thedale seems lost; he has more concernfor his people than for land.

The DM should freely modify theforces if the battle moves too quickly tofavor one side or the other; however,try to follow the Outline of Battlebelow. Cormyrean reinforcements orrelief from Mistledale or Hillsfar shouldsweep in after the battle at the temple,to leave Mourngrym still the ruler ofShadowdale. (A Zhentarim army on themove threatens all three areas, in theireyes, not just Shadowdale�if the dalefalls, they�ll be next.)

Outline of Battle

This Outline of Battle assumes thatNPCs are making all the important com-mand decisions on both sides of the bat-tlefield. If the PCs wish to direct thedefense of Shadowdale themselves,Mourngrym will remind them that he isin charge. There�s still plenty of roomfor individual heroics, rallying routedtroops, and replacing fallen NPC lead-ers, however�if the PCs do somethingthat radically changes the flow of thebattle as outlined below, it is up to theDM to adapt.

Game Round 1: The Bloody Doomattack the Tower Farm earthworks,making a lot of noise. Defenders see theClaw advancing westwards to theattack, near Krag Pond.Game Round 2: The Claw attacks theeastern defenders.Game Round 3: The Fang is seenmarching east to the Ashaba bridge.Game Round 4: The Fang chargesthe bridge. (If PCs are not playing thedefenders, Shadowdale�s cavalry willride east to charge the Claw, thedefending infantry diving aside to allowthem to do so, in a long-practiced tactic.The Harpers will split up, most movingsouth to attack the Fang from the rear,and a few crossing the river to attackthe Bloody Doom from behind.)Game Round 5: If PCs are not playingthe defenders, the archers atop the OldSkull will move down to Tower Farm totake on the Bloody Doom, and theguardian unit in the Tower will issueforth to bolster the Ashaba bridgedefenders,

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Game Round 6: If the PCs are notdirecting the defense of Shadowdale,the Harpers will arrive to strike at boththe Fang and the Bloody Doom on thisround. Mourngrym will pull back anysurviving cavalry, and throw the militiainto the battle to bolster the easterndefenders.Game Round 7: If the PCs are notdirecting the defense, the Shadowdalecavalry will regroup, and begin movingback toward the Ashaba bridge.Game Round 8: Unless the PCs aredirecting things, the Tower archers willemerge to attack the Fang ranks behindthose engaged with the defenders. Theballistae in the Tower (4 able to attackthe bridge, 3 able to strike the meadowand the road south of it if any attackersreach that area) will begin to strike theFang accurately: striking as if the targetis AC10, 2d6 damage, AR 18, Range: S11�, M 22�, L 32�.Game Round 9: Unless the PCs arein charge of the defending forces, theShadowdale cavalry will charge into theattacking Fang, as the defending infan-try retreat to either side. The cavalrywill try to wheel about toward the low-er, so that the archers and ballistae canfire into the gap left by the charge, asthe defending infantry advances.Game Round 10: Unless the PCs aredirecting the defenders, signal- mes-sages flashed from the Old Skull willdirect the Tower Farm defenders to fallback, abandoning the northern dale, toaid the eastern defense. There will con-tinue to be no sign of attackers at theMill Bridge, and the commander therewill commit most of his force to bolster-ing the defenders near the crossroads.Game Round 11: Unless the PCs aredirecting things, the Old Skull and theTower will be stripped of all but theTower staff and ballistae crews, to hurleveryone that�s left into the battle. If theClaw has reached the crossroads, theuntrained Mob of villagers will join thebattle.Game Round 12: The Knights ofMyth Drannor appear ! They wi l ladvance from Mill Bridge as fast as pos-sible, moving individually to wherevermost needed in the battle.Game Round 13: The MistledaleLancers also join the fray, charging upthe road from Mill Bridge. Elminster�sscribe, Lhaeo (M 6), is with them as a

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guide; they are fresh (having had towalk their mounts on the narrow foresttrail).

Event 7: To BattleGods

Myrkul has been feeding Bane withthe souls of all the soldiers slain in thebattle. His avatar grows ever more pow-erful (see the description on p. 41), andhe teleports without error into the Tem-ple of Lathander, into a huge, cavern-ous vaulted chamber where Elminsterand the PCs wait, Elmister gatheringcandles, bits of wire, and less describ-able items, chanting pleasantly all thewhile. Any magic-using character rec-ognizes that the Old Sage is beginningan impressive but unknown summon-ing.

In the battle outside, the survivingClaw warriors realize that Bane has fledor been slain, and will begin to flee backeast, toward Voonlar.

There is a sudden peal of cold laugh-ter in the temple, and a smell of smoke.Read the following to the players:

A tall, menacing figure stands facingyou, where there had been onlyempty air a moment before. It is jetblack from head to foot, with eyesand mouth of deep red, coilingflames.

�So�you defy me still , mortalw o r m s ? T h e n p e r i s h ! P e r i s hutterly�you are not worthy even tokneel before the might of Bane!�

Long-fingered black hands moveintricately; Elminster, too, is workingmagic. From the Black Lord�s mouths t r e a k n i n e s p h e r e s o f f l a m e ,expanding quickly into gigantic fire-balls as they come. Elminster throwsup his hand; from it spring a handfulof silvery spheres of radiance, overtwo dozen in all. Nine flash up tostrike the balls of fire, which halt inmid-air, acquire a silver halo, andthen begin to dwindle away. The OldMage grins at The Dark God.

�It�s been awhile, Vile One,� he sayspleasantly. �Shall we dance?�

Battle is joined. While both Bane andElminster are subject to the forces of

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Magical Chaos just like all other spell-casters in the Realms, the DM is encour-aged to �fudge� a few die rolls so thatthe battle between Bane and Elminstercan unfold essentially as describedbelow. The DM should prepare before-hand both Bane�s spells, and those ofthe NPCs (Elminster and Midnight) whostand against him. PCs can also freelycast spells, still subject to the effects ofchaos ; a careful round-by-roundaccount of who is doing what must bekept by the DM.

Bane will not hesitate to physicallybattle anyone; he is armed with a mace,long sword and dagger whose touchdoes their usual damage plus a further2-5 points of fiery damage. These weap-ons are non-magical, and will slowlycrumble under the stress of Bane�s firemagic, each collapsing after a total ofseven rounds of actual use.

If the DM has access to UNEARTHEDARCANA, Elminster can employ at leasttwo vol ley spel ls . He a lso carr iesanother of his special ninth-level spells(not detailed here) that creates one sil-ver sphere per level of the caster, ableto negate magical effects, such as the

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fireballs of Bane�s meteor swarm. Threespheres will drift toward each PC andNPC in the chamber, and will move toprotect them against Bane�s magicalattacks. Each will absorb (100%) oneharmful magical effect, being itself con-sumed in the process; dispel magic willalso destroy a silver sphere. Elminstercan mentally shift up to nine spheresper round, unless he foregoes spellcast-ing in that round (whereupon he canshift up to 20 spheres). A blackboard orsimilar aid may be helpful to the DM indetermining where these spheres are;if figures are being used, represent thespheres with dimes.

The DM should run this climacticmagical battle carefully, but keep up afast pace, both for excitement and toprevent players having overmuch timeto plot and plan intr icate at tacksbeyond the speed with which theircharacters might reasonably be expect-ed to react.

Regardless of what the PCs do, thebattle should follow this general out-line. Bear in mind that PCs have no ideaof the precise powers and abilities ofthe avatars, or of Elminster; the DM caneasily explain away failures or unusualresults of PC attacks.

Elminster surprises Bane with thestrength and variety of his magic. Even-tually The Lord of Tyranny will physi-cally attack Elminster, in frustration.Elminster resists, with the strength andagility of a much younger man�and inthe struggle, the conjuration circleElminster had been preparing is scat-tered about.

The characters will notice a whiteglow, growing brighter, at one side ofthe chamber. It is the Celestial Stairway,its image shining through the wall as ifthe stones were air.

Suddenly, Mystra stands revealed. Nolonger the proud regal woman the PCsmet earlier, she is now a wild-hairedmisty being of shifting blue-white star-motes, raw anger, and terrible power.

The room is quiet for a heart-beat,and the sounds of war outside can beheard for a moment. Then, Bane recov-ers and strikes down Elminster. TheOld Mage reels, smoke rising from him,at the onslaught of Art.

Ending theAdventure

The Harpers are furious. Elminster isone of their oldest, dearest friends, anda valued, even revered ally. They willwant to see his slayers die�but theywill insist on a trial, as the �right thing�to do.

The fate of the PCs depends upontheir actions at this point, and whetheror not the DM continues on to the sec-ond module in the trilogy, Tantras.

Mystra screams in anger, and hurls The folk of Shadowdale, including theherself upon Elminster, her body glow- Knights of Myth Drannor, will simplying as she heals or at least shifts energy want to slaughter any PCs who were in

to him in some manner. Bane attacksthem both, and Mystra, with a snarl oftriumph, works some magic that bindshim to them, as a fish is hooked by anangler. She pulls The Black Lord, ragingand struggling helplessly, toward her.He unleashes his greatest Art yet, in anawesome blast that envelops Mystraand Elminster�but he cannot breakfree, and Mystra smiles as all of Bane�spower is by her Art flung back at him.Her smile is the last thing the PCs seebefore a great explosion occurs.

T h e P C s s h o u l d b e s t u n n e d o rknocked senseless by the blast. Whenthe smoke clears, the Celestial Stairwayis gone, the wall of the Temple closest toit and much of the roof have been blast-ed to nothingness�and Bane, Elmin-ster, and Mystra are nowhere to beseen. Blood spatters much of the fallenstones, now exposed to the sky abovethe shattered temple.

Suddenly there are grim-faced war-riors all around you, clamberingthrough the dust and smoke withdrawn swords. You see the silvermoon-and- harp badge of the Harp-ers gleaming on more than onebreast, as swords point your way.

A grim woman in tattered leatherarmor, tears gleaming on her cheeksand a bloody blade in her hand,strides toward you. �I am Sharantyr,�she says in a raw, tired voice. �Laydown your weapons� now �or per-ish. You will stand trial on the mor-row for the murder of Elminster,Sage of Shadowdale.�

the Temple, unless the PCs can provetheir innocence by some means. This isunlikely, though, as magic is too unsta-ble to be trusted as evidence, and thefacts seem to show irrefutably that thePCs killed the sage of Shadowdale.

The Harpers, supported by Mourn-grym (who must above all respect lawand order in the dale, or weaken thestability of his own rule), will prevail.The PCs who were in the temple willface a grim and unmerciful trial�unless they can escape, perhaps withthe help of other PCs.

If a happy ending is desired, the DMmust be creative. Perhaps the avatar ofLathander could show up at the trial togive evidence (Mourngrym reveres thisdei ty , remember) , or The Simbul(Elminster�s lover) may appear, anddemand that the PCs serve her in aquest or other dangerous task.

The direction and character of yourown campaign must be considered indetermining what happens next. Ifyou�d like to see the rest of this trilogybefore deciding, have the PCs escapefrom the Realms temporarily by gate orkindly aid, to wander in other worlds orplanes for a time. They can be returnedto the Realms right where (and perhapswhen) they left if a later decision ismade to follow on with the trilogy.

Whatever happens, your players canbe proud even to have survived theirbrush with the gods! If they come out ofShadowdale looking good, and the Timeof Troubles leaves survivors in Cormyrand the Dales to attest, the bards of theDragonreach may well sing of theirdeeds, in years to come!

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This section details four major non-player characters who could accompa-ny the party, rounding it out to the sixto eight characters recommended forthis adventure.

Of the four NPCs listed, only Midnighti s a b s o l u t e l y e s s e n t i a l t o t h eadventure-somehow, she must comealong. The other three characters arefeatured in Shadowdale, the first novelof the Avatar Trilogy that this moduleaccompanies.

For more detail on all four of theseNPCs, we also recommend the newHall o f Heroes supplement for theFORGOTTEN REALMS� game system.

�MIDNIGHT� ARIELMANXHuman Magic-User, Level 7

Str 6Int 16Wis 10Dex 11Con 10Cha 17HP 19Alignment: Lawful NeutralWorships: Mystra, Goddess of MagicArmor Class: 10Equipment: Spel lbook containingA r m o r , c h a r m p e r s o n , c o m p r e h e n dlanguages, feather fall, magic missile,run, Tenser�s floating disk, identify,read magic, shocking grasp, sleep; con-tin ual light, darkness (15� radius), deep-pockets, detect evil, invisibility, levitate,locate object, ESP, shutter, scare, wiz-ard lock; clairaudience, clairvoyance,feign death, fly, fireball, haste, hold per-son, infravision, material, suggestion,water breathing; enchanted weapon,dimension door, fire charm, fire shield,ice storm, Leomund's secure shelter,massmorph, po lymorph other , po ly-morph self, 2 daggers (one at belt, onehidden in boot), staff, two flasks of oil,one potion of healing in a steel vial, anda pearl of power (allowing Midnight to�recall� two 1st level spells), sewn into agarter worn beneath her robes.

Midnight is a thin woman in her late20s, with a slim but cat-like body. Shehas jet black hair and deep ebon orscarlet (depending on her mood) eyes, asharp contrast to her pale ivory skin.

Her hair reaches down to her waist, butMidnight usually keeps it in braids.

Midnight was in her youth unruly,restless, argumentative�and bored.Her merchant parents lacked, it seems,any imagination or dreams. Midnightsought both, earning her nicknamefrom her excursions into the localnight-life, and it was after a tryst with aconjurer named Tar that she then sether sights on magic.

She began to feel a presence observ-ing her, from time to time. And whenSunlar, a high priest in the Deepingdaletemple of Mystra, singled her out forspecial attention, he fueled her suspi-cions that she had been selected forsome great destiny.

Midnight is outwardly scrappy andtough, close-mouthed about her pastand her powers. She enjoys being mys-terious, and a focus of male attentions-and she knows that some importantdestiny lies just ahead of her.

KELEMVOR LYONSBANEHuman Fighter, Level 5

Str 17Int 15Wis 13Dex 16Con 18Cha 14HP 44Alignment: Lawful NeutralWorships: Torm, Lord of LoyaltyArmor Class: 4Equipment: Chain mail & shield, shortsword, bastard sword, lance, bow, dag-ger, three potions of healing in steelflasks.

Kelemvor is a fierce fighter whosenatural fighting skills are more than amatch for most foes. He does not shyaway from attacking foes who outnum-ber him tenfold. He is a were-panther,and his lycanthropic abilities, such asimmunity to normal weapons, appar-ently extend in a weakened form to hishuman shape. While he takes damagefrom normal weapons, he regeneratesfrom their effects at the rate of 2 pointsper round.

Due to a twisted permutation in the�family curse,� Kelemvor must be paidto perform any deed not in his own bestinterest. (The original lycanthrope

39

could not take money for any suchaltruism.) Otherwise, he becomes apanther until he draws blood.

Since Kelemvor cannot control histransformation into a panther, hislycanthropy rarely works to his advan-tage. In battle, however, Kelemvor�spanther form is terrifyingly vicious.The werepanther attacks as a 5 Hit Diemonster, striking with the claws on itstwo front paws for 1d4 each, and bitingfor 1d8 damage. Moreover, the were-panther is considered to have 18/94Strength, for the purposes of hittingand damage bonuses ( +2, +5).

T h e w e r e p a n t h e r c a n o n l y b eharmed by silver or magical weapons ofat least +1 bonus. It possesses keennight vision that enables it to see innear-lightless conditions, acute hearing,and a precise sense of smell.

In appearance, Kelemvor is a muscu-lar and ruggedly attractive man in hisearly 30s with long black hair.

Kelemvor is a mercenary who hasgrown restless and come to Arabel insearch of something�what, he�s notsure, but something more than sense-less killing. Born into a military family,Kelemvor grew to hate his father, andultimately slew Kendrel Lyonsbanewhen he first became a werepanther ina moment of extreme rage.

CYRICHuman Fighter/Thief: Character withTwo Classes: 3rd-level Fighter, formerly5th-level Thief

Str 17 ( + 1 to hit, + 1 on damage)Int 11Wis 10Dex 15Con 15Cha 15HP 14Alignment: Lawful EvilWorships: Mask, Tempus (not devout ineither faith)Armor Class: 1(9) Equipment: Platemail, small shield, long sword, shortsword, dagger, handaxe, coil of 100� ofblack, waxed rope, grapnel, 1 set ofthieves� picks & tools hidden in ahollowed-out wooden crutch, 16 emptycanvas sacks with leather thong draw-strings, 3 flasks of oil, 6 iron spikes, mal-let, dark-lantern, 12,000 gp in gems.

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Adon

Born in the back alleys of ZhentilKeep, Cyric never knew the names ofhis parents (although he suspects hisfather was someone of influence in theZhentarim). One morn his mother wasfound in the street with her throat slit,his father nowhere to be found, soCyric, still a babe, was sold to slavers.

He ended up with a wealthy family inSembia, but always felt different. Cyricwas always curious about far-off landsand customs. After causing his Sembianparents a great deal of grief, he ran

Midnight

away, and nearly starved in the wilder-ness. Forced to steal to survive, Cyricreached a city and eventually fell intothe hands of its Thieves Guild, where hestayed for four winters.

His love of traveling took him onwardin the end. He stole to support himselfas he went, journeying about the Dra-gonreach and the ports of the InnerSea. He returned to Zhentil Keep toresearch his family. He may have foundhis father, but that man was killedbefore Cyric had a chance to learnmore about him. It was then that Cyricdecided he must abandon his life ofthievery. He became a fighter andworked for causes he thought werejust. He now works as a guard in Ara-bel, friends with Adon and Kelemvor,desperately afraid that someday hispast might resurface.

ADONHuman Cleric, 5th Level

Str 11Int 9Wis 15Dex 12Con 12Cha 13HP 25Alignment: Neutral GoodWorships: Sune FirehairArmor Class: 2Equipment: Plate mail, large shield,mace, war hammer, 2 vials of holywater, 3 flasks of oil, a pack containing awooden rack in which are six glass vials(all potions of healing), and a scroll con-taining the prayers (spells) command,detect evi l , detect magic , protect ionfrom evil and purify food & drink, anda notebook of mediocre love poems.

An only child, Adon was born towealthy and beautiful parents, Abrasaxand Phylicia, both devout worshippersof Sune. Vain but plain, Adon lackedambition�but enjoyed idle luxury alltoo much. Seen as weak-willed andoverly concerned for his appearance,but too little concerned with spendingmoney wisely, Adon did little in hisyouth.

His father, increasingly angered, triedto educate his son in the ways of theworld with the company of women,and travels to far-off cities to learn the

40

Cyric

ways of the world. On the night of his15th birthday, Adon had a sudden reve-lation. He revealed to his parents hisincredible belief that Sune Firehairwould raise him to divine power to beher consort upon his attaining man-hood. On the spot, he primly resolvedto become a cleric.

Adon sees himself as a crusader, fight-ing injustice and indecency whereverhe goes. He always has a cause, andreveres women to the point of quicklyexasperating most of those he meets.

Kelemvor

Adon would like everyone in theRealms to care more for others, and hascome to Arabel to see if he can begin tomake a difference in this cruel, confus-ing world.

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This section details a few of themuch-weakened avatars of the godscast down to Faerun in this adventure.They are far less powerful than �usual�avatars assumed by divine beings, andare the result of possessing humanbodies. These are the gods: No god hasmultiple avatars or a simultaneousexistence on other planes during thetime covered by this series of modules.

The DM can freely modify the minorpowers of avatars used in play toexplain spectacular magical effects,physical feats, powers, and so on. Magicmay have (temporarily, at least) ceasedto be reliable, but most deities are stillthe equivalent of at least a 12th levelwizard, able to unleash fell magic.

Avatars can be slain, but unlessEnergy Drain, Wish spells, or similarmagics are employed to drain the ava-tars of their divine energy, magical safe-guards prepared beforehand by mostdeities enable them to survive a �death�that destroys their physical form. Onthe other hand, the scattering of theirenergies may prevent them takinganother avatar for at least 1-6 weeks, orlonger if the dispersal were particularlyefficient.

The DM should note that no truename,glyph, or symbol magics have any effecton avatars (except to attract their atten-tion). All avatars can hear any of theirnames spoken anywhere in Faerun, andthe next nine words spoken by the speak-er, along with the speaker�s voice-likeness, distance, and direction (theyusually ignore the ceaseless babble thiscreates). All sorts of weapons can affectthese weakened avatars.

For space reasons, only avatars likelyto be directly involved in combat in thisadventure are included here. Destroy-ing an avatar may or may not destroythe being; some deities will surviveapparent death in avatar form, existingas entities akin to ghosts. Such ghost-like �anima� forms cannot be turned,and can become invisible at will. Theycan work magic, have a ghost�s attacks,and have half the lessened avatar�s hitpoints.

It is recommended that a DM usedirect appearances in play by avatarssparingly; it is hard to excite or aweplayers whose characters are battlingthe thirteenth or fourteenth avatar ofthe day.

AbbreviationsAL: Alignment. Indicates the deity�s

behavior. A second listing in parenthe-ses after the alignment indicates a dei-ty�s tendency to stray from the primaryalignment.

Symbol: The sign by which the deityis known; an avatar may or may notchoose to display it.

HD: Hit Dice. The number of hit dicethe avatar has.

THAC0: Acronym for �To Hit ArmorClass 0�: the score needed on a 20-sided die to hit an opponent who has anArmor Class of 0. The score needed tohit other Armor Classes is easily calcu-lated from this number. Note thatTHAC0 does not take into account �tohit� adjustments due to strength, skills,or magic.

SpA: Spell Ability. The class and levela t w h i c h t h e a v a t a r c a s t s s p e l l s(M = mage; CL = cleric).

AC: Armor Class. This is the avatars.frontal armor class, taking into accountdexterity, magical protections, and,innate durability. The AC may be worseif the avatar is attacked from behind orfrom the flank.

hp: The avatar�s hit points (alwaysless than those of the deity at fullpowers).

MR: Magic Resistance: The chance ofa spell failing when used against theavatar. In this adventure, this factorshould be applied in addition to MagicalChaos. The deity�s normal MR is usuallyabout twice as high as that of its weak-ened avatar.

SZ: Size. An avatar can cause its pos-,sessed body to grow (or shrink) by 50%of its normal size.

The LEGENDS & LORE tome givesdetails of the increased powers and abili-ties conferred by ability scores above 18.Here we note only that high Intelligenceconfers immunity to believing illusion/phantasm spells, as follows: 19 INTresults in automatic disbelief of 1st levelspells; 20 INT results in disbelief of 1stand 2nd level spells, and so on.

High Wisdom also confers the abilityto throw off the effects of certaincharm-like magics and magical effectsas follows:1 9 W I S : c a u s e f e a r , c h a r m p e r s o n ,

c o m m a n d , f r i e n d s , h y p n o -tism

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20 WIS:

21 WIS:22 WIS:

The avatars likely to be faced by thePCs are detailed below.

Note that this list assumes immunityto lesser versions of similar spells.

24 WIS:

23 WIS:

f o r g e t , h o l d p e r s o n , r a y o fenfeeblement , scarebeguiling, domination, fearcharm monster , confusion,emotion, fumble, suggestion,telempathic projectionchaos, feeblemind, hold mon-ster, magic jar, mass domina-tion, questgeas, mass suggestion, ruler-ship

BANE(GreaterP o w e r )

AL: LE; Symbol: A black human hand,open but with thumb and f ingersaligned together, sometimes on a redfield or surrounded by a nimbus of redf l a m e s .

Bane, The Black Lord, is a thoroughlyevil and malicious being, who revels instrife and tyranny. His actions were amajor cause of the Fall (although hedoes not realize that The One Who IsHidden knows the full extent of hisdeeds), and he sees the Fall as a rareopportunity to enforce his will uponhumans and gods alike, slaying those hecan and enslaving or duping the rest.

Bane appears as a handsome, black-haired man of oily looks and a derisive,even cruel manner. He can change hisappearance at will to any other humanform, but will always favor black gar-ments , ha ir or adornment . Whenangry, his eyes flicker as red as fire. Heis familiar with the Realms because ofhis love of meddling with affairs there,and will use this knowledge to fulladvantage as he seeks a military Ascen-sion to seize power from The One WhoIs Hidden. After all, who better thanBane should rule all? And who stands tostop him?

HD 19; THAC0 10; SpA W 21, CL 18;MV 16�; AC -3; hp 96; #AT 1; Dmg(note Str bonus to be added) 1d6 + 2-12tissue burn at any direct flesh-to-fleshcontact; MR 40%; SZ M; Str 17 (+1,+1), Int 24, Wis 21, Dex 17, Con 19, Cha16, regenerates 2 hp/round.

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MYSTRA (GreaterPower)

AL: LN (CN); Symbol: A blue-whitestar, or a ring of nine such stars.

The Mistress of Magic presentlyappears to the PCs as a slim, young wom-an with blonde hair and dark eyes. Will-ful and powerful, she is able to see alldweomers and spell effects and instantlyknow them for what they are. By force ofwill she can turn spells and spell-likeeffects (including those discharged byitems and artifacts) that occur within 9�,functioning as a ring of spell turning.

Mystra can shape change at will, andcan unleash any one defensive spell perround and any one offensive spell perround (unless she uses wish, time stop,gate, or alter reality, which cannot bethrown in combination with anotherspell in one round). Mystra can cast

spells of all classes, but behaves as awizard in all cases of spells duplicatedfrom class to class. She casts all spellsfor maximum effect, so that her fireballwould cause 240 points of damage,rather than a random roll of 40d6, buther target would still get a saving throwfor half damage. Mystra is still subjectto Magical Chaos.

Unbeknownst to the Goddess of Mag-ic, Ao long ago took some of her powerand divided i t up between otherentities�the demigod Azuth and sev-eral humans (including Elminster, TheSimbul, and Khelben �Blackstaff� Arun-sun). This both kept Mystra frombecoming too powerful, and preventedany other being from gaining too muchpower from control l ing her . Ao�sa c t i o n s i n c i d e n t a l l y g r a n t e d t h ehumans immortality.

Mystra can impart spell knowledge to

other beings by touch, and controls thespread and advancement of the Art inthe Realms by what success she grantsto the researches of mortals.

The importance of her portfolio hasmade her a popular target for theattacks and schemes of many powerfulbeings over the ages. Mystra has growntired and bitter; only her pride, and thekindnesses of those who do not wor-ship or aid her for magical gain, keepsher going. Perhaps it is time for a newMistress of Magic to rise, allowing Mys-tra to slumber, her essence scatteredthroughout many beings and items ofthe Realms, in quiet support of a newgoddess of the Art.

HD 16; THAC0 11; SpA W 40, CL 22;MV 14�; AC - 7; hp 99; #AT 1; Dmg 1d6;MR 77% (note spell turning power); SZM; Str 14; Int 25; Wis 24, Dex 19, Con22; Cha 17, regenerates 2 hp/round.

Many new or unique spells, powers,and items are mentioned in this adven-ture. Details of three items that may passinto the possession of PCs are given here.

Whip of Frost, Fire, and Fear:ep value: 10,000 gp value: 50,000

This wand is a powerful rechargeableitem favored by evil clerics in theRealms. Nine four-foot-long flexibleelectrum tentacles are attached to a�rod�-s ize s tee l shaf t . Whenevergrasped and unsheathed, it is active:Any strikes on an opponent will drain itof charges and confer damage.

Roll 1d10 to determine strike effects, ifa successful hit occurs. On a result of 1,4,or 7, the target suffers (no save) a frostresult, or �Lash of Cold,� of 3d6 damage.On a result of 2,5, or 8, fire burns the tar-get (no save) for 3d6 damage. On a roll of3, 6, or 9, the victim suffers fear as awand of fear (save negates). On a roll of 0,two tentacles (determine types randomly)strike a single target; both deal their usualdamage.

Blink Ringep value: 7,000 gp value: 25,000

This normal-appearing brass ring hasfour functions, each usable once withinany turn. It can cause the wearer toblink (as the 3rd level magic- user spell),become invisible (as the wizard invisi-bility spell), or create mirror images ofthe wearer (as the 2nd level spell, creat-ing 1 or 2 images , as the wearerdesires). It can also function as a cloakof displacement, but this function willend if any other ring powers are acti-vated, and cannot be called into beingagain until a full turn has elapsed.

Blink ring powers can only be newlyactivated every other round. Theremust be at least one round of inactivitybetween ceasing use of one power andactivating such a ring again.

Smokespearep value: 4,000 gp value: 20,000

This rare weapon appears as a brassor copper-plated spear, entirely ofmetal. It may be ornately worked, and

is most often encountered as ceremoni-al regalia. It does normal weapon dam-age, and when grasped and a commandword spoken, its tip can produce a 3�radius, globular cloud of smoke (as inthe smoke power of a pyrotechnicsspell), lasting for 2-5 rounds. Thispower can be used as often as desired;it will continue regardless of whetherthe spear is released by its wielder ornot, and will move with the weapon.

Once per turn, the butt end of a smo-kespear can, upon command, cause sleepin any one creature touched. Creaturesimmune to a sleep spell are immune tothis effect; all other creatures receive asaving throw vs. spell to avoid sleep. Asuccessful attack roll is required to touchand cause a creature to sleep.

Once in every seven-turn period, asmokespear, while grasped and ordered,can allow one being of M size or smallerto fly. Such flight is Maneuverability ClassA, and must be continuous, lasting up to amaximum of 12 rounds.

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New Monsters

The remaining pages of this module contain five new mon-sters from the Forgotten Realms. They are presented in anew format, that used for the Monstrous Compendiumseries for 2nd Edition ADVANCED DUNGEONS &DRAGONS® rules. A bit of explanation will help DMs getthe most use from these new entries.

Following the name of the monster, there are two sets ofstatistical data. The first set describes the social andbehavioral characteristics of the creature. The seconddeals with combat attributes. Each heading is followed byeither an entry or the word �Nil� (in those cases where noinformation is applicable). After these listings come thenitty-gritty descriptive paragraphs on appearance, com-bat approaches, social structure, and ecology.

Statistics unfamiliar to users of the Monster Manualsand the FIEND FOLIO® tome include these, with examplesor explanations:

* Climate/Terrain: Tropical, temperate, arctic, swamp,forest, plains, mountains, lake, river, subterranean

* Organization: Solitary, tribal, pack, herd, school* Active Cycle: Day, night, dusk, dawn, any* Diet: Carnivore, herbivore, omnivore, scavenger* Morale: This is a base rating of 2-20, suitable for

BATTLESYSTEM� rules use. If a morale check is required,an individual or group must roll this number or less toremain. Morale entries use both words and numbers, e.g.�Steady (11-12)�.

In the descriptive paragraphs, DMs (and players, withDM discretion) can find useful information organized inthe previously mentioned fashion. Here, a short explana-tion of that organization:

First comes a short, one- or two-sentence paragraphdescribing the monster.

Then follows a more detailed paragraph concerning theappearance, color, dress (if any), preferred weapons,scent, and so on.

Next come combat abilities, special offensive and defen-sive tactics. This may be several paragraphs, dependingon the monster.

Fourth are society and habitat, including dwelling place,family units, daily habits, territoriality, treasure types,individual or group goals, and behavioral quirks.

The final paragraph(s) explains the monster�s place inthe overall ecosystem, including useful products or bypro-ducts, pelts, secretions, magical components, and so on.

Once the Monstrous Compendium is a part of yourgame library, you may photocopy these pages and insertthem in the appropriate places in your binder. These mon-sters can be made a part of the integrated whole, at yourfingertips whenever you want to use them.

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Baneguard

CLIMATE/TERRAIN: Any (guardian)FREQUENCY: RareORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET: NoneINTELLIGENCE: Average (8-10)TREASURE: V (Magical weapons possible)ALIGNMENT: Lawful Evil

NO. APPEARING: 1 - 1 0A R M O R C L A S S : 7MOVEMENT: 1 2 �HIT DICE: 4 + 4T H A C 0 : 1 5NO. OF ATTACKS: 1 + specialDAMAGE/ATTACK: By weapon or 1-6SPECIAL ATTACKS: Magic missileSPECIAL DEFENSES: BlinkMAGIC RESISTANCE: As skeletonS I Z E : MMORALE: Steady (11-12)LEVEL/XP VALUE: 9 7 5

Baneguards are skeletons, usually human, animated bythe power of Bane.

Usually found as guardians, these sinister undead areidentical in appearance to normal skeletons, but have twoadditional deadly powers (see Combat, below). Some bane-guards appear to be wearing black, shadowy armor, semi-transparent such that their bones show through, and redflames burn in their eyesockets. These baneguards areAC6, and can see invisible objects and creatures.

Combat: All baneguards are silent but intelligent, whol-ly evil servants of the Black Lord, capable of independent,reasoning, malevolent behavior. A baneguard can blink (asin the 3rd-level wizard spell) once every turn. This effectlasts for up to four rounds and must be continuous. It can-not be stopped and then resumed; once ended, a full turnmust pass before the baneguard can blink again.

Baneguards can also launch one magic missile spell eve-ry three rounds. Two missiles causing 2-5 points of dam-age come into being from a baneguard�s bony fingertips(or what is left of any extremity, if the fingers are missing),and can be directed at separate targets up to 7� away.

Baneguards can use all normal weapons, doing normalweapon damage rather than a straight 1d6, and canemploy all magical items that do not require verbal com-mands, living flesh or organs (e.g. ointments and potions)and the like. Baneguards suffer damage from sharp weap-ons, fire, spells, and holy water as normal skeletons do.They may break off combat if their orders permit.

Habitat/Society: As baneguards are created, they haveno societal organization. They go where commanded, anddo as commanded.

Ecology: Baneguards eat nothing. They are guardiancreatures, and are found wherever they have been placedby their creators.

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Crawling Claws

CLIMATE/TERRAIN: Any (guardian)FREQUENCY: RareORGANIZATION: Solitary or groupACTIVITY CYCLE: AnyDIET: NoneINTELLIGENCE: Non-(0)TREASURE: All (guardians)ALIGNMENT: Neutral

NO. APPEARING: 1-20ARMOR CLASS: 7MOVEMENT: 10�HIT DICE: 1-1THAC0: 20NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-4 blow, 1-6 grip (grip on unar-mored target only)SPECIAL ATTACKS: NilSPECIAL DEFENSES: Magical weapons have normalweapon effectsMAGIC RESISTANCE: Immune to all mind-related andpolymorph spellsSIZE: T (human hand)MORALE: Average (10)LEVEL/XP VALUE: 65

Crawling claws are severed hands or claws of Prime Mate-rial plane creatures, animated by magic to serve as guard-ian monsters.

They move by scuttling on their fingertips, and can leapup to 1½� to strike or clutch. They are said to be theinvention of the necromancer Nulathoe. To create one,first the spell Nulathoe�s ninemen (detailed in the DM�sSourcebook of the Realms) is cast upon the severed hand,to preserve it against decay and destruction, and tostrengthen its joints, even if they are skeletal. Within fourturns an animate dead spell must also be cast on the hand,and a final incantation spoken. This incantation deter-mines whether a claw is programmed or controlleddirectly, a decision that cannot be reversed. For the resultsof this decision, see Combat, below.

Combat: The programming of a claw is the order, in 24words or fewer, that states what action the claw is to takeunder specified conditions, in the same way a magicmouth spell is set to activate. For example, a claw can bemade to attack only when �a bearded man in black and sil-ver approaches the altar.�

Directly controlled claws do nothing unless directed todo so by concentrated mental will of their controller, whomust be identified in the final incantation. Such ongoingconcentration prevents spellcasting on the part of the con-troller, and cannot be maintained for more than three con-secutive turns without a l-turn rest. Maximum range ofcontrol is 1� + ½ � per level of the controller. The control-ler must be a spellcaster of some sort, and may maintaincontrol if injured but still conscious. Claws will continue toenact their last command if their controller withdrawscontrol or is slain.

Claws may be commanded to seek specific targets (eyes,jewelry, throat, etc.) and can drag small objects about.Groups of claws can move spears, swords, and even largerobjects, but cannot lift or wield them. Claws cannot beturned by clerics, but a resurrection spell renders themimmobile for 1 turn per level of the caster. Death and raisedead spells do not affect claws. Edged weapons do themhalf damage, and magical weapons do only the damage ofa non-magical equivalent. Magical cold makes claws brit-tle; 1 point is added to each die of damage they suffer.

Habitat/Society: Crawling claws have neither habitatnor society.

Ecology: Crawling claws eat nothing, and have no eco-logical niche to fill.

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Curst

CLIMATE/TERRAIN: Prefer subterraneanFREQUENCY: UncommonORGANIZATION: SolitaryACTIVITY CYCLE: Prefer nightDIET: NoneINTELLIGENCE: See belowTREASURE: All possible, usually nilALIGNMENT: Chaotic Neutral

NO. APPEARING: 2-11 (1d10 + 1)ARMOR CLASS: 7 (or as clad)MOVEMENT: 1 2 �HIT DICE: 1-10 + (as prior to curse)THAC0: as prior to curseNO. OF ATTACKS: 1DAMAGE/ATTACK: See belowSPECIAL ATTACKS: NilSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 8 5 %SIZE: M (rarely, L or S)MORALE: Average (8-10)LEVEL/XP VALUE: 120-2,000, depending on pre-cursedform

Curst are unfortunate humans, trapped under a cursethat will not let them die.

They favor leather armor, cloaks and boots. Their garbis always dark in color. Rot grubs infect 15% of all curst,which when so afflicted have 1-6 fewer hit points butunimpaired fighting abilities (see Combat, below, fordetails). Note that the grubs will be seeking a better meal.

Curst are created by touching a victim while casting abestow curse spell, and within four rounds adding aproperly-worded wish spell�a rare process. Whenbecoming curst, a victim�s alignment becomes ChaoticNeutral. His skin grows very white, and his eyes glitterdarkly; he develops 90� infravision, and comes to preferdarkness to light. Curst tend toward silence, and do notage.

Combat: Curst retain any ability bonuses and non-magical skills (e.g. thieving abilities and non-weapon profi-ciencies) possessed in normal life. They become immuneto mind-related spells such as charm, ESP, hold, and sleep.Curst are unaffected by cold- and fire-based attacks of allsorts, and by life-energy draining attacks.

Curst can be struck by any weapon. Holy water doesthem no damage. They use all weapons, and will seizeweapons better than their own when available. If unarm-ed, curst can kick, bite, and claw savagely for 1-4 points ofdamage per round.

When reduced to zero hit points, curst are not slain.They fall to the ground, paralyzed, and lie there untilwhole again. Curst regenerate 1 hit point per day, regrow-ing lost limbs and organs. They can be healed by cure mag-ics.

Habitat/Society: Curst are in no way controlled bytheir creator, and seldom serve that being except to attainthe mercy of death by means of a remove curse. Often,coming to know their cruel doom, curst will attack theircreator, hoping he will destroy them in self-defense. Inrare cases they cooperate with unfamiliar beings to thisend. Once destroyed, curst cannot be resurrected or ani-mated to become undead. Their bodies crumble rapidlyinto dust, which may be of value to wizards or alchemists.

In the process of becoming curst, humans lose any magi-cal abilities, their sense of smell, and usually their minds (ifnot their cunning). Curst retain their original intelligenceonly 11% of the time. There is a 5% chance every turn(non-cumulative) that a curst will act irrationally�e.g.breaking off a fight to caper, sing, draw with a finger on anearby wall, or merely stare at something.

Ecology: Curst eat nothing and have no ecological nicheto fill.

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Hakeashar

CLIMATE/TERRAIN: Alternate Prime Material planeFREQUENCY: Very rareORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET: MagicINTELLIGENCE: High (13-14)TREASURE: NilALIGNMENT: Chaotic Neutral

N O . A P P E A R I N G : 1A R M O R C L A S S : 1 0MOVEMENT: 3�HIT DICE: 9T H A C 0 : 1 2NO. OF ATTACKS: 0DAMAGE/ATTACK: NilSPECIAL ATTACKS: Absorb magicSPECIAL DEFENSES: See belowMAGIC RESISTANCE: See belowSIZE: L (12-foot-diameter sphere)MORALE: Elite (16)LEVEL/XP VALUE: 2 ,000

A hakeashar appears as a red misty sphere.Relatives of the nishruu, these weird, thankfully rare

creatures are believed to come from an alternate PrimeMaterial plane. Within the red mist comprising the bodyof a hakeashar are hundreds of grasping hands, probingeyes, and gaping, hungry mouths.

Combat: Hakeashar have no attacks. Fire and physicalattacks affect them normally; hits are automatic if theattacker is enveloped by a hakeashar. Cold does half dam-age; magical fire and cold cannot form within a hakeashar,and do it no damage. If magical fire or cold contact onefrom outside its body area, they will be absorbed harm-lessly after dealing the hakeashar one round of damage.

Hakeashar move fearlessly and relentlessly towardsources of magic, taking full damage from physicalattacks. Mind-control spells and illusions have no effect onthem.

Spells cast at a hakeashar are absorbed by it, having noeffect except to give the creature hit points of life energyequal to the damage the spell normally does. A non-damaging spell gives a hakeashar extra hit points equal toits spell level.

Chargeable magical items are drained of 1-4 charges oncontact with a hakeashar. If contact is continued, the 1d4drain occurs at the end of every second round.

Artifacts become non-operational for 1 round after anycontact with a hakeashar ceases, and at all times while incontact with a hakeashar. Non-chargeable magical itemshave their powers negated for 1-4 rounds after contact. Ifa potion or scroll is used while in contact with a hakeashar,it will not take effect until 1-4 rounds after the contact isbroken.

Spellcasters of all classes who are enveloped by ahakeashar lose one memorized spell, determined random-ly, at first contact and one per round of contact thereafter.Each time a loss occurs, the spellcaster must save vs.breath weapon or be feebleminded.

When a hakeashar is slain, its body disspates, losingluminosity and hue, seeming to sink to the ground anddrift away. Any magic item within its body area when it isslain, or any magical weapon slaying it, even if no longer incontact with the body, receives a magical bonus of 1d6additional charges, or a second use in the case of a one-shot item like a scroll or an arrow. Potions, memorizedspells, artifacts, and items that do not have charges are notaugmented.

Habitat/Society: Hakeashar are not native to this PrimeMaterial plane. They are solitary creatures.

A hakeashar has the ability to give 20% of the number ofspells or charges absorbed to a person, as it chooses. Thisis done very unwillingly, usually in exchange for beingbrought to this Prime Material plane.

Ecology: Hakeashar feed on magic. Their bodies pulseand glow as they drift about. They can seep throughfinger-width cracks, always moving toward the greatestconcentration of magic within 60�.

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Netherbird

CLIMATE/TERRAIN: Crags, moorsFREQUENCY: RareORGANIZATION: FlockACTIVITY CYCLE: DayDIET: Flesh and carrionINTELLIGENCE: Low (5-7)TREASURE: NilALIGNMENT: Lawful Evil

NO. APPEARING: 3-30 (3d10)A R M O R C L A S S : 8MOVEMENT: 4�//15�HIT DICE: 2T H A C 0 : 1 6NO. OF ATTACKS: 3DAMAGE/ATTACK: 2-5/2-5/1-4SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilMAGIC RESISTANCE: NilSIZE: S to MMORALE: Average (8-10)LEVEL/XP VALUE: 35

These black, dusty-feathered birds have grotesquely largetalons and razor-sharp beaks.

Combat: Netherbirds attack with talons and beak. Whenattacking, they scream and hiss at their prey.

Netherbirds are Maneuverability Class D in the air.

Habitat/Society: Netherbirds may have come fromAvernus originally, and now serve the power Bane. Theyare always found in flocks, and can be trained as message-carriers. They lair in desolate areas of crags and high, roll-ing moorland. Their eggs are black and leathery, and theyhatch untended.

Ecology: These birds eat all manner of flesh, living ordead, and usually stink of blood and decay.

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MAGICAL CHAOS TABLEEmploy the table below whenever spells are cast or magic items and artifacts are activated in the Realms, atany point after the storm (see Chapter 1 of the adventure).

The DM should decide on a case-by-case basis whether the spells of avatars, Elminster, and Midnight areaffected (do whatever best suits play as it unfolds, but don�t reveal this to the players).

The DM should modify percentile die rolls as follows: for every experience level of the spellcaster (magicitems = 6th level, artifacts = 12th level), +1; if the spell or effect contributes to chaos or drastic change of agiven locale (e.g. fireball or polymorph spells), +12; and +4 if the spell (items and artifacts cannot receive thisbonus) is small and simple, such as a 1st or 2nd level spell or a cantrip. When the modified score is deter-mined, consult the table below:

PercentileScore01-19

20-23

24-27

28-3132-35

36-39

40-4344-47

48-51

52-5960-7172-98

99-00 +

ResultSpell rebounds on caster, with full effects(if impossible due to nature of spell, re- roll).Pit opens instantly beneath the caster(depth varies at DM�s option); there is no other spell effect.Target of spell (or caster, if spell has no target) is instantly pelted with fiery red flowerblossoms 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.Spell affects random creature or area (DM�s option) rather than the intended target area.Spell functions normally, but any material components are not consumed, and spellknowledge is retained by the caster or the charge is retained by the item.Spell functions normally, but magical energy is released around the caster, healing anyinjuries of any beings within 1" of the caster (includes fatigue, feeblemindedness, etc.).Total darkness and silence occur in a 3� radius about the caster, and last 2-8 rounds.Reverse gravity (cf. spell) effect occurs in a 3� sphere about the caster, lasting 1 round;caster included in the effect.Shimmering colors dance and play in a nimbus around the caster, blinding caster and allcreatures within 2� for 1-4 rounds.Nothing happens; no spell effect occurs.Nothing occurs; no spell effect, but spell knowledge or charge is not lost.Spell functions normally.Spell functions with maximum possible effects, full damage, maximum duration.

Special Effects Subtable

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 1d12)

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 12".06: Maniacal, echoing laughter is heard. Flowers fall from the sky.07: Old, brittle bones (3-60) rain down for 2 rounds, in a 2� radius.08: Caster and everything within 6� lose all hair; plants grow hair.09: Harmless yellow-green and purple smoke rises from the ground.10: Boulders rise, swirling in mid-air like leaves (2-24 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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PHYSICAL CHAOS TABLEThe effects described on this table are suggestions only; the DM should feel free to make up alternatives and

substitute freely. Bear in mind, however, that play will have to go on in the �new� environment afterwards;consider the impact of widespread or long-lasting changes to the landscape beforehand. Roll percentile dice,and consult the table below; the frequency with which the DM consults the table is a matter of choice (gener-ally, the presence of avatars or large-scale magical activity increases chaos, and the presence of large popula-tions or mountains decreases chaos). The use of this table should make travel strange, exciting, andoccasionally dangerous, not an exhausting, neverending obstacle course.

PercentileScore01-10

11-24

25-30

31-44

45-52

53-62

63-70

71-88

89-96

97-00

ResultNatural fireworks effect (as in the pyrotechnics spell) occurs. The air is filled with a ringing,chiming sound that dies away (with the fireworks) after 1-4 rounds.Undergrowth sprouts into sudden, frenzied life (if no foliage underfoot, it will grow, evenfrom bare rock or atop water), equal to an entangle spell, which lasts 7 rounds in a 6� diame-ter area (save equals slowed, not held; held creatures can fight and cast spells, but not changelocation). Musk-like plant scents and floral bouquets will waft (harmlessly) in the air.Insects appear with a menacing buzzing sound, a swarm equal in effects to an insect plague,(priest spell), lasting for 1-4 turns.The air turns violet and luminous (lasting 1-12 rounds). During this time, all within the area (a40" diameter sphere extending into any buildings, the ground beneath, etc.) are slowed,affected by feather fall and neutralize poison, and are cured of 1-4 points of damage ifinjured. All invisible creatures and objects, and all dweomers (but not alignment auras) can beclearly seen in the violet field.There is a menacing crackle, and a strong smell of ozone. Lightning bolts (damage 1d6 through4d6; determine randomly) form spontaneously from rocks or exposed wood of any sort, leapingin a straight line to the nearest bit of rock or exposed wood (rock to rock or wood to wood, neverone to the other). Save vs. Breath Weapon to avoid if possible (contact with any part of a bolt�sdestination (such as climbing elsewhere on the same cliff) makes a saving throw impossible). Boltsand discharges will veer away from and avoid large concentrations of pure metal; fully armoredcharacters will automatically make their saving throws, if allowed any.Lashing rain begins, though the air grows warm. This precipitation lasts 1-10 rounds, affectsa small (8� diameter cylinder from ground to upper air) area, and within it, all creatures canunderstand the speech of all other creatures, as if a tongues spell were in operation.All small, light (roughly 10 lbs) objects within a 1� radius that are not held or secured willanimate (as the priestly spell animate object). They will fly about aimlessly; make DexterityChecks each round to avoid being hit. Any hit does 1-2 points of damage. Any being concen-trating on a moving object for at least 1 round will discover that he can influence its course,perhaps employing it as a weapon. A maximum of 1 object at a time can be so controlled by abeing; if two beings try to control the same object, the creature with the higher Intelligencewill ultimately prevail. The DM must adjudicate the ongoing results of such wrestling con-tests. This effect will last for 1-2 turns.The ground begins to rise and fall as if it were waves on the open sea. Charging or springingaccurately becomes impossible, as does riding other creatures. Writing and spellcasting takestwice as long (but are not ruined). There is a 1 in 6 chance each round that this conditionexists that a rift will open in the earth and swallow a rock, tree, or being up, spitting them outunharmed (unreachable by magic or physical means during their entombment) 2-5 roundslater. There is also a 2 in 6 chance that a shooting star (as in the missile released by a ring ofshooting stars will appear overhead, and burst. All creatures must save versus Spell to avoidsuffering damage. These conditions last for 1-3 turns, moving with any traveling creatures.All creatures within a 9� radius area, from earthworms to dragons, are enshrouded in a faeriefire radiance for 1-6 turns thereafter. The radiance will shift color slowly but constantly; it willalso act as a ring of spell turning, and as a regeneration field: all damage, however caused, suf-fered by a creature within a radiant field, is not suffered but gained as healing. Creatures at fullhp can increase their hp by this means, such increased hp being lost at the rate of 1 per day (24-hour period), or through injury. Creatures augmented substantially in this way save at their �new�Hit Dice total, but still attack and function at their original level or hit dice.A reverse gravity effect occurs. All creatures take damage as per the spell, but upon landingfind that they have permanently gained 1-4 hp, and 2� -range infravision (if they already pos-sess infravision, its range is extended by 2�). A strange, flickering golden radiance flasheshere and there; arrows of direction and similar devices will not function. Tracking is impos-sible. These latter effects fade away in 1-2 turns.

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MONSTER SUMMARY TABLESome of the �vital statistics� of monsters featured in this adventure are presented in this table for handyDM reference during play. It is recommended that the DM refer to the original rulebooks and the NewMonsters Appendix of this module (* = a new monster) for full monster descriptions.

NameAnkhegBadgerBaneguard*Beetle, StagBoarBrownieBullCattleCrawling Claw*Curst*Dog, WarDog, WildDopplegangerDragon, BlackDragon, GreenEagle, GiantGhoulGnollGoblinHarpyHerd A. (Sheep)Horse (light war.)Jackalwere

KoboldLeucrottaLurker AboveMimicMule 7Naga, Spirit 4Netherbird* 8Hakeashar* 10Orc 6Peryton 7Pixie 5Pseudodragon 2Quickling - 3Rat, Normal 7

AC HD #AT Damage MV Remarks2(4) 3-8 1 3-18(+1-4) 12" burrows, acid

4 1 + 2 3 1-2x2/1-3 6"7 4 + 4 weapon or 1-6 12" spells3 7 3 4-16/1-10x2 6" Hungry7 3 + 3 1 3-12 15� fights at 0hp7 1/2 1 1-3 12" spells, unsurprisable7 4 2 1-6x2 15" charges: 3-12 + 1-47 1-4 1 1-4 15" stampede7 1-1 1 1-4 (1-6) 10" leap7 1-10+ 1 weapon 12" can�t be turned6 2 + 2 1 2-8 12" wear spiked collars7 1 + 1 1 1-4 15" hungry5 4 1 l-12 9" ESP, change form3 6 3 1-4x2/3-18 12�/24� acid2 7 3 1-6x2/2-20 9�/24� gas7 4 3 1-6x2/2-12 3"/48" dive: 2-12x26 2 3 1-3x2/1-6 9" touch paralyzes5 2 1 weapon or 2-8 9"6 1-7hp 1 weapon or 1-6 6"7 3 3 1-3x2/1-6 6"/15" sings, charms8 2 1 butt: 1-4 15� stampede7 2 2 1-4x2 24"4 4 1 2-8 12" can turn to human

form7 1-4hp 1 weapon or 1-4 6"4 6 + 1 1 3-18 18" 1-6x2 kick, mimicry6 10 1 1-6 1"/9" smothers7 7-10 1 3-12 3" glue

3 1 or 2 1-2 bite or 1-6x2 kick 12�9-10 1 1-3 12� gaze, spells

2 3 2-5x2 1-4 4�/15� spy for Bane9 0 � 3" absorbs all magic1 1 By orweapon 1-8 9"4 1 4-16 12"/21" +1 wpn. to hit

1-4hp 1 By weapon 6�/12� spells2 1 1-3 6"/24" poison, telep.

1 ½ 3 dagger 96� spells2hp 1 1 15" disease

RavenSatyrSkeletonSphinx, Hieraco-Spider, HugeSpider, LargeSpriteStirgeTrollWeretigerWolfWraithZombie

7 2hp 1 1 1"/36" attack eyes5 5 1 2-8 18" pipes, charm, etc.7 1 1 1-6 12" edged wpns do 1/2d.2 9 3 2-8x2,1-10 9"/36"6 2 + 2 1 1-6 18" leaps 3�8 1 + 1 1 1 6" *15" poison6 1 1 By weapon 9"/18" spells8 1 + 1 1 1-3 3"/18" blood drain4 6 + 6 3 5-8x2,2-12 12" regenerates3 6 + 2 3 1-4/1-4/1-12 12"7 2 + 2 1 2-5 18"4 5 + 3 1 1-6 12"/24" energy drain8 2 2 1-8(strike last) 6"

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