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Black Rain

The dreaded black rain forms a wall between the mortal and the divine. When it falls, clerics lose all their abilities to cast spells and work miracles. The temple of St. Cuthbert comes under siege and a magical barrier prevents anyone from helping.

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0% found this document useful (1 vote)
1K views11 pages

Black Rain

The dreaded black rain forms a wall between the mortal and the divine. When it falls, clerics lose all their abilities to cast spells and work miracles. The temple of St. Cuthbert comes under siege and a magical barrier prevents anyone from helping.

Uploaded by

Haruka1991
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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W hen the dreaded black rain falls, all those who

revere deities or rely on them for power and protection


cringe in fear. The black rain forms a wall between the
mortal and the divine and thus, when it falls, clerics
lose all their abilities to cast spells and work miracles.
Only the foulest of villains would use this opportunity
to strike against the near-helpless clerics of an other-
wise powerful temple.
Black When the black rain falls, the temple of St. Cuthbert
comes under siege and a magical barrier prevents

Rain anyone from helping the beleaguered clerics and


temple defenders inside. Someone has to find a way to
aid them, and quick!

A short adventure for four PREPARATION


16th-level player characters
You, the Dungeon Master (DM), need a copy of the
Player’s Handbook, the DUNGEON MASTER’s Guide, and the
CREDITS MONSTER MANUAL® to use this adventure.
Design: Monte Cook Shaded text is player information, which you may
read aloud or paraphrase when appropriate. Boxed side-
Editing and Typesetting: Sue Weinlein Cook
bars contain important information for you, including
Editorial Assistance: Penny Williams special instructions. Monster and NPC statistics are
Cartography: Dennis Kauth provided with each encounter in abbreviated form or,
Web Production: Julia Martin where appropriate, the proper page in the M ONSTER
MANUAL is referenced.
Web Development: Mark A. Jindra This adventure uses a modified version of the Castle
Graphic Design: Sean Glenn, Cynthia Fliege map from the September 2000 Map-a-Week feature on
Playtesting: Michele Carter, Sue Cook, the D&D website. It is available for download at
Jesse Decker, Erik Mona, Chris, <http://www.wizards.com/dnd/images/mapofweek
Perkins, Sean K Reynolds, and Keith Strohm /907_c1.jpg >. The relevant portion of the map is
reprinted here for your convenience.
Based on the original DUNGEONS & DRAGONS® game by E. DMs should place this adventure in their own cam-
Gary Gygax and Dave Arneson and on the new edition of the paigns wherever appropriate. The best place would be
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
in a very large city, preferably one where the player
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
characters (PCs) are known or have some influence.
D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, and DUNGEON
MASTER are registered trademarks owned by Wizards of the Coast,
Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc.
THE BLACK RAIN
All Wizards characters, character names, and the distinctive likeness- Imperfections mar the beauty of creation. In a battle
es thereof are trademarks owned by Wizards of the Coast, Inc. among the gods themselves untold aeons ago, a dis-
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is
charge of divine might changed the weather patterns
prohibited without the express written permission of Wizards of the Coast, Inc. of the world so that once every few decades, an oily
This product is a work of fiction. Any similarity to actual people, organizations, black rain pours out of particularly dark clouds.
places, or events is purely coincidental. Whether by design or by mere mischance, this rain
This Wizards of the Coast game product contains no Open Game Content. No
portion of this work may be reproduced in any form without written permission. signals a period during which inviolate power severs
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
the link between the mortal and the divine worlds.
©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. Even the gods themselves can do nothing to remedy
this. Clerics lose all spellcasting ability, wards are sup-
pressed, and so on.
1
During the time of a black rain, all characters lose
the ability to cast divine spells or use divine spell com-
CHARACTER HOOKS
pletion items. Clerics lose the ability to channel posi- Use one of the following hooks to get the player char-
tive or negative energy, and divine-based classes such acters involved in the attack on the temple of St.
as the paladin or druid lose supernatural or spell-like Cuthbert:
abilities (in the paladin’s case, for example, this includes
• Although the exact time and place of a black rain is
(almost) never precisely divined, its coming is
detect evil, divine grace, lay on hands, divine health, aura
often seen in omens, portents and divinations.
of courage, smite evil, remove disease, and turn undead).
Churches all over go on high alert when they learn
Further, divine spell effects currently active when
that such an event is coming—the PCs might be
the rain starts, including permanent divine spell effects involved in preparing, and thus be on the scene, in
such as glyphs of warding, hallow, or bull’s strength cast on the city, when the events of the adventure occur.
a character, are all suppressed for the duration of the • The initial call of alarm might be all it takes for true
rain. heroes to come to the aid of the St. Cuthbert tem-
ple in its hour of need. If this is the case, all that is
BACKGROUND required is that the PCs be present in town.
• If the PCs are of some repute, known for their skill
Terrid Fomgarten was a cleric of St. Cuthbert until his
and their generosity, the town leaders may send a
fellow priests found him extorting money from local
messenger to them specifically to request their aid.
merchants to protect them from criminals and evildo- If need be, the leaders can offer the PCs some mon-
ers. He was kicked out of the church and even spent etary reward—perhaps even a small plot of land
some time in prison for his misdeeds. For years, he within or near the city itself.
stewed in humiliation and regret, spending his waking • The PCs count either Bishop Jeard or Terrid
hours training in martial skills to pass the time. Fomgarten as a friend or acquaintance. They are
Terrid was not an evil man—at least not to start thus personally interested either in saving the
with. Being a former Cuthbertian, however, he was Bishop or in saving Terrid from himself.
prone to thoughts of retribution. Eventually one day, an
erinyes devil named Yallathancia approached him in
disguise. Over a fine dinner and a bottle of wine, she CALL OF ALARM
gave him two important bits of information that led The city wakes to rain—a black, oily rain that gathers
him down the road to evil. She told him where he in tiny, fetid pools. Animals flee under cover where pos-
could find two artifacts of evil power and she let slip sible, and people do too. While it does not seem harm-
the date of the next black rainfall. With this informa- ful or poisonous, the black rain smells a bit like pitch
tion, Terrid set upon his own plan for revenge against and is in no way pleasant.
the church of St. Cuthbert. It does not take long, however, for a call of alarm to
In his quest to get the artifacts, the iron rods, he rise through the city. The temple of St. Cuthbert is
encountered a powerful hydra and a number of crea- under attack!
tures called bloodtrolls. Once he gained the rods, he If the PCs go to investigate, read the following text
used their power to master the monsters. Then, he to them:
bided his time for a few months, waiting for the The temple of St. Cuthbert is a single-story build-
moment when his foes would be at their weakest— ing with a high, pointed roof. A bell tower is near
during the coming black rain. the rear and an open, flagstone-paved courtyard is
Yallathancia showed him how to construct special at the front, with the deity’s symbol—a cross
rugs with teleportation circles on them. These special within concentric circles—displayed promi-
circles connected to each other like two-way gates. He nently at the entrance of the yard. Currently,
kept one in his home, and one near the ruins where he however, a translucent red nimbus of energy sur-
rounds the entire building. Outside this hemi-
found the artifacts (where his monstrous retinue
sphere of power, a large, restless crowd stands in
stayed, including even Yallathancia). He made one to the pouring black rain. City guards are every-
take to the temple with him on the day of the coming where, occasionally subduing someone in the
rain. crowd, but mostly just looking at the temple in
Finally, the day he waited for came… curiosity and fear.

2
The city’s chief constable (LN female half-elf, Ftr7)
is in charge of the operation outside the strange energy
TERRID’S HOME
field surrounding the temple. Her troops attempt to The PCs’ only realistic hope of getting into the church
disperse the crowd for their own good, but folks are is by investigating Terrid’s home. Terrid lived in a two-
fearful, upset, and ultimately resistant. story apartment-like house, on a floor that he shared
If approached by the PCs with Diplomacy (DC 20), with three other single men (a family of five lives on
she tells them all she knows. She needs help and fast. If the floor above). Of the other three, only Gart Herson
the PCs cannot get her inside the temple (and at this (N, male human, Com1) is currently home.
stage, they cannot), she eventually ignores them. Gart is a weak-willed, fearful, slovenly type who is
What the constable knows: usually lacking in funds. He is afraid of the strange rain
• A man named Terrid Fomgarten was seen going outside, and almost certainly even more afraid of the
into the temple carrying two strange iron rods PCs when they show up at his door. Inside, the smoke
about twenty-five minutes ago. stains of a recent fire are still visible on the white plas-
• Shortly afterward, a huge, multiheaded dragonlike ter of the walls. One room was clearly the most dam-
beast was seen in the open courtyard. aged in the fire. (Terrid set the fire in haste, hoping to
• Briefly, some large red-skinned creatures were destroy the teleportation circle in his room, but he
seen fighting with some of the templars (temple failed—residents put out the fire faster than he antici-
defenders) through the open doorway. She has pated.)
seen no sign of the defenders or anyone else in the Gart can be convinced to tell what he knows (Diplo-
temple since. macy, DC 15), and he can even more easily be intimi-
dated (DC 10).
Gather Information or Bardic What Gart knows:
Knowledge Check • Terrid was a quiet man, always brooding and
If the PCs take the time to ask about Terrid, or if a bard depressed. Not a bad fellow, but not too enjoyable
is present, they can attempt to discern more informa- to be around.
tion. • Terrid disappeared for two weeks about three
months ago, right around that time he seemed to
Result Information acquire a very beautiful girlfriend (this, unknown
DC 10 No one knows very much about this individ- to Gart, was the erinyes). He has acted strangely
ual. He keeps to himself most of the time. ever since. (This refers to the adventure in which
Wasn’t he in prison a few years ago? Terrid discovered the iron rods.)
DC 20 The PCs learn of Terrid’s general background • Terrid talked about getting his revenge on the
and where he lived. Church of St. Cuthbert all the time. No one took
DC 25 There was a fire at Terrid’s house a few days him very seriously.
ago. It was badly damaged. • Terrid’s room caught fire yesterday, but the room-
DC 30 Terrid has long been promising revenge mates managed to put it out rather quickly. The
against the temple of St. Cuthbert. He was whole place could very well have gone up in flames
recently poking around some old ruins to the if not for their quick action. No one has seen Terrid
south, returning eventually with a pair of since.
strange rods.
Terrid’s Room
The Energy Field Marred by fire, this room is a blackened, charred
Terrid used a wish to create the red energy field around mess. A bed, a desk, a chair, and a wardrobe fur-
the temple. No one can teleport into it, breach it in any nished the room, but now they are all damaged
way, or use divination magic to see what is going on beyond use.
inside. The only ways in involve the magical gateway
teleportation circles in Terrid’s home and near some old A Search of the room (DC 20) reveals an important
ruins far to the south (these ruins are not detailed in clue, and the way into the temple.
this adventure, but the DM could develop them further Clue: In the desk, amid burned and charred papers,
if needed). there’s an unfinished letter addressed to “Yallathancia.”

3
In it, Terrid talks about his gratitude toward her for stone is touched. No matter what, however, all three
helping him explore “the ruins” and find “the rods.” He rugs lose their power in 1d3 weeks.
hopes the power boost he gave her adequately demon-
strated his thanks. It also mentions “keeping the blood-
trolls in line until the rain comes” and future plans to
TEMPLE OF ST. CUTHBERT
destroy the “gateway” in a fire. OF THE CUDGEL
Under normal circumstances, this would be a standard
temple to the lawful neutral god of retribution.

Temple Features
The outer walls of the temple are smooth stone, 5 feet
thick (hardness 8; 450 hp; Break DC 50). The DC to
climb them is 20. The interior walls are 1 foot thick
(hardness 8; 90 hp; Break DC 35). All doors are wooden
(Wooden Doors: 2 in. thick; hardness 5; hp 20; AC 5;
Break DC 23). The ceilings are all 15 feet high unless
described otherwise. The temple is mostly windowless,
except for some small windows in Areas 2, 3 and all
rooms marked 4 and 5 (although the windows in Area 5
rooms look into the courtyard only).

1. Paved Courtyard (EL 15)


This beautiful courtyard is paved with flagstones
and decorated with planters full of small trees,
shrubs, and flowers. Two normal sized doors lead
off to either side of the yard, and a pair of impos-
ing double doors leads into the temple straight
ahead. A few small windows on the sides look
into the courtyard.
A terrifying, blue-scaled beast, 20 feet long, with
a dozen snarling, draconic heads, stomps around
the south part of the yard. A few bloody spots on
the ground mark the grisly remains of what must
have been recent meals for the creature.

The way in: There’s a strange rug, slightly black- Once he used the wish function of the iron rods to
ened and singed from the fire, rolled up under the bed. create the energy barrier, Terrid set up the special tele-
Unrolled, it displays a magic circle drawn in what portation circle rug here in the courtyard, next to the
appears to be blood, with many magical runes around it wall, between the doors to Areas 3 and 5. He com-
and two yellow stones woven into the rug itself. manded the hydra to guard here, and his bloodtroll
If one stone is pressed, the circle glows with power. allies then raced into the temple and began overcoming
Anyone stepping onto the rug ends up standing on a the templars and priests within.
similar rug out in the wilderness south of the city. The Creatures. Terrid tamed a powerful hydra on his
remains of a crude campsite are close by, and the adventures and brought it through the teleportation
ground is littered in gnawed bones, trash, and dung. circle from the ruins once he established the energy
If the other stone is pressed, the circle also glows. barrier around the temple. It has killed and eaten a few
Anyone stepping onto the rug ends up standing on a of the people who were at the temple, but it is still quite
similar rug in the courtyard of the temple of St. Cuth- hungry and immediately attacks anyone other than
bert (see Area 1). Terrid or his allies. In fact, if anyone (even Terrid)
Note that all three rugs work the same way—all of comes into this area wounded, the smell of blood drives
them lead to one of the other two, depending on which the hydra to attack.
4
d Twelve-headed lernaean cryohydra: hp 140, see
MONSTER MANUAL p. 122. Terrid used the wish function
Adventuring in the Black Rain
Obviously, fighting in the black rain is difficult,
of the iron rods to increase the beast’s Strength to 24,
for all divine spellcasters and characters are
giving it a +1 bonus to attack and damage rolls.
bereft of much of their power. Fortunately, all
such characters still possess a respectable
2. Refectory/Priests’ Common amount of combat skill, and thus still have
Room plenty of ability to back up their friends. The real
This room has two long tables girded by wooden danger is the lack of healing. Curative potions
benches, as well as a few chairs, end tables, and suddenly become extremely important.
divans clustered in the south part of the room At some point during the climactic
near a pair of bronze braziers. A stack of dirty encounter with Terrid, the divinely-powered PCs
dishes is piled on one of the long tables. Two dead should realize that the rain has stopped—the
people, a male half-elf and a human woman, powers that they had been denied return. This
dressed in priestly garments, lie near the door to proves particularly effective if it happens just as
the courtyard. Terrid seems to have the upper hand and all is
lost.
During the black rain, all EL ratings should
The corpses are those of clerics killed quickly by the
increase by 1. All challenges the group over-
bloodtrolls. All of their valuables were taken.
comes during the rain should be worth +50%
XP.
3. Library
Filled with packed bookshelves, this room is strike at her foes or go get help (although she can see a
clearly a library. A few chairs\ next to tables with strange red glow out her window, she remains unaware
oil lamps sit in the middle of the room. of the energy field’s actual function—she does not
know she cannot get out and that help cannot get in).
This room has gone mostly undisturbed by the
She knows that “some strange man with iron rods is
fighting so far.
tormenting Bishop Jeard in the sanctuary,” but she fears
A secret door (Search, DC 25) behind a bookshelf is
she cannot get to him in time. Nester willingly tells the
trigged to pivot when someone pulls a fake book from
PCs the basic layout of the place, including the secret
its position. The passage leads to the sacred Areas 10
doors that might allow them to get to the sanctuary.
and 11 as well as the main sanctuary, Area 8.
She does not know about the wall of force in Area 8
(since Terrid just put it up).
4. Priest Cells
This simple room has two beds, a chest of draw- k Nester Falinash: Female human Clr6; CR 6;
ers, a small table with an incense burner on it, Medium-size humanoid; HD 6d8+3; hp 30; Init –1;
two chairs, and a wardrobe. A small bookshelf Spd 20 ft.; AC 19, touch 9, flat-footed 19; Atk +6 melee
hangs on the west wall, near a large holy symbol (1d8+2, +1 heavy mace); SA Turn undead 3/day; AL LN;
of St. Cuthbert.
SV Fort +5, Ref +1, Will +7; Str 13, Dex 9, Con 10,
Int 12, Wis 15, Cha 11.
The six medium-ranked clerics of the temple lived
Skills and Feats: Concentration +7, Craft (woodwork-
in these apartments, two to a room. Five of these clerics
ing) +9, Diplomacy +8, Scry +8, Sense Motive +5; Combat
are dead. Their cells hold nothing of value or interest—
Casting, Maximize Spell, Power Attack, Toughness.
just holy texts, candles, priestly garments, and personal
Cleric Spells (5/4+1/4+1/2+1; base DC = 12 +
belongings.
spell level): None currently prepared.
Each of these rooms has a small, high-placed
Deity: St. Cuthbert. Domains: Law (cast law spells
window in the outside wall.
at +1 caster level), Protection (protective ward 1/day).
Creatures. Hiding in the southernmost room is
Possessions: +1 heavy mace, full plate armor, mas-
Nester Falinash, a mid-ranking cleric of St. Cuthbert.
terwork large steel shield, scroll of lesser restoration,
She is having an extremely bad day. First, her link to
potion of levitate, potion of cure moderate wounds, holy
her god is severed. Now, most of her friends are killed,
symbol, 13 gp.
her temple is defiled, and her life is in extreme danger.
She bides her time here, waiting for an opportunity to
5
Remove Disease (Sp): Reginard can remove disease, as
5. Templar Barracks the spell, once per week.
Beds, chairs, a table, and a few chests lie upturned Aura of Courage (Su): Reginard is immune to fear,
and scattered throughout the room. Blood spat- magical or otherwise. Allies within 10 feet of him gain
ters and smears, broken weapons, and a few man- a +4 morale bonus on saving throws against fear effects.
gled corpses make it clear that a terrible battle Detect Evil (Sp): Reginard can detect evil at will as
ensued here not long ago.
the spell.
Divine Grace: Reginard applies his Charisma
A Search check (DC 20) allows a character to find a
bonus to all saving throws. (This modifier is already fig-
potion of cure moderate wounds and a potion of lesser restora-
ured into the statistics given above.)
tion on the fallen in the room to the west.
Divine Health: Reginard is immune to all diseases,
In the room to the west, the door between Areas 5
including magical diseases such as mummy rot and
and 6 hangs open. In the room to the east, the same
lycanthropy.
door is closed, but nonetheless the sounds of battle can
Lay on Hands (Sp): Reginard can heal wounds by
be heard from beyond (Area 6).
touch as a standard action. Each day he can cure 20 hit
6. Templar Armory/Storage (EL 15) points. He can cure himself and can divide the curing
among multiple recipients. He doesn’t have to use it all
Weapon racks hang on the walls, and barrels
at once. Alternatively, he can use some or all of these
filled with arrows and crossbow bolts stand along
points to deal damage to undead creatures as a touch
one wall, along with shields, helms, and some
breastplates. Other crates, barrels, and boxes fill attack.
the rest of the room. A few discarded weapons lie Paladin Spells Prepared (1; base DC = 14 + spell
on the floor. level): None currently.
Possessions: Masterwork full plate armor, master-
Creatures. In the easternmost of these two areas, a work large steel shield, +1 longsword, +1 cloak of
lone templar fights a losing battle against two blood- resistance, potion of protection from acid, scroll of bless
troll fighters and a bloodtroll champion. Reginard will weapon and cure light wounds, 5 gp.
fall without the aid of the PCs. If aided, he joins with
his rescuers as long as they are intent on killing the d Bloodtroll Fighters (2): Male bloodtroll Ftr6;
invaders and saving whomever they can in the temple. CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144;
He can tell them about the layout of the temple, includ- Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22;
ing all the secret doors. Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5,
bite); or +21/+16 melee (2d8+18/19–20, Huge +1
k Reginard (Templar): Male human Pal5; CR 5;
Medium-size humanoid; HD 5d10+20; hp 47 (currently
24); Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Bloodtrolls
Atk +9 melee (1d8+3/19–20, +1 longsword); SA Smite Bloodtrolls are lawful evil red-skinned trolls,
evil, turn undead 7/day; SQ Aura of courage, detect evil, often found in the service of devils (most likely
divine grace, divine health, lay on hands, remove disease they were brought about through devil-inspired
breeding). These trolls are slightly more intelli-
1/week; AL LG; SV Fort +13, Ref +7, Will +10; Str 15,
gent and sophisticated than standard trolls.
Dex 12, Con 18, Int 12, Wis 18, Cha 18.
They almost always have levels in a class, favor-
Skills and Feats: Diplomacy +12, Handle Animal +12, ing fighter although a few exceptional individu-
Heal +7, Knowledge (religion) +8, Listen +7, Ride als become wizards. They are never clerics and
(horse) +3, Spot +8; Alertness, Improved Initiative, worship no gods. They are as vicious and blood-
Weapon Focus (longsword). thirsty as their name suggests.
Smite Evil (Su): Once per day, Reginard may All the bloodtroll fighters in this adventure
attempt to smite evil with one normal melee attack. He have drunk their potions of fire resistance. They all
adds 4 to his attack roll and deals 5 extra points of are in a state of absolute slaughter frenzy and
damage. Smiting a creature that is not evil has no effect fight to the death (because they believe them-
but uses the ability for that day. selves unkillable).

6
greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend Attack forms that don’t deal hit point damage ignore
2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE; regeneration, and it does not restore hit points lost
SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25, from starvation, thirst, or suffocation. Bloodtrolls can
Int 8, Wis 10, Cha 10. regrow lost parts of their bodies in 3d6 minutes and can
Skills and Feats: Climb +10, Hide –2, Intimidate +1, reattach severed limbs and body parts instantly by
Listen +7, Move Silently +3, Spot +6; Alertness, Combat holding them to the appropriate stumps. Severed parts
Reflexes, Dodge, Iron Will, Lightning Reflexes, Power that are not reattached wither and die normally.
Attack, Weapon Focus (greatsword), Weapon Special- Possessions: +1 breastplate, +1 large steel shield, +1 keen
ization (greatsword). greatsword, ring of fire resistance (major), potion of cure mod-
Rend (Ex): If the bloodtroll hits with both claw erate wounds, 50 gp gold ring, bag with 94 gp and 10 pp.
attacks, it latches onto the opponent’s body and tears
the flesh. This attack automatically deals an additional 7. Antechamber
2d6+9 points of damage. Blood and gore coat the marble floors and white
Regeneration (Ex): Damage dealt to a bloodtroll is walls of this holy place. Dead men and women in
treated as subdual damge, which automatically heals at plate armor, their swords broken, their shields
a rate of 5 hit points per round. Fire and acid deal battered, lay strewn about the room—some of
normal damage to the creature, which doesn’t go away. their corpses appear to have been partially eaten.
Attack forms that don’t deal hit point damage ignore
regeneration, and it does not restore hit points lost With no significant source of acid to use against
from starvation, thirst, or suffocation. Bloodtrolls can their foes, the defenders here were slaughtered by the
regrow lost parts of their bodies in 3d6 minutes and can fire-resistant trolls, who regenerated all the damage
reattach severed limbs and body parts instantly by they could dish out. There are 12 dead people here. A
holding them to the appropriate stumps. Severed parts search of the bodies (DC 15) results in the discovery of
that are not reattached wither and die normally. eight suits of masterwork plate armor, three master-
Possessions: +2 chain shirt, Huge +1 greatsword, potion of work longswords, a +1 shield, two masterwork shields,
fire resistance (used), potion of cure serious wounds, 30 gp. and four potions of cure light wounds. Everything else is
broken, taken, or destroyed.
d Bloodtroll Champion: Male bloodtroll Ftr9; The doors into Area 8 are not locked, but a wall of
CR 14; Large giant; HD 6d8+60 plus 9d10+90; hp 226; force blocks the doorway (the doors open into this
Init +3; Spd 30 ft.; AC 28, touch 12, flat-footed 25; room).
Atk +22 melee (1d6+10, 2 claws) and +17 melee (1d6+5,
bite); or +24/+19/ +14 melee (2d6+13/15–20, +1 keen 8. Sanctuary (EL 18)
greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend This large room is clearly the main sanctuary of
2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE; the temple. An altar rests upon a large dais near
SV Fort +21, Ref +8, Will +10; Str 31, Dex 17, Con 30, the far wall, behind which stands a tall marble
Int 8, Wis 16, Cha 12. statue of St. Cuthbert, flanked by huge golden
Skills and Feats: Climb +8, Hide –6, Listen +10, Move versions of his holy symbol on the wall. Gold and
Silently +1, Spot +9; Alertness, Blind-Fight, Cleave, white draperies hang along each side wall.
Combat Reflexes, Dodge, Improved Critical Three corpses in plate armor, their shields
(greatsword), Iron Will, Power Attack, Weapon Focus and swords still at their sides, lay near the door.
On the dais, a dead woman in priestly garb
(greatsword), Weapon Specialization (greatsword).
sprawls upon the steps, and standing near her
Rend (Ex): If the bloodtroll hits with both claw
is a tall, gaunt man with a wild look in his eyes.
attacks, it latches onto the opponent’s body and tears He wears heavy armor and brandishes an iron
the flesh. This attack automatically deals an additional rod in either hand, waving them about and
2d6+9 points of damage. clanging them together. Next to the altar, a
Regeneration (Ex): Damage dealt to the bloodtroll wounded, heavy-set man leans, weary and
is treated as subdual damge, which automatically heals defeated, about to give out at any moment due
at a rate of 5 hit points per round. Fire and acid deal to blood loss.
normal damage to the creature, which doesn’t go away.

7
Terrid has blocked the doorway into this room with a
wall of force created by the iron rods. The PCs must bring it The Iron Rods
Terrid’s iron rods are very old artifacts of malevo-
down, go through the walls, teleport, or use a secret door.
lence designed by an unknown hand—most
(Terrid knows about the secret passage to Areas 12 and
likely a devil of great power. Each is a 3-foot-long
13. He does not know about the secret passage to Area 3). iron shaft. A hook tops the submission rod, and
This room normally remains under the affects of a the retribution rod bears a number of crossbar-
hallow spell, but the black rain suppresses it. When it like phalanges.
functions, it grants all non-evil creatures the effects of The Submission Rod: This rod is a +5 shock-
an aid spell within its confines. ing burst, unholy heavy mace. Three times per
A secret door (Search, DC 25) is hidden within the day, it forces anyone it touches to make a Forti-
east wall, behind a drape. It pivots open. A secret door tude saving throw (DC 20) to avoid suffering
to the south (Search, DC 20) behind the altar can be 1d6 points of temporary Strength damage.
opened using a switch on the altar itself. The Retribution Rod: This rod is a +5 heavy
Creatures. Terrid is here, with Bishop Jeard, the mace that grants the wielder a +5 deflection
high priest of the temple. He has effectively subdued bonus to AC. It allows use of each of the follow-
his enemy and now gloats and raves about the injustices ing effects once per day: charm monster, dimen-
of Jeard and the temple against him. The injured Jeard sion door, stoneskin, and wall of force, as a 20th-
level caster.
does whatever he can, biding his time until the black
Both Rods: The possessor of these rods can
rain stops and he can heal himself and strike back.
use them both at once as weapons, subtracting
Terrid is extremely overconfident and gripped by
2 to the penalties involved (so a character with
rage. Even if he sees the PCs, he ignores them—only both Ambidexterity and Two-Weapon Fighting
when they actually harm him or interfere with what he can use them both with no penalty). Further,
is doing does he act: He attempts to defend himself and every other week the possessor can use a wish
kill Jeard, then the characters. spell so potent that only another artifact or a
god can undo its power.
k Bishop Jeard: Male human Clr16; CR 16; Medium-
size humanoid; HD 16d8+16; hp 88 (currently 4); k Terrid Fomgarten: Male human ex-Clr4/Ftr14;
Init +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18; CR 18; Medium-size humanoid; HD 4d8+12 plus
Atk +17/+12/+7 melee (1d8+5/19–20, +2 disruption 14d10+42; hp 149; Init +6; Spd 20 ft.; AC 22, touch 13,
heavy mace); SA Turn undead 7/day; AL LN; SV Fort flat-footed 20; Atk +26/+21/+16/+11 melee (1d8+12
+11, Ref +5, Will +15; Str 14, Dex 11, Con 12, Int 16, plus 1d6 electricity/19–20, submission rod) and +26
Wis 20, Cha 19. melee (1d89/19–20, retribution rod); AL NE; SV Fort
Skills and Feats: Alchemy +4, Concentration +20, +16, Ref +9, Will +12; Str 21, Dex 15, Con 17, Int 15,
Diplomacy +20, Heal +24, Intuit Direction +10, Knowl- Wis 19, Cha 12.
edge (religion) +20, Scry +15, Spellcraft +22; Craft Skills and Feats: Craft (pottery) +12, Diplomacy +8,
Wand, Craft Wondrous Item, Heighten Spell, Heal +11, Hide +0, Jump +12, Knowledge (arcana) +9,
Improved Critical (heavy mace), Scribe Scroll, Silent Knowledge (history) +7, Knowledge (religion) +10,
Spell , Weapon Focus (heavy mace). Listen +8, Move Silently +0, Ride (horse) +19, Spellcraft
Cleric Spells Prepared (6/8/7/7/6/6/4/4/3; base +10, Swim +7, Ambidexterity, Cleave, Combat Reflexes,
DC = 15 + spell level): None. Craft Wondrous Item, Dodge, Improved Critical
Deity: St. Cuthbert. Domains: Law (cast law spells at (longsword), Improved Critical (heavy mace),
+1 caster level), Protection (protective ward 1/day). Improved Initiative, Lightning Reflexes, Mobility,
Possessions: +3 breastplate of fire protection, +2 mace of Mounted Combat, Power Attack , Two-Weapon Fight-
disruption, +2 headband of wisdom, two pearls of power (5th ing, Weapon Focus (longsword), Weapon Focus (heavy
and 6th level spells), necklace of prayer beads (bead of smit- mace), Weapon Specialization (heavy mace).
ing), wand of searing light (10th level caster, 13 charges), Possessions: iron rods, +4 breastplate, +2 gauntlets of
scroll of word of recall and summon monster VI, scroll of ogre power, +2 periapt of wisdom, +1 ring of protection, potion
true resurrection, potion of fly, potion of cat’s grace, silver holy of cure serious wounds, potion of haste, potion of bull’s
symbol, 3 flasks of holy water, 83 gp. strength, two 75 gp silver rings, 59 gp.

8
Wizard Spells Prepared (4/6/5/4/3/2; base DC =
9. Sacristy (EL 16) 15 + spell level): 0—daze, detect magic, flare, mage hand;
This dimly-lit room is full of ceramic urns, holy 1st—charm person, expeditious retreat, feather fall, mage
symbols, fonts, and silver chalices. Currently, armor, magic missile, shield; 2nd—cat’s grace, invisibility,
many of these lay smashed or toppled onto the mirror image, see invisibility, web; 3rd—dispel magic, fly,
floor. Four massive, red-skinned creatures with haste, lightning bolt; 4th—minor globe of invulnerability,
huge swords and black armor stand amid the clut-
polymorph other, summon monster IV; 5th—cloudkill,
ter. Another, wearing a black cloak and brandish-
ing a flaming staff, waits near the rear. empowered fireball.
Spellbook: 0—arcane mark, dancing lights, daze, detect
magic, detect poison, disrupt undead, flare, ghost sound, light,
This is where the sacraments and other holy sub-
mage hand, mending, open/close, prestidigitation, ray of frost,
stances are kept for use in religious services.
read magic, resistance; 1st—charm person, expeditious
Creatures. A bloodtroll wizard and four fighters are
retreat, feather fall, identify, mage armor, magic missile,
looting through the sacristy. The wizard has the follow-
shield, unseen servant; 2nd—cat’s grace, invisibility, knock,
ing spells already cast: cat’s grace (increasing Dex to 24,
mirror image, see invisibility, Tasha’s hideous laughter, web;
adding +2 to AC, Reflex saves and move silently), haste
3rd—dispel magic, fireball, fly, haste, lightning bolt, slow;
(6 rounds left), mage armor, shield and see invisibility.
4th—fear, minor globe of invulnerability, polymorph other,
These effects are not accounted for in the statistics
summon monster IV; 5th—cloudkill, hold monster.
below. His current AC with these spells active is 39.
Possessions: Bloodfire staff (38 charges—this is the
same as a staff of fire but is also a +1 weapon), +1 ring of
d Bloodtroll Wizard: Male bloodtroll Wiz9; CR 14;
protection.
Large giant; HD 6d8+42 plus 9d4+63; hp 154; Init +5;
Spd 30 ft.; AC 22, touch 15, flat-footed 17; Atk +12
d Bloodtroll Fighters (4): Male bloodtroll Ftr6;
melee (1d6+5, 2 claws) and +7 melee (1d6+2, bite); or
CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144;
+14/+9 melee (1d6+8, bloodfire staff); Face/Reach 5 ft. by
Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22;
5 ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 60 ft., regen-
Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5,
eration 5; AL LE; SV Fort +15, Ref +12, Will +11; Str 20,
bite); or +21/+16 melee (2d8+18/19–20, Huge +1
Dex 21, Con 25, Int 20, Wis 12, Cha 8.
greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend
Skills and Feats: Alchemy +13, Concentration +19,
2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE;
Heal +3, Hide +1, Knowledge (arcana) +8, Listen +7,
SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25,
Move Silently +7, Profession (herbalist) +13, Scry +17,
Int 8, Wis 10, Cha 10.
Spellcraft +17, Spot +7; Alertness, Empower Spell, Iron
Skills and Feats: Climb +10, Hide –2, Intimidate +1,
Will, Lightning Reflexes, Maximize Spell, Scribe Scroll,
Listen +7, Move Silently +3, Spot +6; Alertness, Combat
Weapon Focus (quarterstaff ).
Reflexes, Dodge, Iron Will, Lightning Reflexes, Power
Rend (Ex): If the bloodtroll hits with both claw
Attack, Weapon Focus (greatsword), Weapon Special-
attacks, it latches onto the opponent’s body and tears
ization (greatsword).
the flesh. This attack automatically deals an additional
Rend (Ex): If the bloodtroll hits with both claw
2d6+9 points of damage.
attacks, it latches onto the opponent’s body and tears
Regeneration (Ex): Damage dealt to the blood-
the flesh. This attack automatically deals an additional
troll is treated as subdual damge, which automatically
2d6+9 points of damage.
heals at a rate of 5 hit points per round. Fire and acid
Regeneration (Ex): Damage dealt to a bloodtroll is
deal normal damage to the creature, which doesn’t go
treated as subdual damge, which automatically heals at
away. Attack forms that don’t deal hit point damage
a rate of 5 hit points per round. Fire and acid deal
ignore regeneration, and it does not restore hit points
normal damage to the creature, which doesn’t go away.
lost from starvation, thirst, or suffocation. Bloodtrolls
Attack forms that don’t deal hit point damage ignore
can regrow lost parts of their bodies in 3d6 minutes
regeneration, and it does not restore hit points lost
and can reattach severed limbs and body parts
from starvation, thirst, or suffocation. Bloodtrolls can
instantly by holding them to the appropriate stumps.
regrow lost parts of their bodies in 3d6 minutes and can
Severed parts that are not reattached wither and die
reattach severed limbs and body parts instantly by
normally.

9
holding them to the appropriate stumps. Severed parts The room contains nothing of real value—lots of
that are not reattached wither and die normally. personal items, holy texts, and so on.
Possessions: +2 chain shirt, +1 huge greatsword, potion Creatures. Yallathancia the erinyes and six blood-
of fire resistance (used), potion of cure serious wounds. troll fighters are here, looting. Yallathancia relies on
her invisibility and teleport without error abilities, since
10. Hall of Saints she knows that she is most likely no match for the
PCs in melee. Instead, she attempts to use charm
Marble statues of stalwart warriors and cudgel-
bearing priests line the walls of this room. person and suggestion to cause trouble while the blood-
trolls fight.
The 12 statues represent figures important to St.
Cuthbert, as well as the deity himself. The hall nor- d Yallathancia: Female erinyes; CR 9; Medium-size
mally is protected by a greater glyph of warding (fire) that outsider (Lawful, Evil); HD 6d8+6; hp 33; Init +1;
one can avoid only by wearing a holy symbol of St. Spd 30 ft., fly 50 ft. (average); AC 27, touch 13, flat-
Cuthbert. However, the glyph does not function in the footed 26; Atk +6/+1 melee (1d8+3/19–20, longsword);
black rain. or +5/+0 ranged (1d8/x3, longbow (1d6, sling);
SA Charm person, rope entangle, spell-like abilities;
11. Reliquary SQ Baatezu qualities, DR 10/+1, outsider traits, SR 22,
summon baatezu, tongues; AL LE; SV Fort +6, Ref +6,
This somber room contains only a cloth-draped
Will +7; Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20.
pedestal upon which rests a simple wooden
cudgel. Skills and Feats: Concentration +9, Disguise +11,
Escape Artist +6, Hide +7, Listen +10, Move Silently +7,
This secret room is the holiest of holies. The wooden Search +9, Spot +10; Dodge, Mobility.
cudgel is said to have been used by St. Cuthbert him- Charm Person (Su): Yallathancia can charm a
self. (It is nonmagical, but sacred.) The room normally humanoid creature with a look. This is not a gaze
remains protected by a greater glyph of warding (cold) that attack, and the target need not meet her eyes. The abil-
one can avoid only by wearing a holy symbol of St. ity has a range of 60 feet; an affected opponent must
Cuthbert. However, the glyph does not function in the succeed at a Will save (DC 18) or become utterly loyal
black rain. to her. The victim will do anything to protect Yal-
lathancia, even if that means slaying his or her compan-
12. Bell Tower ions or facing certain death. The ability is otherwise
Boxes and crates, many covered with dust, fill this similar to charm person (caster level 8th).
tall room. A spiral stair in the corner rises up out Rope Entangle (Ex): Yallathancia carries a stout
of sight. It seems possible that this room is at the rope some 50 feet long that entangles opponents of any
bottom of the bell tower. size as an animate rope spell (caster level 16th). She can
hurl the rope 30 feet with no range penalty.
This tower is 70 feet high, the room at the top Spell-like Abilities: At will—animate dead, charm
accessed by the spiral stair. The priests use the lower monster, desecrate, invisibility (self only), magic circle
room for storage of mundane items, including five against good (self only), major image, polymorph self, pro-
flasks of alchemist’s fire and four flasks of acid (useful duce flame, see invisibiility, suggestion, unholy blight. Caster
against the bloodtrolls). level 8th; save DC 15 + spell level.
The passage to the west leads to stairs down into the Baatezu Qualities: Yallathancia is immune to fire
catacombs beneath the temple. These catacombs are and poision and has cold resistance 20 and acid resist-
empty except for graves. ance 20. She can see perfectly in darkness of any kind,
including that created by deeper darkness spells. She
13. Bishop Jeard’s Quarters (EL 16) can communicate telepathically with any creature
The secret door to this room hangs open. within 100 ft. that has a language (except lemures).
A private shrine to St. Cuthbert and a study make Outsider Traits: Darkvision 60 ft.; cannot be raised
up most of this room, although it also contains a or resurrected (though a wish or miracle spell can
bed, a wardrobe, and a small chest of drawers. restore life).

10
Summon Baatezu (Sp): Once per day, Yallathancia
can attempt to summon 2d10 lemures with a 50%
ENDING THE
chance of success or 1d4 barbazu with a 35% chance of ADVENTURE
success. If the PCs defeat Terrid and his servants, Bishop Jeard is
Tongues (Su): Yallathancia has a permanent in their debt. The powerful cleric grants them free heal-
tongues ability as the spell (caster level 12th). She usu- ing and any other spellcasting (including using his
ally uses verbal communication when dealing with scroll of true resurrection, if need be). Obviously, the PCs
mortals and saves telepathic communication for con- are free to take all the equipment of the invaders that
versing with other fiends. they killed—except for the iron rods. These Jeard insists
Note: Terrid used the wish function of the iron rods must be destroyed, not only because they are evil, but
to increase Yallathancia’s SR to 22. because while they remain, no one can dispel the
Possessions: Longsword, longbow, rope, sack energy field. Offer the PCs an additional experience
with 238 gp and six silver candlesticks worth 50 gp award of 5,000 XP if they destroy these evil items.
each. If the characters fail, within two hours of the cry of
alarm Terrid has killed Jeard and everyone else within
d Bloodtroll Fighters (6): Male bloodtroll Ftr6; the temple and left through the teleportation circle.
CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144; The energy field exists until someone uses either an
Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22; artifact to dispel it, or until a divine entity directly (like
Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5, St. Cuthbert himself ) intervenes. The PCs, if alive, can
bite); or +21/+16 melee (2d8+18/19–20, Huge +1 follow Terrid through the circle and enact revenge—
greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend with the blessing (and possibly the aid) of the Church
2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE; of St. Cuthbert.
SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25, Either way, it will take a long time for the temple to
Int 8, Wis 10, Cha 10. fully recover. It lost many good clerics (who probably
Skills and Feats: Climb +10, Hide –2, Intimidate +1, will be raised) as well as temple defenders.
Listen +7, Move Silently +3, Spot +6; Alertness, Combat
Reflexes, Dodge, Iron Will, Lightning Reflexes, Power
Attack, Weapon Focus (greatsword), Weapon Special- ABOUT THE AUTHOR
ization (greatsword). Monte Cook started working professionally in the
Rend (Ex): If the bloodtroll hits with both claw game industry in 1988. In the employ of Iron Crown
attacks, it latches onto the opponent’s body and tears Enterprises, he worked with the Rolemaster and Cham-
the flesh. This attack automatically deals an additional pions games as an editor, developer, and designer.
2d6+9 points of damage. In 1994 Monte came to work at TSR as a game
Regeneration (Ex): Damage dealt to a bloodtroll designer. As a senior game designer with Wizards of the
is treated as subdual damge, which automatically Coast, he codesigned the new edition of DUNGEONS &
heals at a rate of 5 hit points per round. Fire and acid DRAGONS® and authored the DUNGEON MASTER’s Guide. His
deal normal damage to the creature, which doesn’t go recent Wizards releases include Return to the Temple of Ele-
away. Attack forms that don’t deal hit point damage mental Evil and the Call of Cthulhu d20 Roleplaying Game.
ignore regeneration, and it does not restore hit points A graduate of the Clarion West writer’s workshop,
lost from starvation, thirst, or suffocation. Bloodtrolls Monte has also published short stories and two novels.
can regrow lost parts of their bodies in 3d6 minutes In his spare time, he runs anywhere from one to three
and can reattach severed limbs and body parts games per week, holds a yearly game convention at his
instantly by holding them to the appropriate stumps. house, builds vast dioramas out of LEGO building
Severed parts that are not reattached wither and die bricks, and reads a lot of comics.
normally. Monte designed the May through August adven-
Possessions: +2 chain shirt, +1 Huge greatsword, tures for the Official D&D Website. To read more of his
potion of fire resistance (used), potion of cure serious recent work and find out about his own d20 imprint,
wounds, 25 gp. Malhavoc Press, please visit his website at
<www.montecook.com>.

11

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