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DARCKNPGHT BISSUE #133 APRIL 2006
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4% DUNGEON APRIL 2006
VOLUME 20, NO 4
52 KINGS OF THE RIFT = .
Greg A. Vaughn
of Kongen-Thulnir, a ruin
inhabited by tribes o
16 CHIMES AT MIDNIGHT
Nicholas Logue
The brilliant (ifsomewhat
eccentric) detective Victor Saint.
Demain has put more eri
masterminds behind bs
any three other inquisitive
when the master sleuth fils
get the recognition he deserves,
he sets out to prove to Sharn
that it cant live without him, An
Enrrrox adventure for sthelevel
characters.
36 ILL MADE GRAVES
Kevin Carter
The mighty dragon Oroshat lies
dead, as does the barbarian king
who slew him. Yet the dragon's
spirit does not rest quietly.
His wrath lingers in one
teeth lodged in the dead king's
corpse, awaiting only the caress
of the funeral pyre to awaken.
into something far worse than a
dragon of flesh and bone. AD&D
adventure for 7th-level characters.34 Mt. Zogon
50. The Portent
104 Downer
8 Editorial
10 Prison Mail
90 Gamer Guide
92 Dungeoncraft
106 Map of Mystery
96 The City
98 The Dungeon
100 The Journey
102 Critical Threat
mg .
wt J ar
fe
David Hudnut presents a
precarious confrontation .
with the denizens of ‘ V4
Kongen-Thulnir
“Then for the third time thought on its feud
that folk-destroyer, fire-dread dragon,
and rushed on the hero, where room allowed,
battle-grim, burning; its bitter teeth
closed on his neck, and covered him
with waves of blood from his breast that welled.”
“Beowulf”
(translated from Old English)
a RD!
‘Take advantage of the RPGA'S Player Drop by www.rpga.com for more
Rewards program by scoring points details, and use the following —_|
| ‘with the adventures from this issue of adventure codes:
| Dunceon! Each adventure is worth ‘Chimes at Midnight (133CMaDN)
| 2 D&D Player Rewards points, and IML Made Graves (1331GDN)
| remains active until 1/06. ‘Kings of the Rift (33KRLDN)
APRIL2008 DUNGEON 5FROM THE EDITOR
LOVABLE
LOSERS
‘Page Internet thread about D&D
fans’ least favorite official mon-
sters,and it drummed up a whole slew of
‘memories and emotions. As you might
‘imagine, opinions on the thread varied
considerably. The mechanics for one
monster don't quite work the way they
‘ought to, another has always been illus-
trated poorly, and yet another is named
“protein polymorph.” Lots of folks
(myself included) are getting a litle tired
of animal heads on human shoulders,
and of course a few of the newer crea-
tures got some knocks because they have
not yet benefited from 30 years of devel-
‘opment, illustration, and game use,
As you might expect after some 300
posts, the thread included plenty of con-
tradictory votes, Every slam ofthe hippo-
headed giff of Seruijanacer fame, for
example, triggered a strident response
bya fan who couldnt get enough of the
gunpowder-loving mercenaries, After
reading every single postin the thread,
it's fair to say that beyond the tojanida
and the delver, opinions are very much
divided on the subject, as it should be.
One of D&D's greatest strengths is that
it supports a number of different play
styles, from completely serious to com:
pletely zany. A multitude of monsters
presents a huge variety that ought to
leave just about every DM happy.
A few years back, when I was the lowly
editor of Potrsepson newszine and
our current art director Sean Glenn was
1 just finished reading an eight-
Just a poor schmuck on the Wizards of
the Coast graphic design team assigned
to hay it out, we became embroiled in a
similar controversy. I was about 330 in
the morning on the day of our deadline,
and we still had a half-page space to fil
in the magazine. As we worked late into
the night we'd been discussing some of
D&D’s lamest creatures, which turned
serendipitous the closer we got to press
time, Finally, we decided to compile a
bunch of images from the first edition
Fiend Folio in a visual joke we called “The
Monsters Love Forgot” adding new and
slightly insulting comments as captions
‘below the images. Under a picture of
the Elemental Prince Ogremoch break-
ing through a brick wal, for example,
wwe wrote “Hey, Kool-Aid", referencing
beloved Kool-Aid Man commercials
from our youth. We even let RPGA mem-
‘bers have their say asto the lamest Fiend
Folio monster, pitting the achaicrai vs.
the enveloper vs. the carbuncle vs. the
CLEAL, The latter creature won the
vote in a landslide, perhaps because its
‘name isan acronym for “Colonial Insect.
Formed Artifical Life”
All ofthis focus on lame monsters has
‘mademe think lotabout the D&D mon-
sters that I love instead of loathe, and it
might not surprise long-time readers
to learn that my tastes run to the wltra-
orthodox. Whereas the “lame monster”
thread provided plenty of examples of
fans that hate “nonsense” ereatures like
the owlbear, rust monster, otyugh, and
roper, these oddballs are probably my
overall favorites. Yeah, the game is better
offfor the presence of mythological crea-
tures like pegasai and basilisks, but for
‘mymoney the best monsters re the ones
that were born of Dunczoxs & Dracons
itself Yeah, it may not make sense to have
an armadillo-like critter that eats armor
and swords like the rust monster, but few
other creatures send players screaming
like those propeller-taled beasties. The
players might tell you their characters
ate afraid of the demon or dragon they/te
valiantly facing down, but threaten their
magic items and they/l stat acing like
they're really seared.
A story about adventurers squar-
ing off against a dragon or 2 hydra or a
chimera might come from any fantasy
story or myth, but the tale ofa fighter's
brave battle against 2 despicable rust
monster could only be from Duncrons
& DrAGoNs, and for that reason those
creatures that are unique to the game
will always rank highly on my list of
mostloved monsters, and never on my
list of the lamest.
ARIK.
Erik Mona
Editor-in-Chief
‘erikm@paizo.com710 ounceon apr. 2006
Tellus what you think ofthis issue,
ite to: Prison Mal, Pize Publishing. 3960 —>
Richards Road, Suite 203, Belewe, WA 98005
1200 oF send an email. dungeon@palscom,
Check out the Dunceow messageboards at
palze.com/dungeon
a Ee
Yeti vs. Samurai! Dungton 3330 gave
us the chance to return to the world of
Oriental Adventures with “The Palace of.
Plenty,” an atmesphericwinter scenario
involving @ bizarre demiplane popu
lated by unusual spiritual beings. Its
author, Tito Leati, remains one of our
‘favorite writers, whichis why we asked
him to take on the apotheosis of Kyuss
himself in “Dawn of a New Age,” the
final installment of the Age of Worms
‘Adventure Path.
‘Speaking ofthe Age of Worms, jesse
Deckers “The Spire of Long Shadows”
proved that there's no better author
to write a campaign's “big reveal”
episode, even if he begs you not to
‘make him do it from the very begin-
ning, We miss Jesse around the Paizo
‘offices (he used to edit a rag called
Deacon), but as long 2s he sends us
delightfully deadly adventures ike this
‘every year or so we'll always remember
him fondly in our heart of hearts,
Sam Brown's "Within the Circle”
proved that you can still have fun with
goblins, rounding out another mighty
fine issue of our favorite magazine.
Back issues of DUNceON #130 and
dozens of other great issues are avail-
able at paizo.com,
Prison Mail
Sign My Module
Just read your editorial for issue #331
and wanted to throw my opinion into
the ting: I came from ast edition up
through and, and I think my buying
habits changed between the two edi-
tions. 1 didn't really notice the author
of a given module unless, like you said,
the adventure really wowed me. Tracy
“Hickman is probably the only author 1
‘would have recognized other than Gygax,
since I loved Ravenloft and the Desert of
Desolation series.
Second edition made me more
aware of the authors, but by way of the
product lines: Monte Cook and Colin
in Dowcrow and then at TSR/WotC on
various lines, and Sean K Reynolds's
“Lost Tombs” series. For me, the promi«
rence ofthe campaign setting made me
more aware of the movers and shakers
than did adventures.
Anyway, just wanted to say that
Duncrow has never been better (and I've
ought them since issue #2!). Keep up
the great work and bring us some more
sarREON and Age of Worms goodness.
Paul Wolfe
‘Austin, Texas
‘We'll continue to bring you new installments
of the Age of Worms Adventure Path until the
campaign wraps up in Dunaton #236. This
very issue contains an EBcrRon adventure,
and more are very definitely on the way,
Internet of Worms
I started playing D&D back in medi-
cal school in about 1977 and have been
DMing ever since. That means I have
probably played more years than a
majority of your readers have been alive.
My four sons started playing when they
were old enough to think like fighters (F
realize that'san oxymoron) and roll their
own dice. My favorite campaign (and
theirs) was always the Temple of Elemental
EvilSlavelords/Queen ofthe Spiders series,
‘which I've DM‘ for three generations
of players using three editions of rules.
started reading Dunceow at issue #3 and
subscribed for many years until I grew
disillusioned with it. Last year, I finally
subscribed again and T am overjoyed
that I did. The quality has improved
immensely ove the last decade.
Mysons are all away at college now in
three separate cites but westill meetonce
a month for a marathon D&D session.
We started Age of Worms in September
and just finished "A Gathering of Winds”
have to say that this isthe most fun T
hhave ever had as a DM, While there have
been a few problems with inconsisten-
cies (especially in “Three Faces of Evil"),
they have all ben easily managed, Weall
Jook forward to each new installment.
What I like most about it is the balance
ithas allowing characters of all types to
shine at different times. With our group
pursuing degrees in fields such as psy-
chology, philosophy, and education, andSUR) enceon ara
with 1Qs well above average, my players
find good roleplaying far more impor-
tant than just hack and slash adventur-
ing (well, except for my oldest—the out-
‘cast Business major who never outgrew
the fighter stage) and Age of Worms has
ot disappointed anyone,
‘This January, one of our group left
to stndy in for six months and
another will be in Japan for eight. It’s a
testament tothe quality ofthe series that
instead of waiting for them to return or
finding replacement players, we chose to
continue playing over the Internet using
Skype and a Quick Cam. It works sur-
prisingly well, although the time differ+
ences are a bit of 2 system shock (sorry,
{Tm still stuck with some of the old tere
minology), requiring allonighters for us
and early mornings for them. Lalso gave
the player going to China a copy of The
‘Shackled City Adventure Path hardcover as
a going-away present, and he's already
hooked on it. We've already started some
of the introductory roleplaying via email.
Thope it proves to be 2s good a campaign
as Age of Worms so my experience with
yout work as a player will be as reward-
{ng as it has been as a DM.
Bruce Williams
Via Email
Death, Magic, and VANITY!
Hey Erik, great mag. I was delighted
to see our favorite pale priestess of the
Stern Lady gracing the cover of issue
431. She can get stern with me any
time... yowza, One of our players in my
‘Age of Worms campaign is running a
female cleric of Wee Jas and she does
not take kindly to mispronunciations of
her deity’s name (starting with “wedge’
and Ill leave the ending unprinted). 1
love to show her pictures of your iconic
cleric as reference material, though my
friend takes issue with a lawful cleric
of death and magic showing so much
cleavage, and not brandishing her god
dess's favored weapon—she has no dag-
ger. Hearing my friend wax poetic on
how death is the grand stage an which
all life plays out its meager and tran-
sient drama (with an unblinking stare,
no less) is downright creepy. Get thee to
Wee Jas nunnery!
Anyway... you mentioned back in #127
that you used seven “nameless characters”
for art reference: human paladin, human
ranger, halfelf rogue, human sorcerer,
drow bard, tiefling fighter, and our pal-
lid, haunting human cleric. I love these
character portraits and flip through my
copy of DuNGEoN immediately just to
see them depicted in the scenes of each
adventure. Can you be more specifie when
‘well be seeing our druid, monk, barbar-
ian or wizard? (Il put inavote fora dwarf
‘barbarian brandishing a war axe)
Keep up the good work... and for
Heironeous's sake, get that paladin a
helm! No self-respecting man-of-arms
‘would dream of wading into combat
with a tower shield and no protection
for his head!
‘Matthew Klein
San Francisco, CA
The net Adventure Poth, curently in the eoly
planning stages, will mark the appearance of
Jour new members of Duncton's adventuring
band, othough even we dort know what they
ook ie yt Fed fet drop by Pato message
boards with any suggestions!
I Take it All Back!
A couple of years ago I wrote a rather
unfriendly letter to Duncrow.
‘Tomy dismay, the portion of the mag-
azine actually devoted to dungeons was
rapidly decreasing, First itwas adding in
Poxritepson, which was fine because the
‘magazine itself was huge atthe time. But
then came the decision to go monthly,
and then the decision to split the maga-
ine evenly between the two products
(one month 60 pages of Duxcrow, 40
of Pouritepaon, the next reversed). 1
believe this happened around issue 160.
‘While appreciated that there were some
readers out there who liked what they
were getting in PorritzDx0N, it was not
‘what I bought Duncson magazine for.
‘Anyway, the last straw was the mini
game that featured a Josieand the Pusseats
theme, Hijinks, My beloved DUNGEON was
reduced to one adventure, and maybe a
side-trek each issue, and I had to deal
with a ridiculous mini-game about all-
girl pop bands that solved mysteries! 1
participated in heated debates on the
EN World forums, and at the same time
decided to write the aforementioned let-
ter. Suffice it to say Tean't remember the
exact content of the letter I wrote except
that I finished it with something to the
effect that 11d get more value for my
money if just sett on fire,
‘Youccan imagine my suprise (andembar-
rassment) when DUNCEON printed it.
Wel, it's 3¢+ issues later and I can say
‘that what I'm writing now is long over-
due, [ove what has been done with the
magazine. It’s become nearly everything
could have wanted out of the publica-
tion. I'm guaranteed three solid, lengthy,
high-quality adventures each month, as
well as excellent DM advice articles, all
‘wrapped up in an attractive and func-
tional package. After years of picking up
the magazine at the local hobby store, I
have now asked for and received a sub-
scription for Christmas, and I avidly look
forward to each issue.
‘Thank you so much for the enjoyment
Tye gotten out of your publication over
the years, and i'm happy to see that we
are witnessing its best days. Keep up the
good work!
Jan Murphy
Via Email
| distinctly remember your letter, lon, We
Printed it way back in isue #02, and as
we said back then, we take reader com
iments very seriously and routinely modify
the magazine to ensure thot the majority of
‘eaders end up with a product that pleases
them. In the cose of PoLyHEDRON, ulti=
mately the readers decided withthe wollets
that publishing both magazines in one didn't
make as attractive a packoge os 0 magazine
solely focused on DUNGEONS & DRAGON, 0
we dropped the format and returned to all
aD, all the time. Response so for has been
coverpoweringly postive, which just goes to
show that when you give the customer what
they want, just about everyone goes away
happy.
Hijinx remains one of my favorite dao
Mini-Games to dote, and in the interest of
{ll disclosure it shouldbe nated that you dont
hhave to play girl rock and roll rime solvers.
The diverse game allows for bay or even ani-
tal rock and roll erie solvers. So thers,TRS wunceon sss 2008
Se
into the F
arene
_Bylames Jacobs
“Dragotha's phylactry has been
found, yet the undead dragon still
exists. If the PCs are to avert the
“Age of Worms, they must invade
the heartland of Kyuss?
‘ches before the Wormgod awakens.
‘An Age of Worms Adventure Path
scenario for agth-level characters,
Did I Fail a Spot Check?
For a period (up until about issue stun),
adventures included information on
sound, light, and auras in their location
descriptions. I found these to be very
usefil (especially for detect spells), and
‘was wondering if there is any danger of
‘them being included again?
And just to add my name to the list
of others who have praised Duncrox, 1
started gaming back in the early eight-
ies, but ran out of time for itin the mid
nineties. Years later I tripped over issue
‘#05 and was impressed by the adull feel
of “Porphory House Horror” The gen-
cal quality of the other adventures was
also worth the cover price, so I kept an
eye on subsequent issues. After reading
the first few installments of the Shackled
City Adventure Path, I called up a few
of my old gaming group and we had a
g0 with the new edition of D&D, and
now have a regular monthly game going
again, which is helping to keep us sane.
‘Thanks for the escape!
Sean Venning
‘Adelaide, Australia
imately, we decided that the sound, light,
‘and aur descriptions we used to provide, while
hep were not helpful enough to warcant the
aricunt of space they chewed up inthe adven-
tures. While knowing what sorts of magical
‘ures re lurking ina given room ean save a
DM some time (thanks for being so compli
‘cated, detect magic) ultimately it was 0 ques-
tion of choosing that information or including
‘something like o handful of odditonel encoun
ters, new monster, or something similar.
Sides. The Final Frontier
ove the adventures in your magazine,
but really wish you would consider
the return of the Side Trek. I've read
con the message boards that Campaign
‘Workbooks fulfill the same purpose, and
Thave to say T disagree. I love the idea
of having a short, easy-to-run adventure
that can finish in a single night of am-
ing, or expand if I desire. As a working
adult, Lvalue that utility. hope you can
find a place in DUNGEON for a Side Trek
onee in a while.
Ashavan Doyon
Chicopee, Massachusetts
Every $0 offen we manage to squeeze in a
fourth adventure, which means that at least
‘one of those adventures might be termed a
“Side Tre,” Duncton’s old name for short
‘adventures that can be completed in one sit-
ting, We are absolutely committed to provid-
ing three adventures ofeach “level band” (low,
mid, and high) every month, Anything else
(including the rore Side Trek) is a bonus. The
‘Campaign Workbook is not meant to toke
the place of Side Treks, but rather to add a
‘new dimension to the magazine by focusing
‘9n OM tools and advice. Although killing the
Campaign Workbook would allow us some
extra space to run, say, a Side Trek every
‘month, that's not something we're seriously
entertaining at the moment.
Messageboardom
Being drawn once again into the pages
of DUNGFON with the new Age of Worms
‘campaign has really got me fired up. But
‘what really has gotten me burning to DM
‘this campaign is the message boards you
folks at Paizo have available at paizo.com,
where gamers from around the globe
‘come together in one place and ask ques-
tions, offer suggestions, and relate their
{game experiences within the campaign.
1 find that this deepens my gaming
‘experience because everything is offered
freely and with the intent of making
things easier and more unique for my
players. Chave been inspired to offer my
‘own insights and this challenges me to
be a better player and DM.
My deepest thanks go out to the
DUNCEON staff.as well as my fellow mes-
sage board posters.
‘Matthew T. Wheleban
Rochester, NY USA
The message boards have realy added @ new
element to this magazine allowing the staff to
interact directly wth the readers and allow
ing readers to share ther ideas and exper
‘ences with each other | mysef run an Age
of Worms campaign, and i've found that the
Age of Worms messoge boards are probably
the most helpful campaign resource Ive ever
encountered—and t'm the guy who outlined
the entire campoign! So thanks for writing
in, Motthew, and thanks os well o all of the
‘readers who make reading our message boards
fim part of evry day—Ek MonaCHIMES ‘AT MIDNIGHT
CHAMIES AT
HDNGHT
GY NICHOLAS LOGUE,
G BY CHRIS STEVENS, GALA FERRIERE AND MIKE FRANCHINA
@ BY ROB LAZZARETTI,
EBERRON , LOW-LEVEL (IST-5TH) , URBAN
16 DUNGEONbrian if somewhat eccentric
tectve Vi Demin has
t more criminal masterminds
behind bars than any three other inquis
tives But when the master sleuth fils to get
he recognition he deserves he sets out to
prove to Sham thattcan¥ live without him.
the famed City of Towers, “Chimes
at Midnight” is an event-based adventure
of criminal intrigue in the Enron Carn
patgn Setting forfour PCs of th level With
some adaptation, this adventure can be
played in any urban environment regard
lessof setting This adventure is suitable for
any character, but those wit Intlligence-
Charisma-related skills who can investi
erogite suspects
willbe helpf
gate crime scenes and i
and wit
Adventure Background
Sham is no stranger to crime. The city's
isrifewith murderers,
From the
and illegi
duplicitous doppel
imate organization:
sof the Tyrants,
to Daask’s monstrous menagerie of cut
throats and the fearsome short-statured
ooks of the Boromar Clan, Sharx
every shadow conceals a crime, many of
ankfully, the City
ith its fair share
h go unsolved. 7
of Towers is blessed
of inquisitives. These sleuths hunt down
malefactors with their canny minds and
remarkable powers of observation.
No one has put more men and mon.
sters behind bars than Victor Saint
Demain. A selfmade man and daring
master inquisitive, Victor’ brilliance and
inexhaustible determination have put
some of Sharn’s most dangerous pub-
lic enemies away, cracking cases that left
the Sharn Watch's finest baffled. Victor
prides himself on being the very best at
whathe does. He revels in tackling cases
other inquisitives fail to solve and loves
to humiliate his rivals and show off his
remarkable talents. To satisfy his raging
ego, Victor aspired to join the ranks of
i's elite inquisitives,
Victor freelanced for House Medani in
the past, usually when their inquisitives
lve a puzzling crime. In every
{nt-Demain succeeded where
ves failed. After locating a dia
mond-studded silver statue ¢
pilfered fiom Baron Trelib d’Mi
a basilisk
dani’s
‘own quarters in Sharn, Victor petitioned
the Warning Guild for membership. His
obs
in was the master detective that the
dragonmarked half-elves would leap at
the chance to employ his services, that
conducted himself with an unseemly
amount of overconfidence during his
personal interview with the Baron Trelib
d'Medani. Victor's cavalier attitude,
along with a few demeaning comments
directed at several of the house's own
‘muster inguisitives, incensed the baron,
and Victor's petition foradmittancett the
Warning Guild v
Rejection. proved too
s refused on the spot.
much for the
sitive to swallow. His fury
Eee
7mounted over the next few days, trans-
forming his hubris into madness. Insane
and enraged, Victor Saint-Demain con-
cocted a sinister plan for vengeance. He
would show Baron Trelib d’Medani just
how powerless he was without Victor's
valuable services.
Now the former master inquisitive-
turned-criminal-mastermind leads a
cabal of freakish outlaws on a crusade
to topple House Medani. Victor pulls
the strings while his criminal puppets
carry out his plans for revenge, attacking
Medan interests and unleashing bedlam
on the City of Towers.
Adventure’
‘The PCs are passing through the Bazaar
‘on business of their own when they hap-
‘pen upon a prison caravan in the throes
‘of chaos. Goblinoid criminals and a mad
cttin flee their cages into the crowd,
threatening bystanders as they make
their escape. After the dust settles, the
PCs learn that six of the caravan's most
dangerous criminals escaped before
their arrival
‘A few days later, the PCs become
involved with the disappearance of
Zelina d’Medani, the daughter of Baron
‘Trelib d’Medani, who vanished while
investigating the theft of the silver basi-
lisk, a statuette already stolen once and
retrieved by the celebrated masterinquis-
itive Victor Saint-Demain. The PCs are
hired to find the baron's daughter and, if
possible, retrieve the basilisk. Examining
the scene of the crime gives canny PCs
a few hints as to Victor's involvement in
the theft ofthe statue,
‘The PCs’ investigations lead them to
a silversmith’s shop in Cassan Bridge
and one of Victor’ own agents, bru-
tally murdered to cover the criminal's
tracks, From here, the PCs pursue several
avenues of investigation that all lead to
Victor Saint-Demain and his plans for
‘vengeance against House Medani
Investigating an old water tower con-
verted into an office and laboratory by
Victor leads the PCs into a death trap
of the inquisitive’s ingenious design.
Before the tower explodes in a ball of
fire, the PCs catch a glimpse of plans
to make an attempt on Baron Trelib
’Medani's life by crashing a runaway
lightning rail train into Trelib’s coach
as it departs Terminus station.
The PCs rush to Terminus station
and must talk or fight their way past
warforged guards of House Orien and
House Medani’s own sentries in order
to get the baron off his rail coach before
Victor's runaway train crashes into it,
consuming the platform in clemental
fury. If the PCs succeed in saving the
‘baron fom a coffin of twisted steel, one
of Victor's minions, an albino gargoyle
named Scrimshaw, attacks the PCs and
delivers a message to the baron implying
that his daughter will die at midnight on
Wildnight unless the PCs find her frst.
The PCs have mere hours to franti
cally shake down contacts and piece
together clues leading them to an old
condemned temple devoted to Aureon
in the impoverished and crime-rid-
den slum, Gate of Gold. In the decayed
temple, the PCs battle Victor's deranged
minions before squaring off against the
master inquisitive atop the temple's
bell tower, where Zelina d’Medani has
‘been chained to the crumbling tower's
decrepit bell, awaiting the chimes at
midnight—and her doom.
The Festival:
Sypheros is a month of unbridled pas-
sions. In acarnal tribute to the Fury, citi-
zens of Sharn cast off inhibitions and
camivals rage in the streets. These bac-
chanalian revels culminate in Wildnight,
con the 17th, when the Sovereign of Pas-
sion and Madness reaches the height of
her power. The mid-autumn airis tinged
with an electric chill and the cautious
lock their doors against the Wildnight
while the adventuresome prowl the
streets secking diversion.
Emotions run high as Wildnight
approaches, and revelry often escalates
into violence as casual slights spark
deadly brawls.
None are more overjoyed at the onset
of Wildnight than Sharn's criminals.
During this crazed festival, denizens of
the underworld prey on foolish citizens
who, drunk on passion, ale, and dream-
lily, wander Sharn’s shadowed alleys
unaware of the dangers lurking within,
This entire adventure builds to a
midnight climax on Wildnight when
the Fury reigns over the hearts of men.
Victor Saint-Demain gives in to his
deranged vengeance over the course of
the adventure. He first steals, then kid-
naps, and finally is driven to plot the
murder of Buron Trelib and his daughter
in the adventure’ final act. As Victor's
deeds increase in sevetity, so too should
the crazed tension palpable on the city
streets as Wildnight draws ever closer.
Adventure Hooks,
If possible, you should start introducing
elements of this adventure well before
the PCs are called in to meet with Baron
’Medani in Chapter One. An encoun-
ter with Victor, as well as the prologue
encounter, can occur any time the PCs
are in Shar—perhaps while they are in
the midst of another adventure. You can
use wanted posters or rumors to fore-
shadow the adventures main villain and
his diverse henchmen before the PCs start
to hunt them down, or simply launch in
on Chapter One and dispense with the
prologue altogether. Here area couple of
alternate ways to draw your PCs to House
Medani and their inquisitives.
* fone of your Cs isa half-elf with ties
to House Medani, you have a natural
hhook for this campaign. But there are
other ways for your PC to be in debt
to the baron, Perhaps the investigators
were able to retrieve an item stolen
from the PC's family. Maybe he met
the baron's lovely daughter Zclina at
‘one of Sharn’s many social events. In
any case, the baron turns to his family
fiend for help.
Victor's band includes some truly
nasty individuals. A PC's close friend
‘or farnily member may approach the
party and complain that the notori-
ous criminal who once assaulted or
robbed him has escaped justice, and
ask the party to aid House Medani in
tracking him down.
nae
The following event occurs several days
before the remainder of this adventure,
and serves as an introduction of sortsor its chief villains. As the Ps go about
their business in Sharm they pass parades
celebrating the Fury led by throngs of
wild dancers arrayed in headdresses of
beads, horsehair, and feathers. These rev-
elers whiel and twist thein way through
the streets, followed by a band coaxing
impossibly chaotic rhythms from their
goatskin drums. Workers hang large red
lanterns above the street that will bum a
hellish angry red on the 7th when Wild-
night gets underway.
Suddenly, amidst this celebratory
procession, a roat rises above the din,
followed by piercing hysterie screams.
The drumming dissipates as the band
relents, their cacophony replaced by
the sounds of breaking wood, steel
singing against steel, snarls and gut-
tural cries of pain. If the PCs rush
toward the disturbance to investigate,
read the following:
The intersection ahead is 2 chaotic scene of
carnage. Caged wagons are overturned in
the middle of the road, and armed guards
wearing the sigil of House Medani are
engaged in a pitched battle with frenzied
goblins and hobgoblins, all wearing gray
prison uniforms. Bodies of goblins and
guards alike are splayed in the street, the
blood running along the cracks between
the cobblestones. Three hobgoblins have
armed themselves with longswords. A tow.
cing ettin, his torso and arms riddled with
crossbow bolts, roars as he lays into the
remaining Medani guards with two huge
planks of wood. One of its heads lalls,
grimacing in pain, its neck lanced with a
black feathered bolt
Creatures: The escaped prisoners
raging through the streets include 10
goblins,3 hobgoblins,and the wounded
ettin. As the PCs approach, the last
of the Medani guards drops under a
crushing blow from the ettin. The gob-
lin and hobgoblin prisoners attempt
to flee up the boulevard. Ifany PCs get
in the way, the hobgoblins bull rush
them through storefront windows or
into vegetable stands before running.
If comered, they fight to the death
rather than go back to jail. The ettin is
wounded and furious. ifthe PCs do not
stop it, the ettin attacks the crowd of
bystanders, smashing storeftonts and
killing several people before the Watch
arrives to slay it.
Hoscosuin Fuairives
‘Male hobgoblin fighter 3
CE Medium humanoid (gablinoid)
Monster Manual 153,
Init +42; Senses darkvision 60 is Listen 1,
Spot=1
any ‘ommeon, Goblin
4E17, touch 12, flat-footed 10
hp 27 (3 HD)
Fort +4, Ref
Spd30 8
Melee longsword +6 (1d8+3/19-20) and
Base Atk +3; Grp+6
‘Atk Option Improved Bull Rush, Power
attack
cR3
N40.
Aotes 16, O16 Con TZ TG, Ws
8,chat eNO
Feats Improved Bull Rush, Power Attack GATHER InroRMATION
Run, Toughness Peale
Skila Cimb +6, ntimidate +5, Jump +6 adventure, the PCs can.use Gather Information to learn about their
Possessions longsword ab gry piconet PM ea eg PDEA eset Check athe gen OCs
outfits eee on
Goblins i} AC 12, touch sa, tt: OS Ve Seeman
footed 11; hp 5; melee dagger +1 (1d4/s9- Gao: One of Sharn's most skilled ingulsitives, Victor always gets his man.
20), possessions dagger drab gray prison 7 BtGass Wietors talents are matched oly by his arfogance. He carries his
outfits; Monster Manual 33 : trademark sword cane wherever he goes.
Bitin Eseapee: AC 15, touch 8, flat ‘BC: Victor was raised in an orphanage in Gate of Gold,
footed 15; hp 65 (currently 43; melee » = DKS Wietor was recently rejected for.membership in the Warring Guild,
clube 1/2/77 (i865 posesions
two cbs two wagon whe dey Me
Prison outfit, Moser Manual 06 [DC ig: Scinshawrs not an alin, buts aficted wth some ae diane
Development: Six rounds after the DE 29: Scrimshaw hates clerics and healers with a passion.
Cs reach the ecene the Shar atch le ee
arrives in force: a total of 10 guardsmen {rail of white dust and chips. Victor tracked hien by this side effect of his
commanded by Watch Captain Iyanni ailrnent; and PCs can do the same-
Tvs fale han her 9 :
They round up any remaining gobli -Rrregia the Gasper
roid el the etn (ithe party he not i NRG Reel cated ile who targets those who seek tlprotect cher:
ae ae el bene cane checkers pray larh
Bee sic vaio stoke incense
TDC.as: Rregla is called the Gasper rot because of her method of slaying prey,
i ul ‘but because she has a serous respiratory disorder causing hero xp
ler hectare wa anoporting And wheeze. A pinch of pepper thrown in her face can temporarily daze het
jail in Citadel to larger prison complex ageDUupock the Masher
done so),and question the PGs and sur-
rounding citizens as to the particulars
‘ofthe escape. After the fray is ended, the
in Wroat to serve their sentences. The | ™Dt1@" Masher mashes veins with a large warhammer.
prison is a new undertaking by House D5: Durok used to bes member of Daas, before Victor captured him,
Medani, as are these transports of their 9 9G 205 Durok’s former superiors in Daask removed his tecth,
aeaalnels DCs: Durok is hopelessly addicted to dreamliy Word on the street is that he
‘Onlockere report thit « group.of'six favors a dreamilly den in Callestan run by a dwarf named Creeks,
criminals escaped their wagons as the ag
barred doors suddenly sprang open. The SPSS legge Mies ashiter Wh 3 properly for volo robber/ aains =n prey
six convicts freed the others to cover BCs: Mange is a beasthide shifter who is nigh invulnerable:
their escape, Interested PCs may inquire (DC 20; Mange is vulnerable to silver weapons.
with the Watch or House Medani as to DE 25: Mange is quite craven. He fees at his first wound fiom a silver weapon.
the identities ofthe six criminal or they
may see the wanted posters nailed up all Sau EEMR
over town and pictures appearing in the jegsDG30# Mtl iskriown about this changeling thi
: DDC 5: Winn prefers eat burglary and larceny to violent cies.
the followin DC 20; Vrinn claims to be related to the cycloptic: civilizations of ages: past.
Meaney ain was behind the BERS THeIVants als hunt Vin, snd hey may sean rackng bin down
escape, which he arranged in order to a
recruit six criminal minions to carry ‘DE io: This crazed metalstudded hobgoblin kills with his bare hands.
out his plans. On the pretense of gath- Cas: Grimgraj was ance a monk, but was expelled from his order
ering information for a current case DC20: if taunted as a failed monk, Grimgraj attacks the source of the derision.
involving the Tyrants, Vitor gained (le gDG3S A et meal spells particule effeciveton the hobgoblin. Also the
access to Vrinn (sce “Sharn’s Most hogoblin has. a minor clat of lasting implanted in his Read.
Wanted” below) atthe jail. During the
interview he passed Veinn a key to the
caravan’ cages and a lst of five other be a
prisoners to break out. Vietor brought
‘morning edition of the Sharn Inquisitiveall six of the escapees to justice for
House Medani. The inquisitive enjoys
the irony of undoing the good deeds
he accomplished in the name of House
Medani and using the very criminals
he rounded up for the baron to bring
his house toppling down on him.
The rest of the adventure does not
begin until a few days later, and this
encounter may be used to simply fore-
shadow “Chimes at Midnight.""The DM
may have the PCs set off on another
adventure (such as “Fallen Angel,”
in Duwcron #117) in the meantime,
allowing the players to begin “Chimes
at Midnight” in earnest after finishing
that adventure,
Ifyou do not care to use this encoun-
ter to foreshadow the adventure, simply
alter the timeline to have the prison cara-
van incident occur closer to Wildnight.
‘Sharris Mast Wanted
Here are brief backgrounds and char-
acter biographies for the major NPC
villains in this adventure. Use them to
‘embellish roleplaying encounters they
have with the PCs or to integrate them
further into your campaign.
The Mastermind
Victor isa dapper gentleman of thirty-
two years with night-black hair and
‘exquisite taste in clothing. He has a
penchant for diamonds, silver, white
silk gloves, and his trademark gentle-
man's sword cane. He enjoys display-
ing his wealth and lording his skills
over his fellow inquisitives. An orphan
‘who overcame circumstance, Victor
educated himself with the help of a
scribe at the orphanage where he was
raised. He affects the air of a dilet-
tante, even though he secretly despises
nobleborn folk who squander their
opportunities in life. He previously
possessed a stern sense of justice and
a charitable heart, which has lately
been corrupted by his grossly bloated
pride. He originally purchased the
condemned temple of Aureon in Gate
of Gold to starta school for impover
ished children, but his madness made
him a twisted instrument of hubris
and vengeance.
Victor Saint-Demain’s downfall is
much more interesting to the PCs if
they encounter the master inquisitive
prior to this adventure. Ifthe opportu-
nity presents itself, have the PCs cross
paths with Victor in an earlier adventure.
Saint-Demain may aid them in an inves-
tigation or humiliate them by solving a
case before they do.
‘The swashbuckler class first appeared
in Complete Warrior. The Master Inquisi-
tive prestige class is fromn the Esexnon
Campaign Setting,
Victor SaINT-DeMAIn
Male human expert 2/swashbuckle 3/
master inquisitive 4
(CN Medium humanoid
Init +2; Senses Listen +4, Spot +4
Languages Common, Elen, Goblin,
Undereommon
E17, touch 12, flat-footed 15
‘hp 53(9 HD)
Fort +5,Ref+8, Wil
Spd 30.
Melee mvk rapier +10)/+5 (Id6+4/18-20)
Ranged mwvk dagger +10 (1d4/19-20)
Base Atk +7; Grp+7
‘ik Option Combat Expertise, Improved Feit
‘Special Atk insightful strike
‘Combat Gear elitr of sneaking (2), potion of
cure serious wounds (2)
Spell-Like Abilities (Cl 4)
1fday—discer ies (OC 18), 20ne of truth
__ Cu)
Reiltes Str 10, Dex 18, Con 12, int 18, Wis
8,Cha 14
SQ contacts), grace #1
Feats Combat Expertise, Education,
Improved Fein, Investigate ron Wil,
Usrbao Tracking, Weapon Finesse
Sills Blu +12, Craft (alchemy) «9,
Diplomacy 49, Decipher Script +9, Disable
Device +9, Disguise-+7 (69 acting), Gather
Information +15, Heal +4, Knowledge
{areana)+11, Knowledge (architecture and
engineering) +10, Knowledge local) +16,
Knowledge (religion) +10, Listen +4, Open
Lock +7, Search +16 (+18 when searching
for secret doors|compartments), Sense
Motive +7, Spot +4
Possessions combat gear, «? studded lather,
‘masterwork diamond-studded sword
cane (1,000 gp), 2. masterwork daggers, 2
fair of golden ion figurines of wonderous
cre
power, diamond brooch 400 gp dark
purple gentleman's dak, sof basilisk
leather boots (80 gp), in red erushed
velvet vest (20 gp) sik shirt and pants,
whit sik loves (40 gp, diamond:-sudded
mechanical pocket watch (2.000 gp). 58 gp
Grace (Ex) Vicor gains 3 +1 competence
bonus on Reflex saves.
Insightful Strike (Es) Vietor can place his
finesse attacks where they hu. Vietor
applies his Intelligence bonus as 3 bonus
con damage rolls made with any weapon
that can be used with the Weapon Finesse
feat. Targets immune to sneak stack ae
immune to this extra damage
Contacts Victor has 2 contacts within Sham
that he can call upon fo informatio.
hile this adventure assumes that Vietor
is fairy wel informed about the PCs"
movements, this ability has no specific
game effec.
Thelvory'
Scrimshaw's moniker describes the ter
rible disease afflicting him. The stony
serial killer's rocky hide turned bone-
white years ago, and his horrible reputa
tion prevented him from receiving aid
fom either Jorasco healers or clerics
(he hates both with a passion). The gar-
sgoyle rarely speaks but enjoys cackling
at his enemies’ pain and frustration as
hoe pelts them with arrows from the ai.
He wears 2 necklace of polished finger
bones grimly harvested from his victims
He was captured by Saint-Demain one
year agoater the gargoyle went on atwo-
week killing spree in the Cogs.
Scamswaw
Male gargoyle rogue 3
‘CE Medium monstrous humanoid (earth)
Monster Manual 133
Init +5; Senses darvision 60 fs Listen #12,
Spot «12
Languages Common, Terran
{ACIS touth 15, fal footed Ue uncanny
dodge
bp 60 (7 HO) DR Lojmagic
146, Ref +12, Wil 46; rasion
Spd 40 fy €0 8. overage)
Melee 2 awe +9 (d4e3)
and bite #7 (63)
Ranged mvk composite shortbow +12/47
aee.3/a)
créSa Tees
Base Atk +6; Gep +9
‘Atk Options Wultiattack, sneak attack +246
‘Abilities Str 16, Dex 20, Con 19, nt 8, Wis
12, Chas
'5Q freeze, trapfinding, trap sense «1
Feats Alertness, Multiattack, Stealthy
Skills Hide #15 (623 against white
stone background), Knowledge (local)
+4, Listen #12, Move Silently +11
Spot +12
Possessions masterwork composite
shortbow (+3 Str) (made of white oak
wood) with 20 arrows also made of
white oak
The
Rrregla made a name for herself targeting
Sharn Watch members in killing spree
‘that sted well overa month. Victor ascer-
tained the assailant was attacking prey
from above and deduced a choker was
‘behind the killings, bringing in Rrregla
‘days later by posing as a Watch guard on
patrol in the area he triangulated as her
next Kill zone. She is a brutish member
offer grotesque race, though she adores
dressing in fine red brocade jackets and
smoking expensive anise-spiced cigars.
RaReGia THE GASPER
Female choker fighter 2
CE Small aberration
Monster Manual 34
Init +7; Senses darivision 60 f; Listen +2,
Spot +2
Languages Undereommon
E18; touch 14, fat-footed 14
cre
hp 23(5 HD)
Fort +3, ReF+5, Will +5
we
ss gaseous vulnerability
Spd 208, clmbio®
Melee 2 tentacles +5(163e4)
Space Sf Reach 10
Base Atk +4; Grp +8,
Atk Options constrict (14344), improved
sab, quickness, Blind Fight, Power Attack
Combat Geae potion ofborkakin (+3), potion
of eater magic fang (+2)
Abilities Str 18, Dex 16, Con &, Int 6 Wis 14,
Chas
Feats Blind Fight, Improved Intative, Power
‘tack, Stealthy, Weapon Focus (tentacle)
Sills Climb +16, Hide «11, Move Silent +7
Possessions combat gear, fine green silk
doublet, formal ed coat with tall, 6
cigars, 10 tindertwi
respiratory condition, Rrregla is
especially vulnerable to inhaled poisons,
2s well 2s any effect that works through
the lungs (such as stinking cloud or
cloudlil. She takes 2~4 penalty on all
saves against these effects. In addition,
if exposed to any inhaled irtant (such
as fresh pepper or sneezing powder) she
must make a OC 14 Fortitude save or be
dazed for 1 round.
The ‘Brute
Durok used to be a Daask enforcer
before he failed his superiors by leaving
evidence behind at the scene ofa crime.Victor tracked the hulking bugbear toa
Daask hideout, but not before his mas-
ters punished him by removing all of
the bugbear’s teeth. His abuse of dream-
lily worsened as he used it to cope with
the horrendous pain of his shredded
gums, He is now completely addicted
to the drug, He favors a warhammer in
‘combat because he can mash his vietims
into a soupy paste fit for his consump-
tion, He has particularly long floppy
‘cars for a bughear and patches of jet~
Dlack far cover his arms and legs. His
maw droops sickeningly without teeth
to hold it straight.
DunoK THe Masien
Male bugbear barbarian 3
CCE Medium humanoid (goblinoid)
‘Monster Manual 29
{nit +1; Senses scent, darhvsion 60;
Listen +8, Spot +5
‘Common, Goblin
'AC19 touch ft Foted 18; canny dodge
hp 48 (6 HD)
Fort +6,ReF 65, Will
Spd 40%.
Melee* mwk warhammer +9 (ld8+8)
Base Atk +5; Grp +10
‘Atk Options Power Attack (+3 already
figured above), rage 1/day
*5point Power Attack
Bellies St-20, Dex
8,cha6
SQ iliteracy, trap sense +1
Feats Alertness, Power Attack, Weapon Focus
(warhammer)
Stills Climb 47, Hide 45, intimidate +2,
Listen 48, Move Silently +5, Spot +5
Possessions masterwork warhammer,
masterwork studded lether, heavy
wooden shield
crs
‘on 15, Int
‘Rage (Ed) While raging Duroks stats change
as follows:
hp so.
‘AC a7, touch 9 flat-footed 16
‘Melee mwk warhammer 423 (ud820)
Grp nia
Fort +8, Will +3
Abilities Str 24, Con x9
Skills Climb +9
The! ‘Shifter
No one would expecta towering mass of
animalistic fury like Mange to be craven,
bute is. He possesses a deep-seated fear
‘ofthe burning pain caused by alchemical
silver, and he flees from the sight of it.
Standing seven feet tall and nearly four
feet across from shoulder to shoulder,
Mange looks like a fearsome adversary.
He wears his red air ina wild, unkempt
mane framing his bestal face.
Mance CR?
Male shifter (beasthide) rogue S/ighter2
CCE Medium humanoid (shapechanger)
Init +7; Senses low-light vision; Listen +8,
Spot +9
dodge
hp 45(7 HD)
Fort +6, Ref +7, Will 42; evasion
Spd 30.
Melee mk rapier +8 (Ld6+2/18-20)
Ranged +1 returning talenta boomerang +9
(e4s3)
Base Atk +5; Grp +7
‘Atk Options shifting 2/day 9 rounds), sneak
attack +346
‘Combat Gear potion of hase, potion of cure
'5Q trapfinding, trap sense #1
Feats Beasthide Elite Exotic Weapon
Proficiency (talenta boomerang),
Improved Initiative, Shifter Defense,
Shifter Ferocity*
‘Skills Balance +9, Climb +13, Hide +10,
Jump +11, Knowledge (local) +3, Listen
+9, Move Silently +10, Sense Motive +6,
Spot «9, Swim +7
Possessions combat gear, masterwork
rapier, +1 chain shit 61 returning talenta
boomerang, 30 gp
*these feats improve Mange’ shifting ability
{sce below)
Shifting (Su) When Mange shife, his stats
change a follows:
bhp 52; DR 2/siver
AC 25, touch 3, flat-footed 20; uncanny
dodge
Fort +7
Abilities Con 36
'SQ may fight without penalty even when
disabled or dying
The
Vrinn did a short stint with the
‘Tyrants before going freelance. His
former employers see Vrinn’s knowl-
edge of their organization as a liability
and relentlessly hunt the changeling.
In his natural form, Vrinn prefers a
cycloptic visage, and on occasion he
claims (falsely) to be descended from
an ancient eyclopean civilization of
Xen'drik.
Vann
Male changeling rogue S
‘CE Medium humanoid shapechanges)
Init +4; Senses Listen +5, Spot +
Languages Common, Halfing
C15, touch 15, flat footed 11; uncanny
dodge
hp 25 (5 HO)
Fort +2, Re +, Will +1 (+3 vs. slep or
charm effects); evasion
Spasor.
Melee +1 dagger +8(144/19-20)
Ranged mwik dagger +8 (1d4-1/19-20)
Base Atk 13; Grp +2
Atk Options sneak atack +346
Combat Gear eli afr breath, potion of
cure moderate wounds
‘ilies StrB, Dex 18, Con 12, nt 13, Wis
10,Cha 16
$Q minor change shape, trpfinding, tap.
sense +1
Feats Quick Change, Weapon Finesse
crsSkills Balance +5, Bluff +13, Climb +3,
Diplomacy +10, Disable Device 48,
Disguise +21 (+23 acting), Escape Artist
+12, Gather information 46, Hide +9,
Listen +5, Move Silently +9, Open Lock
+10, Spot +6, Use Rope +7
Possessions combat gear, +1 dogger rng
of protection +1, 2 masterwork daggers,
smuitlaered tear-away clothing of
various styles and evs, durable soft
leather boots, 23 gp
Minor Change Shape (Su) Veinn can
alter his appearance as though using 2
disguise self spell that affects his body
but not his possessions. This ability
is not an illusory effect, but a minar
physical alteration of his facil features,
skin color and texture, and site, within
the limits deserbed fo the spel
Vrinn can use this ability at wil, and
the alteration lasts until he changes
shape again. Vrinn reverts to his natural
form when killed. true seeing spell
reveals his natural form. Whea using
this ability to create a disguise, Vrinn
receives a +10 circumstance bonus on
Disguise checks. Using this ability is @
move action.
The Foiled Monk
Grimgraj once aspired to martial mastery
in an order of monks but was expelled
on account of his prodigious vicious
streak. The hobgoblin is obsessed with
body alteration and is covered with
numerous metal studs and piercings.
He loves showing off his studded chest
and arms to intimidate his foes. His skin
is an angry shade of red, while years of
stretching training he underwent in his,
‘monastic days have given him unusually
long arms and legs.
Gamaray
‘Male hobgoblin monk 2/ighter 3
NE Medium humanoid (goblinoid)
‘Monster Marual 153
Init +8; Senses darkvision 60 ft, Listen +5,
cRé
Spot +6
Languages Common, Gob!
C15, touch 17, flat-footed 12
hp 41 (5 HD)
Fort +9, Ref +8, Will +7; evasion
Spd30 =
Melee unarmed +8 (14642) or
unarmed +6/+6 (ad6+2)
Ranged jsveln +8 (1dbe2)
Base atk +4; Grp 4
‘tk Options fury of blows, Snatch Arrows,
Stunning Fist day (OC 15)
Combat Geat minor ile of blsting
‘Abilis S14, Dex 8, Con 16, nt 10, Wis
16,Cha12
Feats Acrobatic, Deflect Arrows, Improved
Initiative, Snatch Arows, Stunning Fist,
Weapon Finesse
Skills Balance +13, Climb +4, Hide 66, Jump
48; Listen 5, Move Silent +10, Spt +6,
Tumble +9
Possessions combat gear, bracers of armor
+2 black sik pans and cloak, sandal,
16 gp
Chapter One: The Case
of the Basilisk
By the asth of Sypheios, Baron Trelib
@’Medani (male halfelf rogue 7/master
inquisitive 2; Bluff +12, Diplomacy +12,
Intimidate +, Gather Information +15,
Knowledge [local] +6, Sense Motive +13) is
at his wits’ end. Several days ago, the first
‘of what was to be several prison caravans
relocating convicts from the overpopii-
lated jail in the Citadel to Medani’s new
prison facility in Wroat tore itself apart.
Six dangerous fugitives continue to
evade capture, and the deal he brokered
with the Citadel is under reconsidera-
tion due tothe disgrace.
But the caravan disaster is the least of
the baron's worries. The silver basilisk,
a silver statuette adorning the entryway
to his personal office in Sharn’s Dragon
‘Towers district, has gone missing again.
To make matters worse, his daughter
Zelina and her team of Warning Guild
inquisitives investigating the theft vane
ished without a trace two days ago. The
baron is anxious. His command of the
house, its reputation, and his family are
at stake, and he is fresh out of inquisi-
tives, Normally, he would call Victor
Saint-Demain at a time like this, and
he now regrets spurning the talented
detective. Going to his rivals in House
‘Tharask for assistance would display
his weakness and invite someone else to
lake advantage of his vulnerability. Out
of options, Trelib has no choice but to
turn to the PCs.
‘Medani
‘The PCs are summoned on the evening
of the 1sth, An entourage of four Medani
sentries (see Emerson Campaign Setting
page 235) meets the PCs at the door to
the stately and defensible townhouse in
Sharn's Dragon Towers district. From
there, they are escorted past an oddly
incomplete marble pedestal to the bar-
on's private office.
Baron Trelib d’Medani is a tall half
elf with 2 slight pauneh, a full head of
jet black hair, and a brazen mustache
to match. His face is weary with cares
as he regards the PCs and offers them
the drink of their choice. The baron
maintains an affected air of aristocracy,
showing mild disdain toward common-
born PCs.
‘Teelib informs the party of his current
conundrum and offers to pay them 2,000
gp to find his daughter and retrieve the
silver basilisk. The baron is not particu-
larly forthcoming as he doesnot want the
PGs to perceive his desperation. Trelib
oes his best to present the appearance
of a powerfil patron doing the party a
favor by taking interest in them. If the
PCs win an opposed Sense Motive check
against the baron's Bluf, they realize the
depths of the baron’s desperation and
can extort him fora higher fee (he cannot
afford to go above 4,000 gp). Extorting
the baron may seem like a good idea,
butany PC with Knowledge (nobilityand
royalty) may makeaDC:s check to recall
that Trelib has a very close relationship
With Breland’s King Boranel. If the PCs
play their cards right, they might settle
for the 2,000 gp and curry favor with
their monarch and a powerful dragon-
marked house.
Once the PCs agree ona price, Trelib
tells the party Zelina was investigating a
silversmith of ill repute, a cagey human
named Calinto Mulhar from the
Shadow Marches who set up shop in
(Cassan Bridge less than a year ago. His
daughter suspected Mulhar of being
involved in the heist. The baron adds
his personal thoughts: “Never trust
a foreigner, especially a toad-eating
human from the Marches.” He supplies
the PCs with the address of Mulhar's
shop, “Shining Star Silver”