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Dungeon Magazine #133

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1K views90 pages

Dungeon Magazine #133

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Tyler Gallant
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© © All Rights Reserved
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Se DEADLY aa a a AYRES; MANIA FLAMESJAND) FEAR| TAT/AWIKING) FUNERAL scanned Py ATU UT CRAWLERS ov SPIRITS DARCKNPGHT B ISSUE #133 APRIL 2006 paizo.com/dungeon pen ete ereepeeirenes Ce ne neh ear Ear ar pee co ferry rere pees perro rh 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 5 FROM 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.com 710 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, and SUR) 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 Mona CHIMES ‘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 DUNGEON brian 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 7 mounted 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 sorts or 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 Inquisitive all 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) cré Sa 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 crs Skills 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”

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