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Slumsof Phlan

A section of the "Ruins of Phlan" suitable for adventure. With minimal stats will work for most systems.

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Chuck Thompson
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0% found this document useful (0 votes)
377 views6 pages

Slumsof Phlan

A section of the "Ruins of Phlan" suitable for adventure. With minimal stats will work for most systems.

Uploaded by

Chuck Thompson
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PHLAN SLUMS

SLUM ENCOUNTERS 1. Orc Argument: In corner room, x2 Orcs, x2 Cleric Scrolls (Cure Light Wound) 2. Goblin Tutor: In upper room, x4 Goblins, x1 Goblin Leader, and 23cp 3. Jerome of Melvaunt: In storefront, Jerome, x4 Warriors. Thieves Guild Symbol, Secret Fence 4. Orc Torturers: x4 Orc Leaders (dead), Harold Tafton (Escaped), +1 Flail 5. Hut: Dorevya, Harold Tafton (Injured) 6. Orc Barracks: Empty Barracks, in Hidden Chest (locked) 200gp, Potion of Delay Poison 7. Ogre and Orcs: On ground floor, x1 Ogre (50% sleeping), in upper room, x5 Orcs, x1 Orc Leader, 40gp in Box 8. The Bell: Password needed, in common room, x5 Goblins, x5 Orcs, in backroom x3 Gnolls, 56gp on bodies 8.a. Ghost Eye: In locked chamber, Ghost Eye, Iron Gut, in Hidden Panel, 400gp, 23 Gems (5450gp), MU Scroll (Lightning Bolt, Detect Invisible, Protection from Evil), Halberd +2 (on Iron Gut), Invasion Plan* 8.b. Final Encounter: In ambush, Quarrel, x4 Snipers, Captive Troll. On Quarrel, Leather Armor +1, x25 Poisoned Arrows, x2 Pots of Poison (x10 doses each), 100pp, 15gp, Bosss Letter* 9. Treasure: Hidden in hollow block, 200gp, Crossbow +1, 10x Bolts +1 10. Ogre and Goblins: In spider painted house, x1 Ogre. On howdah, x4 Goblins, x1 Goblin Leader, in unlocked chest, 100gp, x20 Arrows +1 11. Treasure: Hidden under floor, 1,000gp, 2 gems (75gp), Shield +1, MU Scroll (Magic Missile) 12. Kobold Snipers: In rickety tower, x4 Kobolds, x1 Kobold Leader. Pit Trap on Stairs (EL 3, Dex, 2d6). On Leader, Bracers of Armor +3 13. Unsafe Building: Collapsing Building, (EL 3, Dex, 1d6 or 3d6) 14. Slum Market: Aldo (25gp for rumor, 50gp for question), Tyrannus (Cleric of Bane, Cure Light Wounds, 600gp), Utos (Phlan/Wilderness Map 1,000gp), Wollager (2 Potions, 150gp, 50% Fake) 15. Hobgoblin Fort: In fortified building, x1 Ogre, x5 Hobgoblins, x2 Hobgoblin Leaders. On table, 350gp, Ring +1, Hidden under trap door in locked chest, 8 gems (2,200gp), Shortbow +1, x20 Arrows +1. 16. Stone of Yarash: Obelisk Speaks

17. Hidden Camp: Sky the Harper. 18. Potion Shop: x1 Troll experiments with Potions (6Gaseous Form, Haste, Invisibility, Levitation, Protection from Arrows, or Spider Climb). In cupboards, Oil of Bless, Potion of Water-walk, Potion of Water-breathing, and Potion of Longevity* 19. Undisturbed Camp: 20. Denlorns Tower: SEE DESCRIPTION. Pylon: This stone obelisk is carved on four sides, with a stylized form of common: NW/SE Parkside Row, NNE/SSW Beggars Way / NW/SE Kutos Road, NNE/SSW Beggars Way. 3. JEROME OF MELVAUNT This corner facing two story stone home is in good repair. All of the windows are barred or shuttered, and the 2 doors are obviously new. The doors are marked with a glyph of three inter-locked circles with a vertical slashes. Jerome of Melvaunt (Gnome Illusionist) and his bodyguards (Warriors) lounge about a seemingly mundane junk shop (beads, bell, tuning fork, glass eye, rings, books, stuffed animals, etc.) Jerome will deal with peaceful characters. Jerome tries to appear absent minded and eccentric. His bodyguards are very serious and somewhat nervous around characters. If threatened, Jerome becomes invisible and disappears while his men attack. Jeromes true business is fencing and smuggling for the Thieves Guild. Characters must know the Code to access these services. Jerome will buy stolen goods for 50% of total value. Jeromes hidden warehouse is behind a heavy locked door upstairs. Jerome: Hail wanderers. Do you fancy a lightly used pipe or perhaps this cracked flagon? Im sure that youll find something here you want - rummages through junk. 8.) NAT WYLEES BELL This large building is in decent condition, and looks as if it has been repaired and restored. There are 2 doors (locked) on the short ends, both oak with iron bands. A dusty wooden placard is crudely painted with the image of a bronze bell. Characters must speak the password daedsiretsnimle in order to enter without a fight. If a fight does break out, Ghost Eye and Iron Gut soon join the fray. Inside the tavern, an assortment of evil creatures [x5 Goblins, x5 Orcs] revels, while the sinister Nat works the bar. Nat assumes that the characters are guild thieves, but he is naturally tight-lipped and suspicious: Nat: Look fella, I dont care who ya are or why yer here. Dont bother me unless ya want a drink. Capiche? Drinks here are served at an outrageous premium (25gp). A curving hallway leads to a double door guarded by 3 Gnolls. Beyond the door, Ghost Eye is holed-up in his war room, planning an invasion of the settlement with the Ogre Leader Iron-gut. If Ghost Eye hears a combat taking place, he and Iron-gut attack. GHOST EYE: HD 1d10; HP 10; AC 18; ATK 1 Sword (1d8+1); MV 30ft; SV P; XP 500; Special: Double Attack on 1/6. Gear: Plate-Mail, Key. IRON-GUT: 4d8; HP 32; AC 16; ATK 1 Halberd (1d12+2); MV 30ft; SV P: XP 750; Special: Large, Halberd +2. Invasion Plan: A thin piece of leather is stretched over a table, and painted with crude designs. On close inspection, you believe you can make out an attack planned on New Phlan. The diagram indicates a pincer maneuver between monsters in the slums and a force from Sokal Keep. There is no mention of when the attack is set to take place. Behind a removable ceiling panel is a locked chest containing Ghost Eyes treasure [400gp, 23 Gems (5450gp), MU Scroll; Lightning Bolt, Detect Invisible, Protection from Evil.] Someone from the Bell has been able to warn the Bosss assassin; Quarrel and her band attacks as soon as the characters leave the tavern (Quarrel, x4 Snipers, x1 Troll) QUARREL: HD 5; HP 23; AC 16/18; ATK 1 Crossbow (+7, 1d8+Poison) or 1 Dagger (+3, 1d6+1); MV 30ft; SV P; XP 1500; Special: Poison (EL 2, CON, 1d4 dmg, -1 all PHYS, 1d2 days, OR 1d8 dmg, -2 all PHYS, 1d4+1 days) Gear: Leather Armor +1, x20 Poisoned Bolts, 2 Pots of Poison (10 doses each), 100pp, Bosss Letter. SNIPER: HD 1/2; HP 1; AC 14/16; ATK (+2) 1 Short Bow (1d8); MV 30ft; SV P; XP 30; Special: NA. Gear: 15gp. Boss Letter: To my trusted servants, Quarrel, Dagger, and Hack The impertinent insects occupying Phlans harbor have launched an increasing number of incursions into my domain. Individually, these adventurers pose little threat, but their combined impact has destabilized the chain of command in key districts. Each of you will monitor part of the city, and deal with

threats that arise there. Quarrel The Slums. Dagger Kutos Well, Podol Plaza, and Scholars Square. Hack Wealthy District and Temple. Report your success through the normal channels. Signed THE BOSS. 14.) SLUM MARKET A large open courtyard filled with tents and stalls. During the day several brave souls (Aldo the Wine-Seller, Tyranus of Bane, Utos the Map Maker, and Wollaeger the Chandler) operate an outdoor market, dealing with human and non-human monsters alike. There are a large number of pickpockets operating in the market, and checks should be made to see if characters are targeted (1/6 each round, random target). 16.) STONE OF YARASH A curious stone obelisk seems out of place. Approaching the worn monolith triggers a magic mouth spell: Magic Mouth: In a booming voice I am Yarash the Sorcerer! Be it known that for every living giant insect you return to Sorcerer's Island I will pay a generous bounty, including a weapon empowered by magic. I will pay for such insects as thri-kreen, giant mantis, and anhkheg. These insects may be bound by magic but dead insects are of no use to me. Bring specimens north to Lake Kuto. Call the name 'Yarash' loudly three times and I shall come. Do not summon me unless you have something for me for I shall be wrathful if I am disturbed without cause! I am Yarash the Sorcerer!" 17.) HIDDEN CAMP Sky the Harper: You fools! What are you doing outside the safety of the stockade! Please let me guide you to the gates before you are slain. The Lady Alustriel once spoke of the beauty of my eyes, comparing them to a clear summer sky. Sky has been my name ever since. I have come to Phlan on behalf of my brethren, who are greatly interested in the outcome of this expedition. Many factions have a stake what happens here, and all eyes are turned on Phlan. I cannot reveal my affiliation, but know that I am not your enemy. If I cannot convince you to return to the settlement, you may rest here if you like. I have been in these ruins just a few days. Believe me when I tell you there are far worse than Orcs here In the Slums alone I have seen Hobgoblins, Kobolds, and Ogres. Further in, I have caught sight of Worgs, Harpies, and Ettins. Whatever force commands such a motely must be powerful indeed. Ghost-Eye? Him Ive not spotted. I believe that he has gone to ground here in the slums , issuing orders from some hidden locations. His superiors would never allow him to flee his post. I cannot offer you more than this (he presses two potions into your hands [x2 Cure Light Wounds, 2 Doses Each]) and perhaps a word of advice: the monsters have ruled here for a long time, and they are many and varied. It may be possible to affect a disguise which will allow you to walk among them. Farewell land well-met. If you ever venture outside Phlans walls, look for a man named Banyun. He is a brother of mine, and he will help you if he can. 18.) POTION SHOP A fat troll is inside rummaging through the potions and elixirs. When he spots you, he quaffs the potion in his hand ( 6Gaseous Form, Haste, Invisibility, Levitation, Protection from Arrows, or Spider Climb) and attacks. There are several undisturbed potions inside the shops cupboards. (Oil of Bless, Potion of Water-walk, Potion of Water-breathing, and Potion of Longevity [Age -2d6, 10% age +1d6]) The potion of longevity is ornately sealed and obviously of great value. 19.) UNDISTURBED CAMP A hastily abandoned camp there is no sign of the owners, but gear is strewn around and the fire is still burning. Among the sacks of gear you find: Torches, Latern, 50 Rope, 20 Arrows, 2 Heavy Cloaks, 2 Jugs Brandy, 10 Iron Rations, and a leather scroll case (empty.) A bandolier holds 2 unknown Potions (x2 Cure Light Wounds, 1 dose each).

20.) DENLORNS TOWER A 70 tower of smooth black stone in the exact center of a 30 radius empty field. Stepping inside the fields perimeter causes momentary nausea . The enigmatic structure is solidly constructed and mostly free from damage. A cement ramp leads to a tall double door, which was smashed long ago. Above, a balcony and second tier can be seen halfway up the tower. The highest spire is damaged, and is open on four sides. FIRST FLOOR The floor of this room is covered in moldering books and ruined furniture. The walls are bare. A set of stairs on one wall leads upwards to the next level, and a smaller spiral stair descends into a cellar. 2 books catch your eye: The first book is Wizards of the First Age, and is written in Common. The book describes briefly the lives of three wizards: Liefling, a half-elf who is rumored to have battled three dragons by himself; Delf, a human Sorcerer who led a band of powerful adventurers into the Underdark; and Denlorn of Phlan, a wildly creative and reclusive conjurer. The second book, also written in Common, is entitled Wizards Who Shaped Our Time, and is open to a chapter called Denlorn: Summoner Supreme. The passage is dedicated to the story of his life and the authors theories of why Denlorn chose to focus on Conjuration magic. At the end of the chapter, however, is a passage that reads as follows: By the end of his career, Denlorn the Great Conjurer of Phlan, became consumed with research on what he called Greater Instantiation. What this spell was exactly is unknown, but it appears that near the end of his life, he successfully completed his research. A colleague, Wencroft of Vane, another important Sorcerer at the time, famously visited the aging wizard in his waning years. Denlorn told Wencroft that he had indeed mastered this highly complex spell but that he found its discovery ultimately unsatisfying. According to Wentrofts account, Denlorn had grown concerned over the spatial and temporal ramifications of conjuration, and that he no longer practiced the art. Denlorn did allow Wencroft to view the spell briefly - it was so complex that it took an entire spell book unto itself. Denlorn died shortly thereafter, leaving his tower to his apprentice Hadd Tarmikos. What became of Denlorns research is a closely held secret of the Tarmikos line. SECOND FLOOR The stairs lead up from the ground floor, and end in a heavy oak door, carved with roses and thorns. The letter R is prominently displayed in the scrollwork above the door. The door is magically trapped but unlocked. If not dispelled, opening the door summons a bound Rutterkin, which attacks with a saw headed pole-arm. RUTTERKIN: HD 4d8; HP 17; AC 20; Atk 1 Pole-arm (+4, 1d10+Fear); MV 30ft; SV M&P; XP 1,000; Special: Fear, Fly, Resistance 10%, Telekinesis (3xDay). This level has a similar lay out to the first, but the floor is clear and full bookshelves cover the walls. There is evidence that the demon has been summoned many times before. The books are all dedicated to magic and magic theory. Notably absent, are books on the Conjuration School. A thorough examination leads to the discovery of four spell books: #1 #2 #3 #4 Feather Fall Blindness/Deafness Dimension Door Cloudkill Invisibility Dispel Magic Stoneskin Wall Of Force Mirror Image Haste/Slow Identify Suggestion One tome contains a crumpled handwritten letter:

Rose, Alder, and Holly: I hope this letter finds you well. I trust life with your mother is pleasant. My work continues apace, and though it is hard and frustrating at times, I believe in my heart it shall bear such fruits in the end. But enough of my work, for it is that which has kept me so long from you! Know that in all the world there is nothing I love more than you, my three shining jewels. I am deeply sorry that my studies have prevented me from spending more with you, and I wish that I had been a better father, but such is the life of a wizard. I only hope you can accept my apologies and know that soon I will hasten to your side. Always with Love Cruian Tarmikos. THIRD FLOOR The stairs from the second floor lead to an oak door, carved with bushy trees. The letter A is prominently displayed in the scrollwork of the door. This door is magically trapped but unlocked. If opened without speaking the word Alder, a Armanite is summoned in the room beyond. ARMANITE: HD 5d8; HP 27; AC 18; Atk 1 Hoof (+5, 1d6+Crush) and 1 Greatsword (+5, 1d10); MV 50ft; SV M&P; XP 2,000; Special: Crush (On 20, sunder Shield or Armor), Fly, Immune (Cold, Lightning, Poison), Large, Magic to Hit. The remains of a substantial laboratory fill this room. All of the necessary apparatus are present and in functional condition. A conjuring circle has been etched in the center of the chamber. A giant book rests on a lectern. If the dust is wiped away, the party may read the following passage: So close yet so far. Denlorns master-spell is recorded in a cypher that I cannot break. I strongly suspect that only the Summoner himself can decode it. In frustration, I have mage-locked and hidden it. My attempts to commune with Denlorns departed spirit have likewise failed, and I hold out little hope for success in that avenue. Tomorrow I have arranged to meet with the Red Wizards in their enclave. Perhaps the Thayans know of another way FOURTH FLOOR The stairs from the third floor end in an oak door, carved with spiny, berry bushes. The letter H is prominently displayed in the scrollwork above the door. If opened without being dispelled, a Bar-Lgura appears in the chamber and attacks. BAR-LGURA: HD 6d8+6; HP 37; AC 20; Atk 1 Claws (1d6+1+Touch) and 1 Bite (2d6); MV 20ft; SV M&P; XP 4,000; Special: Chameleon (1 round, Wis Check to See), Climb (40ft), Pounce (Jump 40ft and Attack), Touch (Dispel, Entangle, or Fear). The highest chamber in the tower is much smaller than the other three. The walls have been heavily damaged, and are open to a cold, whipping breeze. The walls and floor are scorched, and a charred skeleton is curled up in one corner. The skeleton clutches a rune-inscribed golden staff.In the center of the room is an iron sarcophagus, sealed with 10 intricate latches. A blackened porthole reveals a pudgy middle age man, submerged in water. This is a clone of Denlorn, prepared by the descendant of his apprentice. During the Battle of Phlan, Cruian was slain by dragon fire before he could complete the ritual, and the clone was never awakened. It is alive, but unfinished. If the seals are opened (INT Check, EL5) before the clone is completed, it withers and dies in a matter of minutes. The staff is Denlorns own, but a curse has been placed upon it. While wielded, it functions as a Staff +1 and a Ring of Wizardry I. In addition, once per day, the staff can teleport its holder (without error) to the towers fourth floor. As soon as someo ne touches the staff, they are compelled (Geas/Quest) to seek Denlorns Soul Jar (Cellar) and a scroll of the Clone Spell in order to complete Denlorns clone. CELLAR The cramped stair descends about 30 where it ends in a heavy steel door with a strange key -hole (Staff). Beyond the door, a 10x10 shaft opens into darkness. A chain hangs from a winch if turned it raises a woven bucket that may be deployed as an elevator. The chamber below is a large natural cavern with sharp stalagmites and stalactites of quartz crystal. The bucket comes to rest on an island in the center of a pool of still, dark water. A small causeway leads to a larger island with a great metal chest. The chest is locked (Staff.) Inside is a mage locked book (Greater Instantiation), a Clone Scroll, and a giant ruby (6,000gp), which pulses like a beating heart.

TOWER NOTES Sparkle the magician will attempt to steer the characters to Denlorns tower, as she desires his staff of power. She will w ork with the party until they reach the 4th floor, when she seizes the staff (if able). Overcome by the Geas, she travels to the cellar,

unlocks the chest, and retrieves the gem and the clone scroll. Returning to the 4th floor, she begins the ritual to awaken Denlorns clone. If the ritual is completed, Denlorn II awakens. The clone is half-mad and disoriented. When he learns that his family is dead, he flies into a rage attempting to seize the staff. If Denlorn succeeds in wresting the staff from sparkle he teleports away in a flash of light. If prevented he becomes inconsolable. MONSTER REF: GOBLIN: HD 1d6; HP 3; AC 15; ATK 1 Weapon; MV 20ft; SV P; XP 8; Special: Small. GNOLL: HD 2d8; HP 9; AC 15; ATK 1 Slam (2d4) or Weapon; MV 30ft; SV P; XP 30; Special: NA. HOBGOBLIN: HD 1d10; HP 5; AC 15; ATK 1 Weapon; MV 30ft; SV P; XP 12; Special: NA. OGRE: HD 4d8; HP 18; AC 16; ATK 1 Slam (1d10) or Weapon; MV 30ft; SV P: XP 120; Special: Large. ORC: HD 1d8; HP 4; AC 13; ATK 1 Weapon (1d8); MV 30ft; SV P; XP 9; Special: NA. SKELETON: HD 1d12; HP 6; AC 13; ATK 1 Claw (1d6) or 1 Weapon (1d8); MV 30f. SV P; XP 16; Special: Undead. TROLL: HD 6d8; HP 27; AC 16; ATK 2 Claw (1d4) 1 Bite (2d6) or Weapon; MV 30ft; SV P; XP 520; Special: Large, Regen 2, Rend (if all attacks hit, add 1d6). WAR-DOG: HD 1d8; HP 4; AC 15; ATKS +1; 1 Bite (1d4); MV 40; SV P; XP 9; Special: NA. WARRIOR: HD 1d8; HP 4; AC 12 (Padded + Shield); ATKS +1; 1 Weapon (1d8); MV 30; SV P; XP 9; Special: Morale 7. ZOMBIE: HD 2d8; HP 9; AC 12; ATK 1 Slam (1d8); MV 20ft; SV P; XP 25; Special: Slow, Undead. SLUM ENCOUNTERS (Occur on 1 in 6) DAY 1. Special 2. Giant Ants (1d6) 3. Giant Rats (3d6) 4. Gnolls (1d6-1) 5. Sky the Harper 6. Hobgoblins (1d6) 7. Hooligans (1d6+1) 8. Kobolds (3d6) 9. Ogres (1d3) 10 11. Orcs (2d6) 12. Refugees (1d6+1) 13. Slaves + Driver (2d6+1) 14. Stirges (1d6) 15 16. Thugs (3d6) 17. Troll 18. Wild Dogs (2d6) 19. Worgs (1d4) 20. Special NIGHT 1. Special 2. Assassin (1st level) 3. Bugbears (1d4) 4. Ettin 5. Assassin (NPC) 6. Ghouls (1d3) 7. Giant Spiders (1d4) 8 9. Goblins (3d6) 10. Harlots + Pimp (1d6+1) 11. Harpies (1d3) 12. Hobgoblins (1d6) 13. Shadows (1d3) 14 15. Skeletons (2d6) 16.Wild Dogs (2d6) 17. Wererat (1d3) 18. Worgs (1d4) 19. Zombies (1d6-1) 20. Special SPECIAL 1. Battlefield 2. Beggar 3. Challenge 4. Collapse 5. Dead Body 6. Divine Intervention 7. Drunken Monster 8. Fight in Progress 9. Horde 10. Idol or Totem 11. Infernal Merchant 12. Magic for Magics Sake 13. Mystery 14. Pickpocket 15. Protection Racket 16. Strange Noise 17. Treasure 18. Treasure Map 19. Turkey Shoot 20. Vortex

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