Bandits
Bandits
OF THE
TRANYM
Table of Contents
Adventure Synopsis ........................... 2
Scaling the Adventure ....................... 2
Character Hooks ................................ 3
Part I: The Gnoll Bandits ................. 3
Thornbury ........................................... 4
Timeline .............................................. 8
Ambush the Ambushers .................... 8
The Tranym Forest ............................. 10
The Gnoll Fort .................................... 12
Gnollish Morale ................................. 15
Credits
Design
Playtesting
Rhys Hess
Editing
John Todd
Illustration
Todd Morasch
Creative Director
Jim Butler
Typesetting
Josh Gilchrist
Adventure Background
Adventure Synopsis
This adventure is designed for four to six
4th level player characters. A party of four
4th level characters should reach 5th level
by the end of part I, and will probably
gain another level in part II. (Making
some modifications to the encounters
allow it to be run for characters ranging
from 2nd to 6th level.)
The first part of the adventure requires
locating the gnoll fort and defeating the
raiders who have been attacking the
Character Hooks
The escaped drover: As the party arrives
in Thornbury, an exhausted drover runs
into the hamlet with a wild story. He was
driving a wagon and says he was at-
Thornbury
Thornbury is a good place to start to pick
up clues regarding the recent attacks.
Investigation and encounters may lead
either to the spy who has been passing
the bandits information, or to the
wererats who live near the bandits.
Thornbury (hamlet): Conventional;
AL LN; 120 gp limit; Assets 720 gp;
Population 120; Mixed (human 95,
halfling 11, elf 6, dwarf 4, gnome 2, halfelf 1, half-orc 1).
Authority Figure: Frederick Manos,
mayor and proprietor of The Laughing
Plowboy Inn and Tavern.
Important Characters: Katrina
Smallwood, moneychanger; Vintus
Broadleaf, proprietor of Thornbury
General Supplies; Brother Clarence, male
human Clr2.
Others: Brd1 (1); Clr1 (2); Ftr1 (1);
Rgr1 (1); Wiz1 (1); Militia, War2 (1),
War1 (5); Exp3 (1); Exp1 (3); Com9 (1);
Com5 (1); Com3 (3); Com1 (95).
Frederick Manos
NG male human Exp5, mayor, and
proprietor of The Laughing Plowboy Inn
and Tavern. Thornbury and his inn
garner a large economic benefit from the
Efran Winter
LN male human drover, Com2.
He survived the attack on the caravan of
Pulus and Rund by leaping off his seat as
soon as the attack happened, and running away without looking back. He stays
in town a couple of days to recover, then
sets off on foot for his home. He has
nothing to add to the account he gives
after running into town.
DC (Gather Info.)
6
8
8
10
10
12
14
14
20
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Vintus Broadleaf
Proprietor of Thornbury General Supplies, Vintus likes to tell people, Im just
as pugnacious as the cock above my
door. His store stocks general adventuring supplies (subject to the town limit of
120 gp) and general caravaneering goods.
In a pinch, he performs crude repairs on
wagons or animal harnesses with the aid
of a human employee. He has been
dealing with the wererats living near the
gnoll fort, and fencing some of their
stolen goods. He meets a wererat once
Katrina Smallwood
LN female human, Exp3.
Katrinas main business is with passing
caravans; converting their foreign money
to match those of the land their journeys
take them to next. Occasionally, she
converts artwork or gems into hard
currency. She maintains informal contact
with moneychangers in nearby cities via
carrier pigeons, passing on rumors and
information on current exchange rates for
their mutual benefit.
If confronted by the PCs, she is hesitant to speak, for fear they might rob her.
An Intimidate skill check (DC10), a
Diplomacy skill check (DC13), or the
Thomas Pinshot
NE male human Com5; HD 5d4; hp 14; Init +0; Spd 30
ft.; AC 10 (touch 10, flat-footed 10); SV Fort +1,
Ref +1, Will +1; Str 11, Dex 11, Con 11, Int 10,
Wis 10, Cha 10. Skills: Bluff +2, Jump +2, Listen
+2, Profession (Merchant) +4, Spot +2.
Din
CN female wererat Rog1 (for full statistics, see wererat description below in part
II).
She has been sent into Thornbury to fence
a stolen item to Vintus. Overly bold, she
cant resist the opportunity to make a few
thefts of her own, including one of the
PCs as a target if they walk around town
on days zero or one (see Timeline, below).
Timeline
Day 3
Ambush the
Ambushers
The day after the PCs arrive in town,
trader Meredith Murts (LN human male
Exp3) caravan arrives in Thornbury. He
stays through the night to rest his hirelings and animals, and to see if anyone in
the hamlet is interested in his wares (he is
carrying miscellaneous tools in his two
wagons).
Late that afternoon, the peddler
Pinshot departs from the hamlet, to leave
a message at one of his drops that a
caravan is headed north the next day.
Clever players may suspect the caravan
will be attacked, and resolve to do something about it. When the heroes leave
Thornbury, refer to the overland map on
page 10.
Murt is aware of the reputation this
stretch of road is garnering, and has
resolved to start early the next day and
push through well north before night
falls. He is not too receptive to the idea of
the heroes accompanying his caravan in
hopes it is attacked. If he is given a gift,
he agrees to the idea. The minimum he
accepts is 20 gp, plus 5 gp per point by
which a Diplomacy skill check (DC 16) is
failed. An Intimidate skill check (DC 14)
convinces him to allow the PCs to come
along without cost.
Murt has three caravan guards, as
well as two drovers for the wagons and
mules. The guards, who are on foot, fight
valiantly until they are reduced to less
than 50% of their hit points, at which
point they flee. If intimidation gained the
PCs a place in the caravan, the guards
attempt to flee as soon as the ambush is
triggered.
A. Gnoll Fort.
An ancient barbarian fortification, reduced to little more than brush covered
embankments, has been renovated by the
gnolls as their base. See the next section
for a complete description of the fortification and its inhabitants.
B. R
uins of Deerlak
ar
m.
Ruins
Deerlakee FFar
arm.
This farm was attacked and burnt down
when the gnolls arrived in this area some
ten months back.
Charred foundations are all that remains of two buildings. The broken
brickwork chimney at the end of one
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D. E1 to E3.
A gnoll scout moves between these
locations twice during each day. E1 to E3
are the drops where the peddler Thomas
Pinshot leaves his messages. Otherwise,
the scout is in area D, up in a tree observing the trade road.
If the heroes set out from town north
along the trade road, they should easily
find the site of the recent ambush (very
close to area D).
If the PCs spend much time in this
area, the gnoll scout eventually stumbles
upon them. Make an opposed Spot check
against the gnolls Hide in Cover skill
check (the scout starts with a Hide in
Cover bonus of +5, increased to +10 if the
gnoll is already stationary) to see if the
adventurers note him. On spotting them,
the scout immediately returns to the fort,
and a defensive ambush is set up within
30 minutes. This ambush is only triggered
if the adventurers continue to work their
way closer to the fort.
Such an ambush consists of a
doublehand, split into two parts. One
hand, including the doublehand leader,
forms a blocking force. They step from
cover throwing javelins, and entice the
heroes to charge by shouting at them. The
second hand (including the scout) is
hidden at right angles to and in front of
the blockers, ready to strike by surprise
anyone foolish enough to charge the first
hand. (To simulate surprise, on the round
the second hand strikes, their initiative is
automatically set to one more than the
F. Spiders.
A section of forest roughly a quarter-mile
across is infested with web-spinning
spiders.
Creatures (8) (EL 4): Two monstrous
spiders that lair here have recently reproduced, spawning numerous young.
Throughout this area, individual strands
of web are strung between trees at various heights, from ankle high up to the
forest canopy. Every ten minutes the
party has a 50% chance to stumble into
one of these. If a web entangles anyone,
25% of the time a tiny spider attacks 1d4
rounds later, by silently dropping via a
single strand onto the victim. There are
many tiny spiders found away from the
central region.
Toward the center of the area is a
large sheet web, 60 feet across, anchored
to various trees. Any disturbance of this
web causes the medium-sized spiders to
attack. They first cast webs from the
treetops, trying to entangle as many as
possible, then glide down to melee. Six
tiny spiders join in the attack.
Monstrous Spider, Medium-size (2): CR 1; MediumSize Vermin (5 ft. diameter); HD 2d8+2; hp 11,
13; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (touch
13, flat footed 11); Atk +4 melee (1d6 and poison, bite); SA Poison, web; SQ Vermin; AL N; SV
Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12,
Int -, Wis 10, Cha 2.
Skills: Climb +12, Hide +10, Jump +0, Spot + 7. Feats:
Weapon Finesse (bite).
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Creature (EL 4): If the party approaches within a half-mile of this area
during the day, they encounter the female
pixie Liset. She is aware the spiders have
reproduced, and has decided something
needs to be done about them. The arrival
of adventurers is a happy coincidence.
Appearing 12 feet in front of you,
hovering in the air on delicate gossamer wings, is a two-foot-tall female humanoid, wearing a red dress with
matching cap and boots with toes that
curl upwards. Her long, slender ears
seem quite normal on her frame; she
holds a dainty bow in one hand. She
calls out in a high-pitched, warbling
voice, Come quick-quick. Beek be
missing, maybe spiders get. Big ones
help be gotten, special reward be given.
Assuming the PCs make no immediate
hostile move, she turns invisible, and calls
from half-a-dozen feet further ahead,
Follow me. She continues to talk to the
heroes as she leads them to the main
spider nest, occasionally allowing a
glimpse of herself. If pressed for specifics,
she is vague, Oh, Beek always getting in
trouble. Or Big ones have no difficulty
with spiders, not many. She regales the
party with tales of the local wildlife, of
sparrows raising their young, or how a
mouse just escaped from a fox. She does,
however, try to get an answer from each
player character on what that person
thinks would be a suitable reward for
aiding her.
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(see description at end of module) dominate the leaders, serving the interests of
the real master located under the fort (see
part II).
The dominated leaders have forced the
gnolls to practice basic hygiene, follow a
semblance of military discipline, and even
do manual labor. The gnolls are formed
into two doublehands; a gnoll commander, a druid, and an ogre round out
the forces. The complement of the fort is
as follows:
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14
walk up one at half speed with a successful Climb skill check (DC 5). Attempting
to move at normal speed up an embankment is harder (DC 10). Failure indicates
the individual has lost their footing and
fallen to the bottom of the embankment.
The garrison wont actually try to defend
the top of an embankment. Instead, they
form up inside, attacking anyone who
makes it over the top. Individual defenders would be posted on roofs or on the
north side of the compound to keep an
eye on the attackers.
The wererats who also live here (see
part II) are familiar with the gnolls
pattern of patrols, and only emerge at
night. On any given night, one or two
emerge to look around for a couple of
hours. Din is curious; if she has returned
from Thornbury, she follows the PCs
around if they are active at night. She
may attempt to steal something from
them if the opportunity is right.
All the buildings in the fort are made
of wood. Doors are wooden unless otherwise noted. Ceilings are eight feet high
(ten feet in the stables). The basic Listen
skill check to notice loud noises, such as
the sound of combat, is DC 0. Add +5 if a
closed door is in the way, +1 per ten feet
of distance. Trying to Listen directly
through a wooden wall adds +10 to the
difficulty. The gnolls, because of their
Darkvision, do not bother with lamps.
The buildings do not have any windows.
The heroes need to emphasize stealth,
or whittle down the gnolls by attacking
groups away from the fort. It is otherwise
likely that any combat inside the fort
alerts all the gnolls, bringing overwhelming force against the PCs.
1. Main Gate
The gate has a gnoll guard day and night.
When not in use, it is blocked by two
chevaux-de-frise (wooden logs with sharpened stakes attached at right angles to the
trunk in all directions to form a moveable
barrier).
A curving embankment of earth
blocks the clearing ahead. Above the
eight-foot tall barrier, the tops of three
buildings can be seen. Two logs fitted
with sharpened stakes block a 15 foot
wide opening in the earthwork. A gnoll
paces back and forth just inside. The
earthen embankment tracks its way up
a small hill on the far side, making an
obvious circle around the buildings.
2. Sally Gate
A smaller opening blocked by one chevaux-de-frise, not wide enough to admit a
horse wagon. One gnoll guard is always
on duty.
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Gnollish Morale
Low-level gnolls (normal gnolls and
warriors) fight until their side is reduced
to 25% or fewer effective individuals
left from the original total, at which point
they flee. If their leaders are downed,
this occurs at 50%. Any individual gnoll
tries to flee when it reaches 20% or
less of its original hit points.
Controlled individuals do whatever
they feel is in their masters best interest. If this means fighting against overwhelming odds, or leading a retreat, this
is what they do (however, note the effect of strongly acting against their natural inclination in the description of the
slave controller at the end of the module).
4. TTrrash Pit
Ashes from the cooking fire, gnawed
bones, and miscellaneous clutter fill this
pit. Anyone succeeding at a healing skill
check (DC 15) recognizes some of the
bones as human, the remnants of those
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5. Latrine
9. Cell
The smell wafting from inside indicates this is a latrine. The only furnishing is a wooden board with two circular
openings serving as a seat.
10. Cell
6. Barracks
The normal gnolls, warriors, and scouts
all sleep here. Besides the doors, the only
opening is in the roof above the firepit in
the northern part of the chamber. A stack
of firewood is piled neatly against one
wall. The gnolls sleeping pelts cover the
floor. Sleeping hand members, or those
off duty, are normally found here. If an
alarm is raised, the gnolls ready for five
rounds before they begin exiting the
southern door, two per round. They do
not have time to don armor, but have
their shields and weapons.
An effluvium mixed of wood smoke
and too many creatures kept in one
place for too long assaults your nostrils
as you enter. The large open room
stretches back 30 feet. Two doors are
in the far wall. An opening near the
back of the room breaks the roof directly above a fire pit. Torn and dirty
furs cover a dirt floor.
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12. Strongroom
Pay for the garrison is stored here. The
door is locked (Open Lock DC 20). A
small chest is in the room. The door is also
trapped.
A chest sits against the far wall.
Thunderstone Trap: CR1; A thunderstone rests above
the door, ready to fall and break if the door is
opened; Fortitude save avoids (DC 15); Search
(DC 20); Disable Device (DC 12).
13. Stables
The controlled ogre normally sleeps just
within the door. The effect of the slave
controller reduces the ogres intelligence
to such a low-level that he is used only for
simple tasks of manual labor.
The interior forms one large room,
four wooden posts helping to support
the roof. To the left of the entrance,
half a dozen mules are tethered. To the
right are piled crates, bales, and barrels. Further back are two caravan wagons. In the far corner on the left is a
pile of what appears to be animal feed.
Along the west wall are six mules,
tethered to a rope stretching north to
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19
14. TTunnel
unnel
Connecting through the secret door at
13a, this tunnel slopes downward, going
down about 12 feet by the time the landing is reached. At the other end of the
landing, the tunnel continues, dropping
another 12 feet until it ends at a cave.
A tunnel cuts through the dirt of the
hill above, heading directly away from
you and sloping sharply downward.
Wooden supports have been placed every five feet. To your left, the wall is of
wood, not dirt, for about 20 feet. Two
doors are inset in the wall.
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21
pier).
Dire Rat Form: As hybrid form except for these
changes. Small-size; Spd 40 ft., Climb 20 ft.; AC
19 (touch 16, flat-footed 19); Atk +9 melee (1d4
bite); Skills: Hide in Cover +20.
19. Storeroom
Various items crowd this chamber.
This small room is jammed with baskets, shovels, buckets, crates, a bundle
of animal pelts, and a small chest.
The baskets and shovels are used to
extend the wererat tunneling and dispose
of the dirt. The crates of dried rations and
wolf pelts were stolen from the bandits.
The pelts are worth 100 gp total. The
buckets are for bodily waste disposal, and
smell like it.
Wooden Chest: 2 in. thick; hardness 5; hp 20; break
DC 23; open lock (DC 20). Inside is a golden
hand mirror with ten small inset garnets (worth
1,300 gp), 1,100 gp, and 300 sp.
22
21. W
er
er
at Lair Exit
Wer
erer
era
The horizontal tunnel ends here. A
vertical tunnel goes upward 18 feet, a
wooden ladder firmly attached to the
wall. At the top, a wooden cover hides an
exit to the forest. It comes up in a small
grouping of bushes. If PCs in the forest
have some reason to be suspicious of
these bushes (they have noted activity), a
Search skill check (DC 12) reveals the
exit.
23
23. Storeroom
The more valuable items taken from
caravans are stored here.
Crates, bolts of cloth, and two small
chests, as well as a small pile of gleaming metal ingots, are piled against the
far wall.
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25
The western wall of the cave is covered in drawings rendered in blacks and
reds. Most depict animals, and the human hunters of them, although a few
are stylized geometric figures. A cairn
of stones formed into a rectangular pile
lies next to the wall.
27. TTunnel
unnel Entr
ance
Entrance
The roof continues to drop closer to the
floor in the southern part of the cave, in
places dipping below three feet. A narrow tunnel twists out of sight to the
south. Its entry is partially blocked by
fallen rock. If not brought here by the
shadow from the 26, a Spot skill check
(DC 16) is needed to find this entrance. A
Search automatically uncovers it. (The
26
27
Since Lakul is injured, and has expended some of his spells and abilities,
PCs should get only half experience if
they manage to defeat him (which lowers
the encounter level by two). If the heroes
were to encounter him fully rested, they
would get full experience.
Tactics: If forced into combat, Lakul
concentrates on any individuals who
appear to be rogues and are in position to
flank him. He next engages fighting types,
relying on his spell resistance to handle
any spells. His darkness ability is used to
block the sight of those in the back ranks.
Lakul, Male Ogre Mage / Wiz3: CR 11; Large Giant (9
ft. 8in. tall); HD 5d8+15 plus 3d4+9; hp 59 (currently at 38); Init +4; Spd 30 ft., fly 40 ft.; AC 18
(touch 9, flat footed 18); Atk +8 melee (2d8+7/
19-20, greatsword); SA Spell-like abilities; SQ Regeneration 2, SR 18; Face/Reach 5 ft. by 5ft./10
ft.; AL LE; SV Fort +8, Ref +4, Will +6; Str 21, Dex
10, Con 17, Int 15 (17), Wis 14, Cha 17.
Skills: Concentration +9, Listen +8, Spellcraft +8, Spot
+8. Feats: Improved Initiative, Lightning Reflexes, Power Attack, Scribe Scroll.
Spell-like Abilities: At will: darkness, invisibility; Once
per day: charm person, cone of cold*, gaseous
form*, polymorph self*, sleep; Cast as 9th level
sorcerer, save DC 13 + spell level.
Possessions: Greatsword, masterwork large chain shirt,
potion of hiding, scroll of slow, scarlet and blue
ioun stone (already figured in), 20 gp.
Spells Prepared (4/3/2; base DC = 13 + spell level): 0detect magic (X2), detect poison, ray of frost; 1st-comprehend languages, shield*, true strike; 2nd-bulls
strength*, see invisibility.
Spellbook: 0-all spells; 1st-alarm, burning hands, comprehend languages, hypnotism, identify, shield, summon
monster I, true strike; 2nd-bulls strength, detect
thoughts, see invisibility, melfs acid arrow, misdirection, summon monster II.
Spells and spell-like abilities marked with an asterisk (*) have already been used and are unavailable without rest.
28
Lower Level
Guards
All doors, unless noted otherwise, are of
wood. The walls between rooms are two
feet of stone masonry. Ceilings are ten
feet high. Light is provided by torches
with Continual Flame cast on them. The
basic Listen skill check to notice loud
noises, such as combat, is DC 0. Add +5
per closed door in the way, +1 per ten
feet of distance. Trying to Listen directly
through a masonry wall is almost impossible, adding +20 to the difficulty. Note
there are small wall channels to allow the
imp Ibnib to pass from 46 to 47 to 48 to
50. In between these, only add +1 per
closed door.
It is likely that if combat occurs anywhere on this level it quickly alerts all of
the guards.
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33. Lo
wer Guar
d R
oom
Low
Guard
Room
Guards watch the main entrance here.
The door to the corridor is left open.
Half a dozen chairs and a table with
an interrupted card game on it occupy
the center of the room.
Creatures (EL 5): If alerted by the
guard outside, the guards here form a
double rank at the base of the ramp,
firing their crossbows upward. If enemies
close in, the front rank of warriors engages them in melee while the rear rank
of arbalesters continues to fire their
crossbows. One arbalester is sent to warn
Thok.
Arbalesters, Com1/War2 (2): CR1; Medium-sized Humanoid (5 ft. 6 in. tall); HD 1d4 plus 2d8; hp 11,
13; Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed
14); Atk +3 melee (1d8+1/19-20, longsword) or
+3 ranged (1d8+1/19-20, light crossbow); AL N;
SV Fort +3, Ref +0, Will 1; Str 12, Dex 12 (10),
Con 11, Int 10 (8), Wis 10 (8), Cha 10.
Skills: Listen +1, Spot +1, Climb 2, Hide 2. Feats:
Point Blank Shot (already figured into above
data).
Possessions: Chain shirt, longsword, light crossbow.
Warriors, War3 (2): CR2; Medium-sized Humanoid
(5 ft. 6 in. tall); HD 3d8+3; hp 17, 19; Init +0; Spd
20 ft.; AC 15 (touch 10, flat-footed 15); Atk +5
melee (1d8+1/19-20, longsword) or +3 ranged
(1d8/19-20, light crossbow); AL N; SV Fort +4,
Ref +1, Will +0; Str 13, Dex 12 (10), Con 12, Int 10
30
Slaves (6): Hp 3, 2, 5, 4, 3, 2.
Obvim: N male gnome, Exp1; hp 5. He is the nephew
of the gnome Hrandeth. The others have grown
apathetic, resigned to their fate, but Obvim retained hope that somehow he would be rescued,
and covertly kept his eye on his captors. He is
quite willing to share what he knows with the
heroes.
36. Barracks
Off-duty guards are generally found here.
Beds line the north and south walls
of this barracks. A mechanical device
sits on a table at the east end, while a
tall wooden cabinet is in the middle of
the southern wall. There are two doors,
in the middle of the north and west
walls.
Creatures (EL 6): Thok is the leader of
the guards. He was originally told he was
being recruited as a mercenary, but at the
first camp, he was drugged and given
over to a slave controller. Raised among a
human barbarian tribe, he has spent
enough time around more civilized folk
to learn something of war tactics.
Arbalester, Com1/War2: For stats, see 33; hp 13.
Warriors, War3 (2): For stats, see 33; hp 17, 15.
Thok, male half-orc Bbn4/Ftr1: CR 5; Medium-sized
Humanoid (5 ft. 10 in. tall); HD 4d12+8 plus
1d10+2; hp 56; Spd 40 ft.; AC 14 (touch 10, flatfooted 14); Atk +9 melee (1d12+6/X3, greataxe)
or +5 ranged (1d8/19-20, light crossbow); AL N;
SV Fort +8, Ref +1, Will +0; SQ Rage 2/day, Uncanny Dodge; Str 19, Dex 13 (11), Con 14, Int 8
(6), Wis 10 (8), Cha 8.
Skills: Listen +5, Spot +2, Climb +1, Hide +1. Feats:
Blind-fight, Improved Bull Rush, Power Attack.
Rage: While enraged, which lasts seven rounds, note
the following changes: hp 66; AC 12 (touch 8,
flat-footed 12); Atk +11 melee (1d12+9/X3,
greataxe); SV Fort +10, Will +2; Str 23, Con 18.
Possessions: Masterwork chain shirt, greataxe, light
crossbow, potion cure light wounds, keys to
door at 31, and a note that reads, 1, 1, 3.
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There are eight arbalesters, five warriors, Thok, Nallis, and Bindlebin. All
low-level guards react to sounds of
fighting or an alarm by running to the
source of the trouble (but Bindlebin stays
in his room). Only Nallis has enough experience to gather as many troops as
possible before launching a counterattack. Mark guards who respond to an
alarm so that they are not encountered
twice.
All of these guards have slave controllers. Any of the guards who are freed
of their slave controllers are confused,
with only faint memories of this level,
and unable to aid the party with either
combat assistance or travel advice.
Slaves (2): hp 3, 4.
Arbalester, Com1/War2: For stats, see 33; hp 13.
Nallis, female human Ftr4: CR 4; Medium-sized Humanoid (5 ft. 4 in. tall); HD 4d10+8; hp 35; Spd 20
ft.; AC 19 (touch 10, flat-footed 19); Atk +8 melee (1d10+5/17-20, Azaks Slicer) or +4 ranged
(1d8/19-20, light crossbow); AL LG; SV Fort +6,
Ref +1, Will +1; Str 14, Dex 12 (10), Con 14, Int 11
(9), Wis 12 (10), Cha 11.
Skills: Climb -6, Hide 9, Listen +2, Spot +2. Feats:
Exotic Weapon Proficiency (bastard sword),
Mounted Combat, Power Attack, Weapon Focus (bastard sword), Weapon Specialization
(bastard sword).
Possessions: Azaks Slicer, half-plate, metal shield,
keys to door at 31.
Azaks Slicer, +1 keen bastard sword: When the leader
of an orcish tribe, Azak attacked a caravan containing several dwarven families, but he did
not slay everyone at once. Instead, careful questioning revealed among the dwarves a smith
and a mage. Azak set them to making arms and
armor for himself and his followers, in return
for the continued safety of their loved ones. The
best weapon produced, Azaks personal arm,
was this bastard sword. Although he was killed
several years later in a battle with a band of
knights, the sword has retained his name as it
was passed from hand to hand since then.
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38. Common R
oom
Room
39. Kitchen
All meals are prepared here.
The iron door to an oven has been
placed within a matrix of cut stone to
the southeast. Above the oven is an iron
grill. On the ceiling, an iron awning collects the fumes, funneling them to a narrow opening leading upward. A wooden
counter sits against the north wall,
shelves below.
The counter contains only the expected cookpots, plates, and eating
implements. A bucket of water sits in the
southwest corner. The fumes are funneled
outside, but through too small an opening
for any creature larger than fine to fit
inside.
40. Pantry
Tied bundles of wood, crates, and
casks almost fill this small room.
The crates contain food, and the casks
have fresh water. Several are empty,
waiting for the next trip to a nearby town
to be refilled.
33
44. Pumps
Part of the air circulation system. Add the
text in bold in the description only if the
treadmill is still turning.
An elaborate machine of wood,
brass, and two leather bellows occupies almost the entire room. You could
just squeeze through to the north to
reach the door in the eastern wall. The
bellows are rhythmically opening and
closing. First, one closes with a thud,
then the other one.
42. Privy
A horizontal stone slab is to your
right, a hollow in it forming a seat. The
fact that the bottom is missing from the
seat, as well as the smell, instantly indicates its function.
Air is circulated throughout the complex using the pumps here. The actual
circulation is through piping connecting
to every room; the piping is so small only
a fine creature could fit into one. Long
pipes connect to the surface, on the hill
that forms the north edge of the gnoll
fort, to bring in fresh air. The surface
intake of the pipes could be found with a
Search skill check (DC 18). If they are
plugged, it takes Bindlebin an hour to
figure out what happened. Shortly thereafter, a gnoll doublehand investigates.
45. Workshop
Read the text in bold only if Bindlebin
realizes someone is coming through his
door.
The treadmill powers the air circulation system in the room next door (44).
34
35
36
The Master
47. Gas R
eser
voir
Reser
eservoir
Mechanism controlling the trap.
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48. Entry.
49. Bedroom.
Jessias room.
A bed, desk, chair, and chest are in
this room.
The chest just contains a few spare
changes of clothing. The desk contains
Jessias spell book (see next entry).
50. Laboratory.
Where the master oversees the work
Jessia performs. Read the first description
if the party surprises the pair here. Read
the section in bold if they are prepared for
the party.
A human woman dressed in robes
and a skeletal fiend lean over a table in
the middle of the room. The creature is
little more than whitish skin stretched
tightly over bones. A tail sprouts from
its back, the bulbous end suspended
above its head, almost touching the ceiling. It uncomfortably reminds you of the
tail of a scorpion. The table in the rooms
center, as well as those in the northeast
and southeast corners, are crowded with
glassware, stoneware, and other less
identifiable items.
A massive Humanoid creature stands
in the middle of the room, irresistibly
38
Combatting an Osyluth
If the party does not have any magical weapons, this combat can be very
tough due to the damage resistance and
high spell resistance of an Osyluth. In
this case, assume prolonged residence
on this plane has weakened it, reducing
its resistances to 5/ +1 and SR12.
Tactics: Jessia
turns herself invisible if possible before
the PCs enter the
room. If combat occurs, she casts her
summon monster spells while remaining
invisible. After that, she casts Endurance
and Shield on herself, then uses her other
offensive spells and alchemists fire flasks.
If she sees that her master is in trouble,
39
51. Contr
ol R
oom
Control
Room
52. Master
s R
oom
Masters
Room
This is where the master rests.
A large metal coffer, nine feet long,
sits against the opposite wall. A wooden
chest is against the south wall.
The coffer is the Osyluths first attempt
to block scrying. The Devil can just fit
inside; it is constructed of layers of lead,
silver, and iron. Although its immense
weight (approximately 400 lb.) makes it
hard to move, the metals in it are worth
500 gp.
The chest contains the proceeds of the
bandit raids and other thefts it undertook
before it formed the raiders. There is 900
pp and 1,000 gp. It also contains duplicate keys to all locks here and in the fort
above.
40
Conclusion
The heroes have defeated the evil threatening the northern trade route, coming
across a new method to rob someone of
their will along the way. The valuable
items and experience that were gained
were just part of the job.
Characters receive 20 Story XP for
every creature they freed from a slave
controller in part I (other than through
death). This is addition to the normal
experience for defeating enemies. They
receive 50 XP for every creature that they
freed from a slave controller in part II.
Return to Thornbury
Frederick Manos is overjoyed to see the
return of the heroes with proof of their
accomplishments. I knew they could do
it! he crows, and declares an impromptu
celebration, supplying the ale from his
inn. Everyone knows the importance of
trade to the hamlet; combined with free
spirits the knowledge soon loosens inhibitions, strangers coming up to slap the
characters on the back and congratulate
them.
Vintus Broadleaf is less happy, sensing
that his profitable access to somewhat less
than legitimate goods is at an end.
Katrina Smallwood is relieved the suspicious glances turned her way should soon
abate. And, Captain Destrani concludes
the heroes are not as useless as he first
thought. If his lord runs into a thorny
problem in the future, he might even
suggest their names.
Continuing Threads
Do not go out of your way to indicate
there is more to the gnoll fort than appears on the surface. Characters that miss
41
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4-9 HD (medium-size)
Guardian shadows are quite similar to
normal shadows, except they are created
voluntarily. A dying worshipper of a god
is brought to the location where the
shadow is to be bound. In attendance
with a cleric of the deity, he or she leaves
the shadow behind as the
worshippers spirit passes beyond, but
the worshipper gives up any possibility of resurrection.
The shadow is bound to the site of
death by the cleric, being not able
to leave the room or immediate
vicinity. Instructions are given at
this time, such as to attack
anyone not making the holy sign
of the deity, or to punish those
who attempt to defile a tomb.
A guardian shadow retains
some measure of intelligence, and can modify its
instructions to fit changing circumstances.
Normally, a terminally ill elderly
worshipper is used
to create the
shadow, but there
are tales of large
numbers of
healthy individuals
committing suicide
when a sacred site is
about to be overrun, to protect
in death what they could not in life.
Combat
Wisdom Damage (Su): The touch of a
guardian shadow deals 1d4 points of
temporary Wisdom damage to a living
foe. A creature reduced to Wisdom 0 dies,
42
Slave Controller
Template
A slave controller is a separate creature,
but when it joins with a host creature, it
is indistinguishable from the host for
almost all purposes.
Abilities: Dex, Int, and Wis all suffer a 2 circumstance penalty, which indirectly changes other
statistics, such as armor class or saving throws.
Saves: +2 resistance bonus to saves against enchantment spells or spell-like abilities. If the save is
failed, the creature is affected as normal.
Alignment: Special
Others: As base creature
A slave controller has the extraordinary ability to gain control of any creature with something approximating a
central nervous system. This includes
aberrations, animals, beasts, dragons,
feys, giants, humanoids, magical beasts,
monstrous humanoids, shapechangers,
and vermin. It can gain control of a
creature of up to seven hit dice or character levels, taking one hour per hit die or
43
Master Controller
Small-sized Aberration (2 foot diameter sphere)
Hit Dice: 2d8 (9 hp)
Initiative: -5 (Dex)
Speed: 0 ft.
AC: 6 (-5 Dex, +1 size)
Attacks: Damage: Face/Reach: 5 ft. by 5 ft./0 ft.
Saves: Fort +0, Ref 5, Will +2
Abilities: Str 10, Dex 1, Con 10, Int 3, Wis 10, Cha 3
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Lawful neutral
44
45