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CORE1-1 Inheritance PDF

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423 views29 pages

CORE1-1 Inheritance PDF

Uploaded by

amarwain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CORE1-1

Inheritance
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Pieter Sleijpen
Reviewed by Sean Molley and Shawn Merwin
Playtested by John Alan Pascoe, Mark Knobbe, Renout van Rijn,
Tjalling Spaans, Yannick Braat

When the Netherese conquered Sembia those who objected were either killed or forced to flee.
Decades later, a young man inherits a key to the family vault abandoned seventy years earlier.
Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile
is still there. A Living Forgotten Realms adventure set in Sembia for characters levels 1-4.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
®
Reading Monster Stat Blocks
RPGA Sanctioned Play Most of the information should be easy to understand, as
Most likely you ordered this adventure as part of an it mirrors the information presented in the Monster
RPGA event from the RPGA website, or you received it Manual. Attacks have a letter next to them designating
from your senior gamemaster. To play this adventure the type: M for melee, R for ranged, C for close, and A
and receive rewards from the RPGA REWARDS program, for area. A lower-case letter (used only in some melee
you must sanction it as part of an RPGA event. This and ranged attacks) denotes that the attack can be used
event could be as elaborate as a big convention, or as as a basic attack.
simple as a group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a Important DM Information
HERALD-LEVEL™ gamemaster. The person who sanctions
the event, called the senior gamemaster, is in charge of As the DM of the session, you have the most important
making sure the event is sanctioned before play, runs role in facilitating the enjoyment of the game for the
smoothly on the date sanctioned, and gets reported back players. You take the words on these pages and make
to the RPGA in a timely manner. The person who runs them come alive. The outcome of a fun game session
the game is called the table Dungeon Master (or usually often creates stories that live well beyond the play at the
just DM). Sometimes (and almost all the time in the table. Always follow this golden rule when you DM for a
cases of home events) the senior gamemaster is also the group:
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. Make decisions and adjudications that enhance the
By sanctioning and reporting this adventure you fun of the adventure when possible.
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and To reinforce this golden rule, keep in mind the
DMs gain rewards for sanctioned RPGA play if they are following:
members of the RPGA REWARDS program. Playing this
adventure is worth four (4) points. • You are empowered to make adjustments to
This adventure retires from RPGA-sanctioned play the adventure and make decisions about
on December 31 2011. how the group interacts with the world of
To learn more about RPGA event sanctioning and this adventure. This is especially important
RPGA REWARDS, visit the RPGA website at and applicable outside of combat encounters,
www.rpga.com. but feel free to use the "scaling the encounter"
advice (usually for adjusting to different-sized
groups) to adjust combat encounters for groups
Preparing for Play that are having too easy or too hard of a time in
In order to play this adventure, you’ll need copies of the an adventure.
following D&D 4th Edition rulebooks: Player’s Handbook, • Don't make the adventure too easy or too
Dungeon Master’s Guide, and the Monster Manual. Any difficult for a group. Never being challenged
other rules referenced in this adventure will be noted in makes for a boring game, and being
the New Rules Items section at the end of the overwhelmed makes for a frustrating game.
adventure. Gauge the experience of the players (not the
Throughout this adventure, text in bold italics characters) with the game, try to feel out (or ask)
provides player information for you to paraphrase or what they like in a game, and attempt to give
read aloud when appropriate. Information on nonplayer each of them the experience they’re after when
characters (NPCs) and monsters appear in abbreviated they play D&D. Give everyone a “chance to
form in the adventure text. shine.”
Along with this adventure, you’ll find a RPGA • Be mindful of pacing, and keep the game
Session Tracking sheet. If you’re playing this adventure session moving along appropriately. Watch
as part of an RPGA-sanctioned event, complete and turn for stalling, as play loses momentum when this
in this sheet to your Senior GM directly after play. happens. At the same time, make sure that the
players don’t finish the adventure too early;
provide them with a full play experience. Living
Forgotten Realms adventures are designed to be

CORE1-1 Inheritance Page 2


played within 3.5 – 4 hours; try to be very aware Failing to Defeat an Encounter
of running long or short. Adjust the pacing
If a group fails to defeat an encounter – that is, if they
accordingly.
have to flee from a combat because it’s too tough or they
• Give the players appropriate hints so they
reach the predetermined number of failures in a skill
can make informed choices about how to
challenge before reaching success – they are only
interact with their environment. Players
awarded half experience points (round down) for the
should always know when enemies are affected
encounter. If they manage to tackle the encounter later
by conditions and are bloodied. They should be
on and defeat it, award them the other half of the
given clues about how to interact with their
experience points for the encounter.
surroundings so they can tackle skill challenges,
combats, and puzzles without getting too
frustrated over lack of information. This helps to Character Death
encourage immersion in the adventure and If a PC dies during the course of the adventure, the
gives players “little victories” for figuring out a player of that character and the rest of the group have
good choice from a clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and
Appropriate Character Levels 50,000 gp for epic tier). Using a source outside
the group to cast the ritual costs 20% more than
This adventure is designed for player characters (PCs)
the component cost. Total cost when using an
levels 1 - 4. Characters that fall outside of the level range
outside source is 600 gp for heroic tier, 6,000
may not participate in the adventure. Make certain to
gp for paragon tier, and 60,000 gp for epic tier.
check the levels of the PCs before beginning play to
A PC that dies and chooses this method of
ensure that they are the proper level.
return gains full (or half, if the party was
Each adventure has a low-level version and a high-
defeated) experience points from the encounter
level version. The low level is meant for a group whose
in which the character died, but no experience
levels, on average, fall in the first two levels of the
points for any encounters that were missed
adventure’s level spread. The high level is meant for a
while the character was dead. If there’s still
group whose levels, on average, fall in the last two levels
more of the adventure remaining, the PC
of the adventure’s level spread.
continues to earn experience as normal, and
A group may decide to play riskier and play the high
receives a normal cut of the rewards at the end
level when their levels are more suited to the low level if
of the adventure.
everyone in the group is in agreement to do so; however,
• Invoke the Death Charity clause. If the group
some of the rewards may not be available to them.
cannot afford to pay for the ritual (or doesn’t
Conversely, a group may decide to play the low level
desire to do so), the PC can choose to return
when their levels are more suited to the high level if
back to life at the end of the adventure. Doing
everyone in the group is in agreement to do so; however,
so forfeits all rewards (including treasure and
some of the rewards may be less than what they’d
story rewards) earned for the adventure except
ideally want from the adventure.
experience points gained prior to the
Reading the Numbers: Each encounter will have a
character’s death (the character receives the
level and other values (such as XP or sometimes skill
experience point award for the encounter in
checks) listed with two numbers divided by a slash. The
which they died). The PC cannot participate in
number before the slash is always the value for the low-
the same adventure a second time.
level version of the adventure; the number after the
slash is the value for the high-level version of the
adventure.

CORE1-1 Inheritance Page 3


Milestones
No matter if the characters succeed or fail in an Player’s Introduction
encounter, they reach a milestone if it is the second Read or paraphrase the following to the players:
encounter they’ve had since the start of the adventure or
their last extended rest. Encounters that do not give out You have all received a fancy invitation to a business
experience points do not count for purposes of reaching meeting from the merchant Deskyr Thanterim, to be
a milestone. Make certain to mention this information to held at his estate an hour after noon. The merchant is
the players when applicable, as it gives each PC another recruiting adventurers for a job and whether out of
action point and affects how some magic item powers curiosity, a need for money, both or something else
are used. entirely you decided to check it out.
The building is in the better part of Suzail, a tall
Adventure Background narrow stone house, cramped between similar houses.
Your knock on the door is answered by a young woman,
When the Shadovar banned all religions except Shar,
apparently a servant, although, she looks and acts more
now seventy years ago, the merchant princes of
Urmlaspyr rebelled. At the time Urmlaspyr was a like she belongs in a fishmarket than in the house of a
religious and tolerant city. The city’s ruling body was well-to-do merchant. She quickly ushers you into the
ingrained with the temple hierarchies. front room, but not quickly enough for you to avoid
The Shadovar reacted with force, killing and seeing that the house has seen better days. Its current
enslaving many. Others managed to escape and flee into owner is either a miser or has hit hard times.
neighboring regions. The front room has retained its old glory, is
The battle left its scars on the city, some of which furnished comfortably and has paintings and Shou
are still present for all to see. Dark clouds, conjured plates decorating the walls. Two large glass windows
during that conflict, perpetually hide the sun above provide ample light.
Urmlaspyr. Parts of the city became and remained You are not the only one in the room. With you are
dangerous ruins, riddled with the remnants of magical several adventuring types, all waiting for Deskyr
battles and haunted by creatures from the Shadowfell. Thanterim to appear.
These regions have been walled, and it is illegal to enter
them without permission from the authorities, Allow the PCs to introduce themselves. PCs that
something that has not been given in decades out of fear succeed at a DC 20 Streetwise check know that
of disturbing things that are best left alone. members of the Thanterim family have been merchants
One of the families that fled the city during the in Suzail for a long time.
rebellion were the Thanterim, merchant princes closely The latest patriarch of the family, Hersir Thanterim,
allied with the temple of Tymora. The few survivors fled was a big spender. He died recently, leaving his son,
to Suzail. Seventy years later only one heir remains, the Deskyr, with many debts. Deskyr is not like his father,
impoverished merchant Deskyr. having a good reputation when it comes to paying, and
Deskyr’s father recently died, leaving his son he has been working hard to pay his father’s debts.
nothing but debts, tales of old glory and a key to the old People wonder whether he can keep the business
family vault located in the ruins of the mansion in running.
Urmlaspyr. Realizing it is unlikely anything of value PCs who succeed at a DC 20 Religion check, know
remains after seven decades, but desperate for some that the Thanterim family is closely associated with the
money, Deskyr decides to hire adventurers to retrieve temple of Tymora.
the contents of the vault.
After all, the manor lies in one of the walled-off
parts of town, still in ruins after the conflict, and it is
DM’s Introduction
unlikely it has been raided except perhaps during the The adventure opens in the house of Deskyr Thanterim
conflict. A group of adventurers should be resourceful in Suzail, capitol of Cormyr. Deskyr wants to hire the
enough to get past the guards as well as any monsters PCs to go to the ruined family mansion in Urmlaspyr,
that might haunt the ruins. and to retrieve the contents of the vault. He doubts
anything of value remains, but he has little choice.
The trip to Urmlaspyr is uneventful. As one of the
two so-called free cities of Sembia, Urmlaspyr is open to

CORE1-1 Inheritance Page 4


foreigners, but a few regions, hit hard during the conflict
decades earlier, are closed for all.
It is illegal to enter these areas. Surrounded by walls
and guarded by Sembian guards, getting into them
without a permit is difficult. The guards use lethal force
against those breaking the edicts. To get past, the PCs
either need stealth or a quick tongue.
Once past the barrier, the PCs enter a different
world. Rubble, darkness and lingering magic make it
easy to get lost, especially if all you have is a century old
map. Still, eventually the PCs arrive at the ruins of the
old Thanterim estate, although, by that time it might be
night.
At the ruined mansion the PCs need to find the
entrance to the vaults. During their explorations, they
hear strange noises, but for now nothing happens. The
entrance has collapsed and needs to be dug out, which is
more dangerous than it appears.
Despite the ravages of time, old traps and guardians
still function, and reaching the vault doors is easier said
than done. With the guardians’ defeat, the path into the
vault is wide open, and proves to be more rewarding
than Deskyr had hoped.
It contains old documents, a few large art pieces and
even some jewelry left behind in the previous owners’
haste to escape.
It is when returning to the surface that the PCs
learn the source of the strange sounds earlier on. The
ruins are haunted. Old guards come into action when
what they see as thieves leave the premises, and more
wicked spirits use the opportunity to cause pain.
After having defeated the ghosts, the PCs can
quickly leave the ruins behind.
If they were never spotted, or managed to
successfully bluff the human guards outside, they are
free to leave Urmlaspyr and return to Suzail with the
goods.
If not, a Netherese agent, Erart Mirt, confronts them
with their crime, offering pardon and proper
compensation for the contents of the vault. Leaving the
city under those circumstances proves to be difficult,
although, not impossible.

CORE1-1 Inheritance Page 5


• They fled in great haste, and reputedly left behind
Encounter 1: Job Offer many valuables. The Netherese forces likely pillaged
the mansion, but chances are they never found the
vault, let alone entered it. [True]
Setup • Deskyr has the key to the vault, and he wants the
Deskyr Thanterim (Bluff +3, Diplomacy +6, Insight PCs to travel to Urmlaspyr and retrieve the contents
+6) of the vault. [True]
• Deskyr’s grandfather was given the key as the oldest
The room in which the PCs are waiting is big enough to surviving heir by his mother (Deskyr’s great-
hold six people comfortably. It is richly furnished but, on grandmother), who died shortly after the rebellion
close inspection, appears to be missing the smaller of a broken heart. His grandfather was a boy at the
expensive things that can usually be found in such an time. [True]
area. • His family never organized an expedition to the
The only thing noteworthy is a small shrine vault, lacking interest, focusing on the now and not
dedicated to Tymora, goddess of good luck, which is not the past. They also feared alerting the Shadovar to
the most commonly worshipped god among merchants. the potential presence of treasure right under their
There are no refreshments offered, except for a pitcher noses. [Partially true, see below.]
filled with clear water. • He is interested in his family history, and he wants
to restore some of the family heirlooms. [While true
After a few moments, one of the doors opens and a to some extent, it is not the real reason for his
young man enters. He has short brown hair, a well- interest in the vault.]
groomed beard and wears expensive clothing, but lacks • The ruin of the mansion is located in a so-called
the custom jewelry except for a golden signet ring. Forbidden Zone. These zones are areas in the city
“Welcome,” he starts with a jovial warm voice. “My that have been permanently scarred by the
apologies for the short delay, unexpected business that rebellion that forced the Thanterim family to flee.
could not wait,” he proceeds more apologetically. “My The regions are walled and well guarded, and it is
name is Deskyr Thanterim and welcome to my house.” illegal to enter them. The guards are more to keep
things in than to keep people out, but they are
It is the first time Deskyr has dealt with adventurers, allowed to use lethal force no matter the direction
and he is nervous. His unease is increased since, in his the intruders come from. In theory it is possible to
mind, he cannot act like a proper host. He tries to hide acquire permission, but none has been granted
his lack of finances to put the PCs at ease and to create except to known agents of the Shadovar, and even
trust that he can afford their services. He does not have they have not entered these regions in the last
the money to offer proper refreshments and snacks. couple of decades. Officially the authorities fear
He’s never had a particular strong opinion on what adventurers might disturb, but Deskyr also
Netheril, the Shadovar and everything associated with thinks the Shadovar prefer the inhabitants of
them. To him, they were faithful servants of a dangerous Sembia to forget the whole affair and worries what
religion, but their threat was distant and impersonal. kind of damning evidence against their tyranny
Deskyr current desperation is beginning to change his might be found amongst those ruins? [True]
mind. More and more, he is seeing the Netherese as • Deskyr has a recent map of Urmlaspyr. The map
thieves who deprived him of his rightful heritage. leaves the Forbidden Zones blank, but he has noted
Despite Deskyr’s nervousness and unease, he acts down the location of the mansion with a black dot.
like a charming host, enquiring after the PCs’ health, It is not too far away from the walls, but he does not
their past deeds and other things that he thinks will put know how easy it is to find. After all, the Forbidden
them at ease. When he notes that his guests are not Zones are shrouded in darkness, the buildings in
interested in idle chitchat, or it has otherwise become ruins and the whole region is reputedly haunted.
time for business, he comes to the point. His family weapon should be recognizable at the
entry-posts of the grounds: two dice above the
Deskyr wants to address the following points: outline of a ship on a blue and white field.
• The Thanterim family has an old proud heritage. • The entrance to the vault can be found near the
They were merchant princes in the city Urmlaspyr family crypts and a shrine dedicated to Tymora.
in Sembia, forced to flee when they refused to • He knows of no traps or guardians. His grandfather
abandon the worship of Tymora. [True] was a child at the time, and not privy to those kinds

CORE1-1 Inheritance Page 6


of secrets. It is likely such traps were present, but have infiltrated its government at all levels as
chances are they have not withstood the privations witnessed by the many unsolved murders of non-
of time. Sharran clergy.
• He also has a scroll with the ritual Tenser’s Floating
Disk. If the PCs don’t use it, he wants it back. Ending the Encounter
• Deskyr offers 5% of the value of what they find per
Once the PCs accept the mission, Deskyr wants a simple
PC as a reward. If pressed he is willing to pay 20 /
promise from the PCs that they will keep up their side of
25 gp beforehand as a minimum fee, which will be
the bargain. If this is given, he provides them with the
deducted from the total end reward.
agreed-upon fee and the key to the vault. The key is a
work of art, a small silver key with the symbol of Tymora
Unless asked, Deskyr keeps the following specifics to
on the non-key-end.
himself. He doesn’t do this out of malice, but because it
Deskyr has arranged passage on the Swift Wind, a
would be bad for business. If the PCs directly ask about
trading vessel that leaves for Urmlaspyr the following
these topics, he reluctantly provides honest answers,
morning at high tide, giving the PCs a couple of hours to
although, he might try to avoid answering such
prepare for the coming trip. Proceed with Encounter 2,
questions at first:
once the PCs are ready for the next part of the
adventure.
• He has no idea if anything of value remains behind,
let alone what. His family doubted anything
worthwhile could be found in the vault, which is the
Treasure
main reason they never organized an expedition. He As advance payment each PC receives 20 / 25 gp. The
is certain that things were pretty chaotic at the time payment is also the minimum the PCs get even if there
of their flight from Sembia, and that more things is no treasure to be found within the family vault.
were left behind than his grandfather thought. [The
last is more wishful thinking than fact, although, it
certainly is a reasonable assumption.]
• Deskyr hit hard times due to the debts he inherited
from his father, but he has the money he promised
the PCs.
• The expedition is a bit of a gamble. Praying that
Tymora remembers his family’s faithful service,
Deskyr is investing the last of his money in this
expedition. He will go bankrupt unless it succeeds.
• Even though Deskyr is desperate, he cannot
increase the promised reward. He just does not
have the money. He can be persuaded to allow the
PCs to keep their choice of specific items from the
vault, with the exception of deeds and clear family
heirlooms, instead of simply paying the reward in
coin. He cannot give an exact definition of what
constitutes an heirloom, saying it should be
discussed if the PCs find anything.
• If the PCs ask him whether he’s afraid they’ll rob
him, he simply shrugs. He knows it’s a risk, but he
doesn’t have much choice in the matter. He has no
way to guarantee cooperation, so why make
demands that cannot be enforced and which will
only strain relations?
• His family never returned to Urmlaspyr after the
“liberation” by Cormyr, because by that time they
had settled in Suzail and there was nothing but
painful memories in Urmlaspyr. Besides, the Shades
might not officially rule the city, it is likely that they

CORE1-1 Inheritance Page 7


is what is available under the Streetwise DC 10 entry
Encounter 2: A City in below.
Urmlaspyr is not a particularly big city, but any non-
Shadows magical equipment from the PH is readily available, as
are most low-level rituals and magic items. The cost for
Setup these items and rituals is as per the PH rules, and
availability is as per the LFR rules.
The encounter starts with the PCs on a ship sailing into
the harbor of Urmlaspyr. From there, they can
immediately set out for the Forbidden Zone or decide to
Learning More
do some investigations beforehand. A few basics are It is likely the PCs want to learn more about the
provided. Add more details as necessary, such as an inn Forbidden Zones before proceeding. Allow them to
if they look for one. make a Streetwise check. Regardless of the result, they
are warned to stay out of those zones.
The trip from Suzail to Urmlaspyr is uneventful. Your Stories tell about many treasures still left behind
destination can be seen, long before you spot the city but, according to the same stories, the region is haunted
itself, because of the ink black clouds on the horizon. The by the ghosts of the slain and lingering curses. People
city looks like any other bustling port, although, the especially advise against entering at night when the
blotted-out sun covers everything in twilight. The magic and the ghosts are their strongest. Depending on
sudden change from a bright sunny morning to a dark the check it also reveals the following (and everything of
chilly gloom is eerie, but the sailors aboard seem a lower DC):
unfazed. Soon the ship is docked, and you are free to
• DC 10: The regions are walled with 15–feet-high, 3-
enter the city.
feet-thick stonewalls. No structures are built against
these walls, and a clear open road circles them.
Except for the darkness, Urmlaspyr is a typical port city.
There are several gates, which are permanently
The city is a favorite place for shadar-kai and other dark-
manned. The city-watch regularly patrols the street,
loving races, but it is still a human city.
mostly to keep people out, but also to keep the
Urmlaspyr is part of the buffer zone between
occasional shadow-monster in. A specially trained
conquered Sembia and Cormyr. While a free and
elite unit of shadar-kai warriors and wizards is
peaceful city, it has become a virtual hotbed of intrigue
always on call in case something truly dangerous
between Cormyrean and Shadovar agents who
presents itself. Nobody, including the Watch, is
infiltrated government at all levels. So while the people
allowed to enter the zones under any
are hospitable to strangers, they tend to keep their
circumstances. The guards are rather lax, since
opinions about the rulers and their neighboring states to
nobody has tried to enter in years, nor has anything
themselves. If asked, they give the official government
come out, or at least, so they claim. Many stories told
story about events, and only when drunk or with
by the citizens say otherwise, of course.
extreme care would they consider criticizing anybody.
Theoretically you could get in with a special permit,
Also remember that the Shades have ruled nearby
but such a permit would require direct approval
Sembia and influenced the people of this city for nearly
from both the Shadovar and Cormyrean influenced
a century, which is more then enough time to twist
authorities, something that is extremely unlikely to
events in their favor.
be granted.
Due to the black clouds even at noon light is about
• DC 15: Whispers about activities within the
as bright as twilight, and many lanterns and large
Forbidden Zones have recently increased. People
braziers provide illumination in the richer and busier
are disappearing during the night and something
parts of town. Light bearers offer their services for a few
from the Zone is being blamed: whether vampires,
coins. These also act as guides and they are mostly
dark ones, demon cultists or something unknown
honest, but they do earn some extra coin from
depends on the teller. Few people talk about it
innkeepers and shop owners for bringing customers to
openly, especially to strangers, since authorities
their doorsteps.
discourage such tales.
PCs enquiring about the Forbidden Zones with the
• DC 20: A high-ranking Shadovar agent, Erart Mirt,
guides get to hear all kinds of horror stories, but uncover
has arrived in the city. He is rumored to be
little actual information. All the guides can truthfully tell
interested in the Forbidden Zone, perhaps

CORE1-1 Inheritance Page 8


organizing an expedition of his own or else to
investigate the recent stories. Regardless, people
fear his presence since the arrival of such a high-
ranking open agent is rarely a good thing even if his
public reasons appear benign and when he is here
with permission from the local and Cormyrean
authorities.

Yellow Cloaked Stranger


Players, who have the RPGA reward card “Zhentarim
Infiltration”, are going to be looking for three specific
events associated with the card. At some point, while
exploring Urmlaspyr, the PCs should note a yellow-
cloaked stranger observing them silently from a
distance. If approached by the PC and given the
required silver coin, the stranger mentions his name,
fulfilling the 2nd task on the quest card. Note this down
on the players log sheet. The stranger is not very
talkative, and disappears quickly after giving them his
name.

Ending the Encounter


Sometime during their initial exploration of Urmlaspyr,
the PCs should start planning how to get into the
Forbidden Zone and then make their way the
Thanterim Mansion. Proceed with Encounter 3 when
that happens.
If the PCs manage to anger the authorities, by
committing a crime for example, judge the situation on a
case-by-case basis but keep the fun of all players in
mind. It is not fun, if you spend a lot of time on the
antics of a single player while the rest can only watch.
Ignore a minor crime, and if such is unlikely, deal with it
quickly with fining the involved PC as the most likely
punishment.
Note that if the players prefer action to role-playing
an extended skill challenge, you can replace the better
part of Encounter 3 with a fight with the Watch, using
the Human stats from the Monster Manual (4 human
rabble, 2 human soldiers to defeat a regular patrol, 4
human soldiers and a human wizard at one of the gates).

Treasure
There is no treasure to be gained in this section.

CORE1-1 Inheritance Page 9


skill used, all PCs should have equal importance on the
Encounter 3: Into the Shade end result. If the PCs insist, you actually need to treat
each group attempting the challenge as a separate skill
challenge.
Skill Challenge Level 1 / 3,
Complexity 3 (300 / 450 XP) Skill Challenge Option 1
The PCs undergo this skill challenge as they try to sneak
Setup past the guards and climb over the wall into the
Number of Successes: 8 Forbidden Zone.
Number of Failures: 4
Primary Skills Option 1 – The Stealthy Approach: A sixty-foot-wide paved road separates the buildings
Athletics, Bluff, Stealth, Streetwise. from the fifteen-foot-high wall. Beyond that barrier lies
Primary Skills Option 2 – The Social Approach: the Forbidden Zone. People use the street alongside it,
Bluff, Diplomacy, Insight, Intimidate. but they do not stop. There are no stalls, no garbage and
Primary Skills Option 3 – Legal Approach: Bluff, the few shops you do see do not have any outside wares.
Diplomacy, Insight, History (but see actual challenge Guard patrols pass by on a regular basis, ordering
description). people to move along even if they appear to just linger.
Important NPCs: Erart Mirt, human Shadovar agent;
Sergeant Meleghost, human city guard officer; Human For the skill challenge to succeed, PCs need to cross a
City Guard (Insight +1, Perception +6). wide open road (12 squares) without being spotted by
somebody who would alert the guards. They then need
The goal of the PCs is to get into the Forbidden Zone. To to quickly climb the wall (about 3 squares high). All of
finish the task, they need to get past the guards and the this must be done within the relatively short time
wall. There are basically three methods to do so: between different patrols.
sneaking past the guards, bribing their way past the Note that teleporting effects usually require both
guards or getting a permit. Getting a permit, results in sight and line-of-effect. Abilities like the shadar-kai’s
an automatic detection by Erart Mirt (see Skill shadow step or the eladrin’s fey step certainly allow a
Challenge Option 3 below). character to teleport to the top of the wall and quickly
Note that the text below assumes the PCs try to get jump over. They would NOT allow the PC to pass the
inside the Forbidden Zone during the day. Remind the whole road and directly teleport to the other side of the
PCs about the rumors of how dangerous the area wall.
becomes during the night but, if they insist, they
automatically fail in the challenge of Encounter 4, and Athletics (DC 15 / 16): All PCs need to climb the wall
you will need to make the necessary adjustments. to get inside the Forbidden Zone. At least one PC needs
to make an Athletics check (even if the PCs can teleport
Now that you have settled in Urmlaspyr it is time to onto the wall, they still need to climb down), although,
start preparing for your foray into the Forbidden Zone. up to four others can assist, as per the group skill check
rules. Failure results in the loss of 1 healing surge for all
The PCs first need to decide what tactic to use to get into PCs involved and the need to try again. Only the first
the Forbidden Zone. If they are going to try to sneak past check counts for the success or failure of the skill
the guards, use Skill Challenge Option 1. If instead they challenge. Consequent checks just determine how many
try to bluff their way past the guards, use Skill Challenge bruises the PCs collect before they get over the wall.
Option 2. If they try to get an official permit, use Skill Bluff (DC 15 / 16): A PC disguises himself as
Challenge Option 3 – note the warning in the first part somebody that belongs on the road, or creates a
of that section. Do not forget to give it so that the PCs distraction for both guards and onlookers. If used in this
have a fair chance to change their tactics. fashion, it not only generates a success but also provides
In theory it is possible that different characters pick a +2 to any Stealth checks made by other characters.
different methods, but try to discourage it. The guards Bluff checks cannot help get the PCs over the wall
are much less likely to believe a bluff from single unseen, but they draw attention away from the attempt.
individuals entering the dangerous Forbidden Zone as Stealth (DC 15 / 16): At least two PCs must make
opposed to a skilled adventuring party. It is also not Stealth checks, each check granting a success or failure
necessary for a skill challenge since regardless of the to the skill challenge at large.

CORE1-1 Inheritance Page 10


Streetwise (DC 20 / 21): The first successful few honest reasons for the guards to help the PCs, so
Streetwise check gives the PCs insight into the patrol keep an eye out that the PCs are not using Diplomacy
schedule and how best to avoid detection by the guard. for what should be a Bluff check instead. Each check
A second successful check allows the group to anticipate grants a success for the skill challenge.
the behavior of the local citizens. This skill can only be Insight (DC 15 / 16): You empathize with the
used twice to garner success for the skill challenge, and guards and use that knowledge to encourage assistance.
each successful check grants a +2 bonus to Stealth Successful use of this skill shows that some guards hate
and/or Bluff checks. this job because hardly anything happens and there is
little chance for promotion. Others hate it, because they
Skill Challenge Option 2 greatly fear the Forbidden Zone.
The first time a PC earns a success through an
The PCs undergo this skill challenge if they try to talk
Insight check, they also learn that the guards are open to
their way past the guards and walk through a gate into
a bribe of 50 gp. Paying that bribe provides one
the Forbidden Zone.
automatic success.
Intimidate (DC 15 / 16): The city watch is a
A sixty-foot-wide paved road separates the first
hierarchical organization and, by pulling rank or
buildings from the fifteen-foot-high wall, beyond which
threatening the guards with the wrath of their superiors,
the Forbidden Zone lies. At a few places, small gates
it is possible to gain a success through Intimidation.
pierce the wall, each permanently-guarded. A few of the
Mentioning the Shadovar agent, Erart Mirt, the first time
guards are alert, others are playing a dice game in a this skill is used, grants a +2 bonus on the Intimidate
porch directly next to the gate. check.
Religion (DC 10 / 11): You realize the importance
For the skill challenge to succeed, the PCs need to the religion of Shar holds, even in “free” Sembia. This
convince the guards to let them pass without making skill check is only available after one of the characters
them suspicious enough to alert their superiors. has gained a success using the Diplomacy skill, and it
Regardless of success, the PCs do seem to convince can be used this way only once. A successful use of the
them at first, although, in case of failure the guards are Religion skill allows a +2 on the next skill check
highly suspicious, and the PCs realize they drew too undertaken by any of the PCs in addition to granting a
much attention. success for the skill challenge.
While running the encounter, remember that the Streetwise (DC 10 / 11): A Streetwise check can
guards might appear lax but, in reality, they are rather be made only once to represent PCs finding the right
afraid of the Forbidden Zone and want somebody to group of guards. Failing the check not only provides 1
investigate the disappearances mentioned in Encounter failure, it also gives a –2 penalty on all subsequent Bluff
2. It is mostly an act for the benefit of their fellow checks and it is impossible to bribe the guards even on a
officers and the public. They have been ordered, after successful Insight check (see above).
all, not to let people spread such tales, since these lies
only cause panic and fear.
Skill Challenge Option 3
Bluff (DC 15 / 16): The guards want reasons as to why It is certainly possible that the PCs consider going to the
the PCs want to enter the Forbidden Zones, and why the authorities of Urmlaspyr to acquire permission to enter
guards should let them pass. Most of the reasons the PCs the Forbidden Zone. Before proceeding, remind them
come up with are going to be lies. Bluff should also be that Shade agents infiltrate it, the people responsible for
used when forging papers. Using the presence of the the trouble in the city. The Shadovar are not good
Shadovar agent, Erart Mirt, as an excuse for the mission, people. For example, they did not do anything to clean
grants a +2 bonus to the Bluff check the first time it is up the mess they created, but merely fenced it off (like
used. sweeping dirt under a rug). The Shadovar are also
Each successful Bluff check garners a success for the closely associated with the Shadowfell, and might have
skill challenge. Failure at a Bluff check makes the guards hidden enclaves in those Forbidden Zones, which they
suspicious of the PCs, generating a –2 penalty to any use for illegal magical experimentation. Do the PCs
subsequent Bluff checks. really want to alert the Netherese of their interest in the
Diplomacy (DC 15 / 17): By remaining calm and Forbidden Zones? If the PCs still insist on proceeding
polite, PCs can try to ease any suspicions, opening up along this path, allow them to do so.
the use of Religion with the first success. There are very

CORE1-1 Inheritance Page 11


The government building of Urmlaspyr is designed to History (DC 15 /16): By showing they know the
impress, to show the power and wealth of the correct rules and regulations and have an insight into
government it represents. The public servants are the proper hierarchy the PC earns a success.
pompous, convinced of their own importance, dedicated Insight (DC 15 / 16): By showing empathy, the PC
to proper procedures and perhaps even open to a bribe gains a success. The first time a success is earned using
to speed things up. Insight, the PCs learn they should not use Intimidate.
The first success also allows them to spend 50 gp as a
First the PCs need to find the person that can give them bribe, generating an automatic success if they do so.
permission to enter the Forbidden Zone. Once found, Intimidate: The Sembian government officials
they need to convince him that approval should be cannot be intimidated. They might show proper
granted. Since nobody has requested entry to these deference, but, instead of being helpful, throw all kinds
areas in years, finding the right person is difficult. About of red tape across the PCs path. Using Intimidate results
half this skill challenge is about finding the right person, in 1 automatic failure.
before the PCs are finally directed to Erart Mirt, the Religion (DC 10 / 16): By quoting the doctrines of
Shadovar agent sent here to investigate the rumored the faith of Shar the PCs can impress any civil servant
activities in the Forbidden Zone. The other half of the and earn a success for the skill challenge. This skill can
challenge is to supposedly convince Erart to grant only be used once.
permission. Erart Mirt’s description can be found in
Encounter 9. Ending the Encounter
Erart Mirt is inclined to grant permission anyway,
Regardless of the result of the skill challenge the PCs get
but only if the PCs provide a good reason, and only
into the Forbidden Zone. Proceed with Encounter 4.
under a couple of strict conditions. First, the PCs should
The guards do not initiate an attack. Even failure in
make a detailed report on what they see and hear while
the Option 1 skill challenge does not result in a fight. In
in the Forbidden Zone.
that case the guards just spot the heroes while they jump
Secondly, anything they find while on the other side
over the wall, and the guards cannot enter the
should be checked by Erart for contraband, which the
Forbidden Zone themselves.
PCs are not allowed to keep, and proper taxes need to
If the PCs actually choose to fight the guards, use
be paid over what they are allowed to take away.
the human guard and human mage stats from the MM.
Contraband would be, for example, documents
A typical patrol consists of 4 guards and 1 mage.
pertaining illegal religions, deeds of properties that
Reinforcements arrive before the PCs can have a short
currently belong to the Sembian government and its
rest, consisting of a patrol of the same make up. If the
friends, dangerous magic items and so forth.
PCs keep fighting, the level 8 shadar-kai encounter of
Thirdly, the PCs need to promise to be extremely
the MM arrives to deal with the threat. Regardless, the
careful about waking things that are best left asleep. It
skill challenge automatically fails. Give the PCs time to
wouldn’t look good if their investigations angered
flee over the wall or into the city.
monsters who then attacked innocent citizens.
Success: The PCs get past the guards into the
If the PCs accept these conditions, permission is
Forbidden Zone, without triggering an alarm. The
granted.
Shadovar agent never learns of the PCs presence in
The skill challenge is treated as a failure, and Erart
town, so the PCs can leave the region unopposed. See
Mirt is waiting at the border of the Forbidden Zone. In
Encounter 9 for more information.
case of a success, however, the PCs receive full xp.
Failure: The PCs get into the Forbidden Zone, but
their foray is reported to the superiors of the guards who
Bluff (DC 15 / 16): Proper compliments, lying about
warn Erart Mirt. Erart sets up things to arrest the PCs on
the reasons for being here, and similar bluffs to grease
their return from the Forbidden Zone. See Encounter 9
the wheels of government help earn the PC one success
for more information.
in the skill challenge.
Diplomacy (DC 15 / 16): By remaining patient
Experience Points
and polite, regardless of the red tape, the PC earns
respect and a success. The first success in Diplomacy PCs who successfully conclude the skill challenge gain
also reveals that the religion of Shar holds an important 60 / 90 xp. If they fail, they gain half xp.
role in the government of Sembia. The PC can now use
Religion to earn a success. Treasure
There is no treasure to be gained in this encounter.

CORE1-1 Inheritance Page 12


History (DC 15 / 16): Having studied old maps of
Encounter 4: Before Sembia, you have a reasonable idea of the layout of the
streets before the rebellion. A successful check adds 1
Nightfall success to the skill challenge.
Perception (DC 20 / 21): Spotting the right
Skill Challenge Level 1 / 3, landmark or path is a great boon, but difficult in the
darkness or twilight. A successful Perception check not
Complexity 1 (100 / 150 XP) only grants a success for the challenge, but also provides
a +2 bonus on the next Athletics check.
Setup
Number of Successes: 4 Ending the Encounter
Number of Failures: 2 Regardless of the result of the skill challenge the PCs
Primary Skills: Arcana, Athletics, History, Perception. eventually find the ruins they are looking for. Proceed
with Encounter 5. Regardless of the result the PCs
Once the PCs are in the Forbidden Zone, they need to manage to avoid encountering any of the ‘locals’ for now.
find the Thanterim Mansion, which is easier said than Success: The PCs quickly find their way through
done. The buildings are in ruins, rubble blocks many of the ruins and manage to avoid any accidents with
the smaller roads and there are no maps available. collapsing ruins or painful falls while on the way. It will
Furthermore, the overlap with the Shadowfell warps the still be before nightfall when the PCs leave the vault and
sense of direction and distance of any visitor, and the are attacked by the haunts in Encounter 8.
darkness or constant twilight (depending on the time of Failure: Failure means that the PCs arrive at the
day) does not help. vault much later in the day, giving them less time to
finish up before nightfall. It means that, by the time the
From your position close to the wall, you look into the PCs leave the vault and are attacked by the haunts
desolate region ahead. All you see are the dark outlines (Encounter 8), it is night, and completely dark. Each PC
of crumbling ruins against a slightly less dark sky. The also loses 1 healing surge due to various minor accidents
streets are empty, riddled with holes and the debris of before the find the mansion.
collapsed buildings. The only movement you see is that
of small clouds of dust. It is eerily silent, except for the Experience Points
soft howling of the wind, or is that howling really just The PCs gain 20 / 30 experience points each for
the wind? successfully completing this skill challenge.

Travel through the Forbidden Zone is difficult. The PCs Treasure


are expected to stick to the main roads, staying clear of
There is no treasure for the PCs in this encounter.
unknown ruins which might be the lair of dangerous
monsters or, more likely, endanger the PCs through
collapse.

Skill Challenge
The PCs undergo this skill challenge as they try to find
their way in the Forbidden Zone, without suffering a
serious accident involving collapsing ruins, or getting
lost completely.

Arcana (DC 15 / 16): Knowledge on the Shadowfell


and how it influences distance and perception is a great
boon for anybody traveling through a Forbidden Zone. A
successful Arcana check generates one success.
Athletics (DC 15 / 16): At least two PCs should
make Athletics checks to represent getting past rubble
that blocks the road without any serious accident. A
successful check adds 1 success to the skill challenge.

CORE1-1 Inheritance Page 13


in the ritual can reroll one d20 roll before knowing
Encounter 5: Under Rubble if the first roll was a success or failure. If again
consecrated, the shrine also offers protection against
the undead in Encounter 8.
Skill Challenge Level 1 / 3, • The likely entrance into the vault is hidden under a
Complexity 2 (200 / 300 XP) heap of debris that needs to be removed.

Setup Skill Challenge


Number of Successes: 6 Once the PCs find the entrance, they need to start
Number of Failures: 3 digging. Doing so in the unstable area is difficult and
Primary Skills: Athletics, Dungeoneering, Perception. dangerous requiring both strength and skill. Throughout
their work, the PCs hear strange noises.
Eventually the PCs find the ruins of the Thanterim
mansion, recognizable by the families weapon at its Athletics (DC 15 / 16): Athletics represents the actual
doorposts. It is in complete ruins, only a few walls are digging, and at least two characters should make a check
still standing and most of the floor has collapsed. There each turn.
are no creatures visible. A failed check indicates that all members of the
party loose one healing surge due the tunnel partially
Little is left of the Thanterim mansion. The outer walls collapsing during the work. In addition this counts as a
still stand, but its inner floors and walls have collapsed. failure for the challenge.
Even the roof of what was likely the family crypt, located Dungeoneering (DC 15 / 16): Dungeoneering is
in the gardens, has caved in. The rest of the gardens used to determine the safest method to dig and to
have died a long time ago, and are nothing more than a decide how to support the walls. At least one character
muddy field with the occasional leafless twisted tree should make a Dungeoneering check during each turn.
Perception (DC 10 / 11): You notice something
trunk, slime-covered statue and clumps of fungi.
that helps you better dig through the rubble, or spot a
weakness overlooked by others. Using this skill doesn’t
A search of the ruins reveals the following:
count as a success or failure, but instead provides a +2
• The mansion has burned to the ground. If anything
bonus or, if failed, a –2 penalty to the next character’s
of value remained behind, it is buried under tons of
Athletics or Dungeoneering check.
debris.
• The rubble is charred, covered in slime and fungi.
• The area smells of mud, stagnant water and decay. Ending the Encounter
• While exploring the place, the PCs hear strange Regardless of the success or failure of the skill challenge,
noises, echoes of battles fought long ago, screams of the PCs eventually get through to the vault. Each round
terror, marching footsteps, but no source of the represents about 1 hour of work. Once the stairwell is
sounds can be found. cleared, the PCs have access to the vault below. Proceed
• The crypts are under the gardens behind the with Encounter 6 when the PCs go into the vault.
mansion. The region is covered with debris, but Success: The PCs did a decent job. The stairwell is
some of the stone sarcophagi are still in relatively secure, free of debris and the corridor beyond dust free.
good condition, others have been smashed to pieces. Failure: The PCs had a difficult time clearing the
The area is riddled with human bones. stairs. The corridor beyond is covered in a dense cloud
• There are several stagnant pools that hint of of dust, making it more difficult to see down below. The
dangerous things. They are about five-feet deep and exact effects of this are discussed in Encounter 6.
perfectly safe to enter.
• In a corner of the crypt, the PCs find a small altar Experience Points
and a broken statue of Tymora. PCs investigating
The PCs gain 40 / 60 experience points each for
the statue, and who succeed at a DC 10 Religion
successfully completing this skill challenge.
check recognize the shrine for what it is. If they
clean the altar and statue, and perform a short
Treasure
ceremony in honor of Tymora and succeed at a DC
15 /17 Religion check, they gain her blessing. One There is no treasure to be found in this encounter.
time during the adventure, each character involved

CORE1-1 Inheritance Page 14


• The alcove, directly to the left of the entrance, has
Encounter 6: Silent partially collapsed, filling the area with debris. The
corridor itself remains relatively uncluttered, since
Guardians most of the debris fell into the pit.
• While the floor on the entrance side of the corridor
Encounter Level 2 / 4 (650 / 900 •
is wet and muddy, this has no effect on movement.
A DC 16 Perception check reveals a once well-
XP) hidden control panel next to the door. It is damaged
beyond repair. A DC 16 Thievery check reveals that
Setup a similar control panel is most likely located at the
other end of the corridor with which some kind of
This encounter includes the following creatures and
trap can be controlled. The nature of the trap is
traps.
unclear.
2 clay scouts (S)
• The statues on that side the wall are life-sized
2 iron cobras (C)
humans, depicting various richly dressed lords and
2 magic crossbow turrets (T)
ladies, possibly ancestors of the Thanterim family.
• Directly across from the trigger plates, the PCs can
The corridor to the vault was once heavily trapped, but
see the skeletal remains of a human slammed
the ravages of time have caused a lot of damage,
against a statue. The glitter of jewels can also be
disabling most of the traps. Only one group of guardians
seen. The cause of death is impossible to determine
and one trap remain.
after all this time.
The guardians, a group of homunculi, are hidden in
• Information on the trap can be found in the monster
the niches and debris in the corridor. The trap is a
stats below.
magical crossbow turret, the trigger of which is in the
middle of the corridor (the rune covered tile on the map
– remember NOT to place it when drawing the map for Features of the Area
the players), so that, at first glance, the corridor appears Important features in the corridor include:
to be deserted. The PCs enter from the stairs near the Illumination: None. If the PCs failed the skill
broken doors. challenge in Encounter 5 the corridor is also covered in
As the adventurers enter the area, read, or a dust cloud, causing the whole area to be considered
paraphrase, the following: lightly obscured (see DMG 61).
Guarded Area: The area from the trigger plates of
Through the remains of the stone door, you see a long the trap to the vault doors is considered to be the
wide corridor leading into the darkness. The walls of the guarded area for the homunculi guardians (see monster
corridor are cracked, and debris from the ceiling clutters description below).
the floor at several spots. A gaping pit, directly behind Pit: It is ten-feet deep, and the bottom is filled with
the door, is difficult to miss. The floor on this side of the debris. PCs falling in take 1d10 points of damage. It
corridor looks wet and muddy, and the air smells of wet requires a DC 15 Athletics check to climb out and costs
earth. 4 squares of movement to do so.
Rubble: These areas are covered with rubble and
The guardians only attack once the PCs spot them, or are considered difficult terrain. Movement cost is
the PCs get past the trigger plates. Until that time the doubled in these areas.
PCs can investigate the corridor ahead. Rune Covered Stones: These are NOT visible on
the map. They are the trigger plates of the magic
• The homunculi are hiding. The clay scout in the pit crossbow turret trap and, as long as the PCs have not
is hiding under the debris and can only be seen by made the Perception check, these stones are identical to
somebody on the bottom of the pit. The second clay the rest of the stones making up the floor.
scout is hiding in the many cracks in its niche and Stairs: The stairs are considered difficult terrain,
can hide even from PCs directly opposite the alcove. costing 2 squares of movement. If the PCs failed the skill
It is a DC 18 Perception check to note the clay challenge in Encounter 5, each square costs 3 squares of
scouts. The iron cobras can only be spotted once the movement instead.
PCs are past the trap, which triggers the attack of Statues: The statues are medium-sized non-magical
the homunculi anyway. stone statues (AC/Reflex 5; Fort 10; hp 40). A DC 15

CORE1-1 Inheritance Page 15


Athletic check is needed to climb them, and they Treasure
provide cover. The square of a destroyed statue is The skeletal remains of a human lie next to a statue in a
considered difficult terrain and costs double movement. pile of debris. Most of its equipment and clothing has
Vault doors: The vault doors are a double stone decayed beyond usability, but it wears a pair of acrobat
door with a sturdy lock (AC/Reflex 4; Fort 12; hp 80; boots and jewelry worth 10 / 15 gp.
Break DC 25). It takes a standard action to unlock the
door.

Tactics
The homunculi stay hidden until the PCs see them,
trigger the trap or move beyond the trigger plates. Once
any of these conditions is met, they rush out to attack the
PCs. They try to lure the PCs into the guarded area,
realizing their attacks are more effective in that region.
If the trap is not triggered yet, they trigger it as well.
The clay scouts prefers to start with mind touch,
afterwards moving next to their hopefully now dazed
opponent. Their preferred targets are creatures that look
to be weak in melee, so that they do not need to fear
attacks of opportunity when they use mind touch, while
using that person as a victim of redirect.
The iron cobras stay in front of the vault doors
focusing on whatever is in front of them, using poison the
mind against opponents threatening the scouts, if
possible. The cobras focus on the same target, using
slithering shift, if necessary, to do so. The trap has no
tactics, the crossbow turrets, mounted behind the
statues, fire at the closest opponent.
The homunculi fight to the death, or until the PCs
flee the corridor and vault. They do not give chase.

Scaling the Encounter


Make the following adjustments to the combat, based on
the number of PCs present.
Four PCs: Remove one clay scout (the one hiding
in the pit).
Six PCs: Add one iron cobra.

Ending the Encounter


Once the PCs have dealt with the guardians and
crossbow trap, they can turn their attention to the vault
doors at the end of the corridor. These are locked, but
they can easily be opened with the key in the PCs’
possession. There are no more traps or threats down
below. When the PCs open the vault doors and enter
the vault proceed with Encounter 7.

Experience Points
The characters receive 130 / 180 experience points
each for defeating the homunculus guardians and the
trap.

CORE1-1 Inheritance Page 16


Encounter 6: Silent Guardians Statistics (Low Level)
Clay Scout Level 2 Lurker Magic Crossbow Turret Level 2 Blaster
Small natural animate (construct, homunculus) XP 125 Trap XP 125
Initiative +7 Senses Perception +6; darkvision Trap: Two crossbows attack each round on their initiative after
HP 31; Bloodied 15 they are triggered.
AC 16; Fortitude 13, Reflex 14, Will 15 Perception
Immune disease, poison ✦DC 20: The character notices the trigger plates.
Speed 6, fly 3 (clumsy)
✦DC 25: The character notices the location of the hidden turret
m Bite (standard; at-will) ✦ Poison
emplacements.
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary
attack against the same target. Secondary Attack: +2 vs. Fortitude; ✦DC 25: The character notices the hidden control panel.
the target is slowed (save ends). See also guard area. Initiative +2
Trigger
R Mind Touch (standard; at-will) ✦ Psychic
The trap activates and rolls initiative when a character enters
Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the target one of the four trigger squares in the room.
is dazed (save ends); see also guard area. Attack
Guard Area Standard Action Ranged 10
The clay scout gains a +4 bonus to attack rolls against any creature
Targets: Each crossbow attack one intruder. It magically
in its guarded area.
distinguishes intruders from the homunculi and it does not attack
Limited Invisibility ✦ Illusion the homunculi.
The clay scout is invisible to dazed creatures Attack: +7 vs. AC
Redirect (immediate interrupt, when targeted by a melee or Hit: 2d8 + 2 damage
ranged attack; at-will) Countermeasures
The clay scout makes an attack against the attacker: +4 vs. Will; the ✦A character who makes a successful Athletics check (DC
triggering attack targets a creature adjacent to the clay scout
12 or DC 22 without a running start) can jump over a double
instead (as chosen by the clay scout).
pressure plate square.
Alignment Unaligned Languages ---
Skills Stealth +8 ✦An adjacent character can disable a trigger plate with a DC 25
Str 10 (+1) Dex 15 (+3) Wis 10 (+1) Thievery check.
Con 13 (+2) Int 10 (+1) Cha 16 (+4) ✦Attacking a trigger plate (AC 12, other defenses 10) only
triggers the trap.
Iron Cobra Level 3 Skirmisher ✦A character can attack a turret (AC 16, other defenses 13; hp
Medium natural animate (construct, homunculus) XP 150 38). Destroying the turret stops its attacks.
Initiative +5 Senses Perception +7; darkvision ✦A character can engage in a skill challenge to deactivate the
HP 51; Bloodied 25
control panel. DC 20 Thievery. Complexity 2 (6 successes
AC 17; Fortitude 17, Reflex 15, Will 14
before 3 failures). Success disables the trap. Failure causes
Immune disease, poison
the control panel to explode (close blast 3, 2d6 + 3 damage to
Speed 7; see also slithering shift
all creatures in blast) and the trap remains active.
m Bite (standard; at-will) ✦ Poison
+8 vs. AC; 1d8 + 2 damage, and ongoing 5 poison damage
(save ends).
R Poison the Mind (standard; recharge 3-6) ✦ Psychic
Ranged 10; only creatures taking ongoing poison damage; +5 vs.
Will; target is dazed and slowed (save ends both); see also guard
area.
Guard Area
An iron cobra can use its poison the mind against any creature in
its guarded area, even if the power hasn’t recharged and even if
the target isn’t taking ongoing poison damage.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned Languages ---
Skills Stealth +7
Str 17 (+4) Dex 15 (+3) Wis 13 (+2)
Con 19 (+5) Int 5 (-2) Cha 12 (+2)

CORE1-1 Inheritance Page 17


Encounter 6: Silent Guardians Statistics (High Level)
Clay Scout Level 4 Lurker Magic Crossbow Turret Level 3 Blaster
Small natural animate (construct, homunculus) XP 175 Trap XP 150
Initiative +8 Senses Perception +7; darkvision Trap: Two crossbows attack each round on their initiative after
HP 43; Bloodied 21 they are triggered.
AC 18; Fortitude 15, Reflex 16, Will 17 Perception
Immune disease, poison ✦DC 20: The character notices the trigger plates.
Speed 6, fly 3 (clumsy)
✦DC 25: The character notices the location of the hidden turret
m Bite (standard; at-will) ✦ Poison
emplacements.
+5 vs. AC; 1d6 + 1 damage, and the homunculus makes a
secondary attack against the same target. Secondary Attack: ✦DC 25: The character notices the hidden control panel.
+4 vs. Fortitude; the target is slowed (save ends). See also Initiative +3
guard area. Trigger
The trap activates and rolls initiative when a character enters
R Mind Touch (standard; at-will) ✦ Psychic
one of the four trigger squares in the room.
Ranged 10; +7 vs. Reflex; 1d6 + 4 psychic damage, and the Attack
target is dazed (save ends); see also guard area.
Standard Action Ranged 10
Guard Area
Targets: Each crossbow attack one intruder. It magically
The clay scout gains a +4 bonus to attack rolls against any
distinguishes intruders from the homunculi and it does not attack
creature in its guarded area.
the homunculi.
Limited Invisibility ✦ Illusion Attack: +8 vs. AC
The clay scout is invisible to dazed creatures Hit: 2d8 + 3 damage
Redirect (immediate interrupt, when targeted by a melee or Countermeasures
ranged attack; at-will) ✦A character who makes a successful Athletics check (DC
The clay scout makes an attack against the attacker: +6 vs.
12 or DC 22 without a running start) can jump over a double
Will; the triggering attack targets a creature adjacent to the
pressure plate square.
clay scout instead (as chosen by the clay scout).
Alignment Unaligned Languages --- ✦An adjacent character can disable a trigger plate with a DC 25
Skills Stealth +9 Thievery check.
Str 10 (+2) Dex 15 (+4) Wis 10 (+2) ✦Attacking a trigger plate (AC 12, other defenses 10) only
Con 13 (+3) Int 10 (+2) Cha 16 (+5) triggers the trap.
✦A character can attack a turret (AC 16, other defenses 13; hp
Iron Cobra Level 5 Skirmisher 38). Destroying the turret stops its attacks.
Medium natural animate (construct, homunculus) XP 200 ✦A character can engage in a skill challenge to deactivate the
Initiative +6 Senses Perception +8; darkvision
control panel. DC 20 Thievery. Complexity 2 (6 successes
HP 67; Bloodied 33
before 3 failures). Success disables the trap. Failure causes
AC 19; Fortitude 19, Reflex 17, Will 16
the control panel to explode (close blast 3, 2d6 + 3 damage to
Immune disease, poison
all creatures in blast) and the trap remains active.
Speed 7; see also slithering shift
m Bite (standard; at-will) ✦ Poison
+10 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage
(save ends).
R Poison the Mind (standard; recharge 3-6) ✦ Psychic
Ranged 10; only creatures taking ongoing poison damage;
+7 vs. Will; target is dazed and slowed (save ends both);
see also guard area.
Guard Area
An iron cobra can use its poison the mind against any
creature in its guarded area, even if the power hasn’t
recharged and even if the target isn’t taking ongoing poison
damage.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned Languages ---
Skills Stealth +8
Str 17 (+5) Dex 15 (+4) Wis 13 (+3)
Con 19 (+6) Int 5 (-1) Cha 12 (+3)

CORE1-1 Inheritance Page 18


Encounter 6: Silent Guardians Map
Dungeon Tiles
Bars / Rubble and Double Doors / Rubble 2x1 x6
Pit / Floor 2x2 x1
Rune / Floor 2x2 x1
Spiral Stairs / Floor 2x2 x2

Arcane Corridors
Broken Doors / Floor 4x2 x1
Iron Doors / Floor 4x2 x1
Pool / Hall w/ Statues 4x8 x2
Stairs / Bookshelf 4x2 x1
Web / Runes 2x2 x1

CORE1-1 Inheritance Page 19


Ending the Encounter
Encounter 7: The Vault Before the PCs can leave the vault, they need to
decide how to carry all the valuables with them.
Setup When the Thanterims fled the city, they took most of
the small valuables with them, leaving the bulky goods
Once the vault doors are opened, the PCs can safely
behind. The single Tenser’s Floating Disk ritual should
enter. There are no guardians or traps inside. Unlike
help a bit but it cannot carry all the contents of the
the corridor, the vault is undamaged and its contents
vault, unless the PCs roll particularly high on the
are remarkably well-preserved.
Arcana check while performing the ritual.
Don’t spend too much time on this. Reward
Opening the stone vault doors makes a lot of noise.
creativity. Make sure, though, that the players realize
The room beyond is about twenty-by-twenty feet. The
they cannot return anytime soon for a second run.
soft breeze causes a thick layer of dust to whirl in
Regardless of how much they are able to carry, they
small clouds, giving you the urge to sneeze. It is not
get the same reward.
gold that twinkles in your light but, instead, the room The first time the PCs leave the vaults with
is filled with paintings wrapped in canvas, tapestries, treasure from the vault, they are attacked by the
statues and several wooden crates. ghosts that haunt the Thanterim Mansion. Proceed
with Encounter 8.
A search of the room reveals the following:
Treasure
• The vault is undamaged.
The vault is filled with large pieces of art, mostly
• The content of the vault is in surprisingly good
paintings, carpets and statues. Selling these is difficult
condition and it contains some really valuable
and time consuming. Whether the PCs deliver the art
pieces.
to Deskyr Thanterim or Erart Mirt, or sell it
• The crates are filled with straw and beautifully
themselves they earn 40 / 60 gp. In addition they find
decorated porcelain tableware, silver chandeliers
the suit of delver’s armor +1, a ritual book with the
and porcelain vases.
ritual Make Whole and Tymora’s Scriptures.
• The paintings are mostly portraits of rich
merchants and the occasional adventurer.
• The tapestries are of high quality, depicting mostly
hunting and naval scenes.
• A beautifully decorated suit of armor stands on a
stand. The symbol of Tymora is skillfully hidden
amongst the decoration. It is a suit of delver’s armor
+1.
• Well hidden in a corner of the vault lies a huge
stack of papers yellowed by age. At first glance
they appear to be mostly deeds, loans, shares in
companies, tax ledgers and similar types of
documents. These would be virtually useless,
although, there is always a chance some might still
be valuable. PCs who take the time to carefully
search through the papers, and who succeed on a
DC 20 Perception check find a ritual book with
the Make Whole ritual, as well as a set of
beautifully decorated religious scriptures
dedicated to the religion of Tymora. Amongst
those scriptures is also a set of detailed maps of a
temple, but the accompanying text is in code and
the location of said temple is unclear. Many parts
of the texts are cryptic, and contain secret texts.
Simply copying the text is impossible without
extensive time.

CORE1-1 Inheritance Page 20


is completely dark, unless the PCs carry a light source of
Encounter 8: Dark Haunts their own.
Pit: The pit is ten-feet deep and requires a DC 12
Athletics check to climb out.
Encounter Level 3 / 5 (750 / 1000 Pool: The pool is about four-feet deep, and has a
XP) very rough bottom. Movement costs are multiplied by
four, but the water provides cover against attacks made
Setup by people outside the pool.
Rubble: Various areas on the battlefield are strewn
This encounter includes the following creatures. with debris and rubble. Movement in these areas costs
1 death master specter (S) double.
3 phantom warriors (P) Sarcophagi: These stone sarcophagi are three-feet
4 decrepit skeletons (D) high. Jumping on them requires a DC 30 Athletics
check (DC 15 with a running jump) or costs two squares
The Thanterim Mansion is indeed haunted. Several of movement.
phantom warriors, the remnants of the defenders that Shrine: Number 2 on the map. If the PCs
died during the rebellion, patrol the ruins. They remain consecrated it during Encounter 5, PCs within 3 squares
invisible to all until somebody comes out of the vault of the altar gain a +1 power bonus to all defenses against
with pieces of treasure belonging to the family. The fact the undead. If they have not yet consecrated it, a DC 20
that the PCs have the key has no bearing on whether or Religion check as a standard action causes the same
not they are attacked. effect. If so consecrated, the statue glows with a soft
The specter is a dark entity that has been invisibly yellow light, which is difficult to miss, as soon as the first
following the PCs, ready to torment the living. It uses the undead manifest.
attack by the phantom warriors to its advantage, hoping Stairs: Area 1 on the map. The PCs come from this
that their combined might allows it to kill the PCs. The direction. The stairs are considered difficult terrain
specter is infused with dark energies and can create costing 2 squares of movement to traverse. If the PCs
undead minions from the shades of its victims. For all failed the skill challenge in Encounter 5, each square
intents and purposes, these are corporeal decrepit costs 3 squares of movement instead.
skeletons. Walls: These crumbling walls block movement for
As the adventurers resurface from the vaul, read: corporeal creatures. They can be climbed with a DC 10
Athletics check. A creature can try to push over a 2
Stepping outside into the open ruins, you immediately square section of wall with a DC 12 Str check. The
note three figures stepping through the walls into the character can then make a Str vs. Reflex attack against
open. They are insubstantial human soldiers armed all creatures directly behind the wall. The attack deals
with shields and swords, glowing with a pale blue light. 2d10 + 3 points of damage. Remove the wall and
Their faces are grim and determined and they do not change it and the area behind it into difficult terrain.
look friendly. The specter is aware of the weakness of the walls and, if
an opportunity presents itself, it is not above giving it a
See the battle map for where the phantom warriors start try (describe it as a telekinetic effect in case the players
at the beginning of the encounter. The PCs start at the have difficulties imagining an insubstantial creature
stairs in area 1. At the beginning of the fight, the pushing over a wall).
decrepit skeletons and the specter are out of sight. Only
the phantom warriors are visible. Nobody is considered Tactics
surprised.
The tactics of the phantom warriors are simple: they
stick together to gain maximum advantage of phantom
Features of the Area tactics and all attack the same target in a coordinated
Important features in the corridor include: fashion. They are not above switching the order of their
Illumination: If the PCs were successful in the skill attacks to make sure the healthiest phantom marks their
challenge in Encounter 4, it is still day. The illumination victim. Likewise, they are not above switching targets if
is similar to twilight, causing the area to be lightly doing so makes more sense.
obscured for those with normal vision. If the PCs failed It is possible to convince the phantom warriors not
the Encounter 4 skill challenge, it has become night and to fight, by succeeding at a level 3 / 5 complexity 3 social

CORE1-1 Inheritance Page 21


skill challenge using Bluff, Diplomacy, Insight and the chase, but become less aggressive and they just
History. At a minimum the PCs need to show the key. make sure the thieves leave the area. Otherwise the
The warriors keep fighting until the skill challenge has encounter ends with the defeat of the undead.
been successfully completed. If the PCs keep fighting Regardless, the PCs need to return to the inhabited
during the attempt to negotiate with the warriors, the parts of the city. Returning to the border of the
challenge automatically fails. Only allow this action if Forbidden Zone is a lot easier than finding one ruin
the players have shown a love of role-playing. In this among many and the PCs soon find themselves at the
case, you can loosen up the aggressiveness of the wall. If it is night, they get the feeling they are observed,
warriors if needed. The specter would definitely not stop but they do not see anything.
fighting. The ease with which they can get outside the Zone
The specter remains invisible and out of the way at depends on how well they did in Encounter 3. If they
the start of the fight. It delays its attacks until it has a were successful with the skill challenge, it is relatively
reasonable idea of what it is facing. As soon as that easy, even with the loot. There are no guards on this side
happens, the specter joins the fight by maneuvering into of the wall and, once on the other side, it is easy to
a good position to use spectral barrage against the largest disappear. So it is just a matter of good timing. Once the
group of PCs, but without hitting its allies. PCs are on the other side of the wall, proceed with the
It waits until just before the warriors turn to give Conclusion in Encounter 9.
them optimal advantage against prone PCs. From then If the PCs failed the skill challenge in Encounter 3,
on, it either attacks with spectral barrage (if it recharges), the Shadovar agent, Erart Mirt, has heard of their
spectral touch or by turning invisible when threatened intrusion. He has prepared a special welcome. Proceed
enough. with Encounter 9, using the whole encounter.
Do not forget its action point, which it uses at an
opportune time to become invisible, or the fact that it Experience Points
(and the phantom warriors) can move through walls. The characters receive 150 / 200 experience points
About halfway through the fight, it uses its call of the grave each for defeating the undead.
ability against a PC who is a bit away from the main
group, especially archers, warlocks or wizards. Treasure
The phantom warriors and the specter and its
There is no treasure to be found in this Encounter.
skeletal minions are not true allies. While they do not
consider each other enemies, any coordination between
the two groups is either coincidence or one side simply
taking advantage of an opportunity created by the other.
Unless convinced to leave, the phantom warriors
fight to the death and they are not open for reason. They
only stop attacking when the PCs return everything they
took from the vault. The specter flees when at 10% or
less of its hit points, never to return. Any surviving
skeletons keep fighting until destroyed.

Scaling the Encounter


Make the following adjustments to the combat based on
the number of PCs present.
Four PCs: Remove one phantom warrior.
Six PCs: Add one phantom warrior.

Ending the Encounter


If the PCs flee the area during the fight, the undead
chase them until they leave the Forbidden Zone, turning
the combat into a running battle. The likely end result is
either the destruction of the undead, or the death of the
PCs long before they reach the border of the region. If
the PCs drop the loot, the phantom warriors do not stop

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Encounter 8: Dark Haunts Statistics (Low Level)
Death Master Specter Level 3 Elite Lurker (leader) Decrepit Skeleton Level 3 Minion
Medium shadow humanoid (undead) XP 300 Medium natural animate (undead) XP ---
Initiative +7 Senses Perception +5; darkvision Initiative +4 Senses Perception +3; darkvision
Spectral Chill (cold) aura 1; enemies in the aura take a ---2 HP 1; a missed attack never damages a minion.
penalty to all defenses. AC 18; Fortitude 15, Reflex 16, Will 15
Shroud of the Grave (necrotic) aura 5; all undead lose any Immune disease, poison
vulnerability to radiant damage. Speed 6
HP 52; Bloodied 26 m Longsword (standard; at-will) ✦ Weapon
AC 17; Fortitude 17, Reflex 15, Will 18 +8 vs. AC; 5 damage.
Saving Throws +2
r Shortbow (standard; at-will) ✦ Weapon
Immune disease, poison; Resist 10 necrotic, insubstantial;
Vulnerable 5 radiant Ranged 15/30; +8 vs. AC; 4 damage.
Speed fly 6 (hover); phasing Alignment Unaligned Languages ---
Action Points 1 Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (---3) Cha 3 (-3)
m Spectral Touch (standard; at-will) ✦ Necrotic
Equipment: heavy shield, longsword, shortbow, quiver of 10
+6 vs. Reflex; 1d6 + 2 necrotic damage. arrows.
C Spectral Barrage (standard; recharge 5-6) ✦ Illusion, Psychic
Close burst 2; targets enemies; +6 vs. Will; 2d6 + 2 psychic
damage, and the target is knocked prone.
R Call of the Grave (standard; encounter)
Ranged 10; four undead minions of the death master’s level, or
lower, appear in any unoccupied space within range. These
undead minions take their turns immediately after the death
master.
Invisibility (standard; at-will) ✦ Illusion
The specter becomes invisible until it attacks or until it is
hit by an attack.
Alignment Chaotic evil Languages Common
Skills Stealth +8
Str 10 (+1) Dex 15 (+3) Wis 8 (+0)
Con 13 (+2) Int 6 (---1) Cha 15 (+3)

Phantom Warrior Level 3 Soldier


Medium shadow humanoid (undead) XP 150
Initiative +7 Senses Perception +12; darkvision
HP 32; Bloodied 16
AC 17; Fortitude 15, Reflex 14, Will 15
Immune disease, poison; Resist insubstantial
Speed 6, fly 6 (hover); phasing
m Phantom Sword (standard; at-will) ✦ Necrotic
+8 vs. Reflex; 1d8 + 1 necrotic damage, and the target
is marked until the end of the phantom warrior’s next turn.
Phantom Tactics
A phantom warrior has combat advantage against any
target that has another phantom warrior adjacent to it.
Alignment Unaligned Languages Common
Str 14 (+3) Dex 12 (+2) Wis 11 (+1)
Con 12 (+2) Int 10 (+1) Cha 14 (+3)

CORE1-1 Inheritance Page 23


Encounter 8: Dark Haunts Statistics (High Level)
Death Master Spectre Level 5 Elite Lurker (leader) Decrepit Skeleton Level 5 Minion
Medium shadow humanoid (undead) XP 400 Medium natural animate (undead) XP ---
Initiative +8 Senses Perception +6; darkvision Initiative +4 Senses Perception +4; darkvision
Spectral Chill (cold) aura 1; enemies in the aura take a ---2 HP 1; a missed attack never damages a minion.
penalty to all defenses. AC 20; Fortitude 17, Reflex 18, Will 17
Shroud of the Grave (necrotic) aura 5; all undead lose any Immune disease, poison
vulnerability to radiant damage. Speed 6
HP 71; Bloodied 30 m Longsword (standard; at-will) ✦ Weapon
AC 19; Fortitude 19, Reflex 17, Will 20 +10 vs. AC; 6 damage.
Saving Throws +2
r Shortbow (standard; at-will) ✦ Weapon
Immune disease, poison; Resist 10 necrotic, insubstantial;
Vulnerable 5 radiant Ranged 15/30; +8 vs. AC; 5 damage.
Speed fly 6 (hover); phasing Alignment Unaligned Languages ---
Action Points 1 Str 15 (+4) Dex 17 (+5) Wis 14 (+4)
Con 13 (+3) Int 3 (---2) Cha 3 (-2)
m Spectral Touch (standard; at-will) ✦ Necrotic
Equipment heavy shield, longsword, shortbow, quiver of 10
+8 vs. Reflex; 1d6 + 3 necrotic damage. arrows.
C Spectral Barrage (standard; recharge 5-6) ✦ Illusion, Psychic
Close burst 2; targets enemies; +8 vs. Will; 2d6 + 3 psychic
damage, and the target is knocked prone.
R Call of the Grave (standard; encounter)
Ranged 10; four undead minions of the death master’s
level, or lower, appear in any unoccupied space within
range. These undead minions take their turns immediately
after the death master.
Invisibility (standard; at-will) ✦ Illusion
The specter becomes invisible until it attacks or until it is
hit by an attack.
Alignment Chaotic evil Languages Common
Skills Stealth +9
Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
Con 13 (+3) Int 6 (+0) Cha 15 (+4)

Phantom Warrior Level 5 Soldier


Medium shadow humanoid (undead) XP 200
Initiative +8 Senses Perception +13; darkvision
HP 48; Bloodied 24
AC 19; Fortitude 17, Reflex 16, Will 17
Immune disease, poison; Resist insubstantial
Speed 6, fly 6 (hover); phasing
m Phantom Sword (standard; at-will) ✦ Necrotic
+10 vs. Reflex; 1d8 + 2 necrotic damage, and the target
is marked until the end of the phantom warrior’s next turn.
Phantom Tactics
A phantom warrior has combat advantage against any
target that has another phantom warrior adjacent to it.
Alignment Unaligned Languages Common
Str 14 (+4) Dex 12 (+3) Wis 11 (+2)
Con 12 (+3) Int 10 (+2) Cha 14 (+4)

CORE1-1 Inheritance Page 24


Encounter 8: Dark Haunts Map
Dungeon Tiles
Bars / Rubble 2x1 x4
Double Doors / Rubble 2x1 x4
Ground / Floor 2x2 x1
Pit / Floor 2x2 x1
Pool / Floor 4x4 x1
Spiral Stairs / Floor 2x2 x2
Stairs Landing / Floor 4x2 x1
Shop / Floor 8x10 x2
Statue / Floor 1x1 x3
Tavern / Floor 8x10 x2
Wall / Floor 4x2 x3

Hidden Crypts
Alcoves - Hall / Floor 4x2 x2
Alcoves - Wall / Floor 2x4 x3
Hall Arch / Floor 4x2 x1
Sarcophagus / Floor 2x1 x3
Statue w/ Altar / Floor 2x2 x1
Wall / Floor 1x4 x2

CORE1-1 Inheritance Page 25


Assuming the PCs eventually accept the situation,
Encounter 9: Back into the he quickly gets down to business. He wants a detailed
report on their expedition, and he orders the shadar-
Light kai soldiers to search the PCs and their possessions.
Most of what they have retrieved from the vault is
Setup confiscated, especially the scriptures of Tymora. In
return, he pays each PC 45 / 60 gp, lets them take one
Important NPCs: Erart Mirt, human Shadovar
or two items from the vault (the boots and armor) and
agent.
gives them his token (see story reward CORE2 Shade
Coin) as his sign of appreciation. Afterwards the PCs
If the PCs succeeded at the skill challenge in
are free to go.
Encounter 3, you do not need to run this encounter.
Erart only laughs when the PCs point out that the
Proceed to the Conclusion, below, instead.
Empire of Netheril has no authority within Urmlaspyr.
If the PCs failed the skill challenge, Erart Mirt, the
Are the PCs really naïve enough to belief that? If they
Shadovar agent, is ready for them on their return. He
insist on calling the real authorities, he points out that
waits at the most likely spot for the PCs to appear. If
his guards are part of the Watch, and he is here with
the PCs used a gate, he is waiting there. If they enter
permission from the local government. They hired
the city at an unexpected place, he is waiting at their
him to deal with issues pertaining the Forbidden
inn, harbor or city gate or catches up soon. It is easy
Zone, and as such he has jurisdiction over the PCs.
for an influential Shadovar agent to trace a group of
Since it is true, there is no point in calling upon his
adventurers in Sembia. Read, or paraphrase, the
bluff. It only makes things more difficult for the PCs.
following:
If the PCs do not listen to reason, Erart still acts
the same way, but with much more force and
Your attention is drawn to a single human guarded
aggressiveness. The PCs are also escorted to the first
by five shadar-kai soldiers. Tall, pale-skinned with
ship due to leave the harbor, with the order to never
short black hair and a well-trimmed beard, he rises
return
when he sees you. His clothes are black and silver, and
It is certainly possible that the PCs are able to
a rapier hangs from his belt. He smiles pleasantly at hide small items such as Tymora’s Scriptures. Doing
you, but his blue eyes remain cold. “So, how did the so, either requires preliminary knowledge of meeting
expedition go? Found anything worthwhile? Please Erart, or some quick thinking and good skill use. It
report.” he starts with a warm voice. should not be easy, but reward good thinking.

The human is Erart Mirt, a cold-hearted ambitious


man with a sadistic streak. He learned about the PCs’
Ending the Encounter
foray into the Forbidden Zones, and he can execute Once the PCs leave Urmlaspyr, they have to decide
them for the crime. Instead, he approaches the PCs in whether to return to Deskyr Thanterim, or to simply
a friendly manner, acting as if they’d gained his go on with their business. Regardless, the adventure
permission (which, in some cases, might be true). He has ended.
expects the PCs to give a detailed report on the
expedition, and to hand over all found goods in return Treasure
for a first pick of magic items, and 45 / 60 gp. If the PCs were forced to hand over the contents of
If the PCs want to know who he is, he acts the vault, they gain a Dhade Coin as well as 45 / 60 gp
surprised and concerned. Didn’t PC X (pick one PC) and the magic items found in Encounter 6 and 7. They
tell them? His name is Erart Mirt, royal agent of the also gain a symbol of life as an extra reward from Erart.
Twelve Princes of Netheril, and he has been charged
with the safety of the good citizens of Urmlaspyr. Conclusion
Considering all the PCs to be law-abiding people, he The adventure ends with the PCs having either
thought the PCs had contacted him to make sure no recovered the contents, or returning empty handed.
laws were broken. If they insist that they didn’t, he is If the PCs return to Deskyr with the full contents
forced to arrest them for various serious crimes. Are of the vault, he is ecstatic, gladly paying the PCs the
the PCs really certain PC X has acted on his own? The agreed upon salary. He also gives them a symbol of life
more obvious the anger and irritation of the PCs, the as an additional reward. In addition, when he learns
more fun he has. about the scriptures, he makes sure the temple of

CORE1-1 Inheritance Page 26


Tymora gets them. In that case, the PCs earn a
CORE1 Tymoran Token.
If on the other hand the PCs return without any of
the vault’s contents, or only a limited amount, he is
disappointed, but accepts his losses. The treasure the
PCs might have is not enough to get him out of
trouble, and he allows the PCs to keep any magical
items they have found. If the PCs insist giving the
items anyway, he accepts the magic items eventually
since he can use the money. If the PCs manage to
rescue the scriptures, he makes sure the temple of
Tymora gets them and the PCs earn the Tymoran
Token.
Finally, if the PCs never return, and chose to keep
what they found, they do not get very rich because of
it. Most of it is difficult to sell. They do get to keep the
Tymoran Scriptures (CORE3 Tymoran Scriptures)
and the associated adventure rewards.
The stack of Tymoran scriptures contains many
cryptic verses, hidden clues and secret texts. Simply
copying the texts has no effect without the originals.
Hence the PCs cannot earn both CORE1 and CORE3
even if they spend some time copying it. PCs that take
time studying the texts realize this.

CORE1-1 Inheritance Page 27


If characters buy or sell magic items or other gear
Rewards Summary during the adventure (or pay for services) add or
subtract that amount from the total gold the PC
At the conclusion of the adventure, the PCs earn receives at the end of the adventure. If a player selects
experience points, treasure, and possibly story awards. an option that gives their character more gold, add
All totals listed here are per PC. A number before the that to the gold all characters receive, and ensure you
slash is the low-level value; after the slash is the high- enter the total amount of gold gained (minus any
level value. expenditures) online. You can have a negative number
and enter that negative online. PCs receive 20% of a
Important DM Information magic item's purchase price for any item they sell. If a
It is critical that you enter the PC rewards accurately player selects a magic weapon or suit of armor for
on the tracking form, and ensure that the information their PC that is not specific on the type of item listed,
is reported and entered online in a timely manner. they must select the exact item at the time they choose
While players will be able to track their character's that bundle. For example, if a duelist’s weapon +1 is
information on paper, the online information serves as listed as a choice in a bundle, a player selects the form
an important backup and verification of play. Ask the of the weapon amongst the choices possible for that
players for their RPGA numbers and character magic item (light blades). If the player selects the item
numbers (usually a single digit) when you begin to fill as a +1 duelist’s dagger, the player writes that
out the tracking form. information down on the PC’s adventure log and the
item is forever after that specific weapon.
An asterisk next to a magic item means that it is
Experience Points an item that appears in the New Rules section.
Give PCs a full award for each encounter they
successfully completed, and a half award if they were Gold Per PC
unsuccessful. Give no award if the characters did not 75 / 100 gp
play the encounter at all. (Encounter 1: 20 / 25 gp, Encounter 6: 10 / 15 gp;
Encounter 7: 45 / 60 gp)
Encounter 3: Into the Shade
60 / 90 XP Each PC Selects One of the Following
Encounter 4: Before Nightfall Bundle A: Symbol of life +1 (low-level version only)
40 / 60 XP Found in Encounter 9
Encounter 5: Under Rubble
20 / 30 XP Bundle B: Delver’s armor +1
Encounter 6: Silent Guardians Found in Encounter 7
130 / 180 XP
Encounter 7: Dark Haunts Bundle C: Acrobat’s boots
150 / 200 XP Found in Encounter 6
Total Possible Experience
400 / 560 XP Bundle D: Symbol of life +2 (high-level version only)
Found in Encounter 9
Treasure
Each PC receives treasure in the form of gold pieces Bundle E: Ritual book with Make Whole
as well as one share from a treasure bundle. The Found in Encounter 7
treasure bundle may give the PC more gold, a magic
item, or some other item of value. Each player makes Potion Plus Gold: If a player doesn’t want to select
one selection for their character; players may choose one of the bundles listed above for their character,
the same treasure bundle. Mark the one-letter bundle they can choose to add a potion of healing plus 0 / 25 gp
ID on the tracking form next to any character that to their total gold per PC. The player should write the
selects a bundle; note that it is possible (and likely) potion gained on their adventure log.
that some characters will not select a bundle for each
session of play. More Gold: If a player doesn't want to select one of
the bundles listed above for their character, they can
choose to add50 / 75 gp to their total gold per PC.
CORE1-1 Inheritance Page 28
time to study the texts. The exact effects are up to the
DM, but it should never generate automatic success or
Story Awards failures unless specified otherwise in the adventure. In
addition, there is a detailed map filled with cryptic
Award these if the PC completes the condition for the
clues about an unknown temple of Tymora.
award in the adventure. Pass out certificates to the
players for their story awards. If a PC earns three
awards, they may only have 2 of them and must pick Adventure Questions
which two they want before ending the session. Make Mark the answers to the following adventure
sure to mark the story award codes next to each questions on the tracking form.
character that earned them on the tracking form.
If the PCs gave the Tymoran Scriptures to Deskyr 1. How did the PCs try to enter the Forbidden
Thanterim or the temple of Tymora they gain CORE1. Zone?
If the PCs kept the scripts themselves, they get a. Snuck past the guards.
CORE3. If the Shadovar agent Erart Mirt caught the b. Bluffed ones way past the guards.
PCs they gain CORE2 regardless of whether they gave c. Got a permit.
him the Tymoran Scriptures or not.
2. Did the PCs remain undetected while getting
CORE1 Tymora’s Token into the Forbidden Zone?
Tymora’s token is an octagonal golden coin about 1 a. Yes.
inch in diameter. One side depicts three rolling dice b. No.
and the other the head of Tymora. The coin glows
softly as long as in the hands of the person who earned 3. What did the PCs do with the majority of the
the token. When the coin is tossed by its owner, it treasure found in the vault?
always land on the side predicted. When shown, a. They kept it for themselves.
Tymorans treat the owner of the coin more favorably. b. They gave it to Deskyr Thanterim.
Enemies of Tymora’s faith tend to react less favorably c. They gave it to the Shadovar agent Erart Mirt.
instead. The exact effects are up to the DM, but it
should never generate automatic success or failures 4. Who got the Tymoran Scriptures?
unless specified otherwise in the adventure. a. The PCs.
b. Deskyr Thanterim or the temple of Tymora.
CORE2 Shade Coin c. The Shadovar agent Erart Mirt.
The coin is a silver triangle with 1 inch sides. One side
of the token is featureless. The other side of the coin
depicts a personalized symbol of Shar. As long as the
person who earned the token has it in his possession it
feels remarkably cold. It is a sign of having earned the
favor of a specific high-ranking Shadovar agent.
Showing the coin to other Netheril agents or
governments under control of Netheril helps, but it
could create the opposite effects due to enmities
between various factions among the Shadovar.
Showing it to enemies of Netheril is guaranteed to
generate distrust. The exact effects are up to the DM,
but it should never generate automatic success or
failures unless specified otherwise in the adventure.

CORE3 Tymoran Scriptures


These scriptures detail stories and ritual practices of
Tymora. They are decorated with finely detailed
pictures. Most stories and rituals are somewhat
outdated, but they can be a great help when dealing
with the religion of Tymora, assuming you have some

CORE1-1 Inheritance Page 29

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