Lands of Intrigue: Castle Spulzeer Builder's Guide

a Neverwinter Nights 1 Module by Erick “Alleyslink” Horton Based on Lands of Intrigue: Book 2 by Steven E. Schend & Castle Spulzeer by Doug Stewart TABLE OF CONTENTS

Clink link for section's Table of Contents

Prelude Guilds Chapters

Key Concepts Story Arcs Henchmen TOC > Prelude

The Unfortunate House of Spellseer

The Possession of Xvim TOC > Guilds

Temple of Major Cargunn's the Black Hand Mercenary Cowled Wizards (Bane) Guild

Tower of Duskwood Dell Golden Fortress Willful Suffering (Ilmater)

Tower of the Twisted Rune Shadow Thieves Vengeful Hand (Tempus) TOC > Chapters

Chapter 1: Chapter 2: Chapter 3: Encounter in Eshpurta The South Road Hillfort Kelsha

Chapter 4a: Chapter 4b: Chapter 5a: Skullgnasher Route Overland Route Trailstone

Chapter 5b: Chapter 5c: Chapter 5d: Twin Towers of the Eternal Eclipse Cave of Wonders Rebels of Riatavin

Chapter 5e: Chapter 5f: Chapter 6: Sunrise Orchid Orgoth's Tower Castle Spulzeer

Chapter Thirteen TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 An ancient, rich, powerful and wicked Some family left and founded Trailstone Chardath Spulzeer, current occupant, and family named Spellseer lived on the Amn others remained in the family castle, which Marble, his deaf mute sister recently and Tethyr Border. Horse trading made they converted to an inn catering to rich abode in the Castle. Kartak, plotting to their fortune, aided by family members' travelers with perverted tastes. Kartak kept once more encase his spirit in flesh, innate magical abilities. a secret chamber in the castle and there he mentally compelled Chardath to sacrifice hid his phylactery. Marble with Aggarath, the dagger whose Kartak Spellseer, The All Seeing, learned hilt-stone was the BRR. much of magic and decadence while living During Kartak's first lichdom, he and in Castle Spellseer. With powerful magical Rysellan founded the Twisted Rune, an evil Marble's blood formed a pool and from allies, including Rysellan the Dark, Kartak power group which dominated Tethyrian that a new figure coalesced, Kartak. This devised plans to return from the dead as a monarchies. Treacherous Kartak was later event caused the Planar Rift. Kartak lich. Finally, his mortal life was ended by a expelled and became embittered toward ceased his mental domination of Chardath mob of angry citizens and Kartak returned Rysellan. and fled to his other lair in the Kuldan in his new undead form. Peaks. Chardath went mad upon seeing When Kartak's Lich form was destroyed his what he had done. swore vengeance on The remaining family changed their name spirit fled to his secret chamber in Castle Kartak, dropped Aggarath to the floor to Spulzeer but their fortunes shrank as Spulzeer, he lingered there awaiting a beside Marble's shriveled body and fled Kartak's infamy grew. malleable person whose body he could the chamber gibbering. inhabit. TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 The BRR was knocked lose of the dagger's Gentar, the djinn, enables Chardath's theft Kartak plots the destruction of Amn, hilt and glittered wetly in a puddle of of half Kartak's magic abilities, but which will be replaced by an evil nation coagulating blood. Chardath is unschooled in their use. under his surreptitious command.

Servants later discovered Marble's body The ritual sacrifice opened a Planar Rift Chardath has half Kartak's powers and and the BRR was pocketed by the maid between the material and ethereal planes with Gentar is looking for Kartak. who found the corpse. She fled in terror of because more ghosts than marble haunt the the shadowy castle and its wicked dank passages of Castle Spulzeer. The Marble roams the halls of Castle Spulzeer occupants. castle has declined since those events and is hating Kartak and haranguing Chardath now haunted by Marble and myriad other for his weakness. Marble's spirit was not so lucky, she had ghosts. been trapped in the material plane and Gentar the Djinn happily abides in bound to the castle as a result of Kartak's The errant maid who stole the BRR on the Kartak's former Cave of Wonders. necromancy. In this new form she finally other hand has fled to her aunt's home in found a voice, which she uses to berate and Eshpurta. Ellana of Farhome is a fortune Aggarath is in Kartak's secret lair beneath torment Chardath for his actions. Wracked teller and part time fence of stolen property Castle Spulzeer. by guilt, Chardath accepts this abuse as he in the big city. Ellana senses the stone's evil plots his stumbling intrigues. and can find no buyers, instead she dumps The BRR is in the hands of Ellana of it on PC. Farhome and she waits for PC. TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 > Next Kartak is utilizing his wealth to enact Kartak mocks Chardath and thinks Marble's Ellana's telling was misinterpreted, she vengeance on Amn. Currently, he is; ghostly wrath inconsequential. Kartak feared Gaspard would visit her, and she mistakenly thinks the BRR is still in the hilt was intimidated by his visage. - financing Sothillis and Feduk who harry of Aggarath on the floor of his chamber. the Hillforts, dividing the ACA. This oversight will be his downfall. Gaspard confronts PC, asks if they have gems for sale. He explains the current - mobilizing the Cyric Cultists from Twin Any who posses the BRR may activate it in events and gives them the quest with Towers of the Eternal Eclipse and the Dark Kartak's Castle Spulzeer secret chamber ambiguous goals like “Go South”. Redoubt. These forces he will soon unleash and summon the lich . on Eshpurta. He further explains the PC will need a Xvim feeds the Heralds misinformation Travel Visa to go south during the war. - bribing or blackmailing Riatavin and saying the BRR Ellana possesses is a Cyric Gaspard has many connections in the Trailstone officials into backing his Relic. Heralds have dispatched Gaspard de Guilds and assures them a spot. contrived secessionist rebellion. Louca to purchase it. Before he can, Ellana gives the BRR to the player and Gaspard Gaspard explains PC has been touched by Kartak plans are coming to fruition and changes Tactics. He plans to use the PC as unknown gods and can not suffer soon he will launch an all out attack on an his pawn to dispatch the (false) Cyric permanent death while on their mission, Amn which could erase the country from threat. the same goes for their henchmen. But the map. who is this unknown deity? TOC > Prelude: The Possession of Xvim 1 2 For many years Iyachtu Xvim, the half- The Planar Rift opened in Spulzeer Vale as The Former Banite Priests instantly demonic son of Bane formerly the lawful a result of Chardath's sacrifice of Marble at realized Bane was among them once again evil lesser deity of Fear, Hatred, Strife, and the command of Kartak. and quickly recognized Xvim. This new Tyranny, was imprisoned in Zhentil Keep. found faith gave Xvim the power to During this time, Xvim made contact with This caused the Haunted Taint which has escape his prison in Zhentil Keep and he Former Banite Priests who had fled effected Amn's Water Table and permits the begin plotting his resumption of power. underground following the events of the existence of Marble and the other Ghosts at Banedeath of 1361 DR. Castle Spulzeer and at the Haunted Springs. Xvim / Bane knew to complete their transformation, they (Xvim/Bane) must But Bane was dead and Xvim was not as When the Planar Rift opened it also tap new reservoirs of faith, to do that they powerful as the new deity in the Faerûnian allowed the escape of Bane's Spirit from the must dethrone Cyric as the reigning god of pantheon, Cyric. Banite Priests have Ethereal Plane to the Prime Material Plane. Hate, and Amn was the place to do it. deliberated for years about recognizing Xvim as Bane' heir. Bane's Spirit, knowing it's time to be short, Xvim/Bane is now headquartered in quickly found a new home. Eshpurta, with a few very close allies and The events at Castle Spulzeer will change is plotting the destruction of Cyric, but he the world in ways even Kartak could never Xvim, Bane's half demonic son, was soon is not yet at full power. have foreseen. located in Zhentil Keep's Dungeon and his body was soon inhabited by Bane's Spirit. TOC > Prelude: The Possession of Xvim 1 2 It is by this unlikely confluence of events Xvim / Bane uses the Planar Rift, the Many Guilds the PC can join are either which has put Xvim / Bane in the position Haunted Taint and Kartak's Plots as tools in knowingly or unwittingly serving Bane as of playing Savior to Amn in order to his war on Cyric. Using an agent he makes he reasserts himself. Few will know truth reassert his domination over the portfolio Gaspard aware of the BRR and says it is a before it's revealed at the Climax. of Hate. Cyric Artifact. Tempus, if the PC backs Whallnsor, Xvim / Bane's most hated and hunted foe is It is Xvim's hint about the BRR to the discovers Xvim / Bane's plot. Ilmater if the Church of Cyric, which has allied itself Heralds (Gaspard) which puts Eshpurta on the PC chooses to do Fort Ilbratha, with Kartak in his bid to overthrow Amn. Kartak's trail. Without that intelligence discovers Xvim / Bane's plot. Bane and Amn would be clueless. Shadow PCs are in the know from the So Xvim / Bane is using all his guile, start who is pulling the strings. Cowls, influence and limited divine power, It is Xvim / Bane who provides the power Runes, Duskwood serve Xvim by provided by Xvim who is a Lesser Deity, to which wards the PC from death and allows diverting those powerful guilds from crush Cyric. Xvim / Bane is hardly them to resurrect at Shrines. Not even interfering with Xvim's plans. concerned with Kartak's schemes, Chardath Gaspard de Louca or the Heralds knows and Marble not at all, as for the other guilds from whence the PC's powerful divine Gees Marble's sacrifice caused the Planar Rift he merely uses them as pawns in his own originates. Only Bane knows why the PC which allowed the rebirth of both Kartak game. has been chosen to be his avatar in these and Bane. If PC plays module, Bane wins, matters. if no plays, Kartak wins. TOC > Guilds Nine Guilds (Alphabetical by PC Nickname) Events in Castle Spulzeer provide the campaign's driving force, Guilds are the Temple of the Black Hand (Bane) story's steering mechanism and Story Arc is the particular route a PC travels. (Dilemmas Cargunn Mercenary Guild (Cargunn) are detours.)

Cowled Wizards (Cowled or Cowls) Some Guilds and Story Arcs are practically synonymous, for example Duskwood Dell Duskwood Dell (Duskwood) and the Nature Arc, which offer minimal PC free will. Golden Fortress (Golden) Some Guilds offer options to PCs when Tower of Willful Suffering (Ilmater) they join, Ilmater, Shadow and Tempus allow the PC to decide which Story Arc Twisted Rune (Rune) they will follow in service of the Guild.

Shadow Thieves (Shadow) At least one Guild (Cargunn) is so full of Dilemmas you can't say there is a Tower of the Vengeful Hand (Tempus) particular Story Arc associated with it. TOC > Guilds > Temple of the Black Hand (Bane) Arcs > Characters > Items Xvim / Bane's strength grows in proportion Xvim had devised a plan to destroy Cyric to the number of his faithful believers. With by using the Power Groups of Eshpurta to Iyachtu Xvim was imprisoned in Zhentil each Cyric Temple he destroys he is closer crush Cyric. If, as a consequence, Kartak's Keep and Bane was trapped in the Ethereal to his final transformation into godhood. plans are ruined and Amn and Eshpurta Plane until the events in Castle Spulzeer. are spared from destruction, so be it. The opening of the Planar Rift allowed Hatesight, Xvim can meditate and sense the Bane's spirit to flee that ghostly realm and Fear, Hate, Strife and Tyranny of all people Springfield's well has become infected by into Faerûn where it soon found its new within a wide geographical range, granting the Haunted Taint and Xvim has a plan to home, the body of Iyachtu Xvim, Bane's him a limited Omniscience. Kartak's hatred pin its blame on Cyric using the assistance Half Demon Demigod son. After that, no for Amn and especially the residents of of the Shadow Thieves. prison could hold him. Riatavin is like a blazing sun. Senora Tulnome, a Banite Priestess, and Xvim / Bane knew exactly what needed to Kartak, however, is not omniscient and is her bandits, The Fallen, are posing as be done, he must reclaim his portfolio of unaware Bane is observing his plans. Cyricists to destabilize Fort Ilbratha. Fear, Hate, Strife and Tyranny from Cyric in order to reassert his godhood. The path The Blood Red Ruby is no less a beacon of Xvim had dispatched de Louca with a well to this goal lay in the utter destruction of loathing to Xvim. He distantly observed as placed lie, claiming the BRR was a Cyric Cyric's church and Amn was the place to do it traveled up the South Road toward Relic, when Ellana threw a monkey that, so Xvim relocated to Eshpurta and Eshpurta and come to rest in the hands of wrench into the works when she gave the began to reassemble the Bane Faithful. that numb witch, Ellana of Farhome. Blood Red Ruby to the PC. TOC > Guilds > Temple of the Black Hand (Bane) > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Springfield Ruins of Darkness Dark Redoubt Skullgnasher Twin Towers Castle Am I Evil? Yes. Cyric Relic Kill Goblins Cyric Crusade Cyric Crusade Spulzeer

PC's choosing Xvim has no problem not to execute the Chapter 3 with the PC bribing Sacrificial Child Dark Redoubt Rosznar, it does not become Cargunn PCs Bribe Rosznar interfere with Xvim's starting in Chapter 2 plans.

End of Chapter 1 Am I Evil? No. PC is a Cargunn TOC > Guilds > Temple of the Black Hand (Bane) > Characters Iyachtu Xvim, the Godson Fzoul Chembryl Cvaal Daoran Demigod of Fear, Hatred, Strife and Tyranny Chosen Tyrant of Iyachtu Xvim Hatemaster of Xvim Lawful Evil Half Demon Lawful Evil Human lvl 17 Cleric. Brothers of the Black Fist The Barrens of Doom and Despair Scepter of the Chosen Tyrant Neutral Evil Human lvl 18 Fighter

Iyachtu Xvim is Bane's half-demonic son “I put out my hand, and the fish swam right Cvaal's tumultuous hatreds make him like and a lawful evil Demigod of Fear, Hatred, into my net - as they always do. It's all in a tornado personified, as likely to unleash Strife, and Tyranny. Iyachtu Xvim will be the brightness of the lure you offer. ” his furies on subordinates as enemies and consumed when his father re-emerges from leaving a path of destruction in his wake. death, taking Xvim's portfolios as his own. Fzoul has an honest, if disgusting, faith in Bane but is a realist and bends whichever Like Fzoul, Cvaal was present at Zhentil Xvim has been imprisoned in Zhentil Keep way the wind blows. He has switched Keep when Bane possessed Xvim, and since before his father's demise and the allegiance from Bane to Cyric (at the time together they helped Xvim escape his Time of Troubles. Eventually, Xvim made of Bane's death) and from Cyric (whom he imprisonment by the Zhentarim. Cvaal is a contact with a former Banite priest Fzoul hated) to Iyachtu Xvim (Bane's Son) and true believer. His faith and hatred are a Chembryl who had converted to Cyric finally back to Bane at his re-emergence. important source of power for Xvim. worship after the Banedeath. Fzoul, in the service of Xvim's Zhentarim captors, was Fzoul is a brilliant strategist, it was he who Cvaal is an intuitive tactician, it is he who present when Bane's spirit entered Xvim. helped craft Xvim's plans. It is he who will will lead the Xvimlar Crusaders the Fzoul instantly re-converted to Bane. rule Bane's Church when Xvim ascends. Brother's of the Black Fist. TOC > Guilds > Temple of the Black Hand (Bane) > Items, Dogma & Class Allowances Travel Visa ==Artifacts of Xvim == Bane / Xvim Class Allowances Scepter of the Tyrant's Eye Sword of Souls Class Alignments Allowed Every guild provides its new members with ==Dogma== Barbarian None No a Travel Visa which grants the player ''Obey or die in pain and utter destruction. permission to travel south during these Enslave or slay the weak, and be sure that Bard None No times of war. they know their suffering is in Xvim's name Cleric Evil Yes and by his will. Cause pain and fearful Druid Evil Yes They also act as official documents which obedience in others whenever prudent. Be a verify the PC is in the service of a certain cruel, heartless tyrant, and Xvim shall be Fighter None No guild and can act as a key or be required for pleased. Slay the priests of other gods Monk Evil Yes conversations. whenever you can do so without being Paladin None No identified by others. Capture tyrants and If a PC is forced to switch guilds mid story take them to senior clergy members to be Ranger None No their old Travel Visa will be destroyed and delivered unto Xvim. Capture all wizards Rogue None No a new one issued by the appropriate guild. and bring their magic to the church-or bring Sorcerer None No them to Xvim's most senior servants so that Wizard None No For multiple reasons each guild has a they can be transformed into creatures who unique Travel Visa. will do service to Xvim as guardians. Spread fear of Xvim over all the lands. Destroy whatever and whoever bars his will TOC > Guilds > Major Cargunn's Mercenary Guild Arcs > Characters > Locations > Items This mysterious representative was in dire Cargunn is now in an awkward corner need of large quantities of high quality which could potentially be a great boon or Cargunn is an established entity in the martial goods such as armor, swords, a terrible bane. commerce minded Eshpurtan upper class. shields, maces, long bows and crossbows. He has built himself a private military Because of Cargunn's intimate knowledge industrial complex. He owns mines which Best of all he was willing to pay above of the ACA's supplies, the Golden Fortress harvest ore, blacksmiths which market value. has asked him to send a mercenary squad manufacture weapons, retail outlets to sell south to investigate the banditry and his wares and personnel contacts inside the Worst of all he wanted to take delivery in a discover if Redarm has any associates. So ACA which guarantee his lucrative short time. in fact, Cargunn must investigate himself mercenary and supply contracts. and find a dupe to send on that mission. Cargunn simply did not have the supply on In addition to all that, he could muster a hand after sending out the resupply Gaspard de Louca suggest the PC and small army of mercenaries in short order if shipments to Hillforts Kelsha, Torbold and Cargunn hopes the PC is a malleable fool he were so inclined. Ilsha. He would have to steal his own goods who will do as they are told. and resell them to this new customer. All his wealth and accomplishment was not Gaspard knows of Cargunn's actions but is enough for Cargunn and when Cyric;s Cargunn recruited his old Academy friend, more concerned with the BRR getting representative contacted him he was all to Arbas Rosznar, and Rosznar recruited his south than with Cargunn's profiteering or eager to accept this business. former protege Korienna Redarm. malfeasance. TOC > Guilds > Major Cargunn's Mercenary Guild > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Fort Ilbratha Deserter Camp Nine Sentinels Pt 1 Nine Sentinels Pt 2 Cave of Wonders Kill Goblins Kill Korienna No Questions No Questions No Questions

Chapter 1 Deserter Camp Chapter 3 Chapter 4 Chapter 5 Fort Ilbratha Ask-Bribe Kori or Dark Redoubt Skullgnasher Trailstone Chapter 6 Don't Kill Goblins Ask-Kill Kori Bribe Rosznar Bribe Rosznar Burn Town Castle Spulzeer

Important difference between Yellow and Cyan Magenta – This is the “ask no Questions” line, PC is for PC's choosing not to burn Trailstone. actually doing the Mystic Arc, Cargunn the deceiver. Chapter 5 Yellow – After bribing Rosznar, Cargunn Trailstone Yellow – This is the “Bribe Rosznar” line, PC is now on doesn't care what the PC does. the Martial Arc. Criminals are free, still Cargunn PC. Don't Burn Town Cyan – Gets kicked out of the Golden Fortress Cyan – This is the “States' Evidence” line, PC has actually become a member of Golden Fortress. Gray – Smaller Dilemmas unless PC ends up Golden Fortress, then decides not to burn Trailstone. Chapter 3 Chapter 4 Chapter 5 Chapter 5 Dark Redoubt Skullgnasher Trailstone Trailstone States' Evidence State's Evidence Burn Town Don't Burn Town TOC > Guilds > Major Cargunn's Mercenary Guild > Characters Major Cargunn Major Cargunn, retired from the Shield It was then, with a sudden mysterious gold Militia (ACA), maintains sporadic infusion, Cargunn opened his Military and Cargunn is the key player in the Criminal involvement with military operations which Equipment Shoppe which soon grew into Conspiracy though he is also the character require his expertise, arms dealing and one of the largest independent arms which actually does the least. It was Mercenaries. Cargunn's attended the dealers in all of Amn. Cargunn who was first approached by Golden Fortress Military Academy with Cyricist Agent regarding the cult's need of Captain Arbas Rosznar of Hillfort Kelsha. Due to frequent trade with adventurers and weapons, armor and horses. It was Cargunn Cargunn has come to think Balacer his military connections, Cargunn is who first approached Arbas Rosznar about Macefist is a fool and scoffs at General ideally situated to dole out sensitive orchestrating the raids on supplies Cargunn Craumerdaun's faith in the Council of Six. missions to discrete mercenaries. Missions himself was shipping south to reinforce unsuited to military personnel but seldom Hillfort Torbold and Ilsha. Cargunn is a fierce warrior with a keen wit outright illegal. and a canny eye for commerce. While So it is that Cargunn has great interest in serving as quartermaster at the Golden Cargunn is far more loyal to his friends covering the tracks of the Criminal Fortress, a large amount of gear went than to any institutions, but his highest Conspiracy. The PC sent from this guild is missing, then showed up in the priorities are self preservation and on a slanted path. PC must decide carefully marketplace. No evidence was given profiteering. He is unconcerned with the what they will do. connecting him with the thefts but his brutal nature or dire consequences of his abrupt retirement was controversial. trade, he is a dog of war. TOC > Guilds > Major Cargunn's Mercenary Guild > Locations & Class Allowances Military and Equipment Shoppe Major Cargunn's Class Allowances Class Alignments Allowed Cargunn not only sells weapons but he has Barbarian All Yes interests in mines and blacksmiths as well, he has wisely diversified his wealth in Bard All Yes many different avenues. Cleric All Yes Druid All Yes But it all boils down to his arms dealing, all other branches stem from the trunk of war. Fighter All Yes And all that business flows in and out of his Monk All Yes storefront arms dealership. Paladin None No The Shoppe is also where Cargunn runs his Ranger All Yes mercenary trade and outlandish folk of all Rogue All Yes sorts can be seen going in and out of this Sorcerer All Yes affluent establishment day and night. Next Wizard All Yes door to Bhamm's Herbs. TOC > Guilds > Major Cargunn's Mercenary Guild > Items Travel Visa Salve of Clarity

Every guild provides its new members with Somehow Cargunn becomes aware of the a Travel Visa which grants the player Cowled Wizard's plight and attempts to permission to travel south during these misdirect the PC into doing Nine Sentinels times of war. when they reach Hillfort Kelsha.

They also act as official documents which This Salve is somehow acquired and used if verify the PC is in the service of a certain the player decides to Sargent Schultz the guild and can act as a key or be required for situation and say “I see nutzink!” conversations.

If a PC is forced to switch guilds mid story their old Travel Visa will be destroyed and a new one issued by the appropriate guild.

For multiple reasons each guild has a unique Travel Visa. TOC > Guilds > Cowled Wizards Arcs > Characters > Locations > Items Bhamm instantly suspected whoever had At this point, Eudhis is approached by fouled the Focus Crystals to be the Primary Gaspard de Louca, a dealer of precious Foreboding had haunted Guild Master Antagonist of these two attacks. It seemed stones and an agent of the Heralds. Eudhis Bhamm of the Cowled Wizards for clear to Bhamm that whoever fouled the Gaspard has an unusual proposition. weeks but attempts to magically discover crystals had done so to hide their actions the unease's cause had been in vain. leading up to the attack. He no longer The Heralds, who also use the Lines of thought the fouling of the Focus Crystals as Sight, are aware of Bhamm's need. The Days ago the mystical Lines of Sight went a natural occurrence. Heralds have obtained three Travel Visas, offline. The Lines of Sight are generated by one for the PC and two for their the Focus Crystals, channeled through the The Focus Crystals had been fouled before, Henchmen. The Heralds would like to Perspicillum by Oculars the Focus Keeper though not to this extent, and Eudhis knew work in conjunction with Bhamm and the and used by wizards during divination. what to do. A Salve of Clarity must be Cowls to rectify the Lines of Sight. Eudhis was justifiably disturbed. obtained at the Formulator in Heralds' Hall. The PC, who is either an honest applicant Days passed, Bhamm's attempts to contact A Secret Portal in Eshpurta to Heralds Hall to the Cowls or a Twisted Rune spy, will Oculars had failed, he grew increasingly makes a Salve easy to obtain, delivering the obtain the Salve and deliver it to the worried. Bhamm had just decided to act Salve to Oculars is the difficulty. Shield Perspicillum. The plan being Oculars when news of the Skullgnasher attack on Council mandates have restricted civilian would anoint the Focus Crystals, and the Hillfort Torbold and the Secession of movements southward. Besides, Eudhis is PC would continue on with their Heralds' Riatavin reached Eshpurta. not a young man and dislikes traveling. mission, namely Castle Spulzeer. TOC > Guilds > Cowled Wizards > Story Arcs

Chapter 5 Cave of Wonders Spare Gentar

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Heralds' Hall Perspicillum Nine Sentinels pt 1 Nine Sentinels pt 2 Cave of Wonders Salve of Clarity Read Tome Salve of Clarity Give Glass Kill Gentar Chapter 6 Castle Magenta – This is the “Give Glass” line, PC stays in Cowls and gives Glass of Clearest Spulzeer Sunlight to the Torbold Wizard who uses it to find Gentar and make portal. Chapter 4 Chapter 5 Cyan – This is the “Keep Glass” line. PC keeps the Glass of Purest Sunlight and leaves Nine Sentinels pt 2 Cave of Wonders the Cowls. PC uses Glass to find Gentar and make portal. PC can make their own Keep Glass Kill Gentar wizarding guild in Chapter 13.

Gray – This is the “Spare Gentar” lines of both the Keep and Give lines. PC defeats Gentar in Cave of Wonders, but spares him from death and frees him from servitude. If PC spares Gentar they have made a Powerful Ally. Chapter 5 Cave of Wonders Spare Gentar TOC > Guilds > Cowled Wizards > Characters & Class Allowances Eudhis Bhamm Eudhis has never been married or been Cowled Wizards Class Allowances associated with any ladies in his long life. Class Alignments Allowed Bhamm is a wizened apothecary whose He stays active and healthy while running Barbarian None No herbs shop acts as a cover for his real his business and has a small apartment business. While he sells herbs to cooks and above his shop where he lives with his Bard All Yes poultices to midwives Bhamm also deals in young apprentice. Cleric None No magical components which are a highly Druid None No regulated and taboo business in Amn. Agador Spartacus Fighter None No Both trades are secondary and tertiary to Agador. Bhamm's live in apprentice, also Monk None No Bhamm, who's true business is to regulate serves in the Cowled Wizards. This man is Paladin None No the distribution of magical power in from a distant land but it is difficult to Eshpurta under the authority of the Cowled discern which land that may be. Ranger None No Wizards. Since his is the sole legitimate Rogue None No source of Magical Components in the city It is clear that Agador cares deeply for his Sorcerer All Yes Bhamm has first hand knowledge of any mentor and tries to accommodate him and Wizard All Yes person practicing the arcane arts (or so he the PC. It seems odd but he never wears thinks). shoes. TOC > Guilds > Cowled Wizards > Locations & Guild Information Bhamm's Herbs Cowled Wizards. Secretive cabal of wizards Lately, he has felt a disturbance in the in Amn founded by Alisar of Esmeltaran. weave which he at first attributed to the Located in Eshpurta's Southeastern Gate Cowls. Custodians of the Art who strive to Twisted Rune or the reemergence of Bane. District, across the street from Major preserve magical lore as agents of Azuth But he will soon learn otherwise with the Cargunn's and down the street from the and Deneir. player's assistance. Hamstrung Giant. Underground lore librarians and tutors of By day, the members work as merchants, It is a very neat structure with a fresh little gifted acolytes, The Cowled Wizards police booksellers, herbalists, apothecaries, or city herb garden out front and a nicely foreign wizards, and bad actors to protect the like. During their meetings they wear painted sign. Eudhis Bhamm is probably Amn and the guild's secrecy. their cowled hoods and robes. This style inside gossiping with one of the city's of wear is based on those of graduates of midwives or making dinner for his Each cell of Cowled Wizards is the School of Wonder, which was apprentice and himself. geographically isolated in a town or city destroyed a long time ago. Any Cowled and ruled by the highest-level local mage. Wizard can share his identity with family, The shop reflects the owner, is is neat, In Eshpurta that person is Eudhis Bhamm is local wizards, or correspondents, but the orderly and well appointed and has a rural a small, nervous man with an acid tongue Cowls allow anonymity if desired. Most atmosphere in the middle of a bustling city, who has consulted his cards regarding the of them know only two or three members it is said Bhamm can also provide male fate of Amn and he is very nervous, and by their true names. potency pills. rightfully so. TOC > Guilds > Cowled Wizards > Items Travel Visa Salve Of Clarity Glass of Clearest Sunlight

Every guild provides its new members with This item is created by Heralds Hall This is the Powerful Magic Item created a Travel Visa which grants the player Chaperon in Chapter 1 and is used in from the empty container of the Salve of permission to travel south during these Chapters 3 and 4 to clarify the Focus Clarity after clarifying all nine Focus times of war. Crystals. Crystals.

They also act as official documents which After Nine Sentinels (pt. 2) is complete and It allows the owner to access all nine verify the PC is in the service of a certain all nine Focus Crystals have been clarified Focus Crystals and bend their gaze to the guild and can act as a key or be required for the empty bottle of the Salve becomes a user's will. This is such a powerful artifact conversations. Glass of Clearest Sunlight. it allows the PC to start a new wizarding guild in Chapter Thirteen. If a PC is forced to switch guilds mid story their old Travel Visa will be destroyed and a new one issued by the appropriate guild.

For multiple reasons each guild has a unique Travel Visa. TOC > Guilds > Duskwood Dell Arcs > Characters > Locations > Items When the PC arrives at Duskwood Dell he Zoltan the talking Raven is an elf druid is greeted by a harried Berendim who can shape shifter who lives in an ancient grove Most Exalted Fallskeeper Alatoasz only spare a few moments from the of trees near Hillfort Kelsha. Berendim and the druids became aware of cleansing ritual to speak with PC. a major disturbance in the fabric of nature Zoltan, who often ranges far in his Raven almost two lunar cycles ago. When Berendim has inspected the PC's form, has great knowledge of events and aura his convinced and puts his complete his wisdom is great. Berendim would go Since then a growing taint has infused the trust in the PC. Berendim sends the PC to himself, but vigilance must be maintained water table in the area around Eshpurta and Yambaa the Water Nymph's sacred shrine. on the Green Goddess Falls. Duskwood Dell. The druids have been Berendim hopes Yambaa will have some scrambling to repel the Haunted Taint from insight concerning the Haunted Taint and Berendim gives the PC no further orders the Green Goddess Falls for two weeks and how to remedy the pollution. beyond consulting Zoltan and “Fix this”. are desperate for help and a solution. He is simply not a talker, Zoltan, on the The PC returns with the Elixir of Purity and other hand, is quite verbose. The events in Eshpurta, Hillfort Torbold administers it to the Green Goddess Falls. and Riatavin mean nothing to the Druids of Berendim is pleased to have a temporary From Overland Route on, Zoltan serves as Duskwood Dell, their attention is focused respite in his battle to keep the falls pure. Guild Representative for the Espionage on the Haunted Taint. Gaspard de Louca is The PC's news of the Haunted Springs and Arc (Shadow), Spectral Ilmaterans, and not allowed to travel to Duskwood to plead Ghostly Animals alarms Berendim who both Peaceful Ilmaterans and Duskwood on the PC's case. sends the PC to consult Zoltan. PCs who comprise the Nature Arc TOC > Guilds > Duskwood Dell > Story Arc

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 5 Snakewood Spring Zoltan's Grove Pre-Shoon Overland Route Sunrise Orchid Castle Spulzeer Elixir of Purity Meet Zoltan Purify Sphinx Purify Planar Rift

TOC > Guilds > Duskwood Dell > Characters Most Exalted Fallskeeper The reclusive Druids inhabiting this sacred Just as his title implies, Alatoasz Alatoasz Berendim grove regularly spend months in silent Berendim is simply the “Most Exalted communion with trees or bodies of water. Fallskeeper” at Duskwood Dell. That title “Community” is a strong word when used Considering Elves' life span of such retreats does not imply leadership, simply in conjunction with Duskwood Dell. Less can seem like a moments silent reflection. seniority and respect. Berendim is than twenty Druids now inhabit a twenty normally a silent and stoic individual, acre area and their activities revolve around The sudden introduction of the Haunted when the time comes for talk his speech is the worship of Eldath and the preservation Taint has been very disruptive to their short and to the point. of the Green Goddess Falls. harmonious lifestyles and the Druids have been frantically repelling the Haunted Taint Berendim is an ass kicker for nature and Long ago a large community of Elves lived from their Sacred Spring. though his part in this module is small, he near the Green Goddess Falls. The could be used for some kind of Navy Seal proximity of humans has ruined the Green Peace Mission. neighborhood for the sylvan folk. TOC > Guilds > Duskwood Dell > Locations & History Duskwood Dell History Eldath, '''The Green Goddess''' or '''Mother A former elven settlement built among the Guardian of Groves''', was a lake spirit Nothing fancy, just a grove of twisty trees trees to the west of the rushing River Rimril who acted as the guardian of groves and with a path a waterfall maybe a cave just and the Green Goddess Falls, Duskwood watersheds, her presence was felt that Dell is a small community of Eldathyn wherever there was calm. She was a priests and young acolytes, led by the Most pacifist who avoided hostile action, even Exalted Fallskeeper Alatoasz Berendim. if threatened. Although shy, quiet and enigmatic, Eldath was possessed of After training here, Eldathyn leave unknown depths of character and Duskwood Dell to spread the worship of unexpressed resolve that could not be the Green Goddess. All are sworn never to broken. Eldath protected rivers, streams, reveal the location of Duskwood Dell to and druids' groves; her dogma was anyone outside the clergy. pacifistic, and her followers only resorted to violence in defense of themselves, of No more than 30 nondruids in Amn realize their friends and loved ones, and of pools the sanctuary exists within the country; the and groves. locals know that druids live in the Snakewood, and the druids might be responsible for the snakes. TOC > Guilds > Duskwood Dell > Items & Class Allowances Travel Visa Elixir of Purity Duskwood Dell Class Allowances Class Alignments Allowed Every guild provides its new members with This item is created by Yambaa the Water Barbarian None No a Travel Visa which grants the player Nymph in Chapter 1 and is used throughout permission to travel south during these the rest of the Nature Story Arc to purify Bard None No times of war. the Haunted Springs and remove the Cleric None No Haunted Taint. Druid All Yes They also act as official documents which verify the PC is in the service of a certain Fighter None No guild and can act as a key or be required for Monk All Yes conversations. Paladin None No If a PC is forced to switch guilds mid story Ranger All Yes their old Travel Visa will be destroyed and Rogue None No a new one issued by the appropriate guild. Sorcerer None No Wizard None No For multiple reasons each guild has a unique Travel Visa. Barbarians can be close to nature too, but the Nature Arc requires too many class skills the Barbarian wouldn't possess. TOC > Guilds > Golden Fortress 1 2 3 Arcs > Characters > Locations > Items Inquiries with Cargunn and Captain Arbas, Macefist was happy to have a clear road both hands trough which the supplies had ahead of him and was searching for the The Golden Fortress is poorly placed. passed, had been fruitless. While Balacer proper recruits to send on this important Macefist was devising a scheme to account mission when more bad news hit home. The opposite of Xvim / Bane, who knows for the missing supplies he was given a almost everything, the ACA has no idea priority mission. News of the Skullgnasher attack on what is happening. Hillfort Torbold and the Riatavin A seemingly friendly clan of goblins, going Rebellion had reached Eshpurta and During years of peace, Eshpurta and the by the unorthodox monicker Bloodsnot, Macefist was stunned. Golden Fortress have grown complacent. had approached the Golden Fortress with During this time they have concentrated on distressing news. Now the team he was assembling for the traditional military practices and neglected Ilbratha investigation would also have to their espionage division. A band of Armored Trolls was raiding the continue south and investigate. Ilbratha Pass and local merchants and The Golden forces had been informed a miners have been forced to take the All that while Balacer Macefist and month earlier by Major Olehm at Hillfort Snakewood Road, which is normally the General Craumerdaun mustered the troops Torbold that shipments of gear were more dangerous of the two routes. Trolls in for a large scale invasion of the south. missing. This gear was desperately needed the Troll Mountains is hardly news, but This force will have two objectives, first by Olehm for the spring giant raids, a Armored Trolls is a different story, to eradicate the Skullgnasher Threat and seasonal event. especially so close to the city. then to move on to Trailstone. TOC > Guilds > Golden Fortress 1 2 3 & Class Allowances Balacer Macefist, for a guy who has no Balacer is a logical button down guy, and Golden Fortress Class Allowances idea what is happening, is the most the PC's interactions with him are limited to Class Alignments Allowed reluctant to accept either the Heralds' or his belittling the PC or issuing curt orders. Barbarian None No Gaspard de Louca's assistance. When Macefist sees the PC he can instantly see In private life he is a loving father and Bard None No they are low level. Macefist has many well husband who lives with his family on the Cleric All Yes trained and loyal troops who he can send grounds of the Golden Fortress. Druid None No on this vital mission. Balacer seldom visits Eshpurta or attends Fighter All Yes Unless the PC has an unusually high skill the fancy social events the city's elite often Monk All Yes or attribute which they can show Macefist host in their palatial mansions, much to his Paladin All Yes to win his confidence, the PC's best bet is wife's chagrin. Neither does he fraternize to sit quietly while Gaspard convinces with the troops on a personal level. Because Ranger All Yes Macefist to issue the PC and their of this Balacer leads an insular life. Rogue None No Henchmen Travel Visas. Sorcerer None No Balacer is most comfortable with Wizard None No TRIVIA This is the only guild where the schedules and clockwork predictability. He PC actually has to see and hear Gaspard is shocked by the premature giant raids, Barbarians, Bards, Druids and Rogues too obtain the hard to get Travel Visas. Xvim which he hadn't expected for another unlawful for a military organization. chose his puppet, Gaspard, very well. month, and the Rebellion left him aghast. Wizard & Sorcerer discriminated against. TOC > Guilds > Golden Fortress 1 2 3 Tower of the Even Hand (Tyr) Reverend Falwell of the Tower of the Even Golden Crusaders, as I have named them, Characters – Reverend Falwell Hand, a small church devoted to Tyr follow the Divine Arc. If these PCs decide located inside the Golden Fortress, has they have made an error in judgment, after Falwell leads to congregation of Tyr heard the rumors of Cyric amassing and either Dark Redoubt of Olehm Passage, worshipers inside the Golden Fortress near army and is determined to act. they may switch from the Divine Arc to the Eshpurta. Martial Arc. Balacer Macefist, based on gut instinct, Falwell is a rabid evangelist for his thinks the Cyric angle is a dead end and Locations – Tower of the Even Hand preferred deity, and his high strung beliefs speaks his mind a simply as he would in have earned him as many detractors as any other matter. Macefist regularly attends This is the small church located inside the followers among the citizens of Eshpurta mass at Tyr's Tower, but he does not allow walls of the Golden Fortress which has and the soldiers of the Golden Fortress. himself to be swayed by sentiment. altars to many different deities, but is dedicated mostly to Tyr. It is Falwell who uses his considerable Regardless, Falwell has used his influence influence over General Craumerdaun to with General Labak Craumerdaun to The church is headed by Reverend Falwell. establish Tyr's part in the Anti-Cyric assemble a small team to engage in the Crusade. Anti-Cyric Crusade which is mounting around Eshpurta. If the PC is a good Macefist thinks he is a clown, aligned Cleric or Paladin Falwell will Craumerdaun thinks he has the ear of God. attempt to enlist them in his crusade. TOC > Guilds > Golden Fortress > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4a Chapter 5a Chapter 5a Golden Martial Golden Martial Golden Martial Golden Martial Golden Martial Don't Burn Fort Ilbratha Deserters Dark Redoubt Skullgnashers Trailstone Trailstone

Ch. 1 Divine Ch. 2 Divine Ch. 3 Divine Ch. 4a Divine Ch. 5b Divine Chapter 6 Springfield Ruins Darkness Dark Redoubt Skullgnashers Twin Towers Spulzeer

Normal Martial Normal Divine Ch. 2 Cargunn Ch. 3 Golden Ch. 4a Golden Ch. 5a Golden Ch. 5a Don't Cargunn Mystic Ask - Bribe Kori States - Dark Skullgnashers Burn Town Burn Town Cargunn Bribe Cargunn States Small Dilemma Ch. 2 Cargunn Ch. 3 Cargunn Ch. 4a Cargunn Ch. 5a Cargunn Ask - Kill Kori Bribe - Dark Skullgnashers Burn Town

Ch. 1 Cargunn Ch. 2 Cargunn Ch. 3 Cargunn Ch. 4a Cargunn Ch. 5c Cargunn No Kill Goblin no Ask - Kill Kori Nine Sentinels 1 Nine Sentinels 2 Cave Wonders TOC > Guilds > Golden Fortress > Characters Balacer Macefist General Craumerdaun

During the encounter between Macefist and Craumerdaun has grown accustomed to fine From the Forgotten Realms wiki. Tenses the PC in the Golden Fortress Recruiting living and security. changed from past to present. Office the atmosphere is tense. Macefist is disbelieving that a raw recruit will be of When his security is challenged he reacts Labak Craumerdaun is the commander of any service to Olehm in Torbold, only by with great vigor and summons all of the the Council of Six's Amnian Council Gaspard's recommendation and desperation troops east of Lake Amstel to the Golden Army garrison in Eshpurta, and because of does he agree. Fortress. He is determined to win back his this he also held an advisory position with country from the various threats which the ruling body of Eshpurta, the Shield Macefist is unaware of the growing have assailed it at one time. Council of Eshpurta. discontent in the populace, but knows Athkatla is more concerned with Maztican The General intends to sweep over With his forceful personality and desire gold than Eshpurtan Gems. Often have Trailstone and Riatavin like a tide of for what was best for his troops, he often been the times when Balacer himself destruction. Sadly, this is just what Kartak gets what he wants out of the Shield cursed the capital for its lack of interest in planned, and the General is unwittingly Council, most of whom do not want to the east. Macefist may be oblivious to playing into the lich's hands. Worse, Labak lose favor with the commander-in-chief of social trends but he is a career military man abandons the path of Law by slaughtering 18,000 troops within the city walls. and acts decisively with a clear objective. the Bloodsnots, torturing Redarm and burning Trailstone. Craumerdaun FAIL! TOC > Guilds > Golden Fortress > Locations Golden Fortress Military Academy The courtyard of the fortress is filled with Macefist's Recruiting Office platoons of recruits hurriedly attending boot Located across Triffin Creek from camp, and siege engineers unpacking old As the name implies, when the PC reports Eshpurta, the Golden Fortress is a large equipment, making repairs and constructing to the Golden Fortress they are sent to military garrison and training academy for replacements from fresh cut timber. Macefist's Office where they meet with new recruits. It is also a storehouse of the commander. armaments and siege equipment. There is a temple which caters to all religions but is primarily a Church of Tyr, The Golden Fortress and Eshpurta can the Even Handed. seem to act as one entity especially since most of the officers and some recruits from (In LoICS v3.0 it was this church which the garrison live in Eshpurta. served good aligned clerics, but I felt it's affiliation with the Golden Fortress made it One wall of the fortress borders the Triffin inappropriate, hence I chose Ilmater.) Creek and is open to water trade which often brings arms shipments and loads of There is also a Quartermaster where new recruits. recruits can get a one time allotment of armor and weapons to suit their class (level 1 stuff). TOC > Guilds > Golden Fortress > Items & Misc. Travel Visa MISC. The Golden Fortress is a military The Amnian Council Army and the garrison and training academy located on Golden Fortress share Amn's anti-magic Every guild provides its new members with the shores of Triffin creek, within bowshot attitude and prefer to trust their defense to a Travel Visa which grants the player of Eshpurta. Most of the military personnel strength of arms. Wizards, sorcerers and permission to travel south during these live inside the city and provide law bards are not welcome within the ranks. times of war. enforcement services. Neither are the notoriously lawless barbarians, druids or rogues welcome at They also act as official documents which The Golden Fortress acts as the primary the Golden Fortress. The exception to this verify the PC is in the service of a certain garrison for the Amnian Council Army in rule is if any of those classes instead join guild and can act as a key or be required for eastern Amn. Cargunn's Mercenaries then later Turns conversations. States Evidence, any PC who chooses that The garrison holds 18,000 troops, 6,300 path is welcome in the ACA. If a PC is forced to switch guilds mid story officers, 700 instructors, military advisers, their old Travel Visa will be destroyed and support staff (weapon-smiths, armorers, This bias against rogues and bards has led a new one issued by the appropriate guild. etc.), and 3,000 trainees. All are contained to the current shortage of human assets within the city. Either General and intelligence officers behind enemy For multiple reasons each guild has a Craumerdaun or Balacer Macefist (LN hm lines and is the reason Balacer Macefist unique Travel Visa. F14), Commander of the Golden Fortress approached the Shadow Thieves. Military Academy, assigns troops as needed. TOC > Guilds > Tower of Willful Suffering (Ilmater) Arcs > Characters > Locations > Items When news reached Mother Helda of the Second, a rash of hauntings and Helda giant attack and Riatavin's Secession she must ease the suffering of the living and Nightmares and Foreboding had haunted instantly suspected whatever had caused the the dead, many exorcisms must be Revered Mother Heldatha Dhussta of nightmarish Omens to be the Primary performed but Helda does not have the Ilmater's Tower of Willful Suffering for Antagonist of these two attacks. She no proper tools. There is only one way to get weeks but her prayers to discover the longer thought the growing uneasiness was what she needs, send a volunteer to the unease's cause have gone unanswered. a natural occurrence. Ethereal Plane to get a Exorcism Relic. Of course the power to return the recently Mother Heldatha's nightmares showed her Two reports are most important to Helda. deceased is within Helda's hands, surrounded by legions Dislocated Spirits hopefully. and Ghostly Animal who were writhing in First, Snakewood Springs, a watering hole pain and lamenting their suffering as oily off the Gem Road between Eshpurta and Then, Helda is approached by Gaspard de black water rose steadily all around her. the Troll Mountains Gem Mines, has taken Louca, a gem dealer and Heralds' agent. Mother Heldatha was justifiably upset. on a nasty taint. According to the miner, Gaspard has an unusual proposition. who only took the dangerous Snakewood Mother Heldatha's only option to interpret Route because of bandits on the Ilbratha The PC either chooses the Nature Arc or this Omen was literally, and soon Mother Pass, the place is overrun with mutated the Spectral Arc, in either case the Primary Helda heard accounts of similar dreams animals and the spring water tastes awful. Antagonist is the Planar Rift. Ilmater from her parishioners and then requests for The mention of strange animals and fouled paladins may join the Divine Arc, they are exorcisms and well blessings started. water alerted Helda to the connection. known as Crusader Ilmaterans. TOC > Guilds > Tower of Willful Suffering (Ilmater) > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Snakewood Spring Zoltan's Grove Pre-Shoon Overland Route Sunrise Orchid Elixir of Purity Meet Zoltan Purify Natural Arc Purify

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Ethereal Plane Haunted House Pre-Shoon Ruins Overland Route Orgoth's Tower Castle Exorcism Relic Exorcism Exorcism Spectral Arc Exorcism Spulzeer

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Springfield Ruins of Blackness Dark Redoubt Skullgnasher Twin Towers Crusader Cyric Relic States Evidence Crusader Crusader

Magenta – Nature Arc Yellow – Crusader Arc Haunted Springs & Planar Rift Cyric Crusade & Twin Towers Chapter 4 Chapter 5 Chapter 5 Cyan – Spectral Arc Orange – Martial Crusader Arc Skullgnasher Trailstone Trailstone Dislocated Spirits & Planar Rift Former Cyric Crusader Martial Crusader Burn Town Don't Burn Town TOC > Guilds > Tower of Willful Suffering (Ilmater) > Characters Revered Mother Heldatha Dhussta When the PC reports to her chamber she Mother Helda has served Ilmater her in confronts them with her Dilemma and begs Eshpurta for over forty years and soon her Heldatha Dhussta may speak and act like a for guidance in these matters. In Mother beloved deity will take her burdens onto crazy cat lady but she is really a caring and Helda's indecision she allows the PC to himself and she will be free. Like her compassionate human being who deplores determine which route to pursue, though parchment dry skin, the veil between life violence and weeps for the suffering. she will not endorse the Divine Arc. and death is thin for mother Helda.

“Just call me Mother Helda.” she often tells Mother Helda is encouraged by Gaspard to No matter how well and truly the PC parishioners, she is an childless and aging take part in the Divine Arc and the Crusade serves Ilmater, Helda will never act as a spinster. against Cyric. Helda has pacifist ways but Powerful Ally in the Spulzeer NPC Fight. if a Paladin insists on the Cyric Crusade she Like her beloved god, Mother Helda lives will bend to PC's will. To all other classes Helda is too frail to make a long journey to help ease the suffering of others, she only allows two choices. south and if Helda were to attempt a including her multitudinous cats. journey to the Ethereal Plane for the relic Xvim, who provides the power for the PC she would surely never come back. Also like Ilmater, Mother Held thinks to be able to resurrect at shrines, is not herself a long suffering martyr, and she overly concerned by Helda's willfulness. When Gaspard approached her about the belabors the internal conflict with a many a Xvim, like the reader of this document, is PC, she really had no option but to take weary sigh. She debates with her cats and aware of this Quest's Quantum Nature, if the offer of aid and she is grateful to asks what they think the PC should do. one PC won't help him the next one will. receive it, Ilmater's church is rich, wink. TOC > Guilds > Tower of Willful Suffering (Ilmater) > Locations & Class Allowances Tower of Willful Suffering Willful Suffering Class Allowances Class Alignments Allowed The Abbey's quiet, subdued architecture is Barbarian None No conspicuous in Eshpurta's opulent and ostentatious Temple District. Don't be Bard None No deceived by the tower's humble Cleric Good Yes appearances, the beneficent flock of Druid Good Yes wealthy Ilmateran faithful wield great power and substantial influence over vast Fighter None No sums of charitable donations. Monk Good Yes Paladin Good Yes The church presents such a humble edifice in keeping with the church's dogma of Ranger None No simple living. Rogue None No Sorcerer None No But his does not mean the church is ill kept, Wizard None No indeed it is spotless and even though Mother Helda's chambers are filled with cats, there are no unpleasant aromas. TOC > Guilds > Tower of Willful Suffering (Ilmater) > Items & Dogma & Junk Travel Visa Ilmater is a good aligned deity who relieves Ilmater does not often encourage direct the suffering of others and assumes their physical action, but he does permit action Every guild provides its new members with burdens. He is not a deity who encourages in self defense. Mother Helda's flock feels a Travel Visa which grants the player physical aggression unless in self defense. compelled by recent events to play a more permission to travel south during these active role. times of war. From what I have read, this deity is based on a Fritz Lieber's Iseek of the Jug from a Ilmater's clergy are clerics, paladins, and They also act as official documents which Fafhrd and the Gray Mouser story. In that monks. The Church of Ilmater has verify the PC is in the service of a certain story Fafhrd gave up adventuring and affiliated knightly and monastic orders. guild and can act as a key or be required for became a street prophet for said Deity. conversations. Fafhrd ended up with a savage hangover, a Ilmater is an intermediate deity whose shaved head and tied to a bed. portfolio includes suffering, endurance, If a PC is forced to switch guilds mid story martyrdom and perseverance. God of the their old Travel Visa will be destroyed and My pseudonym Alleyslink is derived from suffering, the oppressed, and the a new one issued by the appropriate guild. a word I originally read in a Fafhrd /Gray persecuted. Also god of relief workers, Mouser story, “Cloud of Hate”. In that story social workers, volunteerism and charity. For multiple reasons each guild has a Fritz describes a mugger as an “alley The '''Crying God''', the '''Broken God''', unique Travel Visa. basher” which suited a fighter I had. When the '''Lord on the Rack''', and '''the One I rolled a thief I created the variant, “slink”. Who Endures'''. TOC > Guilds > Twisted Rune Arcs > Characters > Locations > Items When news of the Skullgnasher attack on At this point, Varytha is approached by Hillfort Torbold and the Secession of Gaspard de Louca, a dealer of precious Foreboding had haunted Guild Master Riatavin reached Eshpurta Varytha instantly stones and a man Varytha believes to be an Varytha Gheldieg of the Twisted Rune for suspected foul play. independent wizard. Gaspard has an weeks but attempts to magically discover unusual proposition. the unease's cause had been in vain. It seemed clear to Varytha that whoever fouled the crystals had done so to hide their Gaspard begins weaving a web of lies Days ago the mystical Lines of Sight went actions leading up to the attack. She no because the PC is evil and wants to join offline. The Lines of Sight are generated by longer thought the fouling of the Focus the Twisted Rune. Gaspard claims to have the Focus Crystals, channeled through the Crystals as a natural occurrence. illegally obtained three Travel Visas, one Perspicillum by Oculars the Focus Keeper for the PC and two for their Henchmen. and used by wizards during divination. The Focus Crystals had been fouled before, Gaspard wants to work in conjunction Varytha was furious about the interruption. though not to this extent, but Varytha knew with Varytha to infiltrate the Cowls and not what to do. Bhamm and that weirdo at learn more about the Lines of Sight. Days passed and she grew increasingly the Perspicillum maintained the Lines of impatient. Bhamm, that old queen, was Sight, she only understood how to tap into The PC, Gaspard claims, is a trusted apparently still puttering about in his the channeled flow of data. friend who's face is unknown to Bhamm, garden and hadn't noticed the Lines were unlike Varytha's or Gaspard's, which down. Varytha's use of the Lines of Sight is Varytha is determined to learn more about makes the PC an excellent spy. This unsanctioned so she is powerless. the process, but she can't go herself. proposition is too good to be true. TOC > Guilds > Twisted Rune > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 5 Heralds' Hall Perspicillum Nine Sentinels pt 1 Nine Sentinels pt 2 Cave of Wonders Cave of Wonders Salve of Clarity Read Tome Salve of Clarity Give glass Rune Kill Gentar Free Gentar

Magenta – This is the true Twisted Rune Story Arc. On this line the PC gives the Glass of Clearest Sunlight to Varytha, making her a Powerful Ally who will fight on their behalf in the Spulzeer NPC Encounter. By doing so, the PC has exposed themselves as a Twisted Chapter 4 Chapter 5 Rune Spy and made a Powerful, if ineffectual, Enemy in the Cowled Wizards. Nine Sentinels pt 2 Cave of Wonders Give glass Cowl Kill Gentar Cyan – This is when the PC gives the Glass of Clearest Sunlight to the Torbold Wizard Chapter 6 (Cowls) and makes for themselves a Powerful Enemy in the Twisted Rune. This is a Castle waste because Bhamm and the Cowls will not fight for the PC as a Powerful Ally, but the Spulzeer Runes, Varytha, are a deadly Powerful Enemy who attacks often. Chapter 5 Yellow – This is, IMO, the best path for Runes. If PC betrays both Varytha and Bhamm Cave of Wonders they have two Powerful Enemies, but the Have the Glass of Clearest Sunlight and can Free Gentar start their own wizarding guild, and wipe out their enemies. Smartest thing to do is Free Gentar so he will act as a Powerful Ally during the Spulzeer NPC Encounter.

Gray – In this instance these lines all signify Freeing Gentar. In so doing, the PC has assured this powerful magical being will fight for them as a Powerful Ally. Chapter 4 Chapter 5 Chapter 5 Nine Sentinels pt 2 Cave of Wonders Cave of Wonders Keep glass Kill Gentar Free Gentar TOC > Guilds > Twisted Rune > Characters Lady Varytha Gheldieg Varytha has a wealthy family, but like PC is warned Varytha is a sophisticated Kartak, she has been shunned by her clan. lady who is unaccustomed to having Varytha Gheldieg is a necromancer who None of her relatives have outright accused outlandish and rude company. PC is collects the bodies of paupers and her of witchcraft, the damage to the family expected to act cordially and maintain a constructs them into flesh golems as an name would be too great. Her actions are air of civility, if not Varytha will fly into a aesthetic hobby. She loves the dead. very clandestine and she has attracted no hysterical fit and threaten to beat the PC Varytha's ultimate goal is to achieve unwanted attention to her necrotic with dismembered body parts. lichdom after her mortal body dies, but activities. So long as she keeps it that way, Varytha is in no rush let that happen. she is allowed to operate in the city. Varytha's unstable hypersexual personality makes her display aggressive behavior Varytha is romantically involved with Lord Varytha knows little of Kartak, Rysellan toward PCs of either gender she either Bhaem Shumokh and wields a great deal of and the history of the Twisted Rune. really likes or really dislikes. influence over his wealth, his decisions on Varytha knows nothing of the Spulzeer the Shield Council and manages it with a Incident, or either the risen Bane or Kartak. Rune PCs reaching the Mystic Dilemma tug on his short leash. must choose from three options. Give the When meeting the PC Varytha knows only Glass of Clearest Sunshine to Torbold Shumokh is unaware Varytha has any that a growing feeling of unease has spread Wizard (Bhamm), give it to Varytha or PC magical ability and he would be shocked at across Amn, followed closely by the giant keep it for themselves. If PC gives it to her controversial lifestyle and to learn of attack and the rebellion in Riatavin. Varytha she will act as a Powerful Ally her connection with the Twisted Rune. during the Spulzeer NPC Encounter. TOC > Guilds > Twisted Rune > Locations & Guild History Varytha's Home An Evil Power Group consisting of a Rysellan is dead, and the Rune's co- consortium of magic-wielders of the founder, Katak the All Seeing, is making This is a middle-class merchants home. necromantic sort or necrotic state. his play to destroy the flagging remains of From the outside, Varytha could be seen as his own former guild. the kept woman of a powerful city The Twisted Rune's power bases are politician who has been outcast from her situated around certain remote parts of Varytha and the other remaining Twisted family for some indiscretion. Her house Tethyr, and Amn. Its ranks allegedly Rune members are far from Kartak's allows her to maintain this facade, but in include liches, alhoon, beholders and other greatest concern. Varytha fears the attacks truth she is an unsanctioned apothecary evil magic-using creatures. are aimed at her and thinks the fouling of who deals magical components to the Focus Crystals an ill omen. unlicensed practitioners of the arcane arts. Founded by Rysellan the Dark, the Rune manipulates the real power of the South. If the PC is polite to her butler, Varytha will accept them in the tea room and They control a vast network of well discuss maters calmly. If the PC is less than informed and well placed spies. The Rune's civilized she will speak to PC in her primary goal is control of the South laboratory, scream at the PC and wave (specifically Amn and Tethyr), but they body parts at them. must control or eradicate other groups before it making its bid for domination. TOC > Guilds > Twisted Rune > Items & Class Allowances Glass of Clearest Sunlight Salve Of Clarity This item is created by Twisted Rune Class Allowances the Heralds Hall Chaperon in Chapter 1 and Class Alignments Allowed This is the Powerful Magic Item created is used in Chapters 3 and 4 to clarify the Barbarian None No from the empty container of the Salve of Focus Crystals. After Nine Sentinels (pt. 2) Clarity after clarifying all nine Focus is complete and all nine Focus Crystals Bard Evil Yes Crystals. have been clarified the empty bottle of the Cleric None No Salve becomes a Glass of Clearest Sunlight. Druid None No It allows the owner to access all nine Focus Crystals and the ability to bend their gaze Travel Visa Every guild provides its new Fighter None No to the user's will. This is such a powerful members with a Travel Visa which grants Monk None No artifact it allows the PC to start a new the player permission to travel south during Paladin None No wizarding guild in Chapter Thirteen. these times of war. They also act as official documents which verify the PC is in the Ranger None No Keeping this artifact is sure to get the PC service of a certain guild and can act as a Rogue None No kicked out of their guild. (Cowls and key or be required for conversations. If a Sorcerer Evil Yes Runes). PC is forced to switch guilds mid story Wizard Evil Yes their old Travel Visa will be destroyed and If a PC does Nine Sentinels for Cargunn a new one issued by the appropriate guild. they do not have this option regardless of For multiple reasons each guild has a class. unique Travel Visa. TOC > Guilds > Shadow Thieves 1 2 Arcs > Characters > Locations > Items First, a Skullgnasher sneak attack on Xvim's limited omniscience has made him Hillfort Torbold accompanied by waves of aware of all these events and he has The Shadow Thieves are well situated. fleeing refugees flooding Eshpurta's streets. reformulated his plans in accordance with these new circumstances. The Shadow Thieves had been approached Second, Riatavin and Trailstone officially by Xvim to help in the opening stages of seceded from Amn and pledged their Xvim has decided to expand the Shadow his campaign against Cyric. The guild was allegiance to Tethyr. Already, the city has Thieves' role in his Cyric Campaign. needed to participate in the Springfield been assimilated into County Valashar and Xvim wants the Shadow Thieves to lead Operation (the Springfield). Silhouette of been occupied by Tethyrian troops. their investigation in Cyric's direction. He Spies Malamud had already formulated his wants the Shadows to assassinate the plans and was waiting for an acceptable Third, less publicized but greatly important, leaders of Cyric in Amn. Hugdush, the agent to perform the task. Ellana gives the PC the BRR and changes Silhouette of Assassins backs this plan. Xvim's plans regarding Kartak and the fate Before Malamud could even act, the news of Amn. Balacer Macefist is not omniscient in even of a chain of unexpected events reached a limited capacity. He simply wants the The Shadow Thieves. News that would Fourth, a communique from the Golden Shadows to find the Primary Antagonist. reverberate down the halls of power in Fortress to the Eshpurtan Shadow Thieves Malamud is a pragmatist and thinks doing Eshpurta, the Golden Fortress and soon pleading for assistance with espionage and the Golden Fortress' Espionage work will even Athkatla. News which caused Xvim intelligence operations in a desperate search benefit the Shadow Thieves more in the and Malamud to postpone their plans. for the Primary Antagonist. long run. TOC > Guilds > Shadow Thieves 1 2 Gaspard de Louca, an agent of The Heralds If the PC chooses Springfield they have The Shadow Thieves do not know the who is being manipulated by Xvim, chosen the Assassination Arc, identical to identity of the Primary Antagonist, though intercepts the PC, and recruits them into the the Divine Arc, which serves Xvim / Bane Bane is a suspect as well as Cyric. Campaign. In order to guarantee the PC a while working under the auspices of the position in the Shadow Thieves, Gaspard Golden Fortress. PCs who choose the When the PC is sent forth the Shadow has significantly embellished the PC's Assassination Arc will deal with Hugdush. Thieves are not aware of the Spulzeer resume and has provided the PC with an (Hack and Slash, puzzles) Incident, the attack which is about to take enhanced reputation in the guild. place at Hillfort Ilsha or Cyric's If the PC chooses Fort Ilbratha they have militarization. Kartak has moved very This permits to see a Shadow Council chosen the Espionage Arc and will have to swiftly and secretly in the short time since Meeting and participate in the decision ensure they focus of class skills such as his rebirth. making process with Alleyslink, Hugdush Persuade, Search, Pick Locks and Move and Malamud. Silently and Perform. This PC will be sent to Riatavin for the Golden Fortress. PCs Hugdush and Malamud are trying to decide who choose the Espionage Arc will deal which course of action will provide the with Malamud. (Roleplay, Puzzles) most benefit to the guild and themselves. Alleyslink seems indifferent but it is had to Either Arc is acceptable to the Golden read her obscured features. The PC must Fortress, Xvim is angry with the Shadow ultimately decide their course of action. Thieves if you don't do his bidding. TOC > Guilds > Shadow Thieves > Story Arcs

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Springfield Ruins of Blackness Dark Redoubt Skullgnashers Twin Towers Assassination Cyric Relic States Evidence Assassination Assassination

Deserter Camp Chapter 3 Chapter 4 Chapter 5 Chapter 5 Ask-Bribe Kori or Dark Redoubt Overland Route Riatavin Riatavin Ask-Kill Kori Bribe Rosznar Espionage Stay Shadow Leave Shadow

Chapter 1 Chapter 2 Chapter 3 Chapter 5 Fort Ilbratha Deserter Camp Dark Redoubt Riatavin Espionage Question & Kill States Evidence Stay & Bribe

Magenta – Assassination Arc working with Xvim Gray – Bribery and Betrayal with or without consequences Chapter 5 Chapter 5 Cyan – Espionage Arc working for Golden Fortress Yellow – Espionage Arc PC betrays Shadow Thieves Riatavin Riatavin Leave Shadow Betray Partner TOC > Guilds > Shadow Thieves > Characters Alleyslink, Silhouette of Burglars Hugdush, Silhouette of Assassins Malamud, Silhouette of Spies

Alleyslink is a Moon Elf of mysterious Hugdush is a Half Orc of great height and A halfling so shadowy he's hard to see, he origin who keeps herself veiled and girth but he can move with incredible grace has perfect recall and never forgets a face. covered from almost head to foot in black and stealth. If PC's name was on his list, PC leather armor. Her skin is moonlight blue would be dead before PC knew it. Malamud is the most senior Silhouette and and is very distinctive, which is a has served in his current position since disadvantage in a police lineup. His greatest concern is how the Shadow Hugdush was a wet behind the ears cut- Thieves, and he, can most benefit from this purse. Alleyslink is worried most about the time of Crisis. He knows of several targets unsanctioned banditry happening on the within the Cyric Cult wanted for reward by He is also concerned about the South Road and Ilbratha Pass. She could Xvim in the name of Bane.. Unsanctioned Banditry, but he is more care less if Eshpurta falls to the monstrous concerned with the source of their Giants or the brown skinned Tethyr people, Hugdush suggests following the Divine weapons than a cut of their loot. it will hardly effect her lifestyle. Track and eliminating the Cyric Targets for Unsanctioned Banditry on the other hand, Bane and nullifying that threat for the ACA He suspects Tethyr is behind the current that can not be tolerated. and Golden Fortress. problems and suggest the PC follow the espionage Arc which leads to the Overland Route and Riatavin. TOC > Guilds > Shadow Thieves > Locations & Class Allowances Shadowhouse Shadow Thieves Class Allowances Class Alignments Allowed The Shadow Thieves Shadowhouse in Barbarian None No Eshpurta is located near the Roots of the Earth and the Gem Gate (North Gate). Bard All No Cleric None No From the outside it looks like a door in a Druid None No warehouse. Fighter None No In actuality it is a warren of small Monk All Yes apartments and offices which house most of Paladin None No the cities authorized fences, loan sharks, grifters and all sorts of criminals Ranger None No Rogue All Yes The PC gets to sit in on a Shadow Council Sorcerer None No Meeting with Alleyslink, Hugdush and Wizard None No Malamud as they discuss the course of action their agent will take as they head Monks can be Assassins, so yes. Make south. sure PC understands they are expected to level that way. TOC > Guilds > Shadow Thieves > Items & Guild Structure Travel Visa The most widespread network of thieves Each Shadowmaster commands the sub- and lawbreakers inside Amn. guilds of his particular area through the Every guild provides its new members with Guildmasters (called “Silhouettes” by a Travel Visa which grants the player The internal hierarchy of the Shadow higher echelons of the Shadow Thieves). permission to travel south during these Thieves is jealously guarded; a member This nomenclature works to mislead many times of war. knows only his immediate superior and law enforcers into stopping investigations underlings. The ultimate leader of the after they catch a guildmaster, though They also act as official documents which Shadow Thieves is the Grandmaster of these 10 lieutenants are relatively low- verify the PC is in the service of a certain Shadow, the commander of the Shade ranked. The sub-guilds of the Shadow guild and can act as a key or be required for Council. Thieves include: assassins, beggars, conversations. bounty hunters, burglars, con Each Shade manages a sect which controls artists/tricksters, cutpurses and If a PC is forced to switch guilds mid story a major area. pickpockets, enforcers / thugs, racketeers, their old Travel Visa will be destroyed and scouts and spies. a new one issued by the appropriate guild. Each sect contains at least two separate subgroups controlled by Shadowmasters. For multiple reasons each guild has a One Shadowmaster oversees activities unique Travel Visa. within each city, while another handles activities in the surrounding rural areas and towns. TOC > Guilds > Tower of the Vengeful Hand (Tempus) Arcs > Characters > Locations > Items These two unconnected events became At this point, Errins is approached by embroiled in the internal debate. Whallnsor Gaspard de Louca, a dealer of precious Unease haunted Trusted Sword Jak Errins strongly backing an investigation of Fort stones and an agent of the Heralds. of Tempus' Tower of the Vengeful Hand for Ilbratha and Treesdap insisting Springfield Gaspard has an unusual proposition. weeks but his prayers to discover the (Springfield) was the correct course. unease's cause have gone unanswered. The Heralds are aware of Errins' need. Days passed, Errins granted the contestants The Heralds have obtained three Travel Errins unease was the least of his problems. a fair debate, Tempus Lord of Battles would Visas, one for the PC and two for their Errins, who had served as prelate for many help decide the future. Errins had just Henchmen. The Heralds would like to years, had announced his retirement. decided to act when news of the work in conjunction with Errins and the Infighting between Errins' two young Skullgnasher attack on Hillfort Torbold and Tower to resolve the situation. associates, Treesdap and Whallnsor, had the Secession of Riatavin reached Eshpurta. erupted almost immediately. The PC is represented by Gaspard as a Errins was duty bound to decide matters in high level Tempus Clergy, this of course is Reports from the Tower's many ACA favor of either Ilbratha or Springfield. He untrue, but Gaspard is not above such parishioners began to trickle into the felt Whallnsor was correct, but Errins tactics. The PC must listen to each of Tower. News of Bloodsnot Goblins being suspected he may be biased in his thinking, Errins subordinates plead their case and harassed by Armored Trolls and of the Errins had known Whallnsor many years. then make a fair judgment. Whichever Springfield named Springfield complaining Though Treesdap is a capable priest he course they set, the associated NPC a tainted well. lacks real world experience. becomes the PC's Guild Representative. TOC > Guilds > Tower of the Vengeful Hand (Tempus) > Story Arcs

Chapter 5 Trailstone Don't Burn Town Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Fort Ilbratha Deserter Camp Dark Redoubt Skullgnasher Trailstone Martial Question & Kill States Evidence Martial Burn Town

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Springfield Ruins of Blackness Dark Redoubt Skullgnasher Twin Towers Castle Divine Divine States Evidence Divine Divine Spulzeer

Magenta – Influenced by Whallnsor, not manipulated by Xvim, PC chooses to investigate Fort Ilbratha putting Tempus on the Martial Track Chapter 4 Chapter 5 Cyan – Influenced by Treesdap, manipulated by Xvim, PC chooses to investigate Skullgnasher Trailstone Springfield putting Tempus on the Cyric Crusade. Martial Burn Town Chapter 5 Yellow – Mistakenly influenced by Treesdap and Xvim, PC switches from Trailstone Divine Arc to the Martial Arc after Dark Redoubt or Skullgnasher Giants. Don't Burn Town Gray – Don't burn Trailstone, see if Tempus cares. TOC > Guilds > Tower of the Vengeful Hand (Tempus) > Characters Trusted Sword Jak Errins Battlelady Peris Whallnsor Lance of the Lord Niskam Treesdap Jak is this Tower's aging prelate. He is well Peris is a stout woman, mother of four and connected with Balacer Macefist, General a veteran campaigner. Peris' Husband was Niskam is an ambitious man who has been Craumerdaun and the members of killed in a battle with Ogres in the Small in the service of Tempus a shorter time Eshpurta's Council of Six. Teeth several years ago. than Peris Whallnsor but through hard work and determination he has reached a Twenty years ago Errins had been a She has served faithfully for almost tens higher level of enlightenment than her. campaigner but since his accident most of years and has never shied away from his service to Tempus has been bureaucratic getting her hands bloody and healing the He has a great deal of theoretical and political. Tasks for which he is well troops to grant further glory to Tempus. knowledge but lacks the field experience suited. of Whallnsor who has served in two She may not have Jak Errins charm and Skullgnasher Campaigns in the past five Jak's service to Tempus has been long and social grace but she is not stranger to years. the time has come for a change intrigue and is not scared of battle. He also lacks the canny political savvy She thinks Niskam is a toadying snot. and easy charm of Jak Errins, whose greatest campaigns were always of a fund raising nature. TOC > Guilds > Tower of the Vengeful Hand (Tempus) > Locations & Class Allowances Tower of the Vengeful Hand That being the case, the parishioners have Vengeful Hand Class Allowances seen fit to provide their just and powerful Class Alignments Allowed One of the most grand and well appointed deity with a lush and beautiful earthly on Barbarian None No edifices in Eshpurta's Temple District. The abode. But being a church of soldiers they parishioners of this temple are mostly perhaps lack the subtle knack of interior Bard None No members of the Amnian Council Army design. Cleric Neutral Yes stationed at the Golden Fortress an living Druid Neutral Yes with their families in Eshpurta. This is Bold clashing colors and large garish appropriate because Tempus is the God of totems decorate tiled walls, just being in the Fighter None No War, but it also explains why the ranks of main hall is like experiencing a sensory Monk Neutral Yes this church are always so swollen. battle. Paladin None No The Tower helps the families of fallen There is always singing in another room, Ranger None No soldiers and coordinates fund drives to send priests practicing their craft or trainees Rogue None No care packages to wounded heros. Wounded preparing for battle. It seems as if every Sorcerer None No Amnian soldiers always have a Tempus conversation in the Tower is held at Wizard None No Cleric healer. shouting volume, the only passably quiet place is Jak Errins office. This is where the PC meets the toons. TOC > Guilds > Tower of the Vengeful Hand (Tempus) > Items & Dogma Travel Visa === Dogma === Having followers on both sides of any engagement, the Church of Tempus has no Every guild provides its new members with Lord of Battles, God of War. Honoring central authority that might support one a Travel Visa which grants the player battle, forbidding cowardice and side or the other exclusively. permission to travel south during these encouraging brute force to settle disputes. times of war. Tempus believes in fair fights and Tempus' dogma necessitates the plot aboveboard tactics, he wishes to help his They also act as official documents which choices imposed on his followers in this followers in Amn to fight well. Many of verify the PC is in the service of a certain campaign, notably regarding Redarm and Tempus' Cleric had already traveled south guild and can act as a key or be required for Rosznar. for the expected seasonal raids of giants conversations. on the Hillforts. The unexpected ferocity Faerûn is a violent land, and thus from of the recent attacks has found the church If a PC is forced to switch guilds mid story sheer number of worshipers Tempus was scrounging for recruits. their old Travel Visa will be destroyed and one of the mightiest deities in the Realms. a new one issued by the appropriate guild. Jak Errins disapproves of Redarm's and Nearly everyone who drew a sword or Rosznar's cowardly and traitorous actions, For multiple reasons each guild has a notched an arrow had fought alongside a he respects Kartak as a determined and unique Travel Visa. cleric of the Foehammer, and just as many capable being, Jak Errins still wants fought against one. Kartak dead of course, but he does respect him. TOC > Chapters > Chapter 1: Encounter in Eshpurta This Chapter contains three Dilemmas. The PC enters Ellana's Fortunetelling to get Gaspard then uses his considerable • New Directions out of the rain. On a lark, the PC decides to influence and creative resume writing to • War Crimes have their fortune told. assure PC a trial guild membership. This • Am I Evil? ensures PC a Travel Visa into the south of This Chapter contains one Base. Ellana gazes at her crystal and sees a war torn Amn. • Eshpurta's Southeast Gate powerful wizard outside her shop, and fears This Chapter contains Six Quests. this ominous character is here regarding the PC should choose Guild Affiliation wisely, • Encounter In Eshpurta disturbing BRR. PC is given the BRR and though not listed as such, PC's choice of ushered outside. Guild is also PC's first Dilemma. • Fort Ilbratha • Herald's Hall Gaspard senses the PC has the BRR and After the PC has chosen their Guild • Springfield confronts them. Gaspard forces the PC to Affiliation they must complete a chapter • Snakewood Springs accept his quest or die. one Quest. This quest will introduce • Ethereal Plane player to the elements of their chosen Gaspard explains in detail which guilds the Story Arc. In this chapter the PC will: PC is eligible to join, the use and function • Acquire the Blood Red Ruby of shrines and Henchmen. When the PC is • Acquire Castle Spulzeer Quest comfortable they are asked to decide which • Establish Guild Affiliation Guild they would like to join, then Gaspard and the PC go there together. TOC > Chapters > Chapter 1 > Encounter in Eshpurta This Quest contains one Dilemma. PC starts as a refugee on Eshpurta's streets Gaspard insists the PC accept the Quest New Directions Dilemma who ducks into Ellana' to escape the rain. and won't take no for an answer. If PC Ellana prognosticates a long and perilous resists Gaspard will threaten, and deliver, Encounter in Eshpurta eventually becomes journey associated with the BRR, which is death to the PC. the Castle Spulzeer Quest and is essentially in her possession and worries her deeply. the only Quest the PC is on during this part When the PC is resigned to their new fate, of the multiple campaign setting Lands of Gaspard's approach seems ominous and Gaspard further explains the PC will need Intrigue: Castle Spulzeer. somehow pertaining to her. Ellana gives PC to join a Guild in order to obtain a Travel the BRR in a panic and pushes them out the Visa. Gaspard lists the Guilds for which Gaspard de Louca is the Primary door in order to avoid the bloody fate she the PC is qualified. connection to Castle Spulzeer as a PC foresaw in her vision. travels through their Story Arc. Encounter in Eshpurta is a Dialog Quest Gaspard had been sent to buy the BRR, not taking place in Eshpurta's Southeastern PCs whose Arc takes them the Overland to send Ellana on a journey. It was the PC's Gate district. This quest is only completed Route lose contact with the urbane de fortune she foretold, not her own. Gaspard when the PC applies for a guild and has Louca and then deal with Zoltan the senses the PC now possesses the BRR and completed the assigned quest to pass the Talking Raven. chooses to use the PC to destroy Kartak, initiation. So the ultimate object of this Chardath and Marble (and not have to do it quest is to do another quest. When done himself.) report to Gaspard for next Chapter. TOC > Chapters > Chapter 1 > Encounter in Eshpurta > New Directions Dilemma Effected Guilds Tower of Willful Suffering Tower of the Vengeful Hand PC must help decide between Story Arcs. Spectral – Dislocated Spirits freed by the Divine – The Cyric Crusades will Planar Rift have increased requests for annihilate that Church's presence in Amn Tower of Willful Suffering (Ilmater) Exorcisms. and lead PC to the Twin Towers of the • Spectral (Planar Rift) Nature – Amn's water table has acquired Eternal Eclipse. • Natural (Planar Rift) the Haunted Taint from the Planar Rift Martial – The Giants and the Rebellion • Divine (Cyric Crusade) which has caused the Haunted Springs. must be crushed, but first the stolen Divine – This PC is a paladin who has supplies must be investigated. Golden Fortress joined the Cyric Crusade in Ilmater's name. • Martial (all classes) Shadow Thieves • Divine (Paladins & Good Clerics) Golden Fortress Divine – Acting under the pretense of Martial – This is the native Story Arc to the service to the ACA, the PC must join the Shadow Thieves Golden Fortress. It deals with the Criminal Cyric Crusade and assassinate High • Divine (Assassination) Conspiracy, Cyric, the Giants and Ranking Cyric Clergy for Xvim. • Espionage (Espionage) Trailstone. Espionage – Spurning Xvim in favor of • Divine – Paladins and Good Aligned the ACA, the PC travels south to Tower of the Vengeful Hand (Tempus) Clerics may choose to join Reverend investigate the Criminal Conspiracy and • Divine (Cyric Crusade) Falwell in his bandwagon Anti-Cyric then Overland to Riatavin to sabotage the Crusade. • Martial (Criminals, Giants & Tethyr) Rebels war effort. TOC > Chapters > Chapter 1 > Eshpurta's Southeastern Gate Characters > Locations > Items The Shield Council and the Golden Fortress Balacer Macefist of the Golden Fortress is are scrambling to address these issues. busy mustering troops at Craumerdaun's It is early spring in eastern Amn, rainy They have passed several edicts instituting orders. The Guilds and Churches in the season this far north, it's cold and wet. a limited martial law. One edict confines all city are scrambling to attend their own Unexpected and alarming news reached refugees to the Southeastern Gate District. matters. All of Eshpurta is like and ant hill Eshpurta, Trailstone and Riatavin's had Another edict severely restricts southbound stirred with a stick defected to Tethyr and those two cities travel by civilians. were under foreign occupation. Fearful Eshpurta's Southeastern Gate District is citizens fled north carrying the news and The streets of that Southeastern Gate well appointed with shops and some of the little else. District are now brimming with squatting guilds are located right in this Quest Hub. homeless refugees who are shivering in the Not long after news of the Rebellion early spring air which is damp with rain. Some odd locations reached Eshpurta, more troubling news Squads of heavily armed ACA soldiers came to the city. The Skullgnasher Giants patrol the streets day and night, there have Major Cargunn's had launched an earlier than expected been incidents of friction between nervous ferocious assault on Hillfort Torbold. authorities and desperate refugees. Bhamm's Herb's Wandering bands of the brutes were terrorizing citizens in the lands south of the Wealthy citizens clamor for a resolution The Hamstrung Giant Inn rivers, causing and ever increasing flow of from the Shied Council, who have in turn Amnian refugees on the streets of Eshpurta. put pressure on the Golden Fortress. Gray Goose Provisioners TOC > Chapters > Chapter 1 > Eshpurta's Southeastern Gate > Characters Ellana of Farhome Gaspard de Louca Belice O Graden OUTDATED

Ellana is a fortuneteller with a shop in Gaspard, a Herald Agent, has heard Ellana Belice, a Herald Agent. works as a Eshpurta's Southeast Gate section. she was possessed the BRR, the Guild has waitress at the Hamstrung Giant. With a given the BRR by her niece, which she dispatched him to purchase it. He senses good word from Gaspard she shows you later gives to the player. the PC now possesses the ruby and decides her special wares. to deal with him / her. Ellana works as a part time fence of stolen Belice has a collection of Voodoo Dolls jewels and that is why her niece brought Gaspard is a humble gem merchant but a which are possessed by the spirits of the ruby to her. However, she is unable to powerful wizard who often acts as a adventurers who can be summoned at find a buyer and, fearing a visit from the purchasing agent for the Heralds. He is will. With Gaspard's urging, she agrees to intimidating Gaspard de Louca, rashly unaccustomed to field work and is not give the PC three. gives the PC the BRR. happy about the current events or having to babysit the PC. Belice is a half demon and enjoys playing Ellana will tell the player the true story of tricks on people. The henchmen were all the BRR, as far as she knows, if the players He is the Quantum Guild Representative tricked by Belice into signing their souls ask. She rushes the player out the door for the Skullgnasher Route. over to her until they reach a certain level, because she knows Gaspard is approaching. at which point the henchmen assume she will free them. TOC > Chapters > Chapter 1 > Eshpurta's Southeastern Gate > Locations Ellana's Fortunetelling Eshpurta's Southeast Gate Hamstrung Giant Inn and Tavern

A fortuneteller shop in Eshpurta's Southeast This is the exterior of which players reach This is a bustling place where PC must Gate. This is where Ellana sees PCs fortune after exiting Ellana's. Here they will talk to the Waitress Belice (or not and gives them the BRR. encounter Gaspard de Louca. undecided)

It is a small dank little place, which the PC There are many hidden corners of this area, Here is where PCs will report to Gaspard only entered on a whim to get out of the but the portions of the city are off limits to de Louca after they have completed the rain. refugees. This rule confines newcomers to Chapter 1 Guild Quest. the Southeast Quadrant of Eshpurta. If Ellana seems like a fake, it is because her real business is that of selling stolen After Gaspard tells PC about Guilds PC jewelry. But in truth she does have some must talk to a Eshpurtan Gatekeeper to prophetic ability. travel to a Guild Hall.

She was frightened of a vision she saw of a Many refugees, guard patrols, raining, visit to her by de Louca, tough luck she puddles, children begging, dead rats in the could have sold it for a lot. street. Times are tough.

But so is the PC. TOC > Chapters > Chapter 1 > Eshpurta's Southeastern Gate > Items Blood Red Ruby (BRR) Travel Visa Henchmen Tokens

This item is given to the PC by Ellana and This item is acquired after the PC has These are the Tokens which will help is the only item PC will possess for both completed the Arc Quest portion of Chapter resurrect a fallen Henchman while not in entire campaigns (CS & LoI). One and is considered a full fledged combat. member of their Guild. In Castle Spulzeer, the BRR allows PC These Tokens will also summon the entry to Castle Spulzeer and allows them to There are nine different copies of the Travel associated Henchman if they should summon Kartak. Visa, one for every Guild, easy conditional become separated from the player. to determine PC's Guild. In Lands of Intrigue, BRR can be sold for In Castle Spulzeer, each player is assigned 60,000 gp or kept as a souvenir or given to If a Dilemma causes a guild shift a new two Henchmen who are considered party the Heralds. Travel Visa is issued to the PC from the members. These Henchmen also represent appropriate guild. the guild and act as agents of the Guild if No character can enter any module in the players steps outside accepted rules. In Campaign, except Chapter One, without a If a PC no longer has a Guild due to a some cases, PC's Henchmen may revolt if BRR. Dilemma they no longer have a Travel Visa they are unhappy with the choices a PC is and are vulnerable to Special Encounters making. ALWAYS referred to as BRR. with Armed Forces. TOC > Chapters > Chapter 1 > Fort Ilbratha Characters > Locations > Items Fort Ilbratha's Ruins overlook the swiftest PC travels to Fort Ilbratha, speak with the route through the Qadim Hills without Goblins and learn the whereabouts of the Golden Dilemma: War Crimes traveling through Snakewood. This Pass is Troll Caves. popular with Eshpurtan Gem Miners from Bloodsnot Goblins, a peaceful clan of the Troll Mountains. PC clears Troll Caves, finds evidence the hunter gatherers, have contacted the Guild Trolls are financed by a group of bandits, Representative and given disturbing news. Trolls have inhabited a nearby cave and The Fallen, in Brigand's Gorge. have begun raiding the Ilbratha Pass. The Bloodsnots, led by Bloodsnot Clan PC clears Brigand's Gorge, finds evidence Chief and his cousin Bloodsnot Clan The Trolls are harassing the Bloodsnots, the bandits are financed by an Unknown Shaman, have lived for generations in the coaxing them into service helping rebuild a Third Entity. ruins of Fort Ilbratha. They have gone lost Troll Empire, the goblins are not unnoticed because they do not raid or allow interested, pressure is mounting. PC returns to the Bloodsnots, Golden PC themselves to reach Horde status. is faced with a Dilemma. The Bloodsnots have initiated good faith contacts with the PC's Guild Rep. in hopes After that the PC returns to their Guild of establishing aid, even at the risk of Representative and becomes a full jeopardizing the Clan's very existence in member of that guild. Fort Ilbratha. TOC > Chapters > Chapter 1 > Fort Ilbratha > Golden Dilemma: War Crimes War Crimes One Henchman notes: Anti Monstrous PC killing Bloodsnots has an Evil and Humanoid Sentiments run high among the Lawful Alignment Shift and is accepted In this time of war the Shield Council led inhabitants of Eastern Amn. Also, there is a into the Golden Fortress. by General Labak Craumerdaun and growing dissatisfaction with The Council's Balacer Macefist, commander of Amnian governance among the populace, PC not killing Bloodsnots has a Good and Council Army (ACA) forces stationed at massacring the Bloodsnots, the Trolls and Chaotic Alignment Shift and when the Golden Fortress, have been making rash The Fallen would be perceived as a reporting to Macefist are forced to join field decisions. valuable victory. This turn of events would Major Cargunn's Mercenary Guild. please Macefist. Golden Fortress PCs are ordered to It should be noted that Cargunn PCs face massacre the Bloodsnot Clan, even though The other Henchman notes: Killing this Dilemma as well. Cargunn doesn't PC is visiting their clan under a flag of peaceful goblins would be evil, really care what becomes of the Goblins truce. This is in direct contravention of unsportsmanlike and a War Crime. and will make up an excuse to Balacer established rules of conduct and is a breech Macefist as to why his orders were not of treaties signed by the Council of Six in There is no war crimes tribunal to which carried out. So for the Cargunn PC this is Athkatla. The Golden PC must search his the PC could report these events. The PC is just an alignment hit and not a Guild Shift. heart to determine if this is an order they just an Initiate Golden and has no evidence will carry out. to discredit either Balacer Macefist or Expelled Golden PCs can rejoin that Guild Craumerdaun. later by turning States Evidence. TOC > Chapters > Chapter 1 > Fort Ilbratha > Characters 1 2 Bloodsnot Clan Chief Bloodsnot Clan Shaman Troll Boss

The Bloodsnot Clan has lived peacefully in Shaman is not as shy of humans but far Humans and Trolls have fought in these the ruins of Fort Ilbratha for several more wary. Shaman is more intelligent than mountains for a millennium. Once a Troll generations and Bloodsnot the Third is the her cousin, Bloodsnot Clan Chief, and has Kingdom existed here, these trolls are the current leader. These goblins only hunt suspicions the plea he sent for help to the last remnants of that proud race. wild game and do not meddle in the affairs Golden Fortress could usher the Clan's of humans. doom instead. Kartak has used The Fallen to incite the Trolls to new aggression and has armed A band of Troll Band Bandits has taken up If asked why her clan is called Bloodsnot them for this purpose. residency in the Qadim Hills and have been she explains that in the time before her raiding the pass there. Bloodsnot III has people attained their independence, their IF the PC speaks to him he is indignant, sent and entreaty to Eshpurta seeking aid in people where slave labor in the Eshpurtan claims the lands around Fort Ilbratha as destroying these troublesome newcomers. Gem Mines located in the Troll Mountains. his birthright, demands the PC and the She clearly still holds resentment in her Bloodsnot Goblins leave at once or die. Bloodsnot is very afraid of the players and heart for those past crimes. She feels her seeks to gain their favor and ingratiate cousin has a lingering dependance on After he is dead, PC discovers evidence himself to them. humans and she resents that. which leads PC to The Fallen and Brigand's Gorge. TOC > Chapters > Chapter 1 > Fort Ilbratha > Characters 1 2 Senora Tulnome Casrach Tulnome

A chaotic evil female human cleric, is the A chaotic evil male human fighter, is the wife and partner in crime of Casrach. If leader of The Fallen. He is thuggish and Casrach is the muscle, Senora is the brain strong, and leads with his fist. He likes to which guides his fist. drink and lives outside the law.

Senora is here working for Xvim who's His spouse knew of a deserted Bane temple plans involve framing Cyric for all of hidden near Brigand's Gorge. Casrach and Amn's and Eshpurta's woes. his bandits live there fat on their ill gotten gains, beyond the reach of Eshpurta's To this end Fzoul, Xvim's adviser, has overtaxed legal system. devised the scheme of dressing Senora and her bandits as Cyric Priests. He loves like he lives, lustily. This trait, along with his brute charisma and physical Senora carries a piece of misleading charms are what attracts Senora, his mate, evidence which only a priest could see for to him. Otherwise the two have very little the phony it is. Clerics, Druids, Monks and to talk about. Paladins here for Tempus see it, Cargunn and Golden PCs are fooled. TOC > Chapters > Chapter 1 > Fort Ilbratha > Locations Fort Ilbratha Troll Cave Complex Brigands' Gorge: The Fallen

Ruins of an abandoned Calishite garrison in The trolls who inhabit this complex have Along the northern cluster of mountains,a the Qadim Hills which guards the swiftest ancestors who once ruled a troll empire in pass runs along the bottom of sheer cliffs path through the Qadim hills which does the Qadim Hills, the Troll Mountains' for about 4 miles. It has long been a not lead travelers through the Snakewood. foothills. favorite ambush spot for bandits, who secretly watch the gorge and signal to The fort dates back to Valashar and Ashar's They have been convinced by Kartak's their fellows to trap travelers between two March. King Azoun I crushed Ilbratha's log Inciter to begin rebuilding their once groups of attackers. palisade using his magical shortsword glorious legacy and heritage. CANON, reference from source book. (Ilbratha, Mistress of Battles). All traces of The current bandits are the Fallen, a group the fort are gone except stone foundations. The caves are located near the Ilbratha of rogue adventurers (15 fighters, eight Pass, a short distance from the road. The thieves,three priests, two wizards) who It is currently occupied by the Bloodsnot trolls are primitive and their hovels are dress in raiment from the fallen churches Goblins who live among the piled rubble in crude, but they are armed with quality of Bane and Bhaal, hoping to put fear and primitive shelters in squalid conditions. weapons which gives PC's henchmen confusion into their prey. The Fallen is led reason to wonder if they are being by Casrach Tulnome (LE hmF8) and his sponsored or financed by another group. wife Senora (CE hf P6 Iyachtu Xvim); . Senora is the brains of the outfit. TOC > Chapters > Chapter 1 > Fort Ilbratha > Items Troll Evidence The Fallen Evidence Ilbratha, the Mistress of Battles

This is an item found in the back of the This is an item found in the back of the AKA the Warrior's Fang, a Cormyrean Troll Cave after the Troll Bosses' defeat. Banite Temple Ruins after the Fallen Sword of State. Commissioned by Azoun I Bosses' defeat. of Cormyr to commemorate his victory This evidence clearly shows that the Trolls over the Shoon armies. This bronze short were instigated into their actions by The This evidence clearly shows that the Fallen sword is inlaid with six matching Fallen. were instigated into their actions by an bloodstones in its helve. Unknown Third Entity. PCs here from This evidence is saved until the PC returns Tempus will recognize it is fals evidence, Blink 3x day - Mirror Image 1x day. to the GR and is presented as a case file Cargunn and Golden PCs are fooled into Use Restriction Fighter showing the PC performance on the thinking it is Cyric. Though obviously fake particular mission. to Tempus PCs, the true Unknown Third The sword was lost when Azoun's ship, Entity remains a mystery. Valashar's Bane, sank in a storm on the In this case, the evidence is a crudely Sea of Fallen Stars. The sword was written reminder to meet with the Fallen at In this case, the evidence is a sack of gold recovered by fishermen from Teziir, and it Brigand's Gorge on a night when the moon containing a neatly written note ordering was purchased by the merchant Sevan of is full. the Fallen to Arm the Trolls and set them to Amnwater. He took it on a trade caravan work on Ilbratha Pass. and lost it somewhere in Amn. TOC > Chapters > Chapter 1 > Heralds' Hall Characters > Locations > Items About two months ago there was a massive PC is ported to Heralds' Hall in the Troll disturbance in the weave and Far-seers had Mountains, under Mount Sklagarra near The Cowled Wizards maintain an array of been searching for that disturbance's the subterranean lake, Swordsmere, nine Focus Crystals located atop the Nine source. The Lines of Sight have been acting Sentinels, an ancient defensive line of peculiar and have now become completely PC is greeted by the Heralds' Hall Shoon Dynasty Towers which dot the blocked. Chaperon, collects three ingredients and Tejarn hills. reports to the Formulator. Eudhis Bhamm has had no success The Focus Crystals produce a web of visual contacting Oculars at the Perspicillum and PC is sent to the Formulator's Cave. Upon data, known as the Lines of Sight, which is was desperate. He had concocted a plan to arriving he finds all is not well and must filtered through the Perspicillum of the cleanse the Focus Crystals but it required fight Ghostly Animals and Dislocated Focus Keeper. This filtered feed of someone to travel south with a Salve of Spirits until they reach the Formulator's information, the Lines of Sight, is used for Clarity. The problem is, Shield Council Cave. divination purposes by the Cowled edicts have restricted travel south. Wizards. Upon confronting that NPC they discover In steps Gaspard de Louca with three he has become frenzied and the PC must The Twisted Rune piggybacks on the Lines Travel Visas and the BRR toting PC. subdue him. After that the PC must race of Sight unbeknownst to the Cowls. Rune Bhamm is more than happy to accept the against time to gather the required PC is here acting as a Cowl, but is really a offered assistance and outlines his plan for ingredients from the cleared cave before double agent. the player. the Formulator again becomes frenzied. TOC > Chapters > Chapter 1 > Heralds' Hall > Characters Heralds' Hall Chaperon Ghostly Animals Formulator (Frenzied and Non)

The Heralds certainly don't want PC These are the ubiquitous animals found in Formulator is a magical being made of wandering around the secret and highly Haunted Spring areas. They are here sentient spring water, the Heralds have guarded library and hoard of magical items. because Formulator's spring has become constructed the pool in which he can be infected with the Haunted Taint. communed. This intelligent magical humanoid creature is a resident librarian and has been isolated Here they would be subterranean critters. Formulator has an innate understand of underground for a long time. liquid and can craft a great many potions. Dislocated Spirits It spends all its time engrossed in the study Formulator is a powerful being who can of arcane lore and has bad interpersonal These are the ubiquitous ghosts found in take a great deal of physical damage and skills. Haunted House areas. They are here reconstitute himself. Damage must be because Formulator's spring has become dealt swiftly or PC may well be It thinks the players magic skills are infected with the Haunted Taint. overpowered. laughable, and resents the interruption in his studies to test PC's meager skills. In this case the ghosts would be old magic When Frenzied Formulator is subdued he users buried in this hall or students who only has a limited time before his frenzy Deabus? failed their trials here and perished in the regenerates. If the ingredients are not attempt. found quickly, PC will have to re-subdue. TOC > Chapters > Chapter 1 > Heralds' Hall > Locations Swordsmere: Heralds' Hall: Labyrinth

Mount Sklagarra, the westernmost This elegant manor would amaze any A network of carved and naturally mountain among the Troll Mountains Amnian with its opulence and its treasure occurring caves honeycombing the walls except for the Smokespire, holds many vaults, were they to find it. The hall, of Swordsmere's massive dome like secrets. Underneath its craggy heights lurks however, is hidden beneath the earth in cavern. The Labyrinth has puzzles, riddles a subterranean lake full of savage, Swordsmere, and it is the secret and fights which the PC must overcome in carnivorous fish, with a lone island at its headquarters for the Heralds. Within order to collect all three ingredients for the center. Heralds . Hall are some of the most famous Salve of Clarity. and infamous relics, artifacts, weapons, and This island is the location of Heralds' Hall sundry items that have made history, for Bat Cave [see earlier]; Swordsmere is the cavern good or ill, across Faerûn. Heralds' Hall can Werebat – Guano complex around it. In addition to the Hall, be reached through a gate secretly Swordsmere has additional smaller established in Eshpurta. Fat Animal Den buildings and connected caverns where one Fat Animal – Fat can test new spells or throw lavish banquets Formulator's Cave below a sky of floating torches. Alkaline Spring Cave Swordsmere is reached through the same Here the PC fights Frenzied Formulator. Water Sample - Alkaline portals as Heralds' Hall. TOC > Chapters > Chapter 1 > Heralds' Hall > Items Formulation Ingredients Salve of Clarity

These are items which are recovered from Makes soap with ammonia to clean the This item is used by the PC for the the Labyrinth after Formulator has been Focus Crystals remainder of the Mystic Story Arc to defeated. Anoint the Focus Crystals which the PC visits throughout the Campaign. These ingredients must be collected before the Formulator Regenerates and PC is This is Windex with Ammonia in a fancy forced to confront him again until he's jar. subdued.

When Formulator is subdued these ingredients are placed inside his Stand in order to start the Formulation Process.

The three ingredients are simplified ingredients of soap and ammonia Guano for Ammonia Fat for fat Water for Alkaline TOC > Chapters > Chapter 1 > Springfield Characters > Locations > Items Springfield, an agricultural community But the townsfolk have been fooled, their west of Triffin Creek, north of the Eshpurta misfortunes are being manipulated by Bane Dilemma: Am I Evil? Road, reports its communal well water has powers far beyond their control, and they acquired a Haunted Taint related to the are not all of a supernatural sort. Planar Rift (This Quest is not part of the A small, non-canon, village used by the Nature Arc, the Taint's appearance is Bane has contracted the Shadow Thieves Divine and Espionage Story Arcs. Allows strictly referential). to sell the peasants a phoney cure for their character to experience different roles in well, steal the town's gold, mortgage their the same quest. Springfield's Elders and citizenry distrust lands and poison a Springfield Land Eshpurtans and disdain their assistance. Owner who is Cyric Worshiper. Shadow Thieves use their persuade, stealth Instead they turn to a huckster and his and burglary skills working on behalf of remedies. Bane then Enters the beleaguer town Bane's Church. posing as an Ilmateran Priest, does nothing useful, and blames Cyric. Bane poses as Ilmater priest, frames Cyric and sacrifices child. Ilmater or Tempus PC comes to town and saves the day from the evildoers, Bane and Ilmater and Tempus think Cyric is the Shadow Thieves, but is fooled into culprit, recover settlement's savings, heal thinking things are a Cyric Problem. the child and save the day. TOC > Chapters > Chapter 1 > Springfield > Shadow Thieves Well Taint is a preexisting condition The Shadow Thieves have been hired by In Town Hall Bank Vault the PC must opportunity being exploited by Bane with Bane to help grow his church, discredit sneak around, steal the Settlement's Gold the Shadow Thieves as hired mercenaries. Cyric and discredit the Cyric Land Owner. without being spotted by guards, then stash the gold in the tunnel. Shadow Thieves are unaware the Sacrificial The Shadow's mission here is to pose as a Child is intended poison victim, not the traveling salesman with a Water Treatment Upon emerging from Haunted Well, PC is father (Cyric Land Owner). which will remove the taint which has greeted by happy peasants who throw a recently afflicted the Well. banquet in PC's honor. PC enters Town The PC must speak to the Guild Hall Communal Kitchen and uses Slow Representative at the Campsite Outside Once the NPCs are convinced, the PC must Acting Poison on, what PC thinks is, the Springfield who issues orders. climb into the Haunted Well, fight the meal of the Cyric Land Owner. Haunted Well Boss and apply the Water The Cyric Land Owner Treatment which only provides temporary After the banquet, PC asks to be paid for relief from the haunting. his services. Village Elder finds Village Gold has been stolen and cries poverty to While still in the Haunted Well PC must the PC who is not impressed. PC forces use Move Earth Scroll to open a passage to Village Elder to sign a Mortgage deeding the Town Hall Bank Vault. Springfield's Apple Orchids to a shell company owned by the Shadow Thieves. TOC > Chapters > Chapter 1 > Springfield > Xvim / Bane This Quest contains one Dilemma. PC must speak to the Guild Representative PC asks to see the child. Cyric Land Bane Dilemma: Am I Evil? at the Campsite Outside Springfield. Owner, seeing where this is going, will try to stop an inspection, PC insists. Bane is growing his influence around PC enters Springfield posing as an Ilmater Eshpurta, discrediting a Cyric Land Owner, Priest who has been sent here on a mission PC inspects child, claims child is being defaming Cyric's Church, testing the PC's of mercy. Village Elder and Cyric Land drained by a Cyric demon (lie), reveals worthiness and performing a vital Owner are hostile at first but need help. child has been raised as a sacrifice (true) sacrificial ritual all in one demanding quest. and blames Cyric Land Owner for After NPCs are convinced of PC's false Haunted Well and associated Boss (lie). Xvim found the Cyric Land Owner using identity they investigate the Haunted Well his Hatesight and was delighted to discover and confront the Haunted Well Boss, whose PC shows Sacrificial Child's birthmark & the man had bred a Holy Child to be defeat is only temporary. Cyric Land Owner's Cyric Tattoo which sacrificed to Cyric. Xvim knew at once he prove part of PC's story. PC claims Cyric must steal this sacrifice for himself. After confrontation the PC enters Newly Land Owner must be hung to purify well. Excavated Tunnel and retrieves the Stashed Fzoul devised this scheme and knows how Settlement's Savings. PC emerges, falsely PC administers False Antidote and Cyric difficult and delicate a project it is. When claims the Haunted Well is caused by Land Owner is hung. During hanging a the PC returns with success he is elated, if Cyric, can't be purified. PC then asks about real Ilmater Priest arrives, PC claims they the PC answers no to the Dilemma “Am I sick children. Citizens speak of Sacrificial are Cyric Priest here to collect sacrifice Evil?” Fzoul freaks out on the PC. Child's Illness, PC expected as much. and PC kills that NPC. Read next page. TOC > Chapters > Chapter 1 > Springfield > Bane Dilemma: Am I Evil? Am I Evil? The Guild Representative explains the PC If the PC sacrifices the child, all is well, must now visit the Blighted Meadow and except the Demon Sacrifice Collector After Cyric Land Owner is hung and the execute the Sacrificial Child in the name of always attacks whoever summoned it. Real Ilmater Priest has been killed, the PC Xvim and Xvim's father, Bane. When PC returns to Xvim and Fzoul they and the Village Elder return to the are pleased. PCs not already totally evil Sacrificial Child's bedside. In the Blighted Meadow the ritual begins should be now, Lawful too. and a Demon Sacrifice Collector is PC's False Remedy has put Sacrificial conjured to witness the ceremony. Just If the PC does not sacrifice the child she Child in a deep coma which resembles before the blade comes down the child runs off into the night, probably to be death and the citizens are in despair. Was awakens and pleads for her life. eaten by wolves. The Demon Sacrifice the Hanging in vain? Collector attacks PC and they must report The PC must now decide if they are truly their failure to the patient Xvim and the Here is the final pitch, the PC claims if evil and wish to stain their soul with this livid Fzoul. When they report to Gaspard only a reasonable evil deity like Bane still foul act, tying themselves to Xvim de Louca he explains he has transferred had faithful followers. That was an orderly irrevocably. the PC Travel Visa to Major Cargunn's. and predictable, if evil, entity to deal with. This is the only Dilemma in the Bane Story This PC has made themselves a Powerful PC claims the Sacrificial Child's “corpse”, Arc, because once you have committed this Enemy who will sometimes attack them unconscious body, and promises to see it is heinous act, PC is compelled to do as while traveling between Wilderness properly sent on its way. Xvim, the Tyrant, commands. Areas. Not good. TOC > Chapters > Chapter 1 > Springfield > Ilmater & Tempus Mother Helda senses Springfield's Plight, PCs must prove their legitimate Ilmateran PC must heal the Poisoned Child with the she suspects Cyric caused the Haunted Priesthood to the stubborn Town Elder and Fast Acting Antidote, that NPC is instantly Taint and is mobilizing for another convince him they are here to investigate regenerated, all good. Crusade. Cyric has proven to be an the Haunted Well. aggressive power group in the past, for Just as PC is finishing up a Bane acolyte example the Banedeath Crusade. PC chose The PC must then enter the Haunted Well appears and the PC must defend itself the Divine Arc. and Confront the Haunted Well Boss. PC from this deceiver. discovers Recently Excavated Tunnel, the Really, the Well Taint is a preexisting stashed Settlement's Gold and the A letter the Bane NPC carries frames condition opportunity being exploited by Discarded Cyric Move Earth Scroll.. Cyric further, the old Town Elder loses his Bane to frame Cyric. Even after PC undoes job and Cyric Land Owner replaces him. Bane's work in Springfield, Ilmater still The Villagers are sad to learn their water thinks Cyric is the Primary Antagonist until worries will not be remedied, which This Quest now allows Tempus PC, they they discover Kartak. Bane's work was deepens their distrust of the PC. The will do it just like Ilmater, and be fooled done lol. Villagers are outraged to learn how their by Xvim (Bane) that Cyric is behind savings were pilfered, but happy to have Amn's woes. Tempus PC here would be The PC must speak to the Guild their savings back. They accept the scroll as one who backed Treesdap as the new Representative at the Campsite Outside evidence against Cyric. Tempus Prelate. (wrong lol) Springfield who issues orders. TOC > Chapters > Chapter 1 > Springfield > Characters 1 2 Guild Representative Village Elder Haunted Well Boss

There is a campfire outside Springfield This rustic curmudgeon is the lifetime This is the boss which all three guilds where a GR awaits each PC. The NPC's mayor of this village and his word is law. fight that lives in the bottom of appearance is neutral and he represents all All three Guilds must convince him of an Springfield's Haunted Well. three guilds which send PCs here. idea he resists. Demon Sacrifice Collector He will guide the PC during the quest and He is wary of newfangled ideas, distrustful provide transport back to Guild. of the Council of Six and city-folk from When the PC starts the ritual in the Eshpurta. Blighted Meadow they summon a demon Bane – He is the Shadow Agent returning whose purpose is to collect souls of from his work in town. He is opposed by Cyric Land Owner who sacrificed children. has more modern ideas and an open mind. Ilmater – an elder church member there to Whether the PC sacrifices the test PC's worthiness. CODI Gaffer Unconscious Child or not they will have to fight this boss. Shadow – The Bane representative who initially hired the Shadows. I am not sure if human child sacrifice by the player qualifies this campaign for an adult rating or not. TOC > Chapters > Chapter 1 > Springfield > Characters 1 2 Cyric Land Owner Sacrificial Child Divine Initiate

This is a strong willed, clear headed middle The intended sacrifice needed for the PC to This NPC appears in the Bane and Ilmater aged farmer from the settlement who join Temple of the Black Hand. She is phases of this Quest and each sees him as mistrusts both the Player and the Guild they blessed with holiness, which makes her a a member of the opposite church. represent. prime target for Bane. Basically he is just a fight at the end of the The Shadow Thieves have orders to poison She is poisoned by Shadow, sacrificed by quest which seems to verify the PC's story. his meal, but the real victim is the child. Bane and saved by Ilmater.

He is angry at the village elder for allowing the well to be poisoned and their savings to be stolen.

He becomes the new Village Elder at the end of the Ilmater Quest.

Blacksmith appearance? Bard of Dale type character TOC > Chapters > Chapter 1 > Springfield > Locations 1 2 3 Springfield Exterior & Campfire Town Hall – Meeting Room Haunted Well

This area is a small border of woodlands When the PC gains an audience with the When the PC climbs from Springfield and Apple Orchids which surrounding Town Elder they will hold council here. Exterior down into Haunted Well the see Springfield. the water which supplies the well actually In attendance is Cyric Land Owner and a comes from a different source. Near the entrance is the Shrine and a small few other land owners who are concerned campfire where the GR awaits the PC. citizens. An underground stream flows along the floor of a small cave network under the In the center of the area is a short Main Shadow Convinces the Town Elder to buy village. street clustered with the Town Hall, some the Water Treatment. homes and a couple businesses. Here is This is where PC will encounter the where PC can see the upper portion of the Bane Convinces the Town Elder they are a Haunted Well Boss and either: Haunted Well. Ilmateran Priest and Cyric is Antagonist. Use the Move Earth Scroll to tunnel into During the day there are a couple peasants Ilmater Convinces the Town Elder he is a Town Hall Bank Vault. (Shadow) with whom to shoot the breeze and collect real priest and that the Child was not rurmors. sickened by Haunted Taint. Recover the Settlement's Gold left by the Shadow Agent. (Bane & Ilmater) TOC > Chapters > Chapter 1 > Springfield > Locations 1 2 3 Freshly Excavated Secret Tunnel Town Hall – Bank Vault Springfield Festival Area

Shadow uses to travel between Haunted This area is reached from the tunnel dug by When the Shadow PC exits the Haunted Well and the Bank Vault and to plant the Shadow Agent, and of course the heavily Well they are given a Festival by the evidence against Cyric. guarded door in the Town Hall Meeting exuberant Springfield residents. Room. Ilmater uses to find the tunnel's existence, During this festival the PC must the Settlement's Gold and Discarded Cyric A guard is always posted on the Town Hall surreptitiously place the Slow Acting Move Earth Scroll. Door, but the tunnel's opening has not been Poison in Victim's Dinner. discovered by the Townspeople even when Bane uses to recover Settlement's Gold and the Divine Classes enter the scene. After the main course the PC may choose the Discarded Cyric Move Earth Scroll to to give a speech or do a performance for give as evidence against Cyric.. A guard is also patrolling the interior of the extra gold and experience. Bank Vault during the Shadow portion of this quest.

During that portion the NPC Guard cannot become aware of the PCs actions or player must LOAD! TOC > Chapters > Chapter 1 > Springfield > Locations 1 2 3 Cyric Land Owner's House Blighted Meadow

This is where the Ilmateran Priest cures the This is where the Bane PC either sacrifices Sacrificial Child of its Slow Acting Poison, the Unconscious Child or refrains from or where the Bane Priest Poisons the doing so. In either case the PC will also Sacrificial Child even more. have to fight the Demon Sacrifice Collector who is summoned when the ritual begins.

Always Night in the woods near Springfield, small ring with a pentagram on which the PC activates the Unconscious Child item. That begins the ritual which is handled like a dialog.

A Demon Sacrifice Collector is summoned and the Demon must witness the sacrifice to ensure all was done properly.

In that Dialog the PC faces the Bane Dilemma – Am I Evil?. TOC > Chapters > Chapter 1 > Springfield > Items Discarded Cyric Move Earth Scroll Water Treatment Unconscious Child Given by GR or found in the tunnel. Given by GR at the Campsite. When a Bane poisons the Sacrificial Child and she goes into a coma, the PC then Used by Bane to frame Cyric. Used by Shadow as a prop in the scam to interacts with the body and get the steal Springfield's property. The Treatment Unconscious Child item which they must Used by Ilmater to, mistakenly, prove that does nothing, when PC slays the Haunted take to the Guild Representative. Cyric is behind the Haunted Taint. Well Boss, the Haunted Taint will dissipate until the boss regenerates. Then they use this item in the Blighted Used by Shadow to excavate a tunnel from Meadow to unpack the body and sacrifice the Haunted Well to the Town Hall – Bank it. Vault.

Settlement's Gold Slow Working Poison Fast Working Antidote Stolen from Town Hall – Bank Vault by Given by GR at the Campsite. Given by GR at the Campsite. Shadow Agent. Used by Shadow to Poison Dinner. • Shadow – Steals it Used by Ilmater, Tempus and Tyr to cure • Bane – Takes for Church. Used by Bane to put Sacrificial Child into a Sacrificial Child. • Ilmater – Gives back to citizens. coma. TOC > Chapters > Chapter 1 > Snakewood Springs 1 2 Characters > Locations > Items Most Exalted Fallskeeper Berendim at Snakewood Spring is under the influence Duskwood Dell has sent PC here to consult of the Haunted Taint and Yambaa attacks When Marble was sacrificed by Chardath with Yambaa the Water Nymph regarding the PC. She can drown, freeze and scald while under Kartak's Mental Compulsion a the Haunted Taint which threatens Green players. Temporarily bested, Yambaa Planar Rift between the Physical and Goddess Springs. hurriedly explains PC must gather cure's Ethereal Plane was opened. This Planar ingredients from around grove before she Rift causes the Haunted Taint on Amn's When PC arrives they at the Snakewood regenerates. Water Supply Springs they find a tribe of semi intelligent creatures living in a settlement which If PC does not collect the ingredients for Ghostly Animals are roaming the land and guards the cave. They will not let the PC Elixir of Purity swiftly, they must defeat must be put to rest and many Springs enter the “Spirit Cave” until they have a Frenzied Yambaa again before casting the throughout the land have been vision quest and see their totems. ingredients in her Spring. contaminated by this Haunted Taint. The PC's vision shows them Zoltan can Once the ingredients are in the spring, PC Marble's existence depends on the Planar help with the Haunted Taint. Sadly the must help Yambaa perform ritual to Rift and is this Arc's antagonist. Only Vision does not identify the Haunted Taint's prepare an Elixir of Purity. During ritual Duskwood and peaceful Ilmaterans do this cause or the Primary Antagonist. After the Tainted Elementals attacks and PC must Story Arc. PCs don't discover the Taint's PC has had their Vision Quest they can defend Yambaa so she doesn't lose Source until the Chapter 5e: Sunrise finally enter Snakewood Springs and speak concentration. Finally PC must apply Orchid. to Yambaa in the Spirit Cave. Elixir of Purity and return to Guild Hall. TOC > Chapters > Chapter 1 > Snakewood Springs 1 2 The semi intelligent creatures will not let The Semi-Intelligent Creatures, though not After their Vision Quest, PCs enter the the PC enter the “Spirit Cave” until they technically advanced, are highly spiritually Spirit Cave, faces the Ghostly Animals have a Vision Quest and see their totems. evolved creatures who live in harmony with and encounters Frenzied Yambaa. nature, if a player kills one of these Each totem is represented by a creature of creatures Eldath will strike them down and After Frenzied Yambaa's defeat the PC mammoth proportions who the PC battles they are forced to load a saved game. must collect the three ingredients from in the spirit realm. After each battle the PC (thinking furblogs WoW) outside the cave in Snakewood Springs, learns a little more about the balance of then bring them back to Yambaa before nature, and the oneness of the universe. Semi-Intelligent Creature Shaman is clan she becomes Frenzied again. leader and PCs Primary contact. After much The last totem shows the PC they must palaver, he will explain the PC must have a Once this has been completed the PC must travel to Zoltan's Grove and seek out Zoltan Vision Quest before entering the Spirit defend Yambaa while she brews the Elixir the Talking Raven. The Vision does not Cave. of Purity. During this ritual the PC must reveal the existence of the Planar Rift, defend against waves of summoned Kartak or the events at Castle Spulzeer. The Semi-Intelligent Creature Shaman monsters. gives the PC a mushroom which they must When the PC tells the Semi-Intelligent eat. Once they begin to hallucinate they When the Elixir is brewed, Yambaa gives Creature Chief about their Vision Quest He enter the spirit realm and must face the it to the PC and tells them to hurry to meet allows them to enter the Spirit Cave and Totems of Balance, Justice and Wisdom. Zoltan and find what he can do to destroy purify its waters. The last Totem tells about the Zoltan. the Haunted Taint and save Amn's water. TOC > Chapters > Chapter 1 > Snakewood Springs > Characters 1 2 Frenzied Yambaa the Water Nymph Summoned Haunted Elemental Ghostly Animals

Yambaa is the embodiment of water and After the Elixir of Purity's ingredients have This is a monster token I use in the can take on all its forms; liquid, solid and been placed in Yambaa's Spring she begins Natural Arc to represent a ubiquitous gaseous. the Brewing Ritual. ethereal creature which inhabits each Haunted Spring with slight variations at Liquid: She casts huge volumes of water in During this ritual Yambaa is defenseless each one. jets at the PC and attempts to drown them and PC must fight off waves of summoned on dry land. Corrupted Water Elemental. More will be decided in the toolset when I can browse some models. Hen I will Solid: She rains huge chunks of Ice at the Summoned Haunted Elemental Boss return to this document and update it. PC and tries to pulverize them. The last wave of the Summoning Ritual Gas: She summons scalding sheets of mist will have a boss with a simple tactic, the to blind and burn the PC. PC has already been busy.

When she is defeated the PC must gather Elixir of Purity Ingredients before she regenerates and must be fought again before the ritual can be performed. TOC > Chapters > Chapter 1 > Snakewood Springs > Characters 1 2 Semi-Intelligent Creature Shaman Spirit Totem 1-3 Spirit Totem Boss

This is the leader of the Semi-Intelligent These should be some trippy looking This creature should be trippy just like Creature Settlement. animals who represent three earthly virtues. other creatures but should have a more Each should require a tactic to beat. Each diabolical tactic to beat than the others. He is of indeterminate age but seems as if has a dialog with the PC after the battle. he might be elderly. When the PC is victorious the Spirit Totem Boss tells them about the Planar He speaks slowly and with great difficulty, Rift, but either do not reveal or do not he is the only member of the tribe who can know what caused it. speak a human dialect. They have had very little contact with human society.

The Spirit Cave has become haunted with Ghostly Animals and the Semi-Intelligent Creature Shaman is concerned the PC cannot help and may make matters worse. The only way to convince him to allow entrance to the cave is a Vision Quest. TOC > Chapters > Chapter 1 > Snakewood Springs > Locations 1 2 Snakewood Snakewood Springs Spirit Cave Snakewood for the Cure

The Snakewood is a small vestige of a once This is the area where PC must battle The players must return to the Snakewood vast forest which covered the north. Frenzied Yambaa and also the location of after Yambaa's defeat and search the foe- Though it is now relatively small the the Brewing Ritual where PC must defeat less area for the ingredients and return to remaining trees are of giant height and Summoned Water Elemental. Yambaa before she regenerates and they girth. must fight her Frenzied form again. This cave is the Haunted Spring's location. Many of the snakes which are this forest's It is inhabited by Ghostly Animals and namesake have become frenzied by the Twisted Totems which may be a residue of Haunted Taint which poisons the grove, the Hallucinogenic Mushroom the PC ate and perhaps some other reptilian foes are in before their Vision Quest. order, all frenzied of course. This is the place PC must use the Elixir of Peaceful or not, PC must defend itself and Purity to purify the Haunted Spring. it is a combat game after all.

Nothing ventured nothing gained or so the saying goes. TOC > Chapters > Chapter 1 > Snakewood Springs > Locations 1 2 Semi-Intelligent Creature Settlement Spirit Totem Realm

This is the small wilderness area around the This has to be a trippy ethereal place with Semi-Intelligent Creature Settlement and smoke and lights and blackness where the the Spirit Cave. Like the rest of PC must battle the first three Spirit Snakewood, it is dense with old growth Totems. trees, deep ravines and rolling hills which are the outliers of the Qadim Hills.

The Semi-Intelligent Creature Settlement is at the base of a steep hill surrounded by a primitive wooden fence which bars the PCs entrance to the Spirit Cave until permitted.

This is where PC interacts with the Semi- Intelligent Creature Shaman and where the PC's Vision Quest begins.

The titular snakes of this forest do not attack the Semi-Intelligent Creatures. TOC > Chapters > Chapter 1 > Snakewood Springs > Items Yambaa's Ingredients Blind Adder's Fork Elixir of Purity Snake Tongue These are items which are recovered from This item is used by the PC for the the Snakewood after Frenzied Yambaa has remainder of the Natural Story Arc to been defeated. Long Lizard's Leg Purify the Haunted Springs which the PC Lizard Leg visits throughout the Campaign. These ingredients must be collected before the Frenzied Yambaa Regenerates and PC is forced to confront her again until she is Root of the Hemlock subdued. Root of the Hemlock, dug in the dark. Magic Mushroom

When Frenzied Yambaa is subdued these This item is given to the PC by the Semi- ingredients are placed inside her Spring in Intelligent Creature Shaman to induce the order to start the Brewing Ritual. The three PC's Vision Quest. ingredients are simple flora and fauna bound nearby. TOC > Chapters > Chapter 1 > Ethereal Plane Characters > Locations > Items The PC has to navigate this alien world, overcome strange obstacles and defeat The PC has chosen to investigate the deadly foes before the predetermined time outbreak of Dislocated Spirits in the name elapses and Mother Helda resurrects you. of Ilmater and the Tower of Willful Suffering. Repeated attempts are increasingly dangerous, each time the PC travels from The PC must obtain an Exorcism Relic in one plane to another, nearby denizens of order to send the Dislocated Spirits back to that hoary wasteland become more aware of their appropriate Plane of Existence. the PC's activities.

The only way to Obtain an Exorcism Relic Mother Helda can give the PC no advice, is to journey to the Ethereal Plane and she has never ventured beyond the portal of retrieve on from the many Inexplicable death, nor has she ever attempted to obtain Shrines which dot that eerie landscape. a Exorcism Relic

Mother Helda has agreed to kill you, death When the PC successfully returns, Mother is the only known portal to the Ethereal Helda suggests the PC visit Zoltan's Former Plane, then resurrect you after the elapse of Manor which is accessed from Zoltan's a predetermined period. Groves. TOC > Chapters > Chapter 1 > Ethereal Plane > Characters Zoltan the Talking Raven This, of course, is just the back story to introduce Zoltan as the Spectral Story Arc's Zoltan the Talking Raven, as he is known, Guild Representative when they embark on was once a wealthy merchant who either the Overland Route in Chapter 4b. ignored the bias against his race (elf) in Amn or used it to his advantage. The random encounter table in the Castle Spulzeer module includes an encounter His adoption of a human lifestyle and the with a Talking Raven. I simply gave him a merchant trade is an uncommon practice name, borrowed from Stephen King, The for elves of his line, but Zoltan likes to Gunslinger (Book 1). Roland encounters a experience new things deeply. lone farmer with a taking raven named Zoltan, Roland then recounts the massacre That was long ago, Zoltan never forgot his of Tull. upbringing, and has since returned to a druidic life. Zoltan almost exclusively Gaspard would never travel the Overland travels about in recent years in the shape of Route, he is far too refined and civilized. a stately black raven The hoodwinked Heralds are invested in Xvim and Fzoul's misleading Cyric Zoltan's Former Manor is reached off the Crusade. This lead to the adoption of my Zoltan's Grove Quest Hub. favorite Quantum Guild Representative. TOC > Chapters > Chapter 1 > Ethereal Plane > Locations Ethereal Plane Ceremony and Resurrection Room Interior of a Cool Pyramid

Right now I am envisioning PHoD cool This is the room where Mother Heldatha Guess. otherworldly tilesets, in conjunction with will take the PC to perform the ritual his pyramid placeables and some kind of murder which will send the PC to the This is where the PC finally finds the aliens who are very unlike humans, then Ethereal Plane. Exorcism Relic and of course has to fight some spirits similar to the Dislocated beauties. Spirits. This is also where the PC will return upon their resurrection. Inside an Egyptian pyramid except red I have thought of some water, or sludge dust and alien hieroglyphs would be cool some liquid, hazards. The water does small This room should match the rest of the too. damage over time but the water hides a Tower of Willful Suffering's interior and maze of unwalkable tiles. The PC must should have some kind of altar or some Would be awesome if there were variants navigate a labyrinth whose walls they can't other significant prop to indicate the of the creatures encountered outside the see. solemnity of the event. pyramid, but these are armored or cooler somehow. I figure the pyramid should be in plain sight and the PC just has to figure out how to get there. Hmm gas hazards, alien attacks TOC > Chapters > Chapter 1 > Ethereal Plane > Items Exorcism Relic Powerful Anti-Spirit Item

The Exorcism Relic''s magic is simple, After the PC retrieves The Alcaister and when the PC subdues a Dislocated Spirit, Exorcises Orgoth's Spirit from its former the need only activate the Relic on the Tower. The Exorcism Relic becomes a Spirit's remains. powerful magic item created to destroy undead, but with a limited number of The incorporeal collision of the Spirit's charges. Remains and the Exorcism Relic will draw the Dislocated Spirit back to the Ethereal Plane.

This item is used for the rest of the Spectral Story Arc. After its final use in Orgoth's Tower it becomes a powerful magical item which can be used against the undead, especially spirits.

Alternatively, the PC could choose to sell this inter-dimensional relic for a fortune. TOC > Chapters > Chapter 2: The South Road This Chapter contains two Dilemmas. After Moonhearth and the Escort PC speaks This leg of the campaign represents the • What's Happening? to GR Kelsha Gatekeeper, he will give the trip from Eshpurta to Hillfort Kelsha and • War Crimes PC an Arc quest which they must complete all that transpires on the path. This Chapter contains six Quests. in order to advance. • Moonhearth During this Chapter PCs can obtain a • South Road Escort Ruins of Blackness a ruined Banite Temple Mount. • Ruins of Blackness with a Powerful Cyricist Ward. • Deserter Camp Deserter Camp Korienna Redarm and her • Perspicillum of the Focus Keeper bandits are raiding the South Road where • Zoltan's Grove some PCs have a Dilemma.. • Haunted House Perspicillum of the Focus Keeper, home of Moonhearth – Doubles as a base. Namble Oculars, must be investigated. Swiftleg sends PC here to solve 2 Unexplained Disappearances. Zoltan's Grove, home of Zoltan the Talking Raven and a Haunted Spring. South Road Escort – Farmers' Militia requires an escort for their perishable Haunted House for the Spectral Story Arc. shipment of southbound supplies. TOC > Chapters > Chapter 2 > Moonhearth Characters > Locations > Items Moonhearth's situation is this. This is a Quest Dilemma. The PC has Possible Outcomes options, but each has consequences. These As PC tries to cross the Trollford they are Sharill has been turned into a vampire, are events which may or may not take stopped by Squad Leader Namble Swiftleg Barlow now resides in the Moonhearth place. of the Amnwater Blues. Namble informs Crypt with the Harck family, his two them they may not pass until they have zombie guards (the disappeared). • Stake Sharill heard his request. • Kill Barlow (Kills Sharill too) Dafna, the local constabulary, is unaware of • Discover Barlow's Diary Moonhearth, the squad's hometown, has the current events and is attempting to solve • Give Barlow's Diary as Evidence reported two disappearances and a local, the Disappearances like routine crime. • Resurrect Sharill Sharill Beaufort, is acting odd. The Beaufort Family is unaware of Sharill's The PC has certain events which must Namble is unable to remedy these undead condition and is resistant to claims transpire in order for the campaign to concerns, Trollford is his military post and Sharill is a vampire. continue. he may not desert it. Gard is concerned for his workers and • Sharill somehow dies He is aware a cleric is in PC's party and wants the Disappearances solved. He would promises retribution if the player does not also be unhappy if Sharill dies. • PC kills Harck Zombies agree to his request. Namble promises mounts in reward. TOC > Chapters > Chapter 2 > Moonhearth > Possible Outcomes 1 2 3 Moonhearth is a massive Dilemma unto Three people must be convinced, or at least itself with choices to make left and right. overridden, to resolve crisis;

An active cleric is required for this quest to Defna advance. If PC is not a cleric, summon PC's She believes if Sharill dies with no henchman. (Index: Henchmen). resurrection there could be a riot. She is fairly convinced Sharill is a vampire. After brief speech with the NPCs, PC should be aware Sharill is a vampire. The Avadreal question is how to deal with it. Does not believe in vampires. He will not consent to stake her and will remove the The townsfolk will be displeased with stake from Sharill's heart if she is not substandard results resurrected.

Namble's reward also depends on a Arayea favorable outcome. Sharill's sister will consent to the staking only if players present clear evidence the If Sharill dies without being resurrected, girl is a vampire. Namble is displeased and PC gets no mounts. TOC > Chapters > Chapter 2 > Moonhearth > Possible Outcomes 1 2 3 Choice 1 Choice 2 Choice 3

Without Evidence, Barlow alive, Sharill With Evidence, Barlow alive, Sharill Without Evidence, Barlow dead, Sharill Staked, No Resurrection. Staked, No resurrection. Dead, No Resurrection.

Occurs when PC; Occurs when PC; Occurs when PC; didn't investigate Crypt. investigated Crypt but spared Barlow. investigated Crypt, killed Barlow. investigated Crypt but spared Barlow. finds Barlow's Diary. didn't find Barlow's Diary.

The townsfolk, Defna, and the Beaufort Defna is satisfied (to a degree), but the The townsfolk, Defna, and the Beaufort Family are pissed. PC is run out of town. townsfolk and the Beaufort family not. PC Family are pissed. PC is run out of town. Namble hears of PC's escapades and is run out of town. Namble hears of PC's Namble hears of PC's escapades and rewards no horses. escapades and rewards no horses. rewards no horses.

After PC leaves, Avadreal pulls steak from After PC leaves, Avadreal pulls steak from After PC leaves, Avadreal pulls steak from Sharill's heart and she then attacks him, Sharill's heart and she then attacks him, Sharill's heart and she then attacks him, turning him into a vampire. Later, in special turning him into a vampire. Later, in special turning him into a vampire. Later, in encounter, the pair of undead baddies attack encounter, the pair of undead baddies attack special encounter, the pair of undead PC. PC. baddies attack PC. TOC > Chapters > Chapter 2 > Moonhearth > Possible Outcomes 1 2 3 Choice 4 If the PC stakes Sharill, she can't be If the PC Kills Barlow, Sharill instantly resurrected. NPCs are upset and expel PC dies, when the PC returns to town, the With Evidence, Barlow dead, Sharill Dead, with no reward. NPCs are upset. Resurrection. Occurs when PC; Furthermore, after the party leaves, Sharill's If the PC killed Barlow, discovered investigated Crypt, killed Barlow. body is not disposed of properly. Her Barlow's Diary, and presented that finds Barlow's Diary. disbelieving father removes the stake from evidence to the NPCs, the Gods intervene his daughter's bosom. and Sharill is resurrected by PC's cleric (or The townsfolk, Defna, and the Beaufort PC). Family are happy. Namble rewards horses. Sharill regenerates, attacks her father and he becomes a vampire. Later, as the PC If the PC Killed Barlow and did not The resurrection only occurs if Barlow is travels between areas, Sharill and her father discover Barlow's Diary (Stupid) or killed and evidence is presented. attack. withheld that evidence (Evil), the Gods do Otherwise, the Deity of the PC (or the not intervene, Sharill remains dead and the Cleric Henchman) withholds divine To avoid that outcome, Kill Barlow, PCs leave under a cloud of suspicion. inspiration. Standard resurrection options discover Barlow's Diary, show to NPCs as are unavailable for Sharill. evidence of Sharill's Innocence, at which time the Gods intervene with Sharill's Miraculous Resurrection. TOC > Chapters > Chapter 2 > Moonhearth > Characters 1 2 3 Squad Leader Namble Swiftleg Defna Plasseir(LG hf F8), Gard Poulter

Namble is a mid level fighter with an Defna is a local clothier and the part time Gard is the proprietor of The Hungry earnest appearance. He is reasonable but if constable of Moonhearth. She is a woman Wheel, his workers disappeared while he the PC balks at his request he will rephrase of fifty years or so, but she still looks like a was on a fishing trip. it as an official order. hardy bull dyke. Gard is an honest businessman who loves Namble wears his love for Arayea Beaufort Regardless of this personal esthetic, she his family and treats his workers well. He on his sleeve. He will be so grateful to knows a pretty dress from durable field is primarily concerned with the players for completing his quest they will clothes. disappearance of his workers, he is not at receive three mounts. all concerned with the silly emo girl in the Rousting drunks is what Defna does, basement, but he will be pissed if she dies In addition to investigating the investigating disappearances is above her without resurrection. disappearances and Sharill's behavior, pay grade. No wonder she is not concerned Namble will ask player to deliver a with Sharill's odd behavior. PC can get extra (xp, gp, item, divine personal letter to his fiancee. Players have favor?) for returning sentimental relic of alignment options for side experience. Defna is a beer drinking poker buddy of the Harck child to Gard. Namble's, she is happy to have PC's help. She has an eye for the ladies and flirts raucously. TOC > Chapters > Chapter 2 > Moonhearth > Characters 1 2 3 Sharill Beaufort Arayea Beaufort Avadreal Beaufort

“Daughter of Selûne” is a ceremonial title, Sharill's sister, Avadreal's daughter A widower and doting father. He is very and Sharill was chosen for this honor. In Namble's Fiancee. fond of Namble, hopes his future son in order to fulfill her obligations she must law will someday take Dafna's position as spend a year of voluntary isolation in the If the PC delivers Namble's love letter it constable, while living on the Beaufort basement of the Temple of the goes to her. farm with his daughter. Moonmaiden. Arayea is the swing vote, if it comes to Avadreal was against Sharill's decision to She has been acting very strange, she voting if Sharill is staked, Arayea's vote join the church and take on the avoids her holy symbol, sleeps all day and depends on evidence. Moonmaidenship. He is not religious. won't eat her food. Arayea has much to consider, the welfare of He also does not believe in Vampires. If She was attacked by an Eastern Vampire her sister, the mental state of her father and the player stakes his daughter and does not and turned into the undead. She is the reputation of her fiancee (which restore her to life, frightened of her condition and tries to depends on the PCs performance). She obfuscate and mislead the player. Player considers things rationally. Avadreal takes out the stake she attacks must get her to talk one way or the other. him, makes him a vampire and together they attack the player in a special encounter later. TOC > Chapters > Chapter 2 > Moonhearth > Characters 1 2 3 Barlow the Eastern Vampire Rafn & Nerin Harck EXTRA Locations: The Red Forge – Blacksmith Barlow is an old undead mage who was The Harck family, father and son, lived and once a low level associate of the Twisted worked at The Hungry Wheel. While their Hampner's – Horse Stable Rune, but has since been expelled. master was fishing they were abducted by Barlow who turned them to zombies which The Rusty Well – Tavern Since the Temple of the Moonmaiden is a would guard his crypt while he slept. public place, there was an implied Moon Street Feed and Grain invitation which the creature accepted. They have risen as zombies in the Moonhearth Crypt, finding them there is Temple of the Moonmaiden – Selûne He took Sharill in her basement and has the objective of the Disappearances Quest. since taken up residence in the Moonhearth Defna's Apparel – Clothes Vault. Find one of Nerin's toys and give it to Gard for extra credit. Village Hall – Government He is an inactive being and therefore requires little sustenance, since Sharill he The Hungry Wheel (a potter's shop) has only taken the Harcks. By the Yard (offers dry goods) He must be destroyed (or not). TOC > Chapters > Chapter 2 > Moonhearth > Locations Moonhearth (Town Locations) Moonmaiden Temple Basement Moonhearth Crypt

This town is not on a major road and is This is the lair of Sharill. As part of her Near the Temple is the old village totally self sufficient. Seldom visited by initiation into the church she mus live here graveyard, it has a crypt with several traveling merchants or patrolled by the for and entire year, only emerging during storage chambers for when people die in ACA. religious celebrations. winter and can't be buried right away.

Using Lord of Worms Seasonal Tiles the It is fairly comfortable but stark and This is where Barlow has chosen to take primary locations in this hamlet can be uncomfortable, but it suits her undead up residence, and he has recruited the taken care of on one map. condition just fine, as well as protecting her Harck family as zombie guards who watch from the sun's deadly radiation. him during his slumber. This includes: Sharill's “coffin” is her mattress and it must PCs must kill the Zombies and retrieve Defna's Apparel be destroyed to kill her forever. some personal items to verify their deaths. PCs must either kill Barlow or convince The Hungry Wheel him to leave the area. All available choices are determined by class and alignment. And potentially the upper level of the temple TOC > Chapters > Chapter 2 > Moonhearth > Items The Stake Scroll of Stone Tell

This item is used by PCs to stake Sharill This item is found by PC's henchman and before Barlow is dead. This is a bad idea. he keeps it until the PC reaches Castle Spulzeer.

Barlow's Diary He uses it on a stone in the courtyard. The scroll will answer all the PC's questions This item is used to persuade Beaufort about Castle Spulzeer. Family and Dafna Sharill has been turned into a Vampire. The scroll is a spell which makes a stone tell it's entire history by answering any specific questions the caster asks. Harck Family Evidence The Henchman picks it up so the PC This item is used to prove both of the doesn't have to carry around more junk. Harck family have been turned undead by Barlow and then Killed by the PC in Moonhearth Crypt. TOC > Chapters > Chapter 2 > South Road Escort Characters > Locations > Items The Caravan's final destination is the Kelsha East Gate, it is received by Kelsha After PC crosses Trollford he is confronted Mess Officer. by a frightened Farmers' Militia. Their Leader requests that PC escort his shipment Before the PC can enter Hillfort Kelsha of perishable good along the South Road. they must confer with GR Kelsha Gatekeeper for Arc Quest portion of the PC is assigned an unspecified number of Chapter. beasts of burden which must be guarded through an unspecified number of areas and encounters.

Base the encounters on the Random Encounter chart from original Castle Spulzeer.

I recall Hobgoblins, a flying eye and perhaps a bear or some wildlife gone rabid. Not Baneguards or Redarm Deserters because they are used elsewhere. TOC > Chapters > Chapter 2 > South Road Escort > Characters Farmers' Militia Leader Kelsha Mess Officer Kelsha Gatekeeper

This Man's crops will rot unless they are This is the man to whom PC delivers the This man guards the eastern Kelsha Gate delivered to Hillfort Kelsha on Time. If the caravan and who pays PC for their services. and won't permit PC entrance until they do crops rot, the farmers will starve. He raised an Arc Quest. this militia of farmers with sticks, and was He is a weasel and will try to short change planning to mae the trip himself, but he the PC. Use persuade, Bluff, intimidate or Kelsha Gatekeeper is a Quantum thinks PC will be better guard. some other skill to pay PC more. Character, like a chameleon.

He promised a share of the proceeds from This merchant is the mess officer for the Regardless of what Guild the player their crops' sale, which will be payable Hillfort and thinks he is very important. If belongs, this NPC has a story which when the caravan reaches Kelsha Outpost. PC scares him, he instantly becomes secretly ties him to that Guild. For subservient. Mess Officer is then afraid PC example; He really works as an inside He is fearful of the uncertain times and might be more important than him. man for the Shadow Thieves, He is an bemoans the decrease in patrols which Not in on the Criminal Conspiracy but ACA spy sent by the Golden Fortress to usually keep this route safe. warns Arbas Rosznar a powerful agent is keep an eye on things. He is a half elf going around asking questions. former druid who is aware of the Eldathyn Agenda. He is also a wizard but hides his dual class status. TOC > Chapters > Chapter 2 > South Road Escort > Locations Trollford Landing South Road Locations Kelsha East Gate

This area is on the south bank of the The South Road is not as grandiose as its Kelsha East Gate is where the PC meets Splendarrllur River, it is where PCs emerge name implies, it is little more than a dusty the Kelsha Mess Officer who will pay for after leaving Namble and Trollford to the rutted cart path through the wilderness. shipment of perishables. north. Most likely three maps, each progressively This is also where player meets Kelsha Here, the PC is confronted by the Farmers' longer and harder. If a Caravan Beast of Gatekeeper, who starts and ends the Arc Militia and obtains the Caravan which the Burden dies, the player must return to the Quest portion of this Chapter. PC must guard. start and try again. It is nothing more than the outside of a There is a collection of scared farmers here The last area of this quest would be Kelsha palisade fort wall, its guard tower and its with crude weapons. They should have a East Gate. closed gate. beast of burden sitting by them. The weather should be rainy with puddles Add forest sounds which frighten then, and on the ground and a good wind blowing, have one interject during Elder dialog, maybe autumn map. This area should like saying something which shows his naivete like a place one would not want to be on and fear. guard duty. TOC > Chapters > Chapter 2 > South Road Escort > Items Reclaimed Goods Korienna's Insignia

(Possible) If one of the beasts of burden Some Bandits who assault the caravan are should be killed by raiders the PC, if they members of Korienna's band, it is her don't die as well, can retrieve this item from family's coat of arms, which she proudly the fallen beast's inventory. displays. The Red Arm which adorns the insignia makes it hard to mistake the Each bundle of Reclaimed Goods is quite identity of its owner. burdensome, and the loss of the beast of burden significantly reduces the PC's end Korienna is totally disaffected and reward. disenchanted with the Council of Six in Athkatla and is herself a Cyric Worshiper. Conceivably, the PC could successfully She welcomes the coming Cyric finish the quest even if all the beasts of domination of Amn, of course she is burden have been killed, so long as the PC unaware of Kartak's Influence. has all the Reclaimed Goods.

To accomplish this the PC would have to be of prodigious strength, the Henchmen will not carry them. TOC > Chapters > Chapter 2 > Ruins of Blackness Characters > Locations > Items Temple of Blackness was destroyed by The quest is the same for each Guild but renegade ex-Bane followers who had the Kelsha Gatekeeper's dialog is The Kelsha Gatekeeper is well aware of the converted to Cyric Worship during the different. Ruins' location and, after inspecting the Bandeath. The Cultists placed a large ward PC's Travel Visa, is happy to share that in the ruins of the tower to guard against Bane's Xvimlar Crusaders: information with the PC. the return of Bane. Bane orders the player to enter, destroy the Baneguards who have been corrupted Kelsha Gatekeeper is not privy to the same There still exists in the Ruins a bottomless by the Cyricist Ward and the destroy the level of information as the PC. He has not pit which allows the tower to naturally ward itself, thereby reclaiming the site for heard a whisper of the mounting Anti-Cyric produce Banguards, ethereal spirits which Bane/Xvim. Crusade being instigated by Xvim and defend lands sacred to Bane. The Cyricist Fzoul. He is curious why a person traveling Ward has driven the Baneguards insane, Al other Anti-Cyric Crusaders: with diplomatic papers would need to visit else they would not hinder beings in service Ilmater, Tempus and Tyr Crusaders enter the Ruins of Blackness. of their lord. the ruins, destroy the Banguards who have been corrupted by the Cyricist Ward and Kelsha Gatekeeper is keenly aware of the PC must enter the ruins, destroy to convert the Ward to Ilmater thus driving Skullgnasher attacks and Riatavin's Baneguards and convert the Cyricist Ward the Evil from the place once and for all. secession. Since the PC's actions don't to their own particular religion. seem to be addressing his concerns, Kelsha Gatekeeper has a low estimation of the PC. TOC > Chapters > Chapter 2 > Ruins of Blackness > Characters Insane Baneguards Dustguard (Baneguard Mini-Boss) Cyricist Ward

A Baneguard is a supernatural creature This boss guards the key to the Hidden This is the Ward placed by Cyric Cultists whose very essence is hatred and fear, Basement and the Cyricist Ward. to desecrate this land for Bane and forming an entity similar to a gaseous consecrate it for Cyric. Its presences has cloud. They shriek discordantly when they The storeroom is cramped and Dustguard driven mad the Baneguards, who would see a PC. creates obscuring clouds to make it more normally arise in abandoned Bane difficult. Temples. They have spells which cause fear and panic, they are immune to corporeal Though it is an inanimate object it has weapons special powers when engaged by the PC.

First it summons creatures for aid. They drop no loot. Next, it causes temporal explosions.

Finally, it sends electric shocks. TOC > Chapters > Chapter 2 > Ruins of Blackness > Locations Ruined Courtyard Decrepit Storeroom Hidden Basement

The exterior of the ruins and the This is a small storeroom off the Courtyard, The Locations of the ruin are both indoors surrounding woods which hid this black it houses the mini-boss Dustguard and the and outdoors and are a straightforward tower from distant detection. basement key. path to the boss.

PCs enter outside the ruins, fight their way The storeroom is cramped quarters and the Outdoors map to the ruined main hall and discover the mini-boss can create obscuring clouds secret entrance to the basement is locked. making it more difficult.

PC must find the key (Which is hidden in the storeroom).

The courtyard acts as a hub and characters return here often.

They find the entrance to the storeroom here and the secret basement entrance. And of course they have to clear it of baddies first. TOC > Chapters > Chapter 2 > Ruins of Blackness > Items Powerful Anti Cyric Artifact

This items drops from the Cyricist Ward after it is defeated and provides a powerful death ray which only kills Cyric Cultists and may only be used once during the campaign.

This sounds like a cool idea but I am really just typing because I just added the Items page to this Quest Ent

ry and I need to fill space with something other than blah blah blah and something that says something about a filler paragraph or something else like that. Wait, that is exactly what I am doing now.

Oh well. TOC > Chapters > Chapter 2 > Deserter Camp Characters > Locations > Items Korienna and her gang have been horse Gathered Criminal Intelligence thieving up and down the South Road and Cargunn Dilemma: What's Happening? have a large field of fine horses ready for Korienna Redarm is working with her Golden Dilemma: War Crimes delivery. former commander at Hillfort Kelsha, Captain Arbas Rosznar, to supply the Her men spotted the PC during the South Cyric Cultists in the Dark Redoubt for A growing discontent among military Road Escort Quest but she prudently gave their upcoming assault on Eshpurta and personnel regarding Council of Six orders to let them pass. the Golden Fortress. governance has swept Amn. This discontent has motivated the actions of the Criminal GR Kelsha Gatekeeper has learned the Korienna and Arbas hijack horses and Conspiracy. location of Korienna's Camp and relays military equipment off the South Road orders for the PC to capture and interrogate using shipment dates provided by Captain Korienna Redarm, an Amnian Korienna (Golden/Tempus). Cargunn. Council Army deserter, has convinced many of her former subordinates to join her GR Kelsha Gatekeeper is aware of the Torbold is on the front lines of the outlaw life. Following her desertion, location of Korienna's Camp and relays Skullgnasher wars, this disruption of Redarm was approached by Rosznar who orders for the PC to kill Korienna in spite supplies is hurting Commander Olehm's urgently needed large numbers of ready to of Golden Fortress Orders to capture her. campaign against the Giants. PC must ride horses. The lure of gold soon ensnared (Cargunn's) choose how to use this information. Korienna in the Criminal Conspiracy. TOC > Chapters > Chapter 2 > Deserter Camp > Cargunn Dilemma: What's Happening? This is a complex Dilemma for Cargunn Cargunn, one of those conspirators, does PC testifies to GR Kelsha Gatekeeper, PCs. First PCs must decide Korienna's fate, not what this questioning to take place. He that NPC will attack the PC. Kelsha second they must decide how to handle any has given the PC Secret Orders to kill Gatekeeper is on the take and will try to information they will gain from doing so. Korienna and make it look like it was shut PC up. Upon Kelsha Gatekeeper's unavoidable and in the line of duty. death, he drops a note which identifies a Of course, there is an third underlying Golden Fortress Spy operating inside Dilemma concerning the PC's feeling on First Dilemma, if the PC goes against Hillfort Kelsha. PC must now report to Enhanced Interrogation Methods. Cargunn's orders and interrogates Korienna him, join Golden Fortress and take a Redarm, they will learn all about Cargunn, Lawful and Good Alignment Shift. The Criminal Conspiracy is a tangled web Redarm and Rosznar's Criminal of deceit and misconduct which can Conspiracy, their traitorous sale of arms PC bribes Arbas Rosznar for gold to hide ensnare a morally ambiguous character. and horses to the Cyricists. their knowledge of the Criminal Conspiracy. PC must first lie to Kelsha Cargunn's is acting on the Golden Fortress' Second Dilemma, what to do next. Gatekeeper and say Korienna was killed behalf in the Deserter Camp. His orders are as planned. This PC must now do Nine to capture Korienna alive. PC follows future orders, tells Kelsha Sentinels and lie to Olehm and in Torbold. Gatekeeper Korienna was killed as planned. This PC takes a substantial Chaotic and She is to be questioned until she reveals her Chaotic Alignment Shift. Evil Alignment Shift. fellow conspirators. TOC > Chapters > Chapter 2 > Deserter Camp > Golden Dilemma: War Crimes Golden PC's are here to eliminate the horse thieves operating on the South Road and to capture and question the bandit's captain, Korienna Redarm.

If a PC finds Enhanced Interrogation Techniques disagreeable or deems them illegal, the PC may choose to kill Korienna mercifully instead of torturing her.

Korienna is tough and she will not give any information unless threatened with disfigurement and dismemberment.

If PC refuses the order, they will take a large Good and Chaotic Alignment Shift. They will also be forced to join Major Cargunn's Mercenary Guild for their insubordination. TOC > Chapters > Chapter 2 > Deserter Camp > Characters Korienna Redarm Lieutenant Nobody EXTRA ENTRY . Korienna comes from a fine family but was This is the mini boss who assaults PC on There is space for a third character on this exiled to Kelsha in much the same fashion the trial to Deserter Camp . He has set up page and this paragraph is here as a filler as her good friend Arbas Rosznar. an ambush and his archers engage PC from until such a need arises. a safe distance while his ground forces cut Like many others she has lost faith in the into PC. There is space for a third character on this Council of Six and has dire premonitions page and this paragraph is here as a filler about the fall of Amn. Sensing a rising tide This is Korienna's Love Bunny and the until such a need arises. Korienna turned coat and is helping Cyric, financial brains of the outfit, though and unknowingly Kartak and the Korienna is nobody;s fool. There is space for a third character on this Skullgnashers. page and this paragraph is here as a filler Lieutenant Nobody was trained as a battle until such a need arises. She carries a sword called Mordemar priest for Tempus, and his healing abilities (sword +1/+2 against undead) can make this a grueling battle if he is not There is space for a third character on this killed early. page and this paragraph is here as a filler until such a need arises. There is space for He sings of his love as he slays. Bard a third character on this page and this paragraph is here as a filler. TOC > Chapters > Chapter 2 > Deserter Camp > Locations Trail Leading to Deserter Camp Deserter Camp Korienna's Encampment

This is where Lieutenant Nobody guards A series of small encampments along the This is where she and Lt. Nobody snuggle. the path to the Deserter Camp. path where Deserter Soldiers, who are It has archers, swordsmen and a healer unaware of PCs coming, have their meals PLUS Korienna who is very good with her Lt. Nobody has set up an ambush here. He and await the order to move out. sword. has archers positioned at range which cannot be reached for melee combat. Soon they will move the herd of stolen This area is also where the stolen horses horses to the Dark Redoubt. are corralled. If the PC was naughty in He has swordsmen who rush the PCs as Moonhearth and didn't get a mount or they are peppered with shafts. Each encampment is more strongly fortified simply wants another one, this is a good than the last and the NPCs have had more place to do it. Lt. Nobody is also a healer as well as a time to don their armor. tactician. He heals his men constantly as Also here can be found misleading fight and he should be taken out first. First encampment no healer and leather evidence which helps corroborate armor and bows. Second encampment Cargunn's convoluted story as to why PC PCs find something cool here. medium armor and swords. Third killed Korienna instead of Capturing her. encampment has both archers and swordsmen. TOC > Chapters > Chapter 2 > Deserter Camp > Items Mordemar Item

Korienna carries a sword called Mordemar This item is not currently in existence and (sword +1/+2 against undead) you are wasting your time reading a filler paragraph because I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

This item is not currently in existence and you are wasting yo

ur time reading a filler paragraph because I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 2 > Perspicillum of the Focus Keeper Characters > Locations > Items The compound has clearly been attacked. Whatever creature did this to Oculars, it The woods are crawling with impish was no bibliophile of seeker of lore. Most In this Arc Quest, PCs must deliver the demons from another plane which have likely it was a sort of demon or some other Salve of Clarity which was formulated voracious appetites. sorcerous being whose use of magic is during Chapter One to Oculars the Focus innate, like a djinn. Keeper of the Nine Sentinels. They are feasting on the remains of the farmhands, livestock and wildlife in the After finding and reading the tome, PCs PCs are sent by the Kelsha Gatekeeper to area and the PC must kill them before discover some evidence which further the Perspicillum. On the road, they are moving ahead. leads them to Gentar, and finally to waylaid by the Mystical Assassin returning Chardath with whom the djinn is working. from his foul deed. Inside the Perspicillum, the PC see a ransacked observatory and library. Inside After the seemingly random encounter they the library the fond the ravaged body of continue on to the Perspicillum's exterior. Oculars and see that their quest has been in This is the observatories exterior and its vain, he is dead. attendant buildings and the surrounding hilly wilderness. PC must find and read the Tome of Anointing to learn the skill and use it later. The tome is on the floor among littered note and burned books. TOC > Chapters > Chapter 2 > Perspicillum of the Focus Keeper > Characters Oculars the Focus Keeper Mystical Assassin Hungry Demon

Focus Keeper Oculars, Lars to his friends, This NPC was sent here with its minions to If I use the CODI Dretch as the monsters lives on a small compound which holds a dispose of Oculars and clear the way for for this Quest, I will use the Cook Dretch barn, living quarters and the Perspicillum Gentar to utilize the Focus Crystals. appearance for this character. Observatory, PCs encounter him on the path from Kelsha He will be a friendly interaction who is the This compound is located outside Hillfort to the Perspicillum, during the seemingly source of the clue to Gentar's true identity. Kelsha. He serves much the same purpose random encounter. as a lighthouse keeper for the nine Focus He will talk about how much he like this Crystals. This quest is kinda in reverse, breaking up plane of existence and how good the food the pattern, because PC encounters the boss is that is running all over the place. Not much to say about Lars other than he is first. dead when PCs find him. After players learn all they can from him the Hungry Demon turns nasty and tries to There is a Tome of Anointing in his Eat the PC, some kind of exploding food? ransacked home library which the PC must read to know how to anoint the crystals. Or some tactic to do with meat. TOC > Chapters > Chapter 2 > Perspicillum of the Focus Keeper > Locations Exterior of the Perspicillum Seemingly Random Encounter Ransacked Perspicillum

This is the rainy, wooded area which serves While on the path from Kelsha to the PCs enter the Perspicillum and find that is as the exterior of the observatory. Perspicillum the PC encounters a Mystical has been ransacked as thoroughly as the Assassin sent by Gentar to kill Oculars. The exterior of the compound. The contents of Here is where PCs find an assortment of Assassin has just left the destroyed this room have been strewn about in chaos demonic creatures (CODI DRETCH?) who compound after days of glutting his hunger and there are bloodstains on the wall, floor are the mystical residue of Gentar's long on farm animals and human corpses. and ceiling. distance magical attack on Oculars. He has nothing to say and no personality, Here PCs will encounter Oculars dead Many of them are feeding on dead just a magic killing machine with a pulse. body and the Tome of Anointing which is livestock in the farmyard or hunting wild needed to read. prey in the nearby wilderness.

PCs must locate the Perspicillum and investigate the area, clearing any mobs they discover.

Gentar is not wise to the ways of the world, too long in a bottle. TOC > Chapters > Chapter 2 > Perspicillum of the Focus Keeper > Items Manual of Focus Crystal Repair

This is the item PC must find in Oculars Ransacked Library which PC reads and then possesses full knowledge of how to anoint Focus Crystals with a Salve of Clarity.

This object is actually more of a placeable than an item a PC can hold, but interacting with it will advance the PC's quest state.

I can't think of anything else to say about it to fill up this c olumn and maintain proper pagination in my document which really only consists on one very large chart. TOC > Chapters > Chapter 2 > Zoltan's Grove Characters > Locations > Items GR Kelsha Gatekeeper reports rumors Zoltan is a really an elf. He is a gathered from refugees seeking shelter in Shapeshifting Eldathyn Druid who has a “Beans, Beans, the Hillfort that Zoltan's Grove is beset greater affinity for his feathered friends the Magical Fruit, with Ghostly Animals and the waters than humans or elves. the more you eat flowing from the Spring there are Tainted. the more you toot!” The Tainted Waters of the Haunted Spring Zoltan Zoltan's Grove is named for the seemingly have driven him mad and he attacks any immortal talking Raven who inhabits the humanoid figures he spies with his shiny This quest is part of the Natural Arc For stand of Fir trees on the northern slopes of black eyes. Duskwood PCs and Peaceful Ilmaterans the Tejarn Hills. Zoltan has been regarding Marble and the Planar Rift. transformed by the Tainted Waters into a During the battle he will often switch back Weird Beast. to elf form and channel a regenerative The Zoltan's Grove is the home of Zoltan spell which PC must interrupt. the Talking Raven who has lived a long life The PC must eliminate the Ghostly and collects much worldly information in Animals, purify the Haunted Spring using After the battle he will regain his sanity his far travels. the Elixir of Purity and restore Zoltan to his and hold palaver with the PC, but this can normal form. be as difficult as the battle. Players are sent here to gain wisdom from Zoltan and attend to the Haunted Spring which is located in his grove. TOC > Chapters > Chapter 2 > Zoltan's Grove > Characters Zoltan the Talking Raven Frenzied Zoltan

Zoltan seldom speaks or interacts with non- This is the boss version of Zoltan which avian beings. will switch between its elf and Raven forms. He will only speak in his Raven form and only in snatches of songs and dirty During the phase Zoltan switches to elf limericks. form he channels a healing spell which must be interrupted by damage. Do not be deceived by his antics, Zoltan is a keen observer and remembers well the He yells at the PC when he is a bird and is seething emanations of negativity which immune to all motion impairing effects. throbbed from the southeast during his insanity.

Zoltan suspects a recently formed sinkhole containing Pre-Shoon Dynasty Ruins may be connected to the Haunted Events and sends PC to investigate Pre-Shoon Ruins. TOC > Chapters > Chapter 2 > Zoltan's Grove > Locations Zoltan's Grove Zoltan's Haunted Spring

This dense stand of fir trees is hilly, rocky This is the area where battle Frenzied and shadowy. Zoltan.

The Grove is a maze of dense clumps of trees which the PC must navigate until the find the Haunted Spring and face Zoltan in battle.

In addition to Ghostly Animals, the area is inhabited by a Ferocious Large Insect which can not be calmed with Animal Empathy.

Many of the Ferocious Large Insects babies can be found here seeking a meal. \

Many small animals have fallen prey to the pests. TOC > Chapters > Chapter 2 > Zoltan's Grove > Items Item

This item is not currently in existence and you are wasting your time reading a filler paragraph because I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

This item is not currently in existence and you are wasting your time reading a filler paragraph because

I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 2 > Haunted House Characters > Locations > Items This is a filler

This is filler. This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 2 > Haunted House > Characters This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 2 > Haunted House > Locations This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 2 > Haunted House > Items This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 3: Hillfort Kelsha This Chapter contains one Dilemma. Hillfort Kelsha's Commander, Captain Mystic and Natural Arc PCs are most • Cargunn's Dilemma Arbas Rosznar, is a traitor and has been welcome to Rosznar, he will do all he can • Divine Dilemma stealing military equipment from Hillfort to assist those characters. All other Arcs Kelsha and selling it to Cyric Cultists at the face a grueling trial. This Chapter contains one Base. Dark Redoubt. • Hillfort Kelsha Next, PCs do either Dark Redoubt or Nine Cargunn, Redarm and Rosznar are Sentinels according to their Arc or their This Chapter contains four Quests. collectively known as the Criminals. choosing. • Dark Redoubt • Nine Sentinels Part 1 Rosznar has heard from Kelsha Mess Dark Redoubt PC finds not an idyllic Officer of the PC's imminent arrival. country abbey but a militarized fort • Sinkhole Springs Rosznar fears PC is an ACA spy here to bristling with mounted crusaders • Pre-Shoon Ruins uncover his crimes at the last moment. preparing for an assault. After they have neutralized the enemy forces, PC finds This is the last Unified Module, one where Rosznar requests the PC's immediate evidence which links the Criminals to all players participate, until the Campaigns audience after have reported to Guild their crimes. Climax Castle Spulzeer. Representative. Rosznar hopes to divert the PC's investigation away from Dark Redoubt Upon returning to Kelsha, PC decides how and toward Nine Sentinels. story progresses. TOC > Chapters > Chapter 3 > Hillfort Kelsha Kelsha, Torbold & Ilsha are Amn's primary Soldiers here are sullen, undisciplined and Though Kelsha is under geared because of southeastern border defenses but they have under-geared. Players entering the tavern Criminal Activity, each Guild Rep has a suffered neglect and mismanagement. should proceed warily, discipline is lax but store which acts normally selling gear Major renovations are required but money punishments are severe. appropriate to their occupations. is not forthcoming from the Council of Six. In Hillfort Kelsha PC will find All locations are accessed from Kelsha's Each Hillfort is built atop a high hill, Central Courtyard, which also holds the usually constructed on the foundations of Kelsha Temple – Here Divine PC speaks entrance to Captain Arbas Rosznar's Pre-Shoon castles or manors. The dense with Kelsha Priest who acts as GR for all Office. underbrush and trees are cleared for an acre faiths. around the perimeter of thick wooden The Hillfort seems hardly on a war palisade walls. Kelsha Wizard Store – Here Mystic PC footing, many soldiers are either drunk or speaks with Kelsha Wizard, who acts as GR AWOL. Hillfort buildings are drafty, dirty, and drab, for both magic users guilds. especially at Hillfort Kelsha, which seems Nothing is being prepared and no steps are to have suffered most cruelly from recent Kelsha Stump – Here Espionage and being taken to reinforce Hillfort Torbold cutbacks Nature PC can speak with Kelsha Ranger or which is fending off a Skullgnasher Kelsha Scout who act as their GR. Assault or Hillfort Ilsha which has recently fallen to Sothillisian Ogres. TOC > Chapters > Chapter 3 > Hillfort Kelsha > Cargunn Dilemma: Criminal Conspiracy PCs from Cargunn's Guild are faced with a Nine Sentinels (Criminals happy). Dark Redoubt (States Evidence). dilema in this Chapter. This PC most now do both parts of the Nine Sentinels, spanning chapters 3 and 4a, and This PC finds Incriminating Evidence They are told to do Nine Sentinels by is hence forth on an identical path as the reports it to the ACA Spy, who in turn Cargunn, who wishes to cover up any illicit Cowls and Runes, eventually doing the arrests Arbas and pays PC small reward. activities and his complicity in them. Cave of Wonders. He also recruits PC into the ACA, PC join Commander Rosznar and Cargunn both the Golden Fortress because Cargunn's know if the Dark Redoubt is investigated, The Criminals go unpunished. Guild has been disbanded and he will also the PC will find incriminating evidence of be arrested for his role in the crimes. the two's wrongdoing. Dark Redoubt (Bribe Arbas). This PC has role played chaotic very well NOTE: Players from this guild must decide: and has some skill in persuade, bluff or When and if I do a Chapter after Castle intimidate. Arbas is reluctantly willing to Spulzeer consisting of Open Play, Arbas Nine Sentinels (Criminals happy). part with a substantial sum in order to make and Cargunn are cleared of all charges and PC's evidence disappear. forgiven of their crimes. This would shift Dark Redoubt (Bribe Arbas). that module more toward canon and be in This player continues on the Martial Story keeping with the Quantum Quest style. Dark Redoubt (States Evidence). Arc, and the criminals go unpunished. Criminals resent blackmail. TOC > Chapters > Chapter 3 > Hillfort Kelsha > Characters 1 2 Captain Arbas Rosznar Captain Arbas Rosznar (Cont.) Kelsha Priest

A strict, ill-tempered officer and a A few months back, Redarm had deserted Temple of indeterminate denomination frustrated tyrant. Formerly at Citadel and was raiding with her squad, while serving all Divine Story Arc guilds. Rashturl, Arbas worked hard for years to Rosznar was sullenly wasting away in the get that Citadel's command. Then, during a muck of Hillfort Kelsha. Major Cargunn When the Kelsha Priest is presented with brawl in Athkatla, he killed the lover of a made an unannounced and secret visit to hard evidence, she gives the evidence to powerful woman. Family connections Kelsha and over a few drinks convinced the ACA Spy. saved his life, but he was banished to Rosznar to help him divert some arms Hillfort Keshla, known as a punishment shipments to the Cyricists. Bane suspected Cyric, learning there is a post and a dumping ground for incompetent higher master is a surprise. soldiers (like Arbas). Soon Redarm was wrangling mounts from South Road travelers and selling them to Ilmater is sad at the consequential In despair, Rosznar has begun working in Cyric as well. suffering cause by the traitors. conjunction with his former protegee Redarm and his old academy friend Major The Criminals have made heaps of gold but Tempus is absolutely furious with the Cargunn to sell stolen arms and mounts to Rosznar now lives in constant fear of unsportsmanlike behavior. Cyric. discovery, he eagerly awaits the Cyricists attack to end his worries. TOC > Chapters > Chapter 3 > Hillfort Kelsha > Characters 1 2 Kelsha Ranger Kelsha Scout Kelsha Wizard

A devotee of Eldath who serves as Guild A ragged, weather beaten rogue who serves Owner of the local apothecary who serves Representative for both the Duskwood and as Guild Representative for the Shadow as Guild Representative for both the Peaceful Ilmaterans. The Ranger and Scout Thieves. The Ranger and Scout can be Cowls and Runes in this chapter. can be found outside in Kelsha's courtyard. found outside in Kelsha's courtyard.

Scout has spied several midnight transactions around Kelsha in the last few weeks and has his suspicions who is stealing Hillfort supplies. The scout suggests PC search Dark Redoubt, collect evidence and bribe Rosznar.

PC decides Rosznar's Fate, but no Dilemma, Shadow Thieves don't care if Rosznar is guilty, not guilty, hung or sprung. Bribe always works with Persuade or Intimidate checks. TOC > Chapters > Chapter 3 > Hillfort Kelsha > Locations Rosznar's Offices Kelsha Temple Kelsha Wizard Store

This is where PCs interact with Captain This humble temple serves all This small shop deals mostly in remedies Arbas Rosznar. denominations and is grimy and without for gout, considering the damp and muddy cheer. The priest has made many requests conditions in Kelsha. If PC chooses to do Nine Sentinels he for repair funds but none are forthcoming. happily sends them to see the wizard at the The apothecary himself is a withered old apothecary. Small with a few benches a nondescript man who is as unpleasant as his post here altar and watery yellow light filtered in Kelsha can make a man. Rosznar will try to dissuade any playe through dingy stained glass windows. telling him they will investigate Dark Ranger's Stump Redoubt. Not a pleasant post for this chaplain who presides over a dispirited flock of This is just the stump around which the If characters are on Martial Story Arc this diminishing parishioners. Kelsha Ranger can be found. Though he is where the see Arbas Arrested. has joined the ACA he works as a scout and does not mess or bunk with the other It is a small, damp uncomfortable room, troops. Instead he east foraged food and just like the rest of Kelsha. Arbas is too sleeps outside, serving both his human busy planning retirement. masters and Eldath. TOC > Chapters > Chapter 3 > Dark Redoubt Characters > Locations > Items PCs who investigate this area with deal Many Guilds have reasons for wanting Divine Dilemma: Course Correction with the Strifeleaders, a crack troop of first Cyric and the Criminals stopped. Captain Arbas Rosznar is unhappy with his assault team warriors based in the Dark post as commander of Hillfort Kelsha. Redoubt. Bane to reclaim Cyric's portfolio. Arbas, working with Redarm and Cargunn, has been supplying armaments and mounts The Strifeleaders planned role in the Ilmater wishes to stop suffering. to Cyric. upcoming offensive is the “siege” of Kelsha and the cutting off of supplies to Torbold. Tempus locally favors Amn in battle. Cyric has been secretly mobilizing troops The anvil on which the hammer, the Giants, for a planned aggression with Eshpurta and will crush Torbold's defenses. Golden specifically to find the traitor. eventually Amn, with the financial backing from Kartak. Katrak, meanwhile, has also The Redoubt is a heavily guarded military No Duskwood, Cowled, Rune been plotting with the Sothillisian Empire fortress and PCs taking this route will fight and the Riatavin Rebels. many skirmishes with sword wielding, One Story Arc has reasons for not divine magic using fighter / cleric Dual stopping the current state of affairs. Players will discover Incriminating Class creatures who are immune to fear and Evidence against Arbas, Cargunn and emotion based spells. Cargunn would go to jail (see Cargunn's Redarm which can be used to incriminate Dilemma). Arbas or blackmail him. TOC > Chapters > Chapter 3 > Dark Redoubt > Divine Dilemma: Course Correction Watchful Skull Tynnos Argrim

After his successful campaign last summer to reclaim the Twin Towers from heretics, Watchful Skull Tynnos Argrim went on to reshape the Dark Redoubt.

His first order of business was to install Dark Master K'rvan as leader.

Tynnos has come to the front lines to enjoy the unfolding of plans in whose architecture he has played a large role.

K'rvan has no need to worry, Argrim has complete confidence in his abilities. The presence of the Strifeleaders is merely a precaution and not a reflection on Argrim's confidence TOC > Chapters > Chapter 3 > Dark Redoubt > Characters Dark Master K'rvan Watchful Skull Tynnos Argrim Tennar Jorfe

Dark Master K'rvan is in command of the After his successful campaign last summer Tennar is an evil, shifty, devious and Dark Redoubt, he is a loyal, cruel, and to reclaim the Twin Towers from heretics, proud human priest of Cyric. He is on a overzealous priest. Watchful Skull Tynnos Argrim went on to herb gathering mission when the PC reshape the Dark Redoubt. happens upon him on the path to Redoubt. K'rvan has only recently been assigned to the Dark Redoubt but he has swiftly His first order of business was to install Tennar casts the Skull of Secrets spell whipped its members into military order. Dark Master K'rvan as leader. which terrorizes the PC, channeled spell, shot him from a distance. He is proud of the Venial Dooms, whom he Tynnos has come to the front lines to enjoy has personally trained, and resents the the unfolding of plans in whose architecture Tennar leads Venial Doom Novices, intrusion of Tynnos, his mentor, with the he has played a large role. saving throws against illusion/phantasm elite Strifeleaders who are based out of the magic, unaffected by fear and other Twin Towers and have recently come to K'rvan has no need to worry, Argrim has emotion-altering magic. reinforce the Redoubt. complete confidence in his abilities. The presence of the Strifeleaders is merely a Equipment: long sword +2, bracers of precaution and not a reflection on Argrim's defense AC4, ring of mind shielding. confidence TOC > Chapters > Chapter 3 > Dark Redoubt > Locations Path to the Dark Redoubt The Dark Redoubt Exterior The Temple

This is a small exterior map in which This military style outpost is surrounded by Accessed from Dark Redoubt Exterior. player encounter Tennar Jorfe and his a barbican gate and fortified wall which Here is where PC encounters Dark Master Venial Dooms and their Skull of Secrets stretches from one hill to another. K'rvan, his fear inducing spells and waves spell. of Venial Doom Priests. Inside the all's perimeter are a couple This spot is little more than a wide meadow buildings (barracks, storeroom and temple) The Storehouse in the wilderness of the Tejarn Hills. the exterior of the buildings is dark. Accessed from Dark Redoubt Exterior. The baddies stay hidden and hope the Skull This map's main contest is for the gate, This is where Kelsha's stolen weapons and of Secrets will scare PC away. Player must which the Strifeleaders defend stridently armor has been stored. Just as the PC roust them from their hiding spot. with arrows and Greek fire. discovers the cache they are confronted by Watchful Skull Tynnos Argrim and a band If Tennar escapes he will warn the The PC must destroy all the Strifeleaders of sturdy Strifeleaders. Strifeleaders PC is coming and PC will face and Venial Dooms which patrol this area in more troops in the Redoubt. order to find the keys to the buildings in the compound.

Grindage. TOC > Chapters > Chapter 3 > Dark Redoubt > Items Item

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One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 Characters > Locations > Items Sight lines are generated by the Focus In this module, there are five towers, at Crystals and both the Cowls and Runes use the top of each is a Focus Crystal which The Nine Sentinels (1 & 2) take place over them during divination. The Focus Crystals has been fouled. Each Crystal is haunted two modules (Ch. 3 and Ch. 4A) as part of are channeled into the Perspicillum and by the ghost of the former Focus Guard. the Mystic Story Arc, and also as a possible then fed to the guilds. Neither Guild has The PC must locate the first tower, climb part of Cargunn Guild. been able to access the crystals for days. to its top, kill the Ghostly Focus Guard, Gentar, on behalf of Chardath, has: The player goes to the Perspicillum in order anoint the Crystal, use the Portal which Fouled the nine Focus Crystals. to deliver the Salve of Clarity to Oculars takes PC to the next tower's main floor Killed Oculars. the Focus Keeper. Oculars, who is meant to and start over. The PC is denied town trips use the Salve to cleanse the Focus Crystals between towers. Must do all five back to In order to: and get them back online. Sadly, the PC back so go prepared, bring bags. Hijack Sight Lines. discovers Oculars has been killed. The PC Find Kartak for Revenge must read the Tome of Anointing lost in The nine Focus Crystals are mounted atop Oculars' ransacked library to learn the skill each of the Nine Sentinel towers which PC must: and take his place, then go to each Focus dot the Tejarn Hills. Only the first five are Kill 4 mini-bosses Crystal and Anoint it. in part one, the other four are in Chapter Kill Main Boss and Mystic Assassin 4a. Anoint Focus Crystals with Salve Take Portal to Next Tower TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 > Characters Shoon Dynasty Era Shoon Dynasty Era Ghosts Mystic Assassin Ghostly Focus Guards As an incidental nod to the Planar Rift and This evil, intelligent creature has been sent These NPCs once guarded the Focus the Haunted Taint and all the Ghostly to stop PC by Gentar, who has become Crystals when the Shoon Dynasty was Animals at the Haunted Springs. aware of PC's actions by the fifth tower. active. For countless years these spirits dwelt in the Ethereal Plane and had All the Nine Sentinels are filled with Shoon He fights alongside the Ghostly Focus forgotten their former mortal lives. Dynasty Era Ghosts who have re-inhabited Guard Boss atop Sentinel Tower Five the Nine Sentinels and are very unhappy to during the climax of Chapter 3. When Chardath sacrificed Marble and see mortals walking around, cluttering up opened the Planar Rift, many of these their afterlife. In Chapter 4a, each of the Ghostly Focus spirits were pulled through or escaped. Guards has a Mystic Assassin at his side. Especially those whose spirits were These Shoon Dynasty Era Ghosts appear in strongly tied to a geographical location, both Part 1 and Part 2 of the Nine Sentinels Like the Focus Guards, each of the Mystic like these Focus Guards. series. Assassins also has its own tactic needed to defeat it. Each guard has its own personality and This establishes the Planar Rift with PCs tactics to beat. not on the natural arc, so they will appreciate what it is when seen. TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 > Locations Sentinel Tower 1 Exterior Sentinel Towers 1-4 Sentinel Tower 5

This is the small exterior location PC must The first is entered through Sentinel Tower This tower is fairly identical to the traverse to find the entrance to the first 1 Exterior. There is a single flight of stairs previous four with a main difference, tower. with one landing midway, fights at a couple Gentar has become aware of PC's spots, the guards are created by the tower's interference at this point and is adding an The towers are thought to be abandoned magical wards. extra boss to this final tower in Nine and have magical wards which keep the Sentinels Part One. unwary away. The player should find it The top floor is the Crystal Chamber, which with a little exploration. houses the Focus Crystal and the tower's boss, created by Chardath and Gentar's Perhaps a wildlife encounter which the magical interference with the crystal. player can outrun with their mount, if they have one. Since these PCs will not be doing After Ghostly Focus Guard is dead, the overland route there could be a bullete Focus Crystal must be cleaned with the here. Salve of Clarity, then a portal to the next tower's first floor appears. Cool hidden encounter in a corner of a mostly desolate map with a semi-clear path to actual destination. TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 > Items Item

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One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 3 > Sinkhole Springs Characters > Locations > Items

This is the Duskwood Dell and Peaceful Ilmateran quest in Chapter 3. Here PC reports to GR Kelsha Ranger who explains what players must do.

Outside Kelsha a large sinkhole recently formed overnight, inside the large hole is a cluster of Pre-Shoon ruins at whose center lies a spring.

This Spring has been infected by the Planar Rift between the Material and Ethereal Planes caused by Marble's sacrifice and Kartak's revival.

The PC destroy Pre-Shoon ghosts and must use Yambaa's doohickey to cleanse the Spring. TOC > Chapters > Chapter 3 > Sinkhole Springs > Characters Pre-Shoon Ghost mini-boss Pre-Shoon Boss

This is some kind of ancient spirit who is This boss has used the corrupted spring to confused by its return to the Material Plane give himself a material existence again. and rages against the worldly changes and the fall of his mighty empire. He has two ghosts with him who constantly channel a spell at the spring. It rails at the PC and when it is temporarily weakened, the Ghost posses one of the PCs This spell gives the Boss earthly powers to Henchmen and attacks using that form. effect the world but still grants him immunity to corporeal weapons.

Players must interrupt the channeling of this spell in order to defeat the boss.

In the back of his room there is an ancient box which holds a powerful blunt weapon which is powerful against undead and helpful to players. TOC > Chapters > Chapter 3 > Sinkhole Springs > Locations Pre-Shoon Ruins Exterior Pre-Shoon Ruins mini-boss Room Pre-Shoon Ruins Boss Room

This is the small exterior area where the Sinkhole is located, it acts as a hub and all other pertinent areas open out from here.

The area should have a path down from above and cliff walls which surround it but have outside weather conditions.

The ruins are little more than chinks of shaped stones littering the ground and a few broken statues.

Fog constantly cover the ground in this area and the players feet are very cold as the investigate the Sinkhole. Should look up some Shoon Dynasty Lore because I know nothing about it yet suddendly I need to know. TOC > Chapters > Chapter 3 > Sinkhole Springs > Items Item Pagination

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One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 4a: Skullgnasher Route This Chapter contains two Dilemmas. Mystic Dilemma – PCs must decide to Major Tharundar Olehm, Commander of • Mystic Dilemma: My Precious! return the Salve of Clarity which has Hillfort Torbold, is an unorthodox leader • Tempus: Course Correction become a Powerful Magic Item. with a keen mind and a sharp wit. He has been under great pressure with the scarce This Chapter contains one Base. Tempus Dilemma – PC decides whether to supplies and giant attacks. Since the news • Hillfort Torbold join the Martial or Divine Arcs. reached him of the fall of Hillfort Ilsha he has been on a short fuse. This Chapter contains four Quests. Giant Assault – PC must defend against • Torbold Giant Assault waves of Skullgnashers. His primary concern is holding the fort • Skullgnasher Warrens and he feels if PC is not here to help PC is Skullgnasher Warrens – Olehm sends PC to in the way. • Nine Sentinels (Part 2) storm the Skullgnasher Warrens and defeat • Olehm Passage the Skullgnashers

Torbold and Kelsha have similar design, Nine Sentinels (Part 2) – Five Focus but Kelsha is a sty, Torbold is palace Crystals remain to be Clarified. (comparatively). All due to the hard work – and infusions of private gold – by Major Olehm Passage – PC must clear the Tharundar Olehm. Sothillisian Ogres out of the pass. TOC > Chapters > Chapter 4a > Hillfort Torbold Characters > Locations > Items It was the unconventional mind of Major Like Kelsha, Torbold has a courtyard Olehm who finally took the initiative and which provides access to any merchants or Hillfort Torbold, like Kelsha, is built upon remedied the situation in his own Guild Representatives. Unlike Kelsha, the top of a high hill in the Tejarn Hills. unorthodox and decisive manner. Olehm Torbold is a neat and orderly place which Unlike Kelsha, Tobold is not built upon the simply ordered his men to create a passage maintains strict military discipline. In highest summit in the area. To its south is a through the peaks using blasting powder, Torbold, the soldiers are drunk on their steep, rocky range of craggy peaks which then carve a path through the dense and worship of Helm, in Kelsha soldiers are are still considered hills. Further east, these rocky forest until they reached the Tethir just drunk. peaks merge into the Small Teeth Road. Mountains. Olehm is not overfond of magic users and Now Torbold can respond to threats on the is cordial to them if they are here to do For many long years the Hillfort sat in the Tethir Road in half the time, trading Nine Sentinels (part 2) but is soon parted shadow of those peaks and it's various caravans can move swiftly, and Major from their company. He quickly commanders were thwarted again and again Olehm has created is own geographical overcomes his bias if they are here in by those natural obstructions. Threats on landmark. His troops and locals named the Cargunn's service to slay giants. the Tethir Road could pass close by to pass after the Major who's own humility Torbold unhindered an nothing could be wouldn't permit such vanity. This is the only base available in Chapter done in a timely manner. 4a, provides limited service after PC returns from their Arc Quest. TOC > Chapters > Chapter 4a > Hillfort Torbold > Characters 1 2 Major Tharundar Olehm Olehm is disappointed to hear PC is not bringing any supplies. His later reactions Tharundar is the namesake and first depend on PC's choices. grandson of the Holycoin of Goldspires. His family steered him toward the If the PC is here to do Nine Sentinels for a priesthood, Tharundar ran away and wizard guild, Olehm is sad but became an adventurer. understanding, each has their role.

He fought in Tethyr's civil wars, then If the PC is here to do Nine Sentinels for returned home and joined the ACA. Cargunn, Olehm is suspicious and disgusted. He suspects Cargunn and Tharundar is cognizant of the threats poised Rosznar's ties to Cyric, and, by extension, against Amn. Twelve years ago has he suspects PC as well. parlayed his hard-earned fortune, notoriety, and family connections to gain a If the PC is here to do Skullgnashers for commander's post at Torbold. any Guild Olehm is overjoyed.

Olehm can read people very well and will react to people based on his judgments. TOC > Chapters > Chapter 4a > Hillfort Torbold > Characters 1 2 Torbold Priest Torbold Wizard Torbold Scout

Torbold Priest is a young man who once Magic Users are not extremely popular in This is the guy who interrupts PC and served under Olehm and has since joined Torbold and this wizard keeps his head Olehm with the news they have found the the priesthood of Helm out of deep respect down and a low profile. Skullgnasher Warrens. for the Major. His service of the wizard's guild is done on He volunteered for this dangerous post a part time basis, the Giants have kept the instead of a cushy position in Athkatla, soldiers of Torbold busy this season and whose populace still worships Helm. NPCs has not had a lot of time for extracurricular activities. He is very vigorous in his beliefs and evangelizes in that deity's name trying to convert the players to this waning religion.

PCs not affiliated with any other church may join the church of helm with no initiation process. The clergy are trying to grow the church's ranks. TOC > Chapters > Chapter 4a > Hillfort Torbold > Locations Hall of the Guardians Bruder's Waystop The Twisted Ankle

A temple provides religious services, the There is one large inn within the walls of This is a rudimentary Apothecary where large Hall of the Guardians, built under the Torbold, Bruder's Waystop. The inn serves PC will interact with Torbold Wizard. influence of Major Olehm and dedicated to excellent food at reasonable prices, has Torbold Wizard has only two levels as a Helm. good rooms with clean sheets, and nightly magic user. He is multi classed entertainment in its tavern. wizard/cleric/fighter. This is one of the few places left on Faerûn where Helm is still strong. The Hall of the There is a general store here and PC will be BUT he is the highest level wizard Guardians is an army temple and many of reminded to clear out his bags often stationed at Hillfort Torbold so he acts as the troops have followed their major into because after Torbold there are no more the Mystic GR. the Companions of the One True Vision, stores until LoI Campaign. the Helmite order of clerics, fighters, and He is not too happy to be bothered by crusaders. This is where Torbold Scout hangs out, he wizards or sorcerers or bards, classes of will talk to Shadow (assassination) PC, but which he regrets having. This is where Divine PC will encounter will refer the PC to Torbold Priest for more Torbold Priest, he will send PC on their detailed instructions. Scout is more for quest and try to convert them to the order interjection than GR. of Helm. TOC > Chapters > Chapter 4a > Hillfort Torbold > Items Wand of Super Awesomeness King Feduk's Scepter Glass of Clearest Sunlight

Somewhere in the second part of Nine This massive two handed club deals This is the Powerful Magic Item which is Sentinels (Pt. 2) the PC who is most likely massive damage to humanoids of less than created after the Salve of Clarity has been a magic user of some kind, should find an Giant Stature. It is the weapon Feduk is used on all nine Focus Crystals. awesome custom weapon for the casting known for using in battle and is the weapon class character. peeled from his cold dead hands by the PC. This item is involved in the Mystic Dilemma and could potentially allow the This should be a descent replacement for Indeed this weapon is so massive that it has PC to start their own Mystic Guild in Glass of Clearest Sunshine for those honest a strength requirement just to wield it opposition to the Runes and Cowls in the characters who return the Powerful Magic properly LoI Campaign. Only if the PC refuses to Item. give the item to their GR and makes an It is reputed to be the remnants of a great enemy of their former guild. oak which he pulled from the ground and used to batter the gates of Hillfort Torbold It is also used in the beginning of Chapter until they shattered. But no records of this 5c to help Torbold Wizard (or PC) divine event can be found to verify these wild who it was that fouled the Focus Crystals legends. in the first place. This leads the PC to think Gentar is enemy. TOC > Chapters > Chapter 4a > Hillfort Torbold Giant Assault This chapter begins with a short Quest After a few rounds of hill giants there is a General Disarray which all possible players will experience. boss type tank and spank noble giant. This is the boss of the Skullgnasher The PC enters Hillfort Torbold's courtyard The boss should be something unique and Assault which the PC must fight. and is eagerly greeted by Major Olehm have a name, like General Disarray. who thinks the PC is delivering badly needed supplies. After the Assault the PC continues their talk with Olehm and may look around the As Olehm is speaking to the PC an Ogre location. Refer to Hillfort Torbold for more Assault is launched by the Skullgnasher information about the fort itself. Giants who are able to breech the Hillfort's perimeter wall.

There are waves of Skullgnasher Giants which flood the courtyard which Olehm and the PC must repel.

This is a glance at what happens later when the PC clears Olehm Passage. TOC > Chapters > Chapter 4a > Nine Sentinels pt 2 Characters > Locations > Items This quest is tailored for the Cowled When the Cargunn's Dilemma PC enters Mystic Dilemma Wizards and Twisted Rune, and is therefore Hillfort Torbold he encounters In this quest the PC must climb three part of the Mystic Story Arc. Commander Olehm, who assumes the towers and kill a mini-boss at three and a player is there to help with the boss at the top of the fourth. BUT PCs from Major Cargunn's must Skullgnasher War. When he learns the PC choose this quest. Arbas Rosznar is a thief is there to help the Wizards he is The PCs goal here is to clear the Sight and a traitor, there is no way he can account thunderstruck and hence forth treats PC Lines which have somehow grown cloudy for the missing weapons and armor he has with suspicion. just as war broke out. either hi-jacked or funneled all for the Cyricists. Cargunn knows this and wants When the Cargunn's Dilemma PC enters The Sight Lines are channeled through nine his guild members to do Nine Sentinels Hillfort Torbold he must report to the Focus Crystals placed atop each of the Nine instead. Wizard Shop and deal with that guild Sentinel towers which dot the Tejarn Hills. hence forth. These PCs enter what can be After the Cargunn PC is assigned the Nine called the TRUE Cargunn Quests Chain is Anoint each Focus Crystal with the Salve Sentinels quest and leave Rosznar's office, neutral and is just doing what he is told. of Clarity provided by Eudhis Bhamm in one of their Henchmen should warn that Now he must do Cave of Wonders like a Eshpurta. they are being used by Cargunn to hide his puling wizardling. crimes. Then PC decides which quest to do. Or if PC has chosen this quest in lieu of Dark Redoubt and Major Cargunn. TOC > Chapters > Chapter 4a > Nine Sentinels pt 2 > Mystic Dilemma: My Precious! After the PC completes the cycle of Nine If the PC delivers the Powerful Magic Item Hence forward the PC is vulnerable to Sentinels and returns to the Torbold Wizard then the story continues as normal. ambush attacks when transitioning turn in the Quest, the PC is faced with a between wilderness areas. Dilemma. If the PC decides to retain the Powerful Magic Item the Torbold Wizard demands Furthermore, in the Lands of Intrigue After the last Focus Crystal was Anointed the player forfeit the item or be cast from portion of the campaign(s) the PC could with the Salve of Clarity it has turned into a the Guild (Cowls or Runes). be vulnerable to attacks on their version of powerful magical item. This item would Castle Spulzeer by the Guild they grant powers to its wielder which would be If the PC persists, the Torbold Wizard, who Spurned. very valuable after the Castle Spulzeer is no match for the PC and cannot forcibly portion of Lands of Intrigue is complete. wrest the Powerful Magic Item from them, The Powerful Magic Item would help the is forced to report their actions to the Guild PC establish their own Wizard Guild in When the PC talks to the Torbold Wizard Representative who expels them from the LoI, but has very little use in the Castle he has the option of turning over the Guild. Spulzeer portion. Powerful Magic Item or keeping it for itself. But that is far from the only serious repercussion of such a decision.

The PC has made a Powerful Enemy. TOC > Chapters > Chapter 4a > Nine Sentinels pt 2 > Characters Shoon Dynasty Era Shoon Dynasty Era Ghosts Mystic Assassin Ghostly Focus Guards As an incidental nod to the Planar Rift and This evil, intelligent creature has been sent These NPCs once guarded the Focus the Haunted Taint and all the Ghostly to stop PC by Gentar, who has become Crystals when the Shoon Dynasty was Animals at the Haunted Springs, all the aware of PC's actions by the fifth tower. active. Nine Sentinels are filled with Shoon Dynasty Era Ghosts who have reinhabited He fights alongside the Ghostly Focus For countless years these spirits dwelt in the Nine Sentinels and are very unhappy to Guard Boss atop Sentinel Tower Five the Ethereal Plane and had forgotten their see mortals walking around, cluttering up during the climax of Chapter 3. former mortal lives. their afterlife. In Chapter 4a, each of the Ghostly Focus When Chardath sacrificed Marble and These Shoon Dynasty Era Ghosts appear in Guards has a Mystic Assassin at his side. opened the Planar Rift, many of these both Part 1 and Part 2 of the Nine Sentinels spirits were pulled through or escaped. series. Like the Focus Guards, each of the Mystic Especially those whose spirits were Assassins also has its own tactic needed to strongly tied to a geographical location, This establishes the Planar Rift with PCs defeat it. like these Focus Guards. not on the natural arc, so they will appreciate what it is when seen. Each guard has its own personality and tactics to beat. TOC > Chapters > Chapter 4a > Nine Sentinels pt 2 > Locations Tower Mini-bosses 6-8 Tower Boss 9 Mystic Ambush

These bosses are similar to the bosses in This is a tough boss with a helper who As players leave tower 9 to return to Part one of this quest, except Gentar has requires a tactic in order to defeat Hillfort Torbold and turn in their quest, become aware of PC's efforts and has they are accosted in the wilderness by the reinforced them. This will turn PC's Salve of Clarity into a Mystic Assassin. powerful magic crystal or something which So each boss has a magical helper. good little boys and girls will give back to This should be a stony area with hills and their guild. Choosing not to return the mountains as it is part of the Small Teeth, empty Salve of Clarity to PC's guild starts not Tejarn hills. the Mystic Dilemma. No rain, because the rain only falls on Kelsha, maybe with fir trees instead of deciduous.

But definitely drier area to give the player the idea they are traveling south. TOC > Chapters > Chapter 4a > Nine Sentinels pt 2 > Items Wand of Super Awesomeness Glass of Clearest Sunlight

Somewhere in the second part of Nine This is the Powerful Magic Item which is Sentinels (Pt. 2) the PC who is most likely created after the Salve of Clarity has been a magic user of some kind, should find an used on all nine Focus Crystals. awesome custom weapon for the casting class character. This item is involved in the Mystic Dilemma and could potentially allow the This should be a descent replacement for PC to start their own Mystic Guild in Glass of Clearest Sunshine for those honest opposition to the Runes and Cowls in the characters who return the Powerful Magic LoI Campaign. Only if the PC refuses to Item. give the item to their GR and makes an enemy of their former guild.

It is also used in the beginning of Chapter 5c to help Torbold Wizard (or PC) divine who it was that fouled the Focus Crystals in the first place. This leads the PC to think Gentar is enemy. TOC > Chapters > Chapter 4a > Skullgnasher Warrens Characters > Locations > Items The exterior map is a large area which the The Skullgnasher Giants: PC must explore, eliminate guard patrols, The tribe inhabits well-hidden hill tunnels and perhaps find a secret entrance to the and farther west into the foothills near After the unexpected assault on Hillfort Warrens. Brost or the Small Teeth. The Torbold, as the PC arrived, they resume Skullgnasher tribe has lately absorbed two their dialog with Major Olehm. Inside the Warrens the PC must eliminate other giant tribes that once stalked the every Giant he finds and locate King Small Teeth. While they speak a scout returns with good Feduk's Audience Chamber. tidings. When the PC finally reaches Feduk, he The hidden location of the Skullgnasher sends his Royal Guards to attack first, and Warrens has been uncovered. Olehm is only engages the PC when all his guards enthused by this news and sends the PC, are dead. whom he already deems a hero, to route out the foul giants and drive them once and for all from the Tejarn hills.

The PC will have to travel to the location and enter the caves. TOC > Chapters > Chapter 4a > Skullgnasher Warrens > Characters King Feduk of the Skullgnasher Giants Kartak's battle plan was simple. The King Feduk'ed it up.

King Feduk of the Skullgnashers is a major First, Riatavin secedes. Kartak's forces Somehow, King Feduk did not wait for the ally of the ogre magi of the “Sothillisian allow time for the Golden Fortress to react proper time to attack Hillfort Torbold. Empire” under the Small Teeth. and muster their forces. All forces were meant to wait until Craumerdaun engaged His orders had been quite simple, though Feduk has a savage intellect, he has welded either Trailstone or Riatavin. he had a savage intellect he was by no several Giant Clans into one large group means a mental giant (so to speak). which has raided successfully for years. Second, when Craumerdaun was engaged in city burning, the Skullgnasher and Feduk had no magic users in his group so These Hill and Mountain Giants hibernate Sothillis forces were to assault Hillforts all communication with these primitive in the secretive warrens during winter Torbold and Ilsha, respectively. At this time giants was achieved by horse messengers. months. They emerge from their seasonal Arbas Rosznar would surrender Hillfort slumber in mid spring with shaggy winter Kelsha to Cyric control. Unfortunately, the messenger (sent to tell coats and washboard ribs from their long King Feduk Riatavin had seceded and fast. Giants are most volatile and dangerous Third, when Craumerdaun was cutoff from Craumerdaun's troops would soon be on during this period, which happens to be Eshpurta and the Golden Fortress by the the South Road) had been eaten by a now. Perhaps this volatility accounts for Hillforts now held against him, the Cyricist random sleep groggy giant. Not knowing Feduk's error, which may have cost Kartak Calvary was meant to sweep the battle what else to do, Feduk launched his his campaign. weary ACA troops from behind. assault on Hillfort Torbold prematurely. TOC > Chapters > Chapter 4a > Skullgnasher Warrens > Locations Tejarn Hills Skullgnasher Warrens King Feduk's Audience Chamber

This is the exterior of the Skullgnasher This is a small network of large caves In this area, the PC will face King Feduk Warrens, the PC was wander about a bit where the Skullgnashers spend the winters. and his Royal Guards. before he finds the monsters hold. King Feduk sits on his throne and sends There are wandering Patrols here, both of waves of his Royal Guards to harass and which must e destroyed before they can weaken the PC. give the alarm warning of invaders. Then he will engage the PC himself and There is also a smaller entrance in the back King Feduk is a giant among Giants. He of the cave the Giants have overlooked will shake the walls of the cave causing because they forget how small humans are. cave-ins and hurl nearby boulders at the This entrance is far less heavily guarded PC and call for healing from a nearby than the front entrance. cleric.

PC should kill the cleric first then Feduk but remember to stay out of the way of the falling rocks. TOC > Chapters > Chapter 4a > Skullgnasher Warrens > Items King Feduk's Scepter King Feduk's Crown Some Random Hobbit Treasure

This massive two handed club deals This should be something cool which Some evidence that the Giants had fed on massive damage to humanoids of less than changes the appearance of the martial PC to a Halfling Village over the winter and this Giant Stature. It is the weapon Feduk is something like an ogre or a giant. relic is all that is left of that once peaceful known for using in battle and is the weapon village. peeled from his cold dead hands by the PC. It should have a large bonus to intimidate and Armor Class and maybe a strength Angry Letter to King Feduk Indeed this weapon is so massive that it has bonus. a strength requirement just to wield it This is evidence found in the Skullgnasher properly Sothillis' Marching Orders Warrens showing that another unknown entity was directing King Feduk. It is reputed to be the remnants of a great This is evidence found on Sothillis' corpse oak which he pulled from the ground and showing that another unknown entity was It is an angry letter from Kartak to Feduk used to batter the gates of Hillfort Torbold directing Emperor Sothillis. about his premature attack on Hillfort until they shattered. Torbold. It is an urgent letter ordering Sothillis to go But no records of this event can be found to to Torbold and help Feduk secure the verify these wild legends. Hillfort. TOC > Chapters > Chapter 4a > Olehm Passage Characters > Locations > Items When the PC returns from the Warrens he After the fight the PC talks to Olehm and Tempus Dilemma: Course Correction finds the Hillfort in an uproar. Major the GR, basking in the warm glow of Olehm has donned his armor and was about victory. But Olehm and the Torbold NPCs to engage Sothillis right before the PC must return to the Hillfort to plan the While the PC was clearing the arrived. recapture of Ilsha while the PC must Skullgnasher Warrens and Major Olehm choose their destiny. was maneuvering his forces to back up The PC joins Olehm and together they rid PC's assault. Sothillis and his mate arrives the Olehm Passage of the Ogre Mage at Hillfort Torbold. menace.

Sothillis is shocked to see no concentrated Olehm moves down the Olehm Passage and assault on the Hillfort and is once again engages any Ogres he encounters and helps disappointed by King Feduk's inability to the troops in their wake. deliver on promises he has made. Olehm and PC finally catch and engage The defending forces of Torbold are to Sothillis, half way through the fight he entrenched but Sothillis decides to occupy hibernates and Cyrvisnea enters. PC should Olehm Passage. stay on Sothillis so he won't regenerate to full health again. TOC > Chapters > Chapter 4a > Olehm Passage > Divine Dilemma: Course Correction Tempus PCs and Crusader Ilmaterans are faced with a mild Dilemma after the Skullgnasher and Sothillisian Defeat.

Either they must continue on Martial Arc toward Trailstone or follow the Divine Arc and assault the Twin Towers of the Eternal Eclipse.

It seems more of a Choice than a Dilemma but since its consequences effect the outcome of the PC's game it does qualify.

Tempus feels both choices are worthy causes, to beat back Tethyr and the Rebels or squash the upstart Cyricists.

The choice is in the player's hands. TOC > Chapters > Chapter 4a > Olehm Passage > Characters Ogres Emperor Sothillis (Ogre Mage) Cyrvisnea

They come in three different varieties, Sothillis, namesake of the Sothillisian Sothillis' mate, and member of the fighter, mage and healer Empire, is a renowned leader and is greatly Sothillisian Empire. She is as fierce as a feared for his cruel actions. demon when protecting her mate, whom she adores and adulates. Sothillis is green skinned with black hair and 16 feet tall and short red horns inlaid Once again, she is a healer and must be with mithral laced arcane runes. killed first or the PC's encounter with Sothillis will be long and hard. Sothillis is disgusted with Feduk's inept attack on Torbold and rushes his forces east to help bolster Feduk troops.

When he arrives he finds the PC has already destroyed Feduk, so Sothillis takes advantage of the slackened defenses and occupies the Olehm Passage, which the PC must reclaim. TOC > Chapters > Chapter 4a > Olehm Passage > Locations Olehm Passage PC will travel this rocky, stump littered Hasty Roadblock pass with Olehm and destroy any Ogres Major Olehm is well known for his they encounter. Sothillis and his Ogres have hastily unorthodox but highly effective methods. assembled a rough defensive wall of Hillfort Torbold is naturally walled off One group will be engaged in destroying a uprooted trees across the juncture of the from the south by the high rocky peaks of guard outpost , PC can help by healing the Olehm Passage and the Tethyr Road. some nearby hills. One of Olehm's first surviving guards. orders as Torbold's commander was for his PC must destroy the earth and timber troops to blast a path through the rocky One group will ambush the PC and Olehm defenses in order to engage Sothillis, but terrain, providing him access to the Tethyr from both directions at once. his mages are sending a barrage of road. offensive spells against PC while they One group will already be engaged in work. Even after the arduous work of blasting on fighting ACA survivors. the high peaks, there was still forty five PC then engages Sothillis, who at half miles of wilderness through which to blaze While fighting in the Passage PC can health channels a powerful healing spell a trail. It made a name for Olehm and gave collect barrels of explosives which can be while his mate Cyrvisnea defends his inert him a garrison of hearty soldiers to boot. used to destroy Hasty Roadblocks in the body. next area. PC should focus fire Sothillis. TOC > Chapters > Chapter 4a > Olehm Passage > Items Kingscar Blue Lightning Medallion of Thoughts +3 human bane keen greatsword This item is not currently in existence and (+1 distance, thundering, shocking bust, Ring of Evasion. you are wasting your time reading a filler composite longbow), paragraph because I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

This item is not currently in existence and you are wasting your time reading a filler paragraph because

I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 4b: Overland Route This Chapter contains one Base. All: Trackless Wilderness is a complicated Once upon a time, there were two non • FOB: Overland Route maze of small areas which the PC must canon quests, Toralth for shadow and This Chapter contains one Quest:. navigate using class skills (wisdom for Hidden Springs for natural, but in the • Trackless Wilderness clerics). name of improving the module I have either removed them, Toralth, or moved This Chapter takes PCs on either the Finally they must match wits with a bored their contents to another chapter. Shadow (Espionage) or Natural Arc on Gynosphinx who will give PC some their way to either the Planar Rift (Marble) Spulzeer clues. Toralth was too much like a little Riatavin or Riatavin (Rebels). and was a filler mission from the start. The Overland Route is the more direct and Riatavin on the other hand is like a This chapter has no Dilemmas or twisting difficult path into the south and can only be campaign unto itself due to its length and Conspiracies, both Shadow and Natural are chosen by PCs with the skills to survive in complexity. fairly straight paths until Shadow PC enters an uninhabited and hostile environment. Riatavin. There are no roads to lead the player. Hidden Springs was also a filler to start, but the idea was good and role play heavy, People on the Overland Route are among Only the Shadow, Duskwood and Peaceful so I moved it to Chapter 1 and expanded the few PC Guilds which are on the right Ilmater PC have the tenacity to dare such a the length and complexity of Snakewood track to find the Primary Antagonist. perilous journey in these times of Springs. This cuts down on redundancy of uncertainty and war. yet another Haunted Spring TOC > Chapters > Chapter 4b > Forward Operating Base: Overland Route Campsite Near the South Road Zoltan the Talking Raven Beyond the Campsite, there is a path which leads deeper into the Trackless All players starting this Chapter begin here. This shape changing druid is the Guild Wilderness. After a short walk the PC A campsite where the Guild Representative Representative for all PCs on the the encounters an Class Skills Juncture where Zoltan the Talking Raven is awaiting their Overland Route. This includes Shadow PCs the PC read clues, helping them determine arrival wishing to hold palaver. on the Espionage track, Ilmater PCs on the which of three possible exits to take. Peaceful track and Duskwood Druids, Zoltan here informs the PC of their whose guild is solely concerned with the Only one path is safe, the other two lead destination, either Sunrise Orchids or Haunted Taint. to an encounter. At Quest's end, all PCs Riatavin. He also explains between the PC will have earned equivalent experience and their destination is a trackless He is an excellent GR for both Story Arcs, and loot. wilderness which the PC must traverse. how does he get to these far off places before the PC? He flies or spies. This is the same format of all areas in Zoltan does not give the PC detailed Trackless Wilderness. PC enters area next directions he merely tells them to head Does the PC need to see him in Raven to a Shrine, there is either a combat Southeast through the wilderness and try to Form? Nope, for a Shadow PC he is simply encounter, a dialog encounter, a search avoid Skullgnasher Giant and Tethyrian a crafty scout. His name is just a play on encounter, or nothing at all. Then another Military Patrols. PC must use all their skills words to those PCs, he is not a shape Class Skills Juncture where PC chooses to safely arrive at their destination. changer at all. their next path. TOC > Chapters > Chapter 4b > Trackless Wilderness Characters > Locations > Items Class Skills Juncture Skullgnasher Giants still patrol this area so that would be a good fight where PCs This is an All Quest used by every Each new area the PC comes to Class Skills are faced with death if they do not employ character which plays this module. Juncture with multiple exits, never leading physical violence. backwards. Each Class Skills Juncture is After Hillfort Kelsha, the Shadow and surrounded by objects, creatures or triggers Of course there is the ever present Bullette Natural Arc PCs will leave the road and which can be interacted with by the PC. which represents some kind of large wild take the arduous journey overland. beast whose attack cannot be avoided. By using their class abilities and skills they They first encounter a trackless wilderness will find their way through, each successful A friendly Encounter, perhaps an which they must traverse with no formal attempt grants experience. independent Druid, a wandering trapper, guidance. In order to do this they must or a special area with the characters of utilize class skills or natural attributes. Finally the PC is confronted by a Grizzly Adams or Little House on the Gynosphinx which blocks the final exit. Prairie. Bard: Lore & Persuade PCs must interact with this creature, answer Druid: Animal Empathy & Persuade riddles, persuade, bluff, lie, or tell the truth Class Skills Junctures are also good places Cleric: Wisdom & Concentration so the creature will let PC pass. This could to talk to your Henchmen, they have class Rogue: Spot & Search or could not end in a violent manor, ut the skills too and theirs may be better than Ranger: Animal Empathy & Listen Gynosphinx is a tough customer. yours. TOC > Chapters > Chapter 4b > Trackless Wilderness > Characters Trackless Wilderness Encounters Trackless Wilderness Encounters Gynosphinx

Skullgnasher Giant Patrol Little House on the Prairie lion's body with wings and human female This patrol consists of Hill Giants, and an Pa is survivalist who lives of the land and features. Clearly this beast has known her Ogre Mage commander. (One). While the scones civilization. Wikipedia.(Three a) share of hardships. She does not appear to PC is still near the Tejarn Hills they be overly friendly. A soft sound comes encounter a patrol of giants. Grizzly Adams from her throat, something halfway This was a show I loved too. (Three b) between a growl and purr. she is far north Ferocious Giant Beast of her usual stalking grounds. Bullete? Giant Lizard? Giant Scorpion? Texas Chainsaw Massacre Giant Spider? Some low intelligence beast This could be the fail for (Three c) Should any ask her, she mutters something who could not be reasoned with about “an unwarranted exile” She wants emphatically. (Two) Tethyrian Military Personnel either a gem, a poem (which must be The captain of this patrol can possible be recited), some lore she does not already convinced the PC is a harmless band of know, or a riddle. If the party gives her Eldath Druids on a Pilgrimage, Tethyr any one of these, she gives them her piece Spies returning from a super secret mission of knowledge about their plight and or something along the lines of “these aren't allows them to pass. She does not answer the droids you're looking for.” Or you could questions. just stomp them. TOC > Chapters > Chapter 4b > Trackless Wilderness > Locations 1 2 Trackless Wilderness(es) Encounter Area One Encounter Area Two

Each Wilderness area has a shrine by its This area has a shrine by its entrance and a This area has a shrine by its entrance and a entrance, a path which either leads to either short path which leads to: short path which leads to: an encounter or a peaceful walk, this depends on how well they chose in the last While the PC is still in the Tejarn Hills area A Ferocious Giant Beast stalks the party area. they encounter a wandering Skullgnasher through the dense underbrush and finally Patrol who attack the PCs on sight. springs its attack. Each Wilderness area has a Class Skills Juncture at its end surrounded by clues Make sure there are some boulder throwing This beast is territorial and can not be which the PC must read using class skills to giants and at least one noble giant or an reasoned with, if the PC does not defend decide which path to take. ogre mage to lead them. itself they will shortly be this beast's next meal. PC must utilize class skills: Bard: Lore & Persuade There should be a cave with the remains Druid: Animal Empathy & Persuade of an earlier attack on settlers with some Cleric: Wisdom & Concentration loot for the PC to collect. Rogue: Spot & Search Ranger: Animal Empathy & listen Some gnawed bones litter that cave. TOC > Chapters > Chapter 4b > Trackless Wilderness > Locations 1 2 Encounter Area Three Encounter Area Four Gynosphinx Area

This area has a shrine by its entrance and a This area has a shrine by its entrance and a This area has a shrine by its entrance and a short path which leads to: short path which leads to: short path which leads to:

There is a solitary farm here with a small As the PC nears Riatavin and Sunrise This is the area right before last Trackless field, a well, a mule and a dusty barn. Orchid they encounter a patrol of Tethyrian Wilderness Exit where lives the Military Personnel who confront the PC. Gynosphinx. Pa lives here with his wife and daughters. They work on the farm and shun This encounter can be handled anyway the After the Gynosphinx are a couple more civilization, they are devout Eldath PC feels is best. Class Skills Junctures which can (will?) worshipers and are happy to see the Natural lead to the Tethyrian Military Personnel Arc visitors but are instantly distrustful of Perhaps they do not want this patrol to alert Encounter. Espionage PCs. any other forces in the area of the PC's presence. In this case physical confrontation is inevitable.

Perhaps the PC's ethics frown upon violence, in that case the PC can try to convince the Captain they are harmelss. TOC > Chapters > Chapter 4b > Trackless Wilderness > Items Item

This item is not currently in existence and you are wasting your time reading a filler paragraph because I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

This item is not currently in existence and you are wasting your time reading a filler paragraph because

I don't like blank pages which screw up my pagination and I like to have templates to fill out when the need arises

One more small paragraph of blah blah blah and this bit will be nicely full. TOC > Chapters > Chapter 5a: Trailstone This Chapter contains one Dilemma. After the victory over the Skullgnasher During the battle, ballistic explosions • War Crimes Giants and the Sothillisian Ogres Olehm threaten the PC and their allies who must and the other Torbold NPCs return to the fight their way through an active This Chapter contains one Base. Hillfort to plot their recapture of Hillfort battlefield. • FOB: Trailstone Ilsha. After that PC must destroy Tethyr's siege This Chapter contains three Quests. The PC must then rendezvous with General capabilities and the defends of the • Battlefield: Trailstone Craumerdaun at the Forward Operating weapons of mass destruction. • Trailstone Siegebreaker Base near Trailstone. • Trailstone Burning Finally, PCs on the Martial Arc face there Craumerdaun's forces rushed south from most tense Dilemma. When the forces of The PC is not visiting Trailstone on a social the Golden Fortress as soon they were Tethyr are smashed will the PC dole out call, the PC is here to crush the Rebellion mustered and organized, and after the PC the ACA's retribution to the rebellious and force Tethyr's troops back across the had already done all the work. citizens of Trailstone and burn the border. Doing this will reassert Amn's settlement to the ground. Dominance over the region and establish His forces are poised for an attack upon the the PC as a power player in their own right. occupying forces and wants the PC to lead Unfortunately, Tethyr is entrenched and it a squad of soldiers in battle, the PC will be will be difficult. accountable for soldiers. TOC > Chapters > Chapter 5a > Forward Operating Base: Trailstone Characters The FOB is a sparse campsite with no comfort and thousands of frightened troops Just as the PC and Major Olehm were waiting for the battle to begin. This part of finishing up on the Olehm Passage General the Tethir Road is dusty and dry and there Labak Craumerdaun came marching down have been no springs rains here freshen the the rocky pass behind them at the head of countryside. 18,000 troops. When the PC is ready to start Craumerdaun Olehm and the other Torbold NPCs say explains what is expected of the PC. goodbye and head back to the Hillfort. PC speaks to General Craumerdaun who is very pleased with the PC.

Craumerdaun explains that there is going to be an attack on Trailstone to “liberate” it from Tethyr's Forces.

He wants the PC to assume a position of command since PC has done well. TOC > Chapters > Chapter 5a > FOB: Trailstone > Characters General Labak Craumerdaun Balacer Macefist

Craumerdaun is a Lawful character to the Is more relaxed, he has seen much more max, and has grown accustomed to fine battle than the General in recent years and living and security. When his security is is not as rattled as his superior. challenged he reacts with great vigor and summons all of the troops east of Lake If PC talks to Balacer, that commander will Amstel to the Golden Fortress. He is warn PC to look out for illeagal commands determined to win back his country from coming down during the heat of battle. the various threats which have assailed it at Balacer has seen Craumerdaun overreact in one time. a couple situations recently and is worried the General may go too far. Labak is ready to show Amn is still a viable nation and he is furious at the orchestrated attacks on his homeland. e is willing to do whatever he thinks it will take to achieve these ends and secure his country. TOC > Chapters > Chapter 5a > Battlefield: Trailstone Characters > Locations > Items

In this Quest the PC is assigned a troop of NPC ACA warriors who they are accountable for throughout the entire chapter.

The PC and his troops must travel through an active battlefield which has been broken up into several smaller conflicts which are done by the PC one at a time.

During the entirety of Battlefield: Trailstone the PC and his troops will be bombarded by ballistic fire from siege weapons deployed around Trailstone. The PC must heals or protect his troops as the move across the Battlefield, the PC's reward at the end of Chapter 5a depends on how many of the PC's troops survive. TOC > Chapters > Chapter 5a > Battlefield: Trailstone > Characters ACA Troops Tethyr Troops General Tethyr Soandso

These are the group of ACA soldiers who Enemies of the PC and it's troops. PC will This is the Boss of this quest which the PC are assigned to PC and for whose safety notice Tethyr holds no bias about magic must fight before they can move onto next and survival PC is accountable. users in their ranks, Tethyr is thick with section. wizards. Each area they enter will give them specific commands which they will follow until Kill their healers first or PC will be sad. they are dead or successful. Then they will move on to the next area.

Troops may be healed but they may not be resurrected or reincarnated. Dead is dead and they don't regenerate in any way so make sure PC watches what they are doing and don't stand in the fire. The PC must heals or protect his troops as the move across the Battlefield, the PC's reward at the end of Chapter 5a depends on how many of the PC's troops survive. TOC > Chapters > Chapter 5a > Battlefield: Trailstone > Locations Battlefield Tethyr's Battlefield Command Post

There is a series of (undetermined number) Here the PC and his troops will fight a area with small battles between PC's ACA tough martial type boss General Tethyr Troops and the NPC Tethyr Troops. Soandso.

PC must join in the battle, try to defend or Not much to him at the moment, but he heal PC's troops and annihilate the enemy could drop a cool item. troops all while Ballistic Fire explodes all around PC.

The PC's ACA troops will act on a series of orders issued before hand and the PC must just accompany them and make sure at least one of their troops make it all the way through all three portions of this chapter.

If all PC's troops are dead PC fail and must start again. TOC > Chapters > Chapter 5a > Battlefield: Trailstone > Items General Tethyr Soandso's Thingy Some stuff in a Crate too

The General Tethyr Soandso boss who General Tethyr Soandso had a box of awaits the PC at the end of their trying goodies at his feet when he died and PC got battlefield sprint drops this item and it is to loot the box. really cool for some type of class or something and has some cool history which This item is what was in it and it should be I haven't written and which is not vital to some kind of item which reflects its the story or anything just adds flavor and military background. reward for the PC who has come a long way and deserves a little sumthing sumthing to pay them back for their interest in my stupid little module blah

a long way and deserves a little sumthing sumthing to pay them back for their interest in my stupid lttle modue blah TOC > Chapters > Chapter 5a > Trailstone Siegebreaker Characters > Locations > Items

After the PC and his troops have cleared the Battlefield area and defeated General Tethyr Soandso, they must neutralize the Siege Equipment which is ripping the ACA's lines apart.

The PC will have to battle to several locations around the battlefield find the siege equipment sites, defeat the guards, and blow up equipment with blasting powder.

After that they must kill the Seigemaster.

Like the first quest the PC is still responsible for their ACA Troops who will assist in this part too. TOC > Chapters > Chapter 5a > Trailstone Siegebreaker > Characters ACA Troops Tethyr Troops Siegemaster Boss

These are the group of ACA soldiers who Enemies of the PC's ACA troops. PC will Need I explain more? are assigned to PC and for whose safety notice Tethyr holds no bias about magic and survival PC is accountable. users in their ranks, Tethyr is thick with He throws bombs at the BC which wizards. explode like fireballs and hurt everyone Each area they enter will give them specific near them even hostile NPCS. commands which they will follow until Kill their healers first or PC will be sad. they are dead or successful.

Then they will move on to the next area.

Troops may be healed but they may not be resurrected or reincarnated.

Dead is dead and they don't regenerate in any way so make sure PC watches what they are doing and doesn't stand in the fire. TOC > Chapters > Chapter 5a > Trailstone Siegebreaker > Locations Trailstone's Perimeter Siegemaster's Tent

A large external area which shows the This is where the PC fights the siegenaster outskirts of Trailstone, the PC must travel who throws bombs at the PC. all the way around the city, find all the siege equipment emplacements and disable them.

There are a few places with stretches of trail inhabited by Tethyr Troops of the usual sort.

Barrels of Blasting Powder are the amunition the Siege guys are using so just pick up a barrel and use it against the nearby Siege Equipment then run like hell cause it is gonna blow and there is a fiarly large blast radius which harms all characters inside it. TOC > Chapters > Chapter 5a > Trailstone Siegebreaker > Items Siegemaster's Cannon

Some kind of a magical weapon which shoots a kind of fireball a few times a day and acts like a small cannon or an old fashioned blunderbuss.

This is an item and not a weapon and it must be cast like a magic item with a UMD skill check.

This should be visually fun to use against large numbers of weak NPCs so it is usefull in the next and final part of thei s quest and the end of the Martial Arc.

Just one or two more lines and this page will conform to my pagination requirements TOC > Chapters > Chapter 5a > Trailstone Burning Characters > Locations > Items

Golden Dilemma: War Crimes

General Craumerdaun is very enthised about the PC's battle prowess and is thrilled with the victory the PC has helped ensure.

Now he wants to charge forward and make the citizens of Trailstone sorry for joining in all this rebellion business.

He orders the PC to travel down the center street of Trailstone and burn all the business encountered.

Labak wants to make the merchant class pay. TOC > Chapters > Chapter 5a > Trailstone Burning > Golden Dilemma: War Crimes War Crimes If this seems unfair or not right to some Senora Tulnome new members of the ACA and they do not In this time of war The Council of Six in follow orders (Kill Goblins), that character A chaotic evil female human cleric, is the Athkatla and the Shield Council led by is forced to join Cargunn's, since the PC wife and partner in crime of Casrach. General Labak Craumerdaun have been already finished their first Arc quest the making rash field decisions. Cargunn way, If Casrach is the muscle, Senora is the brain which guides his fist. She alone of In this Quest Golden Fortress PCs are There is no war crimes tribunal to which all the group was actually once a Banite odered to massacre the friendly Bloodnot PC could possibly report these events, not priest, and it was her who concocted the Goblin tribe. at this time anyway. tactic of all The Fallen dressing as evil holy men. It was the Bloodsnot Clan Chief who first The PC at this point is just a recruit and has made the Golden Fortress aware of the no leverage to discredit Balacer Macefist She was present in Eshpurta when the Troll Menace on the pass near Fort Ilratha. never mind Craumerdaun. Banedeath occurred and was one of the few faithful who were not converted to Bloodsnot made his presence known to the Golden PCs of any alignment may choose Cyric. Golden Fortress and invited PC to the this option but will take a big Chaotic and village under a flag of truce. Good shift to their alignment. She is unaware Bane has risen, otherwise she would return to civilization and her beloved church. TOC > Chapters > Chapter 5a > Trailstone Burning > Characters General Labak Craumerdaun Balacer Macefist Assortment of Trailstone NPCs

Craumerdaun is a Lawful character to the Is more relaxed, he has seen much more These NPCs come from the source books max, and has grown accustomed to fine battle than the General in recent years and and they beg the PC to reconsider and living and security. When his security is is not as rattled as his superior. weep if they don't and cheer if the do. challenged he reacts with great vigor and summons all of the troops east of Lake If PC talks to Balacer, that commander will Loot Business Owner Amstel to the Golden Fortress. He is warn PC to look out for illeagal commands determined to win back his country from coming down during the heat of battle. This is the guy who owns the store the PC the various threats which have assailed it at Balacer has seen Craumerdaun overreact in and his henchmen loot, the PC must kill one time. a couple situations recently and is worried him in self defence. the General may go too far. Labak is ready to show Amn is still a viable nation and he is furious at the orchestrated attacks on his homeland.

He is willing to do whatever he thinks it will take to achieve these ends and secure his country. TOC > Chapters > Chapter 5a > Trailstone Burning > Locations Trailstone's Main Street Loot Business Town Hall

Either on long area or a bunch of smaller This is a business one of the Henchmen Here is a boss fight where the PC must areas where the PC must enter and kill or says looks like it may be filled with burn the Town Hall down and defeat the nullify the Trailstone NPCs if they get in valuables. The PC enters and looks around local police force or militia or something the PC's way while they burn the city to the and must kill the owner who attacks the PC. like that and the PC yells at them for being ground. rebels and getting what they deserve for After the PC and the Henchman loot some not following rules, or to be weepy and There will have to be a special torch which expensive silver and gold which can be sold beg forgiveness and that the PC was just the PC must use on special locations which later in LoI. following orders. will cause fire place-able objects to appear and the NPCs to run around crying this giving the PC credit for burning a building.

There should be a number of buildings the PC will burn and perhaps some powerful local inhabitant NPCs who should be killed as a lesson. TOC > Chapters > Chapter 5a > Trailstone Burning > Items Torch

There has to be a special item which the PC will use to set fire to the buildings in town and there will have to be special place-able objects on which PC must use the torch.

Loot

There should be at least one building which the PC can enter and loot expensive looking valuable from a business or residence.

Looting and burning is not gonna win the PC any friends in Trailstone if they participate in LoI Campaign after Castle Spulzeer. TOC > Chapters > Chapter 5b: Twin Towers of the Eternal Eclipse This Chapter contains one Base. Representatives, who backed the Divine East Tower Purge is a straight Tank and • FOB: East Tower Story Arc, from two of the three Divine Spank where the PC must fight Watchful Guilds have banded together and created Skull Tynnos Argrim while his troops port This Chapter contains three Quests. this Portal to the East Tower. They all stand to the tower from the Mountain of Skulls. • East Tower Purge around the portal waiting for the PC. • Twisting Tunnel Twisting Tunnel has some traps then PC • West Tower Purge first speaks with, then fights the angry Treesdap from Tempus. Ghost of Tellvon Bloodshoulder When the PC finishes Chapter 4a, they are standing at the juncture of the Tethir Road Hugdush from Shadow Thieves West Tower Purge straight forward til boss and the Olehm Passage. Olehm and the fight when Xvim appears, then is engulfed other Torbold NPCs have returned to the Gaspard de Louca in flame and becomes Bane, then Bane Hillfort. Torbold Priest makes a portal and PC must fight Cyric. before he leaves which the PC uses to Cvaal Daoran Hatemaster of Xvim travel to FOB: East Tower. All guilds fight beside flame sheathed Bane, who has been using everybody the When Chapter 5b starts PC is standing on The goal here is the utter destruction of whole time, against Cyric who is only a the top level of the East Tower. Cyric's Church in Amn. Shadow and Bane servant of Kartak. are here for Xvim. Tempus and Ilamter because Xvim fooled them. TOC > Chapters > Chapter 5b > Forward Operating Base: East Tower Characters

An unlikely alliance has formed in Mother Helda who backs this venture is too opposition to Cyric. Gaspard de Louca elderly for portal travel and has decided to (Heralds), Lord Treesdap (Tempus) and stay in Eshpurta, Ilmater PC can speak to Hatemaster Daoran (Bane) have focused Gaspard de Louca in lieu of Mother Helda. their faiths to open a portal to the top floor of the easternmost of the Twin Towers of the Eternal Eclipse.

At ACA's request Silhouette Hugdush of the Shadow Thieves, who are working in conjunction with the Golden Fortress in a covert capacity, is also present

This auspicious location will serve as the forward operating base for the PC's activities in this Chapter. PC will contact their respective GR and receive what ever version of the story is appropriate to them. TOC > Chapters > Chapter 5b > FOB: East Tower > Characters Lance of the Lord Niskam Treesdap Cvaal Daoran Hatemaster of Xvim Gaspard de Louca

Treesdap is the young rising star of the It was Daoran who approached the other Gaspard de Louca is here representing the Tower of the Vengeful Hand, and it was his religious leaders about a possible alliance Heralds. He believes up till now that Cyric influence which guided the church to deal between the three churches against the is the Primary Antagonist. In this chapter exclusively with the Cyric Threat during unifying threat of Cyric's Aggression. he finds out that everybody, including this campaign. himself, on the Divine Arc has been Daoran, a masterful judge of character, was manipulated by Xvim / Bane. When Unfortunately for him, the Cyric Threat able to manipulate Mother Helda's Gaspard discovers the truth... was a Red Herring, only one of the fingers emotions and Treesdap's ambitions to birth of Kartak's Hand. After it is discovered this unholy alliance. Hugdush from Shadow Thieves both Ilmater and Tempus were being manipulated by Xvim into thinking Cyric Daoran leads of the Brothers of the Black Hugdush supported the PC backing Xvim was the Primary Antagonist Treesdap will Fist, a fanatical band of crusaders who are (Bane) in his battle with Cyric. His pay severe penalties for his misjudgment. fighting to bring about the resurrection of judgment has proven profitable for the PC. Bane and the resumption of his Godhood. who is rewarded for his Assassinations. It will be Whallnsor who becomes the and Shadow Thieves who, after this towers new prelate, Treesdap fail! mission, will have an newly risen God for an ally. WIN! TOC > Chapters > Chapter 5b > East Tower Purge Characters > Locations > Items

The conquest of the Twin Towers of the Eternal Eclipse is broken into three sections. East Tower, Connecting Tunnel and West Tower.

In East Tower Purge the PC starts on the Top Floor, FOB: East Tower, and works downward to the first floor.

Watchful Skull Tynnos Argrim is summoning his Demon Training Sorcerer Invasion Force. The Invasion Force mustered at Mountain of Skulls and is now arriving via portals, the PC must stop this from happening or Amn is lost even with the Skullgnashers and Sothillisian threats neutralized. TOC > Chapters > Chapter 5b > East Tower Purge > Characters Watchful Skull Tynnos Argrim Demon Training Sorcerers Sword Wielding Shock Troopers

The high priest who rules Mountain of This is a common type of Soldier in the These are clerics who are also fighters and Skulls, under normal circumstances he Cyric Invasion Force. It is a magic using pretty hard to kill. would be glad to conquer or destroy the Cyric Worshiper who has a demonic minion Twin Towers, but he is here now under at his side. strict orders to help with the conquest of Amn. Wow rip off, Imp type demons cast fireball or magic missile , big demon with big The PC has only just arrived in time to stop sword, or rust monster type thing. the invasion. Argrim's troops are arriving through a portal. Argrim is overseeing the arrival of his troops.

PC must engage him as fresh reinforcements arrive on the first floor (boss fight) of the East Tower.

Then PC must destroy the portal. TOC > Chapters > Chapter 5b > East Tower Purge > Locations Stairs & Landings Barracks Summoning Room

When the Unlikely Alliance forcibly Many of the rooms the PC can search are This is the room where PC encounters created the Portal to the top of the Eastern barracks which are teaming with the Watchful Skull Tynnos Argrim. Tower their guards were quickly able to invasion force which is arriving via portal overcome any troops who happened to be on the first floor of this tower. This room has two portals which spawn nearby. new Demon Training Sorcerers and Sword This Invasion Force consists of demon Wielding Clerics. Beyond the door lies a twisting set of stairs training sorcerers from the Mountain of which leads deep into the Tower's belly. Skulls. PC must have his henchmen attack Tynnos while the PC kills portals and stops Those stairs, and the landing between are reinforcements. teeming with battle hardened Cyric Clerics and their demonic companions.

Each landing is a battle then there will be two rooms the PC must explore, must just lead to tower encounters or empty rooms the PC can search. TOC > Chapters > Chapter 5b > East Tower Purge > Items The Watchful Skull Demon Leash

I have no idea what kind of item this should Three charges of Summon a lesser Demon. be other than it should benefit clerics or Drops off a Demon Training Sorcerer or paladins and it should be called the one of his little Devil Dogs. Watchful Skull.

Why?

Casue it's cool and that is the title of the guy who drops it here in East Tower Purge, Chapter 5b.

Think of something to write forgiveness TOC > Chapters > Chapter 5b > Twisting Tunnel Characters > Locations > Items At the End of the Tunnel the PC will encounter the Ghost of Tellevon The towers, though separated by five miles, Bloodshoulder who will talk to the PC are connected underground by a twisting before attacking. tunnel.

This tunnel is filled with many horrible demons which have been summoned by Cyric Cultists in preparation for the assault on Amn which was clearly imminent when the PC arrived.

The PC must fight through a partially naturally formed and partially excavated tunnel network destroying demons all along the way.

This tunnel runs a long winding course from tower to tower and PC must banish or destroy every beast from here to there. TOC > Chapters > Chapter 5b > Twisting Tunnel > Characters Horrific Beasts Giant Devil Dog Ghost of Tellvon Bloodshoulder & Terrifying Demons The Cyric Cultists summoned a devil dog A traveling zealot with Haarken These are large summoned demons which but were unprepared for the size of the one Akhmelere, the companions found this were to be used in the invasion of Amn, who responded to their summons. temple, newly built in honor of Bane, with they were still being housed in the tunnel Bane's Black Hands mounted atop the while the Mountain of Skulls' troops were In the center of the winding tunnel is a towers. mustered in the East Tower. Devil Dog so large its captors can't move it to any other location. SO this Giant Devil The Cyricists attacked and conquered the Because they are so large the PC has a Dog is a captive in the room in which he eastern clergy tower in the Year of the chance to deal with them one at a time. was summoned, luckily it was large enough Helm (1362 DR), though it cost the life of for him to move around a little and lift his Tellvon Bloodshoulder, the zealot who leg. started this Banedeath march.

PC encounter him as a vengeful ghost as the tunnel boss. He is especially mad at the players if they represent Bane. He is however thankful the PC has killed Tynnos Argrim, who Tellvon hated, in the east tower. TOC > Chapters > Chapter 5b > Twisting Tunnel > Locations Tunnel Halfway Boss Hall Tellvon's Tunnel

This hell like area has no name, seemingly Giant Devil Dog that when summoned the This tunnel has recently become haunted no beginning, middle or end, and no earthly Cyric Cultists found they could not fit it by the Ghost of Tellvon Bloodshoulder place at all. through the cave networks. and the PC must speak with him then defeat him in order to progress to the next The Cyric Cultists have been summoning Now they have a giant Devil Dog stuck in level. hate filled demons to unleash on Amn and the Winding Tunnel, and it is smack dab in cause massive destruction and confusion. the middle of the PC's Path. Tellvon's Soul has been freed by the Planar Rift, and that is why he is back in Many of the Horrific Beasts and Terrifying the Twin Towers. Demons the PC encounters here attack in a much more physical manner than the The PC should learn this in the course of Sorcerers and other Cyric Shock Troopers. the dialog with Tellvon.

This is a good place to showcase some really cool models. TOC > Chapters > Chapter 5b > Twisting Tunnel > Items Tellvon's Secret Item

Tellvon Bloodshoulder's Ghost knows of a Powerful anti – Cyric item which is hidden in the tunnel connecting the Twin Towers of the Eternal Eclipse.

If the PC is not a Banite, Tellvon will tell them where this most excellent Cyric Stopper is hidden.

Regardless if Tellvon tells the PC where the Cyric Stopper is hidden or not, he will attack when he feels the dialog has come to a logical conclusion, or when he explodes into a frenzied tirade and lunges at the PC with spectral teeth bared. TOC > Chapters > Chapter 5b > West Tower Purge Characters > Locations > Items

The opposite of East Tower Purge. In this Quest the PC must fight from the first floor to the top floor.

Once on the top floor they will fight Blackwill Haarken Akhmelere who is the climax fight in the Divine Story Arc. Haarken summons Cyric and the PC is doomed.

But Xvim rushes in and saves the day.

This is where Xvim is finally consumed in flames and emerges as Bane. Xvim rushes into the PC's side and together they defeat Cyric and Haarken. Then the Twin Towers is back in Bane's Possession. TOC > Chapters > Chapter 5b > West Tower Purge > Characters Blackwill Haarken Akhmelere Cyric Bane

The high priest who rules both towers as Bad ass god. Badder ass god. one temple. He is the a former Banite of Ithmong who later embraced Cyric upon his ascension.

The Blackwill took command of the Banedeath troops after the death of Bloodshoulder and killed or converted the Banite troops of the western tower as they attacked. Now, the towers are restored and stand as a powerful presence.

This is the Ultimate Boss Fight, all Xvim's (Bane's) wrath is unleashed and he is consumed in green fire. The PC fights Haarken then PC and Bane must fight Cyric. TOC > Chapters > Chapter 5b > West Tower Purge > Locations First Floor Stairs & Landings End Boss Room

This is where the PC emerges from the Like the East Tower there are a series of This room is the opposite of FOB: East Tunnel and has to fight the first floor stairwells and landings leading up. On each Tower. NPCs. landing is a couple of doors the PC can choose to investigate. Barracks, Library, I would guess it is the top of a tower with None of the floors are very big with only Mess Hall, Kitchen, just crap like that some trees and rocks and stuff close by because one area to fight then stairs. with encounters some empty but maybe both towers were built at the bottom of hiding stuff. gullies or ravines. I don't like when there is too many fights before the grand finale and it starts to seem Unlike what it says in the East Tower entry Maybe use a ruins or something with like it is taking forever. I would say PC doesn't have to search all chasm then put large place-able objects these room, they are just there to justify like the scenery rocks and trees and stuff I can say one thing if the PC thinks it takes calling it a tower. all adjust locations so it seems like some forever to play it, they should take a shot at inaccessible exterior location. just planning it. Of course if it is gonna be there, might as well put something interesting in it for If this is done right it can look like a cool That can easily seem like it takes forever. those who want to explore deeper. place for the end of a long campaign to have its climax. TOC > Chapters > Chapter 5b > West Tower Purge > Items Bane's Black Hand of Justice

This is the arm of Blackwill Haarken Akhmelere, a Cyric Cultist who once ruled the Twin Towers of the Eternal Eclipse. Haarken was formerly a Bane Priest who converted to Cyric Worship after the Banedeath. Twin Towers is a former Bane Temple Cyric conquered.

When Xvim was consumed in flame and Bane rose from the dead in his place, Haarken had the misfortune of being in the room.

Bane saw Haarken and new him for a false believer who had abandoned his church. Bane ripped Haarken's arm from its socket and beat him to death with it, turns out his forearm serves as a fine mace. TOC > Chapters > Chapter 5c: Cave of Wonders This Chapter contains one Dilemma. Before Torbold Wizard departs for the PC's Henchmen can only suggest the party • Gentar Dilemma Hillfort with Major Olehm he opens a proceed with extreme caution into the This Chapter contains one Base. portal to the Cave of Wonders which the PC cave and try to find Gentar, knowing a • FOB: Cave of Wonders uses to port to that location. Djinni is a deadly opponent. This Chapter contains three Quests. • Upper Reaches PC is operating without guidance from the Upper Reaches of the network seem to be • Lower Reaches guild here, the Forward Operating Base natural cave formations, here Gentar • Gentar's Chambers here is simple a place outside the cave for summons all kinds of creatures to kill the the PC to interact with their Henchmen who PC. After the PC Anoints all 9 of the Focus offer guidance in lieu of a standard Guild Crystals atop the Nine Sentinels, then helps Representative. Lower Reaches of the network of tunnels Major Olehm clear the Olehm Passage of with puzzles and mazes which the PC Sothillis and his troops they are standing at PC is operating under the assumption must conquer. the juncture of the Olehm Pass and Tethir Gentar is the cause of the fouling of the Road. Focus Crystals and perhaps the Primary Gentar's Chambers are a storehouse of Torbold Mage (or PC) uses the Glass of Antagonist for the whole campaign against magical items Kartak has horded over his Clearest Sunlight to determine Gentar at Amn. They are partially correct, it was multiple long lives. Here the PC faces the Cave of Wonders is perhaps the Gentar who fouled the Crystals but he is Gentar's elite Guards and Gentar himself, Primary Antagonist. not the Primary Antagonist. then find out about Kartak. TOC > Chapters > Chapter 5c > Forward Operating Base: Cave of Wonders Characters > Locations > Items

The PC and his henchmen arrive here after they step through the makeshift portal which was created by the Torbold Wizard, or the PC, when they used the Glass of Clearest Sunshine to find the perpetrator who fouled the Focus Crystals.

There are no guild representatives, the PC will talk to his henchmen about their course of action.

There are no clear Guild Objectives in the Cave of Wonders other than to discover the Primary Antagonist and eliminate the threat that they pose. There is a lot of loot here, woohoo! TOC > Chapters > Chapter 5c > Upper Reaches Characters > Locations > Items Gentar is very happy to be free and quickly When the PC anointed the Focus Crystals tired of his hunt for Kartak and also quickly he reclaimed the Lines of Sight for the The PC enters here after consulting with grew weary of Chardath's insane company. Cowled Wizards (and Twisted Rune). their Henchmen at FOB: Cave of Wonders. He has now relocated to Kartak's hoard. Gentar no longer has access to the Lines This is a network of naturally formed caves of Sight and now he can't spy on events which Kartak discovered, fully explored Gentar expects Kartak will eventually anymore. then excavated to his needs. return to his hoard and he can confront him then, Gentar has eternity to get his revenge, As a result he is very displeased with the Kartak has converted the cave into a Cave and the hatred of a Djinni never grows cold. PC, and is now amusing himself with their of Wonders which he heaped with the slow torture. accumulated treasures of his deathless Gentar was amusing himself by spying on lives. the chaotic events unfurling all around As the PC ventures through this cave Amn. This spying was facilitated by the network they encounter many creatures When he was freed, Gentar granted Lines of Sight. who have been summoned by Gentar to Chardath, who had freed him, half of punish the PC but not to kill them. Gentar Kartak's powers. Together, Gentar and wants the pleasure of killing the PC Chardath fouled the Focus Crystals, but himself. still could not find Kartak. TOC > Chapters > Chapter 5c > Upper Reaches > Characters Hmmm Magical Beasts? Cave related possibilities

I mean there is no dungeon ecology I need Roper to adhere to or verisimilitude I must Rust Monster concern myself with breaking. any kind of Elemental, stone or magma? Slaad Gentar is a Djinni and can summon Owlbear anything he wishes to destroy or torment Gelatinous Cube the PC. My Imagination Therefore the only limitation regarding which creatures I throw at the PC is what Mist the toolset has to offer. Cave In Mouth in the ground, swallow PC Which means that until I get into the toolset Rock projections press out, smack PC and browse through my selection of Flood creatures which are not used elsewhere in the module, and which ones would be particularly cool to fight, this entry is gonna be vague. TOC > Chapters > Chapter 5c > Upper Reaches > Locations Is this better than Filler?

I need three places in the Upper Reaches, which is a naturally occurring cave network, for the PC to experience things.

In this first entry would be a bit about the corridors in the cave network and the little beauties which the PC must contest.

In the Second Entry would be a cool Boss area which the PC would find about half way through the locations.

The third entry would be a cool Boss area that might have a little dialog encounter tied to it somehow. TOC > Chapters > Chapter 5c > Upper Reaches > Items This is ok.

This first area is the upper reaches this cave network is meant as camouflage to keep the curious away. This is no where Kartak would store his valuables.

There for there would have to be either a large crude item which would be regularly found in a cave network.

Or

A very small and awesome item which may have been dropped which the PC finds and is the best item in the whole dungeon just lying on the floor or connected to dialog encounter, maybe some kind of competition, something like, I dunno, like riddles in the dark. TOC > Chapters > Chapter 5c > Lower Reaches Characters > Locations > Items There is a room with lava eruptions where the PC must time his progress across the This is the area which Kartak excavated room or be instantly killed. through magical means and does not look like a natural cave network.

Here the PC must overcome the obstacles established by Kartak to protect his secret lair.

There are a series of locks which must be opened by casting certain magical spells on them.

There is a riddle near the lock which provides hints, in case Kartak ever forgot himself.

There is a room where certain objects must be moved into certain areas. TOC > Chapters > Chapter 5c > Lower Reaches > Characters Hmmm Magical Beasts?

I mean there is no dungeon ecology I need to adhere to or verisimilitude I must concern myself with breaking.

Gentar is a Djinni and can summon anything he wishes to destroy or torment the PC.

Therefore the only limitation regarding which creatures I throw at the PC is what the toolset has to offer.

Which means that until I get into the toolset and browse through my selection of creatures which are not used elsewhere in the module, and which ones would be particularly cool to fight, this entry is gonna be vague. TOC > Chapters > Chapter 5c > Lower Reaches > Locations Riddle Room(s) Pattern Room(s) Eruption Room

There is a series of long narrow rooms with This is a room (or Two) which the PC This room's floor is covered by little pits across them. Over the Pit is a bridge enters and finds their way blocked by a geysers of deadly lava which are with a locked door in the middle. On one locked door. constantly erupting in a pattern. side of the pit stands the PC, on the other side of the pit is a lever for the Gate. There are symbols inscribed on the ground, PC must navigate the pattern without there are objects which the PC can move getting killed, upon reaching the opposite Near the bridge, on the PC side, is a odd around, the PC must figure out the correct end of this room for the first time they looking object with a riddle inscribed on it. pattern of objects and symbols for the door enter a trigger which gives them to open experience. Answering the Riddle will fire a spell from the odd looking object to the lever, thus opening the door.

No multiple choice bullshit, no look up the answer on a riddle website. Custom made riddles which the PC must spell out the word to get the answer correct. TOC > Chapters > Chapter 5c > Lower Reaches > Items Riddle Stick Match Stick Boom Stick

Each of the Puzzle Rooms in the Lower Fill this space with real text, this is only a This is filler. Reaches should give a magic wand which place holder. Fill this space with real text, they will love, and stroke and name it this is only a place holder. Fill this space George. with real text, this is only a place holder. Fill this space with real text, this is only a Until it runs out of charges anyway. place holder. Fill this space with real text, this is only a place holder. Fill this space Riddle Stick cause it was in the riddle room with real text, this is only a place holder. Fill this space with real text, this is only a Match Stick cause the PC had to MATCH place holder. Fill this space with real text, patterns this is only a place holder. Fill this space with real text, this is only a place holder. Boom Stick, cause if they get it wrong in in Fill this space with real text, this is only a the third room they go boom. place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text. TOC > Chapters > Chapter 5c > Gentar's Chambers Characters > Locations > Items

Gentar's Dilemma

Once again, I don't like stretching out the climax, PC has already come a long way and they still have to do Castle Spulzeer, don't want it to get repetitive or boring, like filler text lol.

Only Once Character, Only One Room, Lots of friggen items. I don't believe in telling a PC “You walk into the treasure room which is bursting with items. You can only pick one.”

Screw that, take all you want, but remember, it all has weight and there aren't any stores in the PC's future til LoI. TOC > Chapters > Chapter 5c > Gentar's Chambers > Mystic Dilemma: Gentar's Fate When the PC reaches Gentar's Chamber and eventually defeats him in battle the PC has the opportunity to forgive Gentar of his crimes and choose his fate.

Fate 1: Back in the bottle

Fate 2: No longer a Djinni

Fate 3: Go away

Fate 4: Go away after three wishes

Fate 5; Kill him

If PC chooses either “Go away” option, Gentar will help fight Kartak in Chapter 6 as Powerful Ally. He is very happy not to be back in the bottle. TOC > Chapters > Chapter 5c > Gentar's Chambers > Characters Gentar, the Djinni Gentar the ? Colored Dragon

Gentar is a powerful magic user who has This is the Dragon form of Gentar the innate abilities which far exceed that of Djinni. I have not decided on its color yet, mortal beings. Regardless, the PC and his nor on its age. Henchmen are powerful being in their own right and can match magic with magic. When I get in the toolset I will look at what's available and choose one that is Unfortunately, for the PC, Gentar can also Challenge Rating appropriate. transform himself into an Dragon, which is what he does when he begins to realize the PC is going to defeat him.

Gentar has been summoning creatures to harrass the PC since the finale of Nine Sentinels (Pt. 1) but he summons none in this fight, if he can't himself he will die trying. But before he dies he pleads for mercy at the feet of the PC. TOC > Chapters > Chapter 5c > Gentar's Chambers > Locations Not sure if there is justification for this Fill this space with real text, this is only a section in a quest area that is only one area place holder. Fill this space with real text, with a description of this is only a place holder. Fill this space with real text, this is only a place holder. “Big room with lots of treasure and a Fill this space with real text, this is only a Djinni.” place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text. TOC > Chapters > Chapter 5c > Gentar's Chambers > Items Something else Somthing

There is going to be loads of loot for any Fill this space with real text, this is only a PC who enters Cave of Wonders. Just can't place holder. Fill this space with real text, think of any before hand this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text. TOC > Chapters > Chapter 5d: Rebels of Riatavin 1 2 This Chapter contains one Dilemma. Riatavin's citizens have rebelled against Shadow Thieves are Riatavin's sole • Shadow Dilemma their former Amnian masters and have thieves' guild so all assassins, beggars, This Chapter contains two Bases. petitioned to join Tethyr. This turmoil was thieves, fences, and pickpockets are • FOB: Riatavin orchestrated by Kartak Spellseer and The cloaked under semi-legitimate business • Riatavin Shadowhouse Merchants' Chosen. fronts. Hard working spies have been This Chapter contains four Quests. keeping the Grandmaster / Iltarch • Riatavin's Sewers Eshpurta's Shadow Thieves are playing a informed on affairs in the rebel city. • Mission One dangerous game. In conjunction with the Golden Fortress, the PC is here to collect In this chapter the PC will have to use • Mission Two information and discover the true identity many rogue class abilities as well as some • Mission Three of the Primary Antagonist. Espionage PCs bard skills as well. Lock Pick, Persuade, Gateway to the East, Riatavin is an are aware of Bane and his plans, but have Hide in Shadows, they will use disguises important linchpin in Amn's trade routes. chosen not to serve him. Xvim / Bane has and sorts of crafty crap. However, its citizens suffer a low social not shared his knowledge of Kartak with status, political difficulties with other cities, any guild, he always blames Cyric for the This module is all about espionage, the PC an inability to join in the Maztican trade troubles. is in hostile territory, acting as a foreign boom, and a notable lack of interest in them agent, if they were to bust out the swords on the part of the Council of Six. On top of it all, some Riatavin citizens are and start swinging, they would soon find Historically, Trailstone and Riatavin are showing Haunted Taint symptoms. themselves dead. under served by the ACA. TOC > Chapters > Chapter 5d: Rebels of Riatavin 1 2 Kartak's Influence Long standing disputes and ill feelings In fact, Kartak is keenly aware of Riatavin Purgan, a powerful wizard considering exist between Riatavin and western Amn. and its current masters, to their dismay. lichdom, has been bought by Kartak. Riatavinners are often considered rustic dirt farmers or dusty trail hands. Athkatla rarely A Spellseer was among the founders of Kartak has promised Purgan an ancient spends any funds in Riatavin to build Riatavin and that clan was once among the tome, The Alcaister, which allegedly infrastructure, such as upgraded defenses or powerful of eastern Amn. Sunrise Orchid, contains the lichdom transformation ritual. maintenance of the Tethir Road. Ghalmrinnar and vast tracks of grazing land land once belonged to that clan. In return, Purgan has manipulated his Riatavin and Trailstone were happy when boss, Lord Arsid Tormaril, Arsid's brother Major Olehm at Hillfort Torbold took the It was Kartak's actions during his first in law, Bharavan Bhaerkantos, and Lady initiative and constructed the Olehm lichdom which destroyed the name of Aura Coprith according to Kartak's plans. Passage, improving safety on a portion of Spellseer (henceforth bastardized to the Tethir Road. But that was Olehm's own Spulzeer) and caused the dissolution of the Purgan has stirred up anti Amn rhetoric initiative, and money, not Athkatla's. family's holdings, to pay for his crimes. The among the populace and instigated the Riatavin and Trailstone are still far from current rulers of Riatavin are the members of the Merchants' Chosen into ACA help should trouble arise. descendants of the people who stripped his this Rebellion, which serves Kartak and family of their wealth. his old allies in Tethyr. If the public learns Indeed, these disputes and ill feelings are a Spellseer is at this rebellion's heart they so long standing, even Kartak freshly arisen It is through Purgan, CFO of the Tormaril will be outraged. Through Purgan the PC from deathless sleep, is aware of them. clam, that Kartak will have his revenge. learns of Kartak, the Primary Antagonist. TOC > Chapters > Chapter 5d > Forward Operating Base: Riatavin This Chapter opens with the PC reaching Zoltan has news. General Craumerdaun is Mission Gold the end of the long trek from the Overland moving against Trailstone with his forces. Route. PC's destination is a small When Craumerdaun is done there he will This item is a box which contains Mission encampment outside Riatavin's perimeter want to move on to Riatavin, the PC's time Gold. This item has an integer on it which situated beside a small stream with a sewer is short to accomplish their goals. represents the gold a PC may spend to fun pipe emptying into it. The pipe juts from a their tiny war. small hillock hiding the camp from prying Time is not the only limited resource, eyes. Zoltan has retrieved a cache of gold for the The PC's personal gold may not be used to PC to use in their efforts to disable Tethyr fund the mission. If the PC does every Here Zoltan the Talking Raven, second and the Riatavin Rebels. optional mission funded by private gold most ultimate Quantum GR, is here to there would be no challenge. show PC how to enter Riatavin undetected. Each Mission and Objective therein will cost the PC gold to achieve, whether they The challenge is to pick just the right This sewer pipe leads into the main sewer are paying to arm civilian insurgents, bribe objectives to achieve your goal without system under the City Wall. Once inside the characters and while buying goods or going over budget. Some objectives are main network, and if directions are services which further the objectives. If the high cost, low value dead ends to foil the followed well, the PC will come up under PC runs out of Mission Gold they must PC. Some objectives cost very little but the Riatavin Shadowhouse to safety. But send the signal and see if their efforts were have high value. The PC must choose first the PC must navigate Riatavin's enough to win the day for Amn. wisely. Sewers. TOC > Chapters > Chapter 5d > Riatavin's Sewers Characters > Locations > Items

This area is the sewers under Riatavin which the PC must navigate in order to reach the Riatavin Shadowhouse.

The water of Riatavin, which is a far distance from Spulzeer Vale, has started to become contaminated with the Haunted Taint.

So rats and other city dwelling animals have become mutated as well as any vagrants, criminals or political refugees who have sought refuge in the sewers.

Luckily for the PC, Tethyr troops seem not to have defended against an invasion from the sewers. Riatavin is large and its sewers are maze like. TOC > Chapters > Chapter 5d > Riatavin's Sewers > Characters Frenzied Sewer Dwelling Vagrant Ghostly or Mutated Rats Slims, Frenzied Wererat Guard

The PC comes across a small collection of In anther Pipe PC is swarmed by large Just what it sounds like he drops some makeshift hovels in a sewer pipe which is hideous rats which have succumbed to the Slimes Super Weapon. This is the mini inhabited by Sewer Dwelling Vagrants who Haunted Taint and have either become boss of this area have succumbed to the Haunted Taint and Ghostly or Frenzied. become Frenzied. This NPC acts as Riatavin's Shadowhouse Guard from the sewers. He is a were-rat Like the Frenzied NPCs in Sunrise Orchid, who robs houses from the sewers and these freaks move fast attacking with claws guards the trapdoor into the Riatavin and teeth, any PC who is successfully Shadowhouse. bitten is slowed for three rounds.

The vagrants have no valuable loot and are really just unfortunate victims of the times and circumstances which the PC is forced to kill.

Lol like a 1st level sewer rat quest TOC > Chapters > Chapter 5d > Riatavin's Sewers > Locations Vagrants Shanty Town Rat Stew Pipes Slimes Lair

This is the area in the sewers where the PC This area is a wide spot in the pipes where This is the area below the Shadow House, encounters the Frenzied Sewer Dwelling the PC is suddenly attacked by swarms of Slime is the NPC from the Riatavin Vagrants and destroys them. either frenzied or ghostly rats of enormous Shadowhouse with whom the PC is size. supposed to rendezvous. But he has been This is a dirty, disgusting place where no down in the sewers too long and has human should have dwelling and the succumbed to the Haunted Taint. people who lived here were obviously suffering from mental illnesses. Slimes who was a wererat to begin with is a powerful rogue as well. It is a shame the PC must destroy them, but they do attack the PC on sight and it is in He drops Slimes Super Weapon. self defense.

These people were poor and there is no loot or anything to be learned from investigating the shanties. TOC > Chapters > Chapter 5d > Riatavin's Sewers > Items Slimes Super Weapon

This item is dropped by Frenzied Slimes who is stationed just below the Riatavin Shadow House as a guard against any who might try to infiltrate that institution from below.

But He spent too much time in Riatavin's Sewers and had Succumbed to the Haunted Taint.

He became Frenzied and the PC had to put him down.

Slimes was a high level human / were-rat rogue who is pretty hard to beat in a straight fight because he is Frenzied and moves with great speed. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse Characters > Locations > Items Shadowmaster Rekx Tihler asks PC many How to achieve these goals is for the PC, questions regarding events outside the walls their Henchmen and Shadowmaster Rekx When the PC emerges from the Sewers into of Riatavin. Rekx is surprised to hear of Tihler to decide. Riatavin's Shadowhouse he is greeted by a events at Hillforts Torbold and Ilsha. group of armed guards who were unsure Rekx has not been contacted by the what transpired on the trapdoor's other side. PC Must first discern Rekx's sympathies Merchant's Chosen or the Tethyr forces. regarding the Amn / Tethyr dispute. When He has no loyalties to any of the powerful Riatavin Shadowhouse (RSH) has known PC is confident they must either explain merchant families but he has spies in for days Slimes had become Frenzied by they are in Riatavin, working for the every one. At first he is willing to help the some contaminant in the sewers. Shadow Thieves, contracting as an Eshpurta Shadowhouse, then he poses the independent intelligence officers for the PC a Dilemma which tests their loyalty. RSH knows nothing of the Haunted Taint, Golden Fortress. Or make up some the Spulzeer Events or much else outside convincing lie. Either way they must gain The best way for a small mobile force to the city's walls. Rekx's trust. drive out an entrenched cumbersome occupying force is with guerrilla tactics. When the RSH Guards are convinced of The PC is here to discover the Primary Mission 1: Discredit the Merchant's PC's Travel Visa's authenticity they take PC Antagonist's identity and to weaken or Chosen. Mission 2: Hit and Run and to see the Shadowmaster in his office. The disable Tethyr and Riatavin's Operational Sabotage on Riatavin's armed Forces. Shadowmaster was not expecting PC, and Capabilities. As long as those objectives are Mission 3: Organize and finance a civilian is at first reluctant to speak openly. met, the mission will be a success. uprising. Signal the ACA when done. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Characters Shadowmaster Rekx Tihler Before the grand finale Rekx confronts the If the PC betrays the Shadow Thieves, PC with a serious Dilemma. Rehx has then then have the opportunity to betray Fat and priggish, intelligent and sly, Rekx located a very wealthy man the Shadow Shadowmaster Rekx Tihler and keep all of is the Shadowmaster of the Riatavin Thieves want dead. Rehx has conceived a the power and wealth for themselves. This Shadow House and he is not happy to see plan to blackmail the man, confront him option allows the PC to form their own the PC. Rekx has had no prior warning of and threaten to kill him for the Shadow thieves guild in opposition to the Shadow the PC's coming and he already has the Thieves Reward unless he pays PC gold. Thieves, the PC's Powerful Enemy. Tethyr Occupation disrupting business. PC must choose between the Shadow Rekx is a traitorous pig anyway. The PC, the Henchmen and Rekx must Thieves or Shadowmaster Rekx Tihler. devise a plan to derail the Tehtyr Troops If the PC chooses not to betray the and the Riatavin Rebellion. When the Dilemma is presented, the plans Shadow Thieves Rekx will likely dance on have been laid, the PC is just waiting to the end of a rope for his treachery, so he is Three missions, each which can be resolved send the signal which will start the series of doomed in either case. with different methods and using different events which will topple the Riatavin characters. Rebellion. UNLESS, the PC is fool enough to betray the Shadow Thieves and then NOT betray Rekx is uncertain of the PC to start, but The Dilemma doesn't effect this portion of Shadowmaster Rekx Tihler. In that case, quickly comes to respect the PC, before the the Campaign, but does determine whether Rekx becomes a Thieves Guild Master, end of this Chapter, Rekx trusts the PC. PC has a Powerful Ally or Enemy. PC gets nothing but a Powerful Enemy. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Locations Common Area Shadowmaster Rekx Tihler Office

This is an area inside the Shadowhouse This is where the PC will interact with where members can buy and ply their Shadowmaster Rekx Tihler. trades in safety.

There is a poison vendor.

There is a trap vendor.

There is a disguise vendor.

There is a guy selling information.

There is a city cartographer.

There is a small tavern.

This is a good place to find rumors and to empty your bags of stolen goods. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Items Mission Gold

This item is a box which contains Mission Gold. This item has an integer on it which represents the gold a PC may spend to fun their tiny war.

The PC's personal gold may not be used to fund the mission. If the PC does every optional mission funded by private gold there would be no challenge.

The challenge is to pick just the right objectives to achieve your goal without going over budget. Some objectives are high cost, low value dead ends to foil the PC. Some objectives cost very little but have high value. The PC must choose wisely. The PC is given this item by Zoltan at FOB: Riatavin. TOC > Chapters > Chapter 5d > Mission One Characters > Locations > Items Every operation costs a certain amount of Lady Aura Coprith Mission Gold. Coprith can be attacked using Sparnal PC's objectives in Mission One are to Orrega concerning business practices and discredit or destroy the Merchants' Chosen PC starts out at zero counter insurgency the embezzlement by Abiggor Onnellm. by whichever means possible. point and must reach at least 65 or 70 points Lord Pacem Jashire Discredit a member by launching an Jashire Operation against them. An operation is a smear campaign using either real or planted Bharavan Bhaerkantos information or evidence. Bhaerkantos runs a shipping company and a small private army. There are five members of the Merchants' Chosen. Each member has at least one Lord Arsid Tormaril Operation which the PC can launch against Tormaril can be tied to the Kartak by way them. of his adviser Purgan, who is Kartak's primary contact in Riatavin. Every operation is worth a certain point value which represents how ready to return Lord Mundal Krimmevol to Amn the population of Riatavin is. Krimmevol has impregnated the under age ranger, Leluia Salvere. TOC > Chapters > Chapter 5d > Mission One > Characters 1 2 3 Merchant's Chosen Lady Aura Coprith Lord Pacem Jashire Lord Mundal Krimmevol Lawful Neutral-Half Elf Female- lvl. 11 Cleric - Chaotic Good - Human Male - lvl 4 Fighter Neutral Good - Human Male -lvl. 10 Ranger Waukeen OWNS: Jashire Vineyards OWNS: Caretaker of his brother's holdings OWNS: Ysnomm Carriage Company RELATIONS: Lady Aura Coprith RELATIONS: Lord Aernos Krimmevol Asharfall RELATIONS: Lord Pacem Jashire Lord Pacem, once a lesser light of Lord Mundal third brother of Lord Aernos Athkatlan society whose major holdings Krimmevol of Crimmor. Though once just Lady Aura is a pious priestess and was and family connections made him well an avid hunter and caravan leader, Mundal once a major mercantile power in Amn. known in Esmeltaran and parts east. has been given lordship over his elder Recently, Lady Coprith has liquidated her brother's interests in Riatavin to keep them mercantile interests, executed leveraged He is a cousin to Lady Coprith by her in the family. He now controls one-quarter buyouts of her Riatavin partners and mother, his aunt Gloriana (Jashire) Coprith, of the city's trade and support businesses. foreclosed on many properties in Amn. In the twin sister of his mother. anticipation of the Rebellion she has Mundal led a wild youth, strong drink, cemented her fortunes in Riatavin. Lady The “WineLord”, as the locals call him, is caravan women and a wandering foot Aura holdings now encompass 40% of the one of the largest wine makers and labeled him as the family's black sheep. city's businesses. distributors outside of Zazesspur and Before his brother allowed him to assume Waterdeep. (He himself drinks little.) lordship in Riatavin, Mundal had to prove his sobriety, monogamy and stability. TOC > Chapters > Chapter 5d > Mission One > Characters 1 2 3 Merchant's Chosen Bharavan Bhaerkantos Lord Arsid Tormaril Thorn Tree Neutral Good - Human Male -lvl. 17 Ranger Lawful Neutral - Human Male - lvl. 6 Wizard Chaotic Good - Half Elf Male - lvl. 2 Fighter

OWNS: Thousandheads Trading Coster OWNS: Ghalmrinnar The local representative of the Heralds, Rhianna RELATIONS: Bharavan Bhaerkantos works closely with the rebel government. RELATIONS: Lord Arsid Tormaril (brother in law) Lady Kari Tormaril (wife) He is aware of the PC's goals and will help Lady Kari Tormaril (sister) with advice. Lord Arsid is the head and once sole heir to Bharavan Bhaerkantos, well known as a the carriage and caravan fortunes built by The Merchants' Chosen former adventurer and master of the the Tormarils over the past 100 years in The Merchants' Chosen, a group of five Thousandheads Trading Coster. The TTC is Riatavin. His father secretly taught Arsid merchants and family heads who support a large group of former adventurers turned magic to protect him and to have an edge many of the city's businesses, own local caravan guards who live at Rhianna and on the more superstitious Amnians; his land, or were instrumental in setting up the could be seen as a private army. mother taught him commerce. Lord Arsid, rebellion. who dislikes the spotlight, is the most • Lady Aura Coprith His connections to the carriage and caravan passive of the Chosen. • Lord Pacem Jashire fortunes of the Tormaril clan of Riatavin • Lord Mundal Krimmevol (by his sister's husband and children) Purgan (LN hm W14), executive accountant • Bharavan Bhaerkantos cemented his position among the Chosen as and financial adviser for the Tormaril clan. • Lord Arsid Tormaril its military adviser. Purgan is also Lord Tormaril's magic tutor. TOC > Chapters > Chapter 5d > Mission One > Characters 1 2 3 Chosen's Enemies Sparnal Orrega Leluia Salvere

Chaotic Evil Lawful Neutral Human Male Human Female Fighter lvl 3 Ranger

Sparnal Orrega was once an important man Leluia Salvere is a shy fourteen year old in Riatavin, a close friend of the Vymmar merchant's daughter who has shown a great family of Athkatla and manager of a affinity for woodcraft. Even at such a counting house affiliated with Lathander's tender age she has attained level three in Estates. her ranger training. Thanks in part to the long woodcraft tutoring sessions with her When Lady Coprith bought out the mentor, Mundal Krimmevol, on whom she Vymmars' shares, Sparnal was let go in has a crush. favor of the lady's own managers. Now, the bitter man hopes to put into motion a She has been acting strange lately, even wicked plot to destroy the Copriths forever. more shy than usual. With a gentle touch, the PC can learn she is pregnant with PC can work with this guy to discredit Mundal's child. A fact which they can use Lady Aura Coprith. to discredit him. TOC > Chapters > Chapter 5d > Mission One > Locations 1 2 3 The Rook's Treasure The Yoxen's Burden Sorocine Lute Shop

The Rook's Treasure is a dirty, run-down, The Yoxen's Burden is the most lavish Inn Sorocine lutes are superb but are double- ill-kept, smoke-filled tavern which is a and Tavern in Riatavin, quiet, nearly new, normal cost; bards truly say that their local dive used as a meeting place by close to Ghalmrinnar and Riatan's Needle. quality is defeated only by elven Shadow Thieves, foreign spies and Built by a former drover whose plow craftsmanship or magic. smugglers. It also caters to travelers to and uncovered a cask filled with gold coins. from the Vilhon Reach. Samdusk Sorocine Umpleby Thunderfoot Binor the Cyclops Chaotic Good Neutral Evil Human Male Chaotic Evil Halfling Male lvl 9 Bard Human Male Fighter lvl 5 Wizard Samdusk is the famous maker of musical The halfling owner is an officious host who instruments, specifically lutes, that have Binor is the one-eyed barkeep of the The allows any of the Merchants' Chosen free made his reputation across the Realms. Rook's Treasure. He is also an agent for the meals and drink (hoping to curry favors). Samdusk does not affiliate himself with Twisted Rune, though he thinks he works political matters, but hates injustice. for the Zhentarim. TOC > Chapters > Chapter 5d > Mission One > Locations 1 2 3 Rhianna Once a year, at the end of a trading season, Ghalmrinnar Rhianna is open for a celebratory two-day- An affluent estate south of Riatavin, long festival. Ghalmrinnar is the large, four-story manor Rhianna is the home of the widower house of the Tormarils at the center of the Bharavan Bhaerkantos and the central Coster: A seller of fruits and vegetables city. Many Riatavinners see this as the headquarters of his Thousandheads Trading who works outside, from a wheelbarrow or city's controlling hall, since the Merchants' Coster, which Bharavan owns and operates a cart. Costermonger, same. Chosen use it for meetings. without interference from his Waterdhavian partner, Lady Kara Ruldegost. A hard case named Bharavan Bhaerkantos Over a century ago, the manor was called runs his wagons in groups of one to a dozen Spellmere and was owned by the Spulzeer Rhianna, named after Bharavan's deceased on the route from Waterdeep to Hillsfar, clan, a family that has since dwindled but wife; is a 1,000-acre estate with fig and through Scornubel, Berdusk, Arabel, and was once among the founding clans of date orchards, smaller fields with Essembra. The Thousandheads want to Riatavin. subsistence crops for the caster and the fight. Bunch of old adventurers as caravan manor, barley and hops fields for brewing, guards, often as not, some of them working A small contingent of troops camps on its and a small vineyard with transplanted for low rates just for the pleasure of killing lawns. Dalelands grapes. The bulk of this produce bandits. This lot may require heavy magic either goes into a caravan sale or becomes to take out. They don't take any prisoners, local produce (or wine and beer for the but they don't go in for torture and ritual cellars). sacrifice, so they're not quite in our league. TOC > Chapters > Chapter 5d > Mission One > Locations 1 2 3 Asharfall Abiggor Onnellm Thanks to the help of Shadowmaster Rekx, Abiggor has been located. He was Ysnomm Carriage Company was a family Lawful Evil unable to escape the city before the owned business for decades, Asharfall is Human Male Rebellion and was caught behind the wall. the Ysnomm's family manor house, it has lvl 8 Thief many small outbuildings were artisan He is hiding out in a small Inn and Tavern, wainwrights and wheelwrights practice Abiggor Onnellm is the assessor and main he never leaves his rooms but has his their trade with the fine imported wood. accountant for the Ysnomm Carriage meals, liquor and prostitutes delivered to Company. His position allows him to live in him. He has not stayed low key enough When Ysnomm senior passed away a the Asharfall Manor House, where he has and his habits have caught him out. couple years ago the entire estate and grown accustomed to living beyond his business was purchased by Lady Aura means. The PC can use this man and the 100,000 Coprith. She has left Abiggor Onnellm, the gp anyway they can think to discredit or former CFO, as caretaker in her absence. Abiggor embezzled vast sums of gold the destroy Lady Aura Coprith This 100,000 company to finance his luxurious lifestyle, gp is similar to Mission Gold. It can only Abiggor hosts opulent parties at his (the a fact Lady Aura soon discovered when she be used in the mission, not like gp. IF a company's) estate using money skimmed moved to Riatavin just before the PC is crafty and sly they can end up from company books. Abiggor claims Rebellion. Too late though, Abiggor had container of gold after chapter 5d. They Asharfall was once the manor of a count of already gone into hiding with 100,000 gp. should hold onto that item, in chapter 7 Valashar, but he has no proof. (13) it has a new power. TOC > Chapters > Chapter 5d > Mission One > Items Mission Gold 100,000 GP The Shadow Thieves' are here on behalf of the Shield Council in Eshpurta, their This item is a box which contains Mission Like Mission Gold, this item can only be mission is to disable the Tethyrian war Gold. This item has an integer on it which used as a quest item, not to buy stuff from machine by any means. represents the gold a PC may spend to fun the merchant. their tiny war. Kill the head. Discredit or destroy the Abiggor Onnellm embezzled this money Chosen and the Tethyr Officials using The PC's personal gold may not be used to from the Ysnomm Carriage Company and misinformation, assassinations, setups. fund the mission. If the PC does every its owner Lady Aura Coprith. Steal a personal item, plant it and frame a optional mission funded by private gold owner for a crime. Use the town crier to there would be no challenge. It can be used to Frame Bharavan tell lies about members regarding financial Bhaerkantos. improprieties. The challenge is to pick just the right objectives to achieve your goal without It can be used to Frame Lady Aura Kill the body. Destroy or disable siege going over budget. Some objectives are Coprith. equipment, poison troops' water supply, high cost, low value dead ends to foil the foment a mutiny, cause tension between PC. Some objectives cost very little but troops and civilians, burn down a have high value. The PC must choose building. wisely. The PC is given this item by Zoltan at FOB: Riatavin. TOC > Chapters > Chapter 5d > Mission Two Characters > Locations > Items Tethyr now occupies Riatavin at the request of it's populace and the Chosen. Two high This is filler. ranking Tethyr officials are; ● Lord Holver Roaringhorn, the Queen's Siegelord (defense), who helps defend against a possible ACA siege. ● Lord Zelphar Thann, the Estate Chancellor of Tethyr (offense), is experienced with siege equipment and commands many Tethyrian troops. Plans a road from Riatavin to Darromar.

Tethyr's Queen Zaranda will eventually rule on noble positions for the city's governors in Tethyrian society.

Many in Riatavin believe one or two of the Merchants' Chosen will become counts or countesses, and the others will stay on as a Council. TOC > Chapters > Chapter 5d > Mission Two > Characters 1 2 Who Really Rules Duke Alaric Hembreon Lord Royal Virdei Forgebrand Chancellor of the Golden Marches Neutral - Human Male - lvl. 8 Invoker The Merchant's Chosen are capably leading Lawful Neutral – Human Male – lvl 10 Fighter Riatavin through its difficult rebellion. Virdei is a highly skilled goldsmith and However, with the arrival of Tethyrian This grim, serious man lives his life by jewelry craftsman with a workshop in the forces as well as the mustering of the laws and literal interpretations. Worships city catering to wealthy Riatavinners. Chosen's mercenaries, two more voices are Helm, respects his new queen and king and added to the group: works tirelessly to honor his revered Virdei has secretly developed an mother's Highland homelands, hoping he impressive and devastating new fire based Count Zelphar Thann might cure the blight left by the former spell which he has infused in a new wand. Count Holver Roaringhorn Duchy of Dusk. This NPC is listed for These wands could be used by the PC to reference only, he is the two Counts' boss. destroy Tethyr's Siege Equipment. Queen Zaranda of Tethyr will eventually rule on noble positions for the city's The Golden Marches Virdei is neutral about the Rebellion, his governors in Tethyrian society. Many in A northern Tethyr Duchy, encompassing only interests are precious stones, white Riatavin believe one or two of the both counties Valashar and Rivershire, gold and fire. If PC can find the proper Merchants' Chosen will become counts or which borders Riatavin. Tethyr has no lever they can shift Virdei to their cause. countesses, and the others will stay on as a standing army, so most soldiers are Virdei doesn't want to put himself in Council. Gossip concerning this fact could conscripts from those counties. No army for danger, he's rich and famous and can get cause tension in the Merchants' Chosen. 20 years has resulted in monster infestation. any woman he wants, PC's is a tough job. TOC > Chapters > Chapter 5d > Mission Two > Characters 1 2 Ring Knights of Riatavin Tethyrian troops Thousandheads Trading Coster

Ring Knights of Riatavin (3,000 mounted Other forces encamped around the city Thousandheads Trading Coster, around the troops with chain mail, rods, long include 3,000 Tethyrian troops of Counties walls of Riatavin are 1,000 mercenaries swords,and shields) handle all defense of Valashar and Rivershire, of which 10% are and caravan guards under the command of the city and its attendant villages, estates, skilled siege engineers. Bharavan Bhaerkantos. and roads. These knights now primarily act as perimeter scouts against an army they 2,700 of the troops were mustered by Count expect to see soon. The Merchants' Chosen Zelphar Thann of Rivershire and consist of can conscript able bodied folk of Riatavin 500 mounted cavalry, 500 skilled archers, into the knights, but they hope for a 800 trained skirmishers and nearly 1,000 peaceful solution to their predicament. untrained, and basically unarmed, recruits These knights are locals whose lives and from Tethyr counties here to catch arrows livelihoods are tied up in the welfare of for the real soldiers. This last number is not Riatavin and an advantageous outcome to enthused by their role in a possible battle. this Rebellion. Many knights secretly question this course of action by the Count Holver Roaringhorn of Valashar Merchant's Chosen, but follow orders. If County, the Queen's Siegelord has brought police officers are knights, the Ring 300 well trained siege engineers who are Knights are mall cops. busily erecting defensive trenches. TOC > Chapters > Chapter 5d > Mission Two > Locations 1 2 3 Orgoth's Tower

After the destruction of the School of Orgoth's Tower, decrepit and abandoned, Wonder in 1266 DR, most Amnians didn't still stands in the foothills a half day east of want a wizard anywhere near their towns, Riatavin. It reminds locals of the insanity of forcing wizards to live in the unsettled conjuring up fiends, the foolishness of lands. sorcery in general, and why wizards cannot be trusted. Orgoth the Tainted (1243-1318 DR) had his tower in the east. Orgoth may have found Zemloth of Amn the Alcaister, a lost magical tome once belonging to Kartak Spellseer. Whether this An Imnescari by birth, this sorcerer can be items was in Orgoth's home when he died found in a tasteful inn speaking of his is unstated. Riatavinner tutor in magic, Orgoth the Tainted (1243-1318 DR),and his tower. Beyond doubt, Orgoth died at the claws of three fiends he summoned and couldn't control, whether Kartak's magic had anything to do with it is uncertain. TOC > Chapters > Chapter 5d > Mission Two > Locations 1 2 3 Tethyr's Nobles' Manors Tannithall Count Holver Roaringhorn County Valashar Neutral Good - Human Male - lvl. 13 Fighter This is the refurbished former manor of the This Gate to the Highlands is overrun baron of Valshall and it rests 5 miles south Count of Valashar County and Siegelord of with troubles, between the defection of of Riatavin and 60-odd miles due east of Her Majesty's army. His eyesight is Riatavin shuttling many of the armed Spulzeer Vale. legendary making him one of the best siege forces of the county north to that city, and engineers on the Sword Coast. His aid was the current monster problems. Anyone Tannithall is Count Holver Roaringhorn requested in Riatavin to help defend against willing to show up and lend a hand is sure new residence since the count of Valashar's a possible siege by Council forces. to be adopted as a Highland clansman at small keep was destroyed during the Black heart. Days. (Its ruins are 2 miles northeast of the His optimism and easygoing nature have headwaters of the Sulduskoon.) helped ease much of the tension and fear Technically, a number of holdings among the rebel leaders of Riatavin and has attributed to Riatavin [like the estate of The manor used to be called Caer made him many friends. His constituents in Rhianna] are on the lands of County Kytolamn, after its former family owners Valashar want him to handle their problems Valashar. None can say who owns what, and in imitation of their duke's Caer Dusk. first, rather than Riatavin's. and this has become a problem. Riatavin's Still, despite any rough edges, this is finer defection and the subsequent transfer of than his home in Waterdeep. Lands of Intrigue lists him as the Lord of lands into Tethyrian hands may render this both Lathmarch (book 2) and Valashar point moot, but Roaringhorn and the duke (book 3) counties. I picked Valashar. are watching the situation carefully. TOC > Chapters > Chapter 5d > Mission Two > Locations 1 2 3 Tethyr's Nobles' Manors Lhestyn's Hearth Count Zelphar Thann Like the king, Count Zelphar Thann Lawful Neutral - Human Male - lvl 12 Cleric (Gond) prefers to have people underestimate him Another sacked manor restored by the and then use their misconceptions against efforts of the Grannox clan, the former Count Zelphar Thann of Rivershire is the them; this is how he is keeping the seven manor of Freelmanse lay abandoned or Estate Chancellor of Tethyr. As the fourth primary landed families of Rivershire abused by numerous squatter lords for of six sons of the noble Thanns of from running roughshod over him and his nearly the full Interregnum until bought by Waterdeep, Zelphar is a contemplative, staff. Only two out of the seven families the Grannoxes three years ago. quiet man, unlike his take charge relatives. like the new count, and they continually try to sidestep or trip up the count's When the Crown purchased the property 12 With his experience with siege equipment activities against them. miles north of Darromar for the Count and a healthy mustering of troops from Zelphar Thann of Rivershire, he began Tethyr's heartland, Lord Zelphar was a With Lord Thann on maneuvers and designing better defenses for the manor, welcome bit of Tethyrian aid. advisory duty at Riatavin, the merchants renaming it after his grandmother, knowing are using the time to place spies among full well of the threats of the Shadow Zelphar wants to build a road from Riatavin the count's staff and ferret out more Thieves against his family and thumbing to Darromar. His ability both to design information that they can use. The his nose at them all the same. monuments and buildings for the realm is Shadow Thieves are making inquiries almost as surprising as his leadership subtly about which of the families they This manor is nowhere near the action but I abilities, which many incorrectly expect to might manipulate into killing their hated put it here for insight into Zelphar Thann. be poor due to his reservedness. enemy for them. TOC > Chapters > Chapter 5d > Mission Two > Items Mission Gold The Alcaister The “Gate Page” The last page of The Alcaister (that which This item is a box which contains Mission A large, russet-colored volume constructed bears the rune shown to the right) is a gate Gold. This item has an integer on it which of metal plates covered with burlap, tied that will shift any creature standing on the represents the gold a PC may spend to fun together with a spine of waxed, intricately rune (or at least touching it), with the book their tiny war. interwoven leather thongs. Sewn to the open, while the word written around the weaving are forty-six parchment pages, rune is spoken aloud by anyone. This The PC's personal gold may not be used to each containing a simple magic spell. The plane shift occurs regardless of the wishes fund the mission. If the PC does every last page bears a curious rune. The word of the creature touching the rune and will optional mission funded by private gold Kuhoralminthannas, in Common, is written transport the creature (plus all items worn there would be no challenge. in a circle around it. The outer covers bear or carried) to one of the destinations as only the inscription “The Alcaister” burned determined by the table below. The The challenge is to pick just the right in small, fine flowing letters in Commonr. creature being gated must be holding The objectives to achieve your goal without The book shows only light weathering, but Alcaister with his or her bare hand as the going over budget. Some objectives are its appearance gives the impression of age. word of activation is intoned to bring the high cost, low value dead ends to foil the tome along; otherwise, it remains behind PC. Some objectives cost very little but The pages of the Alcaister are coated with a on the Prime Material Plane. (If the gate is have high value. The PC must choose colorless, transparent and gummy contact used on a plane other than the Prime wisely. The PC is given this item by Zoltan poison. Each contact with a page drains one Material, the book will always accompany at FOB: Riatavin. hit point, avoided by wearing gloves. the creature back.) TOC > Chapters > Chapter 5d > Mission Three Characters > Locations > Items Tethyr now occupies Riatavin at the request Shadow Dilemma of it's populace and the Chosen. Two high ranking Tethyr officials are; This is filler. ● Lord Holver Roaringhorn, the Queen's Siegelord (defense), who helps defend against a possible ACA siege. ● Lord Zelphar Thann, the Estate Chancellor of Tethyr (offense), is experienced with siege equipment and commands many Tethyrian troops. Plans a road from Riatavin to Darromar.

Tethyr's Queen Zaranda will eventually rule on noble positions for the city's governors in Tethyrian society.

Many in Riatavin believe one or two of the Merchants' Chosen will become counts or countesses, and the others will stay on as a Council. TOC > Chapters > Chapter 5d > Mission Three > Espionage Dilemma: Honor among thieves Tethyr now occupies Riatavin at the request of it's populace and the Chosen. Two high ranking Tethyr officials are; ● Lord Holver Roaringhorn, the Queen's Siegelord (defense), who helps defend against a possible ACA siege. ● Lord Zelphar Thann, the Estate Chancellor of Tethyr (offense), is experienced with siege equipment and commands many Tethyrian troops. Plans a road from Riatavin to Darromar.

Tethyr's Queen Zaranda will eventually rule on noble positions for the city's governors in Tethyrian society.

Many in Riatavin believe one or two of the Merchants' Chosen will become counts or countesses, and the others will stay on as a Council. TOC > Chapters > Chapter 5d > Mission Three > Characters Eris Elenaak Heartwarder Qima Regirr Overgold Haeclar Dominit Neutral Evil - Half Elf Male - lvl 14 Divination Chaotic Good Human Female Eris Elenaak is owner and proprietor of the lvl. 13 Cleric - Sune Neutral Flipping Coins tavern, whose uncanny Qima, a displaced Tashalantan and one- Human Male predictions (once chalked up to intuition) time slave of House Colwyvv. She is lvl 19 Cleric -Waukeen are now easily explained. nervous about the rebellion, and she fears the repercussions to all Riatavin's citizens, Leader of the Lodge of Coins. His church Kyrie Fonseos should the Council restore the city to is fully supportive of Riatavin's new Lawful Neutral Half Elf Female Amnian rule. She most fears being made a direction. lvl 7 Cleric – Azuth slave again One notable priest in Riatavin is Kyrie Lodge of Coins Fonseos, a recent arrival from Iriaebor, who Firehair Hall planned to work in Riatavin until she could Waukeen's temple in Riatavin, the Lodge raise enough money to travel farther south Close to the center of the city and Riatan's of Coins, has one of the few elaborate and to Duhlnarim. She is not known to the Needle is Firehair Hall, a temple to Sune. open uses of magic in all of Amn. Its leaders of the city, but she will protect who Sune is the deity of love and beauty. Her central spire has a huge 12-foot-wide and what she can around her current dogma is primarily concerned with love golden coin (Waukeen's symbol) floating a dwelling and work place, the Roaring based on outward beauty, with primary few feet above it; the coin acts as a Manticore Inn. importance placed upon loving people who weather vane, marking the direction of the respond to the Sunite's appearance. wind as it turns the coin. TOC > Chapters > Chapter 5d > Mission Three > Locations Riatan's Needle Firehair Hall Lodge of Coins

Riatan's Needle, a tall, slim butte 90 feet Close to the center of the city and Riatan's Waukeen's temple in Riatavin, the Lodge high that marks the exact center of the city Needle is Firehair Hall, a temple to Sune. of Coins, has one of the few elaborate and of Riatavin. It caught the eye of Riatan Sune is the deity of love and beauty. Her open uses of magic in all of Amn. Its Krimmevol, who with two others then dogma is primarily concerned with love central spire has a huge 12-foot-wide founded this trade city. based on outward beauty, with primary golden coin (Waukeen's symbol) floating a importance placed upon loving people who few feet above it; the coin acts as a The Needle has a magically lit brazier on respond to the Sunite's appearance. weather vane, marking the direction of the top that is visible at night to travelers on the wind as it turns the coin. Tethir Road. The stairs cut into the side of Heartwarder Qima Regirr the Needle are used by the guard only, but Chaotic Good Human Female Overgold Haeclar Dominit adventurous folk (mostly youths) try to lvl. 13 Cleric - Sune scale the rough side unless chased off. Qima, a displaced Tashalantan and one- Neutral time slave of House Colwyvv. She is Human Male nervous about the rebellion, and she fears lvl 19 Cleric -Waukeen the repercussions to all Riatavin's citizens, should the Council restore the city to Leader of the Lodge of Coins. His church Amnian rule. She most fears being made a is fully supportive of Riatavin's new slave again direction. TOC > Chapters > Chapter 5d > Mission Three > Items Mission Gold

This item is a box which contains Mission Gold. This item has an integer on it which represents the gold a PC may spend to fun their tiny war.

The PC's personal gold may not be used to fund the mission. If the PC does every optional mission funded by private gold there would be no challenge.

The challenge is to pick just the right objectives to achieve your goal without going over budget. Some objectives are high cost, low value dead ends to foil the PC. Some objectives cost very little but have high value. The PC must choose wisely. The PC is given this item by Zoltan at FOB: Riatavin. TOC > Chapters > Chapter 5e: Sunrise Orchids This Chapter contains one Base. Characters > Locations > Items • FOB: Sunrise Orchids This Chapter contains three Quests. This is filler. • Hostile Territory • Frenzied Town • Sunrise Springs

In this chapter the PC must travel across Hostile Territory, try not to get arrested, either got to a POW camp or not, then escape and go to Sunrise Springs casue that is where Zoltan the Talking Raven has reported seeing evidence of another Haunted Spring.

Zoltan also reports the side effects of the Haunted Taint are particularly strong and strange and makes him wet his feathers when he fly over it TOC > Chapters > Chapter 5e > Forward Operating Base: Sunrise Orchids Characters > Locations > Items

This small campsite is where the PC has a chance to talk to Zoltan and the PC's Henchmen.

It is a small hidden place next to a flowing stream.

There is no campfire lit because Tethyr Troops are camped nearby and the PC must sneak pat them to find th next Haunted Spring and try to determine the Haunted Taint's cause.

In this chapter the PC learns about the Planar Rift and that it is located in the Spulzeer Vale.

Ut that is later this is only the FOB. TOC > Chapters > Chapter 5e > FOB: Sunrise Orchids > Characters Zoltan the Talking Raven

Zoltan seldom speaks or interacts with non- avian beings.

He will only speak in his Raven form and only in snatches of songs and dirty limericks.

After Zoltan's Grove this NPC acts as the GR for both the Natural and Espionage (espionage) Arcs.

Because of his dress and attitude he can be taken, in his human form, as either a druid or some kind of rogue scout.

Thatis how he represents himself to any shadow PC who should come his way. TOC > Chapters > Chapter 5e > Hostile Territory Characters > Locations > Items

This is the area that is being heavily patrolled by Tethyr Troops.

Odd thing is they seem to be guarding against a threat from the south, in the direction of Sunrise Orchids, instead of from the north and Amn.

The PC must sneak through this area and not get spotted by any Tethyr Troops. If spotted they are questioned and if the PC can't convince the NPC to let him go, the PC ends up as a POW.

As a POW they must use their animal friends to orchestrate a daring escape along with the other Amnian soldiers. TOC > Chapters > Chapter 5e > Hostile Territory > Characters Tethyr Officer Animal Friends Amnian POWs

This is the Tethyr Officer the PC speaks to These are the animal Friends which help These are the Amnian POWs who are also if the are confronted by a Tethyr Patrol in the PC escape when they are a POW. Sine in the POW camp with the PC and who the Hostile Territory quest in chapter 5e. they are in a POW camp these creatures help him escape while escaping will most likely be rats or some other themselves. If the PC can't convince this NPC they are animal, giant cockroaches maybe. no threat to Tethyr and that they are not an Eldath does not like to see any creature Amnian Spy then the Tethyr Officer will imprisoned. arrest the PC and make them a Prisoner of War.

The PC will be put in a POW camp and must orchestrate an escape using his animal friends and the other POWs in the camp.

This should be something different. TOC > Chapters > Chapter 5e > Hostile Territory > Locations Sunrise Orchids POW Camp Escape Tunnel

This is the area which is the Hostile This is where the PC is sent if they can't This is filler. Territory the PC must navigate without convince the Tethyr Officer they are being seen by any Tethyr Patrols or else harmless and are taken as POWs. they will be interrogated by the Tethyr Officer who will, if the PC can't convince him otherwise, will lock the PC up in a POW camp which they must then escape using their animal friends and the other Amnian POWs in the camp with the PC.

PCs should have some points in persuade before them come this far in the nature arc and if they don't here is hoping they have some animal empathy points. TOC > Chapters > Chapter 5e > Hostile Territory > Items Battered POW Spoon

This is the spoon the PC uses to communicate with the Giant Cockroach, which communicates in clicks.

The joke is when the PC first suggests that the other POWs get the PC a spoon the NPCs joke that he is gonna dig his way out with a spoon.Yes yes NPC are a witty bunch,

This spoon can be kept as an heirloom of the time the character was a POW in the Roatavin Rebellion or it can be sold at vendors for a whopping gold piece, which, considered the spoons condition, is a good price. TOC > Chapters > Chapter 5e > Frenzied Town Characters > Locations > Items The monsters in this area are what you would call “fast Zombies” like from the This is not a town, one again with the MOVIE World War Z or 28 Days. Fairly Bookmarks before things are named. This easy to kill but large numbers of them can is actually Sunrise Orchid which is a large wipe a party out. Scary cause they move fruit growing plantation. fast and are vicious. No infectious bites though, just don't drink the water. The residents of the Orchid are suffering from the long term effects of the Haunted Some kind of mutated animal similar to Taint of the local water table. those found in the Spulzeer Vale because it is the same Haunted Taint from the Planar The residents of Sunrise Orchid are all Rift which is poisoning both locations. screaming mad, in the fabled Frenzied State. The a Boss creature like them but better, lol. The ring of Tethyr Guards in Quest Hostile Territory are actually keeping the residents of Sunrise Orchids in, not keeping Amnian Soldiers out. The Snakewood or Ilmater PC must fight. TOC > Chapters > Chapter 5e > Frenzied Town > Characters Frenzied Inhabitants Giant Bees Mutated Animals

The are regular human models but they The mutated Apple Orchid is filled with Animals which have been mutated and are move very fast, make a horrible screaming, Mutated Bees which fly at the PC and frenzied something weird and appropriate and are missing limbs and stuff. attack them like they were rivals here to if I can find it. steal their poisoned apple blossoms. Like zombies they want to attack the PC melee with their teeth and with their Here's hoping there is a giant bee incredible speed it is easy for them to get in close.

If the PC gets a successful bite they become slowed for three rounds, not cumulative.

The NPCs can have glowing eyes or some other deformities which physically show how the Haunted Taint has mutated them.

They must be killed, no peaceful avenues. TOC > Chapters > Chapter 5e > Frenzied Town > Locations Farm Road Farm Buildings Barn

The PC walks down a long dirt road This is a outdoor rural area with a barn and PC checks inside the large barn to see if through enormous apple orchids, the air is many farming implements, a well, a water the Haunted Spring is in there and it is sweet with the smell of apples but there is tower, a farm house and barracks for not. an unpleasant under aroma which is quit workers. noticeable. Farmhouse I know this is where the PC will encounter The sound of busy bees fills the air, the PC the Frenzied Farm Workers, Frenzied Apple PC checks inside the Farmhouse to see notices that the sound of Bees is actually Pickers, maybe a frenzied child or a nside, not much. very loud. frenzied baby. Maybe frenzied farm animals like horses and pigs and cows. Outhouse Then three large bees come around the corner, their legs covered with the nectar of PC checks the well to see if the Haunted PC checks inside the outhouse and finds apple blossoms. Spring is at it's bottom, but it is a drilled directions to the Haunted Spring. artesian well and not spring fed. Large as dogs and coming straight at the PC. I don't know if CEP has giant bees but I hope so, cause bees is what I imagined. TOC > Chapters > Chapter 5e > Frenzied Town > Items Directions to the Haunted Springs

Found in the Outhouse near the toilet is a scrap of crudely drawn pornography which has been written on the back of a note explaining how to get to the Spring in the Orchid which must be the Haunted Spring the PC is looking for.

This item is fairly well hidden in a large area and the PC will have to spend some exploring to find it.

Can't be sold for anything and can be dropped but is needed when PC exit the area so PC can travel to the Sunrise Springs Haunted Spring and finish the quest with enough words. TOC > Chapters > Chapter 5e > Sunrise Springs Characters > Locations > Items There is bound to be some frenzied appl pickers here, some giant bees, some When the PC finds the Directions to the mutated animals or frenzied farm animals. Haunted Springs in the Outhouse in the last area they can then travel to the actual There is an Ent Apple Tree Haunted Springs which is located in Sunrise Springs far out in the Apple Then the ever present Ghostly Animals Orchids. which surround every Haunted Spring.

As usual, the PC will have to go through 2 Then the Frenzied Spring Guard. areas of crap to find the third area which contains the boss. Here the PC will find evidence of some sort that indicates that the Planar Rift exists in One area is a small encounter the PC has Spulzeer Vale. with a Frenzied Ent apple tree guy.

One Area is the cave and small area of apple orchid around it, then the cave itself. TOC > Chapters > Chapter 5e > Sunrise Springs > Characters Ent Apple Tree Guy Frenzied Spring Guard Frenzied Inhabitants

We are talking Wizard of Oz shit here baby, This is the Boss that the PC must defeat in Ghostly Animals An Ent which is an apple tree which whips order to purify the spring with the Elixir of apples at the PC and asks if they would like Purity. Mutated Animals it if people went around picking them. I think that because the place is named Giant Bees I seem to recall an awesome looking ent in Sunrise Springs the Spring Guard should CEP which looks like the giant ents from have some kind of light or positive energy wow which, though not perfect apple tree, ttack they are bad ass looking enough to use here.

Only one and make it like a single encounter area where maybe the PC talks to hi first then realizes slowly, like an ent, that his is frenzied and he attacks PC then. TOC > Chapters > Chapter 5e > Sunrise Springs > Locations Apple Tree Ent Guy Encountered Outside Sunrise Springs Cave

This is the Area where the Apple Tree Ent This is just a small area of Apple trees first talks to then attacks the PC. I am outside the cave. thinking tall grass, I am thinking a watering hole where the ent came to drink in an Sunrise Springs Cave earlier frenzied moment,but then forgot what he was doing. So when the PC arrives This is just a small cave where the PC may the ent is just standing by the water being fight a couple of Ghostly Animals. quietly frenzied at time and the weather. Sunrise Springs Boss Room If the PC kills him and thinks to use the Elixir of Purity on him he will return to life This is just a small cave where the PC will and be very grateful. fight a the Frenzied Spring Guard.

In that case he gives the PC Something Awesome From A Tree. TOC > Chapters > Chapter 5e > Sunrise Springs > Items Something Awesome From A Tree Evidence of the Planar Rift

This awesome item is given to the PC if, This evidence show the PC, his Henchmen after he kills the Apple Tree Ent, the PC and Zoltan the Talking Raven the the Planar uses Elixir of Purity of the Ents Corpse. Rift is in Spulzeer Vale Because if the PC does this the Ent returns to life and is no longer frenzied, noticeably.

The Ent reaches into some cranny where he must store special items and produces this incredibly excellent, newfangled Something Awesome From A Tree which all the kids are gonna want when I think of something super de duperty awesome for it to do instead of just fill up the column with jusnk words blah blah blah blah blahabluhrfirfijfv TOC > Chapters > Chapter 5f: Orgoth's Tower This Chapter contains one Base. Orgoth's Tower • FOB: Orgoth's Tower After the destruction of the School of Orgoth's Tower, decrepit and abandoned, This Chapter contains three Quests. Wonder in 1266 DR, most Amnians didn't still stands in the foothills a half day east • Mission One want a wizard anywhere near their towns, of Riatavin. It reminds locals of the • Mission Two forcing wizards to live in the unsettled insanity of conjuring up fiends, the • Mission Three lands. foolishness of sorcery in general, and why wizards cannot be trusted. Just a little bit more blah blah blah and it Orgoth the Tainted (1243-1318 DR) had his will be enough for my temporary tower in the east. Orgoth may have found pagination needs. the Alcaister, a lost magical tome once belonging to Kartak Spellseer. Whether this items was in Orgoth's home when he died is unstated.

Beyond doubt, Orgoth died at the claws of three fiends he summoned and couldn't control, whether Kartak's magic had anything to do with it is uncertain. TOC > Chapters > Chapter 5f > Forward Operating Base: Orgoth's Tower This Chapter opens with the PC reaching This is a filler the end of the long trek from the Overland Route. PC's destination is a small This is a filler paragraph I composed encampment outside Riatavin's perimeter especially for the Spectral Ilmateran Story situated beside a small stream with a sewer Arc which was the last Story Arc to be pipe emptying into it. The pipe juts from a added. I had almost completed the entire small hillock hiding the camp from prying outline of the module when I decided eyes. Ilmater needed to be fleshed out.

Here Zoltan the Talking Raven, second This is a filler paragraph I composed most ultimate Quantum GR, is here especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission One Characters > Locations > Items This is a filler

This is filler. This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission One > Characters Zemloth of Amn This is a filler

An Imnescari by birth, this sorcerer can be This is a filler paragraph I composed found in a tasteful inn speaking of his especially for the Spectral Ilmateran Story Riatavinner tutor in magic, Orgoth the Arc which was the last Story Arc to be Tainted (1243-1318 DR),and his tower. added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission One > Locations This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission One > Items This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Two Characters > Locations > Items This is a filler

This is filler. This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Two > Characters This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Two > Locations This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Two > Items This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Three Characters > Locations > Items This is a filler

This is filler. This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Three > Characters Ghost of Orgoth This is a filler

This is Filler. This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Three > Locations This is a filler

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

This is a filler paragraph I composed especially for the Spectral Ilmateran Story Arc which was the last Story Arc to be added. I had almost completed the entire outline of the module when I decided Ilmater needed to be fleshed out.

Just a little bit more blah blah blah and it will be enough for my temporary pagination needs. TOC > Chapters > Chapter 5f > Mission Three > Items The Alcaister The “Gate Page” The last page of The Alcaister (that which A large, russet-colored volume constructed bears the rune shown to the right) is a gate of metal plates covered with burlap, tied that will shift any creature standing on the together with a spine of waxed, intricately rune (or at least touching it), with the book interwoven leather thongs. Sewn to the open, while the word written around the weaving are forty-six parchment pages, rune is spoken aloud by anyone. This each containing a simple magic spell. The plane shift occurs regardless of the wishes last page bears a curious rune. The word of the creature touching the rune and will Kuhoralminthannas, in Common, is written transport the creature (plus all items worn in a circle around it. The outer covers bear or carried) to one of the destinations as only the inscription “The Alcaister” burned determined by the table below. The in small, fine flowing letters in Commonr. creature being gated must be holding The The book shows only light weathering, but Alcaister with his or her bare hand as the its appearance gives the impression of age. word of activation is intoned to bring the tome along; otherwise, it remains behind The pages of the Alcaister are coated with a on the Prime Material Plane. (If the gate is colorless, transparent and gummy contact used on a plane other than the Prime poison. Each contact with a page drains one Material, the book will always accompany hit point, avoided by wearing gloves. the creature back.) TOC > Chapters > Chapter 6: Castle Spulzeer This Chapter contains one Dilemma. • Spulzeer Dilemma

This Chapter contains one Base. • FOB: Spulzeer Vale

This Chapter contains four Quests. • Spulzeer Vale • C astle Spulzeer: Courtyard • C astle Spulzeer: Upper Levels • Castle Spulzeer: Kartak's Levels

This chapter holds the climax to the entire Castle Spulzeer Campaign where PC will finally confront Kartak, Chardath and Marble in the fabled Castle Spulzeer. The PC must make the Primary Antagonist pay for their crimes against Amn. TOC > Chapters > Chapter 6 > Forward Operating Base: Spulzeer Vale Characters This forward operating base has no locations or items associated with it, it is After (whatever PC did in chapter 5) the simply a camp where the major NPCs in PC is standing on the Tethir Road where it the first part of the campaign thanks the PC junctures with the Spulzeer Road. for their service and wish them well in the future. All the Cool Guild Representatives are there for the NPC to give a final round of Enough to say that Spulzeer Vale is dusty thanks to the PC and send them on their and freaked out with dead trees and grass. way.

Here also is Gaspard de Louca, he gives even greater detail about the road ahead. He also explains how everything up till now was just a warm up to why the Heralds sent the PC south in the first place. TOC > Chapters > Chapter 6 > FOB: Spulzeer Vale > Characters General Labak Craumerdaun Battlelady Peris Whallnsor Varytha Gheldieg Labak feels completely vindicated, he has In the world of quantum questing, Varytha Has learned the truth of recent no regrets about any of the unlawful actions Whallnsor was right, the PC backed her and events. Physical threat to her body is perpetrated by the Golden Fortress troops. she is now the Prelate of the Tower of the offensive to her. Her hatred for Kartak is Even if the PC disobeyed his commands in Vengeful Hand. Trusts PC to win but won't exceeded by her desire for safety. a War Crimes Dilemma, Labak will speak act as a Powerful Ally. Instead she prays for Varytha will speak to Runes and Cowls as with PC. After all it was he who signed the the PC the entire time the PC finishes up GR, even a Rune PC who withheld the PC's Travel Visa, even if he didn't know the campaign. It is Whallnsor's prayers and Glass of Clearest Sunlight. However, what he was signing. supplications which manifest Tempus' Varytha will only act as a Powerful Ally appearance. during the Spulzeer NPC Fight if the item Hatemaster Cvaal Daoran was delivered to her. Xvim / Bane had the most at stake here and Zoltan the Talking Raven he has won, Cyric is destroyed, Bane is Acts as GR for Duskwood, Peaceful Gaspard de Louca risen again and dominate his portfolio. He Illmater and Shadow (Espionage) PCs, but The Kartak Threat is why the Heralds feels especially magnanimous toward Bane will talk to any PC about the Planar Rift. acted in this campaign. Gaspard now and Shadow (Assassin) PCs and will act as Nature Arc has not been resolved. Because knows he has been used by Xvim and is a Powerful Ally for them. all PCs destroy the Planar Rift here in not pleased about it. He trusts the PC to Chapter 6, all PCs have a 50% chance win but won't act as a Powerful Ally, Eldath acts as a Powerful Ally. Craumerdaun can mop up if PC fails. TOC > Chapters > Chapter 6 > Spulzeer Vale Characters > Locations > Items The surrounding countryside is strange, The Hanging Tree is where Chardath almost otherworldly. Mists rise from the sacrificed a maid trying to control Kartak The decaying road from Trailstone to the forest, and the sun seems to have lost its with the Ring of the Necromancer. castle is an unkempt remnant of former warmth. A definite chill lingers in the air. days. And the road isn't the only thing that It is occupied by a the sacrifice victims has changed: The closer the party gets to This area has been completely polluted by ghost who tells of Chardath's insanity and Castle Spulzeer, the more twisted and the Planar Rift which is located in the attacks PC. This is an optional encounter ruined the landscape becomes. The plants Spulzeer Vale, right in front of the castle's which is slightly hidden and offers PCs an that grow and the creatures that breed here moat and drawbridge. Every Arc will deal easy way to deal with Chardath, are warped, mutated into something not with the Planar Rift here in Chapter Six, not quite right in the natural scheme of things. just the Nature PC. Then the PC must destroy the Planar Rift which blocks mortal entrance to Castle PC heads south on poorly-maintained road. The PC has three main encounters here. Spulzeer. The disruptive force of the It is now little more than a pair of wagon Planar Rift has increased over time. After wheel ruts holding stagnant water and a The Spulzeer Road which has a variety of Marbles Sacrifice it was little more than central knoll of corrupted, greenish-black three twisted creatures the PC must fight. an odd eddy in the air over the grass. They are spawned by the nearby Planar Drawbridge which could be crossed. Now Rift. it is a pulsing swirling glowing portal to the void beyond mortal life. TOC > Chapters > Chapter 6 > Spulzeer Vale > Characters Planar Rift Hanging Tree Ghost Maid Twisted Vale Beasts

The Planar Rift will have three stages to This is a ghost of a maid who was recently Mutated Animals defeat it. The whole fight PC must maintain sacrificed by Chardath in an attempt to use These small weak animals swarm the PC DPS on the rift itself. Ring of the Necromancer to control Kartak. is Spulzeer Vale. The attempt failed and the maid died for Massive physical beast which pummels the naught. Ectoplasm Beasts PC slowly but with great damage. These creatures are solidified hatred She will tell the PC her sad story which which comes from Matble. They have no Negative energy blast which will kill the illustrates the mental decline of Chardath eyes and no ears, they blunder around and PC unless they hide behind certain since sacrificing his sister and his inability inflict their wrath on any living thing they landmarks (stand in triggers during phase) to control the magical powers which Gentar meet. granted him. After talking Ghost Maid Lightning bolts which target stationary attacks the PC. Sonic Imps characters beating on the Planar Rift These are small imps that have a dreadful This Maid was Chardath's secret lover and sonic attack and are very hard to hit small melee attack too, electrical? she drops his Special Item, Former Lover's Ribbon, which can make Chardath kill himself from shame. TOC > Chapters > Chapter 6 > Spulzeer Vale > Locations The Spulzeer Road The Hanging Tree The Moat and Drawbridge

This road winds through a dirty, dusty, dark This is where a servant was recently This is where the PC will fight the Planar and dreary gulch with high stone walls and sacrificed by Chardath in an attempt to use Rift plenty of eye candy for the morbid. the Ring of the Necromancer, which requires a sacrifice with each of it's Control This is where the PC will first encounter Undead uses. the three types of weird Vale Mutants. //////from FOB SPULZEER VALE The girl was hung from a tree and stabbed If the PC was in Cargunn's and turned in Ectoplasm Beast to death, Chardath failed in his attempt to Major Cargunn they talk the General use the ring to control Kartak and the girl Craumerdaun. He thanks the PC for that Mutated Animals died for nothing. additional service.

Sonic Imps The Girl's ghost haunts the tree and she will If the PC did Nine Sentinels for Cargunn attack the PC after she tells her story. he talks to Balacer Macefist. Cargunn is not available for comment. PC should find a cool thing here to justify the encounter. PC's GR will have a merchant available for PCs who need to clean out their bags after the last mission. ///////// TOC > Chapters > Chapter 6 > Spulzeer Vale > Items Former Lover's Ribbon

There is a Hanging Tree in Spulzeer Vale which is haunted by the ghost of a maid who was sacrificed there by Chardath. This maid was Chardath's former lover.

That Girl's Ghost tells the PC how Chardath has gone insane and can't control the magical powers Gentar has granted him.

After talk, the Ghost Maid attacks and drops Chardath's Special Item, Former Lover's Ribbon. This item makes Chardath kill himself before Spulzeer NPC Fight. Non-Quest area, PC only gets item if they explore. TOC > Chapters > Chapter 6 > Castle Spulzeer: Courtyard Characters > Locations > Items The moat, long since dried, is coated in The wyverns were captured and shackled places with a slimy green growth of to the roof by Lord Chardath in one of his One hundred yards from the castle, nothing uncertain origin. The drawbridge sits first tests of the magical power he stole grows. The barren perimeter stands as mute permanently fixed in its lowered position, from Kartak. The creatures function as an witness to the brutal deaths so many have and it appears not quite safe for wagons, or early warning system: Somehow, found within the castle walls. None of the creatures larger than human size. The castle Chardath thought that if ever Kartak unnatural wildlife will come inside this itself has started to crumble. returned, he would simply walk up the sterile belt; the only life here is in Castle drive. He enchanted the wyverns' Spulzeer. The south tower lies partially collapsed, manacles to release if a lich ever came leaving a remnant that looks like a giant within 300 yards of the castle. However, The approach to the castle looks almost as fang. Some of the windows are broken, he didn't count on the natural strength of if one of the southern deserts had been letting the chill, damp weather into the the beasts, who have now broken loose. defiled and then transplanted here. The castle. A high screech, joined by another, They are hungry, for barren, sandy ground holds no life, though breaks the unnatural silence. Chardath kept them half-starved in the a few thin, dead trunks that once belonged belief that they would attack Kartak for to trees struggle to show a presence. The sound comes from above, where two sustenance. wyverns strain against chains that hold them to the roof gables. The chains break, and down they plunge - straight for PC. TOC > Chapters > Chapter 6 > Castle Spulzeer: Courtyard > Characters Wyverns (2)

AC 3; - MV 6, Fl 24 (E); HD 7+7;hp 60; THAC0 13; #AT 2; Dmg 2d8/1d6(bite/stinger); SA stinger injects poison (type F);SZ G (35 long); ’ ML elite (14); Int low (7); ALNE; XP 1,400.

Notes: Stinger victims must succeed at a saving throw vs. poison or die. In a dive attack, a wyvern will try to snatch the enemy off the ground, inflicting 1d6 points of damage with each claw. Once airborne with a victim, it receives a +4 bonus to attacks. TOC > Chapters > Chapter 6 > Castle Spulzeer: Courtyard > Locations The Courtyard The Rose Garden Castle Entrance

This is the area between the outer fortress If the PCs explore the exterior, they find the These doors are wizard Locaked but very wall and the exterior of the Castle itself. castle walls show signs of age, the grounds simple to break, can also be forced open Like the vale it is dead, deserted and dusty. are overgrown with weeds and brambles, with above average strength or the locks and a stench of decay hangs. The only area could be picked. Here PC will fight two Wyverns who of interest is the rose garden, Marble's Chardath has recently chained here and burial place. When the PC enter this spot they are kept half starved. This walled terrace, once a peaceful refuge, interjected by their Henchmen who has the now seems a nightmare. Stunted black Scroll of Stone Tell from Moonhearth Here PC will find the entrance to the roses survive at the tops of withered, long- which he uses on the keystone of the Castle. dead stems. Brambles cover the dead doors arch. grounds like a grotesque carpet. A stone Here the PC will find the entrance to the bench sits cracked and crumbling in the At this point PC enter dialog with the Rose Garden. center. Where once the keystone who tells them anything they can sunlight danced across the crenelations of want to know about Castle Spulzeer. the ivy-sheathed walls, now mists hide decomposing masonry, and images dance in the haze. TOC > Chapters > Chapter 6 > Castle Spulzeer: Courtyard > Items Scroll of Stone Tell Spring's Last Rose Wyvern's Barb

This item is found in Moonhearth by PC's If the PC enters Rose Garden they may find One Wyvern drops this short sword which henchman who keeps it forgotten until the Spring's Last Rose, which is the only would be a good main hand weapon for PC reaches Castle Spulzeer. growing thing inside the Spuleer Vale. And rogues or rangers or some other two by the look of the vine on which it grows it weapon fighter. The henchman uses the scroll on a the won't be alive for much longer. keystone of the main door's arch. The scroll Wyvern's Venom will answer all the PC's questions about This item, if found by the PC and used Castle Spulzeer. against Marble makes her forget her rage One Wyvern drops this poisoned dagger and dissipate without a fight. which would be a good off hand weapon The scroll is a spell which makes a stone for rogues or rangers or some other two tell it's entire history by answering any This can be done in dialog with her Ghost weapon fighter. specific questions the caster asks. in her room on the upper floor or in the dialog between the three Spulzeer NPCs. The Henchman picks it up so the PC doesn't have to carry around more junk in their bags. TOC > Chapters > Chapter 6 > Castle Spulzeer: Upper Levels Characters > Locations > Items There are other rooms with ghosts of different people who have died in Castle This is the upper three floors which will be Spulzeer but they need not be listed here edited to a very small area with a clear path because their part is merely for atmosphere for PC to follow. and setting rather than plot related, not required reading. There are three rooms which the PC must encounter before they can continue onto Some fight the PC, some thank the PC for Katak's Level. defeating the Planar Rift, whose effect is fading. Soon all the ghosts in Castle Main Hall where they fight G'nell and find Spulzeer and Spulzeer Vale will fade from the Ring of the Necromancer. existence.

Library where they meet and talk to The fights here are superficial, there are no Chardath who is quite mad and magically mazes or puzzles to solve in Castle unstable. Spulzeer. It is a straight line to the boss.

Marble's room where the PC meet's Marble This quest area is mainly for atmosphere who is angry and asks for help and effect, spooky. TOC > Chapters > Chapter 6 > Castle Spulzeer: Upper Levels > Characters G'nell The Harpy Flesh Golem Marble the Ghost Chardath the Madman

G'nell, golem harpy (flesh golem): Dmg When the PC enters Marble's room she When the PC enters Library Chardath 2d8/2d8(fists); SA song; SD magical confronts PC and tells her sad tale. At that confronts PC and tells his sad tale. At that weapon to hit; fearless. point PC can use Spring's Last Rose to point PC can use Former Lover's Ribbon banish her before the Spulzeer NPC fight. to cause Chardath to commit suicide G’nell’s harpy song can charm humans and Marble is a prime candidate for banishment before the Spulzeer NPC fight. Killing some demihumans who hear it. Elves are with her Special Item, she has no drops Chardath before Kartak makes the lich immune; dwarves have a10% chance of because she is a ghost. much stronger. Chardath is kooky and resisting it. On hearing her song, victims could have anything in his pockets to must save vs. spell at a +2 bonus (the Marble tells PC about Aggarath on the floor drop. golem’s song isn’t quite as powerful as that of Kartak's Secret Chamber. Marble pleads of a true harpy). Those who fail are drawn with the PC to give the dagger to her when Chardath tells PC about Aggarath on the to her bosom and pommeled. Fire- and confronting Kartak. floor of Kartak's Secret Chamber. cold-based spells slow G’nell for 2d6 Chardath pleads with the PC to give the rounds; electrical attacks restore 1 hit point. dagger to him when confronting Kartak. TOC > Chapters > Chapter 6 > Castle Spulzeer: Upper Levels > Locations The Great Hall The Library Marble's Room ring of the necromancer found here Here the PC can talk to the morose dunslan's ring & unicorn tapestry here From where PC stands, entrance at the PC's Chardath This is a simple room, coated now in dust, back, you can see that once this was a great that reflects Marble's simple tastes when estate. legendary of phantoms and ghosts she was alive – a plain bed, a wooden found here chair, a modest chest. You are in the great hall, which has a However, a unicorn tapestry hangs on a ceiling almost 20 feet high. Four huge wall opposite the door. Made by the fireplaces rest at cardinal points of this almost mythical elven weaver Lady massive room, all large enough for a human Menillia Goldenmoon and signed by her, to walk into. Doors in the distance lead to it is worth 5,000 gp on the open market in other locations on this floor. At the center any city large enough to attract people of the room is a wide, twisting staircase who can recognize its true value. If marble that spirals to the floor above and down to sees the tapestry in the possession of the the one below. PCs, however, she will attack them for stealing the one treasure of her childhood. This is the room where the PC fights G'nell She will know they have it, even if it;s the Harpy Flesh Golem and discover the hidden in a pack or rolled up in clothing. Ring of the Necromancer. TOC > Chapters > Chapter 6 > Castle Spulzeer: Upper Levels > Items Dunslan's Legendary of Phantoms and Ghosts Ring of the Necromancer Ring of Protection from Undead This spell book was written by the wizard Value: 2,000 GP Value: 11,000 When The ring was fashioned by the wizard Evard. It contains the following spells: worn by a neutral or evil wizard or priest, Dunslan as a gift for Marinessa when she phantom armor, phantom steed, phantom this ring (once per week) creates a sphere thought she was being haunted by Tregas wind, Evard's black tentacles, and wraith- of protection equal in effect and duration Spellseer for daring to put a third floor on form. How it came into Kartak's possession to that created by a scroll of protection. his castle. The simple, wide white gold is unknown. The book can be found in the When worn by a neutral or evil wizard or band is void of any decoration. When the library (area 26) of Castle Spulzeer. priest, however, the ring functions as a ring is worn in the presence of undead it potion of undead control once per day. will speak its command word, “Dunslan” to Unicorn Tapestry Once a week it will animate dead. Once the owner. per month the ring can summon any single This tapestry hangs on a Marble's wall. undead creature to serve the wearer. If the wearer repeats the command Made by the almost mythical elven weaver However, before this power can be used, word,the ring will prevent the wearer from Lady Menillia Goldenmoon and signed by one conscious, living, intelligent, aware being struck by any undead in that round her, it is worth 5,000 gp on the open market being must be ritually sacrificed to the (regardless of number) and remains active, in any city large enough to attract ring. The act must be repeated each time using one charge per round of protection, discerning customers. this power is used. until the undead are destroyed or leave. TOC > Chapters > Chapter 6 > Castle Spulzeer: Kartak's Level Characters > Locations > Items This is it, last Quest Area, here the PC Bane (aka Xvim) is very pleased with the Spulzeer Dilemma encounters the Primary Antagonist of the PC if they backed him by joining the entire Campaign, Kartak the All Seeing. church as a Bane PC or followed the This area also has three main areas which Either the PC sells the Aggarath to Kartak Assassination Path as a Shadow PC. the PC must explore. or has to fight him, see Spulzeer Dilemma. Only PC with the BRR could have Tempus, if the PC joined Tower of the The Treasure Chamber, in this area the PC summoned him from his secret hideout in Vengeful Hand and backed Whallnsor, encounters a Yugoloth (CODI and Canon the Kuldan Peaks. Tempus will take notice and intervene. how cool?) and finds nice items (or cursed ones lol). If PC has made a Powerful Ally during Eldath is wayward, all PCs destroyed the their Arc, that ally may join the PC in the Planar Rift and all PCs have a 50/50 Kartak's Library, in this area the PC fight against the Spulzeer NPCs. Some chance she will intervene. encounters Kartak who tries to convince guilds have no specific Powerful Ally to the PC to replace the BRR in Aggarath and intervene in grand finale. Golden is busy Varytha Gheldieg of the Twisted Rune give it to him fighting wars. Cargunn is under arrest. will intervene if PC gave her the Glass of Bhamm and Heldatha are too old. These Clearest Sunlight (fools) Kartak's Secret Chamber, in this area the guilds do have a 50/50 chance for Eldath PC finds Aggarath the Dagger on the floor but that's it. Only one Powerful Ally can Gentar the Djinni if the PC spared his and fights the Spulzeer NPCs. Very tough intervene. life in Cave of Wonders. battle. TOC > Chapters > Chapter 6 > Castle Spulzeer: Kartak's Level > Spulzeer Dilemma This is a straightforward dilemma Which can get complicated Aggarath with BRR Hiltstone

Marble gets the dagger. PC keeps the dagger Is pretty much a one hit wonder when PC is attacked by Chardath and Kartak PC attacked by all three Spulzeer NPCs used against Kartak. Any PC who has the Marble disappears afterward PC hopes and prays he has made some insight to equip this weapon when fighting Powerful Allies during the campaign and Kartak will do very well indeed. The BRR Chardath gets the dagger. that at least on of them steps in to help in is Kartak's Phylactery and with it the lich PC is attacked by Marble and Kartak this epic battle, kill Kartak first! is at the players command. Chardath commits suicide This is Kartak's Special items. Special In this case the PC not only ends up with Items are not explained to PC, but if they Kartak gets the dagger. the Deed to Castle Spulzeer but possession are in PC inventory when NPC is talking PC is attacked by Chadath and Marble of the BRR which they can give to the the PC can banish them with their Special Kartak pays the PC gold and flees to Heralds or sell to vendors or keep as an Item, BRR – Kartak, Spring's Last Rose ravenloft setting heirloom. – Marble, Former Lover's Ribbon – Chardath. It is possible to banish all three No matter what the choice, the PC ends up BRR value 60,000 gp, in the dagger (it's Spulzeer NPCs without ever engaging with the Deed to Castle Spulzeer, and is original mounting) 100,000 gp them in battle, but this is not advised, no that properties owner in Lands of Intrigue. drops. This, of course, is the ballsy ending. TOC > Chapters > Chapter 6 > Castle Spulzeer: Kartak's Level > Characters Yargdaar Kartak Spellseer the All Seeing Powerful Ally(ies) Only one Ally per Spulzeer NPC Fight. (yugoloth, guardian— lesser): AC 1;MV 9; Kartak talks to the PC in his Laboratory Bane – Xvim has been consumed by Bane HD 8; hp 51; THAC0 13; #AT 3; before they enter his secret chamber. and is grateful to the help provided by Dmg1d6/1d12/1d12 (bite/claw/claw); SA Bane and Shadow (assassin) PCs/ breath weapon; SD +2 or better weapon to Kartak is surprised and alarmed to have hit, immune to charm, hold, sleep, been summoned back to Castle Spulzeer by Eldath – is furious at Kartak for causing polymorph, fear, and fire-based attacks; the PC. He had forgotten all about the Planar Rift and grateful to PC for SW must remain within 90’ of the treasure Charadath, Marble, Aggarath and the Blood destroying it. (50/50 for all PCs) room; SZ M (7’ tall); ML champion(16); Red Ruby. He tries to bribe the PC with Int very (12); AL NE; XP 4,000. great wealth and property if they will give Varytha Gheldieg – is the only mortal him the dagger Aggarath when they replace who will help, she is very grateful for the Can breathe fire 3 times per day, in a cone the blood red ruby. Glass of Clearest Sunlight (fool) 30 ft. long with a base 10 ft. in diameter, for 5d6 points of damage per If PC Kills Chardath before Kartak, the lich Tempus – if the PC backed Whallnsor. attack. A saving throw vs. breath weapon becomes more powerful. Does not effect reduces damage by half. Banishing with BRR. Banishing Kartak is Gentar – If the Cowl / Rune PC spared foolish if you wanna play LoI, PC will not the Djinni's life in cave of Wonders. get Deed to Castle Spulzeer TOC > Chapters > Chapter 6 > Castle Spulzeer: Kartak's Level > Locations The Treasure Chamber Kartak's Laboratory Kartak's Secret Chamber

This is where the PC will fight the This is the area right before the Secret This is the place, this is the time. Yugoloth and find some awesome treasure. Chamber where the sacrifice took place and where aggarath awaits. Here the PC enters an empty room which There are four treasure piles and each may only has a dagger lying on the floor. be looted once by the PC Here PC will have an opportunity to talk to Kartak and hear his appeal to have the As soon as the PC picks it up the climax Treasure will reflect class and also the story dagger given to him. begins, all three Spulzeer NPCs appear, arc the player choose. appeal to have the dagger given to them Here the PC will find a sword called the one last time, then attack the PC. Yougoloth is a straightforward fight, tank dagge which is nothing more than the and spank style because he is a miniboss actual key to enter Kartak's Secret who is right before the final boss in the Chamber. It hangs on the wall like a whole dang adventure. decoration.

Just a little more to fill up the space and make it look pretty. TOC > Chapters > Chapter 6 > Castle Spulzeer: Kartak's Level > Items Ring of Teleportation Maleffluent (cursed) The Key

This ring will port the user to Castle Maleffluent is an intelligent battle axe XP Value: 2,200GP Value: 11,000 Spulzeer when not in combat or in +2/+5 against spirit creatures of any The Key is a broadsword +2 specifically restricted areas. alignment. A vorpal weapon, Maleffluent enchanted to neutralize Kartak's ward has an Intelligence of 17, speech and magic. Ancient and covered with rust, it This ring is dropped by Kartak and goes telepathic capabilities and a chaotic-evil hardly looks like the valuable magical along with the Deed to Castle Spulzeer. alignment. item that it is. This sword can be found on Useful in LoI the floor of Kartak's central chamber (area It can detect good 10' radius, detect magic 38), where Chardath dropped it in favor of Deed to Castle Spulzeer 10' radius, and detect traps within a 10-foot Maleffluent. Centuries ago, Kartak radius. It can create illusion 120yards range enchanted this sword, then“ hid ” it in plain This title grants ownership of the Castle as a wand of illusion 2xday, and it can cast view on one of the castle walls. He created Spulzeer and Spulzeer Vale to it's strength on its wielder 1x day. Who made it to dispel his own magical protections in possessor. This item also drops off Kartak this monstrously evil weapon is unknown. case he ever found himself weakened and Spellseer, the former rightful heir to the If asked, Maleffluent will say only that it is needed to gain entry to his secret property. This item is also very useful in a self-created being. Only death or a 30th- laboratory below the castle. Lands of Intrigue (LoI). level wizard can separate this weapon from the unfortunate being who picks it up. TOC > Chapters > Chapter 7: Lands of Intrigue This Chapter contains one Base. Fill this space with real text, this is only a Castle Spulzeer place holder. Fill this space with real text, this is only a place holder. Fill this space Characters > Locations > Items with real text, this is only a place holder. Fill this space with real text, this is only a This Chapter is also known as Chapter place holder. Fill this space with real text, Thirteen. this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder.

TOC > Chapters > Chapter 7 > Castle Spulzeer Characters > Locations > Items Fill this space with real text, this is only a place holder. Fill this space with real text, This is fill. this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. TOC > Chapters > Chapter 7 > Castle Spulzeer > Characters Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. TOC > Chapters > Chapter 7 > Castle Spulzeer > Locations Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. TOC > Chapters > Chapter 7 > Castle Spulzeer > Items Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. Fill this space with real text, this is only a place holder. TOC > Key Concepts > This is an ambitious project. Players finishing Castle Spulzeer: My final plan is to have a detailed Single Player Campaign followed by a shell of a Lands of Intrigue: Castle Spulzeer is one 1. Has a chance to Make Powerful Enemies PW. When I have accomplished that I will campaign with two parts. and Allies who may help in the future. be done.

Part 1: Lands of Intrigue (LoI) – This is a 2. Becomes one of Castle Spulzeer's many HOWEVER, the idea would be to build a blank Persistent World based on the new “owners”. high level campaign for Player Keep Forgotten Realms source book. The NPCs owners. The idea would be Spulzeer and Locations have been mapped out for a 3. Has a BRR which will port the user to would be a universal property, and players DM to host events in Faerûn before the fall Castle Spulzeer while not in combat. who finish the Single Player Campaign of Amn as close to canon as possible. can go and capture other locations in Amn 4. Can become a Guild Leader. and populate them with monsters. Part 2: Castle Spulzeer (CS) – This is a scripted campaign that takes place inside 5. Starts LoI inside Spulzeer Perhaps a scripted campaign were the PC Lands of Intrigue and deals with the and his new guild and player keep go to struggle between a lich named Kartak the Player not doing Castle Spulzeer: war with another power group, or All Seeing and Iyachtu Xvim a half demon overthrow Amn. demigod who possessed by his godly 1. Opposite of everything above, no father's, Bane's, Spirit. The campaign enemies or allies, no player keep, no climaxes in Castle Spulzeer. personal guild and starts LoI in Eshpurta. TOC > Key Concepts > Guilds Guild Affiliation is an important Concept Guilds are referred to by a single word. Rune (or Runes) and is one of the first things, after Twisted Rune alignment, established by the module to Bane (or Banite) determine which Story Arc a particular Temple of the Black Hand Shadow (or Shade) character will follow. Shadow Thieves Cargunn Guilds are associations of characters Major Cargunn's Mercenary Guild Tempus grouped around a common attribute, mostly Tower of the Vengeful Hand Alignment based, Class Based or Both. Cowled (or Cowls) Cowled Wizards A player is often referred to as a Bane PC, PC's starting available guild choices are or a Golden PC, this is also a space saving based on PC's alignment and class AT Duskwood (could argue for Dell) tactic. “Tempus PC” instead of “the player LEVEL ONE. Duskwood Dell who belongs to Tower of the Vengeful Hand.” Most guilds have a single Story Arc, some Golden (or Goldens, or Golds) Dilemmas can change PC's Guild Golden Fortress For more details on which guilds are Affiliation. available to which characters, please see Ilmater (or Ilmaterans) Index: Guilds, or simply load up the game. Tower of Willful Suffering It's straightforward. TOC > Key Concepts > Shrines Shrines are Provided by the Heralds and Interact with the Shrine for dialog options In addition to these important functions, play a pivotal role in the Single Player which will send PC to the last place PC shrines also play a large part of Henchman Campaign. They are also useful in the died, in case PC dies far from the Shrine. Dialogs. When in proximity of a Shrine, Multi Player Campaign but have altered (LoI) Henchmen will very likely have functions. something to say about PC's current Note: There are far more shrines in CS situation. Shrines are a good place to talk. CS == Castle Spulzeer than LoI. (CS) LoI == Lands of Intrigue Activate a Guild or Castle Token on the When PC comes into proximity of a Shrine Shrine and be ported to that Castle or any fallen Henchmen PC has will be Guild's Main Hall. (LoI) automatically resurrected and rejoin PC's party. (CS & LoI) Interact with the Castle or Guild's Main Hall Shrine for dialog options which will When a PC enters the proximity of a shrine send PC to PC's current Saved Shrine while they have a dead active henchman, Location or the last place PC died. (LoI) that henchman will be resurrected and added automatically to the party. Works different in LoI. (CS & LoI) TOC > Key Concepts > Conspiracies Named Lands of Intrigue for a reason. Conspiracies Criminal Conspiracy – Conspirators, Cargunn, Redarm and Rosznar (refereed This module is straightforward from a Conspiratorial NPCs working toward a to as the Criminals) who are traitors players perspective. PC gets a campaign communal goal, often as the catalyst of the selling stolen arms to Cyric. quest, joins a guild, make choices, slays Campaign, Quest or Story Arc. baddies or solves puzzles and wins the day. Conspiracies can have different outcomes Cyric Conspiracy – Cyric wishes to form a depending on PCs choices. theocratic city-state and are using Kartak From a developers perspective, the PC is and the Giants for help. given myriad choices which all must be Kartak Conspiracy – The originator of one systematically ordered to function properly. plot encompassing three others, Cryicists, Giants Conspiracy – Sothillis wishes to Giants and Rebels. build a monstrous empire and is using I developed categories to clarify this Kartak and Cyric for help. tangled web of intrigue. Following is a list, Chardath Conspiracy – Chardath, with and explanation, of those categories from Gentar's help, uses the Focus Crystals to Rebel Conspiracy – The Merchants' most expansive to most diminutive. These attempt finding Kartak. Chosen want to secede from Amn and are are intended for developmental purposes being manipulated by Kartak. only. Marble Conspiracy – She maintains the Planar Rift to prolongs her existence, this act caues the Haunted Taint. TOC > Key Concepts > Dilemmas Dilemmas Ilmater Dilemma Mystic Dilemma Ilmater PCs must choose, upon applying for After Nine Sentinels Cowl and Rune PCs PC must decide between courses of actions membership, which Story Arc to follow. have the option to keep the Powerful whose consequences can alter; Guild Either Nature or Divine. Magic Item, betraying their guild and Affiliations, Quest outcomes, Story Arcs or continuing unaffiliated. the outcome of the entire campaign.. Shadow Dilemma Riatavin's Shadowmaster wants to betray Bane Dilemma Cargunn Dilemma the Shadow Thieves by blackmailing a high Sacrifice the child and submit to Xvim's Cargunn orders PC to do Nine Sentinels, value assassination target of the Guild. If Black Will or be banned from the church despite evidence the real threat is Dark PC takes this course of action they will be forever. If PC demurs they are forced to Redoubt. Players choose to either Follow expelled from their guild and continue the join Tempus Guild. Orders, Bribe Arbas or Turn State's campaign unaffiliated. Evidence. Duskwood Dilemma if the PC acts in Golden Dilemma(s) anyway that contravenes the peaceful Tempus Dilemma War Crimes. Often the Golden Fortress nature loving edicts of Eldath, the PC is After the Skullgnasher defeat, Tempus PCs gives orders contravening treaties which summarily killed. LOAD! must decide to follow either the Divine or define the rules of engagement. If PC Moonhearth Dilemma (Quest Specific) Martial Arcs. protests they are forced to join Cargunn. PCs must resolve the Sharill situation with optimal results in order to get rewarded mounts, limited consequences. TOC > Key Concepts > Story Arcs & Quest Categories Story Arcs Martial Story Arc deals with Criminal Quest Categories. Conspiracy, Cyric, Giants, and Tethyr. All – Every Arc participates Arcs categorize quests into an overall Golden PCs must do this Arc. Cargunn and Arc – Story Arc or Guild Specific theme which reflects PC's Roleplay Style. Tempus Dilemma PCs can also choose this It may or may not require strict adherence Arc. All are quests like Moonhearth, the South to to one guild. There are Six Story Arcs; Road Escort. They are done by any Story Divine deals with the Cyric menace. Bane, Arc PC doing the module. Martial – Giant Invasion – Trailstone some Ilmater and some Tempus. Arc are quests which pertain to a specific Divine – Cyric Crusade – Twin Towers Mystic deals with Chardath and Gentar. Story Arc or Guild and are only done by Cowls, Runes and some Cargunn. PCs involved therein. Mystic – Lines of Sight – Cave of Wonders Espionage deals with Tethyr. Shadow Only One Quest can serve several Arcs while Espionage – Criminals – Riatavin not being an All Quest. The Redoubt and Nature deals with the Haunted Taint, Giants are part of both the Martial and Nature – Haunted Springs – Planar Rift Haunted Springs and the Planar Rift. Divine Arcs, after which each Arc has it's own separate Climax. Spectral – Dislocated Spirits – Planar Rift Spectral deals with Dislocated Spirits, Insight: Called All instead of Universal to Ghostly Epidemic and the Planar Rift. conserve writing space. TOC > Key Concepts > Henchmen Henchmen play an integral role in PC's Henchmen will hold PC's items in their Lands of Intrigue (LoI) experience in Lands of Intrigue: Castle bags, but their inventory is not persistent In this portion of the campaign(s) Spulzeer. Those roles are different in the over dismissals. If PC MUST dismiss them, Henchmen are considered just that, Castle Spulzeer and Lands of Intrigue remove any gear Henchman is carrying. Henchmen. They must be paid, geared and portions of the campaign(s). That being said, why are you dismissing housed or they will not like PC and leave. your henchmen? Don't. In Castle Spulzeer, PC is assigned two Moreover, if they don't like the way PC specific Henchmen depending on PC's Their inventory IS persistent if they die and runs the show, they may depart. Alignment Class, Guild and Story Arc. are not dismissed, so when they revive their These Henchmen represent independent inventory is still intact. Importantly, there is a total of nine characters, party members on the same different Henchmen available in LoI, PC quest. If a PC joins an Off Class Guild, a Henchmen may be resurrected normally can have any two Henchmen active at a good aligned barbarian joins Ilmater, that with scrolls or spells, a Henchman time. PC is not the Story Arc's Protagonist, and Resurrection Item may be implemented, or that player will have far less choices in enter the proximity of a Shrine. Yes, LoI is a cow of a different color. how the story progresses. Henchmen must be active at all times (unless dead, in which Shrines are likely the easiest way to case PC must resurrect them) and are resurrect Henchmen, because it is done required to be present at all important automatically and with little fuss or muss. dialogs encounters. TOC > Key Concepts > Mounts Mounts CS has set piece areas and not a lot of Mounts are obtained during the story, but traveling, LoI tries to recreate realistic others may also be purchased. geography, at least in it's unaltered presented state. Players are given a set of reins which can be used to summon enough mounts for the player and any active henchmen. When summoned the reins disappear.

Dialog options dismiss the mount, reins will reappear in the player's Gem Bag.

Auto dismounting at doors, area transitions and portals work the same as dialog options.

Class granted Mounts work as normal. Not a lot of use for horses in Castle Spulzeer, much more so in Lands of Intrigue. TOC > Key Concepts > Miscellaneous Junk Bag Guild Representatives Character Requirements Guild tokens, Henchmen Voodoo Dolls, Mount Reins and the Blood Red Ruby Henceforth be referred to as GR(s). Castle Spulzeer is a Scripted Campaign (BRR) are plot items which are stored in a designed to advance characters from level Junk Bag for easy management. The bag is The Guild Representative is the NPC with 1 up to a predetermined level. provided gratis along with the BRR. whom the PC interacts concerning Quest(s) during their current chapter. Only level one characters are eligible to Henchmen and Mount Inventory start Castle Spulzeer, therefore PC's initial Both types of inventory are not persistent GR's identity changes often. In Chapter class and alignment choices determine over dismissals and summonings. Before One the GR is the Guild Leader in Eshpurta which guilds the PC may join. PC dismisses a Henchman or Mount make and then whoever they have to report to for sure it's inventory is empty or the items will one of the four possible Arc Quests. In Lands of Intrigue is an Open Campaign be lost. chapter 2 GR is first Namble Swiftleg, then where either I, or other modders, can Farmer's Militia Leader, then Kelsha Mess continue the campaign in Amn with new The same is not true for resurrected Officer, then Kelsha Gatekeeper, who acts lovingly crafted Intrigues. Henchmen and Mounts, those inventories like a secret guild member of whichever will be intact. guild the PC belongs. Player's Journal and Any player may join Lands of Intrigue, waypoints will lead the way. but only those who have finished Castle Spulzeer and have a BRR may have access some high level content. TOC > Story Arcs Story Arcs are vital to understanding the This Listing is not in alphabetical order, nor I have chosen a representative Guild who's format of LoICS v4.0. All Guilds, is it any sort of order at all. When I made Main Track is of the Story Arc. Dilemmas and Quests serve the Story Arc my first flow chart, the fact that there were of a Character. arcs occurred to me, and this is the order Martial – Golden Fortress which I first chronicled them. Sadly, due to the nature of Quantum Divine – Bane Questing, and the myriad choices it allows What follows is a general overview of each a player, this means each individual Story Story Arc, I do not list Dilemmas or take Mystic – Wizard's Guilds Arc can be twisty. into account choices the PC makes. Instead this is if the PC stayed on the Main Track Espionage – Shadow Following, are the Five Core Story Arcs of the Story Arc. told from start to finish in as a concise Natural – Duskwood manner as I can manage. Moreover, there are different guilds whose Arcs overlap for portions of their Arc. Spectral – Ilmater It can't be stated enough that each There are also multiple paths into each individual may experience slight variations Story Arc, I can't tell the story from each of Golden Fortress' entry is the most detailed, in their own Story Arc the nine guilds POV. but reader sees how successive Arc Quests reveal more of the story and points closer to Primary Antagonist. Evidence also points to the False Primary Antagonist. TOC > Story Arcs > Martial 1 2 3 4 Balacer Macefist of the Golden Fortress Gaspard de Louca recommends the PC to Golden Fortress and Council of Six were and the General Craumerdaun of Shield either Balacer Macefist (Golden Fortress), stunned when they heard the news Hillfort Council, the governing body of Eshpurta, Jak Errins (Tempus) or Major Cargunn as Ilsha was overrun and lost to a swarm of were not shocked when they heard the adequate reinforcement. Ogre mages, Orcs and Goblins, know as news of a Skullgnasher Giant attack on the Sothillisian Empire. Hillfort Torbold. Often times the giants are The GR thinks the PC is too weak to send active in the spring, the Skullgnashers were south right away and instead sends them on The GR needs PC to travel south at once, a long standing problem in the Tejarn Hills a mission to Fort Ilbratha to investigate but needs PC to stop along the way and and the Small Teeth (Mountains). some Troll Bandits reported to the Guild by deal with a ACA Deserter named the Bloodsnot Goblins. The PC travels Korienna Redarm, she has been raiding This attack has caused more than the usual there and finds the Trolls are being armed the South Road and stealing horses. She numbers of casualties and refugees by a group of humans called The Fallen must be captured and torture until she escaping the violence. Because the who are in turn working for an unknown reveals her partners. Skullgnashers are attacking with more entity. cunning and foresight this year and Major On the way to do this, Squad Leader Olehm, Commander of Hillfort Torbold, The GR is happy with PC's performance Namble Swiftleg stationed at Trollford has requested reinforcements. and information. Decides to trust PC sends PC to do Moonhearth, which I will further into his confidence, but first he must not describe here. give urgent news. TOC > Story Arcs > Martial 1 2 3 4 When the PC returns from Moonhearth The PC is a strict Golden and kills all of PC must tell Rosznar they will investigate Namble lets them proceed south. On the Korienna's cronies, then captures Korienna Nine Sentinels. To stay on the Golden other side of Trollford the PC encounters a and questions her with extreme prejudice. Path PC must instead visit Dark Redoubt. Farmer's Militia, their Leader demands the PC takes a Lawful and an Evil Alignment To travel, PC must talk to Gatekeeper who PC escort their cargo to Hillfort Kelsha. Shift, and the criminal identifies her will update quest. accomplices; The PC escorts the cargo shipment south There the PCs find not a peaceful and defends against many attackers until Major Cargunn, Arbas Rosznar and the settlement of those in the dark monastic they reach their final destination, Hillfort Cyricists at Dark Redoubt. order of Cyric, but a bristling armored Kelsha's East Gate. They turn the delivery fortress with mounted patrols of sword over to Kelsha Mess Officer, who is The PC returns to Kelsha Gatekeeper and wielding clerics who seem on the verge of surprised the PC did encounter Korienna gives the bad news. an attack on Hillfort Kelsha. Redarm in their travels. Gatekeeper encourages PC to confront PC fights his way through all the forces The GR is Kelsha Gatekeeper he sends Rosznar and ask him where he thinks the arrayed against Kelsha. Even killing the Martial PCs to the known location of stolen Arms Shipments have gone. Rosznar leading Cyricists at the redoubt and Korienna's Deserter Camp. answers Nine Sentinels. Then mention PC discovering incriminating evidence which has questioned Korienna Redarm and judge ties the Criminal Conspirators to illegal Rosznar's reactions. arms deals TOC > Story Arcs > Martial 1 2 3 4 PC and Kelsha Gatekeepers confront PC enters Hillfort Torbold and are greeted In the Warrens, PCs encounter the Rosznar, who puts up a fight but surrenders eagerly by Major Olehm himself. Skullgnashers in their home, which is a in the end. Rosznar is taken away and disgusting sty filled with gnawed human Gatekeeper, who is a spy for the ACA, Just as PC's encounter with Olehm begins and animal bones. Finally, they are takes command of the Hillfort. there is a sudden assault of Skullgnasher cornered by King Feduk, who first throws giants who have breached the perimeter and waves of his best soldiers at the PC, then Commander Gatekeeper is very proud of attack the PC and Olehm in waves. attacks himself. the PC and gives them a Field Promotion with a nice gift. Arbas and Cargunn will be After, Olehm is glad to have PC's assistance While PC was in Warrens, Olehm led a hung, Eshpurta has been spared from an but wishes PC had some supplies as well. squad to Hillfort Ilsha, where he chased imminent attack and arms and supplies can PC tells Olehm about Cargunn and the Sothillisian Ogres into the Olehm once again flow down the South Road. Rosznar. Passage.

Comm. Gatekeeper sends the PC onto While PC and Olehm speak a Torbold Now with Olehm at PC's side they Hillfort Torbold where Major Olehm is Scout reports he has found the Skullgnasher proceed over the rocky and hilly “road” need of urgent reinforcements and to Warrens. Olehm sends PC to clear warrens. slaying Ogre mages and large swarms of inform Olehm of PC's experiences. goblins and orcs. Finally PC faces Sothillis and his mate Cyrvisnea, after which the Giant Threat is gone. TOC > Story Arcs > Martial 1 2 3 4 PC's fight has led them to the Tethir Road, PCs reward is based on number of Of course the PC is a Golden PC who which means PC have almost reached PC's casualties sustained during the course of follows commands and leads his troops final destination Castle Spulzeer. But one this part of the quest. through the streets of Trailstone setting the hurdle remains in PC's path. largest establishments ablaze and There are a series of areas which represent murdering the citizens who try to stop Trailstone has been occupied by Tethyrian small portions of the Battlefield around them. PC take a huge Evil and Lawful Forces and the city must be retaken. Trailstone. Alignment Shift.

Olehm returns to Hillfort Torbold to take When PC fights his way through the General gives PC yet another Field command of that situation and the PC now surrounding area he finds himself on the Promotion and a large share of the looted speaks with General Craumerdaun whose Tethir Road outside Trailstone where plunder of Trailstone. forces are ready to launch their assault. General Craumerdaun is waiting. PC has earned the ACA respect, large The PC is assigned a squad of ACA The General has orders to make the sums of gold and experience but the Soldiers whose lives are the PC's rebellious citizens of Trailstone regret their hatred of Tethyr and Trailstone along with responsibility. secessionist activities. the fear and loathing of Amnian Citizens, who have heard of Redarm's torture. Then The General orders the PC to take his the PC is off to Castle Spulzeer. troops and set fire to Trailstone. TOC > Story Arcs > Martial 1 2 3 4 Bane has risen again after the bloody Bane sends the PC to Springfield where PC returns to Bane, who is pleased by madness of the Banedeath, a crusade to they will meet a GR who will give further their obedience. destroy Bane as a deity and replace him instructions. with Cyric, another dark god who covets The Guild Leader is actually the Half his Portfolio. The GR awaits the PC at a small campsite Demon Iyachtu Xvim, son of Bane who is outside the hamlet. The GR informs the PC dead. Xvim is his scion and is preparing to Bane needs new recruits to help him fight they must pose as Ilmarteran Priest and sacrifice his own body in order for his the well armed and organized Cyricist Cult. convince the Elder Cyric is to blame, father, Bane, to return. He wishes to send these troops south to though it's Bane. crush Cyric's plans to destroy Amn. For this to happen Xvim must use others When PC returns to the GR with the to reclaim certain holy places which were Gaspard de Louca suggests the PC as a Unconscious Child, the GR says PC must lost to Cyric during the Banedeath, these prime candidate for the job. sacrifice the child to Bane in order to prove places include, Ruins of Darkness, Dark his allegiance. Redoubt and Twin Towers of the Eternal Bane is unsure the PC is qualified for the Eclipse. demanding job, and doubts the applicants The PC stains his soul with blackness if he desire to subject their will to Bane sacrifices the Unconscious Child, and can The PC serves as a tool for Xvim and will unerringly. no longer turn from the dark path or deviate be rewarded richly, but henceforth the PC from orders. has no more choices. TOC > Story Arcs > Divine 1 2 3 Bane orders the PC south to reclaim Ruins The GR is Kelsha Gatekeeper he sends PC travels to Dark Redoubt, slays of Darkness first. On the way to do this, Divine PCs to the Ruins of Blackness to inhabitants, discovers evidence which Squad Leader Namble Swiftleg stationed at claim the Cyricist Ward for their Deity. implicates Cargunn and Arbas were Trollford sends PC to do Moonhearth. supplying the cultists with pilfered When the PC returns they next enter weapons from Kelsha's armory. When the PC returns from Moonhearth Hillfort Kelsha and must report to Kelsha Namble lets them proceed south. On the Priest regarding the next leg of the Crusade. Evil GR enjoys dethroning Arbas, Tempus other side of Trollford the PC encounters a is irate at traitors, Ilmater is sad at the Farmer's Militia, their Leader demands the Dark Redoubt is a former Bane Temple suffering it caused. PC escort their cargo to Hillfort Kelsha. which was conquered during the Banedeath The PC escorts the cargo shipment south by Cyric. The GR, Kelsha Priest, warns PC GR explains the PC must travel to Twin and defends against many attackers until the inhabitants of Dark Redoubt have been Towers to topple Cyric in Amn once and they reach their final destination, Hillfort militarizing recently and PC must be wary. for all, but the Skullgnasher Giants at Kelsha's East Gate. They turn the delivery Hillfort Torbold block the path further over to Kelsha Mess Officer. As an aside, the GR mentions that the south. Cyricists must be getting their weapons somewhere, PC should find out where. PC must help Olehm at Torbold against Giants before they can move forward with their crusade. TOC > Story Arcs > Divine 1 2 3 PC enters Hillfort Torbold and are greeted In the Warrens, PCs encounter the PC's fight has led PC to the Tethir Road, eagerly by Major Olehm himself. Skullgnashers in their home, which is a which means PC has almost reached their disgusting sty filled with gnawed human final destination Castle Spulzeer. But one Just as PC's encounter with Olehm begins and animal bones. Finally, they are hurdle remains in PC's path. there is a sudden assault of Skullgnasher cornered by King Feduk, who first throws giants who have breached the perimeter waves of his best soldiers at the PC, then GR Torbold Priest stands beside Major and attack the PC and Olehm in waves. attacks himself. Olehm with a portal which leads to Twin Towers of the Eternal Eclipse. PC travels After, Olehm is glad to have PC's While PC was in Warrens, Olehm led a through portal and stands atop West assistance but wishes PC had some supplies squad to Hillfort Ilsha, where he chased the Tower. Fights his way to the basement, as well. PC tells Olehm about Cargunn and Sothillisian Ogres into the Olehm Passage. kill Bloodshoulder's Ghost and travels Rosznar. through connecting underground tunnel. Now with Olehm at PC's side they proceed Comes to east tower and fights to the top. While PC and Olehm speak a Torbold over the rocky and hilly “road” slaying Climax and return to Tethir Road. Scout reports he has found the Ogre Mages and large swarms of goblins Skullgnasher Warrens. Olehm sends PC to and orcs. PC is Deity's Champion, is rewarded clear warrens. handsomely and does Castle Spulzeer. Finally PC face Sothillis and his mate Cyrvisnea, after which the Giant Threat is gone. TOC > Story Arcs > Spectral 1 2 This is the latest addition to the Story Arcs The Planar Rift, opened during the Spulzeer It is this suffering Mother Heldatha seeks which had remained fairly stable since Incident, has allowed many spirits to escape to alleviate by sending the PC to deal with early in the writing process. the Ethereal Plane. Bane, Kartak Spellseer, and Dislocated Spirits they encounter, find Tellvon Bloodshoulder (Twin Towers... Eclipse), the cause and stop it. Ilmater has been removed from the Divine the Pre-Shoon Apparitions (Pre-Shoon Ruins), Arc. Their dogma against physical the Ghostly Animals (Nature Arc), the Spectral Things PC may have to do. Find lost violence, the need for more roleplay Focus Guards (Nine Sentinels) to name a few. items. Talk to living relatives or loved options and a desire to weave more Planar ones. Exorcise malicious spirits. Destroy Rift and Haunted Taint elements into the This is in addition to causing the Haunted or construct object for spirit. Solve a module all played into this decision Taint which creates Frenzied creatures. mystery.

Mother Heldatha has become aware that a Many other spirits where able to cross the • Chapter 1 Exorcism Relic rash of hauntings have swept across Amn. Planar Rift. Most are former residents of • Chapter 2 Haunted House So when PCs have to decide which Arc to Amn or Tethyr and have been attracted to • Chapter 3 Pre-Shoon Ruins follow in Chapter 1 they choose between geographical locations which bore • Chapter 4b Overland Route Snakewood Springs and Haunted House 1. significance during the Spirit's mortal life. • Chapter 5f Orgoth's Tower • Chapter 6 Castle Spulzeer In each Haunted House the PC has to These spirits' suffering caused by their investigate the Haunting and confront the dislocation in time and space has caused Spectral Apparition. great suffering, for the living and the dead. TOC > Story Arcs > Spectral 1 2 The Planar Rift, opened during the Spulzeer Incident, has allowed many spirits to escape the Ethereal Plane. Bane, Kartak Spellseer, Tellvon Bloodshoulder (Twin Towers... Eclipse), the Pre-Shoon Apparitions (Pre-Shoon Ruins), the Ghostly Animals (Nature Arc), the Spectral Focus Guards (Nine Sentinels) to name a few.

This is in addition to causing the Haunted Taint which creates Frenzied creatures.

Many other spirits where able to cross the Planar Rift. Most are former residents of Amn or Tethyr and have been attracted to geographical locations which bore significance during the Spirit's mortal life.

These spirits' suffering caused by their dislocation in time and space has caused great suffering, for the living and the dead. TOC > Story Arcs > Mystic 1 2 Cowls and Runes have an identical Story The GR is not concerned the PC lacks At first the PCs mission is a simple one. Arc. Cargunn PCs who ask no questions experience because the Elixir must be Travel south and deliver the Elixir they and tell no tales will also experience a formulated first anyway. That's a challenge. helped brew to Oculars. They with this variation of this Arc, they do half Martial simple goal. and half Mystical. The PC must take a portal to Heralds' Hall near the underground lake, Swordsmere, The PC experiences the universal events The Focus Crystals help mages in Eshpurta under Mount Sklagarra in the Troll of Moonhearth and South Road Escort divine distant events clearly by sharpening Mountains. Quest. the Lines of Sight. There are nine crystals atop each of the Nine Sentinels. Recently PC meets Heralds' Chaperon who tells them GR Kelsha Gatekeeper sends PC to the the Lines of Sight have been muddied, and they must collect three ingredients before Perspicillum to check on Oculars the no communications with Ocular. HC can brew Salve of Clarity. Focus Keeper. PC discovers him dead along with all his servants at the A Salve of Clarity must be formulated and While HC brews the Elixir, PC must defend observatory. PC must read the Manual of sent south to Oculars so he can clear the against magical beasts which appear during Clarity to learn how to Anoint Focus Lines of Sight by Anointing the Focus the brewing. PC then returns to GR and is Crystals. PC then returns to the GR who is Crystals. Gaspard de Louca recommends accepted into the guild as a Member. dismayed by PC's news, he explains they the PC to the GR. must enter Kelsha to access the first set of Focus Crystals. TOC > Story Arcs > Mystic 1 2 PC enters Kelsha and speaks with GR Whether they steal the item or not the story PC travels to Cave of Wonders, kicks Kelsha Wizard and is sent to the first five progresses the same, effect of this choice some Mystical Ass, confronts Gentar and Sentinels towers, at the fifth the Focus are post Castle Spulzeer. (LoI) his Summoned Creatures and Mystical Guard's Ghost is accompanied by a Mystic Assassins. PC kills Gentar and claims the Assassin sent by Gentar. When PC returns to Torbold they discover Cave of Wonders for the Guild (or itself). Olehm and GR have gone to clear Olehm PC returns to GR and is sent Hillfort Passage and PC must follow in the Wake of PC is now the hero who cleared the Focus Torbold to do final set of Towers / Crystals. that ongoing battle. Crystals and the Lines of Sight, and looted Which they do, each Focus Guard Ghost is magical items from the Cave of Wonders. now accompanied by a Mystic Assassin. PC rendezvous with Olehm and GR on the Now onto Castle Spulzeer. Tethir Road, they are impressed and When the final the final Crystal has been pleased with PC (unless they are Cargunn's, Anointed the PC is left with a Powerful then Olehm detests PC). Magic Item and a dilemma. PCs have discovered Gentar the Djinn is Keep the item and finish campaign without responsible for the Focus Crystals, and with a guild, but a new powerful enemy, or hand Powerful Magic Item GR locates Gentar in the item over to GR. (not Cargunn PC just the Cave of Wonders. magic guilds). TOC > Story Arcs > Espionage 1 2 Before the war, the Golden Fortress and The GR feels the PC is too inexperienced Korienna Redarm raids the South Road, Council of Six had not maintained a proper and untested to send south so soon. Instead, ACA wants her captured, GR wants her spy network. When the cities of Riatavin GR decides to use PC to tie up some loose unauthorized activities halted. and Trailstone seceded from Amn to join ends first. neighboring Tethyr, the Amnians where The GR sends PC to the known location taken off guard. Shadow has a contract with Bane to do of the Deserter Camp and PC fights their some undercover work in nearby way to Korienna, whom they can either The Council of Six has approached the Springfield. PC must lie, steal, cheat and Capture, kill or bribe for gold. Shadows Shadow Thieves appealing for help murder in order to pass the test. are happy if she's just gone. gathering intelligence behind enemy lines. In return the ACA offers an easing of Law The GR is pleased and sends the PC south PC returns to GR who sends PC along the Enforcement activities concerning the with two tasks, first investigate the arms Hillfort Kelsha and GR Kelsha Scout. Guild. and mounts stolen from the south road and Hillfort Kelsha, second spy on Toralth and GR sends PC to investigate Dark Redoubt The Shadows need a spy to penetrate Riatavin. and when the PC returns, they plot enemy lines undetected and work as the whether to Turn States Evidence or Bribe ACA's man on the scene. Gaspard de The PC travels south and experiences the Rosznar regarding what PC found in the Louca recommends the PC to the GR as a universal quests Moonhearth and South Dark Redoubt. Subtle operator. Road Escort Quest. TOC > Story Arcs > Espionage 1 2 Overland Route where they navigate the They meet GR Riatavin Shadowmaster who If the PC decides on this risky course of Trackless Wilderness and play word games runs this branch of the Shadow Thieves' action the forfeit their reward from with a bored Gynosphinx. Guild. He gives the PC a series of quests Shadow Thieves for the campaign but in which utilize Move Silently, Hide, LoI, PC can start his own guild from his In Toralth the PC must promote Amn, Persuade, Pick Pockets or Perform, class new Castle with bribery loot. demote Tethyr and discover Toralth Rabble dependent. who works for Kartak. If PC decides to remain loyal to the Guild, When PC has completed all his tasks for they simply report Shadowmaster's actions After Toralth the PC must travel even the GR they are confronted with a large to his superiors or choose to blackmail father behind enemy lines and penetrate Dilemma before they can leave the city. him about it. Riatavin which is a fortified city on the Tethir Road, currently occupied by GR Riatavin Shadowmaster knows the Regardless of that choice after Riatavin is Tethyrian Forces. whereabouts of an Assassination Target done, PC continues on to Castle Spulzeer wanted by the Shadow Thieves. and the Road of Destiny. PC enters the city through an ancient underground tunnel which is inhabited by This Assassination Target is a wealthy and Not mentioned but, slowly as story unspecified creatures. At the tunnel's end powerful man who could be blackmailed progresses, PC discovers Kartak is they are in the Riatavin Shadowhouse. and bribed for his life, if the PC is willing responsible for agitating the Rebellion. to help. TOC > Story Arcs > Natural 1 2 3 Most Exalted Fallskeeper Berendim and the This story Arc begins with a Dilemma for The Water Nymph has been mutated by druids of Duskwood Dell are in turmoil. A Ilmater PCs, they must either choose the the Unnatural Taint and must be defeated great disturbance in Nature has tainted the Divine Arc (Hack & Slash, Puzzles) or by the PC. After the confrontation the PC waters of local springs and rivers. Natural Arc (Skill Checks and RP), and are must speak with Yambaa. known as Peaceful Ilmaterans. Green Goddess Falls is not immune to this Yambaa reports an unexplained taint and the faithful of Duskwood have Otherwise, this Arc offers no other phenomenon which is tainting the waters fought tirelessly to repel this unnatural Dilemmas, the necessities of nature are of Amn. Yambaa suggests an Elixir of influence, but they are at their wit's end. unambiguous. Purity must be brewed in order for her to cleanse Amn's Four Haunted Springs, Yambaa the Water Nymph has wisdom GR sends PC to investigate Snakewood including her own. more deep than the oceans and should be Springs and visit Yambaa the Water Nymph consulted but none of the druids can be to check on her situation. PC must collect three ingredients and spared from the defense of the Green place them in Yambaa's Spring. While she Goddess Spring which feeds the falls. A The PC discovers the grove surrounding the preforms her ritual PCs must defend her hero is needed and Gaspard recommends spring is overrun with Ghostly Animals and from Ghostly Animals which are drawn to the PC. the waters have an unnatural tint to them. the activity and attack on sight. The PC fights his way to the Spring and sees Yambaa. TOC > Story Arcs > Natural 1 2 3 PC returns to GR and they apply the Elixir When Zoltan's sanity is returned he tells PC PC enters Hillfort Kelsha and reports to to the Green Goddess Spring which He has not been flying lately because of his GR Kelsha Ranger. GR is aware of the alleviates the symptoms but does not insanity, and therefore has not been able to Pre-Shoon Ruins and has not had time to address the root cause. gather news recently. Because of his recent investigate it because he has been defeat at PC's hands he will not be ready to protecting the Spring which provides GR Fallskeeper sends PC to consult Zoltan fly any time soon. water for Kelsha. the Talking Raven who gathers news far a wide to ask if he knows of the Haunted During his last reconnaissance flight before PC travels to Ruins and deals with its Taint. PCs must also check the condition of his insanity Zoltan spied a large sinkhole Ghostly Animals, which in this case Zoltan's Spring. which recently appeared south of Hillfort should be something to do with the Shoon Kelsha. There appeared to be Pre-Shoon Dynasty or ghosts of halflings. Moonhearth and South Road Escort. Dynasty ruins in the bottom of this geographical oddity. He enters the area where the Haunted PC are told the location of Zoltan's Gove Spring is located and defeats the boss by GR Kelsha Gatekeeper. GR tells them of The Sinkhole's formation, in conjunction associated with it, purifies the spring with reports by fleeing refugees of Ghostly with the Ruins, so timed with the Haunted the Elixir of Purity and returns to Hillfort Animals in the vicinity of the grove. PC Events leads Zoltan to believe there is need Kelsha. There he reports his findings that goes and purifies Zoltan's Grove and to investigate. he did not discover the source of the Spring. Haunted Events. TOC > Story Arcs > Natural 1 2 3 GR Kelsha Ranger informs PC they must Finally PC reaches Hidden Springs and Otherwise they continue to Sunrise take the arduous Overland Route to reach dispatches the Ghostly Animals and applies Springs and confront Planar Rift, no gold the remote Hidden Springs which is also the Elixir of Purity to the Spring. PC now reward. Then do Castle Spulzeer. Haunted. learns of the existence of the Planar Rift as the cause of Nature's Problem, but not what PC enters Overland Route speaks with new cause the rift. GR who will provide information, a store for PCs to empty their bags and provide PC travels to Sunrise Orchids, currently general chat. occupied by Tethyrian Forces who must be PC then enter the true Trackless Wilderness avoided or persuaded to ignore PC as not a which is uninhabited for leagues around. threat. Failed persuade can result in PC PC must use class appropriate skills and becoming a Prisoner of War who is forced attributes to lead them safely through the to escape using animal friends and other perils, lest they encounter hostile forces. POWs.

Finally they encounter a bored Gynosphinx who engages them in word games and riddles but provides a clue toward the true Primary Antagonist.