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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 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 4 The Spulzeer Incident An ancient, rich, powerful and wicked Some family left and founded Trailstone Chardath Spulzeer, the castle's current family named Spellseer lived on the Amn others remained in the family castle, which occupant, and Marble, his deaf mute sister, and Tethyr Border. Horse trading made they converted to an inn catering to rich were the perfect candidates. Kartak, their fortune, aided by family members' travelers with perverted tastes. Kartak kept plotting to once more encase his spirit in innate magical abilities. a secret chamber in the castle and there he flesh, mentally compelled Chardath to hid his phylactery. sacrifice Marble with Aggarath, the dagger Kartak Spellseer, The All Seeing, learned whose 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 from which allies, including Rysellan the Dark, Kartak power group which dominated Tethyrian a new figure coalesced, Kartak. This event devised plans to return from the dead as a monarchies. Treacherous Kartak was later caused the Planar Rift. lich. Finally, his mortal life was ended by a expelled and became embittered toward mob of outraged citizens and Kartak Rysellan and the Twisted Rune. Kartak ceased his mental domination of returned in his new undead form. Chardath and fled to his other lair in the When Kartak's Lich form was destroyed, Kuldan Peaks. Chardath went mad upon The Spellseer's were stripped of all their his second death, his spirit fled to his secret seeing what he had done. swore lands except Castle Spellseer and shunned. chamber in Castle Spulzeer where his vengeance upon Kartak. Chardath The remaining family changed their name phylactery, the Blood Red Ruby (BRR), dropped Aggarath to the floor beside to Spulzeer but their fortunes shrank as was hidden. He lingered awaiting a Marble's shriveled body and fled the Kartak's infamy grew. malleable person whom he could inhabit. chamber gibbering. TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 4 Spulzeer Incident's Aftermath The Blood Red Ruby (BRR) was knocked While searching Kartak's Hidden Chamber Marble's spirit was trapped in the material loose of the Aggarath's hilt and glittered Chardath discovered a Magic Lamp from plane and bound to the castle as a result of wetly in a puddle of coagulating blood. which emerged Gentar, a cunning Djinni. Kartak's necromancy. Gentar steals half Kartak's magical abilities Servants quickly discovered Marble's body, and grants them to Chardath. Chardath is In her new form Marble finally found a the BRR was pocketed by the maid who unschooled in the use of magic and has also voice, which she uses to berate and found the corpse. Then, that maid fled the become mentally unstable. torment Chardath for his actions. Wracked castle in terror of its wicked occupants. by guilt, Chardath accepts this abuse as he Gentar, who also strongly dislikes Kartak, plots his stumbling intrigues. This errant maid carried the BRR north to attempted working with Chardath, which her aunt's home in Eshpurta. The journey resulted in fouling the Focus Crystals. But The Planar Rift, created by Marble's from Trailstone to Eshpurta was made more Chardath's instability, both magically and Ritual Sacrifice, has freed many spirits arduous by the her burden. mentally, soon made the task too onerous from the Ethereal Plane. and Gentar fled to Kartak's treasure horde, Ellana of Farhome, the maid's aunt, is a the Cave of Wonders. The Haunted Taint (Natural Arc) and the fortune teller and part time fence of stolen Dislocated Spirits (Spectral Arc) are both property in the big city. Ellana senses the Currently, Chardath is at Castle Spulzeer results of the Planar Rift. Bane's Spirit stone's evil and has difficulty finding a experimenting with magic and laying traps escaped, along with a host of others. Both buyer. Currently, Gaspard de Louca is on for Kartak's eventual return. Gentar amuses Marble and the Planar Rift await the PC in his way to buy the BRR from Ellana. himself with the hijacked Lines of Sight. Castle Spulzeer. TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 4 Kartak's Allies Kartak, from his distant hideout, assessed Kartak is surprised to learn of Bane's Kartak's fiercest hatred is reserved for the current political and military situations demise and the rise of Cyric which Riatavin. It was the Merchants' Chosen of in Amn and around Riatavin. occurred during the scant decades of Riatavin who organized the first death of Kartak's death. Cyric's ascension to power Kartak and it was they who stripped his Kartak learned of and contacted Sothillis, has been swift and all encompassing, Amn family of their holdings around that city. an Ogre Mage from the Small Teeth with is now a bastion of Hatred and Tyranny. Of course the people who did that are long ambitions of empire. Through Sothillis, dead, but it's the thought that counts. Kartak also meets Feduk, the hapless Giant Kartak contacted Tynnos Argrim (Mountain from the Tejarn Hills. of Skulls), Haarken Akhmelere (Twin Purgan is a wizard who is magic tutor and Towers) and Dark Master K'rvan (Dark Financial Adviser to the Tormaril family, Kartak has joined forces with Sothillis and Redoubt) of Cyric's Church. Kartak has members of the current Merchants began financing the ogres and giants. Also, coordinated plans with that organization to Chosen. Though magical methods, Kartak using dark rituals, Kartak has empowered both group's mutual benefit. has contacted Purgan, who seeks the ritual Sothillis' fellow Ogre Mages. to become a lich. Kartak has promised Kartak has acquired vast sums of gold and Purgan the Alcaister in exchange for Kartak admires Sothillis' ambition and magical items during the long centuries of Purgan's help destroying Riatavin. intellect and treats the Ogre as an equal his unnatural life. In order to outfit and with who he hopes to grow an alliance. mount an army of Cyric fanatics in a short The Alcaister is a fabled spell book which Kartak thinks of Feduk and his ragtag period, Kartak has tempted Major Cargunn Kartak alleges contains the ritual. He lies, Skullgnashers as arrow fodder. into a Criminal Conspiracy with gold. Kartak doesn't even have the book. TOC > Prelude: The Unfortunate House of Spellseer 1 2 3 4 Kartak's Plan > Next Kartak ordered Purgan to encourage the Kartak's plan was to hold his other forces in But things have not gone as planned. Merchants' Chosen of Riatavin to secede hiding until the Amnian Council Army from Amn and pledge their loyalty to (ACA) forces had engaged Riatavin and the First, in a stupid display of unity, Tethyr. Even Kartak remembers Riatavin's Tethyrian Occupiers. Trailstone has also chosen to seceded from long standing resentment of the Council of Amn, which has complicated matters. Six and Athkatla in. Then Cyric's Forces, the Sothillisian Empire Forces and the Skullgnasher Giants King Feduk and the Skullgnashers lacked Kartak has long standing connections to the were meant to launch simultaneous surprise a spellcaster with the ability to make long monarchy in Tethyr but he has not attacks on all three Hillforts; Ilsha, Kelsha distant mental contact with Kartak. contacted them since his rebirth. Tethyr's and Torbold. interest in Riatavin legitimate. Kartak's A mounted messenger was sent by Kartak plans don't include a successful At that point, General Craumerdaun and his to say Riatavin's Rebellion had started and incorporation of Riatavin into Tethyr,. ACA forces would have been cut off from to stress to Feduk and his giants to remain Eshpurta by rugged terrain and Amn's own hidden until he received orders. Riatavin's secession is a ruse. Kartak defensive perimeter, the three Hillforts. knows the Golden Fortress' 18,000 troops Sadly, a hungry Hill Giant ate both the will crush that rebellion even with By that time, Cyric's forces should have messenger and his horse before he could Tethyrian assistance. After the expected been mustered at the Dark Redoubt after deliver his news. Feduk, mistaking the ACA victory those forces will be tired and having used portals from the Mountain of message to have attack, did so and far from home. Skulls and the Twin Towers. launched his attack on Hillfort Torbold. TOC > Prelude: The Possession of Xvim 1 2 3 Kartak was, of course, furious over the For many years Iyachtu Xvim, the half- Chardath's sacrifice of Marble opened the botching of his plans. Feduk's premature demonic son of Bane formerly the lawful Planar Rift which allowed Kartak's spirit attack has somewhat tipped Kartak's hand evil lesser deity of Fear, Hatred, Strife, and to escape the Ethereal plane and manifest to the Golden Fortress. Worse, the fumbling Tyranny, was imprisoned in Zhentil Keep. itself in the flesh. giant didn't even manage to capture During this time, Xvim made contact with Torbold. Former Banite Priests who had fled But the Planar Rift has lingered and it's underground following the events of the unearthly influence is causing the Haunted Kartak is still confident with his plans, the Banedeath of 1361 DR. Taint and Dislocated Spirits. While most Sothillisian Forces are ready to attack and of these Dislocated Spirits are of former he issues orders for them to assault Hillfort But Bane was dead and Xvim was not as mortals strongly associated with a location Ilsha slightly ahead of time. powerful as the new deity in the Faerûnian in Amn near the portal, at least one spirit pantheon, Cyric. Banite Priests have was of a different nature. Bane's Spirit Kartak is slightly concerned about Cyric, deliberated for years about recognizing escaped through the Rift and has found a the portals had not even been opened yet Xvim as Bane' heir. new home, the body of Iyachtu Xvim. and obviously the transfer of thousands of Cyric Cultists had not even begun. It'll be The Spulzeer Incident has changed the Fzoul Chembryl, a former Banite Priest at least week before that process can begin. world in ways even Kartak could have who had converted to Cyric worship after never have foreseen. His single minded the Banedeath, was a Zhentarim Guard Kartak has overlooked much, the BRR and determination to destroy his old enemies watching Xvim when Bane's Spirit entered consequences of the Planar Rift, (Bane). has blinkered him, a threat is flanking him. his body. Fzoul converted to Bane again. TOC > Prelude: The Possession of Xvim 1 2 3 Fzoul spread the word of Bane's coming It is by this unlikely confluence of events Xvim / Bane uses the Planar Rift, the rebirth, and soon many other Former which has put Xvim / Bane in the position Dislocated Spirits, Haunted Taint and Banites also accepted Xvim as Bane's of playing Savior to Amn in order to Kartak's Plots as tools in his war on Cyric. successor. This renewed faith gave Xvim reassert his domination over the portfolio of Using an agent he makes Gaspard aware the power to escape his prison in Zhentil Hate. of the BRR and says it is a Cyric Artifact. Keep, aided by Fzoul Chembryl and Cvaal Daoran. Together, Xvim and his new Xvim/Bane's most hated and hunted foe is It is Xvim's hint about the BRR to the followers, began planning Bane's rise. the Church of Cyric, which has allied itself Heralds (Gaspard) which puts Eshpurta on with Kartak in his bid to overthrow Amn. Kartak's trail. Without that intelligence In order to complete their transformation, Amn would be clueless. (Xvim/Bane) must tap new reservoirs of Xvim/Bane is using all his guile, influence faith, to do that they must dethrone Cyric as and limited divine power, provided by It is Xvim / Bane who provides the power the reigning god of Hate in Amn. Xvim who is a Lesser Deity, to crush Cyric. which wards the PC from death and Xvim/Bane is only concerned with Kartak's allows them to resurrect at Shrines. Not Xvim/Bane is now headquartered in schemes because of Cyric's participation. even Gaspard de Louca or the Heralds Eshpurta, with a few very close allies and is knows from whence the PC's powerful plotting the destruction of Cyric, but he is Chardath, Marble, Eshpurta's other guilds, divine Geas originates. Only Bane knows not yet at full power. Amn, Riatavin, the BRR and the PC are of why the PC has been chosen to be his little interest to Xvim. avatar in these matters. TOC > Prelude: The Possession of Xvim 1 2 3 The Quantum Geas quan·tum /ˈkwäntəm/ Based on my limited understanding of It is the Blood Red Ruby which interests noun: quantum; plural noun: quanta Quantum Mechanics, the Double-Slit the Heralds in the PC. The BRR is the (Young's) Experiment and wave-particle players passport into the power groups of 1. Physics duality, a photon can exist in multiple Eshpurta. It is the BRR's Quantum Geas a discrete quantity of energy proportional in places simultaneously. which allows the PC and his henchmen to magnitude to the frequency of the radiation resurrect at shrines. it represents. Xvim, whose sees the world(s) through a god's eyes, is aware of the Quantum nature It is also Xvim's understanding of the geas /geSH/ of the Multiverse. He understands that all universe which allows him to remain calm noun: geas; plural noun: geasa probabilities are played out across a when a PC fails to act according to his spectrum of dimensions unobservable to the plans. (in Irish folklore) an obligation or human senses. prohibition magically imposed on a person. “Go then, there are other worlds than ------When Xvim senses his plans going awry, these.” Perhaps the most consequential and least when Ellana is about to give the BRR to the ― Stephen King, The Gunslinger important concept for the player. A magical PC, he casts a Quantum Geas on the BRR. obligation and prohibition cast on the new This Geas forces the BRR to replay the So I guess you could say Xvim cast a possessor of the BRR warding them from course of events over and over until the powerful Quanta Geasa. death and compelling them toward Castle perfect player comes along and gets the Spulzeer in multiple universes. BRR and helps Bane regain his godhood. TOC > Guilds Nine Guilds (Alphabetical by PC Nickname) The Spulzeer Incident is the campaign's The Heralds are a guild but they are not driving force, Guilds are the story's steering accepting new members, and the PC is Temple of the Black Hand (Bane) mechanism and Story Arc is the particular hardly the sort they recruit. route a PC travels. (Dilemmas are detours.) Cargunn Mercenary Guild (Cargunn) The Golden Fortress, like Cargunn, is full Some Guilds and Story Arcs are practically of twists and turns and is the only guild Cowled Wizards (Cowled or Cowls) synonymous, for example Duskwood Dell with a sort of sub guild. Tyr's church, and the Nature Arc, which offer zero PC Tower of the Even Hand, located in the Duskwood Dell (Duskwood) free will. Golden Fortress allows Paladins and good aligned Clerics to join the Cyric Crusade. Golden Fortress (Golden) Some Guilds offer options to PCs when It appears to be a separate guild but is they join, Ilmater, Shadow and Tempus really just a possible Story Arc for Gold. Tower of Willful Suffering (Ilmater) allow the PC to decide which Story Arc they will follow in service of the Guild. Twisted Rune (Rune) At least one Guild (Cargunn) is so full of Shadow Thieves (Shadow) Dilemmas you can't say there is a particular Story Arc associated with it. Tower of the Vengeful Hand (Tempus) TOC > Guilds > Temple of the Black Hand (Bane) Arcs > Characters > Items > Henchmen 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 destroyed Bane 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 Castle Spulzeer Incident. 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, they must reclaim Bane's portfolio unaware Xvim/Bane is observing his plans. Cyricists to destabilize Fort Ilbratha. of Fear, Hate, Strife and Tyranny from Cyric in order to reassert Bane's godhood. The Blood Red Ruby is no less a beacon of Xvim had dispatched de Louca with a well The path to this goal lay in the utter loathing to Xvim. He distantly observed as placed lie, claiming the BRR was a Cyric destruction of Cyric's church in Amn, so it traveled up the South Road toward Relic, but Ellana threw a monkey wrench Xvim relocated to Eshpurta and began to Eshpurta and come to rest in the hands of into the works when she gave the Blood reassemble the Bane Faithful. that numb witch, Ellana of Farhome. 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 > Temple of the Back Hand (Bane) > Henchmen Stanford Zimbardo Shadow Thief

Stanford had been a Zhentarim Prison This Henchman is on contract from the Guard in Zhentil Keep for only six days Shadow Thieves guild. Thief will help with when Bane's Spirit entered Xvim. He traps and back stabbing. Thief is on the instantly became a fanatic devotee of Xvim Assassination Story Arc and is looking and was convinced of his Divinity. forward to the large reward awaiting Thief after this mission. At the beginning of the campaign he is a lawful evil, level one fighter, but he has Thief always recommends bribery and already proven his devotion to Xvim in investigation of possible treasure troves. It assisting with his escape. If the PC does not if Thief who will find the hidden entrance sacrifice the child at the end of Chapter 1, to Tellvon's chamber in the Twisting Tunnel Stanford will join the Demon Sacrifice under Twin Towers. Collector in attacking the PC.

He offers to move the Cave-in in Chapter 3.

Stanford is jealous of the PC and seeks to undermine the PC's reputation. TOC > Guilds > Major Cargunn's Mercenary Guild Arcs > Characters > Locations > Items This mysterious representative was in dire Cargunn is now in an awkward corner Henchmen 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 double 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 Xvim'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 Chapter 5 Fort Ilbratha Deserter Camp Nine Sentinels Pt 1 Nine Sentinels Pt 2 Cave of Wonders Trailstone Kill Goblins Kill Korienna No Questions No Questions No Questions Don't Burn Town

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

No Questions Arc, PC on Mystic Arc for Cargunn Bribe Rosznar, PC is Cargunn Martial Ch. 3 no guild Ch. 4 Golden Ch. 5 Golden No Evidence Skullgnasher Trailstone States Evidence, PC joins Golden Fortress Escape / Redoubt No Evidence Burn Town No Evidence, PC jail, Redoubt, States, Golden Smaller Dilemmas OR Don't Burn Trailstone IF PC bribed Rosznar, Cargunn doesn't care no burn. If PC turned states evidence with or without jail time, Chapter 3 Chapter 4 Chapter 5 Ch. 5 no guild they were Golden, if no burn town kicked, guildless. 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 > Major Cargunn's Mercenary Guild > Henchmen Fighter Wizard Cleric

If the PC is not a fighter class they are If the PC is a fighter class they are assigned This Henchman will be assigned to the PC assigned a fighter. Fighter is just that, a a wizard. Wizard is just that, a level 1 if they are not a healing class. level 1 Chaotic Neutral Fighter. Chaotic Neutral Wizard. She is the Beta Henchman who will help This Henchman will act in the Alpha role, This Henchman will act in the Alpha role, the PC escape Kelsha Stockade if the the NPC who is here to make sure Major the NPC who is here to make sure Major foolishly confront Rosznar without Cargunn's orders are carried out without Cargunn's orders are carried out without evidence. question. question. Rogue If PC allows Redarm to live, Fighter If PC allows Redarm to live, Wizard revolts. revolts. If the PC is a healing class this Henchman is assigned as their Beta, or Support Class, If Fighter is in party and PC confronts If Wizard is in party and PC confronts Henchman. Like the Cleric, Rogue will Rosznar without evidence, Fighter will turn Rosznar without evidence, Wizard will turn help the PC escape Kelsha Stockade. on the PC. on the PC.

Fighter does not have full knowledge of Wizard does not have full knowledge of Criminal Conspiracy. Criminal Conspiracy. TOC > Guilds > Cowled Wizards Arcs > Characters > Locations > Items Bhamm instantly suspected whoever had At this point, Eudhis is approached by Henchmen 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 (Nathan Lane) 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 (Hank Azaria) 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, it sound Ranger None No Wizards. Since his is the sole legitimate like he is saying “whatamala”. Rogue None No source of Magical Components in the city Sorcerer All Yes Bhamm has first hand knowledge of any It is clear that Agador cares deeply for his Wizard All Yes person practicing the arcane arts (or so he mentor and tries to accommodate him and thinks). the PC. It seems odd but he never wears 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 > Cowled Wizards > Henchmen Fighter (Bouncer) Herbalist Neither henchman is particularly disturbed by any choices a PC may make during the PCs in this guild are bards, sorcerers or Bhamm buys freshly harvested herbs from campaign. Neither Bouncer nor Herbalist rogues and will need a traditional party to Herbalist, she is a young Eldathyn Cleric will revolt or defect if the PC refuses to support them. Bhamm's days of adventure who is far more comfortable with pickling return the Glass of Clearest Sunlight. are far behind him and he knows no non- cucumbers than healing battle wounds. Neither care whether Gentar is freed or magic using heroes. imprisoned. Herbalist is at first reluctant to go on this Agador Spartacus knows the bouncer of a adventure and asks Bhamm to ask at the Both Henchmen are possible romantic tavern he frequents, this bouncer is Tower of the Vengeful Hand, which always interests. Bouncer is a homosexual into sensitive to the secretive nature of magic has a group of faithful willing to lend a SMBD and walks on the beach. Herbalist using in Amn and can be trusted on this hand. is a heterosexual who like nature and Quest. musical theater. Bhamm insists on Herbalist's help, he Bouncer really doesn't care about the cause thinks the journey will be a growth behind the Quest, but he is quite excited by opportunity. Bhamm fears she does not get all fighting. I don't know what class he is enough social interactions out gathering but I have a feeling he prefers studded herbs all the time. leather armor. Bouncer is rough and tumble but a sweet guy underneath it all. TOC > Guilds > Duskwood Dell Arcs > Characters > Locations > Items When the PC arrives at Duskwood Dell he Zoltan the talking Raven is an druid Henchmen 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 wide 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 Mutated 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 Shoon Ruins 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, 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 brief and direct. of the Green Goddess Falls. harmonious, slow paced lifestyles and the Druids have been frantically repelling the Berendim is an ass kicker for nature and Long ago a large community of Elves lived Haunted Taint 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 I know, some ruins of the long gone elfin Exalted Fallskeeper Alatoasz Berendim. if threatened. Although shy, quiet and settlement, old statues with vines, maybe enigmatic, Eldath was possessed of some crumbling ruins. Signs of an ancient After training here, Eldathyn leave unknown depths of character and road long ago consumed by nature. 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 > Duskwood Dell > Henchmen Barbarian Herbalist Least Exalted Druid

Though not allowed as a PC class in this Bhamm buys freshly harvested herbs from If the PC is a cleric Berendim sends the guild, this Barbarian lives in the Herbalist, she is a young Eldathyn Cleric youngest druid in the grove. Snakewood with a small group of people. who is far more comfortable with pickling The druids of Duskwood Dell have cucumbers than healing battle wounds. Least Exalted Druid at first takes the observed the small tribe and deemed them journey very seriously, but as his friends of nature. Herbalist is at first reluctant to go on this adventure continues it is like he is on adventure, but quickly bends to Berendim's Rumspringa. Barbarian is the oldest unmarried male in will. his community and so has been sent on this When ever they are in a town Least adventure. Berendim only chooses this Henchman if Exalted Druid wants to go to the tavern PC is not a cleric. Berendim thinks of and drink. Barbarians short time among civilized folk, Herbalist as a city dweller, she does live in if such a term can be used on the denizens Eshpurta, no matter how much time she If the PC is a female, of any race or of Hillfort Kelsha, has left Barbarian spends in the Snakewood. He thinks her charisma, Least Exalted Druid will be all convinced civilized people are insane. urbane experience may be helpful on the over her all the time. journey. Barbarian is perhaps not so peaceful as Least Exalted Druid is a very wearisome your average Eldathyn. character. 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 Henchmen 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, local merchants and miners The Golden forces had been informed a have been forced to take the Snakewood All that while Balacer Macefist and month earlier by Major Olehm at Hillfort Road, which is normally the more General Craumerdaun mustered the troops Torbold that shipments of gear were dangerous of the two routes. Trolls in the for a large scale invasion of the south. missing. This gear was desperately needed Troll Mountains are hardly news, but This force will have two objectives, first by Olehm for the upcoming spring giant Armored Trolls are a different story, to eradicate the Skullgnasher Threat and raids, an unfortunate but 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 the 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 PCs joining this Story Arc are still members preferred deity, and his high strung beliefs speaks his mind a simply as he would in of the Golden Fortress, Tower of the Even have earned him as many detractors as any other matter. Macefist regularly attends Hand just looks like a separate guild. followers among the citizens of Eshpurta mass at Tyr's Tower, but he does not allow and the soldiers of the Golden Fortress. himself to be swayed by sentiment. Locations – Tower of the Even Hand It is Falwell who uses his considerable Regardless, Falwell has used his influence This is the small church located inside the influence over General Craumerdaun to with General Labak Craumerdaun to walls of the Golden Fortress which has establish Tyr's part in the Anti-Cyric assemble a small team to engage in the altars to many different deities, but is Crusade. Anti-Cyric Crusade which is mounting dedicated mostly to Tyr. around Eshpurta. If the PC is a good Macefist thinks he is a clown, aligned Cleric or Paladin Falwell will The church is headed by Reverend Falwell. 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 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 wash 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. Tower of the Even Hand 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 If Paladins or Good Aligned Clerics who the garrison live in Eshpurta. served good aligned clerics, but I felt it's join the Golden Fortress wish, the can join affiliation with the Golden Fortress made it the Anti-Cyric Crusade in the name of the One wall of the fortress borders the Triffin inappropriate, hence I chose Ilmater.) ACA. Creek and is open to water trade which often brings arms shipments and loads of There is also a Quartermaster where new This tower inside the walls of the Golden recruits. recruits can get a one time allotment of Fortress is where such PCs would report armor and weapons to suit their class (level to Reverend Falwell, leader of the Tower. 1 stuff). This place is neat but very spartan. 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 > Golden Fortress > Henchmen Pain in the Ass Paladin Archer the Hunter Mellow Cleric

If PC is not a fighter class, Macefist will If the PC is a melee fighter class Macefist If PC is not a cleric, they will be assigned assign this Henchman. PITA Paladin will assign this rookie archer. Rookie or no, this Henchman. Mellow Cleric is by no wanted to go on the Anti-Cyric Crusade Archer the Hunter comes from a fairly means a straight and narrow career person and is extremely disappointed to be wealthy family with a long tradition of like PITA Paladin, more like a paramedic assigned the PC, which he feels he is military service. who does not get rattled even when the babysitting, although PITA Paladin is the situation deteriorates to chaos. same level as PC. Archer hopes someday to reach a high rank in the ACA. Though not a PITA like the Mellow Cleric often reminds PITA PITA Paladin will revolt if the PC deviates Paladin, Archer is the Alpha Henchman and Paladin that stress will lead to high blood from orders even a little bit. If PC decides will brook no deviation from orders. pressure and Mellow Cleric sometimes not to kill the goblins, not to torture baits PITA Paladin to induce stress. Redarm, tries to bribe Rosznar or refuses to Archer is engaged to be married and is not burn Trailstone PITA Paladin will relieve a romantic interest, though he will happily you of command, persist and he will attack. tell you about his fiancee.

Any attempt at conversation with PITA If PC is a Cleric, they will be assigned both Paladin always goes to religion. PITA PITA and Archer, jeez you better follow the Paladin is celibate and not a romantic. rules. 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 Henchmen 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 Mutated 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 Shoon Ruins 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 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 Lawful Good characters finishing this arc Barbarian None No conspicuous in Eshpurta's opulent and and continuing play in Chapter 13: Lands ostentatious Temple District. Don't be of Intrigue have the option of assuming Bard None No deceived by the tower's humble control of Tower of Willful Suffering in Cleric Good Yes appearances, the beneficent flock of Eshpurta. Druid Good Yes wealthy Ilmateran faithful wield great power and substantial influence over vast Mother Heldatha passes away shortly after Fighter None No sums of charitable donations. the PC's victory over Kartak, of course she Monk Good Yes was smiling when she passed, Ilmater had Paladin Good Yes The church presents such a humble edifice shouldered her burdens. 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 > Tower of Willful Suffering (Ilmater) > Henchmen Pain in the Ass Paladin Monk Neophyte Cleric

If PC is not a Paladin, Mother Helda will If PC is a Paladin, Mother Helda will assign Mother Helda is hardly prepared to outfit assign this Henchman. PITA Paladin this Henchman. Monk is a focused and a Crusade of any kind; Anti-Cyric, Natural wanted to go on the Anti-Cyric Crusade relaxed man who endeavored to reach inner or Spectral. It is not for want of funds, and is extremely disappointed to be peace before he began to develop his self Ilmater has many wealthy benefactors, but assigned the PC, which he feels he is defense ability. a lack of manpower. babysitting, although PITA Paladin is the same level as PC. If asked, Monk will tell the PC they are a Neophyte Cleric is a young lady from a fool for engaging in the Anti-Cyric good family who is socially awkward. Any attempt at conversation with PITA Crusade. Monk does not know the details Neophyte Cleric befriended Mother Paladin always goes to religion. PITA of who is manipulating the guilds of Helda, a woman fifty years senior to Paladin is celibate and not a romantic. PITA Eshpurta but he suspects the manipulation Neophyte Cleric, because of a shared Paladin is terrified of Ghosts and Spirits exists. If further questioned, he thinks the interest in cats. After Neophyte Cleric's and is very uneasy to learn that what he had Antagonist will become clear in time. studies were complete, she joined the though of as theoretical is real. church.

PITA Paladin will offer to move the Cave- Mostly, Neophyte Cleric changes litter In in Chapter 3. boxes and neuters stray cats in Eshpurta. By the end, she finds her self confidence. 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. HENCHMEN: Just a note, Twisted Rune If the PC is polite to her butler, Varytha has no Henchmen associated with it. The will accept them in the tea room and They control a vast network of well PC is sent to spy on the Cowled Wizards, discuss maters calmly. If the PC is less than informed and well placed spies. The Rune's learn all they can about Focus Crystals, civilized she will speak to PC in her primary goal is control of the South repair them if possible and report back to laboratory, scream at the PC and wave (specifically Amn and Tethyr), but they Varytha. So Rune PC will have the same body parts at them. must control or eradicate other groups Henchmen as a Cowled PC, those before it making its bid for domination. Henchman don't care if PC keeps Glass of Clearest Sunshine, they will stay. 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 Henchmen 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 PC 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 hard Either Arc is acceptable to the Golden to read her obscured features. The PC must Fortress, Xvim is angry with the Shadow ultimately decide their course of action. Thieves if PC doesn'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 of great height and A 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 > Shadow Thieves > Henchmen Brutal Fighter Shaky Cleric

This guy is a thug, not exactly a mindless This cleric went through the military one, just brutal. He was sent to guard the academy at the Golden Fortress, hoping to PC and he will do as he was paid to do, build a career serving Tyr at the Tower of even if it costs him his life. Though Brutal the Even Hand. is not the sharpest sword in the scabbard, but he is very loyal and concerned with self Unfortunately, his time at the academy was preservation. his first time away from home, and he went a little wild. He has developed a small Brutal has only just graduated from chemical dependency and can be a little Mugger to Body Guard and he loves the shaky if he doesn't get his medicine. Shadow Thieves like other men love their mothers. It is hard to believe Brutal ever His antics got him kicked out of the Golden had a mother. Brutal was raised on the Fortress and since then he has served as a streets of Eshpurta and this is his first trip saw bones for the Shadow Thieves. beyond its walls, it is questionable if he has ever seen a tree. I guess he could be a romantic interest if you like losers. Brutal is fond of flashy jewelry. TOC > Guilds > Tower of the Vengeful Hand (Tempus) Arcs > Characters > Locations > Items These two unconnected events became At this point, Errins is approached by Henchmen 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. The friendly Bloodsnot Goblins are suspected he may be biased in his thinking, Errins subordinates plead their case and being harassed by Armored Trolls and Errins had known Whallnsor many years. then make a fair judgment. Whichever Springfield, a small settlement near Triffin Though Treesdap is a capable priest he course they set, the associated NPC Creek, is complaining about 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 Niskam is eager to embark on a Crusade. connected with Balacer Macefist, General a veteran campaigner. Peris' Husband was Craumerdaun and the members of killed in a battle with Ogres in the Small Niskam is an ambitious man who has been Eshpurta's Council of Six. Teeth several years ago. in the service of Tempus a shorter time than Peris Whallnsor but through hard Twenty years ago Errins had been a She has served faithfully for almost tens work and determination he has reached a campaigner but since his accident most of years and has never shied away from higher level of enlightenment than her. his service to Tempus has been bureaucratic getting her hands bloody and healing the and political. Tasks for which he is well troops to grant further glory to Tempus. He has a great deal of theoretical suited. knowledge but lacks the field experience She may not have Jak Errins charm and of Whallnsor who has served in two Jak's service to Tempus has been long and social grace but she is not stranger to Skullgnasher Campaigns in the past five the time has come for a change intrigue and is not scared of battle. years.

She thinks Niskam is a toadying snot. He also lacks the canny political savvy 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 > Guilds > Tower of the Vengeful Hand (Tempus) > Henchmen Pain in the Ass Paladin Archer the Hunter Mellow Cleric

If PC is not a Paladin, Macefist will assign If the PC is a Paladin Macefist will assign If PC is not a cleric, they will be assigned this Henchman. PITA Paladin wanted to go this rookie archer. Rookie or no, Archer the this Henchman. Mellow Cleric is by no on the Anti-Cyric Crusade and is extremely Hunter comes from a fairly wealthy family means a straight and narrow career person disappointed to be assigned the PC, which with a long tradition of religious service. like PITA Paladin, more like a paramedic he feels he is babysitting, although PITA who does not get rattled even when the Paladin is the same level as PC. Archer hopes someday to reach a high rank situation deteriorates to chaos. in Tempus' Church. Though not a PITA like Any attempt at conversation with PITA the Paladin, Archer is the Alpha Henchman Mellow Cleric often reminds PITA Paladin always goes to religion. PITA and will brook no deviation from orders. Paladin that stress will lead to high blood Paladin is celibate and not a romantic. pressure and Mellow Cleric sometimes Archer is engaged to be married and is not baits PITA Paladin to induce stress. a romantic interest, though he will happily tell you about his fiancee.

If PC is a Cleric, they will be assigned both PITA and Archer, jeez you better follow the rules. TOC > Chapters

Skullgnasher Route – A, B and C are destined to continue along the South Road. Chapter 5a: Trailstone A – Martial Arc – Dealing with Criminal Conspiracy, Cyric, Giants, Rebels

B – Divine Arc – Xvimlar Anti-Cyric Crusade also Assassination (Shadow) Chapter 4a: Chapter 5b: Skullgnasher Route Twin Towers of the C – Mystic Arc – Focus Crystals and Gentar also No Questions Cargunn A, B, C, Eternal Eclipse

Chapter 5c: Cave of Wonders Chapter 1: Chapter 2: Chapter 3: Chapter 6: Encounter in Eshpurta The South Road Hillfort Kelsha Castle Spulzeer A, B, C, D, E, F A, B, C, D, E, F A, B, C, D, E, F A, B, C, D, E, F Chapter 5d: Rebels of Riatavin Overland Route – D, E, and F are destined to cross the Trackless Wilderness.

Chapter 4b: D – Espionage – Dealing with Criminal Conspiracy, Cyric and Rebels Chapter 5e: Overland Route Sunrise Orchids E – Natural – Dealing with the Haunted Taint and the Planar Rift D, E, F

F – Spectral – Dealing with Dislocated Spirits and the Planar Rift Chapter 5f: Orgoth's Tower 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. he changes his plan. Gaspard is not an initiation. So the ultimate object of this adventurer, he is a merchant, he decides to quest is to do another quest. When done send the PC to deal with what he thinks is a report to Gaspard for next Chapter. powerful Cyric Relic (the BRR). 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. Divine – Join Treesdap on the Anti-Cyric Spectral – Dislocated Spirits freed by the Crusades which will annihilate that Tower of Willful Suffering (Ilmater) Planar Rift have increased requests for Church's presence in Amn and lead PC to • Spectral (Planar Rift) Exorcisms. the Twin Towers of the Eternal Eclipse. • Natural (Planar Rift) Martial – The Giants and the Rebellion • Divine (Cyric Crusade) Nature – Amn's water table has acquired must be crushed, but first the stolen the Haunted Taint from the Planar Rift supplies must be investigated. Golden Fortress which has caused the Haunted Springs. • Martial (all classes) Shadow Thieves • Divine (Paladins & Good Clerics) Divine – Paladin PC joined the Anti-Cyric Divine – Acting under the pretense of Crusade in Ilmater's name. service to the ACA, the PC must join the Shadow Thieves Anti-Cyric Crusade and assassinate High • Divine (Assassination) Golden Fortress Ranking Cyric Clergy for Xvim. • Espionage (Espionage) Martial – The Giants and the Rebellion Espionage – Spurning Xvim in favor of • must be crushed, but first the stolen the ACA, the PC travels south to Tower of the Vengeful Hand (Tempus) supplies must be investigated. investigate the Criminal Conspiracy and • Divine (Cyric Crusade) Divine – Paladins and Good Aligned then Overland to Riatavin to sabotage the • Martial (Criminals, Giants & Tethyr) Clerics may join Reverend Falwell on Tyr's Rebels' war effort. bandwagon Anti-Cyric Crusade. 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 The Fallen

A chaotic evil female human cleric, is the A chaotic evil male human fighter, is the A group of bandits based in Brigand's wife and partner in crime of Casrach. If leader of The Fallen. He is thuggish and Gorge led by Senora and Casrach Casrach is the muscle, Senora is the brain strong, and leads with his fist. He likes to Tulnome. which guides his fist. drink and lives outside the law. Many of the bandits were once low Senora is here working for Xvim who's His spouse knew of a deserted Bane temple ranking members of Bane's church under plans involve framing Cyric for all of hidden near Brigand's Gorge. Casrach and the leadership Senora. That was before the Amn's and Eshpurta's woes. his bandits live there fat on their ill gotten Banedeath, since then many had returned gains, beyond the reach of Eshpurta's to civilian life. To this end Fzoul, Xvim's adviser, has overtaxed legal system. devised the scheme of dressing Senora and Recently, Cvaal Daoran contacted Senora her bandits as Cyric Priests. He loves like he lives, lustily. This trait, and informed her about the possession of along with his brute charisma and physical Xvim. Senora was overjoyed, she had Senora carries a piece of misleading charms are what attracts Senora, his mate, never lost her true faith in Bane, and she evidence which only a priest could see for to him. Otherwise the two have very little pledged herself to Xvim. the phony it is. Clerics, Druids, Monks and to talk about. Paladins here for Tempus see it, Cargunn Cvaal issued the order for her to assemble and Golden PCs are fooled. the faithful and pose as Cyric Bandits. 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, this information is from the (Ilbratha, Mistress of Battles). All traces of source and differs from the module. the fort are gone except stone foundations. The caves are located near the Ilbratha The current bandits are the Fallen, a group Pass, a short distance from the road. The of rogue adventurers (15 fighters, eight It is currently occupied by the Bloodsnot trolls are primitive and their hovels are thieves,three priests, two wizards) who Goblins who live among the piled rubble in crude, but they are armed with quality dress in raiment from the fallen churches primitive shelters in squalid conditions. weapons which gives PC's henchmen of Bane and Bhaal, hoping to put fear and reason to wonder if they are being confusion into their prey. The Fallen is led sponsored or financed by another group. by Casrach Tulnome (LE hmF8) and his 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 piece of misleading evidence is found AKA the Warrior's Fang, a Cormyrean Troll Cave after the Troll Bosses' defeat. by the PC after their defeat of the Fallen. Sword of State. Commissioned by Azoun I of Cormyr to commemorate his victory This evidence clearly shows that the Trolls Superficially, this evidence implicates over the Shoon armies. This bronze short were instigated into their actions by The Cyric as the Primary Antagonist, which is sword is inlaid with six matching Fallen. Xvim's plan from the start. bloodstones in its helve.

This evidence is saved until the PC returns Blink 3x day - Mirror Image 1x day. to the GR and is presented as a case file Use Restriction Fighter showing the PC performance on the particular mission. The sword was lost when Azoun's ship, 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 recovered by fishermen from Teziir, and it Brigand's Gorge on a night when the moon was purchased by the merchant Sevan of is full. Amnwater. He took it on a trade caravan 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 meets the Heralds' Hall Chaperon, who Shoon Dynasty Towers which dot the blocked. directs them to a nearby cave complex Tejarn hills. where resides the Formulator. Eudhis Bhamm has had no success The Focus Crystals produce a web of visual contacting Oculars at the Perspicillum and Upon arriving PC finds all is not well and data, known as the Lines of Sight, which is was desperate. He had concocted a plan to must fight Mutated Animals and filtered through the Perspicillum of the cleanse the Focus Crystals but it required Dislocated Spirits until they reach the Focus Keeper. This filtered feed of someone to travel south with a Salve of Formulator's Cave. information, the Lines of Sight, is used for Clarity. The problem is, Shield Council divination purposes by the Cowled edicts have restricted travel south. Upon confronting that NPC they discover Wizards. he has become frenzied and the PC must In steps Gaspard de Louca with three subdue him. After that the PC must race The Twisted Rune piggybacks on the Lines Travel Visas and the BRR toting PC. against time to gather the required of Sight unbeknownst to the Cowls. Rune Bhamm is more than happy to accept the ingredients from the cleared cave before PC is here acting as a Cowl, but is really a offered assistance and outlines his plan for the Formulator again becomes frenzied, if double agent. the player. PC is too slow they fight him again. TOC > Chapters > Chapter 1 > Heralds' Hall > Characters Heralds' Hall Chaperon Mutated 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 (bear?) 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. Shadow Thieves > Bane > Anti-Cyric Planar Rift (This Quest is not part of the Nature Arc, the Taint's appearance is Bane has contracted the Shadow Thieves Non-canon village used by the Divine and strictly referential). to sell the peasants a phoney cure for their Espionage Story Arcs. Allowing characters well, steal the town's gold, mortgage their to experience different roles in one 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 Xvim and Bane's Church. posing as an Ilmateran Priest, frames This quest is based on theories I have heard Cyric Land Owner, kidnaps and sacrifices Bane PCs pose as Ilmater priest, frames about the Illuminati. Create a situation or his child then blames it all on Cyric. Cyric and sacrifices child. utilize a preexisting condition which steers public opinion in your favor, then provide a Anti-Cyric Crusade PC comes to town and All others think Cyric is the culprit, recover solution to that situation which is a saves the day from the evildoers, Bane and settlement's savings, heal the child and save condition you desired in the first place. Shadow Thieves, but is fooled into the day. Make other people want to do your bidding. thinking things are a Cyric Problem. TOC > Chapters > Chapter 1 > Springfield > Shadow Thieves Well Taint is a preexisting condition Shadow Thieves, hired by Xvim/Bane,are In Town Hall Bank Vault the PC must opportunity being exploited by Bane with here to help grow his church, defame Cyric sneak around, steal the Settlement's Gold the Shadow Thieves as hired mercenaries. 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 Haunted Taint which greeted by happy peasants who throw a has 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 holds much sway in Treatment which only provides temporary After the banquet, PC asks to be paid for Springfield, but not as much as Village relief from the haunting. his services. Village Elder finds Village Elder. Both men agreed that Eshpurta does Gold has been stolen and cries poverty to nothing to help them, and that Tempus, Tyr While still in the Haunted Well PC must the PC who is not impressed. PC forces and Ilmater are snobbish city folk religions. use Move Earth Scroll to open a passage, Village Elder to sign a Mortgage deeding Village Elder worships Eldath and Cyric Recently Excavated Tunnel, to the Town Springfield's Apple Orchids to a shell Land Owner, well guess. Hall Bank Vault. 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? PC claims the Collector attacks PC and they must report Sacrificial Child's “corpse”, unconscious The PC must now decide if they are truly their failure to the patient Xvim and the body, and promises to see it is properly sent evil and wish to stain their soul with this livid Fzoul. When they report to Gaspard on its way. foul act, tying themselves to Xvim de Louca he explains he has transferred irrevocably. the PC Travel Visa to Major Cargunn's. Here is the final pitch, the PC claims if only a reasonable evil deity like Bane still This is the only Dilemma in the Bane Story This PC has made themselves a Powerful had faithful followers. PC must create a Arc, because once you have committed this Enemy who will sometimes attack them demand among the populace for the Anti- heinous act, PC is compelled to do as while traveling between Wilderness Cyric Crusade. Xvim, the Tyrant, commands. Areas. Not good. TOC > Chapters > Chapter 1 > Springfield > Ilmater & Tempus & Tyr The PC's guild has sent them here to PCs must prove their legitimate guild PC must heal the Poisoned Child with the investigate the Haunted Well on the specific Priesthood to the stubborn Town Fast Acting Antidote, that NPC is instantly misguided advice of Gaspard de Louca. Elder and convince him they are here to regenerated, all good. The Heralds, and therefore all other guilds investigate the Haunted Well. participating in the Anti-Cyric Crusade, are Just as PC is finishing up a Bane acolyte simply being manipulated by Xvim. The PC must then enter the Haunted Well appears and the PC must defend itself and Confront the Haunted Well Boss. PC from this deceiver. Really, the Well Taint is a preexisting discovers Recently Excavated Tunnel, the condition opportunity being exploited by stashed Settlement's Gold and the A letter the Bane NPC carries frames Xvim/Bane to frame Cyric. Even after PC Discarded Cyric Move Earth Scroll.. Cyric further, the old Town Elder loses his undoes Bane's work in Springfield in the job and Cyric Land Owner replaces him. name of their own guild, the PC still thinks The Villagers are sad to learn their water Cyric is the Primary Antagonist until they worries will not be remedied, which History: At one point this quest was only discover evidence of Kartak's scheming in deepens their distrust of the PC. The for Ilmater, but I eventually expanded this either Dark Redoubt or after Olehm Villagers are outraged to learn how their Arc to a full fledged Anti-Cyric Crusade Passage. Or not at all. savings were pilfered, but happy to have which is offered as an option at several their savings back. They accept the scroll as guilds. Tyr (Golden Fortress), Tempus The PC must speak to the Guild evidence against Cyric. (Treesdap), Ilmater, Shadow Thieves Representative at the Campsite Outside (Assassination) and of course Bane Springfield who issues orders. (Xvimlar Crusaders) can come here. 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 Bane 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. phases of this Quest and each sees him as mistrusts both the Player and the Guild they a member of the opposite church. represent. This child has been bred and raised as an unwitting sacrifice, soon she will reach Basically he is just a fight at the end of the The Shadow Thieves have orders to poison puberty and will be sacrificed by her father, quest which seems to verify the PC's story. his meal, but the real victim is the child. Cyric Land Owner.

He is angry at the village elder for allowing Xvim, using his Hatesight, has discovered the well to be poisoned and their savings to the hidden truth of this man and his be stolen. sacrificial child. Xvim plans to steal the child and have the PC sacrifice it in Bane's He becomes the new Village Elder at the name instead. end of the Ilmater Quest. Anti-Cyric Crusaders must save this poor Blacksmith appearance? child from the clutches of Evil. 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. All others use 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 Used by Shadow as a prop in the scam to and she goes into a coma, the PC then Used by Bane to frame Cyric. steal Springfield's property. The Treatment interacts with the body and get the does nothing, when PC slays the Haunted Unconscious Child item which they must Used by Ilmater to, mistakenly, prove that Well Boss, the Haunted Taint will dissipate take to the Guild Representative. Cyric is behind the Haunted Taint. until the boss regenerates. Then they use this item in the Blighted Used by Shadow to excavate a tunnel from Slow Working Poison Meadow to unpack the body and sacrifice the Haunted Well to the Town Hall – Bank Given by GR at the Campsite. it. Vault. Used by Shadow to Poison Dinner. Used by Bane to put Sacrificial Child into a Sacrificial Heart coma. This is the still beating heart of the Settlement's Gold Sacrificial Child. Stolen from Town Hall – Bank Vault by Fast Working Antidote Used by Bane in Chapter 2 to desecrate Shadow Agent. Given by GR at the Campsite. the Cyricist Ward in Ruins of Blackness. • Shadow – Steals it Used by Ilmater, Tempus and Tyr to cure The Desecrated Cyricist Ward is used all • Bane – Takes for Church. Sacrificial Child. Anti-Cyric Crusaders though Xvim/Bane's • All others – Gives back to citizens. is slightly different, with the added sacrificial blood taint from this heart. 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 Mutated 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 The Planar Rift and is this Arc's antagonist. help with the Haunted Taint. Sadly the must help Yambaa perform ritual to Only Duskwood and peaceful Ilmaterans Vision does not identify the Haunted Taint's prepare an Elixir of Purity. During ritual do this Story Arc. PCs don't discover the cause or the Primary Antagonist. After the Tainted Elementals attacks and PC must Taint's Source until the Chapter 5e: Sunrise PC has had their Vision Quest they can defend Yambaa so she doesn't lose Orchid. finally enter Snakewood Springs and speak concentration. Finally PC must apply 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 Mutated 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 Vision Quest before entering the Spirit defend Yambaa while she brews the Elixir Zoltan the Talking Raven. The Vision does Cave. of Purity. During this ritual the PC must not 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 Mutated 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 Frenzied Mutated Animals 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. The slightly tougher version of Mutated Animals which have been exposed to When she is defeated the PC must gather higher levels of the Haunted Taint. Elixir of Purity Ingredients before she regenerates and must be fought again Also encountered throughout the before the ritual can be performed. Campaign. TOC > Chapters > Chapter 1 > Snakewood Springs > Characters 1 2 Semi-Intelligent Creature Shaman Spirit Totem 1-3

This is the leader of the Semi-Intelligent These should be some trippy looking Creature Settlement. animals who represent three earthly virtues. Each should require a tactic to beat. Each He is of indeterminate age but seems as if has a dialog with the PC after the battle. he might be elderly. Spirit Totem Boss He speaks slowly and with great difficulty, he is the only member of the tribe who can This creature should be trippy just like speak a human dialect. They have had very other creatures but should have a more little contact with human society. diabolical tactic to beat than the others.

The Spirit Cave has become haunted with When the PC is victorious the Spirit Totem Mutated Animals and the Semi-Intelligent Boss tells them about the Planar Rift, but Creature Shaman is concerned the PC either do not reveal or do not know what cannot help and may make matters worse. caused it. 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 Mutated 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 one 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 1 2 Zoltan the Talking Raven This, of course, is just the back story to In this Story Arc, Zoltan's family has a introduce Zoltan as the Spectral Story Arc's long history of poltergeist fighters. What Zoltan the Talking Raven, as he is known, Guild Representative when they embark on could be more classic ghost story than was once a wealthy merchant who either the Overland Route in Chapter 4b. being lead by a talking raven? 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 talking 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 Anti-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 > Characters 1 2 Alien Denizens Pyramid Alien Denizens Angry Spirits

I don't know what to say, I want creatures I don't know what to say, I want creatures These are what Dislocated Spirits look who are completely unlike humans or other who are completely unlike humans or other like in the Ethereal Plane. terrestrial creatures. I don't want any star terrestrial creatures. I don't want any star trek guys in a rubber suit. trek guys in a rubber suit. These are the They have lost their human forms and tougher versions. look a little like a little kids idea of a Gas Creatures ghost. Gas Creatures Geometric shapes Lol White sheet ghosts, or maybe like the Geometric shapes Scooby Doo ice cream phantoms. Invisible Invisible Fields of fungus or some aggregate creature Fields of fungus or some aggregate creature Insect-like Insect-like Oozes Oozes 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 think some kind of otherworldly swamp dust and alien hieroglyphs would be cool that is a mix of Dagobah the land is hilly This room should match the rest of the too. and the lower portions are covered with a Tower of Willful Suffering's interior and liquid which if drank will cause a Frenzied should have some kind of altar or some Would be awesome if there were variants State and eventually death. Walking other significant prop to indicate the of the creatures encountered outside the through it causes DoT. 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 turning him into a vampire. Later, in special turning him into a vampire. Later, in special encounter, the pair of undead encounter, the pair of undead baddies attack special encounter, the pair of undead baddies attack 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, chilly for spring. This area should look 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 Desecrated Cyric Ward Bane's Desecrated Cyric Ward Necklace of Cleric Smiles

This item drops from the Cyricist Ward An item drops from the Cyricist Ward after Some kind of cool necklace which after it is defeated. it is defeated, if combined with Sacrificial benefits clerics, monks or druids, Heart from Chapter 1: Springfield it then depending of the PC's class. The blessing placed on it in the name of becomes this item. Cyric has been corrupted by the PC's deity After all Cyric Temples have been (Bane, Tempus, Ilmater, Tyr). Because of This item is the main weapon in Bane's overthrown, the Desecrated Cyric Ward this the Artifact has powerful magic against arsenal to defeat Cyric and reclaim his becomes Necklace of Cleric Smiles. creatures in Cyric's service. former Portfolio of Hate.

This item can be placed inside a shrine near Two more Cyric Strongholds must be the exterior of Dark Redoubt. In so doing, overthrown after Ruins of Darkness, Dark the PC kills large numbers of hostile NPCs Redoubt and Twin Towers of the Eternal inside the compound. The PC doing this Eclipse. will be granted Experience to compensate for missed encounters, but the Cyricists' After the overthrow of each, the PC must corpses cannot be looted. For all but Bane sanctify the temple in the name of Bane, this is an option when on the Anti-Cyric this act grants Bane access to higher levels Crusade, Bane is obliged to use Ward. of Faithful Believers. TOC > Chapters > Chapter 2 > Deserter Camp Characters > Locations > Items Korienna and her gang have been horse Golden PCs are ordered to Capture, thieving up and down the South Road and Interrogate and then kill Kori. Any Cargunn Dilemma: What's Happening? have a large field of fine horses ready for deviation from the stated orders initiates Golden Dilemma: War Crimes delivery. the War Crimes Dilemma.

Her men spotted the PC during the South Cargunn PCs are ordered to Kill Korienna, A growing discontent among military Road Escort Quest but she prudently gave in direct contravention of the orders given personnel regarding Council of Six orders to let them pass. Perhaps a couple to Cargunn by Balacer. Cargunn wants to governance has swept Amn. This discontent stray members encountered the PC unaware cover the tracks of his crimes. Any has motivated the actions of the Criminal of Korienna's wishes regarding the caravan. deviation from the stated orders initiates Conspiracy. the What's Happening Dilemma. The PC can be here following several Story Captain Korienna Redarm, an Amnian Arcs investigating the Criminal Conspiracy. Shadow PCs are ordered to Capture and Council Army deserter, has convinced In each guild's case, the orders regarding Interrogate Kori. The Shadow PC is given many of her former subordinates to join her Korienna are slightly different. great leeway to achieve their goals, outlaw life. Following her desertion, whether they kill Kori or Bribe her, the Redarm was approached by Rosznar who GR Kelsha Gatekeeper has learned the guild does not care, so long as the urgently needed large numbers of ready to location of Korienna's Camp, relays orders information is obtained occurs. ride horses. The lure of gold soon ensnared for the PC to eliminate her bandits. Korienna in the Criminal Conspiracy. TOC > Chapters > Chapter 2 > Deserter Camp > Cargunn Dilemma: What's Happening? Cargunn has sent the PC not to investigate The problem is, the PC's Henchmen have Regardless of how the PC decides, and the raids on the South Road, but to cover been provided by Major Cargunn and have whether they lose one of their henchmen, the tracks of Cargunn's complicity in those similar orders as the PC. If the PC deviates they are still a Cargunn PC after this crimes. from the plan one or both of the PC's dilemma. Henchmen may revolt. Korienna is the former protege of Korienna can only reveal that she is Cargunn's old friend and fellow Henchman Alpha has been sent along as a working in conjunction with her former conspirator, Major Arbas Rosznar. Cargunn backup. Alpha is not aware of the exact commander, Major Rosznar, to provide does not know her personally. Since the details of Cargunn's connection to the mounts and gear for Cyric forces. She is Golden Fortress has been made aware of Criminal Conspiracy but he can guess. unclear about Major Cargunn's role. her identity, Cargunn has deemed her a liability. Cargunn had warned Arbas the Henchman Beta has been sent in a support The true Dilemma plays out over time. woman was allowing her bandits to wear capacity, Beta is curious about the orders as her family's Coat of Arms. they have been issued. How will the PC react to Rosznar when they meet in Kelsha if they are aware of When the PC subdues Korienna, then they Both Alpha and Beta are interested in what his role in the Criminal Conspiracy. Will are faced with this Dilemma. Follow Korienna has to say, but if Korienna is PC follow Cargunn's and Rosznar's Cargunn's Orders and kill her, Interrogate allowed to live Alpha will revolt. crooked path and embark on the Mystic then kill her, or interrogate her then bribe Arc or Turn's States Evidence and join the her for her freedom and life. Golden Fortress a hero? TOC > Chapters > Chapter 2 > Deserter Camp > Golden Dilemma: War Crimes General Labak Craumerdaun is outraged Golden PC's are here to eliminate the horse The problem is, the PC's Henchmen have most grievously by the secession of thieves operating on the South Road and to been provided by the Golden Fortress and Riatavin and angered by the rebellious capture and question the bandit's captain, have similar orders as the PC. If the PC Merchants' Chosen. Korienna Redarm. The unexpected loss of deviates from the plan one or both of the these horses is a blow to Kartak's plans. PC's Henchmen may revolt. His initial orders reflect his emotional state at the time of their issuance. First the Korienna is tough and she will not give any Henchman Alpha has been sent along as a slaughter of the innocent goblins and now information unless threatened with backup. Alpha is a by the books military his order to utilize enhanced interrogation disfigurement and dismemberment. person who will revolt if orders are not techniques on a Prisoner of War. followed to the letter. Alpha is furious a If a PC finds Enhanced Interrogation raw recruit is his superior and dislikes the Craumerdaun is familiar with engagements Techniques disagreeable or deems them PC. of large military forces, but has never faced illegal, the PC may choose to kill Korienna a rebellion. His heavy handed approach mercifully instead of torturing her. Henchman Beta has been sent in a support will make him appear tyrannical. capacity, Beta will follow the PC's lead If PC refuses the order, they will take a because PC is Beta's superior. Beta thinks Unfortunately, this is exactly what Kartak large Good and Chaotic Alignment Shift. Alpha has a stick up the ass and often hoped the zealous general would do. Kartak They will also be forced to join Major mocks him with sarcastic enthusiasm or hopes to draw the ACA forces far from the Cargunn's Mercenary Guild for their snide remarks. Beta is soldier serving a Golden Fortress then crush their flanks. insubordination. term, not a lifer like Alpha. TOC > Chapters > Chapter 2 > Deserter Camp > Characters Korienna Redarm Lieutenant Nobody Gathered Criminal Intelligence . Korienna comes from a fine family but was This is the mini boss who assaults PC on Korienna Redarm is working with her exiled to Kelsha in much the same fashion the trial to Deserter Camp . He has set up former commander at Hillfort Kelsha, as her good friend Arbas Rosznar. an ambush and his archers engage PC from Captain Arbas Rosznar, to supply the a safe distance while his ground forces cut Cyric Cultists in the Dark Redoubt for Like many others she has lost faith in the into PC. their upcoming assault on Eshpurta and Council of Six and has dire premonitions the Golden Fortress. about the fall of Amn. Sensing a rising tide This is Korienna's Love Bunny and the Korienna turned coat and is helping Cyric, financial brains of the outfit, though Korienna and Arbas hijack horses and and unknowingly Kartak and the Korienna is nobody;s fool. military equipment off the South Road Skullgnashers. using shipment dates provided by Lieutenant Nobody was trained as a battle Cargunn. 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 Torbold is on the front lines of the killed early. Skullgnasher wars, this disruption of supplies is hurting Commander Olehm's He sings of his love as he slays. Bard campaign . PC must choose how to use this information. 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 fight and he should be taken out first. First encampment no healer and leather armor and bows. Second encampment PCs find something cool here. medium armor and swords. Third 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. mystical 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 directed to the Perspicillum by the area and the PC must kill them before discover some evidence which further Kelsha Gatekeeper. On the road, they are moving ahead. leads them to Gentar, but still does not waylaid by the Mystical Assassin returning identify him or reveal the details of the from his foul deed. Inside the Perspicillum, the PC see a Spulzeer Incident. ransacked observatory and library. Inside After the seemingly random encounter they the library they find 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 is aware of the Zoltan is a really an elf. He is a Grove and provides the PC directions after Shapeshifting Eldathyn Druid who has a “Beans, Beans, verifying their Travel Visa. He does not greater affinity for his feathered friends the Magical Fruit, understand why a person traveling with than humans or elves. the more you eat diplomatic papers would need to visit that the more you toot!” old place, he may treat the PC like a fool. The Tainted Waters of the Haunted Spring Zoltan have driven Zoltan mad and he attacks any Upon arriving at Zoltan's Grove they find humanoid figures he spies with his shiny Zoltan's Grove is an abandoned plantation all is not well. The forest has taken on a black eyes. nestled among the Tejarn Hills and is strange cast and the animals have become known to locals as a sort of Haunted horribly mutated. During the battle he will often switch back House. to elf form and channel a regenerative Zoltan's Grove is a Quest Hub, both the spell which PC must interrupt. Zoltan is an elf businessman turned druid Natural and Spectral Story Arcs must clear who has let his former manor return to its the same areas in the Grove, which is After the battle he will regain his sanity natural state. Zoltan, who now travels about infested with both Mutated Animals and and hold palaver with the PC, but this can in the shape of a raven, often returns to his Dislocated Spirits. be as difficult as the battle. old home which has a lovely spring. At the end there is a juncture which leads The PC seeks to gain his knowledge. either to the Spring or the Manor. TOC > Chapters > Chapter 2 > Zoltan's Grove > Characters Zoltan the Talking Raven Frenzied Zoltan Dislocated Spirits

Zoltan has not had much interaction This is the boss version of Zoltan which Maybe one or two spirits who either interacts with non-avian beings lately. His will switch between its elf and Raven engage the PC in battle or dialog. behavior is whimsical, he is almost always forms. in his Raven form and often interjects Mutated Animals snatches of songs and dirty limericks. During the phase Zoltan switches to elf form he channels a healing spell which Strongly associated with the Haunted Do not be deceived by his antics, Zoltan is must be interrupted by damage. Springs phenomenon. a keen observer and remembers well the seething emanations of negativity which He yells at the PC when he is a bird and is throbbed from the southeast during his immune to all motion impairing effects. Frenzied state or Ghostly Possession.

Zoltan suspects a recently formed sinkhole containing Shoon Dynasty Ruins may be connected to the Haunted Taint of Ghostly Epidemic and sends PC to investigate Shoon Dynasty Ruins. TOC > Chapters > Chapter 2 > Zoltan's Grove > Locations Zoltan's Grove This dense stand of fir trees is hilly, rocky Zoltan's Haunted Spring Zoltan's Grove is a large parcel of land and shadowy. nestled in the rolling Tejarn Hills. The This is the area where battle Frenzied Grove is owned by an elf merchant turned The Grove is a maze of dense clumps of Zoltan. druid by the name of Zoltan, who now trees which the PC must navigate until the spends his days shape-shifted into a large find the Haunted Spring and face Zoltan in raven. Zoltan has invested his funds and his battle. estate is now run by executors but the grounds looks more like a nature preserve In addition to Mutated Animals, the area is housing a crumbling abandoned manor. inhabited by a Ferocious Large Insect which can not be calmed with Animal Zoltan returns often to his old home after Empathy. his long journeys abroad. The PC is sent here to consult with him about either the Many of the Ferocious Large Insects babies Haunted Taint or the Dislocated Spirits. can be found here seeking a meal. Many small animals have fallen prey to the pests. The Grove, filled with Mutated Animals and Dislocated Spirits, acts as a Quest Hub leading to either the Haunted Spring or the Haunted Manor. TOC > Chapters > Chapter 2 > Zoltan's Grove > Items Zoltan Family Insignia

In gratitude for freeing him from either his Frenzied or Possessed State, Zoltan rewards the PC a Ring which is uber sweet with chocolaty goodness for all the good little cleric, monk and druid boys and girls.

Also, this item could be used by PC to summon Zoltan when the PC reaches one of the NPC Forward Operating Bases during later Chapters.

In this way, I could control which version of Zoltan spawns to interact with the PC based on which Quest they are on.

This would also help if multiple people where doing Zoltan Quests, like on a PW setting. TOC > Chapters > Chapter 2 > Haunted House (Zoltan's Manor) Characters > Locations > Items GR Kelsha Gatekeeper is aware of the Zoltan has been possessed by the Zoltan's Grove is an abandoned plantation Grove and provides the PC directions after Dislocated Spirit of a long dead relative. nestled among the Tejarn Hills and is verifying their Travel Visa. He does not This Spirit is keenly aware of the PC's known to locals as a sort of Haunted understand why a person traveling with Exorcism Relic and attacks the PC. House. diplomatic papers would need to visit that old place, he may treat the PC like a fool. After Zoltan is subdued the PC Exorcises Zoltan is an elf businessman turned druid the Spirit, banishing it back to the Ethereal who has let his former manor return to its Upon arriving at Zoltan's Grove they find Plane. When Zoltan is free then the PC natural state. Zoltan, who now travels about all is not well. The forest has taken on a may consult with him. in the shape of a raven, often returns to his strange cast and the animals have become old home which has a lovely spring. horribly mutated. Zoltan is grateful for PC's help. He sends them to investigate the Spring located on The PC seeks to gain his knowledge. Zoltan's Grove is a Quest Hub, both the his plantation because he suspects his Natural and Spectral Story Arcs must clear water table has become tainted and After the PC's courageous excursion into the same areas in the Grove, which is causing all the problems in the Grove. the Ethereal Plane in search of an Exorcism infested with both Mutated Animals and Relic, the PC now seeks Zoltan's wisdom. Dislocated Spirits. PC does and discovers a Frenzied Spring Zoltan has a reputation for being a ghost Spirit which they subdue, then return to hunter and is known for his unorthodox At the end there is a juncture which leads Zoltan. Zoltan suggest they investigate the behavior and absurd sense of humor. either to the Spring or the Manor. suspicious Sinkhole with Shoon ruins. TOC > Chapters > Chapter 2 > Haunted House > Characters Zoltan the Talking Raven Possessed Zoltan Frenzied Spring Spirit

Zoltan has not had much interaction This variant of Zoltan is Similar to his After Zoltan has been dispossessed of his interacts with non-avian beings lately. His Frenzied State in Zoltan's Grove. ancestor's spirit he sends the PC to behavior is whimsical, he is almost always investigate the Spring located on his in his Raven form and often interjects plantation. snatches of songs and dirty limericks. The PC indeed discovers the Spring has Do not be deceived by his antics, Zoltan is become infected with the Haunted Taint. It a keen observer and remembers well the seems clear the unusual conditions are all seething emanations of negativity which associated. throbbed from the southeast during his Frenzied state or Ghostly Possession. This is the Frenzied Spring Spirit the PC must fight when investigating the Haunted Zoltan suspects a recently formed sinkhole Spring at Zoltan's Grove. Note this version containing Shoon Dynasty Ruins may be is for the Haunted House (Zoltan's Manor) connected to the Haunted Taint of Ghostly Quest. Epidemic and sends PC to investigate Shoon Dynasty Ruins. TOC > Chapters > Chapter 2 > Haunted House > Locations Zoltan's Grove Zoltan's Manor Frenzied Spring Cave Zoltan's Grove is a large parcel of land nestled in the rolling Tejarn Hills. The Classic Haunted House interior. A elegant After Zoltan has been dispossessed of his Grove is owned by an elf merchant turned manor which has been abandoned far from ancestor's spirit he sends the PC to druid by the name of Zoltan, who now from civilization. The crumbling furniture investigate the Spring located on his spends his days shape-shifted into a large is caked with a thick layer of dust, the floor plantation. raven. Zoltan has invested his funds and his boards creak and, of course, it has many estate is now run by executors but the Dislocated Spirits flying around. The PC indeed discovers the Spring has grounds looks more like a nature preserve become infected with the Haunted Taint. It housing a crumbling abandoned manor. In the Manor is where the PC will seems clear the unusual conditions are all encounter Possessed Zoltan, who ancestor associated. Zoltan returns often to his old home after is very angry. his long journeys abroad. The PC is sent This is the location of the Haunted Spring here to consult with him about either the at Zoltan's Grove where the PC must fight Haunted Taint or the Dislocated Spirits. Frenzied Spring Spirit. Note this version is for the Haunted House (Zoltan's Manor) The Grove, filled with Mutated Animals Quest. and Dislocated Spirits, acts as a Quest Hub leading to either the Haunted Spring or the Haunted Manor. TOC > Chapters > Chapter 2 > Haunted House > Items Zoltan Family Insignia

In gratitude for freeing him from either his Frenzied or Possessed State, Zoltan rewards the PC a Ring which is uber sweet with chocolaty goodness for all the good little cleric, monk and druid boys and girls.

Also, this item could be used by PC to summon Zoltan when the PC reaches one of the NPC Forward Operating Bases during later Chapters.

In this way, I could control which version of Zoltan spawns to interact with the PC based on which Quest they are on.

This would also help if multiple people where doing Zoltan Quests, like on a PW setting. TOC > Chapters > Chapter 3: Hillfort Kelsha This Chapter contains one Dilemma. Hillfort Kelsha's Commander, Captain Mystic, Natural Spectral 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, Nine Cargunn, Redarm and Rosznar are Sentinels Shoon Dynasty Ruins or This Chapter contains four Quests. collectively known as the Criminals. Sinkhole Springs according to their Arc or • Dark Redoubt their preference. • Nine Sentinels Part 1 Rosznar has heard from Kelsha Mess Officer of the PC's imminent arrival. Dark Redoubt PC finds not an idyllic • Sinkhole Springs Rosznar fears PC is an ACA spy here to country abbey but a militarized fort • Shoon Dynasty Ruins uncover his crimes at the last moment. bristling with mounted crusaders preparing for an assault. After they have This is the last Unified Module, one where Rosznar requests the PC's immediate neutralized the enemy forces, PC finds all Story Arcs participate, until the audience after have reported to Guild evidence which links the Criminals to Campaigns Climax Castle Spulzeer. Representative. Rosznar hopes to divert the their crimes. PC's investigation away from Dark Redoubt and toward Nine Sentinels. Upon returning to Kelsha, PC decides how story progresses. TOC > Chapters > Chapter 3 > Hillfort Kelsha Characters > Locations > Items Soldiers here are sullen, undisciplined and Though Kelsha is under geared because of Cargunn Dilemma: Criminal Conspiracy under-geared. Players entering the tavern Criminal Activity, each Guild Rep has a should proceed warily, discipline is lax but store which acts normally selling gear Kelsha, Torbold & Ilsha are Amn's primary punishments are severe. appropriate to their occupations. southeastern border defenses but they have suffered neglect and mismanagement. In Hillfort Kelsha PC will find All locations are accessed from Kelsha's Major renovations are required but money Central Courtyard, which also holds the is not forthcoming from the Council of Six. Kelsha Temple – Here Divine PC speaks entrance to Captain Arbas Rosznar's with Kelsha Priest who acts as GR for all Office. Each Hillfort is built atop a high hill, faiths. usually constructed on the foundations of The Hillfort seems hardly on a war Shoon Dynasty castles or manors. The Kelsha Wizard Store – Here Mystic PC footing, many soldiers are either drunk or dense underbrush and trees are cleared for speaks with Kelsha Wizard, who acts as GR AWOL. an acre around the perimeter of thick for both magic users guilds. wooden palisade walls. Nothing is being prepared and no steps are Kelsha Stump – Here Espionage and being taken to reinforce Hillfort Torbold Hillfort buildings are drafty, dirty, and drab, Nature PC can speak with Kelsha Ranger or which is fending off a Skullgnasher especially at Hillfort Kelsha, which seems Zoltan who act as their GR. Assault or Hillfort Ilsha which has to have suffered most cruelly from recent recently fallen to Sothillisian Ogres. cutbacks TOC > Chapters > Chapter 3 > Hillfort Kelsha > Cargunn Dilemma: Criminal Conspiracy Rosznar is aware the PC is around and has Play Along with the Criminal Conspiracy Confront Rosznar without evidence investigated the Deserter Camp, he was Sgt. Schultz. Ask no questions when PC interrogated Redarm and knows of informed by his subordinates Kelsha's Rosznar suggest the PC investigate Nine Rosznar's activities, but PC has no proof. Mess Officer and Gatekeeper. Either the PC Sentinels instead of Dark Redoubt. Either the PC killed Redarm and has two has one or two Henchmen, has either Henchmen, or the PC bribed or freed Killed, Interrogated or bribed Redarm and Turn States Evidence Redarm and PC has one Henchman. must now confront Commander Rosznar. PC assures Rosznar they will investigate The PC may deal with this Dilemma in Nine Sentinels but PC actually goes to Dark multiple ways. Redoubt. While in Dark Redoubt, PC finds Incriminating Evidence which exposes all Bribe Rosznar three members of the Criminal Conspiracy and their connection to the Cyric Threat, but not the identity of the Third Unknown Entity (Kartak).

All three Criminals are arrested, Cargunn's Guild is disbanded and PC joins the Golden Fortress regardless of Class, Race or Alignment. This PC can only go guildless if they leave Golden in Trailstone War Crimes 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 while back, Redarm had deserted and A Temple of indeterminate denomination frustrated tyrant. Formerly at Citadel was raiding with her squad, while Rosznar serving all Divine Story Arc guilds, and Rashturl, Arbas worked hard for years to was sullenly wasting away in the muck of this is it's leader. get that Citadel's command. Then, during a Hillfort Kelsha. Major Cargunn made an brawl in Athkatla, he killed the lover of a unannounced and secret visit to Kelsha and Kelsha Priest is a bedraggled and powerful woman. Family connections over a few drinks convinced Rosznar to dispirited cleric who despises Commander saved his life, but he was banished to help him divert some arms shipments to the Rosznar and his post at this miserable Hillfort Kelsha, known as a punishment Cyricists. little church. post and a dumping ground for incompetent soldiers (like Arbas). Soon Redarm was wrangling mounts from Kelsha Priest is only hearing of the South Road travelers and selling them to mounting Anti-Cyric Crusade from the PC In despair, Rosznar has begun working in Cyric as well. and has little idea what is happening. conjunction with his former protegee Redarm and his old academy friend Major The Criminals have made heaps of gold but When PC return from Dark Redoubt with Cargunn to sell stolen arms and mounts to Rosznar now lives in constant fear of Incriminating Evidence, Kelsha Priest Cyric. discovery, he eagerly awaits the Cyricists reports PC's findings to Kelsha Second in attack to end his worries. Command, PC and the NPCs go to Rosznar's office and arrest him. 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. Zoltan This woman despises Commander Rosznar Scout has spied several midnight and dislikes the little time she spends transactions around Kelsha in the last few The Talking Raven is present early in the within the walls of Hillfort Kelsha. weeks and has his suspicions who is chapter but his bad behavior gets him stealing Hillfort supplies. The scout kicked by Kelsha Ranger. Spectral Arc She is a particular favorite of Zoltan who suggests PC search Dark Redoubt, collect talk to Ranger after Shoon Dynasty Ruins. recites crude limericks to her during the evidence and bribe Rosznar. encounter at the stump. Zoltan is no longer present when the PC returns from Quest. PC decides Rosznar's Fate, but no Presumably, Kelsha Ranger told him off. Dilemma, Shadow Thieves don't care if Rosznar is guilty, not guilty, hung or She is attractive, but strong in mind and sprung. Bribe always works with Persuade body. Zoltan's remarks embarrass her, and or Intimidate checks. she desires to be taken seriously. TOC > Chapters > Chapter 3 > Hillfort Kelsha > Locations Rosznar's Offices Kelsha Temple Kelsha Wizard Store A humble temple serves all denominations This is where PCs interact with Captain and is grimy and without cheer. The priest This small shop deals mostly in remedies Arbas Rosznar. has made many requests for repair funds for gout, considering the damp and muddy but none are forthcoming. Small with a few conditions in Kelsha. If PC chooses to do Nine Sentinels he benches a nondescript altar and watery happily sends them to see the wizard at the yellow light filtered through dingy stained The apothecary himself is a withered old apothecary. glass windows. Not a pleasant post for this man who is as unpleasant as his post here chaplain who presides over a dispirited in Kelsha can make a man. Rosznar will try to dissuade any playe flock of diminishing parishioners. telling him they will investigate Dark Ranger's Stump Redoubt. Kelsha Stockade If the PC, foolishly, confronted Rosznar This is just the stump around which the If characters are on Martial Story Arc this with No Evidence, before investigating Kelsha Ranger can be found. Though he is where the see Arbas Arrested. Dark Redoubt, the PC is imprisoned in has joined the ACA he works as a scout Kelsha's Stockade. Henchman Beta will and does not mess or bunk with the other It is a small, damp uncomfortable room, help PC escape and together they do Dark troops. Instead he east foraged food and just like the rest of Kelsha. Arbas is too Redoubt to prove PC's allegations about sleeps outside, serving both his human busy planning retirement. Rosznar and so clear their own name. PC masters and Eldath. loses all gear but BRR, should get it back. 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 If any player on the Divine Arc, besides Ilmater doesn't want the PC to burn This choice is instigated by the discovery Bane and Shadow (obviously), may decide Trailstone and will kick them from the of Incriminating Evidence in Dark after investigating Dark Redoubt that Cyric church if the PC does. Those PC will go Redoubt which not only proves the is not the Primary Antagonist and switch into Chapter 6 Guildless. But Ilmater and Cargunn, Rosznar and Redarm were Arcs to Martial instead. This same Mother Helda can hardly be considered a working in conjunction with Cyric, but opportunity presents itself after Olehm Powerful Enemy, too passive. that there was an Unknown Third Entity Passage with the same result. which directed their courses. Tempus doesn't want the PC to burn This doesn't lead the PC much closer to the Trailstone but won't kick them from the This choice is later instigated by the true Primary Antagonist, Kartak, but at church if the PC does. discovery of Incriminating Evidence on least PC won't end up as a dupe for Xvim. the body of Sothillis in the Olehm Tyr Crusaders who switched to Martial who Passage. That Evidence proves that Feduk This PC will continue down the South don't burn the town, are kicked from their and Sothillis were working with an Road to Hillfort Torbold, help with the guild. Unknown Third Entity. Skullgnashers and Sothillisian threats and finally help with the assault on Trailstone.

Depending on the PCs religion, the result of not burning Trailstone as ordered can be different. 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 Desecrated Cyric Ward Bane's Desecrated Cyric Ward

This item drops from the Cyricist Ward In Chapter 2: Ruins of Blackness, an item after it is defeated. drops from the Cyricist Ward after it is defeated, if combined with Sacrificial Heart The blessing placed on it in the name of from Chapter 1: Springfield it then Cyric has been corrupted by the PC's deity becomes this item. (Bane, Tempus, Ilmater, Tyr). Because of this the Artifact has powerful magic against This item is the main weapon in Bane's creatures in Cyric's service. arsenal to defeat Cyric and reclaim his former Portfolio of Hate. This item can be placed inside a shrine near the exterior of Dark Redoubt. In so doing, This is the second Cyric Stronghold which the PC kills large numbers of hostile NPCs must be overthrown, Dark Redoubt, third is inside the compound. The PC doing this Twin Towers of the Eternal Eclipse. will be granted Experience to compensate for missed encounters, but the Cyricists' After the overthrow of each, the PC must corpses cannot be looted. For all but Bane sanctify the temple in the name of Bane, this is an option when on the Anti-Cyric this act grants Bane access to higher levels Crusade, Bane is obliged to use Ward. of Faithful Believers. TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 Characters > Locations > Items Sight lines are generated by the Focus In this Chapter, 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 The Focus Crystals are Shoon Dynasty Take Portal to Next Tower Artifacts used by the Cowled Wizards not made by the Cowled Wizards. TOC > Chapters > Chapter 3 > Nine Sentinels pt 1 > Characters Shoon Dynasty Dislocated Shoon Dynasty Dislocated Spirits Mystic Assassin Spirit Focus Guards Tie ins to the Natural and Spectral Arcs This evil, intelligent creature has been sent These NPCs once guarded the Focus inhabit the Nine Sentinels with Dislocated to stop PC by Gentar, who has become Crystals when the Shoon Dynasty was Spirits and Mutated Animals. 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 Dislocated Spirits who have re- Guard Boss atop Sentinel Tower Five inhabited the Nine Sentinels and are very during the climax of Chapter 3. When Chardath sacrificed Marble and unhappy to see mortals walking around, opened the Planar Rift, many of these cluttering up 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 Dislocated Spirits strongly tied to a geographical location, appear in both Part 1 and Part 2 of the Nine Like the Focus Guards, each of the Mystic like these Focus Guards. Sentinels 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 or Spectral Arc, so they will have back story when confronting the Planar Rift in Spulzeer Vale. 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 Tarot Card 1-5

As a side Quest, the PC may build a Tarot Deck of Wonders by answering questions about the tarot.

Each Sentinel Tower gives one card of the Major Arcana and if the PC returns the Glass of Clearest Sunlight to Torbold Wizard or Twisted Rune GR the PC will receive the rest of the deck as compensation.

Cargunn No Question PCs are given the deck without asking as a reward since they do not have the option to keep Glass of Clearest Sunlight.

These five cards do nothing until combined with a full deck of major and minor arcana. TOC > Chapters > Chapter 3 > Sinkhole Springs Characters > Locations > Items On the Natural Arc, the PC will fight their One Henchman suggest they know how to way through a group of Mutated Animals make blasting powder if he had the After the PC purified Zoltan's Spring and and Dislocated Spirits. The may encounter ingredients. The PC can choose to search he explained about the Sinkhole which he some non-combative Dislocated Spirits to the area and find the ingredients, which scouted on his last trip before his which they can speak, but to no avail. are obtainable. possession. PC reaches the entrance to the Haunted PC choosing to use blasting powder will Zoltan and PC arranged to meet at Hillfort Spring but find their path blocked by a cause a further cave-in which damages Kelsha, while there they determine the PC caved in ceiling, out of which trickles the everybody, makes new boulders appear will investigate the Sinkhole and the tainted stream of spring water. and alerts a pack of Mutated Animals to Haunted Spring therein while Zoltan attack the party. scouted the path ahead. The PC must consult his Henchmen to see if the have any plans. After PC clears boulders, they enter the The sinkhole has revealed some Shoon Haunted Spring, subdue the Frenzied Dynasty Ruins. These Ruins serve as a If anybody can raise their strength up to Spirit and purify the Spring with their Quest Hub for Natural and Spectral PCs. say, 24-28, they can move the blocks away. Elixir of Purity. The entrance to the Haunted Spring is only One Henchman will suggest checking accessible to PCs on that Quest, and the character sheets to determine strongest same is true of the Chamber of the Primary member, and then suggest certain strength Dislocated Spirit. raising spells. This approach works well. TOC > Chapters > Chapter 3 > Sinkhole Springs > Characters Shoon Dynasty Ghost mini-boss Channeling Sub-Bosses Shoon Dynasty Boss

This is some kind of ancient spirit who is These are the NPCs channeling the This boss has used the corrupted spring to confused by its return to the Material Plane Corporeality Spell on Shoon Dynasty Boss. give himself a material existence again. and rages against the worldly changes and They must be destroyed before the boss the fall of his mighty empire. will begin to take damage. 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. This mini-boss is in the room with the cave-in and must be defeated before PC can Players must interrupt the channeling of deal with that situation. 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 Shoon Dynasty Ruins Exterior Shoon Dynasty Ruins mini-boss Room Shoon Dynasty Ruins Boss Room

This small exterior are is the Chapter 3 This is the room with the Shoon Dynasty This room needs three pedestals on which Quest Hub for the Natural and Spectral Ruins mini-boss. After his defeat the PC NPCs can stand PC can attack. Arcs. As such, it contains a mixture of path is blocked by a cave-in. Mutated Animals and Dislocated Spirits. All three NPCs are stationary. Two NPCs The cave-in must either be cleared by brute are channeling a protective spell on the The area should have a path down from strength or blasting powder. Third, who is attacking the PC. above and cliff walls which surround it but have outside weather conditions. The ruins Brute Strength will clear the boulders While the Channeling Sub-Bosses are are little more than chinks of shaped stones nicely and not cause any tremors. alive Main Boss can not be harmed. PC littering the ground and a few broken must destroy both Channeling Sub-Bosses statues. Fog constantly covers the ground in Blasting Powder will worsen the cave-in, first. this area and the players feet are very cold damaging PC and alert a pack of Frenzied as the investigate the Sinkhole. Mutated Animals to attack the party.

This area contains the entrance to the One of the Henchmen is strong enough to Haunted Spring and the Primary Dislocated move with a buff spell, the other Henchman Spirit. can make Blasting Power with ingredients in the cave. TOC > Chapters > Chapter 3 > Sinkhole Springs > Items Crown of Something Very Nice Specifically for Clerics.

Sling Of Nature's Wrath Druids

Clothing of Slickness Monks

Belt of Strength Located before the Cave-In.

Blasting Powder Ingredients Cave Moss – Saltpeter

Charcoal – Willow Tree

Sulfur – Yellow Rock TOC > Chapters > Chapter 3 > Shoon Dynasty Ruins Characters > Locations > Items On the Spectral Arc, the PC will fight their One Henchman suggest they know how to way through a group of Mutated Animals make blasting powder if he had the After the PC purified Zoltan's Spring and and Dislocated Spirits. The may encounter ingredients. The PC can choose to search he explained about the Sinkhole containing some non-combative Dislocated Spirits to the area and find the ingredients, which Shoon Dynasty Ruins which he scouted on which they can speak, these spirits will are obtainable. his last trip before his possession. provide hints on how to deal with the Primary Dislocated Spirit. PC choosing to use blasting powder will Zoltan and PC arranged to meet at Hillfort cause a further cave-in which damages Kelsha, while there they determine the PC PC reaches the entrance to the Primary everybody, makes new boulders appear will investigate the Sinkhole and the Dislocated Spirit Chamber but find their and alerts a pack of Frenzied Mutated Haunted Spring therein while Zoltan path blocked by a caved in ceiling. The PC Animals to attack the party. scouted the path ahead. must consult his Henchmen to see if the have any plans. After PC clears boulders, they enter the The sinkhole has revealed some Shoon Primary Dislocated Spirit Chamber, Dynasty Ruins. These Ruins serve as a If anybody can raise their strength up to subdue the Frenzied Spirit and exorcise Quest Hub for Natural and Spectral PCs. say, 24-28, they can move the blocks away. him with the Exorcism Relic. The entrance to the Haunted Spring is only One Henchman will suggest checking accessible to PCs on that Quest, and the character sheets to determine strongest same is true of the Chamber of the Primary member, and then suggest certain strength Dislocated Spirit. raising spells. This approach works well. TOC > Chapters > Chapter 3 > Shoon Dynasty Ruins > Characters 1 2 Amahl Shoon IV Amahl Shoon IV is in a magical Amahl Shoon IV has been trying to contraption which generates little generate enough hatred and concentrated Known mostly for having people killed. whirlwinds and random lightning bursts. force to perhaps destroy nearby Hillfort Over 200 nobles as well as countless others When his Spirit became Dislocated it fled Kelsha simply out of spite for their life. died at his command. He descended into the Spulzeer Vale and returned to where he madness after only a decade on the throne expected his summer retreat to be located. Amahl will attack the PC on sight, he is and was justly killed by his younger brother completely irrational, but if the PC has two years later. Instead, Amahl Shoon IV found that had lengthy discussion with Amahl's centuries had passed since his death and his Nanny they can subdue him without a In 236 DR Amahl IV seized control of the summer retreat lay ruined under thirty feet fight. hoard of Rhimnasarl and instigated a period of soil. of intense magical research and Nanny will disclose the location of experimentation among the mages of the In his rage, he summoned the hatred for this Amahl's toy Iron Maiden which he used to Shoon Imperial Court. new time in which he found himself loving pretend to put his mother and existing, and created the sinkhole to expose father. If PC has found the old toy and Many of the artifacts and spells of the the ruins. To Amahl Shoon IV's great activates the item in Amahl's presence he Shoon Empire can be dated to this time, surprise, one of his powerful Shoon will become instantly subdued and PC one such example is the Fanged Shield of Dynasty artifacts was still in working order, may Exorcise him. Shyk Korort.[1] the Weather Generator. TOC > Chapters > Chapter 3 > Shoon Dynasty Ruins > Characters 1 2 Amahl Shoon IV's Nanny's Spirit Nanny's Spirit is so strongly associated Amahl Shoon IV's Slave with Amahl Shoon IV that when he went to This is a rambling doting old spinster who the Ethereal Plane which seems to have This unfortunate character is also is clearly part of the reason Amahl Shoon been populated by some nasty spirits (Bane, associated with Amahl Shoon IV and was IV is so spoiled. She never reprimanded Kartak, Amahl, Tellvon Bloodshoulder). sent to hell with him. him out of fear of Amahl Shoon IV's father. She was of course as guilty as her charge, Slave could have refused his demented as Amahl Shoon IV grew older his taste for master's wicked commands many times Nanny's Spirit will natter on for quite some kittens waned and he began to prefer larger over the years, during their natural time, blissfully counting the horrific playmates. lifespan. Slave said he just following exploits of her demented charge, before she orders, but the truth was he enjoyed says anything of great importance. Nanny's Spirit is also very wicked and the Amahl Shoon IV's demented and torturous PC can choose to ambush Exorcise her at games. Nanny's Spirit will guide the PC to Toy anytime during their dialog. But doing so Iron Maiden and explain how it was before she reveals the location of the Toy In death he has come to realize the folly of Amahl Shoon IV's favorite toy. She further Iron Maiden is a costly mistake. his ways and knows he deserves him explains how she could use it to soothe torments. He begs the PC to Exorcise him even the worst of his tantrums. when he learns of the possibility. Encountered in Sinkhole Quest Hub, This is something worth saying. doesn't know about Toy Iron Maiden. TOC > Chapters > Chapter 3 > Shoon Dynasty Ruins > Locations Shoon Dynasty Ruins Exterior Shoon Dynasty Library Amahl Shoon IV's Laboratory

This small exterior are is the Chapter 3 This is the place where PC encounters This is what lies beyond the Cave-In and Quest Hub for the Natural and Spectral Amahl Shoon IV's Nanny's Spirit and the is where Amahl discovered his Intact Arcs. As such, it contains a mixture of Cave-In which the PC must move. Shoon Dynasty Relic, the Weather Mutated Animals and Dislocated Spirits. Generator. The Library is also the place where PC will The area should have a path down from find the Toy Iron Maiden When the PC enters Amahl attacks with above and cliff walls which surround it but Tornadoes and Lightning Strikes. have outside weather conditions. The ruins are little more than chinks of shaped stones The PC can either focus their attacks on littering the ground and a few broken Amahl and take massive damage or statues. Fog constantly covers the ground in disable his Weather Generator first and this area and the players feet are very cold take less damage. as the investigate the Sinkhole. Or, they can activate the Toy Iron Maiden This area contains the entrance to the and subdue Amahl without a fight. Haunted Spring and the Primary Dislocated Spirit. TOC > Chapters > Chapter 3 > Shoon Dynasty Ruins > Items Fanged Shields of Shyk Korort Toy Iron Maiden

671 DR [Year of the Shrouded Slayer] This is a relic of Amahl Shoon IV's life which he used to play with as a boy.

Iryklathagra hunts amid the grasslands of Amahl always enjoyed torture and the Shaar, and seizes the Fanged Shields of executions and his favorite game was Shyk Korort from a gnoll shaman of putting kittens in the Iron Maiden while Yeenoghu. pretending they were his parents.

This past time could keep Amahl occupied for hours and kept the population of cats at a minimum but many mice. Blasting Powder Ingredients Cave Moss – Saltpeter This item can be activated in Amahl's presence to subdue him without a fight. Charcoal – Willow Tree Even as the PC uses the Exorcism Relic on Amahl he is asking if the PC has any Sulfur – Yellow Rock kittens. TOC > Chapters > Chapter 4a: Skullgnasher Route This Chapter contains two Dilemmas. Mystic Dilemma – PC decides whether to In this Chapter PC will interact with • Mystic Dilemma: My Precious! return Glass of Clearest Sunlight or keep it. Major Tharundar Olehm, commander of • Divine: Course Correction Hillfort Torbold. Divine Dilemma – PC decides whether to This Chapter contains one Base. join the Martial or Divine Arcs. During introductions, the Hillfort is • Hillfort Torbold surprise attacked by Skullgnasher Giants Giant Assault – PC must defend against and the PC and Olehm must defend This Chapter contains four Quests. waves of Skullgnashers. themselves. • Torbold Giant Assault • Skullgnasher Warrens Skullgnasher Warrens – Olehm sends PC to PC then does their Arc Quest which either storm the Skullgnasher Warrens and defeat sends them to the Skullgnasher Warrens • Nine Sentinels (Part 2) the Skullgnashers (Martial and Divine) or Nine Sentinels Pt. • Olehm Passage 2 (Mystic and Cargunn No Questions). Nine Sentinels (Part 2) – Five Focus Torbold and Kelsha have similar design, Crystals remain to be Clarified. Upon returning from Arc Quest and but Kelsha is a sty, Torbold is palace turning that in, PC discover Olehm has (comparatively). All due to the hard work – Olehm Passage – PC must clear the gone off to fight Sothillisian Ogres in the and infusions of private gold – by Major Sothillisian Ogres out of the pass. Olehm Passage. PC goes to help and again Tharundar Olehm. fights beside Olehm, after their victory The PC and Olehm stand on the Tethir Rd. 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 Major Tharundar Olehm, Commander of bringing any supplies. His later reactions Hillfort Torbold, is an unorthodox leader Tharundar is the namesake and first depend on PC's choices. with a keen mind and a sharp wit. He has grandson of the Holycoin of Goldspires. been under great pressure with the scarce His family steered him toward the If the PC is here to do Nine Sentinels for a supplies and giant attacks. Since the news priesthood, Tharundar ran away and wizard guild, Olehm is sad but reached him of the fall of Hillfort Ilsha he became an adventurer. understanding, each has their role. has been on a short fuse.

He fought in Tethyr's civil wars, then If the PC is here to do Nine Sentinels for His primary concern is holding the fort returned home and joined the ACA. Cargunn, Olehm is suspicious and and he feels if PC is not here to help PC is disgusted. He suspects Cargunn and in the way. 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 If the PC bribed Rosznar Olehm is react to people based on his judgments. confused to hear the man isn't guilty. 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 King Feduk's Scepter Tarot Deck of Wonders Glass of Clearest Sunlight

This massive two handed club deals If the PC decides to return the Glass of This is the Powerful Magic Item which is massive damage to humanoids of less than Clearest Sunlight, or is a Cargunn No created after the Salve of Clarity has been Giant Stature. It is the weapon Feduk is Questions PC, they are given the rest of the used on all nine Focus Crystals. known for using in battle and is the weapon Major Arcana and Minor Arcana to form a peeled from his cold dead hands by the PC. Tarot Deck of Wonders. This item is involved in the Mystic Dilemma and could potentially allow the Indeed this weapon is so massive that it has There are many cards in the deck and it can PC to start their own Mystic Guild in a strength requirement just to wield it only be activated once a day. When opposition to the Runes and Cowls in the properly activated in generates a magical effect LoI Campaign. Only if the PC refuses to which varies based on which card is drawn give the item to their GR and makes an It is reputed to be the remnants of a great at random. enemy of their former guild. oak which he pulled from the ground and used to batter the gates of Hillfort Torbold Effects include, summon a demon to fight It is also used in the beginning of Chapter until they shattered. But no records of this by your side, summon a Djinni, give the PC 5c to help Torbold Wizard (or PC) divine event can be found to verify these wild a large amount of gold, curse the PC or give who it was that fouled the Focus Crystals legends. a disease, kill the PC on the spot, deduct in the first place. This leads the PC to gold, give the PC a second head whose think Gentar is enemy. name is Violent Ned. 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: My Precious! Wizards and Twisted Rune, and is therefore Hillfort Torbold he encounters In this quest the PC must climb four towers part of the Mystic Story Arc. Commander Olehm, who assumes the and kill a mini-boss at the top of three and player is there to help with the a boss at the top of the fourth. BUT PCs from Major Cargunn's are Skullgnasher War. When he learns the PC advised to choose this quest by Rosznar. is there to help the Wizards is The PCs goal here is to clear the Sight Arbas Rosznar is a thief and a traitor, there understanding (so long as the PC is a Lines which have somehow grown cloudy is no way he can account for the missing Cowled Wizard or acting as one). just as war broke out. weapons and armor he has either hi-jacked or funneled all for the Cyricists. Cargunn The Cargunn Ask No Questions PC is The Sight Lines are channeled through nine knows this and wants his guild members to treated with disgust and distrust by Focus Crystals placed atop each of the Nine do Nine Sentinels instead. At this point the Olehm, who suspects the PC is just as Sentinel towers which dot the Tejarn Hills. Cargunn PC who has decided to Ask No guilty as Rosznar and Cargunn. Questions is committed to Nine Sentinels. Anoint each Focus Crystal with the Salve of Clarity provided by Eudhis Bhamm in Eshpurta.

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! Cargunn No Questions PCs are not eligible If the PC delivers the Powerful Magic Item Hence forward the PC is vulnerable to for this Dilemma their Salve of Clarity does then the story continues as normal. ambush attacks when transitioning not turn into Glass of Clearest Sunlight. between wilderness areas. If the PC decides to retain the Powerful After the PC completes the cycle of Nine Magic Item the Torbold Wizard demands Furthermore, in the Lands of Intrigue Sentinels and returns to the Torbold Wizard the player forfeit the item or be cast from portion of the campaign(s) the PC could turn in the Quest, the PC is faced with a the Guild (Cowls or Runes). be vulnerable to attacks on their version of Dilemma. Castle Spulzeer by the Guild they If the PC persists, the Torbold Wizard, who Spurned. After the last Focus Crystal was Anointed is no match for the PC and cannot forcibly with the Salve of Clarity it has turned into a wrest the Powerful Magic Item from them, The Powerful Magic Item would help the powerful magical item. This item would is forced to report their actions to the Guild PC establish their own Wizard Guild in grant powers to its wielder which would be Representative who expels them from the LoI, but has very little use in the Castle very valuable after the Castle Spulzeer Guild. Spulzeer portion. portion of Lands of Intrigue is complete. But that is far from the only serious When the PC talks to the Torbold Wizard repercussion of such a decision. he has the option of turning over the Powerful Magic Item or keeping it for The PC has made a Powerful Enemy. itself. 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 Mutated 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 Tarot Card 6-9 Glass of Clearest Sunlight Tarot Deck of Wonders

As a side Quest, the PC may build a Tarot This is the Powerful Magic Item which is If the PC decides to return the Glass of Deck of Wonders by answering questions created after the Salve of Clarity has been Clearest Sunlight, or is a Cargunn No about the tarot. used on all nine Focus Crystals. Questions PC, they are given the rest of the Major Arcana and Minor Arcana to Each Sentinel Tower gives one card of the This item is involved in the Mystic form a Tarot Deck of Wonders. Major Arcana and if the PC returns the Dilemma and could potentially allow the Glass of Clearest Sunlight to Torbold PC to start their own Mystic Guild in There are many cards in the deck and it Wizard or Twisted Rune GR the PC will opposition to the Runes and Cowls in the can only be activated once a day. When receive the rest of the deck as LoI Campaign. Only if the PC refuses to activated in generates a magical effect compensation. give the item to their GR and makes an which varies based on which card is enemy of their former guild. drawn at random. Cargunn No Question PCs are given the deck without asking as a reward since they It is also used in the beginning of Chapter Effects include, summon a demon to fight do not have the option to keep Glass of 5c to help Torbold Wizard (or PC) divine by your side, summon a Djinni, give the Clearest Sunlight. who it was that fouled the Focus Crystals in PC a large amount of gold, curse the PC or the first place. This leads the PC to think give a disease, kill the PC on the spot, These four cards do nothing until combined Gentar is enemy. deduct gold, give the PC a second head with a full deck of major and minor arcana. whose name is Violent Ned. 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 encounter a group of Orc Slaves of the and farther west into the foothills near After the unexpected assault on Hillfort Skullgnashers who the PC can use to Brost or the Small Teeth. The Torbold, as the PC arrived, they resume coordinate a Slave Rebellion. Skullgnasher tribe has lately absorbed two their dialog with Major Olehm. other giant tribes that once stalked the Inside the Warrens the PC must eliminate Small Teeth. While they speak a scout returns with good every Giant he finds and locate King tidings. Feduk's Audience Chamber. If the are rebelling they will fight for themselves The hidden location of the Skullgnasher under no control of the PC, they of course Warrens has been uncovered. Olehm is are no match for the Giants but they fight enthused by this news and sends the PC, bravely. whom he already deems a hero, to rout out the foul giants and drive them once and for When the PC finally reaches Feduk, he all from the Tejarn hills. sends his Royal Guards to attack first, and only engages the PC when all his guards The PC will have to travel to the location are dead. and enter the caves. TOC > Chapters > Chapter 4a > Skullgnasher Warrens > Characters 1 2 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 > Characters 1 2 Skullgnasher Rock Thrower Orc Slaves

This is the obligatory rock throwing hill The giants often capture Orcs and use them giant one would expect to meet in such a as slaves and pets which they enjoy place. tormenting. If the PC has the skills they can talk to these slaves before the assault on the Skullgnasher Elite Guards Warrens and time their attack with a Slave Rebellion. These are the Guard Feduk throws at the PC before he will engage them himself. These orcs will be very thankful and the PC may decide to either kill them or free them Skullgnasher Mountain Giant after the rebellion and the Warrens are cleared. These are mountains giants from the Small Teeth and Tejarn Hills, some of which aso If the orcs are freed and allowed to live serve as Feduk's Elite Guard. they will inform the PC of Feduk's Treasure Trove which has some decent items. Primitive Ogre Shaman This primitive magic user can cast very If Olehm learns the PC has freed Orcs into simple healing spells. the Tejarn Hills he is pissed. 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. Ruined Carcass of Kartak's Messenger 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 This is the half eaten remains of a Horse weaken the PC. give the alarm warning of invaders. and Rider. If the PC searches the horse's saddlebags he will discover am important Then he will engage the PC himself and There is also a smaller entrance in the back clue. A note is inside which reads; 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. “Riatavin has begun its rebellion, after the cave-ins and hurl nearby boulders at the This entrance is far less heavily guarded Amnian Council Army passes the Olehm PC and call for healing from a nearby than the front entrance. Passage you receive the next message from cleric. me to Assault Hillfort Torbold. The PC encounters a band of Orc Slaves on PC should kill the cleric first then Feduk mission from their masters. If the PC can Signed K.” but remember to stay out of the way of the speak Orcish he can coordinate a Slave This carcass is found near the path leading falling rocks. Uprising using the Orcs. to the Skullgnasher Warrens. TOC > Chapters > Chapter 4a > Skullgnasher Warrens > Items King Feduk's Scepter King Feduk's Crown Feduk's Hidden Treasure Trove

This massive two handed club deals This should be something cool which I don't think any named or unique items massive damage to humanoids of less than changes the appearance of the martial PC to just some random gear which would be Giant Stature. It is the weapon Feduk is something like an ogre or a giant. appropriate for PC of the Level of this known for using in battle and is the weapon Chapter. This loot can only be found by peeled from his cold dead hands by the PC. It should have a large bonus to intimidate PCs who started and Orc Slave Rebellion and Armor Class and maybe a strength then decided to free the Orc Slaves after. Indeed this weapon is so massive that it has bonus. a strength requirement just to wield it Angry Letter to King Feduk properly Sothillis' Marching Orders This is evidence found in the Skullgnasher It is reputed to be the remnants of a great This is evidence found on Sothillis' corpse Warrens showing that another unknown oak which he pulled from the ground and showing that another unknown entity was entity was directing King Feduk. used to batter the gates of Hillfort Torbold directing Emperor Sothillis. until they shattered. It is an angry letter from Kartak to Feduk It is an urgent letter ordering Sothillis to go about his premature attack on Hillfort But no records of this event can be found to to Torbold and help Feduk secure the Torbold. 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 too Sothillis, half way through the fight he entrenched so 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 If any player on the Divine Arc, besides Ilmater doesn't want the PC to burn This choice is instigated by the discovery Bane and Shadow (obviously), may decide Trailstone and will kick them from the of Incriminating Evidence in Dark after investigating Dark Redoubt that Cyric church if the PC does. Those PC will go Redoubt which not only proves the is not the Primary Antagonist and switch into Chapter 6 Guildless. But Ilmater and Cargunn, Rosznar and Redarm were Arcs to Martial instead. This same Mother Helda can hardly be considered a working in conjunction with Cyric, but opportunity presents itself after Olehm Powerful Enemy, too passive. that there was an Unknown Third Entity Passage with the same result. which directed their courses. Tempus doesn't want the PC to burn This doesn't lead the PC much closer to the Trailstone but won't kick them from the This choice is later instigated by the true Primary Antagonist, Kartak, but at church if the PC does. discovery of Incriminating Evidence on least PC won't end up as a dupe for Xvim. the body of Sothillis in the Olehm Tyr Crusaders who switched to Martial who Passage. That Evidence proves that Feduk This PC will continue down the South don't burn the town, are kicked from their and Sothillis were working with an Road to Hillfort Torbold, help with the guild. Unknown Third Entity. Skullgnashers and Sothillisian threats and finally help with the assault on Trailstone.

Depending on the PCs religion, the result of not burning Trailstone as ordered can be different. 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 Family Insignia (Shadow) Beyond the Campsite, there is a path which leads deeper into the Trackless All players starting this Chapter begin here. Shadow PCs meet Zoltan for the first time Wilderness. After a short walk the PC A campsite where the Guild Representative here, these PCs must be given a Zoltan encounters an Class Skills Juncture where Zoltan the Talking Raven is awaiting their Family Insignia so they can summon the the PC read clues, helping them determine arrival wishing to hold palaver. NPC at later Forward Operating Bases. which of three possible exits to take.

Zoltan here informs the PC of their Also, this item could be used by PC to Only one path is safe, the other two lead to destination, either Sunrise Orchids or summon Zoltan when the PC reaches one an encounter. At Quest's end, all PCs will Riatavin. He also explains that between the of the NPC Forward Operating Bases have earned equivalent experience and PC and their destination is a trackless during later Chapters. loot. wilderness which the PC must traverse. In this way, I could control which version This is the same format of all areas in Zoltan does not give the PC detailed of Zoltan spawns to interact with the PC Trackless Wilderness. PC enters area next directions he merely tells them to head based on which Quest they are on. to a Shrine, there is either a combat Southeast through the wilderness and try to encounter, a dialog encounter, a search avoid Skullgnasher Giant and Tethyrian This would also help if multiple people encounter, or nothing at all. Then another Military Patrols. PC must use all their skills where doing Zoltan Quests, like on a PW Class Skills Juncture where PC chooses to safely arrive at their destination. setting. 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 are This is an All Quest used by every Each new area the PC comes to Class Skills 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 Grizzly Adams be overly friendly. A soft sound comes encounter a patrol of giants. This was a show I loved too. (Three b) from her throat, something halfway Texas Chainsaw Massacre between a growl and purr. she is far north Ferocious Giant Beast This could be the fail for (Three c) of her usual stalking grounds. Bullete? Giant Lizard? Giant Scorpion? Rocky Horror Picture Show Giant Spider? Some low intelligence beast Help Riff Raff other throw Frank. 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 allows or something along the lines of “these aren't 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 Part Three. Golden PC – No Burn – Kicked from the Tempus Divine PC Changed Course – ACA and Golden Fortress, Henchman Burned Trailstone – Jak Errins is After General Craumerdaun wins the day Alpha defects. No end reward from Balacer disgusted by the events but decides the PC over the occupying Tethyrian Forces and in Chapter 6. is blameless and was just following has broken the siege weapons he is on a orders. No Defections. roll. Craumerdaun orders the PC and his Tyr Divine PC Changed Course – No Burn party to go through the streets of Trailstone Trailstone – Reverend Falwell is disgusted Tempus Divine PC Changed Course – No and burn every prosperous looking edifice. by your actions and PC is kicked from the Burn Trailstone – Jak Errins is pleased by Church. Both Henchmen defect. your actions and disgusted by If the PC has the courage to stand up to Craumerdaun's behavior. No Defections. their General then they can choose to defy Ilmater Divine PC Changed Course – this illegal and immoral order. If the PC Burned Trailstone – Mother Helda is Cargunn PC – Bribed Rosznar – If the PC thinks the rebellious citizens of Trailstone disgusted by your actions and PC is kicked bribed Rosznar to remain silent regarding should be taught a lesson, and they are the from the Church. Both Henchmen defect. the Criminal Conspiracy, Cargunn does PC to do it, so be it. not care what the PC does in Trailstone. Ilmater Divine PC Changed Course – No Consequences of this course of action. Burn Trailstone – Mother Helda is pleased Tyr Divine PC Changed Course – Golden by your actions and PC is offered control of PC – Burned Trailstone – Given a field No matter which guild, if you burn the Church in Chapter 13. commendations and a big reward. Tyr and Trailstone those citizens hate you forever. Golden are synonymous. 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 Treesdap from Tempus. first speaks with, then fights the angry Ghost of Tellvon Bloodshoulder When the PC finishes Chapter 4a, they are Hugdush from Shadow Thieves standing at the juncture of the Tethir Road West Tower Purge straight forward til boss and the Olehm Passage. Olehm and the Gaspard de Louca (for Ilmater) fight when Xvim appears, then is engulfed other Torbold NPCs have returned to the in flame and becomes Bane, then Bane Hillfort. Torbold Priest makes a portal Cvaal Daoran Hatemaster of Xvim and PC must fight Cyric. before he leaves which the PC uses to travel to FOB: East Tower. Reverend Falwell for Tyr 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 Ilmater 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 When Cvaal was approached Gaspard de Gaspard de Louca is here representing the Tower of the Vengeful Hand, and it was his Louca to be part of the Anti-Cyric Crusade Heralds. He believes up till now that Cyric influence which guided the church to deal and then participate in this raid of Twin is the Primary Antagonist. In this chapter exclusively with the Cyric Threat during Towers he had to act surprised and honored he finds out that everybody, including this campaign. to be asked. Really it was his superiors, himself, on the Divine Arc has been Fzoul and Xvim who arranged everything. manipulated by Xvim / Bane. When Unfortunately for him, the Cyric Threat Gaspard discovers the truth he is less than was a Red Herring, only one of the fingers Daoran leads of the Brothers of the Black pleased. of Kartak's Hand. After it is discovered Fist, a fanatical band of Xvimlar Crusaders both Ilmater and Tempus were being who are fighting to bring about the Hugdush from Shadow Thieves manipulated by Xvim into thinking Cyric resurrection of Bane and the resumption of was the Primary Antagonist Treesdap will his Godhood. Hugdush supported the PC backing Xvim pay severe penalties for his misjudgment. (Bane) in his battle with Cyric. His Reverend Falwell judgment has proven profitable for the PC. It will be Whallnsor who becomes the Tower of the Even Hand – Tyr – Golden who is rewarded for his Assassinations. towers new prelate, Treesdap fail! Fortress and Shadow Thieves who, after this Falwell tries to put a positive spin on being mission, will have an newly risen God for used by Bane and Xvim. an ally. WIN! TOC > Chapters > Chapter 5b > East Tower Purge Characters > Locations > Items The Logistics of transferring thousands of troops through portals which accommodate The conquest of the Twin Towers of the no more than three men abreast are Eternal Eclipse is broken into three complicated. sections. East Tower, Connecting Tunnel and West Tower. No matter how much Kartak or the Cyric Leaders wanted to hurry the process, it In East Tower Purge the PC starts on the basically started on time with the original Top Floor, FOB: East Tower, and works schedule. About a week and a half after downward to the first floor. Kartak could have used them, right as the PC arrives at the East Tower to put a stop to Watchful Skull Tynnos Argrim is it. summoning his Demon Training Sorcerer Invasion Force. The Invasion Force The PC must fight their way to the first mustered at Mountain of Skulls and is now floor, defeat the boss, then the portal must arriving via portals, the PC must stop this be destroyed equals East Tower Captured. from happening or Amn is lost even with the Skullgnashers and Sothillisian threats On to the twisting tunnel. 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 1 2 Bane's Black Hand of Justice Desecrated Cyric Ward Bane's Desecrated Cyric Ward

This is the arm of Blackwill Haarken This item drops from the Cyricist Ward In Chapter 2: Ruins of Blackness, an item Akhmelere, a Cyric Cultist who once ruled after it is defeated. drops from the Cyricist Ward after it is the Twin Towers of the Eternal Eclipse. defeated, if combined with Sacrificial Haarken was formerly a Bane Priest who The blessing placed on it in the name of Heart from Chapter 1: Springfield it then converted to Cyric Worship after the Cyric has been corrupted by the PC's deity becomes this item. Banedeath. Twin Towers is a former Bane (Bane, Tempus, Ilmater, Tyr). Because of Temple Cyric conquered. this the Artifact has powerful magic against This item is the main weapon in Bane's creatures in Cyric's service. arsenal to defeat Cyric and reclaim his When Xvim was consumed in flame and former Portfolio of Hate. Bane rose from the dead in his place, This item can be placed inside a shrine near Haarken had the misfortune of being in the the exterior of Twin Towers. In so doing, This is the final Cyric Stronghold which room. the PC kills large numbers of hostile NPCs must be overthrown, Twin Towers of the inside the compound. The PC doing this Eternal Eclipse. Bane saw Haarken and new him for a false will be granted Experience to compensate believer who had abandoned his church. for missed encounters, but the Cyricists' After the overthrow, the PC must sanctify Bane ripped Haarken's arm from its socket corpses cannot be looted. For all but Bane the temple in the name of Bane, this act and beat him to death with it, turns out his this is an option when on the Anti-Cyric grants Bane access to higher levels of forearm serves as a fine mace. Crusade, Bane is obliged to use Ward. Faithful Believers. TOC > Chapters > Chapter 5b > West Tower Purge > Items 1 2 Necklace of Cleric Smiles E

Some kind of cool necklace which benefits clerics, monks or druids, depending of the PC's class.

After all Cyric Temples have been overthrown, the Desecrated Cyric Ward becomes Necklace of Cleric Smiles.

This item can't really be detailed anymore than it is until I get inside the toolset and start determining the level range of the Castle Spulzeer Campaign.

This item would be considered an end reward and would have more than average abilities. It would also have to have scripted event abilities tied to it, whose uses must also be detailed later. 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 Mid Level Mini-boss

I mean there is no dungeon ecology I need Roper This would be something summoned by to adhere to or verisimilitude I must Rust Monster Gentar and not a defense left in pace by concern myself with breaking. any kind of Elemental, stone or magma? Kartak. Gentar is a Djinni and can summon Upper Reaches Boss anything he wishes to destroy or torment the PC. I am thinking some kind of kick ass My Imagination golem, of a mechanical nature, somehow Therefore the only limitation regarding connected to the puzzle. which creatures I throw at the PC is what Mist the toolset has to offer. Cave In This creature is associated with Kartak Mouth in the ground, swallow PC and not Gentar. So it is not a phantasm or Which means that until I get into the toolset Rock projections press out, smack PC summoned creature, but a physical and browse through my selection of Flood guardian left by Kartak. 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 Corridors Mini-boss Chamber Entrance to Lower Reaches

The Upper Reaches are a naturally Gentar is well aware of the PC's approach The entrance to the Lower Reaches is occurring cave network which Kartak and is eager for the confrontation, but waits guarded by a puzzle door. discovered long ago and decided to use as to have it on his own terms. one of his Hidden Treasure Troves. This puzzle is a series of alpha-numerical Gentar summons a creature into a large switches which must be arranged to spell The Upper Reaches of the Cave Network room halfway through the Upper Reaches Kartak. have been not been modified in an to torment the PC and harass them. significant way, lest Kartak draw unwanted When the door is opened Upper Reaches attention to his cache. This mini-boss would constitute a Mystic Boss comes out and attacks PC. Assassin, because it was summoned by The Corridors of Upper Reaches are Gentar and is not a part of Kartak's inhabited by creatures to which a cave defenses. complex would be a natural habitat.

There is a Dire Cave Bear, or some other cave dwelling creature of massive proportions, which the PC will encounter while in the Corridors. TOC > Chapters > Chapter 5c > Upper Reaches > Items Meager Club of Feebleness

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 When the Puzzles are solved the locks are Chamber 3 – There is a room with lava opened, a blessing and a curse, each opened eruptions where the PC must time his Kartak has established secret hideouts like portal releases a Golem Guardian. progress across the room or be instantly this in many places in Amn and Tethyr. killed. Cave of Wonders was discovered in There are three Puzzle Lock Chambers. Kartak's mortal life and is the oldest of his When the Chamber is crossed the Puzzle strongholds outside of Castle Spulzeer. Chamber 1 – There are a series of locks Lock is opened and releases the final Therefore, it is also one of the safest with which must be opened by casting certain Golem Guard. The Golem Guard 3 makes the most clever defenses implemented. magical spells on them. puddles of corrosive goo at his feet which means the PC must move the boss so as The first line of defense is camouflage, There is a riddle near the lock which not to stand in DoT puddles. provided by the seemingly organic nature provides hints, in case Kartak ever forgot of Upper Reaches Cave Complex. himself. This is even more difficult because the lava eruptions are still going off and If an intruder were to penetrate those outer Chamber 2 – This room contains a series of player must watch their step. and more benevolent defenses, they are objects which must be arranged in a certain then forced to traverse the Lower Reaches order in specific location in order to open which is a series of rooms with mechanical all the locks. or magical defenders and Puzzle Lock Portals. TOC > Chapters > Chapter 5c > Lower Reaches > Characters Hmmm Magical Beasts? Golems Golem Guardians 1-3

I mean there is no dungeon ecology I need Like the Golem which protects the Each of the three Puzzle Lock Chambers to adhere to or verisimilitude I must Entrance to The Lower Reaches this would has a Golem Guardian which is freed concern myself with breaking. be a bad ass golem or some sort of when the Puzzle is solved and the lock magical / mechanical nature who lives in opened. Gentar is a Djinni and can summon the Lower Reaches and guards against anything he wishes to destroy or torment intruders. Golem Guardian one should have the PC. something to do with magic spells and There of course would be a complicated perhaps is some mechanical contraption Therefore the only limitation regarding labyrinth in Lower Reaches, and these which can cast spells. which creatures I throw at the PC is what would be the denizens of that maze. the toolset has to offer. Golem Guardian Two would be awesome if this were some entity constructed of Which means that until I get into the toolset smaller entities which be disassembled and browse through my selection of and reassembled. creatures which are not used elsewhere in the module, and which ones would be Golem Guardian Three is some kind of particularly cool to fight, this entry is ooze spitting golem which makes gonna be vague. corrosive puddles. TOC > Chapters > Chapter 5c > Lower Reaches > Locations Corridors Puzzle Lock Chamber 1: Riddle Puzzle Lock Chamber 2: Pattern

Along with Trackless Wilderness in There is a series of long narrow rooms with This is a room (or Two) which the PC Chapter 4b, Lower Reaches is the most pits across them. Over the Pit is a bridge enters and finds their way blocked by a difficult maze in the module. with a locked door in the middle. On one locked door. There are symbols inscribed side of the pit stands the PC, on the other on the ground, there are objects which the Unlike Trackless Wilderness, which presses side of the pit is a lever for the Gate. PC can move around, the PC must figure forward regardless of PC choices, Lower out the correct pattern of objects and Reaches can lead a player around in circles. Near the bridge, on the PC side, is a odd symbols for the door to open. looking object with a riddle inscribed on it. While in the Corridors PC will encounter Golems which are Kartak's defenses and Answering the Riddle will fire a spell from Puzzle Lock Chamber 3: Eruptions Mystical Assassins which are magical the odd looking object to the lever, thus creatures summoned by Gentar to harass opening the door. This room's floor is covered by little the PC. geysers of deadly lava which are No multiple choice bullshit, no look up the constantly erupting in a pattern. PC must Lower Reaches Corridors are also heavily answer on a riddle website. Custom made navigate the pattern without getting killed, trapped. riddles which the PC must spell out the upon reaching the opposite end of this word to get the answer correct. room for the first time they enter a trigger which gives them experience. 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. Used out of combat, has a dialog which is a Fill this space with real text, this is only a riddle whose answer is a summoned place holder. Fill this space with real text, monster who will fight for the PC. this is only a place holder. Fill this space with real text, this is only a place holder. Match Stick cause the PC had to MATCH Fill this space with real text, this is only a patterns Hmmm Mirror Image place holder. Fill this space with real text, this is only a place holder. Fill this space Boom Stick, cause if they get it wrong in in with real text, this is only a place holder. the third room they go boom. Fireballs? Fill this space with real text. TOC > Chapters > Chapter 5c > Gentar's Chambers Characters > Locations > Items Here is the accumulated wealth of Kartak's Gentar will first engage the PC in dialog first lifetime. Heaps of gold pieces and and warn them of their impending doom. Gentar's Dilemma items both common and magical. If Gentar finds the PC amusing he will reward them with truthful information Once again, I don't like stretching out the Here is where Gentar fled after fouling the about the Spulzeer Incident. If Gentar climax, PC has already come a long way Focus Crystals with Chardath in an attempt finds the PC tiresome they will soon come and they still have to do Castle Spulzeer, to locate their mutual enemy, Kartak. to blows. don't want it to get repetitive or boring, like filler text lol. Gentar, a magical being, has no need of When Gentar is Subdued he will plead for material wealth but he does enjoy how such his life, or at least beg to be put back in his Only Once Character, Only One Room, hoards of treasure glitter. Gentar had been bottle. PC must choose Gentar's fate, if the Lots of friggen items. I don't believe in passing his time waiting for Kartak to decide to free him from his life as a Djinni telling a PC “You walk into the treasure appear at Cave of Wonders watching the Gentar will Fight for them as a Powerful room which is bursting with items. You can highjacked Lines of Sight. Ally during the Spulzeer NPC Encounter. only pick one.” Gentar is very angry with the PC for Screw that, take all you want, but depriving him of his amusement and so has remember, it all has weight and there aren't taken up the new hobby of harassing the PC any stores in the PC's future until Lands of and luring them to the Cave of Wonders so Intrigue. he could destroy them personally. TOC > Chapters > Chapter 5c > Gentar's Chambers > Mystic Dilemma: Gentar's Fate When the PC reaches Gentar's Chamber Back in the Bottle: The PC feels having Go Away After Two Wishes: Gentar is and eventually defeats him in battle the PC Gentar out and about is a dangerous hardly surprised the PC would ask for has the opportunity to forgive Gentar of his proposition. This PC forces Gentar into his wishes, and he is happy to grant them so crimes and choose his fate. bottle which is nearby. long as he also gets his freedom with the third wish and is allowed to retain his Fate 1: Back in the bottle This item is full of the PC's brand new power. Ally Powerful Enemy. If PC reopens Gentar is Fate 2: No longer a Djinni less than friendly, sell it. Kill Him: The PC decides it is just too dangerous to have such a powerful Fate 3: Go away No Longer a Djinni: This is a form of magical being in the world. Furthermore freedom which is similar to a punishment. this PC thinks Gentar must pay for his Fate 4: Go away after two wishes Gentar has no family or friends and has crimes against the Focus Crystals. never had to eat or go to the bathroom Fate 5; Kill him before. No Powerful Ally, but a regular person enemy. If PC chooses either “Go away” option, Gentar will help fight Kartak in Chapter 6 Go Away: Gentar can hardly believe his as Powerful Ally. He is very happy not to luck or the PC's benevolence, having not be back in the bottle. even asked for three wishes. Gentar grants the PC an undetermined boon. Ally TOC > Chapters > Chapter 5c > Gentar's Chambers > Characters & Wishes Gentar, the Djinni Gentar the ? Colored Dragon Gentar's Wishes:

Gentar is a powerful magic user who has This is the Dragon form of Gentar the Wealth – Gentar gives PC 100,000gp. 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. Power – Similar to Glass of Clearest Henchmen are powerful being in their own Sunlight, Gentar gives the PC an item right and can match magic with magic. When I get in the toolset I will look at which allows them to start their own guild what's available and choose one that is in Chapter Thirteen. Unfortunately, for the PC, Gentar can also Challenge Rating appropriate. transform himself into an Dragon, which is Love – The PC chooses the Race, Gender what he does when he begins to realize the Gentar will not grant the PC wishes under and Appearance of a potential love PC is going to defeat him. threat of force, he would sooner die. The partner, then Gentar gives the PC an item only way Gentar will grant wishes is if the and Quest which leads to love in Chapter Gentar has been summoning creatures to PC promises to free him with the third Thirteen. This Love Interest can harrass the PC since the finale of Nine wish. He demands the list of wishes before eventually become a marriage partner. Sentinels (Pt. 1) but he summons none in he begins granting them, he is no fool. This this fight, if he can't himself he will die means the PC can have only two of three Gentar's powers have limits, he can not trying. But before he dies he pleads for potential wishes. Each wish is basically kill people, raise the dead and he can not mercy at the feet of the PC. useless in Castle Spulzeer, their true benefit MAKE the love interest have affection for manifests in Chapter Thirteen. the PC, they must do that themselves. 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 Simmering Djinni Lamp Love Locket More Treasure Than You Can Carry

If the PC forces Gentar back into his lamp, If the PC decides to Free Gentar with their There are many items heaped in Kartak's they have forgone a chance at wishes and third wish, then chooses love as one of their Treasure Trove which the PC may loot to made a Powerful Enemy. Fortunately, that wishes, they are given this item and a quest their heart's content. Just remember, there enemy is safely locked away in an inter- which leads to an encounter between the are no more stores until after Castle dimensional prison. What the PC chooses PC and their potential Love Interest in Spulzeer. to do with the Simmering Djinni Lamp is Chapter Thirteen. up to them. Of course, the PC can surely find some The wish only helps locate a suitable mate wands and other consumables along with Keep it as a souvenir of their dangerous for the PC, Gentar's Magic is not a love some nifty upgrades. encounter. This is a safe idea. potion. The PC must nurture the relationship and grow feelings between the Even this late in the planning process, I Give it to Gaspard for safekeeping in PC and their Potential Love Interest. don't really know what level range this Heralds' Hall, this is a safe idea. campaign covers so it is difficult to plan This is not the only love interest available specific loot tables yet. Sell it for vast amount of gold, this is a to PCs in Chapter Thirteen, nor is the worse idea than it sounds. If the PC sells specific Love Interest chosen by Gentar for the item to a player or a vendor Gentar the PC only available after the wish. Gentar escapes and hunts PC in Chapter 13. picked Love Interest from a list. 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 the Spellseer 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 mortal in law, Bharavan Bhaerkantos, and Lady initiative and constructed the Olehm life which destroyed the name of Spellseer Aura Coprith according to Kartak's plans. Passage, improving safety on a portion of (henceforth bastardized to Spulzeer) and the Tethir Road. But that was Olehm's own caused the dissolution of the family's Purgan has stirred up anti Amn rhetoric initiative, and money, not Athkatla's. holdings, to pay for his crimes. The current among the populace and instigated the Riatavin and Trailstone are still far from rulers of Riatavin are the descendants of the members of the Merchants' Chosen into ACA help should trouble arise. people who stripped his family of their this Rebellion, which serves Kartak and 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 pipe emptying into it. The pipe juts from a fund 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, ultimate and the Riatavin Rebels. optional mission funded by private gold Quantum GR, is here to show PC how to there would be no challenge. 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 Riatavin's Sewers are a maze of narrow After the Long Straight Tunnel and th tunnels running beneath the city with only a Flesh Eating Noxious Mold, the PC must This area is the sewers under Riatavin few outlets which lead under the walls. Navigate Riatavin's maze like Sewers. which the PC must navigate in order to Zoltan has helped the PC discover one such reach the Riatavin Shadowhouse. entrance to the Sewers. During this the PC may encounter Frenzied Sewer Rats or Frenzied Sewer The water of Riatavin, which is a far The first pipe the PC must travel is Dwelling Vagrants, possibly some distance from Spulzeer Vale, has started to particularly slimy and reeking, the walls are Puddings or Jellies. become contaminated with the Haunted covered with a disturbing mold which emits Taint. a foul aroma. Eventually the PC encounters Slimes the Frenzied Wererat Guard who bars the So rats and other city dwelling animals The mold is trying to knock the PC entrance to the Riatavin Shadowhouse. have become mutated as well as any unconscious with methane and other gases vagrants, criminals or political refugees it emits. Once the PC is asleep the mold After Slimes has been humanely put down who have sought refuge in the sewers. will quickly try to encompass the prone PC the PC enters Riatavin's Shadowhouse. and consume its flesh. Luckily for the PC, Tethyr troops seem not to have defended against an invasion from Every round in a mold Patch the PC must the sewers. Riatavin is large and its sewers save v. sleep or become prone for three are maze like. rounds while taking DoT. TOC > Chapters > Chapter 5d > Riatavin's Sewers > Characters Frenzied Sewer Dwelling Vagrant Frenzied Mutated Rats Slimes, 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 Mutated or Frenzied. become Frenzied. This NPC acts as Riatavin's Shadowhouse Noxious Flesh Eating Mold 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 In the Long Straight Tunnel the PC guards the trapdoor into the Riatavin and teeth, any PC who is successfully encounters mold patches which emit Shadowhouse. bitten is slowed for three rounds. sleeping gases and east unconscious PC's flesh. 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 Mutated 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 Long Straight Moldy Pipe succumbed to the Haunted Taint. people who lived here were obviously suffering from mental illnesses. This is where the PC enters Riatavin's Slimes who was a wererat to begin with is Sewers and encounters the Mold which a powerful rogue as well. It is a shame the PC must destroy them, but tries to put them to sleep and eat their skin. 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 is a sewer, what do you expect to find?

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 1 2 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 Unlike other Chapters with linear plots, send the signal which will start the series of doomed in either case. Chapter 5d simply has a pool of available events which will topple the Riatavin quests which fall into three main categories Rebellion. UNLESS, the PC is fool enough to betray called Missions. Each Quest, or the Shadow Thieves and then NOT betray Intelligence Dossiers, cost Mission Gold The Dilemma doesn't effect this portion of Shadowmaster Rekx Tihler. In that case, and grants an undisclosed number of the Campaign, but does determine whether Rekx becomes a Thieves Guild Master, Counterinsurgency Points PC has a Powerful Ally or Enemy. PC gets nothing but a Powerful Enemy. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Characters 1 2 Intelligence Broker Counterinsurgency Points Mission Gold

This Mission Gold Vendor works for Each Plotted Operation grants a This item is provided to the PC before Riatavin's Silhouette of Spies and sells predetermined and undisclosed number of entering Riatavin's Sewers. secrets on many of Riatavin's important Counterinsurgency Points. Some Plots are individuals and organizations. more effective than others. Mission Gold is used to purchase Intelligence Dossiers from the Mission Intelligence Broker can be found inside PC can finish Chapter 5d with several Broker which initiate Plots which help the Riatavin's Shadowhouse, inside the small different outcomes depending on their final PC accumulate Counterinsurgency Points. tavern the Bloody Coin. Counterinsurgency Tally. Mission Gold is also used to buy Specialty PC's mission in Chapter 5d is to Not only do Intelligence Dossiers cost Items such as Disguises, Poisons and accumulate Counterinsurgency Points by Mission Gold, but some of the plots they Maps which will help during their Plots to Plotting Operations whose impetus is the initiate require Specialty Items to execute gain Counterinsurgency Points. purchase of Intelligence Dossiers from the the mission, and these items also cost Intelligence Broker. When PC feels they Mission Gold. Items and services which cost Mission have enough points, or are out of Mission Gold can not be purchased with standard Gold, they climb Riatavin's Spire to signal PC should consider their options carefully. game Gold Coins. Once Mission Gold is General Craumerdaun to start his invasion. spent PC must signal the ACA attack. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Locations Shadowmaster Rekx Tihler Office Mission Gold Vendors' Marketplace The Bloody Coin

This is where the PC will interact with Outside Rekx's office is the common area This is a small tavern where the PC may Shadowmaster Rekx Tihler. This office where all the Mission Gold vendors can be get a drink and socialize with some of reflects the man who inhabits it, large accessed. Here the PC can buy specialized Riatavin's most notorious underworld furniture which overflows with gaudy items, learn important rumors and empty characters. decoration. A profusion of books and their bags of stolen goods. scholarly tomes line the shelves but are Information Broker – Who, what, when, probably just stolen loot which has never Poison Vendor – PC spends Mission Gold where and how? Mission Gold. Perhaps been read by Rekx, it's just there for looks. to plot an Assassination Attempt. most important vendor. He knows much of the scandalous dirt on Merchants' Rekx has several assistants who often enter, Disguise Vendor – PC spends Mission Gold Members and which important citizens whisper inaudibly in the Shadowmaster's to plot an infiltration. might not support the move to Secession ear then dart of the room again, never to Tethyr. Information Broker deals in acknowledging the PC's existence. City Cartographer – Either traveling on the Mission Gold, but will pay Real Gold to streets or through the sewers, this PC can the PC if they know any secrets. News of All in all, the PC is given the impression give detailed directions. Mission Gold. Rosznar's, Cargunn's and Redarm's arrest Rekx spends his days here like a bloated has not reached Riatavin yet (if it spider in its web, receiving news of events Forgery Vendor – PC spends Mission Gold happened in PC's story Arc), nor news of transmitted by vibrations in its threads. to plot an forgery. Hillfort Ilsha's capture. TOC > Chapters > Chapter 5d > Riatavin Shadowhouse > Items Mission Gold Disguises – If the PC plots an infiltration Intelligence Dossiers – These files are they will need the proper disguises. Luckily purchased from the Intelligence Broker This item is a box which contains Mission Disguise Vendor has most uniforms used in and detail many important characters Gold. This item has an integer on it which the city and also many convincing masks. around the city. These will be vital for the represents the gold a PC may spend to fun Purchased with Mission Gold. PC to plot their operations around the city. their tiny war. Purchased with Mission Gold. Poisons – If the PC plots an assassination The PC's personal gold may not be used to they will need strong and undetectable Each Dossier, when activated by the PC, fund the mission. If the PC does every poison, or one whose detection would starts the PC on a quest which may require optional mission funded by private gold incriminate someone other than the PC. the PC to purchase Disguises, Poisons or there would be no challenge. Purchased with Mission Gold. Maps in order to achieve

The challenge is to pick just the right Maps – Low cost, high value objects which Each Plot initiated by an Intelligence objectives to achieve your goal without disclose directions to the houses of the Dossier grants the PC a predetermined going over budget. Some objectives are Merchants' Chosen, other Civic Leaders or amount of Counterinsurgency Points upon high cost, low value dead ends to foil the places of interest around Riatavin. Would it's completion. PC. Some objectives cost very little but be pretty hard to find stuff without maps, have high value. The PC must choose these are items whose descriptions have Forged Documents – These documents wisely. The PC is given this item by Zoltan detailed street and sewer route directions. can be used in various plots to discredit. at FOB: Riatavin. Purchased with Mission Gold. Purchased with Mission Gold. TOC > Chapters > Chapter 5d > Mission One: Hearts and Minds Characters > Locations > Items Every operation costs a certain amount of Lady Aura Coprith Mission Gold. Coprith can be attacked using Sparnal Mission Type 1: Hearts and Minds Orrega concerning business practices and PC starts at zero Counterinsurgency Points the embezzlement by Abiggor Onnellm. Smear tactics, manipulation of public and must reach at least 75 Points for the opinion, manufacture or nurture rifts and mission to be deemed a success. Lord Pacem Jashire rivalries between members of the Jashire Merchant's Chosen Bharavan Bhaerkantos There are five members of the Merchants' Bhaerkantos runs a shipping company and Chosen. Each member has at least one a small private army. Operation which the PC can Plot against them. Lord Arsid Tormaril Tormaril can be tied to the Kartak by way Every operation is worth a certain of his adviser Purgan, who is Kartak's Counterinsurgency Point Value which is primary contact in Riatavin. representative of Riatavin's willingness to return to Amn. Lord Mundal Krimmevol 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 (NE 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 family of Athkatla and manager of a great affinity for woodcraft. Even at such counting house affiliated with Lathander's a 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 Chaotic Good - Human Male - lvl 9 Bard Binor the Cyclops Neutral Evil - Halfling Male - Fighter Chaotic Evil - Human Male - 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. This would be a very public place for people to find out about Lord Mundal No Counterinsurgency Points here, these Krimmevol's under age impregnated ranger people are too disaffected to care what is protegee, Leluia Salvere. Very little happening with the Merchants' Chosen. Counterinsurgency Points there, scumbag. TOC > Chapters > Chapter 5d > Mission One > Locations 1 2 3 Orgoth's Tower Orgoth's Tower, decrepit and abandoned, Ghalmrinnar still stands in the foothills a half day east of After the destruction of the School of Riatavin. It reminds locals of the insanity of Ghalmrinnar is the large, four-story manor Wonder in 1266 DR, most Amnians didn't conjuring up fiends, the foolishness of house of the Tormarils at the center of the want a wizard anywhere near their towns, sorcery in general, and why wizards cannot city. Many Riatavinners see this as the forcing wizards to live in the unsettled be trusted. city's controlling hall, since the Merchants' lands. Chosen use it for meetings. Zemloth of Amn Orgoth the Tainted (1243-1318 DR) had his Over a century ago, the manor was called tower in the east. Orgoth may have found An Imnescari by birth, this sorcerer can be Spellmere and was owned by the Spulzeer the Alcaister, a lost magical tome once found in a tasteful inn speaking of his clan, a family that has since dwindled but belonging to Kartak Spellseer. Whether this Riatavinner tutor in magic, Orgoth the was once among the founding clans of items was in Orgoth's home when he died Tainted (1243-1318 DR),and his tower. Riatavin. A small contingent of troops is unstated. camps on its lawns. In Riatavin, this is one of the most cost Beyond doubt, Orgoth died at the claws of effective Plots. If PC can tie Riatavin PC can stage a riot here, then have thugs three fiends he summoned and couldn't Rebellion to Kartak Spellseer a risen lich, dressed as guards beat up the protestors. control, whether Kartak's magic had and prove this to the masses, they will earn Making the Merchants' Chosen look bad. anything to do with it is uncertain. many Counterinsurgency Points for the This good for some Counterinsurgency Mission Gold of a cheap old map. Points but is expensive for uniforms. 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 The Alcaister 100,000 GP

This item is provided to the PC before A large, russet-colored volume constructed Like Mission Gold, this item can only be entering Riatavin's Sewers. of metal plates covered with burlap, tied used as a quest item, not to buy stuff from together with a spine of waxed, intricately the merchant. Mission Gold is used to purchase interwoven leather thongs. Sewn to the Intelligence Dossiers from the Mission weaving are forty-six parchment pages, Abiggor Onnellm embezzled this money Broker which initiate Plots which help the each containing a simple magic spell. The from the Ysnomm Carriage Company and PC accumulate Counterinsurgency Points. last page bears a curious rune. The word its owner Lady Aura Coprith. Kuhoralminthannas, in Common, is written Mission Gold is also used to buy Specialty in a circle around it. The outer covers bear It can be used to Frame Bharavan Items such as Disguises, Poisons and Maps only the inscription “The Alcaister” burned Bhaerkantos. which will help during their Plots to gain in small, fine flowing letters in Commonr. Counterinsurgency Points. The book shows only light weathering, but It can be used to Frame Lady Aura its appearance gives the impression of age. Coprith. Items and services which cost Mission Gold can not be purchased with standard The pages of the Alcaister are coated with a game Gold Coins. Once Mission Gold is all colorless, transparent and gummy contact spent PC must signal the ACA attack. poison. Each contact with a page drains one hit point, avoided by wearing gloves. TOC > Chapters > Chapter 5d > Mission Two: Hit and Run Characters > Locations > Items Primary Hit and Run Targets Rhianna and the Thousandheads (OK) and/or Tannithall (OK) Mission Type 2: Hit and Run Tethyrian Siege Equipment (Best) These two separate places, both can be Purchase Boom Sticks from Virdei attacked in the same two different ways. In order to cause confusion and dissension Forgebrand and plant them on the Siege the PC can plot to organize a hit a run Equipment to sabotage this difficult to Plot an Assault – PC plots an assault on campaign on military targets. This can have replace tack of war. This is a risky plan the location, which he coordinates with a two possible outcomes which could be with a chance of failure which costs a good team of hired mercenaries. This is advantageous to the player. deal of Mission Gold but gives equal value expensive, hiring mercenaries, and in Counterinsurgency Points. dangerous, assaulting a high alert status It can convince the Merchants' Chosen and military outpost with small forces. the Tethyrian Military Leaders there is no Assassinating Count Holver Roaringhorn longer Popular Opinion behind the Riatavin while engaged in this mission is a way to Plot an Infiltration and a Poisoning - PC Rebellion. It can do the same among the earn extra Counterinsurgency Points for no plots for either themselves or a hired agent populace of Riatavin. extra Mission Gold. to infiltrate the location and either Poison the Food and Water Supply, or release a It can also degrade Riatavin's and Tethyr's Ghalmrinnar (Worst) Biological Agent to disable troops. This is defense capabilities when the time comes An assault on Ring Knights of Riatavin is equally expensive, with the same benefits to defend against General Craumerdaun's possible but such a bad idea it should as the previous option but is far less onslaught. deduct Counterinsurgency Points. dangerous. Do It Yourself is cheaper. 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 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. A small contingent of troops subsistence crops for the caster and the fight. Bunch of old adventurers as caravan camps on its lawns. manor, barley and hops fields for brewing, guards, often as not, some of them working and a small vineyard with transplanted for low rates just for the pleasure of killing PC can stage a riot here, then have thugs Dalelands grapes. The bulk of this produce bandits. This lot may require heavy magic dressed as guards beat up the protestors. either goes into a caravan sale or becomes to take out. They don't take any prisoners, Making the Merchants' Chosen look bad. local produce (or wine and beer for the but they don't go in for torture and ritual This good for some Counterinsurgency cellars). sacrifice, so they're not quite in our league. Points but is expensive for uniforms. 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 His optimism and easygoing nature have heart. Days. (Its ruins are 2 miles northeast of the helped ease much of the tension and fear headwaters of the Sulduskoon.) The manor among the rebel leaders of Riatavin and has Technically, a number of holdings used to be called Caer Kytolamn, after its made him many friends. His constituents in attributed to Riatavin [like the estate of former family owners and in imitation of Valashar want him to handle their problems Rhianna] are on the lands of County their duke's Caer Dusk. Still, despite any first, rather than Riatavin's. Valashar. None can say who owns what, rough edges, this is finer than his home in Lands of Intrigue lists him as the Lord of and this has become a problem. Riatavin's Waterdeep. For games sake, Count Zelphar both Lathmarch (book 2) and Valashar defection and the subsequent transfer of Thann is mustering troops at Tannithall (book 3) counties. I picked Valashar. Killed lands into Tethyrian hands may render this during PC's assault just in time to be in Tethyrian Siege Equipment hit and run point moot, but Roaringhorn and the duke killed. Extra Counterinsurgency Points. instead of Tannithall, his home. 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 (Reference Only – Far From the Action) 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 Weird out of place text which is partly outdated as well This item is provided to the PC before entering Riatavin's Sewers. The Shadow Thieves' are here on behalf of the Shield Council in Eshpurta, their Mission Gold is used to purchase mission is to disable the Tethyrian war Intelligence Dossiers from the Mission machine by any means. Broker which initiate Plots which help the PC accumulate Counterinsurgency Points. Kill the head. Discredit or destroy the Chosen and the Tethyr Officials using Mission Gold is also used to buy Specialty misinformation, assassinations, setups. Items such as Disguises, Poisons and Maps Steal a personal item, plant it and frame a which will help during their Plots to gain owner for a crime. Use the town crier to tell Counterinsurgency Points. lies about members regarding financial improprieties. Items and services which cost Mission Gold can not be purchased with standard Kill the body. Destroy or disable siege game Gold Coins. Once Mission Gold is all equipment, poison troops' water supply, spent PC must signal the ACA attack. foment a mutiny, cause tension between troops and civilians, burn down a building. TOC > Chapters > Chapter 5d > Mission Three: Popular Uprising Characters > Locations > Items Shadow Dilemma

Mission Type 3: Popular Uprising

In this type of Mission the PC will use Mission Gold or their wits to influence NPCs living in Riatavin that Secession from Amn is a bad idea, and especially to influence NPC with wide appeal and well, influence.

Either approach Organizations which the PC thinks may be sympathetic already and try to instigate an uprising, or destroy or discredit Organizations which favor the Riatavin Rebellion. Similar to Hearts and Minds, which is aimed at the Merchants' Chosen, but Popular Uprising is aimed at masses and Common Man stuff. TOC > Chapters > Chapter 5d > Mission Three > Espionage Dilemma: Honor among thieves Rekx Tihler approaches the PC as an After that the PC just needs to climb Lhestyn Arunsun outsider of the Riatavin Shadowhouse who Riatavin's Needle and send the signal he feels can trust and is a sharp operator. starting the attack 1298 DR [Year of the Pointed Bone] Lhestyn, as the "Masked Lady", infiltrates Just as the PC has completed their last plot, When the PC returns to the Riatavin the Shadow Thieves Guild of Waterdeep and are waiting for nightfall to signal Shadowhouse the PC is faced with more and exposes the guild. Within the span of General Craumerdaun, Rekx asks to speak options, which also include double crossing a bloody week, the Shadow Thieves are with the PC. the PC's partner Rekx Tihler. either dead or fled from the city due to the Watch and the Lord's agents. There is a chance for Rekx and the PC to At First the Shadow Thieves will be make a great deal of gold because Rekx has unaware if the betrayal, therefore the PC Lhestyn was born in Waterdeep in 1276 found Lhestyn Arunsun hidden within the will finish Castle Spulzeer as part of the DR and became the Open Lord in 1308 walls of Riatavin. Shadow Thieves. But in Chapter Thirteen DR.[2] In 1298 DR, she infiltrated the the PC will be ejected from the Guild and outlawed Shadow Thieves and exposed Rekx has organized a plot to blackmail Marked For Death. them, causing the death of many, and Lhestyn and evacuate her from the city causing the others to leave the city. before the PC sends the Signal. All that is Or the PC can say no to Rekx, or say no but Lhestyn married Zelphar Arunsun in 1300 required is for the PC to agree to a peaceful bribe him for even offering, or say yes then DR. She died in 1314 DR. escort quest with a huge gold payout, kill Lhestyn and turn in the bounty to Regardless of lore, she is in town. Kin to which it is assumed they will share with ... Shadow Thieves. Decisions decisions. Count Zelphar Thann. 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 The following locations are Churches nervous about the rebellion, and she fears lvl 19 Cleric -Waukeen which could be used in Plots to sway the repercussions to all Riatavin's citizens, public opinion. Firehair Hall could be used should the Council restore the city to Leader of the Lodge of Coins. His church to spark fears of slavery, Lodge of Coins Amnian rule. She most fears being made a is fully supportive of Riatavin's new incite Class Warfare and jealousy. slave again direction. TOC > Chapters > Chapter 5d > Mission Three > Items Mission Gold

This item is provided to the PC before entering Riatavin's Sewers.

Mission Gold is used to purchase Intelligence Dossiers from the Mission Broker which initiate Plots which help the PC accumulate Counterinsurgency Points.

Mission Gold is also used to buy Specialty Items such as Disguises, Poisons and Maps which will help during their Plots to gain Counterinsurgency Points.

Items and services which cost Mission Gold can not be purchased with standard game Gold Coins. Once Mission Gold is all spent PC must signal the ACA attack. TOC > Chapters > Chapter 5e: Sunrise Orchids This Chapter contains one Base. • FOB: Sunrise Orchids This Chapter contains three Quests. • 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.

But 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 If the PC does not end up in a POW camp they must help Zoltan with a Prison Break This is the area that is being heavily of a fellow druid. Ostensibly this other patrolled by Tethyr Troops. entity would be a Quantum Quest-er who did end up in POW Camp. 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. Zoltan the Talking Raven

The PC will be put in a POW camp and Zoltan will help the PC escape if they have must orchestrate an escape using his animal become imprisoned, or instruct the PC to friends and the other POWs in the camp. help him with a prison break.

This should be something different. It's Quantum Questing again, the PC is basically helping himself escape from prison, or some other Quantum Quest-er perhaps on the Natural Arc. TOC > Chapters > Chapter 5e > Hostile Territory > Locations Sunrise Orchids POW Camp Escape Tunnel This is where the PC is sent if they can't This is the area which is the Hostile convince the Tethyr Officer they are This is filler. Territory the PC must navigate without harmless and are taken as POWs. being seen by any Tethyr Patrols or else they will be interrogated by the Tethyr POW Barracks Officer who will, This would be the harsh, barren wood plank shed where Amnian POW's are sheltered. if the PC can't convince him otherwise, will This is where PC would befriend POWs. lock the PC up in a POW camp which they must then escape using their animal friends POW Guard Shack & Guards Quarters and the other Amnian POWs in the camp Something will have to be done about the with the PC. guards, Perhaps Zoltan can help. Not all the Guards would be on duty at once. PCs should have some points in persuade before them come this far in the nature arc Zoltan's Camp and if they don't here is hoping they have This is the area where the PC would some animal empathy points. interact with Zoltan either after escaping from POW camp or before helping NPC with their Prison Break. 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, once 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. Then 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 not. sweet with the smell of apples but there is tower, a farm house and barracks for an unpleasant under aroma which is quit workers. Farmhouse noticeable. I know this is where the PC will encounter PC checks inside the Farmhouse to see The sound of busy bees fills the air, the PC the Frenzied Farm Workers, Frenzied Apple inside, not much. notices that the sound of Bees is actually Pickers, maybe a frenzied child or a very loud. frenzied baby. Maybe frenzied farm Outhouse animals like horses and pigs and cows. Then three large bees come around the PC checks inside the outhouse and finds corner, their legs covered with the nectar of PC checks the well to see if the Haunted directions to the Haunted Spring. apple blossoms. Spring is at it's bottom, but it is a drilled 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 Mutated 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 Mutated 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 Mutated 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 Orgoth's Tower, decrepit and abandoned, • FOB: Orgoth's Tower still stands in the foothills a half day east After the destruction of the School of of Riatavin. It reminds locals of the This Chapter contains three Quests. Wonder in 1266 DR, most Amnians didn't insanity of conjuring up fiends, the • Mission One want a wizard anywhere near their towns, foolishness of sorcery in general, and why • Mission Two forcing wizards to live in the unsettled wizards cannot be trusted. • Mission Three lands. Orgoth has caused so many disturbances Orgoth's Spirit has escaped the Ethereal Orgoth the Tainted (1243-1318 DR) had his in hopes of calling attention to his tower Plane along with so many other Dislocated tower in the east. Orgoth may have found which contains the Alcaister. It was this Spirits effected by the Planar Rift. the Alcaister, a lost magical tome once wicked tome and its Gate Page which belonging to Kartak Spellseer. Whether this doomed Orgoth's otherwise blameless soul Orgoth's Spirit is dismayed to learn of items was in Orgoth's home when he died is to the arid hell of the Ethereal Plane. Kartak's actions and extremely distressed unstated. by the Planar Rift. After PC subdues his He wants to see Kartak defeated, Spectral Spirit and before the PC Exorcises him, the Beyond doubt, Orgoth died at the claws of Arc Win! They found the Primary spirit will reveal the truth of the Spulzeer three fiends he summoned and couldn't Antagonist. Incident and expose Kartak as the Primary control, whether Kartak's magic had Antagonist. anything to do with it is uncertain. TOC > Chapters > Chapter 5f > Forward Operating Base: Orgoth's Tower This Chapter opens with the PC reaching the end of the long trek from the Overland Route. 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 the next Haunted House and try to determine the Dislocated Spirit's cause.

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

But that is later this is only the FOB. TOC > Chapters > Chapter 5f > Mission One Characters > Locations > Items If the PC does not end up a POW they must help Zoltan spring another druid from the This is the area that is being heavily prison Camp 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 contact Zoltan and have him orchestrate a daring escape along with the other Amnian soldiers. TOC > Chapters > Chapter 5f > Mission One > Characters Zemloth of Amn Tethyr Officer Zoltan the Talking Raven An Imnescari by birth, this sorcerer can be found in the POW Camp speaking of his This is the Tethyr Officer the PC speaks to Zoltan will help the PC escape if they Riatavinner tutor in magic, Orgoth the if the are confronted by a Tethyr Patrol in have become imprisoned, or instruct the Tainted (1243-1318 DR),and his tower. the Hostile Territory quest in chapter 5e. PC to help him with a prison break.

Animal Friends If the PC can't convince this NPC they are It's Quantum Questing again, the PC is These are the animal Friends which help no threat to Tethyr and that they are not an basically helping himself escape from the PC escape when they are a POW. Sine Amnian Spy then the Tethyr Officer will prison, or some other Quantum Quest-er they are in a POW camp these creatures arrest the PC and make them a Prisoner of perhaps on the Natural Arc. will most likely be rats or some other War. animal, giant cockroaches maybe. The PC will be put in a POW camp and Amnian POWs must orchestrate an escape using his animal These are the Amnian POWs who are also friends and the other POWs in the camp. in the POW camp with the PC and who help him escape while escaping This should be something different. themselves. Eldath does not like to see any creature imprisoned. TOC > Chapters > Chapter 5f > Mission One > Locations Sunrise Orchids POW Camp Escape Tunnel This is where the PC is sent if they can't This is the area which is the Hostile convince the Tethyr Officer they are This is filler. Territory the PC must navigate without harmless and are taken as POWs. being seen by any Tethyr Patrols or else they will be interrogated by the Tethyr POW Barracks Officer who will, This would be the harsh, barren wood plank shed where Amnian POW's are sheltered. if the PC can't convince him otherwise, will This is where PC would befriend POWs. lock the PC up in a POW camp which they must then escape using their animal friends POW Guard Shack & Guards Quarters and the other Amnian POWs in the camp Something will have to be done about the with the PC. guards, Perhaps Zoltan can help. Not all the Guards would be on duty at once. PCs should have some points in persuade before them come this far in the nature arc Zoltan's Camp and if they don't here is hoping they have This is the area where the PC would some animal empathy points. interact with Zoltan either after escaping from POW camp or before helping NPC with their Prison Break. TOC > Chapters > Chapter 5f > Mission One > 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 Riatavin 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 5f > Mission Two Characters > Locations > Items The monsters in this area are what you would call “fast Zombies” like from the This is not a town, once 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. Then 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 5f > Mission Two > 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 5f > Mission Two > 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 not. sweet with the smell of apples but there is tower, a farm house and barracks for an unpleasant under aroma which is quit workers. Farmhouse noticeable. I know this is where the PC will encounter PC checks inside the Farmhouse to see The sound of busy bees fills the air, the PC the Frenzied Farm Workers, Frenzied Apple inside, not much. notices that the sound of Bees is actually Pickers, maybe a frenzied child or a very loud. frenzied baby. Maybe frenzied farm Outhouse animals like horses and pigs and cows. Then three large bees come around the PC checks inside the outhouse and finds corner, their legs covered with the nectar of PC checks the well to see if the Haunted directions to the Orgoth's Tower. apple blossoms. Spring is at it's bottom, but it is a drilled 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 5f > Mission Two > Items Directions to the Orgoth's Tower

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 Orgoth's Tower which must be the Haunted House the PC is looking for.

The exterior area of Sunrise Orchids is quite large and the hint the PC searches for is quite small and it will take some time to find it, hidden in the outhouse near some porn.

Can't be sold for anything and can be dropped but is needed when PC exit the area so PC can travel to the Orgoth's Tower Haunted House and finish the quest with enough words. TOC > Chapters > Chapter 5f > Mission Three Characters > Locations > Items The PC's ultimate Goal in Chapter 5f is to Orgoth will recall his timeless eternity determine the source of the Dislocated spent in the Ethereal Plane, tormented by Orgoth's Dislocated Spirit has escaped the Spirits, which is the Planar Rift. This goal his demons. Orgoth explains his soul Ethereal Plane, but he did not come alone. is achieved by Spectral PCs, but that is not orbited around Kartak's soul of hatred like The demons he summoned which ended his all, Spectral PCs also discover the identity a sun, many other souls had succumbed to mortal life have been shackled to his soul of the Primary Antagonist of the Castle evil because of Kartak and they orbited in the afterlife and have escaped their plane Spulzeer Campaign, Kartak Spellseer. him as well. Kartak was a galaxy of hatred along with Orgoth. in the Ethereal Plane. After PC destroys the Demons enslaving Orgoth's Dislocated Spirit was strongly Orgoth's Dislocated Spirit then subdue He will further explain the Kartak's escape associated to his Tower, hidden deep in the Orgoth's Spirit to the point where it will from the Ethereal Plane created something wilderness east of Riatavin, and there it is engage in a dialog, Orgoth will tell the PC of a black hole on the other side which now imprisoned. Orgoth's Spirit is captive many things. ejected many spirits back into the Material of horrible demons which constantly inflict Plane. torment on him, using his distress as a Orgoth will tell of the Alcaister, he will conduit to effect the physical realm. recount summoning demons with a ritual Orgoth directs the PC to the Alcaister in using the Gate Page and Orgoth will tell hopes they will destroy it, tells them the Orgoth's Spirit has repented of his ways, how those Demons tore his mortal flesh to location of the Planar Rift and begs them summoning demons is apparently a no-no, ribbons. Orgoth will name the Alcaister's to kill Kartak Spellseer. It's official but once you're dead it's too late. author as Kartak Spellseer. Spectral Arc wins the Who-Dunn-it?. TOC > Chapters > Chapter 5f > Mission Three > Characters 1 2 Orgoth's Dislocated Spirit After his death, Orgoth traveled to the When Orgoth's Demons are destroyed and Ethereal Plane where he joined Kartak in he has been subdued, he will indeed tell Orgoth was a teacher at the School of his Galaxy of Hate. When Kartak managed the player all, including the location of the Wonders and after its destruction he went to escape into the Material Plane, Orgoth's Planar Rift, an explanation of how it has into hiding. During this time he built his Dislocated Spirit was ushered into that been effecting the water table of Amn, secret tower east of Riatavin. world as well. about the Dislocated Spirits and about how Kartak is responsible for it all. While living in his tower Orgoth continued Since then, Orgoth has been imprisoned in his studies into the arcane arts and delved his former tower and tormented by the If the PC promises to destroy Kartak ever deeper into secrets better left demons which still haunt his soul. All the Orgoth will disclose the location of the unknown. time, he is bathed in the familiar hateful Alcaister, which is a rare and wonderful emanations of the architect of his downfall, treat even for the non magic user sort. After Kartak Spellseer's first death as a Kartak. death, Orgoth came into possession of an ancient Spellbook the infamous lich had Orgoth longs to tell someone Kartak's plans penned himself, the Alcaister. Zemloth of so that hateful being will be returned to the Amn will attest to having seen the book in hell where he belongs. But his Spirit is his master's possession before his untimely blinded by impotent hatred and fury, demise. A demise at the hands of demons Orgoth is incommunicado until his demons he had summoned with the Alcaister. are destroyed and he has been subdued. TOC > Chapters > Chapter 5f > Mission Three > Characters 1 2 Orgoth's Demons These Demons are located on the final level Frenzied Mutated Animals of Orgoth's Tower and must be defeated These demons were summoned during before Orgoth's Frenzied Spirit can be As always, but only outside the tower. Orgoth's mortal life and have been shackled subdued, conversed with and finally to him since that time. These demons were exorcised. Frenzied Dislocated Spirits beyond Orgoth power to control when he summoned them, so he quickly became They would ideally be eyeless, humanoid As always. their victim instead. shapes with sentient organic chains which writhe and wipe around their bodies at all These demons had even tormented Orgoth times. They would have huge toothless in his afterlife in the Ethereal Plane, and mouths whose questing tongue has a eventually followed him through the Planar separate mouth like a sphincter with razor Rift and back to Orgoth's tower were they sharp needle sized teeth all around the first met their latest victim. opening.

These demons have arranged Orgoth in a The Demons squeal with delight with a Spectral Casing which constricts its delight that sounds eerily childish when movements and allows Orgoth's Demons to they see the PC and begin to attack at once. harness the suffering they inflict upon their These demons have no fear of mortal powerless host, Orgoth's Dislocated Spirit. creatures it up to the PC to teach them some TOC > Chapters > Chapter 5f > Mission Three > Locations Orgoth's Spirit Chamber

This is where Orgoth's Spirit has been placed in a Spectral Casing and is in constant torment by Orgoth's Demons.

Orgoth's Tunnels

These are the tunnels in and under Orgoth's Tower.

Orgoth's Chambers

These are the Chambers in Orgoth's Tower including Library, Dwelling, Feat Hall and Laboratory

Orgoth's Demon's Chambers

This is where PC fights Orgoth's Demons. TOC > Chapters > Chapter 5f > Mission Three > Items The Alcaister The pages of the Alcaister are coated with a The creature being gated must be holding colorless, transparent and gummy contact The Alcaister with his or her bare hand as A large, russet-colored volume constructed poison. Each contact with a page drains one the word of activation is intoned to bring of metal plates covered with burlap, tied hit point, avoided by wearing gloves. the tome along; otherwise, it remains together with a spine of waxed, intricately behind on the Prime Material Plane. (If the interwoven leather thongs. Sewn to the The “Gate Page” gate is used on a plane other than the weaving are forty-six parchment pages, Prime Material, the book will always each containing a simple magic spell. The last page of The Alcaister (that which accompany the creature back.) bears the rune shown to the right) is a gate The last page bears a curious rune. The that will shift any creature standing on the word Kuhoralminthannas, in Common, is rune (or at least touching it), with the book written in a circle around it. The outer open, while the word written around the covers bear only the inscription “The rune is spoken aloud by anyone. Alcaister” burned in small, fine flowing letters in Commonr. The book shows only This plane shift occurs regardless of the light weathering, but its appearance gives wishes of the creature touching the rune the impression of age. and will transport the creature (plus all items worn or carried) to one of the destinations as determined by the table below. 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 doors Castle. dead stems. Brambles cover the dead 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 In this case the PC will get drops from all This is Kartak's Special items. Special Kartak gets the dagger. three Spulzeer NPCs, even Marble who is a Items are not explained to PC, but if they PC is attacked by Chardath and Marble ghost actually drops something cause what are in PC inventory when NPC is talking Kartak pays the PC gold and flees to the hell, why not? the PC can banish them with their Special setting Item, BRR – Kartak, Spring's Last Rose – Marble, Former Lover's Ribbon – No matter what the choice, the PC ends up Chardath. It is possible to banish all three with the Deed to Castle Spulzeer, and is Spulzeer NPCs without ever engaging that properties owner in Lands of Intrigue. them in battle, but this is not advised, no drops. 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 (Chapter Thirteen) This Chapter contains one Base. Quantum Geas and Lands of Intrigue Chardath and Marble Spulzeer are dead Castle Spulzeer and gone, Kartak Spellseer is destroyed As a result of Xvim's Quantum Geas on the and the Castle is no longer in Spulzeer Also known as Chapter Thirteen, why? BRR during the events leading up to Castle hand's, though it still bears the name. Castle Spulzeer is titled “Chapter 6” but if Spulzeer, much of what seems to have you are me and had to design the mod, you transpired during Part 1 of LoICS has been Indeed, the Castle now seems to have would know there are eleven Chapters undone in Chapter Thirteen. many owners, every player who completes before Chapter 6 and Castle Spulzeer is Castle Spulzeer and possesses the BRR is really the twelfth. Also, it is a funny Major Cargunn, Arbas Rosznar and part owner of the property in Chapter 13. reference to going bankrupt, which is what Korienna Redarm never went to prison and The Blood Red Ruby (BRR) can be used happened to the Spulzeer Family. were never killed. King Feduk and Sothillis once a day as a teleportation device which still raid the Tejarn Hills and Small Teeth will port the PC, while not in combat or in Castle Spulzeer Campaign and Lands of Mountains. Trailstone and Riatavin still certain areas, directly to Castle Spulzeer. Intrigue Campaign are total opposites. CS gripe about Athkatla's neglect. Cyric still Players can still resurrect at shrines. is a low level scripted campaign taking the reigns supreme over Amn, Xvim still PC step by step through a story, LoI is an languishes in the prison of Zhentil Keep The Castle serves many other purposes but open Game World where adventures can be and Bane is dead. Moonhearth exists but it can hardly be considered a home, not added in the toolset by users or guided as Sharill was never a vampire. Springfield no with all those other owners traipsing DM events. PCs who finished CS will try longer exists. Things are back to canon about. The PC must find a new manor to build empires in LoI. except one. which they can truly call their own. TOC > Chapters > Chapter 7 > Castle Spulzeer Characters > Locations > Items Castle Spulzeer now has portals to every other Heralds' portal in Amn including After the Spulzeer NPC Encounter in Eshpurta and Heralds' Hall. Chapter 6 the PC has a quick chat with Gaspard de Louca and the PC is transported to Chapter 13, Lands of Intrigue.

The PC is standing in what has become their property, Castle Spulzeer, and Gaspard is there to help explain what comes next.

The PC is still in possession of the BRR and the Deed to Castle Spulzeer but the Heralds have played a large part in the acquisition of that property and have an interest in what becomes of the BRR and Castle Spulzeer. The Heralds have equipped Castle Spulzeer as one of their own bases. TOC > Chapters > Chapter 7 > Castle Spulzeer > Characters Gaspard de Louca Castle Spulzeer Butler

Castle Spulzeer is now partly owned by This NPC will place a napkin in your lap you and the Heralds of Eshpurta, and they while you eat or direct you to several other ten million players who downloaded locations around the Castle. this module of the rolo vault. Castle Spulzeer Librarian Gaspard has a merchant which will buy all sorts of items, even plot items and stolen This NPC can be found in the library and items. Gaspard will explain about how to will find books for the PC if they are too use the Teleportals and the BRR. lazy or stupid to get them themselves.

Zoltan the Talking Raven Castle Spulzeer Chaperon

At times, Zoltan may be present when you This NPC, like all the others, is provided by visit the Castle. Zoltan is a wide ranger and the Heralds who now look after the often travels great distances in his bird property like a historical location. There are form. When you see him it is always some spots in the Castle not safe for even profitable to speak with him, he offers the PC owner to visit, and Chaperon will special quests. politely steer inquisitive looky loos away. TOC > Chapters > Chapter 7 > Castle Spulzeer > Locations Castle Spulzeer Main Hall Castle Spulzeer Teleportal Room

This is the area where the PC will find The Heralds maintain a series or portals to Gaspard de Louca, Castle Spulzeer Butler distant location all over Amn including and occasionally Zoltan the Talking Raven. Eshpurta and Heralds' Hall. This is where PCs port to when using the BRR. In this area the PC can buy and sell items to Gaspard de Louca. The PC may also speak Castle Spulzeer Library to Gaspard about any Quests which might be available. Gaspard also can tell the PC if The Heralds maintain a comprehensive any Player Keep locations are open to be library here which was compiled by the claimed. Spellseer and Spulzeer clans over many long years. The Main Hall is the hub of Castle Spulzeer and all the smaller rooms open out Castle Spulzeer Feast Hall from there. PC can access the Teleportal Room, the Library an the Feast Hall from Essentially this is a tavern complete with that central room, as well as the exit rent-able rooms and drinkable ale which entrance to Spulzeer Vale. players can commiserate and possibly copulate with each other. TOC > Chapters > Chapter 7 > Castle Spulzeer > Items Blood Red Ruby (BRR) Deed to Castle Spulzeer

In Chapter Thirteen, Castle Spulzeer's front The player acquires this document either door is locked, only players possessing a during or after the Spulzeer NPC Encounter BRR can open the gate. Access to the Front and has it on them when entering Chapter Door, Feast Hall, Library and Teleportal Thirteen. Room all require a BRR. The use of Teleportals inside Castle Spulzeer require a When speaking to Gaspard de Louca, it is BRR. determined he is a much better record keeper than the PC, and it is decided that he Dialog with NPCs inside Castle Spulzeer will file the paperwork with the proper by players without a BRR is limited to authorities in Eshpurta. warnings that the player is trespassing on private property. Further, the owners shall Why make the PC carry around a bunch of not be liable for any harm the intruder may junk? suffer as a result of their criminal trespasses.

Players may use the BRR to teleport them to Castle Spulzeer 1x day, not in combat. TOC > Key Concepts 1 > Next 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 > 2 Guilds Next Previous Guild Affiliation is an important Concept Guilds and Guild Members are often Rune (or Runes) and is one of the first things, after referred to by a single word or nickname. Twisted Rune alignment, established by the module to determine which Story Arc a particular Bane (or Banite) Shadow (or Shade) character will follow. Temple of the Black Hand Shadow Thieves

Guilds are associations of characters Cargunn Tempus grouped around a common attribute, mostly Major Cargunn's Mercenary Guild Tower of the Vengeful Hand Alignment based, Class Based or Both. Cowled (or Cowls) A player is often referred to as a Bane PC, PC's starting available guild choices are Cowled Wizards or a Golden PC, this is also a space saving based on PC's alignment and class AT tactic. “Tempus PC” instead of “the player LEVEL ONE. Duskwood who belongs to Tower of the Vengeful Duskwood Dell Hand in the service of Tempus.” Some Guilds have multiple Story Arcs which can be chosen from and other Guilds Golden (or Goldens, or Golds) have only a single Story Arc. The Golden Fortress consequences of some Dilemmas can change a PC's Guild Affiliation. Ilmater (or Ilmaterans) Tower of Willful Suffering TOC > Key Concepts > 3 Shrines Next Previous 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 > 4 Conspiracies Next Previous 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 and mounts 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's Conspiracy – Cyric Cultists wish depending on PCs choices. to form a theocratic city-state and are From a developers perspective, the PC is using Kartak and the Giants for help. given myriad choices which all must be Kartak's Conspiracy – The originator of systematically ordered to function properly. one plot encompassing three others, Giant's Conspiracy – Sothillis wishes to Cyricists, 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's Conspiracy – Chardath, with and explanation, of those categories from Gentar's help, uses the Focus Crystals to Rebel's 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. Planar Rift Conspiracy – Planar Rift is not an entity and has no allies, but it's Xvim's Conspiracy – Xvim is using existence is the secret which causes the everybody in his Anti-Cyric Crusade, by Haunted Taint and Dislocated Spirits. manipulating Gaspard and the Heralds. TOC > Key Concepts > 5 Dilemmas Next Previous Dilemmas New Direction Dilemma Mystic Dilemma: My Precious PC joining Golden Fortress, Ilmater, After Nine Sentinels Cowl and Rune PCs PC must decide between courses of actions Shadow Thieves and Tempus must decide have the option to keep the Glass of whose consequences can alter; Guild when joining their guilds which Story Arc Clearest Sunlight betraying their guild and Affiliations, Quest outcomes, Story Arcs or they will follow. continuing unaffiliated. the outcome of the entire campaign.. Shadow Dilemma: Honor Among Thieves Bane Dilemma: Am I Evil? Cargunn Dilemma: Criminal Conspiracy Riatavin's Shadowmaster wants to betray Sacrifice the child and submit to Xvim's Cargunn orders PC to do Nine Sentinels, the Shadow Thieves by blackmailing a high Black Will or be banned from the church despite evidence the real threat is Dark value assassination target of the Guild. If forever. If PC demurs they are forced to Redoubt. Players choose to either Follow PC takes this course of action they will be join Cargunn's Guild. Orders, Bribe Arbas or Turn State's expelled from their guild and continue the Evidence. campaign unaffiliated. Duskwood Dilemma if the PC acts in anyway that contravenes the peaceful Divine Dilemma: Course Correction Golden Dilemma: War Crimes nature loving edicts of Eldath, the PC is After the Dark Redoubt and again after the Three times the Golden Fortress gives summarily killed. LOAD! Skullgnasher defeat, PCs on the Anti-Cyric orders contravening treaties which define the rules of engagement. If PC protests they Moonhearth Dilemma (Quest Specific) Crusade must decide to follow either the PCs must resolve the Sharill situation with optimal results in order Divine or Martial Arcs. are forced to join Cargunn or expelled from to get rewarded mounts, limited consequences. the Guild. TOC > Key Concepts > 6 Story Arcs & Quest Categories Next Previous 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 > 7 Henchmen Next Previous 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. Henchmen may be resurrected normally can have any two Henchmen active at a with scrolls or spells, a Henchman time. Henchmen must be active at all times Resurrection Item may be implemented, or (unless dead, in which case PC must enter the proximity of a Shrine. Yes, LoI is a cow of a different color. resurrect them) and are required to be present at all important dialogs encounters. Shrines are likely the easiest way to resurrect Henchmen, because it is done automatically and with little fuss or muss. TOC > Key Concepts > 8 Mounts Next Previous 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 > 9 Miscellaneous Next Previous 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 > 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 Shoon Dynasty Apparitions (Shoon Dynasty Arc. Their dogma against physical Ruins), the Mutated Animals (Nature Arc), the Things PC may have to do. Find lost violence, the need for more roleplay Spectral Focus Guards (Nine Sentinels). 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 Shoon Dynasty 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.