How the Mighty Are Fallen

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How the Mighty Are Fallen How the Mighty are Fallen by slade Author: slade Editor: Jim Butler Project Coordinator: Thomas M. Reid Concept: Mark Anthony, Jim Butler, Julia Martin, Steven Schend, and Jim Ward Cover Illustrator: Nick Jainschigg Interior Illustrator: Ned Dameron Graphic Designer: Dee Barnett Art Coordinator: Bob Galica Typesetting: Tracey L. Isler Prepress Coordinator: Dave Conant Playtesters: Deneen Olsen (DM); John Creech, Robby Duncan, Eran Edwards, Rich Jenkins, Dave Kelsay, Leonard McGillis, Jeff Pashke, Marty Ruger, Ethan Schazenbach, and Victor Semlek TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd 120 Church End Lake Geneva, Cherry Hinton WI 53147 Cambridge, CB1 3LB U. S. A. United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, FORGOTTEN REALMS, SPELLJAMMER, and the TSR logo are registered trade- marks owned by TSR, Inc. ARCANE AGE, and ENCYCLOPEDIA MAGICA are trademarks owned by TSR, Inc. All TSR characters, character names and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada Ltd. Distributed to the toy and hobby trade by regional distrib- utors. Distributed in the United Kingdom by TSR Ltd. This FORGOTTEN REALMS game accessory is protected under the copyright laws of the United States of America and other countries. Any reproduction or unauthorized use of the material or artwork printed he re- in is prohibited without the express written permission of TSR, Inc. Copyright ©1996 TSR, Inc. All rights reserved. Made in the U.S.A. TABLE OF CONTENTS THE TIME HAS COME...................... 3 A THOUSAND FISTS KNOCKING ......... 31 THIS ADVENTURE.......................... 3 BREAKING AND ENTERING ............. 32 Abbreviations ........................ 3 IN JAIL................................. 32 Notes to the DM ........................ 3 THE SEARCH ............................. 33 Synopsis ............................... 3 The Gold Dragon.................... 33 Entrance to the Lair.................. 34 THE GRAND WELCOME ..................5 The Tarrasque........................... 35 YEOMANS LOFT .......................... 9 KARSUS MARKETPLACE ....................36 A. Neth Gatehouse ....................10 Liberty on my Mind.................. 36 B. Constable.....................10 Nether Here Nor There ............... 37 C. Dock Hand Guild ................. 10 Quelling the Serfs ..................... 37 D. Taverns ..........................10 Robin Banks .............................. 40 E. Hostels.........................11 Scrying the Orcs Through ........... 40 F. Grocer Cartel .................11 G. Supply Vendors ...............11 THE LICHLORDS CASTLE ............... 43 H. Bathhouses.................... 11 END OF THE JOURNEY...................... 43 I. Courthouse/Jail..................12 Dead Denizens..........................43 J. Temple of Amaunator........... 12 Castle Approach........................... 45 K. Temple of Mystryl ............... 12 The Lichlords Castle .................46 L. Temple of Tyche.................. 12 Within the Castle...................... 46 M. Shipwrights .....................12 The Array Moves......................51 N. Oberons Laboratory............. 12 The Conversion........................ 51 O. Spacefarers Guild ................ 12 Wrath of Karsus ..................51 P. Warehouses ....................... 12 E PILOGUE...........................52 TREK THROUGH THE EASTERN FOREST . 13 SPELLS & MAGIC.....................56 THE JOURNEY ............................13 NEW SPELL............................56 Random Encounters.................. 13 Chevics Tracer .......................56 Eastern Forest ............................ 13 NEW EQUIPMENT........................56 Gods Legion Mountains .............. 18 Consumption Armor................. 56 PLANNED ENCOUNTERS ...................20 Deflector............................... 57 The Summons.......................... 20 Dr. Killdrums Wand of Fireballs ...... 57 Varied Tracks........................ 21 Dying Womans Leather Ensemble.... 57 Frozen Bounty ..................... 22 Edies Cloak .......................... 58 Sound of Glory ....................22 Floating Bubble......................58 Elven Proposal ..................... 22 Krystaufers Spell Book............. 58 THE GRAVEYARD......................... 22 Lichlords Spell Book............... 59 On the Trail of the Dead................. 23 Neth Tattoo ....................... 59 The Orc Retreat....................... 25 Protector.......................... 60 The Elusive Illithid................... 26 Separator.......................... 60 Twinrazor ....................... 60 SIDE TREKS............................. 27 Warmthstone....................60 THIEF IN THE NIGHT..................... 27 Central Courtyard.................. 27 RUMORS & HOOKS ................61 Table of Contents THE TIME HAS COME now ye the events before they shall come to pass. Let them lend thy heart to gladness and ease for in them ye shall know future and nigh thine heart to concern. This Adventure boxed set to alter the adventure to fit into his own campaign. Encounters with tomb tappers and the How the Mighty are Fallen allows player-characters sharn are obvious elements that should be consid- the opportunity to participate in the final days of ered for inclusion into this adventure. Netheril. Characters are given the opportunity to aid The DM should be generous with common infor- in the empires destruction or seek to prevent what mation if players are running characters who are must come to pass. The Netheril: Empire of Magic native to Netheril. Time-traveling characters boxed set is required to fully utilize the who jump into Netheril at its Fall should adventures within these pages. be at a disadvantage in terms of common knowledge, available Abbreviations contacts, and reputation. Spelljamming is mentioned Some of the abbreviations used at several points in this within this product might con- adventure (as well as in the fuse novice DMs during the Empire of Magic boxed course of play. These include: set). Knowledge of the spelljamming vessels, rules, NPC short-form descrip- and equipment isnt neces- tions, such as Karsus (CN sary to run the adventure; hm A41): The first two letters its provided strictly as back- in parentheses refer to align- ground for those Dungeon ment (chaotic neutral), the middle Masters who are currently ® two refer to race and sex (human using the SPELLJAMMER male), and the final letter and number Campaign Setting (#1049) and refer to class and level (41st-level arcan- Realmspace (#9312) supplements. ist). An extensive list of these are included in the ® FORGOTTEN REALMS Campaign Setting. Synopsis A#: Arcanists are the wizards of Netheril. Complete information on them can be found in the The adventure begins as characters enter the spell- Netheril: Empire of Magic boxed set. jamming city of Yeomans Loft, the heart of Netherils P#: Priests are likewise detailed in the boxed set. Realmspace activities. Here they meet Nopheus, a Clerics do not exist in Netheril except as specialty jeweler whos looking for some adventurers to priests. retrieve the body of his wife from her resting place in the Gods Legion Mountains. Characters can Notes to the DM choose to explore the city, get involved in the thieves guild, or simply investigating the bargains to This adventure is not extraordinarily linear in nature; be found in the citys many shops. players can choose to follow a variety of paths that lead The heroes can also take a trip to the floating city of to the Fall of Netheril. As such, the DM should read the Karsus for an opportunity to do some Neth-style shop- entire adventure and understand the directions that the ping in the side trek Karsus Marketplace. They can heroes can take before game play begins. choose to join the constabulary in Quelling the Serfs Additional magical items and spells are included as they attempt to rid the city of rebellious people. at the end of the adventure. The DM is encouraged to Once all of the enclave business has been taken add additional elements from the Empire of Magic care of, the party most likely sets out to locate the The Time has Come body of Nopheuss wife, Amanda. Again, though, forces conspire to deter them, this time in the form of a sum- mons by the great Archwizard himselfTarsus. It seems he needs a few spell components, and he thinks that the heroes are just the ones who should undertake The Search. Of course, talking a gold dragon out of its gizzard and asking the Tarrasque for its pituitary gland are not easy tasks. Itll take more than a strong sword arm before the characters can get back on task to locate Amanda. When the characters enter The Graveyard they encounter some elves whore disturbed by the complete loss of dead bodiestheyve all been dug up and carried off. According to the map that Nopheus gave them, Amandas grave was here somewhere. Hopefully, with little prompting from the elves and the DM, the characters are soon On the Trail of the Dead, the real meat of the adventure. They encounter their first undead in Faerûns past and are probably be surprised to find that the zombie is intelli- gent and can carry on a conversationand probably a tune if asked. If they assist the zombie and help mend his fractured leg, they make themselves an ally that might just save their life later on in the adventure. While following the trail of the undead, the heroes run into a berserk ranger whos grieving over the loss
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