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T h i s adventure follows the events i n ShadowsoftheLast the PCs helped Lady Elaydren d l C a n n i t h recover
War and is intended to serve as the next part i n a longer two schemas a n d the creation pattern they belong to
epic. However, it can be ~1TIBcdanits own without any after b r a v i n ~ancient r u i n s deep below Sharn a n d
w. ,Both of theseLgroupscontinue
events that unfold over the course
T h e search for Lucan begins i n t h gnome
~ city of taking off aboar
Trolanport, where the PCs seek Lucan's associates In have plenty of time to
hopes of uncovering his trail. At a high-society mas- when the game resum
querade ball, the adventurers pick up Lucan's trail while raiders encounter, then end the session a
79
drawing the attention of rival groups also searching fpr the two airships collid
the rogue agent. to flicker and sendin
T h e PCs pursue Lucan as he flees Trolanport aboard ground. Your players
a n elemental-powered airship. Along the way, raiders
hired by the Order of the Emerald Claw attack, eaus-
ing the airship to crash near Sterngate. At th\e fortrhs, . -
Lucan catches a lightning rail coach. After a r u n n i n g breaks to rest, heal, and prepare spells. T h set-piece -
battle aboard the fast-moving coach, Lucan flees into encounters expend as many PC resources as three or
the Thrane wilderness to make his final stand i n a zig- four normal encounters, so it's best if the PCs are near
gurat that dates back to the Dhakaani Empire. full strength when a set-piece encounter begins. Fur-
thermore, it's a good idea to give the PCs an opportunity
to rest after a set-piece encounter ends.
game. For example, if your players enjoy investigations 76-85 Taralie Church of the Silver Flame
and talking with NPCs, stretch out the scene where the
PCs attempt to discover where to find Lucan's associate i n Garrow, Cleric of t h e Blood of Voli h p 32; lee
Trolanport, making them work for the information that Appendix. Hunting the PCs to find the schemas and
moves the plot forward. If your players prefer combat, searching for Lucan.
have the sahuagin offer the information the PCs seek Areyndee, Shadow Network Agent: h p 25; see
while begging for their lives after the PCs defeat them. Appendix. Wants to determine Lucan's secrets for
House Thuranni.
SET PIECES AND CtlFFHANGERS Lahorak: Greater barghest; h p 67; Monster Manual
Whispersofthe Vamjire'sBlode has four set pieces-big, mem- page 23. Wants to determine Lucan's secrets for the
orable encounters that should feel like the best scenes Daughters of Sora Kell that rule Droaam.
from a n action movie. Specifically, the masquerade Kuralaa: 5th-level half-orc barbarian; hp 43; Dun-
ball, the battle with the sky raiders, the battle o n the geon Moster'sGuide page 112. Hired by Aundair's Royal Eyes
lightning rail coach, and the final confrontation with to capture Lucan.
Lucan deserve more of your attention because they're Urosh: Mummy; hp 55; MonsterMonualpage 190. Seeks
the encounters your players will be talking about long Lucan at the behest of the vampire lord Calderus.
after the adventure ends. Make sure these encounters Jaralie: 5th-level human cleric; hp 36; Dungeon Master's
get a significant part of your preparation time, and your Guide page 114. Investigating Blood of Vol interest i n the
effort won't be wasted. party or Lucan; Jaralie might aid a good-aligned party.
T h e set-piece encounters may take a n hour o r more Kasha: Weretiger; hp 50; Monster Manual page 174.
each to r u n , so think carefully about timing i n the real Wants to determine Lucan's secrets for her lorda i n
world as you r u n the adventure. You have two o p t i o m Katrnath's intelligence organization.
plan your gaming sessions so that each set piece eccurs
early i n the session, o r find a suitably tense m.oment i n If the PCs are stuck because they lqck inGrmation or
the middle of the en n't understand the ,rakevancd of the facts
,
:..' ~&*&~-&i*t; Noon is only an hour and a half away.
b & d i $ p n r ~ h e t e the PCs are in Sharn, they prob-
ably ,do& have time for much beyond a quick trip to
theis domiciles to pick up any adventuring equipment
thr rnciropdL. lfthir w& you are starting the story, (although they could do some shopping along the way if
d ~ n ' worry
t #bout s n r d # & q c e a to past events. they know what they want).
Part One of the adwntart consists of the following
event#:
The rdvcntuttra receive a myrwrious inviiation that THEIRON GATE
promires monctarT rcwarda and a job for those who Myriad Tower, a nondescript structure in a nondescript
deal in word^ and spell#. part of Sharn, rises into the stormy sky. The PCs reach
To get the job, the PCs must capture a dire ape that's the place without incident. The northeast stairs are
loose in a tower garden. blocked by a heavy iron gate that is locked tight. There
If the PCs capture the monster and pass the test, is no obvious guard i n sight.
Captain Viorr Maelak of the King's Dark Lanterns T h e Situation: Alocked iron gate blocks the stone
explains the situation surrounding the rogue agent stairs the PCs need to climb. The lock is of amaz-
Lucan and offers the PC3 the job of pursuing Lucan ing quality (DC 40 Open Lock check), and the gate
as agents of the King of Breland. is strong and sturdy (hardness 10, 60 hp, break DC
28). The easiest way to get past the gate is to follow
the letter's instructions: "Give this parchment to
the guard near the stairs." The guard's location isn't
readily apparent, however; because this location is the
secret headquarters of a secret organization, he isn't
The adventure begins at one of Sharn's taverns or wher- just stationed at the stairs for anyone to see-instead,
ever the PCs relax between adventures. The encounter is he hides i n plain sight nearby, posing as a beggar.
written from this perspective. If they have a headquarters Spot Check: With a successful DC 15 Spot check, the
or particular place they frequent, adapt this encounter to PCs notice a figure sitting i n an alcove within sight of
take place there. Read or paraphrase the following: the iron gate.
The Beggar in the Alcove: If the PCs approach the
Itianother ~ i n dy y in Sharn, but the marmth ofthefirejdace andyour figure, they see what appears to be a beggar in tattered
companions'good cheer k e e k the outsidegloom at b y . You're relaxing rags. He seems to barely notice them, but he holds out
with a late breakjist when a cloakedfigure wearing the blue-and-silver a clay bowl when they get close.
livery of House Orien a))roachesyour table. "Message foryou, kind This is the guard mentioned i n the letter, though
sin," the courier announces as he drops a wax-sealed envelope on the he looks nothing like one. If the PCs drop coins in his
table. 7hen he stands there, looking atyou expectantb. bowl, he shakes his head. "Wrong key," he rumbles in
a strong, out-of-character voice. Few beggars sound so
The House Orien courier doesn't know who sent the powerful and robust.
message or what it says, only that he received it this If the PCs place the parchment sheet from "V" in the
morning from his superior at the house enclave in bowl, the beggar-guard nods his approval. "Go up," he
Sharn. He stands around i n the hope that the PCs will says i n his strong, powerful voice as he slips the parch-
tip him, although he's too polite to ask directly. He ment sheet into his ragged clothing. "The captain is
remains beside the table until he gets a tip or the PCs waiting for you." With that, the iron gate swings open,
send Aim on his way. providing access to the northeast stairs.
The envalope contains a letter and a number of
platinum pieces equal to the number of PCs. Adjust
\
y;-
-. . the number in the description accordingly. When the AUDITION
~MPROMPTU [EL 9)
8 ; I'Cs open &e etivelope, read: A stone staircase takes the PCs to the top of the tower.
The upper room is an enclosed greenhouse. Aglass ceil-
inglets i n light, while a moist, hotjungle fills the entire
chamber. An old man sits at a worktable and is easily
spotted when the PCs enter the chamber.
Other-features of tge dnelosed greenhouse are
has heard regarding them.
ii b.
within it dedicated totally to the oacendancy ofKarrnath
ons crafted by Karrnath during the Last War. It was . us the centir of Khorvairian civilization, and it won't
LL
designed to give Karrnathi warlords great advantage reat until every other nation lier under Karrnath's heel.
while also enwring their loyalty la king and crown Wheh tbcmul bbde achieved dominance wcr Lucaxr, i t
through necromantic and arcane rncrna. T h b par- direcwd hirn tm return UJ Katrnmth, s e t r h q Lhecr~ntw
j: '. , ticular sword was captured when a Karrnathi warlord of this adventure into motion.
.
3,;r.-
L
; ,fell to Brelish forces. Now in Lucan's hands, it wants to The soul blade's control over Lucan i s nearly complete
by the time the P C s first meet him. Whenever Lucan
e soul blade, it casts cure modemte mounds on
g him great pain because he's undead.
The soul blade's voice i s thin and whispery, but its
it eveh amid the din of battle.
&tong kbnsmutation, CL i5th; Craft Magk Arms
rc moderate wounds, daom, jk-itfin, aqfusion;
; Cost 43,965 gp + 3,492 xp.
. .
"Younow know everything1 know. hcan'sgot &a@k
hours. Aty questions beforeyou leave?"
- -
T h e PCs undoubtedly have questions. Here are Viorr's
answers, which you can read or paraphrase as you like.
How comeyou don't sendyoui. own agents? Why us? "Lucan
was a trusted agent before all of this occurred. We have
no way of knowing whether Lucan has allies within the morning, but we haven't tracked her down yet. She51a
Citadel. S o I can't send my own people-I'm the only striking young woman with long red hair. As for ene-
member of the Dark Lanterns that I trust. Time is mies, you can start with anyone from the intelligence
against us, so I've turned to you for help." community. Other nations, criminal groups, the drag-
Why doyou want Lumn aliue? "In our business, informa- onmarked houses-almost every power group has some
tion is the most valuable commodity. We need to know sort of intelligence network it relies on, and Lucan has
what he knows, what he's told and to whom, and who he's interfered with them all. There are a lot of people who
now working for. Otherwise the same thing could happen want him dead or working o n their side."
again. Of course, dead is better than i n enemy hands." Why did wejustfight a dtre a h ? " I wanted to see if you had
What kmd ofpowers does Lucan have? "We aren't sure. He's the precision to take down a foe without killing it. Lucan's
a master of disguise, but that's a trained ability. He was no ape, I realize. I also wanted to see if you could handle
able to command an otherwise loyal agent into open- yourselves. I don't want to send an inexperienced party off
ing the vault. He shrugged off attacks that should have on a dangerous and important mission for the King."
brought down a normal man. He walked down the side
of a tower just as you o r I would walk across this room. When the adventurers have asked all the questions they
a Could be the sword, but he displayed - . some of these can think of, go o n to Part Two.
powers before he got his hands o n it."
rn
Lucan's Coach
him into ahampire. Lucam,M&eshis team of horses,
making them travel sixteen h h r s per day. Every four
'
days, he purchases replacement mounts and sells his
fatigued horses. The PCs can discover this by making 4-
Travel Encountera (EL 4) Asyourred o low rise in the road,you see ahead ofgou the bla
y o u b e 10% been looking for. A shadowpfigure conirols the r
--r- y o u notice !ongJlowing red hair trading from thefigure as t
ice Monsfer Manual page 32 coach spe4d$along the road.
16-25 ld3 ogre raiders3 hp 29 each; 5
see Mon~terManualpa~e 199
9
36-45 Id3 blink dogs; hp 22 each;
see MonsterManualpage28
4
e back of from the informat
Check Result 15
2
$-
es a ocean,
r into the ballroom,
ation about the rules
/ ofthedoors. A boxftllofivhite~c#ersits
ned to their/rrt "We/cometo thejVight
nousanddtars. Inuitations,please,"
at obvious magic items such as glowing staffs, brightly
shining helmets, and so forth. They ask what the item
does, and then warn the PCs that casting spells inside
the ballroom is against the law.
If a PC tries to sneak a concealed light weapon past
n't let the guards, have the character make a Sleight of Hand
the guard's Spot check. This use of
d skill can be made untrained using
bonus. Daggers provide a +2 bonus
because they're easy to hide, and PCs
bulky clothes get a +
the guard's don't notice the weapon. If the P C fails, theJ
guards notice the weapon and bar the character fro&
entry. T h e PCs can also use spells such as invisibilib or
*>'
,
5 , W 5 , flat-foo
or f ? ? k +4 melee
(lcW&-RO, hand cr
finding, trap sense + l ;
I
vr LucaI
th indiffere
Spot check to resogbize L&an (who is wearing a second Nqa begins the encoul.ite.mv&ha n indifferent attitude
disguise undm hikarask) o r t o locste his sister Grilsha. roward the PCs. She makes polite but inconsequential
~@'-&WF or *
w i,
d instru-
menu) can ask the brdlchdertrcrwtcrrrangr rbont dt-
b f m d out what hqpened tm
skrpta her ifitem 4url0~it.y tWg id fw m xldg Q r two. The b a d in&mbern bwe a n
h c a n rather &aw r m fceIimgs toward the PCB.Neyi iraitial attitude oflndlfiaicru bbward the PGrr It ~mkasr
kcebcrt w A d o u t what tAc PCr kmw, agreeing DC 15 Diplarslacy chtck to m w h c the bmdkabcz IQ
* e a u t h s , dc-~tcp-at-e-time exchange of idormation Itt the c h a r r c ~ d aaang
o ar two. ,'lf,tkPC ruccccdr,
Sh& reveals Lmcan'a pmt in vague twmr; leaving oat het mrke PcrLrm cheek and c o m l k page T9 ofthe f i g a d 6
own er-mgc rctlvtticr. bnt explaining that her rela- Huiadbak to detcrrnitla b k ididieudi t ~ t i a n :Tht
tbarhip witb L U C Bgoes ~ back a numbr of p r r *He W m a t t na m a n y doing &is. but thereafter carnr
has performed services for me," she admits, "and I have a +2 circumstame bonus on Bhnrisms-baaed checks
helped him on occasion." She absolutely wants to know during the ball if t k performance was great (DC20)
what the PCs know, so she peppers them-with a barra* br bbtker.
of questions whenever they teU her something new. .- The members of the band all work for House
ZL*l Thurannii Shadow Network. They watch and listen for
Talk to Lucan I . .
information to pass along to their superiors. None 06.
Lucan has an initial attitude of unfriendly toward the the band members does anything overt, but they
PCs. He listens politely and intently to anything a char- be working with Areyndee if you want (see the "Wh
acter says, using his Sense Motive and Spot skills against Kicks i n the Door?" table on page 3).
the PCs' Bluff and Disguise skills to assess whether they
are who they seem to be. Eat and Drink
If Lucan suspects~amething,or if he recognizes the This activity requires no checks, but the food is tasty and
characters from the battle on the road toTrolanport, his the champagne fizzy. PCs seeking more exotic drinks
attitude immediately changes to hostile. "Engaging i n can request them at the bar. Drinks are free.
battle in the middle of a crowded party--especially one
at the Aundairian embassy-is unwise. Now, what do you Light
" Fingers
"
really want?"
He is willing to banter with the PCs, but he won't
There's one i n every. group,
of Hand check fs sufficient to separate a guest from a
-
- - isn't there? ADC 20 S l e i s t
ee to any deals they might offer-the soul bladewon't let coin pmae or same of the jewelry he or she is wear-
.Lucan is smart enough to act interested, however, ing, and the typital gumt has a Spot ximdifier of t1 on
use it provides clues as to whom the Pas are working attempts to notice the theft. However, would-be thieves
r, what their capabilities are, and what they want. take a -4 penalty on any Sleight of Hand check during
If *PC spends a t least 1 minute talking to Lucan, the ball because so many bystanders are closely cxamin-
have the character make a DC 25 Sense Motive cheal. ing each other. A character who gets caught triggers a
If t k iheck msccccdb, M + C ~ that h c h l a ' d bchnviar cty far the p a d s . A ~ u r e e ~ fattempt
ul $e& ~he.fd-
rMms rttmqely ~ i l l c dasifbc
, =arc bdap~falhran~d l w i n ~ l o q(mEI
~ d % ) ~01-50,2d12 g p 51-75,Zdb gpr
by i n m c h a n t n u a ~ ~ ~ h i ~ ~ s Ml&ia
er~~tb oftthe X-B@& d r p w r t h Id&IOo up; 9t100,j & d r Yv r t h
Aundair by alerting them to Lucan's plans to attend the
masquerade. She doesn't see this as a conflict. If Lucan
gets captured, it was meant to be. If he escapes, then she
rn
has returned the favor and provided himwith the means acter succeeds on the save, the crowd moves on, leaving? -.r ..
to get to Karrnath. the character where he is. (The save must be a t t e m p & . !'
Once Lucan reveals himself and weapons are drawn, each time a crowd moves over a character's squar'e, <orit .
the PCs must contend with a number of obstacles. is possible that a character will have to make multiple
The first challenge comes from Lucan and Grilsha, saves i n the round.) If a character fails the save' h e or
who have no intention of being captured by either Aun- she becomes part of the swarm and moves with it. On
dairian agents o r adventurers working for the Citadel's the character's turn, h a o r abc can attempt a new Reflex
Dark Lanterns. save; if the save succeeds, the character breaks free and
T h e second challenge takes the form of Meena and can move normally.
her two agents of the Royal Eyes. They want to capture If a character rolls a natural 1 while making a Reflex
Lucan by any means possible, and they have no intention save against the crowd, he or she falls prone. A prone
of letting him fall into the hands of a foreign nation. character takes ld6 points of damage each time the
(Neya, on the other hand, steps back to watch events crowd-swarm moves over his o r her square.
unfold once combat begins. She feels she has done her Guard Tactics: The embassy guards aren't exactly clever
work i n this matter, and i n any event she must maintain tacticians; they simply fire crossbows at anyone who's
her cover as a simple diplomat at all costs.) fighting, figuring that it's easier to sort these things out
T h e third challenge takes the form of the party once everyone is shackled. They use their gnome hooked
guests, who move as Huge swarms as they attempt to get hammers only if pressed.
out of the ballroom.
T h e fourth and final challenge comes from the Aftermath
embassy guards, who try to subdue o r inckpacitate all The goal of this encounter is for Lucan to escape. Gril-
the combatants i n the ballroom. sha sacrifices herself, if necessary, to make sure that
Tactics for all of these opponents follow. occurs. Once he gets out of the ballroom, he uses his
Lucan and Grtlsha Tactics: Lucan and the soul blade are alternate form, gaseous form, or spider climb ability to
angry that Lucan's cover has been blown. Grilsha disappear into the night. He can't be followed.
moves to Lucan's side on her first action and prepares After the battle. the PCs need to find out where
to cast spells that will help them escape. She has invis- Lucan is going. Neya knows, and she'll tell the charac-
ibilig and cot'sgmce ready for just this purpose. If combat ters if she can talk to them privately, away from Meena
can't be avoided, she provides aid as the situation war- or her agents.
rants. Lucan snaps his fingers and calls forth the soul Neya pulls rank as a diplomat a n d dismisses the
blade from his glove ofstoring. He fiercely attacks whoever guards. If the PCs defended her, she feels obligated to
attacked him for a round or two, then starts making help them. If the PCs trade information, telling her
for the exit. Between the pair, they use children of the something about Lucan that she doesn't know, she pro-
night, darkness spells, and rnuislbilib to get away. vides details of Lucan's destination. If the PCs decide
If Lucan spots Neya during this time, he w h i r l s on to p r c s ~the issue and threaten to expose or embarrass
herwith dreadful anger. Under the assumption that she Neya over this incident, #he decide: to glve them the
betrayed him, he rushes to unleash his fury upon her. information if they agree to let her know how this all
Grilsha reminds him that time is short, so he wodt stay works out.
to finish Neya off, but he will try to deal as much damage Neya Comes Clean: I n the end. Neya agrees to
as he can before he leaves. If the PCs try to defend Neya, help the PCs because Lucan has become a vampire: she
they have a n easier time of getting information out of feels he tricked her and took advantage of their friend-
her after Lucan escapes. ship. Neya tells the PCs that she provided Lucan with a
R y l Qes'Agents Toctrcs: Meena and her two agents attack password that grants free passage on a House Lyrandar
Lucan as soon as combat breaks out, no matter how.it ilirship 1eevingfromTrolanport for Karrnath this evc-
started. The agents engage Lucan i n melee combatwhile niag. She also identifies Grilsha as Lucan's sister. She
Meena uses spells, although many of her enchadtments providw the PCs with n o other aid, other than to tell
won't be effective against
blows, one agent tries to
why it$ a bad idea to grap
ovide
fiery
pre-
encounter is written
her brother; a d w a
the adventure a t a h p&
ngency with the half-elf captain. Still, Morgis has an has returned. 7honJou notice that this airship hasrnassivh@rrgis elq
13, touch 11, flat-footed 12; Base Atk +3; Grp + 4 ; Atk / .magic to e-njjce the skiff c r e y b s e r , oi)e
or Full Atk +5 melee (ld6+1/19-20, short sword) or +4 drrQn)ensiwdoor to get over to the skiff. a
ranged (1d8/19-20, light crossbow); S Q half-elf traits; T. -,d-Oncs;the PCs have reachhd a &iff
'.
ALNG; SVFort +4, Ref +2. Will +2; Str 12. Dex 13, Cons r e i ~ t a n c c ~ f r othecrera.ciithbs
"
m ah~t$
12, Int 13, Wis 13, Cha 11. . 15 Profession (airship sailor) che*ckt-d"o$;
Skdls and Feats: Climb +7, Intimidate +6, Listen +3, Asuccersful checklets a charagler turq &ski
Knowledge (geography) t4, Spot +3; Alertness, Least degrees per round, move i t up to 150 @et.strai
Dragonmark (House Lyrandar, gust of wmd l/day). or have it ascend o r descendby up to 50 feeti
Weapon Focus (short sword). Push a Foe afthe Deck: A bull rush attempt suf
Languages. Common, elf.
Possesstons: Leather armor, light crossbow with 10
bolts, short sword.
Captain Morgis Tactics: Captain M
lika nothing else i n the world, a
to rcpcl boarders from it. Heed1
he chnrgea headlong into battle agai
Claw soldiers. (While this isn't
the fnIPrtC6t plan, it does make
the crash landing in the next
encounter more likely if Morgia
is wounded o r killed.) Only if '
the PCs restrain him will Morgis
forego making melee attacks & a o u r a , h d t muke r k b d n g a
against the invaders. balliuta wmpkecly m - ~ i t , but
It d~ q ~ & * h p o c c w .It takes
Lucan a n d Grilsha Tactics: ra f d - ~ m d actidn.to -bad one
Grilsha waits a few rounds before of a n airshdp'tdm=e bauistas.
dropping her disguise and laying T h e weapons otherwise function
into the Emerald Claw soldiers or as d e s c r B d dlh'.pa& 1I0dkf b e
the PCs-whoever is closer. Lucan j 1 d h q p n L ~ Guide.
~ ' s i=
doesn't emerge from his hiding fb the Ahhi+ Jt a k w r a m o w
place until near the end of the -action 41 a ~rnaoess&l DC 15
battle, either as the airship plum-
mets from the sky or after it crashes to o p e ~ 6 6 ~ b ha a i ~ A ~me-~ .
i n the next scene. cessful cheek rnade,dsta t h e
Development: T h i s encoun- ebanactm-tusn t h e q d d i p up
ter works best if you provide a
steady stream of opponents for
the PCs to deal with while describ- o r have i b amend or dtlsaedrbyup 50 ket. .This
ing the larger battle i n evo won't work for more t h a o e rerzrad tm WO, b e d s the
but general terms. Unlike bound fire elemental k l m t provideh lift amd rhruaa
fights, this one may go on for for the airship r e s i s ~ o r d ~ r ~ f x ~ m y ~ n ~ w ia t h ~ l l t
dozens of rounde. That'motay, &we Lyrsndar+d r a g o n m d r ... .
although yoa rhould give the Expe*iancea A d d &he &IS full experiem fat
PCs occasional lepscs i n oppo- foes they defeat by thsmselvts. T h e characters csrn
nents lasting e round or two so that they can heal, plan 10U3essXR~heathe~otkerwisttvould fcsmm?rcoaaaing
their next move. and so on. f o a t h a t the airship crewnmrnberg o r Captain&imgia
Here's one way 11 might out. T h e PCs defeat help them defeat, .
Emerald Claw soldiers On the deck i n four rounds, &. -A-
then trade shotr with the skiff-board archers for a few %(si . , . .
LANDING
&St *
rounds. Then they hunker down for a round or two CRASH @f6) a
before heading belowdecks to root out Em%rdd&$law This encounter consists of three parts. First, Luc n
soldiers and save the passengers. . , . s ~ e a - p s the n deck o l l h e .airship. Second. G a r r o J 7 +.
Here are some techniques th
this encounter.
Commandeer a Sk18 T h e sk
match for the PCs, but they kno
hiding place. When this event occurs, i t triggers the Between the damage infl~ctedon both ships i n the
final moments of this part of the adventure. Don't have crash and the damage being caused by the two warring
Lucan appear too early; wait u n t ~ the
l PCs haw dealt elementals, both vessels are going down. What the PCs
th most of the invading Emerald Claw soldiers. do next determines how much damage they take i n the
Ifthe PCs have gone belowdecks to help the passen- i m m ~ n e ncollision
t with the ground.
gcrs. they ran witness Lucan's appearance. Read:
FALL FROM THE SKY
One of the lockers that line the corridor walhsudden~glowswith a drs- Have the PCs roll initiative so you can keep close track
charge ofarcone energy. Astheglow dms, the IocAerdoorsw~ngsopen, of time. Have each player polnt out exactly where on the
Lucan stefifrum the locker, glances a o o u , and then turns rnto a thin, ship his o r her character is. T h e airships hit the ground
gray mist that rises and seeps through a space in the decking above. at initiative count 0 i n the fourth round thereafter.
When they hit, the crash deals 12d6 points of damage
If the PCs follow the mist to the airship's main deck, or to each individual aboard unless the PCs can somehow
if they are o n the deck when Lucan appears, read: slow the descent.
The PCs can attempt to commandeer a skiff. (The
Gmj mist risesfrom a space between the deckplonks, thickening and skiffs are very slow, capable of traveling only 2 miles per
takmg the form of a man. In a moment, the mist solidjles, a n d h c a n hour.) They can use whatever magic is available to them
stands upon the main deck. to attempt to protect themselves o r the falling ships.
They can enter the nondimensional space where Lucan
Lucan looks around, quickly sizing up the situation. He had been hiding; it endures the crashwithout any harm
has the soul blade strapped to his side. He ignores Gril- coming to those within it.
sha if she is still alive and on the airship. She knows I n the end, the two airships smash to the ground.
his plans and must fend for herself now. If any of the Both sustain such damage that neither wlll rise again
PCs are nearby, Lucan exchanges attacks for a couple of without extensive repairs. Garrow slips away in the con-
rounds as he moves toward the railing. fusion; he always has a contingency plan for escaping.
Lucan (and Grilsha, if she survives) also gets away.
RAMMING SPEED The airships crash within sight of the fortress of
Shortly after Lucan appears o n the deck of Cloud's Sterngate. This Brelish outpost has a lightning rail
Destig, Garrow apots him. Furious that his men have station. An luck would have it, a lightning rail coach
not yet captured the soul blade and fearful that Lucan hcading north toward Thrane prepares to depart i n the
will escape, Garrow increases the speed of Jade's Fury morning, The PCs can rest i n the wilderness outside the
and sets i n o n a collision course with the House fortress, or they can request that the gates be opened so
Lyrandar airship. they can make use of the fortress's inn.
Let the PCs make DC 15 Spot checks to notice the Stcrngatc: T h e fortress-town protects the pass
fast-approaching airship. If any characters notice the between Darguun and Breland, as well as serving as
airship coming straight for them, they have 2 rounds a way station for travelers going to or coming from
to prepare before the ships collide. If none of the PCs Zilargo. The PCs can easily convince the guards to open
succeed on the Spot check, they continue withwhatever the gates, even though it is well after dark, if they show
actions they have been participating in. At his initiative the guards the traveling papers thatviorr provided them
count i n the second round, Lucanuses a standard action with i n Sharn. I n addition to the lightning rail station
to once again take on gaseous form. At initiative count and an inn, the PCs can stock up on supplies and make
0 in that round, JadekFuy rams Cloud? Destiry. Read: use of the services of the resident House Jorasco healer.
Any other survivors from Cloud'sDestiry also make their
Wood buckles and cracksas the two airshipscollide. Your vesselshakes way to Sterngate. The Jade2 Fuy survivors disappear into
and shudders violent5 as the bow pitches downward. The sound of the night.
- .
c-
shattering deck plonks and s)Jrtring rtgging explodes into the night.
ever imagined, the elemen-
apart. In addition to the terrible dornage
now each ship's eltmen~ol-onefire,
integrating vessels that once
escribed below.
This part of the adventure features a three-way battle fighter 2 ; CR 2; Medium humanoid; H D 2d10; hp 1
aboard a lightning rail coach bound for Flamekeep, the 13; Init +7; Spd 20 ft.; AC 18, touch 13, flat-footed 1
capital city of Thrane. T h e coach follows the path of
conductor stones from Sterngate to Starilaskur, onto
Vathirond, and then north through Thrane toward
Flamekeep. Lucan plans to be aboard the morning
coach. To stay on his trail, the PCs must also make it
aboard before the coach departs. Posswians: Masterwork breastplate, masterwork falchion
Among thevarious things the PCs do upon reaching
- - ,-. . .- .
Bat Swarm ( 2 ) : hp 13 each; see MonsterManuol page
- -
Sterngate, including getting healed, resting, resupply- 237. The bat swarms begin play hidden i n the rafters
ing, and recovering spells, they see that a lightning rail above the platform. The swarms swoop down on their
coach la parked i n the fortress-town's station. A few turn i n the first round of combat.
inquiries allow them to learn that the coach departs i n
the morning (some ten hours after they arrivein Stern- Lightning Rail Coach Timetable
for Flamekeep and other locations to thenorth. I n Each round, on initiative count 10, the lightning rail
lieu of a n airship, this is the fastest mode of travel for coach acts.
continuing on to Karrnath. Round I: The coach begins to crackle with arcs of
The lightninp rail coach consists of a train of spe- lightning.
cial-purpose
- .
carts. Two crew carts, one at the front and Round2: The coach lifts slightly higher into the air as
one at the rear, house the primary elemental bindings. the power between the conductor stones on the ground
Four passenger carts, two lounge carts, and two cargo and in the belly of the coach's carts intensifies.
carts make up the rest of the train. Round3: The coach begins to move, so that carts 5
and 6 now line up with the platform.
Round 4: T h e coach continues its slow departure from
CATCHING
THE COACH
[EL 5) the station; carts 6 and 7 line up with the platform.
After getting through the night i n Sterngate, the PCs Round 5: The coach c q t i n u e s its slow departure from
must be aboard the lightning rail coach before it departs the amtion; carts 8 and 9 line up with the platform.
in the morning. Lucan reached the station ahead of the Rpnd 6: The coach,continuek.ro move. In &is round,
PCs and was able to secure a private cabin on the coach. caxt J,!&sli&s alarigsfcle.the platform. Thts i s t h e ' l a t
The PCs must get on the lightning rail before i t round i n which the ~ d can s leap &oa;cd the coach
departs after the sun rises. To do that, they have to get before it departs the station and f a c r e a w w itdporm,d
past the surprises Lucan left for them on the station. travel speed.
Development: Starting in raux@ 3, cack PC must
BATTLE ON STERNGATE PLATFORM makes DC 5Jurnp check to leap onto the movingcbach
The platform where the lightning rail coach is parked is and a DC 8 Dexterity check to hang on. Failing e i h e r
basically a red)angle 120 feetlong and 40 feet wide. The checksendsthe character crashing to the platform (Id6
middle two passengep car~c:Garre5 and 6 on the L3ght- pointr of damage, Bcfltx M= 15 half),
ning Rail Coach map, printed on the idside tmver) liac In w u n d 6. SBs I)& increase to 8 for thcJump c)rtck
up along the long edge of the plarfotm, with additional and 12 for the D u e r i t y cheek. Character, already om
carts stcetching to each sidt, A re1 of boarding atain the caachcaeure t h e a d another actlon to a u l ~ t w l l hthk'
between the two carts welcomes p1866dgLfr f r w the Wcr~ritycheck.Afaer rnuod 6, the llghtnlng rail math
platform onto the coach. increased to ftm crublag rpecdof 30 mltca per h u r , If
Lucan has left a few OppOnenLd to hlnder the PCa. the PC1 didn't getdmrcd, they'll have 10 ligu$~.oul a
Two dominated House Oricn humra fighters (wli* *OF- war to catch the coach rame+tre a b n g it#
qd$ serve as station and two bat swarma pro- ,.
before leaving Breland and entering the nation of
The attack at the heart of this encounter occurs
three hours after the coach departs Vathirond, about ous adventures
after dark on the second day of travel. then this is mer
Along the way, Lucanremains i n hiding. T h e walls
of all the private cabiriswithin the passenger carts are
lined with a t h i n sheet of lead to protect passengers U s e themap of the Lightning Rail Coach, located
from spells such as focate o&cf (and, i n Lucan's case, detect on the inside cover, when r u n n i n g this encounter,d~m!r
undead). T h e walls of the cargo carts and many of the 'onb
- "
cargo containers have the same protection. H a m Orien
believes that privacy must be protected acall costs. T h
WHEN THE ATTACK BEGINS
You can play out some of the investigation and inter-
dammated cargo driver visits Lucan's cabin once during action with passengers and crew. You can even allow
each leg of the trip; Lucan feeds o n a small amount o f the PCs to take care of business i n either Starilaskur
--
the driver's blood during each of these visits:
T'kecoachk crewwon't allow the PCs to barpinto'pri-
vatii'cabirrs, and House Orien doesn't answer to Breland's
o r Vathirond during the brief s h p s i n those cities.
The heart of this encounter, however, is the attack by
the warforged. Fast-forward through the travel to this
Ling, so the traveling papers the PCs carry have little point as slowly o r as q u i d 7 as yowand yaw players a r t
weight in this area. T h e bestthey can d o is interact with comfortable with, Qut to the highlights and play out a
the passengers and crew and bide their time, waiting for few representati.y~aceneealone the way. ,
Lucan to show himself 6r makeso-fnekind ~hnista&,tJ can begin in two.ways. If a PC is
Shortly after the coach departs theVathirondstatiai! somehow-probably from the back of the
early in the evening of the second day of travell+theFa$ or she sees warforged board the coach. But
past a c t i o n s c a ~ c h u p d them.
h An agent of the Lord of are resting or relaxing, the attack comes
.m.* 1
th@nrradmwcart, while othershwni at the rear crew cart. Then, o
h+d=n emaht~mmo#out of the sJy, each bearmg a small ride
If ,the PCh wen%> ; SV Fm+ +5, Ref +3, Will +O; Str 18,
1 Skills an4 Feats: Climb +8. Intimidate +
fits tfie Adamantine Body, Cleave, Improzed_Bu_ll
cfv,+ Attack, Weapon Focus ( s c i m i t a r m s 4 i
t The bnlflingr, being hired help. flee if the battle coachwon't run without the driver.) When the coach sud-
doesn't gp casib, A raging halflingwon't retreat before denilystops, each i d M d u a l on board needs to make a DC
his or her rage ends, however. 16 Balance check to remain standing. Failure indicates
that the sudden @topsends the character crashing into
inside a cart who fail take ld6
ep points of damage. Those on the roof ofa cart can make a
moving coach. But not second check to amjd falling off (see above).
Lucan emerges from hiding at this point. He jumps
who are "offstage." Pace Lrom&e coach, takes the form of a dire wolf, and disap-
one or two at a ti*. pearsinto the night. Where is Lucangoing?Toward the
fight scimitar 'ahd &er ...; -ained ziggurat h6 sees in the distance.
erience: Awed the PCs full experience for each j
defeat in combat, but don't award experience for
flinpwho simply fly away,
-7
1
5
CI
Lucan has struggled to take control over his destiny
since becoming a vampire. First, he came under the Across the still wate&.ati
thrall of the vampire lord Calderus. Then, the soul blade
exerted influence over him. Now, with pursuers closing
i n on him, Lucan has temporarily asserted his will add
taken control of himself. He doesn't know how long this
will last, but he desperately wants to once again be in
charge of his own fate. The PCs must cross the water and climb the stairs into
Lucan didn't want to become a vampire. He didn't want --
the ziggurat's antechamber. This ancient temple may be
to betray the Citadel. He certainly didn't want to go to Kar- abandoned, but it isn't uninhabited. The antechamber,
math. Now,i n a moment of clear thought and lucidity, he for example, serves as the lair of a cloaker.
has decided to cast off the orders of unseen masters and Other features of the antechamber are described
make his own stand in the Thrane wilderness. below.
After fleeing from the lightning rail coach, Lucan k h t : None.
heads toward the ruins of an ancient goblin ziggurat. Sound: Once the cloaker reacts to the PCs, they auto-
Here, the vampire prepares to battle the PCs who have matically hear eerie moans without needing to make
been tracking him since Sharn. Listen checks.
Reaction: If the PCs have a light source or make a
sound, the cloaker begins an unnerving moan attack.
THEZIGGURAT The cloaker has a Listen modifier of +l3.
A structure remaining from the height of the Dhakaani Important Rules: Fear, Dungeon Master's Guide page 2 9 4 ;
Empire, the ziggurat stands i n a shallow depression on mlrror Image spell, Plqer's Handbook page 254; Grapple,
an otherwise featureless plain. Due to the rainy season, Player's Handbook page 155.
a lake has sprung up around the ziggurat and moisture The Situation: Lucan steps into the temple and
has seeped into its lower levels. assumes gaseous form so he can circumnavigate the place
Inside the ziggurat, w s l h are made of superior without being molested by its inhabitants. The PCs aren't
masonry (Climb DC 20) and the floors are flagstone. as fortunate. The cloaker i n the antechamber uses its
Ceilings i n thc rooma are 15 feet high unless otherwise unnerving moan attack as saoa as it notices the PCs.
specified. The few d0-a that cxiat are stone; they aren't When the PCs enter the temple, read:
locked, but they arc mtuck (Strength DC 28 to open, or
hardness 8 and 60 hp if a u r c k d dirstly). There's no 7'he polished grog marble walls in this chomber feature w a y pat-
natural light anywhere in thedggmat, so the PCs have terns reminiscent ofthe ocean. Two roms ofco1umns stretch toward a
to provide illumination u n w f l ~ 1 have 1 darkvision. doorwag on thefar side ofthe chamber, andeach column has 8-inch-
Hallways d . & r r ~ k k w e e n the chambers are 10 diameter discs raised along its surface, making the columns look like
&eehi&and # ) 4 & w f & i w h e i r o n sconces every massive ocfojus tentacles.
40 feat for tor&'ar t n t w n s b but the light sources
th-1- d i s a p p r e d long a p . The immediate effect of the unnerving moan (-2 penalty
T h i s ziggurat*s dedicated to a n ancient fiend that on attack rolls and damage rolls) doesn't allow saving
was worshiped for t r r h e h this part of the empire. Few throws. Describe how maddening and distracting the
goblinoids today remember, let alone venerate, this moan is, and tell the PCs that they feel like they won't be
once-powerful entity. The place has a reputation for able to function if the sound continues much longer.
being haunted, and few brave this location. Have the PCs make Spot checks immediately; the
Reaching the central stairs that lead to the zig- cloakeris attached to one of the columns near the center
gurat entrance requires crossing a quarter-mile-wide of the r o o m %doaker's Hide modifier is +8.If none
lake, which has a n average depth of 10 feet. If the PCs of the PC* spprthc c l o a k ~ a n a i ~ & y % w t h e rthey
e are,
are unwilling to swim the distance, they can use wood .thp:mcmste&eY9 tg act i n the surprhettbund when the
from a thin copse of trees nearby to make a 10-foot-by-. .pas step Fnto the c h d e r .
10-foot raft. O n e c
hours; if more tha
reduced proportio
in three hours).
I.
- .L
two hours prying them out ofthe carvingti; if mere than
one PC participates, the time is reduced proportionately
(so four PCs could d o this work i n 30 minutes).
This room was once used to collect tithes and offerings
*. #. from the faithful. T h e ziggurat's priests are long gone, HALL OF STATUES [EL 5)
but they didn't disarm one of the traps designed to catch If the PCs follow the staircase down, they reach a point
thieves. When the PCs reach the doorway, read: where the stairs continue down and a hallway leads to
another chamber--the Hall of Statues. Seeing human-
A dais with a solidstone altar dominates this room. From the doormog, oid statues often makes veteran D&Dplayers worry about
y o u can see a slot cut into the top of the altar. Along the walls, faded medusas and cockatrices. But sometimea a llatue irjust a
frescoes ofleering, red-skinned demons face the door on the opposite statue, and the PCs instead have a straightforward fight
side of the chamber. Dozens ofsmall hooksare embedded in the ceiling. with gricks here.
Thick chains run from each corner of the altar to the ceiling. When the PCs reach the doorway, read or paraphrase
the following:
The hooks are unimportant: tapestries used to hang
from them. The chains prevent the altar from falling Mossfestoons th is mom, draping itselffrom large clumps in the t e 11~ng
when the trap is triggered. ondcoorringtht walls In largepatches. Statues, mostb ofobed hob-
Trap: If a character searches the altar, a result of goblins with afew armored bugbears, stand in clusten, almost as ifthy
15 on the Search check reveals a drawer low on the back were conversingwith each other. Each stands on its own pedestal, lrhe
of the altar-but it takes a result of 25 to notice that the air is moist here andsmellsfiesher than elsemhere in the ziggurat.
drawer latch is the trigger for a trap. If the PCs touch
the latch and the trap hasn't been disabled, the eight Other features of the hall of statues are described below.
squares surrounding the altar open trap doors that drop Light: None.
would-be thieves into a pit. The drawer is empty. Sound: The PCs hear a faint drumming noise.
Pit 7rop: CR 4 ; mechanical; touch trigger; manual Reaction: None.
reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Important Rules: Squeezing Through, Dungeon MasterS
Sw
mult~L.tnl;~et~.Ls[u~acen.mrkd~~.~~.& ~id
~oh*A
~?-
25: Disable Device DC 17. T h e Situation: Two gricka hide in the far corner of
the room, near the gap i n the wall that leads outside. They
ANIMAL SACRIFICE CHAMBER (EL 4) have a Hide modifier of +3; have the PCs make Spot checks
Animal sacrifices were performed in this room-and as they enter the room. No Spot or Listen checks are nec-
one of the creatures that performed the sacrifices still essary for the gricks if the PCs have a light source.
resides here. When the PCs reach the doorway, read: Gricks (2): h p 9, 10; MonsterManuolpage 139.
Grick fictics: Each grick simply rushes, attacking the
The stam lead to another chamber, this one decorated with carved nearest two PCs. If a grick kills a PC or knocks one
animal headsfilling the walls. Mary ofthe animal heads have emeralds unconscious, it drags the body back to a rear corner of
for yes, causing them toflickergreen in the light. Astone table occupies the room. Once there, i t performs a coup de grace if
the center $the chamber. Behindit standso large creature with the head necessary and starts eating.
and h o r n ofa bull. Itsflesh is rottingawy, andparts of itsskeleton show If reduced to 3 hit points or less, a grickflees through
through. It 1 9 s itsgreataxe arldstep towardyou. the gap, trying to reach the relative safety of the lake.
Development: Anyone, PC o r grick, i n the narrow
Minotaur Zombier hp 81 Mondtr Manual page 267. passage beyond the gap takes a-4 penalty on attack rolls
Minotaur G m b i r Toct/ar It'a a aombie, so the mino- and a -4 penalty to Armor Class.
:c .; , ehaqps in the f i r s t round
taur's tactfcr .re ~ i m p l t It
\ .
.. . i f &,@an, *g its grcrtrre because it doesn't have a CHAMBER OF PRAYER [EL 4)
T h e stairs descend to the lowest level of the ziggurat,
opening into a chamber that was originally intended for
individual prayer. T h e frayed tapestries hanging i n the
room once acted as screens to give worshipers privacy.
Now the chamber houses a n otyugh that lives off fungus
-and whaie7~erwarrdarsinta its lair. 1
:.payer chamber are described
J! u! n3eM Su!pue~sseq osle uroox s ~ . : u o ~ ~ a 0n ~%f ~
s
'anolsjo a p s u aas ssoop aya a s n e ~ a q
, snuoq Z+ e s ~ a 8 j ~ m e PUB
q ~ 'JOOPlamas B ~ laaj O g~ y a w
*- --
-h --"u!sssd ~ o j a s n f y ~ a qq xj s a s e s & j p u v . u o ! s u a x v p
I
. .-
2
'I . - 7 - --:*. *
,
i'. ,
Reaction: None. \ r .I
roved grab and constrict abilities against whichever Important R u b : Energy Drain and Negative Levels,
is most convenient. Remember that it splits into Dungeon Master's Guide page 293s
-
' "TS';Tr
---A