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Summary:
The party seeks to break the blockade against the dwarven city of Nirzumbil by slaying the leader of the orc uprising.
Assumptions:
The party is in the employ and/or service of House Riverine.
Location:
The northern half of the Far Coast.
Historical Date:
Late 25 N.S. (5539), Early to Mid Winter.
DM's Note:
This scenario is very specific to events in the Riverine Campaign. Nevertheless, it can be used by other DMs, for it describes two villages with some very interesting histories and conflicts and the Mercur Fortress could be used as the fortress of some bad guys who have corrupted the villages.
DM's Introduction:
DMs are referred to the "Mercur Papers" document in the DM Only section of the Therra website. That provides essential background data that places information presented in this introduction into greater context. DMs are also referred to the small scenario entitled "The Lake Cald Situation", which briefly outlines the emerging situation in the region before Mercur had settled the feud.
House Mercur is a front for the surface domination plans of the outcast drow house, House Vrielsevri. As one of their many schemes to gain ever greater footholds on the surface world, the drow, through House Mercur, have intervened into a longstanding feud between two villages on the Far Coast. Mercur has settled the feud, in exchange for a permanent presence in the area and a monopoly on the fish and caviar harvested by the two villages. The drow hope to eventually replace all of the residents of the two villages with their own agents, including shapechanging fiends and other horrid denizens. The area will then serve as a base of operations from which to expand their dominance over the Far Coast.
An agent of the PCs was sent by them to investigate the Lake Cald situation. This is Vandeseen, a strummer for a harlot house in Dwillingir who was serving as an agent for Marco Du Coppi, Enforcer for House Riverine.
* Vandeseen: Female human Wilder 1; CR 1; Medium-size humanoid (human); HD 1D6+1; hp 7; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +0 melee (1D6, light mace) or +0 melee (1D4, dagger) or +2 ranged (1D4, dagger) or +2 ranged (1D4, dart); SQ psychic enervation, wild surge +1; AL CG, SV Fort +1, Ref +2, Will +2; Str 10, Dex 14, Con 13, Int 15, Wis 11, Cha 17. Height 5 ft 6 in. Skills and Feats: Balance +4, Bluff +6, Concentration +5, Intimidate +6, Listen +3, Perform (sing) +5, Perform (stringed instrument) +5, Sense Motive +2, Spot +3, Tumble +6; Body Fuel, Mind Over Body. Possessions: light mace, daggers (2), darts (8), bandoleer, lyre, traveller's outfit, belt pouch, copper diadem studded with agates (85 gp), 27 cp, 13 sp, 1 gp. Languages: Common, Elven, Halfling. Power Points/Day: 3 Powers: 1 - mind thrust. Base DC = 13 + power level. Background: Vandeseen is enamoured of experience. She craves sensations and experiences of all sorts. It is a sort of mental wanderlust. This led the 25 year old woman to leave her home in Noscrused to journey to the Kingdom of Slumber in order to train as a bardess under the famous Canaris or one of his fellow elder bards. During her studies, wherein she showed quite the ability to weave the notes of her lyre with the lyric of her voice, she often strayed from her studies in order to see all the amazing and woundrous things that were available to her in Slumber. In one such instance, she was invited by a cabal of students who had stolen a batch of "mind juice" to drink the brew. Unhesitatingly, while the others lost their nerve, she quaffed the poultice, and instantly felt her mind expand in bizarre directions. She lapsed into a coma, and her companions feared her slain or comatose forever, though they were too afraid to take her to authorities, and so tended to her themselves. For a month and a day she was under the spell of the drink, and then she awoke suddenly, completely healthy, but also with the vast emptiness of her expanded mind now filled with the fount of her unbridled emotions and lust for life. So overcome was she by this that she determined to leave her bardic studies and travel the world. Vandeseen left Slumber and travelled through Western Blanthil, Jaggarth, Vosh-gerr, and eventually returned home to Noscrused in tthe Far Coast. Alas, her parents were quite disappointed that she had forsaken her art, and when they learned of her strange mental powers and observed the change in her personality, they grew estranged from her. This only angered the lass, who now wore her heart on her sleeve, and in one blow-up she insulted her parents and left, heading north. She eventually ended up in Dwillingir, and her exceptionally good looks landed her in the harlot trade. However, her passion and vehemence during lovemaking made her less and less requested by regulars of the House of Ill-Repute and eventually her duties transformed into a player of atmospheric music for the House, and to entertain in its lounge. She still services those who can handle her, but she now spends most of her time serving as bardess of the House. |
Unfortunately, Vandeseen was a bit too curious and aggressive in poking around and was captured by the Splintered Arrow, a mercenary group used by Mercur and currently stationed in the area of enforce the peace and the will of House Mercur. She is now being held in the Mercur Fortress and is awaiting interrogation at the hands of the mercenary leader Ragyfir when he returns.
When the PCs see that she has not returned, they will have to go and investigate themselves. As they do, they will begin to discover the secrets behind the Lake Cald situation.
Part One - The Lake Cald Region and Overview:
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Alchadur
The hamlet of Alchadur is home to approximately 350 residents. It lies at the confluence of the Pannale River and the Ghondlin River and the lands around it are subject to seasonal flooding. The hamlet is primarily a farming hamlet, providing a market for the farms and steads that dot the land between the two rivers. The hamlet is walled with a wooden palisade and despite the altitude and clime, the short grape growing season boasts some hardy wines grown in the vineyards near the hamlet. These are then fermented in several wineries in the hamlet.
Arundel Forest
This large forest runs from north of Henneth's Stop to just south of Forthedge. It is a highland forest, spilling down in a verdant slide from an elevation of approximately 8000 ft down to the coastal plains, with the majority of the forest at an elevation of between 4000 and 6000 ft.
The Arundel Forest is comprised mostly of evergreens, including pine and spruce. The trees are quite tall and well in demand for use as masts for ships as well as wooden bracing for large stone structures.
The forest is also quite wild, inhabited by many wild animals, including dire versions. There are two Imperial roadways that run through the eaves of the forest, and these are patrolled heavily by soldiers of the local Perastors and by rangers in the employ of the Province. Evil humanoids sometimes range down from the high Aynayjor Mountains through the forest, using it as a sort of concealed highway to the coastal flatlands where the raiding can be good. Most of these are kobolds and goblins, though some orcish tribes and gnolls and bugbears make the journey as well. As such, the rangers of the Arundel tend to specialize in fighting these humanoids.
The roadways also boast Imperial hostels at intervals, these are fortified inns and barracks that take in travelers and merchants for a price and offer protection and even mercenary guards to escort through the forests.
The forest boasts little or no fey population, being far too rugged for sylvan inhabitants.
Forthedge
The village of Forthedge, population 750, is a walled habitation sitting astride the northern tip of the Arundel Forest. The villagers are engaged in logging of the forest and of farming in the fertile area between the village and Lake Nathir.
The village is also home to the most famous horse breeders in the Far Coast, the Yammon family. These have a large ranch just north of the village, and every month they hold a horse market in the village. This market, over the years, has attracted competitors, so that now the monthly market is a very well-attended affair for horse traders all over the Far Coast.
Steeds purchasable at the market include all varieties of riding and warhorses. Ponies and warponies can also be found, and so not a few dwarves can also be found picking up new stock. Occasionally, more exotic mounts are found here, ranging from hippogriffs to riding dogs to domesticated riding giant lizards. However, such mounts are rare and not to be found at every market.
Lake Cald
Lake Cald is large placid lake fed from and in turn feeds the Caldsen River. The lake forms an important part of the economy of the region, including Southbank and Northbank, which constantly tussle over the valuable fishing rights for the lake. The lake is home to at least 3 species of fish that cannot be found anywhere else in Therra, and their eggs form caviar that is difficult to harvest and quite valuable in the Empire. The fish themselves are also in demand for their meat, and there are often battles fought between the caviar harvesters of Northbank and the fishermen of Southbank.
Northbank
This lakeside village of 500 persons is in constant rivalry with the citizens of Southbank over fishing rights over Lake Cald. Specifically, the fishermen of Northbank specialize in harvesting caviar and come into conflict with the fishermen of Southbank who want the eggs to go unharvested in order to more fully stock the lake. Such rivalry often comes to blows, and woe to the Southbanker who wanders into the precincts of Northbank and vice versa.
The village is also the object of several well-known bards' tales of love between Northbankers and Southbankers that is opposed by parents and families. These often end in tragedy.
The village itself is unwalled, despite its location in the lower ranks of the Aynayjor, but there is a well-fortified keep that looms over the village and can provide refuge to the village in times of trouble.
In addition to harvesting caviar, the villagers engage in hunting and mining and there is a temple to Firlott here accompanying a shrine to Erinhoru.
Southbank
Sister village to Northbank, Southbank is a rival of its mirror image and while the Northbankers are concerned with harvesting the fish of Lake Cald for their caviar, the Southbankers make their living catching the fish themselves. The intense rivalry exists because the Northbankers claim that the Southbankers catch pregnant females before they can lay their eggs, thereby hindering the caviar harvest. The Southbankers protest that the Northbankers over harvest the eggs and will eventually deplete the stock of fish in the lake altogether.
Like Northbank, woe to the citizen of the other village who is caught within these precincts.
In addition to fishing, the folk of Southbank make their way by lumbering the verges of the Arundel Forest.
The village is walled, warded by earthen ramparts and wooden palisades, for incursions from humanoids from the mountains are not uncommon. In addition, a large keep near to the village houses Imperial warders who ply the roads within the Arundel to keep it safe for travel and commerce.
Part Two - Travelling to the Region:
The journey to the region will be uneventful, until the PCs approach to within 10 miles of either Northbank or Southbank. Here, they will run afoul of Abrinda, who knows of the PCs' departure from Dwillingir and has alerted the drow sorceress stationed in Southbank. The drow, in turn, has instructed her familiar, a quasit, to scout for the PCs and, once finding them, to arrange for an ambush of giant spiders.
It is believed that the giant spiders will be seen as a normal threat indigenous to the area and will not arouse the PCs' suspicions.
The quasit will first spy the PCs a good distance from the Lake Cald region. If possible, Abrinda will read their minds and determine that route they are taking and then communicate this to the drow sorceress. If the PCs take an unexpected route and somehow Abrinda is not able to divine it, then it is likely that the PCs will get much closer to the region before being spotted by the quasit.
The quasit will be invisible and very cautious, for it is aware that the PCs may have the means to detect invisible creatures. It will watch the PCs from a great distance and then get a bit closer when it looks promising in order to overhear them and determine whether they are heading for Northbank or Southbank first. Once it has this information (and the DM can assume the PCs discuss their route amongst themselves during camp or on the march), it will hurry back to speak with the sorceress, who will then order the quasit to fly to a glen nearby and speak to her watch spider. The watch spider will then lead the rest of the arachnids to an ambush site chosen by the quasit.
The ambush site will be a copse of trees. There are many such, both along the Imperial roadways and overland. The copse will likely not be thick or very large, perhaps a couple hundred feet in diameter. Trees will tend to be small and lightly concentrated, with little or no underbrush and not enough snowfall to hinder movement.
The quasit will not take part in the ambush. Not even to cast its spells. It will remain invisible high in a tree where it can observe the battle. Part of its mission is to simply observe the PCs and report on their capabilities to his mistress, should they survive the assault.
If the quasit is spotted, it will immediately flee. If pursued, it will use whatever means it can to effect an escape. The beast is an abject coward and prefers not to engage in close combat.
The spiders will initially be in the trees, except for the watch spider, which is a hunting spider. It will be hidden amid some rocks and brush near the PCs' line of travel (perhaps 10 ft from it) and will be in the center of the ambush area.
The spiders will have draped web sheets over the area, in a horseshoe-shaped pattern with the open end facing the PCs' approach. The webs require a DC 20 Spot check to see. Refer to the Spider Ambush Map to see exactly how the webs will be strung and where the spiders will start the ambush.
The watch spider will begin the ambush by leaping out of its hiding place to attack as the PCs come near to it. The remaining spiders will launch their webs at the PCs, attempting to ensnare as many as possible. Once the initial attack is finished, the larger spiders will emerge from the trees to attack, while the smaller ones continue to harass PCs with webbing. When the webbing runs out (after 4 uses, they all used some of their 8 daily uses to string the web sheets between the trees), they will join the fray. The spiders are ordered to fight to the death.
If the PCs get wise to the ambush before it occurs, the spiders will scurry in the trees as stealthily as possible and then attempt to attack the PCs from above. If the PCs manage to escape and flee, then the spiders will not pursue.
SPIDER AMBUSH MAP
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WS = Watch Spider
HS = Huge Spider
LS = Large Spider
1 square = 5 ft
* Gremizzel the Quasit, Familiar to Qanzi'kli: CR 2 (included in master's CR); Tiny outsider (chaotic, extraplanar, evil); HD 3D8 (9 HD for most purposes); hp 14; Init +7; Spd 20 ft, fly 50 ft (perfect); AC 23 (touch 15, flat-footed 20); Atk +8 melee (1D3-1 plus poison, claws [x2]) and +3 melee (1D4-1, bite); SA poison, spell-like abilities; SQ alternate form, deliver touch spells, DR 5/cold iron or good, darkvision 60 ft, empathic link, fast healing 2, immunity to poison, improved evasion, resistant to fire 10, share spells, speak with master; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. Height 1 ft 6 in. Skills and Feats: Bluff +6, Concentration +13, Diplomacy +2, Disguise +5 (+7 acting), Hide +17, Intimidate +2, Knowledge (arcana) +13, Knowledge (planes) +8, Listen +7, Move Silently +9, Search +6, Spellcraft +15, Spot +6; Improved Initiative, Weapon Finesse. Special Attacks: Poison (Ex): Injury, Fortitude DC 13, initial damage 1D4 Dex, secondary damage 2D4 Dex. Spell-Like Abilities: At will - detect good, detect magic, invisibility (self only); 1/day - cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Special Qualities: Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack. |
* Huge Web Spiders (4): CR 5; Huge vermin; HD 8D8+16; hp 52; Init +3; Spd 30 ft, climb 20 ft; Space 15 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 13); Atk +9 melee (2D6+6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2. Diameter 15 ft. Skills and Feats: Climb +12, Hide -1*, Jump +4, Move Silently +3*, Spot +4. Special Attacks: Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1D8 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 16) or burst it with
a Strength check (DC 20). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Large Web Spiders (4): CR 2; Large vermin; HD 4D8+4; hp 22; Init +3; Spd 30 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +4 melee (1D8+3 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 10 ft. Skills and Feats: Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4. Special Attacks: Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1D6 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 13) or burst it with
a Strength check (DC 17). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Large Watch Spider: CR 3; Large magical beast; HD 7D8+7; hp 42; Init +3; Spd 40 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +6 melee (1D8+3 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL NE; SV Fort +6, Ref +5, Will +2; Str 15, Dex 17, Con 12, Int 10, Wis 10, Cha 2. Diameter 10 ft. Skills and Feats: Climb +11, Hide +9, Jump +12*, Move Silently +4, Spot +15*. Special Attacks: Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1D6 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Hunting spiders have a +10 racial bonus on Jump and a +8 racial bonus on Spot checks. |
Part Three - Northbank:
Refer to the Northbank map below. Unless otherwise stated, all buildings are constructed of wood, usually raised on wooden supports a few feet off the ground to stay above snows and seasonal flooding of the nearby stream and creek. Buildings are one-storey unless indicated, with sloped, thatched rooves made of tough grass, wooden planks, and mud.
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The village shown on the map represents the central cluster of the village. There are outlying farms that spread out over some five miles that comprise about half of the population of the village. These farmsteads tend to have wooden pallisades around a central house and barn situated in the center of their croplands. There are some twenty of these outlying farms.
Unless otherwise stated, all villagers are Level 1 Commoners.
Each location has a section detailing what information can be gathered using the Gather Information skill. A certain result will return all of the results for lower DC checks as well. In addition, there is a general Gather Information section that represents the PCs speaking with the general villagers who are not specifically described below. The information listed is of a general nature, but likely to be of interest to the PCs. Specific information regarding Vandeseen is listed in the section entitled "Negotiating Northbank". Bracketed items tell the sections to which certain rumours apply.
General Information:
DC 5: There has been a settlement between Northbank and Southbank. House Mercur helped negotiate the settlement.
DC 10: As a return of favour for negotiating the settlement, House Mercur now has exclusive rights to export the caviar crop of Northbank and the fish harvest or Southbank. They also tend to have favoured access to buy and sell in the villages.
DC 15: House Mercur has a settlement and keep along the west short of Lake Cald.
DC 20: House Mercur employs a band of tough mercenaries, and these sometimes come into the village. They are a really mean lot.
DC 25: There's been strange happenings along the Lake Road and in the surrounding area. Folks gone missing and strange sights and sounds.
1. Market Square:
This area is usually somewhat muddy in the spring, a slush of dirty snow in the winter, and quite dusty in the summer. It serves as the focal point of the village, and its focal point is the stone well in its center. This well contains water from the nearby stream, which seeps through the ground into the bottom of the cistern. In addition, the well collects rain water during the proper season. The well is 4 feet tall, with a grating on it that is fine enough to stop rocks and other contaminents from getting in while allowing rain to be collected. A small hatch can be opened and a wooden crank and rope used to lower a bucket. The well is some 50 ft deep, and usually between a quarter and half full of fresh water.
The rest of the market square is simply a trodden upon open area. During markets, peddlers often lay down wooden planks and blankets and spread their wares, and jugglers and singers and ranconteurs often ply their trades here as well.
The wall of the Fish Egg Inn to the south of the market square is used as a posting board, and messages of all kind are nailed into it, including the torn remnants of messages past. These messages include postings for employment, cryptic personal messages, and offers to buy and sell goods.
Gather Information (during daylight hours speaking with sellers and buyers):
DC 5: The Mercur trader Esphalios has settled the dispute between Northbank and Southbank. He dwells in the encampment near the new fortress along the west bank of the Lake.
DC 10: Most of the traders who come to Northbank are members of House Mercur. The few traders from other houses or unaffiliated have trouble making sales and usually leave quickly.
DC 15: There's some rough customers up at the new Mercur fortress. They sometimes come to Northbank and drink hard and play hard.
DC 20: Lots of folk who were against the settlement of the feud have left Northbank and gone to other lands. Some sold their property to new folk settling in the area. Others left their steads abandoned.
DC 25: That fortress of the Mercur House was built way too fast. No idea how they did it. In a matter of 2 months, the place went from a dusty tent encampment to this grand fortress. There's magic afoot there.
DC 30: The Splintered Arrows dwell in the Mercur fortress. They have about a score of men with them, and are led by a fearsome bastard named Ragyfir. They have a mage with them as well. Powerful. Saw him just appear one day in a puff of smoke near the South River Bridge, and they say that he torched a barn with a fireball.
2. Fish Egg Inn:
The Fish Egg Inn is the largest structure in the village. The whole is comprised of a main building which first story is made of mortared stones and is surmounted by two more storeys of wood. The roof is sloped and shingled in wood. The inn is sprawled acorss the southeast edge of the Market Square, and it is clear from observation that the inn has grown from a single tall building to encompass two additional wings, both to the south. The southwest wing is only two storeys tall and entirely of wood. The southeast wing is three storeys tall and entirely of wood, and is connected to the main building by a single storey structure. The inn has many windows, those on the first floor closed by thick glass, and the ones on the upper storeys open and mounted with wooden shutters. The inn has a large tavern and common room, as well as private rooms and a stable out in the back.
The inn is run by Janus Fargumhyrn (Commoner 3), latest in many generations of Fargumhyrn who emigrated from northern Vosh-Gerr and became Imperial citizens. Over the years, the family has expanded the inn, and Janus now dwells here with his wife Verra and their six children. Janus and Verra are both in their 50's, and their children are Ingra (female, 27), Jaffra (female, 24), Vinnassa (female, 19), Borcher (male, 16) and Istensia (female, 14). All of the children work at the inn, and they live here as well. Ingra's husband serves in the Imperial Army, and Jaffra's husband died shortly after they were married. Janus is always looking for a suitable husband to take Jaffra off of his hands.
Janus is personable, even to newcomers in town, but he somewhat decries the lack of travellers and patrons now that House Mercur has exclusive rights to the Lake Cald harvests. He is quite intimidated by Ragyfir and the Splintered Arrows and is not pleased that Mayor Javis has allowed the village to become run by Mercur, but he does relish the idea of the settlement between the two villages and hopes that he will gain some clientele from Southbank.
Gather Information (speaking with the innkeeper and his family or patrons):
DC 5: Mayor Javis has given instructions that the inn is to buy its supplies only from House Mercur. They have good stuff, so it isn't a problem, except their ironware is inferior and is brittle.
DC 10: Stay away from the Effrin Hills. Some folk have gone hunting up there and not returned, and others report bizarre goings on up there, like strange sounds at night and queer behaviour of animals. [See "The Effrin Secret"]
DC 13: The mercenaries up at the fortress used to stay here, until the fortress was built. They were rough customers. Glad they moved away, though they still come down from their high perch from time to time.
DC 15: Banjimmin saw spiders in Mayvin's Woods, big ones. He says he saw some bodies strung up in webs hanging from the trees. [see "Mayvin's Woods"]
DC 20: Jumris used to come to the inn every day to spout off against the Mercur folk and the settlement with Southbank. He didn't run off like the others, but he doesn't come to the inn to drink any more. [See "Jumris' Farm"]
DC 25: There was a bardess who played here for a few days a couple of months ago. Strange woman, but could sing pretty well. Haven't had entertainment here for some time. But she suddenly left. I think she was heading to Southbank.
DC 30: That Mercur trader Esphalios isn't in charge of things like it seemed when they first came. Oh, he pretends to be in charge, but those rough customer Splintered Arrows are the real power here now. They have Mayor Javis cowed since old Bregimor was found strung up one morning in front of the mayor's house hanging from a spiked chain with his eyes gouged out. That cuinilot wolf bastard with the topknot is the worst of them. He's simply crazed.
3. Grain Silo:
This structure is made of stone, some 30 ft high. Its floor is cut into the ground, being some 20 ft below ground level. A pulley and winch mechanism resides on the outside of the structure, allowing grain to be hauled up to the top. Next to the pully and ropes, a wooden ladder allows access to the top as well. The top of the silo is flat, with a locked trapdoor in the center. Drains allow rain water to run out of the top, and during the winter local lads are hired to shovel off snow. The key to the trapdoor lock (DC 25) is in the possession of the mayor of the village. Within the village stores grain. This grain is emergency provender, saved for lean times and emergencies. The mayor collects taxes from the townsfolk and uses this to purchase grain from local farmers (the farmers pay their share in the form of additional grain). This grain is then stored in the silo. As Northbank has not had many calls to dig into this store, the tax is small and the store is half full. Occasionally rats get into the grain and have to be chased out, and several cats have been encouraged to haunt the base of the silo to attack rats and mice. Rumours persist of dire rats that lair adimst the grain stores.
In times of crisis, the silo can also be used as a tower from which archers can fire. The walls of the silo are 4 ft taller than the roof, forming de facto battlements.
Gather Information:
None.
4. Caviar House:
This large building is entirely of stone. Within, vats hold stores of caviar harvested from Lake Cald. These vats are of a special iron, steel, and tin mixture ordered specially from the Hegzeril dwarves, and is said to best preserve the salty taste of the caviar without inflicting a metallic taste upon the roe. These vats are soaked in larger vats of cool lake water, which is constantly refreshed by means of a water wheel operated by an ox. At least three persons are always at work here, in 8 hours shifts. One is a clerk who accounts for the caviar allocable to each harvester. He carefully weighs roe brought in by harvesters, tallies each share, distributes tokens of record to the harvesters, and allocated proceeds when the roe is sold. The other two workers make sure the water wheel keeps spinning, moves the troughs to direct the water to whichever vats need renewal, keep the ox moving, and clean out old vats.
In addition, there are always two guards (Fighter 1) posted outside of the building, to watch to sabotage from Southbank and to make sure no one tries to steal the caviar.
Gather Information (daylight hours, speaking with the clerk):
DC 5: Caviar harvest has been down since the settlement with Southbank. Don't know why we ever made an agreement with them. But you didn't hear that from me. I'm just doing my job.
DC 10: Don't know why we even bother with the guard outside anymore. The Southbankers haven't tried to get to our stocks for quite some time.
DC 15: Caviar's low enough without having to give an allotment free to House Mercur and now that rogue Munistre. Fancies himself a coinnesseur, but wouldn't know stock roe from fine Pristevin caviar.
DC 20: Been having trouble getting new vat metal from Hegzeril. Used to acquire it from House Veritas bringing it from the dwarves, but they don't come around anymore and House Mercur can't get the good stuff. Going to ruin the entire batch of caviar if the special metal cannot be gotten to repair the vats.
DC 25: There are no known large creatures in Lake Cald, not for several centuries, but occasionally boats have gone missing over the last year or so.
5. Docks:
Most of the boats used by caviar harvesters are simply drawn up and moored on the beaches on the lakeside. However, there is a set of small wooden piers here forming the village docks. These are used for some of the larger boats, including what can only be described as a makeshift lake-bound navy comprised of one large sail boat and three longboats equipped with wooden shields for cover and mounted great crossbow. The largest boat also has what amounts to a small catapult which can hold alchemist's fire pots.
Gather Information (early morning or late morning as the harvesters head out or return from the Lake):
DC 5: Have to pass up a lot of good harvesting due to the settlement. Don't want to get the Splintered Arrows on our case. Especially that bitch from the keep, Jamminus. She looks a pretty pack, but I heard she gutted a guy who made advances on her.
DC 10: Used to be quite some fighting on the Lake from time to time with the Southbankers. That's why we have a navy, so to speak. But there's no fighting since the settlement.
DC 15: When the settlement was first being negotiated, those men who started fights with the Southbankers got their boats destroyed. Some of them even had accidents out on the Lake and never returned.
DC 20: There's something lurking in the Lake. Some have seen strange shadows under the water, and strange marks in the mud of the banks of the Lake. [See "Shadows in the Water"]
DC 25: Mardon dragged up an arm on his gaffe. A human arm. Strange thing about it was the arm was twitching, as if trying to grasp something.
DC 30: One night there were lights on the Lake at the base of the promontory where the Mercur fortress is. These suddenly disappeared one by one.
6. Erinhoru Shrine:
This structure is a ring of standing stones twenty feet in diameter topped by a roof of branches and mud. Within is an altar of stone shaped like a large bowl. Within the bowl is clear water that seems to bubble up from its base, as if from some mystical spring. The water then spills out of a channel cut into the side of the bowl and runs down a stone trough to merge with the Bogdale Stream. Just to the west of the shrine is a wooden shack that houses the Erinhoru priestess. The shack is a single story and made of stone with a thatched roof and a single stone chimney. The priestess, Carinhire (Cleric 4), is a relatively young woman, in her twenties, but she bears a face half burned by fire and so her appearance is likely to be initially disconcerting.
Carinhire wasn't originally concerned with the settlement between the villages. In fact, she looked forward to perhaps making a friendship with the Erinhoru clergy of Southbank. But recently she has had some disquieting omens from the river, bespeaking of a growing evil, and she is growing concerned, though she cannot place this unease with the Splintered Arrows or House Mercur.
Gather Information (speaking with the priestess):
DC 10: There is an Aghorrit priestess up at the Mercur fortress. I don't know what sect she belongs to, but she has a harsh demeanour to her. I think her name is Jamminus.
DC 20: I married in secret two lovers, one from Northbank and one from Southbank, before the settlement. I have heard they now dwell in Southbank. I hope they are well. I guess that is a good thing to come from the new arrangement.
DC 30: The river's song has changed subtly over the last several years. It does not sing with life and joy. It sounds like a dirge. A sad song for days gone past that will never come again.
7. Firlott Temple:
This wooden lodge has sloped roofs decorated with antlers and tusks and bedecked with furs. Within dwells the clergy of the Firlott Temple, elderly Founstus Irridy (Ranger 1/Cleric 4) who is regarded as the wise man of the village, the priest Iphestin (Cleric 5), and the acolyte Biris Conohy (Ranger 1/Cleric 2). A chapel dedicated to Firlott dominates the center and rear of the lodge, and within are trophies of past hunts. To the side of the chapel are the living quarters of the clergy, a few guest quarters, and other functionary rooms.
The clergy here are rustic folk, not much concerned with the doings of the villages or the politics of House Mercur.
Gather Information (speaking with the priests):
DC 10: Hunters report strange sounds and tracks in the Effrin Hills. Been that way for a while now.
DC 15: Hunters report giant spiders in Mayvin's Woods. One brave one brought into town a large one the size of a horse. He said he knew a mage in Dwillingir who'd pay good coin for its parts. [see "Mayvin's Woods"]
DC 20: Animals have been acting skittish, especially along the west bank of the Lake and out near Jumris' place [See "Jumris' Farm"]
DC 25: There's a ranger up in the fortress, hanging out with the Splintered Arrows. That one's tuned to nature, but he's a bad apple. He's got killing in his eyes, and other than his mutt, he doesn't care about anyone or anything.
DC 30: Biris has seen some boat scrapes from time to time along the lakeshore near the promontory of the fortress. The boat marks are strange and don't appear to be from any Northbank or Southbank craft.
8. Village Keep:
This imposing structure is set atop a 50 ft tall hill and serves as the means to protect the unwalled village. The keep is entirely of stone, a lozenge-shaped outer structure some 20 ft tall which sports a central round tower some 30 ft in diameter that rises another 20 ft from the center of the main structure. The tower and the main keep are battlemented, and access is by way of a set of thick wooden gates reinforced by stout iron bands.
Within are some 35 warriors (Fighter 1), decked in studded leather and equipped with longspears, longbows, battleaxes, and heavy wooden shields. These are not Imperial troops, and are instead under the command of the mayor of the village. The village pays for the upkeep and maintenance of the troops, who are commanded by a native of the village. Currently, the commander is Bestin Yurginust (Fighter 3). The keep also boasts a dozen light warhorses in leather barding and equipped with lances for their riders.
The warriors do not much like the Splintered Arrows, but a few of the more vocal dissenters have gone missing, and with the previous commanders having been eliminated by the Splintered Arrows, the group is now cowed enough to stay out of Mercur business and stick to warding the village from humanoids and bandits. The commander is not in league with Mercur or the Splintered Arrows. But he is cautious and knows the rumours about what has happened to his predecessors. However, he could be carefully approached and agree to possibly aid the PCs. He could gather together some ten warriors of the keep whom he trusts to help as well. However, the approach to the commander would have to be very measured, as he is wise enough to suspect testing of his loyalty by Mercur. In addition, he will only aid a plan that he thinks has a good chance of success.
Gather Information (speaking with the warriors):
DC 15: Bestin has been in command for about six months now. Had three different commanders in the two years before then. Don't know what happened to them. They just sort of left and were replaced.
DC 20: Commander Bestin served for years as a caravan guard for House Mercur before returning to live with his elderly father about a year ago.
DC 25: The previous three commanders all opposed the growing Mercur presence and the settlement with Southbank.
9. Mayor's House:
This large house is a three story wood and stone structure flanked by two small wings. It is clear that the house is the best constructed in the village, for it is adorned with carvings of fish, boats, and various fanciful sea creatures. Within dwells the mayor of the village, Javis (Expert 4), along with his wife Allisa, both of whom are in their 40's. They have two children, both adolescent boys (age 15 and 12).
Javis is fully and completely terrified by the Splintered Arrows. He will urge strangers in the village to keep a low profile and will warn them away from town. If he suspects that they are up to taking some sort of action against House Mercur, Javis will try to send a message to the Mercur Fortress by way of one of the warriors of the Village Keep.
Gather Information:
None.
10. Long House:
This long wooden structure serves as a meeting hall, dance hall, and communal gathering place for the village. There is a large circular area cut into the center of the roof, and a place for a large bonfire beneath it. There is also a stage here, where bards can play for village dances.
Gather Information (on nights when a dance is being held or a festival is taking place):
DC 5: The Mercur trader Esphalios has settled the dispute between Northbank and Southbank. He dwells in the encampment near the new fortress along the west bank of the Lake.
DC 10: Most of the traders who come to Northbank are members of House Mercur. The few traders from other houses or unaffiliated have trouble making sales and usually leave quickly.
DC 15: There's some rough customers up at the new Mercur fortress. They sometimes come to Northbank and drink hard and play hard.
DC 20: Lots of folk who were against the settlement of the feud have left Northbank and gone to other lands. Some sold their property to new folk settling in the area. Others left their steads abandoned.
DC 25: That fortress of the Mercur House was built way too fast. No idea how they did it. In a matter of 2 months, the place went from a dusty tent encampment to this grand fortress. There's magic afoot there.
DC 30: The Splintered Arrows dwell in the Mercur fortress. They have about a score of men with them, and are led by a fearsome bastard named Ragyfir. They have a mage with them as well. Powerful. Saw him just appear one day in a puff of smoke near the South River Bridge, and they say that he torched a barn with a fireball.
11. Blacksmith:
This two story building is home and workshop of the village blacksmith, Redt Baldur (Fighter 1/Expert 3), a bear of a man who as obvious Thaneeri heritage. He says he is a freed slave, but some rumour says he slew his master in the Heartland and fled here. Nevertheless, he is quite a craftsman and the villagers accept and respect him.
Redt will warm to Thaneeri especially, but can be spoken to by anyone who can get past his gruff exterior. He dislikes the Splintered Arrows, considering them to be a bunch of puffed up ne'er-do-wells, and he especially dislikes House Mercur, though he won't take any overt action against them.
Gather Information (speaking with the blacksmith):
DC 15: Iron's all bad quality stuff now that Mercur is the favoured pet of Javis. How is a smith supposed to craft a good blade or shod a good hoof with brittle iron?
DC 25: That Halu-Jel from the fortress thinks he's strong, but I beat him at arm wrestling. He's not so bad as compared to the rest of the lot up there. Once, when Ragyfir beat a man in the inn, he turned and walked away.
12. Carpenter:
In this building, entirely of wood and two stories tall, is the workshop and residence of the village carpenter, Juristir Monogrin (Rogue 2/Wizard 2/Expert 3). Juristir is a 50 year old man who emigrated here from somewhere far to the west; he won't talk much about his past. But the man is known to have a few magic tricks up his sleeve, and is often regarded as the village wizard in these parts, though he dislikes using his magic and prefers to be thought of as a simple carpenter.
Juristir is quite fearful of Tyuloskil. He simply wants to lie low and ply his mundane trade, and will not wish to get involved in any schemes against House Mercur or the Splintered Arrows. He also is not willing to trade lore with other mages.
Gather Information (speaking with the carpenter):
DC 15: The mage Tyuloskil is Ragyfir's righthand man.
DC 20: Tyuloskil is a member of the Brotherhood of the Rose, a guild of conjurers.
DC 30: I am a mage of small repute and no consequence, but Tyuloskil is quie proficient. His staff is powerful, and has runes of summoning and darkness upon it, as well as a strange ward against some enchantment I have never seen before.
13. South River Bridge:
This wooden bridge is supported by stout logs sunk into the river bed. It is railed and carved to resemble leaping fish, as if jumping right across the river.
Gather Information:
None.
14. North River Bridge:
This bridge is made of stone, supported by two stone pillars sunk into the river bed. There are iron gates at each end that can be closed and locked by the commander of the Village Keep.
Gather Information:
None.
Negotiating Northbank:
The folk of Northbank are generally accepting of the settlement between the villages, though a simmering distrust of Southbank remains. Everyone believes that the settlement was Javis' idea, though a few might whisper that the idea was reallly brought forth by Esphalios. Strangers asking a lot of questions are likely to be met with fearful reticence, for they fear retaliation by the Splintered Arrows, but some careful questioning can reveal some superficial details about the Mercur Fortress and that a bardess was at the Fish Egg Inn for a time before she left. Most of the named patrons here were aware of Vandeseen's presence in Northbank, and of course Janus of the Fish Egg Inn can easily report that she played and resided at his inn for a time before departing for Southbank.
Part Four - Southbank:
Refer to the Southbank map below. Unless otherwise stated, all buildings are constructed of wood, usually raised on wooden supports a few feet off the ground to stay above snows and seasonal flooding of the nearby stream and creek. Buildings are one-storey unless indicated, with sloped, thatched rooves made of tough grass, wooden planks, and mud.
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The village shown on the map represents the walled village and a few of the outlying structures. There are other farms that spread out over some five miles that comprise about a third of the population of the village. These farmsteads tend to have wooden pallisades around a central house and barn situated in the center of their croplands. There are some twelve of these outlying farms.
Unless otherwise stated, all villagers are Level 1 Commoners.
Each location has a section detailing what information can be gathered using the Gather Information skill. A certain result will return all of the results for lower DC checks as well. In addition, there is a general Gather Information section that represents the PCs speaking with the general villagers who are not specifically described below. The information listed is of a general nature, but likely to be of interest to the PCs. Specific information regarding Vandeseen is listed in the section entitled "Negotiating Southbank". Bracketed items tell the sections to which certain rumours apply.
General Information:
DC 5: There has been a settlement between Northbank and Southbank. House Mercur helped negotiate the settlement.
DC 10: As a return of favour for negotiating the settlement, House Mercur now has exclusive rights to export the caviar crop of Northbank and the fish harvest or Southbank. They also tend to have favoured access to buy and sell in the villages.
DC 15: House Mercur has a settlement and keep along the west short of Lake Cald.
DC 20: House Mercur employs a band of tough mercenaries, and these sometimes come into the village. They are a really mean lot.
DC 25: There's been strange happenings along the Lake Road and in the surrounding area. Folks gone missing and strange sights and sounds.
1. Barist Wrist Inn:
This large structure is 3 storeys tall, the first of stone and those above of wood. There is a small tavern and common area on the first floor, and suites of private rooms above. The inn is run by Fostrum Barist (Fighter 1/Commoner 3) who is a 60 year old widower. His children are all moved away, but he shares the inn with a bouncer Etad (Fighter 3), three large dogs (treat as riding dogs), and a young lad named Hopps (Commoner 1). Several local women work at the inn as well.
Fostrum is friendly, even of strangers, and he is not much worried about the Splintered Arrows, as his wife is gone, his family far away, and he is a fairly old man, somewhat cantakerous in fact. It is only his importance to the village as a respected elder that has kept him alive and intact, as he has been critical of both the settlement with Northbankers (whom he still despises) and the Mercur influence. if asked directly about Vandeseen, Fostrum can tell that she played at the Five Fins Tavern and stayed here at the inn, but that one day about 3 months ago (in Snow NS 25) she simply disappeared, with her fare left on her pillow. Fostrum didn't think much of this, since bards are flighty folk and she paid her fare, but it was a bit sudden and took him somewhat by surprise.
Gather Information (speaking with Fostrum, Hopps, and patrons):
DC 5: Business has been lean since merchants from other Houses stopped coming to Southbank.
DC 10: Lots of folk who were against the settlement of the feud have left Southbank and gone to other lands. Some sold their property to new folk settling in the area. Others left their steads abandoned.
DC 15: There's buried Thaneeri treasure under Rainrunner Hill.
DC 20: There's been a scribe staying at the inn for almost two years now. He has inks and paper sent up to his room from time to time and rarely comes out of his study. Says he's writing an important book and also drafted the settlement accords. [See "Qanzi'kli"]
DC 25: Chebbred left Southbank suddenly about a year and a half ago. He told folks that he left for Iligor to inherit his uncle's farm, but he never mentioned having any family outside of the Coast before.
DC 30: Hephistas doesn't much like that mage up in the Mercur fortress. Hephistas has been heard to say that the mage ain't a true Brother of the Rose, in the fashion of the great Archmage Eracuss.
2. Commons:
This open area serves as a small market place and meeting and mustering area. On most days there are fishmongers here, with the day's catch salted and drying or available for sale. Many barrels are also here, with the fish curing and pickling within.
Gather Information (during daylight hours speaking with sellers and buyers):
DC 5: It's a good thing the settlement has stopped the Northbankers from over harvesting the roe. Soon there will be more fish. I just hope the Mercur traders will be able to handle all of the eventual business, what with us selling to them exclusively.
DC 10: The rumours that Esphalios was going to build a big cockfighting arena at his camp never came to pass. That leaves the pathetic pit at the Errant Splash.
DC 15: Little Atrinus found a deer hanging from a tree in the Histenwood. But it weren't hanging by ropes but by webs!
DC 20: Podim went against the settlement several times and fished in the Northbank beds. He went missing from his home and was never seen again.
DC 25: Esphalios the trader is skilled in the use of magic items. They say his brooch was made by elven sorcerers.
3. Errant Splash Tavern:
This homey single storey structure is a tavern, the sign of which is a wave splashing a surprised woman. The tavern is always crowded at night, and features a small pit area out back between the tavern and the village ramparts that sports cockfights, dogfights, and even the occasional wrestling match. The tavern is run by Verin Tostburn (Commoner 2/Expert 1), a man in his late forties who is unmarried. Several ladies serve the customers, and these dwell in the village proper.
Verin is garrulous, willing to talk up a storm. He supports the settlement, and even brags that a few Northbankers have come by to watch the fights out back. If questioned about Vandeseen, he will jealously state that she elected to play in the Five Fins Tavern and spurned his offer for her to play at the Errant Splash.
Gather Information (speaking witth Verin, the serving ladies, and patrons):
DC 5: Mayor Watley was against the settlement at first, but his wife worked some elven witchery on him and he turned around.
DC 10: That Vilgumese warrior from the keep, Hal-Jelu, sometimes comes to wrestle. No one has beaten him yet.
DC 15: A trader from House Riverine was beaten and run out of town a few months ago. He came from the Heartland and apparently didn't know which way was up around these parts.
DC 20: The carpenter in Northbank is a magician of some sort.
DC 25: Ragyfir, the leader of the Splintered Arrows, often travels to and from Dwillingir, but most of his men stay up in the fortress.
DC 30: Hoctil the smith has been complaining about the poor quality of Mercur iron. It is said he sneaks up to Dwillingir and buys iron from House Riverine! If the Splintered Arrows ever found out they'd be none too pleased.
4. Erinhoru Temple:
This structure is a ring of standing stones twenty feet in diameter topped by a roof of branches and mud. Within is an altar of stone shaped like a large bowl. Within the bowl is clear water that seems to bubble up from its base, as if from some mystical spring. The water then spills out of a channel cut into the side of the bowl and runs down a stone trough to merge with the Havim River. There are two priestesses who dwell here, a matron named Sadistre (Cleric 3) and a young adept Liannla (Cleric 2).
The priestesses here do not like House Mercur, or the Splintered Arrows, but they are more concerned about the unnatural presence in the Lake. If the PCs are from House Riverine and mention it to the priestesses, they will be glad to aid the PCs however they can, though such aid will be limited to spells and healing at the temple, for the priestesses are not warriors and will not travel out of the village with the PCs except in extremis.
Gather Information (speaking with the priestesses):
DC 10: Mercur does not properly observe the reverences for the rivers. It is likely because of their rivalry with House Riverine. Why did Riverine not step in and prevent Mercur from settling its iron grip on this village?
DC 25: Something unnatural dwells in the Lake. The fish speak of it. [see "Shadows in the Water"]
5. Pindar Temple:
This sturdy and unadorned stone and wood structure is two storeys tall but comprised of a single storey, a tall from chamber serves as chapel to Pindar, the god of craftsmen. There are pews for approximately a hundred people in the chapel, and various rooms flank the large chamber, serving as vestries and residences for the three priests here. Old Deacon Favory (Cleric 4), now in his seventies, is nominally in charge of the place, though he is old enough that he doesn't move around much. His protege, Alonsis (Cleric 4) now runs the day-to-day aspects of the temple, assisted by his new bride Khalintra (Cleric 2).
The Pindar clergy is not happy with the Mercur presence over the village, and despise Mayor Watley for changing the way of things in the village. They are not against the settlement per se, but are against the price the village has had to pay to enact the settlement. That said, the clergy is also rather staid, and conservative, and will not look favourably on any attempts by the PCs to disrupt life in the village.
Gather Information (speaking with the priests):
DC 5: There is no way the fortress along the west shore could have been built by honest hands in such a short time. Our god tells us so.
DC 10: Hoctil the smith was getting excellent quality iron until the orc armies were defeated. Now he complains that Mercur delivers inferior ingots to him. He says he has been betrayed.
DC 15: Although it is an Indolle matter, it does not serve the craftpersons of Southbank to sell their wares only to House Mercur.
DC 20: Some of the Splintered Arrows members have paid with strange gems that most have not seen before. They have told us that the stones come from far away lands.
6. Mayor Watley's Abode:
The mayor's abode sits atop Rainrunner Hill, which is merely a 50 ft hill that rises very steeply in the center of the village. Local rumour says that the hill is far too round and tall to be natural, and many speculate that something is buried within it, perhaps an ancient Thaneeri tower. Whatever the rumours, the mayor's abode dominates the village. It is a stone structure, two storeys in height. Mayor Watley (Fighter 2/Expert 2), in his mid 30s, dwells here with his paramour Alliz'santra (Sorcerer 3), a half-elf whom the mayor met while on a trade mission in the Imperial Heartland about a decade ago. Everyone in the village knows the Lady Alliz'santra knows elven magic, and on special occasions she delights the children by doing some flashy tricks, as most of her magics tend towards showy illusionry.
The pathway up to the abode is steep and winding, comprised of stone steps and a rope railing that winds up the hill.
Mayor Watley was for the settlement wiith Northbank early on, mainly from the influence of his wife, whose elvish upbringing regarded the feud as a foolish bit of human folly. However, he now regrets having allowed Esphalios and House Mercur gain so much sway over his village, and his wife has been quietly counseling him to plead to the Imperial authorities to drive Mercur out of its fortress along the west bank of the Lake, but the Mayor has, heretofore, not had the courage to do so. He will certainly not react well to any PCs attempting to act against Mercur, for fear of retaliation, but unlike Mayor Javis of Northbank, he will also not betray the PCs by relaying their plans to the Mercur Fortress.
Gather Information:
None.
7. Warders' Keep:
The Imperial Governor maintains a keep here, housing Imperial Warders who are charged with keeping the roads in the area safe, especially through the Arundel Forest. These warders are supposed to be loyal to the local Perastor, and take no orders from Mayor Watley, but as more than a few of the Warders grew up in Southbank, at least a third of them, if pressed, would side with Watley against the commands of the Perastor. Because of the presence of the Warders, Southbank, unlike Northbank, does not maintain a standing force of soldiery. Instead, Southbank relies on its own militia to keep the internal peace and to man the towers should trouble arise.
The Warders currently number 60 men, though at any given time two thirds are out on patrol or leave. The remaining score are all seasoned scouts and wilderness warriors (Ranger 2), and are commanded by Lieutenant Larrik (Fighter 3/Ranger 1), who is a member of the Imperial Legions. Larrik is loyal to the Perastor.
Although Larrick and some of the Warders are concerned with recent events in Southbank, they still consider the matter to be politics internal to the village and mercantile rivalry between the great Merchant Houses of the Imperium. Until the local perastor takes notice and commands them to action, they must be content to patrol the roads. That said, Larrick might be convinced to hear the PCs' plans and provide tactical advice.
Gather Information (speaking with the Warders):
DC 5: Mercur is getting too powerful in the region. How can the governor fail to intervene?
DC 10: Lieutenant Larrik is no friend of the Splintered Arrows, and I think he really hates that Noddens and his damn cur.
DC 20: Some travellers have been attacked along the road to Southbank. They report large, furry humanoids. We've seen some trouble from gnolls before. But not for a while. [See "Flesh and Fur"]
8. Wizard's Abode:
This fine wooden abode is two storeys tall and the home of a wizard named Hephistas (Wizard 5). Hephistas doesn't talk much about his past, but hints to the villagers suggest he had many a hair-raising adventure in his youth. Now, the 40 year old man has apparently settled down, though he does occasionally craft magic items for those who come to him with proper payment. Hephistas is not particularly interested in the feuding between Southbank and Northbank, despite the fact that his 3rd level spells make him a force to be reckoned with in the region. Local rumour also suggests that the mage has some fairly extensive basements and tunnels under his abode, with the more outlandish suggesting these tunnels go all the way into Rainrunner Hill (see 6 above). Hephistas keeps a small earth elemental as a familiar, and the local children call it "Mudder Rocky".
Hephistas is not willing to aid the PCs much, for he simply wants to be left alone to his work and research, and the Splintered Arrows are content to steer clear of the wizard. Nevertheless, he can provide the PCs with access to potions or scrolls.
Gather Information (speaking with Hephistas):
DC 15: The Splintered Arrows have a mage of no small repute with them. He is or was a member of the Brotherhood of the Rose, a group of adept conjurers who are led by the Archmagus Eracuss. As long as they leave me be, I have no quarrel with them.
DC 25: A local lad found a strange sort of dust in the woods near the Jaffensir Wash. I have yet to analyze it properly, but it seems to be a powedered metal of some sort.
DC 35: Ragyfir wears a strange amulet around his neck that detects strongly of a variety of schools or magic. I have never detected a dweomer like it. Most strange. Most puzzling.
9. Mill:
This tall round structure is home to the local wood mill. Though most mills might be positioned along the riverbank to use the water to power the saws, when the prior two mills were burned during raids by humanoids, the miller decided to rebuild within the village walls and use oxen to turn the wheels. He also fashioned a large windmill at the top of the structure to aid in the process. The windmill is some 40 ft tall, with the 15 ft blades extending beyond that. The structure is conical, coming near to a point at its crown where the blades pivot. Within, two oxen turn a great wheel, which moves a variety of saw blades that extend to the southeast of the mill, shaded under a wooden awning. Here, planks of lumber are stacked in bins under linen tarps, and here all of the cutting work is done. The miller, Bartolimus Dangsen (Commoner 1/Expert 2), dwells in a low wooden house just to the southeast of the mill, with his lovely young wife and their new baby boy.
Bartolimus is not fond of House Mercur, but is not willing to risk his family by being involved in any way against the House or the Splintered Arrows.
Gather Information (speaking with Bartolimus):
DC 10: Woodcutters have found webs in Histenwood. Bigger than usual.
DC 15: All of my wood now must be sold to Mercur merchants. So says Mayor Watley. It ain't right, but too many folk who have spoken out against it have had a rough time of it. I have to think of my wife and babe.
10. Moot House:
This long wooden structure serves as a meeting hall, dance hall, and communal gathering place for the village. There is a large circular area cut into the center of the roof, and a place for a large bonfire beneath it. There is also a stage here, where bards can play for village dances.
Gather Information (on nights when a dance is being held or a festival is taking place):
DC 5: It's a good thing the settlement has stopped the Northbankers from over harvesting the roe. Soon there will be more fish. I just hope the Mercur traders will be able to handle all of the eventual business, what with us selling to them exclusively.
DC 10: The rumours that Esphalios was going to build a big cockfighting arena at his camp never came to pass. That leaves the pathetic pit at the Errant Splash.
DC 15: Little Atrinus found a deer hanging from a tree in the Histen Woods. But it weren't hanging by ropes but by webs!
DC 20: Podim went against the settlement several times and fished in the Northbank beds. He went missing from his home and was never seen again.
DC 25: Esphalios the trader is skilled in the use of magic items. They say his brooch was made by elven sorcerers.
11. Bridge:
This wooden bridge is supported by two living trees that grow right out of the river and branch out above the bridge, sort of forming a covered bridge, especially in the spring and summer when the leaves are in full bloom. These trees were placed by the Erinhoru priestesses of old.
Gather Information:
None.
12. Docks:
Most of the boats used by the fishermen are simply drawn up and moored on the beaches on the lakeside. However, there is a set of small wooden piers here forming the village docks. These are used for some of the larger boats. The southbank "lake navy" is not as formidable as Northbank's, but most of these boats do have heavy crossbows mounted upon the prows, many of them with pitch-covered bolts to form flaming missiles.
Gather Information (early morning or late morning as the fishermen head out or return from the Lake):
DC 5: Been almost no trouble on the Lake since the settlement. Now fishermen can concentrate on fishing and not having to fight Northbankers.
DC 10: Some of the best fishing spots have been set aside for the damned Northbankers! Some say they got the best of the settlement.
DC 15: Fish don't hang around the promontory. Something frightens them away.
DC 20: Been reports of large shapes at night on the lakeshore near to the Mercur encampment. Real large but real quiet. [See "Flesh and Fur"]
DC 25: A fisherman saw a school of fish doing strange things. Some of them leapt right up out of the water and onto shore. Others swam around in crazy circles. Still others swam upside down. This happened near the west shore.
DC 30: One morning, early, a fisherman saw some craft on the Lake head right into the base of the promontory. Must be some sort of cove or cave there.
13. Wall, Towers, and Gates:
Unlike Northbank, Southbank is a walled village. Earthen ramparts 8 ft tall surround the village, and driven into these are stout wooden logs, some 10 ft high and sharpened to a fire hardened point some 2 ft tall. At various intervals around the pallisade are round wooden towers. These do not extend all the way from the ramparts, but are instead 20 ft diameter platforms set upon thick stilts driven into the ramparts. The platforms are 8 ft above the rampart, 4 ft below the top of the pallisade. This allows archers to stand on the platform and fire between the sharpened points of the pallisade, giving them almost as much cover as a proper arrow slit (double cover bonuses). These towers are topped by a conical wooden roof some 10 ft above the platform, to provide cover from indirect fire and from rain.
The village gates are thick wooden gates reinforced by iron bands. They can be triple barred with two wooden and one steel bar, and they can be opened or closed by simply pulling on ropes attached to the inside of the gates.
At all times the village keeps a single man in each tower. These are militia drawn from the citizenry and doing their service time. Each adult male under the age of 60 pulls an 8 hour watch once per week.
Gather Information:
None.
14. Five Fins Tavern:
Standing next to the village gates, this two storey structure is the main tavern for the village. While the Errant Splash Tavern (see 3 above) caters mainly to residents of the outlying farms and the rowdier villages, this tavern caters to the more well-to-do villagers and travellers to the village. The tavern is run by Kahum DuJeneris (Rogue 1/Expert 1), who bought the place from the prior owner. Kahum has some Morakki blood in him, as evidenced by his almond eyes and black hair, but he can't speak a lick of the language of the Easterners. Kahum is assisted by his two slaves, both young women who serve him in the tavern and in the bedroom.
Kahum will divulge that a bardess played in his tavern for a time, until about 3 months ago (during the month of Snow NS 25), when she seemed to have left Southbank suddenly. Kahum can describe the bardess as talkative and rather inquisitive, and that she was always asking people a lot of questions. He seems to remember her being interested in the scribe staying in the Barist Wrist Inn just before she left.
Gather Information (speaking with Kahum or patrons):
DC 5: This place used to be crowded with travellers and merchants from all over the Province. But most of the other merchant Houses have been scared away or made clear they are not wanted.
DC 10: A Northbanker and Southbanker recently married. That was unthinkable two years ago.
DC 15: Mayor Watley was long against the settlement, but he eventually came around. Now he says that he is quite happy with the situation and that Southbank will benefit from it in the long run.
DC 20: There was a pretty little bardess here a bit ago. She could play a lively tune. But she up and left without a word, her bed was unmade and her fare was left on the pillow. But you know minstrels, flighty as a sparrow.
DC 25: That lad from the keep, Vyarskin, is a ladies man. He also comes from the Kingdom of Slumber and is said to have strange powers learned from one of the Heroes. He took a shine to that bardess who played here for a bit.
DC 30: That Ragyfir is always wearing that amulet of his, and sometimes he seems to be speaking to it.
Negotiating Southbank:
The folk of Southbank are generally accepting of the settlement between the villages, though a simmering distrust of Southbank remains. Everyone believes that the settlement was Watley's idea (some believe his wife was actually behind it), though a few might whisper that the idea was reallly brought forth by Esphalios. Strangers asking a lot of questions are likely to be met with fearful reticence, for they fear retaliation by the Splintered Arrows, but some careful questioning can reveal some superficial details about the Mercur Fortress and that a bardess was playing at the Five Fins Tavern and staying at the Barist Wrist Inn for a time before she left.
Part Five - Encounters in the Region:
This sections presents specific important or dangerous encounters in and around the region. These are likely to be based on items gleaned from Gather Information checks. They may also come into play as a result of the actions of the minions of House Mercur. Each section describes the encounter and then suggests other ways in which the encounter subjects may interact with the PCs.
The Effrin Secret:
The sorceress Qanzi'kli has set a pack of undead in a cave in the Effrin Hills. These he uses to conduct special operations in the region. The pack consists of zombies, a couple of brine zombies risen from the Lake, and a hulking corpse. The undead are commanded to obey her commands as well as the commands of her quasit familiar.
The cave is an opening 10 feet in diameter that is set in a small dell between three hills. The entrance is covered by bushes and rocks (Spot DC 15), but the undead have left tracks that can be seen using the Track skill. Assume the zombies have travelled to the Lake road and back within the last 14 days and the hulking corpse has within the last 28 days. This would put the Track DCs at DC 27 for the zombies and DC 38 for the hulking corpse (assuming very soft ground and snowfall since).
Within the opening is a small cave some 30 feet in diameter that holds the zombies and brine zombies. A large crack in the rear of the cave is 5 feet wide and 10 feet tall and leads down a 10 foot slope to a damp cavern some 20 feet tall and oval shaped, 30 feet wide and 50 feet deep. Within lairs the hulking corpse.
* Hulking Corpse: CR 9; Large undead; HD 20D12+20; hp 150; Init +0; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 21 (touch 9, flat-footed 21); Atk +12 melee (2D6+13, bite)* and +7 melee (1D6+9 [x2], claws)*; SA improved grab, rend; SQ DR 5/bludgeoning and magic, darkvision 60 ft, mindless, undead traits; AL CE; SV Fort +6, Ref +6, Will +13; Str 26, Dex 10, Con -, Int -, Wis 12, Cha 8. Height 11 ft. Skills and Feats: None; Improved Toughness, Power Attack. Special Attacks: Improved Grab (Ex): To use this ability, a hulking corpse must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Rend (Ex): A hulking corpse that wins a grapple check after a successful claw attack establishes a hold, latching onto the opponent's body and tearing the flesh. This attack deals an extra 3D6+12 points of damage. Special Qualities: Mindless (Ex): Hulking corpses are mindless, having no Int score, so they do not have any skills. A hulking corpse is immune to all mind-affecting spells and abilities. * adjusted for Power Attack feat (-5 to attack, +5 to damage). |
* Zombies (6): CR ½; Medium undead; HD 2D12+3; hp 16; Init -1; Spd 30 ft (cannot run); Space 5 ft; Reach 5 ft; AC 11 (touch 9, flat-footed 11); Atk +2 melee (1D6+1, club); SQ DR 5/slashing, darkvision 60 ft, single actions only, undead traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1. Height 6 ft. Skills and Feats: None; Toughness. Possessions: club. |
* Brine Zombies (2): CR 1; Medium undead (aquatic); HD 4D12+3; hp 29; Init -1; Spd 30 ft (cannot run), swim 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 9, flat-footed 13); Atk +4 melee (1D6+2, slam); SQ DR 5/slashing, darkvision 60 ft, resistance to fire 10, single actions only, undead traits; AL NE; SV Fort +1, Ref +0, Will +4; Str 14, Dex 8, Con -, Int -, Wis 1-, Cha 1. Height 6 ft. Skills and Feats: None; Toughness. |
These undead will attack anyone entering the caves, but will not pursue beyond sight of the cave, though this means they will emerge to chase foes for some small distance.
Usually, Qanzi'kli will teleport to this cave when she needs to command the undead, and then teleport back to her inn. If necessary, she can send her quasit in her stead, though it takes the quasit longer to fly to this cave from Southbank.
If the PCs seem to be heading towards the Mercur Fortress along the north side of the Lake, Qanzi'kli will teleport to the cave and roust her undead minions, having her quasit lead them into an ambush of the PCs along the way. The quasit will stay invisible and out of the way of combat, but will set the undead as best he can and give them instructions as to when to attack.
Jumris' Farm:
Several of the outlying farmsteads have been taken over by the evil forces guiding House Mercur. In many cases, these were steads where farmers were too vocal against the settlement or the presence of House Mercur. The farmers and their families were abducted and slain, and evil beings set in their place.
The Jumris farm is just such a place. The stead is located about 5 miles north of Northbank, along the Bogdale Stream. The fields are marked by a low stone wall, with the front end abutting a lane that follows the stream. Here there is a wooden gate with a carving of a cow with a "J" in its flank.
Jumris was an Imperial veteran of the Sixth Legion having served in northern Antoria and along the Pilong border. Mustering out at age 42, he brought his wife to Lake Cald and fathered two children, both sons. At the time of the Jumris family abduction, Jumris was 53 years old. His wife, Abreggta was 45 and their two sons named Justold and Belison were 10 and 8 years old.
The stead is comprised of a homey wooden house with thatched roof, consisting of a single story and loft. Next to it is a large barn.
The fields, once well tended, are now left fallow in the year since the family was taken. However, due to the time of year and snow on the ground, this will not be automatically apparent. A DC 15 Profession (farmer) check or a DC 20 Knowledge (nature) check will reveal that the fields are not well tended and have not been for some time.
The barn is locked, its large door secured by a rusted chain and padlock (Open Locks DC 25 [5 extra for its rusted condition]), and within are the corpses of various farm animals, now skeletons. The place is a mess within and it is clear that the animals were locked in and simply allowed to expire.
The house is shuttered, its door barred by a wooden bar and the windows closed.
Within the house is a large common chamber that serves as living room, dining area, and kitchen, a cellar that held roots, and a ladder leading to an upper loft that contains partitioned sleeping areas. The place is a mess, dusty and not kept clean, and there are remains of large animals strewn about the place, which smells horrible and is abuzz with flies and other vermin.
Within dwells the alu-demon V'neshtaggua. She is a daughter of the succubus Abrinda, born to a human father some 20 years previous to the present date. V'neshtaggua has been assigned by her mother to aid House Mercur in its consolidation of power in the region, and to this end she has set up in the Jumris farm. Her task is to keep an eye on Northbank, which she often does in one guise or another, using her detect thoughts ability to keep tabs for trouble makers amongst the populace. It was she who first determined that Vandeseen was an agent of House Riverine, and she knows that the minstrel is being held captive in the Mercur Fortress. Her mother has now warned her to be on watch for the PCs, but not to take any action against them, for she does not wish for the presence of evil outsiders to be known to the PCs.
Nevertheless, if the PCs decide to investigate the Jumris Farm, they will be met by the alu-demon in the guise of Farmer Jumris. He will be elusive, and use his suggestion ability interwoven with his conversation to try to steer the PCs out of the region or to determine what their plans are. If possible, the alu-demon will even act like he hates House Mercur and offer to ally with the PCs, intending to slay them while they sleep at his farm or perhaps on the road to the Fortress. Of course, the latter is in contravention of Abrinda's wishes, but demons are not well known for obeying orders. In any event, he will claim, if asked, that his family has gone to the Heartland to visit with relatives, and if questions about the state of his farm, he will say that he has been of ill health of late, and his hired hands have all abandoned him due to the bullying and intimidation of the Mercur bully-boys that come to town from time to time.
If the PCs try to enter the farmhouse, V'neshtaggua will attack, calling for the nerizo to assist her. Normally, the nerizo haunts around the house, often lairing in the cellar. If the alu-demon is sorely pressed it will use its dimension door ability to escape. It always holds this ability in reserve as a means of escape. Once discovered, if she flees, she will head to the Mercur Keep and bolster the defenses there.
* V'neshtaggua the Alu-Demon: Female alu-demon Rogue 1/Fighter 1/sorcerer 1; CR 8; Medium outsider (evil, extraplanar, tanar'ri); HD 6D8+6 plus 1D6+1 plus 1D10+1plus 1D4+1; hp 53; Init +1; Spd 30 ft, fly 50 ft (average); Space 5 ft; Reach 5 ft; AC 21 (touch 11, flat-footed 20); Atk +10/+5 melee (1D8+3+1D6 acid, +1 corrosive longsword) or +9 melee (1D3+2 [x2], claws); SA sneak attack +1D6, spell-like abilities, vampiric touch; SQ darkvision 60 ft, DR 5/cold iron, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft, trapfinding, SR 12; AL CE; SV Fort +8, Ref +8, Will +9; Str 15, Dex 13, Con 13, Int 15, Wis 14, Cha 15. Height 6 ft. Skills and Feats: Bluff +10, Concentration +9, Disguise +6, Escape Artst +6, Hide +8, Jump +6, Knowledge (arcana) +4, Knowledge (planes) +8, Listen +14, Move Silently +9, Search +10, Spellcraft +4, Spot +14; Cleave, Combat Casting, Dodge, Power Attack. Special Attacks: Spell-Like Abilities: At will - charm person (DC 13), desecrate, detect thoughts (DC 14), shapechange (Medium humanoid only), suggestion (DC 15); 1/day - dimension door. Caster level 8th. Vampiric Touch (Su): An alu-demon that successfully hits with a claw attack deals 1D3+2 points of damage (each claw). The alu-demon temporarily gains hit points equal to the damage dealt. The alu-demon cannot do more damage to a person than the victim's it points +10. The temporary hit points disappear in one hour. Possessions: +2 chain shirt, +1 corrosive longsword, wand of Lightning Bolt at 5th level with 16 charges, spell component pouch, peasant's outfit. Spells Known (cast 5/4): 0 - daze, detect magic, read magic, resistance; 1 - protection from good/law, shield. Base DC = 12 + spell level. |
* Nerizo: CR 8; Medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 8D8+16; hp 52; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft (10 ft with tail); AC 21 (touch 11, flat-footed 20); Atk +11 melee (1D4+1 [x2], claws) and +6 melee (1D6+1 plus poison, tail sting); SA spell-like abilities, spit acid, poison, summon demons; SQ darkvision 60 ft, DR 5/cold iron, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, scent, SR 19; AL CE; SV Fort +8, Ref +7, Will +8; Str 15, Dex 13, Con 14, Int 8, Wis 14, Cha 14. Height 6 ft. Skills and Feats: Climb +11, Concentration +11, Hide +12, Listen +19, Move Silently +10, Spot +19; Power Attack, Weapon Focus (claw), Weapon Focus (tail sting). Special Attacks: Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1D6 Str. Spell-Like Abilities: At will - darkness, desecrate, detect good. Caster level 16th. Spit Acid (Ex): Once every 1D4+1 rounds, the nerizo can eject a globule of stomach bile at a single foe that is within 10 ft. The acidic bile deals 4D6 points of acid damage; Reflex save (DC 16) halves the damage. Summon Demons (Sp): 1/day a nerizo can attempt to summon 1-2 nerizo with a 35% chance of success. |
Shadows in the Water:
The drow have summoned or created several horrid creatures to guard the water entrance to the dungeons beneath the Mercur Fortress and to enforce its will upon the Lake and its fishermen. These creatures are usually found within 200 ft of the water entrance to the dungeons, at the base of the promontory, but they can be commanded by Qanzi'kli and Ragyfir to undertake missions anywhere on the Lake. The merrow are as stupid and dull as their landbound kin, but they know all of the members of the Splintered Arrows as well as the scribe from the Barist Wrist Inn, and will not attack these persons, instead allowing them safe passage into and out of the dungeon water entrance.
* Fiendish Merrows (4): CR 4; Large giant (aquatic, extraplanar); HD 4D8+11; hp 32; Init -1; Spd 30 ft, swim 40 ft; Space 10 ft; Reach 10 ft (15 ft with longspear); AC 13 (touch 8, flat-footed 13); Atk +8 melee (2D6+7, longspear) or +7 melee (1D6+5, stone dagger); SA smite good; SQ darkvision 60 ft, DR 5/magic, low-light vision, resistance to cold and fire 5, SR 9; AL CE; SV Fort +6, Ref +0, Will +1; Str 21. Dex 8, Con 15, Int 6, Wis 10, Cha 7. Height 9 ft. Skills and Feats: Climb +5, Listen +2, Spot +2, Swim +12; Toughness, Weapon Focus (longspear). Special Attacks: Smite Good (Su): 1/day, +4 damage against good foe. Possessions: large longspear, large stone dagger. |
* Lacedons (6): CR 1; Medium undead (aquatic); HD 2D12; hp 14; Init +2; Spd 30 ft, swim 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +2 melee (1D6+1 plus paralysis, bite) and +0 melee (1D3 plus paralysis [x2], claws); SA ghoul fever, paralysis; SQ darkvision 60 ft, undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12. Height 5 ft 6 in. Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7, Swim +9; Multiattack. Special Attacks: Ghoul Fever (Su): Disease - bite, Fort DC 12, incubation 1 day, damage 1D3 Con and 1D3 Dex. Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fort save or be paralyzed for 1D4+1 rounds. Elves have immunity to this paralysis. |
Qanzi'kli:
Qanzi'kli is, without a doubt, the most important and senior figure in the region working on behalf of House Mercur and its drow masters. She is the only drow in the region, for N'Araktheel considers the Lake Cald operation too important to proceed without at least one trusted and competent drow to oversee it. Ragyfir knows the true identity of Qanzi'kli, but to the rest of the villagers and Splintered Arrows, she is an aged human male scribe who came to the region several years ago. Ostensibly, this scribe came here to draft the settlement agreement and keep record of the negotiations and trade agreements. Apparently, the scribe liked the quaint village of Southbank and decided to reside here to finish a tome he is writing. The scribe stays at the Barist Wrist Inn, and is known as a recluse, rarely coming down even to the common room, and almost never going out of the inn.
Qanzi'kli despises the sunlight, and keeps her room well shuttered against it. She has her meals delivered to her room, and places the dishes and chamber pot outside every morning for the inn staff to take away. Usually, she dispatches her quasit familiar to be her eyes and ears and send messages for her bidding around the region. The quasit also occasionally flies to Dwillingir to make reports at House Mercur. However, when the need arises, Qanzi'kli can use her teleport spells to travel around the region. She treats the Sanctum Chamber of the Mercur Fortress as Very Familiar. Her room at the Barist Wrist Inn, and ettercap dome in Mayvin's Woods, and the undead cave in the Effrin Hills are also Very Familiar. The remainder of the Mercur Encampment, Fortress, and Dungeons are treated as Studied Carefully. Most of Northbank and Southbank are considered Seen Casually. In addition, though not relevant to this scenario, N'Araktheel's Chamber beneath House Mercur is also Very Familiar.
Qanzi'kli is disguised using her potent mask of disguise. She has also gained a level since she was first mentioned in the scenario "The Lake Cald Situation".
The drow sorceress was chosen for this mission by N'Araktheel because she is patient, discrete, and cunning. The DM should consider play of this NPC successful if the PCs never realize her true nature. They may come to suspect the strange scribe in the Barist Wrist Inn, and may even link the quasit to the scribe, but her identity as a drow should only be revealed by extreme circumstances.
Many of the creatures who serve House Mercur know and take orders from Qanzi'kli while in her scribe form. In this case, they believe her to be a powerful male human wizard serving the masters of the Fortress.
In no way is Qanzi'kli inclined to fight the PCs. Ever. That is not her mission. She will, instead, serve to set her forces against the PCs, the coordinating force behind many of the obstacles the PCs will face (e.g. the Spider Ambush, the undead from the Effrin Hills, etc.). If the PCs come after her, she will, if necessary, simply teleport away. Likely first to the Mercur Fortress to warn the Splintered Arrows and then to House Mercur.
If, in her scribe guise, she is asked for a name, she will give it as Terreimen.
* Qanzi'kli, Drow Sorceress: Female drow elf Sorcerer 10; CR 11; Medium humanoid (elf); HD 10D4; hp 28; Init +7; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 15, flat-footed 13); Atk +6 melee (1D4+1, +1 dagger) or +8 ranged (ranged touch spells); SA spell-like abilities; SQ alertness, darkvision 120 ft, empathic link, immunity to sleep spells and effect, light blindness, +2 bonus to Will saves vs spells and spell-like abilities, Search checks when passing secret doors, SR 21; AL CE; SV Fort +3, Ref +6, Will +9; Str 10, Dex 17, Con 11, Int 18, Wis 14, Cha 18. Height 4 ft 2 in. Skills and Feats: Bluff +9, Concentration +13, Diplomacy +8, Disguise +9 (+11 when acting), Forgery +6, Knowledge (arcana) +17, Knowledge (planes) +8, Listen +8, Search +7, Spellcraft +19, Spot +7; Improved Counterspell, Improved Familiar, Improved Initiative, Reactive Counterspell. Special Attacks: Spell-Like Abilities: 1/day - dancing lights, darkness, faerie fire. Caster level 10th. Possessions: +1 dagger, ring of protection +2 (shaped like an onyx spider), amulet of natural armour +1 (shaped like a silver spider), drow house insignia (House Vrielsevri, blur 1/day), greater piwafwi, mask of disguise, 4 vials of drow sleep poison. Spells Known (cast 6/7/7/7/6/3): 0 - acid splash, daze, detect magic, mage hand, no light, read magic, resistance, silken glue, touch of fatigue; 1 - hail of stones, mage armour, magic missile, ray of enfeeblement, shield; 2 - invisibility, protection from arrows, see invisible, web; 3 - dispel magic, fireball, lightning bolt; 4 - animate dead, dimension door; 5 - teleport. Base DC = 14 + spell level. Languages: Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon |
* Mask of Disguise: This porcelein mask, when placed over the face of a Medium humanoid or monstrous humanoid creature, allows the the wearer to cast alter self at will. Moderate Transmutation; CL 5; Craft Wondrous Item, alter self; Price 18000 gp; XP 720. |
Qanzi'kli's room at the Barist Wrist Inn contains nothing that might give away her identity. There are the expected accoutrements of a scribe, including various inks and pens, piles of parchments, a blotter, etc. There are several books, all in Common, that seem to deal with astrology and celestial bodies, and one that is a hymnal to some of the less than savory aspects of worship of Heleniarr. Interestingly, there is no sign of any partially authored book or tome anywhere in the room.
Mayvin's Woods:
Mayvin's Wood is named after a famous druid of old who lived in the area. The druid long since died, and none ever came to replace him.
Currently, Qanzi'kli has sequestered some spiderous pets in the woods, to serve at her beck and call. The spiders from the Spider Ambush (see above) were just such pets. These are kept by a powerful ettercap who acts as a sort of shepherd for the arachnids. The ettercap serves and is rewarded with human flesh by Qanzi'kli, but always in her scribe form, never in her drow form. As far as the ettercap is concerned, it is in the pay of House Mercur and the humans in the Mercur Fortress.
The woods are currently inhabited by well over 5000 tiny monstrous spiders, 1000 small monstrous spiders, 48 medium monstrous spiders, 20 large monstrous spiders, and 12 huge monstrous spiders. These are in addition to the spiders encountered in the Spider Ambush. Of course, all of these spiders won't be encountered at the same time. Instead, assume that for every hour in the woods, a spider encounter will occur on a roll of 1 on a D4. The DM can, if such an encounter is indicated, roll another 1D4 to see if two encounters occur in the same hour, and so forth. If an encounter(s) are indicated, roll 1D4 for the number of spider groups encountered. Then roll for each group on the following table:
|
2D100 Tiny Monstrous Spiders |
|
5D10 Small Monstrous Spiders |
|
1D20 Medium Monstrous Spiders |
|
1D10 Large Monstrous Spiders |
|
1D4 Huge Monstrous Spiders |
The total number of spiders of each kind encountered cannot be greater than the total numbers above. Medium and large monstrous spiders will be web-spinners 75% of the time and hunters 25% of the time. Half of any hunters are actually intelligent watch spiders.
The ettercap has taken residence beneath the large hill that once served as Mayvin's druidic circle. Atop the hill are ruins of stone plinths. Several tunnels, screened by bushes and rocks (Spot DC 20), lead into the mound, which contains two dozen chambers at varying heights from one another, accessed by means of shafts and tunnels 10 ft in diameter. These chambers are, themselves, between 20 ft and 30 ft in diameter, and contain webs, bones, and blood drained husks of previous victims. The ettercap's sanctum is located at the very center of the base of the hill, and is hidden by cunningly wrought doors made of webbing with rocks and dirt stuck to them (Search DC 25). Within the ettercap's lair are a total of 125 cp, 160 sp, 35 gp, and an agate and silver hairpin in the shape of a flower (145 gp).
The following monstrous spiders are in residence within the mound. These are in addition to those listed as roaming the woods above.
160 Tiny Monstrous Spiders
50 Small Monstrous Spiders
20 Medium Monstrous Spiders (6 of which are intelligent watch
spiders)
10 Large Monstrous Spiders
4 Huge Monstrous Spiders
All of these except for the watch spiders are web-spinners. Watch spiders are hunting spiders with an Int of 10. They can be affected by mind-affecting spells and are Magical Beasts.
The mound is not presented in map form for this scenario. The passages are far too numerous and the chambers, being scattered over 3 dimensions, would be difficult to set forth on a 2 dimensional map. Suffice to say that every chamber will have between 3-6 exits, at least one of which will be 10 ft in diameter and the rest between 1 and 10 ft in diameter. Some of these will be clogged with webs. Others will be clear.
* Tiny Web Spider: CR 1/4; Tiny vermin; HD 1/2D8; hp 2; Init +3; Spd 20 ft, climb 10 ft; Space 2.5 ft; Reach 0 ft; AC 15 (touch 15, flat-footed 12); Atk +5 melee (1D3-4 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 1 ft 6 in. Skills and Feats: Climb +11, Hide +15*, Jump -4, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1D2 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 10) or burst it with
a Strength check (DC 14). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Small Web Spider: CR 1/2; Small vermin; HD 1D8; hp 4; Init +3; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 11); Atk +4 melee (1D4-2 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 3 ft. Skills and Feats: Climb +11, Hide +11*, Jump -2, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1D3 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 10) or burst it with
a Strength check (DC 14). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Medium Web Spider: CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 30 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 6 ft. Skills and Feats: Climb +11, Hide +7*, Jump +0, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1D4 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 12) or burst it with
a Strength check (DC 16). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Medium Hunting Spider: CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3; Spd 40 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1D6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL NE; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 6 ft. Skills and Feats: Climb +11, Hide +7, Jump +10*, Move Silently +3, Spot +12*. Special Attacks: Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1D4 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Hunting spiders have a +10 racial bonus on Jump and a +8 racial bonus on Spot checks. |
* Large Web Spider: CR 2; Large vermin; HD 4D8+4; hp 22; Init +3; Spd 30 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +4 melee (1D8+3 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 10 ft. Skills and Feats: Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4. Special Attacks: Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1D6 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 13) or burst it with
a Strength check (DC 17). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Large Hunting Spider: CR 2; Large vermin; HD 4D8+4; hp 22; Init +3; Spd 40 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +4 melee (1D8+3 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL NE; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 10 ft. Skills and Feats: Climb +11, Hide +9, Jump +12*, Move Silently +4, Spot +15*. Special Attacks: Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1D6 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Hunting spiders have a +10 racial bonus on Jump and a +8 racial bonus on Spot checks. |
* Huge Web Spider: CR 5; Huge vermin; HD 8D8+16; hp 52; Init +3; Spd 30 ft, climb 20 ft; Space 15 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 13); Atk +9 melee (2D6+6 plus poison, bite); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2. Diameter 15 ft. Skills and Feats: Climb +12, Hide -1*, Jump +4, Move Silently +3*, Spot +4. Special Attacks: Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1D8 Str. Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check (DC 16) or burst it with
a Strength check (DC 20). Both are standard actions. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Special Qualities: Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. * Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
* Ettercap: CR 3; Medium aberration; HD 7D8+7; hp 41; Init +3; Spd 30 ft, climb 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +7 melee (1D8+2 plus poison, bite) and +5 melee (1D3+1 [x2], claws); SA poison, web; SQ low-light vision; AL NE; SV Fort +5, Ref +5, Will +7; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8. Height 6 ft. Skills and Feats: Climb +10, Craft (trapmaking) +6, Hide +9, Listen +4, Spot +8; Combat Reflexes, Great Fortitude, Multiattack. Special Attacks: Web (Ex): An ettercap can cast a web 8/day. It has a maximum range of 50 ft, with a range increment of 10 ft, and is effective against targets up to medium-sized. The web anchors the target in place, allowing no movement. The victim is also -2 to attack and a -4 penalty on effective Dexterity. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst the web with a successful Strength check (DC 18), both of which require full-round actions. The web has 6 hit points and takes double damage from fire. Ettercaps can move across their own webbing at their climb speed and can determine the exact location of any creature touching their webs. Poison (Ex): Bite, Fortitude save (DC 16), initial damage 1D6 Dexterity, secondary damage 2D6 Dexterity. |
Flesh and Fur:
The Splintered Arrows have recruited one of the local bands of humanoids to serve it. The band lurks in the Histen Wood between the Fortress and Southbank, where it awaits word from one of the Splintered Arrows leaders or Qanzi'kli in scribe form. If the PCs are heading to or from the Fortress by way of the southern road, then these humanoids will likely be given the orders to ambush the PCs. They lair in a group of wooden huts and dugouts in the center of the woods. The group is led by the gnoll sergeant, who is the smartest and most clever of the band. He knows that the strength of his band lies in their ability to hit and run, and will try to adopt such tactics instead of simply trying to overwhlem opponents who seem well-armed and prepared.
* Gnoll Rangers (5): Male gnoll Ranger 1; CR 2; Medium humanoid (gnoll); HD 2D8+2 plus 1D8+1; hp 20; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1D8+2, battleaxe) or +3 ranged (1D6+2, throwing axe); SA favoured enemy (humanoid [human] +2); SQ darkvision 60 ft, wild empathy; AL CE; SV Fort +6, Ref +2, Will +0; Str 15, Dex 12, Con 13, Int 8, Wis 11, Cha 8. Height 7 ft. Skills and Feats: Knowledge (nature) +1, Listen +2, Spot +3, Survival +3; Power Attack, Track, Weapon Focus (battleaxe). Possessions: leather armour, heavy wooden shield, battleaxe, throwing axes (3), belt pouch, 16 cp, 22 sp, 12 gp. |
* Gnoll Archers (4): Male gnoll Ranger 2; CR 3; Medium humanoid (gnoll); HD 2D8+2 plus 2D8+2; hp 26; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 15); Atk +5 melee (1D8+2, battleaxe) or +5 ranged (1D8+2, composite longbow); SA favoured enemy (humanoid [human] +2); SQ darkvision 60 ft, wild empathy; AL CE; SV Fort +7, Ref +3, Will +0; Str 15, Dex 14, Con 13, Int 8, Wis 11, Cha 8. Height 7 ft. Skills and Feats: Knowledge (nature) +4, Listen +2, Spot +4, Survival +4; Dodge, Point Blank Shot, Power Attack, Rapid Shot, Track. Possessions: leather armour, heavy wooden shield, battleaxe, composite longbow (+2 Str bonus), arrows (20), belt pouch, 26 cp, 33 sp, 18 gp. |
* Gnoll Sergeant: Male gnoll Fighter 3; CR 4; Medium humanoid (gnoll); HD 2D8+8 plus 3D10+12; hp 49; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +11 melee (1D10+6, heavy flail); SQ darkvision 60 ft; AL CE; SV Fort +10, Ref +2, Will +0; Str 18, Dex 12, Con 18, Int 12, Wis 10, Cha 11. Height 7 ft 3 in. Skills and Feats: Jump +8, Listen +6, Spot +6, Cleave, Improved Sunder, Power Attack, Weapon Focus (heavy flail). Possessions: chain shirt, masterwork heavy flail, belt pouch, 4 opals (125 gp each), 12 gp, 10 pp. |
* Bugbear Footpads (2): Male bugbear Fighter 1/Rogue 1; CR 4; Medium humanoid (goblinoid); HD 3D8+6 plus 1D10+2 plus 1D6+2; hp 36; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 13, flat-footed 17); Atk +11 melee (1D8+5, masterwork morningstar) or +7 ranged (1D4+5, masterwork dagger); SQ darkvision 60 ft, scent, sneak attack +1D6, trapfinding; AL CE; SV Fort +5, Ref +8, Will +1; Str 20, Dex 16, Con 15, Int 12, Wis 10, Cha 6. Height 7 ft 2 in. Skills and Feats: Climb +8, Hide +11, Listen +10, Move Silently +10, Spot +10; Combat Expertise, Deft Opportunist, Dodge. Possessions: leather armour, masterwork heavy wooden shield, masterwork morningstar, masterwork daggers (2), potion of Pass Without Trace at 1st level, thunderstones (2), tanglefoot bags (2), belt pouch, 117 sp, 64 gp, 13 pp. |
Part Six - The Mercur Keep:
Refer to the Mercur Keep maps.
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The side view map below does not show the earthen ramparts and wooden pallisade going all the way around in order to expose the terrain elevations within the encampment.
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The Mercur fortress was built initally as an encampment of the Mercur Trader Esphalios. The encampment was built halfway between Northbank and Southbank so as to be regarded as neutral ground by the two feuding factions. It was the site of the negotiations between the two mayors as mediated by Esphalios, and slowly Mercur built up both its presence in the area and the encampment, until it became a warded camp, then a hill fort, and now a fortress proper. Much of the fortress was raised using drow magic, including the service of earth elementals and even demons, and as such the fortress is much more formidable and grand than normally would have been possible to build in such a short time and so secretively (such that word of it did not reach Dwillingir and the PCs).
Currently, the encampment portion of the fortress still houses Mercur traders and trade representatives. These are blissfully unaware of what occurs within the keep proper.
The keep stands within the grounds of the encampment, and it currently houses the Splintered Arrows mercenary group, which is in the service of House Mercur. The keep also houses some Mercur House Guards and, within its bowels, some even more sinister occupants. The missing Vandeseen is also imprisoned here.
The fortress is located on a promontory that juts out over the lake. The promontory is some 300 ft above the level of the lake, and juts out just under 350 ft over the water.
The outer section of the encampment is warded by an earthen rampart some 10 ft high and 30 ft wide. Its sides are packed earth and stone and slopes up fairly steeply. At its crown is set a strong wooden pallisade, some 20 ft tall and sharpened at the top. A break in the rampart and pallisade some 20 ft wide allows entrance into the encampment. This entrance is blocked by a thick wooden gate that is double barred.
The pallisade is supported by eight wooden towers, these being 15 ft in diameter and 25 ft tall. These are round and open to the sky and have no lower levels to them, merely an entrance in the encampment side that leads to a wooden ladder ascending to a platform 20 ft up. The remaining 5 ft of tower wall provides cover for those within and the wood is sharpened on the top just like the pallisade.
Within the pallisade is the encampment ground.
ENCAMPMENT AREA:
Barracks:
This large wooden building is 15 ft tall and houses a contingent of Mercur House Guards as well as hired mercenaries here to augment the force. There are 15 Mercur Guardsmen and about a dozen mercenaries, individuals and pairs, none from any large or well-known mercenary groups. These are led by Commander Vosbum, the second in command of House Mercur's forces in the region. The mercenaries are typical for their kind, brave up to a point, but certainly not willing to throw their lives away for a lost cause. A team of two male slaves is quartered here with the men, to cook and clean for them.
* Mercur Guardsmen (15): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 20; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 5 ft 11 in. Skills and Feats: Intimidate +2, Listen +4, Spot +4, Swim +4; Alertness, Combat Reflexes, Dodge, Weapon Focus (longsword). Possessions: chainmail, heavy steel shield, longsword, light crossbow, crossbow bolts (20), dagger, belt pouch, Mercur medallion of copper, 16 cp, 10 sp, 2 gp. |
* Low Level Mercenaries (4): Male human Fighter 1; CR 1; Medium humanoid (human); HD 1D10+2; hp 10; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1D8+2, battleaxe) or +2 ranged (1D6, shortbow); AL N; SV Fort +4, Ref +1, Will +0; Str 14, Dex 13, Con 14, Int 11, Wis 10, Cha 10. Height 5 ft 10 in. Skills and Feats: Climb +4, Intimidate +3, Jump +4, Ride +4, Spot +2, Swim +4; Blooded, Dodge, Weapon Focus (battleaxe). Possessions: studded leather, heavy wooden shield, battleaxe, shortbow, arrows (20), belt pouch, 8 cp, 8 sp, 1 gp. |
* Mid Level Mercenaries (4): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 18; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +5 melee (1D12+3, greataxe) or +4 ranged (1D8, longbow); AL CN; SV Fort +5, Ref +2, Will +0; Str 14, Dex 15, Con 14, Int 11, Wis 10, Cha 10. Height 5 ft 10 in. Skills and Feats: Climb +4, Intimidate +4, Jump +5, Ride +4, Spot +3, Swim +4; Blooded, Dodge, Power Attack, Weapon Focus (greataxe). Possessions: greataxe, chain shirt, longbow, arrows (20), belt pouch, 16 cp, 15 sp, 4 gp. |
* High Level Mercenaries (4): Male human Fighter 3; CR 3; Medium humanoid (human); HD 3D10+6; hp 27; Init +4; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 12, flat-footed 17); Atk +7 melee (1D8+2, masterwork warhammer) or 1D8+1, composite longbow); AL NE; SV Fort +5, Ref +3, Will +4; Str 14, Dex 14, Con 15, Int 11, Wis 12, Cha 10. Height 6 ft. Skills and Feats: Climb +4, Intimidate +5, Jump +5, Ride +5, Spot +4, Swim +4; Blooded, Dodge, Iron Will, Power Attack, Weapon Focus (warhammer). Possessions: breastplate, heavy steel shield, masterwork warhammer, composite longbow (+1 Str bonus), arrows (20), belt pouch, 30 cp, 30 sp, 10 gp. |
* Commander Vosbum: Male human Fighter 5; CR 5; Medium Humanoid (human); HD 5D10+15; hp 50; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +9 melee (1D8+2, masterwork flail) or +6 ranged (1D8, light crossbow); AL LN; SV Fort +6, Ref +2, Will +4; Str 14, Dex 12, Con 16, Int 13, Wis 12, Cha 14. Height 6 ft 1 in. Skills and Feats: Diplomacy +4, Intimidate +4, Jump +4, Listen +5, Ride +5, Sense Motive +3, Spot +5; Combat Expertise, Combat Reflexes, Improved Disarm, Improved Trip, Iron Will, Weapon Focus (flail). Possessions: masterwork flail, banded mail, heavy steel shield, dagger, light crossbow, crossbow bolts (20), belt pouch, thunderstones (3), potion of Cure Light Wounds at 1st level, potion of Bull's Strength at 3rd level, Mercur medallion of silver and jade (135 gp), 24 sp, 16 gp, 10 pp. |
Bonfires:
These are firepits some 15 ft in diameter and a couple of feet deep in which are set bonfires at night. These fires are kept going from sundown to sunup, to provide light and heat.
Merchant Tents:
These are tents set up by visiting Mercur merchants. Each merchant sets up his own tent, and the number here is representative of the usual number of such tents. Each tent houses a single merchant, and often a couple of slaves or a dog are leashed just without. These merchants are here to buy and sell Lake Cald products, and prefer to stay in the encampment rather than in the villages. Assume the occupant of each tent will be present 50% of the time. If so, he or she will be an Expert 1-3 with 100gp/level in coins and jewelry upon him. All will have a copper Mercur medallion as well. Accompanying the merchant, if present, will be 2D3 caravan guards. Assume these are Fighter 1-3, usually mercenaries (use the statistics for the Barracks mercenaries above if needed). If the merchant is not present, then a single caravan guard will be here, watching over the tent.
The merchants are not warriors by any means, and will tend to stay out of the way of any trouble. Likewise, the caravan guards are paid to guard their caravans and the merchant paying them, and so will tend to stay out of the way of any trouble that does not threaten them or their charge.
Mercur House:
This single storey wooden house is the residence of a low level Mercur clerk who administers the encampment. The clerk, named Thaylostra (Expert 2), is a woman in her mid 40's, and it is her job to procure food, pay wages, and inventory supplies for the entire encampment, including the keep. She disdains combat and violence, and doesn't particularly like the Splintered Arrows lairing in the keep. Her home consists of an office, a bedroom, a guestroom, a living room, and a small kitchen.
Privies:
These long wooden sheds serve as toilets and bathhouses for the merchants and soldiers in the encampment. They are cleaned by Esphalios' slaves.
Stable:
This large two storey building houses the beasts of burden of the visting merchants as well as six light warhorses belonging to the Mercur Guardsmen. There are stalls for 30 animals, and most of them are filled with mules and light and heavy horses, along with the warhorses. There are bins of feed here and grooming equipment, tack and harness, and just outside the building to the north is a small smithy under a cloth awning. The stable is tended by two Thaneeri slaves and two stable boys, all of whom dwell in a wooden hut nearby.
The second storey of the stable is actually a loft holding hay and other spare equipment.
The light warhorses are accoutered in leather barding and have military saddles available. A brace of a dozen lances stands in a nearby weapon rack.
Walls and Towers:
Four of the wall towers are manned at all times, by Mercur Guardsmen from the Barracks. Two of these occupy the towers nearest the gates, while the other two occupy a tower on each side.
ESPHALIOS' HOUSE:
This oddly-shaped two storey wooden structure houses the Trader Esphalios and his staff. Esphalios is the leading Mercur trader in the region, and it was he who ostensibly lead the efforts at negotiating a settlement to the Lake Cald feud. Esphalios is a loyal Mercurian, and he credits himself and his innate genius with actually resolving the longstanding dispute. The man is entirely unaware that the efforts of Splintered Arrow and the drow were instrumental in aiding him in his task. In fact, he does not even know of the drow involvement, and has turned a blind eye to the muscle being flexed by the Splintered Arrow mercenary group.
The house consists of two main sections that straddle the 20 ft wide walkway between the encampment and the keep. The two sections are joined above the walkway by a connecting structure that joins the entire second storey into a single unit. Two one storey wings flank the main structure, these being a shrine to Indolle to the north and a private bath and sauna to the south.
The house is plain but comfortable, with several rooms inside, including a bedroom, slave chamber, guards' quarters, dining room, kitchen, pantry, and living room. Esphalios has managed to furnish the place reasonably well, nothing ostentatious, but quite pleasant nonetheless.
The trader is guarded by six House Mercur guards, who are stationed at his house at all time, in shifts of 2 on duty, 2 at leisure within the house, and 2 asleep. There are also six slaves, all Thaneeri stock. Two of these are young females, who are kept as bed slaves for the trader as well as domestic servants. The other four are Thaneeri males ranging from age 13 to 59.
Hidden within the house (Search DC 25) are several locked checks (Open Locks DC 25) holding Esphalios' private wealth and Mercur funds: 2500 cp, 1300 sp, 970 gp, and 65 pp.
* Esphalios: Male human Aristocrat 1/Expert 6; CR 6; Medium humanoid (human); HD 1D8 plus 6D6; hp 29; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +5 melee (1D6, masterwork rapier) or +4 melee (1D4, dagger) or +4 ranged (1D4, dagger); AL LN; SV Fort +2, Ref +2, Will +10; Str 10, Dex 11, Con 10, Int 16, Wis 16, Cha 18. Height 5 ft 9 in. Skills and Feats: Appraise +12, Bluff +14, Diplomacy +23, Gather Information +12, Handle Animal +8, Intimidate +6, Knowledge (local - Far Coast) +8, Knowledge (nature) +6, Knowledge (nobility and royalty) +5, Profession (merchant) +14, Ride +6, Search +4, Sense Motive +16, Spot +7, Survival +5, Use Magic Device +15; Negotiator, Silver Palm, Skill Focus (diplomacy), Smooth Talk. Possessions: masterwork rapier, daggers (2), merchant's outfit, belt pouch, Mercur medallion of gold and jacinth (450 gp), gold and emerald ring (750 gp), wand of Charm Person at 1st level with 24 charges, potion of Cure Moderate Wounds at 3rd level, potion of Eagle's Splendour at 3rd level, scroll of Dimension Door at 7th level, scroll of extended Eagle's Splendour at 4th level, brooch of the mage's succor, keys to his treasury. Languages: Common, High Imperial, Morakki,. Dwarvish. |
* Brooch of the Mage's Succor: This silver brooch is shaped like an upraised hand, palm forward, with a magical rune of protection inscribed into the palm in platinum. The entire brooch is lined in cold iron around the edge. The brooch may only be used by a wizard and may cast the following spells, each 1/day:
Faint abjuration and transmutation; CL 5; Craft wondrous item, protection from arrows, expeditious retreat, protection from chaos/evil/good/law; 2380 gp; 60 XP. |
* Mercur Guardsmen (6): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 20; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 5 ft 11 in. Skills and Feats: Intimidate +2, Listen +4, Spot +4, Swim +4; Alertness, Combat Reflexes, Dodge, Weapon Focus (longsword). Possessions: chainmail, heavy steel shield, longsword, light crossbow, crossbow bolts (20), dagger, belt pouch, Mercur medallion of copper, 16 cp, 10 sp, 2 gp. |
THE KEEP:
The keep is an intimidating structure. All the moreso if the PCs find out how quickly it arose. The structure consists of a gatehouse, a curtain wall with towers, a keep grounds, and a central bailey. All are of mortared granite of exceptional engineering, worthy of the finest dwarven masons and engineers. The keep is much larger than is needed to house its current occupants. This should be a sign for perceptive PCs that House Mecur has future plans for the keep and the region.
Gatehouse:
This structure is 30 ft tall, but is comprised of only two levels, each 15 ft in height. The ground level consists of massive iron gates set at the front of the gatehouse. The gates have the Mercur insignia engraved into their face. These valves, 15 ft tall, can be locked by means of three steel bars of immense thickness which are operated by way of winches and levers in each of two flanking rooms. Two of the bars are moved by mechanisms in the southern gate room and the middle bar is moved by mechanisms in the northern gate room. Beyond the gate is a 20 ft wide walkway that spans the gatehouse from west to east. This walkway is warded by two thick iron portculli, the western one just inside the iron gates, and the eastern one at the end of the walkway. Both of these portculli are operated by winches on the second level of the gatehouse.
The walkway is flanked north and south by gate rooms, each 40 ft by 60 ft and with crossletted arrow slits facing both the walkway and the outside of the gatehouse. Above, murder holes allow firing crossbows or pouring caustic substances from the gatehouse second level.
Each gate room is accessed by way of doors that lead to the keep grounds. Each has a set of stone stairs ascending to the common second level, which spans the entirety of the gatehouse, over the walkway. Each gate room has a table and chairs, coal braziers, a few barrels of water and some basic amenities.
The upper level contains many supplies for war, including spare light and heavy crossbows, barrels of oil, a few iron kegs of acid, crates of crossbow bolts and arrows, etc. In addition, a ramp leads to a 10ft square trapdoor that allows access to the roof, which is battlemented. Upon the roof are two light catapults and a sturdy warning gong.
The gatehouse is manned by eight Mercur guardsmen. These are on 8 hours shifts with their fellows in the keep barracks. Three are in each gate room and two patrol the roof. These two can be called down to work the portcullis winches on the second level when necessary.
Normally, the iron gates are open, and only the western portcullus is down. In times of trouble, the gates can be closed manually in about 5 rounds and the eastern portcullis can be lowered in a single round once a person arrives to pull the pin from the winch.
* Mercur Guardsmen (8): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 20; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 5 ft 11 in. Skills and Feats: Intimidate +2, Listen +4, Spot +4, Swim +4; Alertness, Combat Reflexes, Dodge, Weapon Focus (longsword). Possessions: chainmail, heavy steel shield, longsword, light crossbow, crossbow bolts (20), dagger, belt pouch, key to footlocker, Mercur medallion of copper, 16 cp, 10 sp, 2 gp. |
Curtain Wall:
These stone walls are 20 ft tall and unbattlemented. They do, however, have a parapet that runs from tower to tower. This parapet is 4 ft below the top of the wall and is accessed by way of doors built into each tower. Normally, the walls are not directly patrolled by the undermanned occupants of the keep.
Towers:
The curtain wall is pierced by 6 towers. These are 30 ft tall and 20 ft in diameter and topped by a battlemented roof. Each tower is accessed from the keep grounds by means of a door, and consist of 3 levels, each 10 ft high, with a spiral staircase running from the ground level all the way up to the roof. Arrow slits dot the towers on all levels, facing without and within, and all such are crossletted. The towers are largely empty, though they could house a decent force of men within. There is no furniture of any sort until the third level, where several boxes of crossbow bolts lie.
Steps on the second level lead up to one or two doorways that allow egress to the parapets of the curtain wall.
Each tower is manned by a single Mercur Guardsman. He is on the roof, keeping watch for an 8 hour shift and is relieved by men from the keep barracks.
* Mercur Guardsman: Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 20; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 5 ft 11 in. Skills and Feats: Intimidate +2, Listen +4, Spot +4, Swim +4; Alertness, Combat Reflexes, Dodge, Weapon Focus (longsword). Possessions: chainmail, heavy steel shield, longsword, light crossbow, crossbow bolts (20), dagger, belt pouch, key to footlocker, Mercur medallion of copper, 16 cp, 10 sp, 2 gp. |
Keep Grounds:
The grounds of the keep are comprised of dirt and patches of grass. There is every indication of activity on the grounds, especially at the front of the keep, likely drills, wrestling matches, and other activities of the guardsmen here. In the northwestern portion of the grounds is an archery range, several hay bales with cloth targets on them pierced by many crossbow bolt holes.
Central Bailey:
The central bailey is a tall structure, towering as high as 100 ft above the level of the promontory at its highest point. The place is dotted with crossletted arrow slits, and the roofs are battlemented at all points. The bailey seems to be divided into three parts, the front tower, a high central structure, and a mid-height rear tower. The latter two are connected not only at ground level, but by a flying butress and stone bridge crossing at a height of 60 ft.
Entrance to the central bailey is by means of thick oak and iron double doors set into the front, at the top of a rise of stone steps. These doors are carved with scenes of caravans and the insignia of House Mercur.
There is also a secret entrance into the central bailey that is located in the rear of the structure. This is detailed below in the key to the Central Bailey.
Part Six - The Mercur Fortress:
Refer to the maps of the Central Bailey below.
The fortress is of solid quarried granite, mortared together with very precise and thin seams. The mortar and stonework, if examined by a knowledgeable person (Knowledge [architecture and engineering]), proves to be of exquisite craftsmanship, to rival some of the best dwarven above-ground workmanship. The mortar is of a type unknown to even master engineers from the surface world.
All halls and chambers within are 10 feet high. All doors, unless indicated otherwise, are of reinforced wood. The keep's halls are lined with metal sconces, and these hold slow-burning torches that are continually replaced and tended to by the guardsmen. Secret doors are of stone, require a Search check DC 30 to find, and open via a secret catch built into or near the door that requires another Search check DC 25 to find.
Arrow slits are niches 5 ft wide on the inner end with small steps up to the outer end, which ends in a crossletted slit.
At various times, smoke issues from small holes in the walls, venting from various hearths and chimneys within the structure.
The Central Bailey is far larger than its current residents need, and many rooms are currently going unused. The Fortress was built large, with plans for housing a much larger army in the future, as N'Araktheel's plans develop.
In all instances within the bailey, Mercur Guardsmen will use the statistics below.
* Mercur Guardsman: Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 20; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D8, light crossbow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 5 ft 11 in. Skills and Feats: Intimidate +2, Listen +4, Spot +4, Swim +4; Alertness, Combat Reflexes, Dodge, Weapon Focus (longsword). Possessions: chainmail, heavy steel shield, longsword, light crossbow, crossbow bolts (20), dagger, belt pouch, key to footlocker, Mercur medallion of copper, 16 cp, 10 sp, 2 gp. |
There are 40 guardsmen in the bailey. Many of these were gathered from Mercur outposts around the Far Coast, and a number have been summoned from the Imperial Heartland, the Mercur Houses there thinking to support their branch in the Far Coast and their efforts to supplant House Riverine here. The guardsmen are not overly fond of the Splintered Arrows, but realize their standing within the House in these parts and how formidable and mean they are. They know of the dungeons below the keep, though none have ever been down there, and of the water entrance below. They do not know of Qanzi'kli or even of her scribe persona.
Unless asleep in the barracks, the guardsmen always wear their chainmail and keep their weapons close at hand.
Level One:
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1. Main Entrance:
Broad stone steps lead up to formidable double doors of steel, these carved with engravings displaying the Mercur insignia. The doors are barred by triple iron bars.
Within is a plain chamber, with wooden double doors made of oak to the east and two smaller wooden doors to the north and south. Small windows pierce the north and south walls, these being 1 ft wide and 3 ft tall.
The floor is of polished marble, white but with a mosaic of the Mercur insignia set into it in green agate.
2. Guardrooms:
Accessed via doors from Room 1, these flanking chambers are designed to ward entry into the Fortress. They are unadorned, with oil lamps hanging from chains lighting the place and coal braziers providing warmth. A small oaken table and several chairs sit in the center of the chamber, and a spiral staircase winds up to Level Two.
There are always four Mercur Guardsmen on duty here, two in each chamber. They are tasked with watching the entrance and raising the cry and hue should trouble erupt.
3. Central Chamber:
This chamber contains two staircases to the east that wind up to Level Two. There are two hallways that sprout from the chamber to the north and south, and each is flanked by wooden double doors. The doors along the east wall of the northern hallway are open. A short passage to the east is warded by stout oaken double doors reinforced with iron bands, and the passage to the west ends similarly. The double doors to the west, leading to Room 1, can be barred on this side with a stout iron bar, though the doors are usually unbarred except during times of alert.
4. Mess Hall:
This large chamber contains a dining hall. A plain and somewhat undersized oaken table dominates the center of the room, accompanied by 20 chairs, and coal braziers and oil lamps hang from chains from the ceiling. Plain tapestries and brocades line the walls, against which are set various tables and shelves holding utilitarian services for two dozen place settings. Messes are served in three shifts, for a total of nine meals a day, so the place is often in use, usually accommodating between 6 to 12 Mercur Guardsmen. In addition, the Splintered Arrows leaders dine here as the mood takes them, sometimes alone, sometimes in groups, and sometimes with the Guardsmen.
5. Kitchen and Pantry:
This chamber serves as the kitchen for the Mess Hall in Room 4. The place is constantly smoky and redolent with the smells of food being prepared. In the southwest corner, a large brick oven vents into a chimney and flue that emerge high up the wall of the bailey. Shelves and cutting surfaces abound here, and a trap door in the northeast floor of the place leads down to a cellar and pantry as large as this room and some 10 ft tall that holds barrels of mead and ale, water, dried meats, fish, roots, nuts, cheeses, salt, and other supplies.
A team of six Thaneeri slaves prepares and serves the food here. All of them sleep on fur pallets under the counters, and four of the slaves are awake and busy working most of the time. The slaves consist of an elderly matron, a middle aged male, a female in her twenties, and a male in his late teens. All are Commoner 1 and are unlikely to side with rescuers unless their safetly seems assured. They speak Common only (not Thaneeri), and don't know much of the layout of the bailey, only Level One Rooms 1-9 and Level Two Room 2, and Level Three Room 2.
6. Empty Chamber:
This large chamber might once serve some grand purpose, but currently it is dark and empty. The double doors to the west are of oak and can be barred from the inside, though they are usually unbarred.
7. Workroom:
This room is currently being utilized as a workroom in which furnishings are being made to outfit the Fortress. It is lit by oil lamps set in wall sconces and warmed by a hearth in the northwest corner that vents up through the bailey walls and out into the air. The room is a jumble of stacked wood, workbenches, tools, sawdust, and half-finished furnishings. Included here are also the workings of small catapults, ballistae, and frames for cauldrons of oil. Several wooden holy symbols to Pindar hang at various places around the shop. During daylight hours, four carpenters work here. Three are journeymen of House Mercur imported from the Imperial Heartland (Expert 2) working under the direction of Cladius Mintoos, a master of his trade (Expert 4). These carpenters are decidedly not combatants, but are loyal Mercur minions and will only give out information to the PCs under extreme duress. They will defend themselves with the equivalent of light hammers or daggers. All are unarmoured.
A careful search of the room can turn up 3 sets of artisan's tools for Craft (carpentry) and a single set of masterwork artisan tools for Craft (carpentry).
The double doors to the east can be barred by a stout wooden bar from this side, but is usually kept unbarred. The door to the south is plain wood.
8. Craftsman Quarters:
This room is where the four carpenters dwell. There are four plain feather beds, a small table and chairs, a curtained space with chamber pots, and four small chests holding the carpenters' personal effects. The chests are locked (Open Locks DC 20) with keys on each carpenter. Within are a total of 160 cp, 140 sp, 65 gp, 4 pp, and several books on carpentry that give a +1 circumstance bonus to Craft (carpentry) checks if the books can be referenced.
9. Hound Chamber:
This large chamber might once serve some grand purpose, but currently it is dark. The double doors to the west are of oak and can be barred from the inside, though they are usually unbarred and propped open with a wedge of wood.
Within dwell a pack of four hunting dogs, pets of Noddens the ranger. These dogs are a hunting pack led by Glauring, the animal companion of Noddens. The dogs rest here on fur pallets, and there are several bones strewn about for them to gnaw upon. A few piles of dung are in the corner. There is an unlit hearth set into the northeast corner of the room, venting through the wall to the outside air.
These dogs are not attack dogs, though they will bark and threaten strangers. They can be commanded to attack by Noddens and will join Glauring in any activity he is engaged in.
* Hunting Dogs (4): CR 1; Medium animal; HD 2D8+4; hp 15; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +3 melee (1D6+3, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 3 ft 8 in. Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+5 when tracking by scent); Alertness, Track. Special Attacks: Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. Tricks Known: attack, down, fetch, heel, seek, track. |
10. Rear Hallway:
The double doors to the west of this hallway are stout oak reinforced by iron bands. It can be barred by an iron bar from this side, but is normall unbarred. The double doors to the east are plain oak. To the north and south are two plain wooden doors each.
11. Empty Chamber:
This chamber is empty and dark. The door to the south is plain wood.
12. Storage Chamber:
This room is dark and full of mundane items and equipment used by the occupants of the bailey. These include torches, lamp oil, whetstones, candles, lamps and lanterns, hemp rope, strips of leather, bolts of cloth, nails, tools, etc.
The door to the north is plain wood.
13. Armory:
This room is dark and full of weaponry and items of armour for use by the occupants of the bailey. These includes crates of crossbow bolts, racks of light crossbows, light and heavy wooden shields, suits of leather and studded leather armour, racks of spears and longspears, and about a dozen longswords.
The door to the south is plain wood.
14. Empty Chamber:
This chamber is empty and dark. The door to the north is plain wood.
15. Rear Chamber:
The double doors to the west of this chamber are oak and are locked by a cunning key lock (Open Locks DC 30). The door also bears a glyph of warding set by Jamminus to activate when the door is opened by any means save use of the proper key. This includes use of knock spells or successful Open Locks checks.
* Glyph of Warding (blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 6th level cleric, 3D8 acid, DC 16 Reflex save half damage); multiple targets (all targets wihin 5 ft); Search DC 28; Disable Device DC 28. |
Within, the chamber is lit by oil lamps in wall sconces. A spiral staircase winds up to Level Two. A long, 10 ft wide carpet extends along the floor from the north wall to the spiral staircase. The carpet is worn, but is embroidered with scenes of falconry and nobles hunting foxes.
Beneath the carpet is a secret trap door (Search DC 30) that requires no hidden catch to open and leads to steps that spiral down to the dungeons. This door is warded by another glyph of warding. This glyph is set to trigger against anyone who does not place both hands on the trap door and whisper the words "Splintered Arrows".
* Glyph of Warding (blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 6th level cleric, 3D8 electricity, DC 16 Reflex save half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. |
In the far northeast corner of the room is a secret door that leads to a passageway through the outer wall to another secret door that allows egress to the keep grounds.
Level Two:
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1. Front Hall:
This chamber is empty, save for six crates of crossbow bolts each holding 120 missiles. There are two spiral staircases that wind down into the floor to Level One. To the east are a pair of stout oak double doors reinforced with iron banding. These doors are usually barred by a stout metal bar from the other side, to prevent access into Room 2.
2. Main Barracks:
This large chamber takes up all of the main portion of Level Two, and serves as the barracks for the Mercur guardsmen stationed here. Some 54 Mercur guardsmen are quartered here. At any given time, 8 are stationed at the Keep Gatehouse, 6 are atop the Keep Towers, 4 take watch at the Level One Guardrooms (Room 2), and the remainder are off duty, rotating with the rest in 3 shifts of 8 hours each.
Of the 36 Mercur guardsmen that are here off duty, roughly half are asleep. The rest are awake here taking their ease, or are down in the Mess Hall on Level One taking their meals. Guardsmen that are asleep will be in no armour. Those awake will be dressed in full armour, per Mercur edict to maintain the off duty personnel as a ready reserve.
The place is large enough to hold more than the 54 men stationed here. And as such, the place is less odorous and stuffy than most barracks.
There are 22 triple bunks set along the walls. These are plain affairs with stuffed mattresses, woolen covers, and suspended from the walls by iron chains. A small ladder allows access to the two upper bunks, and there is a niche carved into the wall above each bed to allow each occupant some personal storage space. Within 54 of these niches is a small footlocker (Open Locks DC 20) that holds personal effects, most of them non-valuable, but allow a 25% chance that a given footlocker will contain 1D20 gp of valuable items (e.g. gems, jewels, etc.). Also within the niches are miscellaneous items such as books, weapon care items, changes of clothing, a covered chamber pot, etc.
The main floor of the place contains several wooden tables, many chairs, weapon and armour racks, etc. There are various game boards and cards on the tables, to keep the men amused.
Each corner of the room contains a hearth, which vents out through the walls.
3. Jamminus' Chapel:
This chamber is the worship place of the warpriestess Jamminus. A spiral staircase winds down to Room 15 of Level One, and also climbs up to Room 3 of Level Three. Other than the staircase, there are no other doors in this chamber.
There is a glyph of warding set upon the central column of the staircase where it lands on this level. This glyph is designed to ward the chapel from unathorized access. The glyph is set to activate against anyone except Jamminus, Ragyfir, or anyone touching the priestess.
* Glyph of Warding (blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 6th level cleric, 3D8 cold, DC 16 Reflex save half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. |
Along the north wall, between the two arrow slits, is a stone altar to Aghorrit. This altar is in the shape of a berserk warrior with a mouth stretched in a primal scream of rage. The figure stands 8 feet tall and is adorned in spiked platemail, some of which have body parts of smaller foes impaled upon them. The figure wields a flail in one hand and a battle axe in the other. His eyes are bulging and his feet tread upon small foes of various sorts who swarm around his feet, barely a foot tall. Atop these small foes is set a flat stone table that serves as the altar piece proper. This stone is crusted with dried blood stains and is notched as if struck by heavy blows.
Flanking the altar are blood red tapestries with sigils depicting to one side the Sect of Flesh and the other The Destroyers, both sects of the religion of Aghorrit.
Set before each tapestry is a steel candle holder shaped like a standing halberd. Within each is a black candle speckled with red.
Several braziers dot the room; these are dark now.
Adorning the west and east walls, set between arrow slits, are various trophies of defeated foes. These include banners, tabards, and pinions bearing various heraldric marks from Antoria, Jaggarth, and Vosh-Gerr as well as several local orc, goblin, and dwarf clans. In addition to these are more grisly tokens, including skulls, finger bones, and flayed and dried skins and furs. Interspersed with these are weapons and shields in varying states of battery.
This chamber is under the effect of an unhallow spell, cast from a scroll given to Jamminus by Ragyfir, who obtained it from the drow. In addition to the normal effects, a cause fear spell has been fixed to the unhallow, set to activate against anyone of good alignment. The cause fear spell has been cast by Jamminus, while the unhallow spell was cast by an 11th level cleric.
Haunting the chapel are two chimera skeletons, created by and servants of Jamminus. These are the parents of the now grown chimera that haunts the dungeons below the Bailey. They have been instructed to attack anyone not escorted by the priestess, except for Ragyfir, but they will not pursue foes onto any other Level unless directly commanded by Jamminus.
* Advanced Chimera Skeletons (2): CR 5; Large undead; HD 12D12; hp 78; Init +7; Space 10 ft; Reach 5 ft; Spd 30 ft; AC 14 (touch 12, flat-footed 11); Atk +9 melee (2D6+4, bite) and +9 melee (1D8+4, bite) and +9 melee (1D8+4, gore) and +4 melee (1D6+2 [x2], claws); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 19, Dex 16, Con -, Int -, Wis 10, Cha 1. Length 10 ft. Skills and Feats: none; Improved Initiative. |
Level Three:
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1. Oskkar's Quarters:
This chamber is accessed by way of a set of stout oak double doors reinforced with iron bands and set into the east wall.
Within is the living chamber of Oskkar, commander of the Splintered Arrows troops. The place shows the commander's Wolf Rider origins, as the room is bedecked with furs of all sorts across the floor and hung from the walls. A largepile to the north serves as a bed and couch, while a wooden table and chairs sits to the south. A weapon rack holds Oskkar's weapons and armour, and a wooden wardrobe holds changes of clothes and a toolkit for the Craft (furmaking) skill, including bone needles and dark coloured thread.
A few barrels in the room hold ale and beer. These are for the men in Room 2, but Oskkar keeps the taps so that the men are not drunk all the time and as a means to dish out rewards to those who serve him well.
A ladder along the south wall leads up to an iron trapdoor that provides access to the roof. The trapdoor is locked and barred from the inside, the lock requiring a DC 28 Open Locks check to open and may only be unlocked from the inside. The key to this trapdoor is on the person of Oskkar.
Oskkar has his treasure sewn into the furs of his bed. It would take a Search check of DC 27 to notice that at least one fur has some pocket sewn into it or feel the coins within the fur. Once this is known, further Search checks would be at DC 15 to find remaining pockets. Assume that a total of 8 caches of treasure are present amongst the fur pile. The total of these caches will yield:
2. Splintered Arrows Barracks:
Like the level below, this large chamber is far bigger than is needed to house its current occupants.
Two dozen Splintered Arrows warriors dwell here, but at any given time half of that number is out of the Keep on leave or on business. Usually these are carousing in Northbank or Southbank, but some often accompany Ragyfir to Dwillingir or deliver messages to agents around the Far Coast.
Unlike the Mercur Guardsmen, these men do not live in shifts. They tend to sleep during the night and are all awake during the day. During their waking hours, they are in armour.
There are 22 triple bunks set along the walls. These are plain affairs with stuffed mattresses, woolen covers, and suspended from the walls by iron chains. A small ladder allows access to the two upper bunks, and there is a niche carved into the wall above each bed to allow each occupant some personal storage space. Within 24 of these niches is a small footlocker (Open Locks DC 25) that holds personal effects, most of them non-valuable, but allow a 50% chance that a given footlocker will contain 2D20 gp of valuable items (e.g. gems, jewels, etc.). Also within the niches are miscellaneous items such as books, weapon care items, changes of clothing, a covered chamber pot, etc.
The main floor of the place contains several wooden tables, many chairs, weapon and armour racks, etc. There are various game boards and cards on the tables, to keep the men amused. A few barrels hold water. The tables contain evidence that these men dine in this room rather than in the Mess Hall on Level One.
Each corner of the room contains a hearth, which vents out through the walls.
3. Jamminus' Chamber:
This chamber is the living area for the priestess Jamminus. A spiral staircase winds up through the floor from her chapel in Room 3 on Level Two, ending here.
Within this large chamber, to the north sits a large round feather bed surmounted by four wooden bedposts in the shape of broad, leaf-bladed spears. The headboard is carved with sigils of Aghorrit and scenes of combat.
Next to this is an ornately designed wardrobe, a weapon rack, an armour stand, and a table with mirror and washbasin.
To the south is a wooden table and chairs, and on the table are some well-used place settings, utilitarian goblets and chalices. Also here are maps of the surrounding region, some with notes on key places for large scale defense of the region.
In the southwest corner is a hearth that vents into a chimney built into the tower wall. Above the hearth are the shards of a rune-etched greatsword, now nonmagical. Above that is an ornate heavy mace with flanges shaped like coins. This is a +1 slow burst heavy mace and it once belonged to the Chosen of Indolle priestess Imana. Its design is distinctive and likely to be recognized by anyone who knew the priestess. Draped over the mace is a platinum holy symbol to Indolle, also Imana's, worth 250 gp.
In the southeast corner is a marble statue of a warrior dressed in ancient Amorian fashion bearing a halberd held in a ready pose. The statue is some 10 feet tall and 5 feet square.
The wardrobe holds a variety of clothes for a woman, mostly utilitarian travel wear and practical military garb. There are a couple of priestly robes decorated with Aghorrit symbols of strength and destruction for religious ceremonies.
The weapon rack holds a variety of masterwork weapons, including a dire flail, a double bladed sword, a battleaxe, a heavy flail, and a throwing axe. In addition, the priestess keeps her weapons here when not armed.
The armour rack is empty unless the priestess is here sleeping.
The statue of the warrior contains a hollow portion in its chest that holds Jammunis' treasure. This compartment is lined with lead, foiling detection spells. It can be found by a DC 29 Search check. But the stone panel providing access is locked, requiring manipulation of a hidden catch on the blade of the halberd. Finding the catch involves a separate DC 25 Search check.
Within the hollow is a metal chest that is locked. The key is on Jamminus' person, and the lock otherwise requires a DC 32 Open Locks check. In addition, the chest is protected by a glyph of warding that is set to activate against anyone other than Jamminus who opens the chest.
* Glyph of Warding (spell): CR 3; spell; spell trigger; no reset; spell effect (glyph of warding [spell], 6th level cleric, blindness spell, DC 16 Reflex save half damage); single target; Search DC 28; Disable Device DC 28. |
Within the chest are sacks containing 400 cp, 650 sp, 247 gp, and 10 pp. In addition there is a charred bone wand of spawn screen at 2nd level with 50 charges and a talisman of dispel magic.
* Talisman of Dispel Magic: This device appears as a small metal skull. The metal is thin, and an enchanted liquid is held inside. When the skull is crushed or thrown to the ground, it generates an area dispel magic effect centered on the skull as if cast by a 7th level caster. If thrown, the device has a range increment of 10 ft. This device is usable only once. Faint abjuration; CL 7; Craft Wondrous Item, dispel magic; 1050 gp; 42 XP. |
Level Four:
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1. Leaders' Chamber:
This large chamber serves as quarters for four of the Splintered Arrows leaders. Each dwells in a corner of the chamber, and in the center is a common area comprised of a table and chairs, a few divans and couches, and some coal braziers. The table contains mugs, some bottles of wine, and other personal living items.
In the area to the west, between the stairs climbing to Level Five, are four pallets that house four slaves who serve the Splintered Arrows leaders. These are a male Thaneeri (Commoner 2), a half elf male (Expert 2), and two female Thaneeri (Commoner 1). All four are youthful and attractive and they service the leaders both menially and physically, and all show signs of abuse.
The corners are divided by thick tapestries hung from spikes driven into the ceiling. It is clear that this is a temporary living arrangement. The tapestries are plain and unimpressive. Starting from the northwest and going clockwise, the corners belong to Vyarskin, Munistre, Noddens, and Hal-Jelu.
To the east is a set of iron double doors that are Arcane Locked by Tyuloskil (level 9). These doors can also be barred from this side by a stout iron bar, though they are currently unbarred.
Vyarskin's Section:
A plain feather bed sits here, astride a small hearth set in the corner of the section. A table serves as a wardrobe, with clothes of various kinds folded thereon. Also upon the table rests a wooden box that holds a variety of strange shaped and various coloured crystals, none of them magical but possibly of use to a fashioner of psionic magic items.
Beneath the table is a locked chest (Open Locks DC 25) that holds 640 cp, 430 sp, 64 gp, and 5 pp.
The remainder of the section contains an armour stand and a thick sea lion fur rug.
Munistre's Section:
This section is well appointed by a person of clearly discriminating taste. The bed is luxuriously appointed with velvet silk sheets and a wardrobe nearby is done in baroque carvings and polished to a sheen. An ornate wooden dresser and vainty stands nearby, with a gilt silver mirror mounted upon it. The floor is covered in fine Morakki carpets, and from the walls hang a variety of ornate tapestries and brocades. The arrow slits are also covered by such weavings.
Next to the bed is an ornate copper bathtub, decorated with scenes of fauns cavorting with nymphs in forest pools. A wooden stand nearby holds perfumes and unguents, soap, and wash cloths and scrub brushes.
To the south is a living area flanked by plush divans fashioned from Heynosht teak and a low table made of polished driftwood with legs carved into serpentine shapes.
In the northeast corner is a small hearth. Set on the mantel is an incense burner and next to it are several cones of exotic incenses.
The wardrobe contains a variety of clothing, much of its fancy, colourful, and semi-expensive. Interspersed with these are some plainer outfits, weather wear, and a few incongruous outfits including even a couple of women's items.
The dresser contains various undergarments and accessories, including a variety of hats and a bewildering variety of costume jewelry. Atop the dresser are six masterwork disguise kits as well as two mastework forgery kits and a set of ornate grooming equipment including an ivory straight razor (25 gp), a bejewelled silver comb (115 gp), a mustache comb, and tweezers.
Munistre's valuables are held in an iron chest contained in a niche built into the underside of his bed. Finding this will require a search beneath the bed. Such a search will locate the hidden niche with a DC 18 Search check. The chest itself is plain looking, but its lock is strange, for instead of a keyhole it has a strange indentation. The lock was stolen from a dwarven masterwork locksmith years ago, and it requires a specific piece of crystal to open. Munistre carries this crystal on his person. Opening the lock without the crystal requires a very difficult DC 40 Open Locks check, as the lock is keyed not just to the shape of the crystal but also to the minute vibrations of the specific piece of quartz. If the PCs have possession of Munistre's key and have seen the lock, allow a DC 20 Open Locks check to determine that the crystal is a key for the lock.
The chest is also trapped with a poison gas trap. This is set to go off if an Open Locks attempt is unsuccessful or if the chest is handled violently (i.e. smashed or attacked). The gas is invisible and won't be noticed by anyone without the scent ability until the poison takes effect.
* Burnt Othur Fumes Trap: CR 7; location trigger; repair reset; gas; multiple targets (all targets in a 10 ft by 10 ft area); never miss; onset delay (2 rounds); poison (burnt othur fumes, DC 18 Fort save resists, 1 Con drain/3D6 Con); Search DC 24; Disable Device DC 20. |
Within the chest are a variety of items that Munistre has squirreled away over the years, including items pilfered from Northbank and Southbank. These include:
Noddens' Section:
This section is plainly furnished with a wooden feather bed covered with furs, a wooden wardrobe, and a small oak table and chairs. To the southeast is a hearth that vents through the walls to the outside.
Next to the bed is a large basket stuffed with furs, suitable as a sleeping place for a Medium size canine. Examination will show dog fur. Nearby are a wooden bowl of water and a small wooden trencher filled with gnawed bones.
The walls of the place are decorated with furs of a variety of beasts, most of them examples of fearsome game such as dire boars, grizzly bears, dire wolverines, etc. Interestingly interspersed amongst these are strings of elven ears, most old and withered, strung up on copper chains.
Set on shelves and mantelpieces are woodcarvings of a rudimentary nature, not very good. Examples of Noddens' poor craft attempts.
The wardrobe has woodsman clothing, including cloaks, boots, and fur items as well as a set of cold weather clothing.
Hung upon a weapon rack that hangs suspended from a chain in the ceiling are a set of masterwork weapons that are clearly of elven make. These include a rapier, a longsword, a shortsword, a longbow, and a double bladed sword.
Set upon the table is a small shrine to Firlott. Dashes of animal blood and small squares of fur adorn the foot tall wooden item shaped like man with a bow in one hand and a curved skinning dagger in the other.
Noddens' wealth is concealed in a leather sack that is hidden behind a loose stone on the inside of his hearth. As such, the hearth must be specifically searched (or the entire room) and a DC 35 search check must be made. If, on the other hand, the inside of the hearth is specifically searched, then a much easier DC 20 check is needed to find the loose stone.
The sack contains 200 cp, 400 sp, 300 gp, and 10 pp.
Hal-Jelu's Section:
This section is furnished with a plain feather bed, a wardrobe, a small table and chairs, and an elaborate armour stand and attached wooden weapon rack. Next to it is a wooden sparring dummy that is well scored with weapon strikes.
In the southwest is a hearth and above it hangs a tapestry of Nyrloch Castle in Vilgum.
The armour stand holds Hal-Jelu's full plate armour if he is not wearing it, and anyone proficient with Heavy Armour can tell that the stand is specifically made for that. The weapon rack holds Hal-Jelu's weapons, along with a naginata, a wakizashi, and a whip dagger.
On the table are various scrolls and books detailing the use of Morakki weaponry.
One leg of the table is hollow and may be unscrewed from the rest. Within are pouches containing Hal-Jelu's accumulated wealth. Discerning the cache requires a DC 30 Search check if searching the room in general and a DC 25 check is searching the table specifically. The pouches contain a total of 40 cp, 130 sp, 110 gp, 6 pp, and a set of three matched silver and agate hairpins shaped like moons and stars (worth 50 gp each).
2. Tyuloskil's Chamber:
This chamber serves as the abode of the group's wizard. It is accessible only by way of the flying bridge across from Room 1 Level Four, and this way is blocked by a set of double iron doors that are Arcane Locked by Tyuloskil (level 9). These doors can also be barred from this side by a stout iron bar, and it usually is if Tyuloskil is in the chamber. Otherwise it is left unbarred.
Along the east wall is an iron ladder that leads to an iron trapdoor in the ceiling. This trapdoor is locked by a Arcane Lock spell cast by Tyuloskil (at level 9) and leads to the roof. The door is also barred from the inside by an iron bar.
An Alarm spell with Permanency has been cast in the very center of the chamber, which radius is large enough to reach to the double doors and the trapdoor in the ceiling. The alarm is mental and only Tyuloskil may pass the alarm without activating it.
Within is a large chamber that is cluttered with the mage's furnishings.
To the north is the living area, complete with a plush feather bed, a wooden wardrobe, a small nightstand, a hanging silver mirror, and in the northeast corner a hearth.
To the south is the work area. This consists of shelves along the walls holding a variety of books and tomes and scrolls intermixed with areas of material components, jars and pots of rare ingredients, and strange body parts. A long table serves as a workbench for alchemy, complete with vials, holders, tongs, utensils, alembics, balances, and other alchemical equipment. In the southeast corner is a summoning area, including a permanent magic circle focused inward with a special diagram.
Hung up by chains along the southeast wall is a dretch which has been dissected, its skin pinned back by cold iron needles and its innards mostly removed.
The wardrobe contains various articles of mundane clothing, including cloaks, several nice robes, and travel clothes. The robes display a rose with blood dripping off of the thorns and a demonic head in the flower's center. His robes also bear the runes of the order (Knowledge [arcana] DC 20 or membership in the order to recognize).
One cloak in the wardrobe is magical. It is a cloak of the elements.
* Cloak of the Elements: This cloak is made of the fur of a magical beast. When worn, the wearer gains the continuous benefits of an endure elements spell cast at 1st level. Faint abjuration; CL 3; Craft Wondrous Item, endure elements; 1000 gp; 40 XP. |
The books and scrolls are mundane, and deal with matters arcane, specializing in extraplanar lore and matters of conjuration.
Also here is Tyuloskil's spellbook. This is a thick leather tome with a brass clasp in the shape of a rose. It is twice the thickness of a normal spellbook, and has 200 pages and weighs 6 lbs. The book is warded by a Fire Trap spell.
* Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 9th-level wizard, 1d4+9 fire, DC 18 Reflex save half damage); Search DC 29; Disable Device DC 29. |
The book itself has all 200 pages under the effect of 200 Secret Page spells. As a result, the entire book will radiate a dim magic. The text is disguised to seem to be an ancient Amorian text on a six-week regimen to improve Intelligence by +1. Of course, the regimen is meaningless and will produce to beneficial effects.
Hidden into the first page of the text is a Sepia Snake Sigil cast at level 9.
The secret word for the Secret Page spells is Aquil, which is Amorian for Rose.
The book contains the following spells:
0 - acid splash, conjurer's toolbelt, detect magic, detect poison, electric jolt, flame on, lasting flame, light, mending, message, obtain sample, open/close, preserve organ, quill, read magic, resistance, shelve, silken glue, summarize, written word; 1 - alarm, bind guardian I, comprehend languages, grease, identify, lesser orb of acid, lesser orb of sound, mage armour, magic missile, mount, obscuring mist, power word push, protection from chaos/evil/good/law, scholar's touch, shield, unseen servant; 2 - acid arrow, bind guardian II, choke, create miasma, eagle's splendour, ethereal alarm, glitterdust, invisibility, knock, mirror image, protection from arrows, see invisibility, summon swarm, undeniable gravity, web, arcane lock; 3 - bands of steel, bind guardian III, call lesser demon, dispel magic, fireball, magic circle against chaos/evil/good/law, protection from energy, secret page, sepia snake sigil, sphere of pure air, stinking cloud, summon monster III, theft, wind wall; 4 - black tentacles, dimensional anchor, dimension door, fire shield, fire trap, lesser globe of invulnerability, mass enlarge person, summon monster IV, wall of deadly chains; 5 - arc of lightning, hidden lodge, lesser planar binding, permanency, secret chest, summon monster V.
The various ingredients and reagents can be useful in defraying some of the cost of brewing potions or magical inks. Amidst the alchemical items can be found:
Under the bed is a small chest that is Arcane Locked by Tyuloskil at 9th level. It contains material components for the wizard's spells, 5 pearls worth 100 gp each, and pouches holding 120 cp, 150 sp, 125 gp, and 6 pp.
Level Five:
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1. Ragyfir's Chamber:
This is the topmost level of the tower, and the demesne of Ragyfir, who is currently away from the Keep.
The chamber is accessed by way of two stairs ascending from Room 1 on Level Four. A spiral staircase rises from the eastern portion of the room and ends in a metal trap door in the ceiling that leads to the roof. This trapdoor is locked from the inside by a padlock (Open Locks DC 29) and barred by a set of two iron bars.
The center of the chamber is dominated by a 10 ft square stone column that rises from floor to ceiling. There are four hearth faces cut into the column, and within is a fireplace that vents up the column and out through the roof. The chimney vent is a mere 2.5 inches in diameter.
The chamber is well furnished, but its size makes this seem sparse. There are several large carpets on the floor of varying hues and designs, all of fine make. Tapestries hang from the walls at various points, some showing exotic scenes from around Jerranq, and others showing epic battles and tales from history. A few of these are Gerilongi silk pieces of some value.
In addition to the fireplace, which is always alight, there are torches along the walls, several lamps hanging from chains, and a few braziers for warmth.
The northern portion of the chamber is Ragyfir's bedroom. There is an ornate feather bed with satin sheets and a silk cover with drapes for privacy. Next to it is a large, ornately carved wardrobe in the shape of a Xydlonti palace. A stand for armour and a weapon rack are nearby.
Ragyfir keeps a cold iron masterwork dagger in a bracket on the headboard behind his pillow, and a masterwork silver dagger in a similar bracket under the frame on his side of the bed. Hanging from brackets above the headboard is a loaded light crossbow pointed up and a case of 20 bolts hanging next to it. These weapons are all for emergencies.
A portion of the headboard is hollow and can be pushed aside (Search DC 27 to locate if the bed is searched, Search DC 32 if the entire room is searched). Within is an emergency cache of potions. These are in a masterwork potion belt and include:
A shelf near the bed contains several noses and golden ears, replacements for Ragyfir's prosthetics.
The wardrobe contains a variety of clothes, most functional and plain, but a few that are fancy and suitable for formal occasions. Interestingly, one outfit seems to be entirely the colour of dirty stone grey, including leather boots, breeches, tunic, cloak, and cloth cap. A DC 20 Knowledge (dungeoneering) check might suggest that this outfit would be great camouflage in an underground setting.
The southern portion of the room is given over to a pallet for Ragyfir's personal slave girl (a Thaneeri lady who travels with him and is therefore not present at this time), a large copper bathtub with linens and unguents nearby, a thickly matted area that seems to be for training or wrestling matches and includes a wooden practice dummy scored with spiked chain lashes, an area that is bloodstained and includes manacles attached to the wall (where ragyfir whipped victims to death), several plush couches and a low table, a meeting table and chairs, and a large writing desk.
Hung on the east wall of the southern section are a banner showing the insignia of the Blood and Thought mages' guild. The banner is splotched with blood stains. Near that are mounted two halves of a broken magical staff. This once belonged to the wizard Nemis and is recognizable as such by any member of his guild.
On the low table is a lyre that belonged to Vandeseen (and is recognizable as such by anyone closely associated with her) and a copper diadem studded with agates (worth 85 gp and also belonging to Vandeseen).
The desk contains a variety of writing materials, including inks, blotters, vellum, parchment, etc. Also here are blank books and ledgers and a few blank map templates.
There is also a wealth of written material in a locked drawer. The drawer is Arcane Locked by Nemis (level 12). Within are many parchments, maps, and several books and journals. The contents of the papers are divulged in three parts. The first involves a quick glance through them for no longer than 2 minutes. The second involves perusing them items for about 15 minutes. The third involves fully reading and studying every bit of the documents for a period of around 4 hours. Some magic may aid in speeding up the time to review the papers. All are written in Common.
QUICK GLANCE:
Maps are many and varied. One rolled up one seems to be of Onlor as a whole, then another within is of the Relum region, and another within that of the guildhall of Blood and Thought, with notations indicating guards, wards, traps, and Nemis' chambers. Other maps indicate various locations around the Far Coast with notes regarding contacts and friendly agents of House Mercur and/or the Splintered Arrows.
A few tomes seem to be ledgers for the accounts of the Splintered Arrows, and various bribes and bits of extortion enacted by the group as well as payments for jobs done.
At least one tome seems to be a journal penned by Ragyfir himself.
Other parchments seem to have various notes upon them, or are missives sent to Ragyfir from various persons, including many with the seal of House Mercur stamped upon them.
INTERMEDIATE PERUSAL:
The journal of Ragyfir seems to extend back for some time. There are entries dating back to his flight to Jaggarth, and the first, dated in the spring of NS 13, details the reason he fled the Empire...his slaying of a senator's son who cheated him of 100 gold coins. The latest entry is dated a week before the PCs left for the Lake Cald region and tells of Ragyfir being summoned to House Mercur for an urgent mission. It mentions that two other Houses may be up to something involving the Thaneeri, and that Ragyfir is to investigate and waylay a specific person known to be travelling into the barbarian lands.
Examination of the ledgers proves that the Splintered Arrows are heavily subsidized by House Mercur. A great many payments have been received for a great many jobs, involving extortion, intimidation, and even murder.
The missives seem to be from a great many sources, some of them obviously spies and contacts around the Far Coast, informing Ragyfir of the movement of various caravans, giving intelligences on targets for assassination or kidnapping, and ordering Ragyfir to proceed to this or that location or perform this or that action. Many of the latter are stamped with the seal of House Mercur.
FULL STUDY:
The Journal:
The journal indicates a great many items:
It details the assault on Blood and Thought in Onlor:
18 Light NS 16: MM has ordered me and my group to undertake a dangerous new mission. We are to raid a distant guild of mages on the Isle of Onlor. Specifically, we are to assault the treasury of a powerful wizard named Nemis and take from him an artifact of immense power that he possesses. How he has come by this artifact is not known, and MM will not tell me what the thing does. MM only says that the thing is a crystal wherein a flame of ebon burns. MM says the crystal is extraordinarily powerful, and that under no circumstances am I to touch it or attempt to wield it. MM assures me it would destroy my mind should I try. Of course, MM is always saying things like that! But MM is not one a wise body ought to ever consider crossing. I now await MM's servant, who will come with maps of the place and details of the traps and wards guarding the place. How MM got a hold of all of this information is beyond me, but most of what MM does is beyond my ken. |
23 Light NS 16: MM's servant has arrived, and tomorrow we teleport to Onlor directly into the teleport chamber of Blood and Thought! I pray the magical wards are sufficient to allow us to appear unharmed and undetected. I am very excited at the thought of weakling mages scurrying before me, protected as I will be by MM's magics! |
24 Light NS 16: Our departure has been delayed. MM's servant has brought with her a strange gem that seems to be a powerful magical prison. She has told me that MM has given me the gem as my reward for undertaking this dangerous mission. I knew better than to scoff at any gift from MM, but I was delighted when the gift was explained to me. It seems the gem comes from a demon of the netherplanes. The demon has agreed to give it to us along with the ritual for its working. It seems the gem can be used to entrap a newly slain victim. The victim does not die, but instead is trapped inside the gem...mind, body, and soul. The gem may then be sundered into three pieces, and each piece will control one aspect of the victim...mind, body, or soul. It has been agreed that I shall gain Nemis' mind. I am told doing so will grant me the old geezer's powers! Think of it! Not only will I be a mighty warrior, but add to it a powerful mage. I will be feared by all! The demon will gain Nemis' soul splinter, in exchange for providing the gem and the ritual in the first place. I think perhaps the demon is also responsible for giving information to MM regarding Nemis' defenses. I wonder if perhaps Nemis once summoned and bound this demon and now it is hungry for revenge. In any event, MM claims Nemis' body. To toy with I suppose. MM is like that. I wish to look upon Nemis' face as he realizes that even death is denied him. That I will have his powers and intellect. That a demon will have his soul. And that MM will have his body. |
28 Light NS 16: The raid went very well! I slew at least six wizards, including a runt of an elven lad who was, I think, Nemis' apprentice. How that whelp screeched as I grabbed him by the hair and ran my sword into his scrawny gut! But the greatest of all was when I came upon Nemis from behind and cut him from arse to crown. As he turned and spilled his lifeblood upon his feet, I placed the gem on what was left of his forehead and intoned the Abyssal incantation. There was no time to explain to him exactly what was befalling him (alas!) but I think the old man was smart enough to realize something of its nature ere he fell. I also retrieved the ebon crystal of course. No way I could return to MM without it. I also grabbed several important looking books. I think MM will be pleased with those. The wizard's staff I sundered during the battle, but I brought it back with me as a trophy, along with a banner from the guild. |
3 Rain NS 16: It is time for the sundering. The demon has come for his payment, and I wish to have this done, for suddenly I am apprehensive at the notion that this demon will be fiddling magically with my soul, joining me to the wizard's intellect. Apparently, according to the netherbeing, it is not enough for me to simply wear Nemis' mind splinter close to my breast. Rather, the wizard's intellect must be bound to my own soul using the wizard's soul as a conduit. I am not happy with this revelation, though there is likely nothing I could have done about it had I known beforehand. But what it means is that while I indeed will control Nemis and his powers, I can only do so as long as the one attuned to Nemis' soul splinter allows it! That means my powers are beholden to this demon! Well, there is nothing now for it but to let it happen. But I think I will have to one day pay a visit to this tricky fiend and perhaps regain for myself Nemis' soul splinter, so that Nemis' powers can be mine alone for as long as I like. |
6 Rain NS 16: The sundering is complete. Early this morning the ritual finished. The demon took an eldritch hammer in his hands and struck Nemis' gem. The stone split into three pieces. The demon took one splinter and stabbed it into his forehead. He told me that was the soul splinter. He then bid me take the mind splinter. I did, and it was warm to the touch, but quiescent. But then the fiend began to chant, and his own soul splinter began to glow and throb and a strange string of luminescence threaded between the soul splinter and the mind splinter. I heard then an inward shriek of agony, and at first I thought it came from me unbidden, and I was worried the demon had betrayed me. But then I realized the scream came from the mind splinter itself. I placed the gem in m clenched hand and held it next to my heart, as I was bidden, and I felt the energy thread pierce my own body, joining me to the mind splinter. Suddenly, a thousand thoughts flooded my mind. I became disoriented and fell to the floor. The demon laughed, and bid me good fortune (sarcastically I am certain) and vanished in a cloud of brimstone. For two days I struggled with the visions. I realized they were Nemis' memories and they threatened to engulf me and drive me insane. But my will was strong, and I have a reputation for stubborness and am known never to give up a struggle. And so I prevailed eventually, and willed Nemis' powerful mind into order, lockstep with my own. In doing so, I caught a glimmer of his powers, and I know now that with practice and some effort I will be able to master him completely! Meanwhile, I now have to hurry and deliver the ebon crystal to MM. In addition, I have the body splinter, which the demon left for MM. Standing next to the body splinter is Nemis' body. At first it startled me, for I had just emerged from my struggle with Nemis' mind and saw the wizard standing before me. Instantly I assumed I had been duped, and Nemis was here to attack me. But then I remembered and saw that the body was unmoving. A blank slate. I laughed then in spite of myself and then grabbed the body splinter. I mentally ordered the body to follow, and it did of its own accord. While I wished to play with the body a bit, I know better than to ruin one of MM's toys. So I am off to deliver that which MM desires. |
It details the attack on Imana:
9 Harvest NS 17: We have been asked by MM to get rid of a little Indolle bitch who has been causing some trouble lately. I don't know the full details, but MM wants the bitch dead...so dead she will be. Now I need to figure out how to get at her. |
27 Harvest NS 17: Fortune smiles upon me this day! After weeks fruitlessly trying to get at this Imana, an Aghorrit priestess named Jamminus has come to me, willing to sell me information on Imana that will let me get to her. Although this Jamminus was quite glad at the offer of payment, there was a light in her eyes that told me the thought of her betrayal excited her. Of course, her eagerness and her fit body excited me, and when she asked if she could join our merry band, I agreed, if she could prove her worth in the bed and on the field. The first she passed that night...and with flying colours! |
14 Moon NS 17: Jamminus proved her worth on the field today. Just as she said, Imana travelled to Valorilong along the appointed road at the appointed time. We ambushed her caravan, and the priestess' warm blood drove away the coming bite of winter as she showered me with her crimson. Jamminus was beautiful herself, having clobbered that young pup who came up behind me and almost gutted me. She went on the slay half a dozen guards, some of whom, admittedly, had been lain low by Tyuloskil's sleep enchantment. Of course, I could have Nemis cast such an enchantment myself, but until I fully master the captive mage's spells, I am inclined to keep his existence a secret. At the rate it is going, it will take years to master all of the wizard's lore, though I dare say fewer years than were I to toil away as an apprentice begging some long-bearded master for even the first crumbs of a cantrip. In any event, I have Imana's head in my sack now, and am returning to MM to show that I have completed yet another mission successfully. |
It details an attack on the Erinhoru pilgrimage to Orsvale:
3 Sun NS 24: Another assault request from MM, delivered by Q. This time we are to track down an elf...part of a pilgrimage from Vosh that makes its way to Orsvale every once in a blue moon, which Nemis tells me is inaccurate as the moon is never blue. In any event, Jamminus remarked that this job sounded a lot like the Imana job all those years ago, and when I questioned her a bit, she reminded me that Imana was supposedly a prophet of some sort who had been having visions of doom and foreboding, like orphets are wont to do. Interestingly, this elf is also supposedly having similar visions. Not sure what MM has against these lunatics, but I don't decide them...I just kill them. Except, in this case MM wants the prophet and the Erinhoru priestess taken alive...at all costs. Interesting, but no problem for me, as I have long wanted to try out some of Nemis' holding spells in a combat situation, as opposed to my slaves. |
20 Sun NS 24: The assault went off spectacularly. We took them in the Arundel and the river-loving fairies never even knew what hit them. I was warned that they had resistance to my holding spells, but it was still easy to bind the prophet, and the priestess we beat into insensibility. She's a bit the looker, and I think we will have to wait for her bruises to heal up before I "question" her. |
13 Harvest NS 24: The priestess is finished. Or...I am finished with the priestess. Whatever! We questioned her, but even Tyuloskil says she knows nothing special of the prophecies of the male elf. So I enjoyed her for a good while and then we returned her body to the rivers she worshipped. Now we will have to turn to the elf male himself. Less fun extracting information from a male, but Tyuloskil claims the male's will is much easier to break. Hmmm...I wonder if that is a backhanded insult at my magical abilities? After all, Tyuloskil has acted somewhat estranged from me as my control over Nemis has grown. Jealousy? Perhaps. I will have to keep an eye on that conjurer. |
19 Calm NS 25: We are finished with the elven male. At least for the moment. Tyuloskil and I have questioned him repeatedly, and it seems he believes his visions are sent from his god, Firlott. I have made regular reports to MM regarding this, and my orders are to keep the whelp alive and imprisoned for the moment, as MM seems concerned about these visions. So, I am to leave him in the dungeons and make sure he is well fed enough to survive. These prophets can be a bit batty though, so I will have to make certain he doesn't get it into his head to kill himself. MM does not take failure well. If MM decides he can be expended, I think I will give him to the three-heads to play with. Poor thing hasn't had any fun for some time. Of course, two-heads will be envious, but I suppose I can round up a Southbank farmer to amuse him and his pet. |
It details the abduction of Vandeseen:
23 Wind NS 25: My sources tell me that the bardess that recently arrived in Northbank has been asking a lot of questions. I will have to send Munistre to keep an eye on her. I wonder if she is the same bardess who helped Marco during the party in Dwillingir where he was almost slain by the Mergurr's Fingers. |
28 Wind NS 25: The bitch has left Northbank for Southbank. Either she is following a lead, perhaps to Q, or she is on to Munistre. In either case we'd better act quickly. I will ask Q to contact MM and see if we should act. I hear she's decent looking. It'd be nice to have another plaything. |
4 Snow NS 25: We got the bitch. Took her from the Barist Wrist Inn in the middle of the night. Damn Munsitre and Noddens are good! Brought her here. Gods but she is fine looking. And it didn't take long for her to admit that she had worked as a whore in Dwillingir. I'll put her to the test soon enough. She owes me for the headache she gave me by some sort of magic she used that made my brain feel like it was going to burst out of my skull! I have never felt anything like it, and even Nemis was unfamiliar with it. I best report to MM. |
8 Snow NS 25: MM doesn't care what I do with Vandeseen. However, it may just be that Nemis' intellectual curiousity is rubbing off on me, or maybe I am just a greedy bastard who wants it all, but her strange mental powers intrigue me, and I want to learn more about them...perhaps one day with Nemis' help to master them. In addition, this strumpet is the wildest lovemaker I have ever encountered! It's almost like one of those barbarian rages that Oskkar gets into in combat, but she does it in the sheets! My back is bleeding from her scratch marks, but gods! What a lover! At least when Nemis' charm person spell is in effect. Otherwise she is anything but broken and would as soon spit in my face as take me for a roll. As long as she continues to amuse me and I can hold hope of learning her mind powers, I will keep her alive. But, I should begin to think of a suitable way to dispose of her after I weary of her. |
It also tells of Ragyfir's current whereabouts:
12 Darkness NS 25 [or about a week before the PCs learn of Vandeseen's disappearance]: MM arrived personally. Told me there was potential trouble brewing in the north with the Thaneeri. Apparently two rival houses, not Riverine though, may be hatching a scheme with the Thaneeri and MM is worried that Mercur might be harmed or shut out of any potential. I am to head up north and scope out what's going on and then report back. Can't bring the Arrows with me, as this is a recon mission and I need to be unnoticed and quick. Have put Tyuloskil in charge until my return, and Q is here to watch on things. No one is to touch Vandeseen until I return. I told those pigs I'd personally gut anyone who tried! |
In addition, the journal contains a great many other entries, including references to past events in the Far Coast and other tidbits, such as:
It will be noted that Ragyfir's handwriting changes over time. The entries before his Nemis raid and just after it are in a crude and fairly unsteady hand, though the vocabulary shows the signs of a man of some intelligence. As time goes on, the hand becomes more steady and graceful. There are also several idioms in later entries that are Elvish, Dwarvish, Sylvan, and even Draconic. In addition, some margin notes are written in Ancient Amorian.
Other Documents:
Amongst the various documents are a few that are of interest.
One is in Ragyfir's own handwriting:
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This is the name of the demon that aided the raid on Nemis and his guild and who received Nemis' soul splinter. It took Ragyfir many years of occasional research to finally determine the creature's name, and he is now waiting for the right time to somehow travel the planes and recover the soul splinter for himself. The reference to colour at the bottom describes the colour pool that allows access to the demon's demi-plane from the Astral Plane.
Another is in a strangely graceful script on a parchment that is some years old:
I have changed my mind. You are not to act against the person who has come to suspect us. I will take care of him. His loss cannot be obvious. It must be done with a hand more subtle than yours. MM |
This is a letter from N'Araktheel instructing Ragyfir not to murder the Riverine Indolle priest Renderuth. Instead, she implemented a plan to construct a cover story that the priest had been transfered to a distant land.
And another somewhat newer, but still several years old:
Perhaps I should have let you handle the matter of R. As it stands, the arrangements were subtle but not thorough. Apparently, one of R's books was not properly examined and may contain dangerous information. Those who have bungled that will be severly punished. Fortunately, G became aware of it. And now I need G and you to clean up this mess. This is too delicate for the Arrows. Do not involve them in any manner whatsoever. Instead, I will send along my own to aid you. G will fill you in. The trickster must be killed and his body handled so that he cannot return or be spoken with. And the book must be dealt with as well. It must be destroyed. Do not fail me in this or you both will suffer. I will brook no carelessness! MM |
This refers to the events detailed in the scenario "A Trick in Time". Refer to that scenario for more information.
Part Seven - The Splintered Arrows:
The Splintered Arrows are a longstanding mercenary group that, while originally an independent band for hire, came to be a muscle arm for House Mercur and the drow controlling it in the Far Coast. The group was formed by its current leader Ragyfir, and it roamed the land of Jaggarth in the chaotic post-war period. The group came to specialize in dealing with elves and fighting elves, and this called attention to them when the drow matron N'Araktheel needed someone to steal the wizard Nemis' artifact from the Guild of Blood and Thought in Onlor, many of which members were elves.
Normally, N'Araktheel would be inclined to then let the band return to Jaggarth or, possibly, slay its leaders and dissolve the band, but Ragyfir's brutal efficiency and ruthless capabilities bespoke of a useful tool to the drow matron. And so she has since used the band, by way of House Mercur, to conduct a great many tasks, not the least of which include the slaying of a Chosen of Indolle who was having prophetic dreams about the drow plans, and to provide the muscle behind the resolution of the Lake Cald feud.
Currently, the Splintered Arrow are in residence in the Mercur Fortress, specifically in the bailey. They are hear to make sure that the Cald peace is enforced and to make certain that Mercur merchants are getting exclusive access to Cald fish and caviar products.
Ragyfir is usually not present in the bailey, as he is often in Dwillingir consulting with the Mercur hierarchy or off on other business. However, the majority of the Splintered Arrows is quartered here when the PCs arrive.
The band varies in actual numbers. Sometimes, for big jobs, one-timers are hired. Members come and go, and some are slain. Few grow old. There are, currently, some 26 members of the group. Of these, 7 are not present.
Below is presented the roster of the 19 Splintered Arrows members who are in the bailey. They will not be in armour other than light armour unless they are on alert or have time to don such protection.
Tyuloskil:
This 40 year old man has shoulder length brown hair and sports no facial hair. He is the second in command and the most potent magical force in the band. He is an accomplished mage and specializes in conjurations.The man is a bit concerned recently, as it seems that Ragyfir has come to call upon his powers less and less since the raid in Onlor many years ago, and just recently seemed to stop altogether. Indeed, this is because for all intents and purposes, Ragyfir has a more powerful mage (the mind of Nemis) at his beck and call, as he has finally mastered all of Nemis' powers. This has Tyuloskil nervous that perhaps Ragyfir is angered with him or no longer desires his services and may seek to slay him rather than let the mage leave with a great many secrets of the band in his head. The mage knows nothing about the drow. He firmly believes that Ragyfir takes his orders from House Mercur.
Like most wizards, Tyuloskil disdains physical combat. He prefers to have his many summoned servants fight in his stead. He has no loyaty to these, regarding them as mere tools, and will expend them as necessary.
Tyuloski is a member of the Brotherhood of the Rose, an arcane order specializing in conjuration (the same order that the hero Eracuss belongs to), and his robes display a rose with blood dripping off of the thorns and a demonic head in the flower's center. His robes also bear the runes of the order (Knowledge [arcana] DC 20 or membership in the order to recognize).
* Tyuloskil: Male human Wizard (conjurer - enchantment and necromancy prohibited) 5/Mage of the Arcane Order [Brotherhood of the Rose]) 4; CR 9; Medium humanoid (human); HD 5D4+5 plus 4D4+4; hp 34; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 11 (touch 11, flat-footed 10); Atk +4 melee (1D6, staff of night); SQ spellpool I, spellpool II; AL NE; SV Fort +4, Ref +4, Will +10; Str 10, Dex 13, Con 12, Int 18, Wis 12, Cha 13. Height 6 ft. Skills and Feats: Concentration +13, Craft (alchemy) +10, Diplomacy +3, Knowledge (arcana) +16, Knowledge (planes) +14, Knowledge (religion) +8, Spellcraft +16, Spot +7, Tumble +7; Augment Summoning, Cooperative Magic, Craft Wand, Scribe Scroll, Spell Focus (conjuration), Spell Mastery (dimension door, invisibility, magic missile), Sudden Extend, Sudden Silent. Special Qualities: Spellpool (Su): Able to call up to 4 spell levels per day of up to 4th level spells as full round action. Possessions: staff of night with 27 charges, cloak of resistance +1, scroll organizer, wand of Lesser Orb of Sound at 1st level with 19 charges, wand of Wind Wall at 5th level with 10 charges, scroll of Dispel Magic at 9th level, scroll of Magic Circle against Good at 5th level, scroll of Black Tentacles at 7th level, scroll of Protection from Energy (fire) at 7th level, scroll of Sphere of Pure Air at 5th level, scroll of Mass Enlarge Person at 7th level, spell component pouch, ring of silver shaped like a dretch (spellpool focus, worth 55 gp), small ornate chest (focus for Secret Chest spell, worth 50 gp), key to chest. Spells Prepared (4+1/5+1/5+1/4+1/3+1/1+1): 0 - acid splash (2), detect magic, read magic, silken glue; 1 - grease, lesser orb of acid, mage armour, magic missile, obscuring mist, shield; 2 - acid arrow, choke, glitterdust, invisibility, summon swarm, web; 3 - dispel magic, fireball, stinking cloud, summon monster III, open slot (for Spellpool); 4 - dimension door, fire shield, summon monster IV, wall of deadly chains; 5 - arc of lightning, summon monster V. Base DC = 14 + spell level (15 + spell level for conjuration spells). Languages: Common, High Imperial, Amorian, Draconic, Abyssal, Infernal. |
Tyuloskil's Secret Chest:
This chest is hidden by a Secret Chest spell on the Ethereal Plane. There is no easy way for the PCs to gain access to the chest, except by convincing the mage himself to retrieve it (which is a possibility by means of coercion, or magical persuasion). The chest is ornate, made of iron inlaid with silver and studded with tourmaline, sardonyx, and aquamarine (worth 5,000 gp). It is warded by a Arcane Lock spell cast by Tyuloskil (level 9) and locked by a very complex lock (Open Locks DC 35) which key is on Tyuloskil's person.
The chest holds:
Oskkar:
Oskkar is a Wolf Rider who was banished from his tribe for improper advances towards the chief's daughter. He lurked on the edge of the Wolf clans murdering and raping as he could, but eventually his hard-scrabble existence caught up to him and, starving, he managed to attack the Splintered Arrows while camped in northern Jaggarth. The weakened youth killed two band members before being captured, but Ragyfir liked the fire he saw in the youth and instead gave him a chance to join the band. This Oskkar (whose old name is Oskkarind'askli) did with relish, and proved himself utterly capable, rising in the ranks and in Ragyfir's favour by means fair and foul. He regards Ragyfir as a sort of surrogate father, and the leader is about the only person in the world that Oskkar gives a damn about. Everyone else is his to use or discard or destroy as he sees fit. He is now the general commander of the band's warriors, and third in rank behind Ragyfir and Tyuloskil. He is brave beyond question, and enjoys covering himself with the gore of his victims.
Oskkar is now in his mid-twenties. He still sports the topknot of his people, with his long black hair braided behind him and reaching all the way down to the seat of his pants.
* Oskkar: Male human Barbarian 3/Rogue 3/Fighter 2; CR 8; Medium humanoid (human); HD 3D12+6 plus 3D6+6 plus 2D10+4; hp 67; Init +2, Spd 40 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 13, flat-footed 19); Atk +10 melee (1D8+2, heavy mace) or +9 ranged (1D8+2, composite longbow); SA rage 1/day, sneak attack +2D6; SQ evasion, fast movement, improved uncanny dodge, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +9, Ref +6, Will +3; Str 14, Dex 15 Con 14, Int 11, Wis 13, Cha 12. Height 5 ft 9 in. Skills and Feats: Balance +9, Bluff +4, Climb +6, Handle Animal +6, Intimidate +5, Jump +8, Listen +6, Ride +9, Sense Motive +3, Spot +9, Survival +6, Swim +5, Tumble +13; Combat Reflexes, Dirty Fighting, Dodge, Mobility, Power Attack, Mounted Combat. Possessions: masterwork heavy mace, heavy wooden shield, chain shirt, composite longbow (+2 Str bonus), arrows (20), silver arrows (10), cold iron arrows (10), belt pouch, wolf-shaped amulet of natural armour +1, potion of Cure Moderate Wounds at 3rd level, key to trapdoor. Languages: Wolgir, Common. |
Jamminus:
One of the few women in the band, Jamminus is also the group's only cleric. This fact keeps her in good stead, and protects her from any lewd advances by the band members, as they much prefer to have healing available than to taste the pleasures of her flesh. Jamminus is a lover of Ragyfir on occasion, for she is a war priest of Aghorrit, one of those dedicated to slaughter and the viciousness of war rather than honour and just conflict. In fact, she joined the band after informing on Imana, the Chosen of Indolle who intended to visit the Aghorriti temple to discuss her dreams of brooding war. Knowing her betrayal was likely to be ferreted out by her temple elders, she decided to join with Ragyfir instead. She has since remained loyal in service of her god, for Aghorrit is, like war itself, served by both the good and the evil. In overall ranking, even though her status makes her unique in the band, Jamminus is fourth.
* Jamminus: Female human Cleric 6; CR 6; Medium humanoid (human); HD 6D8+6; hp 33; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +7 melee (1D10+4, +1 halberd) or +4 ranged (1D8, light crossbow); SA rebuke undead (5/day, +2 synergy bonus); AL LE; SV Fort +6, Ref +2, Will +8; Str 14, Dex 11, Con 12, Int 12, Wis 16, Cha 15. Height 5 ft 6 in. Skills and Feats: Concentration +10, Diplomacy +7, Heal +8, Knowledge (arcana) +4, Knowledge (religion) +9, Spellcraft +7; Divine Might, Divine Vigour, Domain Spontaneity, Martial Weapon Proficiency (halberd). Possessions: +1 halberd, chainmail, cleric's outfit, spell component pouch, steel holy symbol, ring of mind shielding, key to chest. Spells Prepared (5/4/4/3): 0 - cure minor wounds (2), detect magic, resistance, silver sword; 1 - bless, cure light wounds (2), shield of faith; 2 - cure moderate wounds (2), hero's visage, spell shield; 3 - cure serious wounds, dispel magic, ring of blades. Domains: Strength (+6 Str for 1 round 1/day), Destruction (smite for +4 attack and +6 damage 1/day). Domain Spells (1/1/1): 1 - enlarge person; 2 - bull's strength; 3 - magic vestment. Base DC = 13 + spell level. Languages: Common, High Imperial. |
Vyarskin Nemmil:
Vyarskin is a relatively new addition to the band, his unique talents having intrigued Ragyfir. The youth, who is a lanky 19 years of age, trained under Varytur himself, the renegade of the hero Canaris' psionic school. He then sought to ply his trade as an assassin, but soon realized that he needed a group or organization with which to work, lest he end up a hunted fugitive one day tracked down by bounty hunters. His inquiries led him to the Splintered Arrows, and when he slew a powerful warrior of the band using his unique abilities, he was immediately accepted by Ragyfir. The man is now the scout and assassin of the band. Ragyfir has pressured him to teach him his "mind tricks", but so far Vyarskin has resisted this, fearing that should his unique talents become commonplace within the group, he would not hold such a lofty position.
* Vyarskin: Male human Soulknife 5; CR 5; Medium humanoid (human); HD 5D10+5; hp 42; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +7 melee (1D8+3, +1 mind blade [longsword]) or +7 ranged (1D8+3, +1 mindblade [longsword]); SA free draw, mind blade, psychic strike +1D8, shape mind blade, throw mind blade; AL N; SV Fort +2, Ref +6, Will +5; Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 10. Height 5 ft 11 in. Skills and Feats: Climb +10, Hide +10, Move Silently +10, Spot +9, Tumble +10; Dodge, Psionic Weapon, Up the Walls, Weapon Focus (mind blade), Wild Talent. Possessions: chain shirt, heavy steel shield, dagger, belt pouch, shard of Tumble +5, shard of Climb +4, key to chest. Languages: Common |
Munistre the Slick:
Munistre is the scout, spy, and thief of the band. He earned his nickname by being able to sneak or talk his way into or out of almost anywhere. The oily man in thin and somewhat small and sports a thin mustache and short, cropped black hair. He is in his late thirties, but appears somewhat younger, as he takes pains to oil and pamper what he regards as a dashingly beautiful face. The Slick dislikes direct combat, finding it gauche and...well...dangerous. He much prefers to spring into combat and out again, striking and returning to safety. He makes it his business never to get caught toe-to-toe in combat with a superior opponent. So far he has been successful in this endeavour.
* Munistre: Male human Rogue 6; CR 6; Medium humanoid (human); HD 6D6+12; hp 39; Init +8; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 16); Atk +6 melee (1D6+1, masterwork rapier) or +8 ranged (1D6, shortbow); SA sneak attack +3D6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort +4, Ref +9, Will +3; Str 12, Dex 19, Con 14, Int 14, Wis 12, Cha 13. Height 5 ft 8 in. Skills and Feats: Appraise +4, Balance +11, Bluff +9, Climb +4, Diplomacy +7, Disguise +8 (+10 acting), Escape Artist +12, Forgery +7, Gather Information +8, Hide +13, Intimidate +3, Jump +8, Knowledge (local - Far Coast) +6, Move Silently +9, Open Locks +12, Search +5, Sense Motive +8, Sleight of Hand +7, Tumble +15; Dodge, Improved Initiative, Mobility, Spring Attack. Possessions: masterwork rapier, masterwork leather armour, shortbow, arrows (20), belt pouch, masterwork thieves' tools, tanglefoot bags (2), thunderstones (2), potion of Cat's Grace at 3rd level, potion of Cure Light Wounds at 1st level, strange crystal key to chest (see Room 1 level Four). Languages: Common, High Imperial, Morakki. |
Hal-Jelu:
Hal-Jelu is a young, rough warrior from Vilgum who fled that land after insubordination to his commanding officer. Rather than face twenty lashes, he left his company of the Vilgum Army and fled east, eventually making his way across the Aynayjor Mountains and to the Noscrused area. There he served capably as a mercenary, before being recruited by the Splintered Arrows. Hal-Jelu is a half-Morakki, his father a leftover from the Morakki armies that took part in the final assault on Mordasht, and his mother a nurse who fell in love with the exotic soldier. Hal-Jelu is entirely in the group for himself. He seeks action and adventure for its own sake, and bridles at long period of inactivity. As such, he can be reckless at times, and so Ragyfir does not send him on missions requiring patience or subtlety, which, of course, merely exacerbates his impatience. Nonetheless, he is a formidable warrior and his prowess is known and respected by the other band members. However, he is also not particularly devoted to the group, and could be induced to turncoat for the right offer.
* Hal-Jelu: Male human Fighter 5; CR 5; Medium humanoid (human); HD 5D10+15; hp 49; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 21 (touch 11, flat-footed 20); Atk +9 melee (1D8+4, masterwork longsword) or +6 ranged (1D8, light crossbow); AL N; SV Fort +7, Ref +2, Will +2; Str 15, Dex 13, Con 16, Int 12, Wis 10, Cha 9. Height 5 ft 9 in. Skills and Feats: Climb +3, Handle Animal +4, Intimidate +7, Jump +10, Ride +11 Spot +1; Dodge, Mobility, Power Critical (longsword), Sidestep Charge, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: full plate armour, masterwork longsword, dagger, light crossbow, crossbow bolts (20), heavy steel shield, belt pouch, potion of Cure Moderate Wounds at 3rd level. Languages: Vilgumese, Common. |
Noddens of Nuir:
Noddens is a hateful man. He was abandoned by his mother, who attached herself to a man who did not want to be burdened with a "mewling brat". The babe was taken in by an elderly ranger who despised civlization and most of mankind, but began to despair that his fight to destroy civilization or at least halt its encroachment would end when he passed from the mortal world. The ranger, fearing his time was short, drove Noddens cruelly as a child, beating the lessons of woodcraft and his nihilistic philosophies into the poor boy. The boy did indeed learn, but he hated his master for his cruel treatment, and at the age of 17 murdered him in his sleep. Noddens did not share his hated master's philosophy, but he was now a cruel, uncaring man who felt at peace only when alone in the wilderness with his faithful dog Glauring.
Noddens was hired by Ragyfir to elf slay a band of elves in northern Jaggarth as part of a mercenary contract. Ragyfir saw Noddens' potential as a scout and tracker for the band, and worked long and hard to convince the man to join the Splintered Arrows. When the band moved to the Far Coast, Noddens elected to remain behind. However, he shortly came to realize that he enjoyed the action and pay that working with Ragyfir provided, and so trekked across the Aynayjors and rejoined the band.
Noddens is a tall, lanky man in his mid 30s. His eyes are devoid of any emotion, and he hunts his prey with the remorselessness of a shark or other predator. The only being he truly cares for is Glauring.
* Noddens of Nuir: Male human Ranger 5; CR 5; Medium humanoid (human); HD 5D8+10; hp 42; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 13, flat-footed 17); Atk +6 melee (1D8+1, battleaxe) or +10 ranged (1D8+1, masterwork composite longbow [+1 Str bonus]); SQ combat stule (archery), favoured enemy (humanoid [human] +4 and humanoid [elf] +2), share spells, wild empathy (+2 syngery bonus); AL NE; SV Fort +6, Ref +7, Will +3; Str 12, Dex 16, Con 14, Int 12, Wis 15, Cha 12. Height 6 ft 1 in. Skills and Feats: Climb +5, Handle Animal +6, Heal +5, Hide +6, Jump +7, Knowledge (nature) +8, Listen +7, Ride +10, Search +6, Spot +10, Survival +10 (+12 to track), Swim +7, Tumble +7; Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). Possessions: chain shirt, heavy wooden shield, battleaxe, masterwork composite longbow (+1 Str bonus), arrows (20), silver arrows (20), arrows of flame (8), wooden holy symbol to Firlott, spell component pouch, belt pouch, explorer's outfit. Spells Prepared (1): 1 - resist energy. Base DC = 12 + spell level. Languages: Common, Sylvan. |
* Glauring (Riding Dog Animal Companion of Noddens): CR 1; Medium Animal; HD 2D8+4; hp 13; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +3 melee (1D6+3, bite); SA trip; SQ link, low-light vision, scent, share spells; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 3 ft 6 in. Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+5 when tracking by scent); Alertness, Track. Special Attacks: Trip (Ex): A riding dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding dog. Possessions: leather barding. Tricks: attack, come, defend, fetch, heel, seek, stay. |
Band Warriors:
These are the "grunts" of the band. They are, in and of themselves, no pushovers, all seasoned warriors, veterans and deserters of the Imperial Legions or other nations' armies for the most part who now seek fortune in the Splintered Arrows. All are cruel and all respect power and fear Ragyfir. They are not fooolish or stupid in combat, and Ragyfir constantly drills them, so that they fight well and use proper tactics. They are well disciplined and are not disposed to break morale easily, but they are still mercenaries and unwilling to throw away their lives for a cause that does not go beyond payment for them.
* Splintered Arrows Warriors (24): Male human Fighter 3; CR 3; Medium humanoid (human); HD 3D10+6; hp 28; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft (10 ft with glaive); AC 17 (touch 11, flat-footed 16); Atk +6 melee (1D8+3, longsword) or +6 melee (1D10+4, glaive) or +4 ranged (1D8, longbow); AL NE; SV Fort +5, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 11. Height 6 ft 1 in. Skills and Feats: Intimidate +4, Listen +3, Ride +3, Spot +5; Blooded, Combat Reflexes, Dodge, Power Attack, Shieldmate. Possessions: glaive, longsword, dagger, longbow, arrows (20), banded mail, heavy steel shield, belt pouch, key to footlocker. |
Leader Locations:
It is up to the DM to decide where any given Splintered Arrow leader is at any given moment. In addition, the DM must run the defense and reaction against the PCs. Suffice to say that the Splintered Arrows did not survive as such a ruthless group insuch a dangerous trade for so long by being soft or stupid.
In most cases, the Splintered Arrows will have some idea that the PCs are coming. After all, Abrinda herself will have informed Qanzi'kli of the PCs; imminent arrival, and the scribe will have warned the Splintered Arrows to be on their guard. This doesn't mean they will necessarily stay up 24 hours a day patrolling the entire keep. But they are aware that the PCs are coming to the area, may poke around the Keep, and are capable warriors, mages, priests, rogues or what have you. The DM should run the Splintered Arrows as if they were his PCs and the players' characters were the "monsters".
This means the Splintered Arrows will set ambushes for the PCs, and will leave the Keep perhaps to raid the PCs' camp if they think it warranted.
Part Seven - The Dungeons Below:
The dungeons below the Keep are not as extensive as the size of the promontory upon which the Keep is based might suggest. The dungeons basically were designed with several purposes in mind:
These the dungeons currently serve. In addition, they serve as lair of the chimera that is the pet of Qanzi'kli and serves as fearsome ward of the tunnels.
Refer to the Dungeon maps.
Unless specified, all passages are 10 ft tall and carved directly out of the granite of the rock. None of the passages seem naturally formed, nor do they appear to have been hewn from the rock by mundane tools, as a DC 15 Knowledge (dungeoneering) check would tell. Instead, they were formed of drow magic; the very same the raised the Keep itself in such a short period of time. None of the passageways is lit.
Dungeon - Water Level:
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This level is at the relative water level of the Lake.
1. Water Entrance:
This entrance is hidden from casual, long distance view, as it is a relatively narrow fold in the promontory wall, a mere 15 ft wide and angled so as to be hidden from view from the lake proper. The entryway is roofed by the granite of the promontory, and the watery passageway thus formed wends its way northwest towards Room 2. The ceiling of the watery passageway is currently 15 ft above the water level, and this can vary depending upon the season.
The lacedons and merrow that dwell in the lake nearby usually have this entrance in view, as they are commanded to ward it from unauthorized passage. Refer to the "Shadows in the Water" section above for their statistics.
Halfway to Room 2 is a large, thick iron portcullis that has been lowered across the passageway. This gate is quite heavy, and will allow only a Tiny or smaller creature to slip through. Great chains run up into the ceiling and then through tubes cut in the ceiling down inside the east wall of Room 2, where the great wheel can be used by the ettin in Room 3 to raise or lower the gate. The gate is very heavy.
Summoning the ettin to open the gate involves clanging on the gate with a metal implement (usually a dagger) until he comes into Room 2. The ettin then moves to the very southwest part of the room and peers down the watery passage to the gate. He then observes who is at the gate. He also awaits the password, which changes daily and is given by Ragyfir, Tyuloskil, or one of the other leaders. Common passwords include: "Two Moons", "Fish Tail", "Dead Rat" or anything else relatively simple for the ettin to pronounce and understand.
2. Landing Cave:
The watery passageway from Room 1 ends here, at the base of a sheer 12 ft rise that ends in a dry cave floor that forms Room 2 proper. Two rowboats, each 9 ft long, are tied to ropes that rise up the face of the rise and are tied to iron stakes pounded into the cave floor. Rope ladders with lead weights at their bottoms descend from iron spikes in the cavern floor into the water, and a ways below. These allow access to the boats no matter what the height of the water level.
Above in the cave are two more longboats, one with a single mast and rolled up canvas sail.
Along the east wall is a massive iron wheel set into the wall. An iron lever serves as a locking mechanism. The wheel can be unlocked and turned to raise or lower the gate in Room 1. The gate is extremely heavy, and requires a DC 16 Strength check to turn to raise the gate. It takes 12 turns to raise the gate enough to allow a rowboat to pass through, fewer to allow swimmers to swim underwater beneath. Each turn takes 1 round. Up to four Medium creatures can turn the wheel, with the strongest being the primary turner and the remainder assisting. Creatures can take 10 to turn the wheel. Lowering the gate takes little effort; the level is unlocked and the wheel will immediately whirl around as the gate drops with a splash. It would require a DC 16 Strength check each round to hold the wheel and prevent the gate from falling if the locking lever is unlocked.
Also in the room, set against the walls, are several coils of hemp and silk rope (50 ft lengths), several hooded and bullseye lanterns, a fog-cutter lantern, a brace of torches, flint and steel, and six sunrods.
Any noises or light in this room will summon the ettin from Room 3.
3. Ettin's Lair:
This is the lair of Egruk the Ettin. He was brought from the Underdark by Ragyfir, using Nemis' charm monster spell, and since has fallen in as a willing guard of the area, in exchange for a bit of treasure and the occassional victim. Ragyfir talks to the brute in Orcish, and has given him simple instructions to attack and eat anyone except the Scribe or him or any of the leaders of the Splintered Arrows. All of the leaders know enough Orcish to command the ettin to attack, flee, or stop.
The cave itself is quite noisome, full of ratty furs Egruk uses as a bed, discarded bones of prior meals, and small piles of coins. A small pit in the floor contains glowing embers that provide heat and light for the ettin, and several large torches are nearby that can be thrust into the embers and lit to take light into Room 2 as necessary.
The coins scattered around amount to 160 cp, 270 sp, 60 gp, and 3 pp.
* Egruk the Ettin: Male ettin Barbarian 1; CR 7; Large giant; HD 10D8+20 plus 1D12+2; hp 77; Init +3; Spd 35 ft; Space 10 ft; Reach 10 ft; AC 18 (touch 8, flat-footed 18); Atk +13/+8 melee (2D6+6 [x2], morningstars) or +6 ranged (1D8+6 [x2], javelins); SA rage 1/day; SQ fast movement, low-light vision, superior two-weapon fighting; AL CE; SV Fort +11, Ref +2, Will +5; Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11. Height 13 ft. Skills and Feats: Handle Animal +2, Listen +10, Search +1, Spot +10; Alertness, Improved Initiative, Iron Will, Power Attack. Special Qualities: Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Possessions: morningstars (2), hide armour, javelins (6). |
If Egruk hears noise or sees lights in Room 2 or even hears noise from the watery passage (Room 1), he will immediately investigate, likely making his way quickly into Room 2 to ascertain the situation and then bounding into Room 4 to release his pet. Egruk is commanded to guard this area, and has no way to spread an alarm, so he will simply battle intruders as best he can, pursuing them up the passageway (Room 5) if no other foes remain.
4. Mammuk's Cave:
Mammuk is the brown bear companion of Egruk. It serves its master out of loyalty, for Egruk feeds it, and out of fear, for Egruk has beaten the bear since it was a cub. Mammuk is massive for his kind, a cave bear at home underground as well as in the wilds. He is likely the largest non-dire bear any of the PCs has ever seen.
Mammuk dwells in his cave, which is covered with straw and leaves and twigs. Bear dung sits steaming in piles off to one side, and to the other are bones and other remnants of prior meals.
Mammuk is normally chained to the back wall by a thick iron chain that is 10 ft long. The chain is attached to the bruin by a thick iron collar. The other end is attached to the wall by a massive iron eyelet secured to the granite. This eyelet can be opened by the ettin (or anyone with prehensile fingers) by working a simple catch.
Mammuk will obey Egruk most of the time, as their long years together grants the ettin a +4 circumstance bonus to Handle Animal checks with the bruin. In any event, Mammuk is fierce and loves to fight, so its inclination is to attack anyone smaller than itself.
Even if Mammuk is not released by Egruk, if combat develops, the bear will begin to strain and pull at the chain, and attempt to break it or pull out the eyelet. The chain and eyelet require a DC 28 Strength check to break.
* Mammuk the Advanced Brown Bear: CR 5; Large animal; HD 10D8+40; hp 90; Init +1; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +16 melee (1D8+10 [x2], claws) and +11 melee (2D6+5, bite); SA improved grab; SQ low-light vision, scent; AL N; SV Fort +11, Ref +8, Will +4; Str 30, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Height 10 ft. Skills and Feats: Listen +7, Spot +8, Swim +12; Endurance, Mighty Roar, Run, Track. Special Attacks: Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Tricks: attack, come, down, guard. |
5. Ascending Passage:
This passage begins to slope up noticeably at the point on the map where its continuation is notted by an arrow. The passage twists and winds in on itself, clearly ascending up through the rock of the promontory. This continues for quite a ways before ending on the Gate Level.
Dungeon - Gate Level:
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This level is approximately half way up the promontory.
1. Widening:
This Room is actually simply a widening in the passageway that has been twisting up from the Water Level or down from the Dungeon Level. However, it holds two illusory wall spells that are indicated as dotted lines on the map. These illusions are crafted to match the normal walls of the place. These walls are as if cast by a 13th level sorcerer.
There are several sconces in this place, though the torches set therein are unlit and show little sign of recent use.
2. Alcove of Lead:
This plain alcove sits behind one of the illusory walls described in Room 1. Within waits a lead skeleton, commanded by N'Araktheel herself to attack anyone but a drow elf or another being that gives the password of "S'paraktha" (Drow Elven for "Waiting Dead") that enters or touches any of the illusory walls. As the skeleton "sees" by sound, it can see right through the illusory wall and will therefore know if the PCs breach the wall opposite it. The skeleton will attack its foes until they are out of sight for 1 minute and will pursue them or their last location to the best of its abilities until them.
* Lead Sketelon: CR 6; Medium construct; HD 10D10; hp 55; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 30 (touch 14, flat-footed 26); Atk +13 melee (2D6+6 [x2], slam); SQ blindsight, construct traits, DR 5/bludgeoning, DR 10/adamantine, immunity to acid fire, cold, and electricity, sonic attacks slow for 1D4 rounds, SR 18; AL N; SV Fort +3, Ref +7, Will +3; Str 22, Dex 18, Con -, Int -, Wis 10, Cha 1. Height 6 ft. Skills and Feats: none. |
3. Gate Room:
The passage into this chamber sits behind one of the illusory walls described in Room 1. Fifteen feet down the passageway waits a lead skeleton, commanded by N'Araktheel herself to attack anyone but a drow elf or another being that gives the password of "S'paraktha" (Drow Elven for "Waiting Dead") that enters this illusory wall. Unlike the skeleton in Room 2, this one is more invested in guarding its passageway, and therefore will not leave this area. If it is subjected to ranged attacks by foes outside of this room, it will withdraw owards the gate, around the corner.
* Lead Sketelon: CR 6; Medium construct; HD 10D10; hp 55; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 30 (touch 14, flat-footed 26); Atk +13 melee (2D6+6 [x2], slam); SQ blindsight, construct traits, DR 5/bludgeoning, DR 10/adamantine, immunity to acid fire, cold, and electricity, sonic attacks slow for 1D4 rounds, SR 18; AL N; SV Fort +3, Ref +7, Will +3; Str 22, Dex 18, Con -, Int -, Wis 10, Cha 1. Height 6 ft. Skills and Feats: none. |
Beyond the skeleton is a small cavern. Set against the north wall of the cave is what appears to be an archway of some sort. The archway is carved of the same stone as the promontory and is unadorned. It is set against the wall and there is nothing beyond the arch but the wall of the cave.
This arch is a magical gate. This gate leads from the Underdark, to a well hidden cavern near the lair of N'Araktheel herself. However, the gate is only usable by the bearer of the proper key, in this case a single trapezoidal shapes amethyst that the drow matron holds in her possession. The gate radiates magic, and there are some magics that can allow the PCs to use the gate. If this happens, then the DM should refer to the material pertaining to N'Araktheel and her lair, or should simply be prepared to run an Underdark trek. As a bit of aid, the other end of the gate emerges into a small cavern that has no apparent exit. Another illusory wall therein leads into a passage that enters the ways of the Underdark.
Dungeon - Dungeon Level:
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This level is 40 ft below the level of the Keep.
1. Antechamber:
This chamber has three exits. To the east, a 10 ft wide passageway heads into Room 3 to become the maze in which the chimera dwells. To the south a 5 ft wide passageway leads to a set of steps that forms a spiral staircase that ascends 40 ft to Room 15 of Level One of the Keep. To the north is a secret door (Search DC 25) that is opened by a nearby hidden catch (Search DC 25) that leads to the cells (Room 2).
The chamber is lit by two oil lamps hanging from the ceiling on thin iron chains. These are not strong enough to fully illuminate the chamber, and instead throws the whole into shadows.
In an alcove along the south wall of the place is a shadow mastiff. This creature (or another of its ilk) is bound by Tyuloskil using his lesser planar binding spell. The creature is made to serve for 9 days, and then another is conjured up to take its place. This means, for all practical purposes, there is always a shadow mastiff down here performing guard duty.
Technically, once every 9 days, Tyuloskil memorizes a lesser planar binding instead of arc of lightning, a dimensional anchor instead of a fire shield, and an eagle's splendour instead of choke. He will then have cast those three spells and magic circle against evil to summon up the shadow mastiff. They make opposed Charisma checks, which are equal, but Tyuloskil gains a +2 for his eagle's splendour spell and another +6 bonus for offering the shadow mastiff a live sentient being to slay (usually a child or a local humanoid). This gives the mage a total of a +8 advantage over the shadow mastiff, and as long as he keeps summoning up the same one(s), they voluntarily negate their Will saves. They do not give up the Charisma rolls because that represents their bargaining for certain numbers or types of beings to devour.
For all intents and purposes, the DM can assume that during this scenario Tyuloskil always succeeds in replacing his shadow mastiff.
The mastiff will attack anyone not giving it the daily password set by Tyuloskil. It will take advantage of the shadowy conditions here and is unafraid of the chimera so that it will follow intruders into the maze and try to aid the chimera in an attack against them.
* Shadow Mastiff: CR 5; Medium outsider (extraplanar); HD 4D8+12; hp 35; Init +5; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 13); Atk +7 melee (1D6+4, bite); SA bay, trip; SQ darkvision 60 ft, shadow blend, scent; AL NE; SV Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13. Length 4 ft. Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8 (+12 tracking by scent); Dodge, Improved Initiative, Track. Special Attacks: Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300 foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiffs bay for 24 hours. Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff. Special Qualities: Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. |
2. Cells:
This section is a cell block, complimented by a room that serves the gaoler and his guards as living quarters and interrogation chamber.
The gaoler's room is 15 ft square and accessed through an open archway that overlooks the hall leading to the cell block. Within the room, torches and oil lamps light the place, as do the ruddy glow of several coal braziers and an iron cauldron set atop a small fire and filled with burning coals. A small hole above the cauldron vents smoke into a chimney to the surface.
Within is a central table and four chairs. Pushed against the west wall are four fur pallets, three of them larger and coarser and smellier, and one a bit more refined. Pushed up against the walls are various implements of torture. These are clearly moved into place when needed. The implements include an iron maiden, a wooden rack for stretching, various brands and wickedly shaped scalpels and tongs, hammers and thin needle-like iron spikes, thumbscrews, and other horrific utensils. Various manacles and chains hang from the walls and ceiling, and the floor, though strewn with sawdust and straw, still shows evidence of blood stains.
The room is currently occupied by the gaoler and his three guards. The gaoler is a half orc recruited by Ragyfir, though not a formal part of the Splintered Arrows. He was a member of an Aynayjor orc tribe who sought his fortune in the human lands of the Far Coast and eventually made a name as a free lance interrogator. Ragyfir has now bought his contract for the next five years.
The guards are bugbears recruited from the local humanoid tribes by Qanzi'kli. None of them knows of the drow sorcerer's true nature. They know him as The Scribe.
* Reshtmug the Painmonger: Male half orc Barbarian 1/Fighter 1/Rogue 3; CR 5; Medium humanoid (orc); HD 1D12+3 plus 1D10+3 plus 3D6+9; hp 43; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft (10 ft with scourge); AC 15 (touch 12, flat-footed 13); Atk +7 melee (1D8+3, flail) or +7 melee (1D4+3, barbed dagger) or +5 melee (1D8+3, flail) and +5 melee (1D4+1, barbed dagger) or +6 ranged (1D8, light crossbow); SA rage 1/day, sneak attack +2D6; SQ darkvision 60 ft, evasion, fast movement, trapfinding, trapsense +1; AL CE; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 16, Int 12, Wis 12, Cha 6. Height 6 ft. Skills and Feats: Balance +4, Bluff +3, Diplomacy +0, Intimidate +8, Jump +10, Listen +4, Profession (torturer) +6, Search +3, Sense Motive +5, Sleight of Hand +9, Survival +4, Tumble +12; Dodge, Exotic Weapon Proficiency (barbed dagger), Two-Weapon Fighting. Possesssions: studded leather armour, flail, barbed daggers (2), light crossbow, crossbow bolts (20), belt pouch, 20 gp, 130 sp, keys to the cells. |
* Bugbear Footpads (3): Male bugbear Fighter 1/Rogue 1; CR 4; Medium humanoid (goblinoid); HD 3D8+6 plus 1D10+2 plus 1D6+2; hp 36; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 13, flat-footed 17); Atk +11 melee (1D8+5, masterwork morningstar) or +7 ranged (1D4+5, masterwork dagger); SQ darkvision 60 ft, scent, sneak attack +1D6, trapfinding; AL CE; SV Fort +5, Ref +8, Will +1; Str 20, Dex 16, Con 15, Int 12, Wis 10, Cha 6. Height 7 ft 2 in. Skills and Feats: Climb +8, Hide +11, Listen +10, Move Silently +10, Spot +10; Combat Expertise, Deft Opportunist, Dodge. Possessions: leather armour, masterwork heavy wooden shield, masterwork morningstar, masterwork daggers (2), thunderstones (2), tanglefoot bags (2), belt pouch, 117 sp, 64 gp, 13 pp. |
There are six cells in the cell block. Each is 10 ft square with no windows. The doors are of solid iron, and each door has a letter etched into it, presumably to identify which cell is which. The cells are lettered A through F as shown on the map. Each cell door has both a key lock (Open Locks DC 30) and a stout iron bar bolted on the outside.
Within is a dank, straw-strewn cell barren except for a metal pail for waste, a pair of iron manacles for hands and feet set into the wall, and dirty rags that may be a pathetic bed, clothing from a prior occupant, or both. All of the cells wreak of sweat and despair and show signs of recent use.
Two cells are occupied.
Cell C contains Vandeseen the bardess, agent of House Riverine. She not in bad shape physically, but mentally she is a wreck from Ragyfir's abuse and her eyes are wild and her hair unkempt. She is shackled in order to keep he from killing herself and her mouth is gagged and he eyes covered to prevent her from using her mental powers on the guards. In addition to her pail, there is an iron plate of maggoty food and stale bread and a wooden cup of water within reach.
Cell D contains a male elf, the prophet mentioned in Ragyfir's journal. He is a Cleric 5/Divine Oracle 1 and his statistics are up to the DM to generate if necessary. In the historical campaign, this elf was a new PC who eventually joined the party. DMs running this scenario can have the elf join House Riverine or the PCs, or perhaps simply thank them and promise them some reward or service later on.
Cell F contains two young adults, offspring of farmers who supposedly moved out of Southbank a while ago. They are being held here for eventual use as food for the shadow mastiff or chimera or ettin.
Refer to Part Eight - After the Action for more information on the two prisoners.
3. Maze:
The maze is not specifically mapped out on the dungeon maps provided. Instead, its total area isindicated, and the DM should assume that the entire area is filled with the maze.
The maze is made of stone, and is comprised of 10 ft wide passages that meander through the indicated area. Some of these passages end in dead ends, but most simply loop around and connect with each other in a myriad of ways. The result is a jumble of passages that forms a semi-complicated maze. There are multiple ways through the maze, though one specific route is the "right way" and the chimera and all of the Splintered Arrows leaders know the proper way, as well as a few alternate passages through.
There is really no need for the DM to subject the players to mapping out the maze. The main danger of the maze is simply in the time to traverse, during which spells may lapse, and the chimera that dwells within. Instead, the DM should simply concern himself with that part of the maze that is local to wherever the chimera decides to attack. He should draw out the immediate area and then assume that any new passage traversed or entered during combat has a 25% chance of dead ending (usually around a corner). The chimera will never allow itself to be cornered.
The chimera was trained and raised by Jamminus, who slew its parents and animated their skeletons during a long ago Splintered Arrows raid into the Aynayjors. As such, the beast is as loyal to the priestess as is possible for a chaotic and evil beast to be. It is fed regularly, and given instruction to slay anyone enterting the maze who is not one of the Splintered Arrows leaders or being escorted by such a one. In addition, the beast will follow the orders of Jamminus and Ragyfir.
The chimera knows the maze intimately, and will use this to its best tactical advantage, perhaps lurking around a corner and breathing on the PCs and then fleeing to await its breathw eapon once again. In this fashion the beast can make unlimited hit and run attacks to soften up the party.
* Advanced Chimera: CR 8; Large magical beast; HD 12D10+36; hp 108; Init +1; Spd 30 ft, fly 50 ft; Space 10 ft; Reach 5 ft; AC 20 (touch 11, flat-footed 18); Atk +15 melee (2D6+4, bite) and +15 melee (1D8+4, bite) and +15 melee (1D8+4, gore) and +15 melee (1D6+2 [x2], claws); SA breath weapon; SQ darkvision 60 ft, low-light vision, scent; AL CE; SV Fort +11, Ref +10, Will +7; Str 19, Dex 14, Con 17, Int 4, Wis 13, Cha 10. Length 10 ft. Skills and Feats: Hide +1 (+5 in scrub or brush), Listen +12, Spot +9; Alertness, Hover, Improved Multiattack, Iron Will, Multiattack. Special Attacks: Breath Weapon (Su): 20 ft cone of gas (acid) for 3D8 damage, DC 19 Reflex save for half damage, usable every 1D4 rounds. |
Somewhere in the maze is a dead-end passageway that contains the chimera's nest of bones, fur, and rotting meat. The smell of the den, the chimera droppings here and there, and the chimera itself will be apparent to PCs enterting the maze.
Negotiating the maze will take 1D8+8 minutes. An Int check can be made to reduce this time by 1 minute for every 5 points of the check. Using marking devices like chalk will subtract 1D4 minutes from the time as well.
At the far end of the maze is a passageway that slopes down to the Gate Level of the Dungeon.
Part Eight - After the Action
The Goal of the Mission:
The PCs have a single initial goal in this scenario. To rescue Vandeseen. While they may wonder if she is still alive after all of these months, a simple bit of magical divination should give the answer. Even an augury can tell them if they word the question properly.
However, the crux of the scenario is actually Ragyfir's journal and his other papers. If the DM has been running the Riverine Campaign, then these papers provide some tie-ins to other scenarios, both past and future. For example, the demon's name found in Ragyfir's documents will eventually lead the PCs to brave the warded tower of an enigmatic Alienist, undertake two quests into the most dangerous areas of Jerranq, and finally go on an extraplanar trek to recover Nemis' soul splinter.
As such, there is the real possibility that the PCs could, for example, enter the Keep by way of the Water Entrance (after dealing with the aquatic undead in the lake), defeat or sneak past the ettin, defeat or sneak past the chimera, defeat or sneak past the gaoler and guards, and rescue Vandeseen, and then leave the way they came. In this way the PCs gain the object of their quest, but lose out on the more important facet of the scenario.
As such, Vandeseen should be a prime means to motivate the PCs. When she is rescued, even as the PCs perhaps begin to leave the place, she will tell them that she was often taken to Ragyfir's chambers on the top floor of the Keep to "entertain" him. She will explain that even while she was charmed, she still noted that he often spent time penning in a large book that he said was his journal. He even read to her some entries that he made describing their lovemaking sessions. Vandeseen is certain that there may be extremely valuable information not only in Ragyfir's journal, but in the other documents she saw in his desk. The bardess will do her uttmost to convince the party to try to recover the documents.
The Other Prisoner:
Details of the male elf prisoner have been left purposefully vague. In the historical campaign, this was a way of introducing a new PC to the party. He was a Cleric 5/Divine Oracle 1 and had the propehtic visions outlined in Ragyfir's journal. His statistics can be found in the Characters section of the Therran website. In a non-historical campaign this prisoner can serve whatever function the DM likes. He can be a raving madman, a temporary NPC ally of the PCs, a new friend they can come to for help and information, or whatever.
In the campaign, since the prisoner was a PC, I had his magic items and equipment stored in Cell B, except for those items the gaoler and bugbear might want to have used. I did this so that the player would be able to have his PC fully equipped after the scenario. If the elf is an NPC, then this is not necessary, and the DM can assume his things were taken away or sold off a while ago.
The Overall Scenario:
This scenario can go a variety of ways. It is a very open-ended affair. If the PCs are so inclined, or fail to be careful, then the scenario can devolve into a large and dangerous combat. There are a lot of ofrces present in and near the Keep, and if these mass in sufficient numbers, the PCs will have a tough time of it. Clever PCs might use diversions to move these numbers in one directions while they move in another.
But the scenario could also be run without any combat whatsoever. It is entirely possible to sneak into the Keep, rescue the prisoners, sneak into Ragyfir's chambers, get the documents, and leave without so much as a single combat roll. It is not likely, but it is possible, and the DM should not automatically thwart such an attempt.
However, if the PCs elect to avoid bloodshed entirely, they are missing an opportunity. The Splintered Arrows have been a major thorn in the side of the PCs both during the campaign and before it. They are an obvious important resource and means of power projection by House Mercur (and therefore by the drow). Here is a rare opportunity to take a crack at them without the very powerful and dangerous Ragyfir present. This could be the only chance the PCs ever get to do this, and if the PCs could kill some or all of the Splintered Arrow leadership in a bold stroke, it would severely hamper House Mercur in coming trials. In fact, any Splintered Arrows leaders who survive this scenario will certainly show up in later ones to menace the PCs again, perhaps with Ragyfir at their side!
Experience:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows: