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The Ring of Truth
A Therran 3rd Edition Scenario
For 4-8 Characters of Level 1-3


Summary:

The party must reconcile a wizard and his apprentice and help both overcome their anger and sorrow at the loss of their beloved.

Assumptions:

The party is in the service of House Riverine.

Location:

The Far Coast near the border with Thaneer.

Historical Date:

21 N.S. (5535 A.D.), Mid Summer

GM's Introduction:

Fendthil Grammus was the bright apprentice to Ogzil Marinthalum, a wizard of repute who dwelt in the town of Dwillingir. Ogzil had served with distinction in the Imperial Army during the War of the Gem and was granted station and land in the Far Coast as a reward.

As most wizards are wont to do, Ogzil sought an apprentice. As most men are wont to do, Ogzil fell in love with Karameen, a ravishingly beautiful woman from Iligor who had emigrated to the Far Coast region to leave behind a jealous suitor whose attentions had grown stifling and dangerous for Karameen.

Unfortunately for Ogzil, his apprentice, Fendthil, was also enamoured of Karameen, and while the wizard courted and wooed the lady, Fendthil also made surreptitious advances upon her. Karameen was quite taken by Ogzil at first, but began to distance herself from him as the relationship turned more and more possessive, much like her suitor back in Iligor. Instead, Karameen found herself more and more drawn to Fendthil.

When Ogzil found out that Karameen was seeing Fendthil on the sly, he flew into a rage. He threatened his apprentice with all sorts of dire consequences and kicked him out of his manor house and off of his lands. He then begged Karameen to return to him.

Karameen, who was already hypersensitive to jealous suitors, took Ogzil's threats against Fendthil to heart, even though the angry wizard never actually intended to do anything destructive to Fendthil. In her fractured state, and convinced that she was the cause of all of the trouble between Fendthil and Ogzil, and convinced also that she could never escape the pitfalls of being loved, Karameen killed herself.

When Ogzil learned of Karameen's death, he immediately blamed Fendthil, proclaiming that his pleas to Karameen to return were working and that Fendthil, in a jealous rage, had slain her to keep her from returning to Ogzil. Ogzil began to speak out against Fendthil and now made threats in earnest. Fendthil, despite having a suicide note from Karameen in his possession, was afraid to even show his face near Ogzil, lest he be struck down immediately, and so he went into hiding in the wilderness to escape Ogzil's wrath and any miscarriage of justice on the part of local authorities.

When Ogzil could not locate Fendthil, he used his resources to have Ogzil cursed, using Fendthil's clothing and some locks from his apprentice's hair to aim the curse.

The curse was designed to harry Fendthil and to make him easier to catch. Because of the curse, Fendthil carries the stench of a rotting grave with him at all times. Even heavy perfumes can only mask the odour for a minute or two at most. Ogzil chose a charnel smell as just revenge for the death he had inflicted upon Karameen and so that Fendthil could be reminded of her death every second of whatever remained of his life. The stench would both alienate Fendthil and make him very easy to track, since it was quite noticeable and everyone who smelled him would remember him.

But Fendthil was both lucky and smart, and he took to the Wayward woods and dwelt deep therein. Life was hard, for his smell meant he could not effectively hunt, but with the help of magic he summoned up a familiar and eventually used it to help him survive.

With his grief, his curse, and his hermitage, Fendthil, over the next decade, went somewhat mad. He became a true hermit and turned his back on mankind and civilization. He learned the ways of the woods and melded his arcane lore into the lore of the wild. He also took to using his animal friends to help rob passersby, both to exact revenge on a society that had shunned him and to survive.

The folk of Negelton know the stories of a crazy old hermit who lives in the Wayward Woods. Some claim to have seen him. Others to have smelt a strange, horrible smell deep in the heart of the woods. All sorts of tales have sprung up around the hermit.

Part One - The Task:

A wizard of the party (or an NPC who wishes to hire the party) is interested in brewing ink to scribe a Shield spell on a scroll. After some research, the following passage is found:

…Verimus did ask if we had amongst us any pieces of shells from the giant beetles, and he specified shell pieces, not bits from its great nose horn. We inquired to him what value there was in such shells, and Verimus replied that the shell substance, called chitin, was useful in the creation of ink for scribings of the dweomer of Shielding, for a solution of vinegar, pure water, and powdered chitin that was cooked for a week in the shell of such a beetle would absorb the chitin from the shell and infuse into the water and vinegar forming an ink that could be used to scribe the dweomer.

Though we, being warriors, were not much interested in this, I do remember Verimus stated that a man-sized beetle shell would be sufficient to make a dozen such scrolls before the potency of the chitin was rendered into the ink, leaving the shell flabby and supple and easy to rend apart.

We then asked if such shells had any other uses. Verimus curled his lips, as if telling us a wasteful use for such chitins, and stated that a dwarf once boasted that the very best of his race could fashion such shells into armour that weighed much less than metal equivalents. Whether this was true or an idle brag on the part of the dwarf Verimus could not say.

We soon left Verimus and… 

Should the party inquire as to where giant beetles can be located, citizens should be able to remember that a giant beetle that spit some sort of foul vapours was recently fought in the gladiatorial arena.

A visit to the Arena Master will eventually reveal the following (possibly after greasing the Master's memory with some coin):

Ah that beetle, yeah too bad the thing were killed. It made some good money as an oddity it did. Well, it's not as if we gots lotsa beetles back here in the cages. Nope. We got that one happenstance as they say. Yep.

The thing come to me trussed up and bundled on a merchant's wagon. Apparently, some merchants were traveling the trade road between here and Wayward, near the woods, and they was attacked by that there beetle and some little ones of the same. The guards killed the little ones and a wizard who was luckily traveling with them put the big one to sleep.

Well, the spell wasn't gonna last longer than a minute or so, so says the mage, and the merchants didn't want the thing waking up in a minute and coming after them again, the mage with no spell this time. And they didn't none of them want to take a whack at the thing and hope it died afore it awoke.

So, they truss her on up and come to town with it and, seeing no place to dispose of the thing and not wanting it running loose in town, they come to me and I takes it off their hands fer free.

I 'spect since there was little ones with the big one that there must be at least another of the big ones around there, iffin beetles go about making youngins the same as most critters. Not sure about that though. 

Part Two - The Dwarf:

The journey from Dwillingir to Negelton is an easy one along a well-patrolled roadway. By the end of the first day of travel, the party should espy the friendly lights of the hamlet and its inn.

While in Negelton, the party can inquire about beetles in the woods. No one will know much about any such things, but they can tell rumours about the woods (T = true, F = false):

· A crazy hermit lives in the woods (T)

· The hermit strangles people with a cord and drags them off to eat them (F)

· Sometimes, a baleful howling can be heard from the woods at night, often during the full moon (mostly F)

· Werewolves dwell in the woods (F)

· Some trees in the woods have been diseased (inadvertently F, the trees have been exposed to the beetles' vapours)

· The hermit is an undead creature (F, though his stench may lend credence to this rumour)

· A lich dwells inside a huge tomb in the woods, this lich being an angry Thaneeri lord from ancient times (F, the Thaneeri hate wizardry and no Thaneeri lord would ever become a lich)

· Ghouls roam the woods at night…I smelled 'em! (F, though he did smell the charnel smell of the hermit)

· Sometimes animals emerge from the woods and attack passing travelers (F)

· I once seen a huge crow fly right out of the sky and snatch a necklace off of the breast of a lady. We chased after the crow and it flew towards the woods (T, though the crow is actually a buzzard)

The journey from Negelton to the woods will take half a day. About 3 hours after leaving the hamlet, the party will have to veer south off of the trade road.

Some 15 minutes away from the road, the party will come upon the signs of several wagons overturned and shoved into a small gully. The wagon wheels are broken and smashed crates and ripped bags are nearby. Several broken arrow shafts are stuck into the wagon wood, and if a wagon is flipped over or looked at underneath (i.e. the flipped-over bed of the wagon is examined) and a scrap of a burlap bag stuck to the side is removed (Search DC 15 once the wagon is flipped or examined from underneath), an intact arrow will be found with a shaft whose feathers include a green one with an orange blotch near the end.

These wagons were the victims of an ambuscade. Refer to the scenario "Witness Protection" for more details. If the DM is not running that scenario, then the wagons can be ignored or used as a simple red herring. The wagons have been here for a few weeks and no tracks can be found.

Some 2 hours later, as the woods near, the party will come upon a campsite. In a small dell between two hills is a spring that trickles into a pool. Beside the pool are the smouldering remains of a campfire, a leather backpack, a smallish bedroll (5 ft long), an overturned cooking pot, a beard grooming kit, a pair of small-sized leather boots, and a small hammer.

A successful Track check will show a single set of dwarf-sized bare footprints running off towards the woods, some two miles distant.

The backpack contains a waterskin full of dwarven ale, a change of dwarf-sized clothing, a hooded lantern, 4 flasks of lamp oil, a whetstone, flint and steel, and a map of the area (with no features on it that are new to the player characters).

Following the tracks into the woods, or simply proceeding into the woods from the campsite, the party will enter its eaves.

The Wayward Wood:

The Wayward Wood is in no way remarkable on its surface. The trees are a mixture of evergreens and deciduous, mostly pine, spruce, oaks, and birch. The undergrowth is not excessive, though it can choke passage at times. Animal noises are plentiful, including birds and insects during the day and crickets and frogs at night.

A few minutes into the woods, the party will hear a gruff voice yelling something. They cannot make out the words, but if they move closer or make a Listen check (DC 25 from this distance) they can hear a male voice saying:

Quellish nazum firik-il! [Dwarvish for: begone from me ugly things!] 

And in Common:

Get away! Blast ye! I'm no grub and yer no bird! 

Should the party investigate, they will discover four man-sized beetles and four smaller beetles surrounding a smallish birch tree. About 12 ft up is a dwarf, barefoot in a leather tunic and breeches holding a hand axe and bellowing at the beetles. The beetles seem to be chewing through the tree trunk and it is only a matter of a minute or two more until the tree collapses and the dwarf is down amongst the vermin. While bombardier beetles do not actively hunt other living creatures, preferring carrion and offal, they are aggressive when their nest is disturbed, as the dwarf has done.

* Giant Bombardier Beetle (4): CR 2; Medium-sized vermin; HD 2D8+4; hp 13 each; Spd 30 ft; AC 16 (touch 10, flat-footed 16); Atk +2 melee (1D4+1, bite); SA acid spray; SQ vermin; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9. Length 6 ft.

Skills and Feats: Listen +5, Spot +5.

Special Attacks: Acid Spray (Ex): Once per round the beetle may spray acid in a 10 ft cone. Those within must make a Fortitude save (DC 13) or suffer 1D4+2 points of damage. 

* Larval Beetles (4): CR 1/3; Small vermin; HD 1D8, hp 5 each; Spd 30 ft; AC 16 (touch 11, flat-footed 16), Atk +1 melee (1D3, bite); SQ vermin; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7. Length 2 ft.

Skills and Feats: Listen +3, Spot +3. 

Should the dwarf be rescued, he will climb or fall down the tree with some difficulty. If asked how he got up there in the first place, he will say that he doesn't rightly know, but Weshta-Grum must've blessed him because the beetles scared him so much he ran straight up that tree like a black pudding up a stalagmite.

The dwarf will bow and ingratiate himself to his rescuers. He will introduce himself and tell his story:

I were camping at a wee pool off the road a bit, thinking a dwarf would be safer from bandits away from the road a peg. And I found this pool to soak me weary feet in. Well, this morn as I am preparing to take a dip in the pool, I am undressing and put my most prized possession, my ring, on the rock so it won't slip from me finger in the pool and be lost.

Well, the damned thing must've been watching me for some time, because no sooner had I put the ring on a stone and begun to work me shirt over me head than a black bird comes right out of the sky and swoops down and takes me ring! It makes a loud mewing cry that sounds to me like a bit of a chuckle and then speeds off towards the woods.

Needless to say I follow, for I am not about to give up my prize ring am I? And I follow it right into the woods and beneath the trees. The bird leads me this way and that and finally I run right into a small hollow that squishes in my bare feet. I look down and see mounds of squishy dead meat between my toes. There's lots of it everywhere, and shapes start to move out of the gloom, big beetle shapes. I begin to back away, for I ain't about to take on something bigger than me with a hatchet and naught else, when one of them belches out a cloud of green vapour.

We dwarves know about vapours, it's in our warfare you know, so I turn and run and the things chase me, coming up on me. I make for some bushes when another one pokes his ugly head right out of the growths and it scares me so much I make a right turn and scramble up the tree faster than I can even think how I got up there. And there I sat, wondering how long I had to live before the beetles ate through the tree and got me. 

If the dwarf is asked if he thinks the bird deliberately led him into the den of beetles, he will pause, scratch his head, stroke his beard, and then say that, yes, now that he reflects on it, the bird may have intentionally led him into the beetle den. This will get his dander up even more.

After a moment, the dwarf will ask the party if they will help him get his ring back. He will explain that the ring means a great deal to him and, if pressed, will say it is enchanted to protect him. He will offer the party several large gems if they help him recover the ring, though the gems are back at his home in Nirzumbil, but he will assure them that the gems are worth more than 500 gp. He will offer to allow the party to escort him to Nirzumbil to receive payment, or he will swear payment upon his god and sign whatever documents and promissory notes the party cares to produce. The dwarf is good to his word.

If asked his business traveling, the dwarf will say that he seeks employment as a smith amongst the humans, for there is no call for new smiths in the dwarven cities just now and he cannot find gainful employ in Nirzumbil. He also wants to see a bit of the world.

In any case, the dwarf will point in the direction he saw the bird fly, which leads deeper into the woods. He will accompany the party, not even wanting to retrieve his possessions lest the bird get away.

* Reridikil: Male dwarf Fighter 1/Expert 2; CR 2; Medium-sized humanoid (dwarf); HD 1D10+1 plus 2D6+2; hp 17; Init +0; Spd 20 ft; AC 12 (touch 10, flat-footed 12); Atk +3 melee (1D6+1, hand axe); SQ darkvision 60 ft, stonecunning, +2 racial bonus versus spells and spell-like effects, +1 racial attack bonus against orcs and goblinoids, +4 dodge bonus against giants, +2 racial bonus to appraise checks for exotic items, +2 racial bonus on Craft checks related to metal or stone; AL LN; SV Fort +3, Ref +0, Will +3; Str 13, Dex 10, Con 13, Int 12, Wis 10, Cha 12. Height 4 ft 3 in.

Skills and Feats: Appraise +7, Bluff +4, Climb +3, Craft (armourer) +9, Craft (blacksmith) +11, Craft (weaponsmith) +9, Hide +1, Listen +2, Search +3, Sense Motive +2, Spot +2; Blind-fight, Endurance, Skill Focus (craft [blacksmith]).

Special Qualities: Stonecunning: +2 racial bonus to notice unusual stonework when passing within 10 ft, may Search for stone traps as a rogue can, may intuit depth.

Possessions: handaxe, leather armour, backpack, bedroll, iron pot, hooded lantern, flasks of lamp oil (4), flint and steel, whetstone, belt pouch, hammer, beard grooming kit, traveller's outfit, artisan's outfit, 10 cp, 45 sp, 13 gp. 

Part Three - The Hermit:

Some two hours after the dwarf is rescued, the party will emerge into an area thick with trees and bushes. A small stream trickles through, being perhaps 10 ft wide and 2 ft deep at most. Several logs have fallen or are placed across the stream to allow crossing. On the far side, ext to a large rock, is a crude hut. It is essentially a wooden frame over which sod and been placed. Grass and vines cover it so that, unless approached from the log bridge, the hut would be difficult to find. The hut's entryway faces the log bridge but it closed by a sod and leaf covered door of some sort.

Refer to the Fendthil's Hut Map for details (presented at the end of this scenario).

1. Log Bridge

The stream here is 10 ft wide and 2 ft deep and slow moving but also cold and quite slippery. Anyone attempting to move across the streambed must make a Balance check (DC 15).

The logs crossing the stream are four tree trunks, slightly crooked and warped at places and with knobs and branches still upon them, that look halfway between having naturally fallen here and having been placed here. Crossing them requires a Balance check (DC 10).

2. Main Chamber

The door to the hut is actually a wooden frame with one end tied by vines to the lintel of the opening to the hut. The frame has been covered by sod and leaves, forming a door that is unlocked and not very sturdy.

Within is a rounded chamber with a smooth, stony floor. In the center is a fire ring cut into the stone, and in the ceiling directly above is a small hole allowing smoke to vent out of the hut.

Various irregularities in the sod walls of the hut form small shelf-like ledges, and on these have been placed a bewildering variety of small items snatched by the hermit's familiar. These include necklaces, hairpins, coins of various sorts, small statuettes (including several Indolle statuettes), bracelets, combs, mirrors, etc. At least a dozen of the pieces have value (assume a value of 10xD10 gp each) and the coins total 64 cp, 13 sp, 44 gp, and 10 pp.

At the rear of this area is a small opening, about 3 ft in diameter, covered with a ragged fur. It leads to the Sleeping Area.

3. Sleeping Area

The entryway into this chamber is only 3 ft in diameter and covered with a ragged fur. This small space serves as the sleeping area for Fendthil the Hermit. There is a bed, almost a nest, of furs and leaves and grass, with a bundled ratty fur for a pillow. Several pelts hang from protrusions in the sod walls where branches or roots stick out.

One largish branch has talon marks and bird droppings upon it and under it as well as cast off feathers and is the perch of the hermit's familiar.

Under the bedding is a stone, about a foot and a half in diameter, which can be found with a fairly cursory search (DC 15). Behind this stone is the Hidden Area.

4. Hidden Area

The stone plug reveals a hollow dug into the ground, a niche about 3 ft deep. Within are the treasures of the hermit. These include:

· A satin pouch with 6 beryls worth 15 gp each.
· A silver holy symbol to Indolle.
· A wooden holy symbol to Dhalis.
· A worn and dirty spellbook containing the hermit's spells.
· Several scrolls that include what appear to be an apprentice's half-made formulations of spells and half completed lessons.
· A sealed leather scroll tube with a wax sigil (unidentifiable) that holds a scroll of Knock at 3rd level.
· Atop the rest is a wrapping of oilcloth around a worn and much-handled letter, which is the suicide note of Karameen.

Karameen's Letter:

My dearest love Fendthil,

I know by my very act I have no right to ask your forgiveness and understanding, but the fact that you will remain alive to hate me gives me the courage I need to fulfill my sad fate

I cannot stand to watch your career sundered because of the love of me. I cannot stand to watch you slain by the magicks of your former master. Had I heeded my head instead of my heart, I perhaps would still remain with him and you and I could have, after a fashion, enjoyed a life together, though not as lovers.

The cause of all of this grief is I. He hates you because of me. You are endangered because of me. Your career is ended because of me. I am naught but a bringer of misfortune. It was true in my homeland and my fate has followed me here.

Do not seek me out my love, for by the time you read this I am no longer. I watch you now in Slumber with the Gods. I pray that my death brings peace to you and he and that you may carry on as you did before I befuddled your life.

Know that I loved you, and even now love you, and it is for this love that I do what I must.

Farewell,
Karameen
 

As the party explores the hut (generally right after they find and begin to read Karameen's suicide note), they will begin to smell the charnel smell of the hermit. The DM should play this up for all it is worth. Make the players think some foul undead creature is afoot with a vivid description of the smell as evoking visions of rotting flesh and desiccated bones mouldering in some centuries-gone tomb.

The hermit will have seen the party ransacking his home or will notice something amiss. He always performs a Track check (taking 20 if necessary) on the log bridge to see if anyone has been across, so he will be aware of the party unless extraordinary precautions are taken. If he is not aware of the party, he will simply enter his home after crossing the bridge.

Assuming the hermit comes upon the party, he will at first assume they are just bandits or wanderers and try to scare them away using his spells. Dancing Lights will be especially useful here, mimicking some dread creature of flame.

If that doesn't work, the hermit will instead turn to his bow and arrow and, if necessary, his axe and dagger. At this time his animal companions will also attack.

Anyone brought down but not killed will simply be stripped of valuables and dragged a mile or so from his hut and left to die.

The hermit's ring belongs to the dwarf, and early in any fight, assuming the hermit's hand is visible, the dwarf will start to shout that the hermit has his ring.

If questioned, the hermit will rave that the ring is his and that the dwarf is lying. He will not submit to any sort of attempt to adjudicate the situation or any spells to determine the truth of the matter.

The hermit will, however, rant and rave about his innocence and about how he did not kill lovely Karameen. How she should not have gone. How she really loved him. He will also rail against the stench that accompanies him, crying for the foul smell of her grave to leave him in peace.

*Fendthil: Male human Wizard 1/Ranger 4; CR 5; HD 1D4+2 plus 4D10+8; hp 36; Init +1; Spd 30 ft; AC 12 (touch 12, flat-footed 11); Atk +3 melee (1D6+1, club) and +3 melee (1D4+1, dagger) or +5 ranged (1D6, shortbow); SQ favoured enemy (animals, +1), two-handed fighting, stench; AL CN; SV Fort +6, Ref +2, Will +5; Str 12, Dex 13, Con 15, Int 15, Wis 12, Cha 8. Height 5 ft 11 in.

Skills and Feats: Alchemy +3, Animal Empathy +3, Balance +4, Climb +5, Concentration +2, Heal +3, Hide +4, Intuit Direction +5, Jump +5, Knowledge (arcane) +3, Knowledge (nature) +4, Listen +7, Move Silently +3, Spellcraft +4, Spot +7, Swim +4, Wilderness Lore +4; Alertness, Dodge, Expertise, Scribe Scroll, Track.

Special Qualities: Two-handed Fighting (Ex): if wearing light or no armour, may utilize the feats of Ambidexterity and Two-weapon Fighting.

Stench (Ex): Due to his curse, emits a stench similar to a ghast, though the smell is noticeable in a 100 ft radius, the nauseating effect operates in a 10 ft radius. All who come within 10 ft must make a Fortitude save (DC 15) or suffer a -2 to attacks, saves, and skill checks for 1D6+4 minutes.

Possessions: ring of protection +1, club, dagger, shortbow, 20 arrows, ragged clothing, and a ragged spell component pouch.

Wizard Spells Prepared (3/2): 0 - dancing lights, ray of frost, resistance; 1 - cause fear, sleep. DC 12 + spell level.

Ranger Spells Prepared (1): 1 - entangle. DC 11+ spell level.

Spellbook (16/5): 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1 - cause fear, grease, obscuring mist, sleep, unseen servant. 

*Fendthil's Buzzard Familiar: CR 1/3 (included in master's CR); Tiny animal; HD 1D8 (5D8 for effects related to hit dice); hp 18; Init +3; Spd 10 ft, fly 60 ft (average); AC 18 (touch 15, flat-footed 15); Atk +7 melee (1D4-2, claw); SQ alertness to master, share spells, empathic link, improved evasion; AL N; SV Fort +4, Ref +5, Will +6; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6. Length 1 ft 8 in.

Skills and Feats: Listen +7, Spot +7 *; Weapon Finesse (claws).

* +8 racial bonus in daylight 

Fendthil has cast Animal Friendship spells on several dire rats that dwell in the deep woods. These are able to stand his stench and are, in fact, used to it, as is his buzzard familiar, who is also naturally used to the stench of carrion and decay.

* Dire Rats (4): CR 1/3 (included in master's CR); Small animal; HD 1D8+1; hp 6 each; Init +3; Spd 40 ft, climb 20 ft; AC 15 (touch 14, flat-footed 12); Atk +4 melee (1D4, bite); SA disease; SQ scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Length 3 ft.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).

Special Attacks: Disease (Ex): filth fever, Fortitude save (DC 12), incubation period 1D3 days; damage 1D3 temporary Dexterity and 1D3 temporary Constitution.

Special Qualities: Scent (Ex): detect opponents within 30 ft by sense of smell, 60 ft if opponent is upwind and 15 ft if opponent is downwind, may track by smell using a Wisdom check. 

Should the hermit be captured alive, once it is clear to him he cannot move or struggle anymore, he will burst into tears and moan about how he did not murder his lovely Karameen and about how he did not mean to betray his master Ogzil. He will say that Ogzil is wrong about him. He loved Karameen more than life itself and would never harm her. If asked about the stench, he will say that it is a curse from merciless Ogzil to plague him for the crime he never committed. Then he will break down in sobs.

Sometime later, the entire story can be gotten out of Fendthil. He will confirm, if asked why he didn't show the suicide letter to Ogzil in the first place, that he was afraid Ogzil would kill him on sight, before he could prove himself.

The party has certainly heard of Ogzil. He is a reclusive wizard who dwells in a tower in the heart of the town of Dwillingir.

What the party chooses to do at this point is up to them. They could simply return the ring to the dwarf, let the hermit go, and accompany the dwarf to Nirzumbil to collect their reward. However, it is possible they will, armed with Karareem's suicide note, attempt to return to Ogzil and present the note to him in order to clear Fendthil's name and to perhaps have the curse removed. The rest of this scenario assumes the party chooses to confront Ogzil.

The dwarf will accompany the party on this part of the adventure if requested.

Part Four - Ogzil:

Ogzil lives in a five-story tower in the heart of Dwillingir. When Karameen died, Ogzil was distraught, for he had invested himself emotionally to her like he had done to no one or nothing else except for magery in his entire life. With her gone, he had only his magery left, and he vowed never to love again. So he sold his farm and manor house and bought several buildings in the town. These he had demolished and hired dwarves to construct a tower in their stead. Here he has locked himself in and rarely, if ever, comes out. He also rarely, if ever, has visitors.

He is served by a Thaneeri slave who, rumours say, is a eunuch and under the effects of a Charm spell. The Thaneeri sometimes leaves the tower to obtain something from the market or to procure food or supplies for the tower. Other visitors include a few occasional persons who are obviously wizards, but even these visits have tapered off over the years. Most residents, even neighbours, have not personally espied Ogzil for several years.

Ogzil does not like visitors. As such, the party will fairly have to win its way into his notice. To do this, they will have to be pushy, daring, and stubborn.

When the party first comes to the tower door they will see it is iron and carved to resemble a baboon's face. If the door is touched, the face will animate and say (via a Magic Mouth spell):

You have no business here. You are not wanted. Leave. The master takes no supplicants and will be wroth at your disturbance! 

Should the door be knocked upon again, the Thaneeri will answer it, opening an eye slot and basically telling the party, in accented Common, pretty much the same thing the Magic Mouth did.

The slave does not know who Karameen is and will not believe any excuses the party might have for trying to meet with Ogzil. He is under strict orders to allow no one in to the tower nor to allow his master to be disturbed in any way.

The party will have to either bash the door in or open it with a Knock spell or by picking the lock. The door, despite Ogzil's desire for privacy, is not well warded because, quite simply, the very fact that a powerful wizard is at home in his tower and does not wish to be disturbed is of itself enough to keep them away.

Once inside, the Thaneeri slave will attempt to run up the stairs to his master. He will be yelling "Master, master! Bandits and robbers have broken into the tower!" as he goes. He will not use his weapon unless he is attacked lethally.

* Ghalum the Slave: Male human Barbarian 1; CR 1; Medium-sized humanoid (human); HD 1D12+2; hp 14; Init +1; Spd 40 ft; AC 11 (touch 11, flat-footed 10); Atk +1 melee (1D4, dagger); SQ rage; AL N; SV Fort +4, Ref +0, Will +1; Str 11, Dex 12, Con 15, Int 12, Wis 13, Cha 10. Height 5 ft 8 in.

Skills and Feats: Climb +4, Craft (woodcutting) +5, Handle Animal +4, Intuit Direction +5, Listen +7, Swim +4; Alertness, Run.

Special Qualities: Rage (1/day for 7 rounds, +4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 penalty to AC).

Possessions: dagger, peasant's outfit. 

A moment later, a stern male voice will calmly pronounce from the doorway above "Oringal…kill them all."

At that, Oringal, a necrophidius, will emerge from his secret door and attack the party.

* Necrophidius: CR 2; Medium-sized construct; HD 2D10+20; hp 46; Init +3; Spd 30 ft, climb 10 ft; AC 18 (touch 13, flat-footed 15); Atk +2 melee (1D6+1, bite); SA dance of death, paralysis, sneak attack; SQ construct; AL N, SV Fort +0, Ref +3, Will +0; Str 13, Dex 16, Con -, Int -, Wis 11, Cha 12. Length 6 ft.

Skills and Feats: Climb +9 *, Hide +11, Move Silently +11.

Special Attacks: Dance of Death (Su): Necrophidius may sway and dance in a hypnotic manner, riveting all who can see it within 30 ft. Those that fail a Will save (DC 12) are dazed for as long as the dance continues. Those that make their save can avert their eyes as if avoiding a gaze attack. A necrophidius can move up to its normal speed as a move action even if performing this dance. It is a mind-affecting effect.

Paralysis (Su): Bite causes a Will save (DC 12) or be paralyzed and unconscious for 10 minutes.

Sneak Attack (Ex): Deals an additional 2D6 damage on a sneak attack as per a rogue.

* May always take 10 on climb rolls even if rushed or threatened. 

If Oringal defeats the party, Ogzil will search them, find the suicide note, and will react as indicated later in this scenario. Indeed, once captured, the party will be secured in Ogzil's dungeon and questioned, which will give them an ideal chance to explain the situation to Ogzil and clear up the whole mess.

If Oringal is defeated, Ogzil himself will emerge at the landing at the top of the steps, staff in hand and protective spells up. An imposing sight, he will commence to threaten the party with impending doom and marvel at their audacity in trying to rob him. He will then commence to cast spells at the party, though he will not necessarily use his most lethal spells first, trying to scare them away or capture them more than anything.

*Ogzil Marinthalum: Male human Wizard 9; CR 9; Medium-sized humanoid (human); HD 9D4+9; hp 37; Init +5; Spd 30 ft; AC 12 (touch 12, flat-footed 11); Atk +3 melee (1D6-1, quarterstaff); AL N; SV Fort +5, Ref +5, Will +8; Str 8, Dex 12, Con 12, Int 17, Wis 9, Cha 11. Height 5 ft 8 in.

Skills and Feats: Alchemy +8, Concentration +17, Intimidate +6, Knowledge (arcane) +13, Profession (farmer) +2, Scry +6, Search +9, Spellcraft +15; Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll.

Possessions: staff of entrapment (dimensional anchor [1 charge, DC 16], Otiluke's resilient sphere [1 charge, DC 16]) with 42 charges, ring of protection +1, potions of cure light wounds at 1st level (6), wand of ray of frost at 1st level with 38 charges, cloak of resistance +1, scholar's outfit, spell component pouch.

Spells Prepared (4/5/5/4/2/1): 0 - detect magic, light, mage hand, resistance; 1 - colour spray, mage armour, magic missile, shield, sleep; 2 - levitate, mirror image, protection from arrows, spectral hand, web; 3 - dispel magic, fireball, hold person, slow; 4 - stoneskin, summon monster IV; 5 - cone of cold. Base DC = 13 + spell level.

Spellbook (all/13/10/9/5/4): 0 - all (from Player's Handbook and Magic of Faerun); 1 - alarm, colour spray, comprehend languages, endure elements, hold portal, identify, mage armour, magic missile, protection from chaos/evil/good/law, ray of enfeeblement, shield, sleep, unseen servant; 2 - arcane lock, knock, levitate, magic mouth, mirror image, protection from arrows, pyrotechnics, see invisibility, spectral hand, web; 3 - dispel magic, fireball, flame arrow, fly, hold person, lightning bolt, nondetection, protection from elements, slow; 4 - bestow curse, minor globe of invulnerability, remove curse, stoneskin, summon monster IV; 5 - cone of cold, contact other plane, permanency, telekinesis. 

Note: Ogzil, when he faces the party, will have cast the following spells previously (during the fight with the slave and the necrophidius):

Mage Armour, Mirror Image, Protection from Arrows, Shield, and Stoneskin. This will give him an AC of 22 from the front (touch 19, flat-footed 19).

Only quick speech will save the party, though if they run Ogzil will not pursue them out of his tower. If the party mentions Karameen, simply utters her name, Ogzil will look stunned and pause, commenting that he has not heard that beautiful name for years…has not even dared to utter it to himself. He will then begin to sharply question the party.

Assuming the party explains everything and quickly shows Ogzil the suicide note from Karameen, he will read it, hands trembling, mutter that he must compare the handwriting, duck inside his doorway for a few minutes, during which time the party can hear muted sobs, and then Ogzil the mage will reemerge, his eyes rimmed with tears.

Ah! My poor poor Karameen. I am so sorry! Hubris is a failing of many wizards, from the mighty Eracuss to the lowest apprentices, and mine has caused me to lose that which I desired most in life. And not only you were lost, but my apprentice Fendthil, whose name I have not uttered since that unholy day…he I have estranged, condemned, and cursed because, though my eyes were opened I could not see!

Forgive me my love.  

Ogzil will then smile at the party and thank them. He will beg them to bring Fendthil to him so that he can lift his curse.

Should the party do so, Ogzil will remove the curse and the two will repair to a private sanctum for the night to discuss things. The party will be allowed to sleep in the mage's tower if they desire.

The next morning, both will emerge and announce that, after a long, difficult, and heartfelt discussion, they have agreed to mend their differences, and, indeed, Fendthil will continue his apprenticeship to Ogzil.

The party will be rewarded for their services. Ogzil will grant the party the following:

· A ring of protection +1

· Enough spell ink to scribe 12 pages of spells

· The party's choice of 6 levels of spells (no spell above 2nd level and cantrips counting as half a level) from his spellbooks

· 150 gp

· 3 potions of Cure Light Wounds at 1st level

Ogzil will also be grateful to the party ever after and will be inclined to offer them service and sell them items at some discount. However, Ogzil is not a merchant and will not give away his spells from his spellbook to the party. The reward he gives as listed above is a princely sum in and of itself!

Ogzil's Tower:

The tower is not fully mapped, as it is unlikely the party will gain even the second level of the tower. Even should they somehow kill Ogzil, the protective magicks warding the mage's inner sanctums will almost certainly slay a low level party.

The lowest level of the tower is provided so that the battle with Oringal can be run. Refer to the Tower Map (presented at the end of this scenario) for details.

1. Antechamber

This chamber takes up a little more than half of the ground level of the tower. The door to the tower is already described above.

Within the antechamber, stone stairs wind up along the eastern wall to a landing 10 ft above the floor. This landing leads to an open archway that gives onto level two of the tower.

However, the ceiling of this room is actually 20 ft tall, as the second level of the tower only contains rooms in its northern half.

Two wooden doors, unlocked, are along the north wall, leading to the Slave's Quarters and the Kitchen. In addition, a small 3 ft square metal door fronts a stone structure that is 2.5 ft deep, 5 ft wide, and 5 ft tall. This is Oringal's Niche. The door is not locked and there is a small handle as the door is actually hinged at its top and pulls up from the ground, swinging out and up into the antechamber.

The chamber itself is fairly barren, with a throw rug covering much of the floor, this rug showing signs of wear and age and displaying two stylized golden wyrms locked in an embrace and breathing flames at each other. Between the two doors to the north are a wooden table and a single wooden chair.

High above, from the ceiling, hands a candle wheel with reflectors to shine the lights down into the antechamber. The wheel is held by 6 ft long chains from the ceiling. Leaning against one wall is a long, thin pole with a wick at one end and a snuff at the other which can be used to light or snuff the candles on the candle wheel.

Beneath the rug is a trap door, made of iron with an iron ring that allows it to be pulled up. The door leads to a ladder and shaft that descend 25 ft to the wizard's dungeon (which is not described in this scenario).

2. Slave's Quarters

This small chamber is the bedroom of Ghalum the slave. A wooden door with no lock leads to the Antechamber.

Within is a brass brazier for warmth, a pallet set upon a wooden cot frame, and a table and chair, upon which rests an oil lamp.

Set into a corner of the room is a broom, scrubbing brushes, several wooden tubs, and a washing board.

3. Kitchen and Larder

This smallish chamber serves as the kitchen for Ogzil. Ghalum does the cooking. As there are only two persons to cook for, the chamber is small.

A wooden door to the south has no lock and leads to the Antechamber.

A small hearth stands along the western wall to the south. This leads up through the tower and other hearths before venting out the top of the tower. An iron put hangs from a tripod within the hearth.

Along the curved eastern wall are shelves holding spices and cooking ingredients and a worktable.

To the north is a wooden trap door that opens into steps leading down into the larder. The larder is a 10 ft square room some 5 ft tall that holds boxes and bags full of foodstuffs, most of it non-perishable or slowly perishable. Also here are barrels of water, kegs of wine and beer and ale, and the like.

4. Oringal's Niche

This small place is accessed by an unlocked iron door, hinged at the top, that pulls up and out into the Antechamber. Oringal, the wizard's necrophidius, can simply push through the door to emerge into the antechamber.

Fendthil:

Fendthil will not want to initially confront Ogzil, even though the party is armed with the letter. He is simply too afraid. And rightly so. If the party defeats Oringal and Ogzil emerges and sees Fendthil, he will use his most lethal spells on Fendthil and it will be very difficult to salvage the situation. A wise party will leave Fendthil waiting at some location outside of town (he smells too bad to be allowed into town easily…the guards will think him undead or diseased), and Fendthil will himself insist on this and wait to hear how successful the party is with Ogzil.

Part Five - Aftermath:

Fendthil will move in with Ogzil and Ogzil will become somewhat less of a recluse, emerging from his tower to stroll the town sometimes and even to dally over pretty women once again. Who knows…maybe one day he will dare to love again?

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:

· The party saves the dwarf: +25 XP
· The party captures or neutralizes Fendthil and learns his plight: +50 XP
· The party convinces Ogzil to lift Fendthil's curse: +50 XP

Scenario Maps:

 

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