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BINDING ARBITRATION
(Therran Campaign Scenario C for 6-10 PCs of levels 1-4)

 

INTRODUCTION:

This scenario takes place right after the events detailed in the Therran Scenario B "A Tragedy Unfolds". If the DM is not using that scenario, then the story can be introduced simply by having the PCs travelling from one location to another. It should, in fact, be quite easy to transplant this scenario to another place in Therra or in another world.

SCENARIO OUTLINE:

The party will come upon the dying apprentice of a wizard while on their way from one place to another. The apprentice will ask the party to rescue his master and then will expire. The party will rescue the wizard, only to find that, in doing so, they have insinuated themselves into the midst of a duel between two wizards. The party and the wizard will now have to join forces in order to defeat the rival wizard.

DM'S BACKGROUND:

The Brotherhood of the Rose is one of the better known Wizardly Guilds in and around the Vosh-gerr Peninsula. While not an entirely secret society, the Brotherhood values its privacy and prefers to deal with its own affairs in its own manner, without interference from local government.

More background on the Brotherhood is contained in the Brotherhood of the Rose writeup (under a separate cover). Suffice to say that most of the Brotherhood are conjurers, and the name of their society is a pun (as in things "rose" from beyond). They are a haughty bunch in general, and their purpose is to study the nether realms and those creatures that dwell within. Unfortunately, many of this order are taken to competing to see who can summon up the most powerful creatures, and this has led to the death of many a Brother.

This competition exploded one day at the order's branch in the city of Torin in Vosh-gerr. Two members, one Evonlosht of Jempalm and one Jasvsgar of Nuln had been particularly bitter rivals during their long tenure with the Brotherhood. This rivalry included both their professional and their personal lives, and many is the time they almost came to blows over a woman.

Now, however, this rivalry has burst to the fore. Each was commanded by their Guild Lord to assist the other in perfecting a spell whose fragments had been found in ruins dating back to ancient Amoria. Evonlosht was chosen because he was the Guild Librarian and an excellent researcher. Jasvsgar was chosen because of his natural talent with conjuration and summonings.

For long months they bickered and argued and painstakingly divined the full spell. That's when the fight broke out, as each felt the newly re-discovered spell should be named after himself. All of their years of rivalry came forth, and when the dust had settled, Jasvsgar had declared the Rite of Thorns against Evonlosht.

The Rite of Thorns

The Rite of Thorns is a guild code of dueling. It was set up by the guild founder in order to settle disputes between members in an orderly fashion. Over the years, the rules have changed, and become more lax, but still the Rite is a form of formal dueling amongst wizards.

There are many rules, a lot of them ignored and/or forgotten (although Evonlosht probably knows more of them than anyone). The main tenets are:

o No other guild members may be involved

o The duel is to the death (this was designed to make duels rare)

o Wizards may gain help from allies or mercenaries. They may also use allies gained from summonings and conjurations

o Strangers may not be forced into the duel, and innocents may never be intentionally harmed by the dueling wizards

o The victor gains none of the loser's possessions or lore. These are absorbed into the guild and may not be disseminated to guild members for 10 years (this to assure that duels are for personal matters of honour and not for profit)

The two wizards therefore went to their towers, Evonlosht on the southern edge of the Finchul Woods and Jasvsgar in the Gengor Highlands. Each gathered his allies and resources to him, and the duel began.

PART ONE - A GOOD DEED:

The Rite of Thorns has been going on for a month now. Before today, there had been some minor skirmishes, and little else. But now, Jasvsgar has made his first move. Having lured a diviner unaffiliated with the Brotherhood, he was able to set an ambush for Evonlosht and have his minions waylay the librarian and his apprentice, who were out looking for material components for a summoning.

The party is travelling from Torin, where they may have heard commoners whisper about the Rite of Thorns. Torin is where the Gallon's Widow, repaired after the events in "A Tragedy Unfolds", puts to port. Their journey is set to take them north, between the Finchul Woods and the Gengor Highlands, to Pelarth, where the Wizard Jerregobe (see Scenario A - The Beginning) has told them they can establish a contact and set themselves up for their new life as adventurers and agents of the Council of White.

As they walk along the River Halgorr, it is just turning Spring, and everything is in bloom in this fair land. A day out of Torin, passing farmhouses and homesteads and an inn or two along the River Road that runs to Jempalm and then skirts the Old Swamp up to Pelarth, they reach the eaves of the Finchul Woods and can take an inn at the small town of Riverjoin. Here, they can hear more talk of strange happenings in the Woods (due to the wizards' duel).

The next morning, the party will enter the woods. They look wholesome enough, and prove to be pleasant and shady along their edge.

Not too long after entering the forest, as they head into thicker growth and the sky is lost to the tree tops, the party comes across a hand sticking out from beneath a bush. The hand is humanoid, but caked with red, and is clawing at the soft earth slightly.

Investigation proves the hand attached to a young lad of about 14 years of age, badly wounded by blunt weapons and claw marks. It is clear he is about to die, and even curative magic will not help him. In the round he has left to live, he grabs at a party member and says:

Mmmmmy mmaster....please.....beasts tttoook him over by the high rock........

He then points behind him to the east and expires.

A search of the apprentice will show him to be wearing light blue robes. In the hem is sewn a red rose with thorns of gold.

The apprentice has a pouch that holds 10sp and 5cp, along with a bit of pork rind, and a piece of string wound around a bit of wood. A staff lies broken nearby.

The apprentice's trail is easy to follow back to the high rock, which is an oblong boulder about 50' high and 30' round. At this location, a quick investigation reveals signs of a fight. The grass and tree branches are broken. Bits of cloth lie around, amid just dried spatters of blood, some of it a blacker colour than the party is accustomed to seeing. A scorch mark about 5 feet in diameter marks the face of the boulder at a height of about 5 feet.

If someone is capable of tracking, they can try to follow the trail that leads from this site to the east by northeast.

In any case, the party may notice a weasel observing them from a crack in the boulder about 8 feet up its craggy face. This weasel is Evonlosht's familiar, and it is extremely agitated at the abduction of its master. It will initially be distrustful of the party, just peeking its head and nose furtively out of its hiding place for a quick sniff of the air and to see what the party is doing. Allow anyone looking around or at the rock a 10% chance per round of noticing the weasel.

The weasel will be afraid of the party, and will bite the hand of anyone sticking an arm into the crack. However, various methods could be used to coax the weasel into trusting the party. This includes a Speak with Animals spell, food, a successful Animal Handling NWP check (at -4 unless the character has experience with weasels), bardic charm, or a smallish human with a kind face and manner and a high Charisma.

If the party can win over the weasel, it will chitter and try to lead them to where its master is being held.

If the party does not spot the weasel, then it will follow behind the party, as long as they head in the direction of its master, trying to stay out of sight and out of harm.

If the party cannot track and does not notice the weasel, then it is incumbent upon the DM to have the weasel grow more bold, and as the party leaves the site and heads in the wrong direction, the weasel will burst out chittering and trying to get the party to follow in a manner similar to the way a dog might lead a human to where its master is injured.

The trail to Evonlosht runs pretty much east by northeast, towards the forest edge. About 10 miles from the rock, the party will be able to espy the lair.

THE LAIR:

The lair is the home to a group of hobgoblins who moved into the area quite some time ago and have used the place as a base of operations from which to raid under guarded caravans. The group has been moderately successful, enough to purchase armour and weapons from disreputable sources.

This group is not aligned with any other. In fact, it was driven out from its clan holdings further to the north when it was on the losing side of a tribal factional struggle. These hobgoblins do not worship the Deceiver, but instead venerate a demon whom they believe elevated them from the normal goblins and gave them their greater stature.

The leader of this group was charmed by Jasvsgar over a year ago, and Jasvsgar has kept him in thrall for a time such as this. Jasvsgar comes by every week or so to perform what he tells the leader is a spell to make him more powerful. It is actually the casting of another charm spell.

While it is quite possible that the hobgoblin leader would be friendly to Jasvsgar anyways, due to the supposed protection spells the latter gives the former, Jasvsgar prefers not to trust hobgoblins and so does renew the spell regularly. It is likely that once or twice over the last year the leader did break free of the charm, but didn't seem to be aware of the enchantment placed on him.

Jasvsgar ordered these hobgoblins to capture Evonlosht, preferably alive, as Jasvsgar wants to gloat over the librarian before dispatching him. To aid them, he sent an ogre whom Jasvsgar also charmed about a month before.

Normally, the ogre and the hobgoblins would just as soon tear each other to pieces and eat the remains, but Jasvsgar's charms have made them grudging friends willing to work together in the interest of their ally Jasvsgar.

The lair is a small cave system entered through a split in the trunk of a large tree. Probably a bear's lair, the hobgoblins enlarged the cave beneath and now live a comfortable, if spartan, existence.

Key to the Lair:

Large Tree/Entryway --

The large tree and entryway are located in a small clearing, about 100' in diameter. There is always a hobgoblin guard here, hidden up in the tree. He bears a hunting horn which he will blow at the first sign of trouble.

Hobgoblin Guard (AL LE; AC 7; HD 1+1; HP 6; #ATT 1; D by weapon; MV 9; Armour: Studded Leather; Weapons: Longsword, Short Bow)

The entryway is a 5' wide and 5' tall crack in the trunk of this large tree, shaped like an inverted 'V'. Within, the ground has been dug out, so that the floor inside is about 3 feet below the ground level outside. This quickly opens up into area A.

A. Entry Chamber --

This chamber quickly slopes down from its northwestern portion, to a depth of about 10' below ground level. The ceiling of this chamber is 8' high. The place is dug from the earth, with earthen walls, floor and ceiling, and doesn't look too stable, except that dwarves will notice the whole is actually made stable by tree roots which poke out of the walls in places and help keep the soil intact.

A passageway exits this chamber to the southeast.

Within the chamber are 4 hobgoblin guards. These are rotated amongst the males, and serve 4 hour shifts. These four guards are all brothers (quadruplets, in fact) and are huge specimens, some 7' tall.

4 Hobgoblin Guards (AL LE; AC 6; HD 1+1; HP 9, 9, 9, 9; #ATT 1; D by weapon +1 for strength; MV 9; Armour: Studded Leather and Medium Shield; Weapon: Longsword, Morningstar)

These guards are in the centre of the chamber, ostensibly wrestling or chewing on some uncooked haunch of venison. Half of a deer lies tossed in a corner. There are also several barrels of water here and staked to the south wall is the body of a merchant, impaled through the hands and feet. Apparently, the body is used for target practice, as several daggers are buried into the body or sunk into the soft earth walls nearby.

B. Hallways --

This is the intersection of five passageways. The way to the north descends down natural-looking steps.

The walls here are still packed earth, but now logs have been placed at intervals to shore up the sides and the ceiling.

C. Larder --

This smallish chamber is only 6' high and is unshored. Within is the food supply for this small group. It contains boxes and crates of fine foodstuffs taken from merchants, most of it now spoiled. There are, hanging from hooks in the ceiling, a venison, a calf or two, and some dead forest fowl. Also included here are four barrels of the local beer, with markings telling that they were bound for Vosh.

Within the larder, hiding from discovery by his fellows, is a youngish hobgoblin male, who knows he will be beaten if caught stealing food.

Young Hobgoblin (AL LE; AC 10; HD 1-1; HP 3; #ATT 1; D by weapon; MV 9; Armour: None; Weapon: Knife)

D. Female Chamber --

This chamber is the home of those females who are with child. Since the males do not appreciate whiny brats around them and are prone to mistreat them, the females who have small children raise them apart from the males. The chamber is 8' high and contains 6 fur pallets stuffed with leaves, many bits of fur clothing, various tools fashioned from bone or wood, various bladders, many filled with milk mixed with blood, and a crude wooden table and chairs (actually a tree stump and some boulders). Upon the top of the trunk has been carved a game board of some sort, with coloured pebbles being used as markers and crude dice made of bone.

Six females live here, although only D6 will be here at any given time, the rest tending to the youngsters in area E.

6 Female Hobgoblins (AL LE; AC 9; HD 1; HP 8, 8, 4, 4, 1, 2; #ATT 1; D by weapon; MV 9; Armour: Furs; Weapon: Club, Dagger; SA +1 to hit and damage if young are threatened)

Each female has D3 pieces of jewelry on her, ranging in value from 1-10gp each. These are tokens of affection from paramours.

E. Nursery --

This chamber is home to 12 young hobgoblins, ranging in age from infancy to about 6 years of age. They are non-combatants and have the stats of Kobolds if necessary to use such stats. The place is noisy with cries and gurglings and the raucous play of the older hobgoblins, and the place also stinks of soiled clothing and the like. A variety of gew gaws and crude toys are tossed around the room everywhere, including various gourds filled with seeds or bones. At least three of the young ones are playing a sort of soccer-like game with a human female's head.

A dozen fur pallets, some quite small, are pushed against the wall. On a large stone near one wall is a cut up rabbit. The females not found in area D will be here, breast feeding an infant or playing with a youngster.

These hobgoblins share the child rearing responsibilities, and the children call all females outside of their mother "auntie".

F. Ogre Lair --

This chamber used to be used for another purpose before Grog the ogre took it over. Grog thinks of himself as Jasvsgar's personal hetman and lords it over the hobgoblins, who manage to put forth a mock deference and try to restrain themselves from killing Grog and thereby angering their master Jasvsgar.

The chamber stinks to high hell...it is so bad even the hobgoblins avoid going too far down the hallway towards this chamber.

Grog lives in utter squalor here. In a corner is his waste and excrement, including bits of previous prey.

Several carcasses are strewn about the room, half eaten. Evidence of sentient dinners are not hard to find

Grog is usually found asleep on a vermin infested pallets eaten through with holes by rats. Grog snores incessantly, and his booming snuffles can be heard throughout the rest of the complex.

Grog the Ogre (AL CE; AC 5; HD 4+1; HP 28; #ATT 1; D by weapon type +6; MV 9; Armour: Furs and rags; Weapon: Large Club [2D4]; SA +2 to hit due to strength)

Grog wears a necklace of silver studded with tourmalines around his wrist like a bracelet. This piece is worth 45gp.

G. Common Chamber --

This large chamber is some 15' below the level of the first portion of the cave complex, and its ceiling is about 20'-25' high. This chamber has been extensively shored up with logs along the walls and across the ceiling.

Within is the bulk of the group. The floor here is uneven, with mounds of earth and boulders forming ledges and high places and providing a lot of cover.

The place is actually fairly organized. There are several trunks used as tables. One area has weapon care tools, and there is even a crude grinding wheel to sharpen weapons.

A small pit some 20' in diameter and 5' deep is filled with sand and looks to be a fighting pit of some sort.

The cavern is home to 14 males and 10 females, with the stronger ones clearly having their furs and personal effects on the raised portions of the room.

Dice, mugs, bowls, bones, and other miscellaneous items can be found here and there. Several oil lamps burn fitfully around the chamber, keeping the place in a sort of dull glow.

The occupants of this chamber are engaged in a variety of normal day to day tasks. Some are copulating, others sleeping, others practicing with their weapons. A few are eating.

Normally, there would be some chance that a hunting/raiding party would be outside the caves, but with their just successful capture of Evonlosht, all hobgoblins are here guarding the prisoner and awaiting the arrival of Jasvsgar.

14 Male Hobgoblins (AL LE; AC 10 (6); HD 1+1; HP 2, 8, 7, 2, 9, 8, 4, 2, 4, 7, 3, 3, 4, 9; #ATT 1; D by weapon; MV 9; Armour: Studded Leather and Medium Shield; Weapons: Longsword, Short Bow, Dagger)

10 Female Hobgoblins (AL LE; AC 9; HD 1; HP 4, 8, 7, 7, 3, 8, 4, 4, 1, 2; #ATT 1; D by weapon; MV 9; Armour: Rags and furs; Weapon: Dagger)

Each hobgoblin male has D4 sp and D3 ep. Each female has D3 pieces of jewelry worth D10 gp each.

H. Temple Pet--

Lairing here is the group pet, a carnivorous ape. This beast absolutely hates Grog the ogre, whom it sees as a rival, and will howl and jump and beat its chest when in Grog's presence. Only the remonstrations of the shaman keep it in line.

The ape is not chained in any way, and sometimes wanders the caves or even goes outside to get a dinner or shamble around a bit, swinging from tree to tree. The ape is extremely protective of its master in area I. It will certainly slay anyone it does not recognize whom it finds within the caves.

Carnivorous Ape (AL N; AC 6; HD 5; HP 30; #ATT 3; D 1-4 / 1-4 / 1-8; MV 12 [9 in trees])

The ape wears a silver collar stamped with crude hobgoblinish runes proclaiming the name of its owner and stating the ape's name as Fleshrender.

Within the niche where the ape lives are various bones and bits of fur.

I. Temple --

Natural steps lead down past the Temple Pet and into a smallish chamber with a ceiling 9' overhead. Into the dirt of the north wall have been pressed stones, leaves, and twigs to form a crude mosaic of a winged demon-like creature, with two small rubies for eyes (worth 150gp each). Set on the floor below the mosaic is a small pile of stones upon which is set a wooden board. The pile of stones is about 4' high and the board is about 4' square. This serves as an altar to the demon, and the top of the board is covered in a sickly reddish stain. Hanging nearby is a sacrificial knife, curved for skinning and serrated on its reverse edge.

Besides the altar and mosaic, the priest's living quarters are here. There is a plush white fur pallet, a skin of wine, and hanging from the ceiling, curing on a rope, is the drained body of an elvish male. The elf's corpse is pale white from bloodloss. Below the body is a large wooden bowl filled with uncoagulated elf blood.

Nearby is a stone cauldron which rests upon a firepit. Above the cauldron, a small 1 foot diameter hole in ceiling leads to the forest surface. Near the cauldron are some crude wooden and stone tools, including ladles, tongs, et al. This is where the priest brew poultices and the like.

Hanging around the remainder of the chamber are grisly trophies from past triumphs. These include many a merchant's head or caravan guard's skull, a sprinkling of elves, and some humanoids, including some hobgoblins, it seems.

Hobgoblin Priest (AL LE; AC 3; CL PR [War Priest Kit]; LV 4; HP 26; #ATT 2; D by weapon type +1 for strength; MV 9; Armour: Scale Armour, Medium Shield, Ring, 15 Dex; Weapons: Horseman's Flail [+1 versus shields], Hand Axe; Spells [13 Wisdom]: Cause Fear, Protection from Good, Cure Light Wounds, Bless, Hold Person, Aid; NWP: Wild Fighting, Religion (Demon worship), Intimidation, Healing, Alchemy, Herbalism; SA +1 to hit due to strength, -2/-4 to hit due to two weapon use; SD +1 to saves due to magical ring)

This priest gains his powers from worship of a powerful demon that resides on the Astral Plane. In exchange for souls, the demon gives the priest some of its powers to be used for a time.

This priest has a few potions he has brewed:

o A potion of healing (metallic blue)
o A potion of poison (rosy pink, save or take 15 points of damage, half if a save is made)
o A potion of flashing (yellow, when it is thrown, the chemical bursts in a bright flash blinding anyone within 40' who looks at it for D6 rounds, save versus paralyzation means the victim turned away in time)

In addition, the priest wears on his person a necklace of shrunken heads strung with a chain of gold (worth 50gp), and a ring of protection +1, which is a gold ring with an inset carnelian. Runes have been etched into the gold and even the gem itself, thus flawing its jewelry value.

This priest is very suspicious of Jasvsgar, and is in fact plotting to slay him one day, as Jasvsgar represents a heretical threat to his power within the group. It is quite possible that if somehow the party were to peacefully contact this priest and offer to kill Jasvsgar in exchange for letting Evonlosht go, that the priest would attempt to arrange it.

J. Bodyguard Quarters --

This room is home to the group sergeants, who are also the leader's loyal elite bodyguard. The room has plush pallets and each bodyguard (there are 4 of them) has his own pick of mates. Thus, there are 4 male hobgoblin bodyguards and 4 female hobgoblins here.

Four plush furs lie around the room, and a real table and chairs are here as well. A brazier set into one corner keeps the place dimly lit and warm with the wafting scent of burnt human hair.

Along the west wall has been pegged a tapestry obviously not of hobgoblin origins. It depicts a scene of mild decadence amongst quaintly dressed folk and dates back to the Amorian Empire. It apparently has been used for target practice, as several arrows stick out of some of the figures depicted thereupon. The tapestry is now slightly soiled and has holes in it, but still has historic value and could be sold for 100gp in a large city.

4 Hobgoblin Bodyguards (AL LE; AC 5; HD 1+1; HP 9, 9, 9, 9; #ATT 1; D by weapon +1 for strength; MV 9; Armour: Ringmail and Medium Shield; Weapons: Short Bow and Morningstar)

Each bodyguard has a pouch with D10 gp and D20 sp. These bodyguards are fanatically loyal to their leader and trust his judgment viz a viz Jasvsgar implicitly.

4 Female Hobgoblins (AL LE; AC 8; HD 1+1; HP 6, 7, 5, 6; #ATT 1; D by weapon; MV 9; Armour: Furs and 15 Dex; Weapon: Dagger)

These lovely specimens are rough and mean and can pull their own weight with any of the normal males. They each wear plush fur remnants and have various pieces of semi-precious jewelry (like nose rings, bracelets, etc). Assume each female has D6 pieces worth D20 gp each.

K. Leader's Quarters --

This large chamber is home to the hobgoblin leader and his Chosen (i.e. mate for as long as he feels like it).

The place is well appointed with barrels of beer, casks of wine, a table and chairs stolen from a farmhouse, an old feather bed also stolen from a farmhouse, and even an unadorned mirror.

A half eaten meal of wild boar sits upon the table, along with 2 goblets, one of silver and carved to resemble an elephant (worth 80gp) and another of gold inlaid with ivory worth 300gp.

The walls are decorated with the broken weapons of the group's foes and includes various bows, spears, polearms, and a two handed sword. None of these are usable.

To the north is a concealed door. It has been cunningly made from a wooden frame intermeshed with bark and then caked with mud and let to dry. The whole, when closed, looks a bit like the surrounding wall when viewed from a distance or casually. The door leads to a passageway partly crumbled since it has no supports. The 10' wide by 6' tall way heads north and up, finally reaching the forest surface in a copse of dense bushes and shrubs, where it is covered by a similar wooden frame, this time covered with leaves and twigs.

Hobgoblin Leader (AL LE; AC 3; HD 3; HP 16; #ATT 1 [plus 3/2]; D by weapon +2 for strength; MV 9; Armour: Ringmail, Medium Shield, 16 Dex; Weapons: Longsword, Dagger, Javelin; Spec: Longsword [+1/+2], Weapon and Shield Style; NWP: Intimidation, Wild Fighting, Close Quarter Fighting, Endurance, Tracking, Mining)

The leader wears a silver chain upon which rests an iron pendant in the shape of a heart through which pierces an onyx sword (worth 250gp).

Female Hobgoblin (AL LE; AC 9; HD 1+1; HP 7; #ATT 1; D by weapon; MV 9; Armour: 15 Dex; Weapon: Dagger)

She wears a gold earring worth 25gp and a platinum anklet inlaid with rubies and sapphires (worth 500gp).

Buried in the dirt (noticeable as if it were a secret door) is the group treasure (i.e. the leader's treasure). It is contained in a chest that is not locked. Within are 500cp, 170sp, 24ep, 77gp, and 4pp. Also herein are various papers and scrolls detailing merchant records, bills of lading, and credit slips, all worthless, but the leader thinks they might be magical since they were found inside merchant strongboxes and no one in the group can read common (or even read for that matter).

Finally, bound and gagged and covered with bruises and cuts is Evonlosht. The wizard will not be harmed by the hobgoblins, as he is not theirs to dispose of.

Hobgoblin Tactics:

These hobgoblins, while an outcast band not completely organized, are fierce fighters who will be fighting to protect their woman and children. Thus, only the leader is likely to escape if things go very badly. If the alarm is given, the hobgoblins will form up into units, the males in front of the females. They will likely fall back to area G, where their numbers can tell, and will take cover and greet anyone entering G with a hail of missiles (after dousing the lamps, of course). The priest will fight, being a war priest, but not before casting bless on the leader and his bodyguards. These will be used as shock troops to attack the most formidable enemies.

These hobgoblins are well used to combat and will use tactics and maneuvers to their advantage. Disarming, pinning, tripping are all utilized by them. The leader likes to use his shield for a shield punch or shield push.

If the intruders head straight from area A to area G (and the guards in A will try to fall back to area G to spring the ambush), then the women and children in areas D and E will rush out of the caves through the split trunk and hide in the forest at a predetermined spot about 3 miles away.

PART TWO - TIME FOR REVENGE:

Having rescued Evonlosht, the grateful wizard will thank the party profusely, inquire as to how they found him and the fate of his apprentice, and then offer the party a reward if they will escort him safely back to his abode.

Along the way, Evonlosht will say little of his predicament, other than the fact that he has a nemesis whom he believes arranged an ambush against him.

Evonlosht's abode is actually a small keep, about 50 miles to the southwest just outside of the eaves of the Finchul Woods, on the Eastern bank of the Halgorr River.

Evonlosht's Keep:

Please refer to the Maps of Evonlosht's Keep when using the key below.

Ground Level

Outside - This keep is smallish, devoid of windows except for those on the top level of the tower portion of the keep. The keep is divided into two sections. The first is a roughly L-shaped single story portion about 15' high and topped with a sloping stone roof decorated with wooden shingles.

The second portion is a rectangular tower, 45' tall, topped with battlements.

A small dirt path runs up from the west to the entryway into the keep, which is a set of strong wooden double doors banded with riveted iron and carved into the shape of a rose over an open book on each door face.

Nearby, the Halgorr River passes noisily, being about 40'-50' wide at this point.

Behind the keep is a small stable made of stone and wood with a wooden roof.

Room A. - Antechamber

The double doors leading from the outside are barred from the inside and Wizard Locked at 6th level by Evonlosht, who may open the door freely. A keyhole in the door allows a mechanism to turn raising the bar and allowing the door to open (except, of course, for the Wizard Lock).

Within is a large but simply furnished antechamber/common room. Wooden rafters vault across the sloped eaves of the roof. Dangling over the rafters are a series of iron chains, one end of which holds an iron lantern and the other end of which is attached to a nearby wall or wooden support post to a crank which can be used to lower or raise the lanterns. Currently, a single lantern is lit, providing dim illumination.

A large oak trestle table is here, set with plain table settings, many wooden mugs, and kegs of fine wines, beer, and other spirits. There is a kind of dusty appearance to the room, as if it has been little used over the last year or two.

Along the east wall is a large hearth, which shows signs of recent use. Before the hearth is the plush fur skin of a polar bear. Beneath the fur rug is a small hole, about 6" in diameter, which leads to a point just north of the river about 50' to the southeast of the keep. This hole allows access for Evonlosht's weasel familiar, who will emerge from the bear's mouth when entering the keep from the outside. This has been known to frighten visitors when they see the bear rug start to quiver and move.

Also here are pegs for cloaks and hats, a semi-ornate mirror of polished silver, a wash basin, and a tapestry depicting the hero Amorany wresting with the Deceiver (who appears as a mass of blackness with tendrils and glowing red eyes) in the throneroom of Mordasht.

There is a Magic Mouth spell on the tapestry, specifically on the figure of Amorany, and if anyone not escorted by Evonlosht enters this chamber, Amorany will yell (loudly) Begone intruders, lest you be smitten down by the forces arcana!

To the north, double doors of plain oak lead further into the keep.

Room B. - Hall

This L-shaped passageway has several doors along its walls. The one to the west leads into another hallway. The one to the northeast and to the east provide access to the tower. These doors are both Wizard Locked at 6th level.

The door to the north leads outside, and it is barred from the inside and Wizard Locked at 6th level. There is no key mechanism for this door, as there is with the front door (area A).

Sconces along this chamber are unlit, but a few long tapering candles set at various points about the chamber are lit and cast light enough by which to navigate.

Room C. - Hallway

This hallway has a door in the centre of its north and south wall. It is generally dark but does have iron sconces along the walls.

Neither of the two doors are locked.

Room D. - Kitchen

This kitchen is rather plain. There are some wooden cabinets and cupboards holding utensils and the like, none of it particularly valuable. To the south is a hearth/oven which shows sign of recent use. To the west is a large wooden pantry that holds various foodstuffs, including cheeses, dried and hanging meats, bread of all sorts, nuts, dried fruits, and roots and tubers.

Room E. - Living Chamber

More formal than the antechamber (area A), this room has several plush divans, a hearth along the north wall, and is warmed and lit by several braziers and an oil lamp or two set on small wooden pedestals.

A few nice wooden tables are placed at convenience around the room, as well as a wooden and glass cabinet of good craftsmanship which holds a collection of a dozen ornate smoking pipes (of ceramic, bone, clay, wood, and even stone). Below the pipes are over a score clay jars covered with wax which contain subtle blends of tobacco from all over Jerranq. Each jar is labeled with the blend formula, for example:

2 parts Xlydonti Turbanic
3 parts Mump Grass
1 part Seftanni Leaves

An ornate chess set, with the pieces represented by various monsters on one side and various heroes on the other, sits on a table, and a pack of ivory playing placards also rests on a table.

Hanging from a rod is a tapestry with a black background upon which is emblazoned a red rose with golden thorns and a golden stem.

A few books lie open here and there, most being historical accountings of ancient Amorian Wizards, more apocryphal than useful.

In the northeast, steps lead down to the Dungeon level of the keep.

Room F. - Tower Antechamber

This room is unadorned, except for sconces along the walls, which are lit by oil lamps. Of the many doors into and out of this chamber, the two leading to Room H are Wizard Locked at 6th level.

In the centre of this chamber is a man-sized wooden statue of a man with a rose for a head. Its arms are held up and in each hand is a stone pot filled with dirt.

The rose portion of the statue is gold plated and studded with small rubies and emeralds (about 12 of each, worth 100gp per stone).

The rose is actually a Huptzeen (refer to the Mystara Monstrous Companion Appendix for full details), a construct made by Evonlosht to guard the approach to his tower. The construct casts spells as its only form of attack, and is Very Intelligent (Int of 11) and can act independently to serve its master. It can fly by detaching from the rest of the statue, but rarely does so unless its master calls.

Huptzeen (AL N; AC 3; HD 4; HP 24; #ATT 0; D nil; SA Spells; SD Spells, MV Fl 3 [D])

Spells Known (all cast at 4th level):

Colour Spray, Grease, Sleep, Melf's Acid Arrow, Improved Phantasmal Force

Huptzeen are immune to mind affecting spells. Non magical weapons cause only half damage to them. When reduced to zero hit points, it explodes, causing D6 damage to anyone within 10' plus 2 extra points per unused spell. Save vs breath for half damage. After the explosion, the rubies and emeralds will be worth only 4D4x50gp total.

The Huptzeen has instructions to forbid unauthorized intrusion into the tower and to protect the life of Evonlosht. It likes to use its Phantasmal Force to create an image of a horrible demon-like thing coming from within the tower.

The two pots of earth contain the spiritual tether of two manikins (see the Mystara Monstrous Companion Appendix for full details). These small creatures were created by Evonlosht with the help of two Permanency spells inscribed on scrolls he found in the Brotherhood libraries. These manikins are research and laboratory servants for the wizard and even help him cook his meals or play chess or cards. There is a 10% chance for each pot that a manikin is resting in it, absorbing nutrients.

Manikin are made from the mandragora root, and are 10" tall. They appear as small humanoids with grey or rubbery brown skin and smell of freshly turned earth. They cannot effectively fight, but can meld into and through wood or stone at a rate of 10' and 5' per round respectively. They hide in shadows at 65%.

Manikin emit a shriek when they die, which causes the individual who slew it to save vs death or fall dead. When it dies, the creator of the manikin loses hit points permanently equal to the manikin's hit points.

2 Manikin (AL N; AC 6; HD 1/2; HP 3, 4; #ATT 0; D nil; SA Shriek; SD Melding, hide; MV 12)

If not in their pots, these manikin can be found somewhere in the tower wandering around or sleeping.

Room G. - House Storage

This room contains a large trove of supplies, all of them mundane. Included here, in a fairly well organized jumble, are lanterns, oil, torches, rope (both hemp and silk), spikes, iron chains, a whetstone, strips of leather, sewing kits, wood carving tools, etc.

Room H. - Audience Chamber

This chamber is where Evonlosht gives audience to fellow Brotherhood members or when consulting with important persons. Both doors into this room are Wizard Locked at 6th level. The room is appointed with a long table and comfortable chairs. A tapestry along the north wall is actually a map of South Central Vosh-Gerr (the DM can show the players the scenario map of South Central Vosh-Gerr without the hobgoblin lair marked on it).

A small scroll cabinet holds a variety of maps, many of the surrounding region, but others show other areas in Jerranq. One map shows purported lines of power that seem to string across the map, another shows instances of wild magic outbursts, and still another is a sky chart telling when certain constellations are aligned.

Stairs in the southwest corner of this room lead up to the next level of the tower.

Room I. - Guest Chamber

This chamber is appointed to accommodate up to 6 guests. The chamber is musty, as if no guests have stayed here recently. The door can be locked by a key from the outside, although this will not be apparent to casual observation.

Within are 6 feather beds, a table, 3 wash basins, some braziers, and 2 empty wardrobes. A lantern sits on the table, along with 4 wooden mugs. There are 6 chamber pots here as well.

Room J. - Stable

This small outbuilding is used to stable the steeds of visitors. Evonlosht does not ride, but he had this built in case guests needed to tend to their mounts. There is old rotting hay in the stable, and a moldering bushel of oats. Also here is an empty water trough, a grooming brush, and some tools useful for repairing tack and harness.

Level One

Room A. - Private Chamber

This chamber is well appointed in a manner similar to Room E on the Ground level. There are a couple of divans here, several lanterns placed strategically around the room, a low table, several plush chairs, a very ornate mirror studded with gold and semi precious jewels (about 3'x5' and worth at least 3,500gp). Also here is an open book on the basics of spell casting (the kind an apprentice would have) and what looks like a bushel of various herbs and mundane material components that had not been processed or sorted yet.

Room B. - Apprentice's Chamber

This is where Evonlosht's apprentice lived. The room is spartanly appointed with a feather bed, a table and chair, a nightstand with chamber pot and washbasin, a wardrobe with normal clothing in it, and a small curtained off area that hides a garedrobe.

Hidden in a false bottom in the wardrobe is the apprentice's spellbook. It has 20 pages and is made of leather and paper and weighs 5 pounds. It contains the formulae for several cantrips (treat as a single spell Cantrip) as well as Read Magic and Detect Magic.

Room C. - Master Bedroom

Rather well furnished, this chamber contains an ornate canopied feather bed, a finely crafted mahogany table and chairs, a large curtained off area that holds a garedrobe and a big copper tub. A wardrobe holds many fine clothes, cloaks, robes, and even an ornate floppy hat with a tall point on top.

Near the head of the bed is a small basket filled with down a fur...the resting place of Evonlosht's familiar.

Level Two

Room A. - Mundane Library

This room is lined with small windows that can be shuttered by metal shutters. Within is a library. Shelves of books and scroll are here. These deal with many topics, but tend to concentrate on nether planar lore, including treatises of confrontations with various extra-planar creatures. These books are, as a whole collection, very valuable, especially to wizards and savants.

Only a few oil lanterns hang in the corners of the room.

In the centre of the room is a reading desk and chair, and a divan is set against the east wall.

Room B. - Guarded Library

The door here is locked and openable only by a key. The door is also Wizard Locked at 6th level. Within are more shelves with books and scrolls, and a large reading desk.

Several lanterns light the place.

The books herein are the most precious to Evonlosht. It is true that the best books are in the Brotherhood library in Torin, but Evonlosht, as Brotherhood librarian, keeps a few good ones here as well. Included here are many books detailing true names and exact abilities and summoning methods of various otherworld entities.

A cabinet here holds many jars of ink, most of which are made from exotic ingredients and suitable for transcribing magical scrolls.

In one scroll shelf are magical scrolls. They include scrolls with the following (spell scrolls are all wizardly in nature):

o Scroll of protection against tanar'ri (works like a protection from lycanthropes scroll)
o Scroll of protection from possession
o Detect Undead (at 4th level)
o Hold Person (at 4th level)
o Lasting Breath (at 3rd level)
o Dispel Magic (at 9th level)
o Dig (at 7th level)
o Change Self (at 3rd)
o Forget (at 5th level)
o Locate Object (at 5th level)

In addition, there is a tome outlining the incantations for making various scrolls and potions (assume all the ones present in this room and Room C).

Finally, in a locked cabinet is Evonlosht's Spellbook. This is a large tome 100 pages in size which contains the following spells:

Alarm, Armour, Cantrip, Change Self, Color Spray, Comprehend Languages, Detect Magic, Find Familiar, Grease, Identify, Light, Mending, Message, Mount, Protection from Evil, Read Magic, Sleep, Unseen Servant, Wizard Mark, Detect Evil, Forget, Glitterdust, Improved Phantasmal Force, Knock, Locate Object, Magic Mouth, Melf's Acid Arrow, Protection from Cantrips, Wizard Lock, Dispel Magic, Flame Arrow, Fly, Monster Summoning I, Phantom Steed, Sepia Snake Sigil, Tongues.

The spellbook is guarded by a Sepia Snake Sigil cast upon the title page of the first leaf.

Room C. - Laboratory

This is a typical wizard's laboratory, complete with tables full of flasks, tubes, boilers, weights, scales, alembics, etc. A variety of jars and containers hold an array of strange substances, all components for spells or for scroll ink or potion manufacture. A large fire ring is below a cauldron used for brewing the potions, and all sorts of ladles and tongs are hanging nearby...many of these tools are of bone or other exotic materials.

In a cabinet are some magical potions brewed by Evonlosht:

o Potion of healing
o Potion of levitation
o Potion of reptile/amphibian control
o Oil of acid resistance
o Potion of growth
o Potion of vitality
o Oil of impact (4 applications)
o Oil of timelessness
o Potion of speed
o 2 potions of sweet water

There is a set of two large tomes that are locked with a metal clasp which opens by manipulating the clasp in a certain way. Failure to do this causes a small needle to poke the finger of the opener, but fortunately, there is no poison left on the needle. Each tome contains complicated recipes and incantations for the brewing of many potions. There are recipes for all of the potions present in Evonlosht's cabinet.

In the eastern portion of this room, an iron ladder leads to a trap door that allows access to the roof of the tower. This trap door is Wizard Locked at 6th level and is also barred from the underside by a stout iron bar.

Roof - The roof here is battlemented, but otherwise unremarkable and empty excepting a prodigious amount of bird dung and several dozen pigeons that have taken up nesting here.

Dungeon Level

Area A. - Entryway

This passageway is entered via the stairs in Room R on the Ground Level. They descend some 15' before entering a small chamber, 20' in diameter, hewn out of the earth and supported by wooden beams and bracings. Such bracings appear every 30' down this passageway. The way is about 8' high and slopes down sharply enough for non-dwarves to detect it. By the time the twisting passageway reaches area B, it has descended another 25' from ground level, being now a total of 40' below ground.

About 40' from the stairway, where the passage turns to the northeast, is a wooden peg. From it hangs a green piece of cloth. In a small wooden cup set into the wall nearby is a crumpled red cloth. This is used as a do not disturb sign for Evonlosht when he is here practicing delicate arts.

Area B. - Summoning Chamber

This large chamber is supported by large rafters and wooden trunks hewn from trees. The centre of the chamber, however, is clear. Enscribed upon the floor of the chamber are various protective circles of arcane nature. Included amongst the circles are Thaumaturgic Triangles, Pentagrams, Magic Circles, and even a Mobius Line. These are made of gouges carved into the stone floor and inlaid with what Evonlosht has deemed the most appropriate substance. One is inlaid with mother of pearl, another with gold, another with dried blood.

Hanging from the walls are innumerable charts, some showing stars and astral conjunctions, one a calendar, with various days marked with various symbols, a silver abacus with gemstone counters (worth over 2,500gp), a wooden rack with 12 vials of holy water, a dagger of cold iron, and a silver dagger.

Along the south wall, some 40' east of the entryway to area C, is a lever that activates the portcullus in area C.

Hanging from the northwestern wall is a large (4' x 6') mirror of polished silver highly ornamented with demonic motifs done in silver and gold. The mirror is quite valuable as jewelry (worth 5,600gp), but it is more potent in that it contains a demon imprisoned within.

The demon is a tanar'ri of unique and fairly powerful existence. It will appear only if a certain rune is drawn in blood (animal blood will do) on the mirror face. When so done, the mirror will smoke up and out of the grey haze will appear the head of the demon, a goat's head atop a snake's neck...its eyes burning a malignant coal-red...it's teeth gnarled black spikes curving this way and that in a mouth whose rancorous breath is visible even through the mirror.

If the mirror is touched without using blood or drawing the proper rune, the demon will be freed. Otherwise, the demon must serve for another 99 years. The demon, whose True Name is known by Evonlosht (its name is N'gharrixythylyx), is otherwise bound to answer the questions posed by the mirror wielder. He may be summoned only once per day, for no more than 5 minutes at a time. If summoned more often, he will be freed.

The demon knows much about the world and the netherworld up until about 160 years ago, when it was captured in the mirror by a now dead wizard. It is obliged to answer questions truthfully, but enjoys perverting the intent of its answers so as to tell the truth but mislead its listeners.

If freed, the demon will:

01-50: Attack all in the chamber or vicinity until it loses half its hit point (after which it will return to its plane)

51-75: Attempt to attack Evonlosht and take him back to his home plane for eternal torment. In this case, the demon will direct his efforts towards grappling Evonlosht and then will take D3 rounds to make good is escape with the wizard

76-95: The demon will yell in triumph and take D3 rounds to escape to its home plane, only attacking any who approach him or seek to harm him

96-99: The demon self immolates in a frenzied bid for oblivion caused by its years of captivity. All within 5' save versus breath or take 4D6 fire damage. All within 20' save or take 2D6 damage. Saves mean half damage is taken

00: The demon sees potential in one of the party members as a means to some end. He will offer service to the party member in return for a service of his own. The exact nature of both services are left to the sordid imagination of the DM

The demon's stats are left up to the DM, since it is unlikely in this scenario that it will be freed. The rest of the demon appears as a human's torso, lion's back paws, and reptilian foreclaws (which are manipulable). The demon should be on the power level of a Nalfeshnee.

Area C. - Dungeon

This small chamber has a portcullis raised at its entryway. A lever about 40' to the east of the entryway along the south wall of area B operates the grate, which is made of thick iron bars. Within is a pile of straw, a bucket, and scraps from former occupants.

Evonlosht uses this place rarely, only to detain a possessed peasant or to lock up a demonling which will not cooperate with him.

Area D. - Danger Chamber

The long narrow passageway to this chamber is crossed by no less than six portculli. Each is solid iron (not a barred grate) about 1.5 inches thick and very very heavy. Below each portcullis is a groove in the floor to accommodate the first 6 inches of the portcullis. Each portcullis is held by a stout rope held in place by a lever. Each lever is set just outside of each portcullis.

Evonlosht uses this to summon really dangerous creatures. If he has to flee, he runs and pulls each lever, dropping the gates behind him in an effort to at least delay his pursuer(s).

Within, the room has dried blood spatters all over the place (including the ceiling) as well as weird burn marks scorched in strange patterns around the room.

Area E. - Trophy Chamber

This oddly-shaped chamber is home to a grisly collection of otherworldly creature parts, including some rather frightening skulls, eyes, and even some full bodies of smaller creatures. These have all been preserved with oil of timelessness. The entire room is very unsettling to the uninitiated.

Beneath the preserved body of a hordeling shaped like a lobster is a secret panel built into the floor. It leads to a small set of steps that descend some 7' into a small walk-in niche about 5' square. Within is a chest, large and made of wood banded with iron. A large iron lock closes the container.

Within are Evonlosht's personal funds, including, in various bags tied with cords:

o 2,500cp
o 1,000sp
o 75ep
o 575gp
o 12pp
o 3 emeralds worth 150gp each
o a small silver and diamond picture frame with a painting of a woman inside (Evonlosht's mother), worth 370gp.

Evonlosht - Librarian of the Brotherhood of the Rose
(Level 6 Mage Conjurer Specialist, Academician Kit)

Sex: Male Age: 54
Height: 5'8" Weight: 130lbs
Alignment: Neutral  

Strength 11 Hit Points: 24
Dexterity 12 Move: 12
Constitution 15 AC: 10
Intelligence 16  
Wisdom 14  
Charisma 10  

Weapons (proficient unless noted otherwise):

Dagger

NWP:

Read/Write Common, Etiquette, Ancient History, Astrology, Spellcraft, Herbalism, Demonology, Netherworld Lore, Ancient Language (Amorian), Modern Language (Elvish), Modern Language (Dwarvish), Ancient Language (Old Morakki)

Spells Memorized (these are the spells Evonlosht generally memorizes when not expecting danger or anticipating any specific task -- he will change his spells memorized as necessary):

Color Spray, Unseen Servant, Light, Cantrip, Armour, Melf's Acid Arrow, Wizard Lock, Glitterdust, Fly, Monster Summoning I, Dispel Magic

Magic Items:

Dagger +1, Wand of Secret Door and Trap Detection (34 charges left)

Other Items:

If necessary, he may arm himself with potions and scrolls as described in the Keep key. In addition, he carries keys on a chain around his neck. These keys open the various doors and containers mentioned in the Keep key.

Evonlosht is bookish and does not like direct combat. In fact, DM's should note that Academicians get a -1 to hit on the first blow against any given opponent.

Evonlosht's Hospitality

When the party arrives back at Evonlosht's keep, he will invite them in and offer them wine and food. He will then say that he is extremely tired and needs to rest, but that if the party will stay the night, he will gladly reward them for their service. The party, if it agrees, will be bedded down in the guest quarters (area I - Ground Level) and bid good night.

If the party declines to stay and wants its reward right away, Evonlosht will state that he would like to offer them even more of a reward if they will help him defeat his nemesis. In this case, go directly to the section entitled "Evonlosht's Plea" and, if the party then will stay the night, return to the "Night Attack" section.

The party will bed down for the night in comfortable quarters. They can do some exploring of Evonlosht's keep if they are able, although many of the ways are barred by lock or magic.

Night Attack!

At around 2AM, a single party member (the one on watch if applicable) will notice the guest room door open a crack, with no light showing from behind, and then close quickly. If the party has locked or barricaded the door, then someone will hear the sound of someone testing and trying to open the door quietly.

What has happened is that Jasvsgar has heard of Evonlosht's escape (whether from hobgoblin survivors, the ogre, or by way of divination). In revenge, he has summoned a small group of demons to kill Evonlosht and his friends. These demons will have teleported into the ground level of the keep and are now prowling around trying to find their quarry. They will be under orders to find and slay (not capture) Evonlosht, and will only attack the party if the latter attack or hinder the demonlings.

The demon strike force consists of 2 Dretches and a Rutterkin. The Rutterkin has a Mane on an iron leash, which it uses as a sort of attack hound.

In combat, these least demonlings will not flee, nor will they use their teleport ability (in Therra, demons may only teleport once per week per 10% of magic resistance they possess). These demons will not gate in their fellows, since in Therra other planar creatures do not have inherent gating abilities.

Mane (AL CE; AC 8; HD 1; HP 6; #ATT 3; D 1D2 / 1D2 / 1D4; SA acidic vapour when slain; SD immune to mind affecting spells; MR 10%; MV 6)

2 Dretches (AL CE; AC 4; HD 2; HP 12, 10; #ATT 3; D 1D4 / 1D4 / 1D4+1; SA see Planescape; SD see Planescape; MR 10%; MV 9)

Rutterkin (AL CE; AC 0; HD 4; HP 24; #ATT 1 or 2; D by weapon type or 1D6+1 / 1D6+1; Weapons: snap-tong, 3 armed blade; SA snap-tong; SD none; MR 10%; MV 12)

These tanar'ri will use their magical abilities to the utmost. The Dretches will exhale their stinking clouds and all will use their darkness abilities to confuse their opponents. The Rutterkin especially enjoys throwing his 3-armed blades (he has 4 of them) and shaking people around with his snap-tong.

At the sound of loud noises, Evonlosht will appear after about 6 rounds. When he does appear, the demons will launch themselves at him in an effort to slay him.

Evonlosht's Plea

After the attack, Evonlosht will assure the party that he doubts any more attack will be forthcoming...Jasvsgar is not that powerful of a wizard to summon such a horde more than once in a great while. He will insist on getting rest, so as to be prepared for the tribulations to come.

The next morning, Evonlosht will make his plea to the party. Evonlosht will use any and all means to persuade the party to help him...he is genuinely afraid that if the party does not aid him, he will not live past the next month.

First, Evonlosht will reward the party for their rescue of him. This will include 100gp per party member (some of it in silver and gems [see his treasure in the Dungeon level area E for details]), as well as a scroll and 2 potions to the party.

If, however, the party will agree to help him vanquish Jasvsgar, Evonlosht is prepared to offer the following:

o All the potions mentioned in his laboratory (although some of these will no doubt be used against Jasvsgar)

o A second scroll from his library

o Another 100gp per person (this will have to be sent for from Torin)

o An offer to teach wizards 2 levels worth of spells

o An offer to nominate wizards for associate membership in the Brotherhood of the Rose

Evonlosht will resort to these offers as a last resort. He will first try to convince the party that Jasvsgar is evil. He tell the party that he was fed up with Jasvsgar's dangerous experiments calling up ever more vile creatures. His opinion is that Jasvsgar is mad with power and will eventually outdo himself and unleash something far too powerful to handle, which will then ravage the guild and/or the countryside.

Evonlosht will claim that he publicly censured Jasvsgar for his dangerous activities, but the guild was afraid of the evil sorcerer and would not back Evonlosht. Thus, Jasvsgar invoked the Rite of Thorns to remove his only opposition in the guild.

Evonlosht will especially appeal to paladins and goodly honourable types, pointing out that Jasvsgar has already shown himself to consort with hobgoblins, ogres, and tanar'ri.

Evonlosht is, of course, lying. This duel is merely a point of honour, as explained in the Introduction, and Evonlosht has unfortunately underestimated Jasvsgar's power and ruthlessness and is now in way over his head. The slaying of his apprentice has particularly irked him, and he now seeks revenge. Evonlosht is also being a hypocrite, since his dungeon clearly shows evidence of some dangerous summonings of his own. He will therefore try to keep the party from going down into the dungeon, but if this is unavoidable, he will downplay the evidence, claiming he sometimes summons elementals and the like, which can be dangerous.

As a final ploy, Evonlosht will warn the party that Jasvsgar is a very vengeful man, and that, should the party try to walk away from this situation, they will find themselves hunted down by the wizard. Evonlosht will point out that it would be far more advantageous for the party to attack Jasvsgar now, when they can be aided by him, than later, when he is dead.

If the party still does not want to get mixed up in the duelings of wizards, then the scenario is over. However, the DM can later have Jasvsgar summon attacks upon the party, for he is vengeful, and perhaps one day the party will still have to return to face an even more powerful Jasvsgar. In this case, the rest of this scenario can then be utilized.

The Planning Stage

If the party agrees to slay Jasvsgar, Evonlosht will explain that none of Jasvsgar's wealth can be taken, it all belongs to the guild. However, he believes his promised reward more than makes up for the difference.

Evonlosht will also explain that he is no strategist, and therefore he relies on the party to formulate some sort of plan.

Evonlosht can tell where Jasvsgar's tower is located. He can describe Jasvsgar as a wizard with abilities much like his own, although he has more knowledge of forbidden and vile summonings. He cannot describe any guardians, but can say that Jasvsgar has a raven as a familiar and believes it is likely that he has hired a diviner of some sort, since it appeared as if his kidnappers knew he would be at the spot of ambush before Evonlosht himself even knew he'd be there.

Evonlosht can draw a rough map of the outside of the tower. He can also supply to the party or to himself his potions and scrolls as mentioned in the Keep key. He will also tell of relevant spells in his spellbook and of his wand, by which he hopes to find a secret way into the tower.

Evonlosht can offer his opinion about any plan the party proposes, but remember he is a bookish librarian, not a soldier, and so his opinions are likely to be wrong, especially if they are not obvious blunders.

Vengeance is Thine

Whenever the party is ready, they may leave. Evonlosht will urge at least some haste, as he does not want to give Jasvsgar time to summon something really big. Certainly, preparations longer than 3 days will get Evonlosht antsy, and after a week the DM can feel free to launch another attack on the party and Evonlosht.

Otherwise, the party may travel the 144 miles to Jasvsgar's Tower up in the Gengor Highlands. This journey will take about 5 days, and although many inns and villages are along the way, Evonlosht will recommend that they travel off the roads and camp in the wilderness, so as to avoid giving Jasvsgar any advance warning.

Jasvsgar's Tower

Refer to the Tower Maps for details. Jasvsgar's tactics and other information not includable in the key is in the section immediately following the Tower key.

Jasvsgar's Tower is set upon a small ledge-like portion of the Gengor Highlands, some 500' above the valley floor. A small path travels over the hills to villages nestled amid the Highlands, and a small turnoff wends its way to the tower.

The tower has an evil reputation amongst the locals, which is really no surprise considering how locals generally feel about wizards, and considering the howls that occasionally emanate from the tower as well as the strange winged things that sometimes emerge from its heights.

The tower itself is made of large, smoothly cut granite blocks, coloured a brown-mauve. The design is basically octagonal, with fluted ridges emerging from four of its faces. These ridges reach 80' to the top of the tower and then emerge as spikes in a crown around the head of the tower.

Small slit-like windows can be observed at about 50' and 70' up the tower's length.

The only apparent egress are a set of double doors of apparently solid iron gilded with bronze. These doors are decorated with a rose motif, in this case the scene is of a rose emerging between the planes, its stem in a nether region and its flower in the material region. Each valve has a large ringed knocker.

Each room in the tower is 20' high. There are four levels, and the entire tower is therefore 80' tall.

Tower Levels

A. Entry Chamber

The double doors leading into this chamber from the outside are locked by a 8th level wizard lock and a stout iron bar. The bar is operated by a key and the lock is of complex design (-20% to pick lock attempts).

This chamber is well appointed, with tapestries depicting more rose motifs, a red rose with golden stem and thorns.

A rack for cloaks is near the entry doors, along with a small table over which hangs a mirror. Bound into this mirror is a special daemon, which is a shape shifter who will shift to the true shape of anyone it views from within the mirror. Thus, the mirror functions as a mirror of true seeing. The daemon can only divine the true shape of living objects, not of inanimate items.

Also in the room is a small fireplace, settled against the west wall. Upon the mantelpiece are several items of exotic bric-a-brac -- momentoes from far travels. A close look at the flames that always burn here will note that the flames often seem to form into the shape of a small humanoid-like creature. A small spirit of fire has been bound to the hearth and provides its essence to keep the flame alive.

Several wooden and velvet couches set around the room, providing rest for guests. Under one is a dagger set into brackets, for easy reach if someone knows the weapon is there.

Always on guard here are two men-at-arms. They are part of the troop that Jasvsgar has hired during his duel with Evonlosht. At other times, he relies upon his wizard lock to protect him.

When on duty, the men are usually by the fireplace (but not too close, they fear the spirit therein) swapping stories or rolling dice for their wages.

They have a lantern lit near them.

2 Men-At-Arms (AL N; AC 6; HD 0; HP 6, 7; #ATT 1; D by weapon; Armour: studded leather and medium shield; Weapons: spear, hand axe, dagger; MV 12)

Each man-at-arms has a pouch with D6 sp and 2D6 cp.

If attacked or if they hear or see anything suspicious, they will yell out loudly, alerting those on this level of the tower. These men-at-arms are completely unaware that an extensive dungeon exists below the tower. They have never been up the stairs in this tower.

The door to area C is Wizard Locked at 8th level.

B. Dining Hall

Normally an ornate dining hall, Jasvsgar has converted this into the men-at-arms quarters. The large table and ornate chairs have been pushed into the south corner, along with an expensive cabinet and other dining accoutrements. Instead, 12 pallets have been set on the floor. A large fireplace abuts the east wall, exactly across from the fireplace in Room A. The fire in this hearth is normal, however, and doubles as an oven, as evidenced by a large iron cooking cauldron and a large spit, upon which roasts a deer.

Stacked along the northwest wall are various household items, such as brooms, lamp oil, rope, candles, torches, etc.

Several lanterns provide illumination here.

10 men-at-arms will be found here, hired at good wages to protect Jasvsgar. They have figured out that their opponent is another wizard, and are a bit nervous about the whole thing, but the strongest of these men-at-arms have been charmed by Jasvsgar and his diviner and are fanatically loyal. They keep the rest of the men in line. Jasvsgar also pays these men quite well, with a promise of further reward for success and loyalty.

As such, these men are unlikely to rout, except in a completely hopeless situation, and the three strongest in hit points will fight to the bitter end in any event.

These men are savvy fighters, veterans of a few battles and many skirmishes, and will act appropriately. If alerted to trouble, they will take the time to don their armour before heading to battle. This will take 3 rounds. They will also raise a cry and hue up the stairs, which will be heard by all on levels 2 and 3 of the tower.

The men do not know of the dungeon level and have never been up the stairs. They do know that Jasvsgar often spends many hours in Room C.

During their off hours, the men spend time here talking, sleeping, keeping fit, and gambling, and evidence of all these activities can be found in the mess they have made of this room.

10 men-at-arms (AL N; AC 6; HD 0; HP 8, 6, 5, 7, 8, 5, 6, 4, 8, 6; #ATT 1; D by weapon type; Armour: studded leather and medium shield; Weapons: spear, hand axe, dagger; MV 12)

A bed has been pushed to the far north of the room. This bed belongs to Jasvsgar's servant (he trusts no apprentices). The servant is a complete non combatant who knows no magic (although he is familiar with spell casting from his years of servitude to Jasvsgar). His bed is curtained off from the rest of the room, and underneath it is a locked box which holds his personal items, a paper which reads:

Let it be known that the bearer of this paper, one Kherbain of Endelmong, is under the auspices and protection of the mighty Jasvsgar of Gengor, wizard, mage, and high summoner of the Brotherhood of the Rose.

(A sketch of the servant follows these words)

and coins totaling 50gp.

Hung next to the bed are several changes of clothes.

Kherbain (AL N; AC 10; HD 0; HP 4; #ATT 1; D by weapon -1 due to strength; Weapons: dagger; NWP: cooking; MV 9)

Kherbain is an old, balding man with a stooped stature and a long grey beard. He does not love his master, but respects him and his pay, which supports his wife and children in a far off land. He will not fight, except to save his life. He is a good cook and keeps Jasvsgar upkept and clean, seeing to the wizard's mundane needs.

If trouble erupts, Kherbain will flee up the stairs to warn the diviner.

In the southern portion of the wall between Room B and Room C is a secret door. Only the servant and Jasvsgar know of its existence.

C. Study

This room is part study and part ruse to cover the entrance to the dungeon. The door frpom area A is wizard locked at 8th level.

Within is a hearth along the north wall, which is lit normally. Several shelves line the southeast and southwest walls, these filled with important-sounding tomes that are actually not very valuable in an arcane sense, being more reference works and the like.

Several comfortable chairs and a fine table accent the room, as do several braziers and hanging tapestries showing various ancient historical events.

Near the room's centre is a desk and workchair. Upon the desk are paper and quill and ink. Within the drawers are various accounts and the like, including a copy of the contract Jasvsgar made with the men-at-arms and a copy of a letter not yet sent which reads:

Dear Ignormion,

It will no doubt please you to hear that I have declared the Rite of Thorns upon a dastard of a weakling who serves as guild librarian. This pimple on the buttocks of the netherworld assisted me in a project of mine and, after laborious effort on my part, when the effort succeeded, he strove to claim credit for the deed, as if his role were primary and mine that of a serving wench!

This monkey has been on my back for some time now, and I intend to rid the guild of his intolerable presence. To this end, I need your aid.

Please let me

(the letter stops here, obviously incomplete)

Behind one tapestry in the south wall is a secret door which swivels on a central pivot and leads to Room D. The door opens by pushing in a brick near the door.

In the southern portion of the wall between Room B and Room C is a secret door. Only the servant and Jasvsgar know of its existence.

D. Secret Place

The secret pivoting door from Room C leads to this small chamber. At the far south end of the chamber is a trapdoor which opens up to a set of ladder rungs, made of iron, which descend 40' to the dungeon level (area L).

E. Living Chamber

This room was once the living chamber of Jasvsgar, where he relaxed. Now, it has been converted into the chamber of a diviner who owed Jasvsgar a favour and is now helping the summoner during the Rite of Thorns.

As such, the furniture of the living room is still here, including some divans, pillows, a foot table, and various semi-precious items like candlesticks, statuettes, et al.

Just to the south of the northern door on the east wall is a small fireplace, continuing from the hearths in Rooms A and B on the ground level. It is lit normally.

Several lanterns hang from chains form the rafters here. They are lit.

A bed has been placed here to the south of the stairway. Next to it is a small table being used as a desk, upon which sits the diviner's travelling spellbook. Next to the table is hung a very ornate mirror, being highly polished silver and ornamented with gold filigree. Next to the mirror are vials of nitric acid, copper, zinc, and an urn filled with formaldehyde and hawk eyeballs. The diviner uses these components to cast his magic mirror spell. The mirror is worth 1,250gp.

Next to the bed is a travelling trunk stuffed with clothes, material components, and personal possessions.

The spellbook is made of ivory plaques into which have been tied vellum pages. The spells therein include:

Those spells memorized by the diviner, plus

Cantrip, Detect Magic, Identify, Protection from Evil, and Light.

The diviner is here, reading a book from the library and taking copious notes to further his own ends. If trouble erupts below, he will support the combat in any way possible, although most of his spells are non-offensive in nature.

Aghrambvir the Diviner (AL N; AC 10; S 9, D 11, C 12, I 14, W 17, Ch 11; LVL 7; HP 20; #ATT 1; D by weapon type; Weapons: staff; NWP: Herbalism, Metallurgy, Read Write Common, Ancient History, Appraisal, Spellcraft, Heraldry, Etiquette, Alertness, Cartography; MV 12)

Spells Memorized:

Alarm, Charm Person, Charm Person, Comprehend Languages, Friends, Detect Invisibility, Locate Object, Ray of Enfeeblement, Mirror Image, Dispel Magic, Clairaudience, Clairvoyance, Charm Monster, Detect Scrying

The diviner has some magic items, but these he has left at home. He does carry a pouch with 45pp, 13gp, and 25sp.

He wears a silver ring set with an amethyst worth 145gp, and a pendant in the shape of an eye made of silver and turquoise worth 60gp.

F. Library

This room is entered via two doors on its western wall. In the central portion of the room is a free standing hearth, which continues the chimney from below (Room C) and continues up into the ceiling. The hearth is not usually lit, although several lanterns hang from the rafters, one being dimly lit.

Within the room the eastern half is lined with shelves. A few chairs and a reading table are also here, along with scattered notes on rolls of paper. The whole room is rather a mess, and many books are out and opened, set on the table or floor. It looks as if a lot of hurried studying and research has been going on.

Many of the books deal with netherworld creatures and their summoning. Some of the books actually provide the true names of such creatures. Also here are detailed rituals for summoning...essentially spells which are not memorized but are cast directly from the books after hours of ritual and procedure.

A section of shelving is empty of books, but looks as if it could be locked up by metal shutters. In fact, the shelving in that area is made of metal as well. The shutters have a rather complex looking lock on them. This was where Jasvsgar kept his spellbooks, but he doesn't trust the diviner with them and has relocated them upstairs.

The library here is extensive (although less extensive, in a broad sense, than Evonlosht's), and valuable to practitioners of the arcane arts.

Stairs lead up to a door which allows egress into area G. The door is Wizard Locked at 8th level and bears other wards as well (refer to area G for details).

G. Jasvsgar's Chamber

The stairs up to this room end in a stout oaken and iron door. The door is Wizard Locked at 8th level and also bears a magic mouth and a fire trap. The magic mouth is keyed to yell "feel the hot wrath of my ire!!!" if the fire trap spell goes off. The fire trap will inflict 1D4+8 hit points of damage unless a save is made (for half damage). The firetrap is attuned to Jasvsgar, his raven, and his servant.

Within the chamber is a fine feather bed with posts in the shape of leering demons bowing to whomever is in the bed.

Next to the bed is a bird's perch, with a tray to catch droppings and a wooden bowl for food and water.

A wardrobe nearby holds many fine clothes as well as travelling clothes and accessories.

Also here is a wash basin, a chamber pot, an end table, a mirror, and a small table and chairs. Several bottles of wine and a silver goblet (worth 25gp) are on the table.

A chest is unlocked and holds personal items such as a title of deed to this tower, guild membership certificate, some pipes and tobacco, etc.

Two square pillars rise through the room here, one in the north central part of the chamber and another to the southeast of the stairway. These are the chimneys from the lower levels, and they each have a small metal door here which can be opened to let in heat but they are designed with baffles to stop smoke from entering the room.

The stairs coming up here are closed off from the rest of the room by walls which reach from the floor to the ceiling.

An iron ladder leads to a trapdoor in the ceiling.

During daylight hours, the windows here (about 1' wide) are usually open, but during the duel they have been shuttered with metal shutters and locked shut with iron latches.

Light is provided by two lanterns always kept lit and several candles held at hand.

An iron ladder leads up to a trap door in the ceiling that allows entrance to area H.

Hidden within a secret compartment in the back of the wardrobe are Jasvsgar's spellbooks, 4 such books (one for each level of spells) made of giant serpent hide and filled with high quality vellum. Each spellbook has a small cursing demon bound within. If anyone other than Jasvsgar opens (note, the books may be safely touched, just not opened) each book, the book's demon is released. Each book's spells and the demon it contains are detailed below. The demons can only be dispelled by a dismissal or holy word or other such banishing magicks. In addition, destroying the book destroys its bound demon.

Book #1 The spirit here is in the shape of a shadowy scorpion. Its curse is to inject the person with a spiritual poison which, unless a save versus death is made, will cause the victim to fall comatose for D4 hours. Thereafter, his INT and WIS will be lowered by 1 until the spirit is exorcised.

The scorpion only attacks once before dissipating. It always hits its victim.

The spells herein include: Read Magic, Detect Magic, Armour, Colour Spray, Unseen Servant, Cantrip, Protection from Evil, Charm Person, Feather Fall, Identify, and Comprehend Languages.

Book #2 This guardian spirit appears as a small ball of flame. It will envelope the opener doing 3D6 damage unless a save versus magic is made for half damage. After enveloping, the spirit will dissipate.

The spells herein include: Bind, Continual Light, Deeppockets, Detect Invisibility, Glitterdust, Levitate, Melf's Acid Arrow, Wizard Lock.

Book #3 This guardian spirit appears as a serpent made of blackness. It wraps around the opener's neck. Each round, a save versus magic must be made at -2. A successful save causes the snake to dissipate, while a failure to save causes D6 of choking damage.

The spells herein include: Dispel Magic, Monster Summoning I, Phantom Steed, Slow, Protection from Normal Missiles, Non-detection.

Book #4 The demon spirit herein is in the shape of a grinning skull with sharp fangs. It bites the victim, and a save versus death must be made. Failure indicates a system shock roll must be made or death occurs. If the system shock roll is made, then the victim takes 3D6 of negative energy damage. This demon bites once before dissipating.

The spells herein include: Charm Monster, Monster Summoning II, Fire Trap, Polymorph Self, Wizard Eye.

Jasvsgar will be here when the party arrives. He will be sleeping if at late night or studying some tome or other from the library downstairs otherwise.

If an attack occurs, Jasvsgar will emerge cautiously, making certain that the diviner and his men-at-arms bear the brunt of the attack. If things start to go badly, he will use the secret door between Room B and C to escape to the dungeon. From there he will either try to flee outside and away to plot further revenge, or he will attempt to ambush pursuing party members.

H. Jasvsgar's Sanctorium

This top level is a single room, with two pillars allowing smoke to chimney out from the various hearths below.

Narrow windows are now closed and latched shut with iron shutters. Within is a spyglass used to observe the stars, various star charts rolled up or spread out on the floor, and a bird's perch similar to that in the room below. Near the perch is a small wooden tube about 1" in diameter and 3" long. Nearby is a small quill and ink and several small rolls of paper. The wizard uses these to send messages with his familiar.

Dungeon Level

Jasvsgar has built this dungeon as an escape route and a place to hide his most valuable enterprises and possessions from prying eyes. Other than himself, only his servant knows of the existence of this dungeon, and he rarely enters the place.

A Least Guardian Yugoloth has been bound to this area by Jasvsgar. It's duty is to guard the treasure in area G from intruders. It deems this to include attacking any intruders anywhere upon this level, although it will certainly not directly intervene to save Jasvsgar's life.

Allow a 5% chance per round spent here that the party will encounter the Yugoloth.

Least Guardian Yugoloth (AL N; AC 3; HD 6; HP 26; #ATT 3; D 1D4 / 1D10 / 1D10; SA fire breath; SD immunities, immunity to electricity and wooden weapons; MV 9)

This being breathes fire thrice per day. It appears as a frog-like humanoid about 8' tall with sharp talons, large teeth, glowing amber eyes, and two large horns atop its head. When it speaks, it forms its words amid horrifying croaks and gurgles.

A. Guard Chamber

This chamber is 40' by 60' and the ceiling is some 10' overhead. To the north, an iron ladder ascends to a trap door which leads up to a secret door in the western flange of the ground level of the tower. By this means Jasvsgar can exit and enter the tower unseen.

The door in the western wall, which leads to the rest of the dungeon level, is Wizard Locked at 8th level.

On the floor of this chamber are scattered bones of all sorts, remnants of hunted animals used for food or material components, and the bones of humans, some sacrificed to placate or summon otherworld creatures.

Within these bones lurk 3 dreads. These guardians were created by Jasvsgar using knowledge found in the guild libraries. These dread will attack anyone but Jasvsgar or his servant who enter this chamber, and once activated, will pursue any intruders anywhere on this level. Dread appear as a set of flying skeletal claws.

3 Dreads (AL N; AC 6; HD 3+3; HP 12, 15, 20; #ATT 1; D 1D4; SD undead immunities; MV 6, fl 15[B], Sw 9, Jp 3)

See the Monstrous Compendium Annual for more details.

B. Water Cave

This cavern is set at the end of a long, turning hallway. Within is a natural stone cavern, studded with stalactites and stalagmites of various hues. The ceiling is about 20'-30' high.

In the southern portion of the cavern is a small pool of water, about 40' in diameter and about 20' deep at its centre. The pool provides fresh water for the tower in a pinch. It is fed by subterranean springs.

To the north are some bones, all of which have signs of having been gnawed upon by sharp, large teeth. Some of them seem human.

C. Small Cave

This small connecting cavern is only about 10' high. Within the southern portion is a literal forest of closely spaced natural pillars. The floor here is strewn with dung and manure. Within dwell 3 shriekers. They are set here as guards by Jasvsgar and they move around the area slowly, but do not leave since they keep to the area spread with fertilizer.

3 shriekers (AL N; AC 7; HD 3; HP 21, 17, 12; #ATT 0; D nil; SA noise; MV 3)

D. End Cave

Here is a largish cavern slightly studded with stalactites and obtrusions. Within is the lair of the Guardian Yugoloth that Jasvsgar has bound here as a guardian. If the Yugoloth is not encountered elsewhere, it will certainly be encountered here.

The place is covered with bones, animal bones and human bones...all the past meals of the Yugoloth.

Various runes carved on the cavern walls help to bind the Yugoloth, although defacing them has only a 5% chance of sending it to its home plane.

The Yugoloth is assigned to guard the treasure in area G. It may roam as much as 270 feet from the treasure, which allows it access to most of the dungeon level (with the exception of areaK and the nearby hallway to the west).

E. Laboratory

This room is filled with laboratory equipment, including tables, shelves, and chairs. Spread over all of these are many beakers, flasks, burners, notes, open books, jars and urns filled with strange and exotic ingredients, tongs, pokers, tweezers, scoops, scales, etc.

There are some magical potions here, but they are difficult to locate. They include 4 potions of healing (metallic blue), a potion of extra-healing (metallic magenta), a potion of fire resistance (translucent red), oil of preservation (clear), and a potion of invisibility (clear). Labels are in a code that only Jasvsgar and the servant know, but if a Detect Magic is done, these will show out from the rest of the stuff. Otherwise, allow a 5% chance of randomly picking a magical potion, a 25% chance of a random poison type, and a 70% chance of something with no serious effects.

The door to the east is locked by a key lock.

F. Summoning Chamber

The second door into this chamber from Area E is also locked with a key lock. Within is a chamber with many magical summoning circles etched into the floor. Unlike Evonlosht's, Jasvsgar keeps his circles clear, filling the grooves with various substances based upon whichever entity is being summoned.

Also here are various ceremonial bowls, etched in runes. Three of them are made of precious metals and/or gems and are worth 1D6x100gp each. The bowls are caked with various stains inside of them, some of them rust coloured.

A stone pedestal for reading summoning tomes is also here, although there is no tome currently set upon it. A wooden chair and a large wooden table is nearby. On the table are various skinning knives and dissecting implements.

G. Treasure Chamber

The door to this place is made of iron and locked by a key lock. Within is Jasvsgar's treasure chamber. There are 4 chests here, along with 3 large sacks tied with ropes. These containers and their contents are described below:

Bag #1 750cp, 435sp, 12gp, and a human skull inlaid with turquoise worth 75gp.

Bag #2 250gp, 35ep, 10pp, and 1,600cp.

Bag #3 Contains a suit of enchanted scale armour (scale armour +1). The scales are of fine craftsmanship, as each individual scale is engraved with the shape of a dragon's head.

Chest #1 This chest is locked. Within are 1,500gp, a pouch with a gold hairpin studded with pearls worth 110gp, and an ivory and silver drinking horn worth 25gp.

Chest #2 This chest is locked and contains an iron flask (the magical variety). The inside of the chest is heavily padded with quilts and velvet. The iron flask is currently empty, and its command word is enscribed in silvery runes around its brass stoppered neck. The command word is Shkalisko.

Chest #3 This chest is not locked. Within is a large bundle of white dragon skin, which Jasvsgar one day wanted crafted into a shield and armour. Unbeknownst to him, the dragon skin is too damaged and old to be of any use.

Chest #4 This chest is locked and guarded by a poison needle coated with Type B poison. The chest contains a large boulder that radiates magic. Deep within the boulder is a dusty rose prism Ioun Stone (+1 to AC and saves). The magic of the stone has, over the millennium, seeped into the surrounding boulder, and now the boulder itself radiates magic. The boulder is about 3' by 2' and weighs about 100lbs.

H. Warrens

These warrens are the lair of a pack of Osquip, which burrowed to this place from unknown regions and have taken up residence here. They have had no trouble digging their own warrens even through the solid stone here, because of their sharp teeth and claws, and in fact their tunneling collapsed the good part of one of Jasvsgar's dungeon rooms. However, Jasvsgar found the rodents tough to capture and, after some research, discovered that they could be semi-tamed by giving them gems and shiny stones, which they enjoy collecting.

These osquip are now slightly tamed, enough to not attack Jasvsgar or his servant on sight. They also know better than to attack the Yugoloth, which has already dined on a dozen of their number before the osquip learned to give it a wide berth.

Now these rodents live by emerging above ground during the night to hunt and from scraps thrown to them by Jasvsgar to encourage their presence.

These creatures regard Areas H and I as their private domain and will attack any but Jasvsgar, his servant, or the Yugoloth who enter are I. They will attack anyone who enters area H, Yugoloth, servant, and Jasvsgar included.

These warrens are about 3' high, and so are difficult for non-halflings to maneuver in. The DM should impose to hit penalties and AC penalties for larger beings attempting to fight inside the warrens.

H1 - This is a small side cavern inhabited by an osquip. The osquip had burrowed into the Treasure Chamber (area G) before learning by way of the Yugoloth not to enter this room.

Osquip (AL N; AC 7; HD 3+1; HP 16; #ATT 1; D 2D6; MV 12, br 1/2)

There are two gems buried in the earth here, worth 12gp and 7 gp respectively.

H2 - This area is inhabited by 2 osquip. There are some bones and scraps of flesh here, but no gems.

2 osquips (AL N; AC 7; HD 3+1; HP 17, 13; #ATT 1; D 2D6; MV 12, br 1/2)

H3 - This cavelet has a crack about 3' wide and 1' tall leading up to the surface. A halfling could fit through with climbing rolls. The osquip use this as their means to exit the dungeon level and hunt for food and water.

Fallen just below the crack, in plain sight, are 3 gems (worth 50gp each) and a silver brooch in the shape of a young woman worth 20gp.

H4 - This larger chamber is 5' high. Within are 2 female osquips and 3 young. The females will fight to protect their young and do so at +1 to hit.

2 female osquips (AL N; AC 7; HD 3+1; HP 14, 14; #ATT 1; D 2D6; SA +1 to hit; MV 12, br 1/2)

3 young osquips (AL N; AC 8; HD 1; HP 3, 5, 4; #ATT 1; D 1D2; MV 9)

Buried in the stone and earth nesting materials are 4 gems, worth 40gp, 12gp, 20gp, and 2 gp respectively.

I. Unused Room

This room shows no sign of recent use, and in fact the passageway to the north looks as if it collapsed and then was dug out into a cave. Several bricks in this room have been pushed out, as if something burrowed in behind them and dislodged them. Other bricks lie on the floor.

Within this room are dung and spoor from the osquip, as well as much evidence of past osquip meals, including bones, some of them human.

J. Guard Chamber

This smallish room appears to be the lair of some creature, for there is a bed of straw here and large dung piles at various places nearby.

A wooden trough holds water, while another holds slabs of raw meat.

A displacer beast roams the area from the hallway leading to Area I to the secret door just west of Area A. The beast is charmed by Jasvsgar and, additionally, was reared from a pup. The beast is currently just over 1.5 years old, and so is still an adolescent. It has no love of Jasvsgar when not charmed, but it fears the scourge tied up in Area L and respects Jasvsgar as its master.

Any noise in its area of access will cause the beast to investigate. It will attack anyone it does not recognize (i.e. anyone not the Yugoloth, Jasvsgar, or his servant). The beast does like the servant, since he brings it food.

Young Displacer Beast (AL LE; AC 4; HD 4; HP 18; #ATT 2; D 2D4 / 2D4; SD -2 to be hit, save as 12th lvl warrior with +2 to roll; MV 15)

K. Dungeon

The door to this chamber is barred from the outside and is made entirely of iron. There is no window in the door.

Beyond is a dungeon chamber, with straw on the floor and various shackles and manacles attached to the wall. Some of these are attached directly to the wall, as if to hang someone form the wall, while others are on short chains to allow a captive to eat and drink. The chamber smells strong enough to hint at recent use, but is now empty.

L. Entry Chamber

This irregularly-shaped chamber has a ladder in the southern portion which leads 40' up to a trapdoor in the ceiling. This trapdoor leads to Room D of the ground level of the tower.

Halfway up the ladder is a large leather scourge with pieces of glass tied into it. This is used to tame the displacer beast.

Jasvsgar - Member of the Brotherhood of the Rose
(Level 8 Mage Conjurer Specialist)

Sex: Male Age: 40
Height: 6'2" Weight: 155lbs
Alignment: Neutral Evil  

Strength 14 Hit Points: 30
Dexterity 13 Move: 12
Constitution 15 AC: 10
Intelligence 18  
Wisdom 11  
Charisma 12  

Weapons (proficient unless noted otherwise):

Dagger, Staff

NWP:

Read/Write Common, Etiquette, Ancient History, Astrology, Spellcraft, Herbalism, Demonology (w +3 slots), Netherworld Lore (w +1 slot), Nether Language (Tanar'ri)

Spells Memorized (these are the spells Jasvsgar generally memorizes when not expecting danger or anticipating any specific task -- he will change his spells memorized as necessary):

Armour, Charm Person, Colour Spray, Protection from Evil, Unseen Servant, Detect Invisibility, Glitterdust, Levitate, Melf's Acid Arrow, Dispel Magic, Monster Summoning I, Protection from Normal Missiles, Slow, Charm Monster, Monster Summoning II, Polymorph Self

Magic Items:

Staff +1, Potion of Healing, Potion of Gaseous Form, Scroll with Dismissal (at 10th level) and a scroll with Summon Shadow (at 9th level)

Other Items:

He carries keys on a chain around his neck. These keys open the various doors and containers mentioned in the Tower key.

The Ending

Evonlosht will remind the PCs that the guild rules forbid any taking of treasure from Jasvsgar. To this end, he will discourage the party from seeing the various treasures around here, for fear that greed will get the best of them. If the party does try to take treasure from here, the guild will certainly send forth its vengeance upon the party.

The DM can use this scenario as a means of providing the following to the party:

1) A way to provide party wizards with a source of spells.

2) Evonlosht, once he has nominated wizards for membership into the Brotherhood (associate membership only, unless they plan on staying in Vosh-Gerr), will be happy to act as a mentor, and in exchange for exotic ingredients that the party may find on their journeys, will teach wizards their requisite spell per level.

3) Evonlosht will also be a good resource for the party as a whole. He is a loremaster, and can aid the party in researching various puzzles and tomes that they encounter from time to time.

In short, this is a very dangerous scenario for the party, and having aided Evonlosht not once but twice, the DM would do well to show the players the advantages of having a powerful mage on their side.

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