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Undead Martyr

Undead Martyr

Warehouse

Dorin Street

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single victim and then threaten to kill him (with a coup de grace) unless the others back off.

Treasure: Herst has a small pouch that contains some human fingers (still bloody—they’re quite fresh) and a note. The note reads:

Chornoy,

We have a really great treasure this time, but we need you to identify it for us and tell us what it can do. Meet us on the 7th on Lander Street in the Merchant Ward. Warehouse 4, shortly after dark.

Tarl

The 7th is today.

Investigation down the narrow alley between the two mausoleum warehouses where Herst was lurking (Search DC 10) reveals the partially hidden, grisly remains of a human body that has been mostly devoured. Gnawed bones, scraps of torn cloth, and things too hideous to mention are crammed into a small niche, mostly under an old sheet. Easily recovered from the area are an ordinary dagger, 14 sp, 2 gp, and some strange, blood-covered odds and ends. A Knowledge (arcana) check (DC 12) identifies these odds and ends as spell components. A Search check (DC 15) allows a PC to recognize that one of the blood-covered bits is actually a pearl worth 100 gp. Another Knowledge (arcana) check (DC 15) recognizes this as a component for the identify spell.

Development: If Herst runs away (or is turned so that he gets away), the note should instead be found on the dead body, rather than on Herst.

3

E

T

A WW WW

4

5

R Lander Street

Key

R =Rogue W =Warrior W =Warrior E =Enbri T =Tarl T =Tarl

Crate

Encounter 2: Attentiveness (EL 2)

The encounter begins as the PCs arrive on Lander

Street and find Warehouse 4.

As the sun sets, the buildings of the Merchant Ward grow dark. This area is mostly warehouses, making it seem oddly similar to the Tombyards where you just were. Most of the structures in the area are wood, about 20 feet high with few, if any, windows. Loading docks for moving goods on and off wagons are connected to most of the warehouses. You spot signs by the doors, numbering most of the warehouses. You finally come upon warehouse 4.

It appears that the warehouse has two entrances: a large set of sliding double doors on the loading dock and a side door.

The double doors are locked with a chain and padlock (Open Lock DC 25 to open; hardness 10; hp 10; AC 8; break DC 35). The side door is currently unlocked. The thieves currently occupying the place had a key made to open the side door lock so that they can use the place as a hideout at night. They never steal or damage anything in the warehouse so that no one gets suspicious.

A 1st-level rogue watches from the rooftop of the next warehouse (number 5). His Hide modifier is +10, including a +2 circumstance bonus for the quality of his hiding place. If he sees the PCs snooping around Warehouse 4, he lets out a signal whistle.

Creatures: Four 1st-level warriors hang around in the small side chamber of the warehouse. (Each warrior is identified on the map by a W.) If they hear or see anyone snooping around, or if they hear the signal whistle from the rogue on the roof, they move out to the street to attack.

Thugs (4): Male human War1; CR 1/2; Mediumsize humanoid; HD 1d8+2; hp 8, 7, 6, 4; Init +1; Spd 20 ft.; AC 18 (+1 Dex, masterwork banded mail, small wooden shield), touch 11, flat-footed 17; Atk +5 melee (1d10+2/19–20, bastard sword); AL NE; SV Fort +4, Ref +1, Will +1; Str 15, Dex13, Con 14, Int 11, Wis 12, Cha 8.

Skills and Feats: Climb +4, Intimidate +4, Jump +4; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword).

Possessions: Masterwork banded mail, small wooden shield, masterwork bastard sword, potion of cure light wounds, 2 gp.

Rogue on Rooftop: Male human Rog1; CR 1; Medium-size humanoid; HD 1d6–1; hp 5; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, masterwork studded leather armor), touch 12, flat-footed 13; Atk +1 melee (1d6+1/19–20, short sword); or +3 ranged (1d6/19–20, masterwork light crossbow); SA sneak attack +1d6; AL N; SV Fort –1, Ref +4, Will +0; Str 13, Dex 15, Con8, Int 12, Wis 11, Cha 14.

Skills and Feats: Balance +6, Climb +5, Hide +8, Jump +5, Listen +4, Move Silently +6, Open Lock +6, Search +5, Spot +4; Improved Initiative, Skill Focus (Hide).

Possessions: Masterwork studded leather armor, short sword, masterwork light crossbow, 10 bolts, masterwork thieves’ tools, whistle, 11 gp.

Tactics: The rogue on the rooftop has a light crossbow and attempts to make a sneak attack, if possible. Under no circumstance does he come down off the roof and engage in melee. If the PCs obviously wipe out the thugs, he retreats to the middle of the roof. If the PCs attempt to go up and get him, he tries to climb down another side and get away. If able, he runs back to the Golden headquarters, but he follows procedure to do so, which is to take a long, circuitous path all across town that is likely to lose pursuit (three successful Spot checks to follow him; Hide check result by the rogue sets the DC).

Development: If the fight with the warriors goes on for more than 4 rounds (or fewer than that if, in the DM’s estimation, the fight is particularly noisy), the rogues in Encounter 3 can make Listen checks (DC 20) to see if they hear the sounds of fighting. If they do, they investigate.

Encounter 3: Greed (EL 3)

The door into the main warehouse area (marked A on the map) is slightly ajar. Voices come from the other side. If the PCs try, they can hear the following conversation through the door (Listen DC 5). Of course, they are free to take actions at any point, potentially interrupting the conversation.

“When is he going to get here?” a gruff male voice says.

“You know Chortnoy. He’s always late,” replies a female voice.

“This thing is starting to give me the creeps.”

“The creeps? What are you talking about? This thing is probably worth 10,000 gold coins, at least. It’s going to make us fabulously wealthy.”

“Yeah, but why was it just sitting out? Why wasn’t it protected in a vault like the other items? You don’t suppose it wasn’t finished, do you?”

“What difference does it make? It’s clearly magical. Look at those rune-things.”

“It makes my skin crawl, though.”

The female sighs. “Don’t be an idiot. It’s just a lantern.”

If the PCs look into the room, read the following description.

This large warehouse is about half full of crates. Two humans sit on crates with another large crate between them. Perched atop a makeshift table are two lanterns. One is lit, while the other appears to have some sort of writing on it. The two figures both tense and grab weapons. Just as they begin to stand, the lantern that is not lit flares momentarily with energy.

pqqqqrs

THE THIEVES

The thieves in Encounter 2 are members of the Golden, but have chosen to use the old warehouse as an occasional base of operations. Members of the Golden only go to their Undercity lair occasionally. That makes it that much harder for the

authorities to find them. These rogues and warriors are not ruthless cutthroats for the most part—they won’t fight to the death if they can help it. They are much more likely to surrender to an overwhelming force, or—preferable to them— run away. pqqqqrs

The glow fades, and you see a strange red sigil beginning to form on your flesh, like a very precise welt. The mark appears on the skin of the two people in the room as well—they seem just as caught off guard by the experience as you are.

The PCs must immediately make Fortitude saves (DC 15). If they are successful, they resist the lantern’s malfunctioning effect, and the sigil disappears. If a character fails, he has the sigil emblazoned on his skin (someplace readily visible). It resembles one of the sigils on the lantern. This sigil has only a single effect, and that is to attract summoned monsters.

At the beginning of the next round, the malfunctioning magic of the lantern calls four Small ectoplasmic vermin within 10 feet of it. The rogues appear just as surprised by this as everyone else. The monsters seek out and attack everyone with a sigil, ignoring anyone else until all those with sigils are dead.

Creatures: The rogues Enbri (the female) and Tarl (the male) defend themselves and the lantern against intruders. However, when the lantern malfunctions, they both get sigils and must also fight the ectoplasmic vermin. Thus, most likely, a three-way brawl ensues.

Enbri: Female human Rog1; CR 1; Medium-size humanoid; HD 1d6; hp 6; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, masterwork studded leather armor), touch 12, flat-footed 13; Atk +2 melee (1d8+2/19–20, longsword); or +2 ranged (1d8+2/×3, mighty shortbow [+2 Str bonus]); SA sneak attack +1d6; AL N; SV Fort +0, Ref +4, Will +1; Str 14, Dex 14, Con 10, Int 11, Wis 12, Cha 12.

Skills and Feats: Climb +6, Hide +6, Jump +6, Listen +5, Move Silently +6, Open Lock +6, Search +4, Spot +5; Dodge, Improved Initiative.

Possessions: Masterwork studded leather armor, longsword, mighty shortbow (+2 Str bonus), 10 arrows, 2 gp.

Tarl: Male human Rog1; CR 1; Medium-size humanoid; HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 14 (+2 Dex, leather armor), touch 12, flat-footed 12; Atk +3 melee (1d6+1/19–20, masterwork short sword); or +2 ranged (1d8/×3, shortbow); SA sneak attack +1d6; AL N; SV Fort +1, Ref +4, Will +2; Str13, Dex 15, Con 12, Int 10, Wis 11, Cha 13.

Skills and Feats: Climb +5, Hide +6, Jump +5, Listen +4, Move Silently +6, Open Lock +6, Search +4, Spot +4; Iron Will, Weapon finesse (short sword).

Possessions: Leather armor, masterwork short sword, shortbow, 10 arrows, masterwork thieves’ tools, whistle, 11gp.

MD

Small Ectoplasmic Vermin (4): hp 4 each; see Chapter 5.

As if things weren’t complicated enough, there is another player involved in this situation. Othere is a ghost who wants the lantern for himself. Using a potion of invisibility, he lurks amid the crates (Move Silently modifier +6) waiting for an opportunity (such as during a big fight) to race over, grab the lantern, and make off with it.

Othere: Human ghost Rog1/Eidolon1; CR 3; Medium-size humanoid; HD 1d6+3 plus 1d8+3; hp 16; Init +2; Spd 30ft.; AC 16 (+2 Dex, masterwork studded leather armor, small wooden shield), touch 12, flatfooted 14; Atk +5 melee (1d6+1/19–20, +1 short sword); or +3 ranged (1d8/19–20, light crossbow); SA sneak attack +1d6; SQ no discernible anatomy, ghost weakness; AL N; SV Fort +3, Ref +4, Will +4; Str 11, Dex 14, Con 16, Int 11, Wis 13, Cha 11.

Skills and Feats: Climb +5, Hide +6, Jump +5, Listen +5, Move Silently +6, Open Lock +6, Search +4, Spot +5; Dodge, Incorporeal Form, Weapon finesse (short sword).

Possessions:+1 short sword, masterwork studded leather armor, small wooden shield, light crossbow, 12 bolts, masterwork thieves’ tools, 19 gp.

Tactics: If up against someone who is subject to sneak attacks, Enbri and Tarl flank him to get sneak attack bonuses. More likely, however, they spend much of the battle fighting the ectoplasmic vermin.

If things look bad (which they probably do), they do not hesitate to attempt to leave (they can be an interesting part of the adventure later on; see Encounters 6 and 7).

Development: Othere flees, with the lantern, to his home in Forestview if he can.

The lantern’s strange sigil-marking ability affects only creatures with physical bodies. The newly summoned monsters ignore the ghost and make their way through the night to where the PCs are, drawn magically to them.

Ad Hoc XP Adjustment: The EL of this area is altered because the rogues are going to be helping to fight the ectoplasmic vermin. Award 25% fewer XP for all the creatures and characters encountered in this fight.

Encounter 4: Determination (EL 2)

This encounter happens in one of two ways; either the

PCs have the lantern or they don’t. If they have the lantern, about an hour after the encounter with the rogues, read the following text.

The ectoplasmic vermin attack all characters with the sigils. If the PCs do not have the lantern, the monsters are still called and head directly for the characters with sigils. However, it probably takes the monsters at least a couple of hours to get across the city to where the PCs are. In this event, a few hours after Encounter 4, read the following to the players.

This encounter works great if the PCs are someplace relaxing, such as in an inn or restaurant, or perhaps simply in their rooms. The ectoplasmic vermin are determined, and thus able to get into just about any location. However, if the PCs are in a particularly secure area, you can rule that the vermin just wait outside for them to come out. They are magically compelled to attack the PCs, so if there’s nothing else for them to do, they wait.

If the PCs are in a public place, the encounter is even more interesting. At the sudden appearance of these vermin, people scream in terror. Bystanders run for cover, although a few people might try to help. A man named Errim attacks them with a broom. A ghost named Nimi helps with her sword. Remember that the vermin attack only the PCs, ignoring anyone else—even to their detriment.

Others might attempt to use the confusion created as a diversion. A rogue named Queane attempts to lift the moneybox (if in a place of business) and/or pick the pocket of one of the PCs during the fight. Queane has nothing to do with the whole situation with the lantern, but the PCs don’t know that. An opposed check (Pick Pocket check result opposed by Spot check result) determines whether the PC notices the Pick Pocket attempt. Otherwise, each PC can attempt a Spot check (DC 15) to notice Queane take the cashbox (again, if they are in a tavern or store). NPCs around them are too busy looking at the vermin to notice her.

If confronted, Queane attempts to flee with her loot. If cornered, she defends herself. If given the opportunity to return her stolen goods rather than fighting, she does so. In fact, the PCs may find that Queane is actually a friendly and likable person—just down on her luck. If the characters do not turn her in to the authorities or hurt her, she might even join up with them if asked, to help figure out where these conjured monsters are coming from.

Creatures: The malfunctioning lantern calls three ectoplasmic vermin that hunt down whoever bears the runelike markings given to them by the lantern.

Without warning, the lantern begins to glow and shake. Then, suddenly, it flares with power. Moments later, when you can see again (albeit with some spots before your eyes), you spy three strange, multilegged creatures crawling around you—ready to attack!

You hear a strange scratching sound. Something is scuttling across the floor. Suddenly, something small but terrifying launches itself at you, with a horrible stinger tail.

Small Ectoplasmic Vermin (3): hp 4 each; see Chapter 5.

Errim: Male human Com1; CR 1/2; Medium-size humanoid; HD 1d4; hp 3; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Atk +0 melee (1, subdual damage only, broom); AL NG; SV Fort +0, Ref +2, Will +2; Str 11, Dex15, Con 10, Int 10, Wis 8, Cha 13.

Skills and Feats: Craft (woodworking) +6, Listen +3; Iron Will, Skill Focus [Craft (woodworking]).

Possessions: Broom, 12 cp.

Nimi: Female human ghost Ftr1; CR 2; Mediumsize outsider; HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Atk +6 melee (1d8+3/19–20, masterwork longsword); SQ no discernible anatomy, ghost weakness; AL CG; SV Fort +4, Ref +4, Will +0;Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 11.

Skills and Feats: Jump +7; Dodge, Lightning Reflexes, Weapon Focus (longsword).

Possessions: Masterwork longsword, 34 gp(she is currently not wearing armor because she is relaxing in the city).

Queane: Female halfling Rog1; CR 1; Small humanoid; HD 1d6; hp 6; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, mas-

terwork leather armor), touch 13, flat-footed 13; Atk +1 melee (1d6/19–20, short sword), +2 ranged (1d6, shortbow); AL N; SV Fort +0, Ref +5, Will +2;Str 11, Dex 16, Con 10, Int 11, Wis 15, Cha 14.

Skills and Feats: Climb +4, Hide +9, Jump +4, Listen +6, Move Silently +9, Open Lock +6, Pick Pocket +6, Spot +6; Improved Initiative.

Possessions: Masterwork leather armor, short sword, shortbow, 10 arrows, thieves’ tools, 5 cp.

Encounter 5: Desperation (EL 3)

This encounter occurs only if the PCs don’t have the lantern. Most likely, it’s in Othere’s hands. He doesn’t have a mark from the lantern (it affects only creatures with physical bodies), but he has no idea why this lantern he stole magically produces horrible monsters that then immediately scuttle away.

The PCs need to figure out what’s going on. Most likely, they have realized the connection between the sudden appearance of the ectoplasmic vermin from earlier. If not, another encounter with more called creatures may drive the point home.

This event occurs about 8 hours after the previous attack. Like the one before, this encounter can happen anywhere, but it is perhaps best used outdoors and perhaps around other people—like on a city street.

Creatures: Four ectoplasmic vermin drop down from the nearby walls to attack the PCs from above.

There is a clicking sound from above and behind you. Suddenly, dark shapes are scuttling around you, attacking.

Small Ectoplasmic Vermin (4): hp 4; see Chapter 5.

Encounter 6: More Desperation

If it was not clear before, it should be clear now that the PCs are going to be hounded by conjured monsters until they destroy them at their source. They have a few options.

Gather Information: If the PCs ask around, attempting to learn what they can about the situation, they may make a Gather Information check. What they learn depends on the check result.

Check Result 10: Ghost bugs were seen flying through the streets earlier, near Carver Street, where the Portal Ward meets Forestview (DMs should change this location so that it is someplace between where the PCs are and the central part of the Forestview Ward).

Check Result 15: Some thieves stole a magic lantern from Dras, a wizard. The item was unfinished.

Check Result 20: Dras says that the lantern might actually be dangerous.

Check Result 25+: Someone—perhaps a ghost—was seen with a strange lamp covered in runes and sigils in Forestview, near Banil’s Bakery.

Speaking with Dras: Perhaps acting on knowledge gained from a Gather Information check, the PCs could go to Dras’s shop in the Portal Ward.

Broken glass covers the wooden floor inside this shop. The window next to the door is shattered. Tables stretch out on either side of you, with various strange objects on them: a pair of books, a thin wand made of wood inlaid with silver, a lyre with golden strings, and a pair of goggles. Each item is encased in a container of brass and what looks like glass, but something about it suggests that it’s far stronger. Other metal boxes lie amid these more ornate containers.

The walls are covered in strange things: wrapped planks of wood leaning against them, bags of strange-smelling herbs hanging from nails, animal pelts and horns, jars of herbs, beakers and vials, and numerous books on shelves.

A tall, thin man with a gaunt face framed by straight, very long black hair and a short black beard stands staring at you with a look on his face that could probably curdle milk. Standing directly behind him is a 9-foot man of metal, wood, and stone, all fashioned into a hulking monstrosity. Just when you think it might actually be a piece of art, it turns its faceless head to seemingly gaze in your direction with a creaking sound.

“What do you lot want?” the man says. “I’ve no time for foolishness today.”

Dras is not normally a friendly man, and the current break-in and theft has left him in unusually bitter spirits. His responses might go something like this:

“Yes, some damnable thieves broke in here. They’re lucky to be alive, with some of the curses and wards that guard this place . . . and there be more, now. Trust me on that one.”

“The lantern; it was going to be a fine creation. One that parted the Veil and allowed the unseen to be seen.”

“Oh, I suspect it parts the Veil, all right. Parts it right down the middle. Who knows what it might do. Send things far away, call things from other places. . . .”

“An unfinished item of magic is a dangerous thing. There’s no telling what it might do. It doesn’t have to have anything to do with what the intended powers are—the proper ensorcelments were not there to bind it together safely. Unchecked magic . . .”

“What are those marks on your skin, there?”

“If I could get my hands on the lantern, I could quell its malfunctions. I could put it to rest and perhaps even finish it as I had intended. I might even be able to provide a bit of a reward. . . .”

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