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Where Madness Dwells is a d20 System adventure suitable for four 7th-level characters. Where
Madness Dwells offers a good mix of roleplaying,
problem solving, and combat, and can easily be
adapted for characters of levels 68, as noted in
the Scaling the Adventure section below. The
party should include at least one spellcaster. A
rogue is also very useful, but not essential. A
good mix of classes and races will work the best.
The last encounter is very difficult, and the players will have a much easier time if they possess
several +2 magic weapons.
SCALING
THE
The encounter symbol indicates the presence of one or more creatures in the area. This section
describes who or what the creatures are, and their likely
reactions to the PCs.
Any information about the areas physical
traits, its history, or similar subjects are contained in
the section marked with the features symbol.
ADVENTURE
should be one of lurking dread, where the players find themselves nervously examining every
corner of the asylum. You should familiarize
yourself with all aspects of this module and its
many encounters before your players begin their
adventure. Some encounters may be altered (or
omitted) to better scale the adventure to the abilities of the players and their characters. Take care
not to scale back the difficulty too far, as this
module has been made challenging for a reason.
GM NOTES
ADVENTURE SUMMARY
Introduction
breach its defenses. The PCs search for information around the town, and learn that the asylum
has been slowly degrading over the past twenty
years. Once they breach its foreboding exterior
and venture inside, they learn that the patients
are kept in very poor conditions. Gradually, they
discover various clues that hint at a sinister plot
hiding behind the faade of the asylum.
Through talking to Vunik, an eccentric old
sage held captive in the asylum, and by confronting Doctor Heraladus, the asylums current
administrator, the PCs discover that the place is
being controlled by two mind flayers, who have
charmed Vunik into designing a portal to their
underground city. Vunik knows that the plans for
his portal have gone horribly wrong, however,
and he doesnt want the portal to be opened for
fear of what is on the other side. Eventually, the
PCs confront the mind flayers and the hideous
beast that comes forth from the portal. Following
Vuniks instructions, they manage to destroy the
portals keystone, annihilating the dimensional
gateway.
ADVENTURE BACKGROUND
Vunik
Vunik, always the eccentric sage, has teetered
on the brink of insanity for years. While prone
to unusual behavior, however, his outbursts traditionally remained non-violent. Only in the past
few years has Vunik has become more confrontational. Recently, after a night of heavy drinking,
Vunik stumbled through the citys more affluent
neighborhoods, accosting privileged citizens and
shouting slanderous accusations against Niarvas
leaders, the Lords of Enlightenment. Finally disgusted with his boorish antics, the city authorities
gave his sister (his legal guardian) an ultimatum:
either have him voluntarily commit himself to
Witten Asylum, or the militia would imprison
him. Uncertain of Vuniks prospects for survival
in the citys harsh prison system, his sister convinced him to accept institutionalization.
After Vuniks second month in the asylum,
ADVENTURE HOOKS
Introduction
the Lords of Enlightenment, telling the PCs that
Lord Kelym will be wearing a ring with the same
symbol. If this hook is chosen, treat Vunik as a
stranger the PCs encounter within the asylum.
The adventure can begin with the party anywhere
in close proximity to the city of Niarva.
Inspection Time
With the majority of Niarvas troops and militia
busy protecting the upscale parts of the city, The
Lords of Enlightenment are sometimes forced
to hire parties of adventurers to perform various
tasks elsewhere within Niarvas walls. This is the
case when a city official, Noric Chaunnor (see
Appendix I: Primary NPCs), contacts the party
with an offer of employment. He needs to inspect
the asylum and wishes the party to accompany
him for security reasons. He offers to pay the
party 500 gp per person. If this hook is used, treat
Vunik and Kelym as strangers the PCs encounter
within the asylum. The adventure can begin with
the party members within Niarvas borders, or in
close proximity to the cityperhaps traveling an
old road through the forest on their way to another
destination.
OF
NIARVA
Niarva
Population: 5,875 (approximately 80% human,
with the remaining 20% divided primarily
between elves, dwarves, half-orcs, and gnomes).
Type of Government: Oligarchy.
Heads of State: Alexei Zarechnov (male human
Ari9), Boris Geshovsky (male human Ari8), and
Kelym Aradamore (male human Ari8). Their official joint title is the Lords of Enlightenment.
Judicial System: Officially, all justice is administered by the city militia, under the authority of
Sara von Kruggen (female human Ftr10) and her
deputies: Erania du Pries (female human War7),
Ramses Chufas (male human War6), and Old
Jack Drespin (male human War7). In actuality,
the militia has little control over much of the
city, where warring vigilante gangs administer
punishments. The largest gangs are currently led
by Stalker Bazak (male half-orc Rog7) and Nev
Gemsplitter Darok (male gnome Rog7).
Climate: At this time of the year, the high temperature is 70 degrees Fahrenheit with an overnight low of 50 degrees Fahrenheit. Daylight is
present from 7:30 in the morning until 8:30 in the
evening.
Rumors
Once within the city limits, the party can gather
intelligence about the asylum in a number of
locales. These include The Madman Inn, The
NIARVA EVENTS
AND
LOCALES
a. Common Room
This large room is lit by torches and by a low-
Getting Drunk
Drunk: A character who is drunk suffers a -2
penalty to all saving throws, attack rolls, and
AC. A drunk character also gains 1d4 temporary hit points (or as we like to call them at the
office, beer points). GMs can apply these penalties more than once to simulate characters
who have achieved a higher state of drunkenness. After 8 hours of complete rest, affected
characters are no longer drunk, but may be
hungover (see below).
a. Front Foyer
In the far right corner of this 15 foot by 15 foot
room, a slovenly old man dressed in sweatstained clothing sits barely conscious upon an
old, weathered stool. His feet are bare and black
with soot, and a puddle of what appears to be
spilled ale has formed nearby. To the left is a
wide storage area with hooks and crude shelving, adorned with all manner of weapons.
The old man slowly opens his eyes and
mutters in a drunken slur Leaf yer wepins . . .
ya . . . dam bastads . . . then falls off his stool
and passes out on the floor.
b. Common Room
The common area of The Barred Blade is bustling with activity. Nearly every table in the
establishment is occupied, with at least half a
dozen barmaids ferrying drinks and plates of
steaming food all about. Directly across the
room is a cold stone fireplace. Over the fireplace
hangs a wide, crude tapestry boasting The Best
Damn Waffles in the Realm.
Betsy the Barmaid, female human Com1: conversing with several patrons at a table near the
fireplace. She appears to be quite popular throughout the bar. Rumor has it that she has a variety of
services to sell, as many believe that she was once
employed by one of the town brothels.
10
5 sp
6 sp
5 sp
4 sp
5 sp
5 sp
6 sp
3 sp
Light Meals
Roasted Spiced Potatoes
Fresh Baked Bread
Fruit and Cheese
Hot Waffles with Syrup
Grilled Cheese
Hot Oatmeal
House Salad
2 sp
4 cp
2 sp
3 sp
1 sp
2 sp
4 cp
Beverages
Ale
Ale, spiced
Mead
Mead, heavy
Hairy Barbarian (special brew)
The Madman (special brew)
Wine, table
Wine, Ruby
Wine, Emerald Mist
Whiskey, hard
Liqueur, malt
4 cp
7 cp
10 cp
12 cp
1 gp
5 sp
8 cp
10 cp
13 cp
6 sp
2 gp
11
c. At the Bar
d. Kitchen
12
Duphars Services
Spells
Duphar charges 15 gp per level of spell cast.
Scrolls
Cure light wounds
Feather fall
Identify
Magic circle against evil
Restoration
25 gp
25 gp
125 gp
375 gp
800 gp
Potions
Cure light wounds
Spider climb
Darkvision
Levitate
Invisibility
Bulls strength
Gaseous form
Heroism
50 gp
50 gp
300 gp
300 gp
300 gp
300 gp
750 gp
900 gp
Miscellaneous
Niarva Map (Handout A)
FREE
4. Gareths Emporium
Converted from an old grain mill, this large
structure is beginning to show its age. After
years of neglect and weather damage, Gareths
Emporium has the look more of an abandoned
warehouse than a bustling business.
Owned and operated by Gareth Tarbosh
(male human Com3), the Emporium is a haven for
newcomers to the city. Gareth is a busy man, and
he likes to think of himself as even busierthere
are always a few customers in his shop, and he
rarely spares more than a few moments speaking
with each.
This shop carries all of the common adventuring gear and clothing found in Core Rulebook
I: PH.
a. Temple Interior
Past a simple foyer, the central chamber of the
temple is a smaller version of the dome encompassing the temple as a whole. A glass window
at the apogee of the dome lets light in from
outside, while torches illuminate maps of cities,
roads, and forgotten nations painted on the
walls. The floor here is tiled, with hundreds of
colored stone paths weaving among each other,
all meeting in the center of the room at a circle
of curved stone benches.
On one bench sits a middle-aged man in
grey, a crooked staff beside him.
5. Hammers Forge
Hammers Forge sits at the western edge of
town, a crumbling stone building surrounded by
rusted and broken blades stuck into the ground
outside. From within, theres the sound of metal
on metal, and badly off-key singing.
Hammers Forge has been a staple of the
community for as long as anyone can remember.
Its proprietor, a slightly deranged man known only
as Van Hammer (male human Exp2), is something
of a hermit, rarely leaving his shop. There have
been instances, however, when he has been found
stumbling about the streets in a drunken haze,
mumbling incoherent babbling at passersby.
Hammers Forge carries all of the weapons
13
14
ROUTINES
AT
Asylum Features
Wood framing, fitted stone masonry, and a 1-inchthick sheet of lead comprise the asylums exterior
walls and roof. Torches illuminate the asylums
first floor, while continual flame spells cast
throughout the second and third floors provide
lighting for the staff.
As a final note, certain spells can bypass the
asylums defenses. These spells include teleport,
dimension door and other teleportation spells.
However, passwall, stone shape, and similar
spells do not work effectively against the buildings exterior walls, nor can clairvoyance, locate
object, message, or the various detect spells affect
anything within the asylum from outside. Shortly
after arriving at the asylum, the mind flayers
ordered the reinforcement of all exterior walls
with a 1-inch layer of lead. A spell must negate all
three construction materials to bypass or destroy
the exterior walls.
WITTEN ASYLUM
ASYLUM EVENTS
AND
LOCALES
15
Anyone loitering in the immediate vicinity of the asylum is questioned as to their intent
and purpose. Failure to give satisfactory answers
results in being escorted away by the guards. See
Appendix I: Primary NPCs for details on the
asylum guards.
During the day, the front gate and doors
are both unlocked. See Chapter IV: The Asylum
Revisited, area A, for details on the asylum at
night.
1. Reception Area (EL 7)
The cries of tormented souls and grinding metal
fill the musty air. Two rusty, iron bar doors on
the side walls separate this small chamber from
a pair of long, dark corridors where the cacophony apparently originates. A rotting wooden
desk sits before a small, four-legged stool in
the center of the room. An open, leather-bound
book, a quill, and a vial of fountain ink rest
upon the desk. To the right of the front door
stands a tall storage locker. Two flickering
torches supplement the dim light from the corridors beyond.
Seated behind the desk is a muscular, bald,
human male wearing a white tunic over a tight
16
17
M.
N.
O.
18
Marba (female human Com1; Craft (gemcutting) +2): Believes she was ravaged by
a balor. Kneeling on her slab, she screams
uncontrollably about the horrors she has
seen.
Max Orwelian (male human Com1; Profession (bookkeeper) +2): Very depressed and
suicidal. He was convicted of embezzlement.
He tries to grab at the PCs when they pass
by, trying to convince them that he is innocent and pleading for his release. You dont
understand, Im innocent. You have to get
me out of here. Bad things. . .happen here.
They change you. If he continues much
longer, the guards bang on his cell with their
saps, shouting at him to stop harassing the
visitors. If asked, Max will also say he has
seen Lord Kelym being dragged through the
asylum. The guards claim that he is insane,
and should be ignored.
Kazzmella (female human Exp1; Profession (tanner) +2): Kazzmella believes she is
invisible. She stands in the center of her cell,
looking at her hands as if she can see right
through them. If questioned by the PCs, she
remarks, They cant see me. . .the men with
horrible eyes. . .they try, but they cant see
me. They see you, though. . .always you.
Carl Czmaska (male human Com1; Profession (fisherman) +2): A recovering narcotics
addict who harasses the PCs for something
called greenwort. I cant take it any-
P.
Q.
R.
S.
T.
U.
V.
3. Visiting Room
19
the front gate inform them that the asylum is temporarily closed for repairs. The guards will give
this excuse every time the PCs return. Noric proposes that the PCs find a way inside themselves,
and offers an additional 100 gp per person if they
can tell him what is going on inside.
If they want to get back into Witten, the
party has two main options: the first is to find
Kraaven (see Chapter I: The City of Niarva, area
2c) and sneak into the asylum from the sewer
system below. Once the PCs go to meet Kraaven,
proceed to Chapter III: The Rogue. Their second
option is to return at night, when the guards are
not present. See Chapter IV: The Asylum Revisited for more information.
20
AND
LOCALES
A. Cemetery Entrance
Under the pale moonlight, every headstone
seems to exude an unearthly aura. The air is
cold and humid, with a low fog creeping amid
the graves. A stone-cobbled walkway snakes
through the cemetery, with all roads converging at a small mausoleum in the center of the
property.
21
Sewer Conditions: A number of environmental factors are relevant so long as the PCs
remain in the sewer. They are as follows:
Stench: The smell is nearly unbearable.
Anyone who enters the sewer must make a Fortitude save (DC 13) or suffer a 1 circumstance
penalty to all attacks and saving throws for one
hour, or until departing. PCs who attempt to stifle
the fumes gain a +2 circumstance bonus to their
Fortitude saves. This save must be repeated every
hour while in the sewer.
Combustible Air: Lighting torches or casting spells that produce fire or combustion will
ignite the fumes in the air. In such a case, all characters in a 20-foot radius around the source of the
explosion take 4d6 points of fire damage (Reflex
half DC 17). Characters will have to use magical
light, sunrods, darkvision, or other means to navigate the sewer safely.
Disease-Ridden Conditions: Any character who takes damage while standing in the deep
muck must make an immediate Fortitude save
(DC 13) or contract filth fever (incubation period
1d3 days; damage 1d3 temporary Dexterity and
1d3 temporary Constitution).
Wildlife: Scurrying about the sewer is a
pack of 8 dire rats (see Appendix III: Monsters).
These creatures can be encountered at any point
while the PCs remain in the sewer system.
b. The Tunnels
The pungent stench of mildew emanates from
the wet sewer walls. Every few dozen feet,
thin shafts of moonlight fall through sporadic
22
c. Broken Wall
After long years of neglect, a small section
of the wall here has been eaten away by erosion. A new stench drifts out from the chamber
beyonda stench of rot and decay.
The fire, as in the previous room, is a continual flame spell. A detect undead spell cast here
reveals a single strong aura in the next room. The
purple slime is warm and wet to the touch, but
harmless. The bones in the corner are human, and
constitute a full skeleton. The skull appears to
have been shattered by a crude, blunt weapon.
f. The Tomb Room 3 (EL 8)
The only light in this chamber is cast from the previous room, providing a foreboding atmosphere.
The air is cold and damp, and carries a stench far
worse than anything produced by the sewer. The
floor is covered in slime-covered bones and rotting rat carcasses, and eerie shadows dance upon
the walls. Against the far wall is a 9-foot-wide
stone sarcophagus, heavily detailed and lined
with runes, overgrown with moss and mildew.
23
24
25
AT
NIGHT EVENTS
AND
LOCALES
26
27
Wooden door (to area 6): 4 in. thick; hardness 8; hp 30; Break DC 25.
Iron cell doors: 2 in. thick; hardness 10; hp
60; Break DC 25; Open Lock DC 20.
Each guard carries a chain shirt, a sap, a
light flail, and 17 gp. Each also has a key ring with
three keys: one for area 1, one master key for the
cells, and another key for area 3.
5L-2K. West Wing Cells
The patients information corresponds with
their cell letter.
A.
B.
C.
D.
E.
The door to area 6 is blocked with crudelynailed wooden planks. The planks themselves are
old and worn, and have begun to split after years
of pressure. A Listen check (DC 10) reveals a
strange groaning sound coming from beyond the
door. The door to area 7 is unlocked.
28
F.
G.
H.
I.
J.
K.
29
30
medicine.
A glyph of warding protects the chest,
unleashing a sonic blast at anyone other than
Dolores who opens it.
Chest: 1 in. thick; hardness 5; hp 15; Break
DC 23; Open Lock DC 28.
31
13a. Kitchen
Resting atop a large coal grill is a massive iron
kettle filled with a broth smelling strongly of
garlic. Along the wall are four rows of shelves
lined with spices, fruits, vegetables, dried
meats, flour, and other ingredients. Two large
barrels stand in one corner of the kitchen. Sliding wooden doors lead to the north and west.
The mixture in the iron kettle is a garlicbased stew that tastes quite good, despite its
pungent aroma. All the ingredients on the shelves
are remarkably fresh. Dirty wooden bowls and
leftover food products float in water near the top
of one of the barrels, while the other barrel holds
clean water.
Meals are served to the patients an hour
before visiting hours begin, at 2:00 in the afternoon, and an hour after visiting hours end. Staff
meals are served throughout the day.
13b. Food Storage Area
32
33
34
The creature is a homunculus, recently created by Doctor Heraladus (see Appendix III:
Monsters). The homunculus does not attack,
instead merely observing the party. If provoked, it
flees to area 20, hoping to reach Doctor Heraladus
35
Just inside this rooms entrance, three decorative lacquer panels obscure a majestic, alabaster
bathtub. Four onyx legs support the bathtubs
weight. A strong aroma of olive oil and flowers
emanates from almost a dozen open bottles of
perfume and cologne that rest on a small, malachite vanity with a spectacular silver mirror.
Next to the vanity sits a teakwood armoire, its
closed doors carved with images of battling
dragons. A canopied bed made of ebony stands
in the rooms northwest corner, covered in silk
and fur.
36
37
The cell closest to the entrance houses a passive, middle-aged human male with a thick
clump of gray hair and an unkempt beard. He
wears a simple white cloak and peeling leather
sandals. He feverishly writes mathematical
38
Undercommon.
Strange-looking
fellows,
too, with so many tentacles. But very likable,
indeed, very likable. Once my calculations were
complete, my two dwarven friends with their
magic hammers started constructing the portal.
Ah, where are they, anyway? Oh, never mind.
Anyway, after about three weeks of construction, they completed the portal exactly to my
specifications. But something is wrong. Im not
sure what, exactly. I rechecked all my calculations. The square root of 3,364 is 58, 78 times
52 is 4,056, 2 plus 2 equals 5. I just cant seem
to find the mistake. Everything is as it should
be, but I fear something is terribly wrong. You
must find the dwarves portal sketchit has an
incantation that can be spoken backwards to
bring down the portals magic. Once the incantation has been uttered, the keystone gemthe
one at the apex of the portalmust be destroyed.
This will reverse the flow of energies. I tried to
tell the doctor, but he just wont listen to me.
Destroy the portal. . . His words trail off, and
he begins to shake violently.
39
40
41
hearing them in area 29, or by sensing their conversation with Doctor Illhausen), one of the two
mind flayers (hp 43, 40; see Appendix III: Monsters for details) lies in wait here, ready to unleash
its mind blast as soon as the door is opened. The
other is in area 31, trying to activate the portal to
escape. Characters who succeed at a Listen check
(DC 17) hear it chanting.
If the PCs have avoided detection, both
mind flayers are in the laboratory. They begin
combat by using their mind blasts. The moment
things appear dangerous for them, one heads for
the portal to try to activate it.
The mind flayers telepathically communicate with the party throughout the encounter.
They emphasize the hopelessness of their situation, and the inherent weakness of the humanoid
races.
See area 31 for details of the portals activation.
The dwarves constructed the south wall and
stone door prior to building the portal, so that
if something went awry, the mind flayers could
retreat to a position of safety. The stone door can
be barricaded with the metal bar. The stone blocks
near the west walltwo basalt, and two quartzare
leftover building materials from the portal.
The sketch on the bench is a detailed blueprint for the portals construction, written in
Dwarven. At the bottom of the sketch is a short
passage written in bizarre runes, which can be
translated with a read magic spell. The passage
reads: Zembi lan heliar lil dey ren kotha. It is
the incantation that magically protects the portal
from harm, and places an invisible barrier around
the five flawless gems that frame the structure.
Reversed, it destroys the same barrier.
Stone door: 4 in. thick; hardness 8; hp 60;
Break DC 23 (28 with the bar in place).
The four jars on the workbench contain
powdered platinum, powdered silver, powdered
gold, and powdered sulfur, and are worth 500
gp, 350 gp, 100 gp, and 5 gp respectively. The
two hammers are both stonestrong hammers (see
Appendix II: Magic Items). The dwarves use
42
43
44
THE
ADVENTURE
45
Arlana, female half-elf Wiz7: CR 7; Mediumsize humanoid (5 ft. 5 in. tall); HD 7d4+7; hp 29;
Init +1; Spd 30 ft.; AC 11 (+1 Dex); Atk +6 melee
(1d6+3, +2 quarterstaff); SQ Half-elven traits;
AL CG; SV Fort +3, Ref +3, Wil +6; Str 12, Dex
13, Con 13, Int 17, Wis 13, Cha 14.
Skills and Feats: Concentration +10, Craft
(Bowmaking) +7, Craft (Weaponsmithing) +8,
Knowledge (Arcana) +12, Knowledge (Nature)
+11, Profession (guide) +6, Spellcraft +13; Brew
Potion, Combat Casting, Craft Magic Arms and
Armor, Craft Wondrous Item, Scribe Scroll.
Wizard Spells (4/5/4/3/1): 0detect magic,
mage hand, mending, read magic; 1stcharm
person, comprehend languages, enlarge, identify, unseen servant; 2ndcontinual flame (x2),
arcane lock, locate object; 3rdgreater magic
weapon, keen edge (x2), lightning bolt; 4thfire
shield.
Possessions: +2 quarterstaff, potion of cure
light wounds (x3), spellbook.
Asylum Guards, male humans War3: CR 2;
Medium-size humanoids (5 ft. 9 in. tall); HD
3d8+3; hp 16; Init +1; Spd 30 ft.; AC 15 (+1 Dex,
+4 armor); Atk +4 melee (1d6+1 subdual, sap) or
+4 melee (1d6+1, light flail); AL N; SV Fort +4,
Ref +2, Will +1; Str 13, Dex 13, Con 12, Int 13,
Wis 11, Cha 10.
Skills and Feats: Intimidate +5, Jump +4,
Sense Motive +3, Spot +3, Swim +4; Expertise,
Improved Disarm, Improved Trip.
Possessions: Key ring with three keys for
use in Witten Asylum: one for area 1, one master
key for the cells and another key for area 3; chain
shirt, sap, light flail, 17 gp each.
Bobo the Waffler, male halfling Brd3: CR 3;
Small humanoid (4 ft. 1 in. tall); HD 3d6; hp 14;
Init +7; Spd 20 ft.; AC 14 (+1 size, +3 Dex); Atk
+2 melee (1d8-1, waffle iron); SQ bardic music;
AL NG; SV Fort +2, Ref +7, Will +5; Str 9, Dex
17, Con 11, Int 13, Wis 12, Cha 16.
Skills and Feats: Bluff +9, Climb +4, Diplomacy +9, Disguise +5, Hide +11, Pick Pocket +5,
Profession: Cook +5, Tumble +6; Exotic Weapon
Proficiency (waffle iron), Improved Initiative.
Bard Spells (3/2): 0daze, ghost sound,
light; 1stgrease, magic weapon.
Possessions: Waffle iron, wineskin, 20gp.
Bruel the Badass, male ogre Bbn3: CR 5; Large
giant (8 ft. 2 in. tall); HD 4d8+8 plus 3d12+6; hp
51; Init -1; Spd 40 ft.; AC 13 (-1 size, -1 Dex, +5
natural); Atk +11 melee (2d6+7, huge greatclub);
Reach 10 ft.; SA Rage 1/day; SQ Darkvision 60
ft., uncanny dodge (Dex bonus to AC); AL CN;
SV Fort +9, Ref +1, Will +2; Str 21, Dex 8, Con
15, Int 6, Wis 10, Cha 7.
Skills and Feats: Climb +4, Intimidate +2,
Listen +2, Profession (cook) +3; Spot +2; Skill
Focus (Profession [cook]), Weapon Focus (greatclub).
Possessions: Huge greatclub, small beltpouch containing 12gp, 2sp, and 15cp.
Doctor Illhausen, male human Exp8: CR 7;
Medium-size humanoid (5 ft. 7 in. tall); HD 8d68; hp 21; Init -1; Spd 30 ft.; AC 9 (-1 Dex); Atk
+5/+0 melee (1d3-1 subdual, unarmed strike); AL
NG; SV Fort +1, Ref +1, Will +4; Str 9, Dex 8,
Con 9, Int 11, Wis 7, Cha 8.
Skills and Feats: Alchemy +8, Concentration +1, Gather Information +4, Knowledge
(arcana) +10, Knowledge (nature) +8, Listen
+3, Profession (physician) +13, Sense Motive
+9, Spellcraft +4, Spot +4, Wilderness Lore +3;
Combat Reflexes, Leadership, Run, Skill Focus
(Profession [physician]).
Dolores Jevasic, female human Clr6: CR 6;
Medium-size humanoid (5 ft. 5 in. tall); HD
6d8+12; hp 41; Init +4; Spd 20 ft.; AC 13 (+3
armor); Atk +4 melee (1d4+2/19-20, dagger) and
+4 melee (1d4+2/19-20, dagger); SQ Rebuke
undead 4/day; AL LE; SV Fort +7 Ref +2 Will +8;
Str 14, Dex 11, Con 14, Int 14, Wis 17, Cha 13.
Skills and Feats: Alchemy +5, Concentration +8, Diplomacy +3, Heal +10, Knowledge
(religion) +9, Scry +4, Spellcraft +9, Spot +7;
46
Heraladus, male human Wiz7: CR 7; Mediumsize humanoid (5 ft. 8 in. tall); HD 7d4+14; hp 36;
Init +7; Spd 30 ft.; AC 17 (+3 Dex, +4 bracers of
armor); Atk +5 melee (1d4+2/19-20, dagger of
venom); AL NE; SV Fort +4, Ref +5, Will +8; Str
13, Dex 16, Con 15, Int 19, Wis 17, Cha 14.
Skills and Feats: Alchemy +8, Concentration +9, Craft (Pottery) +6, Forgery +6, Knowledge (arcana) +12, Knowledge (nature) +9,
Knowledge (the planes) +9, Listen +5, Profession
(Physician) +8, Scry +9, Sense Motive +7, Spellcraft +11, Spot +6; Combat Casting, Craft Wondrous Item, Empower Spell, Improved Initiative,
Scribe Scroll, Spell Penetration
Wizard Spells (4/5/4/3/2): 0daze, detect
magic, mage hand, read magic; 1stburning
hands, comprehend languages, hypnotism, shield,
unseen servant; 2ndblur, ghoul touch, protection from arrows, see invisibility; 3rddispel
magic, magic missile (empowered), summon
monster III; 4thsummon monster IV (2).
Possessions: Dagger of venom, +4 bracers
of armor, robe of storms, ring of evasion, potion
of cure light wounds, key ring with fourteen
keys (for every door in Witten Asylum), 245 gp,
a pouch holding five rubies worth 500gp, 300
gp (x2), 250 gp and 200 gp, platinum brooch
worth 500 gp. Doctor Heraladus magic items are
described in Appendix II: Magic Items.
Kraaven Moorhead, male human Rog4: CR
4; Medium-size humanoid (5 ft. 6 in. tall); HD
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damage.
Howl (Ex): All beings other than outsiders
that hear the creatures howling for an hour or
more are subject to its effect, though it does not
help the howler in combat. Those within a 100foot spread must succeed at a Will save (DC 12)
or take 1 point of temporary Wisdom damage. The
save must be repeated for each hour of exposure.
This is a sonic, mind-affecting attack; deafened
creatures are not subject to it.
Mind Flayers: CR 8; Medium-size aberration;
HD 8d8+8; hp 44; Init +6; Spd 30 ft.; AC 15 (+2
Dex, +3 natural); Atk +8/+8/+8/+8 melee (1d4+1,
tentacle); SA Mind blast, psionics, improved
grab, extract; SQ Telepathy; SR 25; AL LE; SV
Fort +3, Ref +4, Will +9; Str 12, Dex 14, Con 12,
Int 19, Wis 17, Cha 17.
Skills and Feats: Bluff +8, Concentration +12, Hide +8, Intimidate +10, Knowledge
(arcana) +9, Knowledge (nature) +9, Listen +10,
Move Silently +7, Spot +10; Alertness, Combat
Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle).
Mind Blast (Sp): This attack is a cone 60
feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4
rounds. Mind flayers often hunt using this power
and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection,
charm monster, detect thoughts, levitate, plane
shift, and suggestion. These abilities are as the
spells cast by an 8th-level sorcerer (save DC 13 +
spell level).
Improved Grab (Ex): To use this ability,
the mind flayer must hit a Small to Large creature
with its tentacle attack. If it gets a hold, it attaches
the tentacle to the opponents head. A mind flayer
can grab a Huge or larger creature, but only if it
can somehow reach the foes head. After a successful grab, the mind flayer can try to attach its
remaining tentacles with a single grapple check.
The opponent can escape with a single successful grapple check or Escape Artist check, but the
mind flayer gets a +2 circumstance bonus for
every tentacle that was attached at the beginning
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HANDOUT: A
HANDOUT: B
SEWER MAP
Witten Asylum
Level: 1
Level: 2
Level: 3